Cyber Forged
Cyber Forged
t he Fut ur e,
and t he
Pi l l ar s of
Cyber f or ged
The Hi st or y
Cyberforged's predecessor, ?Cybersworn v1?, was designed based on Ironsworn:Delve and
Ironsworn. This time, Cyberforged has been developed based solely on Starforged. To that end, I
highly recommend that you own a copy of Starforged so that you can get a better grip on all the
moves that are included, yet unexplained, in this PDF. You can still play Cyberforged without
owning Starforged, but you may be missing a lot of context, so you have been warned.
The reason I started to develop these cyberpunk hacks is because I was missing a game system
in the cyberpunk genre that felt as liberating as Shawn?s work on Ironsworn. Ironsworn opened
my eyes not just to solo play, but to a style of play where the narrative is king, more so than any
TTRPG I had experienced up to that point. Comparing that to systems like Shadowrun and
Cyberpunk RED, the feeling of freedom was almost overwhelming, but I knew that Shawn?s
vision of his games weren?t suitable for a cyberpunk game.
Primarily, Shawn?s Starforged and Ironsworn focus on wide swaths of unexplored lands (or stars)
with long stretches of exploration between moments of narrative significance. The cyberpunk
genre usually is set in a world with GPS, maps, ?civilised?cities, and endless corruption.
Cybersworn was my first attempt, but now I'm proud to share... CYBERFORGED.
The Fut ur e
Beyond this PDF, ?Cyberforged?, you will find 3 more PDFs that work sort of like plug-and-play
supplements. The ?Spells and Spirits?, ?Binary Vaults? and ?Timeless Life? are all PDFs that will
add elements of offshoots from the cyberpunk genre to your game. You may choose to include
them all or none of them, or any combination in between. If you have a setting in mind, you
should add the PDF supplements as you see fit for your game. Below you?ll find three examples
of common settings and how I would ?build?my PDF list to play in them.
- Cyberpunk - Altered Carbon
- Binary Vaults - Binary Vaults
- Shadowrun - Timeless Life
- Spells and Spirits - Robocop
- Binary Vaults - Nothing. I would just stick to this PDF.
Note: these are just suggestions. You may add or remove as you see fit.
On the next two pages you will find a wall of text explaining how I thought/think about
Cyberforged, and how I see each component of the narrative fall into place during gameplay.
Only read this part if you?re interested, because this will be reiterated in each relevant section.
The Pi l l ar s
St or yt el l i ng ?It's like everyone tells a story
Storytelling is the primary pillar of Cyberforged. The about themselves inside their
narrative will tell you what moves to make, and the
own head. Always. All the time.
all moves will inform you how to proceed with the
That story makes you what you
narrative. This pillar primarily contains all Adventure
are. We build ourselves out of
Moves, and includes the Suffer, Threshold, Session,
Recover and Fate Moves as well.
that story.?
- Patrick Rothfuss
Cont r act s
Almost everything you do through the narrative will be backed up by a Contract. Whether this
Contract is made between you and yourself to achieve a personal goal, or whether this is a
Contract with a third party, your reputation and honor are bound by this Contract. Breaching or
breaking contract is the worst form of failure.
Contracts, like iron vows, are the core of Cyberforged. Its your contracts that drive you forward,
and create the context for your path of surviving the concrete jungles. Completing contracts
improve your reputation and provide experience, allowing for growth and survival.
I nf i l t r at i on
Sometimes a contract will see you break into places you shouldn?t be. Infiltration moves will
guide your narrative through the intricacies of B&E, from entry to exit, covering every detour and
distraction along the way.
Places where you shouldn?t be are most likely to be the places where you find things that could
make or break your life. For most living in a cyberpunk setting, that is enough to be willing to risk
themselves. Despite the potential of learning ?too much?, leading enemies of unknown power to
your doorstep, the chance of finding that juicy Pay Data is something everyone covets.
Combat
Cyberpunk cities are notoriously dangerous, with lax gun laws and private security galore. As
such, most people have been touched by the sting of violence at least once in their lives. And
those running around in the shadows of society will see their fair share of whizzing bullets.
Whether by entering the wrong part of town, or bumping into security on an infiltration,
understanding the Combat Moves is key to moving your narrative along smoothly.
Key combat fiction should be given the focus it deserves, envisioning individual moments in the
combat to weave a narrative that would make Michael Bay or Steven Spielberg proud. This
narrative should focus on the experience that the characters have of the combat, allowing fiction
to flow to the mechanics and back into fiction again.
Sometimes, combat should be given less focus because it happens in a flash, or with minimal
character input. In such cases, the Battle move is your friend, allowing you to quickly determine
the consequences of the battle, without spending hours resolving the minutia.
Soci al i zat i on
Connection with other people is often portrayed in the cyberpunk genre as both a weakness and
as the only thing holding people together in a dystopian reality. Mostly, you should consider the
focus of the fiction. Most of the time, you will interact with NPCs without giving them any
narrative significance. But when the connection between you and them becomes integral to the
story, give it focus by using the Connection moves.
Contacts: The connections that you?ve formed enough of a bond with that they wouldn?t betray
you for their own gain, and who would help you in your time of need. Contacts are an anchor for
your character to the narrative and progress the Network legacy track.
Adversaries: Sometimes, factions or individuals you have or haven?t met are negatively impacted
by your actions. Anyone you?ve angered to the point that they?re after you, even if you do not
know it yet, is considered an Adversary. Instead of tracks, these adversaries have clocks, and
depict how close the adversary is to finding you to enact their vengeance or will.
1. Entering unknown or wild lands (non-cities, where you don?t know the lay of the land).
2. Apocalyptic or open-world style games with minimal civilization.
New Rul es
Heat
Your Heat is depicted as a dial or clock, separate to your character sheet(s). Unlike other clock
tracks that the game uses, you will never get rid of your Heat Clock, and it should be visible for
everyone at the table. You share your Heat dial with all other allies at the table. Make it nice, big,
and threatening.
At the start of the game, create an 10 segment Heat Clock in the center of the table. This Heat
Clock will always be a part of the game and will always be 10 segments (explained in further
detail later, see Heat Intensity).
Above the Heat Clock, you will find a 4 boxes depicting the Heat Intensity. In the same way that
you would track your Health or Momentum, use a paperclip (or some other method) to track
what degree of Heat Intensity you are under at any given time.
Endur e Heat
Heat Move
When your Heat reaches the limit as based on your Heat Intensity, stop the
narrative and advance all other Adversary clocks. Alternatively, you may
advance 1d10 Adversary clocks and create a new Adversary clock. Envision
their nature, or leave it blank. Any remaining heat is ignored.
Losi ng Heat ( t he good t hi ng)
You can lose Heat as an outcome or option when making moves, especially moves related to
your Safehouse asset and any time you score a Strong Hit with a Match. Please see the
Safehouse rules for further details.
If a move or effect tells you to lose Heat? phrased as ?lose X Heat?? simply erase the given
number of segments on your Heat Clock. Remember that you should not remove segments filled
as part of your Heat Intensity.
Your Heat Clock is currently at 3 segments filled. You Lay Low in your safehouse and get a Strong
Hit. You choose the option to ?lose 2 Heat?. You erase 2 filled in segments on your clock, leaving
one filled in.
Heat i nt ensi t y
In t en sit y Segm en t s
The number of segments that can be cleared changes over the course
of the game. This is called the Heat Intensity, and will be referred to as Low 0
Intensity in assets and other rules. Moderate 2
Whenever an Increase or Decrease in Intensity is required, change the
High 4
Intensity number above the Heat Clock, and always ensure that at least
that many Heat segments are filled. Intensity works similarly to the Deadly 6
Momentum Reset.
A 10 dial clock with a High Intensity will always have at least 4 segments filled at all times).
Consequences of Heat
So what happens when you don?t manage to regulate your Heat Clock, and it becomes fully
filled as part of an Endure Heat move?
Immediately take a pause in the narrative and envision how your actions drew the dangerous
attention of one or more Adversaries. After resolving the consequences of the Heat, immediately
clear all segments on the Heat Clock. Remember to leave segments filled to match the Heat
Intensity requirements, and move on with the narrative.
In this section, I will go over how to create adversaries, how to determine their nature if it isn't
obvious, how to handle adversaries whom you truly know nothing about, and how having
adversaries is just a universally bad thing for your own- and your connections?health.
Whenever you create an Adversary, you may determine their nature, the reason you?ve crossed
them, and the level of their fixation on you. You may not want to envision the nature just yet, or
you may not want to immediately know why you crossed them, and that is fine. Perhaps you
want it to be a surprise, as it would be a surprise to your character. Or you may simply dislike the
generation options, and the narrative does not make it immediately clear.
The only things you truly need are the Adversary Clock and the Fixation. However, for context, I
recommend you keep track of the moment that this Adversary is created, because it is a good
baseline to determine the nature of the adversary in the future.
Clock, much like how you would do with your Heat Intensity.
As an example, if you have 5 segments filled on a clock with High Fixation, increasing the fixation
to Deadly would mean you have 5 segments filled out of 4? This means the increased fixation
has led the Adversary to your doorstep on an accelerated timeline and you must immediately
deal with the consequences.
Adversaries can be appeased. Once you know their nature and their business, you can take action to
better your standing with them. Any time you wish to reduce an
Adversary clock, envision how you take action to do so, or how Fixat ion Con t r act
your recent actions were beneficial to them in some way. If your
Low (0) Dangerous
narrative dictates that you, while completing another task, do
something in favor of your Adversary, lower their track by 1. Moderate (2) Formidable
On a Weak Hit, choose one of the above, but reset your momentum to its reset value.
On a Miss, Endure Heat (1) or fill one segment on the relevant Adversary Clock.
When an enemy from behind the scenes catches up to you, roll +shades or
+wits and envision who it is if unknown. Also, envision how they present
themselves to you.
On a strong hit, you prove your innocence (or make a solid excuse, or lie
your way out, or simply prove you?re not worth killing, or simply escape)
and get away scot-free for now. Reduce the Adversary track by 2 boxes. On
a strong hit with a match, reduce the track to 0 as you cause them to
completely lose track of you after the confrontation.
On a miss, you are never heard of again. Allies you have must Endure Heat (3).
An Exampl e Adver sar y
John ?Ale-finger? Varsowski, an experienced runner and street-sam, has bitten off a bit more
than he can chew. His last two infiltrations were both against the Mega-Corp ?Boston
Pharmaceuticals?, and both met with some unexpected firefights. His forte, but he didn?t
manage to clean up as well as he had thought.
On both occasions, his Heat track was filling up, and he didn?t get a chance to lay low in his
safehouse. Now, his Heat track filled up as he knocked out a security guard during his third
Infiltration against BP. Immediately, the player pauses the narrative and resolves the Heat track.
It?s immediately obvious to the player that the Adversary would be someone from BP, although
who, they don?t know. They create a 6-segment clock, as the Mega-Corp is a big deal with
plenty resources to hunt poor old Ale-finger. For now, nothing further happens, but the player is
worried? What might happen in the future?
