Sie sind auf Seite 1von 38

12G

0
2
2
N
D

O
F
F
E
N
S
E
:

E
N
E
M
I
E
S

O
F

T
H
E

S
T
A
T
E
U
N
D
E
R
G
R
O
U
N
D
U
N
I
T
Y
GAMMA PLAYTEST DOCUMENT
CREDITS
Written and Designed by Clint Krause
Additional Flash Fiction by Daniel Bayn (www.danielbayn.com)
Illustrated by Deseo (www.deseoworks.com)
Edited by To Be Determined
Playtested by Travis Akin, Richard Anderson, Daniel Bayn, Rob Carson, Kevin
Chipps, Zachary Davies, Mark Dipasquale, James Eastteam, Clint Finnell, Isaac
Gehrke, Aaron Hamric, Ethan Hamric, Cole Hartfeld, Colin Justice, Dan Justice,
Brad Kelley, Cassie Krause, Clinton Ladue, Scott McElfresh, Stewart Mundy, Paul
Otis, Chris Pennington, Chris Perrin, Colleen Riley, Amy Rost, Joe Ryan, Geoff
Seutter, Timothy Sallee, Crystal Scott, Justin Scott, Trevor Scott, Mike Silva, Joe
Simmons, Haydin Smith, Nolan Stewart, Shawn Stolte, Jesse Taylor, Shaun Taylor,
Brad Warriner, Marc West
Special Thanks to Cassie Krause, Dade Krause, Aaron Hamric, Mike Silva,
Carlos Ramon, Analisa Castrellon, Daniel Bayn, Zachary Davies, Issac Gehrke,
Chris Pennington, Geoff Seutter, Josh Chewning, Shaun Taylor, Daniel Moler, April
Laksen, Vivien Lasken, Trevor Scott, Justin Scott, Crystal Scott, and the numerous
other people who gave us support and encouragement along the way.
Dedicated to Steve Murphy Clash Addison
2012 by Red Moon Medicine Show
ISBN xxx-x-xx-xxxxxx-x
www.redmoonmedicineshow.com
www.unityunderground.com
WARNING!
VIOLENCE AND WEIRD SHIT
The fctional world of Unity Underground is a strange, deadly place. Violent
revolutionaries wage war against a totalitarian dictatorship that has enslaved
the worlds populace through technology, propaganda, and mind control.
Drug use, profanity, sexuality, nuclear war, government conspiracies, anarchy,
psychic powers, and human/animal hybridization are all elements of this game.
Some parents may fnd these subjects inappropriate for young readers and
players.
02
THE WORLD
. . . has lost its soul. Its all fallen under the control of the UNION OF MAN, a totali-
tarian regime ruled by the charismatic president MASON GATE. Gates visionary
leadership has brought incredible progress for humanity, but progress is not with-
out its costs, and the Unions shining cities conceal dark secrets.
There are those who see through the Unions facade and stand up for the truth.
The UNDERGROUND, a clandestine network of rebel operatives, wages a secret
war for the survival of those who the Union deems unsuitable for saving.
It all started about twenty years ago. Decades of overpopulation and ceaseless
war had ravaged the planet. The populace lived in desperate poverty, huddled
in fortifed settlements, fearful of the drug-crazed gangs that now roamed the war-
torn countryside.
During his sixth term in offce, American president Mason Gate devised a plan
that would ease the fears of the people. His scientists had developed the VO-
CATIONAL MODULE, a neural implant that could provide its host with instant
expertise in any vocational feld.
Gate proposed the New Labor Act, which guaranteed work and wage to anyone
who received an implant. Millions of desperate citizens focked to receive the
implant and soon Gate was credited as the savior of the nation.
Gates power grew, and as world leaders gradually bent under his messianic infu-
ence, a new endeavor was proposed: The Union of Man, a unifed world govern-
ment that would put an end to nationalism and warfare.
Many countries rejected this gesture and fought back, igniting a period known as
the UNIFICATION WARS. Countless battles were fought and millions of lives lost,
but in the end Gates infuence and power were too strong and all who opposed
the Union were defeated and forced into exile.
The intervening years have been a crucible of violence and oppression. For those
assimilated into the Union, life is pleasant and full of trivial comforts. For those on
the outside, every day is a battle for survival.
Still, there is hope. Holes are forming in the Unions matrix of control. Resistance
is stirring, and a war for the fate of the planet is under way.
. . . has lost its soul. Earth has fallen under the control of the UNION OF MAN,
a totalitarian regime ruled by the charismatic president MASON GATE. Gates
visionary leadership has brought incredible progress for humanity, but progress is
not without its costs, and the Unions shining cities conceal dark secrets.
There are those who see through the Unions facade and stand up for the truth.
THE UNDERGROUND, a clandestine network of rebel operatives, wages a secret
war for the survival of those who the Union deems unsuitable for saving.
It all started about twenty years ago. Decades of overpopulation and ceaseless
war had ravaged the planet. The populace lived in desperate poverty, huddled
in fortifed settlements, fearful of the drug-crazed gangs that now roamed the war-
torn countryside.
During his sixth term in offce, American president Mason Gate devised a plan
that would ease the fears of the people. His scientists had developed the
VOCATIONAL MODULE, a neural implant that could provide its host with instant
expertise in any vocational feld.
Gate proposed the NEW LABOR ACT, which guaranteed work and wage to
anyone who received an implant. Millions of desperate citizens focked to receive
the implant and soon Gate was credited as the savior of a nation.
Gates power grew, and as world leaders gradually bent under his messianic
infuence, a new endeavor was proposed: The Union of Man, a unifed world
government that would put an end to nationalism and warfare.
Many countries rejected this gesture and fought back, igniting a period known as
the UNIFICATION WARS. Countless battles were fought and millions of lives lost,
but in the end Gates infuence and power were too strong and all who opposed
the Union were defeated and forced into exile.
