Vous êtes sur la page 1sur 114

WRITERS This book has been coming for a long time.

Mike Pondsmith I mean that the same way that a person will look at the bad luck of some-
Ross "Spyke!" Winn me they don't like, and say "That guy's had it coming for awhile."
When I took over this line some years ago, the sort of questions we got
Benjamin Wright
Nere along the practical side. "If Bob does X, can I d o r It doesn't say anything
Craig Sheeley about it in the book." A good question, because no rules can be complete; play-
Eric Heisserer ers can (and will) come up with some creative situations. That sort of question
Charlie Wong began to diminish as the rules went into later editions and we published more
Mike Roter supplements. The holes were plugged, and people's questions were answered.
ART DIRECTION It was the questions that began to follow that were the unusual ones: peo-
ple whose games had gotten out of control, whose players were out-thinking
Mark Schumann them, who were trying to get the 'official" answer to a game procedure,
Benjamin Wright because they thought that was the only way to do something (and enforce
some kind of order). My opinion on "official" procedures is simple: if the game
COVER is some kind of tournament with money and prizes riding on the outcome, then
ILLUSTRATION
standard rules are important. Otherwise, RTG isn't looking over your shoulders,
Chris Hockabout kids. you paid the 20+ bucks, you can do what you like.
I began to wonder where these peoples' willpower, flexibility, and creativi-
COVER
COLORIZATION ty had gone.. .
One thing that starting a gaming career using original 'white-box D&Dmn
Mark Schumann will teach you: you are running the game, you are telling the story; there is no
Benjamin Wright one telling you how something should be run, because there is no "should be."
The very nature of role-playing is that it is innovative, it is make-believe; if there
INTERIOR
ILLUSTRATIONS is nothing written down, make it up yourself. Hell, if it's written down and you
don't agree, change it to what you want.
Riccardo Crosa The purpose of this book is to restore innovation and creativity, not by rote
Ric Lowry dogma "you must do X, Y, Z for a successful game," but by inspiring through
Angela Lowry example. What follows is a product of some of the cleverest Cyberpunk writers
Angelo Montanini and referees I know, showing how they've run and played their games (some
Paolo Parente have been at it for as long as the game's been around), hoping that their exam.
Alex Racine ple will show you the way do it better (and have more fun, to boot).
Dan Smith
Mike Jackson So buy the book. Use your mind. Take control
you've had this coming for a long time
Benjamin Wright --.

EDITING
Derek Quintanar, S.E.
Derek Quintanai
Louise Stewart
Craig Sheeley......... ............................................................................................................................................................................ .4
Benjamin Wrig'nr.......................................................................................................................................................... ........................................... 5
Eric Heiserrer. ......................................... 10
Ross "Spyke!" Winn ................................................................................................................................................... .........................................
....................................................................
14

eeley.................................................................................... .... .........................................


BenjamiiI Wright .............................................................................. .... ........................................ 20
......................................................

I
d., i "Spyke!" Winn .................................................................... ................................. ............................................ 2 4
Be:nju, .., ................................................................................................................................................................................................. 27
Nmrnin
I
Wrinht

Eriic Heiserrer ........................................................................................ .............................................................................................................. .29


Ckiairlie Wong ........................................................................................ ............................................................................................................... 33

:Pondsmith............................................................................... ...................................................................................................................
Roa .................................................................................................................... 40

n Chnelcw

:Pondsmith (Plotpath)..................................................................................................................................... ....................................... .5


Roai "Spyke!"Winn (Character Creation)........................................................................................................ ......................................... 58

Benjamin Wright ................................................................................................................................................................................................. 89


72

Charlic
Benjarnin Wright ................................................................................................................................................................................................. BO
Craig !Sheeley....................................................................................................................................................................................................... ~5
Ross ' ::w.:.

Detailed Explosives in Q k p u n k 2020................................................................................................................................................ 105


Saturday Night Slugfest................................................................................................................................................................................. 107
Beyond the Basics (New Skills List) .......................................................................................................................................................... 109
already outlined in Qfmpunk 2020, that manipulation), or by threatening them
of having all the Pcs be part of a single and forcing them to fight together or
SHEEL-- team. This not only introduces them to
each other, but it gives them a common
die separately.
Come to think of it, one of the more
goal and encourages them to think of interesting ways to bring player-charac-
each other as teammates instead of ters together is to connect them through
~hcARACrERs acquaintances. a threat or present danger. Here's a sam
The chance meetina in the bar is
1
Dle scenario: All of the playerdaracters
ne of the greatest problems hackneyed, but servicable. The trick is happen to eat out at the same vendor.
with starting up any roleplaying to engage playe:r-character interest by Unbeknowllst to them, the vendots food
game is that of getting the char- giving them a rieason to bond togeth- has been doped with an experimental
. .. . . .. .
acters together
- as a cohesive group. This er-say, by having tnem gatnerea mina-arrenng drug that heightens both
problem has given birth to the classic (and together to act as a temporary team their aggressive and pisck instincts, as
timewom) joke, "you all meet in a bar..." (all contacted by the same Fixer, the well as adding a spectfic scent to their
There are several ways to introduce one that all of them picked up from the perspiration that only the
the playercharacters to one another.
A
[
c .. ....I__ I _-A -__*
inc nr mc sirnnic=sr ana mos a i r m
A!..-- :_
IS
Lifepath generation. See the next para-
____ L
urduii
---- -- .c.:-
IUI IIIUI~: UII LIIIS
c.:.
IJIL
-'c.t-*--.
ut utamtu
-___
This scent marks them
WIIIG
A
.,. +k,..,
pac.4 aitu UIGY naturally cluster
Y-..-L"
together, acting like a surly wolf-pack How are these things used? Well, tions are, where they want their charac-
The drug, provided covertly by a sneaky besides the obvious applications-like the ters to go, what they want them to do.
corp secretly testing its effectiveness, is fact that those past enemies are going to Don't underestimate your players;
designed to turn entire neighborhoods show up sometime; bank on &(!)-I ifmath
-.-I---. t h dI l..l often
I._
-.--.. ..- have ideas that can be put
into involuntary combat gangs, ready to events are good ways to tie the charac- to good use wiithin your campaign, and
trash anyone perceived as being a ters together. Say one charactei. has a they'll provide you with plot twists that
threat to the "pack," trespassing on friend, an ex-partner or someo'ne the you'd never hajve thought of yourself. Of
"pack" turf, or even being different The character worked with. The charac3erisa course, you don't have to give them
uses for this would range from causing solo; let's say that the friend is a Mreapon- exactly what tlhey asked for; mix and
civil disorder to creating combative smith. And another character, a techie, match, mutate! their ideas, and turn
- .. . -
hordes who would be willing to follow has a friend who's got similar inrerem. &____I_
rnern I
.-
inro your
I-

own plotline.
suggestions and orders from an opera- What a coincidence; the solo's weapon- The step of consulting your players
tive treated with the appropriate scent. smith and the techie's fellow traveler are is vital to the ease of maneuvering
(For those who are wondering, I've just the same person. Or perhaps characters them into following your plotline.
described a variant of the Block Mania share a common enemy, or even love They'll be eager to get involved in
toxin from the Judge Dredd comic.) interest! (Guaranteed to cause lots of fun something that they suggested, and will
Or the drug could be a slow-acting friction within the group; not for the probably be pleasantly surprised when
poison or bioplague, and the PCs have a squeamish referee.) they discover the twists you've added
limited time to get the antidote and save Sometimes the referee has to step in to their suggestions.
their lives. Or the playercharacters might and dictate a Lifepath event, deliberately It's amazing how many referees
be harrassed or threatened directly by an linking characters together. I find that it's don't take the time to even plot out the
external group, a gang, corp, or so on. easiest for the referee to have the player direction of their campaign, much less
Nothing brings humanity together in a roll the D10 for Lifepath events, and tell consult their players for actual assistance
common cause like an active "USversus the player what happened to the charac- (I, too, have been guilty of this. Often.).
them" threat (Ha! Imagine opening your ter. That way you can make the Lifepath Not only does it give a good direction to
campaign with the PCs in an elevator, the event anything you want, heh heh. the campaign, assisting the logical pro-
same elevator that the Bozos are planning gression of events, but it makes things a
to dump a barrel of hungry rats into. That'll GOAL-ORIENTATION lot easier when the players can actually

W
get the characters acquainted quick! And hen you start a campaign, see light at the end of the tunnel. Of
angry as heck at the Bozos, too.) some thinking has to be course, the campaign doesn't have to
A less convoluted and Machiavel- put into campaign devel- stop there; it can continue, mutated into
lian method of introducing player-char- opment before you even start it UD. Ask another camoaiqn! . - Think of it as sequels
acters to one another is to have them yourself the following questions: What do to a book or movie.. .
be pre-introduced as friends or mutual you want the characters to devc?lop into?
acquaintances. The adventure in the Do you have a specific goal in mind,
Cyberpunk GMs Screen assumes that some sort of change in history c)r the sur- BENJA
MI N
all the PCs are roomies, and have been roundings? For instance, do yo
rooming together for some time. have the campaign developing uupwant to the
to WRIGHT-
Mutual friends are a good way to bring catastrophic incident which tri!ggers the he kid gloves are off, gato-
PCs together; these friends can be eas-
ily provided by the Lifepath process
(see below).
alternative future of CyberGenefntion? Or
do you want an orbital war to txeak out,
signalling a corporate war in -I----
s n x e ann
.

-..-
1 C T .
Cyberpunk isn't supposed to be
easy. For referea;, the Dark
..- a-- severe cnaiienge! In 2020
r. i i i i i r-e I$
on the ground? What about a corporate death lurks aroiund every comer, hope is
e _I.

THELIFEPATH AS A takeover of the USA? (Part c)f the back- in small supply,, and ambition is the only
TOOL ground of CyberGeneration; even if you virtue. Such anI environment is certainly

T he Lifepath is more than just a


past for the characters. It does
more than flesh out the char-
acter's life and times. It provides the ref-
eree with a great many oppotunties for
don't agree with some points of the sup ideal for fast-placed, stylish adventures;
plernent, you can adapt pie!ces of it to any edgenrnnf:r will tell you that greed,
your own use.) you really shiould deter- violence, parartoia and attitude are per-
mine the thrust of your campaign early, fect accessories to the perfect crime. But
so you can plan accordingly. such an envirolnment is discouraging to
roleplay and character problems to After you've decided the general long-running Icampaigns. The atmos-
come. Think about it; every friend, lucky direction of your campaign''s develop phere on the IEdge is pretty oppressive
break, calamity, love affair, and espe- ment, you have to work with the players. and can becomle eventually daunting and
cially every enemy provides the referee What do the players want theiir characters ultimately unsatisfylng. Another obstacle
with just that many more things that he to become? Discuss this wiul :*I. .I
..
.
.^
caul VI
-6 I-..-.---
&-
tu IUI 19-LCI
-
I I I ampaigns is Cyberpunk's

can throw at the beleaguered player. them privately; find out what their ambi- lack of a clearly-defined "villain." This can
The modern world cannot really function
without the omnipresent corporations; in STEP1 :
is entropy, not evil. This situation is not his is the most basic level-
terribly inviting to those referees who usually, you'll have gotten to
need predefined goals to build a long- this step by the time you've
running campaign around. Well, you even decided you want to referee a

want to run? The answer to this question


This is the kind of situation you, a is all about !jtyle-scale, setting, morality,

uation by creating a good story. about Step 1 is to mull over all the ele
yes, a story. This is what being a ref- ments of a Cyberpunk Saga's style and
eree is really all about Running a long see what piques your interest This is the
term roleplaying campaign is only one fun, easy part (the hard part is Step 2).
step removed from writing a novel or Considerwhatit is about 2020 that both
scripting a movie. If you really want to cre- ers or interests you, and use these ele
ate a long-term Cyberpunk campaign ments to form a general idea of the style
(heretofore to be referred to as a Saga), your Saga will have.
you must start by thinking about what you For example, I d s say that what
want to happen; not about who the PCs bothers us is that all the corporations in
will fight or how much money they can 2020 seem to be malevolent, greedy
make, but what they will be doing. Then, establishments which are a necessary
find some people who want to play evil. We decide that the theme of the
C@punk Thars the nextstep-stablish- campaign will be an attempt to 'humaw
ing a campaign premise is the first and ize" one of the corporations; scale will
most important step. Natch, more steps have to be relatively large to effect such
follow. They are listed in the sidebar-fol- a change (a national level at least). The
low them, and your Saga will be a success. setting will involve travel in order to
A Warning: Murphy's Law applies to reach all the parts of the corporation

possible to follow all the steps exactly, or company's headquarters. With s

ous complications to consider. you may average for Cyberpunk (but n


not have enough time to be fully p r e high-eggs and omelettes, fkno
pared; your players might insist on using violence will be low-scale, since
their favorite characters (a horror); you ing a whole corporation takes
might not be able to find players at all! brains than brawn. To make the
These are all individual problems which hit home, the company will be
must be dealt with on an individual basis, gy-oriented (tres cyberpunk)

here. Just be resourceful. aboveaverage. Wth these concepts in


Individual complications notwith- mind, we're ready to get specific...
standing, the key to a successful Saga is
preparation; if you are truly well-pre STEP
2:
pared, your players will know it This MAKEA DECISION
improves everything-your players will ime for the embryonic Saga to
feel flattered that they are worth the grow up. Pick specifics, set plot
amount of work as you put in, and you points, and think about major
will feel safe and comfortable since you NPCs that will combine to form your
will be firmly in control of the game. grand scheme. A goal, a basic plot and
an outcome must be chosen and defined
right now. As the "writer" of your "story," it
is time to start editing yourself-making
choices can be a pain because you limit
yourself, but it has to be done. What will
you allow and what will not be seen in
your Saga? What will the characters really
be doing, and what will not be their busi-
ness? When making such decisions you
set the power level of your player-charac-
ters, the agency they will have in deter-
mining the course of the adventures, and
most importantly the potential depth of the
roleplaying that will occur.
your decisions should be influenced
by your own interests and capabilities as
a Referee; don't run an insider trading
campaign if you can't tell a stock from a
bond (unless you want to do some heavy
research, which is certainly acceptable-
who says roleplayingcan't teach you any-
thing?).Similarly, if you don't like the more
cerebral, low-combatlhighdrama arena
of gaming, don't feel you're obligated
simply to impress your players. The point
is to have fun, not to put forward the
image of a "refined" gamer. If you really
want to, there's nothing wrong with
speaking softly and carrying a big gun!
However, it really is a shame to squander
CykpunKs strengths on hack-n-slash
when there are so many games out there
which were made for it Similarly, if you
want your Saga to be a romantic tragedy,
don't feel obliged to throw in pointless
combats just to excite your players-it's
quite possible (and infinitely more origi-
nal) to excite them with drama instead of
violence. Many roleplayers enjoy a
healthy mix of the two, however, for the
greatest range. As the referee, choose
what you want; if you do it well, the play-
ers will enjoy it too.
Continuing the example from Step 1,
the Saga will follow a secret cartel as they
attempt to take control of the cybernetics
corporation Raven Micro-. This take
over will not be a traditional corporate
takeover, but rather a secret redistribw
tion of power through varied channels.
The cartel (the PCs) will be made up of a
small group of frienddassociates who
each have great influence in their own
field. Together, they will bring the power
of the street, the corporations and the
individual psyche into play-a wide variety
nalize the team's existence. How many good roleplayers and are available on a
times have you, as a Cyberpunk player or semi-regular basis. This can, in itself, be
referee, asked yourself "why are these a monumental task. However, once
people working together at all?" If the ref- you have found your players there may
eree is involved in the creation of the still be problems. Some players will not
characters, this question need not be like the idea of having to choose a
askedit will be self-evident character which suits your Saga; some
The reason for the existence of the people aren't happy unless they're
team (or group, or posse, or crew or playing Solos. There are two choices
ceed in turning Raven Microcyb into the whatever) should be built into the charac- here: look for other players or work out
corporate bastion of the Qberpunk rem- ter creation process. For example, in run- your differences. The best idea is to try
lution, or be destroyed by the corporate ning an Arizona Nomad family Saga, the and make sure that your Saga idea will
society itself. referee should make sure that all the also be agreeable to your players. If
characters are members of the same your players like big guns and explo-
STEP 3: CHOO5E Nomad family. The PCs need not all be sions, then an all-Netrunner campaign
CHARACERS related, but they could be-they may be may not be for them (technically, they
should be playing some other game

B
efore organizing the player patrol partners, lovers, competitors or
group, the Saga's characters anything else. In such a Saga, the referee entirely, but oh well). If possible, the
must be conceived. This does may want to allow dual-Role characters, referee is advised to sit down with the
not only include NPCs, but PCs as well. so that each PC could be a Nomad/Other players and discuss what kind of Saga
This is probably the single most important Role, such as Fixer, Techie, Netrunner, everyone would like to play before any
factor in running a successful long-term etc. All the characters would probably be work is done-that way, the players and
campaign; determine the necessary relatively low-powered; Nomads are a referee will all be satisfied.
roledcharacters first yes,first! This does pretty humble breed of character as
not mean that the players must use pre- opposed to Corporates. STEP5: L ~ THE
Y
generated characters, but the referee In the case of the sample Saga from FOUNDATION
needs to decide what types of characters
will be needed for the Saga.
Most Qberpunk campaigns are built
around the players' characters. This is a
recipe for disaster. When a referee
Steps 1 and 2, the situation would be
totally different The characters would
have to be respectably powerful and be
from different backgrounds. Each should
have goals which would be sewed by the
P reparation is the third key to
a good Saga. Some referees
prefer to work off the tops of
their heads, with only a couple of
pages of notes and few (if any) pregen-
decides that he will run a long-term cam- control of Raven Microcyb, and they erated characters. Other referees write
paign, he cannot take each playefs should have reasons for working togeth- dozens of pages of background, create
favorite character and expect to form them er. The referee may decide that he needs new sets of rules and populate their
into a cohesive group. If each player has a Netrunner who works for Raven Sagas with crowds of detailed NPCs.
made their own character without the ref- Microcyb, a Fixer who handles corporate- Both methods are equally valid, and
eree's involvement, then the character will street negotiations, a Corporate from one each has their plusses and minuses,
have no connection to the Saga or the of Raven Microcyb's competitors, and a but it is vital thar the referee is pre-
other characters-under such circum- freelance Media who specializes in work- pared. If the PCs are going to
stances, the referee will be facing a crap ing undercover (perhaps this character encounter certain people, places or sit-
shoot The roles, backgrounds, pemnali- could even be a Spy). The referee would uations frequently then those things
ties,socioeconomic positions and capabil- then sit down with his players and the should be detailed before the cam-
ities of all his Saga's characters will be out character positions would be doled out- paign starts-this will bolster continuity
of his control and it will therefore be near- then each player would work with the ref- and make the world which the PCs
impossible to create a coherent Saga. eree to bring their character to life. The experience seem more 'real." The
To avoid such a farce, the referee motivations and backgrounds of the char- players will also feel more comfortable
must have an idea of what kinds of char- acters are worked out, tweaked by the if they know that their referee is p r e
acters he needs in his Saga. Then he can referee, and the Saga's chances of suc- pared and has specific values assigned
work with the players in the creation of cess are magnified tenfold. to the familiar elements of the Saga. If it
useful characters. This is the second most is obvious that everything they
important factor in the creation of a suc- STEP 4: encounter is vague, ill-defined and
cessful Saga: the referee should work FINDPLAVERS generally "made up," the players will be
with each player in the creation of their
characters. That way, the referee can
weave together lifepaths, form alliances
and common goals, and generally ratio-
F inding players can be terribly dif-
ficult, and there is very little that
this book can do to help you. Do
your best to find peopleyou like, who are
unable to really relate.
In the case of the Raven Microcyb
Saga mentioned in previous steps, sev-
eral elements should be nailed down
before any particular adventures are STEP 7: acters or otherwise force the campaign
planned: a Corporate Profile (like those MAINTENANCE,to pay more attention to him. These
in All Things Dark and Cyberpunk, in
the 2020 rulebook) should definitely be
MAINTENANCE,actions may not even be conscious, but
it does happen. To avoid such a night-
created for Raven Microcybernetics. It MAINTENANCE,
,, mare, be sure to maximize individual
might be advisable to create a sort of espite all best efforts, every player involvement-but be sure each
mini-Corpbook for Raven, but some ref- referee comes to realize that PC gets equal attention and has equal
erees do not want to go to such trou- there is no such thing as importance (overall; naturally, some
bles. Raven's Data Fortress would defi- absolute control of a campaign. adventures will focus more on one char-
nitely need to be well-mapped. The Corrections, rewriting and diplomatic acter than another). As long as the ref-
Media's cover identity, his contacts in crises constantly plague Referees. eree knows who's playing, what thwre
the broadcast news industry and his Taking care of problems with the Saga there to do and gives them something to
access to support would have to be is an issue of maintenance. As an ongo- do each session, the PCs will feel satis-
defined. The Fixer's network of contacts ing process, the referee must constant- fied with their roles. To make sure that
and facemen would have to be created ly update, modify and otherwise tweak each PC is also satisfied with their role
and his capabilities would need to be the Saga to keep things in order. The playing opportunities, make extensive
well-understood. The major NPCs with- big maintenance problems are con- use of lifepath events and characters.
in Raven Microcyb and other charac- cerned with the players' actions, char- Run sidestories which feature continuing
ters either supporting or opposing the acter balance, individual player partici- villains, complicated romances and
takeover attempt would need to be pation and "long-lasting freshness." develop personal nemeses. Heap on
generated. Romantic situations and Ah, players...Aaargh, players! No the drama! Don't be afraid to sound like
those concerned would have to be matter how hard one tries, a roleplay- a soap opera-it works.
established, and finally such sundry ing game cannot be scripted (the fact As the Saga runs on, there lurks the
details as a 2020 calendar and grasp of is, it shouldn't be scripted). Players are danger that the referee and/or the play-
the various locations would be needed. always doing things that their referee ers will become bored. Their adven-
With all these elements clearly never expected-or never even tures may start feeling alike, the same
defined, the referee will not need to thought of! This is why referees need goal may become less interesting, or
make them us as s/he goes along. strong imaginations and an ability to the team of characters may become too
Important plot points will revolve improvise. Players sometimes act comfortable (or uncomfortable) togeth-
around these pre-established details, much smarter than the referee expect- er. Not a problem. There are innumer-
and new adventure hooks will already ed, finding a simple way around a sup- able ways to keep a Saga fresh-certain
be planted in the nooks and crannies of posedly difficult problem; sometimes events can be roleplayed live, using
this material. players do things dumber than their props and costumes (thereby sprucing
referee could ever anticipate, spend- up the gaming forum). Time can be
STEP6: ing several sessions trying to figure out taken out from the central Saga to role-
GET WRITING a painfully obvious clue. The referee play lifepath events or the actions of
torytime. The adventures that should try to accommodate such NPCs (thereby changing the focus and

5 the PCs will go through on the


way to achieving their goals
must be created by the referee. There
events without punishing the PCs. This
is very important. If the players out-
smart you, don't punish them for it-
environment). Gimmicks such as light-
ing and music can be used to accent
important characters or elements
should be room for sidestories like just go with it and learn from your mis- (thereby enhancing the atmosphere).
romances and lifepath-related events, take. Similarly, if the PCs are being Finally, different themes can be
and each character should get a roughly extra-slow, don't force them in the explored in different chapters of the
equal amount of attention and exercise a right direction, just give them a nudge. Saga-desperation, romance, revenge,
roughly equal amount of overall influ- Just keep cool and be rational. hopelessness and victory could each be
ence. It is recommended that each char- Players can also throw a monkey explored in a separate chapter of the
acter have their own sidestory during the wrench in the works if they feel they are Saga. These themes would not need to
course of the Saga-if these all occur at being neglected. Sometimes, a charac- be announced; the PCs would get a feel
the same time things can get complicat- ter feels that s/he has no particular role for them and get into the new style. The
ed, so it is recommended that each char- in the campaign or cannot exercise any key to fresh gaming is always trying
acter have their own sidestory during a power. Play balance is vital to a suc- something different. Avoid routines and
different chapter of the Saga. This way, cessful Saga, since dissatisfied PCs will you avoid mediocrity.
each character can play the "hero," and sometimes take problematic measures Be prepared. Thars the best any
every player gets the satisfaction of con- to vent their frustrations. Disgruntled referee can hope to do. When the time
tributing to the campaign as well as PCs might try to "ruin the plans" of the comes, the right side of your brain will
enjoying character development. referee, start fights with the other char- do the rest.

,. Chapter
..I .
_. , e
.
1
In order to establish and sustain a flex-just the career they choose. Most players
ible, long-term campaign in Qberpunk it is associate a definite personality with their
wise to construct it around the concept of characters to help them roleplay during
HEI5SERER- an ongoing television series, rather than a sessions. Get a feel for this before you set
quest or dungeon crawl. The television to work on a detailed campaign concept
series format is strong mainly because of Also, make sure you get a copy of every-
iits flexibility with goals and plotlines: if one's character sheet for record-keeping
Cnmething doesn't work, discard it andI purposes. Pay attentionto each character's
fucus --
^^..^UI I WI
^--^&L:-- ^I^.. 0- LA... -I^ .-. .
lifepath, for it is one of the most reliable
I l e u 111 ly a x . 3v I IUW uu yuLJ

design a long-term campaign that culmi- tools that a Cykpunk referee can use.
nates the talents and interests of every PC Generate names and backgrounds for rel-
in the party? It's not easy,but here are a atives and friends of your PCs.
ince the genesis oIf Dungeons

5
few tips to help you along the way. Once you've tackled the player char-
8, Dragons", rolepllaying cam- acters, move on to NPCs and props. Props
paigns have bemen forged (physical objects players can hold) are
+....-....-
Y
rrF *.L+
.*a. *-A +L.a
b l uuI Iu LuI ILGpL &est or the
8.
ou want to make your first ses- great tools for a referee, because they say
Dungeon Crawl. Many weekends would sion an important event, "I've taken the time to make this as realhn
be spent delving into the depths of because it is your 'pilot' of the as possible." They don't have to be ultra-
some underground maze where mon- senes. rimimpressions are vital to a good realistic or look like they were profession-
sters lurked around every corner. campaign, and the referee sets the exam- ally designed to be effective. Handwritten
Homemade maps were drawn as whole ple. In other words, if you put a lot of effort invitations and table tents with the names
continents were invented. "Levels" were into the game, so will your players. Have of the PCs on them are just as impressive
<3cquired for each character as the cam- you ever played in a game where the ref- as cyberware models or other elaborate
Iiaign continued, which unCiannily made eree just sat back an(j didn't get involved? props, so don't feel you have to have a
-* :-- -I---*
.L-
trla -La L^
LIIdrdLla suuiiyar, rlealthier, and
_^^^^_ A --I-^
always dissolves or budget to make an impression.
A r;arrlpayrl ~ I I I I U S L

much harder to kill. Suddenly, the escalates to chaos when the referee just
thought of slaughtering some hideous hands the reins over to the PCs and waits. START OUT WITH A
beast was met with ambition and excite- Some PCs view it as a "free-for-all" and BIG BANG!
ment, as a successful kill meant person-
al advancement Experience was like a
second currency.
In those days, it was e: 3sy to motivate
1lour players. Maintaining a campaign was
find a target to be the focus of their violent
tendencies. Others wander about, search-
ing for a plot or storyline. Characters dis- T he first session is a key opportu-
nity to encourage teamwork
from the PCs. If you give the
tance themselves further and further until players an opportunity to veer from the
finally every PC is on their own. main plotline or the rest of the party,
_ _ _!-_-,-
as simple as __ . L a- player's person-
:A-
ioenurylng !-- .I
Meanwhile, the referee sits back and says chances are they will, especially if it's early
iSIgoals: "you're almost to fit& level," or "I'm just a referee; you people have to in the game and they don't know the other
'you know the magical 5 sword of mos+ drive the campaign." PCs. you want everyone to work together
quito-swatting is in this dungeon." Not so, Sherlock There is a dramatic for two reasons; 1) they must start to
Since that time, maniy other roleplay- difference between "K empowermenr develop some sort of relationship (busi-
."
illy yaiiica aiiu
"?.rn..#. ..,.A I-...-..
YCIIIU have emerged. and referee laziness. Don't ever try to give ness or otherwise) with other party mem-
you can play almost any type of charac- your players the impression that you don't bers to keep them in the action of the
ter you wish. Every game offers you a have anything planned or that you won't game, and 2) you don't want to get dis-
new concept a new system, or a new actively participate in the game, because it tracted by PCs going their own way and
version of an old concept But new con- will seem like you don't care about the
cepts often require a new style of cam campaign. yes, you want your PCs to take the team is trying to fuel the storyline. So
paigning. On occasion, a campaign style charge and make their own decisions, but how do you introduce everyone?
will be evident through the genre that it you also want to motivate them. Here are Throw the party together in a dramat-
covers; for example, a 'super hero" role a few tips to start on the right foot ic way and force them to operate together
playing game is easy to run as a long- in order to overcome their opponent For
term campaign because the concept has 6 E PREPARED instance, start the campaign with the PCs
already been successful in the comic how your team that you've put a regaining consciousness in the back of a
book industry. However, the player or GM
won't always have an obvious example of
a successful campaign for a game, which
5 lot of effort into starting the cam- moving van, as each of them were picked
paign. In doing so, players will at random for some malevolentabduction
usually want to reciprocate to show their (Biotechnica experiments, NCPD murder
forces him to develop one on his own. appreciation. First, work with your players suspect roundup, etc.). Try to veer from
Cybepunk happens to be one of during character generation. Get to know the "same bar at the same time" clich6,
those games. the type of character they want to play, not
to say "no" to getting involved with the
rest of the group. Give them good rea-
son to get to know each other. If they all
survive their first encounter together,
they will have good reason to keep in
touch, if nothing more than to track
down the bastards that messed with
their lives and make them pay!

INTRODUCENPCs
THATWILL PUY
PROMINENT ROLES
THROUGHOUT THE
CAMPAIGN

B e sure to give each NPC a


strong character with a dis-
tinguishing feature or
behavior. This will allow for instant
character recognition among the
players and it will make it easier on
you as a referee to "toggle" between
NPCs during roleplay. you never want
to put yourself in a position where a
player asks 'who is talking to me?" or
"who just said that?" Let them recog-
nize a voice, action, or mannerism
with the important NPCs. Develop
body language for your characters,
because players will pick up on those
differences just as easily as vocal
changes, and it can say a lot more
about a character. Also, it's hard to
do an accent right. If you're not good
at imitating foreign tongues, don't
try-it can make your characters
clichC and two-dimensional. A good
NPC has depth. Eventually, the PCs
will "feed" your characters by antici-
pating their behavior.
Example: Tiger's Fixer is a hyper,
enthusiastic man named Big Pockets.
He talks incredibly fast and makes
money even faster. After the first few
meetings with Pockets, Tiger realized
he needed to 'slow him down" in order
to catch the details of a mission, so he
started bringing muscle relaxants to
briefings held in bars or restaurants.
Tiger would buy him a drink and, when
Pockets wasn't looking, would slip a pill
into his glass. After a few swallows, Big
Pockets would dramatically slow down,
and Tiger would have a few minutes to
get the information from him before he
would collapse.
I P A Y CLOSE A-TTEN-
may be-humor, combat, fear, mystery,
etc. Here are a few methods you can
et your players accustomed
to a routine or daily sched-
TlON DURING THE use to heighten the overall enjoyment ule. This strengthens a cam-
GAME AND WATCH of the campaign. paign because people will naturally
RS become accustomed to (and even rely
idea generator SHOW THEMWHAT on) a framework for each game. Where
in your group? Who is the IT MEANS TO BE there is strength in numbers, there is
rebel? Who is the sheep "TALENTED~~ also strength in redundancy. (Did I
number of players will not be already say that?) Start and end your

A
that just goes with the flow of the
game? And who is the comedian? Take satisfied with their characters sessions with the same activity or
note of the different behaviors and be unless their special abilities event, and be sure that it gets all PCs
prepared to adjust your campaign are at an 8 or higher. Unlike other games involved. Here are some examples:
around the proper people. If you had in which the rules force PCs to start as LATE-NITE BODY LOlTO.: Form-
originally intended to center the series amatuers, Cyberpunk puts the control in ulate a detailed presentation of the
around a Corporate character in need the referee's court If you want the party Body Lotto and have it air on Network
of "contract labor" on a regular basis, to start the campaign with low or average 54 at the end of each session. Make
but the player running the Corporate special abilities, that's fine and well, but if sure that each lotto is similar by giving
doesn't make any moves to gather and you do not strictly enforce a limit for start- the same disclaimer during each pre-
lead the party, find someone who can. ing characters, your players will most sentation. T h e numbers of the Body
A good campaign needs a leader, even likely go as high as they can. One reason Lotto are taken from six random dis-
if he isn't the most "powerful" character is that they want to be good at what they tricts within the Night City Greater
in the party. do. Another is that they want money, and Metropolitan Area. Numbers are
For example, a player could play a their special ability determines their derived from the locations that cadav-
rich Fixer with lots of contacts and an monthly income. ers are found, not necessarily from
oversized Streetdeal, but operate Therefore, if you have a party with where they were murdered. All num-
through a Solo player character who high special abilities (8-101,treat them as bers are accumulated by the Nighty
takes the job leads and does all the hir- the professionals they claim to be. City Police Department and verified by
ing. The two work as a functional team, Example: Spindler is a Fixer with a the investment firm of Merrill, Asukaga,
as one is a conduit for the other. Some Streetdeal of 9. He meets with at least 10 & Finch. And tonight's numbers are..."
players like to stay in the background, or 12 different "customers" in one day Something like that. Soon, your PCs will
others like to be in the limelight. Also, interested in a variety of things: drugs, start mouthing the words to the dis-
take a good look at attendance, and black market chipware, prostitutes, guns, claimer and waiting for the numbers to
see who is committed to your cam- employment, etc. Spindler soon realizes be announced, as they'll be anxious to
paign. Who is late? Who is early? Who that he's a big fish in his pond, and he see if their ticket is a winner. Design
"forgets" on a regular basis? Make needs to start working that way. your own system to determine the
sure your PCs that make up the cor- Suggest to the player that he pur- numbers for the body lotto and
nerstone of your campaign are also chase a day planner for his Fixer, as he improve on it as the campaign contin-
your regulars. will be getting a steady amount of work, ues.
Part of a player's "drifting" may be all with different due dates and dollar THE BREAKFAST CLUB: Arrange a
due to disinterest It could be disinter- amounts. Have him track his money daily morning meeting to act as an
est in the group, the game, or your accounts and record his transactions. "updating session" among PCs. A cafk
campaign. Most of it is out of your con- Players usually get excited about such or diner is a good location for these
trol, but if you see too many players involvement with their characters. The meetings, because it symbolizes
losing interest, you have a problem. ones that don't particularly enjoy it will "morning." Create and photocopy a
either lose business or see it as a "nec- menu of the diner and let PCs form
MAINTAINING essary evil" that comes with the territory. food habits or dining traits.
INTEREST This type of bookkeeping can keep Opportunities like this help to solidify
you on track as well, as you'll be supply- an identity for a character, as other PCs

R eferees can occasionally


lose sight of the purpose of
roleplaying: to have fun.
That doesn't mean "the referee has fun
watching the players embarrass them-
ing your PCs with all the information. have a tendency to anticipate his or her
Documentation strengthens a campaign, habits. "Frank is late this morning, but
especially if it's done by the players. we know what he'll get, so let's order it.
Coffee with cream, no sugar..." you
DESIGN A
get the idea. These meetings or scenes
selves" or "the players do whatever
they want." It does mean that everyone
STANDARD FORMAT also provide excellent roleplaying
enjoys each other's company and the FOR YOURREGUIAF? opportunities, which is a wonderful
focus of the game, whatever the focus GAMING SESSIONS thing for a long-term campaign.
experienced professional with a very low er is definitely going to retum to the cam
RE SPEC^ YOURP t s reputation. If your profession is mostly paignand wants to playthe same character,
illegal, a low rep is good. However, char- you need to set up a plotline or stolyline

A
llow them to watch their char- acters can have secret occupations and that has the PC "disappear." The rest of the
acters mature, find and lose lives but live vicariously through an image party could involve themselves in an inves-
friends, get wealthier, and or identity they create. This is known as tigation to find the missing PC, and you
learn new skills. Improvement point dele an indirect reputation. (I know, I know, ifs could make sure it drags on until that play-
gation can be one of the most difficult hard enough to keep up with just one rep er returns. lf the player is leaving perma-
challengesfor a referee. There are a lot of score, but hear me out) Here is an exam- nently, then your options are usually limit-
varying factors that could alter the amount ple of an indirect reputation: ed to having the character leave or get
of IP to be rewarded to partymembers, Spectre is a professional thief who murdered (the latter being a much more
and without a structured format or check- specializes in burglary. He wants to make Qtmpunk alternative). These options are
list to track IP rewards during a session, it sure that all hisjobs are accredited to the also popular if the player is returning but
is rough to be consistently fair. Here are same person, but he doesn't want peo- wants to play a minor role because he/she
some ideas for items on an IP checklist: ple out looking for a guy namedSpecfn?, is tired of leading the campaign.
Did the team reach their objective so he leaves a blank business card with The most difficult transition when a
/ accomplish their mission? the words 7he Chrome Ghost" at the site key player leaves is finding another play-
Did ahyone do something they've of each of his burglaries. Now he enjoys er to take his or her place. As mentioned
never done before? Did they reading the screamsheets and watching before, a campaign needs a good leader.
succeed? the newscasts as they promote this Occasionally another player will get envi-
Did anyone experience a personal "Cbrome Ghost" to ciwide popularity ous of a leader's power and popularity,
tragedy or trauma? He never tells a soul that Specfre and the and when the leader leaves or move
Did someone save the life of Ghost are one in the same. Therefore, his away a transition will occur naturally. If
another (PC or NPC)? direct reputation is 1 or 2, but his indi- this doesn't happen, you may need to
Did anyone say something incred rect reputation is a 7. find someone totally new to the gaming
ibly (witty, funny, in-character, dra As a character improves, he chan- group to take charge of the campaign
matic)? ges. His goals change, his attitude and keep it moving. Otherwise, sessions
Were PCs doing things just to get change, and sometimes the player con- can become stagnant The good thing
IF? (If yes, explain why they don't trolling him changes. And, like all about introducing a totally new player/PC
get any.) Cyberpunk things, he is "subject to to the environment is that it usually cre
Did anyone survive something change without notice." ates tension and conflict among charac-
next to impossible? ters in the campaign. Think about it: you
Did anyone spend LUCK points? LIVINGTHROUGH were comfortable with your old boss. He
It's a good idea to get a basic frame CHANGE paid you well, knew your talents and abil-
work of IP rewards for two reasons: 1)
you can fill it out during the session
rather than relying on your memory and
handing out last-minute IP amounts, and
2 ) you can use it to justib those IP
J ust when you thought it was
safe to run another session,
something happens. A key
player moves out of town. A new sup-
plement arrives, and everyone wants to
ities, and kept you protected. Then one
day-"bang!"-he's shot in the head and
some new chromer takes the throne.
you either risk the same fate as your old
boss or you work with the new guy. Not
rewards for players who feel that the play in it your players decide that thwre much of a choice, really. But nobody said
rewards are unfair. Don't make a big deal tired of their "old" characters, and want you'd have to like it
about this with the players, because IP to try out some new ones. Completely
A NEWSupplm/l~nrr
could become too much of an issue, but new ones. What do you do? you've
cover your butt, and get some thoughts developed all this material for your PCs, ARRIVES
AND
or actions down in writing in case there and you can't use it anymore. Do you W
EVERYONE m TO
are disputes. start again? Lers hope not Here are a TW IT

W
Another area that increases over few typical scenarios that halt or wound aming: this may be a trend
time is reputation. Reputation is different campaigns, along with some suggestions that passes after players
than IP in that a character can have a big to keep things moving. experiment with the new
reputation with little experience: he supplement In order to keep your well-
could be well-known as a major screw- THEKEY PLAVER developed campaign safe from these
up, or as a hero. If you look at the repu- D R O P S OUT trends, test the supplement or system
tation scale, you will see that after a cer-
tain point the media must play an integral
part in a character's activities for his r e p
utation to grow. you can be an incredibly
T his could be temporary or per-
manent Regardless, you need to
meet with the individual and talk
about the future of the campaign. lf the play-
variant with the group in a one-shot
adventure. Generate the characters for
these games yourself, and hand them out
to players at the beginning of the session.
wish to think otherwise, a
them. If a supplement is not too difficult
to work into the campaign (i.e. a new
Chrome Book or Corporate Book), then
m.,- 2020 Campaign is a finite
thing. Like a movie or a novel it must
end. Larger stories may be told in a
"series," but without these endings, lit-
feel free to merge it with your current EUIUDING
& tle victories, and resolutions we wan-
plotlines. However, if it is a dramatic
shift in reaIity/time/atmosphere/loca- H I INNINE A der-aimlessly.
tion (i.e. Deep Space or Cyber- Do not confuse finite with short. If
Generation), give. everyone a taste of it
CAMPAIGN the Referee and the players decide
t is simple enough to tli n k that they want a long campaign (more than
in an unrelated adventure. If they feel
satiated, then you can safely return to
your normally-scheduled program with-
out any plot interference.
I the Campaign is a stoiIY. HOW- twenty adventures) then go ahead.
ever, writing that story is a lot Finite things have a definite beginning
more difficult than it sounds. Writing a and end, but the middle can be as long
story is not easy, and neither is building as necessary.
a successful campaign. First you must
NE
W have a theme and basic plot or story THEME

player drop-
to meet with
w your piayeis diiu d k with them
outline; then characters, subplots, inter-
ludes and the master plot. It could be a
story of revolution, a romance, psycho- T he themes of literature are
the inspiration for Cyberpunk
as a whole. Without the alle-
logical horror, it does not matter. All gory and satire that Science-Fiction
campaigns are built the same way. Literature allowed some authors, we
about their choice of new characters
and why they no longer enjoy their old In Cyberpunk a campaign is usual- would not be here writing this book.
ones. This meeting will help you under- ly a series of six to twelve adventures. Whether it is man versus machine, man
stand where their interests lie and it will These adventures are linked by a com- versus nature, crime does not pay, or
also make the players aware that their mon theme, and tell a story. Open- love conquers all, the Campaign must
old characters are important pieces to ended campaigns are possible, but the have a theme.
the campaign. This, incidently, raises regularity of changing players, multiple It is not necessary for the Referee
player morale. Sometimes all it takes is goals, and differing campaign possibili- to explain completely to the players
a referee to ask a player "why do you ties makes this cumbersome. what the theme is. Unless the players
want to bring this person out of the Remember: A continuing cam- are extremely sophisticated, and can
story when he/she is so unique?" for paign is a joint decision, both the players discuss elements of the game before
that player to change his or her mind. If and the Referee must agree to continue. they are played. Even then, the Ref may
not, make the player aware that by In most roleplaying games the idea be giving too much away by explaining
introducing a new character, the fate of of a campaign is a play-world where the theme.
the old one lies in your maniacal hands. adventures can go on endlessly. In
Killing off PCs is the most effective way Cyberpunk the ideas are a little differ- S M E
to induce drama into a long-term cam- ent. The economic pressures and ow the game is affected, or
paign. Just don't make it a habit. entropy of modern society will force rather to what level the
Hopefully, these suggestions will the end of the Cyberpunk revolution in game is affected, by its style
help your campaigns run more twenty to thirty years. If the Ref choos- is up to the consensus of players and
smoothly. If you follow these guidelines es to include the Cybergeneration in Referee. The Chapter on Cyberpunk
but you still have many problems with their "world" then the Cyberpunk styles will talk about the what of style,
the campaign, don't hit yourself over Revolution end in 2027. The but the Ref and players must decide
the head about it-it may be a player Cybergeneration will probably last the why and how of style.
problem (see the Power Players chap- between 20 and 30 years.
ter in this book for more information). In all the recorded history of man FINDING PLAMERS
you also may have discovered a com- revolution has been limited to this time. t is not as easy as it sounds.
pletely different or unique set of guide- Why? Because the new generation Different types of games
lines for your campaign that works for tends to accept "how it is" as normal. require different types of play-
your group. If so, stick with it. Just keep As the older generation dies out, this ' ers. As I have said you do not ask a
in mind that player and referee com- appearance of normalcy is reinforced. thirteen year-old bully to play a
mitment is the drive of any long-term As an example: ask most people over smooth-talking sophisticated fixer,
campaign, and you need something to 40 to play a Nintendo" game, or pro- etcetera. There are other problems
keep that commitment alive. gram a VCR! with building a play-group. If two play-
in opposing power roles; like a Fixer
and a Netrunner. The two players will
try to compete, and it will detract from
the game. Making the players natural
compliments (like a Streetpunk and a
Nomad, or a Medtech and a Cop)
avoids that problem.

