Stand on 08.03.2014

Document compiled of personal docs, ideas found in other RPG’s, fan websites and of course /tg/. Some material has not been tested yet. An example of Cyberpunk 2020 Rulebook is needed to profit fully from this document.

I. Character Creation

1. Stats

Stat Description AGI Agility, reflexes, balance, coordination CHA Charisma, aura, sex appeal CON Constitution, endurance, physical resilience COO Coolness, willpower, courage, calm DEX Manual dexterity, precision INT Intelligence, memory, logic PER Perception, sixth sense STR Strength, power, explosiveness

50 points to distribute among the 8 basic stats. Minimum is 3. Maximum is 10. Each point over 7 costs double (Ex. a stat at level 9 would cost 11 points).

Note: The GM might decide to give more or less than 50 points for stat depending on his GMing style. For hardcore anime style action I recommend at least 70 points.

Stat levels

Level Description 1 Almost handicapped 2 – 3 Inferior/bad 4 – 6 Average 7 – 8 Superior/good 9 Heroic 10 Legendary

1.1 Derived stats

1.1.1 Hit points

Hit points represent the character’s life force. Once it reaches 0, the character automatically passes out. He will regain consciousness only once the HP’s are again at 1. Once they reach -10, the character dies.

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Hit points = 2 x CON + COO + STR + 5

Note: For more action oriented campaigns the GM can increase the +5 bonus to +10 or +20 (or whatever he wants).

1.1.2 Melee damage bonus

The stronger a character is, the harder he hits. The melee damage bonus is added to hand-to-hand and melee attacks.

STR MD 1 -3 2-3 -1 4-6 0 7-8 +1 9 +2 10 +3 +2 +(+1)

1.1.3 Movement The character’s speed depends on his athletic potential. This is more linked to strength and agility than being a separate stat.

Movement = (AGI+STR)/2 That’s the max. distance in meters a character can cover in one action by sprinting at full speed Jogging distance is half that Walking distance is half Jogging distance Jumping = Movement That’s the max. distance a character can jump

2. Starting Skills

Each character has 45 points to distribute among a minimum of 12 skills representing his professional skills. Leveling up to stat level costs 1 point per level. Leveling over stat level costs 2 points per level (Ex. stat at 5, leveling to 5 costs 5 skill points, leveling to 6 would cost 7…). Minimum score is 1, and there is no maximum.

Note: Alternatively, skill level above a fixed (5, 6 or 7 – depending on campaign) number might cost more.

Further, the character receives INT+PER points to distribute among a minimum of 3 skills representing his interests and hobbies (Attention! The choice has to be validated by the GM. Better find a good reason to have Explosives or Heavy Weapons as hobby skills).

Some skills are noted as specialty skills (Sp.). This means that the skill covers only a restricted field of knowledge. In game term it means that the character must choose a skill related specialty.

Ex. Heavy Weapons (Rocket Launchers).

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2.1 Skill List

AGI Athletics Climbing, jumping, running, tumbling, recover from falls… Brawling Hand-to-hand fighting Dance Dodge & escape Dodging attacks, avoiding things that could hit you Driving (Sp.):  Cars Drive cars, buggies, pick-up trucks and vans  Motorcycles Drive motorbikes, quads and trikes  Trucks Truck driving Martial art Hand-to-hand specialization. Gives various bonuses. Cannot be higher than brawling level. Melee Fighting with melee weapons (swords, clubs, knifes…) Operate heavy machinery Operate heavy machinery like tanks, diggers… Pilot (Sp.):  ACPA Pilot a power armor  Gyro Pilot a helicopter  Fixed wing Pilot a plane  Dirigible Pilot a dirigible  Vector thrust vehicle Pilot an AV Stealth Move silently, avoid detection

CHA Fast-talk/bluff/hustle Convince somebody by lying and using charm. Effect doesn’t last long. Leadership Command people, impose your will to others Negociation/barter Convince somebody by making an exchange. Perform/impersonate Play a role, imitate somebody else convincingly Seduction Flirting and charming. Ultimately finding bed partners.

CON Endurance Ability to keep an effort for long time, not falling asleep… Swimming

COOLNESS Intimidation Convince people by threatening them Look & style Personal grooming and sense fashion. Used to make a good impression on people. Resist torture/drugs Resisting the effects of drugs and torture Streetwise (Sp.) How to speak to criminals, where to find black market stuff…

DEX Cyberdeck design Designing an improving a cyberdeck Demolitions How to use explosive Disguise Alter ones appearance to look like somebody else Electronics Electronic security Disabling electronic security systems and disabling electronic locks First aid How to stabilize critical and mortal wounds Forgery/Editing Forge documents and pictures Lock-picking Picking of mechanical locks

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Jury rig Repair/modify stuff Pick pocket & stealing Steal stuff without getting noticed Tech (Sp.):  Aero tech Construction/repair of planes  AV Tech Construction/repair of AV’s  Basic tech Construction/repair of mechanical devices (cars, bikes, airlocks, machines of all kinds…)  Cyber tech Construction/repair of cyberware  Gyro tech Construction/repair of helicopters Throwing Throwing objects accurately Weaponsmith Repair firearms, fit accessories…

INT Accounting Computer (Sp.):  Databases Find specific data in computer databases  Networks How to access and navigate through computer networks. Find network connections. Use search engines…  Programming Create computer programs, viruses…  Security/intrusion Covers hacking and hacking prevention  System knowledge Covers the skill of finding information in the matrix, using forums and BBL’s. It’s actually quite close to Streetwise. Discussion Convince others by using rational arguments. Effects are durable. Education & gen. Knowledge General knowledge Expert (Sp.) Specific knowledge in a particular area that doesn’t count as a science (Philately, fishing, American cars, Japanese wrestling, firearms…). It’s more theoretical than practical knowledge. Gamble How to win at gambling and reduces losses. It also covers knowledge of how to cheat at gambling. Hide/Evade Evade pursuers, avoid leaving tracks and hiding Interrogation Get information from somebody Language (Sp.) Understand, speak, read and write a foreign language (Ex. English, Spanish, Russian, Mandarin Chinese, Cantonese Chinese, Japanese, Korean, German, French…). Library search Find information in a physical database like a library an archive Medicine Diagnosis and treatment of illnesses and injuries. Science (Sp.): Academic sciences and knowledge  Anthropology  Biology  Chemistry  Geology  History  Mathematics  Pharmacology  Physics  Sociology  Zoology Shadow/track Follow somebody without being noticed and without losing him. Stock market How to invest and make profit from stock market investments and FOREX Teaching Teaching skills to others (see Skill Improvement) Wilderness survival (Sp.): Survive in a hostile environment. Find food and shelter. Avoid

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common hazards (avalanches, quick sands, snakes…)  Arrid/desertic  Temperate  Cold/arctic  Marine  Urban

PER Archery Use of bows Art (Sp.):  Braindance acting Concentrate sensations at maximum for best braindance recording experience.  Composition  DJing  Paint/draw  Photo/film  Music instrument  Sculpture Awareness/notice General awareness used to avoid ambushes, find somebody in a crowd, detect a hidden sniper… Empathy Reading somebody’s feelings, detect lies, anxiousness… Firearms (Sp.):  Auto-Fire Use of full-auto mode for handguns and rifles  Handguns Pistols, revolvers, micro-SMG/PDW in semi-auto  Machinegun SAW, MG…  Rifles Shotguns, sniper rifles, assault rifle, SMG/PDW in semi-auto Heavy weapons (Sp.):  Flame throwers  Grenade-launchers  Missile-launchers  Rocket-launchers  Vehicular weapons Search Physical act of searching (rooms, luggage, strip search…).

3. Starting cash Starting cash should be determined by the GM according to his campaign setting. Alternatively it can be calculated by (CHA+COO+INT+1d10) x 150eb.

Don’t forget that Cyberpunk plays in a world of contrasts. There are incredibly rich people enjoying a very pleasant lifestyle and people living in squalor. While the first will own tons of things, while poor people will only have the bare essentials to survive.

II. System

1. Basics

Cyberpunk 2020 works on a simple d10 System. Take one skill, add it to the relevant stat, roll 1d10 and add it. If the sum is greater or equal to the difficulty +/- bonus/penalty, the character succeeds, if it’s lower, the character failed. Natural scores of 10 on the d10 count as critical success and a natural

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1 would be a critical failure. In case of a critical success you reroll 1d10 and add this to the score. In case of a critical failure reroll 1d10. The higher the score, the worse is the failure.

Option 1: For people who prefer a bell-curved system, you could as well roll 2d6 instead of 1d10. Or you could roll 3d6 and have to roll less than Stat + Skill +/- Bonus/Penalty.

Option 2: Have a special critical failure dice. When a characters rolls a natural 1, pull out the dreaded critical failure dice and let the unfortunate player roll it. I used a blank d6 with a obscene picture on one side. When the symbol appears, the player knows his character is fucked!

Difficulty Level TN Challenging 15 Difficult 20 Very difficult 25 Almost impossible 30 Legendary 35

Here is a short list of modifiers. I do not recommend to use to many or to be too detailed to keep the game flow.

Modifiers TN Nobody ever tried this +5 before Required tools not available +3 No tools available +5 Stressful situation /Panic +3 Have to hurry +3 Taking more time -3 Task planed long time in -5 advance

2. Skill improvement and learning

Skills can be improved by training/studying and experience.

2.1 Experience Leveling up one level costs as many XP as the new skill level (don’t forget, each level over stat costs 2 points).

Ex. If a character has a skill at level 5 and he wants to improve it to level 6, he needs to spend 6 XP (5+1). If the stat related to the skill is 5, he will have to spend 7 XP (5+2). Once he’s at level 6. Improving to 7 would cost 9 XP (5+2+2).

2.2 Training & Studying Training gives 1 XP every skill level x 10 training session (each training sessions takes 2h of training). To be trained, one must find a teacher with a superior skill level and with a teaching skill superior or equal to the level you want to reach. Only one training session can be completed each day.

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Ex. Character has Martial Arts at level 4 and wants to improve his skill by training. He must find a teacher that has Martial Arts and Teaching both at least at level 5.

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III. Equipment list

1. Cyberware

You can also use the standard list from Cyberpunk 2020. Most augmentations consist of a base system on which subsystems get implanted (ex. Cyberoptics is the base, anti-flash, camera… are subsystems). The only exception is the cyberbrain, which is needed for all augmentations with the exceptions of armor and biosystems.

