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SnnNNININNINL ei ac Uc ee cane ey eee eeu aa to od 4 alii Si WU A CREDITS | Written by: GRIMM’S CYBERTALES is Copyright ©1993 lanus Justin Schmid | Publication, All Right Reserved Editor: GRIMM’S CYBERTALES is a Trademark of Dream Pod | Mare A. Vezina | 9 and is published under license from R. Talsorian Copy Editing: | Games, ine, Cyberpunk is a Trademark of R, Talsorian Jean Carrieres Games, Ine; | Editor for R. Talsorian Games, Inc: | No partofthisbook may be reproduced without written Derek Quintanar permission from the publisher, except for review pur- poses. | Art Direction: j Pierre Ouellette | Any similarity to characters, situations, institutions, corporations, ete. (without satiric intent) is strictly Stock # ICP-110 Creative Team: Dream Pod 9 All Artwork © Ianus Publications Inc. ee as coincidental Pierre Ouellette Jeff Fortier Printed in Canada, Dominique Durocher Published by. Janus Publications, Inc. Cover Ar: ‘ Pierre Ouellette 5000 D'tbervlle, Suite 332 Jeff Fortier Montreal, Qe Canada Interior Ar: Canada Ghislain Barbe Quatns © especie atiss xg ©1951 igi Rschalpaten Gb Apes Now 179 Zotope/ Wares rates; © Te completes and pers ot Earl Pot Canadian Catalog in Publication Data ‘Schmid, Justin, 1973- Grimm's Cybertales: an alternate reality sourcebook for Cyberpunk Includes index, ISBN 2-921573-12-1 1, Fantasy games. 2. Role playing. 3. Vampires. 1. Title. GV1469.6.835 1993 793.93 C94-940039-4 Legal deposit: December 1993 Bibliotheque Nationale du Québec National Library of Canada ISBN 2-921873-12-4 a A GRIMM, GRIMM WORLD NOUVEAU-VOODOO Background 6 Definition 44 Merging Night's Edge & 2020 6 Through the eyes of Voodoo AS ummary 7 Place of worship 45 Night's Edge horror 8 The Loa of old and new 46 The rituals of Voodoo 48 ‘The mounting of the Loa 49 A NEW ORDER ‘Summoning the Loa 49 = _ Voodoo Artifacts 50 ae - ‘The making of a zombie 51 Psybemetics 15 The anti-fanatics 17 | TE ORDA Ges ig | THE BOOGEY-MEN OF 2020 Quirks of the mind. 19 stalkers 34 New skills 20 stalking characters 35 Serial murderers 35 a Mass murderers 58 APOSTLES OF THE EDGE ‘The Stalker Myth 56 The Church of SIN 2 oe tl “The dark side of the ExhisbiSIN 23 oon ae The Church of the Immortals 24 Ghoul enterprise = Followers of Spiritual Purity 26 Dorpl zombles, a Cult bands 27 Lacer eo Nihilists 30 eee Introduction to the society of the dead 31 Car Jackings 61 The Mandelbrot Society 32 The Spider’s Web 83 | ee IE = ® | GHOSTS IN THE MACHINE The Orders of Protectors 35 Choose your weapon of The Watch 35 The Murk Syndrome 64 The Diverses Cults 38 Snap Shot 65 Faking out indoctrination 40 The Mutk Spirits 67 Cults in your campaign al Virtual Testimony 67 Deprogramming 2 The Murk Subroutine 10 ‘The Murk Who Lurk Goals of the Powers ........ Al sentience Other possibilities Al zombies .. 70 71 73 74 75 PERCHANCE TO DREAM Fatigue Sleep deprivation Sleep disorders Wakie, wakie Cant sleep? .. so “The people dreams are made of. ‘The accidental murder. Dream stalker psychosis Dream therapy ‘An experiment. sSandmen, New power & abilities ARS NOVA ‘The Unified Theory of Powers New telepathy powers Sceptics always miss out The arts of magic Definitions, Herbalism Alkemical craft Divination arts Esoteric magic ‘Ancient magick Faith magic Mlusion craft 80 81 83, 83 84 85 85 86 86 87 87 88 91 92 92 93 93 94 94 94 96 98 98 100 Forms of faith Infomancy.. Nature's spirit Shamanic rites Practitioners Modern magic The power of Voodoo Factors to consider Corporate mages & psychics... Cyberpsychies lol 102 103 lot 105 106 108 109 ho a2 ON THE NIGHT'S EDGE Knowledge types ... Frequencies Denizens of the night Schultz Stoner. Rainbow ... Madame Tourina Shift-x. Moonlocke Jojo Solous Martin Smith Master Guy. Index... 