THEBASIC
&IMPONEM5
campaign-story is broken up
into three major sections.
The Thesis, Antithesis, and

campaigns may also have an Epilogue


after the climax, or a Preface (Forward
or Introduction may be better terms)
before the start.

he thesis describes for the


players how the world works.
Constants and information are
introduced. This can be at times very
boring for the players, so try to show
them by example. The Ref should take
extra time to info-dump and describe
the procedure by which things are

Relationships are defined here as


.
well. If a player has a debt, i~egiance,
'' or
enemy they should make! themselves
known. After the players arcJ all comfort-
able with their character's, then the
Referee can start to ch: Bllenqe - their
In a Police campaign the first sce-
narios could revolve around "the neigh-
borhood." Things like a roundup of sus-
pects in a gang shooting; one of the
characters being investigated because
of a questionable shoot. Just walking the
beat and solving the little everyday

ANTITHESIS
he antithesis is the problem,
obstacle, or crisis that must be
overcome. To continue the
example: A renegade Borg killing a bus-
load of school kids. The murder of a
famous Rockerboy in his own home.
Corporations testing new cc THESElTING: YOUR CITY
f course, most campaigns
~
without consent. As the seric
L-r~rnnr

'right."
rsl+srl thew r e d

0 will remain in a relatively


small geographical loca-
tion, or set of locations. If you think
that designing a city is much record-
5YNTHESlS can use this el keeping, try the country, or the world.
If you want to keep the players in the

T he Synthesis is the ri
tion. In the Police cam
the synthesis could be
their players, ar
. .. locations you have so lovingly pre-
pared, then they should be good. Lots
of bars, cheap hotels, and a whole
bunch of places to hide are always
control the city (b) the City recording of an important extraction good bets. Each of these places will
Government, and ver the then they could "see" it by roleplayinc have regulars and staff, criminals and
- .. . malcontents. There will be some
bottom" of larger societal ills. If the really work for a team of solos (it neighborhood gangs, a few Boosters,
resolution was a culmination of a would be just another fight), but if the policlubs, churches, posers, dorphers,
"saga" (linked campaigns) then the Team is based around a group of fix- and kids (yes, kids). This is only a
resolution should be something mas- ers and Netrunners then this would be scratch on the surface.
sive like a "New World Order." a good change. Most games are going to take
place in urban areas; population den-
CLIMAX PLAYER INTERLUDES sity in the several thousands per
n many campaigns some char- square kilometer. It is not necessary

T he Synthesis is usually
ended in a climax scene. In
a climax all the major ele-
ments come together from the cam-
I acters will be more important, to have an NPC sheet for each of
at least in terms of theme, than these folks. A good rule of thumb is
other players. The other players, even about one NPC for every ten-thou-
paign and (at least) figuratively "duke if they intellectually realize that one sand per capita. For Night City Metro
it out". player has the "hero" role will begin about 50 NPCs are necessary to start.
In the Police campaign exam- to chafe under the burdens of being There are a few shortcuts. Each of
ple, the player confronts the CEO "less important." The reality of this sit- your players will probably have three
of this despicable Corp and (after uation is that all the players are or four NPCs that are a part of their
he reveals the "master plan") the important. This is not a platitude or lifepath, and half of those will proba-
Team must decide his fate, and sentiment! bly be local. That is twelve (and you
then get away. Even if the game has an obvious haven't done any work yet).
Depending on the resolution of Hero, all the players make the game.
the final scene, an anticlimax or epi- The whole is more than the sum of its N P C CorVriNUlTV

I
logue, could help the players under- parts. To alleviate these feelings the t is important to keep records
stand some "loose ends" they may Referee can have interludes for each of the NPCs. As the game
be wondering about. If the climax is of the players. matures the Ref must keep
very strong, having an epilogue A player interlude will "star" a track of who owes who favors (always
could actually hurt the ending, so be player in a subplot. It could be some- a good source of adventure hooks),
careful. A Referee can always leave thing as simple as helping a long-lost who pissed off who (and why),
little mysteries. Some people call friend, or saving the life of an old etcetera. Some of us are spoiled and
these "sequel endings." flame. have PowerBooks", or portable com-
The Referee should realize that, puters of some kind. Others have to
INTERLUDES t o many players, the interlude will deal with three-ring binders and
be as (or more) important than the pens! For the "electronically chal-

I
nterludes provide needed
breaks from the main thrust of greater campaign goals. lenged" I suggest spiral-bound 5x7"
the campaign. Players can get In the course of a campaign, all index cards. On one side you can
bored with the same old campaign, the players should have their turn in mucilage a copy of the NPC record
especially if it is more cerebral. The the spotlight. If two players' back- sheet (and maybe a small picture), on
most important component of inter- grounds mesh, or are related, you may the other side you can make notes. I
lude is the ability to change focus, choose to do interludes in a group of would also suggest writing in pencil,
goals or even characters for a short two. Something like ex-lovers trying to or using Post-itm notes for short term
time. This renews player interest, help an old friend. This is especially info (like wounds). Don't be surprised
and relieves boredom. important if you have a large group. if, by the sixth or seventh adventure,
you have well over one-hundred
NPC's. These are the things that
come back to haunt the team when wrath of their parents.
they become famous.
WHAT DO THE
WHATDOES THE PLAYERS W M ?
REFEREE
WANT? he players' ideas about the

I
t is very important that the campaign are as important
Referee know what aspect of as the Ref's. If the players
the game their campaign is to are only interested in killing things,
address. If the Ref is not sure, then the streetpunks and heavy metal; then a
players become confused. If the play- cinema veritk-acid jazz-rocker cam-
er does not want to deal in another paign with heavy romance is not for
"Solo For Hire" military campaign they them.
have to plan what they do want. One of the most common criti-
cisms of strong-story campaigns is
CHAFZAKlERS that the players have no real input or

W ithout characters the


game is nothing but
sheets of paper and
dreams. Characters make the story
real. Some campaigns have special
control over their fate. This may be a
gross oversimplification, but look
closely before you discard it. Some
Referees feel that their story, saga, or
"song" of the campaign is all that is
'

character needs; others have important. The player feels that they
requirements. are most important; either what they
The Referee is the final arbiter of want to do, or what they see as a goal.
what roles, or concepts will be played Both sides have to realize that the
in the campaign. Players should not other is right.
be put off by this. If a Referee rejects The players must see that what
a concept or role it should be the Referee wants to do is important.
because that concept clashes violent- Anyone who puts as much time as is
ly with the campaign, not because Pat necessary into preparing a cam-
doesn't want Chris to be a Solo. paign must have a strong voice in
what will occur in that campaign. At
A N m ON ROMANCE the same time the Referee must see

I
t is important to note here that that a campaign is more than a com-
many players do not deal well plicated way of saying "look here,
with romance. The rampant use see what I have created". This kind
of stereotypes and archetypes in of tour-guide adventuring is for
2020 sometimes allows Refs and demonstration games.
players to trivialize these important
relationships. In Never Fade Awuy, CONTlNUlTV

I
Johnny Silverhand caused himself t is important for the players and I
great personal pain and hardship to Referee to maintain continuity in
save his love. Not for personal power, a campaign. In most campaigns
or monetary gain, but for love. the players will be dealing in serial
Romance is an important element of continuity. Each event that happens is
most literary and cinematic styles, so in sequential order. If the Referee is
it cannot be ignored. If your players running a flashback interlude and the
cannot handle Romance, they may be players are actually making historical
able to deal with Romantic elements. changes, then those changes should
Romantic elements are one step be realized in the game. The Referee
removed from romance. Instead of has to remember, the players have
being involved in Romance, the play- the power to change (on whatever
ers are helping to facilitate another level) and that power is important.
romance. Romance is the player forc- After all, Cyberpunk is a game about
ing himself in front of a bullet for their Revolution, and revolution is change.
following everyday Cyberpunk items together correctly. With nanosurgeons, the
would be impossible: Neuralware (includ- nerves can be directly sewn together like
ing smartguns), cyberlinked vehicles, the phone cables-to a nanosurgeon, a nerve
Net cyberoptics and -audio and cyber- is about the size a halfinch cable would be
limbs. (Cyberaudio and cyberlimbs might to a man-and nerve transmission can be
be available as prosthetics, but not assured. Think about the ramifications of
TECHNOLOGY smooth-working improvements as are trying to use a cybedimb with imperfect
ybepunk is a game centered

C around unfamiliar technology.


The whole style and thrust of the
game is the newtech; without it+there is no
reason for the game, and the genre, to
depicted in cyberpunk) That single dis-
covery revolutionized physical augmenta-
tion and data transfer.
Another technological miracle is nan-
otech. Wlthout nanomachines, most cyber-
nerve connections. And without nanonsur-
geons, a simple neural processor implant
would be the most grueling and danger-
ous surgery around; manually attaching
computer leads to sectors of the brain!
exist Because of this, the new technology netics would be difficult to install and get The point is that newtech is often
takes on an importance that it would never working. The act of reattaching severed beyond the knowledge of the average
achieve in most other genres. nerves would still be done with super glue, c)lberpunk player, and often beyond the
Miracle technology makes the world as it is done today (no lie! I have the scars knowledge of Qbepunk referees. This is
of Cyberpunk possible. Without the mira- to prove it). Once the nerves are glued in convoluted, interconnected stuff, and
cle of neural-toelectronic translation, the place, the doctors hope that W l l grow cyberpunk rulebooks and supplements
were not possible without neural connec-
cations and foundations of each piece of tiom-without hooking a human balance chips work immediately, but without a
technology. An author for a competing system into a computer, it was not possible Times Square Plus or a dermal screen,
game system spent about half of a large to program W e g g e d machines to walk. visuals contained within the chip are not
supplement explaining some of the finer This made powered armor and other two- available. Indeed, using an MRAM chip
points of the working of the human biosys- legged machines possible. without one of the visual systems above is
tern and how cybertech interfaced with Netrunning is actually a fairly simple somewhat spooky; wt-ten you think about
and affected it Unfortunately, this supple- operation. The essential qberded< trans- the subject at hand, information leaps into
ment had about onethird the amount of lates electronic data into symbols and then your mind, seemingly from nowhere. The
game material contained in a Qbepunk feeding the information to the netrunner as next step in this information processing will
supplement of the same size. a sort of mde, interactive braindance (by be to access the occipit~llobes and inject
In this article, 1'11 attempt to outline braindance standards, the netrunning visual information directly into the field of
some of the lesser-known facts, permuta- experience is crude. But netrunners aren't vision, negating the need of cybereyes. At
tions, and ramifications of some of this usually in the Net just for the thrill of a com- the moment, cyberdecks and braindance
*punk 2020 newtech. Referees can plete sensory experience...). The deck players do t h i i t h e tridc is to downsize the
Iuse this information as they wish. computer then translates simple mental requisite computer to fit in a human skull
commands into electronic commands and without crowding the brain.
HEADWARE executes them.
NANOTECH
T he central mirade of neuralware
is, of course, the discovery of a
way to translate mental impulses
into defined electronic data. This was no
small miracle; the human brain doesn't
Please note that netrunning does not
put the runner's "soul" into the net! It only
shows him a picture; it's the same thing as
sitting at home, watching pictures and
symbols on a computer screen,you just
A
h, the wonders of nanotech.
These tiny machines are the
tidcet to the next technological
revolution (induding the hard-to-believe
think or work like a computer. Ask the watch them in your mind. (No, vampire Carbon Plague effects of Cyber-
same person to view the same picture Netrunners from NighYs Edge can't project Generution). What are the benefits and
three times in a row, and every time you'll psychic powers into the Net!) drawbacks of various forms of nanotech?
get a different pattern of neurons firing in Certain netrunning programs are How do you get it? Nothing simpler.
the brain! They're thinking about the same harder to rationalize.. . Zombie would you go down to the local registered
thing, but the thought is different every seem to do what it does by activating a Biotechnica dinic, have a complete physi-
time! Living brains have on-off switches neurochemical command to erase the cal, and give some blood. This is so the
called neurons, and thoughts are com- 'file names' to human memory. This com- nanites can be specifically programmed
posed of neurons generating electrical mand does exist; Akheimets patients suf- for your biosystern! Nanites not specifically
impulses in groups. Thds where any simi- fer from its effects. Liche is even more fan- tailored for you and you alone, don't work
larity with electronic computers ends. tastic, activating the neurochemical that right in your system. They might simply
Computers think in sequence-roughly tums the human brain into an incredible deactivate, or, in a worst-case scenario,
put, counting 1,2,3,4,5,6. Humans think information sponge (this phenomenon is start working, but work wrong. The conse-
holographically, different parts of their present in human children during ages 2- quences are homfymg.
brains lighting up in neural activity and 4, when languages and information are Depending on how fast the nanite lab
combining these thought-impulses into a retained at an unbelievable rate). is, your treatment will be ready in one to
single coherent thought-sort of counting Unfortunately for game play, the ramifica- ten days. At that time, you go in, lie down,
1, 3, 9, green, 42, who's there, 6. Like a tions of this discovery would mean RNA- and get a massive intravenous feed of
computer, the human brain arrives at the style learning, where you simply activate nanites in a saline solution. After that, leave
answer (6), but goes all over the world to this chemical and have information fed the driving to the nanites!
get there! (This method is even more pro- directly to your brain. This information One universal foible of nanotech is
nounced in the female brain. Men tend to would be retained almost perfectly (any that the machines wear out fairly swiftly.
think with one side of their brain at a time, information skill available at skill level 5 or That first shot of nanomachines you get
depending on the problem; women think so from one session!). I don't allow these when you receive the treatment immedi-
with the whole brain at all times! Perhaps programs in my game; the rationalizations ately builds nanofactories to build the spe
an explanation for feminine intuition?) and ramifications are too far-reaching. afic machines inside you! This requires
The practical outcome of neuralware Direct information feed is best known building material; the l i e guys scour your
is the ability to conned the human brain to in the form of AfTR and MRAM chips. The system for stones-a kidney or gallstone is
electronic networks, produany the phe- way these work is fairly wellexplained in a godsend, perfect building material,
nomenon of Netrunning, direct informa- Qbepunk 2020, although it should be immediately dismantled. But the human
tion feed, braincontrolled guns and vehi- noted that the reason APTR chips require body can't safely supply enough material
cles, and even placing brains in fully robot- physical practice is to load the routines into to build the waves of machines (they're
ic bodies. In the case of the latter two,they the user's hypothalamus, the center of programmed to remove only inert materi-
will be taking silicon supplements continu- ing qbemetkand flying carsyou can-
ously with either of these. (For more on Diet- 7984 and GmMm Mfilmvrt.liiare lit-
Mite“, seethe RulesAppend4 page 102.) emllyburstingwithcyberpunkpotenthD.
and musdeibone lace nanit Medical nanites are the unseen work- But please-moderation in evetything.
for the appropriate manufac ers of the incredible medical technology Of Just about any work of fiction (be it a role
Cyberpunk They make neural connec- playing game, comic book, novel, TV
tions possible, they scour diseased bodies show, movie or dirty joke) can be incorpo-
to remove impurities and viruses, they rated into a cyberpunk framework with a
remove bullets by dismantling them into l i e effort This being bue, one might won-
small filaments which are then flushed der what really separates Qbepunk from
... and dirt!) through the urinary system, they pat& other modem or near-future adventure
Skinweave, everybod)h favorite true damaged circulatory membranes and tub- games. The answer:
armor, makes your skin tougher. ing, they remove fatly and other deposits cyberpunk is a l i n g fiction.
Literally. It also slightly deadens nerve from dogged arteries. And, most incredi- As a genreoriented roleplaying
impulses to the protected areas, as some bly of all, cellsized nanites can manufac- game, what makes Qkpunk stand out is
tertiary nerves are cut off by the kevlar ture even smaller nanomachines to work not so much WHAT happens in an adven-
weave. Thicker skinweave makes your on a bows DNA-to one of these nane ture as HOW it happens. Think about it:
skin rubbery and scaly, causing irreplace- nanites, a DNA strand is about the size of “Checkit out, Scooter! Our team rescued
able loss of Attractiveness. And Skin- a bicyde chain, and just as easy to work the executjve guy and ransomed him to
weave doesn’t protect the whole body; on!This miracle enables nanotechnology the other company, then we got away in
certain parts are exempt because of the to cure cancer-when you dismantle the our helicopter! yahoo!“ Trazy, Luke, but
need to have them remain flexible and cancer at the genetic level, it doesn’t come how cyberpunk was it?“ There are a lot of
retain full nerve sensitivity (the insides of back-and change a b o d j s DNA to spec- roleplaying games out there about spies,
the hands, including palms and the pads tacular effect Fur-bearing,scaled and c h i i mercenaries, ninjas, cops and private
of the fingers, lips, genitalia). And don’t nous humans, i.e., exotics, are l i n g exam- investigators, but their focus is on the
change weight! The ’weave doesn’t grow ples of this tech. action, not the environment
or shrink with you (unless you have further As a living fiction, Qberpunk is a frame-
treatments). work within which action occurs; all activity in
a Qfx?punkgame will bear cyberpunk char-
Muscle and Bone Lace is the single
most useful nano-mirade ever invented.
6ENJAMIN acteristics. There can be cyberpunk
The human body really isn’t built for the WRIGHT- romance(Unti/Ute cnd ofthe kWd, cyber-
tyie over substance. The looks or punk detective stories (BladeRunner),cyber-

5
rigors of living life while standing upright;
lower back and spinal problems have the lifestyle. To REALLY run a punk cops n‘ robbers R 1- and even
been humanvs lot forever. MBL not only game of Cpwpunk you’ve gotta cyberpunk horror-meets-sciencefiction
tacks the ends of your tendons down to get into it-that means embracing the Mien).All actions must occur within a world,
the anchoring bone, it also sheathes the genre in all its forms. There are a lot of ter- and Q4epunk is a workl.
spinal column in a strengthening kevlar rific sources for the cyberpunk genre out It is particularly important to under-
weave, h e times as strong as steel. there: the novels of William Gibson, Pat stand this principle el(,. world over action)
Goodbye slipped and cracked disks! In Cadigan and W. T. Quick, the music of in terms of violence-many games exist
addition, it sheathes all your joints in rein- Sigue Sigue Sputnik, Billy Idol and just so the players can shoot big guns,
forcing kevlar, r-ng the problems of Information Society, the movies Blade drive tanks and throw great right hooks. In
Runner, Max Headman and Until the End *punk, action (often combat) is how
ofthe World. However, the ultimate in one the plot is moved but it is not the purpose
stop shopping is the hardcore cytmpunk of the game. Cyberpunk Referees
sourcebook from the people at Mondo beware-don‘t let your campaigns
2000 magazine, A User‘s Guide to the New degrade to such a level where the means
,Edge. It is written by people who are cyber- become more important than the end.
punk TODAY-thwre as dose as you can violence is fine, as long as it moves your
get to being a 2020 Edgerunner without plot along-once combat stops being an
drilling plugs in your head, paddng a case obstacle and becomes an objective, your
less handgun and owning a cybermodem. game is no longer cyberpunk.
m such as is exhibited by the A a referee really intends to run a
~ 2 o ocfew o is budable,butcan be lirn campaign with the unmistakable
iting to a Q4qwnk &etee.llmeGh4swho punk style, it is vital to establish
a r e ~ ~ n a t e d w i t h ” b u e ” C L b e r p u n k W itaining the right atmosphe
missalot;ifyouinsistonyoursourcesfeabx- -punk is about the world, and
about a speafic activity, a strong atmos-
phere is equally (if not more) important
than a strong plot to a Cybepunk adven-
ture. This may sound superficial, but chedc
it out: "Style over substance." Sound famil-
ial? Ks right there in the 2020 rulebook
There are roleplayers who can have a ter-
rific game without any planned adven-
ture-all they need is a referee and their
characters, and they could go all night
True, this requires good roleplaying skills
on the part of the players, a strong imagi-
nation on the part of the referee and a rel-
atively strong background shared by the
characters, but the fact is that the core of
their enjoyment comes from the cyber-
punk atmosphere, not from the adventure
the referee sets them up for.
Don't get the wrong idea. Adventures
matter. But thars obvious. The topic at
hand is atmosphere, and it's not all that
hard. Get into the genre and then be cre
ative. There are several reliable gimmicks
which will automatically put players in the
cyberpunk state of mind-use these tricks,
spice them up with some unconventional
thinking, and you're in.
Always wear mirrorshades. Plain old
dark glasses also work, but its that "you're
looking at me and seeing yourself' trick
that really gets 'em. This may seem minor,
but when the players can't see their GMs
eyes, they can't read their referee too
well-and since the GMs their link to the
world they'll feel more edgy and alienated.
And thars good.
Use stage effects. yknow-lighting
and props. Dark lighting is also key when
setting the mood; in a brightly-lit room, the
players will be comfortable and too dis-
tracted by other things around them (be
careful to provide spotlighting so that mir-
rorshades won't obscure vision, though).
Once ifs dark, props will help to reinforce
the players' experience. Put a W in the
comer and set it to a static channel.
Provide actual documents which the PCs
will use (some referees even print up their
own screamsheets). Pull out a dummy
knife with a spring-loaded blade (they can
be found in party and costume stores) and
"stab" a PC with it when their characters
are jumped by Boosters. It works. One
prop that is not very good is music-its dis-
tracting, changes tunes at bad times, and
can drown out conversation.
Its a dark, da% d a k dark Mure. Nice
things do happen in 2020, but by and
CHARLIE
large the PCs should see more bad than
good. Then maybe thwll want to change
WONG-
it Pitiful homeless people, junkies and vie
tims are all over the place. Pointless CKBERPUNK
crimes, the decay of great monuments
and the corruption of that which is pure
5 m :
should constantly wear at the F" sens FRRGHTENRNG
es and minds. This does not mean lots of
random violence (although that's a part), it
YkT 6 H W R F U L
means being grim. 'e don't care what you us
flay at night This goes hand in hand for source material for yo1
with a dark future. Sunshine and Cyber- Qbetpunk game. Go wit
punk don't mix. Even if the characters are whatever suits your tastes and fancy. Ju!
in Bermuda, never play during the day know that whatever you choose, try t
L a a m tha 1-L snrl f-1 nf thn nnnrn wh:

-,--r- - - - -- ,-
and besides, don't you have better things that cyberpunk media spans a very widle
to do? area. It encompasses many kinds t3f
- -- . . ... . .
Technology is everywnere. Ine w wonos, socieues, recnnoiogyana amruae.
--..
m I I

should always be encountering high-tech Even considering this, there are linking
gimmicks and gizmos, even if there points that hold them all together in the
seems to be no reason for it Heck, the same genre. Some of those links are
tech doesn't even have to be functioning! explained below.
Even Nomads in the desert will be fes
tooned with datachip earrings, fiber-optic TECHNOLOGY

I
ropes tying their tents together and pock- f you are looking to depart from the
et TVs that only get one channel. Don't conventions in the Cyberpunk 2020
just use technology to impress the char- rules, know that you can go nearly
acters with fancy weapons. It's overused. anywhere with this genre. Neuromuncer
Just don't let up-bombard them with has primitive space travel while
technology. BludeRunner has interstellar wars. From
Screw around with culture. Pop CUI-internal combustion to microfusion reac-
ture, mass media and sociopolitics- tors, your Cyberpunk game can be set
thwre all collapsing into one big, seething wherever and whenever you want-but
chunk of confusion. The media is e v q - don't let this freedom pull you away from
thn nonrn What maknc torhnnlnnv

ing for attention. Brand names are plas- and gadget-oriented. Almost everything
tered on everything from people's sneak- is computerizes or mechanized. In these
ers to their eyes ("Here, Jack, have some worlds, there are usually a dozen versions
moreICan'tBelieveKsNothuRJuice!"). of any item and everything is a style
National boundaries are shrinking and CUI- statement Look is totally dependant on
- -
media-mass pressing in on it all, sod* is but irs all to attract t h e

-...a
-:_..I*
rnuiucuiiurai * .-I :-I I ___..__^
Iriiurnriiercmi. wriyudye-
-I---- L^^ .^.-.
starting to look like a corporatesponsored There is so much comipetition everything
--A &--A
iiaa LU uy aiiu WXYIIU ullt
A.

coded MRAMchips, anyone? Second, cyberpunk worlds are not in


Don't go halfway when playing technological stasis or decline. Far from it
C@rpunk Use every gimmick available They throw themselves headlong into the
1 tn mnkn thn nlrrunrc liuo a 7n7n l i f 4 o newtar fader mnrta taffirient A n d mnrf
faster and die h: irder. This keeps them A,OSPHERE that there should be ct
apart even when they just want to mix in.

A
long with a certain look, fights just waiting to brceak out all the
Cyberpunk worlds have a time. It just means that tkbe NPCs should
certain feel to them. They look like, and the players
his is anather topic that could be can be quiet and lonely, loud and fast, constant state of motion. Characters and
anything in your campaign. The desperate and scary or whatever else NPCs should have comr
old stancI-by for dress is a lot of the GM can dream up. There is general- missions. They may not Il e ambitious or
black long coats and mirror shades. ly something in the air that defines the exciting goals, but in the I
nf the wnnmnn
Cyberpunk storiesE a c e talneLyIba Iuul ,y
. -
name
ycltlRG.
TI thl li J
r rahyr ll c
n men,, rh-nna ee the
lllcly b i i m l l y G m a uic will uG IIIuvllly Llirough, almost
and young at heart-peoplc ? with the fire players and their locations change, but everyone will have one.
in their souls to seek hi!gh-adrenaline the presence of one will persist to
adventure an inch away from uisasrer.
_-I _I:_-_A__
remind characters who and where thev WORLD OF
youth and ambition are the main consid- are. The street has a style of its own.
erations of cyberpunk style. Being ambi- Setting is important becausf >erpunk is not the post apoc-
tious, they want to make a big splash in
whatever they're doing. Being young,
they'll want to look good doing it This
defines the personality of your world
same way clothes and attitude der,,,,
those of your NPCs. Is the daytime sky
- ypse! There has been no
yreat disaster that has gutted
all civilization as we know it The Crash
goes for the NPCs too. Looking good blue or rust colored? Do the players of '94 may have been the single most
often has more weight than being good. ever get to see the day? Is the light horrible economic disaster ever and the
Anybody with a drop of training can clean and sharp or smoky and diffused? Middle East may have had a few nuclear
shoot a gun or program a computer. Are the streets clean? Ar e people gen- exchanges but there was no mega-oops
Look at the army ()r any college with a erally plain or a gaudy ccNection of sci-fi that started it all. Civilization was not
computer science department What's extras? Where are thc? local danger destroyed, just chunged.
hard is to look reall)I cool and scary while areas? Are those dangcer zones full of Why do the core of cyberpunk-type
shooting or progral.mm;nr.
I II I
cn
Iy-au
r n d tk.4
LuuI IaL IIYIIIY licau
fI.,iw." e - A 3n.4 eu,-.lnAn
aiiu CA~JIUUIII~ grenades or worlds look like they have gone to hell in
all the witnesses tell their friends and all eerily quiet with boat-hook wielding a glass-fiber, reinforced, cyber-augment-
the enemies run in terror. As a GM,keep gangs? If a fight breaks out, do they ed hand-basket then? Earth 2020 is
in mind what the characters look like in have a chance against the locals? The such a lump of polluted and burnt rock
the eyes of others. If thefre scruffy bums personality of your world will influence because people just don't care. Pointing
with no personal grooming skills or good the actions of your players. It will give fingers at the corporations as the evil
clothes, powerdealers will probably hold them insight into the proper times and behind it all won't help. Who buys the
their noses at then- places for talking, shooting or running products that keep the! companies in
Tanaka suit to a gal away. In addition to their actions, the business? People hear albout the various
roughed up. NPCs atmosphene will affect how they feel. questionable things donce higher up and
ing to get the upper riariu uri iiie rLs uy The mood oi -L *I-- --- --I.-
^:*..-A:--
tiit: biiudiioii wii iiidKt:
I-__ :* -1 I-..--.
d> ioiiy d> it uoc>iiL iiuii them, they look
^^ ^^ ^^^_I*

talking tough and playing hard. Almost them braver, bloodier, more sensitive or the other way. That is why Earth 2020 is
everyone has got a tough facade for their more scared. in such sorry shape. But that's not all, is
"audience." How convincing they are it? What makes the deplorable environ-
depends on the character's acting ability PACING ments of 2020, inside and outside of the
and their true personality.
Separate but related are what they
see and where they are. The settings of
cyberpunk stories are usually urban, with
the protagonists as animals in the con-
N othing ever happens slowly
here. Things may slow down
but they never reach slow.
Wherever you are, whatever you're
doing, there should be a definite feeling
cities, so ironic is that they don't have to
be that way. Remember about cyber-
punk technology constantly moving for-
ward? The science of Cyberpunk 2020
and other cyberpunk worlds is usually
crete jungle. If the story moves or is set of motion. Cyberpunks' lives are con- advanced enough to repair the environ-
away from urban areas, there tend to be stantly in motion. Even when they're not ment-it's just more profitable to wreck
a lot of people and open space-the really doing anything, there should be it. Building arcologies centralizes con-
people reinforce the crowded urban some kind of tension or expectation that sumer population at the expense of
feeling even when there is no city. Open something is going to occur or is already human psychological space require-
roads and rain forests are popular. happening. There should always be sev- ments. Dumping waste materials into a
Wherever the players are though, high eral short-term goals just around the harbor is cheaper than processing them.
tech and tough attitudes will be present corner and if the players are really Cutting down forests is quick money for
or close by. Cyberpunks never escape visionary, a long-term goal or two. poor third world countries. It all boils
the society that bred them. Remember that the cyberpunk genera- down to the dollar, yen, newyen,
The fbllowing are not tinkhg elemen& tion is gifted with energy but cursed with eurodollar or whatever you pay the bills
in cyberpunk but are impatunt to mnside~ shortsightedness. This doesn't mean and buy the big toys with.
hooks and schemes to embroil the players Referee feels it is his job to beat the players.
in. Most Referee's lose control when the This is where the problems s t a t
players don't have a goal, or become Control is a fine line. If a Referee feels
bored with the story. the players are destroying what they have
If a player, or all the players, are bored made, then the less expefienced (or imma-
they usually begin to do "stupid" things ture) Referee may take this as a sign of per-
r (just to get attention). Some Refs might sonal disapproval. Some Referees can
I ISvery important iwr me neieree to read this as a personal attack, and try to become angry and lash out at the players.
establish control in the beginning. If dominate the game. What the Ref should Putting them in untenables'hations, or refus-
the Referee has not controlled any- see is a cry for help. ing them actions that would normally be
thing from the start then the players will run
roughshod over the Referee. CONTROLVs,
The Referee can establish control DOMINANCE
most easily by having a well-planned cam-
paign. If the Referee has been an integral
part of the character conceptualization and Referee must have ideas of alienating the Referee. Usually this only
generation process, then there are ample style, theme, pacing, and characters. A poor makesthe problem worse. If the game is not
going where the group wants then maybe it Now I'm not saying that you shouldn't
should be modified. If the players feel that be prepared, but make the players think
nothing they do is important then the Ref style. Iftheywanttowear arrnoi;itshould be
should examine the game dosely. the latest cut Japanese or ELIrO-COUWre-
The players must know that their unless the)/re going for that; retro thing
actions are affecting on the world around thars so00 last season. In terms of packing
them. If an action that the players want heat, style over function. Since no one goes
will upset something the Referee wants to the dubs "dressed to kill," a high pow
to do, then the Ref must either steer the ered firearm is not necessary, accuracy is.
characters away from that action (gently), Don't even think of that old blued finish. If it
or redesign a few of their ideas. Control can be seen, it should look good.
is subtle, like making it easier for the play- Accessorize, accessorize, acces-
ers to escape than fight it out. some. Urban Chic, Eurostyle, the Home
Dominance is crass, like killing a member less Look, go for it.The outfit can't dash, or
of the Team who seems to be usurping that input you fancy will tell you to dump
the Refs control. A Referee must look sterdive for a new look
inside as well as outside to find the prob-
lems in their campaign. A large part of MONEY
the problem is usually the Referee.

D
id 1 forget to mentionthat all this
stuff costs? As the upandcorn
THESITEPROBLEM ing Edgwnner knows, all this

T he problem in 2020 is that stuff costs money. Information, at least rep


technology can make you utable information, costs a great deal of
invincible. The solution is that money. Guns cost money, especially when
technology is threatening. bought in the black market Good clothes,
Take your average terribly misin- good food, and maintaining good contacts
formed Qbevunk player. He walks into a all cost money.So does a safe place to lie,
chic Night C i dub, bristling with death. He the therapy that keeps you sane, and the
carries a buffet of firearms, a melange of skin-jobs that make it easier for the police
grenades, and full MetalGear"". He will not to miss you in a crowd. Not to mention that
get a good table. In fact he will probably not if you have to launder anything, the going
even get in. He will simply be told that no rate is probably 30-60010 (even as high as
tables are available. 9W/o), depending on the illegality of what
Qbevunk 2020 is a game where it is you are fencing.
better to look good doing something than PlayerCharacters don't always get
be good doing it No one wants a tank for the "list price" for stuff they steal, sell,or do.
a neighbor. The police are going to harass Much of this is very wellcovered in
this guy to no end. The third day he walks M/d.side, but if that is not available then
out of his horridly overpriced apartment remember to use the ideas given here as
(the landlord knows there will be damages) a guideline. It is a well documented fact
he will find a MaxTac squad waiting to that most counterfeiters get between ten
deliver him a warrant for his arrest and twenty percent of the list price of a
Everyone in town will know about this guy, given "run" from a fence. Before they even
and avoid him like the plague. get that, they have to find someone who
The real movers in 2020 are subtle. will move the fake bills for them. Charge
Even Morgan Blackhand agrees that it is the players whatever the market will bear.
best to conceal your firepower until its If they go to a Fixer and say "I need a gun,
absolutely necessary. No one cares if you nod' then they are going to pay more. The
wear a little protection; but if you go around Fixer will probably feel their urgency, and
I..".
planning to be shot at, no one will want to yharnta amrdinnlv J" "*"I 'Y',..
"I.

stand in the same building with you. If someone hits it big, and wants to
Conceal your strengths. Ifyou stride into the Imove into more prestigious ardes, then
room looking like you haven't got a care in 1they have to spend even more maintaining
-
--
..
&.
,.
c-
- :- --.:--
the world, everyone will wonder why. It thl.a41-. -.-+..-. IF.
.-.I, .e
I I C L W V I IL II yUUl VI ydl IKCIUUI I I> I I IUWl ly

makes you attractive and mysterious, a few hundred-thousanda year, your mes-
because everyone has a care in this world. senger boy is going to want a car. your play-
euro a week. Make the players think about STATISTICAL RANGE
it; not tipping the maitre'd usually results in CYBERPUNK 2020
lost reservationand loss of face. @punk 2020 is a remarkable
game in many respects (you
REPUTATION already feel this way or you
ou wouldn't be caught dead in would not have bought this book). One of
an off-therack suit In other the most positive things about it is that it is
words, the players don't have a successaiented system. An average
LEGAL STUFF to spend all this money. They don't have character, with an average skill, has a better
Clothes, food, to make the scene. If they don't, they are than 50% chance of succeeding in an aver-
going to have freetime to spare. They age task Many older games made the
the listed price. won't be working, or making money. After completion of even the simplest skilled
GREY MARKET: a few weeks, if they do show up, everyone tasks too difficult C@punk2020 has pos-
will have heard they were dead. After a itive modifiers that make it impossible for a
traced, or that "fell of a few months, if they don't show up, they technician to fail screwing in a light bulb.
truck". 25% to 50% if it's For the Referee to see the simplic-
inane, 1SO-200% if it could These expenses are part of what it ity and ease of use they have to under-
be used in commission of a costs to do business in 2020. So Referees stand some baselines in 2020.
shouldn't be scared of letting the charac-
BLACK MARKETz ters make money. They will have to spend AVERAGES
As far as the guy who sold it or they will dry up and blow away. n Cyt>erPunk 2020 there are a lot of
it to you is concerned you A simple rule is for every month that accepted means and averages that
don't exist, he doesn't exist, the player does not fully (500h or more) have never been fully explained. If
and none of this stuff maintain their financial responsibilities, Refs see where the real averages are they
exists. No less than 300% they lose one point of Reputation. If they will have an easier time setting targets at
of list price. If the police choose to ignore all responsibilities, total- the higher levels.
catch you with this stuff ly, then subtract three per month. Soon no The character statistic average is six
you will probably be jailed one will know them, and no one will care. As you can see, if you base the targets on
for 1-6 years just for pos- They can get back two points per month the average stat then the "average"
of their rep by spending twice the normal Edgerunner is going to have a large advan-
amount of time, money, or both on their tage. The average skill is four. So again, in
responsibilities(Refs Discretion). many respects, the "average" Edgerunner
Chill newtech and pro. The whole idea of reputation is very will be quite above the norm. Wrth this aver-
grams, guns that are totally important to a 2020 character. A good age stat and average skill an average task
custom, all the stuff the way to make the players remember, think will require a roll of five. Which is, mind-
cryo' Edgerunner just has about, and use their reputations is giving dentally, an average roll. If the standard
to have. No less than 400% the charactet's reps at the beginning of bonus (for correct tools and average prepa-
of list price. Originals from the campaign. A charactet's rep should ration) is added, that drops the roll to three.
a prestigious designer, or usually be no less than half the special Referees will understand after only a
military newtech 600%. If ability score. Some Referees may also few games that many, if not all, C@punk
the Police catch you with choose to require that the players pur- characters they have in their campaigns
stuff of this level they will chase reputations in the conception peri- are drastically above average. Different
probably just shoot you and od. If a Ref allows players to purchase types of tasks have differing needs in terms
fence it. If you do go to jail, reputations they shoud be bought as a of targets, and modifiers, but all must be in
plan on doing a very short proportion to the size and averages in the
life-sentence. If the Military It is also possible to have multiple party.
comes to get you, then you reputations. Netrunners are most familiar
never existed. with this. In the Net they are are a god, but PLAYERS. TASKS. AND
to their neighbors they are "that quiet boy A~ILITIES
in 2-C." Certain types of fixers are also he problem is that Referees
similarly perplexing. If you have, and use, tend to forget that there are
two different identities then you will have only a few types of tasks. There
are plot tasks, social tasks, combat tasks,
types as well, but space dictates we only rdeplaying, so the Ref should be cautious.
hit the most important
AWARENESS
TASKS
PLOT ThSK5 he one point in CP2020

P lottasksare the most misunder-


stood.WhentheReflooksatthe
flow of a campaign, they should
see tasks. Some may prefer to call them
goals, but that is just semantics. The
Refereemgthataxlszantfygds
misrepresented is Awareness
sldll. Because combat sense is added to
Awareness in some situations, some
Referees allow it in all the time. This is a m b
Romance between the Hero and the NPC take. combatSense relates to one asped of
Femme Fatalewill never cause the Team to the game-ambt Just because a Solo has
seek her killer in episode four if the Hero hyped killingsensedoes not mean thatthey
flubs the whole romancefrom the start can realize thatwanan in the comer ofthe
The Referee needs to see the flow of
tasks in the Campaign. A studious Ref will This is especially true m terms oftech-
feel a need to impress upon the players the nical matters lfa Solo does not howa corn
importance of certain scenes. It does not puter chipfrom a doorstop, then they will not
need to be a bold hint Refs can simply pre realie it is broken. When refereeing, be sure
pare a scene extensively.If the Ref pulls out that the players understand the limitsas well
a map of the bar, and several props, then the capabilities oftheir skills and abilities.
the players will think this is a big shoot-out At the same time, players of any Role
(and pay attention). After they see that the should get bonuses if the Awareness
tenor of the room is one of romance, they task directly relates to their Special Ability;
will see that this is an impeftant scene. if a Medtech gets a fairly good Awareness
It is very important for the Referee to roll, they may not realize they are walking
modi?,the d i d necessaryaccording to the into an ambush, but they will notice that
currentstateof rol-ng. lfthe Ref feelsthe the "Judas" is sweating profusely.
Team as a whole is acting well in character
they should even consider an acms-the
board party bonus As always,individual play- 6ENJAMIN
ers should also be awarded bonuses for
exceptional, and even very good rolepbying WRIGHT-
player is out of C0nb-d. What do
SOCIAL TASK5 you do? Referees, y w k got
odal tasks are most usually mod- the powerjust use it! Pop 'em
iiied by the Referee. If a player like a zit; have a random netrunner erase
says they are going to proposition their bank a m n t s . Plant traps they could
a waiter in a local bar then that is just dedar- never, ever, possibly antidpate (orescape
ing an action. If he waltzes up with a line and from)! Infect them with Lepro-ll, colon can-
a quickwithe may get a bonus. The Referee cer,the hiccups and several other honible
should always remember three things in a diseases!!Rock the site from orbii-it's the
social situation: How is the character per- only way to be sure!!!
ceived (does he smell, whafs her rep, etc), Ahem. There are so many entertaining
how the character is skilled, and how the ways to deal with power players that when a
player roleplays the encounter. On final Player becomes a problem,the GM i soblig-
note, many players will see these modifiers ated to give the character problems, too.
as cheating. If good roleplaying is c#sid- Thii is very convenientfor the GM because
ered cheating, then so be it! The players within the roleplayingworld she's almighty.
have to realie that thii 6 a style game, and lf s/he so wishes, the referee can aush a
if the Ref gives a bonus for style then they power player like a bug. Unfortunately,
had better be stylsh. To make it simpler, just some people have this preoccupation with
tell the players to roll a die and don't tell playing fair...not very Cyberpunk, but pretty
them the target number, or task difficulty. mud7 m t i a l to good roleplaying.
What the Ref is doing is wing to facilitatethe Fair play demands that refefees do not
story, and keep it balanced. There is always wish plagues of cyberneticlocustsand other
I
world, the careless introduction of new
technologies in a Cyberpunk campaign
buys a one-way ticket to paradoxland.
one who is not playing fairly. The way to do Consider thii l i e story: a Qbepunk
this is to use good roleplayingto counterad referee I met at a convention was speaking
bad roleplaying. lhii is where the playec's to me about the possibilii of a T&i Book
reputation comes bad< to haunt them. He wanted rules for aeathg new devices,
In short, if a character insists on and wenton to desaibe a gadget one of hi
Good 01' Mao said th becoming really (fillin the blank-tich, pow playercharactersbuilt-a badqack-pcmtable
political power comes from erful, wicked with a cyberde what&, generatorwhich emits a magneticfield capa-
the barrel of a gun. Smart slhe is going to build up a pretty big ble of slaving down, stopping and even
Reputation. As is desaibed in Qbepunk reversingbullets. Ididn't know what to say at
2020, a 1D10 roll lower than the FCs the time, but please allow me to take this
Reputationmeansthat they are known. Well, opportunity to say NO. There are countless
gatos, when someone has a big rep as a reasons why this gadget wouldn't work, but
badass, posers, solo wanabes and other the major ones are: (1) Bullets are usually
gonks are always trying to steal the crown.In lead (sometimes plastic, steel, rubber, etd
essence, Reputation can be used as a cork and thus most are not susceptible to mag-
trol; if a PC turns himself into the neighbor- netism, (2) the field generated by thii device
hood poky then all the gangbangers,punks would do irreparable harm to someone who
and thugs will constantly be trying to take wore it on their ba& (3)thiifield would short
'em down just so they can win drinks off the out the cyberware and other electronics of
story. Same goes for power, money, inflw the wearer and anyone OT anythingnear him.
ence and everythingelse. If you're a bigshot On top of all that such a device is not even
all Ute liie fish will want you out of the way. sciencefiction, it's sdencefantasy-magic-
Go ahead and torture that power play- level ted7 witt7 no modern explanation.
er. Make 'em hatetheir own prowess.The)/ll Many would argue that many of the
learn from their mistakewhen they finally get technologies in Qfxpunk exhibit the same
taken down by some snotnose with a poly fantastic characteristics.That is debatable, but
mer oneshot while ths/re getting it on with be that as it may,the seeming inconguendes
their input Their next character will know in 2020's tech level exist for a reason:
STREETSLANG: that subtlety is the better part of power. Qbepunk is a metaphor for today, and the
"Porky:" Someone ideas of cybernetics and artificial intelligence
loves to be bristling SCIENCE
AND are symbolic of the sense of alienation and
weapons, like a porcupine. TECHNOLOGY:
THE dehumanization which occurs in a post-
MOOERN-DAY modem society.Tnre, technology advancing
MYTHOLOGY unched<ed by conscience or control is a
hile maintaining control over powerfultheme in Cyberpunk,but the staples
the players can be a rela- of "hard sciencefiction" (such as death rays,
tively aggravating task, the force fields, teleportation and aliens) are
Qbepunk referee faces an equal chal- shunned. Techno-qnidsm has replaced the
lenge from Technology. It is a major 'play- Victorian ideal of sdence as savior.
er" in any Qbepunk campaign (that is, it A Cerpunk referee must always keep m
"plays an important part" in any campaign) mindtherebtivetechheloftheir
and can be as tricky and troublesome as gaming environment True, in an
any powercrazed playercharacter. Qberpunk campaign !as hinted at in
Technology, like art, sure is one slip- m
pery fish-it can easily get out of hand. higher
Because the 21st century is faced with paign,
an ever-increasing technology curve, of technological evoluti
many campaigns center around new sci- achieved) would be the
entific developments and gadgets. would just gettosee a lot more ofthe hig
Beware! The temptation to constantly stuff thantheNomads.The"dassic"
introduce new technologies is a trap. campaign has a pretty d e a w
Just as the unenlightened use of tech- level; its technology cum may be threateni
nology can lead to disaster in the real ly steep, but some things just won't fly.
major geniuses and/or devote a good
chunk of their l i to it Even the referee
(who has all the corporatjons and govern-
ments doing his bidding) should by not to
play with Level 2;it tends to upset game bal-
ance and render a lot of things (
Level 3 is scaly. These
changing, historychanging de S
like fire, thewheel, elecbic power, u ~t:Iluucdr
bomb; cyberware, AI and theStage7doning
W17jiisSeeninLondoftheFieeLevel3
developments should almost never occur,
beusestuffthatchanges Ute world so dras-
tically doesn't come around too often. Player-
characters should never, ever (I mean itl,
EVER come up with Level 3 technology-
theymghtencounteritonceinaliifetirne(see
Land of the Fiee again), but never invent it
Referees should a b shun from playing with
Levd 3 4 tends to tum the entire campaign
on its ear. The bulletmesing forcefield is
definitely a Level 3 development; it would
pretty m x h render guns useless in a military
context,and probably haveoffshoot uses like
flyng belts and the required hardening of all pagn, or the mechanics of the system.The
elecimics everywhere (expensk). tools used by power players are usually
Wh each Level, the referee's caution knowledge orscperience,systemloopholes,
should increase. It may be tempting to throw money, equipment and even dice.
(and Tinkertots in CybeG?nerufjon) were some earth-shaking new technology into In order to prevent a power playerfrom
bom to do, like tuming a cellular phone into the campaign to shake up the characters, abusing your game with his bag of W,you
a wideband radio scanner or somesuch- but threateningtheir lives with a flamethrow- need to know hs motivations. Generally, a
happens all the time. er or sticking them in a romantic biangle powerpbyerissomeonewhoismoreexpe
Level 1 developments come from works just as well. Really. Besides, there are rienced and more comfortable in a wagam
upgrading, customization, tuneups, add- already so many worldchanging technolo- ing errJironment His conceptof goals are dif-
ons, and other pretty common stuffiys the nobody could ever ferent than that of a roleplaying format-
realm of talented individuals and competent explore them all. instead of workjng to achieve a teambased
groups. Modifyingan off-the-shetfcyberdeck IS in the evolution of obi-, he p& i his efforts into "advancing"
for better p e r f m n c e is a typical Leyel 1 the cyberpunk game: 1990s to 2013, his own dMracter within the game with l i e
development When the improvements real- 2013 to 2020 and 2020 to 2027. regard to the safely of the other player char-
ly get drastic, then Level 1 can mean count- The jump from the 199Qsto 2013 saw acters He considers the referee an oppo-
less hours of research, work and testing. tfieadventofdonedrepbcementbodypa6 nent instead of a mediitor, and tries to out-
Level 1 should require some serious work maglevvehii,theAVseriesofvehiies,the smart Ute GM through a variety of trick and
on the part of a PC, but referees should feel N e t advanced personal weapons and armor, tactics. Most of all he plays to win, which
pretty free to allow such developments as braindance, qberware and the a b i l ito copy means he is confused about or apathetic to
long as thglre reasonable. a human mind into a computer (theSoulkiller the purpose of a roleplaying game.
Level 2 developments are truly program). The jump from 2013 to 2020 Converting him to the concept of de
grwnd-breaking, and as such are pretty brought arcologies, autolathes, powered playing is a difficult task,and it isn't necessar-
rare. However, a Level 2 development is still armor, AI, nanotech, doning and Ute abili to ilythe d e of the GMto do so.If you are tun
doing something which has been done dawnload a p e r s o ~ l i into
i a doned body ning a roleplaying campaign and you have
befo-s just doing it through a new idea. (thePhoeniipmgramandthecreationofthe an abusive player, you usually have one
An example of a Level 2 development is stage-7done Adriana). In thehturethe leap option: elimination. This means elimination
Electrothermal Enhancement ( a m m h k h-om 2020 to 2027 will indude microfacto- from the game and/or the group. But a good
2 pg. 50),Wid?still shoots bullets from a ries, sensory grids, spinners, totally elec- refereedoesn't need to kill a character when
gun but does it in a really remarkable new tronic weapons, nanocircuits, virtuality and that player oversteps his bounds. A dever
way. PCs should not generally be able to the mysteriousCarbon Plague. Now you tell GM will let the player do it to himself, by pre
come up with Level 2 tech unless thglre me, Cyberpunken, isn't that enough? senting the c m s e q u e ~of~his ~ character's
~~
actions. This stops the problem player in his with power players. Give them a chance to (combat, damage, hit location) from the start
mdciifexealtedco~. understand the game and the way you run of the campaign, and altering it now Mwld
For example, a power player might things. If it still doesn't work out, nuke 'em. only disturb the balance. This should not be
have his character shoot a 3-round burst at the foas of a game, as it is wasting ewy-
an impoctant NFCjust because he "didn't like THE TWESOF one's time. f you haw questions about the
the guy." The NFC dies on the s p d POWER PLAYERS l i i equipment, we can talk after the ses-
Wonderful. The referee immediately gets his sion. I am open to changes, but not during
MAJORLEAGUE play, in the middle of combat That is all."
point acToss to the player that aime doesn't
pay: a cop conveniently n e a ~ witness
y the P M R PLAYERS Neutraliiing: He just won't quit corn
murder. An arrest and jail sentence is a won- RApCTHEGUIu plaining about the dierence W e e n his
derful tool to illusbate that characters must Toolo: "personal experience" and the liied equip
face the amsequences of their actions. The Guru is someone who has experi- ment He's intermptedthe Scene and spread
Remember, you don't have to put up with ence or knowledge (usuallyminimal) in one tension and frustration among the other
abusive players. Period. you're trying to run or more gamerelated topics, and uses his players who are bying to solve the plot Time
an effectiveQtmpunk game, and the last knowledge to abuse the game. The Guru to pause the game and take the player out
thing you need is someone trying to take usually probes to find out the extent of his for a talk Explain that everyone is an expert
advantage of you or the system. referee's knowledge, and then uses his in something, but everyone also knows that
own "experience" to justify system changes, this is just a game, and therefore some de
WHATIs NOT A scenario flaws, or rules variations on topics belief must be suspended. Professional doc-
POWER PLAYER of which the referee has little or no knowl- tors may find the Medlhies of Qbepunk
deplorable, but it shouldn't stop them from

