Beruflich Dokumente
Kultur Dokumente
on 18.12.2013
I. Character Creation
1.
Stats
Stat
Description
AGI
Agility,
reflexes,
balance,
coordination
CHA
Charisma,
aura,
charm
CON
Constitution,
endurance,
physical
resilience
COO
Coolness,
willpower,
courage,
calm
DEX
Manual
dexterity,
precision
INT
Intelligence,
memory,
logic
PER
Perception,
sixth
sense
STR
Strength,
explosiveness
50
points
to
distribute.
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
60
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
=
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).
Hit
points
represent
the
characters
life
force.
Once
it
reaches
0,
the
character
automatically
passes
out.
Once
it
reaches
-10,
the
character
dies.
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2020
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Cars
Drive
motorbikes,
quads
and
trikes
Motorcycles
Truck
driving
Trucks
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.):
Pilot
a
power
armor
ACPA
Pilot
a
helicopter
Gyro
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Fixed wing
Dirigible
Aero tech
AV Tech
Basic tech
Cyber tech
Gyro
tech
Throwing
Weaponsmith
INT
Accounting
Computer
(Sp.):
Databases
Networks
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2020
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Pilot
a
plane
Pilot
a
dirigible
Pilot
an
AV
Move
silently,
avoid
detection
Find
specific
data
in
a
computer
database
How
to
access
and
navigate
through
computer
networks.
Find
network
connections.
Page 3
Programming
Security/intrusion
System
knowledge
Discussion
Education
&
gen.
Knowledge
Expert
(Sp.)
Gamble
Hide/Evade
Interrogation
Language
(Sp.)
Library
search
Medicine
Science
(Sp.):
Anthropology
Biology
Chemistry
Geology
History
Mathematics
Pharmacology
Physics
Sociology
Zoology
Shadow/track
Stock
market
Teaching
Wilderness
survival
(Sp.):
Arrid/desertic
Temperate
Cold/arctic
Marine
Urban
PER
Archery
Art
(Sp.):
Braindance acting
Composition
DJing
Paint/draw
Photo/film
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Use
of
bows
Concentrate
sensations
at
maximum
for
best
braindance
experience
Page 4
Music instrument
Sculpture
Awareness/notice
Stand on 18.12.2013
General
awareness
used
to
avoid
ambushes,
find
somebody
in
a
crowd,
detect
where
that
sniper
is
hiding
Reading
somebodys
feelings,
detect
lies,
anxiousness
Pistols,
revolvers
SAW,
MG
Shotguns,
sniper
rifles,
assault
rifles
SMGs,
Micro
SMGs,
machine
pistols
and
PDWs
Physical
act
of
searching
(rooms,
luggage,
strip
search).
Empathy
Firearms
(Sp.):
Handguns
Machinegun
Rifles
SMG
Heavy
weapons
(Sp.):
Flame throwers
Grenade-launchers
Missile-launchers
Rocket-launchers
Vehicular
weapons
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
150.
Dont
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/malus,
the
character
succeeds,
if
its
lower,
the
character
failed.
Natural
scores
of
10
on
the
d10
count
as
critical
success
and
a
natural
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
the
failure.
Optional:
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/Malus.
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.
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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
(dont
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
hes
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.
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.
1.
Cyberware
Cyberbrain
1500eb
Braindance
recorder
(allows
for
recording
braindance,
needs
a
sensorial
hardwiring)
Chipjack
(allows
the
use
of
skillchips,
the
play
of
braindance
chips)
250eb
Cranial
neural
interface
(doesnt
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)
500eb
CyberOptics
MetalHead
(5
eyes,
can
mount
8
options)
600eb
Anti-flash
150eb
Camera
(recording
on
cybermemory
or
datachip)
100eb
HUD
(HUD
display)
100eb
IL
vision
(low
light
vision)
150eb
IR
vision
(infrared
vision)
150eb
Iris
changer
(can
store
up
to
10
different
sets
of
iris)
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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
Cyberlimbs
Cyberarm
2000eb
o Implanted
weaponry
(see
Cyberweapons)
Cyberhand
500eb
o Manipulation
(TCH+1
for
manual
dexterity
checks)
o Standard
Cyberleg
2000eb
o Digitigrade
(MVT
+3,
Stealth
+2,
needs
digitigrade
foot)
o Standard
Cyberfoot
500eb
o Digitigrade
o Standard
Cyberlimb
Options
Armor
plating
o Light
(AV
10)
o Medium
(AV
14)
o Heavy
(AV
20)
o Juggernaut
(AV
25)
EMP
shielding
Hydraulic
pistons
(SP
25)
Massive
myomer
fibers
(SP
20)
RealSkinTM
(Diff.