4 14 14 ns 116 7 hs hig 120 121 122 123 124 D5 A Gramm, Granm \Wete! Heres basa face, Leads a ba nerd od Co en ee ae eae ee | ROS ie 3 BC na ee ear) ‘ack and the Stalker, Lite ee eae) of these fairy tales of the mod- eer cat ee ee emma ci aC Car eae ad Rem O re cera coc ea verse fully and see the Edge as it’s never been witnessed before. Re ee ome oer LGe Se eeu ete ean nested St ee cur ar er Ce erent ence being good by were-wolves and Roe Rae eee Th Preece Uno itn parents’ knowledge), so the tales eee omen Recta itd OT onan ec eet tte) from the real world around them. ree ec ae ana Od een Caoaror| fairy tales still around. Parents CR te te Prete Current tated a day in front of the TV. The new Pa ERO t oe aes rs aot Pea eee cere ees Na oe ee Tae) Sree mene ee ce PU CMe Como te co eect eect ce Proce creinaes ne BU mC go Pee RUC Or etalk log eee a oa etd Ser of 2020. Children are being raised eres a are ae Co nee ocr absent largely. Kids are too so- Petts rete hrm eee ee Oe ero eee Pensa erent BOT. A Greene, Gravis Verte be feared in the shadows, except the serial killer or the cultist looking for sacrifices. The result is a society that is ex- tremely frightened. Trustisa thing of the past for Edgerunnersin 2020. They grew up being shown in countless TV shows and movies how “trust me” is the harbinger of betrayal, that kindness only makes youa fool. Cynicism has become a way of life, ‘What remains of the old fairy tales has been convoluted. For example, Jack and the Stalker. Jack climbs thebeanstalkand escapes, but from that day forward is hunted by the giant. The moral: don't go where youdon'tknow. Or Little Red Rider, a little girl who is kidnapped by cultists on her way to her grand- ‘mother’s place while using the sub- way. The moral: don't use the sub- way without an escort. And last, perhapssaddest, Snow White, agirl who, while hanging out witha gang, experiments with drugs that are of- fered toherinthe form ofcandy. She falls intoacomaand awakens when the doctor saves her. The moral: be careful of drugs on the streets. What has happened for things to ‘get so bad? Too much reality. Pro- portionally, there is no more vio- lence and evil today than at any other time. But, in 2020, the won- ders of mass media ensure that we see every possible example in full digital glory. It is impossible to escape the dark side of humanity. However, pethaps this is not en- tirely a bad thing. That Darkness is what this tome examines. Unlike any before, only the contemporary evils and dark- ness are examined as they exist in our world. Only once have we iden- tified what is Dark and where the evil originates can we attempt to overcome it. BACKGROUND The Altemate Reality Universe was originally intoduced by Von Konos in the Aliemate Really source book Nights Edge. Itbrought vamplres into the Cyberpunk 2020 scene os well as psychic powers and werewolves. Grimm's Cybertales Is an ‘extension of those orginal rules, gathering even more darkness in a universe all 100 similar to that of Cyberpunk 2020. The rules presented hereln are completely compatible with Cyberpunk 2020, and Game Masters are free 10 use ond discard whatever rules they wish. While the Alternate Reallly Universe has vampires, werewolves and psychic powers, It Is unlIke most other role-playing games In that these creatures and beings are based on science as much as possible and explainable fo o large degree by misinformation and genetic disorders. Psychic powers, forexample, ore ot entirelylmprobable considering the incredible personal achievementsttroughout History. The Altemate Reality Universe attempts to mimic our own universe ln its preponderance of the unexplainable amidst an otherwise normal and mundane backdrop (which makes it all the more horrific) ‘While the Cyberpunk 2020 universe deals with those "mundane" aspectsoflife on the Edge, the Alremate Reality Universe dwells in the mysterious and unknown. Every effort Is made not to compromise the realistic setting however, as the Darkness within the ARUis neverovertin nature. Vampires are extremely rare, ond ‘extremely secretive, never so foolish as fo reveal thelr presence to humanity. Even the serial kller maintains a low profile and may not be detected for decades. ‘The real honor comes where the normal meets the abnormal. Within an uncealisle well, thissiply would not work; nor Would absolute evil work within the context. ‘The wodd of Cyberpunk is composed of shades of gray. Things in the ARU are Ia shades of darkness, but shades nevertheless. No one Is completely vile, nor is ‘anyone thoroughly good. Everyone has their own shades of darkness. MERGING NIGHT'S EDGE & 2020 ‘The Alternate Reality