The intervening years have been a crucible of violence and oppression. For those
assimilated into the Union, life is pleasant and full of trivial comforts. For those on
the outside, every day is a battle for survival.
Still, there is hope. Holes are forming in the Unions matrix of control. Resistance
is stirring, and a war for the fate of the planet is under way.
The Mission
Youre a member of the Underground, a ragtag group of guerilla operatives
fghting to bring the Union to its knees and restore freedom to the world.
The Underground operates under a simple code:
FREEDOM: The Underground is a melting pot of political philosophies, but freedom
from the Unions tyranny is the common goal that connects the cells. Members
strive to defend the oppressed and fght for personal and political sovereignty.
JUSTICE: Members of the Underground frown upon unnecessary violence.
Violence against the Union is seen as a necessary means to an end. This is war,
and the Union is the enemy, but the indiscriminate fragging of innocent people is
not compatible with the Underground ethic.
UNITY: The true strength of the Underground comes from each cell working with
the others to form a whole greater than its parts. Members are expected to watch
each others backs, help each other, and stand together against Union domination
regardless of race, sex, or creed.
SPOT ART
04
CHARGEN
Step One: Determine Rank
By default, all characters begin the game as Recruits. Of course, its perfectly
acceptable for the GM to start characters at a higher rank (particularly for one-
shot sessions). Starting at higher ranks changes the overall feel of the game
pretty dramatically.
Note your starting Health, Green, and Defance on your character sheet. Your
character starts the game at full Health. You can choose to spend your starting
Green and Defance or to save them for later.
RECRUIT
Recruits are fresh-faced members of the Underground. They may have specialized
skills and training, but they are more or less like ordinary people in the real world.
Recruit characters must obey the laws of physics just like you and I would and
they are easily downed in combat. To play a recruit character successfully, youll
have to be cautious, clever, and lucky.
MAXIMUM HEALTH: 6 STARTING GREEN: 6 STARTING DEFIANCE: 0
OPERATIVE
Operatives are experienced veterans of the Underground. They are still bound
by realistic laws of physics, but can perform their actions with a bit of heroic fair.
Veteran characters are somewhat more survivable than Recruits, but still fairly
vulnerable.
MAXIMUM HEALTH: 12 STARTING GREEN: 12 STARTING DEFIANCE: 1
HERO
Hero characters are highly experienced badasses whove managed to build a
name for themselves in the Underground. They enjoy a casual relationship with
the laws of physics, leaping great distances, performing crazy wire-fu stunts, and
surviving injuries that would certainly kill someone in real life.
MAXIMUM HEALTH: 24 STARTING GREEN: 24 STARTING DEFIANCE: 3
05
Step Two: Allocate Stats
Assign a 5, a 4, a 3, and a 2 to your characters four stats (Coordination,
Intelligence, Strength, and Willpower). The higher the number assigned to a stat,
the better your chances of success when that stat is called upon for a roll.
COORDINATION
Coordination represents your characters refexes, speed, and manual dexterity. It
is used for actions such as attacking with frearms, jumping between two moving
vehicles, outrunning another character in a foot chase, or dodging out of the
way of an oncoming truck. In combat, Coordination is used to make attacks with
ranged weapons.
INTELLIGENCE
Intelligence represents how smart and perceptive your character is. It is used for
actions such as hacking into a computer system, repairing damage to a vehicle,
or detecting a hidden enemy. Intelligence also determines your characters
maximum number of skills and ability to react quickly in combat.
STRENGTH
Strength represents your characters muscle power, toughness, and ability to
utilize brute force. It is used for actions such as kicking down doors, lifting debris
off an injured friend, or smashing a brick with your head. Strength also determines
the maximum amount of equipment that your character can carry. In combat,
Strength is used to make attacks with melee weapons.
WILLPOWER
Willpower represents your characters inner strength and force of personality. It
is used for actions such as activating psychic powers, telling a convincing lie,
resisting psychic mind control, or persuading the guard at the checkpoint to
let you pass. In combat, your Willpower determines whether you panic when
presented with extreme violence or overwhelming odds.
Step Three: Choose Class and Skills
Choose your class from the descriptions on the following pages (or from those
presented in a future sourcebook). Once youve selected your class, note your
class ability, and choose a number of skills equal to your Intelligence stat.
THE WORLD
. . . has lost its soul. Its all fallen under the control of the UNION OF MAN, a totali-
tarian regime ruled by the charismatic president MASON GATE. Gates visionary
leadership has brought incredible progress for humanity, but progress is not with-
out its costs, and the Unions shining cities conceal dark secrets.
There are those who see through the Unions facade and stand up for the truth.
The UNDERGROUND, a clandestine network of rebel operatives, wages a secret
war for the survival of those who the Union deems unsuitable for saving.
It all started about twenty years ago. Decades of overpopulation and ceaseless
war had ravaged the planet. The populace lived in desperate poverty, huddled
in fortifed settlements, fearful of the drug-crazed gangs that now roamed the war-
torn countryside.
During his sixth term in offce, American president Mason Gate devised a plan
that would ease the fears of the people. His scientists had developed the VO-
CATIONAL MODULE, a neural implant that could provide its host with instant
expertise in any vocational feld.
Gate proposed the New Labor Act, which guaranteed work and wage to anyone
who received an implant. Millions of desperate citizens focked to receive the
implant and soon Gate was credited as the savior of the nation.
Gates power grew, and as world leaders gradually bent under his messianic infu-
ence, a new endeavor was proposed: The Union of Man, a unifed world govern-
ment that would put an end to nationalism and warfare.
Many countries rejected this gesture and fought back, igniting a period known as
the UNIFICATION WARS. Countless battles were fought and millions of lives lost,
but in the end Gates infuence and power were too strong and all who opposed
the Union were defeated and forced into exile.
The intervening years have been a crucible of violence and oppression. For those
assimilated into the Union, life is pleasant and full of trivial comforts. For those on
the outside, every day is a battle for survival.