35
to
spot)
250eb
Linear
frame
(basically
a
cyber
body:
2
cyberarms,
2
cyberlegs,
1
artificial
spine.
Gives
much
more
strength
than
separated
cyberlimbs)
Basic
(STR
10,
80kg,
Diff.
30
to
spot)
Infiltrator
(STR
12,
90kg,
Diff.
25
to
spot)
Terminator
(STR
14,
100kg,
Diff.
20
to
spot)
Juggernaut
(STR
18,
150kg,
Diff.
15
to
spot)
Behemoth
(STR
25,
200kg,
Impossible
to
hide)
Cyberweapons
EndoGun
(implanted
weapons,
needs
a
cyberarm
or
a
linear
frame
to
be
hidden)
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Cyberarmor
Faceplate
(AV
4,
6
or
8
to
face)
SkinWeave
(AV
2,
4
or
6
to
full
body)
Subdermal
armor
(head)
(AV
4,
6
or
8
to
cranium)
Subdermal
armor
(torso)
(AV
4,
6
or
8
to
torso)
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
150eb
Mr.
Studd/Midnight
Lady
(+2
to
seduction
rolls)
Pacesetter
Heart
(+4
to
endurance)
Bioware
Muscle
&
bone
lacing
(+1/+2/+3
to
CON)
1000eb/1500eb/2000eb
Muscle
grafts
(+1/+2/+3
to
STR)
500eb/1000eb/1500eb
Nanosurgeons
(Recovery
rate
is
doubled)
2000eb
Vein
clips
(No
HP
loss
due
to
bleeding)
2.
Cyberpunk
2050
Updated
Firearms
2.1
Small
Arms
Handguns
Model
6mm
compact
9mm
compact
10mm
compact
9mm
full-size
10mm
full-size
.357M
full-size
11mm
heavy
.44M
heavy
12mm
very
heavy
.500
very
heavy
Cal.
6mm
9mm
10mm
9mm
10mm
.357M
11mm
.44M
12mm
.500
Rng
30
30
30
50
50
50
50
50
50
50
WA
0
0
0
0
0
0
0
0
0
0
RoF
2
2
2
2
2
2
2
2
2
2
DMG
1d6+1
2d6+1
2d6+3
2d6+1
2d6+3
3d6
3d6+1
4d6
4d6+1
5d6
RCL
1
2
3
1
2
2
2
3
3
4
Price
100
120
150
200
250
200
300
350
400
500
Cal.
6mm
9mm
10mm
9mm
10mm
Rng
50
50
50
100
100
WA
-1
-1
-1
0
0
RoF
2/30
2/30
2/25
2/3/30
2/3/25
DMG
1d6+1
2d6+1
2d6+3
2d6+1
2d6+3
RCL
1
2
3
1
2
Price
400
500
550
650
700
SMG
Model
6mm
micro-SMG
9mm
micro-SMG
10mm
micro-SMG
9mm
full-size
SMG
10mm
full-size
SMG
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Shotguns
Model
12g
sawed-off
shotgun
12g
room
sweeper
12g
pump-action
shotgun
12g
tactical
rifle
12g
CAWS
Cal.
12g
12g
12g
12g
12g
Rng
50
50
50
50
50
WA
-2
-2
-1
-1
-1
RoF
2
1
1
2
2/10
DMG
5-1d6
5-1d6
5-1d6
5-1d6
5-1d6
RCL
3
3
3
3
3
Price
200
300
350
500
900
Cal.
5.56mm
5.56mm
6.8mm
6.8mm
7.62mm
7.62mm
Rng
300
200
400
300
400
300
WA
+1
0
+1
0
+1
0
RoF
2/3/30
2/30
2/3/25
2/25
2/3/20
2/3
DMG
4d6AP
4d6AP
5d6AP
5d6AP
5d6+2AP
5d6+2AP
RCL
1
2
2
3
3
4
Price
700
650
750
700
850
800
Cal.
6.8mm
7.62mm
.300WM
.50BMG
20mm
Rng
500
500
600
750
1.5k
WA
+2
+3
+3
+3
+3
RoF
2
1
1
1
1
DMG
5d6AP
5d6+2AP
6d6+1AP
6d10AP+
8d10HEAT
RCL
1
2
3
5
6
Price
900
1000
1200
1500
2500
Cal.