Universe fits nicely into that of Cyberpunk 2020. The neor future that we may one day see Is merged with the nightmares of tomorrow's dreams. Unike that word though, not everything is corporate-related. They ore not the only things that send shivers down your spine in the Altemote Reality Universe. ‘There are things people unconsciously ignore forthelr own peace of mind. The dark side of oneself, which is always present, is rarely acknowledged, though in the ‘world of 2020 one faces It on an almost doily basis. Characters might face mundane terrors, such as the stalker or mass murderer, oF more exotic honors, such as the Mutk, ora vampire. Either way, the excitement lies Inthe fearof facing something abnormal and unknown. Nolongeriscyberpsychosis the only way to go insane. Sanity becomes a cherished rarity in the datk future of the Alternate Really Universe. In general, merging the wo worlds should net be dificult a al. Use your standard ‘adventures, but change one of the antagonists Into aculistora vamplre. Keep this @ secret, pethops with a subtie clue or two here and there. The characters might complete the adventure never suspecting, bur elready youhave made yourgame universe a litle darker, andin time, the players will realize it too, to their honor... ‘ond enjoyment. SUMMARY Grimm's Cybertales is @ look at the myths and honors of the 24st century. The spitvalty of the people of 2020 is examined closely, from theircultsto their magic. The new monsters of the modem world ore fully descibed, from teroriststostolhers to the Murk to dream walkers. Homor s brought fo every comet of the Edgerunney's ‘existence in 2020. The second chapter, "ANew Order’, deals with new optionalrulesfor the Alternate Reality Univetse, including stress res, new cyberpsychosis rules, new skills, a short system for generating phobias for characters and a system for determining dedication 10 beliefs. These rules enhance the psychological elements of the gome. In the third chapter, “Apostles of the Edge”, cults ore examined in depth. In times ofincredible depression and gilef, people tun o the pital forhelp. Holfa dozen cults are fully described along with the more general movements and cult types thar are present in the Alternate Realty Universe. The cul's place ln the world of Cyberpunk Is fly established. Contemporary Voodoo is examinedin “Nouveau-Voodeo". The praciices of Neo- Voodoo are described in depth, along with the new loa of 2020 and the rituals sutounding them. As one of the most popular faiths in the 24st century, voodoo. has swept actoss the Net and the world “The Boogey-Men of 2020" deals with the horrors ofthe human psyche nthe fourth chopter. Stalkers, serial killer, mass murderers ond terrorists are all dealt with, bringing the humen element back into hoor. Who needs a werewolf when o team of skilled terrorists can paralyze on entire city with fear? ‘The Ne’s no longer safe, thank fo the Mutk, entities which supposedly Inhabit the Net and prey upon runners. However, they also help the runners and entire cults have been built around their existence. Yet, are they simply @ psychological disorder of real? One may never know. Sleep and dreams are examined closely in "Perchance To Dream”, bringing with them the terror of Dream Stalker Psychosis, a delusion that the characteris being stalked by a ceature that feeds off dreams, Pethaps itis teal afterall Tosupplement the psychic power rules of Nigh’s Edge, Ars Nova presents optional ‘magic rules for Cyberpunk. However, the magical arts presented are based on belief oftheir existence. As they say, some things have to be believed to be seen. Lastly, "On he Night's Edge", which describes ust what the mon onthe street might know about the nasty and naughty toples discussed in Night's Edge and Grieen's Cybertales.Italso provides information on the creatures, organizations and people described inthe two texts. Tis should prove very useful for GM's running Altemate Really Universe campaigns. NIGHT'S EDGE HORROR ‘The Altemate Realty Universe honoris not standard fare. The devotion to realism and technology, standard In the Cyberpunk genre, creates a horror setting which is sometimes all too be- lievable, and always disturbing, ‘The