The next in-narrative day, John does some bouncer work for a connection, in an attempt to grow
closer and form a bond with them. While there, the player rolls a Miss with a Match when trying
to scout out the line in front of the club. To resolve the Match, they decide to fill two segments
on the Adversary track, envisioning that someone from BP might be in that line unbeknownst to
John. The miss is resolved further, two unsavory individuals slip by John, whom he has to go
chase and kick out again. The connection contract continues.
Some more time passes, and John is browsing the Matrix, looking for work. His device is old and
beat up, stolen off of a body during the first Infiltration of BP. Despite it being cleaned, when he
goes to Gather Information, the weak-hit comes with a complication. He finds that when he
opened the GPS program to find him the fastest route to the job-site, that it revealed his
location to the wider BP network. He quickly turns the device off, hoping that no one caught on.
The player rolls Ask the Oracle whether or not this impacts their Adversary?s trace with an
Unlikely chance, and gets a Yes? They fill the clock by 1, to a total of 3 segments filled.
John?s next job is against a different corporation. A simple snatch-and-grab from a research
facility. All is going well until? A miss on Infiltrate the Site to move to the next phase. Reveal a
Danger is rolled, and John walks in on another team of mercenary runners with a ?shoot first, ask
questions later? attitude. To determine the nature of the opposing mercs, the player rolls on the
Action and Theme tables and gets ?Support Enemy?, which the player interprets as these
runners being hired directly by BP? Just his luck. As part of the miss, Pay the Price is resolved
by filling in the 4th segment on the Adversary Clock for BP.
Combat erupts and John manages to take them all down. Once he resolves the combat through
Take Decisive Action, his Weak Hit tells him that he has obtained the item in the safe? But that
it also is blackmail pictures for the CFO of Boston Pharmaceuticals. He hears the radio devices of
the other mercs chirp, and a voice on the other end says ?Hello? Did you manage to get the
payload?? The player decides to increase the BP Adversary Fixation, now that John killed the BP
merc team, has probably been seen on some cameras, and likely holds dirt on an already very
powerful and pissed off enemy. Because the 6-segment clock now becomes a 4-segment clock,
and the clock already had 4-segments filled, the narrative pauses again.
The player looks over all the things John has done against BP. Raided not one, but two facilities.
And now cleared out an entire mercenary squad paid for by BP, to get the blackmail documents
that he was also sent to steal for his current employer. The BP corporation likely won?t care to
blackmail John as much as they?ll likely send hit-squads to hunt him down, in the hopes to
silence him before he can leak the images. Not entirely sure how to resolve this for now, the
player simply makes a note that BP is now actively hunting John, and proceeds with play. The
adversary clock being full is the player needs to remember John?s predicament.
An opportunity for this Adversary is immediately revealed when the player rolls a Miss on their
Complete a Contract move when trying to complete the handover of the blackmail documents.
John must forsake his contract when he arrives at the meet only to be surrounded and become
at risk of being captured by BP?s hunting forces. Turns out, the fixer that had hired him was killed
before he arrived, and that BP had formulated an ambush to capture him.
Combat erupts, and John takes heavy damage in this Extreme combat, and barely makes it out.
He is now perpetually being hunted by BP. But the player has a plan. If John can leverage the
blackmail files in his possession still, he might be able to get BP off his back. The player Accepts
a Contract with themselves to see BP dealt with, and sets the difficulty to Epic (as the Adversary
Fixation was a 4-segment clock when the Adversary clock completed). Now comes the long road
of finding allies, leveraging assets, and hopefully dodging all the bullets, until he can convince
the BP board members that he?s either too dangerous or too valuable to kill?
Saf ehouses
Your Safehouse is your lifeline. Hidden away from prying eyes, protected from those who would
do you harm, your safehouse is the place you go to when the Heat becomes a tinge too much.
In most of the games in the cyberpunk genre, you?re one of the ?punks?going against the status
quo. Whether that be authoritarian governments, oppressive and profit driven mega-corps, or
simply lots and lots of bad guys, the overall theme is that you?re not living a ?standard?life and
must contend with enemies and threats more regularly than we do in our day to day? I hope.
To avoid being swallowed up by the powers-that-be, people in these settings create safehouses.
Sometimes, this is their apartment itself, rented under a false name/identity. Other times, they?ll
have a place for themselves, and a place to hide in when the going gets tough. Whichever way
you decide to go, every character in the Cyberforged world will have some sort of Safehouse.
The Asset
Safehouses come in 3 large ?asset pages? with upgrade slots and their own effects.
At the start of the game, you will begin with a Common Safehouse which you may place in the
middle of the table.
Allies may share safehouses, or they may each have their own. This is best decided before the
game starts.
However, for the sake of eviction, all safehouses share the same fate. Once one safehouse is
compromised, the others are lost as well. Once the Overcome Forceful Eviction move is made,
discard all safehouses, and roll for each player separately to gain new safehouses.
Note that some vehicles also have the option of adding a Module. In this case, keep the Module
card near the vehicle card to remind yourself that this is the set up.
Any other Recover moves made from within the Safehouse can be made with +secrecy in
exchange for -1 secrecy.
After facing enough Leaks, whether by negligence or accident, your Safehouse will become
compromised. As your Safehouse Secrecy depletes, its efficiency in clearing your Heat track will
reduce.
When your safehouse faces a risk to its secrecy, suffer -1 secrecy for a minor
leak, -2 for a serious leak, or -3 for a major leak. If your secrecy is 0, Lose
Momentum equal to any remaining leak damage.
Then, if your secrecy is 0 or you choose to deal with the leak, roll +secrecy.
On a strong hit, choose one. Then, if your safehouse is Watched, clear the
Trouble.
On a weak hit, if your safehouse is not Watched, you may Lose Momentum
(-1) in exchange for +1 secrecy. Otherwise, press on.
On a miss, it?s worse than you thought. Suffer an additional -1 secrecy (if
secrecy is higher than 0) or Lose Momentum (-2). If your secrecy is 0, also
mark the safehouse as Watched (or if already Watched, mark Compromised),
mark a module as broken or destroy a broken module by discarding it. If you
decide that the Safehouse?s secrecy is compromised beyond repair, or both
Watched and Compromised were already marked, immediately Overcome
Forceful Eviction.
Over come For cef ul Evi ct i on
Heat Move
Envision the consequences and sequence of events. If you survive, you may
use your network to replace some of what was lost. To learn the cost, roll
the challenge dice and compare to the progress on your Network legacy
track. Momentum is ignored on this roll.
On a strong hit, you may call in a few favors to regain what was lost.
Envision a new safehouse and how you come by it, and recover half
(rounded down) of the assets lost during the eviction. This comes without
conditions.
On a weak hit, you owe someone. As above, but you must Accept a
Contract at formidable level and complete it first.
On a miss, as with the weak hit result, but this contract is against your
nature, forces you to Break your Contract on another contract, or is in the
service of an enemy. Unlike on a weak hit, you do not regain any of the
modules or assets lost during the eviction.
For every marked element (after the first) on each module or vehicle asset
lost during the Eviction (including the safehouse itself), regain 1 rep. Your
new safehouse starts with maximum Secrecy but only the main safehouse
effect starts marked.
I nf i l t r at i on
Infiltration is key to many good pieces of cyberpunk fiction. Whether it is a matter of breaking
and entering into a grime-covered corporate research facility, hacking into a secured network, or
putting on a suit and tie before mingling with the elite? Every good game of Cyberforged will
involve you going places where someone doesn?t want you to go.
To build the ruleset for Infiltration, the keen ones among you will notice that the moves look a lot
like the Exploration moves in Ironsworn:Starforged. You would be correct. But please, read
through these rules anyway and notice that there are some key differences that are important to
keep in mind when playing.
- When you execute the Plan to break into a location, hack into a server/device, or progress
between phases?
Take a Detour
Discover an Opportunity
Reveal a Danger
Bug Out
- When you want to leave a site without getting caught?
Move a Payload
- When you found some info worth selling, and you?ve managed to get to safety enough to
start selling?
I nf i l t r at e t he Si t e
The primary move of the Infiltration rules, which will both start and progress your Infiltration.
Make this move when you initially commit to acting on ?The Plan?. Then, each time you?re ready
to progress to the next phase of your infiltration, make the move again.
Before anything else, you should understand what the nature of your Site will be.
Whenever you consider what the physical side of your Site may be, you may want to look at the
Premises tables for inspiration. A Premises might become a Site, after all.
?Magical?is an optional type of Site that you may or may not want to include, depending on your
setting. Some settings describe the magical world to be something like an overlay over our real
world, existing along side of our reality, yet invisible to the untrained eye. If your setting does not
include something like that, simply ignore this part of the Oracles.
?Technical?is another optional, yet significantly more likely to be present, side of a Site. Whether
your cyberpunk setting has a virtual world like a ?Matrix?, or something more simple like the world
wide web of today, you?ll likely have some sort of concept of hacking. And hacking requires servers,
hosts and nodes to hack into. That?s the Technical side of a Site. As an example, the network,
including all of its subnetworks, counts as the Technical Site of a shared office Site. You may even
have a Technical world that overlays the real world like AR, or you may keep the Technical side of
things more abstract. The nature of the Technical world is defined by your setting and how you
envision it.
The Plan
Whether it is due to a Contract, or a solo enterprise to gain data, an Infiltration always starts with
a Plan. A Plan is just another word for a progress track, as it is a mechanic to depict you getting
closer to your goal, whatever that may be. So whenever you?re ready to instigate an Infiltration,
make yourself a Plan Track as part of the Infiltrate the Site move.
Name it something evocative, something that will help you remember the value of this infiltration
in your narrative. Maybe it is a military code name. Perhaps it?s simply the target?s name, like a
hitman file. Make it unique and make it interesting.
Then, set the difficulty of your Plan Track. Determine this by identifying your character?s
knowledge of the Site?s internal workings, your character?s overall readiness, the likely threat
level to be found inside, the potential consequences of being caught, and whatever else you
think may delay or hinder you locating your objective. Also, take into account the importance of
this infiltration on your narrative. A less narratively important infiltration probably shouldn?t take
you hours to complete, so keep the difficulty level low for faster resolution.
Forced Entry
Infiltration implies that you?re entering somewhere that you shouldn?t be, or at least not in the
way that you are meant to do so. It also means that there will be risk, as well as consequence to
failure. ?Infiltrating? a supermarket, during the day, to do shopping, is NOT an infiltration. It?s
called shopping. Unless of course you?re coming in through the skylight with no intention of
paying?
Depending on your approach, and depending on the nature of your Site, your ?entry? into the
site will vary wildly. Are you flying in on a helicopter to be dropped in through the
aforementioned skylight? Are you hacking into a server from the comfort of your own couch? Are
you zipping through an Eldritch or Fae kingdom in spirit form, avoiding Fomorian giants or?
worse? If you can imagine it in your setting, make it happen, and make it cool. Envision your
approach, and roll some dice.
Your stat choice should be driven by the situation, your surroundings, and your character?s
abilities, methods and gear. It?s fine to frame your approach to best fit a favored stat, but
circumstances may force you to rely on a less optimal approach.
