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Cyber Forged

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Carl McCoy
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100% found this document useful (1 vote)
246 views125 pages

Cyber Forged

Uploaded by

Carl McCoy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Hi st or y,

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.

Interactions in Cyberforged come in three forms. Connections, Contacts, and Adversaries.

Our dead are never dead to us,


Connections: Anyone given significant enough narrative
until we have forgotten them. focus that they become part of the fiction beyond the
- George Eliot initial meeting.

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.

Opt i onal : Expl or at i on


Optional inclusion to the game, as most of the time you?re not really ?Exploring? in a cyberpunk
setting. The city has maps, GPS, and there?s almost no ?exploration? like you would in a Sci-Fi
unexplored-space setting. Some exploration of Sites may take place, but are covered by the
Infiltration rules.

Exploration is purely for outdoors and the grand-unknowns. Reserved for:

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.

GAi ni ng Heat ( t he bad t hi ng)


Any time you feel like you or your allies have behaved in a A Miss and a Match on any die
way that would anger or upset someone powerful, you gain roll may be resolved by making
Heat as an outcome of making the Endure Heat move, in the an Endure Heat (2) move.
Suffer category. This may come as an outcome of the Pay the Envision the consequences.
Price move, or any time the narrative dictates it.

Endur e Heat
Heat Move

Whenever you go against someone powerful and determined, or commit a


heinous crime,you suffer +1 heat for a minor incident, +2 heat for a serious
incident, and +3 for a major incident.

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).

At the start of the game, your Heat Intensity starts at Low.

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.

On the left is a sample Heat clock with


nothing filled in. It starts out with 10 blank
sections, and with Low intensity,

On the right is a sample of an Adversary


clock in play. Red depicts the Intensity.
Dark blue depicts the current heat level.
Adver sar i es Art by HungryHugo.
Adversaries are the shadowy figures manipulating the lives of
everyone and everything in the Cyberpunk genre. From
powerful fixers, whose operations rely on secrecy and money.
To corporate bigwigs that care only about their projects and
revenue. There are lots of individuals, groups and factions, that
can get rather vengeful when their goals are crossed.

An Adversary can be known from the get-go, or they may be


the shadowy mystery that seems to be inching ever closer
before revealing themselves with their terrible fury.

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.

Component s of an Adver sar y


An 'Adversary' is a broad term in Cyberforged, and much is left to how you envision them.
However, there are a few universal truths that form the Adversary system.

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.

Adver sar y cl ock


The core part of any Adversary is the Adversary Clock. Much like Heat Clocks, they tick up as
segments are filled in. Every time your Heat Clock fills up, you leave breadcrumbs behind for
your Adversaries to trace, or for them to learn more about you as they figure out how best to
put the screws to you. To track this, fill out a segment on the Adversary Clock, and optionally use
one of the Segment Notes to write some notes for yourself to remember when this occurred.
The Fi xat i on
Depending on how Fixated the Adversary is on your existence, and the role you play in messing
up/with their affairs, they may put more or less effort into tracking you down and enacting their
potentially deadly will.

Increasing and Decreasing Fixation Fixat ion Segm en t s

There may be times when the Fixation of your Adversary Low 0


increases or decreases, either by way of the narrative, or as
Moderate 2
part of a Pay the Price move.
High 4
Whenever this happens, you simply reduce or increase (if
possible) the total number of segments on your Adversary Deadly 6

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.

The Adver sar y i s her e. . .


If Increasing the Fixation would ever force you to be in a situation where you overflow in filled
segments, or whenever the clock becomes fully filled in, pause the narrative to resolve this
momentous occasion. Your adversary has plotted against you, identified you, and tracked you down.
It is time to Face Retribution. Immediately make this move, and resolve it, and decide how this
momentous event impacts your narrative, and your character ?s life.

Pr event i on i s t he onl y way f or war d.


Adversaries need time and fixation to become dangerous. So how does one manage these
Adversary clocks so that they (hopefully) don?t come after you?

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

To get rid of an Adversary altogether, it is time to Accept a High (4) Extreme


Contract either in service of their goals or with the objective of
Deadly (6) Epic
making it impossible for them to find you. To determine the
difficulty of these contracts, simply look at their Fixation.
In addition to the usual effects of the Complete a Contract move for these contracts, also do the
following:

On a Strong Hit, choose one. On a Strong Hit with a Match, do both.

- Reduce the Fixation by one degree.


- Clear all filled segments

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.

Note: these are additional to the usual effects of the moves.

Face Ret r i but i on


Heat Move

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 weak hit, choose one:

- You stand your ground, accepting the consequences of your actions


and going down in a blaze of glory so that your associates (and
allies) hopefully won?t be at risk any longer. Envision your final
moments. Allies may clear 1d6 boxes off of the Heat track and the
Adversary track.
- A ?request? is made which you cannot refuse. Envision what this
request might be and mark the Blackmailed debility. Then, Accept
the Contract as an extreme contract. When you complete this
contract, clear the impact and clear all boxes on the Adversary track.
- The next time you enter your safe house, you must immediately
Overcome Forceful Eviction as the Adversary is waiting for you to get
back home.

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.

Common Saf ehouse


- Most common and balanced safehouse asset page.
Fl exi bl e Saf ehouse
- More ?module? slots, but with less innate security.
For t r ess
- Less ?module? slots, but more innate security.
Modi f yi ng Saf ehouses
A Safehouse can (and likely will) be more than a simple home. It becomes a base of operations
with enhancements to allow for even better or faster resolution of Contracts. These are
calledModules. Much like in Starforged, Modules are assets, and are gotten the same way. Once
such a Module is obtained, it gets placed directly on the Safehouse asset card in one of the
modules slots. If there are no more module slots available on the Safehouse card, you?ll have to
swap one module out to make space for the newly obtained one. You can only ever benefit of
Module assets that are on your Safehouse card, and may only swap out these Module assets
when buying a new Asset, or when it narratively makes sense to commit to such a reconstruction
project.

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.

Modi f yi ng Saf ehouses


The primary action taken from within a Safehouse is the Hunker Down move. Any time you
Hunker Down in your Safehouse, roll +secrecy instead of any player stats. On a hit, additionally
reduce your Heat by 2. On a strong hit with a match, reduce the Heat Intensity by one level and
completely clear all segments on the Heat clock.

Any other Recover moves made from within the Safehouse can be made with +secrecy in
exchange for -1 secrecy.

Losi ng your saf ehouse


Over the course of time, your safehouse will become less and less safe, unless you actively
prevent this. A new suffer move is introduced in Cyberforged called " Face a Leak" , and no, not
the vegetable. What this means is that somehow, someway, data about your safehouse has
entered the data-sphere. It doesn't mean that it's been found by those you want it hidden from,
but it has gotten one step closer to becoming just another traceable location.

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.

There are two ways of losing your safehouse.

1. You decide to leave your safehouse because it is Watched, Compromised or simply


because the narrative dictates it.
2. You are forced to lose your safehouse due to the Overcome Forceful Eviction move.
Face a l eak
Heat Move

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.

- Cull the source: If your Safehouse isn?t Compromised, add +1 secrecy.


If it is, clear the Trouble.
- Temporary fix: Take +1 momentum

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

When your Safehouse?s secrecy is destroyed, abandoned, or replaced, you


must discard the asset, along with any modules and parked vehicles.

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.

Infiltrate the Site

- When you execute the Plan to break into a location, hack into a server/device, or progress
between phases?
Take a Detour

- When you divert from your plan for chance to


earn something valuable or gain deeper
understanding?

Discover an Opportunity

- When your Detour affords you some significant


boost to your plan?s success rate?

Reveal a Danger

- When your Detour forces you into a situation that


leads to delays or otherwise disrupts your plans..

Locate Your Objective

- When your infiltration comes to an end?

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.

Three types of Sites


?Physical?is how we describe a Site that can be accessed in the flesh. This, for people not used
to cyberpunk settings, may be described as the ?real world?. You and I live in this world, and
when we go to infiltrate a place, we do that in the ?physical? world. This is going to be the most
common type of Site, and each of the other types is very likely to have a physical side to go
along with it. Like a server room having a digital, but also a well air conditioned physical space.

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.

More details can be found in Cyberforged: Astral Anomalies (once released).

?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.

More details can be found in Cyberforged: Binary Vaults (once released).

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.

Envisioning Your Approach


For each phase of the infiltration, envision your approach before rolling. The Infiltrate the Site
move offers three options. Choose one.

- Move fast: Roll +edge


- Stay undetected: Roll +shades
- Think on the spot: Roll +wits

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...

- Move at speed: Roll +edge.


- Stay undetected: Roll +shades.
- Improvise on the spot: Roll +wits

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.

TAke a det our


Any time you decide to stop pushing forward with the infiltration in an attempt to gain or learn
something, ie. exploring a CorpSec desktop or check out a file room, you are considered to be
?taking a detour?. This move is best used sparingly for particularly interesting moments you
would like to give special attention to. After all, detours mean delays. And delays are deadly to a
well-constructed Plan of infiltration.

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.

Take a det our


Infiltration Move

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.

On a miss, your detour took too long or uncovered an unexpected threat


to achieving your objective. Pay the Price.
Dangers and Opportunities
If you reveal a Danger or Opportunity as you Take a Detour, you can Ask the Oracle for insight.
There are oracle tables for perils and opportunities for several types of Sites.

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.

Di scover an Oppor t uni t y Reveal a Danger


Infiltration Move Infiltration Move

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.

Locat e your obj ect i ve


Infiltration Move

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 weak hit, the objective was found or achieved, but something


complicates the situation. Things are not what you expected, or a new
danger reveals itself. Envision what you encounter, and make the legacy
reward one rank lower. Then, play to see what happens.

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 strong hit, you leave the site without any problem.

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.

Move a Payl oad


Infiltration Move

Once the Infiltration is complete, and you have discovered


payloads over the course of your infiltration, roll for each payload
discovered against your Network legacy track. If you roll Move a
Payload for a payload secured through a miss and a match,
Endure Heat (1) now.

On a strong hit, you manage to find a buyer for the payload.


Mark two ticks on your Pay Data legacy track.

On a weak hit, you manage to find a buyer, but there is a


complication with the sale. Envision the nature of the
complication, while the buyer takes the data from you, and Pay
the Price. Mark one tick on your Pay Data legacy track.