P layerscan bevery mfLyand cre edge. The Guru will do his best to establish
ative when you least expect that he is an expert in a category (military
them. If a dew action is taken firearms, for example) and demand that he
by a FC that alters or destroy3 your plot (and succeed in his endeavor because of some
just your plot), don't get bent out of shape. convenient piece of trivia (which may or
enjoying the game. Computer programmers
can play Netrunners without rewriting the
system to suit their own prejudices. If he
wants a game that taddes every tiny detail
These things happen. The dever player may not be me). The Guru can be hot-tern about firearms, he's going to have to look
doesn't deserve to be stopped or punished pered and arrogant, so watch your step. somewhere else. Adios.
just because he thought of something you Example: "All standard assault
didn't If he's not dmrtIing the power bal- rifles have a five-round burst option, so RAP: THER u ~ eLAW
j
ance of the game, reward him for this mfty my FN-RAL is equipped to do that, just Tooc !jysTEM LcawnEs
thinking, Mer a moment of silence for the so you know," says the Guru. There are The Rules Lawyer is someone who
deceased plotline, and move on. no rules for five-round bursts in FFNF. studies the rulebook to a roleplaying game
Some players havewargaming tenden- !jOwTKM for the sole purpose of finding a 'loophole"
des, but are sincerely interested in roleplay- Steering: The Guru is usually desper- in the mechanics that he can expose and
ing. Just like flashback, some players will ate for recognition, and he tries to get it by abuse. The Rules Lawyer feels completely
automatically fall into a strategic or tactical assuming he knows it all. Appeal to this in safe in hisexploitationof loopholes,because
modewhen a shot is fired during a roleplay- the steedng stage by granting him a degree (as he will be quick to point out) "I'm only fol-
ing session. These people don't need to be of knowledge, but let him know who's in lowing the rules in the book" If you prevent
stopped as much as they need to be charge: "I must admit I hadn't heard of a him from using his loophole tri& he will
steered in the right direction. Ks best to start standard frveround burst and it seems usually attempt to gather a player "lynch
soft and get harder on your problem player, strange that the rulebook wouldn't mention mob" by constantly complaining about his
because you give him the chanceto change something so standard, but I appreciate the thwarted efforts. The Rules Lawyer loves to
and form better roleplaying habits. weapons trivia. At thistime, however, I have argue and debate, so be careful.
Of course, some people never catch on. to disallow use of a fiveround burst, as I Example: "Onmy turn I shoot my Ronin
They must be ne&aliized and eliminatedfrom haven't thought about the implications or LightAssaultatthiisguy,andIgofullauto,then
the game altogether. Don't feel that you've W e n up any rules variations. 1'11 get bad< I spin around and belt out the lastfive shots at
failed as a referee just because you couldn't with you when I do." Be sure to wite things this guy aver here ata -3, then I run behind
@ a w * t o m h i - down and read it bad to him, so you quote this building over here w h i i is within my
Before you can stop the abuse you him properly. If he's the least bit fibbing or movement allowance, and then I reload my
need to idenbfy the type of power player exaggerating, he'll quiet down fast Also,ask- Ronin with a fresh dip. Page 88 ofthe rule
you have and the tool(s) he is using to dis- ing him to write down all of his rules variation book says that I can take more than one
rupt the game. Following is a list of power ideas and submit them to you is a good way action at a -3 penalty to each successive
players, with a solution for ea& method of of steering his energy. action.The penalty really just applies to my
abuse. The solutions are divided into three stopping:you've been patient with him second action, since there are no tests
sections: steering, stopping, and neutralii- but he persists on manipulatingthegameto required by the rulebook to useMA or reload
ing. Try to follow these steps when dealing his advantage: "I've committedto this form of a weapon. So much for your bad guy."
SoumoFs
steeting: Read the rules to the game.
Trytotakea "Rules Ixwyer" approach if pos-
sible. you won't catch all the loophdes, but
youmayfindSomeotherpiecesofinforma-
tion that can help you setthe lawyer might
Or, you can always interprettherulestowork
for you. Just make sure you're consistent
"Actually, the -3 penally also applies to in&
the, llwdore, Guard #3 who is hiding
behiianermowsbeforeyougetachance
to runfor cover,and hetakes a shot at you.. ."
stopping:You've reed the rules, you'M3
made your changes, but he stii abuses the
loophdes.T I to up the ante,so to speak "A
round lastsapproxjmately3seconds,asitsays
in the rulebook That g k s you just enough
timebemptyyowdip. Unbrtunately,you d&
n't lawrw the time would slip by so fast-pu're
IXM in the open and out of ammunition.
Gwrd #3 !3a-€amS 'myIJImer! as the sec
ond guard falls, and hefiresa burst from his
aS%lIltriReat~.TWhitsr
Neutralizing: Ks now been a few ses-
sions, and you realize that the player is only
interested in publicizingand abusing rulesde
aepancjes. He's demanded to get away with
it because the rules don't say he can't and
you want to strangle him. Do your best to
catch him in his own loophole: "Guard#2 is use that roll for an actioin on his turn, to hauntyou. "Let me expbin now:when cOn
still up, and on his turn he runs over to ywr telling the referee that tle succeeded batensues, I will first go around the room an
. . .
location, empties his assault riRe in you at rather than giving the referee a num
point blank range at -3, reloads his gun, and ber value for a skill test result
then empties it in you again at -9. fo&mkly, stating that he has points in a skill
his odds are pretty good because he's so when he has none,
dose.Ifyouwanttoabusethegame,Iwilltoo. adding points to skills during s w c
Kssillyto be able to dothis, and you lumv it tests, and
but you don't care. Just because the system lying about or hiding the result of a
has Rawsdoesn't mean it's open season on die roll and inventing a number.
the referee.Thank you and goodbye." The Con Artist is the obnoxious
power player of the bunch, because he Stoppii
RAyER: THE CON ARlKr is overtly cheating at the gi3me, which is pulls anothc
ToaS:DIcE,cxlARAclERSHEETS an insult to the referee a1nd the other good to be
The Con Artist loves to win in the worst players who are playing fair'ly. Personally, less. Time 1
-__*
way, and he loves to be the center of atten- I loathe the Con Artists the most.
tion. The Con Artist cannot understand the Example: 'I rolled a 28, and that's
difference between a team leader and an to shoot and kill those two guards stand- What did you rl
attention hog, so it becomes dficult to calm ing together," says the Con Artist He Anine?Andthe
him down. He is also afraid of failure and rolls a ten-sider twice and picks up the differ with you, t
rejection to such an extent that he cheats die before anyone can see the results: sheet here you I
on die rolls and character information. He "head shot and another head shot!" and with a 9 Rt
has a few tricks up his sleeve to try and soumcrs
ensure success at whatever he does: steering: when this first happens by
prematurely rolling the dice for his dawn the rules about dce rollii and action
character until the dice present a announcement i m m e d i i . Don't let him get
decent number, then attemptingto away with this even once,OT it will comebad<
Neutralizing: The Con Artist is discount Is he suddenly suspiaous? Does
increasingly frustrated because you have he still want to purchasethe item?Give him
forced him to accept the roll of the dice, a wicked grin as you sell it to him-"yeah,
and now he's lashing out purposefully to yeah, half price, thars it Cmon, you want it
hinder the progress of the game. He's or not?" That usually stops a Big Spender.
doing anything he can to ensure his suc-
cess in the game, and in doing so he's RAW: THEG.I. DUFMO MAKER
(AKA THE
endangering the other PCs. That's the last SWARZENNEGGER)
ERIC'S NOTE: straw. Beat him at his own game by allow- Tool: POINT AUOWANCES/MAXIMUMS
A character's lntellig ing a false assumption. "Roll a tensider for This player puts all his points and
stat is often overinf me, please. you rolled a ten? Realv Did energy into reaching and maintaining the
for the sole purpose o anyone see 't? Thars okay, roll again. A maximums for his character-mainly the
acquiring more pickup seven? Wow, Well, you needed to roll physical attributes, the special abilities, and
skill points. This is com- under your reflex to keep from being sur- the combat skills. you can recognize a G.I.
mon with many players, prised by this guy, but you failed, so he gets Dunno by his high Reflex 010 w/cyber-
not just the G.I. Makers. If the first move in combat and he shoots you. ware), Body (usually 14 w/bioware),
ten is the highest number Roll a die behind the screed Head shot!" Combat Sense (alwaysa 1O),and weapon
that a human intelligence After that, it's time to take your Con Artist skills like Handgun, We, or Submachine
can reach, it should be out of the m m and say goodbye before he Gun (8-10 in at least one). Contrasting his
reserved for incredibly disrupts the rest of the game. abnormally beefy stats are such molested
intuitive characters with areas as Attractiveness (maybe a 3 or 4),
strong problem-solving LEAGUE
MINOR Luck (a 2-wt10 needs luck?), and a horde
skills. Intelligence is PO\NER PLAVERS of overlooked career and pickup skills.
somewhat of a reactive PLAYER: THEBIG SPENDER Tip: The G.I. Dunno Maker is fairly
statistic, as a character's Tooc: MONE~ easy to diffuse because his characters are
education and background This player is similar to the Rules almost useless in any situation except
determine most of his Lawyer in that he assumes the prices for all combat The player will eventually realize
intelligence, instead of weapons and equipment noted in the rule that his character needs more useful skills
vice-versa. Most people book are set in stone. Any price inflation on to become an active participant and
will not have a 10 INT, as the part of the referee is deemed 'unfait by hopefullyhe'll work with you to restructure
it would alter the aver- the Big Spender. The Spender has no his character. If you offer combat often in
age-1 0 would become understanding of the term Black Market, your game, and G.I. Dunno tips the scale
normal and 20 would and he demands to be able to purchase too much in his favor, you can focus in on
become exceptional. When any item with a price tag on it whether it's his weak points during other parts of the
you see a character who in the main book a chmmeboolc or one of game, like his Attractiveness or his social
has a 10 INT, stop and ask the other supplements. He's generated a skills. Have the team lose business
the player to justify that character strictly for financial gain. If it's for because of the G.l.'s behavior or looks. Let
number. sale (and even if it isn't) he'll buy it the player know his character has a prob-
Tip: Money can do a lot of things. If lem; he's strong as a tank but he can't
used to purchase something expensive function outside of combat Hopefully, the
and even slightly conspicuous, it's going to player will fix things up. If not, fry the G.I.
rouse suspicion in someone. That some with a high-powered microwaver. Poof.
one could be the F.B.I. (or similar organiza-
tion), the Mafia, the megacorporations, or
even other black-ops teams. If the Big BWER KILLING
Spender is so interested in that laser can- THROUGH
non, let him have it Then have him make
Awareness chedcs constantly4 someone TECHNOLOGY
following him?Was that a police AV hover- DEALING
WITH
ing above him? Didn't he see that stranger TECHNOLOGY
yesterday? Eventually, he'll either want to
rid himself of the item, or he'll walk into a
trap and get mugged or murdered. Here's
another tactic: let him have an expensive or
dangerous item at a reduced cost Tell him
T echnology is a solid standard of
measure to calculate the power
level of a campaign. The am-
ount of technology in circulation directly
affects the power of a game: the more
it's on sale...50% off, or some ridiculous you have, the more powerful you'll be.
Because of this, referees can lose a cer- heart, where it kills the victim instantly. Big Brother. Nastierversionsmldmesswith
tain amount of control in their Cyberpunk Time to shed that skin armor and fast! a PCs motor neurons and Gier force an
game if they don't introduce new ways to Super Nan&-The Solo purchased epileptic seizure or cause paralysis
limit the technology and its use. Skinweave 12, but over the past few days The Malevdent t&nmaw. Ks a
he's noticed his skin getting harder and
LIMITING TECHNOLOGYharder...It seems the bioware doesn't
s qtbeware, bioware, elec- know when to quit armoring his flesh! If it
*
crowded dance floor, and one of the rocker-
is suddenly tired or frightened of her
aggressive p a m . She pulls outher handheld
tronics, and weapons are keeps up, he'll be as tough (and as imme miamever (2020's version of Ma)and
introduced, popular or power- bile) as a rock statue! Oops. Guess its bad< pops the sleazy hromer in the head. Oops-
ful contenders will surface. Popular items to armor jackets and helmets for him. the area of effect is justa l i i bit bgger than
vaty slightly with each gaming group, but expected, and Mr. Chipwwe gets caught in
there are a few technological 'staples' in CHIPWARE So- the pulse of radiation along with three Others
games that can dramatically alter the ccasionally, players can get 'chip nearby. So much for all of his hips! If he did-
power level, usually in the players' favor. 1'11
touch on a cwple of these items, and pre-
sent some methods to limit their use.
0 happy.' Someone will realie that
putting one or two points into a
skill is no better (orworse) than a default roll,
n't have his pmcsms h i i , hell also have
problemsin the futurewith basicfunctions like
interfacelinks (likesmartgunsand vehiies), ini-
so he'll throw all of his skill points into a few tiative rolls, and even INT-based skjlIs. And to
SKINWEAVE select skills, then purcfaseskill chips at Levd fix a v, thev gom get into your
veryone gets it Everyone loves it 3 for a dozen other tasks or languages. This skull. "Is there a Ripperdoc in the house?"

E Standard Skinweave offers pro- can tip the power scale in the party, as the
tection of SP 12-this is good chip fanatic has many more skills at an oper-
stuff. Of course, you can throw away most ational level than the other characters... and
If you G i i , you can Taketh Away. Ws
as simple as that Happy 'punking!

of your autopistols now, they won't be he always can buy more. As the concept of
much more than a nuisance to your PCs. chippin' in is part of the CJbepunk attitude, ?LIE
Put a light armor jacket over the skin and you shouldn't deny playem the oppottunityto
suddenly you're shirking damage left and use their sod<& this way. you can sober won!-*
right The only dramatic moments are them to the risks that come with the package,
when the Militech grunt unleashes his however. Here are a few suggestions: GM G ~ T R OHow
L:
assault f i e at you. Even then, the average Processor Lockup: The Corporate
roll on 6Df3 is 2 1, putting heavy ARs at 23 shakes hands with a powerful Hayashi exec-
points of damage normally. And these are utive and introduces himself in Japanese
the big guns, ladies and gentlemen. W& when the language chip temporarily
Skinweave 12 and a light armor trenchcoat freezethe Corp is cuaght in mid-sentence.
(let3 say SP6),5 points penetrate on aver- He still has motor skills and his nativetongue,
age. A charactefs BTM takes care of the but his Japanese is off-line until he extmcts "He doesn't scare me. He
rest, and he fills in one box. Not bad for the chip, reconnects it, and initializes it with makes a power character, I
being in the way of a metal projectile trav- his neuralware processor. If its a bad Wup, drop an elephant on it. He
eling at an incredible speed. So what do he might lose speed.l altogether. This isn't makes a bigger and meaner
you do to limit Skinweave? fatal, but it is embarassing (not to mention character, I use a heavier
System Rejection: The character has bad protocol).More fatal lockups occur with elephant. I got lots ' 0 ele-
had his Skinweave for a while, but sudden- combat chips during melee.. .ouch! phants-figuratively."
ly he starts to notice rashes developing on TheESigBrotherSyndrome:Onechip
hi5 arms and legs. He's losing hair. A has a small virus program that copies itself
strange, viscous liquid starts to leak from hs ontothe neuralware processor(deletingdata
pores. Is he dying? No, but his body has an if necessaly) and acts as a behavior control
allergy or other problem with the unit speafied to the identiticationof a certain
Skinweave bioware, and he needs to get it symbol (like the Arasaka logo). Joe Solo
removed before the problem gets worse chips in with his new Japanese Language
c mnk 2020 is a m y frefonn
and versatile game system.
Players can make characters in all
shapes and sizes.While this can be a great
benefit it can also be a great curse. Most
and his face starts to dissolve. Sorry, Charlie. Learner, and things are fine until he catches GMs will one day come acfoss charactm
Bioplague: A bioplague hits Night sight of a securky guards uniform... that are either too powerfulor too d d o u s for
City (or your location), and it is reported to Something calms him down when he sees the campaign. This doesn't mean that a play-
be engineered to "piggyback" on the same that guard. The guy even shows up as 'friend er is intentionally ruining your game, just that
DNA strands that compose Skinweave. on his Friend/Foe Identifier with his new his style isn'tsuited for t
his game. Talk it over
The bioplague lies dormant until the epi- Marquee software. If he were to shoot that with the player and by to come to a corn
dermis receives shock (likethe impact of a guard, would he really be able to pullthe trig- promise. Most players should be happy to
bullet), then rides the adrenaline in to the ger? This is only one angle you can take with tone things down. If the player doesn't want
to change or if the character doesn’t have A Rocker tumed Solo wannabe gets the Break their toys: Wipe out a
the justification, to save the game you may enhamment job of the deaode. t3Dtic Nebunnds deck with some really powerlul
have to do something to the problem char- implants, bbwre, speedwe the works He bladc ICE Riddle a Nomad‘s bike or car full of
acter.N o w s unstoppable in Q4qwnk ames out of the operating m with a holes in a drmeby shooting. Blow up a
as long as the GM doesn’t want him to be. w t
h a t 0wM rend mast ’platers and the Corporatesconapt or a Solo‘sweapon stash.
Here are some examples of situa- mind of a player who’s got the Sob drill Thii is a slap on the hand that says that same
tions and possible ways to analyze and down so Wlhe0wldlcgMoffa crad<black- thing as a Maim Warning but has the effect of
counter them followed by more general ops team while bnshing his teeth. “Itcould have been me” instead ofwitwas
ways of dealing with power players. Don‘t fight, if he‘s a power player, he’s me.” Somebody has taken the time to by to
ApairofFircersengiineeras2od<mhbrthe probably too good at it-think Has he got scare them away.Leave dues at the scene
m p a n y ~ r e w o h n g f b c T h e y c u u s e a enemies?Well, what if those enemieswere that say the damage was not randm and
selling panic that d m the wlue of the cum to sneak some fatal sabotage warez into whoever it was is willing to do it again if they
pany’stod< t h w h the W When it all bd- him while he’s under the knife getting all have to. Maybe the Pcwon’t be luckyenough
twns out the Fhws buy theirpatent mp- those implants? One more won’t be to l ithrough it next time.
n y w i t h f u ~ I o a n e d t O t h e m f n x n ~ noticed by him until i t3too late. He belongs sbnder: Manydlaracters in QtIepnk
When players start doing suspicious to them now, and if doesn‘t do what they depend on their contads,friends and em-
things, you might want to consider stalling want, boom! He’s painting the m m . =m-aw-. BY letting
them. Tell them it will take time and never A Medtech buys evey m y plating option M x c 1 ~ m o r ~ , t h a t U n d e r m i n e s
get back to the topic. Then between games, available. This walking tank w n now sur- thecharacter‘simage,a GM can slows &me
research the questionable situation. A l i e vive even the mast withering f i for ~ quite ter down indiredy. The FC will lose contads
snooping in a common encyciopedia for a long time. Anfling #at would do him in a n d b e l e s s ~ i f t h e ~ w w d i s R o a t i n g
the example above would turn out the fol- quick might damage entire city blocks. throughthesket Acorporatesuspected d
lowing information: After the Crash of ‘88, Totally fmrles, this nearly indesbvctoble imbezding,a iixerwhdsa pol- infarmant ora
stock trading computers were made illegal RoboDoc wades into any fight to protect mediiwhobreakspromisesofconfidentiali.
because of their tendency to cause buying the weak and aid the injured.
and selling landslides.Safeguards were also Leave him alone. He‘s not doing any- DISAELINGS
implemented on the stock exchanges that thing really unbalancing to the game. He
would lock a st&s value if it fell too much may be indestructable for all intents and
in a short time. Knowing this might keep purposes, but he’s not really abusing it He T hese are more extreme measures
that aipple the PC or the PCs abiC
iiy to perform. Use these on char-
those bvo fixers on the street and out of the may be pushingthe rules and hard to intim acters that are just too unbalancing to let l i i
penthouses a while longer. idate with heavy firepower, but this gentle but too interesting to kill. Be careful with dis-
A Neirunnefbuildsa huge ~ ~ l m l ~ g a mdoesn’t try to cause uproars.
giant abling effects because they can cause play-
He makes it compelling, fun and m p k % These examples are fine and good,but ers to despair and stop playing that charac-
He mts time on m i n h m m u s e he what if your power player problem doen’t fit ter. To avoid player despair, leave a glimmer
a n 4 afford one himsell:-e Mile people into any of those catagories?Well, the follaw- of hope for recovety/vindication/mnge.
pby his game,he uses subliminal s u g c p t h ing is a list of mean things to do to players Kidnapping: steal a loved one or some-
toprime thembrmind mmlpmgrams The 1410have been bad. They fall into three body the PC is honor-bound to help. Then
zomb17Mpkyxgoo u t a n d g e t m p l a y catagorb: Warning, Disablingand Deadly. makethePCdothingsforthehastage’sm
ers and are compliant to the W n W s tinued safety. Thii can keep a character busy
mmands Soon the Nettunner conbk WARNINGS while your NPCs get their work done.
many of the most pmerfi~lpeopk in the
w t
n d
l mh k ~ n g g a m ~ kthis
before that Star Trek: TNG episode
s was
,
F or those soft-hearted GMs who Kidnappings can be used to make a PC do
don’t want to smear a player something, keep them away from some-
who just crossed that thin line ondsomething, divulge information, pay
Sometimes it is importantto ignore the between acceptable and unreasonable. money or anything eke the GM can think of.
rules when they are being abused. Thii These are scare tactics that are Nerve damage: Thii is great one for
character designed his VR when the num- designed to put the more squeemish charadersthatdepecldheavilyononeortwo
bers in the first edition of Qbepunk 2020 power players back in their place. stats.Capturethemandinjedthemwithapoi-
were off by orders of magnitude. Just Maim: Have an enemythug cut off a son or slip it into their kibble packs. Combat
because he found a loophole doesn’t mean hand, breaka leg or pokeout an eye.In 2020 nanites would of course dim& any toxin
he should necessarily get away with it Other these are only painful incorn- since bindersThenapplya-4 to REForBODyor
ways to stop him would be to cut off h i any of it can be replaced at a local Body COOL There’s always a cure ifthey have the
resources (kill the VR or hit the mainframes shoppe. W s important with the maiming millions it will take. Thii slows a character
with pirate or rival Netrunners) or have him rwtine is to emphasize that the thug is more down while giving them a nemesis and long
discovered (Medii looking into computer powerful physicallythan the PCand that he‘s term goals (Kill Fred who poisoned me and
mindantrol find him or h i scheme is willing to anne bad< and ~-off/break/poke get the cure.)yet it could be years beforethey
exposed by Nebunner do-gooders). out more parts if it becomes necessary. havethemoneyorthecureisperfected.
for his enemy as well a
ling pain, command kil

"." "- .".- -..- "-,"


.-.-.,.-. .. ".-
character has been given spyhonitor
warez, their black ops will suddenlybecome
sticky as secrets suddenly aren't anymore.
Bourties:Mostcyberpunksbreakbws
or CTDSS people. someb'mes they become
emugh ofa pain to hire people to eliminate
them.The more a dmxW abuses the sp
teqthebiggerthe bounty on their head will be.
The biggerthebounty,the more hunters tfthe
bounty is hgh enough, heaqhitterswill begin
showing upto cash in the character's head.
DNg A d d i i'I: Make the
dlafa&rdependentontheir~enemyfGf
drugs or to prevent the release ofidwmakm
thatcwklrukrthem.Anychwadercanbecap
hKed and a d d i i t o t a i i drugsthat there
Lsonlyonesuppliifor.IfachamcWs~is
based on their social position (alp, Mi,
FDW,Nomad, Cop) ty a meaner Version of
sbnder. scandalous irhrmmn ' mklaipple
ord&mythem.The info can either be real or
really k l i i . A twist on the Madanailangle
is to dixxedii the chamder cubight Smeer
compa.igIsbad Nmors,prisonsentencesand
former bets are just the beginning.
No Bad<up: Remove or capture the becomes complicatedvery fast as they work
for The Law now. Bad< ops for the county finally time to deal with this nuisance in a
now instead of for the corporation, and they more permanentway.somebody is going to
don't even get a choice or hazard pay. make this PC an example of what happens
Trwblemakefs: What if someone just when certain lines are aossed.Make it fair
wants the character to d e r for their sins? (give them a slim chance to figure it out or
Netrunners, Spies, c)lberclowns (with green run away) and make sure its obvious which
hair and red noses), cute kids, game show NPC or group signed the termination order.
hosts and ewr~mother-inlaws can all be Assassins: The saying goes "no matter
hired to make a characte~'~ life HELL The how good you are at something there is
Netrunners who keep giving your money to always someone who is better." Ks time the
the United Way? That dumb bulletproof PCs met these someones who are better
cyberclown that shows up and tells pkes to than they are. crackNetwnner teams and/or
& sdo squads have been scrambled to
t h e a W v d j u s t a s ~ ' r e ~ t o s n e a k i n t 0el~
m k a base?cute kidsthat need protecZion kid<someass.Their stab and skills should be
tagging along?That guy on TV who yar don't maxed out ( W r e the best, right?)and they
even knowwho keeps making fun of you in should have the anting edge or beyond in
front of millions?They were paid to do it technology-the latest weapons and fastest
computers along with some things not in the
DEADLY books that you've been cooking up yourself.
o you've tried every trick in this A little&eming can just@ how they got any-

5 book and you still can't keep the thing. "Enzo pulled in some markers he had
problem player in check?The)ke with old General Lundee from Milit&."
ventions, in game stores, in seminars
and lectures. My answer? Cyberpunk is
what you're going to make it. After all,
you're the cyberpunks. you've already
joined. Now it's up to you to shape your
own destiny.
A bit of explanation is required.
What we define as cyberpunk is the
near future, right?The technologies that
are described; the problems faced;
these are all just around the temporal
bend. So let's ask a question here, fel-
low punkers: Who do you think shaped
the near future? Who do you think
invented the cyberdecks, AV-4's, cyber-
ware and desktop technologies that
t’s about knowing so much about
extension module for? Let3 ask our- how the human machine works nologies first.
selves what is Cyberpunk and what does that you have to make really hard You are on the edge of a revolu-
it mean beyond the rulebook, neh? choices that formerly only God had to tion that hasn‘t been seen since the
worry about. Now you can keep a turn of the 18th century. The advent of
CYBERPUNK IS human alive long after he‘s brain dead; the Computer Age will be the greatest
A B O U T THE MAN- so do you pull the plug? you can repair quantum shift in technologies since
M A C H I N E FUSION birth defects in the womb; who gets the steam power. Like the Steam Age two
surgery? What happens when you have hundred years ago, Mankind will once
access to the entire structure of human again be able to extend his grasp
chine./l’m just something genetics? Already we’ve got gene tags beyond his physical limits. The last
in between. on a half dozen types of birth defect, as time, steam power allowed humans to
-Loverboy: well as others on physical characteris- move weights unthinkable by mere ani-
tics. Now that we’re gaining the power mal or human labor. Steam allowed
to alter ourselves at the genetic level, great vehicles to be built that could
‘s about the line between Man will we tinker with humanity the way we carry hundreds of people at previously
and his tools blurring so much have with machines? What kind of unheard of speeds (did you know that
that you can‘t tell the differ- humans will we build? And will we be until 1820, no one had travelled faster
ence. you can create artificial eyes, right to do it? Now that we can clone than the speed of a horse-about
hips, ears, hands, legs, hearts. you can people, will we use it to save lives, or 20mph?). But the Steam Age revolution
replace body parts with metal ones that build armies of replicant slaves in a real was not a people‘s revolution. While it
may even do the job better than meat; life Blade Runner? allowed Humanity as a whole to do
potential immortality through better Not all choices require a gene great things, the actual machines to do
industrialism. It‘s about transcending splicer and a clone vat. In this future it; the real power, was concentrated in
limits. Why drive a car? Why not we‘re creating, we’re going to have to the hands of the very few who could
become a car? Have part of your body answer a lot of other questions. Will afford to build the factories, ships and
take on those machine functions. advanced computer technology allow machines. The man in the street was
These are only the most immediate us to extend our reach into the realms forced to become part of the machine,
possibilities; we can’t even imagine the of virtual reality; and will it be worth not control the machine. Meanwhile,
outer envelope. How we use the man- coming back? How do we keep society the powerful and wealthy new monop-
machine interface is going to be more from turning into an armed camp when olies controlled the means of produc-
important than how we achieve it; new weapons are cheap and plentiful; tion and the wealth that went with it.
because the result will determine and morality isn’t? Can we redesign Sound familiar?
whether human evolution follows the our exploding technological civilization
organic path or the inorganic. to encompass the primitive aspects of
Science!
Do we lose something in becom- our past? Or is the answer to reshape
ing our tools? Do we gain something? Man himself into something that can
If you take a child crippled at birth and live within civilization, now that we The Computer Revolution can be
slam his brain into an Alpha class full- have the power? (and so far is) a people‘s revolution. It
body cyborg, is he still a human Tough questions. Cyberpunk is began as a technocrat‘s revolution, but
being? Will people be willing to muti- about those questions. And the choices the creation of the inexpensive person-
late themselves to strap on a mechan- we make when we answer them. Our al computer changed all that. Unlike the
ical extra, even if it is a better body new abilities allow us to remake us in any power of steam, which required a huge
part than the one it replaced? Will this image we want It allows us to find new factory and cost hundreds of thousands
amazing ability be trivialized in the ways to be human; or not, as we choose. of dollars to harness, the power of the
name of fashion? Cyberpunk asks us computer can be had for less than a
to consider these questions, and to CYBERPUNK I S few hundred bucks. What does that
make up our own answers. A B O U T EMERGING mean for society? First of all, it means
TECHNOLOGlES that an amazing amount of power can
ut it’s more than that. It‘s now be harnessed by anyone who can
ABOUT H.
ARD CHOICE5

And they &run r nave r a m i -


B about how people relate to
those technologies. It‘s
about what they do with them. It’s all
afford to buy a personal computer. Or
even rent one for a few hours. This
power is an incredible leveller, because
about whether they take those new it means that for the first time both the
lies either. abilities and run with them, or are guy on the street and the megacorp
rolled over by more powerful, orga- can compete on the same level.
Here's an example. When I started What happens when anyone can design information about you is compiled,
R. Talsorian eight years ago, the main a car? Any rocker can produce a packaged and sold all over the world.
barrier between the largest game com- record? Any writer can publish a book? Money is made on the knowledge of
pany CTSR) and the smallest (RTG) was Any filmmaker can do a movie? Never what you buy, where you live; how you
typesetting and color artwork. Both were before has the ability to take the earn a living. Power is gathered by
expensive and required an enormous Industrial Revolution down to the Man knowing what you are doing and when
amount of specialized knowledge; I on the Street been so possible. It also you do it Here's an interesting ques-
know, because at the time, Iwas a type means that those in power may be will- tion to ponder in a cyberpunk way. Why
setter and graphic artist Typesetting ing to do anything to stop us from break- does a government have a right to
also required a lot of specialized training ing the stranglehold they've had for the know how much money you have and
and machinery; you couldn't do it your- last ten thousand years. The Street finds where you keep it? Why, they're the
self, because even a cheap machine its own uses for things... What will you government, you think. Now ask your-
cost forty, fifty thousand dollars. Within a use the power of the new Industrial self what a government really is. It's a
year, laserprinting dropped the price of Revolution for? And when The Powers bunch of people you hired (with your
typesetting to a tenth of what it was. That Be try to take it away from you, how vote) to make sure the country runs
Within four years, the price of a color will you defend yourself? smoothly, right? Why do your employ-
cover dropped to less than a quarter of ees have a right to snoop through your
before. By 1990, there was literally no CYEERPUNU 1s digital trash? Read your digital mail?
functional difference between the kind ABOUTBNFORMATION Cyberpunk means thinking about
of book that a huge company could pro- things like the above. It means not
duce and a small in-the-garage compa- Information is the Ultimate assuming, but challenging; taking con-
ny could; all you needed was a cheap form of power... trol of the dataflow and making it work
personal computer, some software, and -Attributed to for you. In the Dark Future that's hap-
a service bureau to run the typesetting Buckminster Fuller pening right now, you're already part of
out on. Which meant an explosion of a vast international information flow
new game companies could exist, sepa- t's about how information is used that exchanges money, goods, services
rated from the big guys only by their and collected. When the world and social interaction totally divorced
imagination and their advertising bud- revolves around numbers and from any governmental control. During
get R.Tal currently produces four-color lists, the man who controls those lists the Tienanmen Square rebellions in
artwork, finished typesetting, complex controls the world. Case in point: how China, the communist government
artwork; even video productions in- much money do you have? Right now, totally missed the fact that faxes
house. Our hardware costs probably in your pocket Maybe a few dollars? describing the true situation were
less than a single old fashioned typeset- But how much money do you have in a being transmitted all over the world; in
ting unit did eight years ago. We can checking or savings account? In a pay- fact, they couldn't have stopped them
already get a book printed by submitting roll account? In the bank? Now, how from being sent without crashing the
the entire thing on disk to the pririter; much money do you have? The answer Chinese monetary system's link to the

--:.
there are even printing presses that just
--* A:-#. --A *L-. Cl-.-l,..
rr..,
edL you1 UISK dl IU SplL U IC UUUKi U U L the
is: as much as the computer thinks you
do. All that money exists as informa-
world as well. The dataflow runs both
ways; what happens when hackers use
other end. tion; binary code. Just like cash money their newfound power to uncover cor-
Sounds neat, you think, but how represents tangible goods and ser- ruption and wrongdoing in govern-
does it apply to me? Simple; the per- vices, the web of financial information ments? When thieves use the dataflow
sonal computer can now be applied to also represents real things. But it's still to steal? When competing sides of an
all areas of life. CAD-CAM programs can only information; change it and you've issue use the dataflow to tell their view
allow desktop engineers to design new changed the thing. The cyberpunks of of the story?
machines, houses, even cars; then drive the proto-Net know that right now. Recently, while cruising the
computer-driven lathes and factories to They exchange information as though it Internet, I ran across someone selling
produce these items. Digital recording were money, swapping bits and bytes furniture. I also ran across someone
systems allow recording artists to make for other bits and bytes. They break selling cobra venom. One was in New
new records on CD-just like RCA or down the walls of information and dis- york, another was in Russia. They were
Warner Brothers-and high-end desktop tribute it, usually for free. The Powers both using the hidden information mar-
color processing and computer-con- That Be hate that, because it takes ket to trade goods, services and money
trolled printing will allow covers to be money and power away from them and in a way that heralded the coming of
equal to the larger companies as well. gives it to you. the InformationAge. The Net is already
Digital video production allows film mak- Make no mistake, information is here, fellow punkers. What you have
ers to produce high quality movies com- money (and power). When you get a to ask yourself now is what you're
plete with special effects in a garage. magazine subscription or a credit card, going to do with it?
ABOUT REBELLION

Tip my hat to the new


Revolution. Take a Bow for
the new constitution.
Smilin' free at the change
all around.
-The Who:
"Won't Get Fooled Again"

t's about refusing to accept the


answers handed down by
experts. It's about hacking your
own programs when the off-the-shelf
version won't get you there. It's about
challenging the assumptions about

~ to be, not what someone else tells you

i do what someone else says just


because they say so? Why aren't I set-
ting new standards and values for the
world I live in?
Beatniks stayed cool. Hippies
dropped out. Yuppies sold out.
Generation X gave up. But cyber-
punks? They take over. They surf the
datawave ahead of the pack, check out
the newtech and find new ways to use
it, challenge Authority and beat it with
its own weapons. Cyberpunks know
that Techno-Feudalism is the coming
thing: if you're not mastering the future,
you're going to be a techno-vassal
slaving away for a faceless techno-lord,
AND LASTLY,
or worse, a techno-peasant tied to the future; a future not quite here yet,
cYEERPUNK 115 A
digital landscape. If there's a future where Humanity and Technology
coming, they plan to be there in the GAME would collide and create something
vanguard, mastering its new skills and hen I wrote the first new. It was a dark vision, because any
Cyberpunk game years time you enter an unknown realm, the
your job is to hit the future head on and ago, I didn't suspect it road ahead is dark. But I figured we
ahead, so we could work them out makes me dirty. An' I'll be happy to you remember. Then you realize you
before they were on us like an icy spot frag a corp that's busy fraggin' what's don't remember very far back
on the highway at night? night even do it for lfs not that time moves slow& not
In the martial arts, a kata is a iovin' my way. But at all. you do business twenty-two hours
of moves, almost a dance rc le to revolt. There's a duy. With drugs, tbitty-six. Always
designed to move through as me no percentage in it." (Anonymous working to stuy o f t h e street, and out of
steps of an actual attack or defense. edgerunner, 2022) the bodybank. Things change evety day
Roleplaying is like that, too; it allows What is the 'Cyberpunk Revolu- and you must change with them. One
you to work out how you'll deal with a tion? The only revolution in evidence is step ohead ofthe competition.
situation be rer). It a technical revolution. Sociologically As you depilate and wash, you
tests your hat is speaking, the era of Cyberpunk is a watch Vid and listen to some new music
going on 2 allows state of flux, a period of technological off the Sats. Some kids from Boston
you to make aecisions, cnem reac- madness where the world is changing ranting about unsafe research; so you
tions, and know yourself within the so fast that society can't keep up. In call your man in Beuntown and tell him
safe confines of your imagination. time, society will stabilize, and the to stock up on pharmaceuticals.
Think of this game as a kata. For sense of disoider and anarchiy will sub
the Dark Future; a future you may not side. 1NFoRMATION 15 A +SUNAM1
even want to have. If you want to As for a 'Cvherniink Revolution' WAVE AND YOU'RE TRYING

tice how you'll do it. If you want to be

what it will be like, and whethc?r you


think you'll be ready.
Look again into those shiny
to indicate a concerted, organized

evidence of either.
The question is not "what is the
political message of Cyberpunk?"
T here is a constant din in your
world. At least three different
kinds of information assail you
at any moment. Talking on the phone,
reading a scream, and watching Vid; all
reflective surfaces. See yourself? Now The question is "why bother trying while drinking in a local bar. you are
look back and you tell me what to send a political messaqe- in a driven insane by silence, because
Cyberpunk is.. . role-playing game?" things are happening, and you don't
know it.
'
I
Practice, Practice, Unless you're a real mover, like the
Practice.. . president of a Regional Corporation,
I -Universal wisdom you are never really alone. The
omnipresent crush of the crowds
WJNN- around you is almost unnoticed. you
feel uncomfortable in a crowd of less
CRAIG SEEM TO RUN
I H E UAYS than ten. Unless you're in one of those
TOGETHER.. . tragically hip clubs that no one knows
SHEELEY-
W
hen you wake up fron7 aboutyet
your short rest your Other When you finish your daily ritual the
is still there. Lover, purl'- two of you enter out into the world.
ner, friend, or hired gun; it doesn't mal'- Ready to fight for another day, ready to
ter. The last time you slept alone was ir7 take on the world. Today will be different
that solitary confinement cell last year r Something will happen today. you
And- that
- .. was-- natiirnl
- .- - Tbev _ _ - 't
-,wouldn aren't sure what it is, but it will change
[A OISSENTING VlEWJ give you a sleepset; thought you were your life. you don't even know it, but
"There's a lot of talk here about a too dangerous. It was a lousy rest. you today you will leave the familiar
'cyberpunk revolution.' What fraggin' kept starting awake evey few minutes. behind. you will fight for change. you
revolution? I don't see no flags wavin'. Waiting for the Bulls to come in and will be a Revolutionary.
hile. They even
upcrrc-o uuul u rcw times, just to
WHAT MANGES CAN +HE
" mess with your head. AVERAGE EDGERUNNER
hear is the cash-register bell of the As your Other hands you the gun, EJFECT' IN HI5 WORLD?

T
almiqhty eurodollar. puts on their 'trodes and sleeps the he idea behind the Cyberpunk
2020 game is revolution.
a 'revolution.' I'll let the rockers deal wash and eat. you don't wander far, the Other games usually revolve
with inciting riots and such. Sure, I've apartment is about three meters around survival, in Cyberpunk, sur-
got my own ethics. I don't do what square. It's been this way for as long as vival is secondary. What is important
from being just another statistic. It is
the concept of empowerment. The WITHOUTHONOR. THE
ability of a person to make a differ- EOIiERUNNER ECONOMY
ence in their world. Whether it's the COLLAPSES
small world of a burnt-out neighbor-
hood, or a Corporation that controls
the assets of a Nation. That is your
world, and that world is where you
must make a difference.
T he existence of this gray
economy is predicated on
several different ideas. The
most all-encompassing is a hatred of
"The Man." All Edgerunners, even
those who are actually part of the
THE KEY power structure, have a deep seated

"T
right now!
his is a world of opportu-
nity, a world where a
person can make their
own way. We can change the world,
distrust and (sometimes) hatred of
T h e Powers That Be". These are the
people that took your privacy, your
wife, your children, or your mind, and
just did with it what they wanted.
"There is a key to all this. The Casual violence, like an elephant step-
key is information. In 2020 informa- ping on an anthill. This enemy has no
tion is the key to everything. With the real face, it is just there.
right information anything is possi- Some may feel that this attitude
ble. you could control the very exis- would not work in situations of pow-
tence of the human race with the erful Corporate characters, Cops, or
right collection of facts. This is the Politicos. This is a common miscon-
reality, right now. ception. Unless you are the one who
"The next generation will have a is on top of the world there is always
greater ability to use this knowledge. a "Man" out there for you to hate.
They will not grow up in a world of rev- Cops band together against corrupt
olution and change. Theirs will be city government. Corporates ally
more stable, more useful, more suc- against a VP that is trying to get them
cessful. Because they will not have to killed (so he gets all the credit). State
re-learn what we have learned, fight Governors form blocs to flaunt their
the battles we have fought, and sur- disdain for Federal executive power. It
vived the losses we have survived. We is all based on the outlook of the peo-
make our world better for the next ple involved.
generation. That is the reason we fight, These Gangs, Syndicates, Face
right now!" Banks, and Edgerunners all share a
-Rocker Jack Maxximum, s.j. at common enemy in "The Man". If one
the 25th Anniversary of the Amnesty should sell out another, then all the
Incident March 12, 2023. Approx- contacts dry up and the turncoat is
imately six hours before his assassina- usually found in a very public place,
tion by Biotechnica forces. Dead!
Jack Maxximum was wrong. The
changes that were taking place in soci- THE MOVER
ety were not yet finished. What he and
his generation could not see were the
Carbon Plague, the ISA takeover, any
of it. Most saw the Cyberpunk
Revolution as something that would
L iving on the run is the only
way that you know how to
live. you remember a time
when things weren't quite so hectic.
As a small time mover in the big city
end. Not, like so much technology, you had your life all planned out. you
simply be superseded. thought that the one big score was
l Jack Maxximum was also right. just around the corner. you were
Knowledge is the key. There is so gonna' be out of the business in two
' much information, and it has such tan- years, tops. Needless to say, things
gible power, that with it a man can con- haven't really gone according to
trol the world. schedule.
freedom. The Corporations, especially
adrenaline rush. Trying to really make as they accrue the powers that were changes were not discussed, ap-
ice. If it once reserved for Nations, need deni- proved, or voted upon by the citizenry.
you do able assets. They need the same To make things even worse, powerful
able to covert powers that governments have voices, in the form of Multinationals,
U O U I I L ~ :U U L K . rrra u u p 111 uruck" are with freelance intel agents, and "men had a disproportionate say in how
on your ass again this week. They with no names." So the Corporations things worked. For all the good things
think you had something to do with tolerate, and to some degree actually that they did, the "New America" was
that bombing last week. There are support, the shadow economy. They no longer a government of, by, or for
three other companies gunning for realize that some of their covert ele- the people. Instead, there are only two
you as well; but they seem to be busy ments need supplies, so they look the kinds of people in 2020-those who
doinq other thinqs
I - riqht
- now. other way if something occasionally have the power, and therefore control
you're setting up anothFer big7 one "falls off aI truck." At the same time things; or those who have nothing, and
again this week If no one grets sc:are4 they are ewer-watchful of these peo- can gain nothing by either the fall or
-_. ___ _ _
or rums coaG rnen rnis may be the! one.
-1 *I__
*I._
ple. They realize that by operating out- continuation of the "False America."
- ,- -. me. cnain
siae -,.
&I
of command these peo-
you hope so; if not, someday youre
8 -

gonna' slip up, and then you're IVistory. ple can accrue gr-eat power, and this LAWMUST COME FROM
power can be usetd for change. THE SOCIETY,NOT
INSIDE
THE GRIND FORCEDUPON I T
1NTaI THE LIGHT

- I
ost Edgerunnets areI caught n 2020 America the system has

M
STEPPING
he power. that the Edge-run-
A w
up in the 6Irind. Ttley live
udy LO udy, hand to mouth,
-1^...^-I^..

just trying to stay alive. The Edgerunners


and Movers want a future, sornething
more; but have neither the ability, nor
T ners of thle world can amass is
so metime8s awesome. If some-
thing happens t hat galvanizes the
Edgerunners agaii1st the system, they
failed. There is no way to remove
that system because the removal
would cause another Collapse that the
Global Economy probably wouldn't
survive.
the resources to make it by th-m-l-c Lrnb.nndb..b*. b".. -,t t'-n' disruptive. The most com-
"b .b', In any society the law must come
mon of these events is the realization from within the society. In 2020
EDGERUNNER
EmLoGv that things aIre not as they should be. America almost no changes come
here is a system that defines When an Edgerunner has a revelation within society. They are forced upon it

T the shadow-econci ni y in 2020.