background presented herein en- hances the Altemate Reality Universe, lorgely focusing on the mundane hor- rorsof ourown reality. Murderers, night- mares ond cults jola the ranks of the vompires and werewolves 10 bring themall togetherintoaceherent whole ‘of neor-furure honor. When playing in the Altemate Reality Universe, itis important fo remember these two key concepts: Appearance ‘versus Really and the Shades of Dork- 1ness. These elements figure prominently in almost every aspect of this realty, ‘and serve to bring @ unique blend of hoor to cyberpunk universe. APPEARANCE VS REALITY Very little in the Alternate Reality Universe isas it seems, The vampires hide behind a mask of legends and fantasy, the drug lords are executives in ‘multinational corporations. In ARU campaigns, there should always be doubt in the players’ mind as to what is real and what is myth. Keeping the players on their toes will require you to always ensure that things never seem asthey really are. simple beggar might be adrug dealer, ‘while a nomad who just rode into town could be a dream stalker. A vampire could be posing as an up-and-coming corporate or as a voodoo magician. One never knows. That vampire could just be someone who thinks he is a vampire. In people's mind, reality can often be very different from their perception of it Many of the creatures presented have multiple explanations which allows the Game Master to generate his own reality. While vampires might be teal, dream stalkers could only be a psychosis, There is no sacred law in the ARU that says if one “supernatural” myth is indeed true, that all others need be at all true SHADES OF DARKNESS The second element, Shades of Darkness, refers to the relative good and evil in the Cyberpunk genre. Though the Alternate Reality Universe presents vampires, murderers and cults, these people and organizations are by no means blackand white. There are good vampiresand there are evil vampires. There ate good cults and bad ones. Everything has its own shades of gray. No person or group is purely good, nor purely evil Thisservesto keep the players on the edge. Ina game with defined good and evil, morality becomes cheap and cliché. The monster is the bad guy and the adventurer is the good guy. What if there are no good guys? And no bad guys? The players must then learn tomake judgments based on actions and observations, and not on appearances Italso serves to enhance role-playing, Ifthe playersare unable to determine thata beingisevil from the start, they cannot simply kill it and move on. They hhavetoleam about itand discover its rue nature. This will rarely be easy and. often there will be no “truth” to learn. But, the investigation itself will give the players more information toact upon and require them to interact much more. Admittedly, the Alternate Reality Universe is not for “shoot-em-up” cam- paigns. The NPCs will often best the PCs, and the risk of combat with the beastsisan almost sure death. Itisa universe forleamningabout the darkness within humanity, and for facing that darkness; ts destruction being a goal sought, but rarely achieved. The very struggle is the vindication of the characters ry het Order of this city. Having to put Premera the streets and people putting ap- = Edgar Allan Poe, “The Raven” | pliances in their bodies, it was all Tete a on er Crean ce are polished and loaded with environ- mentally correct “caseless” rounds, eee eras ing a red flash jacket and cried ora rae re ee oe Humphrey had just cracked, and Cee od ae ENE OS AEROS OEE ESI, Deep inte that darkmen peering, Long stood there wonder- |e Ecco Pony ey en her pire eerie esas Sea ORE ce one ae oe erg differences on a basic level. For Se eco ems Pv eeu ts CCS acer y ree teen Seas Pema ersten cs eee ere Mec ce Cie eens 2. A New Order STRESS Inthe harsh world of 2020, stress is ‘a major problem ond mony peo ple crack under the strain of every- doy life. However, there Is also 0 desensitization which acts os 0 counter-bolonce to lessen the im- pod of these increasingly stressful events. Asthe media floods us with images of horror and destruction, we become more accustomed to | these events. The violent noture of life in 2020 serves to lessen the | impact