Zaibatsu 0.36
Zaibatsu 0.36
In Memory of Steven Summers, who supported me in all my endeavors both good and bad, and
whose memory serves as a constant reminder to be my best. He will be missed by those privileged
enough to have known him.
- Wolfpack Morbitzer
How’s my driving?
Questions? Comments? Suggestions? Goblindarts? Shoot me an email at Taddlewanks@gmail.com! You
can bet your bottom dollar that I will listen!
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Zaibatsu: The Rules.
The four non-negotiable laws of the game.
1. Players have few hit points.
2. Players have infinite lives, but limited ammo.
3. Players re-spawn at the entrance to the floor.
4. Whenever any player dies, all the enemies that they have personally killed respawn.
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Cybernetic Enhancements
The cybernetic enhancements of the future are varied and can do a myriad of things. Each player is
allowed up to three. The players are allowed to create their enhancements, but only if the GM allows
them and stats them.
Due to rampant theft of cybernetic parts, the corps have decided to implement DRM for cybernetics
software. On top of that, they all have proprietary ports, they do not connect to Wi-Fi, and unauthorized
grafting results in horrible explosive dismemberment. Don’t steal, kids, it isn’t yours. In short, attempting
to steal cybernetic parts and put them on you will result in horrible trauma.
Leveling
You are paid depending on how fast you complete a floor. The base pay is $2000 per player, and after ten
turns on one floor the pay starts to decrease by $100 every turn. This counter resets when all players die
within a two turn span of one another.
• Note that group Seppuku cannot reset the counter, and can result in being docked pay in
extreme cases.
This cash is used for buying upgrades and items at machines placed on every fifth floor, every floor 10%
of total cash is deduced in bank fees.
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• Integrated weapons are A-Okay, and can pass through security undetected, but should be
comparable to low level weapons if players are picking it as a starter (example: shotgun knuckles
should only do about 1d6 starting off)
• If the cybernetic does not contribute to any stat, but allows the player to use a skill (such as
launching smoke grenades) then you have decide whether it is overpowered on your own, this is
starting gear, don’t let it get too crazy.
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Weapons: and things to keep in mind
• In a roll to hit a d10 is used
o 1 Critical Miss
o 2-5: miss
o 6-9 hit
o 10 Critical Hit
• Submachine guns and handguns share an ammo type (6.5x25mm)
• Assault rifles and precision rifles share an ammo type (4.7x33mm)
• Shotguns have their own ammo type (18.5×76 mmR)
• Melee weapons have no ammo type with rare exceptions
• Experimental weapons do not share an ammo type with anything
• Explosions from severed cybernetics and Fragmentation grenades have the same radii
o 2 space radius: 8 damage
o 4 space radius: 4 damage
o 7 space radius temporary hearing loss (-10 knowledge 2 turns)
• Flash bangs result in temporary hearing loss in a 4 space radius
• Ranging weapons: (After every other mod and roll is accounted for, apply these mods)
o At half of the range multiply the roll by 2
o At the range state the weapon gets no extra hit mods
o At twice the range divide the roll by 2
• The players can either choose to Procure weapons on sight or enter the building with them.
Entering the building with weapons can lead to problems however, there are various security
systems that exist in the corps. They are adept at detecting weaponry, if any are found through
the various security checks and the players fail an exploitation check for lying about their
purpose, the security is increased causing an additional 4 points to be added to every floor’s
enemy allowance total.
Weapons
There is little variation in the weapons you will find, as most corps have standardized their
weaponry.