Phases of an Infiltration
Each segment of an infiltration is identified as a phase. A single phase is defined by the Plan
going in, the encounters along the way, and Site locations it is set in. All these should make a
phase an interesting part of your story, and will provide context for the results of further moves.
i NFI LTRATE THE SI TE
Infiltration Move
When you move to infiltrate a site, of any kind and size, give the infiltration
plan a name and rank.
Then, for each segment of the infiltration (including the first), envision your
approach. If you...
On a strong hit, you make progress with the plan. Envision the situation
and mark progress as per the rank of the infiltration.
On a weak hit, as above, but this progress costs you. Choose one.
- Suffer a delay: Make one suffer move at a serious cost (-2) or two
suffer moves at a minor cost (-1).
- Face an unexpected snafu: Introduce a danger that poses a threat to
the infiltration's success, but does not inflict an immediate cost.
Envision what you encounter.
On a miss, this phase in your plan has gone wrong somehow. Do not mark
progress and Pay the Price. Envision the consequences.
Envision the details of a phase using the established details of the Site, Premises and
Neighborhood, as well as your Objective. Or, Ask the Oracle for inspiration.
Sometimes a phase may simply be a montage of events, cut together in an Ocean?s Eleven style
series of short clips. Other times a phase allows you to zoom in and explore the interesting or
dangerous moments that will help define and color your narrative. Whichever way you go, if you
choose to give a phase more emphasis or focus, you can zoom in to that part of the narrative by
making the Take a Detour move.
Once you?re done with a phase of the infiltration, move on and make the another Infiltrate the
Site move.
Moving to the next Phase
On a strong hit, mark progress per the rank of the infiltration and envision the next phase.
On a weak hit, you mark progress but must also suffer a cost. You?ll choose between two
options:
- Suffer a delay: An unexpected delay is causing trouble getting to the next phase of the
Plan. Make one suffer move at a serious cost (-2) or two suffer moves at a minor cost (-1).
As appropriate to the situation, these suffer moves can apply to any combination of
yourself, a vehicle, an ally, or a companion. This is the option to take if you want to quickly
envision a cost and move on.
- Face an unexpected snafu: Introduce a danger that poses a threat to the infiltration?s
success, but does not inflict an immediate cost. You?ll need to take action to overcome or
outwit this danger. This is the option to choose if you want to zoom in and give the threat
some focus.
When you have accumulated enough progress and are ready to wrap up an infiltration, make the
Locate your Objective move. Resolving that move will clarify whether your infiltration was
successful, or whether further complexities arise. But simply locating the objective is not enough.
To be able to get out of the Site safely, and reap the rewards, make the Bug Out move and
follow its directions.
Any time you make the Infiltrate the Site move and score a miss, you do not mark progress and
must Pay the Price. You might face an environmental hazard, an encounter with security forces,
an attack by a third party, equipment failures, foreboding discoveries, or be seen on undetected
security cameras. Decide what happens based on your current circumstances and surroundings,
roll on the Pay the Price table, or Ask the Oracle for inspiration. Depending on the nature and
focus of the cost, you can play out the event to see what happens, or summarize and apply the
consequences immediately.
Hitting a Snafu
If you encounter a snafu while infiltrating because of a weak hit or a miss, consider the nature of
the danger as appropriate to the Site and the current situation. If you need inspiration, Ask the
Oracle. You?ll find tables to help inspire snafus for the Physical Site Type in this booklet. For
tables on the other Site Types, look at each respective booklet. Abstract oracles such as Action
and Theme can also spark ideas for an interesting snafu.
Snafus aren?t limited to the outcome of moves. If you Ask the Oracle and find yourself facing a
danger or otherwise hindered, you can use the choice of attribute on the last Infiltrate the Site
move as a guide to determine the nature of the snafu.
Even the best laid plans turn to hell when exposed to reality. - Michael Anthony
For example, if you roll +shades as you Infiltrate the Site of a Yakuza owned Nightclub, you are
trying to stay undetected by the inhabitants of the Site. If you move to the next phase, entering
the storage room, but find a group of four Yakuza members having a drink inside, interpret what
happens next with that framing in mind.
- If you rolled a strong hit, you are in control. Your stealthy approach means the Yakuza
members haven?t noticed you peeking inside yet, and you are in position to find a hiding
spot to wait for them to leave, or to ambush them before they know what hit them?
Maybe even the numbers a little.
- If you rolled a weak hit, you?re at risk. The Yakuza have noticed something amiss, but
haven?t seen you or clued in on any potential threat. One calls out ?Who?s there?? in
Japanese. You?ll likely have to make a move such as Face Danger to avoid being caught.
- If you rolled a miss, the Yakuza reacted quick and are already bearing down upon you.
Enter the Fray.
Relying on Allies
If you are infiltrating a Site with allies, you share a progress track and one of you makes the
Infiltrate the Site roll for each segment. Allies may make the Assist your Ally move to help
improve the total chance of success.
If you or your allies are not actively participating in the infiltration itself, like watching the
infiltration take place on a screen while NPCs do all the hard work, you do not make any rolls.
Simply use Ask the Oracle and let the fiction dictate the outcome of the events.
You are well underway on your infiltration of this corporate subsidiary?s Matrix node to find the
CEO?s whereabouts. The ?Technical? Site is structured like a medieval castle, with passages,
dungeons and grand halls, and you?re looking for the throne room. However, at one door you
discover a node that looks like an alchemy lab. The room is very unique, so it must hold some
good pay data, right? You Take a Detour to investigate closer.
If you roll a strong hit and choose to find an opportunity, take a moment to bring what you find
to life. What is it? How can it help you? The opportunity should make sense in the context of the
Site and the purpose of your infiltration. It might also enable additional moves, such as finding a
secure spot to Repair gear, a treasure trove of intel to Compile Data on, or time and space for a
Heal to patch up some pesky bullet wounds. You can make the Discover an Opportunity move
for inspiration.
If you instead choose to gain progress on a strong hit, envision how you earn this advantage. Is it
a shortcut, helpful and unsecured data, insight into the patterns of the security, or some other
discovery that speeds you along to achieving your objective?
On a weak hit, you encounter something curious or helpful, but also face an immediate danger,
draw some heat, or learn something that foreshadows a future threat. Envision what you
encounter and what you do next. Trying to learn more or leveraging this opportunity may force
you into deeper drek. You may make the Reveal a Danger move for inspiration.
On a miss, your detour took too long or uncovered an unexpected threat to achieving your
objective. You gain no benefit and must Pay the Price.
When you take some time to explore a notable location or event while
infiltrating a Site, roll +wits.
On a strong hit, choose one. On a strong hit with a match, you may take
both.
- Discover an Opportunity
- Gain Progress: Mark progress on your infiltration, per its rank.
On a weak hit, you encounter something curious or helpful, but also face
an immediate danger, draw some heat, or learn something that
foreshadows a future threat. Envision what you encounter and what you do
next. You may make the Reveal a Danger move for inspiration.
Payloads
If you roll a match as you Take a Detour, you can choose to encounter something valuable? But
value may bring danger along with it.
On a strong hit with a match, you may find a Payload without any further risk or danger. On a miss
with a match, you may find a Payload too, but you must Endure Heat(-1) first for even stumbling on
this information. Deciding to keep the data comes next
When you decide that you?d like to keep a Payload, you simply make a note of the data that you
found underneath your Progress Track. Once you?ve finished your Infiltration, you will be able to
make the Move a Payload move to resolve handling the data effectively. If you scored a Payload
through a miss and a match, mark that in some way that it is distinct from those scored via a strong
hit and a match. This will be important later.
Even on a match, you can choose to resolve the Take a Detour move using the default outcomes.
Sometimes ignoring what lies in front of you might end up being very conducive to staying alive.
Limiting Detours
The scale of your detour may vary. On an undercover infiltration of a gang, you might Take a
Detour and resolve a multi-day series of poker tournaments until you get invited to the table
with the leaders of the gang. Inside a corporate office, the same move can represent combing
through a single folder of project data, taking pictures in a matter of minutes. Envision your
actions and outcome as appropriate to the situation and the level of focus you give to this
particular detour.
You can even choose to spotlight a notable detour by making it an infiltration of its own. In that
case, you do not Take a Detour. Instead, Infiltrate the Site. You are nesting one infiltration within
another, each with its own progress track.
Di scover an oppor t uni t y
You may make this move when you score a strong hit on Take a Detour. This represents
uncovering something that will help you complete your infiltration objective faster. The nature of
this opportunity will be defined by the Site - Opportunity table. This is an unexpected yet
positive, and therefore rare, event. Take a moment to envision the result or talk it through with
others at your table. It should be something helpful in the moment, but also shed some light on
the nature of the setting or contradict some accepted truth. Nothing more exciting than finding
out the dark truth of the world around you.
Once you?ve established the nature of the discovery and interacted with the fiction, you and your
allies may mark one tick on your pay data legacy track.
REveal a danger
You may make this move when you score a weak hit on Take a Detour. This represents stumbling
across a dangerous discovery, or your actions effecting the campaign as a whole.
Choose a number of aspects (one or two), and pick or roll that number of times on the Site -
Danger table. Then, envision how this threat manifests. The good news? We all live for danger,
and danger offers knowledge. You and your allies may mark one tick on your pay data legacy
track for each aspect you encounter. Pay the Price or make the Lose Momentum(-1) for each tick
you fill in.
When you uncover something that will When a phase in your plan uncovers an
help you complete your infiltration unexpected danger, or your actions
objective faster, or discover a way to cause greater danger to yourself or
improve your chances of survival during others. Choose the number of aspects
or after the infiltration, roll on the (one or two), then pick or roll that
Infiltration - Opportunity table or number of times on the Site - Dangers
choose one. Then envision the nature of table. Then envision how the threat
the opportunity and how it is revealed. manifests and how the encounter
When you or your allies first engage begins. When you first confront each
with the opportunity, mark two ticks on aspect of the Danger, mark on etick on
your Pay Data legacy track. the Pay Data legacy track.
Locat e your Obj ect i ve
When you have marked progress on an infiltration?s progress track and are ready to complete
the infiltration, make this move. Since this is a progress move, follow the rules of resolving
progress moves as usual.
When you have marked progress on an infiltration?s progress track and are
ready to complete the infiltration, roll the challenge dice against the
infiltration track.
On a strong hit, you locate or achieve the objective of the infiltration. Mark
progress on your pay data legacy track per the rank of the infiltration.
Then, consider the impact of your actions.
On a miss, something has gone wrong. You realize you relied on bad
information, weren?t prepared enough to achieve the objective, faced a
negative turn of events, or discovered that achieving the objective would
cost too much. Clear 3 boxes on your Infiltration track. Immediately make
the Bug Out move now.
Bug Out
Once you?ve achieved your objective, or realize that your objective is out of reach, you?ll want to
exfiltrate from the Site as soon as possible. Envision how you might re-infiltrate this Site in the
future, despite their increased awareness of a threat.