On a miss, you do not manage to sell the payload safely, because


it is too 'hot' to sell. You may choose to sell the payload anyway,
but must Endure Heat (3). Or you may scrap the data and
pretend it was never found. Endure Heat (1) and gain no reward.
Al t er ed
Moves
Connect i ons v Cont act s
Unlike Starforged, in Cyberforged we have a lot more people to interact with. That's why, people
are more selective in who they interact with and give favors to. If you're not close friends, or at
least consider each other 'Contacts', these Connections you meet on the street will often ask for
something in return for their help. It can be something small, it can be something something big,
but most of the time, there will be something.

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 strong hit, Develop Your Relationship. Envision how their support


strengthens your bond. If you?re already Contacts, mark 1 tick on your
Network legacy track.

On a weak hit, do nothing. A simple transaction.

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.

Test your r el at i onshi p


When your relationship with a connection is tested through conflict,
betrayal, or circumstance, roll +heart. If they are a Contact, add +1.

On a strong hit, Develop Your Relationship.

On a weak hit, Develop Your Relationship, but also envision a demand


or complication as a fallout of this test.

On a miss, or if you have no interest in maintaining this relationship,


choose one.

- 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.

- Bolster their influence: When they aid you on a move closely


associated with their role, add +2 instead of +1.
- Expand their influence: Give them a second role. When they aid
you on a move closely associated with either role, add +1 and
take +1 momentum on a hit.

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).

On a miss, they reveal a motivation or background which puts you at


odds. If you recommit to this relationship, roll both challenge dice,
take the lowest value, and clear that number of progress boxes. Then,
raise the connection?s rank by one (if not already epic).
Devel op your r el at i onshi p
When you reinforce your relationship with a connection by doing any
of the following?

- Accepting a Contract in their service


- Completing the Contract to their benefit
- Leveraging their help in desperate circumstances
- Giving them something of worth
- Sharing a profound moment
- Standing with them against hardship
- Overcoming a test of your relationship

? 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).

On a strong hit, mark 2 ticks on your Network legacy track. On a


strong hit with a match, you may also envision how recent events
bolstered your Contact?s standing and raise their rank by one (if not
already epic). On a weak hit, take +2 momentum. On a miss, take no
lasting benefit.
cont r act s
Starforged and Ironsworn have Vows. Cyberforged has Contracts. They work the same, but some
of the move wordings are different to accomodate the new ways fate and reality can mess with
you. Also, a vow is words that you must adhere to for yourself. A contract is actionable by others.

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.

Accept a Cont r act


When you take on a job or sign your name (or honor) to a promise,
write your Contract and give it a rank. Then, roll +heart. If you accept
this Contract for a Connection, add +1; if you share a bond, add +2.

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.

On a miss, you must overcome a significant obstacle before you even


begin your Contract. Envision what stands in your way.
Ful l f i l a Cl ause
When you make significant progress on your contractby doing any of
the

following...

- overcoming a critical obstacle


- gaining meaningful insight
- facing a perilous predicament
- acquiring a crucial piece of gear
- gaining vital support or resources

...you may mark progress per the rank of the contract.

Compl et e t he cont r act


When you are ready to claim a Contract as complete, roll the
challenge dice and compare to your progress.

On astrong hit, your Contract is fulfilled. Mark a reward on your


Missions legacy track per the Contract?s rank: troublesome=1 tick;
dangerous=2 ticks; formidable=1 box; extreme=2 boxes; epic=3
boxes. Any allies who shared this Contract also mark the reward.

On aweak hit, as above, but there is more to be done or you realize


the truth of your mission. If you Accept a Contract to set things right,
take your full legacy reward. Otherwise, make the reward one rank
lower (none for a troublesome contract). Also, Endure Heat (1).

On amiss, your success is undone through an unexpected complication


or realization. Envision what happens and choose one.

- 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.

- You are demoralized or dispirited: Endure Stress.


- A connection loses faith: Test Your Relationship when you next
interact.
- You must abandon a path or resource: Discard an asset.
- Someone else pays a price: Envision how a person, being, or
community bears the cost of the failure. Face a Leak.
- Someone else takes advantage: Envision how an enemy gains
power. Advance one or more Adversary tracks by 1.
- Your reputation suffers: Endure Heat and envision how this failure
marks you.

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.

On a weak hit, as above, but time is short or resources are strained.


You and your allies each make one recover move instead of two, with
no more than three moves total among the group.

On a miss, choose one.

- The community needs your help, or makes a costly demand in


exchange for safe harbor. Envision what they ask of you. If you
do it, or Accept a Contract to see it done, resolve this move as
a strong hit.
- You find no relief, and the situation grows worse. Pay the Price.

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.

- Face a Leak (2).


- Accept a Contract with whomever took notice of your
safehouse, to ensure its secrecy is maintained.
- You do nothing, and the situation grows worse. Pay the Price.
MAp maki ng
Your Ci t y
This portion of the PDF is completely optional, and won?t impact
your gameplay experience if ignored. Use the following rules if
you care about having a visual representation of the (mega-) city
in which you play, or if you do not have a pre-existing setting in
mind.

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.

What you wi l l need


For this exercise you will need your filled out City Builder Worksheet, a blank District Worksheet
and your Connections Worksheet. The first two will be included in this document, whereas the
latter can be found available for download at ironswornrpg.com.
Like in the Sector building exercise for Starforged,don?t get hung
up on details.The goal here is to get a top-down overview of the
space your character lives in. You?ll learn more about it all during
play.

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.

Step 1: Determine District Security Rating


One of the major factors in how a District both presents itself, as well as protects itself, is the
security rating. This value, rated between the grades AAA and F, determines the overall level of
security that one might expect to see in the district. Factors include law enforcement presence,
equipment, average response time. But it also includes civilian alertness, presence of emergency
call buttons on the street, cyber-overwatch, and more.

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.

Step 2: Create some Features


Features are areas of the city largely unpopulated, or at least un-lived-in. This doesn?t mean that
you won?t find people living in these areas, just that they weren?t designated as livable
neighborhoods by the city officials.
Features come in two forms.

- 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.

Step 3: Create some Neighborhoods


Neighborhoods are the most important components of a District, and will (likely) make up the vast
majority of hexes on your District map. A Neighborhood is composed of multiple interesting locations,
and can span from one hex, to multiple hexes. It will have a singular theme that will tell you exactly what
kind of backdrop it is that you can expect when you explore those neighborhoods. Is it an industrial
neighborhood, with factories producing billows of steam and smoke? Or perhaps its a domestic
neighborhood with a mixture of old apartment complexes and newer skyrises as the old land is bought by
business savvy developers?

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.

For each Neighborhood, determine the purpose:

- Purpose

This helps you understand the primary purpose of the neighborhood in the grand scheme of the District.

Step 4: Create the Map


I recommend starting with the largest-hex worksheet, just to keep it simple for now.

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 .

Roads are not necessary to be drawn. The assumption is that


within Neighborhoods, and surrounding them, roads crisscross
throughout the city. You may want to highlight known major
roads by thickening those lines around the hexes, or simply
drawing through the hexes where you would imagine major roads
to run, but that?s a choice I leave to you.

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.

Finish up with Neighborhoods.Now you?ll use colored Neighborhood Size # of hexes


pencils (or some other visual queues) to draw in the
small 1 hex
shapes of these neighborhoods that you generated in
Step 3. I suggest making one neighborhood large (4 medium 2-3 hexes
hexes) and one small (1 hex). Simply trace the outer
large 4+ hexes
edges of the hexes that are part of the neighborhood.

Step 5: Filling out a Neighborhood


Pick one neighborhood to go into a bit more detail. You may have your safehouse in this
neighborhood, or you may simply start your story in the middle of a ?job?here. The point is to
have a better idea of at least one space in the world to anchor yourself, to be able to expand
past that.

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.

- Premises (roll 2-3x)

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.

Step 6: Create some Connections


Similar to the Starforged rules, we?ll now use the Connections Worksheet to determine some
NPCs living in the various neighborhoods. Create one connection, and have them live in the
most fleshed out Neighborhood you made. Don?t worry about deciding exactly how and where
in the neighborhood, unless you have an idea already. The point isn?t to know the connection?s
exact address within the neighborhood. The point is knowing that they are there, and that you?ll
be able to find them through the narrative.

Step 7: Create some Trouble


Now we get to the ?fun? stuff. We get to determine now what the citizens of this district (and its
neighborhoods) have to deal with on a daily basis. Is there a corporate shadow war going on?
Are the gangs going at it in a turf war? Maybe new laws came into place and the people are
suffering because of it?

It?s time now to roll for one of the following

- 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

Feature (1, 19 hexes) ? The Great National Lake


- Toxic
- Ferries shuttle people across

Feature (2) ? Major Railway


- Industrial and passenger
- Above other roads

Neighborhood (1) ? Large (5 hexes)


- Default assumption : Numerous living accommodations of various sizes and quality all
stuck together in a mostly residential neighborhood. Small shops and garages cater to
those not willing to travel to the big shopping complexes, with crappy fast-food joints
doing deliveries within 30 minutes, or the food is free.
- Purpose : Residential

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

People's attitude to strangers : Friendly

Premises

- Chop shop - Automobile(Tony?s)


- Low-end Habstack(Kingly Residence)
- Nightclub(Liver?s Reckoning)
Connection

- ?Fenrir? the Decker (found at Liver?s Reckoning)


- Role : Decker
- Rank : Dangerous
- Goal : Win his boyfriend back
- Features : Intelligent, Recovering Alcoholic
- Vice : Crappy Trideo vids
- Fenrir is a skilled decker that was swept away by alcohol for a number of years, but
has since scrambled back into the shadows for work and sobriety. The latter, he?s
managed to maintain for 5 months now? The former? well, he?s waiting on a
good Chum to get back to him. In the meantime, he does cybersecurity for most
of the places of business in this neighborhood, all from his booth at the Liver?s
Reckoning. Being friends with the owner has its perks.

Neighborhood (2) ? Small (1 hex)


- Purpose : Corporate
Asset s
All these rules are optional, and explain the new asset types. If
you see a particular rule you don?t like, feel free to ignore it, or
change it. I?m not your boss. Be free, chum!

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.

Endure Heat (1) becomes Endure Heat (2). Maximum is 3.

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.

There are 4 types of 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.