Edgerunners are rtot present
. * , .. . . ..e

a wanted and needed resource.


~ ..
.
-I

simply Tor rneir own eairtcation. I ney are


like this it is a significant event. Usually
it involves the death of a teammate, or
I - . . .
raise imprisonment. It is the moment
that the player-character realizes that
by singular powers that are interested
in only forwarding their own goals.
Without any kind of consensus, or com-
mon goals of any kind, the system is
the future is worth more than money, breaking down.
THE RONINIDEAL more than fame. It is the moment they What many do not understand is

T he Government needs the


shadow economy'. They supply
valuable cash-flov4 in the near-
DanKrupr iuwre. tagerunners are, to a
great extent, the last of the middle class.
become a Revolutionary. It is stepping
into the light.

THEBASICPREMI5E OF
ZOZO AMERICAIs
that this is a huge interlocking struc-
ture. It changes very slowly, and each
change must be insignificant by itself.
Slowly these changes could carve a
new face in America. The cyberpunks
But the Government is not alone. The FLAWED cannot wait that long.
Corporations also need the shadow

A
merica, and the whole The cyberpunks are a younger
economy. Edgerunners provide impor- world, is truly a troubled group on the average. Most were born
tant goods and services that are not place in 2020. The whole of very close to The Collapse. They have
available elsewhere. As the Ronin and society is winding toward entropy. become accustomed to change on a
Ninja were a real and necessary ele- People die every day, simply because daily basis. Not just small changes
ment in Shogunate-Era Japan, the Ronin the system is both too complicated, too either. Home Of The Brave explained
Ideal is also necessary in 2020 America. alien, and too stagnant. After the part of this in the evolution of Nomad
Collapse there was so much chaos that society.
A NECESSARY
EVIL drastic measures had to be taken, just At the beginning of Nomad society

T here are people who will


never fit in the Corporate-
Government power structure.
They lack, or go without, some key
element that allows them to remain in
to preserve the corpse that was
America. A few well-meaning soldier-
statesmen (men and women) decided
that we required a simpler form of
Government, a streamlined criminal
there was a strong impetus for these
people to bond and work together.
They simply had no choice because
without cooperation, they were
absolutely dead, just like all the others
p Cnrnnrate familv Thev want their iiistire svsttPm and a federal nnvern- that did nnt nr wniild nnt mnnnrqte.

. - -.
. ...
ps became powerful
One, they were great

side the Federa


Jre. No groi
pecially in theii

)rt both the


ructure necei
The Nom;
. . . I
An old oriental saying proclaims tP
that the man who strikes the first w
blow has run out of arguments. While 01

I I L UI IIIUIC.

ever People in the Cyberpunk universe


takes are not usually trained or disciplined
mal, to view negotiation as the first choice
even for resolving conflicts. Cyberpunk is a
When technological nightmare of Darwinian
3mes selection, with survival going to the
most successful-in this case being
COMBAT AlXiON ruled by relative speeds and action capa- has to do something simple that still fits

T here are two extremes of running


combat cinematic and realistic.
Most referees probably prefer a
style that is a blend of both extremes
(somewhere in the middle ground).
bility. Likewise, every rule is in force; no
fudging (ideally), and the referee is the
arbier of all rules uncertainties.
The advantage of stem realism is an
easing of the referee's task, turning him
the situation instead.
This roll can also be used for
morale. When a character is hit and
wounded, when a character is trapped
or outnumbered (or out-gunned), or
Cinematic combat is fast and colorful; into a true referee rather than a when a vehicle a character is in is dam-
it attempts to follow the action from the gamemaster (a gamemaster takes care of aged, a COOL+lD10 roll of Difficulty
point of view of the heroes and other all details; a referee merely arbiiates 15+ (or more, depending on the situa-
important characters. NPCs are important rules disputes). It also puts paid to people tion) is necessary to see if the character
only as they interact with or threaten the whining about bad die rolls ruling their continues to fight If failed, the character
main characters (both playercharacters lies, or about the referee's Difficulty lev- will try to seek cover, or even flee if the
and important NPCs). In cinematic com- els Wing too high-the players know the roll is fumbled. In cases where regiment-
bat, positions and placements are often score when they go in. ed teams are involved, the team leader's
faked and 'guesstimated,' ammunition The disadvantage of pure realism is Leadership skill can be added to each
supplies matter only as they affect the plot that it turns the game into a wargame, sti- membet's roll.
and action, opponents are either in per- fling the players' urge to act heroically. Finally, this roll can be used to figure
fect shape, wounded but still fighting, or Rather than pushing their lu& players out when a player should be given corn
down for the count; combatant actions stick to their known capabilities. To be bat advice that his character would logi-
are broad and fast-paced, without niggling blunt, the realistic approach isn't as much cally know, but that the player might not
attention to little details ("I'm going to jump fun. Plus, taking the time for each combat- know. For instance, not everybody knows
through the car window as it speeds past, ants move, actions, and combat results that the correct weapon for door-todoor
firing at the tires as 1 fly through the air"). slows down play horribly, which is often combat is the hand grenade ("when in
The referee bears the burden of maintain- not a good thing for the plot line. doubt, grenade it out?. Someone with
ing all the actions, activities, positions, and Tactics knows this, but a character with a
events in some semblance of order. GRACE UNDER FIRE high Combat Sense score also should
have leamed this somewhere.. .

H
One of the benefits of cinematic ere is an optional rule for those
combat is a great amount of playerchar- referees who wish to accurate-
acter freedom of action, encouraging ly portray the way people react COMBAT AND THE
player inventiveness and roleplay (think in combat The moment that "fight or
Errol flynn, Indiana Jones, Rambo). The
players don't need to know the details of
the system; thars the referee's job. The
players can concentrate on being heroes
instead of worrying about weapons over-
flighr reflex hits, most people experience
a sudden drop in rational thought activity.
Theyre not trained to keep their heads
under fire; a good part of the average sol-
diet's combat training is used indoctrinat-
A s stated earlier, there are three
ways to make combat useful to
the plot line. A can be used to
liven up the action, give the players a
chance to use their new toys, or serve to
heating, or counting meters to see if their ing him in routinesthat will be instinctive in guide player decisions.
MA is big enough to make that cover-the a combat situation, so he doesn't have to Sometimes the pace of a game just
referee might allow a die roll against MA think, just react according to cue. lags. The players can't decide what to do,
to make it, simulating that all-out push. During combat the referee should or they are at an impasse without a clue,
The drawback is, of course, a lack of evaluate each action that a character (PC or they might even decide to head off into
detail and realism, one of the things that or NPC)wants to do. The referee has to left field on a wild idea of their own, leav-
attracts a lot of referees to Cyberpunk do this anyway to fit the action into the ing the referee's plot line behind! In this
2020 in the first place. Also, the referee overall combat, but in addition, the refer- case, combat can be used as a tool to
bears the entire brunt of record-keeping ee has to decide whether the proposed pick up the pace a bit-there's nothing
and tracking in cinematic combats, as action is simple enough for the character like a threat to make people wake up and
well as having to interpret the rules for to do it without having to think too much. pay attention. It's a good idea to have a
tricky player actions. Simple examples are: Shoot at someone, handy enemy in reserve, waiting for a
Realistic combat is the other duck for cover, run, attack, reload, etc. chance to pounce at a dull moment Just
extreme. Here, every player has to have a More complex actions, requiring more the suspicion that there's a fight waiting in
good grasp of the rules. Maps, figures, complex thought, require that the char- the wings will help keep your players on
and other positioning tools are necessary, acter ignore the stress and keep his their toes.
with a measuring grid or system to plot head clear. Cykpunk is a game chock-full of
movement exactly. Every combatant has Simulate this with a COOL+lD10 newer and more novel ways to destroy
to have rigid records detailing condition, roll, Difficulty 15+. If the character suc- physical objects. If your playercharacters
ammunition, weaponry, and capabilities. ceeds, he is free to perform the proposed have gone out of their way to acquire
Initiative and sequencing is by-the-book, complex action. If the character fails, he some of these bang-bangs, then it's pure
cruelty to deny them a chance to play. The weapons and armor to survive, so I stuck How to make a combat sequence
targets, er, opponents for this can range them in the middle of a situation where quicker? Unfortunately for those
from simple juve-gangers ("take that, ya the Maelstrom gang blocked off several enthralled with pure realism, the cinemat-
brats!") to other expendable gang types roads near the stadium while the crowd ic style works best If you want to keep
that no-one will ever miss, to targets was letting out from a soccer game. The things running fast, stage a lopsided corn
whose extinction will help move the plot gang members started looting the cars in bat-throw far too few or far too many
Say someone's just nicked an EMG rail- the resulting traffic jam. The players, opponents at your heroes. Having to fight
gun. He takes a shot at the first heavy vehi- experienced role-players all, decided only a few opponents doesn't require that
cle he sees, which just happens to be an that their characters were simply going most Cyberpunk groups even break
unmarked Arasaka patrol car. Naturally, to watch with bored urban aplomb, not stride, but does provide an opportunity to
Arasaka is not going to be universally wanting to mess with a heavy-duty fire- present clues, or at least point out an
pleased at the idea of some skinwaste fight So I improvised a professional important fact or two to the PCs (such as
fragging one of their cars... Enter Plot extraction (using powered armor and a the fact that they are doing something that
Point #NN, Arasaka Interference. It's just a legged vehicle) right before their eyes, someone else doesn't like). Facing a
matter of deciding who wanders into the setting them up for the next play session horde of overpowering foes usually
cross-hairs. with a number of questions to pique their serves to motivate PC groups to either
Considering the nature of society in interest The purpose of the combat start talking or running real fast, hopefully
Qbepunk random combat events cer- turned into a plot-starter; only two PCs in a direction that tallies with the referee's
tainly have their place. After all, if every got into the combat at all. Even as plot developments. This is only a sample
combat is in actuality a plot point, the play- onlookers, they saw several things that of the ways in which combat can be used
ers will catch on pretty quick and start got them thinking. (Why did Arasaka- to further the plot
reacting uncharacteristically. But for the marked suits participate in an extraction

x-
most part, a combat sequence is a good of an Arasaka exec? Why did Maelstrom COMBAT MADE
place for a couple of plot points. Given just happen to block that street at that
that the best way to get someone's atten- time? Who was piloting the suits and s any referee knows, running a
tion (and arouse his ire) is to threaten life walker; they disappeared into the bay, combat sequence is the hard-
and limb, a quick combat sequence and one of the suits did a triple somer- est task a referee has to deal
makes a good adventure hook (what the sault dive on the way in.) None of them with in any roleplaying situation. The ref-
heck, it works in the movies). got really hurt, and the simple combat eree has to keep track of the positions,
But combat is a good way to present served to introduce the plot, familiarize conditions, motives, and actions of every-
plot points. There are always questions them with the background, and hit them one involved in the battlethis is in addi-
about every combat Who attacked us? with a healthy dose of atmosphere (the tion to keeping track of details like ammu-
Were they using something they logically atmosphere doesn't get any thicker than nition and armor reduction! Here are
shouldn't have been (like a street-gang flying lead!). And I taught them a healthy some pointers and suggestionsthat might
with restricted weapons, for instance)? dose of respect for their own firepower help to ease the burden a little:
How did they go about the attack; did they (when one of them blew a Maelstromer
just shoo us out of an area, were they con- in half with a sawed-off shotgun) and the SIMPLE RECORDS
tent to pin us down until they could leave, Powers That Be (another unlucky ganger ne of the oldest tricks in the
did they make a big deal out of tr).ing to
hunt us all down? And the big question
that all these are leading up to: Why did
got cut in half by an ACPA-wielded
katana).
Making it smooth: The real task is to
0 book is to have all your ducks
lined up in a row-have all the
NPCs laid out in simplified fashion on a
they attack us? make combat a part of the plot line, turn- single sheet of paper. The NPC records
When planning one of these plot- ing it into a tool to maintain the flow of page in the Cykpunk 2020 book are
point attacks, put yourself in the player- the story instead of letting it become a nice, but they have just too much infor-
characters' combat boots. Consider from stumbling block. Improperly managed, a mation (and take up too much space) for
their point of view: what's likely to catch combat sequence can bring the story good combat usefulness.
their attention? What obvious point are line to a screeching halt while taking up The way I do it is to line up the basics
they going to notice about the conflict? time to fight on each combatant Even if I have to call a
What are they likely to do in a given situa- The quicker the combat sequence, time out in the game for a few moments
tion? And what are they going to read into the better it is for the flow of play. There while I generate some basic, it's well worth
the situation? are exceptions to this rule, such as the the wait, because things run so much
Here's an example: I wanted to give climactic battle scene with the bad guys, more smoothly. These basics are the fol-
some new Qbepunk players an intrcb but few genres concentrate story lines lowing: REF (modified for armor M,
duction to Night C i , the combat system, on combat for combat's sake (comic BODY, MA, Armor SP and type (sot hard),
and the Cyberpunk atmosphere. They books and superhero games notwith- and the requisite skills. The people at Atlas
were all dirt poor, with barely enough standing). Games came up with a really good idea
on how to list skills, adding up the skill, themovements of their opponents on anoth- The answer, of course, is to make up
requisite stat, and all weapon modifiers er map, comparing positions to determine a new, faster, combat system. Such a sys-
into one number (they also add up when the combatants will be able to spot tem was debuted in QbefGeneration,
Initiative stab). The skills to note are one another (thars why it%important to developed from various suggested and
NoticeIAwareness (including Combat note that Notice/Awareness skill!). In bat- proposed combat systems to improve on
Sense), Brawling, Dodge & Escape, tles where the locations of the respective Friday Night Fin? Fight. The result is
Fencing, Handgun, Heavy Weapons, forces are important, this is a must In "Saturday Nite scuffle," a fast-paced, cine
Martial Art, Melee, Rifle, and Sub- more fluid, unorganized Scenes (like the matic set of rules.
Machinegun For instance, a 'punk wear- Maelstrom streeffight described above), a After playing with this variant at
ing EV -2 armor, with REF 8, Rifle 4, smart- simple description and more random GenCon, I decided that the two systems
goggles, and a smart-rifle with a WA of +1 encounters will do. could be merged to allow using the dam
would end up with a Rifle 13 skill noted. For those really interested in graph- age track from FNFF and the fast pace
(One way of generating a quick ics, there are plenty of futuristic miniature and damage results from SNS, adapting
adversary?Have a couple of pages of p r e figures available (the Grenadier some of the FNFF modifiers, and ending
generated gangers/security guarddthugs Cvberpunk and Future Wamots lines, Ral up with "High Noon Shootout" This new
ready before the adventure, and just use Partha's Shadowrun line, and even system is detailed in the Rules Appendix,
'em up in order, as much as you need.) Heartbreaker and Citadel figures). Just page 102.
The final stat to keep track of is the using some painted minis adds a lot to a
wound track; note blunt trauma hits with good baffle scene, and helps keep tradc SNEAKY F '
check-marks and wounding hits with x of positioning on a tabletop map. you h o u r COMEAT
marks. (For more on blunt trauma, see
below).

THEADVERSARY
can even dispense with the map and
simulate buildings (really whacked-out
people can scratch-build city-scapes, like T here is no such thing as a 'fair
fight' Whenever there is armed
conflict, it is either on your
the one at the R Talsorian booth at terms, or on the enemy's terms.

5
ome referees might consider an GenCon '93. It was neat!), using rulers to Someone always has an advantage,
adversary player! This is a relii scale the conflict (normal miniatures even if that advantage is minuscule.
able (and ideally impartial) player scale is about 2 meters to the inch). It's amazing how many punks don't
whose job it is to play the other side, the Vehicles can be added using miniature seem to realize this. It seems that for
side up against the player-characters.This cars, model tanks and helicopters, AVs every canny fighter, analyzing his target,
does make the referee's job easier, and specialty vehicles (Grenadier makes the surroundings, and the situation,
because he doesn't have to keep track of an entire line of dark future epoxy vehi- looking for an opening and ready to
all the enemies. In addition, it usually puts cles, including an AV!), and powered withdraw if the battle isn't to his liking,
some smarts into the NPCs, because the armor (RAFM Mekton minis make stun- there are dozens of brazen idiots playing
adversary will use smarter and meaner ning ACPA suits). macho western gunslinger. These idiots
tactics than the referee can get away with attempt to engineer 'fair fights' of the
(unlessthe referee wants to be known as HIGH NOON 'shootout at high noon' variety, where
a "killer ref?. SHOOTOUT they systematically eliminate every
The problem with this is, of course,
that the adversary player might use the
omnisaence of the referee's position to F inally, if a system doesn't work, advantage that they might have over a
change it (the gamemaster's vastly superior opponent.. . Don't call
motto). A lot of people have someone out unless you're certain that
give his side too much of an edge. Unless found that the basic Friday Night Fire you're a lot better than he is. Modern
the referee has the abilii to isolate the Fight combat system tends to be a bit on medical techniques can't cure a bullet
adversary from the other players (in anoth- the slow side, with all that dice rolling, between the eyes.
er mom where he can't hear the other having to track each bullet and note The basic Friday Night fire Fight
players), then the referee has make sure armor deterioration. In addition, the sys- section of Cyberpunk 2020 is filled with
that the adversary doesn't have his corn tem doesn't directly account for little sidebars full of practical advice. The
batants acting on information that they matters like blunt trauma (your armor Ambush section is near the beginning of
can't possibly have. might stop that bullet from putting a hole the chapter for a reason: ambushes are
in you, but it still doesn't feel good) and the best way to fight Don't allow the
MAKENG I T GRAPHIC crippling injuries. Finally, when you intro- enemy to fight back; it's much safer than
simple map can do wonders duce heavy variables like heavy SP/SDP when he does. It's best if he never

A for cutting down on the prob- Powered Armor suits, the system doesn't knows what hit him, or how many times,
lem of keeping track of the work too well, taking all day to hurt a Morgan Blackhands quips on automatic
combat Two maps can do even more; the weak suit (the alternative system in weapons use and on the advisability of
playercharacters note their movements Maximum Metal, which treats PA suits not advertising your capabilities (when
on one map, and the referee notes the like vehicles, kills them too swiftly). he talks about carrying assault weapons,
page 50) are both valuable lessons. And of the security perimeter. This concentrat- can be used. These include such goodies
the sidebars on "Do Unto Others, Then ed assault force directs all their firepower as mines, traps, perimeter sensors, and
Spli are excellent examples of good at the chosen point hopefully, the applied seeking defenses (robotic guns, etc.). Not
'punk combat thinking. firepower wounds, kills, or suppresses all much needs to be said about the wisdom
of the defenders, leaving a breach in the or methods of setting perimeter defenses,
succEssFuL defenses that the assault force can exploit but a few words of advice are appropriate.
mM6AT TECHNIOUESAnother use of concentrated fire (1) Always make sure you know
n order to set this section in context, power is as a way of taking out (or at least where your defenses are! Or at least

I here is the general objective of all suppressing) your most powerful oppo-
combat: to remove an enemy by nent Ks a good idea to risk a couple of
force without sustaining unacceptable tums of fire from less powerful opponents
have defenses that can tell you from
the enemy. Many men have died by
blundering into their own traps.
(2) Use your traps and mines to
casualties. 70 remove an enemy may in order to silence a more powerful Oppo-
range from killing the opponent to merely nent by ganging up on it Gwen a choice channel the enemy into fire zones.
encouraging him to leave the area, and between taking fire from an Arasaka force Troops and vehicles usually detour
may even mean just keeping the enemy armed with shotguns and taking fire from around obvious minefields-or
from returning fire! a lesser force armed with shotguns and a something that they think is a mine
There are several ways to do this, all grenade launcher, 1'11 chose the first field-instead of going through the
of them very basic combat maneuvers. option. So identify the largest threats and dangerous undertaking of clearing
The correct tactic for a given situation deal with them swiftly. the way. Plant your traps where you
depends upon the goal of the combat don't want the enemy to be.
L-SHAPED AMEUSH (3) Don't rely too heavily on
6OUNDING m A T U - I

'T his is one othe most basic land


combat tactics in use today. The
principle splits a unit into bvo
equal teams. While the first team provides
T o use this tried-and-true tactic
you need at least two automatic
weapons capable of sustained
fire. The formation is shaped like the let- FIRE
ter 'I-," with one weapon at the meeting GRAZING
unmanned defenses. If you can get
through it safely, so can the enemy.

CORRIDORS&
FIRE
cover fire to nullify the enemy, the second point of the long and short strokes, and fire corridor is another area-
team moves forward to positions where one at the far tip of the short stroke. denial tool. Plot an area where
they can wait and provide cover fire to Light troops are strung out along the the enemy can advance, then
allow the first team to advance. The entire long stroke; they harass the enemy as set up a machinegun to cover it with
unit advances in leapfrog bounds. Boun- he moves down the long stroke (which sweeping fire (any automatic weapon will
ding overwatch is most useful when you is positioned in cover, flanking the ene- do). That way you don't have to aim when
need to advance into enemy fire; there's my's advance), driving the enemy the enemy starts moving through it, you
no safer way to advance while under fire. towards the short stroke. When the just hold down the trigger and sweep.
And remember, Ws great in !jtairwells. enemy is between the two automatic Emplaced machineguns with plenty of
weapons, both open up, strafing the ammunition and high dependability can
I CONCENTRATEDIFIRE enemy (the area covered by these be fired even when there's no enemy
-. ne Mrmans caiiea this the 'nail-
P. - . ._*,_A
weapons is properly known as a "killing there, in order to discourage the enemy

T ing' technique. An attadc tactic,


the theory is to spread out
enough forces to occupy the bulk of the
zone"), while the harassing troops close from even trying to advance along the
in (from a safe distance) and pepper the corridor. (Rules: this Ambush grants not
enemy from the rear. This is a classic +5 to Attack rolls, but +10 to Initiative..)
enemy, then concentrate all other avail- murder tactic, and very hard to fight Grazing fire is where you set the
able firepower on a single point of the ene Defensive techniques rely on keep- machinegun at about knee level and fire;
m j s defenses, batteringit until it gives way. ing the enemy from using his strength this way, you usually hit not-so-well-
After the defenses collapse, the attackers effectively. The offensive idea of concen- armored legs. Grazing fire goes perfectly
advance through the available gap. trating fire on the most deadly threats with fire corridor doctrine. (In the rules,
Although this was designed for use by works here, too, but it is the only offen- this tactic is considered a use of
entire platoons and companies, it can be sive tactic which really has its place in Suppressive Fire which only hits legs.)
used by smaller forces (i.e., gangs and defense. Once the defense is successful, So you don't have an emplaced
playercharact& as well. For example, a it may be converted to an offensive defense? Fire corridors are still a legiti-
small assault group has to get inside a counterattack if the situation calls for it mate tactic, even in impro
perimeter held by Arasaka security forces. If the enemy is too strong
Leaving a few people to run around the PERIMETER DEFENSESto deny his advance, fall back into a
n an offensive situation, only active position where you can channel an
perimeter, firing to keep the vast majority
of the security forces busy, the rest of the
assault group sets up outside a single part I forces can participate. In a defensive enemy advance through a narrow point,
situation, prepared, static defenses and bingo! you have a fire corridor.
SNIPERS
et your most accurate marks-

5 man with the best long-range


weapon into a sniper position.
Whenever possible, go after the enemys
most potent weapon; always look for
positions that the enemy could use to his
advantage, and try to deny these to him
through sniper fire. Be warned-snipers
die a lot! Once the enemy detects them, f
a lot of resources tend to be allotted to
removing them ("...the Army won't think
twice about blasting a building to rubble
W
just to get one sniper." Home Of The
Brave, page 66).A sniper is a delaying
and/or area-denial tactic, and like most
such defenses, can be removed.

GAS

I
n rural environments, gas has to be
provided in such quantity that it's
beyond the scope of the game. In
an urban environment, gas is very handy.
It makes an excellent area-denial tool,
and very few people are equipped with
gas masks or nose filters, or, in the case
of corrosives, full chemical gear.
Furthermore, many wet gasses also con-
tain UV-fluorescent chemicals to mark
...
....
....
I
people exposed to gas for later identifi-
cation. Please note that nearly every tonly into anywhere that might conceal Get under cover: Make sure that
security corporation knows how to use an enemy not only wastes ammunition, you can't be shot! Concealment is good if
gas, and would rather use it than bullets but tends to make you new and unex- he doesn't know you're there, otherwise
(less collateral damage). pected enemies. make sure to get behind something solid.
(Concealment is anything that hides you
WIRE
TRAPS TACTICAL ADVHCE visually from the enemy, but does not nec-

T he BOM wire obstacle (Max-


imum Metal, page 74) is a good
item for establishing emergency
defenses. Simply toss one down (at a
safe distance!) and block a street, a cor-
0
ne of the fun things about role- essarily provide protection from his fire-
playing games is playing unfa- power. Cover usually provides conceal-
miliar roles. If a player doesn't ment and is stout enough to protect you
know things that his highly-trained ex-mil- from enemy firepower.)
itary commando should know, then help Getting under cover is a major tactic
ridor, or alleyway. Air-dropped concerti- him out with hints and good advice, par- for survival in a firefight, and one that is
na wire achieves the same effect ticularly if he is committing his character often not used by those untrained for it!
to an unwise action. One of the main military combat drills is
RECON By FIRE that as soon as you hear the gunfire, get
H w To SURVIVE A

T his is the most dubious tactic in


military use, even more risky
than Recon in Force. Typically
used by militaries who are not worried
about who they might be shooting,
FIREFIGHT

T
down and get behind cover! This is drilled
into the soldiefs brain until it becomes
hese hints are usable by NPCs instinctual. The reason for this is that most
as well as by player-characters. humans, when faced with a new sensual
Any combat veteran should stimuli (like a gun firing), will look around
recon by fire is the practice of shooting know these simple pieces of war wisdom. to see what's going on (fact!!) instead of
positions that might be occupied by Shoot first: An ambush is possibly diving for cover or hitting the dirt This gets
enemy troops. ("Hey, Frank, frag that the best option for surviving a combat. If a lot of people killed in real-life combat sit-
car; there might be someone hiding you kill, neutralize, or run off your oppo- uations-even crack FBI agents have died
there, and I always hated that model nent before he can retaliate, then you're in firefights because they concentrated on
anyway.") Please note that firing wan- coming out ahead. trying to kill their enemies instead of get-
ting behind cover and then trying to kill Don't go through doors: People FULL-CYBERNETIC
their enemies. Referees should keep this watch doors. People shoot other peo- mNVERSlON TACrrCS
in mind during combats; unless a charac- ple who go through doors. Use an
ter (NPC or PC, has been properly trained exnlosive
-. .

available) when a firefight starts, make a through that


COOL roll at Difficulty 13+. If the charac-
- (detnnant. exnlosive weanon,
~

to seek cover (or go prone if no cover is etc.) to blow out the wall, then go in

Use your netrunner! A good 'rtIn-


ter fails the roll, he/she looks around to ner can access sensors and cameras; in
F ull-conversion 'borgs deserve
some mention on their own,
because a 'borg can do things that
no human (enhanced, in ACPA, or other-
wise) can safely contemplate.
see what's happening instead! Or shoots remote locations to give you muc h A 'borg is a fairly unique combat
back, if so disposed. more information than your paltry seins- opportunity. W h a cyborg body, a person-
Deny him return fire: Keep the es can take in. 's brain is firmly anchored and stabilized in
enemy from firing back This is what sup- Never stand and fight: Hit ha cushioning gel. When combined with the
pressive fire is really for, to keep the ene hit fast, and get out If you make a stai lack of soft tissue and easily-breakable
my's head down, Realistic referees should you give your opponent a chance bones, a cyborg becomes an awesome
require COOL+Combat Sense rolls at bring up reinforcements and he: soldier. A is hard to break, agile, fa$ tire-
Difficulty +15 before allowing a character weaponry. less, can block off "pain," and can keep the
(NPC or PC, to put himself into danger by Where is the enemy's weaknesis? brain inside active for days on end if nec-
exposing himself to suppressive fire. Find it, exploit it, and improve the od,ds. -rye
Under certain circumstances, suppressive If most of the enemy's firepower is com- A cyborg's biggest advantages are its
fire will be chewing up your cover and fill- ing from one source, take it out! If 1h e strength and resilience. A cyborg in com-
ing the air with ricochets and fragments enemy is strong on ranged combat I)Ut bat can leap between buildings and not
. .. . . . ..^. . .. . .
U.". -.. ""L""'., "".'."J".
"V -
.".
"".
".u ..""..
woak nn nann-tn-hancj and you're a
V.. .."I." L" I." fear the impact at the other end. Or, with
who can't be hurt by the suppressive fire holy terror in melee, 1:hen get close and momentum, can crash through walls and
are exempt-an ACPA suit probably won't personal (and vice-vlersa). If there are act immediately, without being stunned by
care about small arms fire.) Visual denial is too many enemies, Iseek to split them the impact like a man in powered armor
good, too-thafs what smoke grenades up, then concentrate on one party at a would be. The Dragoon combat 'borg can
are for! It's harder to hit what you can't time. Is there some place where the be airdropped-m can powered armor, of
see. enemy can't gol and you can? Then go course, but if you drop an ACPA suit from
Keep moving: If you stay in the there! (Sound tactics iagainst ACPA suits a moving aerial vehicle at 20+ mph and
. - . . . .. .
same place tor too long, your enemy is and really heavy combat 'borgs.) the suit falls 1O+ meters to the ground, the
likely to find you. If you stay behind the Opportunity knocks: Look around suit and its systems may sulvive intact, but
same cover for too long, your enemy is you. There may be something lying the pilot is going to be suffering from major
going to find a way to get at you any- around that you can use as a weapon. concussion. On the other hand, a Dragoon
way. Change your position often to Accessible vehicles are always good- will take the fall, roll with the impact, and
keep him guessing, or at least force need to break that roadblock? How spring up running as soon as it slows down
him to recalculate. If you have a good about using some schmuck's car? (The enough. All without breaking stride.
position and want to stay there, make more expensive, the better!) And how The tactical implications are stagger-
sure your buddies are moving, trying would that over-muscled cyberpsycho ing. Need to enter a hostile building? How
to flank the enemy while you draw his fare against that handy forklift? A about insertion through the roof? Who
fire. netrunner in a computer-controlled fac- cares ifyou crash through a couple of sto-
If you don't like it, leave: If things tory can become a more fearsome foe ries on the way down; it makes for great
aren't going the way you like them and than a squad of Militech Commando shock value. The enemy has a machine
you can pull a powder, just leave! This ACPA suits! gun set up covering the approach route?
is the real world, folks, where survival Remember, NPCs are likely to you've got enough armor to take a few
is more important than silly concepts know these tricks, too. Particularly if rounds, and enough speed to get to that
like machismo and masculine ego. they've got lots of combat experience gun before it can do more than saxe a
Remember, he who frags and runs (on the street, or actual military training). couple of hits.
away, lives to frag another day. However, these deadly tactics are less Corporate armies are beginning to
When in doubt, grenade it out: likely to occur than you'd think-actual realize the possibilities of full cyborg con-
In the urban world of Cyberpunk 2020, experienced combat troops tend to versions, as are police authorities.
the grenade is your friend. A good toss adapt poorly to the regulation-ridden
can worm a grenade into almost any life of a heavily-armed rent-a-cop. And THERIGHTTOOLS
cover, and the explosion will usually corporate security personnel are FOR THE RIGHTJ O E
"...well-armed, ill-tempered cops; not
take care of any problem. Even with

grenade is no fun.
dedicated combat troops." (Home Of
The Brave, page 66) P layer-characters are easily
identified in almost any role-
playing game. How do you find
them? Look for the most heavily- Natural Armament There are a lot Submachineguns: An SMG is use-
armored and be-weaponed people you of ways to use one's body as a weapon. ful only in close urban combat They
can find; those are the player-characters. The Martial Arts skill is founded on this. were designed as "room-brooms," and
Even in fantasy games set in a medieval Don't discount a good Martial Arts skill in theyre still most useful in that function.
milieu, player-characters wear the heavi- combat; a strong Martial Artist can do SMGs are good for sweeping lead across
est armor and carry four times as many more damage than a 9mm pistol! And he large areas, so they're equally good for
weapons as a normal knight would have doesn't have to worry about running out of room-clearing and suppressive fire.
at his disposal. ammunition, either. Furthermore, whereas Those SMGs small enough to be easily
This syndrome gets worse in technck most arms can be taken from you, ifs often concealed are of such a small caliber
logical games. Once, the reigning king of inconvenient to have you "check your that theyre no good against any body
the "how many weapons can I c aw con- body at the door." armor, and the big ones aren't very con-
test was Truveller"; with additional Knives: Knives are acceptable almost cealable. Carrying an SMG indicates that
weapons caged from other sciencefiction anywhere (althoughwearing a belt knife to you'll use it, so only carry one when you
games, the TravellerT" PC resembled an high society balls is usually frowned on). mean to use it
arsenal with legs. Recently, games such as Most people don't view a kniie as a partic- Shotguns: The single best all-around
Twilight: 2OOO" and Cybepunk have ularly deadly weapon, since it doesn't urban firearm, there are so many different
edged into the limelight as the contenders shoot a bullet They are, of course, wrong, and interdng kinds of rounds for it that it
for the title. Because of relative wealth, but this makes kniies a good option. becomes a sort of 18mm grenade
Twilight 2000" PCs win. The typical PC The advantages of a good knife are launcher. Ks great for areadenial, you
there carries one or two pistols, a silence, reliabilii, utilii (you can use a don't have to be too skilled to use it, its
knifehayonetlmachete, an assault riie knife to do the damdest things), conceala- ammo is cheap and reloadable, sawedaff
with a grenade launcher mounted under bility, and lethalii. Of course, using a kniie shotguns are more-or-less concealable,
the barrel, several clips for each weapon, takes some skill, and the guts to get dose and shotguns are available everywhere.
half a dozen (or more) grenades for the to your foe. (Brass knuckles also fall into The problems with a shotgun are that
launcher, around half a dozen hand this category, but don't have the most of them don't have very large maga-
grenades, a LAW or two, body armor, a respectability of knives.) zines, and shotguns are plainly not
helmet, and sometimes a submachinegun Swords, Chain-saws, other melee acceptable in polite company-they are
for "close-in work!" Variants on this theme weapons: Carrying one of these long, straight and feared combat weapons.
replace the assault riflelgrenade launcher bulky, or otherwise impossible to conceal Assault Rifles: These are plain mur-
combo with an automatic shotgun, a things is a tacit statement that you're going der. Unconcealable and lethal, so don't
heavier grenade launcher, or a machine- to use it Not good. Of course, if you're carry one unless you wish to use it
gun. CVberpunk Pcs aren't quite that going to rumble anyway, a good sword (or Blithely carrying one around is an invita-
encumbered (the ensemble described other large melee weapon) really does tion to be shot
above would weigh in around 20 kg.), but more damage than a riflHarger wound Heavy and Exotic Weapons: Same
only because they usually have trouble cavity, more cutting ability (and more as assault rifles, but worse. These are
affording all that bleeding), and the ability to add one's often rare enough to be worth something
Believe it or not, a lot of armament strength to the weapon. on the black market, so when you carry
isn't really necessary in the world of Clubs are cheap and plentiful; if you these, you become a worthwhile target for
Cjbepunk! Often, packing more hard- have nothing else and need a weapon, assassination and robbery!
ware than expected is an excellent way to pick one up! Some people use weighted Furthermore, a lot of heavy weapons
attract unwanted attention-think about canes, thinking them naturally concealed are very hard to come by, and very expen-
the stir you'd cause wandering into the by their function. Don't believe it; canes are sive. But thwre worth it if you know that
local discount store carrying a pistol, archaisms, and anyone with a cane is sus- you're going to be fadng vehicles, 'borgs,
much less an assault rifle! Now think pected of having a concealed weapon or powered armor. you're going to need at
about the response in the highly violent designed into it least some HEDP grenades, LAWS, a rock-
world of Cy6epunk The trick is to limit Pistols: A pistol is a good weapon in et-launcher, or some anti-tank hand
one's armament to what is appropriate to any situation. Concealable, lethal, but not grenades. Otherwise, prepare to spend a
the social situation at hand. big or unusual enough to attract attention. lot of time avoiding enemy armor.
What armament is right for what sit- Most security guards won't get too upset if Smartguns: Naturally, smartgun
uation? The paragraphs below give a you're packing a reasonablepistol, because advantagesmakethem invitingweapons. If
pocket outline of the capabilities and their armor will stop your bullets (they draw you have subdermal magduct plugs and
usefulness of each kind of weaponry. Let the line at 12mm+ armor-smashers, a smartgun outfitted for them,fine. This is
your players read them, or read this sec- though).Most of the time, all you'll need to unobtrusive and concealable. Otherwise,
tion to them. Give them some idea of a n y is a pistol-if the situation demands plugging in a smartgun indicates a high
what's accepted (and practical) and more than a pistol, keep out of the line of price gun thars worth stealing! Don't plug
kind; jamming these requires some s o p h ~ research lab, you see an Arasaka
ticated and exotic stuff Oike cham that is Standard-B power suit walking picket
-MEAT SITUATIONS inappropriateto most combat situations. patrol, carrying its 50 caliber machinegun
ome combat &uatkm require I& Remember, redudrig visibility to zem like a big rifle. A twinkle of lights in the
ereeirmp&mn' andlordiscre can be useful. f y w can touch him, you've night sky indicate an AV circling high; an
tion-after all, the Qberpunk notonly found him, you can dobber him, too! Assault 10 heavy armored car/AFC is
2.0.2.0. rule book didn't haw space to deal Explosives: Damage from most parked nearby. Now, are you sure that
(or
\rvith every single possibility. it woukl be explosive devices is much greater if you you want to go in?").
over300 pages long!) Herearea few practi- can contain the explosive force. For Important note! People are scared of
cal referetips on MlioUsaxnbat-: instance, if you have an explosive tamped vehides. We have been trained from child-
Hand t o hand combat styles: into a shaped charge, the effect is at least hood to avoid being run over by vehides.
Logically, not all melee styles are equal. doubled. If someone is subjected to an Fanatical soldiers who will fight other men
Using a Martial Arts BlocWPany is not a endosed or contained explosion, then to the death will flee from vehides beating
good idea if you don't have enough arm double the damage, at least, depending on down on them. Make Pcs and NPcs roll a
armor to absorb the damage of what's hit- the circumstances. So,if someone wearing COOL roll vs 15+ to stand and face an
ting you! As a general rule, the Dodge & heavy armor throws himself on a grenade, APC, IN, MBT or other large vehide.
Escape skill is used when the character he can expect to take at least 14D6 dam If the Pcs do actually want to play tag
wants to stay out of the way of a melee age (or 2106, if he dasps the grenade to with the heavies, then by all means let
attack and the damage it represents-an his body and takes the entire blast!). them! Remember that vehicles are ten%
Active Dodge does it even better (-2to The Big Boys--Borgsr ACPA Suits, cally restricted in urban terrain. ACPA
the attackel's hit roll), and remember and Vehicles: With the addition of heavy suits tend to break through floors and dis-
Martial Arts often have Dodge bonuses. units in Chrome II and Maximum Metal cover deep cellars the hard way. Armored
Athletics is really a poor skill to use the C)lberpunk2020 referee is faced with cars and tanks have trouble negotiating
in combat R is "...accurate throwing, a whole new level of lethality in combat city streets (remember, streets are hollow!
climbing, and balancing. It combines the There's a warning in the foreword to A weak section of pavement can make a
basic elements of any high school level Maximum Metal: What it boils down to very nasty hole when something really
sports program." This sounds like a last- is, this.. .is like all the other.. .deadly heavy rolls over it). AVs and helicopters
resort skill for avoiding being hit in melee weapons we've introduced over the life of have difficulty working in and around tall
combat To reflect this, penalize the char- this game system; Ks there to be used if buildings and power lines. Playercharac-
acter using Athletics instead of a normal you want to. ..you have been warned." ters on foot are a lot more maneuverable,
combat skill by halving the effective Running the heavy squad in a game is and must use their maneuverability to try
Athletics skill level or applying a negative triw, because a single ACPA suit can and match their opponents' edges in sen-
modifier to the Athletics skill roll. pack more firepower than an entire sors, armor, and firepower. (Please note
Likewise, a character trained in Melee Edgerunner gang. And a good combat that NPCs faced by Pcs in armor or vehii
is nowhere near the equal of someone vehicle can bring firepower to bear that cles have the same advantages.)
trained in Fencing (Fencing covers such rivals several ACPA suits-those AV-4s
d i i styles as kendo and dassic epee that float so serenely over the city may TEACHING YOUR
fencing, as well as sabers, rapiers, and even have a couple of miniguns and a brace of PLAVERS A 1 FGSON
straightsword styles). If a character with rocket pods available for use. very referee has problems with
Melee, armed with a swordstyle weapon, My advice on using heavies like cocky, mouthy, or overconfident
is going up against a character with these: Use them sparingly. If the Pcs players. you know, the ones that
Fencing and a swordstyle weapon, penal- aren't in the middle of a full-blown war, think that thwre unbeatable, know every-
ize the Melee skill (halve it or apply a neg there's very l i e chance that thwre going thing, and have every conceivable &a-
ative modifier to the Melee skill roll). to be inured to the prospect of having to tion covered. The dassic solution to this
Vision-Obscurement: A simple face an AV-4, much less an ACPA suit or problem has been to make the o p p
smoke grenade will place most people in an AN. Keep the big boys in the back- nents tougher; the old "more h t points"
the dark; apply the -4 darkness modiier to ground; use them as unstoppable bogy- escalation that typically results in the cam-
all their combat rolls! (Unless thejre nor- men to scare playercharacters in the paign developing to a lethality level that
mally blind and trained to cope with it any direction you want them to go. And if the grows beyond the referee's a b i l i to deal
way.) IR vision and thermographs can see playercharacters are going to cross over with. Subtlety is better; when these people
through normal smoke; to obscure these the line to the point where they are going start dominating the game, the referee
vision devices, you need 'hot smoke' to attract the attention of a combat 'borg can humble them swiftly enough without
h o k e bombs that bum at a high temper- or something even worse, make sure that having to resort to escalation.
ature). Cost and availabili are detailed in they know what thwre getting into before Does that playercharacter have any
Maximum Metal. Radar and sonar aren't they do it Give them plenty of warning technical skills? Not even BasicTech?No?
going to be fooled by mere smoke of any ("As you prepare to sneak into the Then he's a prime candidate for a jammed
n! Fatal Fact: Trying to Fortify your front well iough and New
unjam a weapon hith brute force is not a the)/ll come from behind lfor certain. bravier than you.
good idea, if you want to weapon to work Make it too tough for ttie enemy to Eact1 side is convinced they are
n..+
propefty. Trying to fire a damaged weapon get in, and you can't ge!t bUL eCII\*
to lose, and both are right
can resultin a chamiber explosion, blowing When you have secur*ed an area, The only thing more accui
up in the playerchi3rader's face. don't forget to tell the cnemy. incoming enemy fire is ii
Has that player-character been wad- Team work is essenltial; it gives friendly fire.
. . .... . .
ing his way through noraes 01 roes wmout
.-e

....".""..
mem someone E!ise IO shoot a t
. Communications always fail
~

a %ratch, developinn .
""y a h "
' ...
m heat! in the
i3 I.-" Y."
. . -
TN tn Innk I inimnnrranr I nev mau
C.......y....Y.. .... " ......I ac m
..
w are nPPnrvl
process? Then givc9 him a nemesis, a foe be low on ammo. Everything else being equal, the side
that's as good and even more clever than The enemy diversion you are ignor- with the simplest uniforms wins.
he is! A foe who doesn't make combat ing will be the main attack And, last but not least: No battle
mistakes, who retit!jes to stand still and get If your attack is doing well, Ks an plan survives contact with the
cut down; in short, a foe as good and as enemy ambush. enemy.
sneaky as any player-character! All of your fivesecond grenades will
have threesecond fuses. INGJNI~USION
Do your playerdaracters resemble
ammieswithlegs'? wearing heavy body
armor when they g(I to the Mallplex?Toting
!
I
I
t irifles, and so on, into
IC;ses, and stores? Then
aninoyedand initablesecu-
If you can't remember, the claymore
is always pointed your direction.
Close only counts if you are on the
receiving end.
Anything you do may get you shot,
H opefully, the advice presented in
this chapter has given you some
ideas on how to fit those pesky
combats into your gaming style with a little
more ease. Just remember, the world of
; store help, and oppor- including doing nothing. 2020 isn't a very nice place. There are far
tunktjc 'punks lookiiq to pick up some new All war is based on deception, so too many guns running around in the
hardware.. .off the F'CS dead bodies deceive the enemy, not yourself. hands of far too many unwise people to
Are your playser-characters a bit too Never draw fire; it irritates those hope for calm, safe streets. Combat is
free with their gunlplay? Try a few impor- around you. inevitable.Just don't let it throw you.
tant innocent bys#tandersin the area-
people like fiends, allies, other player-
characters, loved cmes, and so on.

MURPHY' '5h S A 5 OF
ICOMBAT
.::
.....