Cyberbrain (basic augmentation for using all cyberware) 1000eb  Braindance recorder (allows for recording braindance, needs a sensorial hardwiring)  Chipjack (allows the use of skillchips, the play of braindance chips) 200eb  Cranial neural interface (doesn’t need neural hardwiring because directly connected to the brain) 200eb  Cybermemory (memory blocs to record data) 200eb / block  Cybermodem (implanted cyberdeck, needs interface plugs to work)  Firewall (protects the cyberbrain from unauthorized access, TN 35 to hack) 500eb  Mathematic coprocessor (+5 to skill rolls related to mathematics) 250eb

CyberOptics – Human (2 eyes, can mount 5 options, 20/20 vision, HUD) 500eb CyberOptics – MetalHead (5 eyes, can mount 8 options, 20/20 vision, HUD) 600eb  Anti-flash (protection vs. blinding) 200eb  Camera (recording on cybermemory or datachip) 100eb  IL vision (low light vision) 200eb  IR vision (infrared vision) 200eb  Iris changer (can store up to 10 different sets of iris) 600eb  Laser designator (for laser guided ordnance)  Laser weapon system (DMG 2d6, 5 shots, uses 2 options)  Targetter (highlights targets/aiming aid, +1 shooting) 400eb  Zoom (+2 to visual awareness/notice) 250eb

Cyberaudio (can mount 5 options) 500eb  Amplified hearing (+2 awareness/notice when concentrating on sounds) 200eb  Digital emitter (transmits sounds to a digital recorder) 100eb  Digital recorder (recording sounds in digital memory or chip) 100eb  Level damper (automatic noise compensation) 300eb  Phone link (full cellular communication) 150eb  Radio link (radio communication up to 2km) 100eb  Voice stress analyzer (+2 to empathy, interrogation checks) 200eb

Neural Processor and Neural Hardwiring (needs a cyberbrain to work) 1500eb  Cyberdeck interface (speeds up hacking) 500eb  Interface plugs (necessary for connection, multiuse) 200eb  Kerenzikov Booster 1 & 2 (INI +4 / Lvl) 500eb/Lvl  Machine interface (used to operate industrial machines) 150eb  Music interface (+2 to make/play music) 150eb  Pain Editor (ignore 1 level of pain) 200eb  Sandevistan Booster (INI +6 for 5 rounds) 1500eb  Sensorial hardwiring (for recording braindance)  Smartgun interface (+2 shooting) 200eb  Vehicular interface (+2 to driving/piloting) 200eb

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Cyberlimbs  Cyberarm (standard arm replacement) 2000eb  Improved cyberarm (imp o Implanted weaponry (see Cyberweapons)  Cyberhand o Manipulation (TCH+1 for manual dexterity checks) 500eb o Standard 150eb  Cyberleg (standard leg replacement, MVT 8) 2000eb o Leg holster (allows to store a weapons Conc. J) 500eb o Speed improvement (+1 MVT / Lvl., max 5 level) 1000eb / Lvl.  Cyberfoot (standard foot replacement) 250eb o Prehensile feet (allows grabbing, climbing +3) 500eb

Cyberlimb Options  Armor plating o Light (AV 10) 200eb / body part o Medium (AV 14) 250eb / body part o Heavy (AV 20) 400eb / body part o Juggernaut (AV 25) 500eb / body part  EMP shielding (protects from the effects of EMP’s) 300eb / system  Hydraulic pistons (SP 25, visible) 200eb  Massive myomer fibers (SP 20) 250eb  Plastic cover (neutral cover) 10eb – 100eb  RealSkinTM (Diff. 35 to spot) 200eb  Superchrome (hi-gloss metallic cover) 200eb  Titanium joints (SP+5) 200eb

Linear frame (basically a cyber body: 2 cyberarms, 2 cyberlegs, 1 artificial spine. Gives much more strength than separated cyberlimbs. Cyberlimbs must be bough separately. )  Basic (STR 10, 80kg, Diff. 30 to spot) 5000eb  Infiltrator (STR 12, 90kg, Diff. 25 to spot) 6000eb  Terminator (STR 14, 100kg, Diff. 20 to spot) 8000eb  Juggernaut (STR 16, 150kg, Diff. 15 to spot) 10000eb  Behemoth (STR 20, 200kg, Impossible to hide) 15000eb

Cyberweapons  EndoGun (implanted weapons, needs a cyberarm or a linear frame to be hidden) o 12g shotgun (2 shots) 200eb o 9mm silenced gun (9 shots) 350eb o 10mm gun (8 shots) 200eb o 6mm SMG (20 shots) 500eb o laser weapon system (8 shots) 1000eb o grenade launcher (1 shot) 250eb o gyrock launcher (2 shots) 100eb  Jackhammer (allows to break down walls and doors, needs a linear frame) 900eb  Retractable blade (DMG 3d6, implanted in cyberarm) 600eb

Cyberarmor  Faceplate (AV 4, 6 or 8 to face. Visible.)  SkinWeave (AV 2, 4 or 6 to full body) 1500eb/2000eb/3000eb  Subdermal armor (head) (AV 6, 8 or 10 to cranium) 200eb/300eb/400eb

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 Subdermal armor (torso) (AV 6, 8, 10 or 12 to torso) 1000eb/1200eb/1500eb/2500eb

Implants  Adrenalin injector (REF +1 for 5 rounds, three time a day) 400eb  Bukkake/Squirting implant (0.3l semen reservoir, controlled by neural hardwiring) 300eb  Contraceptive implant 100eb  Mr. Studd/Midnight Lady (+2 to seduction rolls) 300eb  Pacesetter Heart (+4 to endurance)

Bioware  Muscle & bone lacing (+1/+2/+3 to CON) 1000eb/1500eb/2000eb  Muscle grafts (+1/+2/+3 to STR) 1000eb/2000eb/3000eb  Nanosurgeons (Recovery rate is doubled) 6000eb  Toxin binders (+5 to resist poison/drugs) 3000eb  Vein clips (No HP loss due to bleeding)

Cyberware - drawbacks

People having implanted cyberware will need some kind of anti-reject drug. Neuropozine is the most famous one. The treatment costs 100eb. It can be self-administrated.

Failing to take weekly treatment will result in the loss of 1d6 health points.

Note: There are also many Neuropozine fakes sold over the matrix. In the best case they will have no effect at all. In the worst case they will mask the symptoms of rejection until it’s too late.

Cyberlimbs and linear frames will also need to be recharged weekly (takes 1h). Failing to do so will render the limb or the linear frame useless until recharged.

Regular service intervals are also recommended by the manufacturers. Those should be done twice a year. Cyborgs active in combat environments or harsh conditions should be serviced more often. A service takes from 20 minutes (cyberoptics or cyber limb) to 12 hours (fullborg conversion with plenty additional systems). The cost ranges from 200eb to 2000eb depending on the cyborg’s complexity. Failing to do the service will usually void the manufacturer’s guarantee. Other effects are left to the GM’s discretion.

Final note on cyberware: As you might have seen, I dropped the whole empathy/humanity concept which always bugged me. Feel free to keep it if you want to limit your players’ power.

2. Cyberpunk 2050 – Updated Firearms List

2.1 Small Arms

Handguns Model Cal. Rng WA RoF DMG RCL Amm. Rel. Con. Price 6mm compact 6mm 30 0 2 1d6+1 1 10m ST P 100 9mm compact 9mm 30 0 2 2d6+1 2 8m ST P 120 10mm compact 10mm 30 0 2 2d6+3 3 7m ST P 150 .357M compact .357M 30 0 2 3d6 3 5c VR P 120 9mm full-size 9mm 50 0 2 2d6+1 1 16m VR J 200 10mm full-size 10mm 50 0 2 2d6+3 2 14m VR J 250

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5.7mm full-size 5.7mm 50 0 2 3d6AP 2 18m VR J 300 .357M full-size .357M 50 0 2 3d6 2 7c VR J 200 11mm heavy 11mm 50 0 2 3d6+1 2 8m VR J 300 .44M heavy .44M 50 0 2 4d6 3 6c VR J-5 350 12mm very heavy 12mm 50 0 2 4d6+1 3 8m ST J-5 400 .500 very heavy .500 50 0 2 5d6 4 5d VR J-5 500

Note on RoF: All handguns can fire as fast in semi-auto. People shoot less fast with heavy handguns because they need to recover from the recoil, but the weapon could cycle just as fast.

Note on RCL: Recoil can be lowered by1 point by fitting a muzzle break to the firearm.

SMG Model Cal. Rng WA RoF DMG RCL Amm. Rel. Con. Price 6mm micro-SMG 6mm 50 -1 2/30 1d6+1 1 50m ST J-5 400 9mm micro-SMG 9mm 50 -1 2/30 2d6+1 2 30m ST J-5 500 10mm micro-SMG 10mm 50 -1 2/25 2d6+3 3 25m ST J-5 550 5.7mm micro PDW 5.7mm 50 0 2/30 3d6AP 2 30m ST J-5 600 9mm full-size SMG 9mm 100 0 2/3/30 2d6+1 1 50m ST C 650 10mm full-size SMG 10mm 100 0 2/3/25 2d6+3 2 40m ST C 700 5.7mm PDW 5.7mm 150 +1 2/3/30 3d6AP 1 45m ST C 750

Note: micro SMG’s and PDW’s have roughly the size of a large handgun (real world examples Micro Uzi, Vz61 Scorpion, Ingram MAC-11, H&K MP-7…), while full-size PDW’s and SMG’s have the size of a carbine (real world examples: Uzi, H&K UMP-45, M-1 Thompson, FN-P90…) .

Shotguns Model Cal. Rng WA RoF DMG RCL Amm. Rel. Con. Price 12g sawed-off shotgun 12g 50 -2 2 5-1d6 3 2i VR J-5 200 12g room sweeper 12g 50 -2 1 5-1d6 3 5i ST C 300 12g pump-action shotgun 12g 50 -1 1 5-1d6 3 7i ST NA 350 12g tactical rifle 12g 50 -1 2 5-1d6 3 8m ST NA 500 12g CAWS 12g 50 -1 2/10 5-1d6 3 25m UR NA 900

Note on DMG for shotguns: Point blank to 5m DMG = 5d6, 5m to 10m DMG = 4d6, 10m to ½ RNG DMG = 3d6, ½ RNG to RNG DMG = 2d6, RNG to 2x RNG DMG = 1d6

Assault Rifles Model Cal. Rng WA RoF DMG RCL Amm. Rel. Con. Price 5.56mm assault-rifle 5.56mm 300 +1 2/3/30 4d6AP 1 30m VR NA 700 5.56mm carbine 5.56mm 200 0 2/30 4d6AP 2 30m VR C-5 650 6.8mm assault-rifle 6.8mm 400 +1 2/3/25 5d6AP 2 25m VR NA 750 6.8mm carbine 6.8mm 300 0 2/25 5d6AP 3 25m VR C-5 700 7.62mm assault-rifle 7.62mm 400 +1 2/3/20 5d6+2AP 3 20m VR NA 850 7.62mm carbine 7.62mm 300 0 2/3 5d6+2AP 4 20m VR C-5 800

Sniper Rifles Model Cal. Rng WA RoF DMG RCL Amm. Rel. Con. Price 6.8mm marksman rifle 6.8mm 500 +2 2/3 5d6AP 1 10m VR NA 900 7.62mm sniper rifle 7.62mm 500 +3 2 5d6+2AP 2 10m VR NA 1000 .300WM sniper rifle .300WM 600 +3 2 6d6+1AP 3 8m VR NA 1200 .50BMG anti-material rifle .50BMG 750 +3 1 6d10AP+ 5 8m VR NA 1500 20mm anti-material rifle 20mm 1.5k +3 1 8d10HEAT 6 5m ST NA 2500

Machineguns Model Cal. Rng WA RoF DMG RCL Amm. Rel. Con. Price 5.56mm SAW 5.56mm 300 +1 2/30 4d6AP 1 200b VR NA 1000 6.8mm SAW 6.8mm 400 +1 2/25 5d6AP 2 150b VR NA 1200

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7.62mm MG 7.62mm 600 +1 2/20 5d6+2AP 3 100b VR NA 1500

Exotic Ranged Weapons Model Cal. Rng WA RoF DMG RCL Amm. Rel. Con. Price Taser Taser 20 -1 1 Stun 0 6 ST J 100 EMP gun Bat.- 20 0 2 1d6+EMP 0 10 VR J-5 600 Riot splatgun Splatb. 40 -1 2/20 Drugs 1 80 UR C 500

2.2 Heavy Weapons

Grenade-Launchers Model Cal. Rng WA RoF DMG RCL Amm. Rel. Con. Price 25mm assault GL 25mm 150 -1 2/10 5d6@ 3 25m ST NA 900 25mm u-barrel GL 25mm 100 -2 2 5d6@ 3 5m ST NA 500 40mm assault GL 40mm 150 -1 1 7d6@ 4 6i VR NA 700 40mm u-barrel GL 40mm 150 -2 1 7d6@ 4 1i VR NA 300

Note on grenade-launchers: They can use different types of ammo (HE, HEAT, EMP, Smoke, gas, illuminating…)

Missile-Launchers Model Cal. Rng WA RoF DMG RCL Amm. Rel. Con. Price ATGM ATGM 1k +3 1 12d10HEAT NA 1i VR NA 5000 MANPADS SAM 2k +3 1 7d10HEAT NA 1i VR NA 6000

Rocket-Launchers Model Cal. Rng WA RoF DMG RCL Amm. Rel. Con. Price RPG RPG 400 -3 1 8d10HEAT NA 1i VR NA 1500

Note on RPG’s: RPG’s can use different types of ammo (HEAT, tandem HEAT, anti-personnel, thermobaric…)

Gyrock Weapon System Model Cal. Rng WA RoF DMG RCL Amm. Rel. Con. Price 20mm Gyrock rifle Gyrock 400 +1 2 4d6HEAT 0 12m ST C-5 2500

Note on gyrock weapons: See special rule in combat section.