Melee
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BTC Hammer N/A 2d10 4000
MF Urumi
N/A 2d8 2000
Range (in
Name Mag Cap Fire modes Damage Price
Meters)
Range (in
Name Mag Cap Fire modes Damage Price
Meters)
Assault Rifles
Range (in
Name Mag Cap Fire modes Damage Price
Meters)
Precision Rifles
Range (in
Name Mag Cap Fire modes Damage Price
Meters)
Walther Wa-
30 10 semi 1d20 2000
2900
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LA-500 25 20 semi/auto 4d6 1750
Shotguns
Range (in
Name Mag Cap Fire modes Damage Price
Meters)
Experimental Weapons
Range (in
Name Mag Cap Fire modes Damage Price
Meters)
Range (in
Name Mag Cap Fire modes Damage Price
Meters)
T-gau 12 50 auto 6d4 N/A
The Terminator Mini-gun, the optimum in hand held rapid fire technologies. In testing due to recalls
involving a faulty feeding mechanism, nearly fixed.
Range (in
Name Mag Cap Fire modes Damage Price
Meters)
Ks-23k 15 6 semi 5d6 N/A
A semi-automatic carbine chambered for 23mm slugs, capable of punching a hole in an engine block. In
focus testing to find the perfect mall ninja sect to market too, leaning towards the Costa clan.
Range (in
Name Mag Cap Fire modes Damage Price
Meters)
Stands for Micro-Nuclear Anti-Armor Rifle, uses a small nuclear shaped charge to propel 1/10th of a gram of
tungsten to 0.4% of the speed of light, punching through anything it finds in its way with the force of
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around 15 kilograms of TNT. In testing so they can find a way to reload it without giving people serious
radiation poisoning, just throw it away once you are done with it.
Range (in
Name Mag Cap Fire modes Damage Price
Meters)
P.B. Tonfa 2 0 N/A 2d10 N/A
A combination pile-bunker and tonfa, it is the melee weapon of choice for pigskins. The pneumatic spike is
nothing to laugh at, and can deliver a devastating one-two punch. In testing for ways to make it significantly
lighter.
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Mooks and Goons: The enemies you will face
Weapons
Base Allowance Movement
Name commonly Rarity S M E K
Health Cost Bases
carried
Suit Fodder
Appears on
Pistols and
4 light security 1/2 5 Meters 4 3 3 2
melee
floors
While awaiting training to become Company Mercenaries, recruits undertake internships as Suit Fodder.
They are green and pathetic, they do not pose much of a threat by themselves, but can be dangerous in
overwhelming numbers. The corps does not usually trust Suit Fodder with cybernetics.
Weapons
Base Allowance Movement
Name commonly Rarity S M E K
Health Cost Bases
carried
Mercenaries Appears on
Assault
both light and
rifles,
8 heavy 1 8 Meters 6 4 4 4
shotguns,
security
smgs
floors
Those who show great initiative as Suit Fodder Become Mercenaries, professional soldiers loyal to their
paycheck, and in turn their employers. Many mercenaries do have civilian grade cybernetic enhancements.
Weapons
Base Allowance Movement
Name commonly Rarity S M E K
Health Cost Bases
carried
Counter Infiltration
Agents Anything Light and
they can get heavy
10 2 10 meters 7 6 5 5
their hands security
on. floors
The highest hands on security position somebody not born into the corp can obtain. They work in groups of
four, and practice guerrilla warfare in the vast fields of cubical farms. They hide in wait on floors, seemingly
average Jill or Joe schmoes working overtime, waiting for a infiltrator to come along and strike when they
least expect it. They will stab you with pens, strangle you with ties, and splash you with hot coffee,
anything.
Weapons
Base Allowance Movement
Name commonly Rarity S M E K
Health Cost Bases
carried
Melee,
Appears on
Assassins 12 pistols and 2 12 Meters 7 8 5 7
heavy
precision
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Weapons
Base Allowance Movement
Name commonly Rarity S M E K
Health Cost Bases
carried
rifles (roll a security
1d10, if it floors
lands on 10,
they have
an MNAAR
as well)
While Mercenaries and Suit fodder can are hired, assassins are born. Their set of skills is hard to find in your
average Jill or Joe, so they are cloned and receive special training from the time they are born. They also
receive military grade cybernetics, as a rite of passage.