of some stressful events Nevertheless, the world of | yberpunkisstilloverytaxing ploce: fone con never get used to being shot ot, This is not to say thot people ore ‘ony more stoble thon before or without emotion. Indeed, the con- stant strain of combat or living in an “urban battleground” con shoke anyone's sanity. The standard | Cyberpunk character deals with ci- ‘cumstances andevents beyondihe | scope of typical contemporary ex- perience, andsuffersamuchhigher tisk of cracking. Therefore only the | most stable of characters will lost for long in the harsh world of Gyberpunk, STRESS FACTOR ‘The Stress Factor isa measure of the amount of stressa character iscurrently under, Stressful events will inctease the character's Stress Factor, sometimes, gradually, other times very quickly. This measures how well a character will react to those circumstances Cyberpunk characters find themselves in. As the amount of pressure the characteris under increases, the Stress Factor rises; when it gets too high, the character cracks. The worst case scenario is person who cracksand goes over the edge. A character's COOL determines, the amount of Stress Points the character can take before reaching new Stress Levels, as shown on the Stress Table. When a character exceeds the Stress Points fora level, they reach the next level and are subject to its full effects > EXAMPLE: Acharacter with a COOL of 6 and 4 Stress Points (StP), would be Normal, butthree ‘more StP would make him Anscious, and he would now get a-I penalty on all further COOL checks. Note that these are not permanent modifiers, and change asthe character's current Stress Level changes. Characters with a low COOL will not deal with stress wel. Round down when dividing, These penalties will not take a stat below 2 STRESS LEVEI ‘These are the effects of the different Stress Levels. = FRESH: ‘The characteris stress fre and perfectly calm. Ac unnatural state because tis rare It gives 121 bomus to COOL checks deo the extremely calm sate of mind. = NORMAL: ‘Thecharacterhas normal stressesand.concems, whichis most common for Cyberpurkerstohave ‘As we must ll dal with stress our ives, this is considered the normal mental state © ANXIOUS: ‘The characteris ait more stressed out than usual, making COOL. checks with-1 penalty due to already being ate more menualy “fried” thar usual. The character wil end to bea ile vercautous and heather very tired (1-5 on dl0) or very hyper, (6-10 on 0). The character develops Insomnia. Note that for mast Cyerpuners, this actualy the normal state of being ‘STRESSED: “The characteris quite stressed by extreme circumstances and wil suffer a-2 penalty onall COOL check, The character wil be Jumpy and havea poor short-term memory, generally with only ‘enough conceraton fr one ask. A-1 penalty is given toll INT tase, addiction checs wll at -2 to resist and the character develops Insomnia 2 penalty to Insomnia check). TENS [the characte gts worse, he begins (crack under the pressure. He suffers a3 penalty toll, COOL checks and wll begin to act na bizarre manner, focusing on one task and performing it atthe exclusion of allele, inching loved ones. Characters under torture will begin revealing ‘information i promised release, A-2 penalty is given toall INT tasks, addiction checks wil be at to resist and the character develops Insomnia 2 penalty to Insomnia check) = CRACKED: “The character has been pushed past normal limits and has gone over the ee. He sufers a -5 penalty to COOL checs.A 3 penalty is given o all INT tasks, addition checks wil Bea -6 0 "resist andthe character develops Insomnia (2 penalty to Insomnia checks). The character must alorall 4100 the Over The Edgetableto determine what his reaction st hisincredible stain, “The difficulty levels of curing them through therapy are listed afer the descriptions, OVER THE EDGE TABLE 1 HOMICIDAL: Thecharactr becomes murderous and wil eektoil he perceived sourceof theses perhaps blaming someane unrelated) He wll alo be violent toward anyone wha standsin his way. After the scurceof the stress has been eliminated, roll Id10 again on this table, ignoring rll of I for the characte’ next reaction. However, ifthe character ever goes Over The Edge again he