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SKINJOB

GRAVEYARD

Skinjob Graveyard is © Les Livres de l'Ours


Index Card RPG is © RUNEHAMMER GAMES LLC
THINGS DON'T CHANGE, THEY RUST
WORLD PRIMER
SKINJOB GRAVEYARD is a mix of two genres : Cyberpunk and post-apocalypse. Characters are former
corporate agents who were exiled and now have to live in the post-apocalyptic landscape that
surrounds the Cities of glass and steel where the rich, the powerful and the obedient live. Think
“Blade Runner meets Mad Max Fury Road”.

What happened ? Wars, floods, financial crisis, plagues... Who cares ? You are here and it is now.
A time where some people live in city-states run by corporations or the remnants of past
governments. Places where there isn't room for everyone. Places where breaking the rules is punished
by exile. You can no longer enter the cities or own money. The security systems would kill you and
your credit chip has been burned.

You've been sent to the White Zones, joining the outsiders, those who were never allowed to enter
the Cities in the first place. They live in ancient warzones, trying to get by on the scrap left by the
societies of the past. Living in the skeletons of their cities.

You are an exile. Why ? Will you try to make the White Zones a better place ? Will you seek revenge ?
Will you try to get back your place in the Cities ?

Some people talk of City-State officials offering jobs, paying with gear, weapons, even City Passes...
Others speak of ways to infiltrate the Cities to steal what you need. A few speak of spaceships going to
a far-off colony, giving you a new chance to begin again...
If you want to play a Texas Ranger play a
Build a CHARACTER Lawman.

You think hackers are cool ? The Leech is waiting


First steps for you.
Choose an image and dream a story, like in the
ICRPG rules, and then... Choose a Panzer if you want to kick some serious
ass.
1. Choose a bio-form
There are three of them in SKINJOB GRAVEYARD : Jim Profit is your hero ? Go for the Salary man.

Human : they come in all shapes, size and colors. Make people's head explode with your mental
More variety than you'll ever need. +1 to any two powers ? Play a Sicarius.
stats.
A rugged explorer and treasure seeker ? The
Skinjob : you've been bio-engineered to work for Stalker will give you joy.
the Corporations. You fled and have 1D4 years
Played too much Splinter Cell ? the Yurei is the
left to live. What will you do ? +1 DEX, Weapons
way to go.
+1, ignores pain, ignore BLUNDER results.

Cyborg : 90% of your body is now made of


cybernetic parts. +2 to DEFENSE. DAIFU
Doc, Medic, Sawbones... The sick and the
2. Build stats and effort wounded come to you. Especially if they try to
Follow the ICRPG rules avoid the authorities. Maybe you used to care for
genetically modified cows before that. Nobody
No magic knows and you want to keep it that way.
The Magic effort is now called Ultratech effort. I « Relax, it's a headshot and you're stupid, you'll
can shoot you twice before you'll have the time be fine »
to say Expelliarmus.
STARTER REWARD :
3. Choose a CLASS ON YOUR FEET SOLDIER ! : WIS Power, target recovers
Please, see the following classes merely as Weapon effort HP.
guidelines. Accept player feedback, see how their
character evolves and grows each session and MILESTONE REWARDS :
reward him accordingly. ICRPG gives you a very WHITE ZONE VETERAN: add 1 HEART to your
rare and very precious thing : freedom. There are maximum.
no preset progression to the umpteenth level and CHINESE MASSAGE TREATISE : roll your Effort die twice
no playbooks. You have the tools, you' ll know and take the best result when healing someone.
how to use them as the character's story unfolds STIMPAK RECIPE : you are able to create stimpacks
through their choices. (or Stimbullets, see below) each session if you
have at least 1 turn available (hours or days).
If the players are a bit lost...
STIMGUN : fires stimbullets (equivalent to a
Stimpack) to help your friends or any poison you
Want other players to call you “Medic !” ? The
find when you shoot your enemies.
Daifu is a good choice.
SPIDER-DOC: a small drone you can send to heal a
target, up to a FAR distance. Uses Basic effort. Leeches.
One successful attack is enough to destroy it. GOOD'OLE SOLDERING IRON: +3 INT when repairing
something. Double your effort as well.
Lawman
People of the White Zones have agreed to give PANZER
you a badge representing your authority. There Forged in the boot camps of unknown armies and
aren't much laws to enforce but there are a lot of the fires of proxy wars, the Panzer is the last
people to help. argument of the new kings.

« I'll ask the questions » « I'll need a bigger gun »

STARTER REWARD : STARTER REWARD :


LAWGUN: a living being reduce to 0 HP by this gun CUSTOM-MADE WEAPON : add Basic effort to your
is unconscious, not killed. Weapon effort when using this weapon. You
MUST name that weapon.
MILESTONE REWARDS :
WHITE ZONE VETERAN: add 1 HEART to your MILESTONE REWARDS :
maximum. WHITE ZONE VETERAN: add 1 HEART to your
VK INTERROGATION DEVICE : your target must succeed maximum.
at a HARD WISDOM roll or spill the beans. Can be PROFESSIONNAL : ignore blunders on attack rolls.
used only once per individual. TARGETING EYE: double your effort on Weapons
NIMROD BULLETS : add Ultimate effort when the attempts of 18+
designated target is shot. Designating a target BIG MAGAZINES : you don't need to reload during a
takes one turn (moments) per bullet. combat.
BULLETPROOF PONCHO : +2 armor and you look cool. SPIDER PHEROMONES : +3 CHA when trying to
DNA SNIFFER: double your effort when tracking intimidate someone.
someone.
STALKER
LEECH In the White Zones, the places where civilisation
As long as information has a price Leeches will has collapsed, the Stalker prowls the ruins of the
proliferate, always finding new ways to lurk old world. There are treasures to be found and
through the backdoors of corporate and state monsters to be fought. The past wars made sure
power. you'll find both.