T he folio\Nili g sarcastic snippets of


.:...:
.,,$
....
.
I
.::
.:: advice ai.e largely apocryphal.
Despite the humorous tone,
these admonitions are quite serious; if you
fight according to them and plan upon
keeping them firom happening, you
should do okay.
you are not SLiperman.
Recoilless rifles-aren't
Military intelligence-isn't
Suppressive fire-won't
Automatic weapons-aren't
Friendly fire-isn't
Silenced weapons-aren't
If it's stupid and it works, it isn't
stupid.
Incoming fire has the right of way.
The easy way is always mined.
In war, all of the important things are
simple and all of the simple things
are hard.
The enemy only attacks on two
occasions: When you're ready, and
when you aren't
lescent heroes. Plotpath was designed to flicks of Ringo Lam and John Woo
allow CyberGenerotion characters to live (where entire plotlines revolve around
PUND5MI- the kind of high-angst, heavy soapopera a tragic romance gone bad).
lifestyles expected from a bunch of nano- So we sat down and started to
punked iuveganqers
~ - - with limited oppor-
.. restructure the Plotpath. For adult
tunities and maybe less sense. We just Edgerunners, that is.
didn't think this sort of turmoil would fit Like CyberGenerution's path, the
OR: WHY ARE into the fast-gunning, supercool Qbe If- Cyberpunk Plotpath is a flowchart that
THOSE PUNK KIDS punk style. links events into a loose causal web,
HAVING ALL THE But in subsequent conventiorIS then ties each event to a particular
FUN7 around the country, Cyberpunk playeirs player. To use Plotpath, you'll need to
n our recent companion spin-off to kept asking us, "How come the kicjs make a photocopy for each player in
- - - - -_
Qberpunk, C@erGer tio on", we have all the fun?" And they trotted out your play group; making sure you keep
introduced a new idea, Plobath, a all kinds of examples of high angst the results hidden from your players as
series of interwoven complications that improving action/adventure, from the you use the Path to strew subplots and
allowed Referees to weave adventures spy novels of Tom Clancy to the super- complications throughout their lives.
and subplots into the lives of their ad@ charged mega-violent Chinese action It's a powerful new way to add dimen-
Evil Twin Theme (which can be
Cyberpunk adventures, especially if expressed as either a literal twin or as and Jimmy Carter, the player's family
they've fallen into the old "we break an NPC with very similar traits and and friends are their biggest problems.
into Arasaka and shoot everything that habits to the player) might do better Siblings get involved in dangerous
moves" rut. for non-combat types like Netrunners schemes, parents are threatened, chil-
or Rockers. Nomads are naturals for dren wander off, get the Plague or are
THEMES Family €4 Friend Themes, but it's going kidnapped. Friends involve the player

I
t's time to return to a basic idea to be tougher to give them a Nemesis in stupid plans or their enemies include
originally expressed in Cvber- if they're always moving to the next him on the hit list. The player spends a
generation: TIhemes. Theme:j are town. lot of time bailing people out of trouble,
basically Plotpath tlhreads woven in an If you're going to mix themes and lending money, and trying to make
- I.._
out of the main stopry line, centered types, you may find that adult charac- sure it doesn't happen again (without
~ _I

around each character (or a popular ters will give you more options than success).
character whose actions will strongly playing CyberGenerution cyberteens. Treachery & Betrayal: The player
affect the rest of the group). A theme For one thing, they are more likely to lives in a world where nothing can be
links all of the activities of the Plotpatl1 have experienced the giamut of expe- trusted; friends change sides, enemies
together and givi%sthe resulting struc riencc?. However, evenI ther1, make become friend!s. Like a character in a
ture something more than oure ranI-
_..-I-I-
domeness. For exairipie, :+ - - I -..-
ii a player s
sure you style the the me tc) fit the
player;-. ~e-,--
J -:-I-* I-- ---_ _ _
u i w srnlylit [lave Ruriiarice,
- -. trust
iiever ....
LeCarre spy Inovel, the player can
.-*
anyone; intrigues are con-
main life theme is a Nemesis, it makes but it should be with other Solos, ene- stant and deadly. He can keep no loy-
sense to tie all of his Plotpath threads mies, lost team mates and treacher- alties, no morality. He has only himself.
into this Theme; Lovers may be related ous beauties. And if a Netrunner has Evil Twin: The player has a phyis-
to the Nemesis (either as Lovers or as an Evil Twin, make sure his confronta- cal or psychic twin; someone who is
Family); your Nemesis may be a power- tions happen in the Net, not on the similar in attitude and habits-the sort
ful Corporate that ties into an Incident Street (By the way, Rache Bartmoss of person who instantly causes him to
or Corporate Threat, etc. once claimed to have an Evil Twin, but say, That reminds me of me..."The Evil
By using central Themes, a good said he had to kill him because the Twin, however, walks the darkside,
Referee can construct the incidents in world couldn't face two Raches at the engaging in more risky, dangerous or
a player's life into a continuing story, same time. Or so he says...). even evil pursuits. When encountered
rather than a series of random adven- by the player, the ET tries to sway the
tures. The player gains a history COMMON T kiEMES player to see things their way ( y o u

--
know you're ju: jt like me... It would only
through these evemnts, and his or her
reactions fuel the next logical step in
the Theme. Themes- ai50 bewe-I-- --- .- tu yive .-
-:. .- R
omance: The! pla)fer's life
revolves around his or her
ieidtiuiiwiips. New and old
--l-&:---L.:--

the player a sense of how his actions lovers enter and reenter ttieir iiie,
--:- * : I -
take a small slil1 for you to do the same
thing... How dlo you know you're the
-:-I-*
rlyrll
--- Q",
UIIe...I I

affect the larger world-karma or des- bringing problems, enemies, and These are only a few very obvious
tiny, if you will. If, for example, the strange mental games. The player can types of themes; you will soon find it's
theme is Romance, the player can expect a string of embittered lovers easy to recognize others from movies,
expect that every relationship will end plotting revenge, secret children born books and TV shows. When you link
badly; that each relationship will reflect out of wedlock, jealous rivals, kidnap- themes into a solid Plotpath, you'll dis-
upon the last, and mistakes made with pings, past secrets that come back to cover that your players will spend a lot
one lover will come back to haunt him wreck lives, etc. more time act1ually playing their char-
with the next ("This is your son, Nemesis: The player has an acters rather than using them as
Johnny? But he just tried to kill you!") enemy; a group or a single fc-, ___.
71- dedi- ..._-.._ cnmhnt
mnhilc __...-__platforms in an ongoing
IULIVI. ...
Themes, in C O n j U p r t i n n with Plntnath r a t e d tn h
LI. I ' V L y U L ' I , ,...,,,.".
"U.""
i d h e r dectrilrtinn The
L" U""..""..V... ...- firefinht
... "I. J..I.

allow a Referee to construct more Nemesis will use any means possible
complex adventui.es with a realistic to achieve this goal, including harming WHEN 7VOU'RE A
edge that allows bletter roleplaying. friends, family, lovers; sabotaging CYBERP!SYIIHO. You
Pick Themes Icarefully: make sure plans and goals. The Nemesis isn't DON'TIZARE WHAT
they match the player characters! picky; if you happen to be near to the
YOUR F'ARENTS
Romance themes, for example, aren't object of his hatred, you may also be
much good to a pllayer who spends all caught in the crossfire. The Nemesis
THINK
his time killing thirigs; a Nemesis who should be very hard to get rid of; just
just barely beats him time and time a little bit better than the player, and
again would be bc?tter. Treachery bet- with an uncanny way of escaping what
0 bviously, when dealing with
adult Edgerunners, a few
mod'ifications to the Cyber-
ter fits a Corporate or Cop, while the the player is sure will be certain death. Generation PIC,tpath are in order. After
all, a great deal of the situations
shown within the basic matrix involve
things that will be important when
you’re sixteen, but are of less impor-
tance as the character matures. Very
few hardened solos experience their
first love at thirty-two. This problem
has allowed us to evolve a new form
of Plotpath, which encompasses new
elements (Corporations, Street Dan-
gers), with Family problems on a more
adult scale. This altered Plotpath also
takes into account the character‘s
past, allowing old enemies, allies and
lovers to reenter the current Themes
of his or her life.

FLASHBACKING

I
n addition to using our modified
Plotpath, the plotpaths of
CyberGeneration may also be
integrated into a character’s history
through a technique called flashback-
ing. In this technique, suitable for
games when you don‘t have a major
campaign going on, you can use inci-
dents in the character’s Lifepath as
the basis for a mini-adventure that
happened in the character’s past.
Themes are woven with elements of
the CyberGeneration Plotpath (ignor-
ing any direct references to the
Carbon Plague or other 2027 facts),
and used to create a short adventure
replaying the events. Players use a
scaled down version of the character
appropriate to the age at which the
flashback occurred: skills are
reduced, recent possessions omitted,
etc. The only limit is that the outcome
of the adventure Flashback must
come out roughly as described in the
Player‘s Lifepath; no fair rewriting his-
tory into a happy ending!
For example, in Morgan Black-
hand’s Lifepath is an incident where,
as a young man, he had to take com-
mand of his cybersoldier unit when his
commander went psycho. The result Random incident (only survivors of a Nemesis theme woven into his prc
was he made a powerful enemy in the bad op) could lead to Making an sent when the still crazed an
army (Caused Major Humiliation to Enemy. Stopping the crazed cornman- obsessed commander starts lookins
Person you Work For). Flashbacking der could involve a Friend, or possibly for his old second in commanc
this, you could have the player portray a Lover in the unit. All of these could Imagine what you could do with
an eighteen year-old Morgan before be replayed out in the Flashback. By really complex Lifepath; playing OL
he got all his skills and cybertech, up linking this to Plotpath, Morgan could incidents that were once only word
against his old commander. A now have a major enemy and the on a character sheet, giving then
he Referee should be an inte-
Themes, Plotpaths and Flash- gral part of character genera-
backs: Now you've got a whole bunch tion. The Referee must have a
of powerful new tools to add depth strong idea of the campaign's basic
and roleplaying angst to your elements before they even approach a
Cyberpunk campaign. Use them wise- play-group. Even so, Referees should
ly and well, and you'll never end up on not feel too restricted by these deci-
SPYKE NOTE: a gaming night with nowhere to go, sions. If everyone later agrees that
These are the real elements plotwise; your players will continuous- some element should change, then
that I feel are necessary for ly provide new twists and turns as change it. It is the Group's game after
good roleplaying. I do real- they explore their character's reac- all. To simplify the dialogue, it is usual-
ite that I have been playing tions to their personal dilemmas. Who ly good to give the players a one-page
for over sixteen years. knows; they might get so far into their information sheet. If you are trying to
Some of these ideas may character's subplots that they'll forget get a game started and attract new
seem overly complex if you to start shooting! players, the Infosheet is a great adver-
are, say, fifteen. There are tisement too! (See the campaign info
several ideas that some sheet on Page 59.)
Referee's may choose to Not only must the Ref help to
discard. I can live with that. design the players so they fit his idea
Remember, there are a fair of the campaign. He must also design
number of people out there some elements of the campaign
who believe what we do is around his players. It is helpful to think
odd. Many of the ideas I am of the game as a skeleton. There is
trying to advance are ideas CwARAmER basic structure, but it is incomplete.
that lend a lot of validity to Once the players all design their char-
CREATMJN: acters there is enough material to
what we do. So look at
them carefully, before you "flesh it out". The Referee should
make notes of friends, enemies, and
other subplot ideas for each of the
L I f A L O G U E m m m characters.
haracter creation is a process.
Just like writing a campaign, KEEFVNG
IT TOGETHER
cooking an omelet, or skinning ne unhappy Player can ruin
a cat. It is a special kind of process-a a campaign, but why is the
dialogue. Dialogue is a conversation, Player unhappy? If the
usually between two people. Character Player is simply spoiled, angry
creation is a dialogue. because they did not get their way,
than that is the Player's fault. The
Character Creation is a joint Player has to remember that a Referee
effort between the Referee and the has several players to deal with, not
just them. If another Player is in the
spotlight and they feel slighted they
Both the Referee and the Player should discuss that outside the game,
have to realize that creating this char- instead of being childish. The Referee
acter is a joint effort. Both will have and Players are trying to build some-
agendas that they want to accomplish thing-together.
in the game. All these considerations A properly run campaign will have
are valid, and worthy of serious con- many elements. The focus will move
sideration by both sides. from player to player, over the course
of the story. Sometimes a single player
Whether these agendas are will get a lion's share of attention,
realized is up t o not only the Ref because that player has a Hero role.
and Player, but also the group as a All the players must understand this.
There are other games and other
times. It takes work on all sides or the 1) Role
game falls apart. 2 ) story
3) Motivation
THE PLAYER'S
JOB 4) Ability

T here are certain things in char-


acter generation that may
seem like a good idea at the ROLE
5) Visualization

I
time, but later turn out to be mistakes. n Cyberpunk 2020 all adventur-
Selling out to the Corporations, just to ers have a role. This role is the
buy a car, is not really a good idea. If the source of the character's power.
player chooses to do this, they have to Without a Role the character would just
live with the consequences. It is the be another slave, grinding away like all
player's responsibility to live with their the other walking-dead. The Role is piv-
own decisions. It really makes no sense otal because it allows the player to for-
to be upset with a Referee, just because mulate certain basic concepts about
that Corporation that's hunting the char- how the world works for them.
acter turns up every few sessions
STORY
here are a million stories in
THEBA5IC IDEA the Naked City, and you are
one of them. How old is the
THE FIVEELEMENTS character? How did they get here?

T here are five elements that


are necessary for a good
charactc:r.
Where did they stop along the way?
The character story is the second ele-
ment, it is in most games the most

CAMPAIGN INFORMATION SHEET: CYBERPUNK 2020 VER2.1 I I

' N O O N E TO L O V E ' I I
T he World of 2020 is a dark and dangerous place. Corporations control t h e
rewurces once reserved for nations, and gangs rule the city streets.
It is a time of confusion. There exists the technologies for amazing good, as well as
horrifying evil.
The Sinningtheteks are one of the pillar Rocker acts of the cyberpunk age. After a
silence of almost two yeam, they have released what many consider their most progres-
sive work, Whhout Compromise. Their record company, Interrogation (a division of DMS),
has held the band to a contract provision t h a t mandates a ten-city tour. T h y can't do
i t alone. They need security, a road manager, technicians, and assistants.
Helping one of the most successful acts of the 21st century complete their last tour
with Interrogation could make an aspiring Edgerunner's career. Are you up to the job?
No One To Love is a campaignfor 4-6 players. Charactem should be professionalswith
a verifiable employment history, no outstanding warrants, and the ability to make a dif-
ference!
This game will be heavily influenced by Film Noire, Industrial Music, and Modem Art.
Character concepts should include but are not limited to: Nomads, Netrunners, Techs,
Medtechs, Solos, and Fixem. Cops, Corporates, and Rockers will need much stronger ideas
for inclusion.All charactem will require a strong survival, team, and heroic motivation.
The Campaign will last approximately six months. possibly longer. We will meet weekly,
Monday from 7pm-12am. a t an as yet undecided location.

For More Information Call: Spyke! (013)555-5309


Remember: Do not ever feel
ia" and allows trapped by the character generation
system. It is a tool to help you, not a
barrier to creativity.
der." It sets us apart from all the others.
BLUEBOOKING
id you ever roleplay a scene

D
CHARACTER STORY
you wanted to keep forever?
Have you ever wanted to
erate a character story. The roleplay that pivotal event; the one
more modifications, to increase first is lifepath, the second is that forced you on this narrow and
his effectiveness, Right finally plotpath, and the third is free-form. dangerous path to fame? you can do
goes over the edge. Some of that. It's called BlueBooking. A
his friends (the Team) call in BlueBook is an expanded character-
favors to keep MaxTac from he idea of a lifepath is one of record, and a solo campaign, all in one
icing him. After therapy, the the pillars of Interlock' role- package.
removal of most of his cyber- playing. It really revolution- Frankly, I think it is the best idea
ware, and the near-bankrupting ized the way most of us played gaming has seen in the last decade. I
of the Team: Right is now a because the character has a history. don't know who invented it, but I want
new, sane man. He decides he It is a tool to define the persona. to meet them.
must kill the President of the The lifepath allows the Player and
Corporation. When the Team Referee to watch a character story FRAMEWORK
assists him in this venture,
things do not go well at all.
Having originally planned to
torture this Corp stooge t o
death, Right is forced into a dia-
unfold. For less experienced players
and Refs, this is a good idea. As they
both see the stories forming they will
hopefully be drawn to their own
ideas. More experienced Cyberpunk
T he BlueBook framework is a
standard character write-up in
whatever format you prefer. It
works best with freeform, or plotpath;
lifepath usually doesn't give enough
logue with him. As the Team groups will eventually find the information. Then the Referee and the
watches in awe, Right realizes Lifepath limiting. The Lifepath is still a player expand the events they feel will
in conversation that this Carp is valuable tool for blank spots, or for be easiest to play out. Before starting
a human being. The therapy, generating subplot ideas. just do the basics, give the NPC's
and release of stresses relating names, and set the opening scenes up.
to the entire debacle, prevent The Ref sets up the BlueBook like any
Right from killing his enemy. lotpath is the next step in other adventure, albeit much less com-
Right realizes that he cannot kill history generation. It is a set plexity is required. Then the process
this man. He has had too much of variables that the Referee starts. Refs and players may be initially
of killing, and only wants to sur- and Player can choose. overwhelmed by the possibilities of
vive. The Corp realizes that Usually the Player and Referee BlueBooking. Sit down, breathe deep,
Right is an honest man and choose the formative ideas of the and do one thing at a time.
agrees to cancel the contract plotpath together. They decide what
on Right, in exchange for his types of storylines are appropriate for EXECUTION
life. Right is now free of this
burden, but must suwive, so he
decides to become a force for
positive change. Right uses his
connections in the Solo biz to
the character. Some players may not
want, or feel uncomfortable about
certain plot ideas, especially in
younger groups.
B IueBooking is half roleplaying,
half storytelling. The things
that happen in BlueBook
should be considered part of that char-
acter's storyline, and "in continuity."
set up an underground network They should even be given IP points to
t o provide safe-havens for n some advanced games the spend for good roleplaying! The
Solos who have run out of luck. Lifepath and Plotpath may only Referee and Player write the scenes
Right Way has become a Fixer. be complementary tools. If the back and forth. Setting and dialogue are
There are problems at first, Referee and the player have a strong all recorded. It is timeconsuming, but
he must deal in some areas he enough story those tools may simply the rewards are massive. Soon the play-
has no experience with. Some be used for "blank spots", or not at er will really begin to see the character's
of the skills he has will help all. Allow your players to be creative life and motivations unfold.
and fresh, do not let anything limit There are a few hang-ups. Some-
but rewarding c h i them except the campaign ideals. times a Ref and Player will be tempted
I
they are roommates or romantically a revolutionary. It is not usually the only
involved. This can lead to one player choice available, and definitely not the
having an eighty-page BlueBook, while easiest It is a conscious decision (with
the others are struggling around trying most characters) and a hard one.
to finish their first scene. With experi- The Character: Emile is a Media.
ence being given for these stories it He has been successful in making
can unbalancing very fast money and exposing many -dirty
Usually it's best to BlueBook secrets" of the Corporate system. At
between adventure scenes and during twenty-eight he realizes that there is
"down-sessions" when one of the play- something missing in his life. He
ers can't make it. This means the begins to realizes this after a long
Referee has to keep four to six struggle, tracking a story about the
BlueBooks straight, while the Players increasing suicide-rates among
only need one. Because all these Arasaka North America Middle-
things are written down, it is not as Management
hard as it sounds. Players should be Setting: The scene takes place in a
aware though, that there is only one windy boardroom, on the 47th floor of
Ref and these things take time. the Arasaka Night City Tower. With the
A player could roleplay the help of a few Solos, and his Netrunner
breakup of their first love, the first time sidekick, he has rammed an AV
they were ever arrested, anything. The through the side of the building and is
important idea behind BlueBooking is interviewing a group of Executive Vice
that the main thrust of the experience Presidents at gunpoint. Live and Direct.
defines some element of the charac- Emile: What is the cause of the
ter. whether it be their romantic increasing death-rate, especially sui-
nature, their antisocial tendencies, or cide, among your company's lower
their "dark side." By far the most com- level vice-presidents?
mon in many games are romance. VPl: you have no right to be here,
Since many players have difficulty role- the authorities; OUR AUTHORITIES,
playing romance in the Team environ- are on the way!
ment, the more private BlueBook is an Emile's personal bodyguard
excellent arena for these actions. sends the other Solos to secure the
Sometimes BlueBooks turn into outer room.
campaigns of their own. This can get €mile: Is it true that there is an
sticky. So much time is spent on "inner-circle" in Arasaka management
BlueBook that the main campaign that wants to dominate the North
drags, Some really ambitious Refs can American economy?
integrate the BlueBook into the play- VP2: you are a fool and a simple-
er's personal interlude, or possibly run ton. you will be dead in five minutes...
a short spin-off campaign. There are VPI: Such talk is purely incendi-
some pitfalls to BlueBook. A player can ary, you...
try to use the BlueBook to keep track €mile: Why do the NCPD death
of elements that are too simple for reports on the five people in question
BlueBook; like "where is my girl- all have wrongful death investigations
friend?", and "I do X." The BlueBook on-going? Are you aware that Arasaka
defines the character, in the same way North America's stock has fallen six
as a character sheet. So the player and points since this interview has begun?
Ref should use it as an important ele- Someone is awfully scared that I am
ment, not a mundane one. near the truth.
Possibly the most important ele- VP3: There have been only four
ment to BlueBook is the character's suicides that relate to this insane lie.
"pivotal event." In every cyberpunk's Sir, I believe...
life there is a tangible event, or €mile: At or about six-thirty this
change. It is the realization that some- evening a Mister Tetsuo Sato, former
thing is very wrong with the world, and assistant vice-president of design, was
I
ound dead by apparent self-mutila- After about ten-seconds the
ion. His wrists were slashed and he Arasaka guards are still stunned, but
as lying in a bathtub. Reliable reinforcements are arriving. After
ources tell us a single fingerprint assessing the situation, they begin
as found in the blood of Sato, and it looking for Emile. He sees the troops
s not his own. How do you feel through the cracked and damaged
ut this-Vice-president Sato? windshield. He manages to hide him-
VP2/Suto: What are you saying!? self from them, in the shadows. He
Emile: I am saying, sir, that you tries to climb onto the roof of the AV,
ave ordered the execution of your that protrudes like a lip from the
wn son. Or, one of your esteemed smooth building.
ssociates in this room has. A guard fires at Emile, just as he
Suto: My...Son...Is...Dead??? is crawling up, shattering his right leg.
€mile: (to VP1) Are you Mister He manages to sit, bleeding to death,
Ishima, Executive-Vice President of on the roof of the AV. He is fading
fast.
VPl/lshimu: What concern of A Police AV, with some heavy
that is yours... (he is cut off by the battle-damage, slides up to the slen-
sounds of heavy fighting in the ante- der ledge. Two cops grab Emile, just
room, the sounds of AV's are more as he is fading out into darkness.
evident outside as well) While Emile is unconscious he is
VP2/Suto: (steps forward with a booked, arraigned, and convicted of
firearm) ISHIMA!!! seventeen felonies. This has been
There is a hail of bullets in the complicated by the fact that WNS,
room. Somehow Sat0 fires a single- NN54, and DMS have all claimed that
shot, into the back of Ishima's head; he was working for them, and that
just before Emile's bodyguard cuts they alone have sole rights to the data
Sat0 in half with his submachine-gun. stored in his DSU. All have managed
VP3 is also caught in the crossfire, and to get his case mistried, because they
were not given time to adequately
Emile dives for cover, his body- prepare a defense. Emile awakens,
guard is decapitated by autoweapons thirty-six hours later, with a full battal-
fire from the doorway to the anteroom. ion of Militech troops sitting outside
Emile realizes that he is done for if his hospital suite. Emile is baffled.
he does not escape right now. As the Emile sides with WNS, and is
security guards enter the room, he a fortune for his story. His cha
throws three stun grenades over the are dropped, and he is set free.
ruined table he hides behind. At the immediately bolts from WNS, runs
same time he radios a distress call to money through six Fixers and t
his Netrunner. Without a response, he Netrunners, and finds hi
realizes he has been jammed and is "shoemaker". In less than tw
alone. The only copy of the story, and hours he has a new face, new
the film to prove it, is inside his digital and a new identity. He know
storage unit (DSU). there is a deeper story here.
The Arasaka troops are stunned Arasaka was killing its own p
by the grenades Emile has thrown. The next question is why, and
Emile sees the half-wrecked AV and had to know.
has an idea. He leaps into the open This scene illustrates some impo
cargo-door of the AV. Immediately he tant ideas about BlueBooking. One i
goes to the rear door and opens it. the extreme simplification, or total lac
He has to do it manually, because of, die-mechanics. If the idea or actio
the power is out on the AV. He gets fits the story then the action should b
the doors open and is greeted by the allowed. The Ref has to also reme
relieving sight of several News and ber that the character will survive th
Police AVs. He waves and is tracked incident (if it is a flashback), or th
by several spotlights. character would not be in the game.
The scene also illustrates the dif-
ference in the way that description is
used. Exact placement of the charac-
ters and furniture are not necessary,
because the feel and style are much

cene illustrates the


"crossroads event" that leads Emile on
a dangerous personal quest for one
of the most powerful Corporations in
the world. They killed his team-mates,
their own children, and his whole life.
He must make them pay. He is also
aware that he must remain under-
ground, or Arasaka will kill him.

he are three vital motiva-


s: survival motivation,
n motivation and heroic
rhese Motivations are the
basis for your entire character. It is
the "why" in "why are you here?"

SURVIVAL MOTIVATION
o you want to live? It is nec-
essary that all characters
(except maybe Goths in
CyberGen) have a reason to live. It
probably seems repetitive to some
concepts, but don't be fooled. It is all
too easy to call it quits in the dark
world of 2020. All but the most shel-
tered and powerful must deal up
close with the probability of death on
a daily basis. How have they made it
this long, and why do they go on?

TEAMMOTIVATION
hy ally yourself with
these people? your life
is on the line, as well as
your rep, when you throw in with a
team. Does your character lack
capabilities that are necessary for
their survival? Is there a common
enemy that threatens all? Were the
players drawn into intrigue by an out-
side force? There has to be a reason. as revolution each individual must
HEROIC
MOTIVATION
It can be as simple as a Band or have a stake in the change. Revenge,
Gang, or the complexities of ex- his motivation is a real neces- "The Search For Truth", Freedom,
lovers, former allies and friends. sity in campaigns that deal Personal Power; all these are proper
Meeting in a bar is usually more intimately with the "Revo- motives for change. This motivation
cause to fight than work together, lution." The term "Heroic" may be a lit- should not be a single thought. The
and this type of "easy in" is for inex- tle strong, but it is the only one that singular ideas and platitudes are only
perienced and bad referees. fits. In dealing with an idea as strong a starting place.
See the sample character sheet
to the right and the sample
lifepath on the next page for a
complete character example.
When you're twelve, hormones raging, logic doesn't bit morejewelry than is normal.
come into play much, and it was simple for Angel, as Hair: Leery is a150 conservative in terms of cut and
she called herself, to seduce him. Although she was only color. He currently wears his &-red hair short and
eleven, to Leerv, she was the look and feel of what a close with a part on the left.
as supposedto be. Leery didn't know any other !Affectations: Leery weaE a lot uf jewelry, but i t
vho had more than one child, and he had no zhanges form periodically. His one constant affecta-
;you simply did not sleep with your sister (even --. . . .- -. .. - . . . .
I . I
I. -
J I I.I
. I.
..I. .
J'
I

cd one) in beavewille. IDriversTMwith the eyecups.


.
: m e iaugning-smc~ut nis scnooi, nis
I I 4
Ethnicitv: Leery is of Irish descerit, but he has no idea
. I I I . * I , I I .

nd his family. In a blind rage, Leery's afthis. He looks pure white-bread


im for the whole sordid affair. Branding Languaaes: English +8,5treetsls
;,he had the boy sent to reform school. Motivations:
rate reform school is not a nice place. Traits: Leery is generally a very pri

. . . . -- - I II .I.I I

excellent crimini4 and a fair broker. It was a hard and is not really hirn.
brutal environmrsnt, and the braindance
. ., . . . were Valued Person:
. * . . sessions .
The. only
. person I I . I I I , . ..I,

v I" U I I VI "J , 'yv'


I, I U U " I111 II IVY" ,IrwvI I I I", Y.
r
""UJ I I I J L*WV J ~ J V V I . I IU IJ d w i i i MYU

$was her, and when he was fifteen, he even though he has had an occasional
It really wasn't very hard. In fact, i t was Values Most: Leery has a strong code crf honor. He never
0 -
;hey would no longer have to feed him. kord all of the time. He will never <
xr his escape Leery was able to spir- one he doesn't know or t h a t doe:sn't come highly rec-
n his father. The two eeked out a living ommended.
thinqs finally qot qood. Leery's one People: Leery likes people, he'd better in his business. He

pharmaceuticals because he received a good basic edu- spent a lot a f money on Angel, as she was a much more
cation in biology and such in Biotechnica's education material person. He still keeps many of her things in
system. His fraternity contacts in Biotechnica have hisltheir apartment.
also given him somejuicy bits of info from time to time. Life Events:
50 he did hi5 business, lived his life, and loved his true 16:Made an enemy on the local Police Force; a beatwalk-
love. Until three months ago. 5orneone killed Angel. er took a dislike to Leery and continually hassles hirn.
5omeone a t Biothechica.They did itj u s t to hurt Leery, 17: Made a lot of money: 900eb.
and they have succeeded all t o o well. 5ince there is no 18:Made a friend in the Mayor's office; it's only a sec-
way for him to find out exactly who did it, he is deter- retary, but has occasionally proven a good thing.
mined to bring the whole mother down. While digging for 19:Nothing really happened this year.
I
Much of the pigeonholing that a "Just livin' in the city is a
Rocker receives is due to the ignorance serious task /Didn't know
of the Referee and the player. If a cam- what hit him, didn't have
paign has a Rocker, they must be a piv- time to ask. " -I--T
otal point in the campaign. No one wants T ECHfES Six in the Morning
to play a Rocker who can't be a Rocker.
ROCKER5 A Rocker must have a cause strongly

BEINGA ROCKER
i s DIFFERENT
n 2020 the Rockers are the popular
rooted in their character-story. They
must be allowed to fight the "Powers
That Be." Not all Rockers are musicians.
Some are street-poets, others are politi-
cos. How the campaign is built is irnpor-
M any Referees don't like play-
ers who muck about chang-
ing the mles. T&s change
the rulesas a matter of convenience. Techs
are the most valuable characters in the
voice. In a world where there is a cow tant to how the Rocker is portrayed. If game in some respects. Who does every-
stant background of music, Rodcers the Player is not a strong roleplayer, then one run to when something breaks?When
have an important role in society. A Rocker the role will not work for them. a Team needs a hot piece of newtech
can be anything but shy. They can do any- Rockerboys are not followers, they are designed to their speafications-then the
thing-exceptshutup and toe the line. leaders to the end. Techidan's real power is evident
LE-~~ING
THEM What is considered normal techndo- ment in an irnportant technology (like
gy is really up to the Referee, but here aic UUWCI LUI I ~ UIImtion).
MANIPULATE
THE some guidelines that can help. The first is
ENVIRONMENT an improvement Improvements are sir
echnicians change things, repair ple modificationsto existing designs. Thc
things, and build new things. No usually involve things like making custo
one else in the Q k p u n k world grips for a pistol (to improve accuracy),
can do this. Sure, a Netrunner can cripple lowering the brightness of a lamp ( ne of the mlost exciting possi-
a huge corporation, but without his deck, decrease power consumption). E bilities with 1rech characters is
he's nothing. If a Tech wants to build improvement does not usually involve ai their ability to make physical
things that do not exist, then the Referee radical ideas, and shouldn't be more th; ! Net Net geogra-
has to deal with it Limiting a charactefs an Average skill roll. Improvement law, UIIV c,iiaitues miry in 2020. These
Special Ability just because it upsets the until the device is damaged in such a way changes are due? to the diligent work of
Refs carefully laid trap is poor refereeing. that it needs to be rebuilt Techs across tht? globe. Hardware alter-
The Ref has to realize that thars life, and . . . ..
The second is an innovation. auons inciuae (but are not limited to)
come up with something else. Innovationsare radical ideas that improve "backdoors," shunts, trips, and bugs.
One of the things that bothers a device's efficiency or effectiveness. An They also inchde ideas like building your
Referees most is the very broad descrip- Innovation would be something like the -..- ..,-.ii,-.~,
I u,.,III
In
i coopting an entire data-
tion of the special ability Jury-Rig. What development of the electrothermal fortress, and all the other things that it is
the Referee does not see are the great process to double the muzzle velocity of virtually impossible for anyone short of
roleplaying possibilities in the use of Jury-
'

,-
a firearm (Chromebook 21, or the signifi- wrporaie _-.
__.-- - resources
__ - - to do.
Rig. Even if the Tech has no tools or cant miniaturization of a piece of equip A hardware alteration can be as sim-
equipment, they can attempt a complex ment (greater than 25OIo). Innovations are ple as installing i# breaker in a major Net
repair. What the Referee must realize is much less common on the street, but do LDL, or sub-grid. That way, if things get
-. -
that there is a great roleplaying sequence occur. An Innovation should be a Very too hot, a nip of a switch will "shut down"
right there. This Tech cannot try to rig a Difficult skill roll, and should only last everything for about a half second (until
jumper without a piece of wire-so where about 1 year (by then it would generally the backup grids kick in). It could also be
does the Tech get the wire? They can be accepted as normal, if not superseded as comDlex as designing a replacement
scrounge off another piece of equipment by newer ideas) chip for a new satellite that gives some
or use the metallic coating of a gum True Invention does not happen as one totally untrac:eable full time access to
wrapper, but it should be roleplayed. Not
I

. . -.
much in 2020 as it used to. With so many tnar sareiiite. ui course designing that
I I...

everything a Tech does has to be "on the radical ideas already in use, it is harder to chip, getting it made to spec, and w i t c h
fly," some devices can be prebuilt come up with something truly original. An ing it with the real chip would be a small
invention is something like the cloning campaign in itself; but it's the coolest
PREBUILT DEVICE^ AND process (at least one that works), or bina- thing singe slicec1 bread.
GIMMICKS ry propellant firearms design (like the

T he world of 2020 is a world of


innovation. Every day things
appear in the marketplace that
were not there before. Even though
many of these innovations are simply
Army's M3 1a1 Assault Rifle System), that
renders existing technology clearly inferi-
or. Invention is always difficult Nearly
Impossibleskill rolls are common, but are
usually modified by time and good role
MEDTE

M
'CH.5
earechs are probably the
most difficult characters to
play in 2020. They are great
corporate improvements to earlier playing. In the world of 2020 it is not for a team to have around if someone
designs or ideas, many of them come unusual for whole bodies of knowledge to gets shot, or needs a new mod installed.
from the Street These street inventions be outdated in five years. True inventions Most of the time they just sit around
don't have the benefit of corporate will only be "special" for about five years. bored out of their minds. If a player wants
research and testing; they don't always Referees should remember that the to be a Medtech then the Ref has to plan
work all the time, and they are usually point of playing a Tech character is to definitive actions that they can perform, at
dangerous. But they do things that no innovate and repair things that no one! leastoncea session.
one else does, so they sell. else can. It is not uncommon for a TechI A definitive action for a Medtech is
A technician can prebuild things character to be built around a single, mnro I I lulG
th3.n ;I,
iai I Idst taping-up someone's bro-

that can help the team, protect them- invention. That invention can be a pivotalI ken ribs. If the team is involved in an
selves, or support themselves. When a role in the campaign as well which akaI extraction then Ih e Medtech could help
tech builds something that is outside the helps to delineate the Techs importance vy iaeniiiying loyalty devices" and trying
L . . :A--*:L.!-. "I-

norm (which is up to the Referee) then a and position in the Team. This invention (not always successfully) to remove, or
simple process can determine how long can be of varying importance, but should defeat them. The Medtech could possibly
it will last, and what quality it is. never be less than a significant improve identify the new virus that is killing people
Of all the roles in 2020 this role is the
most over-specialized. Medtechs should here are ways to delineate the
usually only be run in "Medtech" games. Netrunners role in the game
Medtechs are also considerably without unbalancing the atten-
less powerful characters because the tion given to the players. If you think of a
skills the need for their profession are Netrunner as a Sorcerer (from a fantasy
wildly different than those needed on the game) it brings things into a slightly dif-
street. A player-character Medtech ferent perspective. Try and visualize the
could be an average Medtech and a pitk programs in the Net as spells. The Net is
may seem a ful mover, or below "average" like an astral battle.
Edgerunner skill levels in both areas. All Timing is an important thing in
players. Remember the in all, an artful roleplayer and Ref are Netrunning. Some people may be
Average Gamer will be inclined to giving a Netrunner several
more actions per turn than normal, due
to that "speed of lighr myth. That is not
NkXRUNNER5 the reality.
Data and programs may move at
THEMOEX the speed of light across cables of glass;
DANGEROUS GAME the human brain, however, moves at
etrunners are sometimes trivi- about threehundred miles per hour. Just
alized due to their complexity. because a human is jacked in to the
It is all too easy for gamemas computer does not mean that their
ters to give the party an NPC Netrunner, brains violate natural laws. Once the
or an AI "slave" rather than deal with the Netrunner has initiated a program, then
second campaign that the Net adds to that program moves at the speed of
data. So for every turn the party has, the
Some Referees may feel that allow- Netrunner has one as well.
ing a long netrun sequence will cause all Some Referees may feel that this is
the other players to be bored out of their a little too limiting in terms of a stylish
minds. They sacrifice a key element of CVberpunk game. If that's the case then
the game, the "other world" of the Net, to slightly more attention could be given to
relieve a fear of losing the play-group's the Netrunner in adjunct ways as well. A
Ref could have solo sessions for espe
Netrunners are the truest cyber- cially long runs, or just send the other
punks. Alongside Rockersthey define the players for pizza while quickly handling
age. The Information Revolution ran from an important run. If the Ref feels even
the birth of the PC (say 1982) to the this is too disjointed, then giving the
invention of the cybermodem in 2005. Netrunner an extra action every turn
After the invention of the cybermodem without penalty (Only if they are jacked)
the Information Revolution was over; the could allow for that frantic netrun. Eg.,

of a requirement. It allowed the common THE sOFnNAF?E

human knowledge. To navigate this new


world the user did not even have to be lit-
erate! with the invention of the Ihara-

universe, like gods. mechanism to simulate the deteriora


puter write them a great piece of soft-
ware. In 2020 technology is changing
also takes several hours of program-
ming time, three hours for every point
WRIGHT-
daily. New programs are invented daily, of program-strength.
and so is new ICE. To keep the THEFRINGES
INetjocks on their toes, and keep them BUGS

A
Ibusy buying new software, I use the fol- ny programming can result he core of any roleplaying cam-
Ilowing guidelines. in a bug. In 2020 bugs paign is its characters; they are
occur on a fumble of the Net the single most important ele
There are three levels of software: runner's Programing skill. Bugs do not ment of the plot They are what makes a
Consumer usually occur in consumer code (very roleplaying game different than a stoty-
Customized occasionally a consumer program will they are the "heroes" (protagonists, main
Original. have a bug; roll a double-fumble, a one characters, whatever), but they have an
twice on a single D10, for this to active role in deciding what happens. The
CONSUMER occur). A bug will do one of two things. most important thing to remember is that
onsumer is off-the-rack code. It will either cause the program to run to have a successful campaign, you need

(3 Usually built by a high volume


distributor. The code in these
programs is usually easy to crack-they
poorly (-2 strength, negative strength
not possible), or cause the Netrunner's
cyberdeck to crash whenever it is acti-
to have characters that will further your
plot A Corporate PC won't be much help
in a street brawl, and a Nomad will be
don't remain effective for long. A pro- vated. Repair of a bug takes 2D10 helpless in a boardroom meeting.
gram's strength drops by one every two hours minus the Netrunner's Therefore you, as referee, must first lay
weeks, until it reaches STR 1. Consumer Programming skill. Access to an expert down your assumptions about Ute game-
versions of software usually cost about system cuts the debug time by half. where it will happen, what is its scope, and
half the listed price, except controllers, who are your players? Is your game going
which don't vary in quality much. ORI GINAL to change the world? If so, then you'll
riginal software is hugely probably want Rockers and/or Corporate
CONlROUERS
ometimes a controller will not 0 expensive and vastly superi- characters. If your game will be somewhat
or to most other software in more street-level, you may want Cops or

5 be able to access a piece of 2020. It is also very rare. The prolifera- Techies. The situations are not always that
equipment because the tion of expert-system technologies, and limiting, but the point is: you, the referee,
equipment's controller interface is rad- the lack of free time for most must deade what character roles you
ically different. This does not happen Netrunners make finding the resources wantheed in your campaign. Then they
often (about 1% of the time), and usu- difficult. Artificial Intelligences can, and will all fulfill duties and have purposes inte-
ally only in odd situations (the Mars do, write custom software. Few gral to the plot
Expedition mother-ship had a com- Netrunners have these resources, or Another point to remember is the
pletely custom vehicle interface to pre- can even steal them for long enough to idea of locationstressed characters. Some
vent Netrunners from messing with the do the job. Even with the resources of roles, especially Techies and Fixers, find
controls). Programmers can look at a a government, the strain of constant themselves tied to a certain area. Fixers
nonstandard controller interface and need makes programming custom are location-stressed characters because
write a patch on a Difficult Program- 'ware a herculean effort. So where do of the geographically limited expanse of
ming check. most users get custom software? They their networks, techies because of their
steal it. need for a workshop and a familiar area in
CUSlUM Stealing software is a difficult job in which to find parts. If your game is going to
ustom software is usually what 2020. If you steal the original then the be an crossnational road trip like Land of

C Netrunners deal in. It is small- developer knows its gone. If you steal a the Free, you don't want people who are
press software that a copy then someone else may have a tied down to one city; instead you'll want
Netrunner has someone build for them. chance at it as well. Custom software is skilled drifters, like Solos and vehicle
Then the Netrunner modifies part of horribly expensive to buy (usually five experts (Runners, from When Gravity Fffik,
the code to "personalize" the program, times the listed price), is prone to bugs or VehideSpecialized Solos from Home
and cut down on the software being (2 in 10 chance), and if "they" find out of the Brae). If you're doing a onecity
tracked. Custom code usually costs the it is stolen, you'll be hunted down like a game, a vehicle character is a bad idea
listed price and the strength erodes at dog. Original software degrades at a because he'll never go anywhere. A globe
a rate of one point per month until the rate of one point of strength every spanning (or even systemspanning) cam
program reaches half-strength (round three months, and can be maintained paign will probably demand an intema-
down). The Netrunner can keep the the same way as custom 'ware. tional cast of characters.
Becausethe most "typical" (the most might complain that such a character will and grudge matches would get even big-
commonly played) type of Cyberpunk start off with no money; true, but you and ger, and that means more roleplaying.
game is a corporatesponsored freelance your referee could work out a deal The potential adventures available to
extraction, many of the major character whereby this character gets paid for his a Corporate-oriented campaign are
roles see little action as player-characters. skills with drugs rather than for his numerous, and the same goes for any
Corporates, Rockerboys, Techies and Medtech ability, thereby treating him as a character-oriented campaign: imagine
Medtechies suffer from this problem. +9 Medtech for pay purposes. Non- General Hospital's emergency ward with
These "fringe characters" may be the stereotyped characters and a flexible ref- armed security guards. you've got sex,
least-played characters in the Cyberpunk eree are a great combination. drugs, gore, profiteering and lawsuits to
game, but their importance in the world Another way to make better use of boot! Characters could include the
of 2020 is unquestionable. It therefore the "fringe characters" is to work up a uncaring doctor who rides on his reputa-
stands to reason that they should be able campaign around them. A corporate tion (Medtech), the accountant who links
to provide a great deal of roleplaying boardroom campaign can be fascinating the staff and the management
enjoyment However, a few quirks of the stuff-imagine refereeing five corporates (Corporate), the combat-vet-tumed-sur-
Cyberpunk game as a whole, and these who work deals with and against each geon (Medtech), the nurse who's moon-
character roles in particular, must be other, vying for the economic prosperity lighting as a nightclub singer and whose
understood in order to build the fringe of an entire nation! Many players (and nights are too long for her days
characters' appeal and more successfully referees) shy away from such an idea, (Rockergirl), the receptionist who's using
work them into campaigns. because it is low-combat and unfamiliar the hospital's computer as a data haven
First, there is the issue of combat territory. The answer to the "low-combat" (Netrunner),the orderly who is selling the
While most players like to think that they complaint is that lowcombat is not nec- hospital's drugs on the street (Fixer), and
put roleplaying first and combat second, essarily a bad thing, that successful others. Now imagine the adventures when
this is seldom true. How many times negotiations and seductions can be just the city is rocked by riots-the hospital,
have you heard a Cyberpunk player say, as rewarding, and besides-combat can packed with trauma patients, is used as a
"I wanna shoot something," or "God, we always occur in the halls of a Cyberpunk fort by the riot police. All this, and the
haven't been in a good fight in a long corporation! As for the complaint of cor- words Trauma Team never came up once!
time." Most roleplayers enjoy a good porate boardrooms beings unfamiliar, The trick to running a character-ori-
combat once in a while, whether they consider this: how many firefights have ented campaign is that the referee must
feel guilty about it or not. Since many of you been in, and how many episodes of want to do it; such campaigns require
the Cyberpunk character roles are not LA Law have you watched? 'Nuff said. some extra background and research,
designed for combat, these roles see Campaigns built around fringe char- which means more time. The players
less use than Solos, Cops and Nomads. acters also make garners uncomfortable must also want it-not all roleplayers want
The way to solve this problem is to either becausethey also require that many (if not such unconventional characters or such
play them in a less violent campaign, or all) of the characters be of the Same role- unconventional campaigns. Thars fine,
to make the character combat-ready. A the wony is that either the characters will too. There's room for just about any char-
physically capable Netrunner is not be too similar, or everyone will play "my acter role in the good ol' freelance extrac-
impossible, Techies can work as battle- Resources is higher than yours." Not a
field engineers and demolitions experts, problem. In an allcorporate campaign,
and there are a lot of combat medics left each character could be in charge of a dif-
over from the 2nd Central American ferent division; each Corporate has a +8 ter roles! The Cyberpunk 2020 character
Conflict Don't get trapped by the stereo- resources, but in a different area. Consider creation section invites roleplayersto cre-
types of a character class. what happens when the Vice-president of ate new character roles with new Special
Breaking stereotypes is, in fact, the Finance needs some extra bodyguards Abilities. Moreover, several supplements
best way to free up your roleplaying due to death threats he's receiving. He have been published for Cyberpunk and
opportunities. A Rockerboy does not has to ask the VP of Security for some many of them contain new roles or new
have to be a musician-he may be a extra men, but the Security VP refuses variations on the old standards. Private
politician (see the basic rulebook and the because of the budget cuts in his depart- Investigators, Panzerboys, Prowlers and
Rockerboy supplement)! Similarly, a ment.. .cuts dictated by the Finance VP! Is Streetpunks are all possible choices as
Medtech doesn't have to be a surgeon- Security on the level, or is he holding a Cyberpunk characters.
he may have a Medtech ability of +1, grudge?Or did he actually send the death Following is a discussion of each
but his Pharmaceuticals skill could be as threats? The roleplaying possibilities are Cyberpunk character role. Their status as
high as +9. Such a character could be a limitless: betrayal, deception, greed, a fringe character or not, their roleplaying
walking drugstore, carrying gas sprayers powerbrokering.. .ah, Cyberpunk Another possibilities, and alternate roles that fill
and airhypos, boosting his own reflexes possibility for an allCorporate campaign the same basic niche in an adventure are
and knocking out whole roomfuls of could be one in which each executive is given. Read on, and leave the stereotypes
security guards. Experienced players from a different corporation. Powerplays behind!
creative. This is "tech artistry." A com- fights, right? Wrong. Medtechs can be
CORPORATE mon problem with Techies is their need agile, intelligent combat medics, offen-

T he most immediately obvious for a supply of parts-but remember the


fringe characters, Corporates abundance of autolathes, portashops
are usually the "bad guys" of a and microfactories (not to mention bath-
Cyberpunk campaign. However, when tub biotech and the usefulness of dis-
money is god, corporates can be messi- carded materials). Finally, some people
sive chemical and germ warfare spe-
cialists, corporate-oriented health
inspectors, gene-splicing biotechni-
cians, sly chemistry wizards, or mad-
scientist cybertech experimenters.Also
ahs-feared, respected or even loved by feel that Jury Rig is not a very useful abil- remember that any character can have
the general populace. They can also be ity, but keep in mind that it also allows First Aid skill, so unless you plan on a
moles, working to undo corporate evil "kitbashing"-the altering, improving, lot of surgery going on, the team's
from the inside. Corporates can also be recombining and inventing of new medic doesn't need to be a Medtech.
profiteering James Bond types; wearing devices from assorted parts. For many
a suit and packing a pistol, they go into players, the "MacGuyvef approach to MEDIA

W
the field and keep an eye on their oper- Techies allows for full interactivity with hether or not Medias are
atives. Variations on the classic role are other players, as does the specialized fringe characters is debat-
the political bureaucrat, known as an demolitions techie. An alternate charac- able, but it should be
Administrator (see When Grovip Foils), ter role for Techies is the Scavenger (from noted that if a campaign is not focused
and the legaleagle versions of Judge Widside). around them (that is, a media-reporting
and Lawyer (see Protect and Sene). team or a pirate media broadcast
MEDl-ErtLn group) then they are usually hard to
ROCKERBOY

T his is a fringe character due to

Rockerboy
the narrow view of a Rocker as
a musical performer. As the
supplement explains,
T hese characters get little work into adventures. This does not
attention because they are always have to be so-Medias can
seen as rather passive and sta- report while undercover, serve as team
tic-all they seem to do is operate in backups, act as conspirators, or even
sterilized environments or staple be employers for player-characters.
Rockers can be comedians, political together wounded Solos during fire- Variations on the Media include war
activists, performance artists, politicians
or street poets. A Rocker could even be
a religious leader, such as a preacher or
televangelist Also remember that not all
members of a band must be Rockers; in
fact, the singer is usually the only one
with Charismatic Leadership, while the
musicians can be any role at all as long
as they have Play Instrument (and maybe
Perform) skills. Rockers can also be musi-
cally-oriented without being stage per-
formers-DJs, VJs and MCs can be
Rockers as well if they have a message.