wll ‘lomaticlly become Homicidal, Diff 20 2 ‘CATATONIA: Characters with catatonia withdraw completly ino themselves. No ouside simul, including being inured, wil awaken them. The characters are stil av, but will nat mave, speak or real. Thereisa I in 10chance every week that hey wil come out of tf an extreme attempt is made (he continuous contact with the character), the check may be made every two days, but only as longs those measures are maintained, Dif 30 3 ‘SUICIDAL TENDENCIES: (Characters with suicidal tendencies wil sek to end tet ives in any possible way, a5 Soom as posuble Every activity wile centered on suicide. They willbe prone taking extreme sks with their lives. Dif. 20 rey ‘SCHIZOPHRENIA: “The character loses all auch with realy. Thecharacte’tortarers become trees, or hemay believe mse tobe ree, and carry an ashe might theme. The character might think he's bird, that roamis he throne room ofthe king of Spain. Realty sno longer the character's reality. Diff 25 67 ‘SEVERE AGORAPHOBIA: ‘The character fears everything. Home s the only safeplace. Strangers ae all murderers; ou ‘heres ony pain aad torture, The character wil require a COOL check at -# to evn g ouside his home, even then not going tao far (ike Wexfire in te Necrolagy trilogy). Dif 30 s HALLUCINATIONS: ‘The character begins tose, hear, and fel things that are’ there. However, in every other wa, ‘hey willappear normal. The particular hallucination will depend onthestressinvaved, and nate that hallucinations are usually metaphors. For example, a character who was hunted and shot tights sniperson rooftops and, when stressed, alfa sudden think he hasbeen shot. Tis will Continue until cured Diff: 20 ° ‘OVERLOAD AMNESI (Characters with Overload Amnesia have orgten everything about ther preiouslfeas acaater- measure against the rng stress, The characters Stress Points return to normal, i out of every 10 EXAMPLE: character with a COOL of 7 sees a vampire feeding upon a person. This counts as seeing ‘abeast hill someone, Diff 20. The player rolls a5; since the character gets no bonuses, the totals 12. The check sailed by 8, and the characteris surprised for 2 turns. He rolls 246 and gets 7, so he thes 7 Stress Points instantly, Having already had 8, hes now at 15 Stress Points. The character is now Tense — PSYBERNETICS These ore additional rules which combine with the Humanity Loss system presented in Cyberpunk 2020. Chorocters toke Humanity Loss in the some monner and it reduces Empathy os well, but the effects ofit re more detoiled. There ore fourtypes: Alienotion, Egotism, Obsession and Paranoia. Note that humenity loss con also occur from excessive drug use os detailed in the Dark Metropolis sourcebook. STARTING CHARACTERS Starting characters take their EMP and find it on the Starting Base Loss table. Then, divide the Base Loss points among the four types of Humanity Loss on the character sheet: Alienation, Egotism, Obsession and Paranoia. Thus characters with low Empathy will start out somewhat insane. However do not count this Base Loss as Humanity Cost against the character’s EMP. + EXAMPLE: BO Roberts, a Solo starts out with an EMP of 5, so has a Base Loss of 25. He decides to ‘put 15 into Egotism and 10 into Alienation, making him already Boasful and Distinct. CYBERNETICS HUMANITY LOSS Different kinds of cybernetics cause different types of humanity loss. In addition, people react to cybernetics in different ways, so there may be more than one possible form of Humanity Lossin reaction tothe same cybernetics. In these cases, roll randomly or allow the player to choose based on the character's personality. The type listed in bold and italic is the most ‘commonly associated type of humanity loss with that form of cybernetic. Alter the type has been determined, the amount of Humanity Loss is determined as listed. Apply Humanity Loss as usual to the character’s EMP when 10 points are taken, and keep a total of Humanity Loss, but also add them to the appropriate type on the character sheet. Players should mark the letter code of the Humanity Loss type next to their cybemneticsto remember what caused what in case therapy issoughtatalater point in time. One type of Hurnanity Loss can be cured at a