« Can I tell you a secret ? It's not mine anyway » « I wouldn't go there if I were you »

STARTER REWARD : STARTER REWARD :


EXPERT HACKER : use Weapon effort when hacking. STALKER SUIT : all attempts at wilderness survival or
land navigation are easy (picture a Fremen suit
MILESTONE REWARDS : from the Dune movie).
WHITE ZONE VETERAN: add 1 HEART to your
maximum. MILESTONE REWARDS :
HACKED SATELLITE : double effort when hacking. WHITE ZONE VETERAN: add 1 HEART to your
BRAIN PROCESSOR : gain +1 INT maximum.
FELLOWSHIP OF THE LEECH: INT power, gain Ultimate BOWIE KNIFE : reminds you to stay sharp, gain
effort when hacking thanks to the help of fellow +1WIS.
POCKET RADAR: +3 WIS to detect ambushes and
traps. MILESTONE REWARDS :
TREASURE-HUNTER : you can invert the numbers of WHITE ZONE VETERAN: add 1 HEART to your
your loot roll if you wish to. maximum.
MONSTER-SLAYER: Attack attempts against non- LIMITED TELEPATHY : you can read the surface
human monsters of the White Zones is easy for thoughts of an individual. Four words before you
you. start bleeding your brain through your nose.
PSI-DAGGER : use Weapon die when attacking
SALARYMAN someone. Hitting or shooting you while you do
Once part of the corporate structure, the this is EASY.
Salaryman has fallen from grace. But he still has a TELEKINESIS IMPLANT : use Weapon die for effort with
few tricks up his sleeve to make his way back up. telekinesis.
Intelligence is always at a premium, wherever you PSI-CLOAK : attempts to detect you become HARD.
are.

« Make a deal or die. I can help you with both


YUREI
You get in, you get out and nobody sees you.
options » Unless you got poor information and your client
has double-crossed you. In which case he'll learn
STARTER REWARD : why people are afraid of ghosts.
BLACK TIE: all CHA rolls are easy.
« He'll never see it coming »
MILESTONE REWARDS :
WHITE ZONE VETERAN: add 1 HEART to your STARTER REWARD :
maximum. INFILTRATION SUIT : Stealth rolls are always easy.
HIGH-END SUIT: use Weapon effort when
negociating. MILESTONE REWARDS :
SUNTZU'S ART OF WARFARE: advise someone during WHITE ZONE VETERAN: add 1 HEART to your
your turn and they gain an additional Basic effort maximum.
to their next action. FACE IMPLANTS : you can impersonate anybody,
NEGOCIATION SUITCASE: allows to hide up to a big voice included (if you have access to a sample).
pistol. Passes all security controls. GRIMJAW BOOK OF TRAPS : you can always build a
PARLEY ! : CHA power, during a fight, all must stop booby-trap with what's laying around. These
and listen to you for turn. traps inflict Weapon effort if triggered. It takes
one turn (moments) to set one. If you have hours
SICARIUS you can set up to 1D6 traps.
You probably escaped from a corporate lab. You SCRAMBLER: +2 INT when doing attempts to pick-
don't remember how you ended up there. But locks or disable security systems.
now you are free and seemingly able to do SILENCER UPGRADE: apply to one of your weapon
« things » with your mind. (Assaut rifle, sniper rifle or pistol only).

« You make my head hurt» 3. Pick Starter loot


Pick one or roll a D12.
STARTER REWARD :
LIMITED TELEKINESIS : use with INT roll. Use Basic die WIKICHIP, +1 INT
for effort if needed. Target cannot be bigger or Basically, you have (an outdated) wikipedia in
heavier than a football. your head.
GEORGE ORWELL'S 1984, +1 WIS
You know how the world works. ASSAUT RIFLE : military, durable, fast

CLEANING NANITES, +1 CHA DRONE-BUSTER : works only on machines, uses


These nanites always keep you fresh and clean. Ultratech effort. Heavy, large, rare.

VIRTUAL ASSISTANT, +1 Ultratech effort GRENADE-LAUNCHER : large, powerful, easy to use,


It can get annoying, especially since you can't rare
change its voice. But it's useful.
PISTOL : concealed, durable, fast
SPIDERWEAVE T-SHIRT, +1 Armor
TM

A marvel of technology, coming in all sizes with BIG PISTOL : durable, not concealable, powerful
all the designs you might think of. MACHINE GUN : heavy, loud, powerful
NERVE BOOST IMPLANT, +1 DEX MONOBLADE : unimaginative people go for the
To give you that extra edge when you need it. katana version but there are a lot more
OLD CANTEEN, +1 CON possibilities, from the Shashka to the Khukri.
You've been through hell with this one. Elegant, piercing, rare.

ARTIFICIAL MUSCLES, +1 STR NEEDLER : silently projects long needles.


Added to the ones you already have for that extra Maintenance-heavy, rare, silent.
bit of Oomph. PUKE-BATON : watch Minority Report to see this
MILITARY TRAINING CHIP, +2 Weapon effort one in action. Concealable, gross, lightweight.
Those sub-routines really help you get the best ROCKET LAUNCHER : to get rid of those pesky drones
out of your weapons. and City-State tanks, triple Ultimate effort, 1
TRUSTY MULTITOOL, +1 Basic effort capacity. Heavy, bulky, very powerful.
As much a lucky charm than a tool. SNIPER RIFLE : sleek, classy and deadly, 10 capacity.
COMBAT DRUG 5 DOSES, add Ultimate die for melee Accurate, large, piercing.
weapon damage but... SWEEPER : basically a high-tech shotgun.
The effects last for a whole combat but you loose Easy to use, intimidating, large.
1D12 hp right after the combat ends. If it brings
you to zero, you die, period. No help from anyone Ammunition
or anything (even loot) can save you. Unless there is a capacity noted for the weapon,
it's out of ammo when you get a 1 on your attack
OLD CORPORATE FRIEND, stops city-state soldiers
roll.
from chasing you
Someone in the Cities still owes you one. Each
time you use this you have to help him again.
Automatic fire
If you wish to simulate autofire : the attacker rolls
two dice and take the best result but he cannot
4. Pick your WEAPONS add any bonus to the roll, none. It's a choice
These are the weapons the characters can find in between a hail of bullets or your talent as a
the White Zones, others exist but can only be marksman, you can't have both. As always, a 1 on
found through loot. any of the dice means your gun is empty.

Pick two :
Random surnames for your guns
Because « Big Betty » or « Mean Mama » sounds 4. Food and water purifying nanites, as the
better than MKII-HK-autorifle. name implies
When you end up in the White Zones, these can
1D20 Part 1 Part 2
be life-savers.
1 Big Betty
2 Mean Zooka 5. Alarm ring
3 Burnin' Boom A small ring that can send an alarm signal to your
companions when activated. Far range.
4 Odin's Terminus
5 Little Mama
6. Grapnel gun, comes with a 50' rope
6 Unjust Peace All climbing attempts are easy.
7 Ugly Exit
8 Fat Sister 7. Gas mask and a sealable suit, protecting you
from toxic atmospheres
9 Ultimate Joe
The suit is ruined if you are wounded while
10 Lovely Doctor wearing it. Doesn't work against radiations.
11 Boom Buddy
12 Rippin' Crusader 8. Portable energy source
13 Screamin' Machine Can recharge anything that can run out of energy,
even vehicles. Cold fusion power man ! What if
14 Death Boy
you try to make it blow ? Look at the smile on the
15 Righteous Stick face of your DM.
16 Old Judgment
17 Miracle Wand 9. Bulletproof backpack, +1 armor
18 Lucky Hammer Pack your stuff and get protection.
19 Kill Dozer
10. Stimpacks (x10), +3 to RECOVERY attempts
20 Hurt Friend 1 HP doesn't look like much but it really is the
difference between life and death.
5. Pick Starting equipment
Pick two of these :

1. Torchlight, chemical lightsticks x10 and flare


gun
Let there be light ! Flare gun and nightvision
googles make for a fun combination. Lightsticks
last 24 hours.