Flame-Throwers Model Cal. Rng WA RoF DMG RCL Amm. Rel. Con. Price Flamer Gaz 20 -2 3 2d10 0 10 ST NA 850 Flame-thrower Gaz 30 -2 5 2d10 0 50 ST NA 1000

Laser Weapon Systems Model Cal. Rng WA RoF DMG RCL Amm. Rel. Con. Price Light laser weapon Bat.- 50 +1 1-5 1-5d6 0 15 UR P 2000 Heavy laser weapon Bat.+ 1.5k +3 1-8 1-8d6 0 50 UR NA 3000

Note on laser weapons: The user can select how much damage one attack does. Each dice of damage uses one shot from the battery. So a light laser weapon set at DMG 5d6 could fire only 3 shots before needing reloading.

Vehicular Weapons Model Cal. Rng WA RoF DMG RCL Amm. Rel. Con. Price .50BMG heavy MG .50BMG 2k 0 10 6d10AP+ NA 80 VR NA 30mm autocanon 30mm 3k 0 5 9d10HEAT NA 100 ST NA 120mm tank gun 120mm 4k 0 1 12d10HEAT NA var. ST NA Hydra rocket 70mm 4k -3 1-5 8d10HE NA var. ST NA

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Weapons stats

Model: Indicates the type or weapon. Players and GM should create their own brands, not simply use generic names.

Cal.: Indicates the weapons caliber or ammunition used. Different weapons can use the same ammunition.

Rng.: Is a indication of the weapon’s effective range. It is technically possible to shoot further.

WA: Is a general indication of the weapon’s accuracy.

RoF: Indicates the rate of fire per action. A single score of 1 to 3 indicates a semi-automatic weapon. A single score of 5+ indicates a strictly fully automatic weapon. A score of x/y indicates a selective fire weapon (semi- auto/full-auto). And finally a score of x/n/y indicates a selective fire weapon with burst mode (semi- auto/burst/full auto). Laser weapons have RoF indicated with x-y. This is an indication of beam length, not number of beams fired. The beam length gives an indication on the laser weapon’s damage.

DMG: The number of dices rolled for damage. A code after the damage rating indicates some specialty:

AP Body armor is halved, passing damage is halved too AP+ Body armor is halved, passing damage is normal HEAT Vehicular armor is halved, passing damage is normal @ Area of effect (radius = number of dices / 2)

RCL (recoil): The penalty for each following shot or following burst. Penalty is cumulative.

Ex. firing 2 shots from a 10x25mm compact handgun. First shot has no penalty, second shot has a penalty of 3 points.

Ex. firing 10 shots from a 7.62x51mm battle rifle at close range gives a penalty of -6 for recoil. The bonus of +2 for 10 shots in autofire won’t be sufficient to negate the heavy recoil from the 7.62mm NATO ammunition.

Rel.: Is a general indication of the weapon’s reliability. UR indicates an unreliable weapon, ST is standard weapon and VR a very reliable weapon. Usually, reliability depends on the weapon’s manufacturer. This list could be extended with X to XXX (specially unreliable weapons, likely to explode on a critical failure) and SR for super reliable weapons.

Con. (conceal): P indicates that the weapon can be concealed in a pocket, J under a jacket (or briefcase), C under a long coat (or big suitcase) and NA indicates the weapon cannot be concealed. If there is a -5 behind the letter, this counts as a bonus to any awareness/notice or search check to see the weapon. This doesn’t apply if the weapon is hidden one category higher.

Ex. Somebody looking for concealed weapons receives a bonus of 5 points if somebody is hiding a P-5 pistol in a pocket. He wouldn’t receive that bonus if the weapon is hidden under a jacket.

Note: Extra gear can reduce the conceal rating of a weapon. Each time the conceal rating exceeds -5, conceal class increases (Ex. from P to J, from J to M or from M to NA).

Technical Considerations

Many different ammo types can be found under: http://www.ambient.ca/cpunk/ammo.html

Note: I take as basis for damage calculation FMJ ammo.

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Note: Rifles are considered as doing AP damage due to the projectile’s high velocity and small caliber. Using denser projectiles (ex. Tungsten Carbide Penetrator) doesn’t reduce the DMG any further.

Reloading Reloading speed depends on the type of ammo storage used. This is indicated by a letter found in the ammo column.

Code Type Reloading b Belt-fed weapon 2 Actions to replace one belt c Cylinder 1 Action to load one round or 1 action to reload completely with a speed- magazine loader i Internal 1 Action to load one round (no special rule for stripper clips as they are a magazine thing of the past) m External 1 Action to change the entire magazine magazine

Note: Reloading a magazine or speed-loader bullet by bullet takes 1 action per bullet.

Note: If no type of ammo storage system specified, count 3 rounds to reload the weapon.

2. 3 Melee Weapons

Type INI DMG Price Axe -1 2d6+3 20 Brass knuckles 0 1d6+2S 10 Chainsaw -3 4d6 80 Combat knife 0 1d6+1 30 Knife 0 1d6 1-20 Machete 0 1d6+2 25 Sledgehammer -1 4d6S 20 Sword / katana 0 2d6+2 20-200 Tonfa 0 2d6S 15

Exotic Melee Weapons

Type INI DMG Price Kendachi MonoKnife +1 2d6AP+ 250 Kendachi MonoKatana +1 4d6AP+ 450 Kendachi MonoWhip +1 1d6AP+ 300

2.4 Reloads and Accessories

Ammunition

Caliber Price 5mm, 6mm (box of 100) 15 9mm, 10mm (box of 50) 15 5.7mm, 11mm (box of 50) 18 12mm (box of 50) 20 5.56mm, 7.62mm (box of 100) 40 12g (box of 12) 15

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20mm (1) 25 Arrows (12) 24 Crossbow bolts (12) 30 Airgun pellets (100) * 6 Needlegun rounds (50) 25 Flamethrower reload 50 Gyrock (1) 25 * Drugs, acid = 5 x cost

Firearms Accessories Type Price Effects Silencer (pistol & SMG) 100 Sound is reduced, no muzzle flash, Conc. -5 Silencer (rifle) 200 Sound is reduced, no muzzle flash, Conc. -5 Holster (all types) 30 Shoulder sling (rifle/SMG) 5 Magazine (pistol) 20 Magazine (SMG, assault rifle) 30 Magazine (CAW, Light 20) 50 Laser sight 50 +1 to hit roll (max. 100m) Holographic sight 75 +1 to hit roll Scope 75 +2 to hit roll when aiming Smartgun computer (2x gun price, min. 200) +2 to hit roll

3. Armor

Type of armor Covers SP EV Cost Cloth, leather1 Arms, torso, possibly legs 0 +0 var. Heavy leather1 Arms, torso, possibly legs 1 +0 50 Kevlar vest1 Torso 10 +0 90 Steel helmet Head 14 +0 20 Light armor jacket1 Torso, arms 8 +0 150 Medium armor jacket1 Torso, arms 10 +1 200 Heavy armor jacket1 Torso, arms 12 +2 250 Flack vest1 Torso 20 +1 200 Flack pants1 Torso 8 +1 200 Nylon helmet Head 20 +0 100 Door gunner’s vest2 Torso 25 +3 250 MetalGear™ 2 Whole body 25 +2 600 Ballistic shield Whole body 20 +3 150 Ballistic face shield Face 12 +0 80 Skinsuit1 Arms, torso, legs 2 +0 100 Reinforced skinsuit1 Arms, torso, legs 4 +0 200 Skinweave, light1 Whole body 2 +0 1000 Skinweave, medium1 Whole body 4 +0 1600 Skinweave, heavy1 Whole body 6 +0 2000 Subdermal armor, light Torso 8 +0 600 Subdermal armor, medium Torso 10 +0 800 Subdermal armor, heavy Torso 12 +0 1000 Cyberarmor light Var. 8 +0 200 Cyberarmor, medium Var. 14 +0 250

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Cyberarmor, heavy2 Var. 20 +0 300 Cyberarmor, juggernaut2 Var. 30 +0 400

Note: 1 Edged weapons treat SP as half 2 Standard rifle bullets do not count as AP

Armored skinsuits look like diving suits. They are mostly worn by pilots, ACPA operators and people in orbit. The skinsuit is airtight and helmets with respirators and small oxygen/energy packs are available for keeping somebody alive in space or under water up to 1 hour.

Skinweave should protect from 2 to 6 points of damage. At level 2 the skin looks fairly normal. At 4 points it start to look synthetic. At 6 you look like Mr. Rubberman.

Subdermal armor is available for the torso and the head in PP 6, 8, 10 or 12. The higher the protection, the easier it's to spot (can see the armor’s edges under the skin).

Cyberarmor is available in 8 (infiltration borg), 14 (security borg), 20 (combat borg), 30 (heavy combat borg).

4. General Items

Fashion Pants 20 Top/shirt 15 Jacket 35 Coat 40 Dress 30 Footwear 25 Jewelry 10-100 Sunglasses 5-50 Contact lenses 100 Glasses 50 Watch 10-500

*Multiply base cost by style: Generic chic 1x cost Leisurewear 2x cost Businesswear 3x cost High fashion 4x cost Urban flash 2x cost

Tools Techscanner 600 Cutting torch 40 Tech toolkit 100 B & E toolkit 120 Electronics toolkit 100 Gun cleaning kit 50 Protective googles 20 Flash tube 2 Glowstick 1

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Flash paint 30 / m Flash tape 30 / m Nylon rope 6 / m Breathing mask 30 Flashlight 2 Tactical flashlight 50 Multi-tool 50

Personnal electronics Holo generator 500 Video board 100 / m2 Data chip 10 Logcompass 50 Digital recorder 300 Digital camera 150 VideoCam 800 Video/Audio tape player 40 Video tape 4 Digital chip player 150 Digital music chip 20 Braindance console 1000 Braindance chip 50 Electric guitar 100-500 Electronic keyboard 200-900 Drum synthetizer 200-800 Amplifier 500-100

Data Systems Laptop computer 100 - 900 Pocket computer (tablet PC) 100 Cybermodem var. by design Cellular cybermodem var. by design Interface cables 20-30 Low impedance cables 60 Trode set 20 Keyboard 20 Terminal (desktop) 100 - 800

Communications Mastoid commo (in ear) 100 Pocket commo (talky-walkie) 50 Cellular phone (smartphone) 30 - 400 Mini cellphone (watch) 30 - 800

Surveillance Binoglasses 200 Binoculars 20 Light booster goggles 200 IR goggles 250 IR flashlight 50 Laser microphone 350

Entertainment

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Movie 10 VCR/Chip rental/download 4 Braindance 20 Illegal braindance 200 - 250 Live concert/Sports event 50 Night club entrance 5 - 20 Fast food meal** 5 Well drink** 3 Restaurant meal** 20

**Multiply by level of restaurant or bar: Fair 1 x cost Good 2 x cost Excellent 3 x cost

Note on braindance: Braindance chips need either a braindance player and a neural interface, or a chipjack. Braindance can also be downloaded or streamed online. Braindance can become addictive.