time, provided all cybernetics related to that type are removed. Roberts gets asetof Wolvers implanted rolling 12 points of Humanity Cost. He chooses ital tobe inthe form of Egoism. This lowers his Empathy by I, and raises his Egotsm {from 15 to.27, making him Inconsiderate. He is nota nice guy to be around. THERAPY Through therapy, one can regain Humanity Loss points. However, the cybernetics causing the loss orthe drugsinvolved must be removed from the character's body. Once this has been achieved, therapy can begin. Every two weeks of therapy, 1d10 points of Humanity Losscan be regained. The cost for such therapy is $1000 every two weeks. Street level clinics are free, but only 146 points are regained per two weeks. Thus, therapy is very expensive and might take nearly a year for someone far gone. Also if the characters get the cybemetics back (or start back on the drug) it could destroy all past effortsat rehabilitation, Forcharacters with Psychology skill, they can give the same therapy with a Difficulty of 20 to be made at the end. ofeach week. A Critical Failure means a further loss of 1d6 Humanity Loss. 1S ——— STARTING BASE LOSS TABLE BASE LOSS ° 5 CYBERNETICS. HUMANITY LOSS TYPES. ‘CYDERWEAR TYPE Feshlonware AO ‘cyberoptc Newralwore cyperaucia Implants pberimbs r £0 Biowore £ LUneor Frames nnn Any (E) CYbewe0pon§ EO Body Plating .. EP Alienation humeaniy loss EEgotiem humanity lost Obsession huronity loss Paranoia humanity loss CChoose.sny one ofthe fourforns, however the one in parentheses le generally the dominant type CYBERPSY CHOSIS ‘When acharacterreachesan EMP of, they go psychoticaslisted under theit type. The character can go psychotic in more than one way, combining them in an horrific manner. TYPES OF HUMANITY LOSS There are four types of Humanity Loss. The character's current amount of points in any one type describes what level they are at in that type. Be sure that players role-play this in their characters, ALIENATION AMOUNT ~__ DESCRIPTION 01-10 NO EFFECT. ‘The characteris tle distant, but no more than is commen inthe Cyberpunk world 1:20 ‘ADSENT-MINDED: ‘The character's memory becomes easly blurred ashe becomes focused on his own reality. ‘A-2 penalty is applied to any action other than the characters current main focus, and a - 2 penalty to memory checks, 24-30 ECCENTRIC: Thecharacter develops his own quirk that separates hi from normal people, Examplesinclude Collecting ching, talking to cneself, et. The player may choose ita the GM's discretion It must De noticeable in some way, and shouldbe related tothe cybernetic 94-40 DELUSIONS: The character gains adelusion about the world. The delusion becomes a firmly eld falsebelief For example, his cyberaudio can pce up people's thoughts or that he is actually a robo, made to thnkit's human. Again, the player may generate the delusion at the GMs discretion, 41-50 HALLUCINATIONS: ‘The characte begins to see things. Te hallucinations occur during stressful times. I he character tas more than 4 SUP atone time, he hallucinates fo 1d Turns. The hallucina- tions area the GM's discretion bu are generally inked to something the character’ past. For example a war veteran might see enemy soldiers in a crowd aiming to fire a! im, prompting him to return fire. te ‘SCHIZOPHRENIC: ‘Thisisthe nal stage in which the character entershis own reais quiteqpartjromaur own. The hallucinations and delusion all intensify and are expanded so much hat the objective reality of the world bears lil resemblance to the character’. Al this stage, the character becomes extremely dificult tor, a the nsary wal restrict any coherent activity. The character must ‘make an INT check at 2 co do anything constructive. If this chec is failed, the character does something non-constractve. Its failed by 4 or more, the acti destructive. EGOTISM NON aaa ae DSornod o1-10 NO EFFECT. The character isa arrogant ut no more tans comma in he Cyberpunk wo 11.20 7 —_ - 7 ~ ‘STUBBORN: The character becomes more selfinvolved and will be more stubborn than usual. The character wll begin to think that he is smarter and stronger than the others, thus hs ideas are beter. Ths will show mostly through role-playing 21-90 ‘CONCETTE The characters snubbornnes tales a new turn wherein the character begins thinking and acting asf hes in fact beter than the others, The character becomes vain. Ths may result, inthe character taking skills boost his appearance or making sure that his efforts are rewarded 31-40 EGOCENTRIC: ‘The character views things only a they relate to himself. The desires and needs of others are neglected over the character's own desires. This will definitely show through the characters interaction with others: he believes himself to be beter than others. 