100 // 3. Classes // your Charisma modifier (minimum 1) and make a Charisma (Intimidation) ability check against their Wisdom saving throws. If successful, the targets become frightened until the end of the encounter. You must take a short or long rest before using this ability again. Bravado At 9th level, your reputation and your ego cannot let you back down or be scared. You gain advantage on all saving throws that would result in you becoming frightened. Retaliation Starting at 14th level, when you take damage from someone that is within 12 meters of you, you can use your reaction to make an attack against that them. Unarmed Fighter You have a knack for using your body to inflict devastating violence on people. You spend countless hours at the gym, sparring and mastering every martial art that ups your fight game. Bouncers, kung-fu movie stars, bodyguards, MMA teachers, and especially professional fighters make up the bulk of this specialty. Mixed Martial Arts Beginning at 3rd level, you become skilled in a variety of martial arts maneuvers that you can use in unarmed combat. You learn four maneuvers from the ones listed below. You may only use one maneuver every time you take the attack action. You learn two additional maSneak Attack Beginning at 3rd level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one person you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 1.5 meters of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Your sneak attack damage increases to 2d6 at level 7, 3d6 at level 9, and 4d6 at level 14. Martial Weapon Proficiency At level 3, you gain proficiency with ranged martial weapons. Reckless Attack Starting at 7th level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all of your attacks, but attack rolls against you have advantage until your next turn. Credible Threat At 9th level, your fluency with underworld bravado and posturing are keen, and your words carry a deadly threatening weight of violence and mayhem. As a bonus action, you can target a number of people equal to Gangster Quick Build Genome: Leviathan Class: Level 1 Hardcase Background: Ideologue Saving Throws: Str and Con STR DEX CON INT WIS CHA 19 8 16 12 12 8 HP: 22 Speed: 6 AC: 18 DR: 4 Skill Proficiencies: Athletics +6, Intimidation +1 (+6 if within 6m.), Perception +5, Streetwise +3 Attacks: Nanoblade. +6 to hit, melee, 1d6+4 P/S damage (armor-piercing, finesse, light, thrown 6/18, quick) Bite. +6 to hit, melee, 2d6+4 P damage (armor-piercing, can only be done on grappled targets) Unarmed strike. +6 to hit, melee, 1d4+4 B damage Equipment: bolt cutters, crowbar, drugs (mars x2, nanodoc x3, perk x1), freezing spray, handcuffs, nanoblade x4 Unarmed Fighter Quick Build Genome: Titan Class: Level 1 Hardcase Background: Pro Fighter Saving Throws: Str and Con STR DEX CON INT WIS CHA 19 14 18 7 9 12 HP: 25 Speed: 9 AC: 17 DR: 0 Skill Proficiencies: Athletics +6, Intimidation +3, Performance +3, Stealth +4 Attacks: 10 gauge Shotgun. +4 to hit, 50/150 m., 2d10+2 P damage (reload 8, shotgun, two-handed) Unarmed strike. +6 to hit, melee, 1d4+6 B damage Equipment: 10 gauge shotgun, binoculars, breathing mask, caltrops, climbing gear, drugs (mars x6, nanodoc x9, perk x6) grappling hook, crowbar, flashlight, first aid kit, handcuffs, knife, magazines (10 gauge x4), mini breather, spike strip Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 101 • Sting like a Bee: This unarmed strike does an additional 1d8 damage. • Superman Punch: You can move up to 3 meters (in addition to your speed) before making an unarmed strike. • Takedown: In addition to the regular damage from an unarmed strike, you and the target both become prone, and you may initiate a grapple as a free action. • Trip: In addition to the regular damage from an unarmed strike it also acts as a shove (using the shove rules). • Wrist Strike: In addition to the regular damage the unarmed strike, you can disarm the target. If you hit, the target must make a Strength saving throw. On a failed save, it drops an object of your choice. The object lands at its feet. Submission Artist At 7th level, you have advantage on attack rolls against the target you are grappling, and they have disadvantage on attack rolls made against you. Famous At 9th level, you count as one more category higher for your lifestyle granted by your Mosaic score. For example, if your Mosaic score would normally grant you a lifestyle of Middle Class, it instead grants you a lifestyle of Well Off. Additionally, you immediately receive シ 50,000 from an advertising contract. Lastly, you gain advantage on Charisma ability checks with people the GM determines as your fans. Knock Out Artist At 14th level, when you roll a natural 20 on an unarmed strike (including MMA unarmed strikes), it results in the target being knocked unconscious until the end of your next turn. neuvers of your choice at 7th, 9th, and 14th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. It takes a lot out of you to perform these techniques, so you can only perform these maneuvers a number of times equal to your Constitution modifier + 3 before you have to take a short or long rest to regain their use. If the maneuver is an attack, you must declare which maneuver that you are using before making the Attack roll. The use of the maneuver is expended whether or not the attack hits. If a maneuver requires a saving throw, the DC is 8+ your proficiency bonus + your Strength or Dexterity modifier (your choice). • Block: When another person damages you with a melee attack, you can use your reaction to reduce the damage by half your level + your Dexterity modifier. • Choke: You can only use this maneuver if you begin your turn having your target grappled. The target must succeed at a Constitution saving throw, or they become unconscious. They regain consciousness 1 full round after you release the choke. • Counterpunch: When someone misses you with a melee attack, you can use your reaction and make an unarmed strike against them. • Feinting Attack: In addition to the regular damage from the unarmed strike, you have advantage on your next attack roll against that person. • Float like a Butterfly: You can spend a bonus action to gain a + 5 bonus to your AC against melee attacks until the start of your next turn. • Leg Kick: In addition to the regular damage from an unarmed strike, your target takes a 3-meter penalty to their Speed for one minute. • Maneuvering Attack: In addition to the regular damage from the unarmed strike, one of your allies that can see you moves up to half their Speed without provoking opportunity attacks. They must spend their reaction to do so. • Menacing Attack: In addition to the regular damage from the unarmed strike, the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. • Penetrating Strike: This unarmed strike is armor-piercing. • Rattling Blow: In addition to the regular damage from the unarmed strike, the next attack roll against the target (from you, or anyone else) has advantage, as long as the attack is made before the start of your next turn.
102 // 3. Classes // Samurai Samurai are trained soldiers, bodyguards and assassins produced and contracted out by Bushido, a subsidiary company of Ronin International, the world’s largest private mercenary company. They are trained in melee weapons, unarmed combat, and pistol use. Samurai are highly prized by the rich business class as bodyguards as their training not only emphasizes combat and alertness, but also an ethic of duty being the highest priority. To die while completing your contract is the highest honor a samurai can achieve in life. Unlike the traditional samurai of ancient Japan, modern samurai come from a variety of ethnic backgrounds. Another difference is that samurai are bound to serve their employer only by contract. The contract may be 1 day, 1 job, 1 year, or a lifetime. Though duty is the core ethic of their training, it is not unusual for a samurai to only pay lip service to this or have a unique interpretation of duty. Samurai are the most specific of the starting classes. While the other classes allow for a variety of character concepts, samurai all have at least one thing in common: their specific training. While their race, nationality, and personal history can vary, all samurai have gone through Bushido’s training program and emerged as a focused and disciplined fighter. Class Features As a samurai, you get the following class features. Hit Points Hit Dice: 1d10 per samurai level Hit Points at 1st Level: 16 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 7) + your Constitution modifier per samurai level after 1st Proficiencies Armor: Light armor, medium armor Weapons: Simple weapons, martial melee weapons Saving Throws: Strength, Dexterity Skills: Choose three from Acrobatics, Athletics, Drive, Insight, Intimidation, Investigation, Perception, Social Science, Streetwise, and Stealth Equipment In addition to the equipment granted by your background, you start with either シ7,000 or the following equipment: • 9mm, 10mm, or 11mm handgun • Gangster pack or merc pack • Reinforced clothing • シ5,000 Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 103 • Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. • Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn. • Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. The extra jumping distance does not stack with upgrades or genetic enhancements. Unarmored Defense Starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. Ki Starting at 1st level, your training allows you to harness the ki energy, which you can view as mystical energy, or simply extra effort, depending on your worldview. Your access to this energy is represented by a number of ki points. Your samurai level determines the number of points you have, as shown in the Ki column of the Samurai table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier Level Proficiency Bonus Martial Arts Ki Features 1st +2 1d4 1 Unarmored Defense, Martial Arts, Ki 2nd +2 1d4 2 Fighting Style 3rd +2 1d4 3 Bujutsu Training 4th +2 1d4 4 Ability Score Improvement 5th +3 1d6 5 Extra Attack, Senshi Upgrade 6th +3 1d6 6 Bujutsu Training 7th +3 1d6 7 Senshi Upgrade, Samurai Contact 8th +3 1d6 8 Ability Score Improvement 9th +4 1d8 9 Bujutsu Training 10th +4 1d8 10 Calm the Hungry Ghost 11th +4 1d8 11 Senshi Upgrade 12th +4 1d8 12 Ability Score Improvement 13th +5 1d10 13 Bujutsu Training 14th +5 1d10 14 Senshi Upgrade, Samurai Contact (2nd) 15th +5 1d10 15 Bujutsu Training 16th +5 1d10 16 Ability Score Improvement 17th +6 1d12 17 Bujutsu Training 18th +6 1d12 18 Senshi Upgrade 19th +6 1d12 19 Ability Score Improvement 20th +6 1d12 20 Extra Attack (2), Bujutsu Training The Samurai
104 // 3. Classes // If a bujutsu training feature has prerequisites, you must meet them to learn it. You can learn the bujutsu feature at the same time that you meet its prerequisites. The level prerequisite refers to your samurai class level. Each time you get new Bujutsu Training (at level 6, 9, 13, 15, 17, and 20), you may also replace one feature you know with a different one. Evasion Prerequisite: Level 9 You can nimbly dodge out of the way of certain area effects, such as a grenade blast or a falling object. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Execute Prerequisite: Level 9 You are at your deadliest when you first draw your weapons. If you spend a ki point, any hit you score against a target that hasn’t taken a turn in combat yet is a critical hit. Hard Adept Prerequisite: Striker (Fighting Style) You can spend a ki point to perform any of the following unarmed melee attacks. • Leg Kick: In addition to the regular damage from the unarmed strike, your target takes a 3-meter penalty to their Speed for one minute. • Float like a Butterfly: You can spend your reaction to gain a + 5 bonus to your AC against melee attacks until the start of your next turn. • Sting like a Bee: This unarmed strike does an additional 1d8 damage. • Counterpunch: When someone misses you with a melee attack, you can use your reaction and make an unarmed strike against them. Hard Master Prerequisite: Level 9, Hard Adept When you roll a natural 20 on an unarmed strike, you can spend a ki point to render the target unconscious until the end of your next turn. Iaijutsu Adept Through iaijutsu training, you have developed a canny ability to draw your weapon and attack before your opponent has even had a chance to react. You have advantage on attack rolls against any target that hasn’t Martial Arts Starting at level 1, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and melee attacks. You gain the following benefits while you are unarmored or wearing light or medium armor. • You can use Dexterity instead of Strength for the attack rolls of your unarmed strikes • Your unarmed strikes inflict increased damage, as shown on the samurai table. • You can make an unarmed strike or initiate a grapple as a bonus action. • You can use your action or a bonus action to try to pin a person grappled by you. To do so, make another grapple check. If you succeed, you and the person are both restrained until the grapple ends. Fighting Style At level 2, you adopt a particular style of fighting as your specialty. Choose a Fighting Style below. You can’t take the same Fighting Style option more than once, even if you get to choose again. • Marksman: You gain a +2 bonus to attack rolls you make with ranged weapons. • Dodger: While you are not wearing armor, you gain a +1 bonus to AC. • Pistoleer: you gain a +2 bonus to damage rolls with firearms with the “close” property. • Striker: Your unarmed strikes score a critical hit on a roll of 18, 19, or 20. • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Bujutsu Training Bujutsu training teaches you to master techniques for war, violence, and self-defense. At 3rd level, you can choose one bujutsu training feature from the list below. You can choose an additional bujutsu training feature at level 6, 9, 13, 15, 17, and 20. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 105 • Wrist Strike: When you make a successful unarmed strike, in addition to the regular damage, the target must make a Strength saving throw. On a failed save, it drops an object of your choice. The object lands at its feet. Jujutsu Master Prerequisite: Jujutsu Adept You have advantage on attack rolls against the target you are grappling, and they have disadvantage on attack rolls made against you. Ninjutsu Adept Prerequisite: Sneak Attack Your bujutsu training focuses on stealth and subtelty, and you gain the following benefits: • You gain proficiency in the Stealth skill. If you are already proficient in the skill, or later gain proficiency, you add double your proficiency bonus to checks you make with it. • If you are unseen, you can move up to 3 meters in the open without revealing yourself if you end the move in an area with cover of some type. Ninjutsu Master Prerequisite: Level 17, Ninjutsu Adept You become a master of instant death. When you attack and hit a target that is surprised, if you spend a ki point, it must make a Constitution saving throw. On a failed save, double the damage of your attack against the target. taken a turn in the combat yet. Additionally, you gain a +5 bonus to initiative Iaijutsu Master Prerequisite: Iaijutsu Adept Your iajutsu training has developed to a point where you are constantly on guard against danger. You gain the following benefits: • You can’t be surprised while you are conscious. • You gain a +5 bonus to initiative. • Enemies don’t gain advantage on attack rolls against you as a result of being unseen by you. Ittōjutsu Adept Prerequisite: Level 3, Great Weapon Fighting (Fighting Style) When making damage rolls with a melee weapon that you are wielding with two hands, you can spend a ki point to inflict an extra 2d8 damage. This ability can be used after you make your attack roll, but before you know it hits. At level 6 you can spend 2 ki points to inflict an extra 3d8 damage, at level 11 you can spend 3 ki points to inflict an extra 4d8 damage, and at level 16 you can spend 4 ki to inflict an extra 5d8 damage. Ittōjutsu Master Prerequisite: Level 9, Ittōjutsu Adept When wielding a melee weapon with two hands, you gain +2 AC. In addition, you may use your reaction and spend a ki point to make a weapon attack with a two-handed weapon against anyone within 1.5 meters who makes a weapon attack against you. Jujutsu Adept You can spend a ki point to perform any of the following unarmed melee attacks. • Trip: In addition to the regular damage from the unarmed strike, it also acts as a shove (using the shove rules). • Takedown: In addition to the regular damage from the unarmed strike, you and the target both become prone, and you may initiate a grapple as a free action. • Choke: You can only use this maneuver if you begin your turn having your target grappled. The target must succeed at a Constitution saving throw, or they become unconscious. They regain consciousness at the end of their turn after you release the choke. Iaijutsu Quick Build Genome: Optimized Class: Level 1 Samurai Background: Pro Fighter Saving Throws: Str and Dex STR DEX CON INT WIS CHA 14 16 14 11 16 11 HP: 24 Speed: 9 AC: 18 DR: 0 Skill Proficiencies: Acrobatics +5, Athletics +4, Insight +5, Perception +5, Stealth +5 Attacks: 12mm Handgun. +5 to hit, 15/45 m., 3d6+3 P damage (close, reload 6) Unarmed strike. +5 to hit, melee, 1d4+2 B damage Equipment: 12mm handgun, binoculars, breathing mask, caltrops, climbing gear, crowbar, drugs (nanodoc x2), flashlight, first aid kit, grappling hook, handcuffs, magazines (12mm armor-piercing x2), mini breather, spike strip, nanoblade, plate vest
106 // 3. Classes // Your sneak attack damage increases to 2d6 at level 6, 3d6 at level 10, and 4d6 at level 13, 5d6 at level 17, and 6d6 at level 20. Stunning Strike Prerequisite: Level 6 You know several nerve points and muscle attachments that you can exploit with your strikes. When you hit someone with a melee attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Uncanny Dodge Prerequisite: Level 13 When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above your maximum using this feature. Senshi Upgrade At 5th level, you acquire an upgrade from Chapter 5: Upgrades. You gain an additional upgrade at 7th, 11th, Nitōjutsu Adept Prerequisite: Level 9, Two-Weapon Fighting (Fighting Style) When you take the Attack action and attack with a melee weapon or firearm with the “close” property that you’re holding in one hand, if you spend a ki point, you can use a bonus action to make two attacks with a different light melee weapon or firearm with the “close” property that you’re holding in the other hand. Nitōjutsu Master Prerequisite: Level 17, Nitōjutsu Adept When you take the Attack action and attack with a melee weapon or firearm with the “close” property that you’re holding in one hand, if you spend two ki points, you can use a bonus action to make three attacks with a different light melee weapon or firearm with the “close” property that you’re holding in the other hand. Sneak Attack You know how to strike subtly and exploit a foe’s distraction. Once per turn, if you spend a ki point you can deal an extra 1d6 damage to one person you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 1.5 meters of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Ninjutsu Quick Build Genome: Coelhomortos Class: Level 1 Samurai Background: Slum Dog Saving Throws: Str and Dex STR DEX CON INT WIS CHA 15 18 14 8 11 8 HP: 18 Speed: 12 AC: 19 DR: 0 Skill Proficiencies: Acrobatics +6, Athletics +4, Drive +6, Insight +2, Perception +2, Sleight of Hand +6, Stealth +6 Attacks: 12mm Handgun. +6 to hit, 15/45 m., 3d6+4 P damage (close, reload 6) Nanoblade. +6 to hit, melee, 1d6+4 P/S damage (armor-piercing, finesse, light, thrown 6/18, quick) Equipment: 12mm handgun, binoculars, breathing mask, caltrops, climbing gear, crowbar, drugs (nanodoc x2), flashlight, first aid kit, grappling hook, handcuffs, magazines (12mm armor-piercing x3), mini breather, spike strip, nanoblade, plate vest Ittōjutsu Quick Build Genome: Canary Class: Level 1 Samurai Background: Ideologue Saving Throws: Str and Dex STR DEX CON INT WIS CHA 19 13 18 10 12 8 HP: 22 Speed: 9 AC: 18 DR: 2 Skill Proficiencies: Athletics +6, Insight +3, Perception +3, Social Science +2, Streetwise +2 Attacks: Greatsword. +6 to hit, melee, 2d6+4 P damage Nanoblade. +6 to hit, melee, 1d6+4 P/S damage (armor-piercing, finesse, light, thrown 6/18, quick) Unarmed strike. +6 to hit, melee, 1d4+4 B damage Equipment: binoculars, breathing mask, caltrops, climbing gear, crowbar, flashlight, first aid kit, grappling hook, greatsword, handcuffs, kevlar body armor, mini breather, nanoblade x2, spike strip Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 107 In other words, you can trade a cheaper upgrade for a more expensive one. This can only be used to replace cyberware upgrades you have acquired with this class feature, not those purchased with シ. As with any upgrade, you must be in an appropriate facility, and it takes 24 hours to install a particular upgrade, which results in one level of exhaustion until you take a long rest. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 20th level, you can attack three times whenever you take the attack action. Samurai Contact Starting at 7th level, you gain a contact that has gone through the Bushido training academy. It could be a samurai working directly for Bushido, either as a mercenary, instructor, or administrator, or a free-lance samurai. You get an additional contact at level 14. Calm the Hungry Ghost By 10th level, you have reduced the nagging effect of your ego, recognizing its emptiness. You gain proficiency in Charisma saving throws. Suit Suits are educated and trained professionals. They are smooth talkers, intelligence agents, corporate climbers, detectives, spies, ideological leaders, military captains, and political operatives. Suits organize government coups, shatter groups to accommodate their fiscal and personal desires, and lead groups of revolutionaries. As expected, diplomacy, information gathering, and financial ability are areas of a suit’s expertise. Blackmail, deception, manipulation, and even murder can be the regular tools of this class. Being a suit doesn’t necessarily mean they are dressed in one (though they often are), since the acceptable attire of different groups and power structures varies. Suits might be more comfortable wearing military fatigues or punky leathers depending on their network’s social norms. The espionage, social savvy, and intelligence inherent to the suit’s training make them ideal spies, investigators, or assassins. They would rather defeat somebody by destroying them financially or ruining their reputation, but when violence is necessary, they usually try for subtlety rather than an obvious confrontation. Their aggressive personality and training make them natural leaders. 14th, and 18th level. You gain these upgrades through your connection to either private, municipal or national military forces, so you can get upgrades that are restricted or banned. • 5th level: You may select an upgrade worth up to シ 25,000 • 7th level: You may select an upgrade worth up to シ 50,000 • 11th level: You may select an upgrade worth up to シ 100,000 • 14th level: You may select an upgrade worth up to シ 200,000 • 17th level: You may select any upgrade Additionally, at levels 7, 11, 14, and 18, you can replace one of the upgrades that you already have with another that you could acquire at that level (it doesn’t cost an additional upgrade to do this).