5.56mm
6.8mm
7.62mm
Rng
300
400
600
WA
+1
+1
+1
RoF
2/30
2/25
2/20
DMG
4d6AP
5d6AP
5d6+2AP
RCL
1
2
3
Price
1000
1200
1500
Cal.
Taser
Bat.-
Splatb.
Rng
20
20
40
WA
-1
0
-1
RoF
1
2
2/20
DMG
Stun
1d6+EMP
Drugs
RCL
0
0
1
Price
100
600
500
Assault
Rifles
Model
5.56mm
assault-rifle
5.56mm
carbine
6.8mm
assault-rifle
6.8mm
carbine
7.62mm
assault-rifle
7.62mm
carbine
Sniper
Rifles
Model
6.8mm
marksman
rifle
7.62mm
sniper
rifle
.300WM
sniper
rifle
.50BMG
anti-material
rifle
20mm
anti-material
rifle
Machineguns
Model
5.56mm
SAW
6.8mm
SAW
7.62mm
MG
Missile-Launchers
Model
ATGM
MANPADS
Cal.
ATGM
SAM
Rng
1k
2k
WA
RoF
+3
1
+3
1
DMG
RCL
12d10HEAT
NA
7d10HEAT
NA
Price
5000
6000
Cal.
RPG
Rng
400
WA
RoF
-3
1
DMG
RCL
8d10HEAT
NA
Price
1500
Rocket-Launchers
Model
RPG
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Note
on
RPGs:
RPGs
can
use
different
types
of
ammo
(HEAT,
tandem
HEAT,
anti-personnel,
thermobaric)
DMG
4d6HEAT
RCL
0
Price
2500
DMG
2d10
2d10
RCL
0
0
Price
850
1000
Flame-Throwers
Model
Flamer
Flame-thrower
Cal.
Gaz
Gaz
Rng
20
30
WA
RoF
-2
3
-2
5
Vehicular
Weapons
Model
Cal.
Rng
WA
RoF
DMG
RCL
Amm.
Rel.
Con.
Price
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
RCL
(recoil):
The
malus
for
each
following
shot
or
following
burst.
Malus
is
cumulative.
Ex.
firing
2
shots
from
a
10x25mm
compact
handgun.
First
shot
has
no
malus,
second
shot
has
a
malus
of
3
points.
Ex.
firing
10
shots
from
a
7.62x51mm
battle
rifle
at
close
range
gives
a
malus
of
-6
for
recoil.
The
bonus
of
+2
for
10
shots
in
autofire
wont
be
sufficient
to
negate
the
heavy
recoil
from
the
7.62mm
NATO
ammunition.
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
doesnt
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
wouldnt
receive
that
bonus
if
the
weapon
is
hidden
under
a
jacket.
Note:
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)
Gyrocks
Allow
to
reroll
a
failed
to
hit
roll
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.
Note:
Rifles
are
considered
as
doing
AP
damage
due
to
the
projectiles
high
velocity
and
small
caliber.
Using
denser
projectiles
(ex.
Tungsten
Carbide
Penetrator)
doesnt
reduce
the
DMG
any
further.
Cyberpunk
2020
-
/tg/
edition
Page 10
Stand on 18.12.2013
2.
3
Melee
Weapons
Type
Axe
Brass
knuckles
Chainsaw
Combat
knife
Knife
Machete
Sledgehammer
Sword
/
katana
Tonfa
INI
-1
0
-3
0
0
0
-1
0
0
DMG
2d6+3
1d6+2S
4d6
1d6+1
1d6
1d6+2
4d6S
2d6+2
2d6S
Price
20
10
80
30
1-20
25
20
20-200
15
INI
+1
+1
DMG
2d6AP+
4d6AP+
Price
250
450
Exotic
Melee
Weapons
Type
Kendachi
Monoknife
Kendachi
MonoKatana
2.4
Reloads
and
Accessories
Ammunition
Caliber
5mm,
6mm
(box
of
100)
9mm,
10mm
(box
of
50)
11mm
(box
of
50)
12mm
(box
of
50)
5.56mm,
7.62mm
(box
of
100)
12g
(box
of
12)
20mm
(1)
Arrows
(12)
Crossbow
bolts
(12)
Airgun
pellets
(100)
*
Needlegun
rounds
(50)
Flamethrower
reload
Gyrock
(1)
*
Drugs,
acid
=
5
x
cost
Firearms
Accessories
Type
Silencer
(pistol
&
SMG)
Silencer
(rifle)
Holster
(all
types)
Shoulder
sling
(rifle/SMG)
Magazine
(pistol)
Magazine
(SMG,
assault
rifle)
Magazine
(CAW,
Light
20)
Laser
sight
Cyberpunk
2020
-
/tg/
edition
Price
15
15
18
20
40
15
25
24
30
6
25
50
25
Price
100
200
30
5
20
30
50
50
Effects
Sound
is
reduced,
no
muzzle
flash,
Conc.