Still, there is hope. Holes are forming in the Unions matrix of control. Resistance
is stirring, and a war for the fate of the planet is under way.
AWOL
AWOLs are former Union soldiers whove gone rogue and joined the Underground.
Driven by a need to redeem themselves for the questionable actions they
performed in service of the Union, these battle-hardened guerilla fghters employ
their brutal combat training to frag a path to freedom. AWOLs stand as the frst
line of defense against the Unions seemingly insurmountable war machine.
06
Athletics
Bravery
Demolitions
Marksmanship
Martial Arts
Perception
Pilot
Firestorm: When you roll
a Critical Success on a
ranged attack, you can
immediately make another
ranged attack.
SKILLS
ABILITY
7
THE WORLD
. . . has lost its soul. Its all fallen under the control of the UNION OF MAN, a totali-
tarian regime ruled by the charismatic president MASON GATE. Gates visionary
leadership has brought incredible progress for humanity, but progress is not with-
out its costs, and the Unions shining cities conceal dark secrets.
There are those who see through the Unions facade and stand up for the truth.
The UNDERGROUND, a clandestine network of rebel operatives, wages a secret
war for the survival of those who the Union deems unsuitable for saving.
It all started about twenty years ago. Decades of overpopulation and ceaseless
war had ravaged the planet. The populace lived in desperate poverty, huddled
in fortifed settlements, fearful of the drug-crazed gangs that now roamed the war-
torn countryside.
During his sixth term in offce, American president Mason Gate devised a plan
that would ease the fears of the people. His scientists had developed the VO-
CATIONAL MODULE, a neural implant that could provide its host with instant
expertise in any vocational feld.
Gate proposed the New Labor Act, which guaranteed work and wage to anyone
who received an implant. Millions of desperate citizens focked to receive the
implant and soon Gate was credited as the savior of the nation.
Gates power grew, and as world leaders gradually bent under his messianic infu-
ence, a new endeavor was proposed: The Union of Man, a unifed world govern-
ment that would put an end to nationalism and warfare.
Many countries rejected this gesture and fought back, igniting a period known as
the UNIFICATION WARS. Countless battles were fought and millions of lives lost,
but in the end Gates infuence and power were too strong and all who opposed
the Union were defeated and forced into exile.
The intervening years have been a crucible of violence and oppression. For those
assimilated into the Union, life is pleasant and full of trivial comforts. For those on
the outside, every day is a battle for survival.
Still, there is hope. Holes are forming in the Unions matrix of control. Resistance
is stirring, and a war for the fate of the planet is under way.
BRAWLER
Brawlers are street fghting name-takers who specialize in pummeling opponents
with their bare damn hands. Many brawlers are accomplished martial artists,
while others gain their skills through a hard knocks crucible of bar brawls and
domestic disputes. They draw upon their massive strength and martial training to
fst-frag their way through enemy ranks.
Athletics
Bravery
Intimidation
Martial Arts
Perception
Stealth
Streetwise
07
Fury: Your unarmed melee
attacks have a Damage
Rating equal to your
Strength stat.
SKILLS
ABILITY
THE WORLD
. . . has lost its soul. Its all fallen under the control of the UNION OF MAN, a totali-
tarian regime ruled by the charismatic president MASON GATE. Gates visionary
leadership has brought incredible progress for humanity, but progress is not with-
out its costs, and the Unions shining cities conceal dark secrets.
There are those who see through the Unions facade and stand up for the truth.
The UNDERGROUND, a clandestine network of rebel operatives, wages a secret
war for the survival of those who the Union deems unsuitable for saving.
It all started about twenty years ago. Decades of overpopulation and ceaseless
war had ravaged the planet. The populace lived in desperate poverty, huddled
in fortifed settlements, fearful of the drug-crazed gangs that now roamed the war-
torn countryside.
During his sixth term in offce, American president Mason Gate devised a plan
that would ease the fears of the people. His scientists had developed the VO-
CATIONAL MODULE, a neural implant that could provide its host with instant
expertise in any vocational feld.
Gate proposed the New Labor Act, which guaranteed work and wage to anyone
who received an implant. Millions of desperate citizens focked to receive the
implant and soon Gate was credited as the savior of the nation.
Gates power grew, and as world leaders gradually bent under his messianic infu-
ence, a new endeavor was proposed: The Union of Man, a unifed world govern-
ment that would put an end to nationalism and warfare.
Many countries rejected this gesture and fought back, igniting a period known as
the UNIFICATION WARS. Countless battles were fought and millions of lives lost,
but in the end Gates infuence and power were too strong and all who opposed
the Union were defeated and forced into exile.
The intervening years have been a crucible of violence and oppression. For those
assimilated into the Union, life is pleasant and full of trivial comforts. For those on
the outside, every day is a battle for survival.
Still, there is hope. Holes are forming in the Unions matrix of control. Resistance
is stirring, and a war for the fate of the planet is under way.
HACKER
Hackers are hipster tech-specialists capable of creating miracles and disasters
out of a laptop, a spanner, and a few caffeinated beverages. They are walking
repositories of obscure and forgotten technical knowledge and seekers of the
ugly truth behind the Unions insidious propaganda. Hackers utilize their talent for
tech to make improvised repairs to the Undergrounds mechanical assets.
08
Hacking
Junk
Knowledge
Language (any)
Rigging
Stealth
Streetwise
Repair: You can spend
an action to repair a
vehicle, robot, or piece
of equipment within 1
inch. Your target regains
a number of Health points
equal to your Intelligence
stat. (Disabled equipment
is instead restored to
working status.)
SKILLS
ABILITY
9
THE WORLD
. . . has lost its soul. Its all fallen under the control of the UNION OF MAN, a totali-
tarian regime ruled by the charismatic president MASON GATE. Gates visionary
leadership has brought incredible progress for humanity, but progress is not with-
out its costs, and the Unions shining cities conceal dark secrets.
There are those who see through the Unions facade and stand up for the truth.