Scr ap- Cyber - and Bi o- war es


Cybernetics are a major part of what turns a simple dystopian current or future world into the
cyberpunk hell-scapes we know and love. To accommodate this narrative, Cyberforged comes
with two options for the rules surrounding this topic. On top of that, you have three kinds of
augmentation you can choose from. Each comes with its own benefits and downside, and feel
free to play with one or all of them to fit your narrative. If some aesthetic doesn?t fit, don?t use it!

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.

The cost to repair a Malfunctioned cybernetic is always 2 repair


points.

The cost to repair a Broken cybernetic is always mentioned on


the relevant cybernetic asset card.

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 or replaces the eyes.


Skeletal (3 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.

C.N.S. (central nervous system) (3 points)

- 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.

S - If your ware in this slot of your body is Scrapware, simply circle


this option, highlight it in some way, or cross out every other box on
the side of the main box.

C - If your ware in this slot of your body is Cyberware, simply circle


this option, highlight it in some way, or cross out every other box on
the side of the main box.
BIO - If your ware in this slot of your body is Bioware, simply circle this option, highlight it in
some way, or cross out every other box on the side of the main box.

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.

None of the cyber benefits stack, in both rules.


So you cannot have arms and spine cybernetics, and assume both
impact the rolls. Choose which you would like to use, and based
on that, determine the benefits you would get.

You can be a cyber-junky but you're not breaking Shawn's game


today, chum!
Or acl es
Fact i ons

Fact i on Type
AAA AA A B C D E F

Gang 1-16 1-16 1-16 1-16 1-31 1-41 1-71 1-76

Political 16-36 16-41 16-56 16-36 31-46 41-51 71-76 -

Corporation 36-100 41-91 56-86 36-66 46-76 51-61 76-81 76-81

Religious - 91-100 86-100 66-100 76-100 61-100 81-100 81-100

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

1-10 Forsaken Influence over a single Premises.

11-30 Isolated Influence with multiple Premises in a single Neighborhood.

31-50 Localized Strong influence in a single Neighborhood.

51-70 Established Moderate influence across multiple neighborhoods in a single district.

71-85 Notable Strong influence over an entire district.

86-95 Dominant Moderate influence across multiple districts.

96-100 Inescapable Strong influence throughout the city.


Fact i ons
Gangs: Name Template Roll

[ > Legacy ] [ > Identity ] 1 - 40


Name The [ > Legacy ]s 41 - 70

*[ > Identity ] of the [ > Legacy ] [ > Affiliation ] 71 - 85

*[ > Affiliation ] of the [ > Legacy ] [ > Identity ] 86 - 100

Legacy Roll Legacy Roll Legacy Roll

AK 1-2 Electric 35 - 36 Panzer 70

Ancient 3-4 Endgame 37 - 38 Polymer 71 - 72

Ashen 5-6 Faceless 39 - 40 Radical 73 - 74

Azure 7-8 First 41 - 42 Remodeled 75

Binary 9 - 10 Fractal 43 - 44 Scarlet 76 - 77

Biological 11 - Fragile 45 - 46 Screaming 78 - 79

Bloody 12 - 13 Gun 47 - 48 Shadow 80 - 81

Brain 14 - 15 Happy 49 - Silent 82 - 83

Bubblegum 16 - 17 Hate 50 - 51 Silver 84 - 85

Cannibal 18 - 19 Hydraulic 52 - 53 Speedball 86 - 87

Chemical 20 - 21 Instant 54 - 55 Spirit 88 - 89

Chosen 22 - 23 Iron 56 - 57 Steel 90 - 91

Chrome 24 - 25 Junky 58 - 59 Subsonic 92

Cortical 26 - 27 Liquid 60 - 61 Subway 93 - 94

Crimson 28 - Lucid 62 - 63 Sushi 95 - 96

Crosstown 29 - 30 Mobile 64 - 65 Terminal 97 - 98

Disposable 31 - 32 Napalm 66 - 67 Toxic 99 - 100

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

Hammers 48 - 50 Wasters 99 - 100

Impulse 51 - 53
Fact i ons

Gangs: Publ i c Pr oj ect s


Project Roll Project Roll

Developing a new type of narcotic 1-5 Counterfeiting clothes 54-58

Selling narcotics in ___ neighborhood 6-10 Money laundring 59-63

Lending money with extortionate interest. 11-14 AR coding and hacking 64-66

Collection protection money 15-19 Standard B&E 67-71

Assassination jobs 20-21 Operate an underground nightclub 72-75

Developing new illegal tech 22-26 Smuggling drugs cross borders 76-79

Kidnapping for ransom 27-28 Counterfeiting tech 80-84

Operate an underground fightclub 29-33 Counterfeiting currency 85-87

Highway robberies of cargo trucks 34-38 Blackmailing and illegal surveillance 88-92

Smuggling weapons cross borders 39-43 Hired guns 93-97

Car jacking and resale 44-48 Action + Theme 98-100

Operating stash houses 49-53

Gangs: ar chyt ype & Soci al St r uct ur e


Gang Archetype Roll Gang Structure Roll

Street gang 1 - 20 Familial 1 - 25

Go-gang 21 - 35 Organizational 26 - 50

Thrill gang 36 - 50 Common Interest 51 - 75

Wiz gang 51 - 60 Common Cause 76 - 100

Matrix gang 61 - 75

Booster gang 76 - 90

Guardian gang 91 - 100


Fact i ons
Soci al St r uct ur es of Gangs
Gangs organize themselves in some way shape or form. The extent thereof is completely up to
you, or you can roll a D10 and interpret the roll as their approximate influence or power.
Regardless, here are some common ways that Gangs organize themselves or form.

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

Gangs: Rumor s & connect i ons


Rumor Roll Connection Roll

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

Faction acting as a puppet to another faction. 51 - 55

Looking to expand their territory. 56 - 60

Colluding with government officials. 61 - 65

Heavily fortified their territory. 66 - 70

Recently recruited a rising star from the streets. 71 - 75

Has dealings with a megacorp. 76 - 80

Secret branch of another gang. 81 - 85

Taken a high-paying job recently. 86 - 90

Has unusual cybernetics and enhancers. 91 - 95

May be harboring a fugitive or wealthy individual. 96 - 100


Fact i ons

Rel i gi ons: NAme


Name Template Roll Affiliations Roll ( or pick)

The [ > Identity ] 1 - 40 Church 1 - 20

The [ > Identity ] of (the) [ > Deity ] 41 - 70 Faith 21 - 40

*The [ > Identity ] of the [ > Deity ] [ > Affiliation ] 71 - 85 Congregation 41 - 60

*The [ > Affiliation ] of the [ > Deity ] [ > Identity ] 86 - 100 Communion 61 - 80

Gathering 81 - 100

Identity Roll Identity Roll

Blades 1-5 Sentinels 51 - 55

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

Seekers 46 - 50 Brotherhood 100


Fact i ons

Deity Roll Deity Roll

Buhari 1-3 Silence 54 - 56

Glilishi 4-6 Aisem 57 - 59

Savela 7-9 Dalgido 60 -

Helion 10 - 12 Wiahin 61 -

Huveni 13 - 15 Visions 62 - 64

Robety 16 - 18 Humanity 65 - 67

Elements 19 - 21 Arcane 68 - 70

Holy Light 22 - Twilight 71 - 73

Iron 23 - World Balance 74 - 76

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

Prophet 45 - 47 New Order 96 - 98

Dragon 48 - 50 True Prophet 99 - 100

Undying 51 - 53
Fact i ons
Rel i gi ons: Publ i c Pr oj ect s
Project Roll

Operating numerous soup kitchens. 1-5

Officiating youth sport events in the area. 6 - 10

Morning mass open to anyone, no judgement. 11 - 14

Creating elder-care events. 15 - 19

Running an orphanage. 20 - 21

Pastors are volunteer fire fighters. 22 - 26

Provide safe haven from cops and gangs alike. 27 - 28

Offer Child daycare for office workers. 29 - 33

Operate the only digital library in the neighborhood. 34 - 38

Provide hostel services to non parishioners. 39 - 43

Spiritual guidance for local businesses. 44 - 48

Exorcisms. 49 - 53

Operate a community College. 54 - 58

Pastors are volunteer EMS. 59 - 63

Provides services to the local jail. 64 - 66

Organizing daily protests against gun violence. 67 - 71

Door-to-door blessings. 72 - 75

Door-to-door collection. 76 - 79

Volunteer IT support to local infrastructure. 80 - 84

Producing fine liquors. 85 - 87

Conduct foreign exchange programs with another international organization. 88 - 92

Produce fine mead thanks to their apiary. 93 - 97

Action + Theme 98 - 100


Fact i ons
Rel i gi ons: Publ i c Pr oj ect s
Monotheism
Monotheistic beliefs include the fact that there is only one ?God?, and that no other Gods could
exist. The reason for that is because they believe their God is omniscient (all-knowing),
omnipotent (all-powerful), and omnipresent (everywhere at all times).

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.