On a weak hit, you manage to exfiltrate successfully, but not without a cost. Envision how at the
last moment, an alarm is raised or you are noticed, but not before you make a ?good enough?
get-away. Endure Heat (2).
On a miss, your escape is interrupted. Envision how you are stuck in the Site. If the enemy is
aware of your presence, they may conduct thorough searches of everyone, or they may already
know where you are. Depending on the circumstances, you may simply Pay the Price, and be
done with it, managing to escape. Or you may Accept a Contract with yourself to get out of this
site safely. Or, you may simply be captured. Or you must Enter the Fray as enemies come
pouring in. The consequence and narrative progression is up to you. Regardless, Endure Heat(4).
Bug out
Infiltration Move
Usually you would ?Locate
When you've achieved your objective, or realize your
Your Objective? first,
objective is out of reach, and you want to exfiltrate from
before making a Bug Out
the Site, envision your approach...
move. If you decide to
Bug Out without first - Move with speed: Roll +edge.
making the Locate Your - Stay undetected: Roll +shades.
Objective move, and score - Improvise your way out: Roll +wits.
a miss while making the On a strong hit, you manage to leave the site without
Bug Out move, extra cost. Envision the consequences of your approach.
immediately assume you
On a weak hit, you manage to leave the site, but not
scored a miss on the
without extra cost. Envision the consequences and
Locate Your Objective
Endure Heat (2).
move as well.
On a miss, your escape is interrupted. Envision how you
find yourself stuck at the Site, and determine the
consequences. Regardless of what you must do to finally
escape, Endure Heat (4).
Move a payl oad
Information is a type of currency that transcends any valuta, yet holds no value if managed
improperly. Simply finding a payload may bring down heat, well before taking it and trying to sell
it for profit.
This move is made AFTER the infiltration is complete, and you are back on the streets. Selling
pay data is potentially dangerous and must be handled outside of the high-stress environment of
an infiltration (unless the narrative dictates otherwise). Throughout the infiltration, if multiple
Payloads are found, make note of that in the notes box underneath your Infiltration track. For
inspiration of what type of Payload it is that you find, you may roll any of the generic oracles
(Descriptor + Focus or Action + Theme) to help envision its nature. Or, you can roll on the Site -
Payload table to help inspire you. Or you simply may decide that you, nor your character, know
what the actual data is yet know that it is valuable if sold on. That?s fine too.
Not every Joe Schmo you meet on the street will be a Connection. Connections are people
whom you're relatively certain about that they will help you out in a pinch. Maybe not for free,
but they'll pick up that commlink. Whenever you make a move aided by an NPC, take a look at
the Use a Connection/Contact move. These are additional effects to the roll they aided you in, as
you interact with NPCs throughout the narrative.
However, Connections are not loyal to you in any way, and although some may go ever so
slightly out of their way to protect you (probably thanks to their natural dislike of cops when they
come looking for you), they also won't go overboard. Literally if you piss of the mafia.
So when you've spent significant time with a Connection, used their services, accepted Contracts
on their behalf, they may start to view you as something more than a mere Connection...
Wait did you think I was about to say friend? Friendship is overrated when it can be bought and
sold on the streets like candy.
I'm talking about Contacts. Contacts are the people that either have a vested interest in your
survival, actually care about you, or simply have been through enough with you to know that if
you ever get caught that you might spill the beans on them. Being Contacts is a social
agreement to neither stab each other in the back, nor leave each other high and dry when there
is help needed.
Some of you may have realized that this sounds like the Connections > Forge a Bond system
from Starforged. And they're right. However, I've tweaked the moves a little to reflect the
transactional nature of Connections, as well as the potential for... skullduggery amongst 'friends'.
That is where the move Use a Connection/Contact comes into play. This is a move you make as
part of the action when you... well... make a move while aided by a Connection or Contact. It's a
move that works additionally to the other roll's effects, so pay close attention. You may want to
resolve this Use a Connection/Contact move separately after the narrative tension eases up, and
that's fine. Just mark it on a sheet somewhere and resolve the effects later. That said, there's
nothing as fun as a fellow runner messing up on a miss, causing the relationship to completely
fall apart. The shadows are so much fun, aren't they?
Use a connect i on / cont act
When you utilize the expertise or experience from a Connection, add +1
and take +1 momentum on a hit. If they are a Contact and you chose the
Bolster their Influence option, add +2 to the roll instead. In addition, do
the following based on the roll result:
On a miss, they are unable to help you or provide incorrect aid. If they
are not a Contact, immediate Endure Heat or Face a Leak (2). If they are
a Contact, Endure Heat or Face a Leak (1). Envision how this impacts your
relationship, if it is known to you that this occurred.
- Lose the connection: Envision how this impacts you and Pay the
Price.
- Prove your loyalty: Envision what you offer or what they
demand, and Accept a Contract (formidable or greater) to see
it done. Until you complete the quest, take no benefit for the
connection. If you refuse or fail the quest, the connection is
permanently undone.
f or ge a cont act
When your relationship with a connection is ready to evolve, roll the
challenge dice and compare to your progress.
On a strong hit, you now can consider them a Contact. Mark a reward
on your Network legacy track per the connection?s rank:
troublesome=1 tick; dangerous=2 ticks; formidable=1 box; extreme=2
boxes; epic=3 boxes. Any allies who share this connection also mark
the reward. Then, choose one.
On a weak hit, as above, but they ask something more of you first. To
gain the Contact and the legacy reward, envision the nature of the
request, and do it (or Accept a Contract to see it done).
? you may mark progress per the rank of the connection. If they are
already considered a Contact, do not mark progress. Instead, roll
+their rank to learn the impact on your legacy (troublesome=+1;
dangerous=+2; formidable=+3; extreme=+4; epic=+5).
Note: You don't actually have to sign anything. The renaming is just for flavour, not mechanics.
They function how an Iron Vow would, just on cyber, or anything else you would like.
On a strong hit, you are emboldened and it is clear what you must do
next. Take +2 momentum.
On a weak hit, you are determined but begin the job with more
questions than answers. Take +1 momentum, and envision what you
do to find a path forward.
following...
- Recommit: Roll both challenge dice, take the lowest value, and
clear that number of progress boxes. Then, raise the Contract?s
rank by one (if not already epic).
- Give up: Make the Break the Contract move immediately.
br eak t he cont r act
When you cannot complete the contract, betray your promise, or choose
to walk away from the job? clear the Contract.
Then, envision the impact of this failure and choose one or more as
appropriate to the nature of the contract. Any allies who shared this
contract may also envision a cost.
Instead of choosing a cost, you may also chose to Pay the Price instead.
Hunker down
Hunkering down is just a new way of saying Sojourn with a mildly more uncomfortable
undertone. It works the same as normal Sojourn, but the rules have been rewritten to
accommodate the new Safehouses.
Hunker Down
When you spend time recovering within a community you trust, roll
+heart.
On a strong hit, you are safe here. You and your allies may each
choose two recover moves: Heal, Hearten, Repair, or Hustle. Instead
of rolling, assume an automatic strong hit for each. An individual move
can be taken more than once.
When you spend time recovering within your safehouse, roll +secrecy
instead. A strong and weak hit work as usual, but...
On a miss, you weren?t as unseen as you had thought coming into the
safehouse, and you now must choose one.
Envi si on your Ci t y
In this exercise, we?ll begin by envisioning what City it is that we?re setting our game in, which
will function as a backdrop to everything else for your adventures and misadventures. Note: this
does not mean you have to know what is IN your city, simply a basic understanding of the size
and possibly some common themes. Use the City oracles further in this PDF for inspiration.
If you already have a predetermined setting you wish to set your game in, you may already have
a city in mind. If so, fill out the City Builder Worksheet with the relevant data from your chosen
setting. If you would rather generate a new Cyberpunk city, use the City Oracles to guide you
into filling out the City Builder Worksheet. Once your City is complete, we can move on to the
next step. Note there are 3 sizes of City Builder Worksheet. Choose any.
Bui l di ng a st ar t i ng di st r i ct
Now that we know the city we?ll be playing in, we?ll narrow down to a more manageable
backdrop for a cyberpunk narrative. Each city will likely have multiple districts, and how you
divide that is up to you. Start with one, you can always add the rest later.
Bui l d t he Ci t y
When building a District, first thing to do is to determine the district size (or complexity). This is
represented by the 3 different District Worksheets in this document.
Each hex in the Map section of the worksheet represents a specific area, which we will fill out
later with Neighborhoods and Features. Each worksheet has a different amount of hexes,
meaning that if all is assumed to be equal, then the map with the smaller hexes (in larger
quantity) will be bigger (or more zoomed out).
However, you can also assume that a District just has less variation between the various
Neighborhoods or Districts, and that?s fine too. You can do with these maps what you want, and
if you ever feel like one worksheet isn?t working too well for you, you can always just redraw the
district on a new larger or smaller Worksheet.
An improved security rating will mean businesses are willing to operate with higher value goods,
and people living in the district will feel safer. On the flip-side, lower security ratings will mean
that getting away with petty crimes becomes almost a given, leaving whatever justice is to be
had to vigilantes or nobody at all. Keep the concept of security in mind when developing your
District with Neighborhoods, Features, and later Premises and Sites. As well as when interacting
with the District through the narrative.
- Naturalfeatures are parks, rock formations or cliffs, rivers, lakes, and anything else you can
think of. The true nature of these ?natural?features is up to you. Perhaps the park is a
synth-park, with digital trees under a dome, keeping the smog out with nifty filtration
systems. Or perhaps it truly is a natural river running through the city, polluted beyond
belief and bubbling when the temperatures rise.
- Man-Madefeatures are things like highways? TBD
Depending on the Security Rating, as well as the District Size you chose, you may want anywhere
from 1 to 3 Features to start out with. My own go-to is two, one Natural and one Man-Made, but
you may want to opt out of Natural entirely if you envision your city to be over-developed well
past having natural features scattered throughout, or if the security rating is so low that nobody
would feasibly maintain a park in the middle of the slums.
Deciding on the number of Neighborhoods to create is up to you, but I suggest starting with 3, because
you?ll always be able to expand later.
- Purpose
This helps you understand the primary purpose of the neighborhood in the grand scheme of the District.
Regardless of which District Worksheet you decided to use, it is now time to draw in the various
elements you?ve generated. Remember, like with Starforged?s Sector Maps? Keep it simple.You
will likely have things packed closer together than you?ll ever have with a Sector Map, but that?s
the point. We?re create as dense of a city as you deem appropriate, with a whole bunch of
neighborhoods and features to deal with while in play.
I also suggest whipping out colors in this exercise, so that you can color code different
neighborhoods and features. So let?s get into actually populating the district.
Start with Features. When determining where to place Features, simply choose hexes on the
map as you deem appropriate. Try not to stick them too close together to create an interesting
looking District, but don?t worry too much. You can always add more, or simply assume that this
District is a little weird .
If you would like to add some realism to your district, or just like
to draw roads, take a look at pretty much any City Skylines road
layouts videos. I suggest the City Planner Plays youtube channel.
Choose one of the neighborhoods, and roll for the following tables.