The UNDERGROUND, a clandestine network of rebel operatives, wages a secret
war for the survival of those who the Union deems unsuitable for saving.
It all started about twenty years ago. Decades of overpopulation and ceaseless
war had ravaged the planet. The populace lived in desperate poverty, huddled
in fortifed settlements, fearful of the drug-crazed gangs that now roamed the war-
torn countryside.
During his sixth term in offce, American president Mason Gate devised a plan
that would ease the fears of the people. His scientists had developed the VO-
CATIONAL MODULE, a neural implant that could provide its host with instant
expertise in any vocational feld.
Gate proposed the New Labor Act, which guaranteed work and wage to anyone
who received an implant. Millions of desperate citizens focked to receive the
implant and soon Gate was credited as the savior of the nation.
Gates power grew, and as world leaders gradually bent under his messianic infu-
ence, a new endeavor was proposed: The Union of Man, a unifed world govern-
ment that would put an end to nationalism and warfare.
Many countries rejected this gesture and fought back, igniting a period known as
the UNIFICATION WARS. Countless battles were fought and millions of lives lost,
but in the end Gates infuence and power were too strong and all who opposed
the Union were defeated and forced into exile.
The intervening years have been a crucible of violence and oppression. For those
assimilated into the Union, life is pleasant and full of trivial comforts. For those on
the outside, every day is a battle for survival.
Still, there is hope. Holes are forming in the Unions matrix of control. Resistance
is stirring, and a war for the fate of the planet is under way.
MEDIC
Medics are the lifeblood of the Underground. They specialize in providing their
cell with emergency medical treatment and benefcial pharmaceuticals. Many
medics are former Union doctors, while others are self-taught holistic healers. On
the gore-ridden battlefelds of Union Earth, the presence of a medic is often the
difference between victory and defeat.
Athletics
Bravery
Chemistry
Knowledge
Language (any)
Perception
Persuasion
09
Healing: You can spend
an action heal yourself or
another character within 1
inch. Your target regains
a number of Health points
equal to your Intelligence
stat.
SKILLS
ABILITY
THE WORLD
Deception
Intimidation
Language (any)
Perception
Persuasion
Politricks
Psychic Focus
10
SKILLS
ABILITY
PSYCHONAUT
Psi-stoners and street shamans, psychonauts are rare individuals who have
learned to unlock and control their psychic potential. Many gain their insights
through the use of visionary drugs. Others were test subjects in one of the Unions
countless experiments. Whatever the origin of their abilities, a psychonaut learns
to harness them through practice, meditation, and metaphysical contemplation.
Third Eye: You gain a
psychic power of your
choice.
. . . has lost its soul. Its all fallen under the control of the UNION OF MAN, a totali-
tarian regime ruled by the charismatic president MASON GATE. Gates visionary
leadership has brought incredible progress for humanity, but progress is not with-
out its costs, and the Unions shining cities conceal dark secrets.
There are those who see through the Unions facade and stand up for the truth.
The UNDERGROUND, a clandestine network of rebel operatives, wages a secret
war for the survival of those who the Union deems unsuitable for saving.
It all started about twenty years ago. Decades of overpopulation and ceaseless
war had ravaged the planet. The populace lived in desperate poverty, huddled
in fortifed settlements, fearful of the drug-crazed gangs that now roamed the war-
torn countryside.
During his sixth term in offce, American president Mason Gate devised a plan
that would ease the fears of the people. His scientists had developed the VO-
CATIONAL MODULE, a neural implant that could provide its host with instant
expertise in any vocational feld.
Gate proposed the New Labor Act, which guaranteed work and wage to anyone
who received an implant. Millions of desperate citizens focked to receive the
implant and soon Gate was credited as the savior of the nation.
Gates power grew, and as world leaders gradually bent under his messianic infu-
ence, a new endeavor was proposed: The Union of Man, a unifed world govern-
ment that would put an end to nationalism and warfare.
Many countries rejected this gesture and fought back, igniting a period known as
the UNIFICATION WARS. Countless battles were fought and millions of lives lost,
but in the end Gates infuence and power were too strong and all who opposed
the Union were defeated and forced into exile.
The intervening years have been a crucible of violence and oppression. For those
assimilated into the Union, life is pleasant and full of trivial comforts. For those on
the outside, every day is a battle for survival.
Still, there is hope. Holes are forming in the Unions matrix of control. Resistance
is stirring, and a war for the fate of the planet is under way.
Athletics
Bravery
Intimidation
Junk
Language (Techno)
Marksmanship
Perception
SKILLS
ABILITY
THE WORLD
TINMAN
Tinmen, or NuBots as they are sometimes called, are simply Union lawbots
that have been reprogrammed to possess free will. Theyre self-aware, minimally
intelligent androids created by the Union as expendable robotic super-soldiers.
Needless to say, most of these 8-foot-tall steel warriors have a less-than-friendly
opinion of their former Union masters.
Steel: You have Natural Armor
equal to your Strength stat but
cannot beneft from normal
armor.
You are totally immune to
Mind Control powers, but
cannot gain psychic powers
yourself.
You are not affected by drugs
and have no need to eat,
sleep, or breathe.
You do not recover Health
normally. Your Health can only
be restored by Hackers, Duct
Tape, and other effects which
restore Health to vehicles and
robots.
*This class cannot be taken as
a platinum class.
CHARACTER TRAITS (d66)
11 Alcoholic 41 Musician
12 Anarchist 42 Mutant Animal*
13 Attracted to a Teammate 43 Old Coot
14 Bookworm 44 Parkour Artist
15 Break Dancer 45 Party Animal
16 Casually Violent 46 Philosopher
21 Chain Smoker 51 Photographer
22 Conspiracy Theorist 52 Pirate Radio Operator
23 Cyborg* 53 Punk Rocker
24 Flamboyant 54 Rastafarian
25 Gambler 55 Redneck
26 Graffti Artist 56 Religious Fanatic
31 Grizzled Veteran 61 Scruffy Vagrant
32 Gung Ho 62 Seductive
33 Heroic 63 Superstitious
34 Honor-bound 64 Survivalist Gun Nut
35 Just a Kid 65 Underground Celebrity
36 Masked Vigilante 66 Insanity (see 1st Offense p.19)
Step Four: Generate Traits
Character traits represent prominent elements of your characters personality
and background. All characters have three traits: two character traits and one
faction trait. Using these traits in the portrayal of your character will grant you
extra experience points at the end of each session.