108 // 3. Classes // Most suits who become protagonists do so out of ambition. They are young up-and-comers wanting to prove themselves to the world, settling for nothing less than being the best. Guile, wealth, power and status are the bread and butter of the suit. To achieve these goals, suits are always looking for the next challenge to dominate. Class Features As a suit, you get the following class features. Hit Points Hit Dice: 1d8 per suit level Hit Points at 1st Level: 13 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per suit level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons Saving Throws: Wisdom, Charisma Skills: Choose four from Acrobatics, Athletics, Bureaucracy, Computers, Deception, Drive, Insight, Intimidation, Investigation, Life Science, Mechanics, Perception, Performance, Persuasion, Social Science, Stealth Equipment In addition to the equipment granted by your background, you start with either シ7,000 or the following equipment: • 9mm, 10mm, or 11mm handgun • Spy pack • Reinforced clothing • シ2,500 Power Network Suits are always backed by a powerful organization of some sort. It could be a government agency, a branch of the military, a powerful corporation, an ideological group, or a shadowy crime syndicate. At level 1, decide which power network you associate with and have power in. Listed below are some examples, but you can choose another powerful group if you like. Government or Military Agency. The details are up to you, including imagining an agency with your GM that fits the world. Below are some examples: FBI, CIA, NSA, MI5, INTERPOL, Ministry of Security, Mossad, Intelligence Bureau, Joint Cipher Bureau, Financial Intelligence Unit, Cyber Security Bureau, Department of Defense, Alcohol Tobacco and Firearms Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 109 of these favors have a suit level prerequisite that must be met in order to use them. The number of favors you have is shown on the Suit table. At the start of each game session, you regain all of your favors. Aegis Particle Beam Prerequisite: Level 17 As an action, you can use the orbital Aegis network to rain hot death upon your enemies. The particle beam does 20d6 + 70 heat damage on a failed Dexterity saving throw, or half as much damage on a successful one. The save DC = 8 + your proficiency bonus + your Charisma modifier. You choose the size of the beam, it can anywhere from a 1.5 to 12-meter radius cylinder centered on a point of your choosing. If the target area involves individuals that are indoors, the GM determines how much of the damage is mitigated by the buildings’ structure (often ½). Calling in a favor to use an AEGIS particle beam costs three favors instead of one. Background Check Prerequisite: Level 5 You can contact your patron to ferret out any information that exists on a person you inquire about, either on pubCorporations. Each megacorporation has dozens of subsidiaries devoted entirely to intelligence, security, or financial espionage. You can imagine a mandate and name of one of these to fit your campaign with your GM. Below are the “big nine” syndicates that control over half of the world’s business: Apex International, Apollo Laboratories, Ronin, Cornucopia, Worldgroup Holdings, Infinity Industries, Unicom, Omnitech, Hexie. Crime Syndicates. The world’s larger organized crime syndicates have sophisticated intelligence and business wings, providing a good ecosystem for suits. Below are some examples: Camorra (Italian mafia), North Jopok (North Korean mafia), Ndrangheta (Italian mafia), Sinaloa (Mexican cartel), Solntsevskaya Bratva (Russian mafia), Yamaguchi Gumi (Yakuza). Alternatively, your patron could be an up-and-coming smaller, but hungry and capable, corporation or crime syndicate. Call in a Favor As an important asset, you can tap your relationship with your power network to pull strings to tilt things in your favor. It pays to have friends in high places. Some Level Proficiency Bonus Favors Sneak Attack Features 1st +2 2 — Inspiration (d6), Power Network, Call in a Favor 2nd +2 2 1d6 Moxy, Sneak Attack 3rd +2 3 1d6 Career Path, Contact 4th +2 3 1d6 Ability Score Improvement 5th +3 3 2d6 Promotion, Inspiration (d8) 6th +3 4 2d6 Career Path Feature, Contact (2nd) 7th +3 4 2d6 Contagious Moxy, Adaptive Learning 8th +3 5 3d6 Ability Score Improvement 9th +4 5 3d6 Career Path Feature, Contact (3rd) 10th +4 5 3d6 Ability Score Improvement 11th +4 6 4d6 Promotion, Inspiration (d10) 12th +4 6 4d6 Ability Score Improvement 13th +5 7 4d6 Career Path Feature 14th +5 7 5d6 Promotion, Easy Inspiration, 15th +5 7 5d6 Inspiration (d12), Contact (4th) 16th +5 8 5d6 Ability Score Improvement 17th +6 8 6d6 Career Path Feature 18th +6 9 6d6 Promotion, Contact (5th) 19th +6 9 6d6 Ability Score Improvement 20th +6 10 7d6 Superior Inspiration The Suit
110 // 3. Classes // Clean Up Crew Prerequisite: Level 5 Sometimes, life is messy, especially if violence is involved. You can call in a favor to clean up a bloody scene, dispose of a body or vehicle, or any other cover up that needs doing. The time it takes for the clean up to take place is determined by the GM. Disable Vehicle Prerequisite: Level 9 As an action, you can get law enforcement agencies to remotely shut down a target’s vehicle, making it pull over to the side of the road. The effect takes place at the start of the following round. You must have the vehicle’s license plate or have it in line of sight to use this ability. Extraction Vehicle As an action, you can contact your people to arrange a nearby autonomous car, boat, or airbus to pop by and pick you up in a jiffy. If you happen to be in an area where a vehicle can’t reach you (like inside a building), it waits in the street (or water body), by the nearest exit. If you are in an area with a high frequency of the type of vehicle you are arranging for extraction, it arrives in 2d10 rounds. Otherwise, the GM determines when it arrives. The vehicle is a “burner”, and after dropping you off at your desired destination, it can’t easily be traced back to you, presumably being chopped up and reconstituted into other vehicles. Your suit level determines the types of extraction vehicle that you may select from. • Level 1-5: Basic sedan, motor boat • Level 6-13: Luxury sedan/truck, personal helicopter, sports boat • Level 14-20: Air-bus, mini-sub, sports car You may make a successful Charisma ability check where applicable to use extraction vehicle as though you were 5 levels higher. Guest Pass You can call in a favor to get into places that you wouldn’t normally be allowed. After contacting your patron, they can arrange for the proper clearance required within mere moments. Your suit level determines how secure a location you can get access to, and at the GM’s discretion, the visit will be supervised. lic records or even in private databases like AFIS, DMV, police DNA databanks, etc. Your patron automatically succeeds at an Intelligence (Investigation) check against your target, but you need some way to identify your target to provide the basis for the search, such as a photograph, fingerprint, DNA sample, name, address, etc. The GM determines exactly what information can be found out, but it can be quite extensive, including present and past addresses, phone number, criminal records, health records, employment past and present, family, education, social media presence, etc. The information can arrive instantly, or it can take up to an hour to be retrieved at the GM’s discretion. Bodyguard Prerequisite: Level 3 Your patron sends you a bodyguard to protect you, one of their important assets. As an action, you can send a simple text for some muscle that will fight for you in the next combat. The bodyguard can be an NPC of your choice with a CR up to ⅓ of your suit level (round down), (see Chapter 12). Roll initiative for your bodyguard, which has their own turns. They obey any verbal commands that you issue to them (no action required by you). The bodyguard will stick around until the completion of your next encounter, or for 6 hours, whatever comes first. When the protection arrives is up to the Gamemaster. Drone Snipe Prerequisite: Level 8 As an action, you order a drone to take a shot at a specified target. The drone snipe makes an attack roll with a bonus equal to your proficiency bonus + your Charisma modifier. If it hits, it does 1d10 piercing damage for every suit level, and it is armor-piercing. This ability can only be activated if you are outdoors, know where your target is, and your target is visible from a bird’s eye view. Drone Strike Prerequisite: Level 8 As an action, you order a drone to strafe an area with a hail of gunfire. The drone strike does 1d10 piercing damage for every two suit levels, or half as much damage on a successful Dexterity saving throw. The save DC = 8 + your proficiency bonus + your Charisma modifier. It affects everything in a 6-meter-radius sphere centered on a point of your choosing. This ability can only be activated if your targets are outdoors and have line of sight on your target area. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 111 Resources You can contact your power network for financial support. You put out the call, and the cash appears in your account, no questions asked. To use this ability, you must make a Charisma (Persuasion) ability check towards your patron, and the money obtained equals your suit level x the result of your ability check x 100. For example, a 5th level suit that scored a 24 on their Charisma (Persuasion) ability check would get シ12,000 (5 x 24 x 100). Safe House Your power network hooks you up with a safe house that is off the map and unknown to almost anyone. It could be an apartment, cabin, abandoned house, or some other accommodation; your GM decides the specifics as long as it only provides basic amenities. It isn’t glitzy, but it enough to get a good night sleep. It is stocked with enough food and water for 5 people to live for 1 week. While hiding in this space, any attempts to track you or your allies there suffer are made at disadvantage. Tail Prerequisite: Level 2 Your power network hooks you up with an investigator to follow a person you are interested in. As an action, you can send a simple text to recruit an investigator’s help, who will follow your target of choice and report back with any information they find. The investigator is an NPC with a CR equal to one half of your suit level, and the GM has their statistics. They will follow the target for up to 24 hours, after which time you must use another favor to keep them tailing the target. Inspiration You can inspire others through stirring words or leadership. To do so, you use a bonus action on your turn to choose one person other than yourself within 12 meters of you who can hear you. That person gains one Inspiration die, a d6. Once within the next 10 minutes, the person can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The person can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A person can have only one Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. • Level 1-5: A business after-hours, concerts, onto a sold-out plane, or private clubs. • Level 6-13: Morgues, crime scenes, backstage at concerts, research facilities, restricted areas in prisons or hospitals, other people’s budget hotel rooms or apartments when they are out. • Level 14-20: Pretty much anywhere, as long as it is a place where someone has clearance, and it’s not a privately-owned place. You may make a successful Charisma ability check where applicable to use guest pass as though you were 5 levels higher. Harassment Prerequisite: Level 5 You can arrange for a target to be inconveniently stopped by police, security, or some other enforcement body with institutional power. As an action, you can send a simple text to arrange this harassment, though the effect occurs 2d10 minutes after you arrange it. The target can be on foot, or in a vehicle when harassed. This essentially stops the target in their tracks and ties them up for 3d10 minutes. If the target happens to be involved in something illegal at the time (like carrying banned weapons, blood-stained clothing, or driving a stolen car), then the harassment is especially effective, possibly outright putting the target under arrest. Legal Aid This favor allows you to get yourself out of a sticky situation with the law. The severity of the situation you can escape from depends on your suit level. The aid can occur at the level of an arresting officer who is told by your patron not to pursue it, or even in the courtroom. • Level 1-5: Misdemeanors like drugs, traffic tickets, simple assault, or minor theft. • Level 6-10: Felonies like possession of a banned firearm, theft, aggravated assault, manslaughter. • Level 11-15: Major felonies like stolen cars, major arson, bank robberies, murders. • Level 16-20: Mass murders, major thefts or incredible property damage. You may make a successful Charisma ability check on the applicable law enforcement agent to use legal aid as though you were 5 levels higher.
112 // 3. Classes // Upgrade You acquire an upgrade from chapter 5: Upgrades. You gain these upgrades through very powerful people, so you can get upgrades that are restricted or banned. • 5th level: You may select an upgrade worth up to シ 25,000 • 11th level: You may select an upgrade worth up to シ 100,000 • 14th level: You may select an upgrade worth up to シ 200,000 • 18th level: You may select any upgrade Additionally, at level 11, 14, and 18, you can replace one of the upgrades that you already have with another that you could acquire at that level (it doesn’t cost an additional upgrade to do this). In other words, you can trade a cheaper upgrade for a more expensive one. This can only be used to replace cyberware upgrades you have acquired with this class feature, not those purchased with シ. As with any upgrade, you must be in an appropriate facility, and it takes 24 hours to install a particular upgrade, which results in one level of exhaustion until you take a long rest. Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn. Expertise Choose two of your proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Weapon Master You adopt a particular style of fighting as your specialty. Choose a Fighting Style below. You can’t take the same Fighting Style option more than once, even if you get to choose again. • Marksman: You gain a +2 bonus to attack rolls you make with ranged weapons. • Pistoleer: you gain a +2 bonus to damage rolls with firearms that have the “close” property. Contagious Moxy When you reach 7th level, your Moxy ability also applies to every ally within 3 meters of you. At 18th level, it applies to every ally within 6 meters. Your Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Moxy Starting at 2nd level, your confidence, competitive drive, ambition, and unwillingness to fail is apparent. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious for this feature to be active. Sneak Attack Beginning at 2nd level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one person you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 1.5 meters of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Suit table. Career Path At 3rd level, you choose a career that reflects the type of patron you have. Your Career Path choice grants you features at 3rd level and then again at 6th, 9th, 13th, and 17th level. See the end of this class section for details on the individual paths. Contact Starting at 3rd level, you gain a contact of any type you can imagine, as suits make connections with all walks of life to further their goals. You get an additional contact at level 6, 9, 15, and 18. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above your maximum using this feature. Promotion Achieving 5th level represents another step up in your hierarchy, and you acquire special training or cybernetic upgrades to reflect this. Choose one of the promotion abilities from the following list. You gain an additional promotion at level 11, 14, and 18. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 113 Tactical Inspiration At 9th level, people that have your Inspiration die may use it as extra movement. The die result × 2 is added to the user’s Speed until the end of their turn, and they may take the Disengage action as a free action. Violent Moxy At 13th level, your Moxy feature provides a bonus to weapon damage rolls equal to your Charisma modifier (minimum of +1). This works in conjunction with Contagious Moxy, providing this bonus to allies within range. A person can benefit from this feature from only one commander at a time. Squad Leader At 17th level, when you use your Inspiration feature you may give an Inspiration die to two different allies. G-Man You are a capable and elite agent with training from a corporate or government intelligence agency. Espionage and assassination are your bread and butter, and you are an incredible sleuth. Corporate or governmental spies, detectives, and other intelligence agents are all examples of a G-man. Authority Figure Starting at 3rd level, when you use Call in a Favor as a background check, disable vehicle, harass, guest pass, or legal assistance, you count as three suit levels higher, both for the effect and the prerequisite. Adaptive Learning At 7th level, you’ve learned a thing or two from your experience, and you gain proficiency with one skill of your choice. Easy Inspiration At 14th level, you may use your Inspiration ability as a free action. Superior Inspiration At 20th level, when you roll initiative and have no uses of Inspiration left, you regain one use. Career Path Your career path scaffolds what kind of professional environment you’ve trained for and thrive in best. Are you a military, corporate, or government suit? Commander You are a born tactical leader, and likely have some military training under your belt. Your strategic planning covers both the boardroom and the battlefield. Military officers, SWAT captains, intelligence agency field operatives, and mercenary squad leaders are all examples of the kind of career covered by this path. Armor and Weapon Proficiency At 3rd level, you gain proficiency with medium armor and martial weapons. Combat Inspiration Beginning at 3rd level, you learn to inspire others in battle. Someone that has an Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against them, they can use their reaction to roll the Inspiration die and add the number rolled to their AC against that attack, after seeing the roll but before knowing whether it hits or misses. Strategic Attack Starting at 6th level, when you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. Fierce Inspiration At 9th level, when someone that has your Inspiration die uses it, they may roll it twice, keeping the higher of the two results. Commander Quick Build Genome: Espion Class: Level 1 Suit Background: Investigator Saving Throws: Wis and Cha STR DEX CON INT WIS CHA 10 16 12 10 16 18 HP: 14 Speed: 9 AC: 16 DR: 0 Skill Proficiencies: Deception +6, Insightexp +7, Intimidation +6, Perception +5, Persuasion +6, Stealth +5 Attacks: 9mm Handgun. +5 to hit, 12/36 m., 2d6+3 P damage (close, light, reload 15) Equipment: 9mm handgun, armor vest, binoculars, bug detector, caltrops, crowbar, distance microphone, disguise kit, flashlight, tracking devices x2, wall microphone