-5
Sound
is
reduced,
no
muzzle
flash,
Conc.
-5
Page 11
Stand on 18.12.2013
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.
1
Heavy
leather
Arms,
torso,
possibly
legs
1
+0
50
Kevlar
vest1
Torso
10
+0
90
Steel
helmet
Head
14
+0
20
1
Light
armor
jacket
Torso,
arms
8
+0
150
Medium
armor
jacket1
Torso,
arms
10
+1
200
Heavy
armor
jacket1
Torso,
arms
12
+2
250
1
Flack
vest
Torso
20
+1
200
Flack
pants1
Torso
8
+1
200
Nylon
helmet
Head
20
+0
100
2
Door
gunners
vest
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
1
Reinforced
skinsuit
Arms,
torso,
legs
4
+0
200
Skinweave,
light1
Whole
body
2
+0
1000
Skinweave,
medium1
Whole
body
4
+0
1600
1
Skinweave,
heavy
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
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
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.
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
Cyberpunk
2020
-
/tg/
edition
Page 12
Jacket
Coat
Dress
Footwear
Jewelry
Sunglasses
Contact
lenses
Glasses
Watch
*Multiply
base
cost
by
style:
Generic
chic
Leisurewear
Businesswear
High
fashion
Urban
flash
Tools
Techscanner
Cutting
torch
Tech
toolkit
B
&
E
toolkit
Electronics
toolkit
Gun
cleaning
kit
Protective
googles
Flash
tube
Glowstick
Flash
paint
Flash
tape
Nylon
rope
Breathing
mask
Flashlight
Tactical
flashlight
Multi-tool
Personnal
electronics
Holo
generator
Video
board
Data
chip
Logcompass
Digital
recorder
Digital
camera
VideoCam
Video/Audio
tape
player
Video
tape
Digital
chip
player
Digital
music
chip
Braindance
console
Braindance
chip
Electric
guitar
Electronic
keyboard
Drum
synthetizer
Amplifier
Cyberpunk
2020
-
/tg/
edition
Stand on 18.12.2013
Page 13
35
40
30
25
10-100
5-50
100
50
10-500
1x
cost
2x
cost
3x
cost
4x
cost
2x
cost
600
40
100
120
100
50
20
2
1
30
/
m
30
/
m
6
/
m
30
2
50
50
500
100
/
m2
10
50
300
150
800
40
4
150
20
1000
50
100-500
200-900
200-800
500-100
Stand on 18.12.2013
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
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
Cyberpunk
2020
-
/tg/
edition
Page 14
Stand on 18.12.2013
Page 15
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
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.
Cyberpunk
2020
-
/tg/
edition
Stand on 18.12.2013
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.
Virtual
sex
price
Note
on
virtual
sex:
It
can
either
be
with
a
virtual
partner
or
a
real
partner.
Virtual
sex
clubs
allow
you
to
choose
your
appearance.
Sexual
relations
happen
via
interface
cable.
Its
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
STDs
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)
Cyberpunk
2020
-
/tg/
edition
Page 16
Stand on 18.12.2013
Page 17
Stand on 18.12.2013
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)
No
to
basic
ECM
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
full
10
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
RNG
0
RNG
+5
2
RNG
+10
(weapons
with
range
>
100
need
magnifying
aiming
device)
Divers
modifiers
Target
is
evading
or
moving
fast
+5
Cyberpunk
2020
-
/tg/
edition
Page 18
Stand on 18.12.2013
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
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.
Its
a
reactive
shot
(TN
25).
The
distance
is
8m
(-1).
Final
TN
is
24.
Ex.
A
group
of
NCPD
SWATs
is
preparing
to
apprehend
three
gang
members
who
are
holding
a
hostage
in
a
small
apartment.