Non-theism Belief Roll


Often called ?ethical religions?do not focus on the
Monotheism 1 - 20
belief of a superior, divine being. Instead, they revolve
around a set of ethical and moral values. Polytheism 21 - 40

Animism Henotheism 41 - 60

Animistic beliefs revolve around the belief in the Non-theism 61 - 75


existence of ghosts and spirits, which influence human
behavior and the natural world. Usually in the name of Animism 76 - 90
?Good? or ?Evil?. Totemism 91 - 100
Totemism
Totemistic religions are based on the worship of a particular symbol (a totem) which is usually
linked to a specific group of people. Those protected by the same totem are considered kin,
ignoring any blood relations.
Fact i ons
Rel i gi ons: Rumor s & Connect i ons
Connection Roll Connection Roll

Antagonistic towards? 1-7 Shares a rivalry with? 48 - 54

Does business with? 8 - 14 Splintered from? 55 - 61

Extorted by? 15 - 18 Subordinate to? 62 - 68

Holds contempt for? 19 - 25 Temporary alliance with? 69 - 72

In control of? 26 - 32 Tolerates? 73 - 79

Negotiating with? . 33 - 39 Trades favors with? 80 - 86

Open alliance with? 40 - 44 Warring with? 87 - 93

Owes a debt to? 45 - 47 Roll twice 94 - 100


Fact i ons

Rumor Roll

Secretly an offshoot of a larger or more prominent religious organization. 1-5

Heavily in debt. 6 - 10

Hoarding something valuable. 11 - 15

Quietly constructing numerous non-religious facilities. 16 - 20

Under investigation by the local cops. 21 - 25

Pulling the strings behind another faction. 26 - 30

Recent reconstruction efforts funded by more than just donations. 31 - 35

Parishioners are leaving or disappearing. 36 - 40

Aggressively recruiting new members. 41 - 45

Leaders are incompetent. 46 - 50

Faction acting as a puppet to another faction. 51 - 55

Looking to expand their territory. 56 - 60

Colluding with government officials. 61 - 65

Collecting 'donations' through violent acts. 66 - 70

Are capable of true miracles. 71 - 75

Has dealings with a megacorp. 76 - 80

Suddenly organising lots of shelters and soup-kitchens. 81 - 85

Head of the faction has never been seen in person. 86 - 90

Have begun perpetrating nightly 'cleansings'. 91 - 95

Action + Theme 96 - 100


Fact i ons

Cor ps: Name


Name Template Roll Entity Roll Entity Roll

[ > Identity ] [ > Entity ] 1 - 30 Security 1-5 Holdings 51 - 55

[ > Identity ] 31 - 60 Foods 6 - 10 Chemicals 56 - 60

[ > Entity ] [ > Identity ] 61 - 90 Products 11 - 15 Incorporated 61 - 65

[ > Acronym ] 91 - 100 LTD 16 - 20 Industrial 66 - 70

& 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

HUI 46 - 50 IAZO 100


Fact i ons

Identity Roll Identity Roll

Whatfar 1-3 Tao 54 - 56

Celticco 4-6 Ryoko 57 - 59

Daeus 7-9 Drifter 60 -

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

Bold 48 - 50 Bhakti 99 - 100

Yuan 51 - 53
Fact i ons

Cor ps: Publ i c Pr oj ect s


Project Roll Project Roll

Advertising. 1-3 Healthcare. 57 - 59

Aeronautics. 4-6 Home electronics. 60 - 62

Agriculture. 7-9 Information. 63 - 65

Banking. 10 - 12 Legal Services. 66 - 68

Batteries. 13 - 15 Microchips. 69 - 70

Biotech. 16 - 18 Ordinance. 71 - 72

Chemicals. 19 - 21 Pharmaceuticals. 73 - 75

Communication. 22 - 24 Private Police contracts. 76

Construction. 25 Real Estate. 77 - 79

Consulting. 26 - 28 Robotics. 80

Cybernetics. 29 - 31 Satellites. 81

Cyberwarfare. 32 - 34 Security. 82 - 84

Death Sports. 35 - 37 Software. 85 - 87

Digital R&D. 38 - 40 Synthetics. 88 - 90

Energy. 41 - 43 Transportation. 91

Entertainment. 44 - 46 Virtual Reality. 92 - 94

Explosives. 47 - 48 Water Services. 95 - 97

Financial Services. 49 - 51 Weapons. 98 - 99

Firearms. 52 - 54 Action + Theme. 100

Gambling. 55 - 56
Fact i ons
Cor ps: Publ i c Pr oj ect s
Rumor Roll Rumor Roll

is on the edge of bankruptcy. 1 is covering up an insane Corp AI. 51 - 52

is covering up an massive industrial 2-3 is about to go on a management 53


accident. cull.

is covering up a sting of employee 4 is aggressively buying up patents. 54 - 55


deaths/injuries while on the job.

is about to preview a brand new 5-6 is enforcing their copyright with 56


product. deadly force.

the owner of the Corp is 7 is creating subsidiaries and shell 57 - 58


dangerously insane. companies.

is going to be bought out by a rival. 8-9 is about to merge departments as a 59


cost cutting measure.

is going to buy out a rival. 10 is arming street gangs. 60 - 61

has lost lots of money to an 11 - 12 is collecting mass biometrics on 62


embezzler and wants them dead. employees and/or customers.

is all but outright hostile to? 13 owns a large amount of warehouses, 63 - 64


(choose faction type). much more than they should need.

the a board of directors of this Corp 14 - 15 is creating a false charity to build 65


has ties to a fringe religion or cult. good PR.

is a front for a fringe religion or cult. 16 is covering up employee suicides. 66 - 67

stole most of their R&D from a rival 17 - 18 is covering up a customer suicides 68


Corp. after using their product(s).

is secretly run by an AI. 19 is ravaging the district ecosystem. 69 - 70

runs constant surveilance on the 20 - 21 is targeting ex-employees. 71


district neighborhoods.
Fact i ons
is dangerously financially 23 - 24 is building a private and undisclosed 74
overextend. army.

is hopelessly outclassed by a new 25 is mass bribing the police. 75 - 76


start up?s products or services.

is losing access to a vital resource. 26 - 27 is about to declare war on another 77


Corp.

employees are planning on leaving 28 is aggressively purchasing start-ups. 78 - 79


the Corp en masse.

is looking to go on a property 29 - 30 is attempted to eliminate an R&D 80


buying spree. failure.

has their R&D department working 31 is slashing wages at the non-exec 81 - 82


on something highly unethical. level.

an internal mole is selling Corp 32 - 33 is physically threatening people who 83


secrets. give them poor reviews.

is trying to take over a whole 34 is funding counterfeits of a rival 84 - 85


district of the city. Corps products.

has become a personal target for a 35 - 36 is attempting to create a monopoly. 86


terrorist cell.

is using muscle to destroy smaller 37 is drugging the water/food to keep 87 - 88


companies. employers ?productive and docile?.

is manipulating the media. 38 - 39 is hoarding valuable resources. 89

is cooking their books. 40 is weakened by a recent attack. 90 - 91

is manipulating the stock market. 41 - 42 covering up contractors 92


disappearances.

is the developing force behind the 43 - 44 new CEO is maliciously 93 - 94


recent new and dangerous street incompetent.
drug.
Fact i ons
is using subliminal advertising. 45 - 46 is heavily lobbying with government 95
officials.

is buying up a flawed product. 47 has recently heavily fortified all their 96 - 97


offices.

is flagrantly disregarding safety 48 - 49 has recently started enforcing new 98 - 99


standards. head implants on all their lower
level employees.

is engineering a PR disaster for a 50 Action + Theme. 100


rival Corp.

Connection Roll

Shadow war with? 1

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

Name Template Roll

The [ > Premise ] [ > Identity ] 1 - 35

The [ > Proclamation ] [ > Premise ] [ > Identity ] 36 - 67

The [ > Proclamation ] [ > Identity ] 68 - 100

Proclamation Roll Proclamation Roll

Lawful 1-5 Eastern 51 - 55

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

Taxpayer 46 - 50 Prime 100


Fact i ons

Premise Roll Premise Roll

Equality 1-5 Socialist 51 - 55

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

Prosperity 46 - 50 Law 100


Fact i ons
Pol i t i cal : Publ i c Pr oj ect s

Project Roll Project Roll

Advertising. 1-3 Healthcare. 57 - 59

Aeronautics. 4-6 Home electronics. 60 - 62

Agriculture. 7-9 Information. 63 - 65

Banking. 10 - 12 Legal Services. 66 - 68

Batteries. 13 - 15 Microchips. 69 - 70

Biotech. 16 - 18 Ordinance. 71 - 72

Chemicals. 19 - 21 Pharmaceuticals. 73 - 75

Communication. 22 - 24 Private Police contracts. 76

Construction. 25 Real Estate. 77 - 79

Consulting. 26 - 28 Robotics. 80

Cybernetics. 29 - 31 Satellites. 81

Cyberwarfare. 32 - 34 Security. 82 - 84

Death Sports. 35 - 38 Software. 85 - 87

Energy. 39 - 43 Synthetics. 88 - 90

Entertainment. 44 - 46 Transportation. 91

Explosives. 47 - 48 Virtual Reality. 92 - 94

Financial Services. 49 - 51 Water Services. 95 - 97

Firearms. 52 - 54 Weapons. 98 - 99

Gambling. 55 - 56 Action + Theme. 100


Fact i ons
Pol i t i cal : Rumor s & Connect i ons
Rumor Roll

Secretly an offshoot of a larger political power. 1-5

Heavily in debt. 6 - 10

Pushing for a law to be overturned. 11 - 15

Quietly constructing numerous facilities. 16 - 20

Under investigation. 21 - 25

Heavily pushing for military recruitment. 26 - 30

Recent reconstruction efforts funded by more than just donations. 31 - 35

Political leader bought three warehouses downtown. 36 - 40

Aggressively recruiting new campaign members. 41 - 45

Leaders is incompetent. 46 - 50

Gaining support from corporations in exchange for tax cuts. 51 - 55

Core members indicted, yet still running for governance. 56 - 60

Using the police forces to quell dissidents. 61 - 65

Promises to put a stranglehold on corporate interests. 66 - 70

Hiring numerous mercenaries and criminal types. 71 - 75

Perpetuates the for-the-people image, while exploiting the tax-free donation system. 76 - 80

Suddenly organizing lots of shelters and soup-kitchens. 81 - 85

Head of the faction has never been seen in person. 86 - 90

Promises to take a lighter stance of gun and narcotic crimes. 91 - 95

Action + Theme 96 - 100


Fact i ons

Connection Roll

Shadow war with? 1

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.

Ci t y: Aut hor i t y Ent i t y


1-15 Corporation (singular) If you truly want to figure out the entity in charge
of a city (or section of the city), you can roll on
16-30 Corporations (multiple) this table to help inspire the faction-situation in
the city. However, don?t be afraid to ignore this
31-45 Gang (singular)
table all together and to simply envision it as it
46-55 Gangs (multiple) makes sense to you.