Generate two character traits by rolling d66 twice and consulting the Character
Traits table below. If you choose to keep the randomly generated traits, you
immediately gain a bonus experience point for each one you kept. If youre not
happy with the traits as generated you can choose from the list or create your
own, but you dont get the bonus experience points.
*Re-roll if youre a Tinman.
After youve determined both of your character traits, write down Underground as
your faction trait. This represents your characters dedication to the Underground
code outlined on page 3.
12
13
Step Five: Choose VM Status
All Union citizens are implanted with a vocational module (VM), which grants
them instant job training and serves as their offcial source of identifcation. In rare
cases, the brain augmentation inherent in the installation of a vocational module
triggers paranormal psychic abilities in the subject.
Choose whether your character currently has a VM implant and note the decision
on your character sheet. Note: Tinmen never have VM implants.
If you have an implant, it means youre currently a Union citizen. If you dont have
an implant, it means that either youre a native fugee and youve never had one,
or you used to be a citizen and got your implant removed.
Step Six: Roll for Criminal Record
Roll a d6 to determine whether or not your character currently has a criminal
record. On a roll of 1-3, your record is clean. On a roll of 4-6, youve got a criminal
record.
Your record can be important in a variety of situations. If you have a VM implant,
your record (or lack thereof) will show up any time your implant is scanned. Over
the course of the game, the GM may choose to modify your criminal status based
on events in the game (if you are captured and processed, for example).
Step Seven: Purchase Gear
You receive an amount of starting Green based on your Rank. You can choose to
spend this money on items from the black market or save it for later. The cost of
each item is listed in abbreviated terms: G = Green, D = Defance.
The game is designed to start you out hungry (especially at the lower ranks), but
youll fnd that your cells monetary situation will improve greatly once you start
taking on missions, fragging dudes, and looting bodies.
14
Spec-ops shortblade. Vibrates at a high frequency.
(MW, 2, Light, Piercing, Rare)
Cost: 8G, 1D
Union HK-2 Harmonic Knife
$
Equipment/Weapon
Knife
Simple, easily overlooked shortblade.
(MW, 3, Light)
$
Equipment/Weapon
Cost: 4G
Katana
Deep cuts. Honorable cuts.
(MW, 4)
$
Equipment/Weapon
Cost: 4G
Slugger
Soon-to-be-bloody ballbat or similar bludgeon.
(MW, 2, Cheap, Light)
Equipment/Weapon
Cost: 2G
$
15
Pistol-grip 12 gauge.
(RW, 4, Cheap, Short Range)
Cost: 2G
Kryptica Bruiser
$
Equipment/Weapon
Union CP-4 Pistol
Standard issue Union sidearm.
(RW, 3, Light)
$
Equipment/Weapon
Cost: 4G
Broken Eagle Magnum
Stylish, high-caliber revolver.
(RW, 5, Light, Rare)
$
Equipment/Weapon
Cost: 8G, 1D
Kryptica Ripper
Low-rent submachinegun. Popular among gangers.
(RW, 2, Cheap, Light)
Equipment/Weapon
Cost: 2G
$
16
Standard issue peacekeeper carbine.
(RW, 4)
Cost: 4G
Union GOSA Carbine
$
Equipment/Weapon
Union RSG-12 Super Shotgun
Oh shit, son.
(RW, 5, Explosive, Rare, Short-Ranged)
$
Equipment/Weapon
Cost: 8G, 1D
Broken Eagle Chopper
Ubiquitous AK-47 Knock-off. Available worldwide.
(RW, 5, Inaccurate)
$
Equipment/Weapon
Cost: 4G
Union RSG-11 Shotgun
Riot suppression shotgun.
(RW, 3, Explosive, Short-Ranged)
Equipment/Weapon
Cost: 4G
$
17
Railgun, man-portable. Issued to Union lawbots.
(RW, 7, Huge, Rare)
Cost: 8G, 1D
Union RGMP-4 Railgun
$
Equipment/Weapon
Union MR-1 Sniper Rife
Union commando rife.
(RW, 5, Rare, Scoped)
$
Equipment/Weapon
Cost: 8G, 1D
Broken Eagle Boomer
Black market bazooka.
(RW, 6, Explosive, Huge, Hungry)
$
Equipment/Weapon
Cost: 4G
Broken Eagle Bushman
Sturdy, dependable hunting rife.
(RW, 3, Scoped)
Equipment/Weapon
Cost: 4G
$
18
Cost: 2G
Medkit
Medics feld kit.
While equipped, double the amount of Health you
restore with the First Aid class ability.
$
Equipment/Gadget
Thunder Bundle
Yup. Its a suitcase nuke.
Set by spending an action and succeeding at an
Intelligence (Demolitions) roll. Critical failure on this roll
indicates an immediate accidental detonation. Once
set, explodes when activated by remote detonator or
timer, totally destroying everything within 1 mile.
$
Equipment/Gadget
Cost: 24G, 2D
Spanner
Ubiquitous multitool of Union Earth.
While equipped, double the amount of Health you
restore with the Savvy class ability.
$
Equipment/Gadget
Cost: 2G
Satchel Charge
Heavy demolitions pack.
Set by spending an action and succeeding at an
Intelligence (Demolitions) roll. Critical failure on this
roll indicates an immediate accidental detonation.
Once set, explodes when activated by remote
detonator or timer, and everything within 3 must
make a Saving Throw.
Equipment/Gadget
Cost: 4G
$
19
Cost: 8G, 1D
Protecto Suit
Light armor designed to look like a schnazzy suit.