Security Keylock 20 / level Cardlock 100 / level Vocolock 200 / level Line tap 200 Code decryptor 500 Voc decryptor 1000 Security scanner 1500 Poison sniffer 1500 Jamming transmitter 500 Scanner plate 500 Movement sensor 40 Passcard 100 Tracking device 1000 Tracer button 50 Remote sensors 700 PlasKuffs 100 Stripwire binders 5

Medical Dermal stapler 1000 Spray skin 50 / can Slap patch var. by drug type Cryotank 100000 Medkit 50 Surgical kit 400 First aid kit 10 Medscanner 300 Drug analyser 75 Airhype 100 Clinic visit 200 Day in hospital 300 Day in intensive care 1000 Clone limb replacement 1500

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Furnishings Nylon carrybag 5 Sleeping bag 25 Inflatable bed 25 Futon 90 Real wood furniture 200 / piece Synthetic furniture 100 / piece Apartment cube 5000 Lamp 20 Cleaning bot 1000 Vocal switcher system 100

Vehicles Scooter 500 Motorcycle 1500 CityCar 2500 Small subcompact car 6000 Medium sedan 30000 Van 40000 Sports car 50000 Note: 2x cost for cybercontrols

Lifestyle Cell phone service 20 / month Standard phone service 10 / month Pay phone call 0.50 / min. CredChip account 20 / month Health plan 1000 / month Trauma Team Account 500 / month Air 5 / min. MagLev Chit 0.25 / station Taxi 3 / mile Cable TV 40 / month Cigarettes 3 / pack (20) CHOOH2 0.5 - 1 / l

Prostitution Dirtgirl 20 / 20 min. Prostitute/Streetwalker 50 / 20 min Call-girl 100 / 20 min. Geisha 200 / 20 min.

Options: Bunraku doll Cost x 5 Virtual sex Cost x 0.5 Soft roleplay Cost x 1 Hardcore roleplay Cost x 1.5 Splattercore roleplay Cost x 3 DMG 1d6 on 1d3 locations

Particular demands (anal, bareback, bdsm, roleplays, gangbangs…) will increase the service’s cost accordingly.

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Note on virtual sex: It can either be with a virtual partner or a real partner. Virtual sex clubs allow you to create your own avatar so you can choose your appearance, your clothing, your voice... (more personalized options can be bought). Sexual relations happen virtually via your interface cable. It’s also possible for two (or more) persons to connect themselves to a computer and have virtual sex instead of real sex (no more risk of STD’s although cyberbrain hacking remains possible).

Groceries Kibble 50 / week Generick Prepak 150 / week Good Prepak 200 / week Fresh food 300 / week

Housing Coffin 20 / night Hotel room 100 / night Apt./Condo 200 / room / month House 1500 / room / month Public parking place 1 / hour Private parking place 100 / month

Multiply base cost by location: Combat zone 1 x cost Moderate zone 2 x cost Corporate zone 4 x cost Executive zone 6 x cost Utilities 100 / month

Tactical Gear Combat uniform 100 Ghost suit 5000 -5 / -3 to be spotted (immobile/moving) Smartgoggles 200 Thermo optical camo blanket 1500 same as ghost suit except, cannot move

Reconnaissance vehicle Crew 2-3 persons Light armor (20) Light armament (1 autocanon + 1 medium MG) Equipped with a wide variety of advanced sensors Advanced stealth and camouflage features Advanced ECM system

Infantry support vehicle Crew 3-4 persons Passengers 10 troopers Medium to heavy armor (40 to 80) Heavy armament (1-2 autocanon, 1-2 auto-GL, 3-6 medium MG) Advanced sensors Basic camouflage Advanced ECM and anti-missile system

APC Crew 3 persons

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Passengers 12 troopers Light to medium armor (20 to 40) Medium armament (1 autocanon, 1 auto-GL, 1 medium MG, 6 firing ports) Basic sensors Advanced ECM

Main battle tank Crew 4 Heavy armor (120 in front, 80 sides, 60 back, 40 top and under) Heavy armament (1 canon, 1 heavy MG, 1 medium MG) Advanced sensors Basic camouflage Advanced ECM and anti-missile system

Osprey – tilt jet Crew 2, Passenger 30 No to light armor (20) No to light armament (.50 MG) Basic sensors Military versions have ECM and chaff/flares dispenser

Militech Wasp – light combat helicopter Crew 1 Light armor (20) Light armament (7.62mm MG, 2 anti-tank missiles) Advanced sensors (light intensification, radar, searchlight) Basic ECM

Note: Light weight helicopter used by metropolitan police units. Only the military version is equipped with anti-tank missiles.

AV-4 – Utility aerodyne vehicle Crew 2 No to light armor (20) Light armament (7.62mm MG) Basic sensors (radar) No to basic ECM

Note: Trauma Team International uses an upgraded version of the AV-4, the AV-4T. It has better armor (40), a stronger engine and advanced sensors (IR, radar, searchlight).

AV-6 – Combat aerodyne vehicle Crew 2 Medium armor (40) Medium armament (.50 MG, anti-tank missiles, rocket pods) Advanced sensors (IR vision, radar) Advanced ECM and chaff/flare dispensers

AV-9 – personal aerodyne vehicle Crew 1 No to light armor (20) No armament Basic sensors (radar)

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No to basic ECM

5. Drugs

Forget the drugs found in Cyberpunk 2020 rulebook. They are overpriced and mostly ineffective. For an extensive drug listing consult: http://www.ambient.ca/cpunk/drugs.html

For a much better drug design system read: http://www.ambient.ca/cpunk/drugprod.html

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IV. Combat

1. Initiative

Initiative = REF + Combat Reflexes + bonus/malus + 1d10

The highest score can act as first. A character can perform 1 action per 10 full points of initiative. All actions make one round.

Ex. A solo made 31 on his initiative roll. He can act at 31, 21, 11 and 1. His opponent rolled 18. He can act at 18 and 8. Combat sequence would be 31, 21, 18, 11, 8. This would count as 1 round.

Note: A character is allowed to keep one action to interrupt the action of somebody else.

2. Shooting

Types of shots TN Aimed shot 15 (shooter must me immobile, aiming devices can be fully used) Instinctive shot 25 (shooter can be moving, no aiming devices can be used apart of smartgun interface) Reactive shot 20 (shooter must be immobile or walking, aiming devices can be used, though aiming is not allowed)

Range Point blank Automatic success & max. DMG 5m -3 10m -1 ½ RNG 0 RNG +5 2 RNG +10 (weapons with range > 100 need magnifying aiming device)

Divers modifiers Target is evading or moving fast +5

Aiming -1 / action spent aiming (max. -5)

Very small target (tennis ball) +10 Small target (head) +5 Big target (car) -1 Very big target (truck) -3 Gigantic target (building) -5

Thermo-optical camouflage +5 if immobile, +3 if moving Standard camouflage +1

Low light Reduces max. RNG by 50% Total darkness/blindness Only blind shooting possible

Types of shots explanation:

Aimed shot The shooter is not moving and is aiming at a target he has already acquired. It

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is the typical sniping situation.

Reactive shot The shooter is in ready position (weapon is ready and already pointing in the direction where trouble is expected) and is covering an area in front of him. The shot happens in reaction to a target entering that area. It happens typically when a shooter is covering an area.

Instinctive shot The instinctive shot happens when a target pops up in an area not covered by the shooter, when the shooter has no time to aim or when the shooter is moving fast / jumping…

Ex. A sniper tries to shoot an unaware enemy with its .50BMG anti-material rifle at a distance of 1000m. The basis is a aimed shot (TN 15). The range is 2xRNG (+10). The target is not moving fast. The sniper aims for as long as he can – 5 actions (-5). There are no modifiers for light or camouflage. Finally the weapon accuracy for his rifle is 2 (-2) and he uses a smartgun interface (-2). Final TN is 16.

Ex. A bodyguard is with his client in a night club. Suddenly the bodyguards detects an armed man approaching while raising a firearm. The bodyguards instinctively pulls out his gun and fires at the threat. It’s a reactive shot (TN 25). The distance is 8m (-1). Final TN is 24.

Ex. A group of NCPD SWAT’s is preparing to apprehend three gang members who are holding a hostage in a small apartment. The SWAT’s have introduced a micro camera in the gang’s hideout and they know that two men are in the main room facing the door and one man is in another room. A sniper is covering the window of what seems to be a bedroom. The other windows have been bricked. The SWAT’s plan is to breach the door, throw two flashbang grenades inside the apartment and proceed to clear the place. The fourth man places a breaching charge on the door. The second and third men are preparing the grenades. The first man is holding a shield to protect everybody from the blast.

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BANG! The door explodes. One drops the shield. Everybody advances. Two and three throw their grenades. As soon as they go off One enters the room while shouting: “NYPD! Freeze!” The two gangsters are stunned and blinded but are both still standing. One sees that one of them is holding a Uzi Miniauto 9 SMG in his hand. One opens fire with two three rounds bursts from his Militech Viper SMG. This counts as a reactive shot (TN 20). The range is less than 5m (-3). One can make use of his holographic sight (-1). Final TN is 17 for the first burst and 19 for the second one. The third ganger is hiding in the toilet. He tries a quick shot at four with his Beretta 97 handgun while moving to the other side of the toilet. This counts as an instinctive shot (TN 25). The range is less than 5m (-3) and he cannot use his weapons laser sight. Final TN is 22 for the first shot and 23 for the second one. Three is covering the bathroom door. As soon as he sees the muzzle flash from the third gangster’s gun, he shoots a three round burst through the open door. Again, this counts as a reactive shot (TN 20). Because the gangster just pops up to fire his shot this counts as a moving target (+5). The range is less than 5m (-3) and Three can use his weapon’s holographic sight (-1). Final TN is 21. If he misses, there is a small chance that he will hit Two, who’s standing close to the door. The sniper is covering the window. He sees the third gangster coming inside the bedroom and moving towards the hostage. He starts to take aim. The gangster gets the hostage and starts shouting at the entry team. The sniper receives the order to take out the gangster. As the sniper is aiming at the gangster this counts as a aimed shot (TN 15). The range is 200m (0). The sniper is aiming at the gangster’s head (+4). The gangster is not evading (0). The sniper makes full use of his aiming device and his weapon’s accuracy (-3). Final TN is 16.