56-70 Government

71-85 Anarchists

86-100 Religious Fanatics


Map Maki ng
Ci t y: Name
Identity Roll Identity Roll Identity Roll

Aegis 1-2 Faith 27 - 28 Mist 52 - 53 Rain 76 - 77

Aurora 3-4 Felicity 29 - 30 Music 54 - 55 Rampart 78 - 79

Brink 5-6 Fortune 31 - 32 Needle(s) 56 - 57 Redemption 80 - 81

Bulwark 7-8 Glimmer 33 - 34 Neo +roll again 58 Ruby 82

Buzz 9 - 10 Gloom 35 - 36 Neoma 59 - 60 Rust 83 - 84

Concord 11 - 12 Gold 37 - 38 Night 61 - 62 Sagan 85 - 86

Dark 13 - 14 Grace 39 - 40 Nova 63 - 64 Sanctity 87 - 88

Dawn 15 - 16 Hyperion 41 - 42 Nyx 65 - 66 Saphire 89 - 90

Desire 17 - 18 Karma 43 Onyx 67 - 68 Sigil 91 - 92

Devil 19 - 20 Kepler 44 - 45 Paradox 69 - 70 Silver 93 - 94

Dusk 21 - 22 Koshiba 46 - 47 Paragon 71 - 72 Solitude 95 - 96

Elysium 23 - 24 Legacy 48 - 49 Pinnacle 73 Star(s) 97 - 98

Emerald 25 - 26 Liberty 50 - 51 Polaris 74 - 75 Wonder 99 - 100

Name Template Roll

[ > Identity ] City 1 - 35

City of (the) [ > Identity ] 36 - 67

[ > Identity ] 68 - 90

City type + [ > Identity ] 91 - 100


Map Maki ng
Ci t y: Type 1-10 Autonomous city

11-25 Industrial city


Determining the city type will help inform the
general look of the city, and how the districts may 26-39 Smart city
be formed. Once you know the type of city it would
be classified as, you can look at the population size. 40-45 Metropolis
Note that just because the city is considered a 46-62 Gateway city
specific type of city, it does not mean that particular
districts have to follow that aesthetic. 63-85 Port city

86-100 Dome city

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

Popul at i on 36 - 65 10 million - 100 million

66 - 80 100 million - 500 million


& Densi t y 81 - 95 500 million - 1 billion

96 - 100 1 billion +

Roll Density (/km2) Density (/sqmi) Example

1 - 35 17,288 44,778 Seoul

36 - 65 22,937 59,406 Mumbai

66 - 80 93,333 241,731 Night City

81 - 95 100,000 258,998 -

96 - 100 200,000 517,997 -


Map Maki ng
Di st r i ct : Secur i t y Rat i ng
When describing District Security, this is
different from Local security. Whenever you Roll Rat in g Roll Rat in g
have a district with B level security, there might
1 AAA 6 C
still be a Corporation with its headquarters
there. The Corporation might have its own 2 AA 7 D
security forces, which would be classified as
3 A 8 E
AAA if the corporation had extraterritoriality. In
the case of smaller corporations that are to 4-5 B 9-10 F
abide by local law, the security rating of
individual Premises won?t fluctuate more than 2
levels above or below the District rating. After all, if on-site security is F tier, the A tier police on
the street would at LEAST leave the local security at a C tier. And at the same time (excluding
cases of extraterritoriality), a corporation can never impose AA or AAA security if District security
caps at B. Kill On Sight and 24/7 surveillance are often limited by local legislature which limits
Premises in their options.

- 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.

- Option 2? Roll once and read left to right.

- Option 3? Roll once for ?event?, and pick a ?consequence?

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.

Event Consequence Roll

District wide street gang warfare heating leading to delayed emergency response 1-5
up? times.

Ongoing corporate shadow-war heating leading to aggressive random traffic 6 - 11


up? stops.

District security provider switch in leading to innocent casualties. 12 - 16


progress?

New police chief cracking down on leading to protests that end in looting. 17 - 22
illegal narcotics?

Governor instates evening curfew? leading to community cohesion / 23 - 27


unification.

Nova hot reporter makes up false news leading to public fear. 28 - 33


stories?

New police chief cracking down on leading to slow / apprehensive police 34 - 38


weapons of all kinds? actions.

Local district representative elections? leading to political unrest. 39 - 44

District wide street gang warfare in an leading to riots. 45 - 49


uncomfortable stalemate?

Real-estate redevelopment plans are leading to civilians taking up arms. 50 - 55


announced?
Map Maki ng
An unnatural phenomenon is detected in leading to vigilantism. 56 - 60
the sky of downtown?

Necessity goods are withheld at the city leading to increased prices on all goods. 61 - 66
border?

A dangerous discovery, previously covered leading to resource scarcity. 67 - 71


up, is rediscovered?

District wide cult-activity is increasing? leading to people moving out of the district. 72 - 77

Ongoing corporate shadow-war in an leading to overzealous police actions. 78 - 82


uncomfortable stalemate?

A district wide hold is placed on mail and leading to a neighborhood being ostracized. 83 - 88
parcel deliveries?

A mass prisoner transport has been leading to neighborhood gentrification. 89 - 93


intercepted?

Corrupt officials have been found not guilty leading to increased corporate surveillance. 94 - 99
in court?

Action + Theme Descriptor + Focus 100


Map Maki ng
Nei ghbor hood: Pur pose
Whenever you create a new Neighborhood, it?s time to determine it?s primary purpose. Once
you?ve determined the District Security Rating (DSR), you can use the table below to pick or roll
for the Neighborhood Purposes, which will later help you determine exactly what the Premises
within the Neighborhood will be.

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.

Roll 1-4x (2d10)


DSR AAA - AA DSR A - B DSR C - D DSR E - F

Living 1-15 1-25 1-15 1-30

Community 16-30 26-45 16-30 31-49

Commercial 31-45 46-60 31-40 50-59

Technical 46-60 61-65 41-55 60-63

Corporate 61-70 66-75 56-69 64

Industrial 71-80 76-88 70-94 65-90

Medical 81-95 89-98 95-99 91-100

Arcology *** 96-100 99-100 100 -

Pur poses Expl ai ned


Living
Where people live, minding their own business (usually). May be commonly combined with
Commercial or Community Premises.
Map Maki ng
Community
Where people meet up. Restaurants, religious buildings, night clubs. All fall under ?communal
spaces?.

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.

Premises Type (2d10)


X-axis (blue) = Neighborhood Purpose (determine this information first, then roll to see what you get...)

Y-axis (purple) = Premises Type

Residential Community Commercial Technical Corporate Industrial Medical

Residential - 1-21 1-16 1-6 1-6 - 1-26

Community 1-36 - 16-41 6-16 6-31 1-11 26-36

Commercial 36-46 21-46 - 16-36 31-56 11-16 36-46

Technical 46-56 46-51 41-56 - 56-71 16-36 46-51

Corporate 56-66 51-66 56-76 36-46 - 36-61 51-61

Industrial 66-68 - 76-81 46-56 71-76 - 61-66

Medical 68-78 66-71 81-86 56-66 76-86 61-71 -

Municipal 78-83 71-76 - 66-76 86-96 71-76 66-86

Criminal 83-100 76-100 86-100 76-100 96-100 76-100 86-100


Map Maki ng
Residential Technical
1-17 ($) Capsule Hotel 1-15 Consumer Electronics Store

18-34 ($) Subsidized Housing Project 16-30 Data Storage

35-37 ($$$) Luxury Apartments 31-45 Security Tech

38-48 ($$) Standard Apartment Complex 46-55 3D Print Fabrication

49-51 ($$$) High End Hotel 56-70 Electronics Repair

52-54 ($$$) Suburban Housing 71-75 AI Research Facility

55-65 ($$) Business Hotel 76-80 Game Dev Studio

66-82 ($) Habitat Stack (Hab Stack) 81-85 Entertainment Studio

83-99 ($) Commieblocks or Danchi 86-100 Server Farm

100 ($$$+) Gated Mansion(s)

The $ symbol should depict the cost of such


Medical
locations. Envision how this impacts your 1-15 Pharmacy
approach to the Premises and the
neighborhood as a whole. If you are playing 16-25 Hospital
with the Lifestyle Assets, assume $ to be low,
26-40 Body Shops
$$ to be medium, and $$$ to be high lifestyle.

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

88-90 Nursing Home


61-75 Courier Service

76-80 Airport 91-93 Crematorium

81-90 Trainstation 94-95 Sanatorium / Mental Hospital

91-100 Tiered Greenhouses 96-100 Trauma Center


Map Maki ng

Commercial Community
1-10 Chop shop / Garage 1-2 Art Dealer or Gallery

11-18 Hypermarket 3-13 Religious Building

19-43 Fast Food Franchise 14-24 School or College

44-45 Department Store 25-40 Ramenshop

46-47 Vehicle Showroom 41-46 VRcade

48-49 Fashion Boutique 47-52 Gym

50-54 Mall * 53-54 Garage or Parking Block

55-56 Pop-Up Market 55-60 Nightclub

57-61 Taxi Firm 61-76 Bar

62-66 Licensed Weapon retailer 77-88 Restaurant

67-74 Franchised Corner Store 89-94 Coffee Shop

75-84 Fast Fashion Shop 95-96 Pocket Park

85-92 Alcohol Store 97-98 Movie Theater

93-100 Pawnshop 99-100 Multi-Level Car Park


* When creating a mall, populate it with 2 or 3
more Commercial, Community, Corporate or
Technical Premises.
Map Maki ng
Criminal Corporate
1-15 Drug Den 1-15 Shared Office Block

16-35 Gang Hideout 16-20 Bank

36-40 Smuggler ?s home 21-35 Skyrise Offices

41-45 (body) Cleaner ?s office 36-48 Research Facility

46-60 Illegal Arms Dealer 49-58 Closed-Circuit Data Storage

61-65 Oyabun's Home 59-68 * Private?

66-70 Pawnshop 69-73 ISP / Net Provider

71-85 Chopshop 74-75 Stadium

86-95 Occupied Safehouse 76-85 * * Repurposed...

96-100 Roll again? * 86-100 Terrassed Offices


*? Roll on any of the other Premises tables (except
* Roll again for the Premises type and Premises,
for Criminal) and read this as being a Privatized
but it has a criminal element hidden within.
establishment, owned and operated by a Corporate
Envision what this means.
Faction. Envision who operates this place.

**? Here, roll on any of the other Premises tables


and envision why this corporation has repurposed
this location.
Municipal
1-11 Police Prescinct * 56-58 Library

12-14 Municipal Admin 59-61 Museum

15-17 Community Center 62-64 Embassy **

18-18 Homeless Shelter 65-65 Military Facilities


*? You may always Ask the Oracle to
19-29 Fire Department * 66-73 Post Office
determine whether this is a Government
30-32 Mayoral Offices 74-81 University / owned and operated Municipal service, or
whether it has been privatized by a
College
corporation.
33-40 Courthouse 82-92 Highschool **? Envision to what country, faction, or
other ruling body, this embassy might
41-52 Jail 93-100 Orphanage relate to. If it would not make sense in your
narrative to have any kind of embassy, feel
53-55 City Grid Generator
free to roll again.
Map Maki ng
Nei ghbor hood: Peopl e
Roll on the Disposition table when you want to know how the general public in a neighborhood
behaves.