- Aesthetics
Determines what you might see, smell, hear, feel, or even taste, as you walk through the streets
of this neighborhood.
- People
Helps you envision the people?s disposition to both you, as well as each other.
Creates interesting locations you will be able to explore, infiltrate or populate later with NPCs,
depending on what fits your narrative.
Roll on any other tables that you think will add to your understanding of this neighborhood.
Remember, the point here is to flesh out a neighborhood, so you may even want to zoom in and
roll for the various Premises details as well.
- Neighborhood Trouble
Determine what kind of events are happening in this neighborhood, or what kind of situation the
people that live here deal with on a daily basis.
OR
- District Trouble
Determine what kind of events are happening in the District as a whole, or what kind of situation
the people that live within the district have to deal with on a daily basis.
The point is that you create interesting dynamics to set your narrative to. If you already have an
idea of what might be going on, you can just skip rolling and go with that. The oracles are there
to be an inspiration, not a shackle.
Exampl e Ci t y
District Name :?West Side?
Security Rating :B
Aesthetics
- Common Sounds
- Chesty Coughing
- Vehicle Alarms
- Common Smells
- Smog
- BioDiesel
- Common Sights
- Children with gasmasks throwing bottles at cop cars before diving into alleys
- Dense Living Arrangements
Premises
VEhi cl e Types
When you decide to use vehicle types, it is up to you to determine what level each vehicle is. The
vehicle asset cards are marked with one of these three types to help guide you, but perhaps in
your narrative flying vehicles aren?t forbidden at all, and anyone can own/operate a helicopter
from their rooftop, as long as they have a license. It?s up to you, and the suggested types are just
that, suggestions.
Basic
Anything goes. These vehicles still need a license to operate, but it?s a license some people have
gotten as a toy in their cereal boxes. It?s ridiculously easy to get, and as long as you pay, you
won?t even have to show up for the test to pass.
Restricted
Envision the limitations set by the powers that be on utilizing such an asset. Be prepared to show
identification, licenses, whatever your narrative deems necessary. If you must Endure Heat due to
the Pay the Price or some other roll in relation to this Asset, increase the amount of Heat by 1.
Forbidden
Envision why nobody in the city would really want you to be using this kind of asset, especially
law enforcement. Whether that?s a vehicle that shouldn?t ever be simply driven down the road,
or whether its a module that no sane building inspector would authorize?
Upon getting this asset, immediately Endure Heat (2), and follow the same rules as Restricted.
However, if you ever roll a miss and a match immediately envision how this asset gets you into
deep trouble, even temporarily losing access to the asset. Accept a Contract (Dangerous) with
yourself to get it back. Increase your Heat Intensity by one degree.
Li f est yl es
If you do not want to make the below assumptions, or would rather not play with Lifestyles in your
game at all to keep the narrative free flowing, feel free to do so. These are completely optional.
Even though it may seem that many Cyberpunk characters live in a bar or a rundown squat, each
character may have a unique lifestyle. The default assumption, unless a Lifestyle asset is chosen, is
that any character is an Unregistered Person (UP). Basically, they have no ties to a specific place, no
legally registered address, and definitely no registration in any tax office. They may be renting a
place by paying in cash, or be squatting somewhere, or by the graces of a Contact. But as a rule,
they float around society without a specific lifestyle to identify with, sometimes living the Medium to
High life, and other times living in a box behind the dumpster next to a disreputable clinic.
Picking a lifestyle means that your character is semi-permanently tied to that lifestyle, in one way or
another. Envision what this is. Also, envision how any illegal actions you may take impact your
lifestyle.
- Street Lifestyle
- This is for your average gangbangers, street-rats, and squatters. These people must
choose one or the other, money for food or money for a temporary home. Either way,
these people are always on the lookout for side-gigs and more money, but with it
comes a comradery with other Street people.
- Low Lifestyle
- Low income households fall into this bucket. People here may have semi-steady jobs,
working as shift-managers at your nearest BarLucks, or as a licensed practitioner of
some kind with poor business acumen. A Low lifestyle comes with the benefit of
always having a roof over your head to return to, and likely some sort of job to cover
your basic expenses. You?re more identifiable, as you are some sort of registered
person, but the cops may or may not start looking for you if you are reported missing.
- This is the majority of the population in most Cyberpunk worlds.
- Medium Lifestyle
- Now we?re talking about some financial wellbeing. You, or whomever you share your
life with, make enough to cover all basic expenses. There may even be a couple of
sources of passive income. Not only that, but you live in a registered and purchased
property of some kind. It may not be fancy, but it?s got separate rooms and good
connections to all your technological needs. It also comes with basic insurance, as
afforded to anyone society deems worthy enough to keep healthy and alive.
- High Lifestyle
- Why are you even running the shadows? Is it for the thrills? Perhaps you lost
something and are trying to get it back yourself? Either way, the High Lifestyle is what
everyone dreams of. Staff at your service, sources of income that don?t require any of
your attention anymore, and likely multiple homes in different areas of different cities,
just to mix things up when you get bored. You may even be famous. Which, of course,
makes being stealthy and incognito rather difficult?
Whichever lifestyle you choose, remember to Envision how it effects your narrative and character(s).
Losi ng a Li f est yl e
Sometimes, whether by narrative choice or as consequence of your actions, a character may lose the
lifestyle they are used to. If you are playing with Lifestyles, imagine that lifestyles as assets are
mechanical depictions of what lifestyle a character is used to and can gain the most benefits of. If,
for example, a High Lifestyle person loses everything, they won?t immediately be able to blend in to
a different lifestyle. Not the same way as someone who?s lived their entire life in that state of reality.
When you decide you lose your Lifestyle asset, immediate mark one tick on your Rep track, and
discard the asset. Buying a new Lifestyle asset can be done like any other asset, using Rep, at which
point you envision at what moment this character becomes used to their new life. You can make this
as narratively impactful as you?d like.
Exampl e
James is a High Lifestyle ex-pro BrutalBiker star. His career came to an end when he developed
magical abilities, which are still banned in the BB sport scene. To cover his lifestyle costs, he
begins taking on odd jobs, where his now magically-enhanced driving skills are a benefit. He?s
become Slippery James, the best get-away driver in the city.
One day, his life is turned topsy-turvy, literally, when the cops catch him and his passangers with
some road spikes sending his vehicle into the synth-bushes. Arrested, he is quickly identified,
and a scandal breaks out across the Trix. He has to sell all his properties to cover the bail cost
and the media backlash, but manages to retain a semblance of normalcy due to a small portion
of fans seeing him as a truly self-made man. One of these fans lets him rent his old flat, and
although most of his other benefits are gone, he?s still able to live off of the royalties from his BB
stardom. For now.
That said, he is not new to the Medium lifestyle, as he came from a very middle class family as an
up-and-coming pro. To represent this narrative progression, James?player swaps out the High
Lifestyle asset for the Medium Lifestyle asset, by adding a tick to his legacy track and spending
the Rep to receive the new Lifestyle in one fell swoop.
St ar t i ng wi t hout a Li f est yl e
Starting without a lifestyle simply means you?re not comfortable or stable in any of the above
Lifestyles. This can be for various reasons, and it makes sense as long as the narrative makes sense.
A character can effectively live a Medium lifestyle, but if this was a recent development from a Street
Lifestyle as of the moment of play, it could be very interesting to explore the meaning of living a
Medium lifestyle for someone who is unused to the social responsibilities.
As part of Pay the Price, you may choose to mark any cybernetic
you have as Malfunctioned to resolve the move. Should your
cybernetic already be Malfunctioned, mark it as Broken.
Types of War es
Scrapware
- Scrapware is your most basic type of cyberware, with exposed joints and unprotected
suspension, cobbled together from whatever is left around. The quality is not great, but it
tends to be robust and real easy to fix, even in the highest stress environments. Note that
it is close to impossible to hide the fact that you have scrapware installed, as the hissing
and the occasional leakage of everyday use are a constant. Envision your setting?s view on
scrapware. Is it considered something only for the poorer classes, and is the next step up
?Cyberware?more readily available to most? Or is it more like in Akira, where everyone
just gathers up random bits and pieces of tech from the junkyard and slap it into the body
to eek out the smallest bits of an advantage.
Cyberware
- Cyberware is your most common-place tech in most settings. Data jacks, cyber-eyes,
cyberlimbs that can be covered by a shirt and not be immediately visible, even brain and
nerve enhancers. All of it fits the bill, and it?s what puts your game truly in the cyberpunk
genre.
Bioware
- Now we?re going high-end. Bioware is where you?ll no longer be able to distinguish
between flesh and machine, only until the perfectly normal looking arm suddenly pops
open to reveal a NarcoJet pistol. Expensive and hard to maintain, this is the stuff only the
rich can enjoy the benefits of, or the particularly skilled. If you want to play as a character
with Bioware, envision how your character ensures they?re able to get support on the
maintenance, as well as how they are registered with the powers-that-be. Bioware
shouldn?t be readily available because it may not just be synth-skin covering the metal...
Opt i onal r ul e 1: l i mi t s
The first way to play is an optional and more granular approach to cybernetics, and it has a lot of
inspiration coming from game systems like Shadowrun and Cyberpunk. The concept is that,
cybernetics and other wares are expensive and hard to maintain. This means, there is a limited
number of augmentations you can have in your body before the upkeep time and costs just pile
up too high. Most characters won?t have specialized beds that will provide cybernetic
maintenance during sleep, nor will they have the time to do it manually. To represent this, you
will have a brand new asset card per player (if they have enhancements) called the Cybernetics
card.
Each major field of the body where one would have an enhancement of some sort will have a
box, with a few boxes surrounding it to help you track your ware?s condition and progression.
Neural (2 points)
- For any cybernetic that enhances your brains. This is primarily going to be data jacks, but
you may decide that these are universal and do not require a specific cybernetic implant
here. Although, if you play with the concept of decking, where a person interfaces with
the matrix directly through the brain using a data jack, I recommend still having them
mark it here.
Ocular (1 points)
- For any cybernetic that enhances the structural integrity of the spine. Not necessarily
impacting the central nervous system, just the structural strength. Whether by being a
mostly external exo-skeleton like Max had in the movie Elysium, or rather a nano-coating
over the bones like Wolverine. It really is up to you.
- For any cybernetic that enhances the functions of the nervous system. Faster reflexes,
auto-softs, anything that improves the ability of the brain to interface with the rest of the
body. The well known Cyberpunk 2077 Sandevistan is a perfect example of a CNS based
-ware.
Arms (1 point)
- For any cybernetic that enhances or replaces any part of, or every part of, the arms (from
fingers to shoulders).
Legs (1 point)
- For any cybernetic that enhances or replaces any part of, or every part of, the legs (from
toes to hips).
Dermal (1 point)
- For any cybernetic that enhances or replaces any part of, or every part of, the dermal
layer of your skin (without impacting any other part underneath). Most cyberware will
replace the skin above it (ie. arm and leg -ware), but there are types of cybernetics that
specifically effect the skin. Subdermal plating provides protection from most blunt and
sharp objects that would otherwise pierce weak flesh. Pheromonal emitters help smooth
over social interactions with imperceptible strength. Envision what it is, how it is effected
by wearing clothes, and go from there. Note that it is unlikely that Scrapware would ever
be dermal, as it would be simply too clunky.