Auto-Fire Each point above TN means that one more bullet hits the target. Automatic fire is always divided in bursts of 5 shots. Each burst has to be rolled separately. Recoil is cumulative and is calculated for each 5 shot burst. Multiple targets can be hit by auto-fire. One burst of 5 rounds covers a distance of 1m. No skill check needs to be rolled for the bursts used to cover a distance between to targets.

Auto-Burst Some weapons have an auto-burst mode. This means than one pressure on the trigger will automatically fire a set numbers of bullets. For simplicity’s sake I assume all bursts to be 3-round bursts. One can fire as many burst in one action as the weapon could fire shots in semi-auto.

Ex. An assault rifle listed with ROF 2/3/30 can fire two 3-round burst in one action.

Firing in bursts doesn’t give any penalty for recoil. 1d6/2 projectiles will hit.

Suppressive fire Firearms can be used to cover an area with lead. The idea is not to hit a target precisely but mostly to pin it down, forcing it into cover so friendly troops can move without getting shot at. A person subject to suppressive fire must make a COOL check otherwise it will try to stay behind cover losing his next action. Anybody crossing an area covered by suppressive fire will be hit by a certain numbers of bullets depending on the quantity of rounds fired on a certain area. Suppressive fire is maintained for at least two actions.

Projectiles / square meter Hits COOL Penalty 10 projectiles 1d6 -1 20 projectiles 2d6 -2 30 projectiles 3d6 -3 50+ projectiles 4d6 -5

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Note: Explosions from grenades, mortar rounds and rockets add 1 point to the COOL penalty. Explosions from artillery shells and bombs add 2 points.

Example: 2 solo are firing each 15 shots on a door. A guy tries to fire at them through the door. The guy passes his COOL check. Doorframe is grossly 1m wide and 2m high. This means there are 15 shots per square meter. The guy trying to shoot at them will be hit by 1d6 projectiles.

3. Melee & Brawling Melee and hand-to-hand combat is based on opposed skill rolls. The attacker makes a roll and then the defender. If the defender’s roll is superior or equal to the attackers roll, the attack is blocked, parried or dodged (depending on what action the defender chose).

3.1 Martial Arts Each skill level in martial arts gives a bonus point that can be added to some key move. The maximum bonus to one key move cannot exceed the skill level divided by two (rounded down). Further, martial art gives a bonus to hand-to-hand damage equal to skill level divided by two (rounded down)

The key moves are:

Strike Covers punches, kicks, head butts, etc. Damage is 1D6S + ½ martial art skill level + strength bonus Sweep Sweeping the opponent and make him fall down (the sweeper doesn’t follow its opponent to the floor. Therefore he can follow up with strikes or pull a gun…). Damage from the fall is 1d6S (no martial art DMG bonus). The person on the ground receives a penalty of 3 points to all his actions until he can stand up (take one full action). Dodge Dodging an attack Block Physically blocking a attack Grapple Grappling an opponent to throw, hold or choke him. The grappled person receives a penalty of 3 points to all his actions until he can evade. Throw Throwing an opponent to the ground (difference with sweep is that you continue to hold him after the throw and you can follow up with a hold or a choke.). The throw does 1D6S (no martial art DMG bonus). Hold Applying a painful lock on the opponent, may break the opponent’s limb. Damage is 1D6S + ½ martial art skill level + strength bonus. The hold can be hold as long as the target doesn’t manage to evade. A critical success means that the target gets his limb broken. Choke Choking the opponent out, may break his neck. Damage is 1D6S + ½ martial art skill level + strength bonus. The choke can be hold as long as the target doesn’t manage to evade. A critical success means that the target gets his neck broken. Evade Get out of a grapple, lock or choke

Example 1: Character A has martial art at level 5. As his player sees him as a MMA fighter, he distributes his points as following: Strike +1, Grapple +2, Throw +1, Choke +1.

Example 2: Character B martial art at level 6. His player sees him more as a kickboxer. Points are distributes like this: Strike +3 (he could not go higher), Block +1, Dodge +2

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4. Damage Each successful attack causes a certain amount of damage. For this locate where the attack lands and compare the damage roll to the armor value of the location. If the armor value is greater or equal to the damage roll, the attack got stopped (though some damage still might pass through).

4.1 Hit Location

3D6 Localisation Effects (optional) 3-4 Head DMGx2 5 Face DMGx2 6-8 Arms 9-12 Torso 13 Vitals DMGx1.5 14-18 Legs

Note: Vitals are located in the torso area for determination of armor.

4.2 Wounds The severity of the wound depends on the amount of damage inflicted. Wounds are divided in 4 levels, ranging from light flesh wounds to mortal wounds. GM and players have to keep track of the divers wounds they might receive in every location.

Note: Vitals count as torso, Face counts as head for the purpose of wound location.

Damage Wound Level Effect 1-4 Light KO-1 5-8 Serious KO-2 9-12 Critical KO-3, M-1/Rnd, -1 HP/Round 13+ Mortal KO-5, M-3/Rnd, -3 HP/Round, KIA if head/vitals

Notes: KO Check malus is doubled for headshots/strikes HP loss is cumulative (2 critical wound + 1 mortal wound

 Mortal wounds to head or vitals kill the character instantly.  Critical and Mortal wound cause HP loss through bleeding (can be stopped with First-Aid check TN 20 / 25). Vein clips also prevent HP loss through bleeding. A cryotank will stabilize automatically the patient.  Once HP reaches 0 the character falls into coma. Once HP reaches -10 the character dies!

5. Recovery Before any HP can be regained, wounds must be treated. This implies a Medicine roll vs. Wound Level’s TN.

A character recovers 1 HP per day with proper rest and medical care. If one or the other is missing recovery time doubles. Critical and Mortal wound need recovery in a medical facility.

Wound level TN Light wound 15

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Serious wound 20 Critical wound 25 Mortal wound 30

Treatment Facility & Medical TN Cost Supplies No medical supplies +3 Free Basic medical supplies 0 100eb/day Dispensary -1 500eb/day Modern hospital -3 1000eb/day High-end hospital -5 5000eb/day State-of-the-art hospital* -10 10000eb/day *Available only in technologically advanced urban areas

Note: Often hospitals will charge a deposit payment of one or two days cost before treating any patient.

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V. Netrunning (conversion from Ex Machina – still in progress)

1. Localization of systems

First step before hacking into a system is to locate it inside the matrix. This is done by a localization roll. If system is generally accessible a simple Networks roll will do the trick to locate it. If system is hidden it will require social engineering (talking to people on forums, meeting contacts, stealing the information from somebody who might know…) or follow a trail of data (system knowledge). Ultra secured systems are not connected to the web at all. They must be accessed physically. Locating them is same as hidden systems, just more difficult.

The following chart indicates the difficulty (TN) to locate a system inside the matrix:

Security Level TN Unsecured 10 Low security 15 Medium security 20 Top notch security 25 High security 30 Top secret 35

Relevant skills: Networks This is used to search via search engines, crawlers… System knowledge Used to search by following the trail of a e-mail or phone call… Streetwise Used to search by using forums, asking contacts…

2. Intrusion attempts

2.1 Hacking

To hack into a system, follow this procedure:

1. Hacker specifies the time he’s going to spend on the intrusion attempt. Refer to the Hacking Time Modifiers Chart below for bonus/penalty. TN depends on the system’s security level (see table above). 2. The hacker specifies if he uses a neural interface system (requires interface plugs) or not. 3. The hacker makes a (intrusion/security) check. Final TN is Security Level TN + Hacking Time Modifier.

Time Spent Keyboard Neural Interface 1 action NA +10 1 round NA +5 5 minutes +10 +3 15 minutes +5 0 30 minutes +3 0 1 hour +1 0 1 day 0 -1 1 week -3 -3

 Critical success means the hacker successfully penetrates the system much faster than expected

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(one step faster).  Success means he gets inside in the specified time.  Failure by 1 means the attempt failed, but no one is alerted. The hacker can try again by spending additional time.  Failure by 2 means the attempt failed, but defences are alerted. If the hacker tries again within 24h, there will be an extra -2 penalty. If the hacker was using a hole created through icebreaking (see below), that hole is closed and the system’s security level returns to full strength against both the hacker and anyone else that had hoped to rely on the same hole.  Failure by 5+, or critical failure, has the same effect, and triggers any active countermeasures.

2.2 Probing attempts

Instead of trying to break in immediately, a hacker can take time to carefully probe a system’s defences. A probe attempt is treated like an intrusion attempt with the exception that the Security Level’s TN is halved.

 Critical success means he discovers the system’s security level and finds a possible back door that will give him a +2 bonus on any break-in attempt.  Success means he discovers the security level.  Failure by 1 or 2 means no useful information were found but the hacker can try again by spending more time.  Failure by 5+, or critical failure, means the target is alerted (see above): hackers suffer -1 on all hacking attempts in the next 24h.

Note on backdoors: Backdoors don’t need to be used right now. They can be used at any time by anybody as long as nobody failed completely his hacking attempt.

2.3 Icebreaking

A hacker faced with very powerful defences may try to attack the systems security instead of trying to bypass it. This is referred to as “icebreaking”. Icebreaking requires a (intrusion/security) skill check and the usual time. The security level TN is reduced by 5 points.

 Critical success means the hacker has found a fatal flaw and completely subverted the security system. Any intrusion attempt will automatically succeed.  Success means that the hacker has subverted part of the defences: the security level drops by one against his next icebreaking or intrusion attempt. If desired the hacker can keep trying, with each success further reducing the defences (to a minimum of 0).  Failure by 1 means the attempt failed, but no one is alerted. If this was a repeated attempt to enlarge an existing hole, the original hole is not detected and the defences remain weakened.  Failure by 2 means the attempt failed, and the defences are alerted. Any hole the hacker has previously opened is now closed, and the security level returns to full strength.  Failure by 3+ has the same effect but triggers any active countermeasures.

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Note: holes can be passed to other hackers, which can be exploited as well – at least, until one hacker fails an icebreaking or intrusion attempt by 2+, which will close the hole to everyone.

3. Inside the system

Once a hacker has accessed a computer system either via stealing the password or a successful intrusion, he can perform all kinds of mischief and mayhem. These activities are less likely to be detected: usually only a critical failure will trigger active counter measures.

3.1 Manipulating data

The hacker can try to locate information stored on the system by checking through directories or running search programs. This requires a Databases skill check. Add bonuses for the desired time spent (see Table for hacking time). Additional modifiers depend on how much data the computer system holds, from -5 (a few files) to +5 (a massive library of data). Critical success means the hacker serendipitously finds exactly what is being sought, or possibly stumbles on other useful files.

 Success means a hacker who knows what to look for finds that particular file, or discovers its absence with certainty. If the hacker is snooping about, a success means the GM can provide a sense of what is available (perhaps a list of directories, like “Research Division Personnel Files,” “Members-Only VR Access,” or “Project Nemesis Test Results”). The hacker can further refine the search based on this (and another Skill check).  Failure means he or she does not find anything helpful, but can try again by spending more time.  A critical failure means that the hacker’s inquiries were deemed suspicious and Active Countermeasures were triggered (see below). Once located, data files can be copied, read online, moved, or deleted. Each attempt usually takes only one round (but reading or copying a huge file may take longer). No Skill roll is usually necessary to perform the operation, but a successful. Databases skill check must be made to do so without alerting security.

3.2 Virus, crashing systems, and other Sabotage

A hacker can try to crash the computer that controls the system he or she has infiltrated. This requires a Networks skill check at a -3 penalty. Each attempt takes one round; there are no time modifiers.  Failure and critical failure have the usual effects.  Success means the system goes down. This will alert any humans (or A.I.s) who were using the system, but also shut down all computer-controlled systems run by it. The hacker is automatically kicked offline. Unsaved data being worked on will be lost, and a lot of people will be aggravated.

