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Cyberpunk 2020 The /tg/ edition




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

I. Character Creation


1. Stats

Stat Description
AGI Agility, reflexes, balance, coordination
CHA Charisma, aura, 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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1.1.2 Melee damage bonus



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

1.1.3
Movement = (AGI+STR)/2
Thats the max. distance a character can cover in one action (sprint)

Jogging distance is half that

Walking distance is half Jogging distance

Jumping = Movement
Thats the max. distance a character can jump



2. Starting Skills

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

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

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

2.1 Skill List

AGI
Athletics
Climbing, jumping, running, tumbling, recover from falls
Brawling
Hand-to-hand fighting
Dance

Dodge & escape
Dodging attacks, avoiding things that could hit you
Driving (Sp.):

Drive cars, buggies, pick-up trucks and vans

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

Vector thrust vehicle


Stealth

CHA
Fast-talk/bluff/hustle
Leadership
Negociation/barter
Perform/impersonate
Seduction

CON
Endurance
Swimming

COOLNESS
Intimidation
Look & style
Resist torture/drugs
Streetwise (Sp.)

DEX
Cyberdeck design
Demolitions
Disguise
Electronics
Electronic security
First aid
Forgery/Editing
Lock-picking
Jury rig
Pick pocket & stealing
Tech (Sp.):

Aero tech

AV Tech

Basic tech

Cyber tech

Gyro tech
Throwing
Weaponsmith

INT
Accounting
Computer (Sp.):

Databases

Networks
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Pilot a plane
Pilot a dirigible
Pilot an AV
Move silently, avoid detection

Convince somebody by lying and using charm. Effect doesnt last


long.
Command people, impose your will to others
Convince somebody by making an exchange.
Play a role, imitate somebody else convincingly
Flirting and charming. Ultimately finding bed partners.

Ability to keep an effort for long time, not falling asleep


Convince people by threatening them


Personal grooming and sense fashion. Used to make a good
impression on people.
Resisting the effects of drugs and torture
How to speak to criminals, where to find black market stuff

Designing an improving a cyberdeck


How to use explosive
Alter ones appearance to look like somebody else

Disabling electronic security systems and disabling electronic locks
How to stabilize critical and mortal wounds
Forge documents and pictures
Picking of mechanical locks
Repair/modify stuff
Steal stuff without getting noticed

Construction/repair of planes
Construction/repair of AVs
Construction/repair of mechanical devices (cars, bikes, airlocks,
machines of all kinds)
Construction/repair of cyberware
Construction/repair of helicopters
Throwing objects accurately
Repair firearms, fit accessories



Find specific data in a computer database
How to access and navigate through computer networks. Find
network connections.

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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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Create computer programs


Covers hacking and hacking prevention
Covers the skill of finding information in the matrix, using search
engines and visiting forums and BBLs. Its actually quite close to
Streetwise.
Convince others by using rational arguments. Effects are durable.
General knowledge
Specific knowledge in a particular area that doesnt count as a
science (Philately, fishing, American cars, Japanese wrestling,
firearms). Its more theoretical than practical knowledge.
How to win at gambling and reduces losses. It also covers knowledge
of how to cheat at gambling.
Evade pursuers, avoid leaving tracks and hiding
Get information from somebody
Understand, speak, read and write a foreign language (Ex. English,
Spanish, Russian, Mandarin Chinese, Cantonese Chinese, Japanese,
Korean, German, French).
Find information in a physical database like a library an archive
Diagnosis and treatment of illnesses and injuries.
Academic sciences and knowledge










Follow somebody without being noticed and without losing him.
How to invest and make profit from stock market investments and
FOREX
Teaching skills to others (see Skill Improvement)
Survive in a hostile environment. Find food and shelter. Avoid
common hazards (avalanches, quick sands, snakes)




Use of bows

Concentrate sensations at maximum for best braindance experience




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Music instrument

Sculpture
Awareness/notice

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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.

III. Equipment list


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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Laser designator (for laser guided ordnance)


Laser weapon system (DMG 2d6, 5 shots, uses 2 options)
Targetter (highlights targets/aiming aid, +1 shooting) 250eb
Zoom (+2 to visual awareness/notice) 250eb


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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o 12g shotgun (2 shots) 200eb


o 9mm silenced gun (9 shots) 350eb
o 10mm gun (8 shots) 200eb
o 6mm SMG (20 shots) 500eb
o laser weapon system (8 shots) 1000eb
o grenade launcher (1 shot) 250eb
o gyrock launcher (2 shots) 100eb
Jackhammer (allows to break down walls and doors, needs a linear frame) 1500eb
Retractable blade (DMG 3d6, implanted in cyberarm) 900eb


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

Amm. Rel. Con.


10m ST P
8m ST P
7m ST P
16m VR J
14m VR J
7d
VR J
8m VR J
6d
VR J-5
8m ST J-5
5d
VR J-5

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

Amm. Rel. Con.


50m ST J-5
30m ST J-5
25m ST J-5
50m ST C
40m ST C

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

Amm. Rel. Con.


2i
VR J-5
5i
ST C
7i
ST NA
8m ST NA
25m UR NA

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

Amm. Rel. Con.


30m VR NA
30m VR C-5
25m VR NA
25m VR C-5
20m VR NA
20m VR C-5

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

Amm. Rel. Con.


10m VR NA
10m VR NA
8m VR NA
8m VR NA
5m ST NA

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

Amm. Rel. Con.


200b VR NA
150b VR NA
100b VR NA

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

Amm. Rel. Con.