Organ (2 points)
- For any cybernetic that enhances or replaces any part of one or multiple organs. Note
that the brain and skin are exceptions to this rule. But do you want an enhanced stomach
that can filter out toxins? Perhaps lungs that are unaffected by smog and smoke? Or
maybe a heart with a built-in defib for those particularly heart-stopping moments?
USi ng t he Cyber net i cs asset
When it comes to all the boxes, use them as follows.
M - If the rules state you should mark your cybernetic as Malfunctioned, do so by marking this
box. Malfunctioned cybernetics still allow them to operate (ie. cyberleg still able to move and
hold your weight), but at a lesser efficiency. You will be unable to utilize the cybernetic?s benefits
until it is repaired via a Repair move for 2 repair points.
B - If the rules state you should mark your cybernetic as Broken, do so by marking this box.
Broken cybernetics are completely out of commission. Envision the consequences thereof to you
and your narrative. My suggestion is that if it is a limb, you can still move it around, but more like
a limp piece of metal than anything mechanical. Also, if its complete breakdown would put your
life at risk (ie. replacement Bioware heart) I recommend envisioning a way to continue play,
unless that is the narrative you want to explore. It's your tale, chum!
Using these rules, it may have become an assumption that you can only have one cybernetic in
each slot. So what if you want BOTH eyes to be cybernetic? Basically, you assume all the
cybernetics in one slot are one asset card. So if you start out with one Cyberware cybereye, and
during the narrative you go full chrome in the dome, you can simply make note of that without
further actions. No new asset is required and the old cyberware asset works for both eyes.
At any one time, there can only ever be one type of cybernetic in each slot. So once you choose
to have Cyberware in your Ocular slot for one of your cybereyes, you won?t then be able to get a
Scrapware junker installed in the other, unless you're ready to downgrade both to Scrapware.
When getting a new piece of cybernetics, simply increase the Cybernetics track at the bottom of
the card based on the points value above. Once you reach 5, envision how much cybernetics you
have in your body and the amount of time and money it would take to maintain it all. At 5
cybernetics, you cannot add more cyber to your body without putting yourself at risk of having
underperforming tech in crucial moments. For each cybernetic box filled after 5, whenever you
must make a Suffer move, immediately set one cybernetic to Malfunctioned. You can never go
above 7 boxes or your body simply won't be able to handle all the tech and you die.
Opt i onal r ul e 2: One Of Each
To make it simpler, you can also simply choose to operate the way Starforged operates, with one
asset called ?Augmented? for any and all (up to 2) augmentations to the body.
In Cyberforged, you would be able to have one of each type of cyberware, and simply envision
according to your narrative what and where each particular cybernetic sits in the body. I suggest
limiting every character at the table to 2 cybernetics total, but I leave that up to you. Remember
to still advance them as necessary using the experience you gain throughout your narrative.
Fact i on Type
AAA AA A B C D E F
When rolling to determine what type of faction you?re dealing with, consider the security
rating of the area, and the impact thereof on your factions. In the case of a Gang, it is more
likely that you will find them roaming the slums rather than the high-end skyscrapers,
although it?s not impossible that you will find them there. You may want to consider what
their influence in the area is, and how they got this influence. Envision what this faction
type in any particular neighborhood or district means for the overall balance of power in
your city. Use the Faction Influence table below for further understanding of this gang's
influence in a particular Neighborhood.
Fact i on I nf l uence
Roll Result Summary
Ebon 33 - 34 Nomad 68 - 69
Fact i ons
Identity Roll Identity Roll * When rolling for your Gang Name,
always consider if you can get away
Apocalypse 1 - 3 Kidz 54 - 56
with using the Legacy + Identity
Army 4-6 Killaz 57 - 59 template. If you?re using an Affiliation
component, it may be worth checking
Assassins 7-9 Legends 60 -
the Social Structure of your gang first.
Bosses 10 - 12 Machine 61 - Or, this name may inform you what
Boys 13 - 15 Maniacs 62 - 64 social structure this particular gang
operates under.
Bullets 16 - 18 Prophets 65 - 67
Chaos 19 - 21 Revolvers 68 - 70
Circle 22 - Riot 71 - 73
Affiliations Roll ( or pick)
Clowns 23 - Rippers 74 - 76
Syndicate 1 - 20
Devils 24 - 26 Savages 77 - 79
Family 21 - 40
Dragons 27 - 29 Shards 80 - 82
Clan 41 - 60
Eagles 30 - 32 Sharks 83 - 85
Society 61 - 80
Fanatics 33 - 35 Soldiers 86 - 88
Mafia 81 - 100
Fists 36 - 38 State 89 -
Freaks 39 - 41 Storm 90 - 92
Ghosts 42 - 44 Terror 93 - 95
Girls 45 - 47 Thugs 96 - 98
Impulse 51 - 53
Fact i ons
Lending money with extortionate interest. 11-14 AR coding and hacking 64-66
Developing new illegal tech 22-26 Smuggling drugs cross borders 76-79
Highway robberies of cargo trucks 34-38 Blackmailing and illegal surveillance 88-92
Go-gang 21 - 35 Organizational 26 - 50
Matrix gang 61 - 75
Booster gang 76 - 90
Familial
Family is a strong bond even if that is simply a matter of ?brotherhood?over blood. Some gangs
truly are based around a blood-related family, with others being subservient to the original family
members. Or, it may just be the true family members, and nobody else. Regardless, the strength
of this gang lies in its ?relatively?unshakable bond with one another, leading to both unity and a
commonly understood power-structure with little wiggle-room.
These gangs can vary in what they tend to do from a ?business?perspective, but they tend to be
able familial prosperity. So anything that?ll endanger themselves or family members tends to be
off the table. Although the occasional outlier crazy cousin may just create a small offshoot of the
gang doing wild thrill-seeking activities, the rest of the gang will generally either coddle or avoid
that particular branch. And unless the cousin has a foot in the family-meeting, it?s not unlikely
they get scapegoated ?for the good of the family?.
Organizational
Sometimes gangs mirror corporate structures, helmed by someone smarter than the rest rather
than stronger than the rest. These gangs tend to operate methodically and siloed, so as to avoid
authorities being able to get to the top and dismantle the whole thing. Once these structures
become big enough, they may become a syndicate with other similar gangs, forming alliances
very reminiscent to board-room maneuvers, practiced on a street level.
Gangs like this are highly efficient and hard to dismantle, and may even have members in various
positions throughout society, if they?ve been around long enough to lay the groundwork. It?s
been not entirely uncommon for these kinds of gangs to eventually step out of the shadows of
the underworld, presenting themselves as powerful businesses, maintaining a powerful foothold
both in and out of civilized society.
Common Interest
Gangs can form around all kinds of interests, whether they be drugs, some specific media,
vehicles? Anything you can think of. Sometimes gangs with similar interest will present
themselves in other structures, so for this one we?re purely considering the gangs that create a
hierarchy based on how ?cool? their leader is in terms of their chosen interest. Perhaps the
Fact i ons
leader and their lieutenants are chosen by who drives the fastest and coolest car. Or, the one
that manages to look as close as possible to their favorite Trid character. There may even be no
leader at all, and everyone just sort of does the same thing.
For this reason, Common Interest gangs can vary wildly in terms of their impact to society, and
how deep into the underworld they go. Some media freaks are simply street level, dealing in
barely illegal drugs to afford cosmetic surgeries to look a certain way. They won?t really get into
fights or turf wars, and tend to be petty criminals. On the other hand, you can have go-gangs
that control entire smuggling routes, using their desire to ?go fast?to make very efficient (albeit
unreliable) couriers of the underworld.
Common Cause
Like interests, gangs that form around a specific cause are also very unpredictable, both in intensity
and structure. However, these gangs tend to be a bit more focused than the Common Interest
gangs. The reason is that the people involved don?t have the time, resources or ability to commit to
interests, or even a ?normal life?. They?re dragged into the underworld for a reason, and band
together to survive.
A common trope for gangs like these are akin to freedom-fighters, where they?ve been cast out of
society and prosecuted, to the point of fighting back. And to do so, they circumvent (or simply
break) laws. What is interesting is that although they may have a single charismatic leader, banding
them all together, they may also just be a ragtag group of people with the same cause. A group of
beggars might be considered a Common Cause gang, if they deal with the underworld, and they
wouldn?t really rely on a ?power structure?to function as much as mutual survival.
Ar chet ypes
Street gangs
Most gangs that operate on a street level are these types of gangs. Anyone from the largest Syndicates to
the smallest group of junkies with a gun can call themselves a Street Gang. Basically, there gangs don?t
have anything specifically identifying about them, other than that they operate (or originate) outside of
the law, and continue to uphold that nature.
These gangs may operate in anything from drugs to protection rackets, weapons to simply holding
territory and manpower.
Go-gangs
Motorized gangs which control the smuggling routes on the interstates - or try to do so. They enjoy speed
and perform dangerous road races, and are commonly understood as the menaces of civilized motorways.
Fact i ons
Thrill gangs
Thrill gangs are gang always looking for the next thrill. Whether that be blowing something up,
or picking a fight with the local precinct. They?ll always one-up each other in their risky escapes,
and are usually inundated with drug- and cyber-junkies. Although these gangs are highly
dangerous, they move around a lot and usually don?t last very long, although they are akin to
natural disasters for any community effected by one.
Wiz gangs
If you aren?t playing with The Astral component of Cyberforged, you can safely ignore this gang
type and simply reroll, or use this opportunity to pick a gang type you haven?t explored before.
Wiz gangs (also known as wizkids if the members are juvenile) are gangs that focus on magic.
Although not every user must be magically active, the ones that are are clearly superior to the
?normies?and these gangs love to show off their magical prowess. Compared to other gangs,
these gangs tend to like to show off more than be efficient with their time. However, in places
where magic is prosecuted or controlled, these gangs might just be the only way for the
magically active to live a ?free? life. And no matter what, a person capable of throwing a ball of
fire out of his unarmed hands is a risk to all whom opposes them.
Matrix gangs
If you aren?t playing with the Binary Vaults component of Cyberforged, you can safely ignore this
gang type and simply reroll, or use this opportunity to pick a gang type you haven?t explored
before.
Matrix gangs are much like they seem. They?re gangs that primarily operate on the Matrix,
whether they are always fully remote (all identities kept secret), or whether they all operate out
of a wine-cellar somewhere with stellar Trix-Connection, they are capable of causing mass havoc
on the net. Organized hackers and groups of kids going wild with DDoS technology can all be
considered gangs, so depending on their true nature, they can be a menace to society or simply
a technologically advanced nuisance.
Booster gangs
Like Thrill gangs, the people classified as Booster gang members are all jacked to the teeth with
cybernetics and any other type of enhancer they can find. They, however, are in it less for the
thrill, and more for the almost fetishized fascination of body-modding. They will go to extremes
to feed their expensive addiction, and are known to operate the most shady cybernetic
chop-shops in town.