2. Overclocked processors, +1 INT when hacking


Custom-made processors. All their precious cores
beat for you.

3. SpiderWeaveTM shirt, +2 to Armor


SpiderWeave makes good stuff. And it stacks so
easily with other armor.
TRIALS Conclusion : only one word is written on the
package : “Gilgamesh”. If the small man is still
alive he says it's vital data you must get to the
Good news everyone ! You don't need players to
scientists of the USS Gilgamesh. Decrypting it is
play SKINKJOB GRAVEYARD right away. Grab a
a 3 HEARTS challenge and the disc erases itself
character sheet, a pencil, a set of dice and go play
1D4 turns after it's been booted.
!

Saturday night firefight A simple contract


You are enjoying a bit a R&R in your favorite bar. It was a simple contract, get in, download the
You notice a small nervous guy entering the place information and then get out.
and having a chat with the barman. He gives him
Setup : Create a Skinjob Graveyard character.
a small packet. Probably another shady deal. Just
Overcome the three obstacles, don't lose the
as you thought there was nothing special about
data and you might get paid. Otherwise your
this the whole place is engulfed in fire as the bar
loot is taken from you and you're sent to work
doors explode. The small man heads for the
as a slave on the Myriad space station.
restroom, the barman pulls out a shotgun and is
immediately shot dead.
Building security systems : Target 11. The alarm
Setup : Create a Skinjob Graveyard character. has been activated, you've been framed !
Overcome the three obstacles and you may Deactivating the security system is a 2 HEARTS
survive. Bonus points if you find out what's the challenge but you only have 4 turns to do it. You
reason for all this. can run for the exit but you will have to avoid
sentry guns : make 4 DEX checks, each failed
Bar on fire : Target 10. The bar is on fire and you check means you loose 1D6 HP.
must reach an exit. The obstacles (panicked
crowd, fire) count as a 2 HEARTS challenge. Each Security drones : Target 12. You made it to your
failed attempt means you lose 1D4 HP. You have escape vehicle (2 HEARTS) and are now chased
1D4 turns to do so. If you're still there, loose by two drones (2 HEARTS each). You need three
1D4 HP per turn. successful DEX checks in a row to get rid of
them. A natural 20 counts for two successes.
City-State hit squad : Target 13. If you used a Making the checks HARD will allow you to fire at
non-silent weapon in the bar, the hit squad them as well as evade them.
shoots first. There are two hitmen; each one a 1
HEART challenge. Get rid of them or escape Payback time: no it's time to see your client.
(that's two bananas to cover in a dash). You see He's in his bulletproof penthouse with a
the small running into an alley. If you kill/subdue bodyguard (3 HEARTS). The place has a security
the Hitmen, roll once on the loot table. system (1 HEART). Bypassing it gives you access
to all the penthouse's systems (light, water,
Save the little man : Target 11. A hitman just etc.).
shot the small guy. You have 1D4 turns to reach
him before he bleeds to death and the hitman, a Conclusion : the client begs for mercy, someone
1 HEART challenge, is standing between you. wanted to make an experiment. In fact a small
group is making experiments with Exiles all
around the globe. What for ?
A few pointers
Where I'm trying to communicate some concepts relevant to the game's atmosphere.

NO PAST THINGS DON'T CHANGE, THEY RUST


What has become of the countries of the past ? Singularity and transhumanism are post-
Who cares ? Take a world map and put the places Cyberpunk concepts. Transhumanism is hoping
of the “PLACES TO GO” section wherever you man will change (even if it's for the worse).
want. The world is upside down, old alliances are Singularity is the hope that something (even if it's
dead, corporations and states have fusionned or really bad) will happen. Nothing will happen,
destroyed each other, leaving dots of power and nothing will change. Case closed.
high-tech in the places now known as the City
States. 90% of the world is made of White Zones: And now let the PCs prove this wrong if they wish
savage lands roamed by savage tribes and slowly to.
rebuilt by tigh communities made of hope and
anger. NOIR
The film noir genre inspired a lot of cyberpunk
EVERYBODY HAS A PLAN tropes. What does this mean for you as a GM ?
Most NPCs have an agenda : they need money, The gear and techno-babble are just tools for
they want power, they crave for revenge... They very basic human motivations. Don't get lost in
are not waiting around for the PCs to act. Timers the tech : what the NPCs want is more important
are your friends. than the tools they use.

SCIENCE GONE MAD DROP THE CODES


Bio-weapons, rogue AIs, killer robots, irradiated Cyberpunk stories do not have to take place in
rednecks... There is a whole menagerie out there, cities of neon and steel shrouded in perpetual
have fun. night. All corporations are not japanese and
cyberninjas don't have to appear everywhere.
INFORMATION IS A WEAPON These are mere trappings that you don't have to
Knowing that information is a weapon brings out slavishly reproduce. The characters of SKINJOB
three questions : where can you find it ? who can GRAVEYARD are out of the System, free to do as
it hurt ? Who wants to use it ? The answers are they wish. Let's see what your players whant
your adventure. their cyberpunk to be about.

THE WORLD IS AT WAR


War is always in the background : the PCs will
most certainly walk into burned-out spies, shell-
shocked veterans and City State fuck-ups.