3.2.1 Rebooting the network The system operator will need to reboot the system, perform security checks, and restore files. The system’s operator requires a Networks check to get it back online (roll every 10 minutes) at a penalty equal to the amount by which the hacker succeeded. For example, if the hacker succeeded by 5, the system operator would roll at -5 to bring the system back on line.

3.2.2 Viruses and hidden Programs

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A more subtle way to sabotage a system is to insert a virus or other hidden program into the target computer. It can be set to trigger at a later date or if a specification is performed, such as an attempt to use the system against the hacker or his or her friends. It might be set to periodically mail out new data files to the hacker (acting as a spy), crash the system, or even erase data. An example of a subtle buried program would be one that altered or erased all references to a particular person after they were uploaded.

Creating a virus requires a Programming skill check. TN depends on the virus’ ability (TN 15 annoying program to TN 30 Stuxnet).

3.2.3 Detecting hidden Programs System operators may detect a buried program. Use the Manipulating Data rules (chapter 3.1) to see if the system operators notice it, rolling every day if the program is active (if it’s operating constantly, grant them a +2 bonus), or less frequently (for example, whenever they do a major security check, such as monthly) if it is a buried “time bomb.” If they find it, they will erase it and try to locate the intruder. Erasing a buried program requires a Programming skill check made at a penalty equal to the Programming skill Level of the character who buried it.

3.2.4 Controlling computerized devices A system may include programs that run devices such as electronic doors, vending machines, automated factory or lab equipment, security cameras, or even teleoperated robots. The fi le containing the program that controls a particular system can be located using the rules for Manipulating Data (chapter 3.1). Once it has been found, the hacker can try to control it. This requires a Intrusion/Security skill check; the usual time modifiers for hacking apply. Success means the hacker has taken over that system. Failure means he did not but can try again, while critical failure alerts defences. A hacker will usually only be able to control one such system at a time. Each extra system he or she tries to control simultaneously imposes a -2 penalty on all checks. Teleoperated systems such as automated weapons or robots may require other Skills to use properly. Thus, if the character takes over an automated factory unit, he or she will need appropriate Electronics or Mechanics Skill to tell the unit how to build something (or hack into the databases to find an existing program).

4. Security Level

A computer system is rated for its Security Level, from 1 (fairly lax) to 6 (ultratight). This is a combined rating that takes into account defence programs, virus protection, hardware security, and the alertness of users and system operators to threats.

Security Description TN Level 1 Unsecured 10 2 Low security 15 2 Medium security 20 4 Top notch security 25 5 High security 30 6 Top secret 35

4.1 Active Counter Measures

Basic security programs keep people out, but some security systems are more like watchdogs than locks. Active Countermeasures are programs that counterattack the hacker. They are triggered under

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• An intrusion or icebreaking attempt that fails by 5+ (or is a critical failure). • A critical failure while engaged in any activities inside the system

Systems may have one or more of the following Active Countermeasures. Neural Feedback and Mind Trap are only available on systems with Security Level 4+. The GM can come up with other Countermeasures, or may permit hackers to use Computers (Programming) Skill to design new types of programs.

4.1.1 Tracer This program pretends to accept the hacker, but feeds false or inconsequential data while attempting to “back trace” to discover the hacker’s real computer address.

The hacker gets a Intrusion/Security skill check to notice and block or misdirect the trace. No time modifiers apply, but a -3 penalty applies if not using a neural interface. Apply an additional penalty equal to the system’s Security Level.

Success means the trace has been blocked for one round. If the hacker were trying to gain access, he or she can simply log off. If the attacker was inside the enemy system, he or she has the option of either logging out (and thus eluding the trace) or taking an extra round to perform some sort of action. Note that actions performed in a single round will suffer a -4 time penalty (-8 if not using a neural interface).

Failure means the trace was not blocked, and the program discovers the general “address” of the hacker’s system — what server he or she was using. The consequences may vary, from a warning email, to a visit by men in black suits the next day, to an orbital satellite strike, depending on exactly what the character was trying to hack into.

4.1.2 Neural Feedback This program only affects hackers who are using neural interfaces. It launches a counter-attack, reaching out across the net to override the hacker’s nervous system (if he or she is using a neural interface headset or neural jack). This works like a Tracer program (above), except that if the hacker fails the check, he or she suffers neural feedback. That is, the hacker takes 2d6 damage, ignoring any ordinary armour or defences. It will continue to inflict damage each round, if it can. When it is the hacker’s turn to act, he or she may attempt to break free by logging out. This would normally be simple (just hit “power off ” or remove the jack or neural headset ‘trodes), except that the damage inflicted is often enough to inflict KO on a failed CON+Endurance. Careful hackers will often have a partner standing by to jack the hacker out of the system if he or she is stunned or knocked out. The victim will still take the first 2d6 damage, but the damage will not continue.

A Neural Feedback program requires usually a government license (only available with Security Levels 4+).

4.1.3 Mind Worm This is the most insidious form of defence program; in some settings, it may beyond available technology, merely a hacker’s urban legend.

Mind Worm functions like Tracer except that if the user fails to block it and possesses a neural interface, it infiltrates his or her cyberbrain. Treat this as COOL vs. COOL combat. The Mind Worm program has an effective average COOL equal to its Security Level x2. The target may add his or her Resist Torture/Drugs skill level to his or her Mind before averaging it with COOL. As usual, the target must make Stat check at -4 to break away. If the Mind Worm cracks the target’s mind, it may “brain

Cyberpunk 2020 - /tg/ edition Page 33 Stand on 08.03.2014 hack” his or her memories, plant suggestions, and so on, as detailed under Mind Combat, depending on what it was programmed to do. In some settings, it may be possible for a Mind Worm to actually brain scan the subject and store a mental duplicate of him or her in a virtual reality — effectively “trapping” the victim in cyberspace. If the hacker wins, he or she has destroyed the Mind Worm program and, in addition, is treated as having gained a critical success with an icebreaking attempt (se above).

(This part could need some improvement)

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VI. World Situation & Background (work in progress)

The situation in Europe and the USA sucks. 50% of the active population is unemployed. The lack of fiscal income led to a halt of social programs leading to a massive pauperization of the local population. Budget cuts in the military sector lead to a drastic downsizing of European and North- American armies. As an example, the F-22 Raptor fleet, while still being very modern and efficient has mostly been grounded. Only 20 planes are left flying, the rest being used for spare-parts. Many demobilized soldiers and pilots joined either private mercenary companies or criminal syndicates. American and European PMC’s are in constant competition, fighting against each other in Africa, South America and Central-Asia.

The main world powers are Russia, China, United Korea, Australia , Japan, Brazil, USA, UE.

God Tier  Russia is leading in space technologies, weapon manufacturing. Further Russia is a prime exporter of raw materials and biofuels.  China is leading in cybertechnologies, informatics and electronics. It’s a fierce competitor of Russia in the sector of weapon manufacturing.  Korea is leading in arts, design, culture, biosculpture and medical technologies.  Australia is the leader in genetical engineering, agriculture, terraforming and medical technologies. It has become Asia’s new breadbasket.

Top Tier  Panarabia (UAE, Irak, Koweit, Jordania, Egypt and Lybia) is the main exporter of petrol (what’s left of it). Education, service and banking sectors are very advanced.  Japan is the leader in artificial intelligence, robotic , drone technologies and weapon technology. Apart of those areas Japan cannot be considered a top world power anymore. Its place got stolen by China and United Korea. Now it’s merely a fascist rogue state.

Mid Tier  Brazil and Argentinia are important exporters of biofuels and food.  India is a low cost manufacturing country.

Low Tier  USA are leading nowhere anymore. The main exports are cheap weaponry, hardcore porn , mail order brides, criminals and computer viruses. American gangs are feared throughout the world. They are present on every continent.  UE lost any leading position it had. The main exports are cheap weaponry, hardcore porn and mail order brides. European gangs are feared throughout the world. They are present on every continent.

Shit Tier  Central Asia and Africa are completely war torn. Their only exports are refugees and raw materials. Governments never last. Anarchy is the most common form of political system found outside the capitals.  Iran, Israel and Pakistan destroyed each other in a short nuclear conflict.  Central America and the northern part of South America (Peru, Ecuador, Colombia, Venezuela) suffered heavily from the Central American war. The countryside and the forests

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have been polluted by defoliants. Minefields and non-exploded ordnance are everywhere. Those countries are mostly ruled by local warlords. Only Panama is heavily guarded by US forces to ensure that the Panama Channel is still open.

Federation of Europa Capital: Berlin Population: 520 mio. Important urban areas: London Metroplex, Greater Paris, Berlin-Hamburg-Hannover-Leipzig Metroplex, Amsterdam, Ned Metroplex (Amsterdam-Breda-Rotterdam-Antwerpen), Milano-Genova- Torino Metroplex, Warsaw

Republic of Guangdong Capital: Pearl River Metroplex (50 mio.) Population: 140 mio. Important urban areas: Pearl River Metroplex, Hong Kong, Macau

People’s New Republic of China Capital: Beijing Population: 1.3 bio. Important urban areas: Beijing, Shanghai, Shengdu, Wuhan, Chongqing, Xi’an, Tianjin, Nanjing

United Korea Capital: Seoul Metroplex (11.5 mio) Population: 75 mio. Important urban areas: Seoul Metroplex, Pyongyang, Busan

Republic of Vietnam Capital: Ho Chi Minh City Population: 92 mio. Important urban areas: Ho Chi Minh City, Hanoi, Hué, Danang, Nha Drang

Society The society is divided in two. The corporate world and the “normal” world. People working for a corporation are considered very lucky. The company offers them a job, free housing (according to their position in the company and familial status), free healthcare and free education.

USA  Economic and political crisis. Situation similar to Russia in early 1990’s after the USSR’s fall.  A apocalyptic earth-quake has leveled the American East-Coast. San Diego, Los Angeles, San Francisco, Portland and Seattle have been destroyed and flooded to 98%. The death toll was huge. The tidal wave formed by this earth-quake flooded most of Japan. Luckily for China, Hawaii, Japan and Taiwan blocked most of the tsunami.  40 to 50% of the active population is unemployed.  War in Central/South America between US troops and drug lords ended in a bloody tie. An underfounded American warmachine faced Chinese and Russian backed crack guerrillas armed with the most modern weapons to be found.