Fact i ons
Guardian gangs
Unlike most other gangs that end up in the shadows of society for unsavory reasons, the
Guardian gangs are the ones with the most ?positive?image in society. Guardian gangs are
groups of individuals committing themselves to the underworld, or a general life of crime, to
protect something or someone. Whether that stems from a commonly understood positive
perspective, like the guardian gangs that protect specific neighborhoods from corporate
invasions. Or whether that stems from more negative perspectives like hate or discrimination.
Either way, portions of society will agree with them and side with them. Even vigilante-groups
are considered Guardian gangs, and are both hunted by the authorities and supported by their
communities, as they dish out their own version of justice.
Remember, not all guardian gangs are looked upon favorably by the communities they live in. A
hate-fueled gang can be as dangerous to those they don?t hate as to those they hate, as they
tend to have a blasé attitude to ?casualties in their just war?.
Fact i ons
Running out of ammo and man power in the 1-5 Turf war with? 1
middle of a turf-war.
Steal from? 2
Heavily in debt. 6 - 10
Merger with? 3
Hoarding something valuable. 11 - 15
Rivalry with? 4
Weakened by a recent attack. 16 - 20
Employed by? 5
Under investigation by the local cops. 21 - 25
Preys on? 6
Pulling the strings behind another faction. 26 - 30
Despises? 7
Likely facing a coup internally. 31 - 35
Trades with? 8
Members are leaving or disappearing. 36 - 40
Actively targets? 9
Acquired a new and amazing vehicle. 41 - 45
Protected by? 10
Leaders are incompetent. 46 - 50
*The [ > Affiliation ] of the [ > Deity ] [ > Identity ] 86 - 100 Communion 61 - 80
Gathering 81 - 100
Disciples 6 - 10 Servants 56 - 60
Defenders 11 - 15 Stars 61 - 65
Flames 16 - 20 Suns 66 - 70
Guardians 21 - 25 Wardens 71 - 75
Harbingers 26 - 30 Followers 76 - 80
Heralds 31 - 35 Chosen 81 - 85
Keepers 36 - 40 Sisters 86 - 90
Menders 41 - 42 Brothers 91 - 95
Phantoms 43 - 45 Children 96 - 99
Helion 10 - 12 Wiahin 61 -
Huveni 13 - 15 Visions 62 - 64
Robety 16 - 18 Humanity 65 - 67
Elements 19 - 21 Arcane 68 - 70
Dog 24 - 26 Poklosm 77 - 79
Prophecy 27 - 29 Innocent 80 - 82
Kramocism 30 - 32 Moon 83 - 85
Reborn 33 - 35 Soyism 86 - 88
Eagle 36 - 38 Sympathy 89 -
Returned 39 - 41 Free 90 - 92
Order 42 - 44 Bit 93 - 95
Undying 51 - 53
Fact i ons
Rel i gi ons: Publ i c Pr oj ect s
Project Roll
Running an orphanage. 20 - 21
Exorcisms. 49 - 53
Door-to-door blessings. 72 - 75
Door-to-door collection. 76 - 79
Polytheism
Polytheistic beliefs focus on the existence of multiple Gods, each having specific roles in the
governing of the universe. Note that Polytheistic followers reject the Gods of other religions.
Henotheism
A henotheistic religion worships only one God. However, they acknowledge that other Gods may
exist, and they do not shun other people of worshiping their own Gods.
Animism Henotheism 41 - 60
Rumor Roll
Heavily in debt. 6 - 10
& Co 21 - 25 SE 71 - 75
Acronym Roll Acronym Roll
Co 26 - 30 Economics 76 - 80
EVO 1-5 RVQQ 51 - 55
Renewables 31 - 35 Energy 81 - 85
ETC 6 - 10 ELO 56 - 60
Cybernetics 36 - 40 Group 86 - 90
POD 11 - 15 WHR 61 - 65
Galactic 41 - 42 LLP 91 - 95
LAPR 16 - 20 CIC 66 - 70
Solutions 43 - 45 UTC 96 - 99
EME 21 - 25 MVY 71 - 75
Association 46 - 50 and sons 100
TOR 26 - 30 XLU 76 - 80
IXN 31 - 35 CORRUS 81 - 85
CMZ 36 - 40 LWC 86 - 90
NQE 41 - 42 TTP 91 - 95
HIO 43 - 45 KJH 96 - 99
246 10 - 12 Verox 61 -
Klinoltainment 13 - 15 Faraddon 62 - 64
Helviz 16 - 18 Zepsoft 65 - 67
Planbook 19 - 21 Banzon 68 - 70
Pulsar 22 - Vertiqo 71 - 73
Bountrycom 23 - Zeefinity 74 - 76
Ironclad 24 - 26 Paymarque 77 - 79
Yamato 27 - 29 Skool 80 - 82
Ironosonic 30 - 32 Bootiq 83 - 85
Iksha 33 - 35 Synthevo 86 - 88
Everest 36 - 38 Tower 89 -
Ter 39 - 41 Synthecis 90 - 92
Dharam 42 - 44 Gennec 93 - 95
Yasuko 45 - 47 Digiqal 96 - 98
Yuan 51 - 53
Fact i ons
Batteries. 13 - 15 Microchips. 69 - 70
Biotech. 16 - 18 Ordinance. 71 - 72
Chemicals. 19 - 21 Pharmaceuticals. 73 - 75
Consulting. 26 - 28 Robotics. 80
Cybernetics. 29 - 31 Satellites. 81
Cyberwarfare. 32 - 34 Security. 82 - 84
Energy. 41 - 43 Transportation. 91
Gambling. 55 - 56
Fact i ons
Cor ps: Publ i c Pr oj ect s
Rumor Roll Rumor Roll
Connection Roll
Stealing from? 2
Merging with? 3
Rivalry with? 4
Subsidiary to? 5
Preys on? 6
Despises? 7
Trades with? 8
Actively targets? 9
Indebted to? 10
Fact i ons
Pol i t i cal : Name
World 6 - 10 Fanatical 56 - 60
Identity Roll
Peaceful 11 - 15 Neo 61 - 65
Group 1 - 15
Universal 16 - 20 Organized 66 - 70
Union 16 - 30
New 21 - 25 Western 71 - 75
Movement 31 - 45
Moderate 26 - 30 Traditional 76 - 80
Party 46 - 70
First 31 - 35 Radical 81 - 85
Coalition 71 - 85
Independent 36 - 40 Northern 86 - 90
League 86 - 100
Advanced 41 - 42 Southern 91 - 95
Progressive 43 - 45 Unified 96 - 99
Monarchist 6 - 10 Action 56 - 60
Workers 11 - 15 Red 61 - 65
Reformation 16 - 20 Amendment 66 - 70
Motherland 21 - 25 Fatherland 71 - 75
Libertarian 26 - 30 Renovation 76 - 80
Homeland 31 - 35 Administration 81 - 85
Nationalist 36 - 40 Resistance 86 - 90
Future 41 - 42 Choice 91 - 95
Agrarian 43 - 45 Enterprise 96 - 99
Batteries. 13 - 15 Microchips. 69 - 70
Biotech. 16 - 18 Ordinance. 71 - 72
Chemicals. 19 - 21 Pharmaceuticals. 73 - 75
Consulting. 26 - 28 Robotics. 80
Cybernetics. 29 - 31 Satellites. 81
Cyberwarfare. 32 - 34 Security. 82 - 84
Energy. 39 - 43 Synthetics. 88 - 90
Entertainment. 44 - 46 Transportation. 91
Firearms. 52 - 54 Weapons. 98 - 99
Heavily in debt. 6 - 10
Under investigation. 21 - 25
Leaders is incompetent. 46 - 50
Perpetuates the for-the-people image, while exploiting the tax-free donation system. 76 - 80
Connection Roll
Stealing from? 2
Merging with? 3
Rivalry with? 4
Subsidiary to? 5
Preys on? 6
Despises? 7
Trades with? 8
Actively targets? 9
Protected by? 10
Map Maki ng
Ci t y: Aut hor i t y St yl e
When determining the city?s authority, we want to leave as
much open to interpretation as possible. Therefore, the core
table here is to determine the authority?s public-facing image. 1-10 None / lawless
Basically, how does the common populace of the city view its
11-25 Ineffectual
leadership. Do they believe them to be effective? Perhaps
they believe them to be completely corrupt? Or, in unlikely 26-39 Intolerant
cases, they may be viewed as ?fair??
40-45 Fair
The truth is often a lot darker, and with mega-cities as they
are, there are often numerous bodies of authority. And this is 46-62 Unyielding
complicated further by the concept of Extraterritoriality, 63-85 Corrupt
where corporate land becomes its own sub-land within the
city?s borders, adhering to the corporate laws rather than the 86-100 Oppressive
city?s laws. So making a one-stop roll to determine the type of
authority in a city isn?t sensible.
56-70 Government
71-85 Anarchists
[ > Identity ] 68 - 90
Autonomous city
An autonomous city is a concept where the city does not belong to any particular country or higher
body of governance. These cities are self-contained countries, to an extent, and its borders is the
limit of the city?s power. These cities may exist in settings where the surrounding landscape is a
wasteland, or it may simply be cut-off from any governing body that it would acknowledge. Real life
examples would include Vatican City, while in the fiction space, we can look at Night City.
Industrial city
Governed by the country it exists in, its focus is on heavy industry and production. These cities will
be plagued by pollution (more than usual), and tend to primarily have poor districts of laborers.
Smart city
Cities where technology is used to collect specific data, to improve life in the city overall. In a
cyberpunk setting, this would be taken to the greatest degree, with facial recognition scans in every
shop, automated delivery cues for personnel-less grocery stores, and smart-homes for everyone. Of
course, this would also be the city with the least amount of privacy, and being ?off the grid?would
become almost impossible.
Metropolis
These are just cities with enormous amounts of land. These cities may not be as dense as some
cyberpunk cities would be (depending on the population, of course), but they are simply enormous.
Hour long train rides would allow one to get from one end to the other, or even longer. Not only
that, these cities are also the most important ones economically, politically or culturally, for the
country in which it exists. Overall, these cities have an increased number of high security, and larger,
districts, to accommodate the size and importance.
Map Maki ng
Gateway city
Gateway cities are usually medium sized cities, which provide a hub for economic industry of a larger
state or region in which it exists. These cities see lots of travel, in and out, as well as an increased
amount of shipping by any means. These cities usually have a strong history, as they used to be (or
still are) the anchors of the country?s or region?s economy. Because of that, their structures and
layout may be more archaic and less engineered.
Port city
Port cities are exactly as their name implies. They are cities that have grown around the economical,
cultural and geographical effects of its port either at the sea-side or around a major river or delta.
These cities will have plenty of industry and tourism, but are generally unique as they have an
otherwise unexploited border region? Water. These cities may have unique specializations
including but not limited to: Dam engineering, Polder engineering, and ship building.
Dome city
Dome cities are a sci-fi / cyberpunk kind of city, where the entire urban region is built under an
impossibly large dome. Envision what kind of cataclysmic event lead to the city to grow underneath
a dome, and how that effects life within the city.