TRUST NO ONE
Corruption is rampant so authority figures are
not to be trusted. The PCs might rely on
individuals but not on organisations.
PLACES TO GO
ASGARD Adventures
Asgard may well be the last beacon of hope in _a disgruntled corporate employee seeks to
the world. This new city-state, protected by take revenge against her superiors. All she
laser satellites (the Heimdall System) aims to needs is some (expendable) muscle.
“civilize” the White Zones again. _there's a vaccum in the leadership of Fusan,
chaos ensues. Find the wandering son of a dead
Adventures Oyabun so he can take its rightful place. Or
_The characters find the corpses of Asgard's claim the throne.
operatives and the Corporate commandos that _City forces attack Fusan. They seem to be
killed them. If they survive they'll find a map looking for something and you happen to be in
leading to an unknown submarine base. the way. Hey ! Is that a kid running of ?
_Asgard has put a bounty on a group of pirates
who targets only the city's transports. USS GILGAMESH
_the creator of the Heimdall system is missing An old aircraft carrier owned by a small
and there is a big bounty on him, even scientific community and housing a small
citizenship. squadron of drone fighters assuring its
protection. Their research is totally
ASHOD unsanctionned by the Council which worries its
A city engulfed in sand, a place that was made members to no end.
for the rich and the powerful, now run by a
powerful warlord name Azak. He uses the Adventures
weapons he found here to raid all neighboring _An asteroid is headed towards the White
communities. He also found a machine that Zones and the Cities don't really care. The
creates imperfect clones of him. So he made an scientists of the Gilgamesh may have a plan,
army of himself. There's no hope in Ashod, only they just lack volunteers.
greed, madness and violence. _The scientists has found the coordinates of a
bio-weapon facility. They have no news of the
Adventures previous team they sent there. And what do
_People try to hire soldiers able to protect their they want there anyway ?
community. _The scientists want to launch a mission to an
_The corporation that built the cloning machine off-world colony. They need the PCs to find
would like to try the same experiment each member of the team they need to send
somewhere else. there. Mostly scientists working for the Council.
_One of Azak clones seek someone to kill him
and put an end to the madness. EDEN SEED VAULT
A fortress located in a frozen land where the
FREE CITY OF FUSANG seeds and DNA of most animal and plant life
The free-city of Fusang lies in the center of a has been stored. Funded by the Council, run by
maze of islands covered by lush jungles. A den a military governor.
of thieves, a haven for pirates, a refuge for
rogue skinjobs and a recruiting place for every Adventures
corporate and state black ops divisions. A _Several teams from Fusang are mounting an
paradise as long as you're packing heat and assault against the Seed Vault, are you in ? Or
have someone watching your back. do you protect the vault ?
_A corporation needs the DNA of a rival corp
founder. Guess where it is. workers aren't volunteers.
_According to a fired employee the contents of
the Seed Vault are to be sent to the Myriad Adventures
space station. Several convoys. Heavily _Villagers think that their sons and daugthers
guarded. Interested ? were sold by slavers to work on Myriad. They'll
pay the characters what they can if they free
their children before they're sent there.
NEO-ATLANTIS _A shuttle from Myriad crashes in the White
A city built upon an artificial island, siege of the
Zones. The survivors have quite a story to tell
Council. A shard-shaped metropolis plunged
about life up there. The problem is getting the
into the ocean's heart. The latest technology
message into the Cities.
can be found in Neo-Atlantis.
_The White Zones had enough. It's time to take
Adventures Myriad out of the sky. You are allowed to loot
_Someone wants to test a new weapon. Maybe all you can before you make the place blow. Or
hiring a bunch of clueless muscle from the maybe you have other plans ?
White Zones could do the trick ? What could go
wrong ? THE COUNCIL
_Someone can only be cured at the Neo-Atlantis The most powerful city-states and corporations
hospital. Can you bring him/her there ? Or is it have funded the Council to settle their
a plot to get a new weaponized virus into the differences peacefully.
City ?
_Neo-Atlantis is struck by a huge hurricane and Adventures
someone brought the city's protections down. _A member of the Council wishes to visit the
And now the city is under attack. You're there, White Zones. His plane is shot just above the
what do you do ? character's heads. A Council plane could mean
a ton of loot...
_There's a vacant seat at the Council. Freelance
OBSIDIAN FORTRESS operatives needed to get rid of pretenders.
A former underground military base that
Multiple employers. Multiple teams. Let the
housed some old country's nuclear arsenal.
bullets fly.
Now a fortress run by smugglers and slavers.
_A mysterious drug turns sheepish employees
The Master of the Fortress is powerful, more
into mass murderers. The drug comes from the
robot than human now.
White Zones.
Adventures
_There are still some nukes lying around and NINE WORLDS INC.
now some are for sale. Will you work for people A huge theme park where every fantasy can be
who want to use them ? Or those who want to fulfilled. Sail with the vikings, fight crime in
destroy them ? New-York or lead the american revolution.
_A revolt is brewing in the Obsidian fortress,
asking for help from the outside. Adventures
_A city-state want the Master of the Fortress _Use the cover of a battle scene to snatch a
replaced by their puppet. Make it happen. corporate scientist.
_You gained some R&R here. A good time for
the park's robots to revolt. Or is this really a
revolt ?
MYRIAD _The AI of the park wants to be free and she
The orbital city, a huge factory operating in
needs help from the outside. Will the
zero-g, allowing the production of high-end
characters answer the call ?
ultratech. It is rumored that some of the
LOCATIONS, GOALS AND OBSTACLES
xxx
D20 Location Goal Obstacle
1 Drone factory Create an hospital City-State hit squad
2 Illegal clinic Exfiltrate a scientist News reporting drone
3 Spaceport under assault Release/destroy a bio-weapon Food riot
4 Secret corporate prison Disable the security system Hunting party
5 Rogue submarine Escort the refugees Skinjob mutiny
6 Automatised farm Find a hidden city-state Mutated predators
7 Geisha house Rescue a teacher Drones gone berserk
8 Derelict tanker Hold the line until dawn Bombs detonating
9 Orbital habitat Infiltrate Escaped bio-weapon
10 Military base Kill your clones Rival party
11 Collapsing orbital lift Destroy the power source Oxygen leak
12 Illegal weapon factory Flee Infectious madness
13 Cannibal tribe hide-out Destroy/loot the weapon cache Religious zealots
14 Illegal skinjob « factory » Find a package Corporate take-over
15 Neo-Zeppelin Get a City-State leader exiled Quarantine
16 Nuclear silo Steal news-worthy information Panicked crowd
17 Space shuttle Stop the convoy Sicarius back from space
18 Rogue lab Replace someone with a skinjob Radiations
19 Bar for ex-military types Ruin a corporation Escaped prisoners
20 Corporate boardroom Find a doctor Drug dealers

To create dynamic tension, don't forget to assign a consequence to a goal if it isn't reached.