114 // 3. Classes // Protection At 17th level, whenever you use your Call in a Favor ability for a safe house, it is also guarded by your choice of two bodyguards that may be up to CR 6 each (see Chapter 12). Additionally, the safe house is equipped with cameras, reinforced security doors, bulletproof glass windows, and an alarm system that triggers if any unauthorized people enter the abode. The DC to get by any of these security measures is 8 + your proficiency bonus + your Charisma modifier. Shark You are the classic social predator, mercilessly climbing the ladder of whatever hierarchy you happen to be in. Master manipulation, wealth, and networking are your tools to achieve your ends. Hungry executives, spiritual leaders, Wall Street phenoms, and savvy smooth talkers exemplify this path. Strings Attached At 3rd level, thanks to your savvy networking and social acumen, you can use your Call in a Favor feature three additional times per session. Rich At 3rd level, you count as one category higher for your lifestyle granted by your Mosaic score. For example, if your Mosaic score Detective At 3rd level your training allows you to pick up on the smallest of details. You gain the following benefits: • You are automatically considered to be taking the Search action at all times, and your GM may call for Intelligence (Investigation) or Wisdom (Perception) ability checks whenever there is a clue that the cadre has missed. • Whenever you make an Intelligence (Investigation) ability check, you can treat a d20 roll of 9 or lower as a 10. • Increase your Intelligence score by 1, up to your maximum. Jack of all Trades Starting at 6th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Discerning Aim Beginning at 6th level, once per turn, you can add your Intelligence or Wisdom modifier (your choice) to both the attack and damage rolls of a single attack. When you reach 13th level, the damage bonus increases to double your Intelligence or Wisdom modifier. Assassinate At 9th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any target that hasn’t taken a turn in the combat yet. In addition, any hit you score against a target that is surprised is a critical hit. Elite Detective At 13th level, you’ve honed your perceptions to a razor’s edge, granting the following benefits: • Whenever you make a Wisdom (Perception) or Wisdom (Insight) ability check, you can treat a d20 roll of 9 or lower as a 10. • You have a +5 bonus to your passive Wisdom (Perception), passive Wisdom (Insight), and passive Intelligence (Investigation) scores. • Increase your Wisdom score by 1, up to your maximum. G-Man Quick Build Genome: Optimized Class: Level 1 Suit Background: Stargazer Saving Throws: Wis and Cha STR DEX CON INT WIS CHA 10 14 12 14 16 16 HP: 14 Speed: 9 AC: 16 DR: 2 Skill Proficiencies: Computers +4, Deception +5, Insight +5, Intimidation +5, Mechanics +4, Perception +5, Persuasion +5, Stealth +4 Attacks: 9mm Handgun. +5 to hit, 12/36 m., 2d6+2 P damage (close, light, reload 15) Equipment: 9mm handgun, binoculars, bug detector, caltrops, crowbar, distance microphone, disguise kit, flashlight, nanofiber vest, tracking devices x2, wall microphone Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 115 Filthy Rich At 9th level, you count as one more category higher for your lifestyle granted by your Mosaic score (stacking with the Rich feature). For example, if your Mosaic score would normally grant you a lifestyle of Middle Class, it instead grants you a lifestyle of Affluent. Additionally, you immediately receive シ50,000 from an investment that pays off big. Credible Threat At 13th level, your status and power precede you, and it is known that you can ruin careers and lives with a few words to the right people. You can leverage this reputation to strike fear in the hearts of your enemies. You can target a number of people equal to your Charisma modifier (minimum 1), and make a Charisma (Intimidation) ability check contested by their Wisdom saves. If successful, the targets become frightened until the end of the encounter. You must take a long rest before using this ability again. Corporate Hit Squad At 17th level, when you use your Call in a Favor ability to recruit a bodyguard, you recruit two NPCs instead of one. would normally grant you a lifestyle of Middle Class, it instead grants you a lifestyle of Well Off. Additionally, you immediately receive シ10,000 from an investment that pays of big. Hacking Starting at 6th level, you are able to use hacks to aid you in your climbing of the ladder, in a similar way to the Codehacker class. Intelligence is your hacking ability, and you use your Intelligence whenever a hack refers to your hacking ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a hack you run and when making an attack roll with one. • Hack save DC = 8 + your proficiency bonus + your Intelligence modifier • Hack Attack modifier = your proficiency bonus + your Intelligence modifier Hack Slots The Shark Hacking table shows how many hack slots you have. To use one of these hacks, you must expend a slot of the hack’s level or higher. You regain all expended hack slots when you finish a long rest. For example, if you know the 1st-level hack sleep and have a 1st-level and a 2nd-level hack slot available, you can run sleep using either slot. Hacks Known At 6th level you know three 1st-level hacks of your choice, from the codehacker hack list. You learn additional hacks as shown on the Shark Hacking table. Shark Hacking Suit Level Hacks Known Level 1 Slots Level 2 Slots 6 3 3 — 7 3 4 — 8 4 4 — 9 4 4 — 10 5 5 — 11 5 5 — 12 6 5 — 13 6 6 1 14 7 6 1 15 7 6 2 16 8 7 2 17 8 7 3 18 9 7 3 19 9 8 4 20 10 8 4 Shark Quick Build Genome: Companion Class: Level 1 Suit Background: Ideologue Saving Throws: Wis and Cha STR DEX CON INT WIS CHA 8 14 10 16 14 18 HP: 13 Speed: 9 AC: 15 DR: 0 Skill Proficiencies: Computers +5, Deception +6, Insight +4, Performance +6, Perception +4, Persuasion +8exp, Stealth +4 Attacks: 9mm Handgun. +4 to hit, 12/36 m., 2d6+2 P damage (close, light, reload 15) Equipment: 9mm handgun, armor vest, binoculars, bug detector, caltrops, crowbar, distance microphone, disguise kit, flashlight, tracking devices x2, wall microphone
// GeneFunk 2090 // 117 This chapter deals with some of the equipment and services that a character might want to procure to aid in their adventures. Almost every commodity imaginable is available through ordering and drone delivery, legal or illegal. The list of equipment provided is only a small fraction of what is on the market and is meant to be a guideline for the power level of the technology of 2090. If a player wants to buy something that is not listed in the book, GMs are encouraged to create the rules for it, decide how potent it will be based on the items listed in this chapter, and determine how available it is. Remember, if your player wants something, even if it sounds ridiculous, the odds are thousands or millions of others want it as well, and the free market has taken care of every niche for something to sell. Money In order to buy any of the wonderful equipment listed in this chapter, you actually need the cash to buy it. While almost all of the world’s countries have their own currencies, bitcoin (B) is the currency that most of the world agrees upon as a global standard. However, one single bitcoin is worth so much that transactions are usually measured in satoshi (シ), or 1/100,000,000 of a bitcoin. For instance, buying a meal might cost シ10, while buying a new car might cost シ30,000. Only the most lavish of mansions would approach the value of a single bitcoin. The price of all of the equipment in this chapter is measured in satoshi (シ). Bitcoin Conversions Denomination Bitcoin (B) Bit (μB) Satoshi (シ) Bitcoin (B) 1 1,000,000 100,000,000 Bit (μB) 0.000001 1 100 Satoshi (シ) 0.00000001 0.01 1 Characters earn satoshi during the course of a game session and by completing contracts (see Acquiring Money below). Acquiring Money Characters can acquire money in one of three ways: completing contracts, obtaining it during gameplay, or through features granted to them by their genome, class, or feats. Contract Completion When cadres complete contracts, they are paid the negotiated amount. Contracts can range from thousands to millions of satoshi, depending on the cadre’s Mosaic score, and the negotiation of the contract (see Chapter 8: Completing Contracts). Session Hustle During the course of a gaming session, your cadre is likely to come across some cash in the form of goods you can sell, or “appropriated” funds from your enemies. Add this to the bank! Money Generating Feature Several classes, genomes, feats, and hacks can also grant extra funds each session. For example, suits have the Call in a Favor feature that can be used to get financial resources, and codehackers have the skim hack. Chapter 4: Goods and Services Drone Delivery If you happen to be in a city, equipment can be purchased on-the-go, with extremely efficient delivery. You can be on a stake-out in a downtown subway station and decide you need some bolt cutters, and after a quick online purchase the bolt cutters will be delivered to you by a whirring aerial drone in under an hour. If the local laws allow for it, even firearms and ammunition can be delivered this way! As long as the item you are purchasing is in a warehouse somewhere reasonably close, drone delivery can get it to you incredibly quickly, to almost any public space. Larger items are delivered via driverless wheeled drones. The GM determines the exact time it takes for an item to arrive, and drone delivery doesn’t operate nearly as well if you are in a hard to get to area, or far away from where the item is being delivered. Below are guidelines for drone delivery in a megacity. Item Availability Delivery Time Very Common 1d20 minutes Common 5d10 minutes Uncommon 1d4 hours Rare 1d20 hours
118 // 4. Goods and Services // Equipment Regulations Some equipment and cyberware are deemed too dangerous for public consumption, at least without regulation. Laws regarding enhancements vary from country to country, but you can use the following as a rough guide for regulations. Generally, the more dangerous something is, the more regulations it has. For instance, a machine gun will be banned pretty much everywhere, while a pistol might only be restricted. The GM is the one who decides which category a particular item falls under, depending on where your cadre is. • None. These items are freely available, without any restriction • Monitored. Records are kept in government databases about where, when, and for whom these enhancements were performed. • Restricted. Some form of registration and licensing is required for these, which are relatively easy to obtain, as long as you don’t have a criminal record. At the Gamemaster’s discretion, there may be a price for this license, up to 10% of the enhancement cost. • Banned. Banned equipment is reserved for the military or other state entities and cannot be obtained by private citizens under normal circumstances, though they enjoy a high demand on the black market. At the Gamemaster’s discretion, these items can cost up to 50% more than the listed price if obtained through the black market. Starting Equipment When you create your character, you receive equipment based on a combination of your class, background, and genome or feat. Before the first game session, during character creation, you can spend the money granted by all of these features. After spending this starting money on your desired equipment, you retain any money that you don’t spend. You decide how your character came by this starting equipment. It might have been an inheritance or goods that the character purchased during their upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. Equipment Starting at Higher Levels Some games will start at higher levels. If this is the case, your character has already acquired some gear and upgrades earlier in their career. To reflect this, use the table below to determine a character’s starting money. The cash can be spent prior to the first gaming session. Cash Starting at Higher Levels Level Starting Cash 2 シ25,000 3 シ50,000 4 シ100,000 5 シ150,000 6 シ225,000 7 シ300,000 8 シ400,000 9 シ500,000 10 シ650,000 11 シ800,000 12 シ1,000,000 13 シ1,200,000 14 シ1,500,000 15 シ1,800,000 16 シ2,200,000 17 シ2,500,000 18 シ3,000,000 19 シ3,500,000 20 シ4,000,000 Armor With all the big nasty guns and such out there, the need for armor is paramount for those who live dangerous lifestyles or want to ease their paranoia. The quality of armor available in the world of GeneFunk 2090 has vastly increased compared to previous decades. Material that is protection against small arms fire has become nearly as light and comfortable as regular clothing, and military-grade heavy armor can make its wearer a walking tank. Of course, quality armor can be extremely expensive and for the heavier types, conspicuous a well. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. The Armor table shows the cost, mass, and other properties of the common types of armor used in the world of 2090. Armor Proficiency Anyone can put on a suit of armor, but only those proficient in the armor’s use know how to wear it effectively. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 119 Armor Class (AC) Armor protects its wearer from attacks. The armor you wear determines your base Armor Class. Damage Reduction (DR) If attacks do get through your armor, the armor can lessen the damage taken by slowing down or partially cushioning the blow. Damage Reduction applies to bludgeoning, piercing, and slashing damage. Conspicuous Walking around in medium and heavy armor attracts attention; it lets people know that potential violence is in the air and heads start to turn. In warzones, this is par for the course and expected, but in an urban nightclub or while riding a taxi, things can get weird. Antagonists are alerted. If members of the cadre are spotted wearing combat armor, potential antagonists are alerted through their information networks. This means enemies gear up with armor-piercing or HEAP ammunition, their own armor, they call in extra muscle or hackers to bypass armor, or whatever else the GM feels is appropriate. Police get suspicious. Likewise, being spotted in combat armor makes characters more likely to have altercations with law enforcement. It isn’t illegal to wear in almost any country, but it tends to get you pulled over and questioned more frequently, which can lead to the discovery of things the cadre has that are illegal. Can blow cover. If the cadre is undercover or maintaining a low profile, being spotted in combat armor may put an extra layer of scrutiny on them. Covering Armor. Medium armor can be concealed with heavy clothing like trench coats, and requires a DC 15 Wisdom (Perception) check to spot. Heavy armor is obvious cannot be concealed. Strength Heavier armor interferes with the wearer’s ability to move quickly and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 3 meters unless the wearer has a Strength score equal to or higher than the listed score. Stealth If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks. Light Armor Light armor is supple, flexible, and feels and looks the same as regular clothing, only it’s more durable. It often comes as suits, trench coats, or leather jacket and pants. It’s the protection of choice for people looking to maintain maximum mobility or hide the fact that they are battle-ready. If you wear light armor, you add your entire Dexterity modifier to the base number from the armor when determining your Armor Class. Armor Vest. A basic ballistic vest, providing some much-needed protection for the vitals in your torso. Atomos Outfit. Atomos is the pinnacle of light personal protection for the fashion conscious. The outfits are entirely custom made to fit the wearer and are manufactured with only the most precision molecular nanofiber engineering. Expensive, stylish, and almost bulletproof. Bushiweave Outfit. Bushiweave is a fabric corporation that designs protective gear marketed towards samurai. Their products are for elite customers who can afford premium brands. Durile Outfit. Durile is the most common manufacturer of protective clothing, and weaves composite carbon nanofiber to great effect. It’s light, cheap, and may save your life. Heavy Clothing. Thicker clothing like leather or heavy denim; it’s better than nothing. Nanofiber Vest. Made of high-end protective fibers, this vest is a step up from standard-issue light armor. Reinforced Clothing. Some of the cheapest protective clothing around, it’s common among street toughs and is standard issue for low-end police and security companies.