TECHIE

W
ith technology accelerating
as fast as it is in 2020,
Techies are absolutely vital
characters. They are relegated to fringe
character status because: few referees
worry about things like maintenance and
breakdowns, and few players think about
"tech artistry." First, remember that the
more advanced and experimental the
technology, the more maintenance it is
going to require and the more bugs it will
have. Second, Techies consider technol-
ogy an art form, an enlightened pursuit;
they take pride in their creations and
should be allowed to experiment and be
fficers or even corporate security and Cops; see the Streetpunk descrip-

Optional characters for Solos are plen-


an optional character role is the Spy tiful-there are Prowlers (from Wild-
from When Gravity Fails; the Spy can FIXERS side), Space Marines and Specialized
choose Credibility as one of his o much has been said about Solos (from Home of the Brave),
"cover" abilities and his other ability Fixers in the Wildside supple- Troopers (from Maximum Metan, and
can be whatever will aid his cover role. ment that it would be point- such new variations as ex-convicts and
less to repeat it here. However, if you military-service criminal-rehab candi-
need an alternate role to Fixer, try a dates can have specialized tactics abil-
ccupying much the same Private Eye, a Psychologist (with the ities.
position as Medias, Nomads ability of Psychology), a Con Man
tend to be difficult to inte- (from Wildside) or maybe even a
grate when the campaign is not Dancer/Prostitute (also from Wildside). ERIC
focused on Nomad issues. Many
Nomads wind up in edgerunner teams NETRUNNER HEI55.F"-
as second-rate Solos who drive well, hese are sometimes fringe-
and they never use their Family ability. characters because the Net uNDER5TmDING
This isn't fair to the character or the seems to be their exclusive
player, so some consideration must be domain. But this is wrong; Netrunners THE SHIFT IN
paid to a Nomad's niche in a campaign; are just extra-skilled at its use. Any PC p0-R
remember that Nomads do not have to can use the Net, and probably should
be vehicle-oriented. Urban squatters on a regular basis. As far as integrating hat are "fringe characters?"
can often organize into clans for pro- Netrunners-never forget the power of These are the lonely, least-
tection, but this is where the line is Controller programs! Having a netrun- played character careers in
blurred between Nomads, Vagrants ner around is better than carrying 100 the Cyberpunk universe: the Rockerboy,
and Streetpunks (see Solo of fortune meters of Detcord. As for dealing with the Corporate, the Techie, the
and below). Space-based Nomads are the Netruns themselves, the best MedTechie, and even the Netrunner.
also possible by using Workgangers or approach is to try to arrange the big Why are these characters ignored by
Space Pilots (both from Deep Space). runs between gaming session if that players? To understand that, you must
Aside from the traditional family-mem- will make it easier. And don't underes- also understand the nature and power of
ber, Nomads could also be well-orga- timate the valil e of doing a back- these roles.
nized truckers, Road Warrior-style ground check on someone through Conflict is a useful tool to analyze
raiders or oceangoing pirates. While their credit histc)ry and records (doing how a character operates. If you want to
h l r r m r r l r -r.. krr rl;fG-..1t
I X U I I I O U ~ LOII uc UIIIILUIL
tn ..-e i..
LU U ~ C
e "At.-.\
a ua-
yuLuI.
IC .,A,.
II yuu
.,
dant an alternate char- see what drives a character class, create
ditional" campaigns, a Nomads-c you're pretty a situation in which conflict occurs and
game can be wonderful; imagini ey're totally use that character's special ability to
cyberpunk cowboy story! resolve the conflict When a Solo is faced
with conflict, he usually shoots it Thars
his expertise. Thars where he put his
nce again, if your campaign 010s certainly aren't fringe career points, and that3 what his special
is not focused on them, characters-they're the single ability dictates. There's nothing wrong
Cops can be difficult to inte- a most popular role in with this-he is being a Solo, true to form.
grate. However, consider the possibil- Cyberpunk. However, ma)(be they But as a player, he is also avoiding the
ities of an undercover cop in the midst should be fringe characters; there are opportunity to roleplay his way out of the
of the player-characters.This is anoth- too many of these guys! Remember conflict. Fringe characters generally
er good place to use a Spy with Molly from Neuromuncef? SIhe wasn't require much more roleplaying to resolve
Authority and another ability. When special because she was a Solo-she conflict-a Corporate calls someone to
1 you have a "typical" team of edgerun- was a Solo because she was special. deal with it or delegate it to, a Rockerboy
nnre t h n x r ' m ~ m r i m i l l \ ri n n tn
LllGI uJuollJ
5
Lu ,,,-
Int nf illn-
P ~nnn
b,lrlll,
P ~ C n l n rhntaIt-4
W
uvlw a,lwulu ,care your gathers his minions and motivates the
E,

gal activities, so a better choice miqht - players;


.~ this guy's
- a professional killer! crowd to conquer it en masse, etc. In this
be a Private Inves;tigator (from Keep in minId that Solos have an sense, these characters challenge con-

p uu
-1- -^a
^^ L ^..^
^^
IIUL IIdVIZ
:.,
Hardwired and When Gravity fails). "uncanny ability to avoid harm" (as well flict indirectly. They don't deal with it per-
Also remember that C o-- ..^^
db L d U X IW, so it's not possible that sonally, but instead utrlize other tools that
to be city-employed policemen; they every member of a streetgang or secu- may not be as quick or effective as a
can be CIA Law-Div, Interpol, C-SWAT rity unit will be a Solo (they're Punks Solo's. It makes the Corporates, Techies
enough to rely on their roleplaying capa- for play. In order to do so, however,
bility as a means of conflict resolution, or the referee needs to do the same
because they don't see a way to get thing for himself, and thinking 'outside
these characters in on "the action" of the the box' isn't always easy.
game (i.e. combat). This chapter focuses on more cre-
It's easier and faster to rely on the ative ways to utilize the fringe charac-
dice. Players get a chance to vent their ters (Rockerboy, Corporate, Techie,
frustrations with the conflict this way, Medtechie & Netrunner), either as
and if something goes wrong the dice player characters or active NPCs.
., *
can be their scapegoat With fringe char- These examples are just to act as a
acters, the intelligence and wit of a play- jiump-start to hell3 you think of these
er suddenly becomes the measure of Iroles differently. I3y no means are they
his charactets success, and those are
. .. .. . ..
tne limit or tne character. If you've
hard things to measure. If a player rolls ialready invented clevcer ways to play or
and misses a target, he knows three Irun a fringe character in your cam-
things: 1) the die roll is responsible for rr-.i"..
baiyii, L A Laa
*a
lccl 1~~~
..-*
LU use these examples

his miss; 2)he has a substantial number as fresh character ideas. If you've
that he can affect with luck points to been having trouble integrating a
reach his goal immediately; and 3) he fringe character into your campaign,
can blame the die roll on bad luck. or you've been ignoring one or more
When a player 'misses' in a roleplaying of the character Roles for too long, this
scene, he has no obvious number to chapter should help you out of this sit-
affect Peer pressure could easily make uation. Every Career Role in
matters worse-instead of labeling the Cyberpunk is a unique and important
PC as "unlucky" he could be called one. Some are just misunderstood.
"unprofessional" and "irrational" due to
errors in roleplaying. Not good. THEROCKERBOY
This is one of the main obstacles to s stated in the Cyberpunk
overcome with fringe characters. An- 2020 rulebook, the Rocker-
other problem is stereotyping. boy can be much more than
just a rocker. The challenge with the
Rockerboy is to make those other sides
EREAKING more appealing to players. Here are
FROM THE
INDANCER
STEREO7W is your adrenaline junkie.
s contracted with a maior
s Kermit the Frog once said, 1 production studio to live life
"it's not easy being green." on the e(jge and film it as he goes
It's not easy being a fringe along. Danger is a pseudonym for
character, either. Generally, when a per-
~e-
eurodollars. 30 *
wno aoes
I ~

rnis . .. .
... suiciaai
son thinks "Corporate" they think maniac hang out with to get the
"sleaze in a threepiece." Rockerboys biggest bang for his buck? The other
invoke images of grundgy, heavy metal PCs, of course! He doesn't have to
guitarists with wild mohawks and wilder involve himself in the combat to
wardrobes. Techies are seen as become marketable. He just needs to
Cyberpunk's repairmen - toolbelts, find an audience to appeal to and a
greasy faces, and faded jumpsuits. product or service to sell.
These stereotypes are two-dimen- Example: The PCs launch into a
sional and they need to be broken. barroom firefight when Jake, the par-
To increase the popularity of the ty's braindancer, spots an unattended
"fringe characters" of Cyberpunk, the beer bottle on a table at the other
has secret contacts through-
:ity, and his followers grow
But he’s a thorn in society‘s
le needs protection.
iple: Tanya leads the West
ztion of the River Raiders,
Petrochem’s efforts to utilize
c Ocean as a toxic wastebas-
Jgh her network of spies, she
3 t Petrochem plans to load a
II of chemical hazards, set it
a, and sink it with a modified
bmarine. The media will be
that an unknown aggressor
ship, and neglect to mention
. Tanya needs to plan and
a mission for the party to stop

ICK BAND
good team campaign can
be built around the concept
L of the touring band. To
successful campaign around
ept, all players must want it to
and (as trivial as it may seem)
! must be happy with their
e band. If you have three peo-
ryant to be drummers and one
its to be a singer, you have a
Small conflicts are fine in
Ises, but you don‘t want the
rs to overlap too much. Read
for more inspiration.

.ORPORATE
he Corporate is the wheeler
and dealer of any group.
Unlike the Fixer, who usually
* jobs to come his way, the

Corporate creates jobs and missions.


The Corporate has an objective to ful-
fill, and will utilize all the resources
necessary to get the job done. Here
are some ways you can mingle
Corporates with other PCs without stir-

end. He runs, dives, leaps, and rolls THE UNDERGROUND


his way to the table, dodging gunfire REVOLUTIONARY THE TEAM’SFINANCIER
and other flying obstacles all the f the party knows he’s floati
while. As he grabs the half-empty beer born leader, and most likely the bill, chances are they
bottle he announces (for the benefit of leader of the PC party. He is mind that he’s with a firm.
the braindance) “1’11 risk life and limb
for the cool refreshing taste of ture of (insert corporation or govern- tionary, because he can fund the
ment here) to right the wrongs it has lution from his company’s PO
especially if he has permission to do around the dimly-lit basiement table starting their own business togettier as
so. Why would that happen? Think of and waits for their Techie to emerge mutual allies, instead of competinlg with
how happy DuPree Chemicals would from the dark. He arrives 1with a strange each other as in the previous example.
be if Petrochem were out of the way.. . handgun. This is usually just an extension Iof the
'Tell them what you clid to it" says Entrepreneur concept, except th,a t the
THETEAM% IN-HOUSEJonah. focus will be more on something like
CONSULTANT "Well, I just bored it c
t hold 12mm the Stock Market or other Corplorate-

T his Corporate works well as an rounds, stabilized it up here with these specific skills, because you don't need
advisor to the PCs when they vents, restructured the framt?withtitanium to fit the Corporate with the rest Iof the
negotiate or meet with other so it won't require a cyberai*mto use-"
Corporates. The character is usually
group. They are all company mer1, and
"Ladies and gentlemerI, if we start to they are all interested in making
retired, so he's older than the rest of the mass-produce this pistol, it Icould rival the money. A small stock brokerage fiirm or
party, which can earn him some respect works of Eran Malor. I can *.,-YCL *La u IC &.--I- ^ -^_^--I-_
IUI I U ~ d Illdlld&J~lll~Ill
----
CUIlSUltlng
I&.-- r.
Tlrm Could
In order for this Corporate to function, to start this little project, Ratchet can deal work . ..- wide
- . ._.The . .. and unusual client base
however, you must present a number of with the manufacturing end, and you is the drive c)f this campaign.
situations where his knowledge and skills edgerunners can expose its power to the
benefit the rest of the party. public!" THETIXHIE
Example: Mr. Johnson shakes the

I
n order 1for a Techie to be an appeal-
hand of Nicklaus (the PC Fixer), smiles, ing and active character in the party,
and steps into his sleek Luxus THESPECIAL PRWEC~~ and not just the paws "mechanic,"
Nightrunner. As he drives away, Jonah DEPARTMENT. 2 2 ~ 0 ..^.. *-
I I C ~ ULW make his talent and trade
yuu ----I
(the PC Corp) steps forward from behind FLOOR much more important to the team. To do
the rest of the party and shakes his head
at Nicklaus. "Mr. Johnson isn't from EBM,
Nick"
'What do you mean?"
Y ou can successfully run an all- this, you may need to expand upon the
Corporate campaign in special ability of the Techie, and allow the
Cyberpunk, but the feel is much player to create something new and
different from the gritty, violent, street- improved, rather than limiting his charac-
'The parking sticker on his back win- level action. Promotions, terminations, ter to tempo1rary repairs. Essentially, you
dow. I've seen those stickers before. transfers and raises become the main need to let t he~Techie "MacGuyver" items
They're executive parking permits for the tools of drama in a Corporate campaign. and equipme:nt If you have a creative
Arasaka Building here in Night City." Business knowledge is a prerequisite. payer, ne wdl find ways to improve the
_I L- 2

Watch how television shows maintain a team's effectiveness, and might even
THE ENTREPRENEUR corporate feel (like LA. L w ) and try to make some money for his work
Corporate doesn't have to adopt those techniques into the can1-

A work for a huge firm to be paign. Morning meetings, budget propo:S- THESnR E E T S M A R T
corporate. He may be start- als, "who's got the sexiest secretapr
ing his own small business. If so, help games, brown-nosing, and other aspeci
1NvENl-UIR
nows what the people want,
from other PCs becomes vital to start- should comprise a standard sessioi =use he works with them
ing and maintaining the business- Other Career Roles can fit with the struc :ry day. He knows the trou-
Techies as inventors and hardware ture, such as Netrunners (programmer:s) bles that mak:e life difficult for the rest of
support, Netrunners as bookkeepers and Solos (bodyguards), but in order t o the party, and he has the skills to help
and snoops, and Solos as "marketers." maintain a corporate culture, Corporat:e them arouncI those problems. A suc-
Fixers overlap in this example, so if PCs need to outweigh other PCs by a cessful inventor has two basic attributes:
you already have a Fixer in your cam- ratio of 2 to 1. a creative imagination and an unwaver-
paign, make sure that he's interested Example: "I heard Smith was up ing determiniation to make things work.
in the vision of the Corporate and can here late last night, working on some- See Corporate Entrepreneur for more
work with him as a potential partner in thing." team integration ideas.
the business. The entrepreneur idea "Oh yeah? What do you think?"
works best if the Corporate wants to "Idon't know for sure, you know, but Ndri I Irl -
Example!: Ratchet walks into the
.--innor'c nd i c e proudly and places his
start a business that interests the other from what I heard, he was snooping latest accomplishment on the counter.
PCs, so make sure the concept is right around your office. And he charged "What is this? asks the Netrunner. "It
up their alley. A software training and some photocopies to the Arasaka looks like a credit card hooked up to a
consulting firm has little room for account." cable."
Solos. 'That bastard thinks he can take 'This is your money ticket, my friend.
Example: "Ratchet, bring in your Tanaka away from me.. ." plug it into your c y b e r d e wab up to any
prototype," says Jonah with a smile on A friendlier version of the ATM machine in Night Oty, plug in the card
his face. The rest of the team stands Corporate campaign is with the PCs and 'bingo!' Instant eurobucks."
"sure! They m ' t be well defended, 00 many times have I seen the
since iys never been done before, and if I'm MedTechie reduced to the paws
right, you might be able to follow the data "first-aid guy," ordered to patch up
stream to the main bank datafortress and the Solos when they flirt with death. players
have fun through the back door." who try MdTechii sometimes have the
notion that they can play them as solos with
THESVSTEM self-healing powers. Don't let this happen.
HARDWAREBUSINESS As a referee, you have to give the
Techie-Netrunner team can MedTechie more power, but on the
make a frightening group of MedTech side, not on the Solo side. One
data thieves. All they need is option is to have the MedTech roll add to
a fairly legitimate consulting or repair AwarenesNotice. With this option, a
business to get them in the front door. MedTechie can walk down the street and
This type of campaign takes a different say "that guy is on Blue Ice.. .that gid has
angle in that information becomes the skinweave but she's getting a rash from
tool and trade of the game. By doing so, it...tf.lat borg is having problemswith cyber-
the referee must provide and maintain a ware rejection.. ." Here are some character
large amount of corporate data for the ideas.
PCs to acquire and trade. If the referee
isn't interested in building a complex THE **PHARMACIST..
network of plots and secrets, this is not fyourplayersoryourPCsaren'tbigon
a good campaign to launch. Things can morals, a MedTech who invents drugs
get complicated overnight The benefit for resale is a nice option. The phar-
for a data-heavy campaign is that player macisct can manufacture drugs to suit a
involvement can increase dramatically. variety of puposs-ambat, euphoria, fear,
A good player loves a good mystery, death, etc-and sell them to the highest bid-
and almost everyone loves handouts der: corporations, Fixers, streetscabs, or the
and props. If you can devote the time other PCs. The pharmacist is also easy to fit
and effort have fun. into a campaign like the Entrepreneur, as
Example: W e got a call the other he'll need a F~er to do his negotiations and
day from Biotechnica. One of their net- spread the word, Solos to "test" the new
working processors went through a melt- stuff, and Corporatesto bring in the big cus-
down in payroll 'cause they tried to handle tomers.
all the personnel accounts in one day. Example: '50 hodd it go out there?"
They called us to fix it" asksC-Proof, the team's MedTech.
*...And? What did you get-account "Not well. The first ten minutes were
numbers?" asks the Netrunner. great-we were faster on the draw, quicker
"H& no. They had that all locked up. to find cover,and smoother on the delii
But we did have full a m to the HR ery-but it went downhill fast Midway
datafilesfor every Biotechnicaemployee in through the rumble, Tony shot a ganger in
the state. We had to make sure that the the head. Itkilled him instantly, butTony kept
network functioned properly, you see," pluggin' away at him like he was goingto get
states the Techie. up again. He emptied his dip, reloaded, and
'I'm still waiting," the Netrunner says started in again on the poor guy. Then
Jacob started convulsing.. ."
"Covert operations. Internal Affairs Warning: this is not a good way to
department Twenty-one names of individ- build a l o n p t m campaign, because it is a
uals hired to spy on their own company! high-risk occupation. The main drive of this
Forty thousand lines of data." approach is money. Drugs can make you
"Beautiful, beautiful... I'm sure there very very rich, especially in 2020 when
are a number of people in Biotechnica everyone is lookingfor an extra edge, but it
who would like to know those names, can also kill you dead. If the drugs don't do
along with a detailed briefing of their mis- it alone, the Cops and other fighters of the
sion and findings." cause will, I guarantee it
M E many Qbepunk referees in my time, and Be PEPared for the Net Pick up a
I've rarely found one with a Cunctionat cam crossword pNuzzle book and generate
RESEARCH
ER . .
paign that has a PC Nebunner. irue, mere
- - F Y

some stanclard datafomesses. It isn't hard,

F or all you tcxhnology bufk,this is the


charaderfiDT you! The researdw is
an ex- lorate Meal& who has
taken his skills anc3 kndedge (sometimes
secretfylfromaca~rporationand decided to
are problems with integration and yes,the
Netrunner rules are a lot to swallow at first+
but the Netrunner is such an important char-
acter dass it shouldn't be ignored. Here are
a few ways to make for a smoother game.
and it only takes a few minutes if you have
the proper section of the Cyberpunk book
in front of you. Jot down a few notes about
IC programs and other essentials, then get
your numbers in a row. Have the strength
hs Own m.- ur3 b e"
LG. I IC u (Ill C A p u L 111 IIU
-,I____ - __ .
. _ ..._
01 ail programs ana weir iocauon on one
I L.

field, and he has several innovathe projects PUT HIM IN THE FRONT piece of paper so that when it comes time
he's been wwking on to introducenew- SEKT to do battle all you have to do is roll a die
nologytothe makcd He is an Inventor likethe
Techie and an Entrepreneur like the
Corporate, but his 5geciaky is cybertechnolo-
gy or biotm.A x a t k player can really
have fun with ttlis, too. What about a
N ormally, a Netrunner's power
comes with the fact that he can
!dike anywhere, anytime, through
cdlular or landlinemodes of communication,
do hs dirtywok, and be gone without ever
and add it to the number. A little work on
the front end will save you a lot of panic
during a play session, believe me.
Improvise on the fly. If your Netrunner
is doing somethingthat you didn't expect or
Skinweave that ahD functions as a disguise joining the team. you have to stop this. you if he's doingsomethingthat takes more com
feature and changies your facial strudure? have to put your hacker into the action, have plicatd addtion (jugglingactive and inactive
What about nanotechnology that can identtfy him physically run with the team on their mis- programs with hs demons while operating
the storage portior1s of the brain and copy sions or Operations. you can force him into invisibly), toss out all the timeconsuming
data from someone!without them knowingit? doing so through a number of dirty (but math and have him make one quick
What about Q 4 x d kmrdon?your imagiw effectiw)trids. Interface or Programming test to see if it
tion is your limit Ju!st make sure the FC goes Memory delay.Is your Netrunner mak- worked. Forget numberaunching. Concerr
through trials anId tribulations like the ing hs m s longdiince? He might not trate on turnaround time.
streetsmart Invent0r. know that all incomingdata for the buildingis "Shecannotgomuchfaster,cacaptain!"
sent through a memoly M e r (a physlcal Inthe Net, informationtravels at the speed of
TRAUMATEAM
ICENTRAL piece of hardware) before moving on to any light Things happen incredibly fast Just
fyouhaveencxlgh MASH. fans,a cam internal locations. Suddenly, mister Speedy remember that your PC operates at the

I paign focused on a Trauma Team


response QrolJP can be lots of fun. The
problem with this cmcept is that the team's
pay can boil dowr1 to one single roll of a
Gonzales doesn't operateat the speed of his
thought He operates at a penalized initiative
(lets say -5)during the entire netrun, and
there ain't a thing he can do about it
speed of thought Granted, thought is still
faster than that dumsy middlemanknown as
your motor skills, but iys not dramatically
faster. When the Netrunner is in the Net dur-
Mdechii. If he faiIs to save a d i m s lie, the No external access Hey, ifthere isn'ta ing combat, have him d l initiative with the
commission is lost and the team doesn't get completely good reason why the building rest of the party, adding his Interface to the
paid anything extr;a for their &ces. Bad would be hooked into the Net at the time of roll. Allow him two actions at no penalty
news. you can atlleviate thii by allowing inbusion, it won't be. It would be suicidefor a instead of one (to simulate the speed of
MedTedliitotly28 a group, thereby receiv- company in 2020 to leave a door open like thought) but no more. This will keep the
ing bonuses to theJr roll. A good response that Looks like speedy Gonzales has to get whole Scene moving much faster, especially
team is comprised A* a3 h1nrn-A Im'lnti hLwu rrr
inside and access a terminal if he wants to r .-.
.t-- .
-
.
-.
,
-
A L....
II yvulc: pIqJalt!u IUI
u-- ---I--.
ult: WIllUdL
Solos (bodyguards), and a few MedTechii deactivate the security grid. Ultimately, you can extend the roles of
hedical personnel). The drive of thii cam a character by reexaminingthe special abili-
pagn is the ovlervvt.lelmingnumber of emer- FAEVER,
FA-, ty and inwking the question: 'What else
gency responses for the team, illustrating a FASTER! could I do with thi? Let this be law: judge
truly dark future through the use of violence ow manytimes haveyou turnedto not by the name of the character dass, but
anditsresults.It'sa~ggoodifyouhaveafew
triggerhappy players who don't understand
the consequences of their violent actions.Of
H work with your Nebunner and
notice the other players sb'etch,
yawn, and leave their seats? When a
by the spedal a b i l i that governs it instead. If
you follow thii mantra you will eliminate the
need to constantly create new character
course, this is atso a very depressing cam Nebunner is in the Net iys just like another dasses in the game (which, as we all know, is
paign because of the mass amounts of car- character going out of town to do something: the way other roleplayinggamesthink it must
nage seen by the team everyday. no one else is induded. you HAVE TO be done). Use what you have, and don't be
SPEED THINGS UP in the game to keep the afraid to imprave upon it if iys not quite what
THE
RE~UVINAT~NG a t t m of your players. You can do this you need. There is no need to rewrite or
N~UNNER best m a anematic combat style (see Craig's reengineerthe system to 13the framework of
d d up your hand ifyou havea PC

H
explanation in the Combat chapter for more) a new character idea. There is,however, the
Netrunner in your campaign. If iys because you won't be tied to ensuring an freedom to stretch and squeeze things to
up, you're a rare breed. I've met ulbwealistic feel during play. help you run a better game. Good ludc
CHARLIE It can be very hard to find new ways
to play an old game. They always seem to
Having diagnosed what might be
your obstacle, how does one overcome
boil down to, or gravitate towards, black- it? If you are a natural at approaching
he most common type of clad elite professionals.These games are things in novel and creative ways, you
Cyberpunk campaign is one trapped in the power of the cliche. only need a story to work with. If you
based around high-tech merce- Cyberpunk started vibrant and imaginative. have a story, but no ideas on how to
nary cyborgs doing things that are ille- It was a new approach to dystopian future spice it up, you probably only need
gal, dangerous, and daring. Dark heroes fiction because it combined the dark more world detail. Then again, you may
bursting the bonds of an oppressive future with wild energy and immoral need both.
corporate state or riding the capitalist greed. Dystopia was no longer limited to
wave to the fullest, selling their talents mindless obedience and oppressive con-
to the highest bidder. This is the gener- trol. Cyberpunk was a growing, moving, STORY
oming up with a new story can
al frame of the basic Cyberpunk game emotional masterpiece of a sleek and
and almost every player and GM has chaotic world. It was a vision of a wild and
seen or run it. It's fun and exciting, but free future. Horrible only because it
when it gets old, it's usually hard to find reflected the corruption and selfishnessof
C be tremendously difficult. Cyber-
punk lends itself very easily to
elite black-ops team stories and seems to
gravitate in that direction whatever the
new and interesting avenues to explore. the decade it was started in.
story. Whether you want to resist this as SEARCH AND DE5TROY she have? Does she have any identifying
the GM is up to you. Before you can stray CLlCH& habits like chewing nicotine sticks or play-
from your theme and story though, you ing with her bangs? What is her voice like
need a theme and story. There are gen- he second way to find a story is and does she have an accent?
erally two ways to come up with a new to figure out what's been done When detailing NPCs, think about
type of *punk game. The first is emu- before or too often. It is effec- all the little things that make that char-
lation and the second is cliche analysis. tive but time-consuming. It requires that acter more real. Compare them to real
one scrutinize the old story and cam- people and see if they are believable or
EMULATION paign setting, find out what ways the if they're cardboard. Give them a soul

T housands and thousands of


stories exist on tape and in
books that can be used as
game hasn't gone, then going them.
A group of characters has done
every black-op and dirty deed in the
along with their body.

ORGANIZATION5 & cOMPANlE5


source material for a Cyberpunk cam-
paign. If the plot premises of these sto-
ries were good enough for their audi-
ence, they may be good enough for
you. Emulating is basically mimicking
book. The GM scrutinizes the game and
decides that there hasn't been enough
diplomacy lately. One day a case of mis-
taken identity drags one of the charac-
ters into a management position in a
W hat are the group entities
of your world? Cyberpunk
offers a wide range of
companies and groups for your
players to get mixed up with. yet it's
an idea style. The stories you emulate large corporation. The real manager is up to you to make these groups live
don't have to be science fiction, futuris- dead, killed in a hang-gliding accident in your campaign.
tic or dystopian. They don't even have The real corporate had an important Certain groups have their own
to be fictional. All they have to be is deal only he could make this week so particular flavors. This more than just
interesting to you. the company offers to pay the PC to a theme, which is a superficial mani-
Consider the Twilight Zone story impersonate him. Little does the PC festation of the group's soul. What are
"Terror at 50,000 Feet" where a man know how sinister the manager was. By the feelings, attitudes and methods
with acrophobia is terrorized by a crea- the time the funny business starts to that permeate the organization? Do
ture ripping up the plane he is flying in. show itself, the PC has already pocketed they have a certain uniform, or hand-
Of course nobody else sees it and the money and has no choice but follow shake, or tradition? Every group
nobody believes his screaming. He is through. These are not problems that approaches problems in different
the only person who can kill the mon- can be handled with guns and everyone ways with differing levels of organiza-
ster. Involve the players in a conspiracy is looking the Ws way for orders. tion, zeal, logic and effectiveness.
concerning new kinds of cyberassas- What makes your groups tick?
ins. They encounter these weird new
hitmen and women and have to DETAILING CITIES

I
stopljoin them. f the problem with the campaign is
Emulating doesn't mean copy an
idea word for word, plot-twist by
plot-twist. Pick and choose what you
want, tailor it to your game, then use
not the story but the flavor, con-
sider adding detail to the world
and NPCs. By creating new and different
places and people, new flavor and life
C onsider very carefully where
the players are and how it
will or won't affect them.
Cities have personalities and meth-
ods just like NPCs and organiza-
it to start your game. Once the ball is can be infused into a game. Often the tions. Think about how the city or
rolling, use the fresh start as a game becomes more memorable and building or vehicle will interact with
springboard to take your game far fun if details that excite or hook the different characters.
beyond the original story being emu- imagination are added. Situations may Different characters interact with
lated. For example: even become so vibrant that they their surroundings in different ways.
The Hobbir is a story about a group almost run themselves. Ever notice how some of you friends or
of Solos who hire a Fixer to help them maybe even you just seem to attract
scout areas and steal important items NPC5 weird and frightening people or situa-
or information. Along the way they ome say that as much work tions? In your game, you might anthro-
meet a booster gang called the "Orcs"
and acquire high-tech new weapons.
They capture the mountain military
base and the wage a war against the
5 should be put into each major
NPC as a good Cyberpunk char-
acter. Background, motivation, character
flaws and habits, all might be considered.
pomorphize that kind of coincidence as
the city not liking or toying with a char-
acter. It's up to the GM whether or not
the city or wherever really is like that but
rival corporations that want a piece of Think about the history that makes that the result is that characters will have a
the base and its valuable contents. All NPC who she is. What are the reasons for certain karma in relation to certain
this is, of course, managed by a myste- her actions and choices besides moving places. Consequently, a certain flavor of
rious old Corporate with a lot of pow- the story? Does she have a short temper person or event will happen to them in
erful connections. or is she careless? What other flaws might those areas,
you're set What's more, imagine what referee will constantly be thinking, "How
John McClane could have accomplished will I fit the players into this part of the
m see it, it if he'd had a Netrunner with him! story," or 'What will I do to the charac-
ling. What do This characteristic familiarity is what ters next?" When a campaign is story-
impaign look makes 2020 so multi-dimensional- oriented, the referee creates a story first
iiKe! wnar a cnaracrer, company, gang or Cyberpunk adventures can follow muggers and then tries to work the characters
city looks like can be as influentialas who or stockbrokersfrom the streets to the sky- into it, while in a character-oriented
and what they really are. Before, we scrapers. However, the variety of cam- campaign, the referee figures out the
described things to think about that might paign Qles may not be immediately obvi- characters first and then tries to come
give your campaign elements more of a ous to all referees. The traditional adven- up with stories for them to participate in.
soul. Things that give your game wind, ture usually follows this model: a group of At the risk of seeming overly critical of
fire, life and all that kind of stuff. But what freelancers, skilled in illegal activities, are both options, in story-orientation the ref-
something is under the surface can be called together by a powerful patron who eree's work comes first and in charac-
totally different from what it looks like. hires them to perform some kind of extrac- ter-orientation the player's work (the
Looks go hand in hand with the soul tion. The freelancers research their target creation of their characters) comes first.
of the element you are detailing. They say and then perform the extraction (be it of There is a third possibility, which is
that form follows function. you may want data, wares or personnel), and are then to create a campaign which is equally
to consider how far one's look is from its betrayed by their patron. Chaos ensues, character- and story-oriented.To achieve
true demeanor. An antiseptic corporate and the freelancers are lucky if they this, the referee must first sit down and
community might have a thriving black- escape with their lives. Sound familiar? decide what he wants his campaign to be
market and underground community. Is There can be much more to about (seeTopic 1). After coming up with
that man in the suit really a powerful cor- Cyberpunk than this. Although the a rough plotline and its character require
porate or just someone trying to get adventure model given above is not by ments, the referee has the players create
noticed? Then again, sometimes a cold- any means wrong or unenjoyable, it is characters which fulfill the plotline's
blooded Solo is just a cold-blooded Solo. rather typical. Those Cyberpunk refer- requirements. This method ensures that
ees who wish to break out of the mold, during the course of campaigning the
and those players who would like their referee will not have to fit the story to the
BENJAMIN referee to do so, will find many oppor- characters or viceversa. Equal orienta-

WRIGHT- tunities; campaigns in the 21st century


can have many different styles. A cam-
tion is the optimum choice for any cam-
paign, but unfortunately it is not always
paign's style is dictated by several key an option-players and referees can sel-
STYLE = SUESTANCE elements-its orientation, scale, setting,
morals, technology, violence and even-
dom afford to be so well-synchronized.

e orchestrate holy wars tual goals are all determining factors. SCALE
between corporate church- The broadest factors in determin- cale is another universal ele-
es and technocrat philosc-
phers. We send commandos to rescue
political prisoners. We lead narcotics deal-
ing a Cyberpunk campaign's style are
shared by absolutely every roleplaying
game. The issues of orientation and
5 ment in campaign stylization.
Whether your game is prehis-
toric or multidimensional, its scale will
ers on bloody quests for vengeance. What scale are common to every game, be always have the last say in what can hap-
in the world could we have in common? they fantasy or science fiction. Even if pen. Scale defines the potential limits of
Cyberpunk We referee the roleplay- they are not considered beforehand, the campaign; the character's ability to
ing game of the dark future, which is as these two ideas define a campaign at its influence their environment and the rel-
multi-facetedas the the world upon which most basic level. Understanding these ative importance of the story's events
it is based-ours. One of the beautiful concepts gives the referee a strong are part of the scale. In Cyberpunk, the
things about Cyberpunk is that it is similar foundation upon which he can build his scale can be as small as the activities of
enough to our own world to be immedi- campaign. So what exactly are they? a neighborhood protection gang to the
ately familiar; we can therefore take famil- machinations or corporate CEOs. The
iar ideas and transfer them to a ORIENTATION "standard" cyberpunk adventure (the
Cyberpunk setting without having to rientation is what the referee previously mentioned freelance extrac-
reclassify every element. Imagine, for a
moment, how easy (even inviting)it would
be to make the famous film Die Hard into
0 focuses his attention on the
most when he creates his
campaign. There are really only two pos-
tion) is rather moderate in its scale-
although the results of the characters'
actions could change the balances of
a Cyberpunk adventure-almost nothing sibilities for a campaign's orientation: the global power (if they were stealing
would need to be changed. Just throw in story and the characters. When running a cloning technology from one corpora-
, some cyberlimbs, change the names of campaign, a referee will work the adven- tion to another), the immediately palpa-
tures around one or these subjects. The ble fallout of the characters' direct
involvement is rather well-contained.
Generally, they will kill several people,
cause some respectable property dam-
age and cost somebody a good deal of
money. However, they will not be per-
sonally overthrowing nations or any-
thing of that magnitude.
The rule of thumb in setting a cam-
paign's scale is this: if any typical char-
acter could perform the actions
required of the story, then the scale is
rather small-time. However, if only very
particular characters could achieve the
goals of the campaign, then the scale is
increasingly large. For example: any
number of streetsmart tough-guys could
serve as a neighborhood protection
gang, but only a very few elite power-
brokers could dictate the policies of the
megacorporations. A Cyberpunk referee
should try to settle on a scale before
play begins (agreeing upon a scale with
the players is even better, but not
always a possibility). Think about
whether the player-characters will be
changing the world, their nation, their
city, their street, or their wallpaper. No
scale is better or worse than any other,
but the referee should try to choose a
scale and stick with it

5ElTING

A
fter the universal elements of
orientation and scale and
established, the next step is to
establish the campaign's setting. This is,
quite simply, where the players will be dur-
ing the course of the campaign. The tradi-
tional setting for CVberpunk campaigns is
urban. More particularly, the majority of
Cybepunk campaigns take place in and
around Night City. There is nothing wrong
with this-cyberpunk is primarily an urban
game, and Night City has an abundance of
source material and is well-populated with
NPCs. However, since Cy6epunk is con-
cerned with Earth approximately 25 years
from now, the possibilities for campaigns
settings are as varied as there are places
to visit today. Since these possibilities are A single-city campaign could occur could occur in all of Australia, or could
too numerousto individuallyaddress, con- in a real city like Washington DC or in a cover the many countries in continental
sider instead the different ranges within fictional one such as New Galveston, off Europe (such as furotour). A campaign
these settings; a campaign could take the coast of Texas (see Home of the could occur all over the globe and, like
place within one city, one region, one Brave). A regional campaign could the prototypical cyberpunk novel
country, or across the whole world. Each cover the entire East coast or traverse Neuromancer, could even leave the
range has many variations. the Sahara Desert. A national campaign ground and reach into space. Cam-
paigning in space is a somewhat drastic they not get away with carrying a chain- their lack of agency in directing the
departure from the previous settings, saw and daring everyone to give them a plot-they may feel that they cannot act,
because space is almost completely reason to use it. Depending upon the only react (in truth, no campaign should
alien to us (much more so than a foreign preferences of the players and the ref- work this way, and if it does then it is the
country). However, new settings offer eree any moral climate can work, but fault of the referee for herding his play-
fantastic new roleplaying possibilities. the most workable choices are Amoral, ers too much). The moral climate which
Other unconventional settings include Tough, Desperate and Heroic. gives the players more control over the
desolate settings like post-apocalyptic Of the four choices, Amoral is the campaign's events is the Heroic style. In
no-man's lands, isolated pockets of most liberating. This is because the such campaigns, the players have cer-
wilderness such as South American players (and the referee) are unfettered tain goals that they try to achieve with-
nature preserves, and the virtual won- by such things as conscience, fear or out doing "bad" things ("bad" is open to
derlands of the potentially-infinite Net. weak stomachs. Big guns, big knives interpretation, of course). Police and
These settings are less familiar to sea- and long nights of torture abound. Media campaigns can often fall under
soned Cyberpunk players and referees, Anarchy rules the day, and there are no the category of Heroic campaigns, and
and may provide fresh avenues of Good Guys-there are just the Bad Guys Rockers often fight for some kind of
adventuring and roleplaying. and the Worse Guys. Amoral campaigns change for the better. Eco-terrorists,
No matter what the setting, usually follow the exploits of booster- although branded by society as wrong,
Cyberpunk campaigns have certain gangs, drug dealers, mob enforcers and are actually struggling to do good, and
characteristics which are considered crooked cops. Black ops teams and are therefore quite Heroic.
necessary-but are actually mere con- edgerunners usually play in a Tough Whatever moral climate is cho-
ventions. These "earmarks" include par- environment, where characters usually sen, the players should never be
ticular climates with regard to morality, obey the law (or at least bend it rather forced to conform to strict definitions
technology and violence. The traditional than breaking it) and stay cool...unless of morality. Roleplaying is foremost in
Cyberpunk adventure mentioned before someone pays them or gets in their any campaign, and characters should
exemplifies most 2020 campaigns; it's faces. Tough is the "classic" Cyberpunk be free to change their minds and act
very short on morality, heavily focused morality, and it is very appealing unexpectedly. However, referees have
on technology and packed with ultravio- because it allows the characters to feel an easy method for controlling how
lence. This sort of climate is the most superior to the opposition ("yeah, I gut- much leeway the players have in their
familiar, expected style for Cyberpunk shot him, but he was gonna drop actions: the law. If a referee wants the
campaigns, but this is not the only way Barbara into the toxic waste pit! What players to "be good," the capabilities
to fly. Take a look at the dozens of would you have done?"). Tough cam- of the police can be amplified to make
cyberpunk-genre novels that have been paigns leave room for brutality, but they them something to really worry about;
written over the past 10 years-they stop short of the rape-pillage-burn if the referee wants an Amoral cam-
vary widely in their style and climate. In mindset of Amoral games. paign, the police should be a joke-
terms of running a campaign in the dark For those referees and players who riddled with corruption, underfunded
future, always try to start the broadest want something new in their Cyberpunk and unmotivated. Although the rela-
parameters and work down to the campaigns, try something really uncon- tive legality of the characters' actions
specifics. That way, the details of your ventional-have some morals! can be used as a control over the
adventures will match the w e of your Desperate and Heroic campaigns deal morality, it does not always have to be
campaign world. with characters who actually want to do (consider the Eco-terrorist example
the right thing (although their means again, or think about the possibility of
MORALITY and methods may sometimes be ques- characters who operate above the

T he most general aspect of a


campaign's climate is the rela-
tive applicability of the concept
of "morality." Traditionally, Cyberpunk
games are vicious, bloodthirsty and
tionable). Desperate campaigns throw
the players into situations which they
may want no part of-usually, the char-
acters are law-abiding (or seemingly so)
people who are thrown together by cir-
law-like elite corporates). Referees
must always be flexible, because no
player will ever follow a script.