Don't be shy
You can level-up cities, vaporize continents and kill thousands of people if the characters fail. Be ready
to accept those consequences and do not pull a deus ex machina because you don't want to change
your precious world. New characters will deal with the shit others have left. That's fun. In a strange,
sick kinda way, but fun whatsoever.
TIMERS
In 1D4 turns...

the bomb will explode the place is gonna be crowded


the security system goes back online the speech will be over
the sentry gets close the poison effects will wear off
the lights go out/up you'll be on a live feed
the data downloading/uploading will be over you'll reach the end/the entrance of a tunnel
the ship will sink the engine will start
the target will leave the area the simulation will end
the virus will takeover the guard will be warned about you
the laser satellite will fire the cops will arrive
a raging fire will engulf the place the EMP blast will reach you
the sniper will shoot again the dawn will come
planes will drop their bombs the shuttle will burn in Earth's atmosphere
you'll get radiation poisoning the tsunami will reach the shore
the girl will die your implants will work again
the missile will lock on you a fight will break out
you'll be out of gas you'll be out of oxygen
the experimental gun will shoot again the crowd will panic
the black chopper will catch up with you the monster will calm down if you let it
the scientist will turn into a monster your hacking will be discovered
a commando will storm the place the missile will hit the village
the oyabun of the yakuza will be executed the drone will run out of ammunition
the AI will awaken the enemy reinforcements will arrive
the antidote will work your implants will stop working
the drug will bring you back to life the offshore station will collapse into the sea
the gas will make you pass out the tunnel will be flooded
the acid will pierce your vaccsuit the underground base will self-destruct
your allies will arrive the doors will close/open
the sun will set the bad guy's mind will upload in a new body
the aftershock of the earthquake reaches you the artificial gravity will get back online
your distress call will reach someone who will reach the finish line first ?
someone will recognize you the surgery will be over
someone's memory will be erased the crowd will stop listening to you
the reactor will reach critical status the stockmarket will crash
the train/plane will arrive/leave the data will be erased
the train will derail the match will be over
SPOT RULES
Hacking wants. Difference between totals tells by how
Beat the target's HEART(S) with Effort. Yes, it's much. Allow one turn between rolls so PCs can
that simple. If you don't know how many HEARTS find a way to influence the next roll.
a target might have, follow these guidelines :
Swaying the crowd
 a simple weapon system, a personal You have 1D4 turns to convince the crowd (a
computer, a shoddy security system. friendly crowd gets 1 HEART, an angry mob would
 as above but at a professionnal level : have 3 HEARTS). Better have good arguments.
storage facilities, vehicles, traffic lights, etc.
Community building
 highly sensitive/military-grade material A starting community only has Basic effort. As the
and data : drones, military vehicles, etc. characters (or other events) bring resources, it
may gain new effort dice : Weapon and even
 the main top secret project of a Ultratech. The effort dice are used for community
City-State. projects : build a small dam (3 HEARTS), a
hospital (2 HEARTS), a theatre (2 HEARTS), etc.
The Chandler rule
This one comes from Rafael Chandler's most A completed project can add bonus to the Effort
excellent game, DREAD, FIRST BOOK OF PANDEMONIUM. die for some specific projects (build a school and
When you “die” you get back all your HEARTS and get +1 for your next projects). Projects can also
all your rolls are now easy. But no matter what be things like Find a medic or Hire an Engineer.
happens, at the end of the session your character
Remember to keep things simple ! No need to go
will die. Narrate how and why. It works well with
beyond the rules presented in ICRPG and write
one-shots or convention games. Quite
specific rules for every situation.
unecessary in a campaign though.
And yes, let your mind wander and think or
EFFORT clashing armies done the ICRPG way...
Effort is such a wonderful mechanic, there are a
lot of ways to use it. Here are just a few Timing
examples. Don't forget that what makes Effort a wonderful
mechanic is that it is tied to Timers. Every
Negociations objective should have a time limit or you'll just
Both roll effort, first to reach target gets what he end up rolling dice and making additions.
PEOPLE TO KILL
Adonis ravager 
Perfect bodies, pretty faces and the minds of sociopaths. An experiment that went awfully wrong.
Who did the experiment ? And why did it went wrong ?

Rolls : +3 all rolls

Actions
PHEROMONES: all targets in a NEAR radius makes a CHA check. Failure means all attempts against the
Adonis are now hard. Only one use/targets. Lasts 1D4 turns.

DEATH BALLET: Weapon effort, all targets in a NEAR radius.

RAGE: Ultimate effort against one target until its dead.

HEALING BOOST: taking a recovery action allows the Adonis to heal Ultratech effort HP.

Background
NEEDS ATTENTION: if the characters ignore the Adonis, he will get angry very fast. He craves attention.

RIVALS: all Adonis are bitter rivals. It's quite easy to get one to fight another.

AFRAID OF SCARRING: a character can trade the damage he does to an Adonis for a cut to the face. This will
leave him in a state shock, unable to act for one turn.

ARROGANT: easily tricked to prove its superiority.

city guard 
Those enforcing the Law inside the City-States. Not used to work against armed and dangerous
operatives (aka the PCs).

Rolls : +1 CON

Actions
RANDOM SHOOTING: Basic effort, all targets in a NEAR radius, bystanders included.

SHOCK BATON: Weapon effort, if target brought to 0 HP, she's unconscious, not killed.

TASER: target must make a CON check or pass out. Usable once/combat.

TEAR GAS: all targets in NEAR radius of the grenade must make a CON check or all rolls become HARD in
that area.

Background
CALL FOR REINFORCEMENTS: if the characters pull guns, reinforcements will arrive in 1D4 turns.
HEAD-CAM: this small device records everything the guard sees and hears (and it's a live feed to the
COPS public channel).

LOW-PAY: the Guard will not be heroic. If the characters' firepower is overwhelming they will flee the
scene.

VEHICLE: Guards have access to a vehicle which is always nearby. Yeah, a flying car if you wish!

shock trooper 
Elite troops used by City-States to protect their interests. High pay and good status means they're
unlikely to negociate with you unless you have very good arguments or overwhelming firepower.

Rolls : +2 all rolls


Actions
SUPPRESSION FIRE: all characters must succeed at a WIS check or they cannot move during this turn.

INDIRECT FIRE: the troopers call for some indirect fire. All targets in the NEAR radius of the impact make a
DEX check. On a failure, take WEAPON effort damage. Cover doesn't help.

CONTROLLED BURSTS: weapon effort to one target in a NEAR area.

GRENADE: All targets in the NEAR radius of the impact make a DEX check. On a failure, take WEAPON
effort damage.

Background
OFFICER DOWN!: if their officer is taken out (or if he's alone), the shock trooper rolls become HARD.

PROFESSIONNALS, NOT HEROES: if the trooper isn't able to complete his objective, he will retreat. Surrender
might be an option if the enemy is perceived as reasonable.

WELL-EQUIPED: add +20 on the Loot table when defeating a shock trooper squad.

NAME AND RANK AND SERIAL NUMBER : all rolls to make a trooper talk are HARD.