120 // 4. Goods and Services // Durile Plate Body Armor. A heavier version of the Durile assault suit, it provides more protection at the cost of mobility. Kevlar Body Armor. It may be a little bulky, but it can protect wearers from small arms fire and is a staple among poorer police and military forces. Plate Vest. A ballistic vest lined with armor plates, lightweight, sturdy, and affordable. SharkSkin Assault Suit. SharkSkin offers this form-fitting bodysuit, vest, and light helmet to wealthier customers. It’s pricy but extremely effective against pistols. Spyder Sylk Assault Suit. Made from their patented transgenic spider silk, this whole-body suit, vest, and helmet offers lightweight protection that many of the world’s elite military operations can find affordable. Heavy Armor Heavy armor offers the best protection, but its bulk limits mobility and requires special training to use it effectively. It is commonly used by well-entrenched heavy infantry. Heavy armor covers your entire body with thick reinforced fabric and heavy plates, providing protection against almost all small arms fire. Heavy armor doesn’t allow you to add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you for having a negative Dexterity modifier. Artemis Battle Suit. The Artemis Corporation uses the best available materials and manufacturing techniques to produce this marvel of engineering. It is only used by the wealthiest of armies or other equally well-financed groups for their elite heavy infantry. Most of the wearer’s body is covered by high-density nanotube plating, with only the joints and rotation points of the body being protected with the less sturdy but more flexible nanofiber weave. This armor's appearance is not unlike a futuristic version of medieval full plate. The heavy layering of plates is limiting to the wearer’s movement, but that is the price to pay for being a walking tank. Atomos Battle Suit. While being second to the Artemis line of heavy battle armor, Atomos is still a topnotch brand, and their battle suit is still an elite piece of manufacturing that is only available to well-funded consumers. Anyone rich or lucky enough to have a set is pretty much immune to small arms fire. Ballistic Plate Suit. This economy generic heavy armor is composed of interlinked hard plates. It’s bulky, but cheap and highly effective. Ballistic Shield. A ballistic nanocarbon alloy shield, while a dead giveaway that you’re ready for a fight, can Spyder Sylk Outfit. Made from actual transgenic spider silk, the threads in this armor are both stronger and lighter than steel. It’s soft, elegant, and protective and has a certain style that only something that comes from spiders could have. Its a little pricy, but many suits wear it for the menacing subtext. SharkSkin Outfit. SharkSkin has made a name for itself as extremely high-end personal protection, woven carbon nanofiber tailored to the customer’s specifications. They are second only to Atomos in the quality of their work. SharkSkin Vest. The best protective vest money can buy, stylish and light-weight carbon nanofiber torso protection. Medium Armor Medium armor is explicitly for combat and offers higher protection than light armor at the expense of mobility and subtlety. It includes the majority of armor worn by the world’s military forces. Medium armor typically consists of a blend of reinforced fabrics, an armored vest, and headgear. It is obvious to anyone that you are wearing medium armor unless it is covered by a thick outer layer of clothing, like a trench coat. Spotting it under a trench coat requires a DC 15 Wisdom (Perception) check. Instead of adding your entire Dexterity modifier to the base number from the armor when determining your Armor Class, you only add up to +3 or +4 of it, as listed on the Armor table. Atomos Assault Suit. The top of the line tactical assault armor is offered by Atomos, and only especially well-banked police, soldiers, or cadres can afford them. It’s a light nanofiber jumpsuit and mask with a nanocarbon plated vest. Molecular manufacturing at its finest. Ceramic Plate Body Armor. This generic lightweight armor is made by a variety of manufacturers, and consists of durable fabrics with high strength ceramic plates embedded in all of the hotspots. It sees wide use in police and military operations throughout the world, a nice blend of affordability and efficacy. Bushiweave Body Armor. Bushiweave body armor offers maximum protection while maintaining fluid movement and a quiet step. For those who can afford it, it’s a great compromise between protection and mobility. Durile Assault Suit. A step up from ceramic plate armor in terms of flexibility, Durile has captured a solid amount of market share with this lightweight nanofiber composite blend suit and vest. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 121 Turtletek Battle Suit. Turtletek produces armor composed of a thick nanofiber-Kevlar composite jumpsuit with nanotube composite plates covering the torso, neck and groin, as well as a partial covering of the arms and legs. A full helmet protects the head. It is not often used in invasion armies due to its poor mobility but sees extensive use in armies in defensive positions. Armor Upgrades In addition to the protection it provides, armor can also be fitted with other options that augment the wearer’s capabilities. mean the difference between life and death. When you are targeted with an attack while wielding a shield on one arm, you can use your reaction to increase your Armor Class by 2 until the start of your next turn. Hard Shell Suit. Looking like a beetle carapace, the hard shell suit is a mainstay for budget heavy infantry. Heavy Battle Suit. Heavy battle suits are produced by a variety of different corporations to protect heavy infantry. It is a combination of thickly-layered nanofiber, spider-silk composite with nanotube composite plating over most of the body, and a full helmet protects the head. It is widely used around the world, being a balance of cost and quality. Armor Armor Cost Mass Conspicuous Strength Stealth Armor Class (AC) DR Light Armor Heavy Clothing シ200 2 — — — 11 + Dex modifier 0 Reinforced Clothing シ600 2 — — — 12 + Dex modifier 0 Armor Vest シ2,500 2 — — — 13 + Dex modifier 0 Nanofiber Vest シ6,000 3 — — — 14 + Dex modifier 0 Durile Outfit シ7,000 6 — — — 13 + Dex modifier 2 Bushiweave Vest シ12,000 3 — — — 15 + Dex modifier 0 Spyder Sylk Outfit シ15,000 2 — — — 14 + Dex modifier 2 SharkSkin Vest シ35,000 2 — — — 16 + Dex modifier 0 Bushiweave Outfit シ60,000 5 — — — 15 + Dex modifier 4 SharkSkin Outfit シ100,000 3 — — — 16 + Dex modifier 4 Atomos Outfit シ300,000 5 — — — 17 + Dex modifier 6 Medium Armor Kevlar Body Armor シ2,500 10 Concealable 13 Disadvantage 17 + Dex modifier (max 2) 2 Plate Vest シ2,500 5 Concealable — — 15 + Dex modifier (max 4) 0 Durile Assault Suit シ15,000 8 Concealable — — 16 + Dex modifier (max 4) 2 Ceramic Plate Body Armor シ18,000 12 Concealable 13 Disadvantage 17 + Dex modifier (max 2) 4 Durile Plate Body Armor シ30,000 12 Concealable 13 Disadvantage 18 + Dex modifier (max 2) 4 Bushiweave Body Armor シ75,000 8 Concealable — — 18 + Dex modifier (max 4) 4 Spyder Sylk Assault Suit シ75,000 11 Concealable 13 Disadvantage 19 + Dex modifier (max 3) 6 SharkSkin Assault Suit シ150,000 9 Concealable 13 Disadvantage 20 + Dex modifier (max 3) 6 Atomos Assault Suit シ450,000 12 Concealable 13 Disadvantage 21 + Dex modifier (max 3) 8 Heavy Armor Worn Plate Suit シ3,000 16 Obvious 15 Disadvantage 18 4 Ballistic Plate Suit シ10,000 16 Obvious 15 Disadvantage 20 4 Ballistic Shield シ10,000 5 Obvious 15 Disadvantage +2 on reaction — Hardshell Suit シ20,000 18 Obvious 15 Disadvantage 21 4 Heavy Battle Suit シ60,000 16 Obvious 13 Disadvantage 22 6 Turtletek Battle Suit シ170,000 21 Obvious 15 Disadvantage 23 8 Atomos Battle Suit シ500,000 23 Obvious 15 Disadvantage 24 10 Artemis Battle Suit シ950,000 25 Obvious 15 Disadvantage 25 10
122 // 4. Goods and Services // Cloak. Your armor surface receives light from its environment and then transmits it in a fashion that mimics nothing being in the way of the light at all. The effect is perfect camouflage, rendering you invisible. The cloak has no effect on anything outside of the armor (such as weapons), which must be stowed inside the armor, or be upgraded with their own cloak. Electric Discharge, Basic. If someone makes a melee attack against you or physically grabs you, you can use your reaction to discharge a large dose of electricity into their body. They must make a DC 15 Constitution saving throw. On a failed save, they take 5d8 electrical damage, or half as much damage on a successful one. Your shocking field must recharge (through your movement) after using it, and you must wait 1 hour before using this ability again. Electric Discharge, Premium. This functions exactly as the basic version, only it does 6d10 electrical damage. Electrical Insulation. Fibers that insulate you from electricity give you resistance to electrical damage while wearing this armor. Exoskeleton, Light. A powered exoskeleton is built into armor that has incredible strength. While wearing this armor, your Strength score changes to a 22. If your Strength is already equal to or greater than 22, the powered exoskeleton has no effect on you. Exoskeleton, Heavy. This even more powerful exoskeleton follows the same rules as the light one but grants a Strength score of 28. If you chose armor to obtain an upgrade for your armor, refer to the Armor Upgrade table for details about the various upgrades you can purchase. Some upgrades require larger armor, as indicated on the prerequisite column. If medium armor is a prerequisite, the upgrade cannot be added to light armor. Only heavy armor can have an upgrade with the heavy armor prerequisite. Upgrades with no prerequisite can even be added to regular clothing. Artificial Muscles. These form-fitting fabrics can be designed to act in tandem with the existing musculature of the wearer, effectively boosting the wearer’s strength. Autonomous Environment. The armor is completely sealed from the outside environment. Air filters protect the wearer from disease, heavily polluted air, or tear gas. The skin is likewise protected by a selectively permeable nanofiber. Wearers are immune to any effects from breathable or contact poison (but can still be poisoned by injections and other means). The filters also act as “gills” in water and extract breathable oxygen, allowing you to breathe underwater. Chromomorphic. This armor is capable of changing colors and patterns to any specifications, even transparency. The main reason for this technology is for aesthetic or style, but the transparency is also useful if you happen to have the Crpytek Cloakers upgrade, so the armor doesn’t get in the way of invisibility. The desired color pattern instantly shifts according to the intention of the wearer. Armor Uprgades Upgrade Cost Mass Prerequisite Effect Artificial Muscles シ15,000 2 — +2 to Strength Autonomous Environment シ8,000 5 Medium Armor A sealed environment keeps you safe Chromomorphic シ300 — — Can change color at will Cloak シ50,000 — — Can turn invisible Electric Discharge, Basic シ10,000 4 Medium Armor Use reaction for 5d8 E damage to melee attacker Electric Discharge, Premium シ50,000 6 Medium Armor Use reaction for 6d10 E damage to melee attacker Electrical Insulation シ5,000 12 Medium Armor Resistance to electrical damage Exoskeleton, light シ75,000 10 Medium Armor 22 Strength Exoskeleton, heavy シ300,000 20 Heavy Armor 28 Strength Hyper Jumping, Basic シ20,000 3 Medium Armor Triple jumping, can fall 10 meters with no damage Hyper Jumping, Premium シ100,000 6 Heavy Armor Jumping x6, can fall 20 meters with no damage Mechanical Capacitor シ20,000 5 Medium Armor Store energy for super jump or attack Medicomp シ35,000 1 Medium Armor Dispenses medicine automatically Speed Upgrade, Basic シ20,000 4 Medium Armor Speed becomes 12 Speed Upgrade, Premium シ70,000 7 Medium Armor Speed becomes 15 Sprint Upgrade, Ultimate シ250,000 10 Medium Armor Speed becomes 18 Thermal Insulation シ5,000 12 Medium Armor Resistance to heat and cold damage Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 123 Weapon Proficiency Your background, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, knives, handguns, and other weapons often found in the hands of regular citizens. Martial weapons, including assault rifles, nanoswords, and grenade launchers, require more specialized training to use effectively. Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. Weapon Damage The type of damage a weapon inflicts is abbreviated on the tables in the damage columns. • B – bludgeoning • C – cold • E – electrical • H – heat • P – piercing • Po – poison • S – slashing Weapon Properties Many weapons have special properties related to their use, as shown in the Weapons table. Armor-piercing. Weapons with this property are able to cut through armor like butter. When you make a damage roll using a weapon with armor-piercing, the target only gets to apply half of their damage reduction (round down). Auto. In addition to regular single-shot attacks, a weapon that has the auto property can make three different special attacks, which involve holding down the trigger for fully automatic fire. The auto feature can only be used once per turn. • Concentrated Burst. You rain a hail of bullets down, making up to 10 attack rolls against the same target. These attacks end when you miss with one of the attack rolls, forgoing the rest of the attack rolls. Each attack after the first adds 4 recoil. This action uses ten rounds of ammunition. • Suppressing Fire. You can shoot an empty area in a line up to your firearm’s maximum range. Until the start of your next turn, anyone entering that line or starting their turn there must succeed on Hyper Jumping. Through specialized alloys and plastics, this armor upgrade allows you to leap great distances, tripling the distance you can jump. Additionally, these fibers absorb shock from falling, allowing you to fall 9 meters (instead of 3) without taking damage. This upgrade doesn’t stack with any other ability that increases your jumping distance. Mechanical Capacitor. The fabric of the armor stores mechanical energy generated from the wearer’s regular movements. This energy may then be released in an explosive kinetic burst, manifesting either as an extremely high jump or a powerful strike such as a kick, punch, or other melee attack. As a free action, you can decide to use this before making a melee attack roll or making a jump. If you use it on a melee attack roll, the damage of the attack’s damage roll is increased by 2d10. If you use it on a jump, it multiplies the amount of distance you can jump by 6. This upgrade doesn’t stack with any other ability that increases your jumping distance. Your mechanical capacitor must recharge (through your movement) after using it, and you must wait 1 hour before using this ability again. Medicomp. Can store up to a total of 20 doses of drugs (see the Drugs section). One dose of any of these drugs can be released into your body and activated as a bonus action. Speed Upgrade, Basic. A powered exoskeleton does the running for you, increasing your speed to 12 meters. If your speed is already equal to or greater than 12 meters, the speed upgrade has no effect on you. Speed Upgrade, Premium. Functions as the basic version but it increases your speed to 15 meters. Speed Upgrade, Ultimate. Functions as the basic version but it increases your speed to 18 meters. Thermal Insulation. Thermally resistant materials insulate the wearer from temperature changes, providing resistance to heat and cold damage. Weapons Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a handgun or a nanosword, your weapon and your ability to wield it effectively can mean the difference between life and death. The different weapons tables show the most common weapons used in GeneFunk 2090, their price and mass, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 1.5 meters of you: whereas, a ranged weapon is used to attack a target at a distance.
124 // 4. Goods and Services // character must then reload it using an action or a bonus action (the character’s choice). You can use a weapon that has the reload property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one round of ammunition. Using the ammunition is part of the attack. Recoil. Each point of recoil results in a -1 penalty to your attack rolls. When you engage in two-weapon fighting, use the recoil from the firearm you are attacking with. Recoil does not stack between attacks, except for as noted in the Auto property. Recoil can be reduced in the following ways: • Strength. Your Strength modifier is subtracted from the firearm’s recoil, but a negative Strength modifier is treated as a 0. • Two hands. Using a one-handed weapon with two hands reduces the recoil by 2. • Prone. Being prone reduces recoil by 2 • Bipod. Being prone while using a bipod reduces recoil by 4 • Weapon Mount. Using a large tripod or vehicle mount completely eliminates recoil Shotgun. A weapon with the shotgun property has a -2 penalty to damage if shooting at long range due to the scatter-shot, but doesn’t suffer from the usual disadvantage penalty. If the target is within 10 meters, damage is increased by +2. If any non-regular type of ammunition is used (such as armor-piercing or explosive), then the ammunition is a slug, not a scatter-shot, and the above mechanic doesn’t apply. Silenced. The sound produced from a silenced weapon can only be detected by people with a 15 passive Wisdom (Perception) score (modified by distance, walls, etc.). Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. Two-Handed. This weapon requires two hands when you attack with it. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property, and indicates the damage dealt when the weapon is used with two hands to make a melee attack. a Dexterity saving throw with a DC = to 8 + your proficiency bonus + your Dexterity modifier, or take the weapon’s normal damage. This action uses 20 rounds of ammunition. • Three-Shot Burst. You fire a 3-shot burst from your weapon, making up to 3 attack rolls against the same target. These attacks end when you miss with one of the attack rolls, forgoing the rest of the attack rolls. Each attack after the first adds 4 recoil. This action uses three rounds of ammunition. • Wide Burst. You can spray a 3-meter-cube area within normal range with shots. Each person in the area must succeed on a Dexterity saving throw with a DC = to 8 + your proficiency bonus + your Dexterity modifier, or take the weapon’s normal damage. This action uses 10 rounds of ammunition. Close. Ranged attacks made with this weapon don’t suffer from disadvantage due to an adjacent enemy. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Hard-Knuckle. A weapon with this property reinforces your fists with weight and strength, increasing the damage of your unarmed strikes by +2. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Mount. These powerful and heavy weapons must be used with a while prone using a bipod, or standing but using a tripod, vehicle mount or building mount. Any attempts to use them under different conditions results in a -10 on the attack roll. Quick. You can use a bonus action to make an attack with this weapon. Rapid Fire. A weapon with rapid fire shoots out projectiles at incredible speed. It allows the auto feature to be used twice in a single turn, as long as the attacker has another feature that allows them to make an additional attack. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the thrown property, or listed on the Firearms table. The range lists two numbers. The first is the weapon’s normal range in meters, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Reload. A limited number of shots can be made with a weapon that has the reload property, listed by the number in parentheses after the reload property. A Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 125 Generic Melee Weapons Premium Melee Weapons Weapon Cost Mass Damage Properties Simple Melee Weapons Axe シ40 3 1d6 S Versatile (1d8) Brass Knuckles シ20 2 Unarmed Hard-knuckle Club, small シ20 2 1d4 B Light Club, large シ40 3 1d6 B Versatile (1d8) Chainsaw シ300 10 2d10 S Armor-piercing, two-handed, no Strength bonus to damage rolls Knife シ20 0.5 1d4 P or S Finesse, light, thrown (6/18), quick Machete シ40 1 1d6 S Light Nanoblade シ1,000 0.5 1d6 P or S Armor-piercing, finesse, light, thrown (6/18), quick Sledge Hammer シ50 6 1d10 B Two-handed Stun Baton シ3,000 3 1 B Finesse, light, DC 10 Con save, or stunned until end of next turn Martial Melee Weapons Nanosword, long シ8,000 2 2d6 S Armor-piercing, versatile (2d8) Nanosword, short シ4,000 1 1d10 P or S Armor-piercing, finesse, light Sword, great シ2,000 3 2d6 S Two-handed Sword, long シ1,000 2 1d8 S Versatile (1d10) Sword, short シ500 1 1d6 P or S Finesse, light Weapon Cost Mass Damage Properties Simple Melee Weapons Jötunn Sap Gloves シ25,000 3 Unarmed Hard-knuckle, DC 10 Con save, or stunned Jötunn Shock Club シ15,000 4 1d6 B Light,1d6 E damage Jötunn Storm Maul シ60,000 6 1d10 B Versatile (2d6), DC 10 Con save, or stunned, 1d6 E damage Jötunn Stun Hammer シ20,000 6 1d10 B Versatile (2d6), DC 10 Con save, or stunned Jötunn Thunder Gloves シ100,000 3 Unarmed Hard-knuckle, DC 10 Con save, or stunned, 1d6 E damage NanoEdge Kerambit シ10,000 0.5 1d8 P or S Armor-piercing, finesse, light, quick Martial Melee Weapons Ronin Long-blade シ30,000 1 2d8 S Armor-piercing, versatile (2d10) Ronin Short-blade シ20,000 2 2d6 P or S Armor-piercing, finesse, light NanoEdge Temno シ100,000 1 2d10 S Armor-piercing, versatile (2d12) NanoEdge Gladius シ60,000 1 2d8 P or S Armor-piercing, finesse, light Masamune Katana シ300,000 1 2d10 S Armor-piercing, versatile (2d12), critical on 18-20 Masamune Wakizashi シ200,000 1 2d8 P or S Armor-piercing, finesse, light, critical on 18-20