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.

Disposition (2d10) x1-2


Roll Disposition Roll Disposition Roll Disposition Roll Disposition

1 Accepting 18 Cooperative 36 Friendly 54 Obedient

2 Accountable 19 Curious 37 Harsh 55 Open

3-4 Aggressive 20-21 Cynical 38-39 Helpful 56-57 Passionate

5 Altruistic 22 Deceitful 40 Helpless 58 Passive

6 Anxious 23 Dejected 41 Honest 59 Passive Aggressive

7 Apathetic 24 Delusional 42 Hostile 60 Patronizing

8 Ashamed 25 Demanding 43 Humble 61 Pedantic

9 Assertive 26-27 Dependent 44-45 Independent 62-63 Polite

10 Biased 28 Desperate 46 Indifferent 64 Pompous

11 Bitter 29 Disgruntled 47 Insincere 65 Pretentious

12 Callous 30 Dismissive 48 Kind 66 Prudish

13 Candid 31 Disrespectful 49 Melodramatic 67 Reasonable

14-15 Caring 32-33 Distant 50-51 Merciless 68-69 Resentful

16 Combative 34 Distressed 52 Modest 70 Reserved

17 Condescending 35 Empathetic 53 Nervous 71 Responsible


Map Maki ng
72 Ruthless 79 Smug 86-87 Sympathetic 94 Uncommunicative

73 Sarcastic 80-81 Snobbish 88 Threatening 95 Uncooperative

74-75 Self-absorbed 82 Spiteful 89 Timid 96 Unfriendly

76 Selfish 83 Stubborn 90 Tolerant 97 Vain

77 Selfless 84 Supportive 91 Trusting 98-99 Wanting

78 Shy 85 Suspicious 92-93 Unapproachable 100 Withdrawn

First Look
Roll First Look Roll First Look Roll First Look Roll First Look

1-3 Abashed 26-28 Augmented 51-53 Imposing 76-78 Swaggering

4-5 Accented 29-30 Concealed 54-55 Large 79-80 Tatooed

6-8 Accompanied 31-33 Distracted 56-58 Mutated 81-83 Threatened

9-10 Adorned 34-35 Eccentric 59-60 Plain 84-85 Uncanny

11-13 Aged 36-38 Energetic 61-63 Poised 86-88 Visibly disabled

14-15 Alluring 39-40 Flashy 64-65 Scarred 89-90 Weathered

16-18 Armed 41-43 Graceful 66-68 Scruffy 91-93 Well-equipped

19-20 Armored 44-45 Grim 69-70 Shifty 94-95 Wiry

21-23 Athletic 46-48 Haggard 71-73 Sickly 96-98 Wounded

24-25 Attractive 49-50 Ill-equipped 74-75 Slight 99-100 Youthful


Map Maki ng
Nei ghbor hood: Aest het i cs
You may either use these tables, or the Features table, to determine what makes this particular
neighborhood interesting compared to other neighborhoods. You can also combine all four
tables as you see fit.

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.

Roll Trouble Roll Trouble Roll Trouble

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

12?13 Clash of cultures 52?53 Invasive 77?78 Someone is missing


organizations

14?17 Dangerous discovery 54?55 Mounting debt 79?80 Stolen technology or


object

18?21 Depleted supplies 56?57 Mysterious deaths 81?83 Strange phenomenon

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

29?32 Feuding factions 63?65 Preyed upon by a 89?90 Corporate investment


faction

33?34 Neighborhood 66?67 Revolt against 91?100 >Action + Theme


lockdown oppression

35?38 Hazardous environment


Map Maki ng
Nei ghbor hood: Encount er s
Want something interesting to happen in the neighborhood? Roll on this table!

Roll Event

1-4 A gang shootout begins.

5-8 A street-race is about to begin.

9 - 12 Trauma teams are flooding into the neighborhood.

13 - 17 Street vendors are peddling their wares, a bit too aggressively.

18 - 22 A long line is forming outside of <roll for premises>.

23 - 26 A group of young punks on bikes ride up with weapons in hand.

27 - 30 Two PD officers run through the street, chasing a suspect.

31 - 34 MaxTac units roll in with their roof-mounted guns whirring loudly.

35 - 39 A squad of professional mercenaries quickly move into a building.

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.

48 - 51 A person is being shaken down by a group of gang bangers with knives.

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.

60 - 63 An impromptu musical performance is held by a group of buskers.

64 - 67 A preacher suddenly screams as they fall to the floor clutching their head.

68 - 71 The sound of gunfire erupts in an otherwise abandoned building.

72 - 75 Zoo animals suddenly come prowling from an alleyway.

76 - 79 A vehicle crash causes massive traffic problems.


Map Maki ng
80 - 83 A ripper doc is being hauled out of their place of work by two mean looking goons.

84 - 87 A group of criminals come bursting out of a <premises>, and begin piling into an
unmarked vehicle.

88 - 91 Five clearly drunk corp executives stumble out of a <premises>.

92 - 96 Officers are conducting routine stop-and-identify ID Checks on passerby's.

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.

Feature Roll Feature Roll

Highway 1-6 Lake (unpolluted) 51 - 55

Railway 7 - 12 Construction zone * 56 - 59

Heavy industry road 13 - 18 Dilapidated structures 60 - 63

Canal 19 - 23 Abandoned nuclear facility 64 - 67

Natural river (polluted) 24 - 29 Beach (unpolluted) 68

Natural river (unpolluted) 30 Nature reserve 69 - 74

Synth park 31 - 36 Micro desert 75 - 80

Natural park 37 - 39 Sinkhole 81 - 86

Bridge over? (roll again) 40 - 43 Natural gas deposits 87 - 92

Beach (polluted) 44 - 46 Swamp 93 - 98

Lake (polluted) 47 - 50 Action + Theme 99 - 100

* Roll on any of the Premises tables to see what it is they?re making.


Map Maki ng
Pr emi ses: Occupant s
Roll for Premises Occupants every time you approach the premises. Note, that if you?re turning it
into the site of an infiltration, you may want to ignore this oracle, or adjust it to the infiltration
needs. The point is to make a location interesting, and populate it with people in the
background!

Busy Level Roll Effect

Empty 1 - 10 Do not roll for occupants.

Calm 11 - 30 Roll for occupants once.

Normal 31 - 55 Roll for occupants 2-3 times.

Busy 56 - 75 Roll for occupants 4 times.

Packed 76 - 90 Roll for occupants 4-5 times.

Suspicious 91 - 100 Roll for occupants once, and


apply the same 3 times.

You can roll twice, or choose the 'Busy Level', to


determine the effect on the narrative in terms of
occupants of the place you are entering. This could be a
salon, a mall, a government building. Anything.
Map Maki ng
Roll Occupants Roll Occupants

1-3 A group of three Corp 46 - 49 Five party-goers in the midst of a night on


workers in suits. the town.

4-7 Two street-level gangers. 50 - 52 One micro-celebrity.

8 - 10 One off-duty military officer. 53 - 55 Two municipal maintenance workers.

11 - 13 Four factory workers on a 56 - 58 One Trix service engineer in gear and


break. ready to fix the net.

14 - 17 One business person on a 59 - 61 One city auditor in a cheap suit.


hectic phone call.

18 - 20 One homeless person in rags. 62 - 64 Two police detectives.

21 - 23 A local, known street doc with 65 - 68 Four urban-scavengers in rag-tag punk


scrubs on. clothes.

24 - 26 One EMT in uniform. 69 - 71 A class of 10 children and their teacher on


a field trip.

27 - 30 One elderly military veteran. 72 - 74 Two police officers.

31 - 33 Two highschool kids. 75 - 77 Two unemployed day-laborers.

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.

43 - 45 One hacker with his tech-set 94 - The premises owner.


in front of them. 100
Map Maki ng
Pr emi ses: Aest het i cs
Roll for the aesthetics of a Premises only when you need inspiration of what you're noticing in
this place. Alternatively, use the Action + Theme, or any other combination of Oracles (even the
Augmented Reality ones), to inspire you and your narrative.

Roll Aesthetic Roll Aesthetic

1 ?Grown?by nanites. 33 Encased in plastic siding.

2-3 A forgotten crime scene. 34 - 35 Evidently endorsed by celebutant.

4 A riot of satellite dishes. 36 Exotic/foreign architecture.

5 Accumulated trash heaps. 37 - 38 Extensive drone docks.

6-7 All windows damaged. 39 Extensive solar grid and fog catchers.

8 An active crime scene. 40 External utilities.

9 - 10 Anti-drone system. 41 Extreme security protocols.

11 AR heavy. Otherwise plain. 42 Extremely leaky.

12 - 13 Bad epoxy repairs. 43 For sale/to-let signs out front.

14 Bad wiring; high emf; black 44 Gothic style.


outs.

15 - 16 Bright emoji glyphs and 45 Graffitipocalypse/street art heavy.


graphics.

17 Brutalist. 46 Has an aggressively enforced no-parking


zone.

18 - 19 Built out of scavenged parts. 47 Hidden squatters.

20 Catastrophically polluted. 48 High tech equipment.

21 - 22 Cellular black hole. 49 Inadequate security.

23 Chic and minimalist. 50 Incomplete.

24 - 25 Clearly a repurposed municipal 51 Industrial style.


structure.
Map Maki ng
26 - 27 Completely automated access 52 Infested with rogue remotes.
and otherwise.

28 Criss-crossed by unsecured 53 Labyrinthine.


cables and wiring.

29 Crumbling cheapcrete. 54 Legacy infrastructure from a long time ago.

30 Decrepit and rundown. 55 Main entrance has an out of order sign.

31 - 32 Elaborate balconies. 56 Mainly populated by hoarders.

Roll Aesthetic Roll Aesthetic

57 Malfunctioning incessant alarm. 79 Signs claim this to be an independent nation


state.