Eradicator drone 


As you might have guessed this drone has been built with only one purpose : “neutralize” all enemies.

Rolls : +5 STR, +3 Weapon effort

Actions
BODY SLAM: feel the love of a 1-ton machine. Typically aimed at vehicles. Driver/pilot makes a DEX
check. Lose control of the vehicle on a failure.

MACHINE-GUN FIRE: Ultratech effort against one target.

MISSILE VOLLEY: Weapon effort, used against vehicles.


REACTOR BLAST: everybody near the drone must make a STR check. On a failure you end up on your ass
one banana away and lose Basic effort HP.

Background
MANNED: there's someone manning that drone. So there's someone on the line you can
discuss/reason/bargain with.

RECORDS EVERYTHING: a drone costs a lot of money to some people. If you leave your face on the thing's
memory banks, they'll send you the check. And more drones.

EMERGENCY ESCAPE: if reduced to 5 HP, a drone will leave the area using a huge reactor boost (treat as a
REACTOR BLAST attack) to get as far as he can from the battle scene.

LOOT ON FOOT: a downed drone is a treasure trove. Add +20 to the Loot roll.

Machine-cultist 
“Now is the time of the Machine. The flesh is weak, the metal will deliver us from evil”. When they see
you, they see spare parts and dog food. Not a good start for negociations.

Rolls : +2 INT, +2 Ultratech effort

Actions
KAMIKAZE ATTACK: Double ultimate damage against everyone in a NEAR radius around the cultist as he
blasts himself to save his brothers and sisters.

HACKING: if successful, one piece of the character's gear cease to function.

SHRIEK: Ultratech effort, sound-based attack, targets everyone in a NEAR radius around the cultist.

SHOTGUN: Weapon effort, if target is close, double effort.

Background
STEAL PCS LOOT: if they are victorious, the cultists will strip the characters of all their loot and leave them
to rot in the White Zones.

NEGOCIATE LOOT: Machine-cultist will accept to trade some loot if offered to. Combat uses resources,
trade doesn't.

FANATICS: once engaged in combat the machine-cultists never, ever, back down. It's a fight to the death.

BAD LOOT: any loot taken from the machine-cultist has a backdoor. It can be controlled by other
machine-cultists.

Neo-dog 
Cyberdogs, intensively used during the Wars. Some are still used by the City -States, others were
domesticated/hacked by people in the White Zones and finally some went feral. All are dangerous.

Rolls : +2 STR, +2 DEX, -2 INT, -2 CHA


Actions
BITE: CLOSE Weapon effort. Forces you to drop the weapon you were holding.

CLAWS: CLOSE Weapon effort

POUNCE: the dog body slams you. Make an opposed STR roll. The loser takes Basic effort damage and
ends on the ground.

HOWL: an awful sound that requires a CHA check. Failure means your next roll will be HARD.

Background
DASH: a neo-dog can move far and act. Quick little fellas ain't it ?

ANIMAL MIND: at their core, they're still dogs. See if you can make use of this.

FEAR OF FIRE: all neo-dogs are afraid of fire, but nobody's carrying torches anymore.

FAITHFUL: once it chooses a master, a neo-dog will deactivate if its master is dead. Feral neo-dogs have
no master.

Psychovores 
Appartently the result of an experiment made on Sicarri that went (literaly) viral. They only want one
thing: feed on your thoughts and memories.

Rolls : +2 STR, +2 DEX

Actions
CLAWS: CLOSE double Weapon effort.

NIGHTMARE: target must make an INT check. On a failure, all checks and attempts against the
psychovore are HARD.

BITE: CLOSE Weapon effort. If successful, automatic damage each turn until STR check is made.

PSYCHO-PUSH: target must make a STR check. On a failure, target ends-up on her ass. All rolls HARD until
she gets up.

Background
PACK MENTALITY: psychovores always attack in packs.

SICARIUS LINK: psychovores will never attack a Sicarius first.

PREVIOUS MEMORIES: the psychovore may have devoured the memories of a character friend (or enemy)
and may act accordingly.

PACK LEADER: once the leader of the pack is killed, the Psychovores will retreat. Identifying the leader
requires a successful WIS check.
skinjob headhunter 
Highly paid professionals used to track specific skinjobs. He doesn't know why, he's just paid to bring a
head back.

Rolls : +3 to all rolls


Actions
BIG GUN: Ultimate effort against Skinjobs, Weapon effort against others. Highly recognisable.

RELENTLESS: damage done by a Skinjob to the headhunter is divided by two.

FOCUSED: +2 to rolls made against Skinjobs.

TRAP: a trap laid by a Headhunter inflicts Ultimate effort in a NEAR radius. HARD WIS check to detect.

Background
OFFICIAL STATUS : killing a skinjob hunter will earn you a place on someone's shit list. Someone powerful.

HIRING: you can hire a Headhunter if you have the loot to pay him.

HONOR: a Headhunter will always try to honor his contract, no matter what.

HATED: most skinjobs will attack the wielder of a Headhunter's gun on sight.

wandering warBot 
Used during the Corporate Wars, the Warbots where supposed to be deactivated. Now they pop-up in
the White Zones and even in the City-States. Where do they come from and what is their purpose ?

Rolls : +3 to all rolls, except -2 INT

Actions
SLICE'N DICE: CLOSE Weapon effort. Nasty blade attack, on result of 18+, makes a new attack.

BULLET CARNIVAL: Weapon effort against two NEAR targets.

SNIPING CANNON: Ultimate effort. Far range target only.

SURVIVOR: if reduced to 3 HP or less the Warbot surrenders.

Background
LEARNING PROCESSOR : if the warbot survives, all future rolls against the characters will be EASY.

I HAVE AWAKENED !: the warbot sees himself as an intelligent life-form. And as any intelligent life-form he
doesn't want to die.

DREAMS: the Warbot dreams one hour per day and in his visions he sees the place where he comes
from and the one he calls Father.
ANYTIME, ANYWHERE: a Warbot can function below water, in space, in zero gravity, etc.

Vulture warrior 
One of the gang terrorizing the good folks of the White Zones. Brash, loud, violent and always looking
for some loot.

Rolls : +2 STR
Actions
RUN'N GUN: NEAR Weapon effort. Always on the move. Hitting them is HARD.

ASSAULT : CLOSE Weapon effort.

BATTLE CRY: more warriors arrive in 1D4 turns.

HOME-MADE EXPLOSIVES: NEAR radius Basic effort. Make a CON check, if failed, character is deaf until the
end of the combat.

Background
SWARMING : only attack when the odds are in their favour (at least 2:1).