+2 Armor/Torso/Legs
$
Equipment/Armor
Raid Hoodie
Stylin combat feece.
+1 Armor/Torso
$
Equipment/Armor
Cost: 2G
Raid Kicks
Heavy urban combat boots.
+1 Armor/Legs
$
Equipment/Armor
Cost: 2G
Raid Mask
Intimidating headgear.
+1 Armor/Head
Equipment/Armor
Cost: 2G
$
20
Lightweight shield issued to riot control units.
While equipped, all attack rolls against you are Diffcult.
Cost: 2G
Riot Shield
$
Equipment/Gadget
Union Body Armor
Standard-issue peacekeeper kevlar.
+1 Armor/Torso
$
Equipment/Armor
Cost: 2G
Union Jackboots
Gonna walk all over you.
+1 Armor/Legs
$
Equipment/Armor
Cost: 2G
Union Helmet
Iconic helmet worn by Union peacekeepers.
+1 Armor/Head
Equipment/Armor
Cost: 2G
$
21
Cost: 2G
Duct Tape
Can fx anything.
Use to repair a vehicle or robot within arms reach a
number of Health points equal to your Intelligence stat
OR repair one piece of Disabled equipment.
$
Accessory/Gadget
Bio-Sludge
Chemical-rich runoff from a Union city.
Used for Pharma rolls. See 1st Offense page 35.
$
Accessory/Resource
Cost: 2G
Scrap
Random salvageable junk.
Used for DIY rolls. See 1st Offense page 35.
$
Accessory/Resource
Cost: 2G
Rocket Skates
Rocket-powered roller skates.
While equipped, increase your movement rate by
6.
Equipment/Gadget
Cost: 2G
$
22
High quality Union-made pharmaceuticals.
Use to remove the Sick condition.
Cost: 4G
Union Meds
$
Accessory/Drug
Rage
Street drug that makes you oblivious to pain.
Use to gain temporary Health points equal to your
Willpower stat. These points can exceed your Max
Health, and remain for one hour, or until they are
removed by damage.
$
Accessory/Drug
Cost: 4G
Vertigo
Potent drug drawn from genetically altered cactus.
When used, you gain the Wasted condition for one
hour. Roll a d6. On a roll of 1, you gain a random
psychic power. On a roll of 6, you gain
a random insanity trait.
$
Accessory/Drug
Cost: 6G
Soma Cola
Union-made soda infused with pain killers.
Use to recover Health points equal to your
Willpower stat. Can also be administered to
characters who are Down.
Accessory/Drug
Cost: 1G
$
23
Cost: 16G
Union Patrol Cruiser
Standard peacekeeper vehicle for urban patrols.
Speed: 12 Armor: 2 Health: 12
$
Land Vehicle
Broken Eagle Outlander
Badass off-road buggy. Favored by gangers.
Speed: 12 Armor: 4 Health: 12
$
Land Vehicle
Cost: 20G
Union Cargo Truck
Canvas-backed military cargo hauler.
Speed: 12 Armor: 0 Health: 18
$
Land Vehicle
Cost: 16G
Civilian Vehicle
Basic street-legal car, van, or truck.
Speed: 12 Armor: 0 Health: 12
Land Vehicle
Cost: 12G
$
Orbit-capable, one-man strike fghter.
Speed: 24 Armor: 2 Health: 18 Flying
Weapons
Autocannon (RW, 9, Huge, Mounted)
Rocket Pod (RW, 8, Fragtastic, Huge, Hungry,
Mounted)
24
Cost: 56G, 4D
Union Delta Aerospace Fighter
$
Space Vehicle
Union Abolisher Combat Robot
One-man urban combat mecha.
Speed: 6 Armor: 4 Health: 18
Weapons
Riot Cannon x 2 (RW, 6, Explosive, Huge, Light,
Mounted)
$
Land Vehicle
Cost: 44G, 2D
Union Sentinel Hovercopter
Standard Union air transport.
Speed: 18 Armor: 4 Health: 18 Flying
Weapons
Autocannon (RW, 9, Huge, Mounted)
$
Aerial Vehicle
Cost: 40G, 2D
Union Razorback APC
Standard Union personnel carrier
Speed: 12 Armor: 4 Health: 18
Weapons
Autocannon (RW, 9, Huge, Mounted)
Land Vehicle
Cost: 28G, 1D
$
25
Cost: 8G, 1D
Broken Eagle Basilisk
Big, dumb cannon.
(RW, 7, Explosive, Huge, Mounted)
$
Equipment/Weapon
Union Corkscrew Rocket Pod
Multifre rocket launcher nested in a compact pod.
(RW, 8, Fragtastic, Huge, Hungry, Mounted)
$
Equipment/Weapon
Cost: 8G, 1D
Union Abolisher Riot Cannon
Giant, vehicular shotgun.
(RW, 6, Explosive, Huge, Light, Mounted)
$
Equipment/Weapon
Cost: 8G, 1D
Union Highlander Autocannon
Vehicle-mounted, rapid fre cannon.
(RW, 9, Huge, Mounted)
Equipment/Weapon
Cost: 8G, 1D
$
26
Step Eight: Roll For Psychic Powers
If your character has a VM implant, roll a d6. On a roll of 1, your character gains a
random psychic power. Keep rolling and gaining powers until you fail to roll a 1 or
until you have a number of powers equal to your Intelligence stat.
Mikes character has a VM implant, so he rolls a d6 and gets a 3. His character is
not psychic. Steves character also has a VM implant, so he rolls a d6 and gets
a 1. He rolls again, and gets another 1. He rolls a third time and gets a 3. Steves
character will start the game with two random psychic powers.