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 Very high criminality. Ex-military personnel, political figures have banded together with gangs. The American mafia is now one of the most feared criminal syndicate around the world. Famous for their ruthlessness. Not only they control most criminal activities inside the USA, but also in the American ghettos in China and Russia.  Very high corruption. Many state employees have not received any salary in months. They resort to selling state property ranging from assault rifles to F/A-18 fighters or military secrets.  Cessation of most social programs leading to massive pauperization.  Desertification of the Great Plains lead to a massive rural exodus. The coastal towns are now very heavily populated while the inside of the country is mostly deserted. Many ghost towns. Home to right wing paramilitary militias, strange sects and nomad gangs.  Most arable land belongs to agri-corps using it for biofuels. Farmers have been expropriated by banks and agri-corps. Leading to nomad movement.  Cities are huge and densely populated. Corporations have built blocks of social apartments to house the numerous homeless in exchange of political favors. Those blocks are not maintained and have turned into sordid slums. Needles to say that those slum areas have an extremely high criminality.  The American military is a shadow of its former self. There is no money for the maintenance of its equipment. Many soldiers have not received their salaries in months. This has lead to a catastrophic failure in the Central American conflict, where underequipped and demotivated American troops faced well equipped and well funded guerillas and paramilitary units. Most of the airforce is grounded, due to lack of maintenance, spare parts and fuel. Many planes have been sold on the black market. The navy is stranded. Many ships have been sold out, mainly to Australia, Brazil and Japan. Nuclear subs are left to rot in their pens polluting the oceans.  Many American soldiers and pilots have left the army to join mercenary units. They can be found fighting in Africa, Central and South-East Asia. Others have joined the organized crime where they work as enforcers.  Lots of Central-Am veterans became drug addicts during their service. Many suffer from PSTD. Once they go back to civilian life, they become homeless junkies, living day-by-day, ready to kill for a meal.  The police forces are usually very corrupt. The salaries being so low, that police officers resort to corruption to make ends meet. Needles to say that the average police force is ill equipped, ill funded and ill commanded. The corporations have resorted to private police forces to secure their districts.  China and Russia have outsourced their most destructive industry to the USA where labor cost is low, environmental and safety standards non-existent.  The USA only exports are: cheap weapons for the Third-World countries, illegal cyberware, the most hardcore porn, mail order brides and prostitutes, criminal gangs and design drugs.

Europa Federation  The situation in the EU is almost as catastrophic as it is in the USA. The main difference is that the USA are a corporate oligarchy while Europe is a military dictatorship.  The large influx of African immigrants resulted in many ethnic riots between the immigrants parked in huge ghettos, nationalist Europeans and the police/military.  To curb the high criminality, the EU government introduced martial law. Army units work with the police to maintain order. The generals are running the EU de facto.

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 To stop the number of illegal immigrants crossing the Mediterranean Sea, the EU has forced all North African states to join the European Protectorate of Northern Africa. Huge refugee camps have been built to lock in the immigrants. Needless to say that living conditions inside those camps are really hard. The rest of North Africa is divided into two camps. The pro-Europeans and the “rebels”.  The European Armed forces enjoy full support from the government. Although equipped with obsolete weaponry and featuring mostly conscripts, the EAF are still a force to reckon with. Some units have been rented out to African governments in exchange of needed resources. There they often face American mercenaries fighting for rebel groups or Chinese corporations.  European armed forces are also fighting in Africa to help pro-European governments.  Europe is extremely densely populated (550m people packed on a relatively small surface).  The Iberian Peninsula, most of Italy, all Eastern Europe and Great-Britain are economic disaster areas with very high unemployment, high criminality and a catastrophic infrastructure (inspiration for Italy would be Ranxerox comics).  Heavy industry is located in northern Germany, Poland, and the Benelux states. France is desert on 78% of its surface. The land is used for agriculture. Spain lives from its hydroponic farms. Portugal from its fish farms. Italy has a industrial center in the north (Milano-Torino-Genova Metroplex). The south lives on whatever it manages to do, which is not much (some fishing, few farming, mainly tourism). Eastern Europe serves mostly for polluting industry and waste recycling. The Balkan is a tourism area (like south Italy). Apart of that there is not much else.  Unemployment is very high. Unemployed people are forced into shitty jobs or the army in exchange of some family allowance payments.  Europes main exports are: weapons for Japan, mail order brides, cheap prostitutes, criminal gangs and drugs. In general, European gangs are in competition with American gangs.

Japan  Japan suffered greatly from the USA’s fall. The economic crisis that followed was terrible and left the Japanese economy in shambles. This was followed by a gigantic tsunami that devastated the country’s east coast.  The unemployment rate has reached almost American levels.  Despite everything Japan managed to survive thanks to the preparedness level of the population and the intervention of army. As soon as the disaster had striked, the army stepped in and organized the reconstruction (with much help from the Japanese military-industrial complex).  Another problem of Japan is ageism of the population. This lead to an intensification of researches in the area of longevity (to make the people be productive as long as possible), artificial intelligence and robotics (to replace the people once they finally die).  Japan always view China as a potential threat. This lead the military government to change the pacific constitution to a more aggressive one. Profiting of the anarchy that reigned in the American military, the Japanese government managed to get some nuclear warheads from the USA. This lead to public outcry, mainly in Russia, Korea, China and Australia. The USA and especially the EU (less influence from Russian and Chinese corporations) remained allies of Japan.  The legislative elections that followed the tsunami and that would have been won by representatives of the military-industrial complex were nullified by the civilian government under the basis of electoral frauds. This lead to an attempted coup by members of Japan’s armed forces (GSDF). The coup failed, but was very close to succeeding. In an effort to suppress further coups

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attempts, Japan’s Prime Minister formed a branch inside the Interior Ministry’s National Security Forces (NSF) called GROUP 6. They answer directly to the Prime Minister and are sworn to protect the Japanese Constitution at all costs. They immediately begin to hear rumors of a rogue element of the GSDF Special Forces (JINRAI) maneuvering for a second coup attempt. These JINRAI are Special Operations Group 43 (SOG43), fierce nationalist loyal to their country, and a desire to put Japan back into a position of strength.  Japan is slowly moving to from a civilian government to a military dictatorship. There are many internal conflicts between the JSDF, the military-industrial complex and the civilian governments, leading to assassination, sabotage and kidnapping between all actors. The two main fractions are the Jinrai and the NSF.  The NSF (IMNSF Interior Ministry: National Security Forces) are an elite civilian controlled special operation group. They are well funded and have access to the latest tech. Their armors, weapons, and equipment is the best that money can buy and sourced from both Japan and abroad. The NSF is divided in different groups. The most feared one is GROUP 6. They answer directly to the Prime Minister of Japan. They are called upon to do the dirty work that needs doing by the government from time to time, and are sworn to protect the constitution of Japan. They feel Japan is better served by remaining civilian controlled, and occasionally doing “grey area” operation to assist the government in achieving its aims for a future Japan based on democracy.  The Jinrai SOG43 is an undercover military unit that serves the interest of Japan’s military- industrial complex. They are dedicated to the ideal of a strong, proud and prosperous Japan that exerts influence through military will.

Russia  Thanks to its many natural resources and finally few connections to the USA, Russia managed to escape the global crisis that affected otherwise most countries. The strategic alliance with China, Korea and Australia payed off.  Russia is the most advanced nation in the domain of space technology. The Russian Federal Space Agency is the best equipped and best trained company for everything that has to do with going into orbit and living there.  Standard of living is pretty high.  Education is top notch.

China & Guandong  China made a bad start in the 21st century. First, the American bankruptcy, then the secession of the Guangdong province.  As mentioned before China was hit hard by the USA’s bankruptcy. But instead of doing nothing like the Swiss or the Japanese, China proved to be very aggressive. With their remaining assets they managed to buy up many of their old debtors as reparation, thus multiplying its industrial knowhow and output. Many American companies fell in the hands of Chinese investors.  At the same time, the province of Guangdong was in a complete economic boom. Fearing that all China would go bankrupt it started to look for independence. It status changed from autonomous region to a federal state (still part of China, but allowed to make its own laws, have its own government…). Transition was not smooth and some political hardliners had to be removed by force. To the world’s surprise, Taiwan joined the newly formed state of Guangzhou, thus ending a conflict that lasted for almost two centuries.  The people of China benefit from more freedom than ever especially in Guangdong.

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 China has still the biggest army in the world. Technological speaking they have caught up with Russia and the USA.

United Korea  North and South Korea finally merged together thanks to North Korea’s leader Kim Jong Sun, who agreed on a nuclear disarmament…  With the bankruptcy of the USA, the end of the UN due to Japan’s rearmament, Korea decided to keep its small nuclear arsenal as a deterrent.  Korea was always famous for its medical technology, especially in the domain of esthetic surgery. It managed to keep its place in this domain with the most advanced biosculpture technology. People from all over the world fly to Korea to change their appearance.

Australia  The loss of its American ally was a big shock for Australia. Surrounded by potentially enemy nations it had to find a way to survive.  The first step was the creation of Terra Australis, an Australian corporation specialized in terraforming. While most space colonization plans were halted, it started an ambitious project in Australia itself to make the deserts usable for the agriculture. Another important project was decontamination of Japan’s east cost, which was polluted beyond measure after three nuclear power plants got razed by the tsunami.  Australia is now a powerful nation with an advanced technology. First benefactor is the military and mainly the air force, which is probably the world’s most advanced and best one.  Influx of American and European immigrants was highly selective. Only the best and richest ones could enter.  Education is very advanced.  The people profit of a very high standard of living (free health care, excellent public schools…).

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Sex Sells - Kinks of all Kinds in the 2020’s

Sexbots would be something like sex dolls but fitted with a primitive A. I. and a functional motorized body. Available in a wide range of styles (realistic, bishoujo, shota, lolicon, futanari, furry...) or modeled after celebrities (new ones or classic ones). They are either available for purchase or rental. Prices vary greatly depending on the bot’s sophistication level and general appearance. The cheapest models cost around 750eb. The best ones with working AI and interface connection for pleasure enhancement will cost around 5000eb.

Meat Puppets (Bunraku Dolls). The ultimate slaves. People whose ghosts (soul/personality) have been wiped out, either by cyberbrain hacking or by the use of drugs and replaced by a new one (according to the customers desire). It's usually combined with biosculpture to give the subject the desired look. Needless to say that those procedures are illegal. Prices for a Meat Puppet are around 50000eb. Though the price can be much higher depending on who the subject is and how difficult it was to kidnap.

Virtual sex with AI or real online-partners. It’s much like a MMORPG. Create your own avatar, choose a location and let the fun start. No risk of STD (though your cyberbrain might get hacked). Many specialized websites are available. Membership is subject to fees. Special personalization options are also available for a price. In practice you meet potential partners in virtual lounges and then you can either rent private rooms of all kinds and go for it. Monthly fees vary from 10 to 50eb / month depending on the virtual world’s sophistication and the quality of the interface algorithm.

Braindance was always used for porn. You don't watch porn, you live it. There are countless websites where you can download those products. The download is for a one-time usage. Alternatively you can buy chips which you can replay over and over again. Illegal braindance chips, involve rape, snuff and other unspeakable kings best left to /d/. They can be downloaded on specialty websites or bought from shady chip dealers. Those braindances are usually produced by gangs from the combat zones. Prices range from 20eb (classic standard piece) to 100eb (high-class stuff recorded by a braindance world star using state-of-the-art equipment). Illegal braindace prices vary greatly

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For old school people there's still the good old in-out. Old fashioned prostitution is still alive and thriving despite the synthetic competition. The society’s general pauperization that followed the economic crisis and the resulting increase in drug use forced many people into prostitution. For the prices please refer to equipment list. Prostitution is legal and mostly unregulated. Age of consent has been fixed to 16 (like majority). Needless to say that prostitution is controlled by the gangs. They control the different Redlight Districts and establishments dedicated to sex (sex clubs, brothels, strip clubs, love hotels…).

Though poverty and drug addiction are not the only reasons for prostitution. Consumerism pushes young people into Enjokosai or compensated dating. Enjokosai is a practice which originated in Japan where older men give money and/or luxury gifts to women for their companionship and, possibly, for sexual favors. This practice is very popular among students. It should be noted that Enjokosai is used and practiced by men and women alike.

For the real cyberpunk there’s dedicated sex-cyberware. Bukkake/Squirt implants for massive fluid ejaculations (reservoir capacity depending on model), cyberdicks in all kind of sizes and shapes, cybervags with massage functions, sensorial wiring for enhanced pleasure, orgasm triggers...