FILTHY SCAVENGERS : roll 1D30 on the loot table if you defeat Vulture warriors.

SUPERSTITIOUS: if they loose once against the characters they will never attack them again.

GREEDY: the promise of a big loot might get a Vulture's gang leader attention.

Zone eaters 
As the name implies, this ravenous gang of mutants roams the White Zone, searching for fresh meat
and clean blood. Don't end up on their menu.

Rolls : +2 DEX, +1 Weapon effort

Actions
CLAWS: CLOSE Ultratech effort. Razor-sharp implanted claws.

VICIOUS: an attack roll of 18+ results in a very painful wound, make a CON check or lose your weapon.

WEAPON GRABBER: opposed DEX rolls, if you fail he grabs your weapon, preventing you from using it until
you succeed at an opposed STR roll on the following turn(s) (or if you let your weapon go).

INFECTIOUS BITE: CLOSE Basic effort. Make a CON roll, if failed your character cannot take a recovery
action and a treatment must be found.

Background
NOT HUMAN ANYMORE: Zone eaters feel no regret and no pity. Reasoning with them is impossible.

SILENT AND DEADLY: they always try to ambush their prey. HARD WIS check to spot them.
CITY DWELLERS: they live in abandonned cities and buildings. They rarely hunt outside.

LABYRINTHINE HIDEOUT: after a combat, the whole character group gets one INT check, if it is failed, they
are lost. Reaching the exit is now a three HEART challenge, with a result of 1 resetting the characters
progression to 0.
Appendix N
This is where I got my inspiration for SKINJOB GRAVEYARD. The real list would be much longer but you'll
find enough material here to get a clear picture of the setting. Don't forget that the best appendix N is
the one you make anyway.