The
SWATs
have
introduced
a
micro
camera
in
the
gangs
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
SWATs
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.
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
gangsters
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
weapons
holographic
sight
(-1).
Final
TN
is
21.
If
he
misses,
there
is
a
small
chance
that
he
will
hit
Two,
whos
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
gangsters
head
(+4).
The
gangster
is
not
evading
(0).
The
sniper
makes
full
use
of
his
aiming
device
and
his
weapons
accuracy
(-3).
Final
TN
is
16.
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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
defenders
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
total
bonus
of
the
key
move
cannot
exceed
skill
level
divided
by
two
(rounded
down).
Further,
martial
art
gives
a
bonus
to
hand-to-hand
damage
equal
to
sill
level
divided
by
two
(rounded
down)
The
key
moves
are:
Strike
Covers punches, kicks, headbutts, etc. Damage is 1D6S + martial art skill level
Sweep
Sweeping
the
opponent
and
make
him
fall
down
(the
sweeper
doesnt
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
malus
of
3
points
to
all
his
actions
until
he
can
stand
up
(take
one
full
action).
Dodge
Dodging a attack
Block
Grapple
Grappling
an
opponent
to
throw,
hold
or
choke
him.
The
grappled
person
receives
a
malus
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 brake the opponents limb
Choke
Evade
Example:
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.
Character
B
has
the
same
level.
His
player
sees
him
more
as
a
kickboxer
fighter.
Points
are
distributes
like
this:
Strike
+2,
Block
+1,
Dodge
+2
4.
Damage
Each
attack
might
cause
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
(Cutting
&
Imp.)
DMGx2,
(Stun
DMGx2
only
to
determine
KO)
5
Face
(Cutting
&
Imp.)
DMGx2,
(Stun
DMGx2
only
to
determine
KO)
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6-8
Arms
9-12
Torso
13
Vitals
(Cutting
&
Imp.)
DMGx1.5
14-18
Legs
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
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
(can
be
stopped
with
First-Aid
check
TN
20
/
25).
Once
HP
reaches
0
the
character
falls
into
coma.
Once
HP
at
-10
the
character
dies!
5.
Recovery
Before
any
HP
can
be
regained,
wounds
must
be
treated.
This
implies
a
Medicine
roll
vs.
Wound
Level
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
Serious
wound
20
Critical
wound
25
Mortal
wound
30
Treatment
TN
Cost
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
-10
10000eb/day
hospital*
*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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1.
Location
of
Systems
First,
roll
to
locate
the
system
in
the
matrix
(system
knowledge/computer:
networks).
If
system
is
hidden
(not
listed
in
search
engines),
requiring
to
talk
to
people
(BBS)
or
follow
a
trail
of
data
(system
knowledge).
Ultra
secured
systems
are
not
connected
to
the
web
at
all.
They
must
be
accessed
physically.
Security
Level
TN
Unsecured
10
Low
security
15
Medium
security
20
Top
notch
security
25
High
security
30
Top
secret
35
2.
Intrusion
attempts
2.1
Hacking
1.
Hacker
specifies
the
time
hes
going
to
spend
on
the
intrusion
attempt.
Refer
to
the
Hacking
Time
Modifiers
Chart
for
bonus/penalty.
2.
The
hacker
specifies
if
he
uses
a
neural
interface
system
(requires
interface
plugs).
3.
The
hacker
makes
a
(intrusion/security)
check.
Apply
a
penalty
equal
to
twice
the
systems
security
level
protecting
the
system.
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
(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
systems
security
level
returns
to
full
strength
against
both
the
hacker
and
anyone
else
that
had
hoped
to
rely
on
the
same
hole.
Failure
by
3+,
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
systems
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defences.
A
probe
attempt
is
treated
like
an
intrusion
attempt,
except
the
hacker
suffers
no
security
level
penalty.
Critical
success
means
he
discovers
the
systems
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
3+,
or
critical
failure,
means
the
target
is
alerted
(see
above):
hackers
suffer
-1
on
all
hacking
attempts
in
the
next
24h.
2.3
Icebreaking
A
hacker
face
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
penalty
is
halved.
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.
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
Mind-Based
Computer
(Databases)
Skill
check.
Add
bonuses
for
Heightened
Awareness
and
for
the
desired
time
spent
(see
Table
11-1).