126 // 4. Goods and Services // Baton. Damage done with this ammunition is bludgeoning instead of piercing, allowing you to knock people out with it. This type of ammunition costs シ150. Cryo. This type of ammunition is only available for firearms with the shotgun property. Damage done with this ammunition is cold instead of piercing. This type of ammunition costs シ5,000, and is banned in most countries. Explosive. When you roll damage with this ammunition, you may treat any 1 or 2 on a damage die as a 3. This type of ammunition costs シ1,000, and is banned in almost every country. HEAP. High Explosive Armor-piercing rounds are the ultimate in anti-personal ammunition. Once the realm of larger anti-vehicle guns, innovations and demand have miniaturized this technology for personal arms. Damage done with this ammunition gains the armor-piercing property, and when you roll damage with this ammunition, you can treat any 1 or 2 on a damage die as a 3. This type of ammunition costs シ3,000, and is banned in almost every country. Incendiary. Combustible materials hit by this ammunition will catch fire at the GM’s discretion, taking 1d6 heat damage per turn until it is put out. Melee Weapons Melee weapon descriptions are listed on the Generic Melee Weapons and Premium Melee Weapons tables below. Melee weapons can only be used to make attacks on adjacent targets, unless they have the thrown property. Firearms Firearm descriptions are listed on the Generic Firearms and Premium Firearms tables below. All firearms also have the ranged and reload property, described above and listed on the tables. Ammunition Firearms and other weapons with the reload property must have ammunition to be used. Firearms come with one free magazine of regular ammunition with their purchase, and extra magazines cost シ25 each. Additionally, magazines with specialty ammunition may be purchased, as described below. Armor-piercing. Damage done with this ammunition gains the armor-piercing property. This type of ammunition costs シ200, and is banned in almost every country. Generic Firearms Weapon Cost Mass Damage Recoil Range Properties Simple Ranged Weapons Handgun, 9mm シ600 1 2d6 P 1 12/36 Close, light, reload (15) Handgun, 10mm シ700 1 3d4 P 2 13/39 Close, light, reload (12) Handgun, 11mm シ900 1.5 2d8 P 3 14/42 Close, reload (10) Handgun, 12mm シ2,000 2 3d6 P 4 15/45 Close, reload (6) Hunting Rifle, 5.56mm シ1,000 3 2d8 P 0 100/300 Reload (6), two-handed Hunting Rifle, 7.62mm シ1,200 3 2d10 P 1 120/360 Reload (5), two-handed Hunting Rifle, 9.5mm シ2,000 4 2d12 P 2 150/450 Reload (4), two-handed Shotgun, 12 gauge シ600 4 2d8 P 1 40/120 Reload (8), shotgun, two-handed Shotgun, 10 gauge シ800 5 2d10 P 2 50/150 Reload (8), shotgun, two-handed Martial Ranged Weapons Assault Rifle, 5.56mm シ2,000 3 2d8 P 0 150/450 Auto, reload (40), two-handed Assault Rifle, 7.62mm シ2,000 4 2d10 P 1 180/540 Auto, reload (30), two-handed CAW, 12 gauge シ2,000 6 2d8 P 1 40/80 Auto, reload (12), shotgun, two-handed Machine Gun, 7.62mm シ5,000 9 2d12 P 3 300/900 Auto, reload (200), two-handed Machine Gun, 12.7mm シ20,000 60 3d12 P 4 1km/2km Auto, mount, reload (200), two-handed Sniper Rifle, 5.56mm シ1,500 3 2d8 P 0 250/750 Two-handed, reload (5) Sniper Rifle, 7.62mm シ2,000 3 2d10 P 1 300/900 Two-handed, reload (5) Sniper Rifle. 12.7mm シ10,000 14 3d12 P 4 1km/2km Mount, two-handed, reload (4) SMG, 4.6mm シ1,200 2 1d10 P 0 20/60 Auto, close, light, reload (50) SMG, 5.7mm シ1,600 3 1d12 P 0 40/120 Auto, close, reload (50) SMG, 9mm シ2,000 3 2d6 P 0 70/210 Auto, close, reload (40) Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 127 hit someone with an unarmed attack, the target must make a DC 10 Constitution save, or be stunned until the end of their turn. Jötunn Shock Club. This short but heavy club delivers an additional 1d6 electrical damage on top of its regular damage. Jötunn Stun Hammer. This long-handled warhammer delivers a muscle paralyzing shock. In addition to the damage from the attack, the target must make a DC 10 Constitution save or be stunned until the end of their turn. Jötunn Storm Maul. This massive maul is charged with electrical power that activates on intense kinetic impact, delivering an extra shock to the target. It delivers an additional 1d6 electrical damage on each successful hit. In addition to the damage from the attack, the target must make a DC 10 Constitution save or be stunned until the end of their turn. Jötunn Thunder Gloves. These hard metal alloy gloves carry the characteristic electrical charge that all Jötunn products do, and deliver an additional 1d6 electrical damage on each successful unarmed strike. In addition to the damage from the attack, the target must make a DC 10 Constitution save or be stunned until the end of their turn. Shock. This type of ammunition is only available for firearms with the shotgun property. Damage done with this ammunition is cut in half, and is electrical instead of piercing. Additionally, the target must make a DC 10 Constitution save, or is stunned until the end of their turn. This type of ammunition costs シ1,000. Ammunition Costs for Firearms Magazine Cost Effect Armor-piercing シ200 Armor-piercing Baton シ150 Bludgeoning damage Cryo シ5,000 Cold damage, shotgun only Explosive シ1,000 1s / 2s become 3s HEAP シ3,000 Armor-piercing, 1s / 2s become 3s Incendiary シ500 Combustible materials catch fire Shock シ1,000 Shotgun only, ½ damage, electrical, DC 10 Con save, or stunned until end of next turn Regular シ25 — Premium Weapons Personal weapons have never been as advanced as they are in 2090. The existence of the Aegis orbital satellite weapons network has put an end to state versus state war. As a result, the military shifted its focus to domestic threats and terrorism. Budgets shifted from tanks, jets, and ships into individual infantry soldiers and special police forces. As a result of this new niche, R&D fueled massive innovations in small arms and personal defense. Premium weapons are niche products for discerning consumers, with the lifestyle and cash to warrant paying top dollar. They are nanoengineered, and made from expensive materials to give them an edge on more widely produced weapons. Wealthy cadres, elite military forces, and special police are their target demographic. Premium Melee Weapons Jötunn Sap Gloves. These weighted gloves deliver a muscle paralyzing shock. Whenever you successfully
128 // 4. Goods and Services // eties of long sword as well. Active nanocolonies live on this weapon, constantly maintaining its sharpness to a molecular level after each cut. This blade is incredibly strong and never dulls. While extremely expensive to manufacture, there remains an elite market for it. Masamune Wakizashi. The Masamune wakizashi is the shorter counterpart to the katana. Any samurai that practices Nitōjutsu has getting this blade somewhere on their bucket list. NanoEdge Kerambit. These scary little metallic glass knives are a nightmare in melee combat; they are NanoEdge Gladius. These short swords are typically modeled after the classical Roman weapons, though other shapes are also available. They are common melee weapons for those wanting a light and concealable option. Like all NanoEdge weapons, it is made of a state-of-the-art metallic glass alloy that always maintains a razor edge down to a near molecular level. Masamune Katana. Marketed as the ultimate weapon for the Ittōjutsu master, the Masamune katana is the most coveted blade for any samurai. While the katana form is the most popular, it comes in other variPremium Firearms Weapon Cost Mass Damage Recoil Range Properties Simple Ranged Weapons Ballista 12 gauge シ18,000 5 2d12 P 3 50/150 Reload (8), shotgun, two-handed Black Widow 9mm シ10,000 1 2d6 P 0 12/36 Close, light, reload (15), silenced Drake Gas Gun シ10,000 1.5 — 0 12 Reload (4), special GI Python 12mm シ30,000 2 2d12 P 4 15/45 Close, reload (8) Urban Ranger 10mm シ18,000 1 2d8 P 1 13/39 Close, light, reload (13) ZQ Monkey King 11mm シ25,000 1.5 3d6 P 2 14/42 Close, reload (12) Martial Ranged Weapons Ballista 10 gauge シ60,000 7 4d6 P 4 50/150 Reload (8), shotgun, two-handed Boss Killer 12.7mm シ250,000 14 4d10 P 4 1km/2km Mount, two-handed, reload (4) Bushwhacker 7.62mm シ25,000 3 2d12 P 0 120/360 Reload (5), two-handed Bushwhacker Bola Gun シ10,000 3 — 0 20 Reload (1), special CinderPro Flamethrower シ15,000 10 4d6 H 0 9m Two-handed, Reload (3), special Cypher MK II 5.56mm シ25,000 3 2d12 P 0 250/750 Two-handed, reload (7), silenced Diablo 7.62mm シ50,000 3 4d6 P 2 300/900 Two-handed, reload (5) DragonBreath 12 gauge シ16,000 4 2d8 P 1 40/120 Reload (8), shotgun, two-handed, 1d6 H damage FS-3 Laser Cannon シ200,000 80 7d10 H 0 1km/2km Reload (10), mount GI Viper 4.6mm シ25,000 2 2d6 P 0 20/60 Auto, close, light, reload (50) M2 Maxim 12.7mm シ300,000 60 4d10 P 4 1km/2km Auto, mount, two-handed, reload (200) Manticore Bolter シ120,000 5 1d12 P 0 12/24 Auto, reload (26), 3d6 Po damage M2 Rocket Launcher シ15,000 8 7d10 P 2 50/100 Armor-piercing, reload (1), special, two-handed Nova Microwaver シ25,000 7 — 0 20 Reload (10), special, two-handed Ravager 10 gauge シ50,000 6 2d12 P 1 40/80 Auto, reload (12), shotgun, two-handed SK Grenade Launcher シ3,000 6 — 0 40 Reload (6), two-handed, special Stingray Shock Rifle シ100,000 6 2d6 P 1 15/30 2d6 E damage Tiamat 10 gauge シ50,000 4 2d10 P 2 50/150 Reload (8), shotgun, two-handed, 1d6 H damage XM Spitfire 5.56mm シ100,000 9 2d12 P 3 300/900 Auto, rapid-fire, reload (200), two-handed ZQ Blitzer 7.62mm シ60,000 4 2d12 P 1 180/540 Auto, reload (30), two-handed ZQ Timberwolf 9mm シ50,000 3 3d6 P 0 70/210 Auto, close, reload (40) ZQ Wolverine 5.56mm シ40,000 3 2d10 P 0 150/450 Auto, reload (40), two-handed Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 129 wide. Any target caught within the flame must make a DC 13 Dexterity saving throw. Cover of any type provides advantage on this save. On a failed save they take 4d6 heat damage and catch fire, taking 1d6 heat damage at the end of each of their turns until the fire is extinguished. Features that allow you to take multiple attacks a round, such as the Extra Attack feature, do not allow you to make multiple attacks with this weapon. Cypher MK II 5.56mm. This compact sniper rifle is designed or assassins who want to carry a long-range weapon with them inconspicuously. It’s recoilless and silenced shots have tied many a loose end. Diablo 7.62mm. The Diablo 7.62 is a powerful sniper rifle, aimed at elite sharpshooters. It is portable and lethal. DragonBreath 12 gauge. This German-designed shotgun uses specialty incendiary ammunition that sears targets with intense heat as well as the trauma from the impact. It deals an additional 1d6 heat damage alongside its regular piercing damage. Magazines for this weapon cost シ100 each. Drake Gas Gun. The Drake Gas Gun launches specially designed canisters of gas that explode upon impact, rapidly releasing their contents. As an action, you can tareasily hidden, strong, and maintain an edge down to the molecular level. They also tend to be status symbols in criminal circles. NanoEdge Temno. Marketed towards samurai and other longsword enthusiasts, the Temno is the best metallic glass sword on the market. They are available in all popular long sword designs, though a katana is the most common. It’s German engineering and near molecular sharpness makes it a highly prized tool for any graduate of Bushido. Ronin Long-Blade. A high value carbon steel longsword with a razor’s edge, made with precision industrial techniques. Ronin Short-Blade. A high value carbon steel shortsword with a razor’s edge, made with precision industrial techniques. Premium Ranged Weapons Ballista 10 gauge. Ballista specializes in high-end combat shotguns, and their 10 gauge packs about as much power as is possible in a shotgun. It’s designed specifically to take out heavily upgraded goons and see regular use by special police forces tasked with this job. Ballista 12 gauge. The Ballista 12 gauge shotgun is the smaller and easier to use cousin of the Ballista 10 gauge. It still packs a mighty wallop, has a little less recoil, and is a fraction of the cost. Black Widow 9mm. This compact pistol is often marketed towards wealthy women as a form of personal protection, coming in a variety of stylish colors. However, it sees just as much play in the hands of stealthy assassins looking for an easily concealed silenced handgun with no recoil. Boss Killer 12.7mm. This anti-material and anti-personnel high-powered sniper rifle was designed for military and special police to deal with heavily upgraded criminals and terrorists. Of course, this doesn’t stop it from being used by criminals against the people it was designed for. Bushwhacker 7.76mm. This devastating hunting rifle was designed to take down dangerous transgenic big game, including quillions and predo-bears. Bushwhacker Bola Gun. This weapon launches weighted bolas that trip up and restrain the target. As an action, you can target anything within 20 meters. The target must succeed on a DC 15 Dexterity saving throw or be restrained by the bola. A restrained target can use its action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) to free itself. CinderPro Flamethrower. This special weapon launches a gout of hot flame in a stream. As an action, you can launch a 6-meter line of fire that is 1.5 meters A Note on Big Guns and Armor While it might seem likes it’s always a good idea to be carrying around laser cannons and powered armor, characters should be wary! Often, a contract calls for pistols, knives, and fists more than it calls for bazookas. They lack subtlety. If the characters are investigating something, the last thing they want is everyone in the neighborhood on high-alert due to the cadre armed to the teeth that has been going around asking questions. A group of people in military grade equipment tends to arouse a great deal of suspicion and elicits investigation into whomever is toting that gear. It’s a good way to lose the element of surprise. They are often illegal. As noted above, military grade weapons are often highly regulated or even banned. The last thing a cadre wants is the local law enforcement breathing down their neck. The arms race. If they have the means, nothing gets potential enemies motivated to gear up in military equipment like seeing a heavily armed cadre looking for them. For example, a crime lord might hire another heavily armed mercenary group if he hears word that people with heavy armor and assault rifles have been looking for him.
130 // 4. Goods and Services // Nova Microwaver. The microwaver emits a 20-meter cone of electromagnetic radiation. Anyone caught in the cone experiences incredible pain, everyone within the cone must make a DC 15 Constitution saving throw. On a failed save, people stop running any hacks or upgrades that require concentration, and have disadvantage on ability checks and attack rolls until the end of their next turn. Ravager 10 gauge. This fully automatic combat shotgun delivers intense waves of destruction to enemies within close quarters. A favorite amongst soldiers who can handle the recoil. SK Grenade Launcher. This weapon operates as a firearm, though instead of making an attack roll, each attack launches a loaded grenade (the effects of which are described under Explosives). The Extra Attack and Two-Weapon Fighting feature cannot be used with a grenade launcher, and only one grenade may be launched per turn. Stingray Shock Rifle. The ammunition of this rifle delivers intense electric shocks alongside the kinetic energy of the projectile itself. It deals an additional 2d6 electrical damage alongside its regular piercing damage. Magazines for this weapon cost シ100 each. Tiamat 10 gauge. The Tiamat 10 gauge is the Dragon Breath’s bigger brother, delivering the same incendiary ammunition, but with greater punch. It deals an additional 1d6 heat damage alongside its regular piercing damage. Magazines for this weapon cost an additional シ100 each. Urban Ranger 10mm. This low-recoil pistol still packs a big punch, and is a good compromise between power and wide utility. XM Spitfire 5.56mm. This fully automatic rotary microgun delivers an incredible number of projectiles per second, obliterating lightly armored targets with ease. Its appearance alone is enough to generate fear and awe. ZQ Blitzer 7.62mm. The ZQ Blitzer is the most popular assault rifle for elite military units that is currently on the market. It’s easily carried, packs a punch that can damage even the most upgraded cyborgs or military robots, and has a reasonable level of recoil. Owning one is a symbol of elite skill as a soldier (or lots of disposable income). ZQ Monkey King 11mm. The Monkey King is a powerful heavy pistol that has become a symbol of status and swagger in the underworld, often gold-plated or engraved. ZQ Timberwolf 9mm. This SMG is meant for close-quarters urban combat, and has all the feature of the larger assault rifles in a more compact size. get one creature within 12 meters. The effects of the canister depend on the type of gas within it, described below: • Tear gas. The target must make a DC 15 Constitution saving throw. On a failed save they are blind and poisoned until the end of their next turn. • Knock-out gas. The target must make a DC 15 Constitution saving throw, falling unconscious on a failed save. An unconscious person wakes up in 10 rounds, or if they take damage, or someone uses an action to shake or slap the sleeper awake. • Poison gas. The target must make a DC 15 Constitution saving throw. They take 5d4 poison damage on a failed save and are poisoned until the end of their next turn. If they succeed on their save, they take half as much damage and are not poisoned. Naturally, if the target is wearing a gas mask or some other similar protection, the gas gun has no effect. Magazines for the Drake Gas Gun cost シ100 each. FS-3 Laser Cannon. These modern military weapons are powered by enormous batteries and are normally either stationary or mounted on vehicles. GI Python 12mm. This hand-cannon of a pistol is meant for people with the strength to handle the recoil, and is especially effective at chewing through armored targets. GI Viper 4.6mm. The GI Viper is an ultralight SMG and generates very little recoil. It is perfect against numerous unarmored enemies, mowing them down with ease. M2 Maxim 12.7mm. This big daddy heavy machinegun is a belt-fed, anti-personnel or anti-light vehicle weapon, but if it’s loaded with armor-piercing ammunition, it’s powerful enough to be a threat to more heavily armored targets as well. M2 Rocket Launcher. In addition to the regular damage from this attack, the M2 Rocket Launcher also creates a blast of concussive force that radiates outward in 3-meter radius sphere centered on the point of the detonation. Everyone within the blast (include the target of the rocket, whether it hits or not) must make a DC 15 Dexterity saving throw, taking 5d6 bludgeoning damage on a failed save, or half as much damage and no stun effect on a successful one. The secondary blast is not armor-piercing. Only one rocket may be launched each turn. Rockets cost シ100 each. Manticore Bolter. This fully automatic needle gun is designed to deliver poison through its specialized flechette ammunition. It inflicts 3d6 poison damage in addition to its regular piercing damage. It also operates normally underwater, except its range is cut in half. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 131