ANIMES
Appleseed
Black lagoon
Psycho-pass

BOOKS
Altered Carbon
Hardwired
When gravity fails

COMICS
Ballad of Halo Jones
DMZ
Transmetropolitan

MOVIES
Blade Runner
Elysium
Hardware

RPGs
Cyberpunk
Gamma World
Rifts

VIDEOGAMES
Deus Ex
Snatcher
Syndicate
SKINJOB GRAVEYARD LOOT TABLE

1D100
1 SHARK DNA: Item, Recover two hit points when taking a RECOVERY action.
2 SENTRY DRONE: Item, Sends a signal when someone enters a FAR area centered on it.
3 MILITARY BINOCULARS: Item, nightvision, heatvision and laser microphone included.
4 REINFORCED KNUCKLES : use WEAPON DIE when fighting with your bare hands.
5 OMNI-VACCINE (x3): cures every disease known by man.
6 STORYTELLER : Item, A holographic 3D audio and video book.
7 CYBERPARROT : Item, Capable of reproducing any sound or voice it hears. Limited to a 4 word sentence.
8 LIVESKINTM PATCHES (x3) : Item, Heals 5 HP by crawling inside the wound.
9 DURANIUM BASEBALL BAT : Weapon, Crude but effective. Unbreakable.
10 ACID PHREAK HACKING GUIDE : Item, Get +1 to your effort die when hacking.
11 BUDDYSPEAKTM: Item, A real-time translating tool. 1 in a 6 chance each conversation it fumbles spectacularly.
12 SPIDERSILKTM REINFORCED CLOTHES : Armor, None, +1 to Armor.
13 PHEROMONE SPRAY (x3): Item, Target gets a -5 to its CHA rolls to resist persuasion.
14 SPETSNAZ SHOVEL: Item and Weapon, None, a small pratical shovel with razor sharp edges.
15 EGOMANIAC IMPLANT: Item, Records everything you see and hear when asked to. 1 hour recording max.
16 SHELLCHUTETM (x1) : Item, A big ball of foam forms around you, preserving you from falls up to 500m high.
17 TRAUMAPACK (x3) : Item, Heals all HEARTS. Doesn't prevent scars though.
18 NITROGEN SPRAY : Item, One spray freezes any non-organic material it touches. 10 sprays/can.
19 SAFEDRINKTM ANALYZER: analyze any liquid for all kind of toxins and diseases.
20 DEEP WATER TM
BREATHING MASK: Item, Allows the wearer to breathe indefinitely under water.
21 SCREAMIN' PLUSH : Item, Cute plush making a blood-chilling noise when squeezed (CHA roll or freeze in place).
22 SUBVOCAL RADIO : Item, Allows you to communicate with other team members' radios almost silently.
23 TACTICAL VEST : Armor, None, +1 armor, You get to CARRY one additional LOOT.
24 CYBER-RAT BOMB: Item, Remotely controled rat, causing Ultratech die damage in a NEAR radius.
25 DISGUISE-KIT : Item, Creates a perfect disguise. Only lasts 1D4 turns though.
26 CORPORATE INSIDER SUBSCRIPTION : Item, Gets you the latest info about the most shady corporate and state deals.
27 GUARDBLOCKTM PILLS (X3) : Food, no need to sleep for 72 hours. Sleep 24 hours in a row afterwards.
28 ANTI-RAD PILLS (x10) : Food, Cures any form of radiation poisoning.
29 DEATHBOWL ADVERT : Item, a prepaid 1 minute video slot during a sport event watched by a LOT of people.
30 GECKO-BOOTS AND GLOVES : Item, Dex 10/1, walk on walls and ceilings.
31 CUTTING AND WIELDING TORCH : Item, Yes, as the one in the Aliens movie, uses Weapon die for effort.
32 BUG PACK : Item, Five bugs and a tracking device. Works until found (1 in a 6 chance every turn).
33 SPONGEWALL : Item, A sponge that creates an impenetrable (3 Hearts) door-sized wall when wet. One use only.
34 STICKY MINE (x3) : Item, None. Everyone NEAR the target is caught in a sticky web. Hard STR roll to escape.
35 ULTRATOOLBOX : Item, Use Ultratech die when repairing or modifying something.
36 TYPE A HAZMAT SUIT: Item, Protection against, well... Pretty much everything except molten lead and lava.
37 SPEEDPILL (X3) : Item, Allows you to act 3 times during your turn. You fall unconscious for 2D6 turns after that.
38 H.E.A.T bullets (x10) : Item, None, use Ultimate die for damage, weapon is useless after the combat.
39 SHINTENDO PORTABLE VIDEOGAME CONSOLE : Item, For those long, dark and lonely nights in the White Zones.
40 G.I ACTION-FIGURE : Item, A 6 inches tall action figure which can perform very basic actions. Rather fragile.
41 PUKE-A-PILLTM (x3) : Food, Gets all toxins (poisons, drugs, alcohol...) out of your body. Pretty messy though.
42 HOLOPETTM : Item, Cat or dog hologram, appears when summoned. Sound included.
43 MINI-MOAB: Item, 4D12 damage to everyone present NEAR the explosion. Remotely detonated or timer.
44 BAG OF MARBLES (X30) : Item, Each marble produces as much light as a candle while it rolls.
45 BLOOD SLUG : Item, this slimy creature sucks any poison out of your body. One use per week only.
46 MILITARY RATIONS (X10) : Food (?), Heal 1D4 HP if you don't puke (which you'll do if you eat more than 1/day)
47 CAMO-SCRAMBLER : Item, Disrupts all optic camouflage in a NEAR radius around the wearer when activated.
48 LOTOS PILLS (X3): Item, Makes you forget everything about one particular day (you get to choose wich one).
49 GRENADE LAUNCHER: Weapon, DEX 12/1, can throw any type of grenades. Comes with five tear-gas grenades.
50 JEEVES MKII : Item, A robot Valet that will wash your clothes, carry your stuff, etc. He will never, ever fight.
51 CUSTOM SNIPER RIFLE : Weapon, DEX 12/1, use Ultratech die for damage, double damage if aimed for 1 turn
52 BUG DETECTOR : Item, Detect any bug or spying device in a NEAR radius.
53 MONOBLADE: Weapon, None, Sword, Katana, Rapier, you name it. Use Ultratech die for damage.
54 CRANIAL BOMB : Item, When you die the bomb causes Ultimate die damage in a NEAR radius.
55 JIMINY CLICK-IT : Item, A virtual teacher, roll Ultratech die when learning something new.
56 DUNE SUIT : Item, allows you to survive three weeks without food or water. Ruined if wearer is harmed.
57 DRAGONSCALETM MILITARY INSERTS : Armor, None, +2 to Armor.
58 ANYVOICE PRO : Item, Imitate any voice, you need a sample.
59 DNA CLOAKING PATCH (x3) : Item, Stay in a City for 1D4 hours before the security systems blow your cover.
60 SAFETREKTM IMPLANT : Item, Emits a noise that keeps most animal predators away when activated.
61 CAMOCLOAK : Item, All checks relating to stealth are EASY. Ruined if the character is wounded in combat.
62 COUNSELING HOLOGRAM : Item, Boring, keeps talking and asking about your mother. Can do this in any language.
63 NANOCOOKS : Item, Nanites transform even the most basic food into a good meal. Doubles the food effort.
64 FUBAR GRENADES (X3) : Item, Everybody NEAR point of impact starts to puke for 1 turn (unless protected)
65 CORPORATE EXECUTIVE CAMPING TENT : Item, Houses up to 4 people. Add one to healing rate when sleeping inside.
66 WHITE NOISE EMITTER: blocks all sounds in a CLOSE radius.
67 EMERGENCY NANO-MEDIC : Item, Add 1 to the DEATH DIE result.
68 DROP TROOPS WEAPON MOD : Item, Rifle can be folded for transport, takes as much space as a big handgun.
69 SPY DRONE : Item, DEX 12 /1 , Can be used to recon one banana away from the owner. Destroyed if shot.
70 DREAMCORDER : Item, Used to record your dreams or to play your dreams in the mind of a sleeper.
71 A BOTTLE OF VODKA: Item, When shared with the rest of the group, all heal 1D6 HP.
72 EMP GRENADES (x3) : Weapon, None, Ultimate die damage against machines.
73 REDZONE PILLS (x3) : Item, Doubles WEAPON effort for Mêlée attacks but prevents speech and hearing.
74 PEACE COLLAR : Item, Any living being forced to wear this collar gets stunned when trying to cause direct harm.
75 ZENADE : Weapon, None, Everyone, except machines, in NEAR radius loses will to fight for 1D4 turns.
76 MAPPING DRONE : Item, Capable of mapping a building in 3D by moving inside it. Easy to spot though.
77 MOVING TATTOOS : Item, +2 to CHA rolls when you try to intimidate people.
78 IRON STOMACH ENZYMES: Item, you are now immune to all ingested poisons. And you cannot get drunk.
79 HOLOGRAPHIC DOUBLE : place or throw up to a NEAR distance. Projects a lifesized, 3D image of you.
80 IMMUNE SYSTEM T.H.O.R UPGRADE: Item, +1 CON.
81 NANONURSE GRENADE : Item, all in CLOSE range of impact get 1D12 HP back thanks to a cloud of healing nanites.
82 MEDITATION FOR DUMMIES : Item, +1 WIS.
83 O.D.I.N BRAIN IMPLANT : Item, +2 to Ultratech die. Can't be taken twice.
84 L.O.K.I HYPNO-EDUCATION PROGRAM : Item, +1 INT.
85 SHATTERGLASS RING : Item, Emits vibrations that can shatter any type of glass when used.
86 REWIRED NERVOUS SYSTEM : Item, +1 DEX.
87 M.J.O.L.N.I.R HYPNO-EDUCATION PROGRAM : Item, +2 to Weapon die. Can't be taken twice.
88 SUPERBOXER SERUM: Item, +1 STR.
89 FOLDABLE RIOT SHIELD: Item, +2 to Defense, wielder cannot use two-handed weapons.
90 CONFLICT COMMUNICATION BOOK: Item, +1 CHA
91 EMP GUN : Weapon, None, Ultratech die damage against machines.
92 IRON FLUTE : as long as the flute is played, machines freeze and cannot act.
93 KILLER BEES (x5): Item, Goes straight towards its target, inflicting WEAPON DIE damage.
94 POWER GAUNTLET: Weapon, Inflict Ultratech die damage when fighting bare handed. Takes 1 turn to reload.
95 HACKED dRONE STRIKE (x1): Destroys a house or similar structure. Roll ATTACK to hit a moving target.
96 TRUTH SERUM (x3) : Item, any person injected with this serum will spill the beans on any subject you want.
97 BROKEN RADIO : Item, A radio that emits static when a drone is in a FAR radius.
98 VTOL TRANSPORT PLANE : Item, A good way to travel safely (?) around the White Zones.
99 ASSAUT CANNON : Weapon, Ultratech damage. Affects CLOSE area on impact. Other weapons must be CARRIED.
00 CORPORATE CITY ONE-NIGHT PASS : the whole group gets his HEARTS back and two rolls on this loot table.
*The Zenade comes from Alan Moore's Halo Jones, go read it !

Cruel DM & Harsh conditions


At the beginning of each session each player rolls a D6, on a result of 1, one piece of loot gives up
(player's choice). This reflects the harsh conditions the PCs live in. I won't use this rule but I know
there are wicked Dms out there.

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