Additional
modifiers
depend
on
how
much
data
the
computer
system
holds,
from
+4
(a
few
fi
les)
to
-4
(a
massive
library
of
data).
Critical
success
means
the
hacker
serendipitously
finds
exactly
what
is
being
sought,
or
possibly
stumbles
on
other
useful
fi
les.
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).
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Failure
means
he
or
she
does
not
find
anything
helpful,
but
can
try
again
by
spending
more
time.
A
critical
failure
means
that
the
hackers
inquiries
were
deemed
suspicious
and
Active
Countermeasures
were
triggered
(see
page
141).
Once
located,
data
fi
les
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
Computers
(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
infi
ltrated.
This
requires
a
Mind-based
Computers
(Networks)
Skill
check
at
a
-2
penalty.
Each
attempt
takes
one
round;
there
are
no
time
modifi
ers.
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
offl
ine.
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
fi
les.
The
systems
operator
requires
a
Mind-based
Computers
(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
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
specifi
c
action
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
fi
les
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.
3.2.3
DETECTING
HIDDEN
PROGRAMS
System
operators
may
detect
a
buried
program.
Use
the
Manipulating
Data
rules
(page
140)
to
see
if
the
system
operators
notice
it,
rolling
every
day
if
the
program
is
active
(if
its
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
fi
nd
it,
they
will
erase
it
and
try
to
locate
the
intruder.
Erasing
a
buried
program
requires
a
Computers
(Programming)
Skill
check
made
at
a
penalty
equal
to
the
Computers
(Programming)
Skill
Level
of
the
character
who
buried
it.
3.2.4
CONTROLLING
COMPUTERISED
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
(page
140).
Once
it
has
been
found,
the
hacker
can
try
to
control
it.
This
requires
a
Computer
(Intrusion/Security)
Skill
check;
the
usual
time
modifi
ers
for
hacking
apply
(Table
11-1).
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
fi
nd
an
existing
program).
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SECURITY
LEVEL
A
computer
system
is
rated
for
its
Security
Level,
from
1
(fairly
lax)
to
5
(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
Level
TN
Unsecured
10
Low
security
15
Medium
security
20
Top
notch
security
25
High
security
30
Top
secret
35
ACTIVE
COUNTERMEASURES
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
the
following
ircumstances:
An
intrusion
or
icebreaking
attempt
that
fails
by
3+
(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
3+.
The
GM
can
come
up
with
other
Countermeasures,
or
may
permit
hackers
to
use
Computers
(Programming)
Skill
to
design
new
types
of
programs.
TRACER
This
program
pretends
to
accept
the
hacker,
but
feeds
false
or
inconsequential
data
while
attempting
to
back
trace
to
discover
the
hackers
real
computer
address.
The
hacker
gets
a
Mind-based
Computers
(Intrusion/Security)
Skill
check
to
notice
and
block
or
misdirect
the
trace.
No
time
modifiers
apply,
but
a
-2
penalty
applies
if
not
using
a
neural
interface.
Apply
an
additional
penalty
equal
to
the
systems
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
hackers
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.
Adding
Tracer
to
a
Security
System
counts
as
an
extra
minor
Gadget.
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
hackers
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
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fails
the
check,
he
or
she
suffers
neural
feedback
damage
as
per
the
Bane
Defect
that
is
built
into
all
neural
jacks.
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
hackers
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
Shock
on
a
failed
Soul
check.
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
counts
as
a
major
Gadget
(only
available
with
Security
Levels
3+).
MIND
WORM
This
is
the
most
insidious
form
of
defence
program;
in
some
settings,
it
may
beyond
available
technology,
merely
a
hackers
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
brain.
Treat
this
as
Mind
Combat
(page
100).
The
Mind
Worm
program
has
an
effective
average
Mind
and
Soul
Stat
equal
to
its
Security
Level
and
(for
defensive
purposes)
an
effective
Health
of
20
per
Security
Level.
The
target
may
add
his
or
her
Computers
Skill
Level
to
his
or
her
Mind
before
averaging
it
with
Soul.
As
usual,
the
target
must
make
Stat
check
at
-4
to
break
away.
If
the
Mind
Worm
cracks
the
targets
mind,
it
may
brain
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
(page
140).
Installing
Mind
Worm
on
a
server
counts
as
two
major
Gadgets
(only
available
with
Security
Levels
3+).
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
PMCs
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.
Its
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
Asias
new
breadbasket.