41-50 NARCISSISTIC: The character becomes obsessed with his own appearance, comfort, and develops an exaggerated self-image. The character wil he hard-presed odo anything for ater people. Be MEGALOMANIA: The character has delusions of grandeur: he is the best older that ever lived, he isthe best retrunner around, et. As uch, everyone elses inferior and can be neglected. The character also sees himself as immortal. Ths means thatthe character wil ignore mss, seeing himself ‘as impervious to mortal danger. This will often get the person killed. OBSESSION ‘AMOUNT oa DESCRIPTION: 01-10 ~ "NO EFFECT. The character hes to pay wi the cybernetic, but without interfer 11-20 DISTRACTED: The character likes to play with the cybernetics or drugs, using them whenever free time presensiself Thsis to the point ofbeigadistraction. Unless the characteris concentrating, {4-1 penalty on all checks i given due to the distraction, his normal life COMPULSIVE ‘The character compulsively plays with the eberneic or drugs, using them whenever posible, Ths acts as a serous distraction, with a -2 penalty om all checks due to the distraction, unless the characteris concentrating hard 31-40 ‘ADDI The character has o play with the cybernetics or drugs, using them as much ofthe time as, possible, Ths acts as a serious distraction, with a -2 penalty on all checks due to the ‘israction unless the characteris concentrating hard, The character's COOL dropsby 1 for very 6 hours not allowed to play with the cybernetic or using drugs, toa minimum of 2 41.50 ‘OBSESSIVE: The character does play with the cybernetics or drugs, using them al ofthe time. This acts, «sa serious distraction witha 4 penalty onal checks wnless the characteris concentrating hard. The character's COOL drops hy 1 for every 3 hours not allowed to play with the oybernetic or using drugs, oa minimum of 2 bt ‘MONOMANI The character must play withthe cybernetics or drug ll ofthe time. This acts as a serious distraction, witha 4 penalty onall checks. The character's COOL drops by Lfor every our notallowed o play withthe cybernetic or using drugs, toa minimum of 2. The characteris cssentallya vegetable, addicted to playing withthe cybernetic or taking the drug PARANOIA AMOUNT : 01-10 NO EFFECT. The character isa litle nervous, bt no more than is common in the Cyberpunk world 11-20 NERVOUS: The characteris alittle more nervous than the average person, seeing things that most people wouldn't: shapes in tke darkness, stalker, etc. The characte has an automatic -2 penalty ‘onal Fright checks 21-00 i NDRIAC: Inaddition to being Nervous, the characters always afraid that he s getting sick. The GM should alert the player when the character fel the symptoms of varius diseases (which the character of course does not have). The most common disease Netrunners fear they have is Murk Psychosis, which perhaps they do eventualy get, one way ar another. 91-40 PHODI | tmadaltion to being Nervous and Hypochondriac, the character develops a Severe phobia, This can be chosen or rolled for bythe player or simply chosen by the GM (ee Quirks ofthe Mind) It should have some relation tothe cybemetics or drugs involved. 41-50 PARANOID: Inadettion to being an Hypochondriac and having a Phobia, the characteris paranoid. The character thinks that people are out to get him, that he ste target of some conspiracy. This resus in a4 penalty on al Fright checks and the character's effective COOL. decreases by 1 Be HOMICIDAL MANIA: The character becomes homicidal. Fearing that people ae secretly plating against hin, he Lakes things into his own hands and begins to hunt them dawn. Who “they” are will vary

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