Weapons
Base Allowance Movement
Name commonly Rarity S M E K
Health Cost Bases
carried
Pig Skins
20 (plus Ks-23ks, T- Appears on
a passive Gaus, heavy
3 4 Meters 9 10 4 4
1hp/turn MNAARs, security
regen) P.B. Tonfas. floors
Participants in the corps’ super soldier programs. Given their name due to a combination of their athletic
footballer physique, and a live swine in a back-mounted tank that is hooked up to the soldier (called a
Biological Assisted Circulatory Organ Normalizer, or BACON for short). If any damage is done to the human,
the life juices are sucked from the pig and distributed to their respective areas in the soldier. The stock of
volunteers for pig skins is usually plucked from the pool of corporate assassins. If you destroy the BACON
tank, you can negate the passive healing that the swine provides.
Weapons
Base Allowance Movement
Name commonly Rarity S M E K
Health Cost Bases
carried
Shafters
Heavy
40 T-Gau security 4 10 Meters 7 3 5 5
floors
A specialized two-man armored vehicle designed for an office setting. A small tank capable of using elevator
shafts as transportation without the help of an elevator. They rarely patrol, but are utilized as shock
reinforcements often. They utilize smaller armaments than your run of the mill tank, but the Terminator
Mini gun is nothing to fool with, for that reason they work alone.
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Upgrades
Upgrades and other machine purchases can include, but are not limited to:
• Upgrades to cybernetics
• Additional cybernetics
• Replacement Cybernetics
• Body armor of various configurations
• Firearms or melee weapons
• Grenades
• Armor Repair Nano-paste (repairs half of armor damage soak)
• Value sized bags of snacks (+4 health)
•
Whatya buyin Stranger?
Item Price
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Will take a bit more of a licking than Kevlar, but slows movement
We are required by the corps' lawyers to tell you that the non-Newtonian slosh mix is not cornstarch and
water, and that the high expense of this armor is justified because of the mystery mix. This armor hardens
in response to physical trauma, and is lighter than armors of comparable strength. (8 points of damage
soak)
+1 Swiftness
Carbide Armor 10 800
-1 Might
Lighter than Plate, and stronger too. Newfangled and nice, but expensive.
Cheap and decidedly unsafe, this won't protect you at all, but it will spite your attacker. A vest laced with
shaped charges, whenever damage is done, a shaped charge goes off and deals half of the damage right
back.
Expensive, heavy, and completely safe, Depleted Uranium plate is stronger than the rest, better than the
best.
Turns out when you can’t get sued for damages, it is just cheaper to put the vending machine back up
right than pay compensation. The corps figured this out long ago, and they act on this. The vending
machines you will encounter in the buildings are designed to deter those who may try to cheat it.
• Shaking a machine is not encouraged as it can lead to the machine falling on you very easily
• Coins on strings have led to many a lost appendage and in serious cases electrocution on top of
that
• Smashing the glass has been known to cause the machines to explode
• Pressing the dispense change button too many times has been known to cause third degree
burns
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• Do not attempt to woo or seduce the machines, they are typically bashful and do not respond
well to being courted
• Fornication with the machines is not advised, all we need to say is that the rescue may save you,
but not all of you.
• Do not swear at the machines
• Kicking the machines is usually responded to in kind
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The Corps: Get That Disk.
There are many corps that you can be sent to infiltrate, here are five basic retrieval missions. In every
mission you will be tasked with retrieving data from a ranking official. It is up to the GM how high up that
official’s office is.
• 10 floors to objective
• 15 floors to objective
• 25 floors to objective
• 50 floors to objective
• 75 floors to objective
• 100 floors to objective
• Insufficient data collection/Iron man mode (roll d100 to determine the number of floors to
objective)
Usually the first floor of the building, light security, easy to clear
1. Employee fridge
3. 2d4 mercenary
patrol
4. Employees
Offices 10 points working 30x30
overtime
6. Cubical Labyrinth
(size increases to
50x50 and re-
roll)
This is where the wage slaves toil, there is plenty of cover and security ranges from light to heavy
depending on the floor. These are the levels you will find most often.