PSYCHIC POWERS (d66)
11 Apportation 41 Nullify Sound
12 Assume Identity 42 Omniglot
13 Augury 43 Phase Shift
14 Bio Boost 44 Pornokinesis
15 Brainwash 45 Precognition
16 Combat Trance 46 Psight
21 Danger Sense 51 Psychic Surgery
22 Death Trance 52 Psychofst
23 Eidolon 53 Psychokinetic Nullifcation
24 Fulgurkinesis 54 Pyrokinesis
25 Induce Panic 55 Radiokinesis
26 Induce Sleep 56 Remote Viewing
31 Item Bond 61 Telekinesis
32 Levitation 62 Telekinetic Force Field
33 Memory Wipe 63 Telemechanics
34 Mind Block 64 Telepathy
35 Mind Bullets 65 Teleportation
36 Mind Reading 66 Velocity
27
Augury
You probe the collective unconscious for intuitive guidance.
Make a Willpower (Psychic Focus) roll. If successful, you may ask the GM one
yes or no question about your surroundings or events in the game world. The
GM must answer this question truthfully.

Psychic Power
Bio Boost
You induce a powerful biochemical surge.
Choose one living target you are touching (including yourself). Make a Willpower
(Psychic Focus) roll. If successful, increase one of your targets stat ratings to 5
for the remainder of the scene. If you target an NPC, raise the NPCs Level to 5.
This power can only affect one character at a time.
Psychic Power
Assume Identity
You take on the appearance and mannerisms of another person.
Make a Willpower (Psychic Focus) roll. If successful, you assume the exact
mannerisms, voice, and appearance (including clothing) of any person you have
observed. You must be conscious to maintain the illusion, but otherwise it lasts
until you choose to end it.
Psychic Power
Apportation
You teleport people and objects other than yourself.
Choose one target you are touching (not including yourself). Make a Willpower
(Psychic Focus) roll. If successful, your target is instantly teleported to a location
of your choosing. The more familiar you are with the chosen destination, the
more accurate your targets arrival will be (GMs discretion)
Psychic Power
28
Danger Sense
You sense the onset of violence.
At the beginning of combat, make a Willpower (Psychic Focus) roll. If
successful, you count as having suprised your opponents and can act on an
initiative of 6 (in addition to your normal initiative) for the frst round of combat.
Psychic Power
Death Trance
You suspend your biological functions and feign death.
Make a Willpower (Psychic Focus) roll. If successful, you fall into a deep trance
and appear to be clinically dead. While in this state, you remain fully conscious,
though unable to act. You can force yourself awake at any time.
Psychic Power
Combat Trance
You enter a precognitive state, allowing you to avoid incoming attacks.
When you are successfully targeted by a physical attack, make a Willpower
(Psychic Focus) roll. If successful, you avoid all damage and other effects
caused by the attack.
Psychic Power
Brainwash
You dominate peoples minds.
Choose one living target who can hear your voice. Make a Willpower (Psychic
Focus) roll. If successful, your target becomes your mindless servant, willing to
obey any command and even die for you. You control the actions of your target
as if it were your own character. You can only control one such target at a time.
Psychic Power (Mind Control)
29
Induce Panic
You make people lose their shit.
Choose a living target that you can see. Make a Willpower (Psychic Focus) roll.
If successful, your target gains the Panicked condition.
Psychic Power (Mind Control)
Induce Sleep
You make people fall asleep.
Choose a living target that you can see. Make a Willpower (Psychic Focus) roll.
If successful, your target falls asleep for the remainder of the scene (or until
roused).
Psychic Power (Mind Control)
Fulgurkinesis
You throw arcs of electricity from your hands.
Choose a target that you can see. Make a Willpower (Psychic Focus) roll. If
successful, your target and anything within a 1 radius of it suffers 4 damage.
On a Critical Success, double the amount of damage inficted.
Psychic Power
Eidolon
You unleash an ectoplasmic manifestation of your subconscious self.
Make a Willpower (Psychic Focus) roll. If successful, your eidolon appears within
6. The eidolon is an NPC under your control. Its maximum Health is equal to
yours and its Level is equal to your Willpower stat. It fghts with a natural melee
weapon and has a Speed of 6. The eidolon remains until its Health is reduced
to 0.
Psychic Power
30
Memory Wipe
You erase peoples recent memories.
Choose a living target that you can see. Make a Willpower (Psychic Focus)
roll. If successful, your target completely forgets everything that has happened
within the last hour. The target is unaware of the memory alteration, but suffers a
vague feeling of dj vu.
Psychic Power (Mind Control)
Mind Block
You defend yourself from psychic attacks.
When you are targeted by a Mind Control power, make a Willpower (Psychic
Focus) roll. If successful, you are unaffected by the power and your assailant
suffers a psychic backlash. If you fail, the power affects you normally (this power
replaces your normal Willpower roll against Mind Control if you have one).
Psychic Power
Levitation
You use a limited form of telekinesis to hover through the air.
Make a Willpower (Psychic Focus) roll. If successful, you gain the Flying
condition for the remainder of the scene.
Psychic Power
Item Bond
You teleport an item directly into your hands.
When you are touching an object (small enough to be handheld) you can
declare that you are bonded with it. From this point forward, you can make
a Willpower (Psychic Focus) roll to teleport the bonded item directly into your
hands. You can choose to bond with another object at any time, but you can
only be bonded with one object at a time.
Psychic Power
31
Nullify Sound
You create a zone of silence around yourself.
Make a Willpower (Psychic Focus) roll. If successful, all sound generated within
3 of you is completely silenced for the remainder of the scene or until you
choose to end the effect.
Psychic Power
Omniglot
You empathically comprehend all languages.
Make a Willpower (Psychic Focus) roll. If successful, you can read, write, and
understand any language for the remainder of the scene.
Psychic Power
Mind Reading
You hear what people are thinking.
Choose a living target that you can see. Make a Willpower (Psychic Focus) roll.
If successful, you receive a psychic impression of your targets inner thoughts,
opinions, and motives. You can also probe for specifc information (a computer
password, for example) but doing so makes your roll Diffcult.