132 // 4. Goods and Services // Explosive Effects Explosives can have any of the following effects, regardless of detonation type, and their costs are listed on the Explosives table. Concussion. Concussive force radiates outward in 3-meter radius sphere centered on the point of the detonation. Everyone within the blast must make a DC 15 Dexterity saving throw, taking 4d6 bludgeoning damage and becoming stunned until the end of their next turn on a failed save, or half as much damage and no stun effect on a successful one. EMP. The detonation creates a burst of electromagnetic radiation in a 3-meter radius. All electronics must make a DC 15 saving throw. On a failed save, the electronics stop working until they are repaired. Repairing electronics damaged by an EMP blast requires a DC 10 Intelligence (Mechanics) ability check and 10 minutes. Things affected include cars, elevators, computers (including daemons), etc. The saving throw bonus the device gets depends on the amount of insulation they have from the blast, and high-quality electronics have Faraday shielding, which can provide from a +5 to +15 bonus to this saving throw (see Faraday shielding in the gear section). Daemons have a +5 bonus to this saving throw, and if they fail, they can make the saving throw at the end of each turn as they attempt to self-repair. Flashbang. The detonation produces an ultra-bright blinding flash of light and an intensely loud “bang”. Everyone within 3-meter radius sphere centered on the point of the detonation must make a DC 15 Constitution saving throw. On a failed save, people become blind, deaf, and are stunned until the end of their next turn. ZQ Wolverine 5.56mm. The light assault rifle is another favorite of elite militaries around the world, being more effective than most due to its high-quality materials and nano-engineering. Explosives These devices detonate given certain conditions and can produce a variety of effects, usually involving an explosion of some type. Detonation The detonation type is fixed at the time of purchase, and the types of detonation are described below. • Grenades. Grenades are explosives that detonate on impact, or seconds after pulling the pin. As an action, a character can throw a grenade at a point up to 15 meters away. With a grenade launcher, the character can propel the grenade up to 40 meters away. The detonation is at the point the grenade lands. • Mines. These explosives are triggered by either a tripwire or a pressure plate. The detonation point is in the square the mine is placed in. The base Wisdom (Perception) DC to spot a mine is 10. A mine can be camouflaged and hidden, increasing the DC to spot the mine to 8 + your proficiency bonus + your Wisdom modifier. • Timer. A set time limit, which you can determine when you set the explosive as an action, will determine when the explosive detonates. The timer can be set to mere seconds, or even days. • Special. Certain other detonators and hacks can create specialized conditions under which the explosive detonates, such as facial recognition, DNA analysis, etc. See the specialty detonator hack for more information. Bombs, Explosives, and Grenades Explosive Cost Mass Effect Summary Concussion シ500 2 3-meter radius, DC 15 Dex save, 4d6 B and stun on fail, half on successful. EMP シ2,000 2 3-meter radius, DC 15 save, electronics break down and need to be repaired Flashbang シ300 2 3-meter radius, DC 15 Con save, blind, deaf, stun on fail Fragmentation シ400 1 6-meter radius, DC 15 Dex save, 5d6 P on fail, half on successful Incendiary シ600 2 6-meter radius, DC 15 Dex save, 5d6 H on fail, half on successful, lasts 3 rounds Knockout シ700 2 4-meter radius, DC 15 Con save, unconscious on fail, gas lasts 3 rounds Poison シ800 2 6-meter radius, DC 15 Con save, 5d4 poison + poisoned on fail, half on successful Shaped Charge シ900 2 2-meter cone, DC 15 Dex save, 7d10 B on fail, half on successful, armor-piercing Smoke シ100 2 6-meter radius, heavily obscured area, smoke lasts 6 rounds Sticky シ800 2 3-meter radius, DC 15 Str save, restrained on fail, lasts 1 hour Sting シ200 2 6-meter radius, DC 15 Con save, disadvantage on rolls for 1 turn Tear Gas シ200 2 6-meter radius, DC 15 Con save, blind on fail, gas lasts 5 rounds Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 133 A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Sticky. This explosive sprays a mass of thick and sticky goo. The goo fills up to a 3-meter radius sphere centered on the point of detonation. The strands of goo are difficult terrain and remain for 1 hour. Each person that starts their turn in the goo or who enter it during their turn must make a DC 15 Strength saving throw. On a failed save, they are restrained as long as they remain in the goo or until they break free Someone restrained by the goo can use their action to make another DC 15 Strength saving throw. If they succeed, they are longer restrained. Sting. Tiny hard rubber balls fly outward in 6-meter radius sphere centered on the point of the detonation. Everything within the blast must make a DC 15 Constitution saving throw. On a failed save, creatures stop running any hacks or upgrades that require concentration, and have disadvantage on ability checks and attack rolls until the end of their next turn. Tear Gas. The explosive creates a fog of noxious and irritating gas that burns the eyes and lungs of those inside. The explosive creates a 6-meter-radius sphere of tear gas centered on the point of detonation. The fog spreads around corners. It lasts for 6 minutes, Fragmentation. Shrapnel flies outward in 6-meter radius sphere centered on the point of the detonation. Everything within the blast must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one. Incendiary. A swirling shower of white-hot phosphorus embers appears in a 6-meter-radius sphere centered on the point of detonation. The shower spreads around corners and is heavily obscured, lasting for the 3 rounds. Everything within the fiery shower must make a DC 15 Dexterity saving throw, taking 5d6 heat damage on a failed save, or half as much damage on a successful one. People must also make this saving throw when they enter the area for the first time on a turn or ends their turn there. Any combustible material catches fire at the GM’s discretion. Knockout. This device emits a 4-meter-radius sphere of anesthetic gas centered on the point of detonation. It lasts for 3 rounds or until strong wind disperses it. When someone enters the gas for the first time on a turn or starts their turn there, they must make a DC 15 Constitution saving throw. They fall unconscious on a failed save. An unconscious person wakes up in 10 rounds, or if they take damage, or someone uses an action to shake or slap the sleeper awake. Poison. This explosive creates a 6-meter-radius sphere of poisonous fog centered on the point of detonation. The fog spreads around corners. It lasts for 10 rounds, or until strong wind disperses it. Its area is heavily obscured. When someone enters the fog for the first time on a turn or starts their turn there, they must make a DC 15 Constitution saving throw. They take 5d4 poison damage for every on a failed save and are poisoned until the start of their next turn. If they succeed on their save, they take half as much damage and are not poisoned. The fog moves 3 meters away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. Shaped Charge. This explosive detonates in a particular direction, doing more damage to a more focused area. Shrapnel explodes outward from the explosive in a 2-meter cone centered on the point of the detonation (the direction of the cone is determined by the detonation device, often directed upward). Everything within the blast must make a DC 15 Dexterity saving throw, taking 7d10 piercing damage on a failed save, or half as much damage on a successful one Smoke. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 6-meter radius. The smoke lasts for 6 rounds. Rules Variant: Grenade Accuracy To be consistent with other 5e games, area effect mechanics typically allow you to perfectly target the point of impact. However, if you want to introduce a touch more realism and drama to grenade accuracy, use the rules below. Make a 1d10 roll. On a roll of a roll of a 5 or a 6, the grenade lands where you intend it to. If the d10 rolls a 1-4 or a 7-10, it lands in an off-target square, as shown below, with the top row being north. Engineers and anyone with martial ranged weapon proficiency can add or subtract up to 2 from their roll. 1 2 3 4 5-6 7 8 9 10
134 // 4. Goods and Services // tions of some of the equipment available in the year 2090 are listed below. Anti-Surveillance Kit. This device appears to be a large briefcase but inside are a variety of counter-surveillance measures. It automatically detects the presence of wireless transmitters, amplified microphones, and other comparable electronic devices that may be hidden in walls, ceiling, chairs, briefcases, conference tables, plants, etc., even when those are not in operation. The kit locates any wireless transmissions occurring in the area. It can then block the selected wireless frequencies in a 5-meter radius around the kit, or enable the user to manually find the bug and dispose of it. Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 2 meters on a side. A person moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A person moving through the area at half speed doesn’t need to make the save. Binoculars. They can zoom in up to 1.5 kilometers away. In addition to this basic function, all of the exor until strong wind disperses it. Its area is heavily obscured. When someone enters the fog for the first time on a turn or starts its turn there, they must make a DC 15 Constitution saving throw. On a failed save they are blind and poisoned until the start of their next turn. The fog moves 3 meters away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. Gear Where there’s a demand that technology can accommodate, there’s also a supply. Technology is a wholly pervasive force, so this is only a very small list of the myriad of technological gadgets available. GMs are encouraged to work with players to create rules for other appropriate technologies that are not listed here. As with other types of technology, the gear someone carries speaks to their sense of style, the latest and most expensive being the coolest. Refer to the Gear table for other details about the various types of gear. DescripGear Gear Cost Mass Effect Summary Anti-Surveillance Kit シ30,000 5 Detects/shuts down wireless transmissions, finding bugs, microphones, etc. Ball Bearings シ 25 2 DC 10 Dex save or fall prone in 2-meter area Binoculars シ100 1 Zoom up to 1.5 km away Biohacking Kit シ1,000 2 Contains reagents you need to run injection hacks Bolt Cutters シ100 1 Cuts wires, padlocks, fences BCI シ200 0.5 External wearable computer for those who lack a daemon Breathing Mask シ300 1 30-minute breathable air, and provides poison gas protection Bug Detector シ1,500 1 Wand that detects recording devices Caltrops シ150 0.5 DC 15 Dex save or take 1 piercing damage, and slowed, in 1-meter area Climbing Gear シ200 3 Rope, rappelling harness, and other gear helpful for climbing Cloaking Coating シ3,000/kg - The object can become invisible Collapsible Ladder シ50 5 4-meter ladder, can collapse into backpack-size Crowbar シ25 2 Advantage on Strength checks when a lever would help Disguise Kit シ400 4 Makeup, prosthetics, and wigs provide ability to impersonate or hide identity Distance Microphone シ500 2 Can listen in on a conversation up to 5 meters Faraday Shielding Varies Varies Protects electronics against electromagnetic radiation First Aid Kit シ50 2 Stabilize a person without needing to make a Life Science check Flashlight シ25 1 Provides bright light in a 6m radius and dim light for an additional 6 meters. Forensic Field Kit シ500 2 Fingerprint tape, chemicals that detect blood, semen, GSR, other small tools Forensic Scanner シ20,000 2 Can determine chemical makeup and DNA sequence of samples Freezing Spray シ800 2 Liquid nitrogen freezes things, making them easier to break Frictionless Spray シ1,000 1 A near frictionless polymer makes slippery patches, or disarms enemies Gadget Hack Kit シ1,000 2 Contains the consumable parts, batteries, and solutions for gadget hacks Gecko Gear シ15,000 2 Gain climbing speed equal to your regular speed, and climb sheer surfaces Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 135 Gear Continued Gear Cost Mass Effect Summary Goggles シ25 1 Protects from bright light, and gases that inflict blindness Dark シ500 - See in darkness normally. Macroscopic シ100 - Zoom up to 1.5 km away Penetration シ5,000 - See through walls Spectrum シ5,000 - See invisible things GPS Tracking Device シ75 - Track the location of the device within a 2-meter radius Grappling Hook シ25 1 Secured to protrusions, such as rooftops, walls, and balcony or window ledges Grapnel Launcher シ1,000 3 Can launch grappling hook up to 30 meters, and has motor to lift up to 200kg Handcuffs シ50 1 Binds hands, DC 30 Strength or Dexterity (Acrobatics) check to escape Hypospray シ500 1 Administer drugs through the skin Jammer Disrupts cellular, radio, television, and wireless internet connection Mini シ1,500 1 Jam wireless communications up to a 4-meter radius Low シ3,000 2 Jam wireless communications up to a 10-meter radius Medium シ12,500 5 Jam wireless communications up to a 30-meter radius High シ50,000 15 Jam wireless communications up to a 100-meter radius Lock Picks シ50 0.5 Tools to pick mechanical locks Mechanic’s Tools シ1,000 6 Hammer, tape, pliers, multi-tool, mini torch, and various other tools. Micro-Drone シ3,000 - An insect sized and shaped drone can record up to 30 hours of audio/visual info. Mini-Breather シ300 1 Provides 10 minutes of breathable air Metal Detector シ200 1 Can detect metals in a 1-meter radius. Parachute Set シ3,000 20 No damage from falls over 50 meters, ½ damage from falls less than that Rope (15 m) シ25 4 Rope! Scuba Gear シ400 10 4 hours of oxygen Silencer シ500 0.5 Less sound from gunfire Sleeping Bag シ250 2 Warm and cozy Spike Strip シ300 6 Shreds vehicle tires Tent シ250 10 Keeps you dry and out of the wind Wall Microphone シ500 0.5 Hear through walls up to 50 cm thick Wingsuit シ1,000 1 Can glide incredible distances tra functions available to goggles (see below) are also available for binoculars for the same cost. Biohacking Kit. This kit contains dozens of different chemical and biological agents and nanobots that are required to run injection hacks. Each kit contains 20 uses worth of reagents before running out. Bolt Cutters. An exceptionally heavy wire cutter, a bolt cutter can snip through padlocks or chain-link fences. BCI. A Brain Computer Interface is a wearable technology for people without daemons, providing many of the same functions. It allows regular computer functions, Mind’s Eye Windows, thought to speech chat, sensory recording and playing, telepresence, and diving in the WDS as described in Chapter 6: Daemons. It is cosmetically available as earpieces, headbands, hats, and other headgear. Breathing Mask. This plastic helmet and mask covers the entire head and provides breathable air for 30 minutes. In addition, by filtering air, the mask also protects your eyes and lungs from some harmful gases, such as tear gas, even when the air supply has run out, making you immune to these effects. The air comes from a pop-can sized tank. Extra tanks are often carried, costing シ50 each. For twice the cost, the breathing mask’s filters have an additional selectively permeable membrane. The filters act as “gills” in water and extract breathable oxygen for the wearer up to a depth of 15 meters. Bug Detector. This wand can be waved around the room to help search for wireless recording devices by
136 // 4. Goods and Services // emitted by EMPs. By enclosing an electric device in a special conductive material, electromagnetic radiation is repelled from sensitive electronics. For the most expensive shielding, it costs 1/2 more money than a device would normally cost to “harden” it. It is often used to protect computers, cars, and other expensive equipment, especially in the military. It provides a +15 bonus to the item’s saving throw against electromagnetic radiation. A cheaper shielding costs 1/4 more money than the item’s original cost, and provides a +10 bonus. The cheapest shielding gives a +5 bonus and only costs 1/10 the original items cost. First Aid Kit. This kit includes bandages, adrenalin, painkillers, coagulants and other useful materials. The kit has ten uses. As an action, you can expend one use of the kit to stabilize someone who has 0 hit points, without needing to make an Intelligence (Life Science) check. Flashlight. They come in various sizes and power. Pocket-sized flashlights illuminate up to 5 meters, the forearm sized ones illuminate up to 10 meters, and the larger spotlight style illuminate up to 15 meters. In addition to the handheld lights, head or weapon-mounted lights are available. Forensic Field Kit. This is a standard field kit for many law enforcement agencies. This kit includes fingerprint tape, various chemicals that detect blood, semen, or gunshot residue, small brushes, UV lamp, magnetic and fluorescent powders as well as various other small tools to help with investigation. This kit provides the character the ability to detect blood, bodily fluids, GSR and fingerprints, and might give making audible or visual signals when it approaches such a device. It provides advantage on Intelligence (Investigation) and Wisdom (Perception) rolls made to look for these devices. Caltrops. As an action, you can spread a single bag of caltrops to cover a 1-meter-square area. Anything that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the person regains at least 1 hit point, its walking speed is reduced by 3 meters. Someone moving through the area at half speed doesn’t need to make the saving throw. Climbing Gear. A climber’s kit includes special pitons, boot tips, gloves, rappelling gear, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 8 meters from the point where you anchored yourself, and you can’t climb more than 8 meters away from that point without undoing the anchor. Cloaking Coating. You can coat other gear with a surface receives light from their environment and then transmits it in a fashion that mimics nothing being in the way of the light at all. The effect is perfect camouflage, rendering you Invisible. The cloak has no effect on anything outside of the coated gear. You can deactivate the cloaked gear wirelessly by using the Interact with Object action. Collapsible Ladder. This 4-meter ladder can be easily carried in a standard backpack or sports bag, taking up no more room than a few sets of clothes. With relative ease, the collapsed ladder can reach its full stature. It takes a full turn to assemble the ladder. Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied. Disguise Kit. This case contains everything someone needs to look like someone they are not, such as skin pigments, hair dyes, prosthetics, and hair. You can use Charisma (Deception) or (Performance) to impersonate people or mask your identity using this kit. Distance Microphone. These recording devices are for listening to events from afar, targeting a 5-meter radius area to listen to. Long-range recorders come in two types: shotgun and parabolic. The shotgun recorder is shaped like a long-barrelled pistol and can record clearly at distances up to 100 meters. The parabolic recorder is larger, utilizing a ½ meter reflective dish attached to a handgrip. It can achieve up to a 300-meter range. Faraday Shielding. This is not a specific gear so much as a process that protects any electrically based gear from electromagnetic radiation, such as that Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 137 are attracted to surfaces by an intermolecular force known as “van der Waals force”. You gain a climbing speed equal to your regular speed. Additionally, you can climb sheer surfaces without requiring a Strength (Athletics) check. Goggles. There are many different types of goggles, the most common being merely for protection. All goggles protect against eye-damaging gases and bright flashes, rendering you immune to the blinding effects of these weapons. Many kinds of vision technologies can be incorporated into the goggles. • Dark. You can see normally in darkness up to a range of 36 meters. • Macroscopic. The goggles function as binoculars Macroscopic goggles can zoom in to a distance of 1.5 kilometers. This ability can be activated or deactivated as an action. The exact distance of viewed objects is displayed in meters in the goggles display. Obviously, the character should only activate this ability when conventional vision isn’t needed. • Penetration. Penetration vision is the fabled “x-ray vision” out of comic book myth. Using radar principles and various low-frequency energies such as Trays, infrareds, ultrasounds and microwaves the goggles internal microcomputer produces a single coherent image feed for the character. You can clearly see through smoke, clothes, flesh and even walls up to a range of 30 meters. Penetration vision even cancels all bonuses given to characters using high tech camouflage such as Cryptek Cloakers and other obfuscation equipment or genetic enhancements. It is disorientating to use penetration vision and find the right wavelengths to see through the object you want to. You suffer disadvantage on attack rolls and Dexterity ability checks. In addition, they can only move at 1/2 their normal Speed. This ability can be activated or deactivated as an action. • Spectrum. Your vision is greatly enhanced by both increasing the intensity of visible light received and making use of non-visible lights and other energies such as infrared, ultraviolet, sound, and microwaves. The goggle’s microprocessor triangulates all the data from these receptions into a single coherent image feed. This ability can be activated or deactivated by using an action. You treat lightly obscured areas as completely visible, and heavily obscured areas as lightly obscured. You can see people and things that are invisible (people using cloakers for instance). advantage on Intelligence (Investigation) checks at the GM’s discretion. Forensic Scanner. This relatively recent technology was first used by forensic investigators at crime scenes but it has since become more available to the public. It can pick up and record the chemical composition and amount of everything in an area up to a cubic meter or as fine as a cubic centimeter. This includes solids, liquids, and gases. It is so finely tuned it can even pick out and sequence individual DNA samples if any are present. If the proper authority is possessed (or the proper hacking skills) it can identify the person the DNA belongs to by checking government databases. Freezing Spray. This liquid nitrogen spray jets out much more than just a standard wart remover, and can make breaking padlocks, doorknobs, or other materials much more brittle, allowing them to be broken with a hammer. If used as a weapon, it can inflict 1d6 cold damage on one target with 1.5 meters (Dexterity saving throw for half damage). Frictionless Spray. This spray-can resembles a household cleaner or spray paint, but it contains a liquid lubricant that generates very little friction. If used to escape bonds (like handcuffs or ropes) it provides a +10 bonus to Dexterity (Acrobatics) checks made to escape bonds. If sprayed on the body, the person gains a +10 bonus to escape grabs. As an action it can be sprayed on the ground, covering a 1-meter area. Anyone passing over that area must make a DC 14 Dexterity (Acrobatics) check or they fall prone to the ground and take 1d4 damage from the fall. Getting up requires an additional DC 14 Dexterity (Acrobatics) check, failure results in falling prone and taking the damage again. If it is sprayed on an incline, it is impossible to climb the incline. The spray may also be used on an enemy’s hands. They must make a DC 10 Dexterity save or they drop their weapon. They must make this save at the start of each of their turns until they wash the frictionless polymer off their hands (which takes 1 action). Each can contains 10 uses. This chemical is often regulated or even banned in many countries. Gadget Hack Kit. This kit contains dozens of different stem nanobots, batteries, chemical solutions, and other consumable materials required to run gadget hacks. Each kit contains 20 uses worth of reagents before running out. Gecko Gear. This recently-marketed climbing gear utilizes the same method of surface adhesion that geckos use to climb walls. Gloves, knee pads, footgear and lengths of fabric along the forearms and shins are lined with artificial setae, micro-hairs that