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Top
Tier
Panarabia
(UAE,
Irak,
Koweit,
Jordania,
Egypt
and
Lybia)
is
the
main
exporter
of
petrol
(whats
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
its
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
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
Peoples
New
Republic
of
China
Capital:
Beijing
Population:
1.3
bio.
Important
urban
areas:
Beijing,
Shanghai,
Shengdu,
Wuhan,
Chongqing,
Xian,
Tianjin,
Nanjing
United
Korea
Capital:
Seoul
Metroplex
(11.5
mio)
Population:
75
mio.
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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.
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
USAs
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
countrys
east
coast.
The
unemployment
rate
has
reached
almost
American
levels.
Page 29
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Despite
everything
Japan
managed
to
survive
thanks
to
the
preparedness
level
of
the
population
and
the
army.
As
soon
as
the
government
collapsed,
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.
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
USAs
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
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
worlds
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.
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
Koreas
leader
Kim
Jong
Sun,
who
agreed
on
a
nuclear
disarmament
With
the
bankruptcy
of
the
USA,
the
end
of
the
UN
due
to
Japans
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.
Cyberpunk
2020
-
/tg/
edition
Page 30
Stand on 18.12.2013
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
a
ambitious
project
in
Australia
itself
to
make
the
deserts
usable
for
the
agriculture.
Another
important
project
was
decontamination
of
Japans
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
worlds
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
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
citys
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
its
the
archetype
of
the
North
American
/
European
Megalopolis.
Its
huge,
its
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,
Wasaw
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
Citys
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.
Page 31
Stand on 18.12.2013
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
(waste
collecting,
phone
service,
internet
cafes,
bars,
laundries,
bordellos,
ripper
doc
clinics).
Its
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
dont
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
zones
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,
APCs
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
doesnt
patrol
this
area.
No
salary
in
the
world
is
worth
getting
kidnapped
and
tortured
by
the
zones
gangs.
There
are
nine
housing
projects.
Each
one
shelters
around
10000
people.
One
of
them
crumbled.
Currently
only
squatters
live
there.
Combat
Zones
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
Cyberpunk
2020
-
/tg/
edition
Page 32
Stand on 18.12.2013
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
on
located
near
the
combat
zone.
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
Citys
heart.
Its
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
Newport
District
New
Port
district
is
built
around
the
Grandmills
shopping
mall.
This
district
is
considered
to
as
a
luxury
shopping
area.
Grandmills
Shopping
Mall
Ashcroft
Hotel
Camden
Court
Condominium
Pacific
View
Condominium
Cyberpunk
2020
-
/tg/
edition
Page 33
Stand on 18.12.2013
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
Techno
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
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
Cyberpunk
2020
-
/tg/
edition
Page 34
Stand on 18.12.2013
Abyss
Bar
After
Life
Night
Club
Eternal
Peace
Cemetary
Holy
Trinity
Church
NorCo
Social
Housing
Project
Little
Kabuchiko
This
area
is
the
yakuzas
domain.
Appollo
Building
Shopping
Mall
Grand
Illusion
Night
Club
Hollywood
Caf
Night
Owl
Bar
Red
Lantern
Complex
Underworld
93
Night
Club
Redlight
District
Dungeon
Night
Club
Imperial
Vienna
Hotel
Penthouse
Hotel
Sades
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
Tempest
2000
Night
Club
Night
City
International
Airport
Economic
Palace
Hotel
The
Junkyard
Night
City
Landfill
Recycle
Plant
1,2
&
3
VIII. Inspiration
Thanks
to
following
movies,
anime,
manga,
cartoons,
books
and
forums
for
providing
me
inspiration:
AD
Police
Akira
Angel
Cop
Appleseed
Armitage
III
Avalon
Berlin
XVIII
Blackhammer
Bladerunner
Cyberpunk
2020
-
/tg/
edition
Page 35
Stand on 18.12.2013
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
Ex
Machina
Gamer
Ghost
in
the
Shell
Gunm
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
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
Cyberpunk
2020
-
/tg/
edition
Page 36
Stand on 18.12.2013
Combichrist
Dulce
Liquido
Fear
Factory
Gerogerigege
Hanayo
Hanzel
&
Gretyl
Haujobb
Hocico
Hypnoskull
Imminent
Starvation
Kavinsky
Klangstabil
La
Plante
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
Special
thanks
to:
My
gaming
groups
(Blade,
Carandache
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
I
have
forgotten
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)
Page 37