Psychic Power (Mind Control)
Mind Bullets
You shoot bolts of psychic energy from your forehead.
Choose a target you can see. Make a Willpower (Psychic Focus) roll. If
successful, your target suffers 3 Hazard Damage. On a Critical Success, double
the amount of damage inficted.
Psychic Power (Mind Control)
32
Precognition
You channel prophetic visions.
Make a Willpower (Psychic Focus) roll. If successful, write down a Headline (see
1st Offense, pg. 33) and give it to the GM. At some point during the session the
GM must introduce this event into the game. This power cannot be used again
until the foreseen event has happened.
Psychic Power
Psight
You perceive psychic auras.
Make a Willpower (Psychic Focus) roll. If successful, you see a glowing
white aura around any living creature within your feld of vision regardless of
interposing obstructions. If any of these creatures has psychic powers, it is also
surrounded by a brilliant blue aura.
Psychic Power
Pornokinesis
You seduce people with a mere glance.
Choose a living target that can see you. Make a Willpower (Psychic Focus) roll.
If successful, the target becomes sexually infatuated with you for the remainder
of the scene (regardless of his or her normal sexual preferences). During this
time, the target cannot attack you or take any aggressive action toward you.
Psychic Power (Mind Control)
Phase Shift
You become temporarily intangible.
Make a Willpower (Psychic Focus) roll. If successful, you become intangible
until the end of your turn. In this state you can pass through solid objects (such
as walls or foors) and you are completely unaffected by the physical world (you
cant take physical damage, fre doesnt burn you, etc).
Psychic Power
33
Psychokinetic Nullifcation
You negate other peoples psychic powers.
Choose a living target that you can see. Make a Willpower (Psychic Focus) roll.
If successful, your target cannot activate psychic powers for the remainder of
the scene.
Psychic Power (Mind Control)
Pyrokinesis
You start fres with your mind.
Choose a target that you can see. Make a Willpower (Psychic Focus) roll. If
successful, your target and anything within a 1 radius of it gains the Burning
condition.
Psychic Power
Psychofst
You charge your fsts with psychokinetic energy.
Make a Willpower (Psychic Focus) roll. If successful, your unarmed melee
attacks have a Damage Rating equal to your Willpower stat for the remainder of
the scene.
Psychic Power
Psychic Surgery
You heal people with your mind.
Choose a living target within 1 (including yourself). Make a Willpower (Psychic
Focus) roll. If successful, your target recovers a number of Health points equal
to you Willpower stat. On a Critical Success, double the amount of Health
restored.
Psychic Power
34
Telekinesis
You move objects with your mind.
Choose a target (no bigger than a human) that you can see. Make a Willpower
(Psychic Focus) roll. If successful, you can push, pull, levitate, or throw the
target up to 12 from its current position. If the target collides with a character or
vehicle, both suffer 2 Hazard Damage.
Psychic Power
Telekinetic Force Field
You surround yourself with a protective sphere of telekinetic energy.
Make a Willpower (Psychic Focus) roll. If successful, you gain 3 points of Natural
Armor until the end of the scene. Multiple uses of this power do not stack (you
cant use it to gain more than 3 Natural Armor).
Psychic Power
Remote Viewing
You channel visions of distant places.
Make a Willpower (Psychic Focus) roll. If successful, you can observe a person,
place, or thing that you are concentrating on as if you were physically present
with it. You cannot activate other powers while using this one.
Psychic Power
Radiokinesis
You manipulate radio waves with your mind.
Make a Willpower (Psychic Focus) roll. If successful, you can telepathically
hear and send radio transmissions or scramble all transmissions within one
mile for the remainder of the scene.
Psychic Power
35
Teleportation
You travel long distances instantaneously.
Make a Willpower (Psychic Focus) roll. If successful, you are instantly
transported to a familiar location of your choice. The more familiar you are with
the chosen destination, the more accurate your arrival will be. On a Critical
Failure, you are transported to an unintended destination of the GMs choice.
Psychic Power
Velocity
You move with preternatural speed.
Make a Willpower (Psychic Focus) roll. If successful, add 6 to your Speed
rating for remainder of the scene. Multiple uses of this power do not stack (you
cant use it to add more than 6 to your Speed rating).
Psychic Power
Telepathy
You communicate mentally regardless of physical distance.
Make a Willpower (Psychic Focus) roll. If successful, you can transmit a brief (no
more than a minute) psychic message to one or more people who youve met
and intereacted with. Your recipient(s) cannot respond unless they also have this
power.
Psychic Power
Telemechanics
You fx machines with your mind.
Choose a vehicle, robot, or similar machine within 1. Make a Willpower (Psy-
chic Focus) roll. If successful, your target recovers a number of Health points
equal to your Willpower stat. On a Critical Success, double the amount of Health
restored.
Psychic Power
36
Step Nine: Determine Alias
Underground operatives must be careful to protect their identities, even from
their own teammates (traitors and Union spies are everywhere). Therefore each
operative takes on an alias. Invent an alias that fts your characters personality
and modus operandi. If youre stuck for ideas, try generating a random alias from
the table below:
RANDOM ALIAS (d66)
11 Atlas 41 Longshot
12 Boulder 42 Max Damage
13 Charlie Four 43 Nitro
14 Chase 44 Nom De Plume
15 Chevron 45 Pawn
16 Cowboy 46 Pyro
21 Crash 51 Ragnarok
22 Decoy 52 Raven
23 D-Rail 53 Reaper
24 Flatline 54 Rook
25 Goldstein 55 Sam Goody
26 Hawk 56 Skid
31 Hero 61 Sparks
32 Hound 62 Tango
33 Hunter 63 Tank
34 Huxley 64 Uncle Scam
35 John Doe 65 Viper
36 Lex Icon 66 Winston
Youre in the Underground now, kid. Every breath you
take is an act of defance. Every word is a protest.
Every day is a waragainst them for trying to shut
us down, and against yourself for wanting to give in.
12G

Das könnte Ihnen auch gefallen