58 Nano immune system. 80 Signs of having been a war zone.

59 Newly renovated. 81 Skywalks to other buildings.

60 Not a building, but mobile. 82 Slowly collapsing or subsiding.

61 Obscured by ad screens. 83 Suggesting selective access.

62 Obvious corporate sponsor. 84 Surrounded by slum-like structures.

63 Obvious fire damage. 85 Sweatshop conditions.

64 Obvious flooding damage. 86 Taken over by junkies.

65 Obvious gang turf. 87 Tinted glass and carbon nano-tubes.

66 Obvious rat or roach problem. 88 Totally sterile façade.

67 Patrolled by hired rent-a-cops. 89 Trying too hard to be higher class than it is.

68 People queue to enter. 90 Unfinished extension or empty levels.

69 Permadamp. 91 Unpleasant micro-climate.

70 Popular with particular 92 Unusual smell.


subculture.
Map Maki ng
71 Promotes having an AI 93 Utilised solely for storage.
guardian.

72 Reinforced for repair work. 94 Veiled behind polymer sheeting.

73 Scheduled for demolition signs 95 Very few working lights.


everywhere.

74 Security camera overkill. 96 Very noisy utilities.

75 Self sufficient. 97 Well guarded.

76 Several trashed cars out front. 98 Windows boarded with opaque acrylic.

77 Shows signs of over-the-top 99 Years of clumsy modification.


security measures.

78 Signage promotes religion. 100 Action + Theme


Mi scel l aneous
Ni ght cl ub Names
1 All Base 26 Club Rush 51 Mambo Liza 76 SWAG

2 Alloy 27 Code Aurora 52 Matrixxxx 77 Tech Noir

3 Anarchy 28 Code Silver 53 Medusa 78 The Bouncy

4 Aura 29 Connections 54 Mel?s 79 The Color of Tech

5 Avatar 30 Cosmo 55 Monarchy 80 The Cyber Room

6 Basque 31 Cyberspace 56 Moon Under Water 81 The Echo

7 Big Shift 32 Dalton Royal 57 Mystic Fun 82 The Jungle

8 Blok 33 Déjà Vu 58 Nebula 83 The Mint

9 Bloom Sun 34 Delirium 59 O3night Club 84 The Moneyline

10 Blue Max 35 Dolso 60 Opera 85 The Pit

11 Blue Ocean 36 Downloaders 61 Paara 86 The Power Plant

12 Boulevard3 37 Fantasy Shore 62 Paperrock 87 The Sandy

13 Cameo 38 Fluxo's 63 Prime 8 88 The Temple

14 Chameleon 39 Ghostbar 64 Propaganda 89 The Tube

15 Chrome Fire 40 H4CK3R Zone 65 Rayz 90 Tito?s Night Club

16 CloudNyN 41 Hakkasan 66 Red dots 91 Trexx

17 Club Cabana 42 I-Kandy 67 Sharpshooters 92 Tunnel

18 Club Dillema 43 Karma Lounge 68 Silverstairs 93 Upps

19 Club Everest 44 Knockout 69 Sin-Q 94 Vagabonds

20 Club Fitoor 45 Krazy 9?s 70 Snakes 95 Vampire Dreams

21 Club Mood 46 La Tranquillité 71 Sonic Room 96 Velvet Room

22 Club Nomade 47 L'Adonis 72 Spike?s 97 VIP by Design

23 Club Ramala 48 Liquid 73 Starlight 98 Waves

24 Club Reverie 49 Lisa?s 74 Studio 187 99 Wonderland

25 Club Riddle 50 Lost Vibe 75 Studio 420 100 Zerby


I nf i l t r at i on
Si t e: Ar ea ( waypoi nt )
Once a Neighborhood Premises is about to be infiltrated, it becomes a Site. Sites are broken up
into areas with more specific purposes, allowing you to more easily envision what comes next in
the narrative.

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

1-12 Corridor 1-11 Security

13-24 Stairs or stairwell 12-22 Sales floor

25-38 Lift / elevator 23-35 Storage

39-50 Catwalk or Bridge 36-46 Management office

51-62 Vertical shaft or Ladder 47-57 Common space

63-74 Crawl space or air-duct 58-68 Food court

75-86 Landing 69-79 Break room

87-100 Balcony 80-90 Vault

91-100 Hidden backroom


I nf i l t r at i on
Residential Criminal
Roll Area Roll Area

1-8 Security office 1-8 Security

9-16 Bathroom (communal) 9-16 Reception

17-26 Living space (inhabited) 17-26 Kitchen

27-34 Communal space 27-33 Bathroom

35-42 Living space (converted to gym) 34-42 Living room

43-50 Maintenance room 43-49 Armory

51-58 Parking garage 50-56 Hidden storage

59-66 Living space (converted to office) 57-65 CCTV room

67-76 Attic 66-72 Garage

77-86 Reception 73-79 Secure vault

87-100 Laundry room 80-86 Dining room

87-93 Lounge

94-100 Makeshift bedroom

Medical
Roll Area Roll Area Roll Area

1-7 Security 41-46 Emergency 81-86 CCTV room

8-13 Waiting room 47-52 Cold storage 87-92 Surgery room

14-19 Office 53-58 Bathroom 93-100 Cybernetic storage

20-26 Reception 59-67 Sealed room

27-32 Furnace room 68-74 Admin

33-40 Clean room 75-80 Decontamination room


I nf i l t r at i on

Technical Industrial
Roll Area Roll Area

1-11 Security 1-11 Security

12-22 Sales floor 12-22 Storage

23-35 Storage 23-35 Processing

36-46 Management office 36-46 Assembly lines

47-57 Break room 47-57 Vat room

58-68 Meeting room 58-68 Garage

69-79 Server room 69-79 Management office

80-90 Open floor plan 80-90 Shipping Container

91-100 CCTV room 91-100 CCTV room

Community
Roll Area Roll Area

1-8 Security 51-58 Laundry

9-16 Seating area 59-66 Restrooms

17-26 VIP Area 67-76 Seating area

27-34 Kitchen 77-86 Bathroom

35-42 Equipment storage 87-100 Office

43-50 Locker room


I nf i l t r at i on

Corporate Municipal
Roll Area Roll Area

1-6 Security 1-6 Security

7-11 Reception 7-12 Reception

12-16 Cubicle space 13-19 Office

17-22 Open floor plan space 20-25 Cubicle space

23-27 Middle management office 26-31 Communal space

28-34 VP office 32-39 Vehicle bay

35-39 Server room 40-45 Admin

40-44 Business floor 46-51 Holding cell

45-49 Maintenance closet 52-57 Library

50-57 Office restaurant 58-63 Power generator room

58-63 Bathroom 64-70 Armory

64-68 Office gym 71-76 Mess hall

69-73 Office kitchen 77-82 Bunk room

74-78 Lounge 83-88 Kitchen

79-84 Garden 89-94 Class room / meeting room

85-89 Meeting / conference room 95-100 CCTV room

90-95 CCTV room

96-100 Executive Parking


I nf i l t r at i on
Si t e: Access
Features Dangers
Roll Feature Roll Danger

1-8 Abandoned gear 1 - 10 Alarm triggered

9-16 Blood trail 11 - 20 Remote controlled defenses

17-26 Breached door or hatch 21 - 30 Blocked or sealed path

27-33 Corpse 31 - 40 Stumble onto ongoing crime

34-42 Jack-in point 41 - 50 Foe closes in

43-49 Flickering overhead LEDs 51 - 60 Bystanders block the way

50-56 Leaking pipes 61 - 70 Hazardous environmental change

57-65 Opened or missing floor panels 71 - 80 Entered a network dark-zone

66-72 Unidentified organic substance 81 - 90 Concealment or disguise fails

73-79 Ruined drone 91 - 98 Action + Theme

80-86 Graffiti 99 - 100 Roll twice

87-93 Audible music

94-100 Descriptor + Focus Opportunities


Roll Opportunity

1-17 Directions, shortcut or alternate path

18-34 Encounter with an unlikely ally.

35-50 Distinct lack of security cameras.

51-67 Opening to outmaneuver or escape a


threat or foe.

68-83 Useful equipment.

84-100 Useful knowledge.


I nf i l t r at i on
Dangers
Si t e: Resi dent i al
Roll Danger

Features 1 - 10 Rampant disease

Roll Feature 11 - 20 Breached or broken structure

1-5 Wandering pet 21 - 30 Critter infestation

6-12 Audible music 31 - 40 Distressing signs of violence


or death
13-17 Smell of rotting foods
41 - 50 Foe approaches or lurks in
18-22 Graffiti tags
concealment
23-28 Unopened mail
51 - 60 Fragile structural integrity
29-33 Unusual art
61 - 70 Unable to stay anonymous
34-38 Small makeshift altar or shrine
71 - 80 Distressing written message
39-43 Flickering LED signage
81 - 90 Locals become hostile
44-49 Multilevel layout
91 - 98 Action + Theme
50-54 Sounds of snoring
99 - 100 Roll twice
55-59 Sounds of movement
Opportunities
60-64 Damaged hospitality monitors
Roll Opportunity
65-69 Rubble or debris
1-17 Master key or keypad.
70-75 Sounds of gaming
18-34 Hidden stash of confiscated goods.
76-80 Ad-hoc memorial
35-50 Overheard useful info about the site
81-85 Commercial AR everywhere
from a local.
86-90 Weird smells
51-67 Useful equipment.
91-95 Abandoned weapons
68-83 Encounter an unlikely ally.
96-100 Descriptor + Focus
84-100 Potential safehouse opportunity for
the future.
I nf i l t r at i on
Si t e: Commer ci al
Features Dangers
Roll Feature Roll Danger

1-8 Smell of rotting foods 1 - 10 Remote controlled defenses

9-16 Leaking pipes 11 - 20 Silent alarm triggered

17-26 Automated commercial over 21 - 30 All exits sealed


intercom system
31 - 40 Foe approaches
27-33 Muzak
41 - 50 Booby trap
34-42 Signs of struggle
51 - 60 Unsettling sound or smell
43-49 Sealed or locked containers
61 - 70 Dreadful scene of death or violence
50-56 Tools
71 - 80 Locked or sealed door
57-65 Written manifest
81 - 90 Police are already on site
66-72 Screaming toddlers
91 - 98 Action + Theme
73-79 Self-checkouts
99 - 100 Roll twice
80-86 Automated Floor Staff

87-93 HAZMAT suit storage


Opportunities
94-100 Descriptor + Focus
Roll Opportunity

1-17 Helpful AI.

18-34 Encounter an unlikely ally.

35-50 Unguarded merchandise.

51-67 Keycard or access code.

68-83 Useful equipment.