TECHNOLOGY
anarchistic. Such a moral climate is per-
fect for a campaign which follows the
activities of a Boostergangor a bunch of
Black Lace dealers. However, a cam-
paign which places all the players in the
cumstance and must work together to
survive and restore their lives. Running
from the law and trying to survive in an
unfamiliar environment are the main
focuses of Desperate campaigns
T he technological climate of a
Cyberpunk campaign must be
given the same careful consid-
eration as its moral climate. Since the
concept of Technoshock is so central to
upper echelons of the corporate elite (movies like The fugitive and Cyberpunk as a whole (see The View
will need a different take on morality; Judgement Night come to mind). The From the Edge in the basic rulebook), the
the players would not necessarily need problem with Desperate campaigns is referee's grip on the availability, capabili-
to be "good guys," but neither could that players may become frustrated at ties and ramifications of new technolog
- . .
is paramount to campaign cohesion. nologies is reduced, players must rely per session and the police will only be
Artificial Intelligence, nanotechnology, on their own initiative and wits rather expected if buildings start coming
cloning and virtual reality are all possible than on gadgets and gimmicks. Low- down. This is a very cynical type of cam-
in 2020, but the rulebook leaves the tech Cyberpunk campaigns are usually paign, where even grandmas are going
details of such emerging technologies to about equal to the present in terms of to pack 12mm autos and the characters
the referee. This allows more freedom in scientific achievements; a Nomad cam- will not feel threatened by anything less
establishing a personalized gaming envi- paign which took place mostly in the than an ACPA suit. Although the actual
ronment, but some referees desire more deserts of Arizona and New Mexico level of chaos may vary, common vio-
background on these areas. Since would see very little in the way of AI, lence is the most typical style of
Cyberpunk leaves such background to Nanotech or other such wizardry. Such Cyberpunk violence. Despite this trend,
the referee, it is a responsibility of the ref- a game could even devolve to the tech some Cyberpunk referees prefer a
eree to establish the technological cli- level of The Road Warrior, with a rusty somewhat lower-firepower environ-
mate of his campaign. cyberware or two thrown in for familiar- ment, one where violence is not
"Classic" Cyberpunk campaigns ity. Truly ambitious referees might even unheard of but is still problematic-the
feature a great deal of cyberware and try an "alternate history" Cyberpunk characters are usually armed (but sel-
advanced virtual reality, while AI, nan- game set in the 199Os, with familiar dom heavily), and combat is an obstacle
otech and cloning are less common. In corporations like McDonalds and GE to be dealt with rather than a goal to be
other words, Cyberpunk is typically high- always showing up and cybernetics reached or a means of having fun. This
tech. However, low-tech and supertech being top-secret innovations as in The method is an excellent choice, because
environments can provide new avenues Six Million Dollar Man. For a true brain- it has room for combat (which most
of roleplaying. Some referees run their bender, imagine a Cyberpunk 1940s players enjoy once in a while) but maxi-
campaigns up to 30 years later than campaign! By taking film-noir classics mizes roleplaying by encouraging play-
2020, thereby working in beam such as The Maltese Falcon or ers to work around combat rather than
weapons, sentient robots, vat-grown Casablanca and mixing in clunk-tech shoot through it Still, some campaigns
androids and extraterrestrial colonies. cybernetics and computers, referee and are geared towards minimal violence (if
An interplanetary Cyberpunk campaign players alike would go where no not nonviolence), such as corporate
is quite easily achieved when the edgerunner has gone before! boardroom dramas and Net-oriented
Hardwired and Deep Space supple- virtual quests. These campaigns resolve
ments are liberally mixed with a good VIOLENCE their conflicts in other ways, with betray-
imagination. However, some referees ne place that almost every al, humiliation, battles of wills and com-
haphazardly throw all sorts of new tech-
nologies into their 2020 games without
LUI I3IUCl Illy LI IC Lullacqucl ILC5. nc-
0 Cyberpunk player has been
before is to a fight Conflict
aiiu aiiuyyic aic iiircyiai CICIIICIIW LU
plex schemes taking the place of head-
shots and hand grenades. It all depends
on the referee's plans for the campaign
member: technology does not exist in a any Cyberpunk campaign, but this does and the desires of the players.
vacuum. Military technology trickles not necessarily mean that violence has
down to the private sector rather quick- to be omnipresent Some referees or of GOAL
ly in the dark future: INT 18 backpack the opinion that conflict and combat are long with pinning down all
combat-Als can soon lead to pocket AI the same thing, but there are other the stylistic points, the refer-
secretaries, and magnetic fields which expressions of conflict. The climate of ee and players should try to
repel bullets can be developed into traf- violence is a very important factor in agree on some kind of goal for the cam-
fic speedtraps and anti-gravity boots. determining the overall style of a cam- paign-a goal will do a great deal to give
What's more, there are always social paign. The referee should have an idea the campaign its own unique "feel."
implications to new technologies: if a of how violent he wants his game to be: Most Cyberpunk campaigns use either
cybermodem were invented which he may want every session to end in a profit or survival as the goal, but revolu-
allowed two or more people to jack into huge explosion, or he may want a lone tion, power, war, ratings and enlighten-
each others' minds, what would this do handgun to shake up his players. Some ment are all potential goals today and in
to traditional concepts of love and pri- referees want each player to have an 2020. The goal must be suited to the
vacy? Beware the Uncharted Tech FN-RAL, while other referees consider other parameters of the campaign (such
Curve, referees! rifles "heavy weaponry" and keep most as scale, technology, etc) and vice
The technological climate can also fights at the fists and knives level. versa. With the stylization of a campaign
-r
be reduced from that of "classic" There are essentially three.levels o
I - _I_
r completed, the plot and characters can
Cyberpunk-many referees would con- violence which may characterize a be united in a cohesive whole. To illus-
sider this more drastic than higher-tech Cyberpunk campaign: it may be com- trate this idea, several sample campaign
campaigns, since technolog~yis such a mon, proble:matic or rare. In games styles have been listed below. If you like
vital part of the genre. Howfever, when where violenice is common, players can one, feel free to build on it or change
the availability of such adv; inced tech- expect to g(et in at least one gunfight and then have a blast!
Morality: Amoral; the corporation Cyberpunk is no exception. The game
SOME SAMPLE is concerned with their own inter- began as a world of streetpunks armed
CAMPAIGNS& nal conflict. and outfitted with cast-off and slightly-
Tech: Supertech; the characters
THEIRSTYLES are corporate elite in a cutting-
improved 20th century technology,
where "the Edge" was a few crude
CAMPAIGN: "CYBERSPACE-THE edge corporate church. cybernetics and a lot of attitude. As time
Violence: Problematic; fighting progressed (and Cyberpunk 2020 was
FRACTAL FRONTIER''
comes up in the form of corpo- made available), the technology kept

T he player-characters are all


Netrunners, each with a spe-
cialty such as programming,
technical support, offense, defense, etc.
They are a Net-based team of trou-
rate/religious competition.
Goal: Power; the PCs want to help
DDI and must deal with Deus one
way or another.
improving and expanding, as technolo-
gy will, and the amount of background
information also exploded with the cor-
poration and city sourcebooks. Now,
cyberpunks have a vast arsenal of
bleshooters who are hired by the CAMPAIGN: "RAINFOREST weapons, technology, and information
assorted corporations to deal with com- RAIDERS" at their disposal, and a whole world (as
puter security, virtual vandalism, data
espionage and AI support. Through
their jobs, they make a discovery: AIS
are made by stealing human minds...
Orientation: Equally-oriented; the
T he player-characters are
ecoterrorists who operate out
of Rio, funded by a rich and
eccentric nature freak. A retired
Agricorp executive, he is trying to make
well as orbital space) to play in.
With expanded resources comes
the temptation to fully exploit those
resources. Mike Pondsmith writes in
Cybeffienerution that "We created a
team is central to the story's pro- up for his past sins by funding the play- great world in Cyberpunk, a world full of
gression. ers to get the corps out of the rainforest. film noir romance, double-crossing bad
Scale: Medium; highly skilled char- Orientation: Equally-oriented; the guys, stylish killers, and disaffected, cyni-
acters whose actions have impor- characters are necessary to cal heroes...(but then) The average
tant consequences. progress the story. Edgerunner character began to profile
Setting: The Net; the city or cities Scale: Large; the characters are like this: a mid-twenties to thirties profes-
they operate from is less important. almost alone, struggling to help the sional...armed to the teeth with high-tech
Morality: Tough; the characters environment. cyberware, milspec weapons, aerodynes
aren't vicious and the team is legal- Setting: South America; from and body armor. He had a pocket full of
ly licensed. bustling cities to the densest forests. euro to finance his bad habits, and a web
Tech: Standard high-tech; AIS are Morality: Heroic; the characters do of connections wide enough to awe the
uncommon and expensive. a lot of damage, but for a good Amazing Spiderman . ..
Violence: Rare; most of the "com- cause. As Cyberpunk began to spread out
bat" occurs in the Net. Tech: Low-tech; the characters are to players around the world, the empha-
Goal: Profit; later the characters will jungle guerillas in third-world coun- sis began to center on guns, big vehi-
have to deal with their dmvery. tries. cles, and large power-plays that encom-
Violence: Common; the players passed whole nations. Okay, it may have
CAMPAIGN: "THE OEUS CYCLE'' spend a lot of time sabotaging cor- been the Edge, but it wasn't the Street."

T he player-characters are high-


powered employees (Corp-
orate, Techie, Netrunner,
Charismatic Leader, etc) of the newly-
popular corporate church, Digital Divinity
porations.
Goal: Revolution; the characters
want to save the rainforest.
Just because Cyberpunk has a lot
of information and technology doesn't
mean that every referee has to use all of
it. The campaign Mike describes sounds
like the old "Monty Haul" syndrome,
Inc. DDl's resident deity, Deus, is myste- CRAIG named after dungeon crawls of the late
rious and perhaps untrustworthy. As the '70s where so many rewards and trea-
PCs attempt to further DDl's success, do SHEELEY- sures were available at minimal risk that
they work with Deus, or against it? the adventure more closely resembled
Orientation: Equally-oriented; the THEBGE I5 W H ~ E a game show than an epic adventure,
story and the characters are direct- with referees who would practically give
ly linked. YOU W M I T the stuff away.
Scale: Small; those outside DDI he scope of any campaign is Managing any campaign is up to
may never know what goes on in one aspect that every gaming the referee. Although every campaign
the campaign. referee has to confront. How changes with time and player-character
Setting: The World; the characters big does the campaign get? How much development, it is up to the referee to
are jet-setters and DDI is multi- power do you let the player-characters make sure that the campaign is at the
national. have? Where do you draw the line? level of power that he wants. If the ref-
eree wants a corporate-infighting cam- equipped and skilled. Remember to The points to remember are 1) No
paign with all the trappings and benefits harp about living quarters, where and matter how powerful your player-char-
of power, so be it If the referee wants a what the characters eat, health costs, acters become, there is always some-
street campaign where the characters etc.-the basics of life. Keep material one more powerful than they are. 2)
struggle for daily survival, good. If the rewards well in hand-a 'punk with The more power your player-characters
referee wants a campaign where the 10,000 euro is a 'punk with too much accumulate, the more enemies they
player-characters are practically super money. The characters are messing attract. 3) As your player-characters
secret agents, with oodles of cyberware, with the big leagues now, and they have accumulate power, they find that they
high-tech weapons, big-kill vehicles, big-league enemies...Medical bills and have to spend more time, effort, and
powered armor, and international signif- major ammo costs go hand in hand, as money maintaining that power. Make
icance, fine. It's his choice! All three are they are worthy of corporate notice and them work to obtain it, then make them
the Edge, from the high and mighty to tend to attract major heat Major tech is work twice as hard to keep it!
the low and filthy. The Edge is an atti- still out of their reach, as is real tempo- The Edge is where you, the refer-
tude. It's more than just the will to sur- ral power; keep it that way. And if they ee, want it
vive, it's the will to survive and improve, do obtain such goodies, make sure
clawing one's way up to power. In a they have enemies who'll crush DIFFERENT
CAMPAIGN
way, mankind is the Edge; we're the them before they get too big. SMES
only species on the planet that strives to
do better than mere survival.

MAINTENANCE
OF POWER
Remember, the player-characters
are still just individuals, and have no
real chance against the power of
even a small corporation.
C yberpunk concentrates a lot on
the basic urban streetpunk-
edgerunner campaign. As Mike
Pondsmith says in Cybergeneration,
"[Cyberpunk was1...a world full of film

T he trick to managing any cam-


paign is to keep the power
level where you're comfortable.
Every Cyberpunk campaign style has
simple guidelines for this:
THEMILITARY

0
hMPAl6N
r the Cop campaign, or any-
thing else where the player-
characters are wearing a uni-
noir romance, double-crossing bad
guys, stylish killers, and disaffected, cyn-
ical heroes.. ." That's where the main
thrust of the game has been, reinforced
form and taking orders. Keeping con- by such wonderful supplements as the
THESTREET trol here is absolutely simple: the char- Night City sourcebook, Solo of Fortune,
asic survival, aimed at getting off acters may have all sorts of fun hard- Rockerboy and Wildside. But the mean

B the Street! Or at least rising


above it The first thing to do is
to keep characters poor-make them
ware and power to play with, but they
also have superiors who tell them
when, where, and how to use it. Use it
streets of the city are only a small part of
the vast world of 2020. There's a whole
lot of territory beyond the city limits.
spend precious money on food, clothing, wrong once too often, and the charac- Tired of the concrete jungle?
shelter. Make rewards small or precarious; ters end up on the wrong side of their Looking for other places to play, other
give them enemies who steal their money, own toys... climes to conquer? Then try a
their possessions, their treasures. Be sure Cyberpunk campaign in an alternate
that the characters never see any of the CORPORATE locale, with an alternate campaign bias.
expensive tech or at least never get their
hands on it (such stuff can make good
rewards to make them go on suicidal
adventures). For instance, they know about
powered armor-Arasaka suits stomped
T he corporate campaign con-
centrates on the fun of inter-
corp infighting, back-stabbing,
boot-licking, and trying to climb the
corporate ladder on the backs of one's
The campaign styles below work
best with the player-characters act-
ing as a team: a workshack or space-
craft crew in space, a nomad gang,
or a military unit.
through the neighborhood last night, shad- colleagues (this also includes the
owed by AVs and armored cars. Try and organized crime campaign). Sure, the THE FINALFRONTIER
put the grab on one? No way! At this level,
enemies are gangs and other street trash-
the characters are beneath corporate
notice and are rabble targets at best
Emphasize the grinding poverty and
average corporate has the ability to
wield more power than even the most
powerful street-punk, but also has
more enemies watching for a single
mistake, a single opening where they
T he supplement Deep Space
introduces an entirely alien
environment to the world of
Cyberpunk. In fact, it gets you off the
world entirely! In space, codes of
depressing environment Playercharacter can put that knife firmly into player- behavior are different, character goals
goals: To get out of this place! character backs. Here, the penalties are vastly modified, and the emphasis is
for failure are crippling, while the on role-play rather than combat. Space
PROFE55lONAL rewards for success are marginal is a combat-hostile environment, a fact

T his is where a lot of Cyberpunk


games start, with characters as
free-lance pros, fairly well-
('Good work, Johnson!"). If you want to
see just how slimy your players can
get, this is the campaign.
both the original Near Orbit and Deep
Space hammer home at every opportu-
nity. you really don't want to shoot an
accidental bullet through your habitat
wall. At very least, you'll lose some
atmosphere and make a lot of people
angry with you. At worst, you'll lose
your life, and possibly kill other people
aboard the habitat. Not good. In space,
you'll concentrate more on dirty hand-
to-hand tricks in zero-gravity (or micro-
gravity, which might as well be the
same thing for clumsy humans) to settle
fights. Guns are things used by ground-
pounders and flatlanders (people from
Earth), sloppy sods who take too many
things for granted.
Rather than limiting the adven-
ture, removing combat as a viable way
of settling differences opens up a win-
dow of role-play opportunity.
Humanity in space is beset by the
same problems as terrestrial humani-
ty: love, war, politics, survival. Spacers
love, hate, fear, envy, and suffer from
other emotional problems; they may
have escaped Earth's gravity, but they
can't escape the products of millions
of years of evolution.
Adventure possibilities include
covert corporate warfare, rivalries
between work crews, space disasters
and other extra-atmospheric threats
(imagine being separated from your
workshack's radiation shelter when you
know there's a solar flare due), and the
constant "cold war" between the USAF
and the ESNNeo-Soviets.

NOMADWIRATES

A
s has been stated in Home
of the Brave, there are a lot
of nomads roaming the
highways and waterways of North
America, and their lifestyles are a lot
different than that of the average
cyberpunk-for one thing, they have a
decent education. For another thing,
they have a real family life, complete
with love, affection, companionship,
and a real childhood (with friends,
play, schooling, and other childish
activities). They also face a lot of ene-
mies-the corporations who don't
agree with their lifestyle, goals, and
independence, gangs who envy and
desire the things that the nomads
have, governments who resent the
MILITARY/MERCENARY
R055
II right, maggots! Get your

A butts in line and ready for


inspection RIGHT NOW!
Move it, move it, move it! If the world of
“5PYKE”
WINN-
Cyberpunk is flash, style, and attitude,
then the world of the military is mMPAIGN STYLE
drudgery, boredom, and obedience, ne of the most important ele-
with occasional periods of outright ments in building a campaign
insanity called war. Definitely one of the is the definition of style. It usu-
team styles of play, the military/merce- ally changes how the story is perceived.
nary campaign tone differs from the Take Dracula, by Bram Stoker, as an
overriding insistance on style over sub- example.
stance that marks the typical urban Dracula (as a book) was written as
Cyberpunk campaign. Here, the charac- gothic romance, much more than hor-
ters are part of a larger organization ror. The basic vampire story does not
that t d c them where tn nn what tn rln rhannp The warn in whirh it has hppn
and how to do it. In return, the charac- presented greatly affected how it was
ters are given really fun and destructive received. While some screen or graphic
toys to use on the job. Like the nomad adaptations portray Dracula as an evil
campaign, the characters are allowed and horrific creature, the latest portrays
more time for role-play, because their him as Stoker intended; a tragic hero,
day-to-day lives are more secure than tortured by loss of his true love. Faith in
a streetpunk‘s, and because military true love becomes his salvation. This is
relationships are more intense than as much a romance in the gothic style
the typical street relationships-when as Rebecca, or any other example.
the supply sergeant takes a dislike to Defining your world in terms of
you, it’s more serious than crossing a style will change your players percep-
major corporation! tion of the action, and enrich your role-
The military campaign makes for a playing experience.
definite framework, too. Routine and drill
are an integral part of all military life, so
these elements can be brought into play. BUILDYOUR OWN
Discipline and obedience to orders help WORLD? YES, YOU
limit anarchic player actions, as well as
causing friction (and fostering roleplay). ON!
And finally, few players can resist the here is no rule that says that in
opportunity to use the toys they’re Cyberpunk 2020 you cannot
T-, - - - ----
ers who want to play in the big leagues, mirrors any of the cyberpunk worlds in
with tanks and powered armor. film, comics, or literature. RTG has done
References for this style of cam- it for us in the WorldBooks (Hardwired,
paign include lots of sci-fi military fic- or When Gravity fails). lanus Games has
tion (The Mercenary, Hammer’s released Night‘s Edge, for all you tech-
Slammers, Starship Troopers, etc.), a no-horror types. you can tweak the
considerable amount of anime, and rules and make yourself one, too.
Atlas Games‘ Chrome Berets supple- A game could have flashback adven-
.. . . - ,...... . .
The players do ev
to prevent the death of innocent shocks them. They are usually half lost are not very sophisticated, lashing out
l..".+
uyJlolr-rl-rr --"t
luGIJ, IIIv3L of the time. They may in drink when not on the job. Living on like children at the slightest provocation.
not always win, but our heroes usually tie. the edge of oblivion. Punk is about wanting a different
Characters in an Anime game will Film Noire usually takes place on way. The Punks seek freedom and are
usually be able to make significant the seamier side of town. It's a world of willing to die for it. The adventure will be
changes in their world. They will be able dirty windows, and shabby offices. A sin- very set on the theme, very intense.
not only to expose the Evil Corporation, gle light bulb hanging on bare wire, over Punk music is almost kinetic. It drives
but also to destroy it Consequently their a desk that has grooves for the tired the players. Chases, hot pursuit, new
enemies will also have great power. To detective's shoes. The single chair enemies appear from all sides, and no
affect this great change (for the better- screams like a lost child, and he waits. player should ever be sure what hap-
ment of Mankind, of course), their lives are The romance in Film Noire is much pens next. In film this discordance of
usually destroyed in some way 1. more brazenly sexual than in most other actions is called jump-cut. The shifts in
Anime has absolutely' tons of films. Especially when you consider that tenor are very fast.
* .-. 0-~.
romance. Lost loves, ex-loves, unrequited
~

the best examples of the genre were Punk characters will come from a
loves, all types of Ic)ves. No playex in an made in the 1[orties and early fifties. background they want to see changed.
Anime should have less than Wo roman- Referees shoulid be careful about using They will rebel against class-systems
tic relationshipsat one time. The c)Id you- brazen sexualily in some play groups, just because they are there. It will be
. ..
killed-my-love-so-I-will-avengethem plot- especially younger ones. This is an area especially hard for players in Police, or
line is always a big tlit. that most under the age of eighteen Netrunning campaigns to be punk; in
Examples: Akin! , AD Police, Bubble-
I won't even be able to accurately under- punk the players are rebelling against a
1 .-.-,^^..
r.-'-L
yurrr UW, Hppmeed, Ghost in the Shell, stand. So tread carefully here. system they really don't understand.
Cyber City &do 808. Examples: Casablanca, The These character roles have to under-
Maltese falcon, Blade Runner, Gilda. stand the system just to function.
GHT CITY i?oi!!o
he core campaign for CVberpunk DON'TTAKE Mv WORD FORIT A RWRN
JAZZ: INTRICATE,

I is most definitely an Anime fef


The conflicting motives an
ideals of the average cyberpunk are us!J-
t 6, et out there and see this stuff.
Even major video chains are
arrying Anime in their sci-
To A COMMON MELODY,
cjuBTLm

ally those of the classic hero. ence-fictior1 sections nowadays. Don't Jazz is a very intricate
limit yourself too much, The Maltese ical style. Instead of cor-
L I I Y E M H VCIW I C ; ~CHLI~IVl, Falcon is a much better example of Film , a Jazz campaign should
ROMANCE Noire tharI Blade Runner. There are have spirals, and spirals within spirals.
p inema Verite is a very realist some great story ideas in movies that Sometimes 1these spirals form closed
. . . ... . -. -
^
form. The characters 2ire real have nothing to cIo wit1n xi-ti. lry patterns, going back to where they
people, with both positive and Oceans 11, The Thin Man (absolutely started.
negative traits. There are no blzIck and great ideas for "Goldenkid'" campaigns), Jazz has a lot of solos and improvi-
... *--- :- P:^^^-^ \ I ^
The Wild Bunch, or Dangerous Liaisons sation. In many J a n compositions there
C l l d l d C L ~ l 5111 LlllCllld verite, as
L:*- -L ^_^^
WIIIK

there are none in real life. No one is for some really diverse story ideas. are intentional breaks for improvisation
good or evil, only human. by the individual artists. Always the
Romance is important in Cinema MUSIC
STYLES Improvs, or Jams as they are called, spi-
Verite only as it relates to a story. ral back in to the original melody. A j a u
Romance here is not as much a necessity PUNK:ANGER,NIHIL
as a luxury. We are not talking about an REBELLION in little interludes, but it will always
idealistic romance either, this is reality. of anger. Poor return to the main plot.
11 I u IC late seventies, Most of the variations and changes
P lockstep, rigidly- in a jazz flow will be very subtle. The
:Iled. These feelings players will not always immediately real-
ose that started the ize that the focus has changed. This
A niink name is nal- siihtldv renilires A masterfill Referee
vanized by anger and a feeling of hope and very experienced players to work.
FILMNOIRE:OARKHEROES, lessness. Death is more acceptable than Heavy-handedness will kill the flow of a
LZ game everything is
interludes and flash-
omething to do with
?. These connections
may be subtle and sometimes lack questions of violence and technology
focus, but they will exist. Not only must are important to a Referee especially if
the Ref be masterful, so must the play- they are running outside the 2020 set-
ers. It is terribly easy to miss an impor- ting. Technology is the most important
tant point or clue with this level of sub- of these considerations. Technology is
tlety. power.

METAL:
ROCKAND ROLL THE NET
FOREVER!
[WITH ERIC
WE AREHERE:
El
HE155ERER)
e live in a cyberpunk world,

M eta1 is one of the purer


Rock styles. It is not Blues-
Rock, Folk-Rock, Or Rock-
A-Billy. It is a straight-up, and in-you-
face, kind of music. The message is
right now. No, it's not the
world of Gibson or Sterling,
but we do live in an ever shrinking
"global village." Our world is linked. The
Net is in place and there are silicon
Black lace pushers argu-
ing about rates. "Great
a three-to-one ratio," he
mumbles as he activates
...
there, right at the surface, for all the cowboys out there stealing, right now. the RPH Metalhead chip in
world to see. Metal has no spirals, only There are data fortresses and fixers, his Wearman and waits for
peaks and valleys. Driving the message right now. We live in a world where the first track to break in.
home like hammer-blows. cyberpunk is becoming a political, eco- The song starts with a
A heavy metal style generally nomic, and personal reality. blazing percussion rhythm
involves violence, rage, power, and that courses through his
speed. It can border on the psychotic at THE BEGINNING blood and kicks his adren-
times. Heavy metal is not sneaky, quiet,
or invisible. Metal jumps out at you and
hits you in the face. The music is full of
raw energy, which the characters can
use like a drug to get that 'boost' step-
T he Net is the lowest level of
technology where cyberpunk is
possible. The perquisite tech-
nology is a global datanet, and a global
law-enforcement network. We have
aline into overdrive. The
Ref decides that for the
next couple rounds he has
an initiative bonus of +1,
as the music carries him.
ping into a firefight or starting a mission. these things in 1993. We also have Just the edge Grendef
And when the lead is flying, a little boost computer viruses, pioneers who are needs to elvis the local
can go a long way. Studies have shown 'stealing" from big corporations, and a streetscum.. .
that an individual's productivity can government we see as corrupt.
increase by listening to a preferred style Violence is very personal in the Net
of music. Why not apply this to age. For 99% of the people on the face
Cyberpunk situations? of the Earth, we have to get close to do
damage. Violent deaths are with knives
NIGHTCITY ZOZO or guns at close range. It is changing

N ight City is definitely a Metal


campaign. Metal and Anime
compliment each other nice-
ly. The players see the world as a chal-
lenge, and the music is the message.
toward the later part of this period.
Violence starts to become detached
and invisible. It is the shape of things to
come.

RUNNING there don't get

A
s a game style this is a good
TECHNOLOGY one for new Referees. There is defined by the "Cool
DEFINING
THE are huge possibilities for Jazz" of the 50's. prior to
great campaigns in the Collapse and the Beat Poets.For those of
CAMPAIGN Reformation period in Cyberpunk you who want to there is

W
hat is the averagekom- History. It's easier for the Referee Fusion, Ragtime, and about
mon technology of the because they don't have to deal with a thousand other Jazz
game-world? What is the the unbalancing effects of cyberware styles: each with their indi-
accessibility of that technology to the and biotech. Netrunning is also simpli- vidual flavor.
players? How prevalent is the technolo- fied, no one yet has direct interface,
gy of violence in society as a whole? lhara and Grubb are in high school. So
Technology and its prevalence are the possibilities of Netrunning are fore-
important to the level of violence. The shortened.
adventure. If some critical element What early users call nanites
of the story occurred in the past, then are really tailored viruses. They are not
let the players play it. It does not even true VonNeumann Machines. They do
have to be their past. If the Netrunner perform complex tasks, but do not yet
accesses a data recording of an extrac- make themselves, or heal. True Nanites
SPYKE NOTE: tion attempt, let the characters be those are self-reproducing, self-repairing, mol-
people for a session. Interludes like ecular-sized programmable machines.
these are a real key to keeping the Not tailored transform viruses that must
game fresh, imaginative, and fun. periodically be replaced. What we are
talking about is Cybeffieneration.
sake. Players and Referees The advent of Maximum Metal and
alike seem to simply enjoy Cybeffieneration really brings to the fore-
killing. I cannot believe this his is the age of Night City. The front the probability of "Superheroic"
is healthy. People judge rise of Johnny Silver-hand, and campaigns, and characters. A large per-
what we do Croleplaying) in the end of the Old World centage of the population has access to
an extremely harsh light Order. It is a very exciting time. The pos- technology that makes them 'better than
much of the time. If these
people perceive us C'Gam-
ersT as a bunch of slope- RUNNING
headed killers and social his is the stuff that dreams are
misfits, then it hurts all of yberware technology is usually made of. Cars that fix them-
us. It is my personal belief where inexperienced Referees selves, perfect little children. It
that violence should be lose their grip. With two Chrome is also true that the possibility for doing
used in a story. If there is a book, and several other supplement's evil is staggering. Someone could engi-
violent confrontation then it worth of options and cybenvare running neer a meningitis that would destroy
should have a purpose around loose, it is hard to keep track. The humanity in about thirty-days. Almost
behind it. It should advance Referee has so much to deal with in terms anything is possible, like magic.
the story. Gaming has been of story, NPC's, and style that the players
(for far too long) the hiding quickly become too powerful. One easy
place of pseudo-intellectu- way for the Ref to deal with this is keep- VIOLENCEDEFINING
als. These bad Gamers are ing the players poor. This does tend to T'E CAMPAIGN
usually those who cannot get old quickly, so we'll talk about some
function in society. They other options in the Topic on GM Control.
use their games and char- The easiest way to control the "I
acters to support a massive want something illegal" phenomenon is
inferiority complex. They
feel like they are important, players make. Make the cyberware violence, to a large extent, determine the
when they are really just define some subplot element of the "power-level" of the campaign. Ref's
insecure children. We must character. If players have to rationalize should tread carefully when allowing
keep a watchful eye, or lose why they have this EMG-85 Railgun (and larger, and more dangerous weapons.
our games to them. realize that any sound rationalization
means a lot of angry people are looking lNOlRECr VIOLENCE
for them) then the player may change hether or not the players
some ideas about the character. have ready access to means
Violence is becoming less and less of delivering death greatly
personal in the 2020's. As the Net has changes the tenor of the whole campaign.
matured it has become possible to kill Many games that revolve around Fixers
someone a world away-with a thought. and Corporates will not have direct vie
Only Netrunners can do this now, but lence. That is dirty work for the security
what will come next? Tactical displays NPCs. The players will know that the nod
and SmartGuns" have made gunplay of a head, or the simple kiss can end a
about as personal as Nintendo". career. The best example of this kind of
cyberpunk is in literature. Read lslands ting level, need not be the same power
In The Net, by Bruce Sterling. An
POWER LEVEL and still be a good team. On1e thing is cer-
extremely low-violence cinematic exam- DEFININGTHE tain, the decisions they malke will effect
ple is Until The End Of The Wor/d,direct-
ed by Wim Wenders.
CAMPAIGN changes in the way things iIre perceived
on a national level.
There are two levels of pciwer in a One last idea, the &ai nges that the
DIRECTVIOLENCE -punk 2020 Campaign. Ti-le first is players make in their settingI need not be
irect violence is about the mini-

D
setting power. Setting power is tlieprima- self-evident In many case!s, like Never
mum for most Q k p u n k 2020 ry limiter of campaign power. LIaIaLLm
%ares&-
rLuuc
A - As..-. &- - L . r r - u
~ W U Y .u ICLI la1 ly- WIII be subtle or
..:I1

Campaigns. Players have, and power is an adjunct function. Using thes~ e unnoticedfor a while. Some changes are
use, the ability to kill. It is still, even in two criteria it is easy to see the effects anid mixed. Johnn)I Silvernand made the defin-
2020, a powerful thing to end a life. Killing affects of the character's actions. If a fairly itiveRockerstatement at the Arasaka Riot
should be roleplayed as the traumatic average edgerunner does something 01 n in Night sty. The change in Media per-
experiencethat it is, especially if this is the the street level, it may change the way ception was immediate, and obvious. The
characters first use of deadly force. business is done in that area. If the same changes that Alt made, within the Net,
Most Cyberpunk characters will Edgerunner does something on the would not be seen or recognized for as
have a lot of experience with direct national level, it may be just a ripple. The much as fifiefm years. The Ref can make
physical violence. Without extensive pre- simple presence of a Hero or Superhero the decisions Iof change and magnitude in
vious use of deadly force (Solos, Cops, could change the course of events on the many cases; ir1 others, it is the players that
Nomads) some psychological trauma city level, and any deliberate actions effect make the dedision.
should be realized. Remorse over killing "The Movement" nationally. Conversely,
an old enemy, grief for ending a human should characters on the street level get a STREET
life, Something to reinforce in the play- hold of material or information that can l e street finds its own uses
er's mind what they have done. effect national or international events (In br things" is the most quot-
This may sound a bit "hearts and Land Of The Free the players, who are a x! cyberpunk idea in the
flowers" for a Cybepunk game. There is a slightly above-average group of ...A.lA
IU.
\An...-
I Mliam Gibson wrote that, he
\I

reason behind this-roleplaying. The aver- Edgerunners and lowerechelon heroes, began the cyberpunk movement as a
age Edgerunner in 2020 does deal with have access to information that will cohesive thing. It is an idea of the Street
the possibility of death on a daily basis. So change the whole of human soaety.) Then Where technology runs head-on into the
does the average person in 1990 the balance of power is upset and one of way you eat, sleep, and love. Cyberpunk is
America. It is the personal. role in death two things must happen. Either the char- about the dehumanization of man, and the
that causes stress. yes, the reaction will acters are thrust (andthrust with no prepa- primordial ur: ]e to return to "humanity."
not be as severe in 2020. yes, there is ration) into a high-powered arena that they We see these! changes today. The "New
really more of a probability of death in may not have the skills to function in effec-Tribalism" as ia reaction to the increasing
I- .^I ^C ...-L--.
2020; but there should still be some reac- tively; or they (usually)cease to exist IWCI VI 1-1 II ~ology of our society.
tion. Maybe not for the war-weary Solo; In 2020, the Street is where every-
but definitely for the scared young Tech. S ~ I N POWER G thing happens; it all begins, or ends, on

5
There may be nightmares and remorse, etting power is the arena in the Street. The setting is usually limited
but the character should be able to ratio- which the player-characters to an area 0f a single city. The CZ of
nalize killing to stay alive. operate. In Never FadeAway the Night City, or the "Club Scene."
setting is obviously a National level. Campaigns u!sually deal with lower-pow-
ULTRAVIOLENT Silverhand is a National Media figure with ered charact:ers and small groups. A
ltraviolence has been one of all those attendant responsibilities of streetgang se!t, a local band, or a police

U the main themes of cyberpunk


literature. The dehumanization
of people through the media is well han-
image and swe. So is Alt Cunningham, precinct The little revolutions that take
even though much of her outward appear- place are Smialler ideas. A local network
. ...
ance is that of "just another pretty face." to niae unjustly accused "criminals," or
dled in The Artificid Kd, and other works. There are some slightly lower-powered a new way of doing business.
This lack of social mores, and generally characters in the adventure as well. It is usually the case that the players
sanity, has led to the perception of people Nomad Santiago is a fairly powerful force tire of this settinglevel quickly. They yearn
as so much meat InA Clockwork Orange, in his community, but his power does not to be more important in their surroundings.
Burgess uses ultraviolenceto show the dif- reach as significantly into the cyberpunik Thestreetis: I good place to start a carn-
ference in the perceptions of man. All this world. His partner, Rogue, does have paign. A ban( on their way up is usually
violence has a purpose. It motivates the slightly more presence. The Medii3, foundedonthle street level. As the charac-
story. The changing way in which we see Thompson, is on the threshold of being a ters gain expfMence and achieve l i e vic-
violence is a campaign theme in and of major player, but not quite there. So these tones, they wimnt to do more. They want to
itself (see the sidebar). characters, making changes to their seL- t- nff&-4IsmnrA
QI1cbL yGl ,ianges in their world.
he city is a strange place in national arena. To them it may at first
2020. America has become so just seem to be a dangerous run, even
balkanized by the clashing an exceptionally dangerous run. They
forces of economics, pollution, and the may not realize the powers they are
media, it is a city-state economy. The dealing with until the Climax, or some-
large metroplex areas are a controlling where in the Synthesis. This can be a
force in how the country works. Inside useful plot element, so play it up.
these cities are the micro-systems of
the street held together by the city gov- WORLD
ernment, and the economic power- verything the characters do will
structure (legal and illegal). The city is a be important on at least a
much more complicated place. National level. At this level the
Most Qbepunk 2020 games take game resembles a classic strategy
place on the city-level. Most of the time game, like chess or Diplomacy"", much
the players can mess with the Police, or more than any cyberpunk game they
the City Services, without fear of direct are familiar with. The only literary exam-
retribution. They have the power to cause ple that comes to mind is Tower To The
a lot of trouble, and the resources to stay Sky, by Jennings. Even it is lacking in
out of the way when it hits the fan. More some respects. When your average
powerful characters (especially heroes, player has the power of a Nation
explained below) have a nasty habit of behind them, things get blurry. The best
carrying around their reputations; which example is CyberGenerafion.
can make it difficult to stay low profile.
Never FadeAway is a perfect example of
higher-powered characters operating in CHARALTERPOWER
a city-power setting. Even though the THE
DEFINING
immediate goals and objectives in the
campaign were of a lower-powered GIMPAIGN
nature, the repercussions were nation- hese are guidelines for setting
wide (in some circles even larger). This is up character images. Ref's
what happens when a character's gestalt should use them to show the
outstrips the mission's objectives. players what they are looking for in a
general sense. Do not feel constrained
by these things. If you want your opera-
ations are large places and tors to have a little less cash, that's
considerably more influential okay. If you want your Heroes to be a
than cities. In National-level little younger, so what. What you don't
games the players usually begin to real- want is one character that outclasses
ly have an opportunity for significant the rest of the players totally. A good
change. These are the games in which rule of thumb is not to have characters
Revolutionsare started, Corporations are more than one level apart.
toppled, and legends are born. On the
darker side, there is no escape. If the MOVER
players want to run around like they are hese are beginning players in the
important, then they had better be ready game, and the standardcharaders
to deal with all the crap that comes with covered in the 2020 rulebook
it People will want to kill them just for the ExamDles Include:
fifteen minutes of fame it will bring. your first character.
One of the most cyberpunk of pos- & 15-20
sibilities is that the Team is not really Stat Doints: 50
equipped or ready to play with "the big Skill Points: 40 +pickup
dogs". These young punks are thrust SDecial Ability Level: 1-4
into the water and then must swim, or Startincl Cash: 1,000-10,000eb
ExamDles Inch
Kerry Eurody alour,
rs are the average Morgan Blackh
Jnners, and above- and Bes Isis.
e movers in 2020. a: any(*)
These are experienced people, who Stat Points; 65-7
the top few percent Skill Points: 60 i
nf their
"I L.."..
nrnfeccinnc
r. V.Y"".V..".
-kyneriencen
-,.r.,.
..,.."y""".".
I..
- . . ......
."......
KnpTiaI , wel-
PniiitV IL W .WIE
74.
,I
Refs can see that the original charac- Startina Cash: 100,000 euro+ (9
ter generation system is great for ReDutation: 8-9 (3
novice campaigns, but they run into
system blocks for more powerful strong concept only
characters.
These characters have budding SUPERHEROIC
organizations sprouting up around
them. Things start to get easier to deal
with on a day-to-day level. The down
side is that they are starting to get
"known" in all the wrong circles as
T he introduction of CyberGen
and MoxMetol really bring ta
the forefront the possibilit)
(really the probability) of Superheroic
'Punk games. But those are
well. Adversaries pop up more often, Superheroic because of 'powers.'
and occasionally old enemies realize Some people are Superheroic level
you are still alive. just because they have been around
Examples Include: so long.
Nomad Santiago, Ripperjack, Sgt. These are the gods of the neH
Max Hammerman (NCPD). age: Generals, Presidents, Kings,
a 20-28 International Media Icons. They live ir
Stat Points; 60-65 the lap of luxury 24hrs. a day, 7 days
Skill Points: 50 +1.5 x pickup a week. Most haven't been below the
SDecial Ability Level: 5-6 50th floor of a building in weeks, anc
Startina Cash: 25,000 euro+ (*) then only to go out slumming. Ever
ReDutation: 4-7 slumming they have a full strike team
on-call, and two very deceiving Gemin
strong concept only full-conversions as bodyguard anc
chauffeur. The most famous designers
HEROIC in the world come begging for you tc

T
AI__.
hese people are local icons
and media figures. They have
organizations of their own, or
_ _ _ _ _ _ _ _* _-_I_:__
rney represeni ranniriy arms UI idryer
networks. Even though they haven't
-_I_ I -----
wear their new line (designed with yo1
in mind), and will pay handsomely foi
an endorsement. you don't talk to the
..^.. L
press driy rriure, you iidve yuur UWII.
There have been three mentions of
had to worry about a meal in months, your name in Top-10 songs this year.
a letter bomb does show up on occa- Everyone in the world is waiting for
sion. Security is getting expensive, you to screw-up.
and your tailor is gouging you con- Examples Include:
stantly. By the way, some talk-show Alt Cunningham, Mr. John
wants to know if you are free on Silverhand, Jack Maxximum, and
Saburo Arasaka.
Most Referees start to have major Acle: any
control problems at this level. The Stat Points: 75+ *
maintenance of a character takes so Skill Points: 70 +4 x pickup
much time that adventure can lag, or Special Ability Level; 9+
go on wanting for a few hours. It is usu- Startinq Cash: 1000000eb.
ally best to only have one or two play- Reputation: 10
ers at this level the first time. Because
they take so much time anyway, Fixers * strong concept only
and Netrunners are easiest.
DOWN & DIRTY Ill

players get excited and stop thinking. WHY PLAYERS GET om OF


But that’s not the real Out of Control I‘m HANO
talking about. The version I speak of is ost of the time, the best
when they take your Game out of con- players go rogue for one
trol; when they start calling all the reason: they’re bored and
shots, screwing with the plotline, argu- lazy. The Game itself isn’t challenging
ing the rules and generally making life enough, so they start to pick apart the
ther Saturday night and difficult for all the other participants. It‘s background. Rules become all impor-
you dud your group are Punking. an ugly thing when your players get out tant; so does acquiring massive
you‘ve got the CD cranked to the of control. Plot lines begin to fall apart, amounts of cyberwear and money
latest industrial slam, mirrorshades all or take strange twists that go nowhere. instead of getting out on the Street and
around, and the action promises to get Players start to fight for the limelight, adventuring. If they had something to
hot and heavy. Then it happens. your and roleplaying becomes an every- keep them heap scared and on the run,
players get Out of Control. punk-for-himself free-for-all in which they wouldn’t have time to get bored. It
It‘s easy to get Out of Control in a group unity hits the skids. would be too dangerous to get lazy.
Cyberpunk game; after all, when the But I’m going to tell you a few And that’s your job; to keep your play-
shooting starts and the rippers flash, secrets to stop it. ers moving and on the run before they
THE ENEMYSMART,R w .
MAKE
trate on niggling details like the veloci- SMART lifepath stuff and create your own, putting
ty of a 20mm shell. them in place of the charactel‘s entries.
he first step to a long lasting Juggle the genders and shuffle the
WHYPLAYERS
GETLAZY and productive campaign. Most names; then send these duplicates out to

W hy do players get lazy?


Because you do. Instead of
giving them a challenge
that will really rattle them dowtl to their
socks, you give them formula missions
Referees don’t really think
about their bad guys. Instead, they think
of them as mere obstacles, which they
then scale to be just barely beatable by
the players. But it‘s hard to avoid when
whomp your players. Instant carnage.
Why does this work? Very simple.
Nobody, but nobody is going to hold
back when creating and maintaining their
favorite character. A player worth his or
and routine extractions. you’ve started you have to crank out faceless hordes her salt will always find the best ways to
to rely on the basic plot devices: bad every session. bend and twist the rules to get the maxi-
guys who are as smart as the average Here‘s whatcha do. Sit down a mum effectiveness. Now that they’ve
rock, situations where the sides are moment and put yourself in the position of done the work, you just use their advan-
drawn black-and-white; goals where the your bad guys. What do they fear? What tages against them. When they get better
object is written in flaming twenty foot are they worried about? What do they characters, copy the sheets again.
letters. In short, your players have value? For starters, they fear getting killed. If your players have discovered a
learned to assume too much; to get lazy And they worry about it This means that secret cybertech source, have the
and expect things; to concentrate on they will do just as much as any player badguys discover a similar one. If your
power plays and rules squabbling rather character to prevent this from happening. players have found a way to beat
than just trying to stay alive. If players wear armor, the bad guys will cyberpsychosis, have the NPCs find
your players have also become lazy wear armor. If the players set traps, the another (unspecified)way to do the same.
because you’ve waited for us over here at bad guys will set traps. If the players get Even if they discover a way to defeat their
Talsorian to tell you that it‘s okay to ham- cybered up, the bad guys will also get enemies, they’ve just provided you with a
mer their little butts into the astroturf, cybered up. In short, start thinking of your way of defeating them (“Ah! So this EMP
instead of acting with the GodGiven NPCs like player characters. Make them pulse stops the bad guys cyberwear, eh?
authority of the True Cyberpunk Referee. real, three-dimensional people. Don’t Guess they’ll have to steal one of your
They’ve come to expect that they’ll get produce quantity. Concentrate on produc- weapons and use it on you!”).
their way because you’re not going to ing quality; the way you would if you were
play rough with them. you’re going to let a player. A few smart baddies will go a lot CREATE A FEWUNBEATABLE
them do just what they want, or they’ll yell farther than a million dumb ones. FOES
at you, call you names and accuse you of
being mean to them. Well, here’s the
truth. The world of Cyberpunk is a bad,
bad place. you’re supposed to be mean
to them. That‘s your job. you don’t even
If your NPCs are smart, thwll make
the players work to kill them. They’ll
boobytrap doors instead of just locking
them. They’ll hide in ambush with long
range weapons. They’ll crash AVs
T here should be always threats
your players can‘t beat; foes
who constantly out-think them
and kick their cybered butts into the
dumpster. For every small Corporation
have to cheat All you have to do is play through the sides of the heroes’ hideout they defeat, there should be a Really Bad
the world as tough as it really should be. They’ll send decoys bioscupted like they Corporation that will easily whomp them
And you‘re not. are into the sharp end. They’ll find out who on the regional level without ever even
your players have gotten lazy the players value most and use them as calling in the national office.
because they think they have it wired. hostages. In short, they will never, ever Take Saburo Arasaka. Referees con-
They think they have enough money, fire again just walk into a room without armor, stantly complain to me that their players
power and cybertech to stop anything. carrying a big gun, and expect to survive. walk all over the Dragon of the East and
They no longer fear the environment or Nope, they’ll send in two hundred smart, his Boys in Black. But that shouldn‘t hap
respect it And they don’t respect you scared goons first pen if they play Saburo smart, instead of
because you haven’t called them on it as a cookiecutter bad guy. Think of
Well, not any more, goboy. It‘s time TURNTHEPLAYERS
BACK
ON
Saburo’s resources. This is a man who
for Uncle Mike to tell you how to take off THEMSELM~ can easily call up a fleet of heavily-armed

I
the kid gloves and slip your puny meat call this one the Mirror. your players AV attack vehicles anywhere in the world.
mitts into a pair of shiny new iridium now have the biggest guns and the This is a man who has armies of highly
cyberclaws. I’m going to tell you a few of most cybertech ever assembled on trained troops, access to the entire Net,
the useful and nasty tricks I’ve mastered one human body. How do you deal with spies on every comer, links into all the
after playing this puppy longer than any- them? Send them after themselves. telecom lines, and the ability to hire an
one else alive. At the end of the next game, grab all almost infinite number of Netrunners, AI’S
Pull out your notebooks, kids. It‘s your players‘ character sheets and phot& and Solos to hunt down anyone that irk
clobberin’ time. copy them. Add 2 points to each of their tates him. In fact, by the time a problem
reaches Saburo's level of Arasaka, it not as an extra hired gun who will do the Our hero had by this time thor-
should have gone through at least six lew player's bidding. your NPCs must have oughly honked off all of the major bad
els of divisional flunkies, each more dan- their own agendas and their own sense guys and many of the most powerful
gerous than the last of self-preservation. Morgan, for all of his
good guys as well. He'd become so
your question is not why Saburo can't now formidable abilities, would never powerful that he'd insulted everyone he
stop your players. No, your question is think of taking the sharp end for a bunch
dealt with; who needed them when you
really, whars stopping Saburo from both- of wet-eared squeeb Players. He would-have the Power Cosmic on your wrist?
ering to annihillate these petty nuisances? He had no allies and lots of enemies
n't have lived this long if he just acted as
If this guy can hold his own against Donald a hired gun. He's far more likely to let
who were banding together to get him
Lundee of Miliiech, what makes your play- the players walk into the sharp end first,
just because they couldn't do it alone.
ers think they're a threat? Ks time to dis- see how many fall, and then make his Then I dropped the bomb. In the
abuse them of this vainglorious notion that judgements accordingly. He might save middle of the last titanic battle, the
the world revolves around them. them if there was some reasonable Hand suddenly said; "Hey! Look! The
For starters, there is no reason in weapon that enemy over there has con-
chance it fit into his agenda. He might
Hades that your players will ever, until walk out on them just as easily. tains my last missing digit!" Our hero
they are major corporations in them- Make sure your NPCs have their obligingly blasted the enemy, grabbed
selves, ever be able to penetrate own reason for doing things. Give them
the finger, and screwed it on. The Hand
Saburo's personal life at all. Start small; thier own Lifepaths, habits and prob- said, Thanks! Now I can go rescue my
give them a regional Arasaka rep to deal lems, and visit them upon your players.
fellow AI'S who were imprisoned cen-
with. Make this guy someone who wants Allow them to betray, outthink or out-
turies before!" And in the middle of the
to keep his job anyway he can. Let him flank the players whenever it seems battle, with the player surrounded by
use the almost unlimited funds of Arasaka reasonable to do so. the worst supervillain teamup of all
to arrange traces on anyone who runs time, it blithely teleported away. Eep...
the local Arasaka (or Arasaka client) Had our player thought out the fact
datafort Don't even make a fuss about it LETTHEMHAVEAU-THE that he was becoming increasingly
Let our Regional bad guy sort through POWER IN THE WORLD UNTIL dependent on his cybernetic super-
THEY CHOKE ON IT
those million traces till he gets a few inter- weapon; that he was making lots of

M
esting ones, then send out hit squads ran- y personal favorite. Players enemies and alienating his allies, he
domly. Let your players fight this guy for think they want to be able might have been a bit more cautious
awhile. And when he's defeated, then to do anything. But rarely about greedily grabbing the gusto. But
bring in the DistrictManager to deal with do they think out the consequences of players rarely think about caution in the
them. At any point that they decide to fly getting their wish. 1'11 give you an exam- search for power. And that's how you
to Tokyo and face down the old man ple. Many years ago in one of my sci- can control them.
himself, waste 'em. Let's be realistic. If ence fiction games, I gave a character This, by the way conforms to one of
they can barely beat the Divisional an extremely powerful piece of cyber- Pondsmith's Laws of Gaming: If it's
Office, why should they have a chance netic hardware. (Liberally lifted from smarter than you are, it probably has its
against the World Headquarters? Harlan Ellison's Demon With A Glass own Agenda. The collarary to this is: If
Hand, a wonderful SF story and Outer it's really nifty, it probabh belongs to
Limits episode. I steal from only the someone else. Whenever players accu-
WHOISMORGAN best.) The cybertech was deceptively mulate power, they will gain enemies to
BLACKHANO & WHY IS HE simple; a metal palm with one thumb match. They will gain people who exist
STILL ALIVE? and one forefinger. Built into this proth- just to take that power away. They will

M organ Blackhand (my esis was a talking super-AI computer gain notoriety far beyond your capacity
archtypical Solo character), which informed its new owner that it to control. These axioms should be a
is not alive because he's required its remaining three fingers in given. The next time your Rockerboy
the best around. He's the best because order to activate its full capacities. Our player decides that he has a 10
he's alive. Simple. Even though I wrote hero set out to recover the fingers, Charismatic Leadership and is the equal
the rules, I don't have to bend them to fighting bad guys of increasing power of Johnny Silverhand, go for it Hound
play Morgan. I just play him smarter; I and capabilities. Each time, the Hand him with the tabloid press (hard to do a
always play him as though he were a helpfully enhanced his abilities through black op with A Current Affair following
personal character I've nurtured for neural boosts, chemical feeds and you, neh?). Regularly have him extracted
years and that I really don't want to lose. secret information. Each new finger by rival recording companies. Have rival
What does this mean to you as a gave the hand and its owner even more bands attempt to kill him*. If your players
Cyberpunk Referee? Also simple. When power, until eventually they were have gathered a lot of power; if theyre
creating an NPC, you need to really play unstoppable; regularly defeating the the equal of Galacticus the Space God,
that NPC as a fully-realized character, toughest baddies in the universe. for Bog's Sakes, it only means that
there's a guy out there who was
Galacticus' older brother and boy, is he
pissed.