6
ST J
10
VR J-5
80
UR C

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

Exotic Ranged Weapons


Model
Taser
EMP gun
Riot splatgun

2.2 Heavy Weapons



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

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

Missile-Launchers
Model
ATGM
MANPADS

Cal.
ATGM
SAM

Rng
1k
2k

WA RoF
+3 1
+3 1

DMG
RCL
12d10HEAT NA
7d10HEAT NA

Amm. Rel. Con.


1i
VR NA
1i
VR NA

Price
5000
6000

Cal.
RPG

Rng
400

WA RoF
-3 1

DMG
RCL
8d10HEAT NA

Amm. Rel. Con.


1i
VR 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)

Gyrock Weapon System


Model
Cal.
Rng WA RoF
20mm Gyrock rifle
Gyrock 400 +1 2

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

DMG
4d6HEAT

RCL
0

Amm. Rel. Con.


12m ST C-5

Price
2500

DMG
2d10
2d10

RCL
0
0

Amm. Rel. Con.


10
ST NA
50
ST NA

Price
850
1000

Flame-Throwers
Model
Flamer
Flame-thrower

Cal.
Gaz
Gaz

Rng
20
30

WA RoF
-2 3
-2 5

Laser Weapon Systems


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

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

Vehicular Weapons
Model
Cal.
Rng WA RoF
DMG
RCL Amm. Rel. Con. Price
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.
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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

+1 to hit roll (max. 100m)


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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
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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
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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

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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
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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.
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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)
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Light armament (1 autocanon + 1 medium MG)


Equipped with a wide variety of advanced sensors
Advanced stealth and camouflage features
Advanced ECM system

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

APC
Crew 3 persons
Passengers 12 troopers
Light to medium armor (20 to 40)
Medium armament (1 autocanon, 1 auto-GL, 1 medium MG, 6 firing ports)
Basic sensors
Advanced ECM

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

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

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

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

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

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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

Physically blocking a attack

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

Choking the opponent out, may brake his neck

Evade

Get out of a grapple, lock or choke


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


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+).


VI. World Situation & Background (work in progress)


The situation in Europe and the USA sucks. 50% of the active population is unemployed. The lack of
fiscal income led to a halt of social programs leading to a massive pauperization of the local
population. Budget cuts in the military sector lead to a drastic downsizing of European and North-
American armies. As an example, the F-22 Raptor fleet, while still being very modern and efficient
has mostly been grounded. Only 20 planes are left flying, the rest being used for spare-parts. Many
demobilized soldiers and pilots joined either private mercenary companies or criminal syndicates.
American and European 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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Important urban areas: Seoul Metroplex, Pyongyang, Busan



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



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


USA
Economic and political crisis. Situation similar to Russia in early 1990s after the USSRs fall.
A apocalyptic earth-quake has leveled the American East-Coast. San Diego, Los Angeles, San
Francisco, Portland and Seattle have been destroyed and flooded to 98%. The death toll was
huge. The tidal wave formed by this earth-quake flooded most of Japan. Luckily for China,
Hawaii, Japan and Taiwan blocked most of the tsunami.
40 to 50% of the active population is unemployed.
War in Central/South America between US troops and drug lords ended in a bloody tie. An
underfounded American warmachine faced Chinese and Russian backed crack guerrillas armed
with the most modern weapons to be found.
Very high criminality. Ex-military personnel, political figures have banded together with gangs.
The American mafia is now one of the most feared criminal syndicate around the world. Famous
for their ruthlessness. Not only they control most criminal activities inside the USA, but also in
the American ghettos in China and Russia.
Very high corruption. Many state employees have not received any salary in months. They resort
to selling state property ranging from assault rifles to F/A-18 fighters or military secrets.
Cessation of most social programs leading to massive pauperization.
Desertification of the Great Plains lead to a massive rural exodus. The coastal towns are now very
heavily populated while the inside of the country is mostly deserted. Many ghost towns. Home to
right wing paramilitary militias, strange sects and nomad gangs.
Most arable land belongs to agri-corps using it for biofuels. Farmers have been expropriated by
banks and agri-corps. Leading to nomad movement.
Cities are huge and densely populated. Corporations have built blocks of social apartments to
house the numerous homeless in exchange of political favors. Those blocks are not maintained
and have turned into sordid slums. Needles to say that those slum areas have an extremely high
criminality.
The American military is a shadow of its former self. There is no money for the maintenance of
its equipment. Many soldiers have not received their salaries in months. This has lead to a
catastrophic failure in the Central American conflict, where underequipped and demotivated
American troops faced well equipped and well funded guerillas and paramilitary units. Most of
the airforce is grounded, due to lack of maintenance, spare parts and fuel. Many planes have
been sold on the black market. The navy is stranded. Many ships have been sold out, mainly to
Australia, Brazil and Japan. Nuclear subs are left to rot in their pens polluting the oceans.
Many American soldiers and pilots have left the army to join mercenary units. They can be found
fighting in Africa, Central and South-East Asia. Others have joined the organized crime where
they work as enforcers.

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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.

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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.

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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


VII. Night City Example of a Cyberpunk City


There are a few changes from the Night City found in the Cyberpunk 2020 basic book and Night City
sourcebook. The first thing is I imagine Night City as a huge sprawling city with no real center. There
are many points of interests that act as centers (secured and brightly lit) and around which one you
will find some mixed areas with businesses and residential areas. The further you go from a center
the poorer and darker the area gets. This culminates in the 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.

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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
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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

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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
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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
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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
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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)

Cyberpunk 2020 - /tg/ edition

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