84-100 Unique prototype


I nf i l t r at i on
Si t e: Techni cal
Features Dangers
Roll Feature Roll Danger

1-9 Jack-in point 1-10 Fire or energy surge

10-18 Gaming devices / interfaces 11-20 Dreadful scene of death or violence

19-27 Unstocked shelves 21-30 Sabotaged equipment

28-36 Muzak 31-40 Puzzling locking mechanism

37-46 Leaking pipes 41-50 Corrosive leak

47-55 CCTV cameras 51-60 Remote controlled defenses

56-64 Metal detectors 61-70 Biometric readers

65-73 Broken appliances 71-80 Biological critter defenses

74-82 Self-checkouts 81-90 Hazardous gas trap triggered

83-91 Automated Floor Staff 91-98 Action + Theme

92-100 Descriptor + Focus 99-100 Roll twice

Opportunities
Roll Opportunity

1-17 Helpful AI.

18-34 Advanced or experimental equipment.

35-50 Keycard or access code.

51-67 Distinct lack of security cameras.

68-83 Unique prototype.

84-100 Unsecured data storage.


I nf i l t r at i on
Si t e: Communi t y
Features Dangers
Roll Feature Roll Danger

1-9 Expensive equipment 1 - 10 Locals become hostile

10-18 Schedule billboard 11 - 20 Breached or broken structure

19-27 Automated announcements 21 - 30 Puzzling locking mechanism

28-36 Gang tags 31 - 40 Locked or sealed door

37-46 Locked doors 41 - 50 Biometric readers

47-55 Cheap equipment 51 - 60 Critter infestation

56-64 Drunk / collapsed people 61 - 70 Fragile structural integrity

65-73 One way mirror glass 71 - 80 Dreadful scene of death or violence

74-82 Sounds of exercise


81 - 90 Foe lurks in concealment
83-91 Children making noise
91 - 98 Action + Theme
92-100 Descriptor + Focus
99 - 100 Roll twice

Opportunities
Roll Opportunity

1-17 Chance to blend in or avoid a danger.

18-34 Site details.

35-50 Secure area offers a moment of peace.

51-67 Clues to ongoing events and staff.

68-83 Helpful hospitality drone.

84-100 Encounter an unlikely ally.


I nf i l t r at i on
Si t e: cor por at e
Features Dangers
Roll Feature Roll Danger

1-5 Locked blast doors 1 - 10 Biometric readers

6-12 Control terminal 11 - 20 Displays reveal a new threat elsewhere in


this site
13-17 Air conditioning
21 - 30 Automated defenses
18-22 Closed gas vents
31 - 40 Puzzling security device
23-27 Map of office floors
41 - 50 Evidence of sinister experiments
28-34 Smell of soy-kaffe
51 - 60 Biological infestation
35-39 Automated intercom
messages 61 - 70 Sounds of heightened security

40-44 Corporate Mantra posters 71 - 80 Disturbing evidence of exploited labor

45-51 Bright lighting 81 - 90 Silent alarm triggered

52-56 AR wall art 91 - 98 Action + Theme

57-61 Sliding doors 99 - 100 Roll twice

62-66 One-way glass


Opportunities
67-73 Locker room
Roll Opportunity
74-78 Exterior elevators
1-17 Keycard or access code
79-85 Intricate control panel
18-34 Encounter an unlikely ally.
86-90 Exhausted workers
35-50 Helpful AI.
91-95 Loose floor panels
51-67 Unsecured data storage.
96-100 Descriptor + Focus
68-83 Cache of weapons or ammo

84-100 Logs showing the patterns of VPs and


Execs.
I nf i l t r at i on
Si t e: I ndust r i al
Features Dangers
Roll Feature Roll Danger

1-8 Assortment of critters 1 - 10 Fire or energy surge

9-17 Hissing pipes 11 - 20 Hazardous materials


18-25 Loose floorpanels
21 - 30 Toxic environment
26-34 Scaffolding
31 - 40 Signs of broken quarantine
35-42 Heavy machinery
41 - 50 Claustrophobic spaces
43-50 Control terminal
51 - 60 Fragile structural integrity
51-58 Flickering status monitors

59-67 Sharp ozone smell 61 - 70 Critter infestation

68-76 Multilevel layout 71 - 80 Dangerous machinery

77-84 Vats of chemicals or gas 81 - 90 Signs of a horrific death


85-92 Sealed containers
91 - 98 Action + Theme
93-100 Descriptor + Focus
99 - 100 Roll twice

Opportunities
Roll Opportunity

1-17 Helpful vehicle or transport.

18-34 Valuable cargo.

35-50 Rare or valuable resource.

51-67 Useful equipment.

68-83 Useful navigational or shipping data.

84-100 Chance to restore power or function.


I nf i l t r at i on
Si t e: Medi cal
Features Dangers
Roll Feature Roll Danger

1-7 Covered corpse 1 - 10 Remote controlled defenses

8-14 Blood spatters 11 - 20 Signs of broken quarantine

15-21 Medical equipment 21 - 30 Unable to stay anonymous

22-28 Sleeping doctor 31 - 40 Biometric readers

29-35 Improvised ER bed 41 - 50 Hazardous materials

36-42 Medical monitors 51 - 60 Unsettling sound or smell

43-49 Sounds of grief 61 - 70 Lured into danger by cries of pain

50-56 Sounds of relief 71 - 80 Evidence of a virulent disease

57-63 Running footsteps 81 - 90 Erratic patient on the loose

64-70 Pile of cyberlimbs 91 - 98 Action + Theme

71-77 Locked medicine cupboards 99 - 100 Roll twice

78-84 AR headstone markers

85-91 News reporter giving report Opportunities


92-98 HAZMAT suit storage Roll Opportunity

99-100 Descriptor + Focus 1-17 Helpful medical bot.

18-34 Unsupervised prescribed meds.

35-50 Useful medical equipment.

51-67 Hippocratic oath adhering doctor.

68-83 Keycard or access code.

84-100 Secure area offers a moment of peace.


I nf i l t r at i on
Si t e: Cr i mi nal
Features Dangers
Roll Feature Roll Danger

1-8 Written logs or logpad 1 - 10 Foe approaches

9-16 Pile of narcotics 11 - 20 Dreadful scene of death or violence

17-26 Pile of bodybags 21 - 30 Sirens heard outside

27-33 Sounds of gambling machines 31 - 40 Fragile structural integrity

34-42 Liquor cabinet 41 - 50 Locked or sealed door

43-49 Weapons workbench 51 - 60 Volatile materials

50-56 Smells of urine 61 - 70 Foe lurks in concealment

57-65 Faint beat of music 71 - 80 Criminal infestation

66-72 Weapons cabinet 81 - 90 Critter infestation

73-79 Busted furniture 91 - 98 Action + Theme

80-86 Graffiti 99 - 100 Roll twice

87-93 One-way glass

94-100 Descriptor + Focus Opportunities


Roll Opportunity

1-17 Cache of weapons or ammo.

18-34 Intact barricade or protected area.

35-50 Hidden stash of valuable contraband

51-67 Unusual or rare specimen.

68-83 Keycard or access code.

84-100 Records of ongoing criminal activity.


I nf i l t r at i on
Si t e: Muni ci pal
Features Dangers
Roll Feature Roll Danger

1-10 HAZMAT suit storage 1 - 10 Remote controlled defenses

11-20 Control terminal 11 - 20 Sounds of heightened security

21-30 Emergency siren blaring 21 - 30 Biological critter defenses

31-40 Floor map 31 - 40 Critter infestation

41-50 Phone booths 41 - 50 Silent alarm triggered

51-60 Written logs or logpad 51 - 60 Locked or sealed door

61-70 Recorded message 61 - 70 Unable to stay anonymous

71-80 Archaic tech 71 - 80 Disturbing evidence of exploited labor

81-90 Sounds of movement 81 - 90 Puzzling security device

91-100 Descriptor + Focus 91 - 98 Action + Theme

99 - 100 Roll twice

Opportunities
Roll Opportunity

1-17 Keycard or access code

18-34 Recorded message reveals helpful aspects of this site.

35-51 Cache of weapons or ammo

52-68 Hidden stash of valuable contraband.

69-85 Encounter an unlikely ally.

86-100 Overheard useful info about the site from a local.


I nf i l t r at i on
Si t e: Payl oad
Payloads are nova-hot pieces of data, or physical evidence, that allow you to wield more power
in the world. Although this type of lifestyle is dangerous, the payoff for selling this kind of
Payload on will be able to protect yourself and your legacy.

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.

Roll Payload Roll Payload

1-3 CEO contact list 52 - 53 Starlet/exec will

4-5 CEO call history 54 - 56 Corporate WitSec list

6-7 Missing personnel files 57 - 58 Copy of yet to be released episode of


popular show

8 - 10 Merger info 59 - 61 Scientist warning letters

11 - 12 Marketing data on clients 62 - 63 Proprietary narcotic recipe

13 - 15 Security configuration for another 64 - 66 Invitation to celeb event


location

16 - 17 Engineer?s notes on R&D tech 67 - 68 Beta copy of a highly anticipated game

18 - 20 Explicit communication between 69 - 71 Vault door code


two married individuals.

21 - 22 Pictures of two important figures 72 - 73 Communication between faction PR team


and the media.

23 - 24 Pictures of health and safety 74 - 76 Shift schedules.


violations

25 - 27 Pictures of suspected faction 77 - 78 Personal data *


members

* Roll, or decide, whose data this may be.


I nf i l t r at i on
28 - 29 Progress report on criminal 79 - 81 Shipping timelines
investigation

30 - 32 Corporate internal memo 82 - 83 A stack of birth certificates.

33 - 34 Collection of schedules of VPs, 84 - 85 Restaurant?s secret sauce recipe


CEOs and other important figures.

35 - 37 Names of double agents 86 - 88 The original, unpublished, report of a


journalist

38 - 39 Account keys 89 - 90 Research papers

40 - 42 The hidden home address of a 91 - 92 Decryption / Encryption codes


popular celebrity

43 - 44 Paparazzo data 93 - 95 The real identity of a mysterious fixer

45 - 47 Voice recording of a shadow-deal 96 - 97 Invitation to a major corporate event

48 - 49 Office floor plans 98 - 99 Unfiled patent information on new vehicle


/ cybernetic.

50 - 51 Warehouse floor plans 100 Descriptor + Focus

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