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Environment roll (roll
Name Enemy Allowance Total Size
1d6)
1. Steam pipes
2. 1d4 mercenary
patrol
3. Patrolling Shafter
(add a shafter)
Maintenance 8 points 20x40
4. Employees
working overtime
6. assassin ambush
(add 1d4 assassins)
Tight and constricted with narrow corridors, these levels are usually dark and have heavy security due to
their sensitive nature.
1. Suit fodder
ambush (add 1d10
suit fodder)
2. vending machine
5. assassin ambush
(add 1d4 assassins)
6. Booby traps
The execs value their privacy, expect wide open spaces and light security.
1. Foreign
dignitaries
Shrine 15 points 50x50
present (add 1d6
enemies)
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2. assassin ambush
(add 1d4
assassins)
3. Shafter patrol
(add a shafter)
6. Meditating
enemies
(enemies are not
patrolling)
Foreign dignitaries come to visit the corps often, the corps make sure they feel at home and tranquil on
these levels. Due to the high profile guests expect heavy security coupled with wide open gardens.
These are placed every five floors, they serve as cafeterias and social areas for employees. Expect to find
vending machines and no security here.
• Note that the environmental roll and the enemy allowance total are different pools. If the roll
demands that you add enemies, it will give you those extra points for those units alone.
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Don’t Start the Fifth Corporate War™: A Lesson on Stealing.
Things that you can loot from dead bodies without ending the human race in the worst lawsuit of all time
(this does not apply to things purchased at vending machines):
• Weapons (As long as you deposit them in the designated infiltrator weapon drop off chute before
exfiltration)
• Bullets
• Keycards (See weapons)
• Radios (As long as they are deposited in the infiltrator radio chute before exfiltration)
• Snacks (As long as you do not take the empty bag with you on exfiltration)
Things that, if stolen/looted and taken beyond the bounds of the building, have and will start a Corporate
War™.
• Money
• Organs (Organs belong to their respective corps and are not to be stolen)
• Family pictures (Families belong to the corps)
• Novelty mugs (That is how the Second Corporate War™ started, incredibly taboo to even mention
taking a novelty mug)
• Any gift shop item (You get the idea)
• Pornography
• Toilet paper
• Those small bottles of shampoo
• Pens (They are on a chain for a reason)
• Product keys for office software
• Food in the office refrigerator
• Computers (Through a legal loop hole keyboards are fine to steal however, their proprietary jacks
make them near useless outside of the building)
• Any coffee/synthetic coffee
Causes.
• First Corporate War™: Property rights on Mars.
• Second Corporate War™: CEO of Dibura Heavy Industries had novelty mug with a picture of his
dog stolen by industrial infiltrators.
• Third Corporate War™: Game of golf turned violent after a Bradbury solutions executive
mentioned a possible hostile takeover of Woolsworth Enterprises as a joke, within ear shot of the
Woolsworth Enterprises CEO.
• Fourth Corporate War™: War Erupted after Jackson and Johnson LLC, won the right to the phrase
“Our food is edible™” over EuroCo in court. Also the first Corporate War™ to see the use of
thermonuclear weapons.
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• Second Corporate War™: ~570 Million – 600 Million.
• Third Corporate War™: ~ 675 Million – 700 Million.
• Fourth Corporate War™: ~990 Million – 1 Billion.
Orwell Jackson
Jackson and New York, North America east of the
Cloning/foods and Taylor
Johnson LLC United States Colorado river
Johnson
Robotics and
Daibura Heavy
Kyoto, Japan industrial Mayu Miyashiro Japan, Oceania
Industries
machinery
The Krusov
Moscow, Russia Oil Ilyushin Krusov Eastern Europe.
Group
Xianzi
Shanghai, China Entertainment Sheng-Li Lang Mainland Asia
Conglomerate
Weapons
Brahmastra Rangana
New Deli, India technologies and India, Pakistan, Mars.
Solutions Mathur
terraforming
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