Finally, there are many synthetic drugs increasing sexdrive, increasing sensations and giving more alertness. Those superpoppers are widely available in drugstores, pharmacies and sex-shops.

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VII. Night City – Example of a Cyberpunk City

There are a few changes from the Night City found in the Cyberpunk 2020 basic book and Night City sourcebook. The first thing is I imagine Night City as a huge sprawling city with no real center. There

are many points of interests that act as centers (secured and brightly lit) and around which one you will find some mixed areas with businesses and residential areas. The further you go from a center the poorer and darker the area gets. This culminates in the city’s outskirts with the Combat Zone and the Landfill.

Rich people live in luxury arcologies and gated communities (villas or luxury condominiums), while the middleclass lives in housing blocks (basically the same as the rich people, just with less security and less luxury). The poor live in run down housing projects near the centers or makeshift houses near the outskirts. The real poor people live on the street, under bridges or in the sewers of the city centers or in makeshift shacks and ruins in the outskirts.

History

Night City was built just after the Big One, the giant earthquake that devastated the American East Coast. The importance of Night City is such that it replaced Los Angeles, San Francisco and Seattle. In many ways it’s the archetype of the North American / European Megalopolis. It’s huge, it’s crowded and it has that strong contrast between the aseptic and bright lit corporate areas and the dark squalor of the slums.

Cities like New York, London, Paris, Berlin, Warsaw are built in a same way.

The Combat Zone

The area called the Combat Zone, or simply the Zone is a gigantic slum area located in Night City’s south. The whole area has been abandoned by the municipality for years and is now ruled by local gangs, counting as the most ruthless in all the USA. It is reputed for being an extremely dangerous place due to high gang activity and the lack of police service.

Municipal services are limited to the strict minimum (running water and sewers, electricity is rationed) to prevent epidemics from spreading. Gangs run all other businesses and services

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(waste collecting, phone service, internet cafes, bars, laundries, bordellos, ripper doc clinics…). It’s impossible to open a business without paying a protection tax to them.

The most prominent features of the combat zone are the housing projects. Huge concrete towers sheltering the inhabitants. They are now administrated by the gangs. On the lower levels you find cheap coffins made of steel railings and metallic meshes. On superior floors are located micro- apartments of around 9m2. Both coffins and micro-apartments have to share kitchen, toilets and bathrooms. Normal apartments can be rented too. The top floors are usually reserved to the gang and its members.

Most inhabitants seek shelter in makeshift shacks built from whatever material they can find or simply sleep on the streets or in the sewers. Other live in old social housing projects built by megacorporations in exchange of tax reductions and other advantages. Many inhabitants are dwelling in those vermin infested and derelict buildings. The gangs are running the rent racket. People who don’t pay up get expelled from their apartment, their belongings confiscated.

The only legal jobs available for people from the zone are toiling in a corporate recycling plant, collecting garbage in the landfills or serving as guinea pig for medical tests in exchange of some food, some cash and maybe an antibiotic shower. Apart of that the local gangs provide work. They mostly include crime, drugs, gambling and prostitution. But there are also some more normal jobs, like working in a laundry or cleaning the streets.

Criminality is extremely high. The gangs only take action when their business is affected. Corporations on the other hand start cleaning operations when the combat zone’s inhabitants create too much mayhem in downtown, when some crazy cult / rebellious organization attacks the corps’ interests or when some runners are hiding in the zone. Then you can see gunships patrolling the skies, APC’s and combat armors penetrating the combat zone.

Corporate relief organizations and the International Red Cross have opened some medical centers to prevent epidemics. Those places are heavily guarded by corporate troops. The local gangs know steer away from those places. Food distributions occur also daily. Usually the gangs end up stealing the food and distribute it to their people (see food distribution in Blackhawk down!).

The combat zone gangs are notorious for their ruthlessness and the extreme violence they can show. While most of their activities are located inside the combat zone they have also expanded to downtown by running prostitution and dealing rings in Redlight District. Their allocated area is so sick it got called Hell by the other crime syndicates. Child prostitution (real, not biosculpted adults) and bordellos providing care to the most disturbing perversions are the main attractions. The NCPD doesn’t patrol this area. No salary in the world is worth getting kidnapped and tortured by the zone’s gangs.

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There are nine housing projects. Each one shelters around 10’000 people. One of them crumbled. Currently only squatters live there.

Combat Zone’s gangs are equipped with obsolete equipment: weapons from old military surplus (M16, M4, M249, M21, AT-4…) or through contacts with the underworld. Civilian vehicles (motorbikes and pick-up with heavy weapon mount: M2HB, Mk. 19 grenade-launchers) are their main combat vehicles.

NCPD

The NCPD is divided in 5 precincts. Each precinct is composed of a fully equipped police station. Funding and therefore equipment depends on the economic importance of the area the precinct is located in. So, a precinct located in a corporate center will have much better equipment than one located near the combat zone. This leads to the fact that now area that already were rich and had a low criminality became even safer, while slum areas become more and more dangerous due to the lack of funding in those areas.

Police Officer – Slum Nylon helmet Flak vest Flak pant Sternmeyer P35 pistol Armalite 44 (for CYBEX units) Sternmeyer Stakeout 10 shotgun (one for two police officers) Militech Roning Light Assault rifle (for CYBEX units) Nightstick Handcuffs Commo set

Police Officer – Corporate Area (light equipment) Skinsuit (base layer) Police uniform (pants, shirt, cap) Flak vest Colt AMT Model 2000 H&K MP-2013 (one for two police officers) Arasaka WCAA Rapid Assault (one for two police officers) Nightstick Handcuffs Commo set

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Police Officer – Corporate Area (heavy equipment) Skinsuit (base layer) Police uniform (pants, shirt, cap) MetalGear™ combat armor Ballistic face plate Colt AMT Model 2000 H&K MP-2013 (one for two police officers) Arasaka WCAA Rapid Assault (one for two police officers) FN-RAL (for SWAT-type operations) Nightstick Handcuffs Commo set

Night City – Districts & Places of Interest

Westhill District Westhill is a chic district. It mixes residential and commercial areas. Night City Budokkan Performance Center Advocet Hotel Bayview Towers 1 & 2 Condominium Marcini Shopping Mall Night City Hilton Royal Garden Condominium

Corporate Plaza Corporate Plaza is Night City’s heart. It’s here that the most important companies have located their headquarters. Arasaka Tower Biotechnica Tower EBM Tower Infocomp Tower NN54 Tower Orbital Air Tower Petrochem Tower Plaza East Tower Plaza West Tower

Commercial District This district is mainly occupied by businesses of all kinds. Most buildings are office towers. Night City Business Center Night City Trade and Convention Center Euro World Bank First Night City Bank Industrial and Commercial Bank of China Infocomp Building Militech Building Paragorn Shopping Mall Union of Swiss Bankers Bank WNS Building Zetatech Building

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Newport District New Port district is built around the Grandmill’s shopping mall. This district is considered to as a luxury shopping area. Grandmill’s Shopping Mall Ashcroft Hotel Camden Court Condominium Pacific View Condominium

Richland District La Hacienda Hotel and Casino Electric Parc Public Parc

Lake Park District Lake Park Public Park

New Harbor District Greenspan Business Center New Harbor Shopping Mall Ramada-Ibis Hotel

Hospital District Hospital district is built around the many hospitals and clinics that can be found here. Night City First Hospital Biotechnica Park Night City Crisis Medical Center Medicross Preservation Bank Trauma Team International Building

Industrial Ward Night City Harbor IEC Fusion Powerplant

Civic Center Night City Administration Building Night City Public Library Night City Town Hall Michael Night Museum of Arts Red Cab Taxi Company

University District Night City University Arcology

Pinewood District Pinewood district is built around the Pinewood arcology. Pinewood Arcology Pinewood Galleries Shopping Mall Pinewood Residence Condominium Pro Porn Comp Tower Westin Hotel

Marina South District Piper Memorial Stadium

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Pacifica Public Parc Pacifica Towers 1 to 5 Housing Project

Marina North District Burlesome Tower Forlorn Hope Pub Marina 1 & 2 Housing Project

Northside District Abyss Bar After Life Night Club Eternal Peace Cemetary Holy Trinity Church NorCo Social Housing Project

Little Kabuchiko This area is the yakuza’s domain. Appollo Building Shopping Mall Grand Illusion Night Club Hollywood Café Night Owl Bar Red Lantern Complex Underworld 93 Night Club

Redlight District Dungeon Night Club Imperial Vienna Hotel Penthouse Hotel Sade’s Garden Night Club Terminal Reality Night Club White Rose Hotel

Hell Area connecting Red Light District to the Combat Zone

Combat Zone Das Reich Night Club Fear Factory Night Club Housing Projects Tempest 2000 Night Club

Night City International Airport Economic Palace Hotel

The Junkyard Night City Landfill Recycle Plant 1,2 & 3

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VIII. Inspiration

Thanks to following movies, anime, manga, cartoons, books and forums for providing me inspiration and motivation:

AD Police Akira Angel Cop Appleseed Armitage III Avalon Berlin XVIII Blackhammer Bladerunner Bloodnet Bubblegum Crisis Burning Chrome Carmen McCallum Count Zero Cyberpunk 2020 Cyberpunk Reviews Datafortress2020 Death Race Deus Ex Do Androids Dream of Electric Sheeps? Dog bite Dog Elysium Enter the Void Ex Machina Gamer Ghost in the Shell Gunm GURPS Cyberpunk GURPS Cyberworld GURPS Cthulhupunk Hardware Hardwired Idoru Imma Youjo Vol. II Johnny Mnemonic Judge Dredd Kite Mona Lisa Overdrive Neo Tokyo Neuromancer New Rose Hotel Parasite Dolls Rankxerox Renaissance Robocop Running Man Shadowrun Shockwaverider

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Stand on Zanzibar Strange Days Surrogates Total Recall Transmetropolitan Twilight of the Dark Master /tg/ /k/

Soundtrack

Thanks to following bands for providing me and my gaming groups with awesome soundtracks:

Alec Empire Arecibo Atari Teenage Riot Biohazard Combichrist Dulce Liquido Fear Factory Gerogerigege Hanayo Hanzel & Gretyl Haujobb Hocico Hypnoskull Imminent Starvation Kavinsky Klangstabil La Planète Bleue Lazerhawk Lustmord Machinehead Merzbow Ministry Monte Cazzazza MZ.412 Noir Deco OST Deus Ex: Human Revolution Panacea Perturbator Powerglove Scorn Skinny Puppy Slayer Sonar Suicide Commando Synapscape Vangelis Xotox .xypharg

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Special thanks to:

My gaming groups (Blade, Carand’ache Willi, Marylin Willi, Toasted, Josh, John Doe, Adolf Krauss, Iron Black, Sefu, The Dude, Slobodan Tadic, Old Dirty Pendejo, Yassid “The Worm”, The Archbishop, Inspector Greaves) All people met at conventions and whose names I have forgotten All anons met on /tg/ Green Dragon (best White Widow available in town) Migros Classic Ice Tea (best ice tea money can buy) Red Bull (for providing that much needed caffeine during long gaming sessions and conventions)

Update history

26.12.13 Sex part created 25.12.13 NCPD part 06.03.14 Diverse updates 07.03.14 Weapons stats updates. Japan background update (from Neo Tokyo). Finished netrunning conversion from Ex Machina 08.03.14 Diverse updates (combat section, layout…)

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