Roll Population
Ci t y: 1 - 35 1 million - 10 million
96 - 100 1 billion +
81 - 95 100,000 258,998 -
- AAA
- HTR teams are within 1 minute response radius to any location. Privatized police
forces patrol the streets, surveillance systems are operational 24/7, and both are
trained and secured by the latest security protocols. Any criminal activity is
covered by a Kill On Sight order.
- AA
- Not as intense as AAA security, but both Private and Public policing forces patrol
24/7. All public spaces are under surveillance, and Emergency Buttons are
numerous. Depending on the location and crime, arrests and fines may be issued,
and lethal force is to be kept to threats to the public health and safety only.
- A
- A level security falls under the best security any government can provide to itself
and its people. They may have hired privatized security, but it?s on a contract to
contract basis, padded by internal staff. Surveillance is limited to the last 72 hours,
before the limited server capacity must be reset, although critical priority locations
still enjoy 24/7 surveillance and regular patrols.
Map Maki ng
- B
- Most common tier of security, where local security does do patrols, although they
may be spotty. Surveillance exists, albeit rebooting every 24 to 48 hours, and the
quality is occasionally subpar. This is the security rating of most inter-city highways
and standard living neighborhoods. Emergency Buttons are everywhere, although
some may be in disrepair after a shoddy annual checkup.
- C
- C tier security loses any real surveillance, relying on local premises to deal with
their own recording of facts. Although policing forces may be on patrol on
occasion, their response time is usually between 5-10 minutes, and other rescue
services have similar limitations.
- D
- In D tier districts, Emergency Buttons are in disrepair or may even be disabled in
regions. These are often considered ?problematic neighborhoods?, where local
gangs and other factions may have taken over some degree of ?security services?,
albeit with strings attached. Although police forces may still reach these areas to
deal with high-priority cases, they?ll be in armored trucks with water jets and riot
gear.
- E
- Policing forces have simply given up on these areas. Gangs, Syndicates, other
unsavory factions, they hold the sway here. Only the greed and power of these
factions holds some degree of security for the citizens in this type of district, with
everything and everyone being the responsibility of those living here. These are
the true slums, the gutters of society.
- F
- Anarchy reigns in its truest form. No factions hold true power, squabbling over
neighborhoods or even apartment blocks, like children in a toy-box. The only
?official?policing forces that will ever enter here are HTR teams, and even those
need a VERY good reason to enter. And usually that reason is exorbitant amounts
of money.
Map Maki ng
Di st r i ct : Event s
- Option 1? Roll twice.
The point is to inspire. If the consequence makes no sense, and you do not wish to see if there
may be a hidden reason, simply ignore the roll and pick another or roll again.
District wide street gang warfare heating leading to delayed emergency response 1-5
up? times.
New police chief cracking down on leading to protests that end in looting. 17 - 22
illegal narcotics?
Necessity goods are withheld at the city leading to increased prices on all goods. 61 - 66
border?
District wide cult-activity is increasing? leading to people moving out of the district. 72 - 77
A district wide hold is placed on mail and leading to a neighborhood being ostracized. 83 - 88
parcel deliveries?
Corrupt officials have been found not guilty leading to increased corporate surveillance. 94 - 99
in court?
We are just determining the primary purpose. Most neighborhoods will have a mix of structures,
like how certain ?Living?residential complexes might have ?Commercial?shops at its base, or a
?Corporate?lab in its basement. For now, give the neighborhoods a primary purpose, and we can
leave it at that. Determining the nature of the Premises within the Neighborhood will be handled
by the Premises Oracle.
Commercial
Where people go to buy stuff. This is anything from Mall-sized superstores to mom-and-pop
shops selling secondhand tech, as well as vehicles showrooms and underground auctions.
Technical
Where people store and work on data. Server farms, IT farms, Digital Security firms, etc. Even
technically-specialized services like 3D printing and Cybertech production.
Corporate
Where people work to further Corporate?s agenda. Offices, labs, tv stations, etc, etc. Anything
non-industrial, done from offices of some sort, and in service of the Corps.
Industrial
Where people go to move and produce products. Anything from shipping yards, to power
plants, to trucker-stops, to assembly-line factories.
Medical
Where people go when they are sick, or seek improvement of any kind. Cybernetics, psychiatrics,
hospitals, ripperdocs, anything that could reasonably be considered related to the medical field,
no matter how loose the connection.
*** Arcology
Encompasses all a person may need, within the confines of a corporate world. Living spaces,
community centers, commercial streets, tech-shops, office spaces, hospitals and even the
occasional warehouse and freight-train-station. All within one enormous structure.
**** Should you ever roll an Arcology Neighborhood, immediately designate all neighborhood
spots around this neighborhood with similar Arcology blocks (if possible). Feel free to make this
larger, if you see it fitting, but at a minimum, 9 blocks should be filled as Arcology. They?re big.*
Then, immediately roll for each of those hexes as though they were in an AAA - AA DSR,
rerolling if another Arcology is rolled. Not every arcology will have a neighborhood for each of
the types, but if you would like to assign one neighborhood to each, and roll for the last two, I
won?t stop you.
Map Maki ng
Nei ghbor hood: Pr emi ses
Whenever you?re envisioning a Neighborhood, you can either roll Action + Theme and envision
the location details, or you can roll on one or more of the tables below. Remember, if something
doesn?t feel right to your narrative, ignore the result and roll again, or pick something that suits
better.
If the Purpose of the Neighborhood is Residential, roll on the Residential table below at least
once or twice. Other than that, you can envision what other type of Premises might exist within
this neighborhood. If you?re not sure, but want to expand the Neighborhood somewhat, you can
roll on the ?Alternative Premises? table to determine what kind of other types of Premises might
exist within a particular type of Neighborhood.
Remember, there is no LIMIT to how many premises a single neighborhood may have. But don?t
go over the top. Focus on a few Premises that are IMPORTANT to your narrative. There may be a
whole slew of different shops in a Commercial Neighborhood, but focus on the ones your
narrative cares about.
41-45 Cybershop
Industrial
46-55 Ripperdoc
1-5 Industrial Harbor
56-60 Cybernetic Fixit
6-20 Storage Units
61-70 Clinic
21-30 Public Transport Hub
71-85 Tattoo Parlor
31-45 Bulk Transport Company
86-87 Graveyard
46-60 Warehousing
Commercial Community
1-10 Chop shop / Garage 1-2 Art Dealer or Gallery
Roll on the First Look table to figure out how the general public in this neighborhood looks.
This doesn?t mean that each and every individual in that neighborhood is reduced to this
behavior / look only. But it?s a good benchmark for common interactions, and it may even spark
inspiration as to WHY they behave or look a certain way.
Adapted from Starforged Characters - Revealed Character Aspect. Number adjustments made.
First Look
Roll First Look Roll First Look Roll First Look Roll First Look
These oracles were copied and only minimally modified from the amazing Augmented Reality
PDF, by Paul D Gallagher and Geist Hack Games.
Important notice. Due to some graphic and triggering content, these oracles
have been removed from the Cyberforged main PDF. They can still be found
in a separate PDF called <name>. Alternatively, download 'Augmented
Reality' from Geist Hack Games for the original experience.
Map Maki ng
Nei ghbor hood: Tr oubl e
Roll on the Neighborhood Trouble table, to determine what might be happening in the particular
neighborhood that would be happening in that moment during the narrative. If the District
Events don?t sit well, or aren?t what you?re looking for, you can use this to narrow down the
narrative field a little.
Remember that the trouble is something currently happening, and may resolve itself naturally, or
may require narrative intervention to be resolved. The difference between Neighborhood
Trouble vs Neighborhood Events (despite the events often being negative), lies in the fact that
events are occurring during the resolution of the narrative, usually within at least perceptible
range by the player character(s). Neighborhood Trouble might just be an ongoing thing that has
not been (or cannot be) resolved yet.
1?3 Battle for prime 39?42 Hostile critters 68?69 Sabotaged technology
real-estate
4?6 Betrayal from within 43?45 Rioting civilians 70?71 Intimidated by a faction
7?8 Caught in the crossfire 46?48 Impending attack 72?74 Police withdrawal
9?11 Changing environment 49?51 Impending disaster 75?76 Someone is ill or injured
22?24 Deprived of a resource 58?60 Overdue delivery 84?86 Toxic waste or pollution
25?28 Failing technology 61?62 Plagued by sickness 87?88 Volatile energy source
Roll Event
40 - 43 A group of CorpSec with weapons drawn, protect a VTOL being loaded with unmarked
boxes.
44 - 47 A military recruiter is handing out flyers on the street and stopping any young person.
52 - 55 A patrol car blares its megaphone, repeating the same general command to the public.
56 - 59 The street has been fully closed off by a mixture of police, military and Corp Sec.
64 - 67 A preacher suddenly screams as they fall to the floor clutching their head.
84 - 87 A group of criminals come bursting out of a <premises>, and begin piling into an
unmarked vehicle.
97 - 100 A series of small explosions are heard in different directions throughout the
neighborhood.
Map Maki ng
Feat ur e Type
Since features aren?t really Premises, and they aren?t really neighborhoods, they are their own
section. They fill up the map, but generally don?t see much play. However, that doesn?t mean I?d
ever dream of stopping you from having a run take place in a park, or a chase on a highway. It?s
completely up to you, but I won?t be providing additional oracles for these situations.
34 - 36 One fellow runner with 78 - 81 One bus driver on their 20 minute break.
hidden weapons.
37 - 39 Two people in suits with 82 - 84 One police captain and their family.
government style ear-wigs
and sunglasses.
40 - 42 One gang boss and their two 85 - 93 Two premises staff members.
loyal guards.
6-7 All windows damaged. 39 Extensive solar grid and fog catchers.
67 Patrolled by hired rent-a-cops. 89 Trying too hard to be higher class than it is.
76 Several trashed cars out front. 98 Windows boarded with opaque acrylic.
Remember: Feel free to ignore everything written here, and simply envision it how you see fit.
First things first, is to determine what Premises type you?re going into. This is determined by the
Neighborhood Premises table.
Sometimes, when moving from area to area, you may want to interject a corridor or something.
That?s where the table for Access comes into play. You can roll this, plus the new area, to
determine where this leads.
Like in Starforged, use a simple mind-map to map this space out. If you envision that you had
prior knowledge of this space, simply fill out the mind-map, leaving a few blank spots for missing
info.
Access Commercial
Roll Area Roll Area
87-93 Lounge
Medical
Roll Area Roll Area Roll Area
Technical Industrial
Roll Area Roll Area
Community
Roll Area Roll Area
Corporate Municipal
Roll Area Roll Area
Opportunities
Roll Opportunity
Opportunities
Roll Opportunity
Opportunities
Roll Opportunity
Opportunities
Roll Opportunity
Sometimes, a payload may be too hot, and you may want to convert it into a new narrative
angle. Go for it! It?s never too late to regret picking up that piece of blackmail..
Once you know what you have, envision how it?s valuable to someone, and proceed with the
narrative.