GM THEM WHATTHEYWM,
THENTAKE I T AWAY

P layers have this weird hangup


about accumulating stuff.
Vehicles, money, weapons,
cyberware; all things that can make
your life miserable if you don't have a
way to control it. But there's a built in
method of control: taking it away. After
all, if your players steal things, who says
they're the only ones in 2020 with a
taste for grand larceny?
If your players are accumulating
too many weapons, the NCPD and the
local boosters should have noticed by
now and taken their arsenal away. If
they have a lot of money stashed in
their accounts, there's some netrunner
out there who probably has learned to
siphon it out invisibly. If they have AV
vehicles, grav tanks or choppers,
there's at least a dozen fixers who could
sell those vehicles on the market and a
million guys slightly richer than the play-
ers who wouldn't mind buying them (or
one talented techie who specializes in
hotwiring military vehicles for joyriding).
If you've got a really cybered-up mon-
ster-Solo, then C-SWAT has enough
firepower to waste or capture his metal
butt and strip all that nasty 'ware off him
before he becomes a public menace.
The world of Cyberpunk is an unsta-
ble, dangerous, theft-prone place.
There's no reason you can't make your
players have to send every waking
moment and every spare dime protect-
ing what they've gathered against the
hordes of desperate, equally-talented
people on the Street. After all, this mate-
rialism thing is just getting in the way of
their Enlightenment, right?

MAKE THEM RESPONSIBLE


FOR
THEIRACrIONS

H ow many times have your


players faced an NPC and
said, "yeah, I blow him/her/it
away?" Ever thought this one out? First
of all, no man is an island. The booster
you thwack today has a big brother, sis-
ter or boss you'll face tomorrow. A
wonderful example of this, by the way, out in the first round. The armored the vid-and exploit their inherent
is the western The Cheyenne Social members stride in all cocky in their lethalii. I once wired a TV setto broad-
Club. At the start, Jimmy Stewart blows protection to save their buddies. cast an EMP pulse when the TV
Villain #1 away. The guy's five brothers They ignore the rounds hitting all remote (and only the remote)was acti-
come gunning for Jimmy. He finally over them, until they start to smell vated. Amazing how easy it is to walk
blows them away. Next thing he knows, burning plastic. Then they skin out of into a room and cany off the dazed
the guy's entire family, some fifty the acidcovered armor double time, occupants when all they can do is
strong, are gunning for him. He leaves just as the first group of Inquisitors bitch.
town, never to return. There's no rea- pull out their sleep loads...I've killed 5 ) Appeal to their baser instincts.
son why that won't work in 2020 just as about five parties that way (it's even Everyone will take a super-powerful
well as it does in 1871. worse for the full borgs, 'cause they weapon if they think they can steal it
This is only one way of making can't take their armor off). Of course, Booby trap it I once nailed a very
players responsible for their actions. some of you having read this think; smart character by putting a really
There are plenty of others. Insult a local "Hey, he won't pull that on me." And attractive female in front of him. She
politico and you're likely to get your you're right Just wait till you see seemed to like the character, and
home rezoned for a toxic waste dump. what I'm going to have the more importantly, she was the girl-
Cut someone off in traffic and they're Inquisitors do next time. friend of this guy's main rival. He
likely to follow you home and frag your The whole point is, I nail couldn't resist, and after making a
cat. Steal an AV and the NCPD will tow these guys by planning to counter careful check to see if she had any
it for improper parking and registration. each strategy they'll use and arrang- weapons (no), cyberware (no), or
Every action has a reaction. Make sure ing to hit them from several direc- bodyguards (no), he went for it
your players always get the feedback tions. EMP guns alone won't stop a Unfortunately, she had been bio-
they deserve. whole party. But EMP guns and gas engineered with pherenome-pro-
and bombs and snipers and cross- ducing glands that made anyone she
How TO KIU THE T o m fires will eventually get eveyone, slept with addicted to her. The victim
sa0 3) Be Sneaky. There's no rule that had to sleep with her at least twice a
1) Use bombs. They're nice. They're says the worlds toughest solo has to day or he started to have severe
efficient They don't care how much get into a face to face gunfight My withdrawal reactions. As soon as the
armor you have. I have hidden favorite way to nail someone is to put withdrawal hit, our hero's new input
bombs behind doors, inside TV sets, a sniper on a rooftop about a mile went back to her old boyfnend, who
under piles of trash players will just away with a high powered rifle. I just immediately flew her off to Rio and
stride through without thinking (how wait Eventually, I've built up enough surrounded her with a hundred
often do you notice garbage in Night aim modifiers and I shoot At a mile guards. Seems he did this to every
City?),inside light switches (with the away, there's no chance they'll see it rival who showed up on his turf...
bomb on a timer under the bed), and coming until it's too late. Of course, So let your Solo players be
in the toilet I once got a hardcase by those players reading this will go out their own worst enemies. Give them
planting the bomb under the floor and buy dummies to put in their win- toys and situations they can't resist,
under his bed. The trigger was a dows. No problem. Use an AV-4 and and their guards will be down when
paper thin contact switch between take out the whole building. you hit 'em.
the mattressand the springs, set to go To sum up, you don't have to
off if sat upon or exposed to light He give them warnings every moment DON'T PLAY VIDEOGAMES
looked under the bed, natch.Then he you can plant all kinds of clues, or ww uh? Let me explain. Video-
looked under the mattress. Blew his you can force them to become para- games are predictable. They
legs off, as I recall. (Editots Not- noid. But you don't have to have an don't change. you start on one
the new CP2020 Explosives rules in open gunfight just to settle the score. level, beat the henchmen monsters,
the Rules Appendix for the latest on 4) Be indirect Everybody sleeps defeat a few traps and take down the Boss
the subject) sometimes. They also have to go to Monster for that level. Then its on to the
2 ) Gang up strategically. Every con, the can, and eat Use poison on the next level. Predictable.
I get a tough bunch that thinks they toilet seat Open the gas mains while Don't be predictable. Make Arasaka
can whip anything. I go after them they sleep. Spray non-feline reactive a good guy for a change. Have a major vil-
with fifty Inquisitors armed with paint- toxins on the cars fur. Undermine lain change sides. Have a good guy do
ball guns. One group of Inquisitors the floor of their conapt Or just wire something evil for the wrong reasons. If
-...-- s-.--
rarrim l w n dnin .----. The
-..-J Innds ...- nther
-I.-. ".- elwatnr
the --..-..".
-.-.-.-. hi ittnnc thwve just fought boostergangers, have a
carries acid loads. The sleep drug In short, look at the everyday group of fuzzy, plagueridden puppies
guys usually hit the unarmored things your players have to do: pay behind the next door. Constantly change

I lnelT
ibers of the party first; they drop bills, eat, sleep, walk the dog, watch the parameters. Make sure that the Boss
Monster skips a level every so often so
they11 go crazy looking for it ("Wethought
when we beat the Militech guards and got
into the complex, we'd find the Head of
!kcurii there waiting for us!")

THEREARE THINGSWORSE
THANDEATH

N ext time, don't kill them. It's


too easy. Put them in the hos-
pital-for weeks. Capture
them. Brainwash them. Force them to
do your evil bidding or the hostages die.
Instead of poisoning the players, give
them a slow, wasting disease and make
them travel the world hunting the anti-
dote. Make them work for the bad guys
in order to stop a greater threat.
Anyone can kill a Player character.
But it's boring. Think of ways to creative
ly use those characters when you have
them in your power.

IF AILELSEFAILS,
CHANGE THE R-1-

J ust because the background is in


the Book+ it doesn't mean it's the
only way. your players are just as
capable of buying a copy of Qberpunk as
you are (infact, we encourage it) and using
it against you. So feel free to change stuff. I
give you permission. I mean, after all, what
you're playing is basically an extended ver-
sion of my cvberpunk campaign, and Bog
knows I've changed that enough.
In fact, changing can work for you. The
more your players know, the more cocky
the)/ll be. Let them correct you when they
spot something dierent than the given
world background.Just smile and say, "Not
in this game." They will automatically
assume you're wrong, until the real facts
come up and dobber them. "Hey!" ths/ll
scream, "it says in Corpbook Sixteen that
Arasaka has no space shuttles."And you'll
say, "I told you last week that there was an
order to Hermes aerospacefrom Tokyo..."
There you have it; a round sample of
the sort of devious and deadly possibilities
you can now use to enhance your 2020
games. Now don't let me cat& you whining
again about your players getting out of con-
trol. you have the tools. you have the
power.Now use it;fairly, wisely, and nastily.
After all, you're the one who want-
ed to be Cyberpunk.
T hese are a mix of various rules,
tables, and entries that didn’t fit in
other supplements, or that were
referred to in the Essays section. But first:
Actions: A person can take one
action in a 3-second turn. A second
action may be taken, giving a -3modifier
to both actions. Actions are the same as
those defined in fNfF.
action), or a person may do nothing but
mn and move 3x his MA stat in meters.
Melee and Hand-to-Hand Combat
is decided as per f N f f rules: both
attacker and defender roll l D l O and
Diet-Mie”: 1,000 eb., 1D6/2 HC. Movement is taken from Saturday add the appropriate skill; defender
you’ll never be fat again! Eat as much Night Scuffle: A person may move up to wins ties. If the attacker scores, go to
as you want, of whatever you want his MA stat in meters and do one other the Damage section.
The nanites in your stomach screen action (the -3 penalty for doing two Ranged Combat is a bR different
your intake, passing on whatever you actions does not apply here; the move- Each kind of weapon has a difficulty to hit,
need and passing through what you ment is not considered to be another depending on range and adding situa-
don‘t Diets, fad exercises, and emer-
gency bio-sculpts are a thing of the
past! (seeChapter 2, page 20).

HIGH NOON
SHOOTOUT

T his alternative combat system


uses many of the concepts
from the basic Friday Night
fire fight. Any derivations from f N f f
are noted below.
Initiative is determined the same
way as in FNfF. Ambushes work the
same way, too.
tional modifiers. By and large, these mod- head! Subtract the target's BTM from track) before they stop working.
ifiers are the same as the FNFF ones, but this total; if the total is 1 or more, apply ACPA suits: Don't double the dam-
have been streamlined to fit the easier to the target's wound track. If the total age that gets through the armor. Ignore
difficulties. As usual, roll 1D10 and add to is less than one, apply Blunt Trauma. the Toughness Modifier. Each limb, and
the firet's total; if the total is equal or more An)I wound damage taken can the torso, can take damac
than the difficulty, the firer hits the target mandatle Shock/Stun tests and the to their SDP before shutt
Important note: Remember, you appropriate effects, if such tests are same applies to full 'bor
can't fire a weapon farther than twice called fc)r by the target's wound status. Please note that damage
your listed range. An RPG-A may be __l:__L_ L -
Cyberiirrius ndve --.I --A -
- aut-, riui wuunos.
-2- -
exteriur or .-I- .- equipment,
- inrerior -
but
able to fire over 800m, but a LAW can- Each cyberlimb can sustain 112 x its directly to the limb or torso in question.
not. SDP in wound points (of the sort that This is to avoid the problem with the
When firing automatic fire, every would usually be applied to the Wound equipment SDP that makes ACPA suits
point that the roll to hit exceeds the dif- practical tanks when using the straight
ficulty indicates another round striking Friday Night Fire Fight. If a firer wishes
the target, up to a maximum of the to target specific pieces of equipment,
number of rounds fired. FNFF rules for then use 1/10 of the listed SDP points
Suppressive Fire may be used if to absorb damage points, as above.
desired. Vehicles: Use the vehicle system
Suppressive Fire and Area Effect from Maximum Metal.
rules (including the rules for shotguns) Blunt Trauma is caused by
are unchanged from FNFF. impacts. Kevlar may stop bullets from
Damage is worked out on the penetrating, but the impacts don't feel
table above. For each hit, either from good. Any time the target's BTM
melee or ranged combat, roll 2 differ- reduces damage that penetrates
ently-colored D10, designating one as armor to 0 or fewer points, the target
Location and the other as Damage. sustains one damage point on the
Read off the damage from the chart wound track of blunt trauma. This dam-
above, subtract the location's armor age is temporary-blunt trauma dam-
(taking armor-piercing into effect), then age heals at a rate of 1 point per two
double any points remaining after hours (1 per hour with nanosur-
armor is subtracted. Double this again geons)-so mark it specially. Blunt trau-
if the target is taking damage to the ma damage can add up, temporarily
scores after halving. Martial Arts add +1
damage poi1nt per 3 points of Martial Arts
skill (round (jown). Body Type adds bonus
to the damage die roll: V’ Weak = -2 !,
__
WpAk- = -1.1 , 4verage = +O, Strong = +1, v
. I -- I

Strong = +2, Body 11-12 = +4, troay I 3-
1-

14=+5, Body 15+=+8.


Example: Ripsmash, a booster with a
Body of 14 and a set of wolvers, takes on
another booster. He slashes his targefs
arm, which is protected by a light armor
jacket (SP 14, soft).The wolvers (definitely
edged weapons) halve that soft armor pro-
tection. Ripsmash rolls a 2, adding +5 for
his Body strength. This yields a damage
result of 6; subtracting the armor protec-
tion of 2,8 points get through to the hap-
less victim‘s arm (6after the victim’s BTM
is subtracted).That arm is crippled, and the
victim is at the Serious Wound stage,
requiring a Stun6hock roll.
The victim‘s buddy gets even by firing
a 12mm SMG at Ripsmash. The range is
15m and the gunner is firing a 10-round
burst with a Smartgun and target scope.
He rolls a grand total of 19, hitting
Ripsmash with 9 rounds. The first round
hits Ripsmash’s left leg with a roll of 4. The
rounds are AP, so Ripsmash’s SP 20 hard
armor is halved. The damage of 3 (dam
age is halved because of the AP rounds)
minus armor protection 3 equals 0 points
of damage. Ripsmash still takes 1 point of
blunt trauma damage.
The other rounds in the salvo do
much the same thing, inflicting another 6
blunt trauma points on him and driving
him to the Serious stage. A pair of rounds
bounce off, failing to do enough damage
crippling the victim, or even killing him if Crippling Injuries occur when a vic- to hurt him (rolls of 1 and 2).
the Wound track falls to Mortal! m e r e tim’s limb sustains a lot of damage. If a vic- Frustrated, yet another heavily-armed
have been shotgun fatalities where the tim takes 6-12 points of damage to a limb punk takes a shot at Ripsmash, this time
victim was wearing good body armor (after doubling the damage result and with a shotgun loaded with slugs. One of
that preventedthe shot from penetrating, subtracting BTM),then the limb is crippled the slugs bruises Ripsmash’s chest, but
but the bruising caused fatal surface and can‘t be used. If the victim’s limb the other hits his arm with a damage roll
hemorrhaging.) receives 13+ points of damage on the of 6.7 points - 3 for armor = 4. Doubled
Some weapon impacts are so pow Wound track. the limb is useless, blown to 8, subtracting 5 for Ripsmash’s BTM,
erful that they can cause blunt trauma off, shredded or otherwise in need of the behemoth finally sustains a wound-3
through armor. Damage results that can replacement Modifiers: AP weapons points to his arm. This drives him to the
cause blunt trauma to soft and hard halve armor protection and damage. Critical wound stage, leaving his REF, IM
armors are listed on the Wound Damage Edged weapons halve soft armor protec- and CL halved as Ripsmash staggers
Table. If the targers armor is not penetrat- tion, but do not halve damage. Shotgun around like a poleaxed prizefighter,
ed by an attack that causes blunt trauma slugs, the Barrett-Arasaka 20mm, and stunned by the immense battering he‘s
to that armor type,then the target still HEAT rounds halve all armor protection, taken. He‘s not dead, but he doesn’t feel
takes 1 point of temporary blunt trauma but do not halve damage. Round up all very good. If he wasn’t wearing doorgun-
damage. uneven damage and armor protection ner gear, he’d be hamburger.
age to the structure; a success means Nitroglycerine can be made with
D-AILED the explosive does 2 times the rolled a Chemistry roll at Difficulty +15 (a lab
EXPL051VE5 damage to the structure. Failure is required, at least a makeshift one). It
means the explosive does normal too is unstable, although not as horribly
I N CX6ER- rolled damage, and a Fumble means so as Nitrogen Tri-iodide. It does 3D10
PUNK ZOZO the explosive does 1/3 the rolled dam- damage per 114 kilo, with an explosive
"...Ripperjack is caught in his own age. radius of 3m, and costs 24eb per kilo
explosion.. .Bad move, 'Jack.: Explo- to make. It's a liquid, transported in
sives are capable of causing tremen- F y p l o s I v E s containers. Any harsh vibration (a
dous damage. They are relatively avail-
able on the street, and are easier to
smuggle than, say, an RPG-A. But
there's a reason for the Demolitions
skill. Using detonables is a trickier
T he normal explosives available
in the Cyberpunk world range
from the primitive to the dead-
ly. The most simple can be put togeth-
er by anyone with the right common
heavy stumble, a blow, a bullet hitting
armor on that location, etc.) has a 60%
chance of detonating nitroglycerine.
Any fire or extreme heat touching it will
detonate it for certain. Nitro is set off by
proposition than pointing a weapon chemicals and a knowledge of simple throwing it against the target (risky), or
and pulling the trigger. .. chemistry. The most complex are very by fuse (electric or fire-based). It will
potent, chemically complex, and hard explode if hit by another explosion. It
DEMOLITIONS
SKILL to come by. cannot be tamped.

A
ny character trying to use Nitrogen Tri-iodide can be made Guncotton is the next step up
any explosive as a demoli- with kitchen cleaners. It's terribly from nitro. It's more stable, and also
tion had better have potent, and terribly unstable, detonated easily made with a Chemistry roll of
Demolitions skill. An unskilled attempt by even the most trivial shocks (such as Difficulty +15 (lab required). It does
that results in failure becomes a a housefly walking on it). It does 5D10 3D10 per kilo, with an explosive radius
Fumble; a further roll of 8-10 means damage per kilo, with an explosive of 3m, and costs 10eb per kilo to
the explosive goes off prematurely, as radius of 3m, and costs 2eb per kilo. make. Its advantage is that it will only
in "in your face" (a further Fumble roll It's mixed wet, and takes 2 hours per explode 20% of the time if violently
of 8-10 means the same thing for a kilo to dry. It's only safe when wet; struck (60% of the time if exposed to
character with Demolitions skill). A roll once it dries, it has a 90% chance of fire or extreme heat). It is set off with a
of 1 (a natural Fumble) means it goes exploding when it encounters ANY fuse (electric or fire-based). It will
off automatically. vibration. Even talking loud. It cannot explode if hit by another explosion. It
What constitutes using an explo- be tamped. can be tamped.
sive as a demolition? Any use of an
explosive munition, like a grenade or
claymore, for blowing a hole in some-
thing, like blowing a hole through a
wall or door, or trying to cut out a
structural support, etc.-and even then
only someone with Demolitions skill
can use a grenade or other non-demo-
lition detonable for a demolitions use.
Also, any use of a proper explosive
detonable-TNT, plastique, C6, etc.
Suggested difficulties for different
activities:
Using a grenade/claymore/shell
t o blow a hole or damage a structure:
Difficulty 20+.
Using a proper explosive as a
grenade/thrown bomb: Difficulty
15+. (Don't screw up.)
Tamping an explosive: Difficulty
15+. This takes at least 5 minutes.
Evaluating a structure for weak
points: Difficulty 20+. A rolled score
10 points over the Difficulty means the
explosive does 3 times the rolled dam-
TNT is even more stable and reliable. a smaller explosion, a blasting cap, on Example: Ripperjack was only 5
R won't go off if dropped or mistreated, the surface of the explosive. Blasting meters away from that 5-kilo bundle of
unless it3 old or really mistreated. Making caps do 2010 damage in a 1 meter M T he threw when it went off. Oops. He
it requires a Chemistry roll of Difficulty explosive radius, and may be triggered takes 1D10 x 2.5 damage on his whole
+20 and a full lab. It does 4D10 per kilo, by excessive electricity, just like plastique body. He gets lucky and the explosion
with an explosive radius of 3m, and costs explosive! Caps cost 5eb apiece, the was minor; the dice roll is 6, for 15 points
20eb per kilo to make (30+ eb to buy). It detonation wire costs l e b per meter, of damage. He takes 1 1 points (BTM -4),
~ will explode 20% ofthe time if exposed to and the detonator (a small battery pack half of it stun, and has a nice chance of
fire or extreme heat It is set off with a fuse with a switch) costs 1Oeb. being knocked out His armored long-
(electric or firebased), and will explode if Chemical delay fuses can be con- coat (SP 18) stops the 6-point shrapnel
hit by another explosion. It can be tamped. structed with about 25-75eb worth of that bounces off his arm, but suffers a
Plastique is very stable. It can be components (DifficultChemistry skill roll). loss of 2 SP.
molded, tossed, stomped on, burned, These fuses cannot be set to precise per- Unfortunately, that Arasaka corpcop
eaten, and used for all sorts of things. second times, but they are unstoppable was right on top of the bomb. He suffers
Making plastjque takes a Chemistry roll of by the same methods used vs. electric 2D10 x 2.5 damage for 32 points, prob
Difficulty +25 and a full lab. It does 7D10 fuses. Chemical "sniffers" can detect the ably killing him-he's knocked out in any
per kilo, with an explosive radius of 4m, fumes produced by a chem fuse. case-and smashing his MetalGear armor
and costs 50 eb per kilo to make (75+ eb for an SP 8 loss (if he had been touching
to buy). It will explode 5% of the time if EXPLOSIVEE F F E C ~ ~ it, it would have done 4D10 x 2.5 dam
exposed to strong radio or electric trans-
mission (large radios, high-tension wires,
microwave guns, etc.). The source doesn't
have to touch it to set it off; mere static
electricity does it! It is set off with an elec-
E xplosives do most of their dam- age, blowing him to smithereens).
age through concussion and By the way, it's highly unlikely that
heat, both of which drop rapidly any sensitive equipment survived the
with distance, Furthermore, large quanti- explosion intact Fragile stuff like firearms,
ties of explosive are not as efficient as scopes, SmartGoggles, etc.
tric fuse, and will explode if hit by another smaller quantities, since the explosion
explosion. It can be tamped. wastes energy fighting itself (a 2-mega- TAMPED ~LOSIVES
ton bomb is not twice as efficient as a 1- ome explosives can be tamped,

5
C6 is military-grade plastique. It is
harder to detonate, making it safe from megaton bomb). The effects on damage shaped to fit the surface of the
any detonation besides a fuse or anoth- and radius are as follows: target, maximizing the explosive
er explosion. Making C6 takes a
Chemistry roll of Difficulty +35 and a full
lab. It does 8D10 per kilo, with an CAtJlU- - vrrl,-..-i.,a
'concussion can pick
force. If an explosive is tamped, it has only
CONCUSSION DAMAGE half the explosive radius, but does double
damage to the target

E
---I- AWIUJIVC

sive radius of 5m, and costs 75 z:b per people up and throw them. Any
d o to make (loo+ eb to buy). IIt only living crei3ture in an explosion EXPLOSIVES AND
_ ___
?xplodes 1OO/o of the tiime if hit by a nvn- weals L I I ~ Udllldyt: as HEP-that is, armor
*___*_*L_ 2 -I--^
CONFINED SPACES
n explosive in a confined

A
surface explosion. It Iis set off with an SP doesn't protect, half the damage that
-1ectric fuse. It can be tamped. gets through is permanent and half is space, like a room, tank hull,

I+ +'-. -
Detcord is plastiqlue in a cord form.
kn m.rA.3 k.,
l L MI I uc I I iauc uy a chemist, only man-
I
studblunt trauma; soft armor takes 2 SP etc., does twice its listed dam-
damage and hard armor takes SP dam- age to anyone in the explosive radii (full
age equal to 1/4 the explosion damage! damage at contact and range band #1,
ufactured. It does 6D10 damage to the
area it's touching-ovoids of it are used In addition, explosions can blind if you're half damage at range band #2, quarter
to blow walls. When wrapped around an looking at them, and will definitely deaf- damage at range band #3, eighth dam-
object, it does triple damage-1 8D10- en unless Level Dampers are employed. age at range band #4, etc.).
to the object! There is a 1 meter explo- Equipment and other items with SDP A grenade in contact with the target
sive radius, and it costs 100 eb per also take 1/2 damage from concussion. does double damage (shrapnel plus
meter. It's set off by an electric fuse, and explosion). A grenade covered by the
will explode if hit by another explosion. It SHRAPNEL DAMAGE target does triple damage! (Shrapnelplus
cannot be tamped.
Fuses come in two types: electric
and firebased. Fire-based fuses actually
contain a substance which makes them
burn. They11 burn without oxygen (they
E xplosions kick up a lot of debris, doubled explosion.)
moving at high speed. Anything
and anyone within 2 extra range
bands (remember, a range band is equal
to the base explosive radius of the deton-
of
vides
Metah.
Explosivesare handy. A couple kilos
plastique tamped against a tank pro-
Penetration
A detcord
12 (see Maximum
tripwire can take the
usually contain gunpowder, or some able) takes l D l O damage to a random leg off a full combat 'borg! But trifle with
other oxidizing substance), but won't body location, unless protected behind them at your own risk. If you don't know
burn when drowned. Firebased fuses something quite solid. Armor SP protects what you're doing, you're better off leav-
cost 5eb per meter. Electric fuses set off as usual. ing them alone.
5ATURDAY
NIGHT
5LUGFEST
yberpunk is a vibrant game,

C full of flashy chrome and col-


orful characters, but that's
not all there is to it. In fact, that's only
a small part of it. The ugly truth is,
most of the world (particularly
America) in 2020 is dirty and desper-
ate. Sharp, cool cyberstyle is the
exception, not the rule. Only a tiny
percentage (much less than 1%) of
the population are Edgerunners;
many people can't even afford guns.
Fistfights and knife fights are much
more common than gunfights for
many good reasons: guns are expen-
sive, bullets are expensive, and hand-
to-hand combat is just as effective at
settling disagreements but is less
dangerous and less illegal than gun-
fire. Bar fights are considered good-
natured fun rather than mortal com-
bat, and alley-born streetscum wres-
tle like rats over scraps of garbage. By
far the most popular form of fighting
in urban surroundings is Brawling.
Most people have never been inside
a martial arts dojo and are willing to
rely on their gut instincts when it
comes to a tussle. Even more com-
mon is the use of on-the-spot impro-
vised weapons such as chairs, bricks,
pool sticks and broken bottles.
Still, with the increasing danger-
ousness of cities in 2020, everyone round and thus will be stunned until the
takes their protection more serious- NEWA ~ A C K S at least the end of this round), the
ly. Combat is a recognized fact of Knockout Attack: By attacking attacker may attempt a Coup De
life in 2020; tempers flare easily. nerve clusters a Martial Artist can Grace-a long-lasting knockout to put
People have plenty to be upset attempt to knock out his or her oppo- the opponent totally out of commis-
about; overpopulation, pollution, nent. Such an attack requires a mini- sion. The attack is at -2,but if success-
fear and hatred have all reached mum skill of +3 in a style that has ful, the opponent must make a Very
epidemic proportions. either strike or kick. The attack modifi- Difficult (Diff=25) BOD save
All of these conditions have con- er is -3,but if it is successful the oppo- (Endurance skill adds). If this roll fails,
tributed to the growing crime rate, nent must make a stun roll at -2 or be the opponent is unconscious; for every
and new threats seem to come out of stunned for (2 x Martial Artist's skill) point by which he failed his BOD roll,
the alleys and sewers every day. rounds. A Knocknitt .--_ .Attark
._ ---- nnp
---.. dntw -..- _..- nnnnnpnt
the -rr-"-..- is ' unconscious for one
People are scared; and while brawl- point of real damiage. minute (6 rouinds). If the opponent
ing in bars is fun, the urban landscape Coup De Srace: Any time a makes his BOC) roll, just make a Stun
calls for preparedness. Coming from Marital Artist with a skill of +3 or better Check as if it were a normal attack.
corporate thinktanks and the Streets
alike, new martial arts have evolved .I ---.-.---.
(in any style) or aii y person with a blunt
weapon faces all U ~ ~ U I I C I I L...L-r
WIIU
:-
13
Either way, a Cc)up De Grace does nor-
llldl Udllldyt: Iur the attack or weapon
-..I A--..-- I-

to meet this demand. stunned (meaning he was struck last used for delivery. The danger of using
lays know
NEWMARTIAL
is uncon-
j used on
ARTSFORMS
scious-every ti
an already-unc In, move carried out more effectively (note that
ry. ARA5-TE (1) these modifiers only apply to Point Blank
hen Arasaka wanted to select or Close Range distances, and you still

W
find your-
thing you a martial art to train its forces need to have a Handgun skill). Gun-fu is
at is a pri- in, itselected leading hand-te a very fast-paced, frantic combat style,
hings like hand fighting experts to create the worlds requiring physical fitness and excellent
an uncon- greatest martial art to date. After several shooting skills. It is a favorite of the Triads.
years of development, Arasaka troops
beganto learn ArasakaTe. Several smash hit THAMOC (23

where the other person is either


stunned or completely surprised (like an
videos were made based on corporate
Solos armed only with this martial art style,
defeating opponents against all odds. Soon
Arasakasponsored dojos began teaching
ArasakaTe at reasonable rates. While this
T hamoc, or The Art of Modem
Confrontation (or just The Art),was
created at the end of the 20th
century by the police departments around
the world to train their officers in weapon
unsuspected attack from behind), any
melee or hand-to-hand attack that fighting form is widely respected, anyone retention skills. Unlike .tS predecessors,
scores will do maximum damage. who has any actual experience with Thamoc stresses flexibility right before
Instant Death Rules: Any time a ArasakaTe will tell you that it is a bland styleimpact Weapon retention is achieved by
Marital Artist with a skill of +2 or better made up of the easiest moves of seven dif- use of stances that allow for the maxjmum
(in any style with a strike or kick) or any ferent styles. Martial Arts designed by corn distance bebeen your weapon and your
person with a sharp or edged weapon mittees don't usually work too well. opponent (that is, until you attad<).This skill
faces an opponent who is stunned works equally well with handguns, knives
(meaning he was struck last round, and GUN-FU (31 and other small melee weapons. In game
thus will be stunned until the at least the
end of this round) or unconscious, the
attacker may attempt an Instant Kill. This
could be slitting the throat, breaking the
neck, or whatever. The attacker's actions
T his "style" is generally thought to terms, this style gives the user a defense
be of Chinese origin. Developed against a Disarm attack at Thamoc Skill level
as a system for more effective +4! Remember, you still need Handgun or
combat handgunnery within enclosed Melee skill to use the weapons themselves.
spaces, Gun-fu (sometimes known as Due to its defensive nature, Thamoc cannot
are at -2 (although he will usually suc- Gunjitsu) is based on the concept of the be used at the same time as Gumfu.
ceed unless he also happens to be handgun as an extension of the user's
dodging). If the attacker succeeds, the body. Within this martial art, the handgun THRA5H BOXING (2)
opponent can make a Very Difficult
(Diff=25) BOD roll (add Endurance skill).
If the opponent fails, he's dead (Death
State 1). If he succeeds, he takes maxi-
is used like a melee weapon. Most corn
monly, the attacker will run right up to his
opponent, shove his gun into the gonk's L ike Capoeria, this form integrates
dance movements into a power-
ful fighting style. This martial art
stomach, and pull the trigger as many grew up in the nightclub environment
times as it takes. The advantage to this is where chromergangs (de)evolveddance
mum damage from the weapon or blow,
which will probably kill anything but the that gunshots delivered at point-blank contests into flashy rituals of intimidation
hardiest combat monsters anyhow. range do MAXIMUM damage. The basic (use Face-Off/Reputation rules) and bru-
Using A Garrote: This requires principle of Gun-fu (the handgun as a part tality. After a while, these rituals coa-
either a surprise attack from behind or a of the body) also serves to increase fire lesced into an effective combat style. The
successful grab or hold in the previous fight mobility. This martial art reduces the key attacks of Thrash Boxing include tight,
round. The opponent takes 1D6 points penalty for multiple actions by +1/4 skill straight punches, contrasted by extrava-
of damage per turn (plus Strength level (round down); this means that a skill gant flying jump kicks. Special moves
Bonus); hard armors with neck protec- level of 1-3grants no modifier, 4-7 grants assume that the usual fighting environ-
tion will completely prevent this attack +1 and 8-10 grants +2 (i.e., Gun-fu +8 ment is the dance floor; for example, per-
(unless monowire is used) and soft only suffers -1 to multipleaction skill
armors will protect at 1/ 2 their SP. rolls). In this way, Gun-fu allows such
This list pinpoints those skills and special abilities not covered in the basic Cyberpunk 2020 rules.
SKILL NAME (IP MOD) BASE STAT REFERENCE LOCATION
Administrator Resources Special Ability When Gravity Fails, pg. 44
Area Knowledge When Gravity Fails, pg. 48
Near Orbit pg. 44; Deep Space, pg. 7 6
BioTech (+15) furosource pg. 43
Brotherhood (Space) Near Orbit pg. 43; Deep Space, pg. 75
When Gravity Fails, pg. 48
Business Sense Solo of Fortune, pg. 3 1
Braindance Use Deep Space, pg. 74
Interface V1-# 1, pg. 20
Home of the Brave, pg. 74
Wildside, pg. 36; When Gravity Fails, pg. 48.
Solo of firtune, pg. 3 1
Wildside, pg. 86 replaces Chrome Book 1, pg. 74
Solo of Fortune, pg.3 1 is replaced by Expert (Pop Culture)
Interface Vl-#2, pg. 23
Interface V1-#2, pg. 23
Near Orbit, pg. 43; Deep Space, pg. 7 6
Protect and Serve, pg. 70
Special Ability Wildside, pg. 37 and Solo of Fortune, pg. 19
Wildside, pg. 84.
Spotter's (Heavy Wep.+ 1NT)/2 Maximum Metal, pg. 8
Gunner's Heavy Weapons 12
Municipal Commo Interface V2-#1 , pg. 9
Hardwired, pg. 21
Near Orbit pg. 44; Deep Space, pg. 7 6
PA Combat sense Special Ability Maximum Metal, pg. 52
Maximum Metal, pg. 53
Maximum Metal, pg. 52
Pilot Remote (3) Average REF and INT Chrome Book 2, pg. 30
When Gravity Fails, pg. 49
Home of the Brave, pg. 75
Special Ability Protect and Serve, pg. 70
Research (P.1.) When Gravity Fails, pg. 46
Hardwired, pg. 21
Hardwired, pg. 21
Special Ability Wildside, pg. 37
When Gravity Fails, pg. 48
Special Ability Wildside, pg. 35
Space Plane/Shuttle Pilot REF Near Orbit, pg. 44; Deep Space, pg. 76
Near Orbit, pg. 44; Deep Space, pg. 7 6
Special Ability When Gravity Fails, pg. 47
lnterface V1-#1, pg. 21,44
Survival (environment) Hardwired, pg. 21
Interface V l - # l , pg. 40,44
Submersible Pilot (2) Interface V I - # 1 , pg. 40,44
Submersible Tech (2) Interface V1-#I, pg. 40,44
When Gravip Fails, pg. 48
Special Ability Interface VI-#1, pg. 20,44
Underwater Combat Special Ability Interface V l - X l , pg. 40,44
Underwater Equipment TECH Interface V l - # l , pg. 40,44
Urban Survival When Gravity Failsc pg. 48
Special Ability Wildside, pg. 37
Special Ability When Gravity Fails, pg. 45
Water Vehicles INT or REF (GM choice) furosource, pg. 50
Wetware Design Wildside, pg. 21
Workganger (Family) Special Ability Near Orbit, pg. 43; Deep Space, pg. 75
Zero Gee Combat Near Orbit pg. 13; Deep Space, pg. 76
Zero Gee Maneuver Near Orbit DQ. 13: DeeD Soace. DQ. 76
THE COMPLHE ROL€ LI5T

T hese are the various roles people play in life, with the special abilities in parentheses. Sub-roles are listed after
the main entry (this includes the "alternative" skill packages, but not the "subordinate/supporting" ones from
Interfuface).The numbered footnotes identifiy which supplement the role(s) came from.

ADMINISTRATOR (Admin ResourcesP


ATTORNN (Reason):Judge6
CONFIDENCE MAN (Con110
CONVICT cThiefi13
COP (Authority)ll? CIA2 LawDV, Interpol2/5
CORPORATE (Resources)'
DANCEWPROSTITUTEEIRIPPERI ( V a m ~ ) ~ / l o
GOVERNMENT OFFICIAL (Resources)16
FIXER (Streetdeal)1 : Salesman10114, Moneybags' O, Leech10114, Go-Between 10114, Mobster' 0114
SPACE PILOT (BrotherhoodF: Highrider16
INMATE PENAL CORPS MEMBER (StreetTactic913
SPACE MARINE (Space Combat14
MEDIA (Credibility)': Investigative Reporterl7, Sensationalist' ', War Correspondentl', Tabloid Media17, Lawyer18
MEDTECHIE (Medical Tech)'
MODEL (Pose)
:ac'ef)n
rtI(- Rogue Hunter15
NOMAD (Farnilv)': Freight Maverick16, Pirate"l6, Wild Packer16
OCEAN CITIZEN (Underwater Combat)13
PRIVATE WE (ResearchV
PROWLER (SneaWlO
RUNNEWJOCKEY Nehicle Zen)? DeltaJock8, PanzerBoP
1 - : Performance Artist3, Politician3, Social Leader/Activist3, Street Poet3, Clergyman/Cult
Leader18
SALVER (Salvaqe)4
SOLO (Combat Serise)' : Street Samuraiw15, Bodyguard2/' 5, Bounty Huntera' 5, Corporate Operativewl5, Cybersoldierw15,
EuroSolo~5,Specialist2, CINKGB/Mossad Agent*, Army/Navy/Marine/Air Force Soldier', Ninja6
SW (ChameleonP
STREETPUNK (Gana Rank)ulo/l6
-0'0
TECHIE Uury Riq)'
TROOPER ( P A Combat)12
9
1
- 1

WORKGANGER (Workaana)4
Wny the Rehees Guide? Because it startle anybody. He discovered role-play-
needed to be done. Benjamin has refereed ing in 1977 With D&D and Traveller. In
and played almost nothing but RTGs games order to sustain the habit, he started writ-
(mainly Q4xywnk)for about five years and he ing about games in the 80s, beginning
feels eminent?. qualified to tell other people with reviews in the old Space Gamer and
how to play his famite RPG. yolfre smart proceeding to generate a pile of Car
enough to decide for yourself if he's right Wars material (Midwest Road Atlas,
Aeroduel, Car Wars Tanks, Uncle AI3
U A U R Catalog from Hell), as well as doing work
for Tales of the Floating Vagabond, Dark
Room." He has a s Conspiracy, Twilight: 2O00, GURPS, and
ter, Whey,and 1 of course, Cyberpunk 2020.
smokestoo much So what is this maniac doing on this
Ross began project? As a combat nut and wargamer,
almost four years who better to handle the combat section?
- f o r m And as a professional griper (that's what a
written for am reviewer is, folks), he wanted to kvetch on
HomedtheBraM a couple of other topics, too.
ly on the Referees uum. ne I ~a ~ I S UWIW I
SeveraluseleSSterm papers(n0teVenmte givenasabirthdaypre
ly publishable)and nlot much else. friends into gaming. Si
He cites A Towler, W. Gibson, D.K to never and better HEI55ERER
Moran, and KW. Jet- - ..- ",-. ,,. . ...-
ences,along with Mink& NineIn& Naik and I am a partner in my own computer REFmIO
w 3nY
vid
6 nic
I&
L m,
in.
can ramble on about
Cyberpunk roleplay-
h ing and refing for
hours, but I get
tongue-tied when asked to write about
myself. What is worth mentioning? I'm a
devoted writer of the genre. I've written
two modules for CP2020, and I'm work-
ing on two more. I'm also in the devel-
opment stages of a novel and a jigsaw
wrth puzzle. Here's a brief Lifepath.. .
in San kranm's my mea. As an anaonado
of cyberpunk literature and an anime admirer,
R TalsoMn seemed the logical choice for a
company to harass until Uwjd hiire him. It
worked. Having contributed to both
T his tellow
began his
plummet
into insanv in 1973
when he started
1983: Make a fiiend-am introduced
to roleplaying in my Oklahoma home town
with the grandfather of all Rffis, D&D.
1984: Make a new friend-quickly
moved on to a new system: champions.
%
( ,- done illusmjons for Meidw, playing wargames. Lingered there for years; new
and finally writing WIdside, he's now suffering Of course, he was gamdthemes were just 'translated' into
as the New Kid on the' RTG Block never normal to begin with, so this didn't the Hero system.
ingle major release, ii
year I experimented with all kinds ol:role- Falkenstien. (we could go on and on, but black and white, with plenty of expan
playing systems: GURPS, Call of CUiulhu, as this is being ghost-written, he can sions and very expensive add-on mod
Shadowrun, Chill, Rifts, etc. blow his own horn on his own time.. .I. ules." No sequel is currently planned.
1991: Disaster Strikes! Addiction- However, if you want to make him hum- We asked Mike, Why do a Re
after hopping from game to galne, I ble, just mention his other long-forgotten Book?" His answer? "No Referee trul
dropped them all and devoted mI F;elf to project: the Buck Rogers roleplaying lacks imagination and ingenuity-the
simply need a hard kick (with ai
___.
Shadowrun. Iwas enthralledwith thc? con-
---I I -..- -I .LA -*.-..b...k u. e.,-..
cepl, allu I U V W u It: LYUCI L c L l I. I 1 0 1 1,
*GVGI,
game for TSR.
Uic PI arrent rnpinr in-cti idin nrniprt is
I ,,ab",,b,,r,,,","l I I I ~ L U U I " yV,Y"...,
nrmnrerl -, -.- - - - in
-....-.-- rvhprhnnt)
I -..- oants
.. . the --
- - a€
r - - -- to

system problems and arguments about the raising of Cody, (his new son), whom it flowing."
magic theory killed my love1 was a man

1992: Happy love affair-after a


gaming hiatus, I joined a Cyberpunk con "REMEMBER, THERE ARE NO STUPID
game. It was love at first playtest I found
a local group and spent my weekends on
QUESTIONS - JUST STUPID PEOPLE!"
the streets of Night City. I also tried my
hand at Ref-ing and started with an
underwater adventure, "The Bonin
Horse." For kicks, I submitted it to RTG.
They handed it over to Atlas Games, and

1993: Out-of-state game designers


befriendyou-this was the big year. Bonin
Horse was accepted and released in
June; I finished another adventure soon
after for release in '94. I married a non-
gamer as my link to the outside world.
RTGs chief editor called me up one day
and said "how would you like to spend
time on the soapbox and speak your
mind about Cyberpunk gaming?" My first
question was "you want to pay me for
this??" Sure enoush, he was serious. And

Mike Pondsmithbroke
into the gaming
world with the long-

of Mekton, the Japanimation Robot


Combat and Role-Paying Game in 1984.
As the decade has passed, he has con-
tinued to stun and amaze garners and
designers alike with his traveling road
show of tricks: MeMon 11, Teenagers from
Outer Space, Cyberpunk Dream Park
I
I
“Bob’s super-Solo’s killing everything he meets!”
“My players ahways start the adventure in a bar!”
“Why can’t I get anyone to play Nebunners??”

R efs. Let’s be honest. You’ve heard


this kind of whining before-and
aren’t you sick of it? Imean just fed up
...
to here so much that you wanted to
leap across the table and killthe guy!?

B efore you resort to cyberenhanced


murder, examine the alternative:
listen Up You Primitive Screwheads!!!!
The Unexpurgated CyberpunP Referee’s
Guide.
We grabbed six of Cyberpunk%@best
(and most opinionated1 Referees, writ-
ers, and players, as well as the creator
himself, by the scruffs of their necks
and made them tell us what to do-
@ HOWto properly start a Campaign
Good character role choices-that aren’t Solos
When your players think they’re smarter than you
Beef up your Lifepath: Why should the Cybergen kids
get all the angst? I

Should your game walk those Mean Streets-or fly


higher than Dynasfy?
How to run combat against an e x - M a r i n w n d not
lose all your NPCs in the first round

I As a bonus, you get Uncle Mike’s Dirty Tricks: notes


by the Master from a thousand savage conventions
BUT WAIT-there’s more:
A simplified combat system Ifor those that really
...
want one 1 that combines the best of Friday Night
Fire Fight and Saturday Night Scuffle
Blowing Things up for Pleasure 1 Profit-an Enplosiues
I
system that’s realisic and works!
And a completely indexed list of all the new
skills and roles euer published!

Copyright 1994 R. Talsorian Games All Rights Resewed. Cyberpunp is R. Talsorian’s


trademark name for its game of the dark future. Listen Up, You primitive Screwheads!!!!
is a trademark of R. Talsorian Games Inc. All Rights Resewed. All incidents, situations,
and persons portrayed within are fictional and any similarity, without satiric intent, to char-
acters living or dead is strictly coincidental.

CP3291 ISBN## 0-937279-45-5

Vous aimerez peut-être aussi