138 // 4. Goods and Services // Handcuffs. These tools are still commonplace and used by law enforcement officials as well as other consumers interested in bondage. If the hands are bound behind the back of the subject then their hands are near useless. To escape from a standard pair of handcuffs requires a successful DC 30 Strength or Dexterity (Acrobatics) check. Someone else can free a bonded individual with the keys, or by making a successful DC 20 Intelligence (Mechanics) check. Handcuffs have DR of 10 and 15 hit points. Extra security handcuffs can be purchased for 10 times the price to add an extra 5 to the DC of the Ability checks required to be free and 5 DR. Hypospray. This small gun-shaped device has largely replaced hypodermic needles and despite the many different brand names, the “hypospray” name first coined in sci-fi literature seemed to stick the most. It can send drugs into a person’s muscles or circulatory system. The ultra-strong monomolecular tip of the hypospray gets through almost any material, allowing it to affect targets wearing heavy armor. Unless it is used with an injection hack or you have the hypospray warrior feat, it can only be used on a willing subject or a subject that is otherwise helpless, immobilized, or unaware. Jammer. Jammers paralyze wireless communications, such as cellular frequencies, radio signals, television signals, and wireless internet connection. The jammer can be set to block all, or some of these frequencies. Smaller jammers can be purchased normally but larger jammers are typically regulated and monitored (or even banned). • Mini. This jammer is wallet-sized and can easily fit in a pocket. When turned on it is able to jam wireless communications up to a 4-meter radius. • Low Power. Low power jammers are often used in office meetings, churches or other places where silence or discretion are required. It is roughly the size of a hardcover book and can fit in most handbags or briefcases. It can jam wireless communications up to a 10-meter radius. • Medium Power. These devices are large briefcase-sized boxes that can jam an entire building. They are portable but conspicuous. They can jam wireless communications up to a 30-meter radius. • High Power. These jammers are used for military installations or other complexes with multiple buildings (or one very tall building). They utilize a masted omnidirectional antenna and can jam a 1 km radius. Without the antenna, it can only jam a 100-meter radius. GPS Tracker. This dime-sized device is used to track the location of someone and is accurate within a 2-meter radius. It is often placed on an unwitting person to track their movements. It has an adhesive coating on one side and can easily be attached to any surface. The Wisdom (Perception) DC to spot the device is 18 if it’s in a visible location, or a DC 20 Intelligence (Investigation) roll if someone is searching for one. Grappling Hook. When attached to a rope, it can be thrown and secured to most protrusions, such as rooftops, walls, and balcony or window ledges. A grappling hook may be thrown vertically 5 meters, +1 additional meters for every point of Strength modifier. Grapnel Launcher. This forearm sized launcher is aimed like a gun and can propel a grappling hook up to 30 meters. It is also fitted with a motor capable of hoisting 200 kilograms 2 meters every 6 seconds (1 turn). Equipment Packs The starting equipment you get from your class includes a collection of useful gear, put together in a backpack or duffle bag. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually. Biohacker’s Pack (シ2,600). Includes a backpack or duffle bag, 2 doses of angel, 2 doses of nanodoc, 2 doses of nootro, 2 doses of perk, biohacking kit, breathing mask, first aid kit, flashlight, forensic field kit, goggles, and a hypospray. Gangster’s Pack (シ1,400). Includes a backpack or duffle bag, drugs (hype x2, nanodoc x2, wrath x2), bolt cutters, crowbar, freezing spray, and handcuffs. Merc’s Pack (シ1,300). Includes a backpack or duffle bag, binoculars, breathing mask, caltrops, climbing gear, drugs (nanodoc x2), grappling hook, crowbar, flashlight, first aid kit, handcuffs, mini breather, and spike strip Spy’s Pack (シ4,000). Includes a backpack or duffle bag, disguise kit, drugs (nanodoc x2), binoculars, bug detector, caltrops, crowbar, distance microphone, flashlight, 2 tracking devices, and a wall microphone. Tech’s Pack (シ3,700). Includes a backpack or duffle bag, ball bearings, bolt cutters, crowbar, drugs (nanodoc x2) flash light, freezing spray, frictionless spray, gadget hack kit, goggles, and mechanics tools. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 139 Silencer. Silencers are attached to guns in order to muffle the sound of the weapons discharges. The sound produced from a silenced weapon can only be detected by people with a 15 Passive Wisdom (Perception) score (modified by distance, walls, etc.). Sleeping Bag. It’s a nice cozy and insulated place to sleep when one lacks a tent. For 5 times the cost it can have state of the art thermal insulation to keep the user warm in even the harshest winter conditions, including a breath friendly pull-down cover for the head. Spike Strip. This device is designed to help the police end car chases. The strip comes rolled in a spool about the size of a small suitcase. Deploy it by rolling it across a roadway, where it lies like a flat, segmented belt. (The user can roll it out onto the road without entering the lane of traffic). Until the strip is activated, the spikes do not protrude, and cars can pass safely over it. When the user manually or wirelessly activates it, the spikes extend. Wheeled vehicles passing over the strip suffer punctured tires, making them move at half speed until the tires are repaired. Tent. A tent keeps a character warm and dry in severe weather, providing shelter. Wall Microphone. This device, the size of a wallet, can be attached to any surface up to 50 cm thick and hear what is going on the other side of the surface (usually a wall). This is most often used to eavesdrop on conversations in a neighboring room or inside a building from the outside. Wingsuit. Your falling speed drops to 36 meters each round. Your speed while gliding is 18 meters. You still need a parachute to drop safely for the final 50 meters, or you take falling damage as per usual. Changing directions by 45 degrees requires a DC 15 Dexterity (Acrobatics) check. Services While the gear section describes some of the items that are used as tools to help the character, this section describes special services they may require. Much of the value of a commodity comes from the labor involved in making it, likewise, the various services that characters often require have costs. These range from mundane things such as getting a haircut to more exotic things like a virtual afterlife. Of course, there is a multitude of services that are not mentioned here, but this should be a rough guide to the standard prices. Ambulance. Even mercenaries sometimes have to call the paramedics! While in a city, an ambulance arLock Picks. A set of tools to pick mechanical locks, but they can’t be used to unlock electrical locks. Mechanics Tool Kit. This box of tools contains the basics needed for repairing electrical or mechanical equipment, such as a tape, hammer, pliers, a mini torch and various other tools. This kit also allows you to pick both electrical and mechanical locks. Metal Detector. This 1.5 meter long device can automatically detect metals that it passes over. Micro-Drone. These drones are “bugs”, taken to the next level. They are either genetically engineered organisms with an implant, or robots that look and emulate the actions insects and arachnids. They roughly follow a simple direction such as “follow person X”, or “stay and watch this room”. They can record 30 hours of footage before running out of memory. Upon finishing recording they return to a predetermined area (or before finishing if directed to). They can also be directed to transmit a live feed, but this can be more easily detected. Flies are a very common model for the done, since these organisms can be found almost anywhere. Mini-Breather. This apparatus fits over the mouth and nose, providing 10 minutes of breathable air to the wearer. The air comes from a beverage-sized canister, and extra canisters cost シ50. Parachute Set. A parachute is made from thin, lightweight fabric, support tapes, and suspension lines. It negates all falling damage that would normally occur to someone falling. To work successfully it should be deployed at least 50 meters above the ground, however even if it is deployed after this, it halves falling damage. Rope. Ropes come in various materials, the cheapest being nylon, while the most expensive is Spyder Sylk. Spyder Sylk costs 10 times as much but it’s also a tenth of the standard weight. Rope has 2 hit points and can be burst with a DC 17 Strength check. Scuba Gear. Scuba (self-contained breathing apparatus) gear includes an air tank, buoyancy control device, flippers, wet/dry suit, snorkel, mask, and rebreather. Full tanks allow the wearer of the gear to stay underwater for up to 4 hours. In addition, the wearer gains a +5 bonus to swim related Strength (Athletics) checks. For twice the cost the scuba gear’s filters have an additional selectively permeable membrane. The filters act as “gills” in water and extract breathable oxygen for the wearer down to a 15-meter depth.
140 // 4. Goods and Services // paying the funds). Membership costs for this service is シ3,000 a month. Flight. International travel is normal, and crossing vast distances requires flying. Though prices vary by destination and season, it is generally around シ50 for every 1 hour of flight time. Transhuman Body Conversion. Transhuman body conversions replace your original flesh, bone, and even parts of your brain biosynthetic, plastic, and metal analogues. Your new body can look any way you desire, allowing for any sex, size, or shape the human body can come in, including aesthetically strange choices. After the transition, your personality and mental life may change as described under the transhuman genome description. Transhuman body conversion uses the following rules: • All features granted by your original genome are removed. This includes ability score modifications, genetic enhancements, skill proficiencies and bonuses, feats, and any other genome feature. Your genome changes to transhuman, and you gain all of the features of this genome instead, including completely revising your ability scores (see Chapter 2: Genomes). • All permanent injuries are removed. • Unlike selecting the transhuman genome during character creation, you may spend additional satoshi to upgrade ability scores beyond spending the base シ400,000 when you first transition to your transhuman body. Your new body is made at this time, and you cannot buy higher ability scores afterwards, unless it is through upgrades (see Chapter 5: Upgrades). • You may have all of your existing upgrades transferred over to your new transhuman body at no extra cost, applying any of the relevant bonuses and features. • You retain all class features and levels (unless you are the unmodified – veteran genome, in which case you will subtract one level due to losing your genome features). • The Ability Score Increase feature granted to you by your class can be reapplied to the same abilities (or feats) that you originally chose. Hospital. While in a hospital you are treated for any diseases, poisons, or other damage you have. Each day you spend in the hospital costs from シ500-5,000 a day, depending on the quality of the facilities. Any condition you suffer from involving diseases, poisons, or serious trauma can be resolved in just a day or two. rives in 1d6 minutes after being called, usually by an airbus. They won’t enter an area while combat is occurring, and will likely leave if bullets start flying. They will treat any injured people present with restorative drugs, and/or a +5 Intelligence (Life Science) ability check, though the drugs are added to the シ500 base cost. Auto Repair. Even in regular life car accidents are relatively common. In the course of a story, if the character owns a car it is likely that it may get damaged at some point. Auto repair is required to restore the car’s lost hit points. The cost includes both the cost for the professional service and the parts. Every 1 hit point of damage repaired costs シ100 and requires 1 hour at a mechanic shop. Bodyguard. Unlike other professional labor, there is an implicit acknowledgment of danger on the part of the bodyguard. They are expected to increase your safety at the expense of their own. This added danger increases the cost to employ them and cost also varies based on the skill of the bodyguard. Joe Schmoe with a firearms certificate may come cheap but an elite samurai costs a fortune. Ronin International has thousands of bodyguards that can be leased out hourly, or by a monthly contract. The hourly price of a bodyguard is the bodyguard’s CR x シ200. The monthly salary of a bodyguard is the bodyguard’s CR x シ20,000. Of course, these prices assume no extra level of danger (for example, if the character wanted to employ the bodyguard while going into a combat zone, or under death threats from an international crime syndicate, the price may increase by up to ten times). Car Rental. If your character cannot afford a car, or is in a region where he doesn’t have access to the one he owns, car rental is always an option. In general, it costs around 100 dollars a day to rent a standard 4-door car. If extra style, protection, or luxury is added (let’s say a Ferrari, armored hummer, or limousine) the cost can be anywhere from シ1,000 to シ5,000 a day. Escort. The world’s oldest profession is still alive and well in 2090. Whether it’s for company, sex, or both, the paid escort is available to most clients for an expensive price. Unlike other professional services, because the service is so intimate the price is usually higher. It generally costs from シ50 to シ5,000 an hour for an escort. Eternity. This service offers immortality. Cellular repair, hormonal rebalancing, and restoration of mutated somatic cells can be used to stave off, or completely reverse the aging process. This can effectively be used to stay young forever (as long as you continue Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 141 chemical composition and amount of everything in an area up to a cubic meter or as fine as a cubic centimeter. This includes solids, liquids, and gases. Any DNA contained within the samples are fully sequenced if any are present, but labs don’t have access to the databases necessary to identify particular people based on their DNA. They can, however, give a rough description of sex, appearance, and genome. Mass Transportation. People often have to get from point A to point B, but it's too far and they don’t own a vehicle. Luckily, nearly every metropolis has an advanced mass transit infrastructure to use in just such cases. Generally, mass transportation costs シ25 per 100 km or so, though this can double or triple depending on if you have luxury seating. Phoenix Unlimited. A subsidiary of Hexie, Phoenix Unlimited uses this recent and incredible process to copy the human mind from an analog body into entirely digital code. The client enters a Phoenix Unlimited facility every month to upload their memories. The first upload takes around 3 days, but the monthly uploads take mere hours. Nanobots map the customer’s entire nervous system, connectome, endocrine complement, DNA and gene expression, as well as other pieces of data relevant to the human mind. Then, these nanobots communicate this map to an external computer. In this computer, a complete analog of the mapped human’s consciousness is formed. Every function down to a molecular level is reproduced. The result is a perfect copy of a mind, called a “psychomime”. International law unanimously decided that a copied mind cannot be legally activated until the original Hot Zone Rescue. A more unusual medical service is offered by a company called Hot Zone Rescue. A Ronin International Subsidiary, they are a corporation that specializes in airlifting people that are wounded out of sticky situations. A character who subscribes to this service has a chip implanted that monitors their health and location at all times. If the character is critically injured an airbus crewed with paramedics and soldiers is immediately sent to the character’s location. Even if it is in the middle of a firefight, the sky ambulance will land, retrieve the character, and fly him to the hospital (for a reasonable price). This service cooperates with local police departments, so it knows not to help criminals in gunfights with police or other law enforcement agencies. In certain areas, this service is illegal or restricted to law enforcement personal or VIPs. If you ever reach 0 hit points an airborne ambulance is immediately dispatched to your location. The airbus is crewed by five CR 4 NPCs (see Chapter 12). One is a driver, and four are soldiers with paramedic training. To the best of their ability, they attempt to rescue the character. Coverage is international and all metropolises have outlets for this service so the arrival time is 2d10 minutes in big cities. However, in small towns or the wilderness, the arrival time may be much later, even hours. Short of the local government outright ordering the ambulance away, they will make an attempt to extract you. It costs シ20,000 a month for this service, and if the ambulance is actually called upon, you are charged an additional シ200,000. Lab Work. You submit a chemical or biological sample to a lab to get it analyzed. The lab informs you of the Service Cost Service Summary Transhuman Body Conversion シ400,000+ Your brain and daemon are transferred to a prosthetic anthroid body Ambulance シ500 Paramedics show up and take you to a hospital, providing medical care Auto Repair シ100/hp Your vehicle is repaired after taking damage Bodyguard Varies Hired protection for a limited duration Car Rental シ100/day Basic car or truck rental, cost is higher for armored or luxury vehicles Escort シ50-5,000 Paid company Eternity シ3,000/month Anti and reverse aging therapy Flight シ50/hour Travel the world! Hospital シ500-5000/day Treatment of severe wounds, diseases, and poisons Hotzone Rescue シ20,000/month Militarized ambulance rescues you Lab Work シ1,000 Analyze a chemical or biological sample Mass Transport シ25/100km Gets you to where you need to go Phoenix Unlimited シ500,000 Your mind is digitized, enabling a virtual afterlife Professional Varies Skills for hire! Services
142 // 4. Goods and Services // Drugs While some things change with time, other things stay the same, and drug use is one of the latter. There is still a booming market for pharmaceutical or recreational drugs fueling massive industries both legitimate and illegal. Drugs are used for medicine, enhanced abilities, and for fun. Due to the many advances in pharmaceuticals and their delivery, many modern drugs now have a much greater effect than the traditionally used drugs. Drugs are usually administered through hypospray but needles, patches, pills, and smoking are still all ways to take drugs. The drugs listed below are merely a sample of the multitude of designer pharmaceuticals available and should be used as guidelines by the GM and the players to create the mechanics for other drugs. Despite the proliferation of new designer drugs, traditionally used drugs still permeate much of society as they are generally cheaper, less severe, or more available. Drug Mechanics The following rules apply to using drugs: • Their effects do not stack. For example, if you are on both mars and hype, you only get a +2 bonus to Dexterity, not a +4. • You can’t increase your ability scores beyond their maximum. For example, if you have a 20 Strength score, and your ability score maximum is 20, you gain no benefit from drugs that increase your Strength score. • Addiction. Each time you take a drug, roll 1d20. On a 1, you become addicted. You need to take this drug at least once each day, or you suffer disadvantage on all ability checks and attack rolls until you take the drug again. In order to break this addiction, you must refrain from taking the drug for one week, and succeed on a DC 15 Wisdom save. You can make a new Wisdom save for each week you go without taking the drug again. Antipoison. Anti-poison is a colony of adaptive nanobots that determine the poison the subject is suffering from, then transforms into cells that produce a chemical to neutralize the poison or bind to and carry out toxic chemicals. A poison in your system is neutralized and you are now immune to that same poison for 1 hour after administration. This does not cure damage already done by the poison, only stops further damage. If you anticipate being poisoned, you can inject yourself with this drug as a safety precaution. After 1 hour, you suffer disadvantage on ability checks and attacks rolls for 1 hour due to nausea. donor dies. After a subscriber’s death, they awaken in a VR utopia world designed by Phoenix Unlimited. A customer service representative contacts them within moments of their activation and explains their options. At this point, the copied consciousness exists as a mind without a body (though technically the databanks in Phoenix Unlimited are the body) and becomes the same legal entity as the original person. The character can continue living as their original legal identity. They can live as pure data in heaven programs of Phoenix Unlimited, roam the vast internet as a “bodiless mind”, be transferred to a cloned version of their original body, or be transferred to a prosthetic body. See Chapter 11 for more information on Phoenix Unlimited). A character subscribing Phoenix Unlimited uses the following rules: • If you are killed, your mind is preserved from the moment of your last upload, memories intact • You mind can be transferred to a cloned version of your previous body, containing duplicates of all of your lost upgrades (thanks to Phoenix Limited’s mandatory insurance policy, included in their fee). It is identical in every mechanical way to your previous body, only it has no mind until your psychomime is inserted into it. • Alternatively, you can opt to be injected into a transhuman body, as described under the transhuman body conversion service. Phoenix Unlimited insurance covers the base cost of the transhuman body conversion, as well as replacement of all upgrades lost from your original body, which are included in your new biosynthetic frame. • The next time you need to have your psychomime inserted in a body (either cloned or transhuman), it costs you a シ100,000 deductible. This deductible increases by and additional シ100,000 each and every time you need this service. Professional. Sometimes a character needs some professional help. This service might be from a lawyer, hacker, P.I., or any other professional job that a character can imagine and require services from. Very often when the character needs a professional it is because of their expertise at a skill, or set of related skills. A professional’s services generally cost their CR x 100 every hour. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 143 drug and one of the most addictive drugs out there. You gain a +2 bonus to Dexterity for 30 minutes but suffer from 1 level of exhaustion afterward. Mars. Mars is a drug that puts a person into overdrive for a brief time, giving them increased coordination and strength. Mars usually promotes a very paranoid and wary feeling in its users, causing them to size everything and everyone up, judging their level of threat. You gain a +2 bonus to Dexterity and Strength for 30 minutes, but suffer 1 level of exhaustion afterward. Nanodoc. A cocktail of adrenalin, suturing and coagulating nanobots, and blood analog restores 2d6 hp. Nootro. Nootro is the street name for this nootropic (cognitive enhancement) drug. It increases the brain’s metabolism and circulation as well as the connection speed between firing neurons to make you think faster and better. It is highly popular among hackers, as they can navigate cyberspace and dive through code more easily. You gain a +2 bonus to Intelligence, Wisdom, and Charisma for 1 hour, but suffer 1 level of exhaustion afterward. Perk. This nanocolony clears out lactic acid in your muscles, restores and balances your neurotransmitters and hormones, and generally refreshes you. Using this drug removes 1 level of exhaustion, but you can only benefit from its use once per long rest. Perk isn’t addictive, so you don’t need to make the addiction roll. Shark. This drug heightens your empathy but reduces your compassion. Shark helps user’s read people, and this increases their social skills significantly. Your Charisma increases by +2 for 30 minutes, and you don’t have to roll for addiction. Because of its few negative side effects, this drug is highly prized in the business world as an effective tool. Superman. This stimulant and euphoric drowns out the pain centers of the brain and lets the subject fight till death’s door. For one hour, if you drop to 0 hit points while you’re amped up on this drug, and don’t die outright, you can make a DC 15 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5, and the amount it takes for you to die from massive damage is reduced by 5. Angel. This drug is often used by paramedics, medics, or street docs to save the lives of those bleeding to death. Though classified as a drug, it is actually a shortlived colony of biobots that help coagulate blood at a wound site and suture the fissure. They also devour infectious bacteria at the wound site. For one hour, you regain 2 hp every turn. This drug leaves the body very taxed, and you suffer from one level of exhaustion after being administered. Buddha. This chemical earned its name by stimulating the parts of the brain associated with empathy and compassion, as well as abstract thinking. For 1 hour you gain a +2 bonus to Wisdom and Charisma. The tranquility you feel makes it so that you must make a DC 10 Wisdom saving throw each turn to take any violent action while this drug is active. Violence is just so meaningless… Carnal. Carnal causes your senses to become more acute and generates a feeling of euphoria. Things smell, feel, taste, look and sound better on this drug. It is a very popular street drug and is commonly used at dance clubs, parties, or any other sensual activity. You gain advantage on Wisdom (Perception) and (Insight) checks for 2 hours but suffer from 1 level of exhaustion afterward. Conventional Drugs. Alcohol, cannabis, cocaine, MDMA, LSD, and heroin are still very common drugs. At the GM’s discretion and the level of inebriation of your character, these drugs can cause disadvantage or advantage on a variety of rolls. Depending on the drug, each “dose” can cost from シ5 to シ50. Euvigil. This drug allows you to focus more easily, keeping distractions like pain at bay. For 1 hour you gain advantage on Constitution saving throws to maintain your concentration on hacks and upgrades. Hype. This stimulant targets the pleasure, coordination, and reaction centers of the brain, heightening all of them. Hype is accompanied by a euphoric feeling where everything seems manageable. However, once the primary effect is finished the drug has a severe impact on an individual, making them feel apathetic, depressed and exhausted. It is a popular street
144 // 4. Goods and Services // resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. Multiple doses can be put in gas grenades, increasing the area affected by 1 cube per dose. • Injury. Injury poison can be applied to weapons, hyposprays, syringes, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. Someone that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. If a poison is delivered with a hypospray or syringe, it’s save DC becomes +5, and its effect is doubled (duration, damage, penalty, etc.). Anesthetic. This poison describes any variety of chemicals that produces a loss of consciousness and can be administered as a gas, or ingested. Halothane, propofol, ketamine, and many other drugs fall into this category. A person subjected to this poison must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the person is also unconscious while poisoned in this way. The person wakes up if it takes damage or if another person takes an action to shake it awake. If administered via injury, the DC drops to 10 (though it is still a 15 with a hypospray or syringe). Botulinum. The most toxic substance produced by nature, BTX is produced by a species of bacteria. A person subjected to this poison must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the person is also paralyzed while poisoned in this way, and it the saving Wrath. This drug is a stimulant that increases physical strength. It is less expensive and more available than Mars making it a popular drug among street thugs and professional fighters. A side effect of wrath is that it makes you angry and diminishes your patience. You gain a +4 Strength, -2 Intelligence and Wisdom for 30 minutes, and suffer 2 levels of exhaustion after. Poison Poison can be harvested from animals, plants, or they can be synthesized chemicals. If a poison is applied to a weapon, such weapon attacks become deadlier, and corporate espionage often involves poisoned food or drinks. Given their insidious and deadly nature, poisons are illegal in most societies, and range from monitored to banned depending on how toxic they are. Poisons come in the following four types: • Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A person that touches contact poison with exposed skin suffers its effects. • Ingested. A person must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. Multiple doses can be added to a drink or food, and each extra dose applies the effect an additional time. • Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas through a grenade affects anyone in a 1-meter cube from the point of detonation. The Drugs Drug Cost Effect Summary Antipoison シ100 You become immune to poison, disadvantage on attack rolls and ability checks until short rest Angel シ100 Stabilize dying person, regain 2 hp/turn for 1 hour, 1 level of exhaustion after Buddha シ100 +2 Wis and Cha, DC 10 Wis saving throw to take a violent action Carnal シ100 Advantage on Perception and Insight checks for 2 hours, 1 level of exhaustion after Conventional Drugs Varies Varies Euvigil シ100 You gain advantage on concentration checks Hype シ100 +2 Dex for 30 minutes, 1 level of exhaustion after Mars シ300 +2 Dex and Str for 30 minutes, 1 level of exhaustion after Nanodoc シ100 Regain 2d6 hp Nootro シ100 +2 Int, Wis, and Cha for 1 hour, 1 level of exhaustion after Perk シ300 Remove one level of exhaustion Shark シ500 +2 Cha for 30 minutes, and you don’t have to roll for addiction Superman シ50 If 0 hp, DC 15 Con saving throw, on success drop to 1 hp instead,1 level of exhaustion after Wrath シ50 +4 Str, -2 Int and Wis for 30 minutes, 2 levels of exhaustion after Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 145 If the save is failed by 5 or more, the subject becomes unconscious. If they fail by 10 or more, they die. Paralytic. A neuromuscular-blocking drug, paralytic poison makes the subject’s muscles become useless. A person subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned person is paralyzed. The person can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Ricin. Harvested from the castor bean, ricin is often put into someone’s food or drink. A person subjected to this poison must make a DC 17 Constitution saving throw. On a failed save, it takes 10 (3d6) poison damage and is poisoned for 24 hours. On a successful save, the person takes half damage and isn’t poisoned. If you failed your first saving throw, you must make it again 24 hours later, and suffer the effects again on a failed save. throw fails by 10 or more the person dies. If administered via injury, the DC drops to 10. Cyanide. A classic poison, often administered via inhalation or ingestion. People subjected to this poison must make a DC 16 Constitution saving throw. The subject takes 14 (4d6) poison damage and is poisoned for 1 hour on a failed save, or half as much damage and no poisoned effect on a successful save. Grey Goo. A colony of self-replicating nanobots digests the subject’s tissues, spreading throughout the body and wreaking havoc. A person subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Heavy Metal. A person subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the person takes half damage and isn’t poisoned. Hemovenom. This blood-cell destroying poison must be harvested from a snake or spiders. A person subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save and becoming poisoned for 1 hour, or half as much damage and no poison effect on a successful one. Necrovenom. This tissue-destroying venom is harvested from snakes and spiders. A person subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Neurovenom. This neurotoxic venom is harvested from snakes and spiders. A person subjected to this poison must succeed on a DC 13 Constitution saving throw, becoming poisoned for 1 hour on a failed save. Poisons Poison Cost Type Effect Summary Anesthetic シ1,000 Ingested, Inhaled, Injury DC 10/15 Con save, poisoned and unconscious Botulinum シ6,000 All DC 16 Con save, poisoned/paralyzed/possible death Cyanide シ50 Ingested, Inhaled DC 16 Con save, 4d6 poison damage and poisoned Grey Goo シ20,000 All DC 19 Con save, 12d6 poison damage, ½ damage on success Heavy Metal シ50 Ingested DC 16 Con save, 1d12 poison damage and poisoned, repeat each day Hemovenom シ1,000 Injury DC 11 Con save, 3d6 poison damage failed save, and poisoned Necrovenom シ2,000 Injury DC 11 Con save, 6d6 poison damage, ½ damage on success Neurovenom シ1,000 Injury DC 13 Con save, poisoned, if fail by 5 or more, unconscious Paralytic シ1,000 Injury DC 13 Con save, poisoned + paralyzed Ricin シ100 Ingested, Inhaled DC 17 Con save, 3d6 poison damage and poisoned Nerve Agent シ5,000 Ingested, Inhaled DC 18 Con save, poisoned/paralyzed/unconscious/death Wendigo シ10,000 All DC 17 Con save, 9d6 poison damage, ½ damage on success
146 // 4. Goods and Services // Vehicle Properties Autopilot. Every vehicle that has been manufactured has come with autopilot software. It is essentially an AI that knows how to do only 1 thing: operate the vehicle. The autopilot has proficiency in Drive and a +6 on Drive checks. These autopilots can be hacked and, like any other software, are considered bots. The basic autopilot software may be replaced by a more effective AI driver (see the Robots section in this chapter, or Appendix B: Bots) to create a much more intelligent vehicle. Cargo. This is the volume of space that is available for transporting goods, not including the number of passengers listed. Fuel. This is the distance the vehicle can go before needing to refuel. Handling. This is how maneuverable a vehicle is. This number is added Dexterity (Drive) checks (including those made by the autopilot) and to the vehicle’s AC. If the vehicle is not moving, it does not benefit from handling. On-Board Computer. All vehicles have an on-board computer with a HUD on the windshield (or your mind’s eye), GPS, temperature sensor, etc. Hit Points. Just like characters, a vehicle can be damaged by attacks or crashes. If it is lowered to half its hit points, the GM may penalize it in some way, such as a loss of speed or maneuverability. Damaged vehicles can be repaired (see Mechanics skill or Services), but if its hit points are reduced to 0 it becomes non-functional. A vehicle can fall below 0 hit points, and if it falls below -½ its hit point maximum, it becomes useless scrap and cannot be repaired. Seats. This is the number of passengers that can normally comfortably fit in the vehicle (not including the driver or pilot). Additional passengers may be carried if the vehicle’s cargo is large enough or the seating gets creative. If fewer than the listed number of passengers are carried, more cargo can be carried. Damage Reduction. This is the DR that the vehicle has, and it also provides this to the vehicle occupants. This stacks with any other DR the occupant has. Speed. This is the top speed of the vehicle. In one turn a vehicle can go from not moving to one quarter top speed, and each turn the vehicle can gain an additional quarter until full speed is reached after 4 turns (24 seconds). Combat speed works differently, since control and maneuvering are more of a priority, and it is defined by the vehicle type (see above). Nerve Agent. Nerve agents are poisons like VX and sarin gas. A person subjected to this poison must succeed on a DC 18 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the person is also paralyzed while poisoned in this way, and it the saving throw fails by 10 or more the person dies. If administered via injury, the DC drops to 10. Wendigo. This hungry colony of nanobots bursts cells as they swarm through the body. A person subjected to this poison must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. Vehicles While communication technology provides instant worldwide transmissions of information, to actually take people across wide spaces, vehicles are just as necessary as ever. Vehicles can range from poverty line mopeds to mobile weapons delivery systems. Vehicle Type Vehicles fall into seven types which define their movement and combat speed. Maximum speed and combat speed for vehicles are different due to the nature of maneuverability during combat versus long-distance travel. The entries in the chart below are non-combat speeds, while the description for each vehicle type indicates its speed during combat. • Air vehicles can’t fly in place and must remain moving to stay in the air, unless they have the hover feature (listed in their individual descriptions). Their combat speed is 200 meters. • Legged vehicles have the same movement, be it on a street, or craggy rocks. Their combat speed is 15 meters. • Submersible vehicles can operate underwater or above water, but move at half speed while underwater. Their combat speed is 18 meters. • Treaded vehicles can go off-road without penalty, but still suffer penalties for difficult terrain, and tend to be slower. Their combat speed is 18 meters. • Water vehicles operate only in water. Their combat speed is 18 meters. • Wheeled vehicles are meant for roads, and they are the fastest land vehicles. Unfortunately, when they are off-road their speed (including combat speed) is cut in half and they suffer disadvantage to any Dexterity (Drive) ability checks. In addition, they suffer the regular penalties for going over difficult terrain. Their combat speed is 45 meters. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 147 Vehicles Vehicle Cost Size Mass Handling AC DR HP Speed Seats Cargo Air Vehicles Air-Bus シ750,000 G 1,300 kg +1 12 8 70 500 kph 5 3,000 kg Attack Helicopter μB15,000 G 8,000 kg +1 16 12 120 300 kph 1 200 kg Fighter Jet B1.6 G 17,000 kg +5 12 8 100 3,000 kph 0 100 kg Military Air-Bus μB4,500 G 2,800 kg +1 20 16 100 400 kph 8 3,000 kg Personal Helicopter シ400,000 H 900 kg +2 12 5 50 250 kph 4 600 kg Small Private Jet μB1,200 G 2,200 kg +2 10 5 80 800 kph 4 2,500 kg Transport Helicopter μB10,000 G 24,000 kg 0 16 12 150 320 kph 42 10,000 kg Legged Vehicles Spider Tank μB4,500 G 80,000 kg 0 28 24 150 20 kph 10 2,000 kg Submersible Vehicles Mini-Sub シ400,000 G 3,600 kg 0 10 6 70 70 kph 5 4,000 kg Treaded Vehicles Light Tank μB3,000 G 35,000 kg 0 24 20 100 70 kph 10 2,000 kg Water Vehicles Fishing Boat μB4,000 G 125 t 0 10 6 200 40 kph 7 135 t Jet Ski シ10,000 M 130 kg +2 13 3 20 110 kph 1 0 kg Motor Boat シ5,000 L 150 kg 0 11 3 20 50 kph 3 1,000 kg Sports Boat シ45,000 H 2,800 kg 0 12 6 50 70 kph 5 5,000 kg Wheeled Vehicles AFV μB1,500 G 16,000 kg 0 20 16 90 100 kph 10 2,000 kg Moped シ1,000 M 80 kg +2 13 3 20 50 kph 1 0 kg Motorbike, Basic シ5,000 M 180 kg +2 13 3 30 200 kph 1 0 kg Motorbike, Premium シ12,000 M 220 kg +2 13 3 35 300 kph 1 0 kg Truck シ40,000 H 3,800 kg 0 13 7 70 200 kph 4 8,000 kg Sedan, Basic シ15,000 L 1,250 kg 0 13 5 50 200 kph 4 1,000 kg Sedan, Luxury シ80,000 L 1,800 kg +1 12 6 60 250 kph 4 1,000 kg Sports Car シ450,000 L 1,350 kg +2 13 5 60 330 kph 4 600 kg
148 // 4. Goods and Services // Hit Points 100 Fuel 2,400 km Passengers 0 Length 15 m Cargo 100 kg Width 10 m Mass 17,000 kg Height 5 m 25mm Gatling Gun. Ranged Weapon Attack: user’s ranged attack bonus to hit, range 3/6 km, armor-piercing, automatic, no recoil. Hit: 38 (7d10) + the user’s Dexterity bonus piercing damage. Butterfly Missiles. Range 12 km, 3-meter radius, DC 15 Dex save, 7d10 + 40 bludgeoning damage on fail (78), half as much (39) on success. The damage is armor-piercing at the center of the radius. 10 ammunition. Fighter jets boast amazing speeds and armaments that can cripple targets anywhere on the sea, land or sky. Its Butterfly missiles morph shape, propulsion, and targeting system upon acquiring a target making them effective against all targets. The only downside of this machine is its price tag. Military Air-Bus Gargantuan air vehicle Armor Class 20 Handling +1 Damage Reduction 16 Speed 350 kph Hit Points 100 Fuel 1,500 km Passengers 8 Length 9 m Cargo 3,000 kg Width 5 m Mass 2,800 kg Height 3 m Hover. Can fly in place, holding position in the air. 12.7 mm Gatling Gun. Ranged Weapon Attack: user’s ranged attack bonus to hit, range 1/2 km, armor-piercing, automatic, no recoil. Hit: 22 (4d10) + the user’s Dexterity bonus piercing damage. This is essentially a heavy modification of the Airbus, used as a military transport and by the Hot Zone Rescue company. It has sacrificed speed and economy for armor. For people that purchase service from Hot Zone Rescue, nothing is more welcome than the heavy thrum of its engines coming closer. Personal Helicopter Huge air vehicle Armor Class 12 Handling +2 Damage Reduction 5 Speed 250 kph Hit Points 50 Fuel 500 km Passengers 5 Length 9 m Cargo 600 kg Width 3 m Mass 900 kg Height 3 m Hover. Can fly in place, holding position in the air. Personal helicopter, used by enthusiasts, media companies, tour companies, and police units. Air-Bus Gargantuan air vehicle Armor Class 12 Handling +1 Damage Reduction 8 Speed 500 kph Hit Points 70 Fuel 1,000 km Passengers 5 Length 9 m Cargo 3,000 kg Width 4 m Mass 1,300 kg Height 3 m Hover. Can fly in place, holding position in the air. Airbuses are produced by Infinity Industries and are the first sky car to see such proliferation. It uses four mobile ducted rotor engines to provide thrust and looks like a big aerodynamic van. Though it is illegal for use by a private citizen, most countries and cities allow it to be used in luxury high-speed taxi services, catering to the rich and impatient. Its primary use is in the emergency service industry, providing excellent mobility for firefighters, paramedics, and police. It is never bogged down by traffic, due to the ban on civilian sky cars and can reach its destination faster than any other form of urban transport, making it high in demand. Attack Helicopter Gargantuan air vehicle Armor Class 16 Handling +1 Damage Reduction 12 Speed 300 kph Hit Points 120 Fuel 1,500 km Passengers 1 Length 18 m Cargo 200 kg Width 5 m Mass 8,000 kg Height 5 m Hover. Can fly in place, holding position in the air. 30mm Chain Gun. Ranged Weapon Attack: user’s ranged attack bonus to hit, range 3/6 km, armor-piercing, automatic, no recoil. Hit: 38 (7d10) + the user’s Dexterity bonus piercing damage. Hydra Missiles. Range 6 km, 6-meter radius, DC 15 Dex save, 7d10 (38) bludgeoning damage on fail, half as much (19) on success. 6 ammunition. Inferno Missiles. Range 10 km, 3-meter radius, DC 15 Dex save, 7d10 + 40 bludgeoning damage on fail (78), half as much (39) on success. The damage is armor-piercing at the center of the radius. 8 ammunition. Attack helicopters are primarily used as an anti-vehicle mobile weapons platform, and as air to ground support. Fighter Jet Gargantuan air vehicle Armor Class 12 Handling +5 Damage Reduction 8 Speed 300 kph Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 149 This tank is the biggest and baddest a tank has ever been. Its modern and unconventional design came from the minds of the Hexie corporation, being the first tank ever built to incorporate pedal motion. It sports 4 huge spider-like legs, each with wheels on the bottom. When it is one the road the wheels take over giving it speed, and when the terrain gets rough it has even more mobility than a treaded tank. Mini-Sub Gargantuan submersible vehicle Armor Class 10 Handling 0 Damage Reduction 6 Speed 20 kph Hit Points 70 Fuel 500 km Passengers 5 Length 18 m Cargo 4,000 kg Width 5 m Mass 3,600 kg Height 5 m Autonomous Environment. The 10-hour air supply at maximum passenger capacity, and can descend to a depth of 200 meters. In addition, it has mechanical “gills” that can extract oxygen from seawater up to a depth of 30 meters. This modern horseshoe crab looking submersible boat is used for marine research and tourism. Light Tank Gargantuan treaded vehicle Armor Class 24 Handling 0 Damage Reduction 20 Speed 70 kph Hit Points 100 Fuel 500 km Passengers 10 Length 7 m Cargo 2,000 kg Width 4 m Mass 35,000 kg Height 3 m 25mm Chain Gun. Ranged Weapon Attack: user’s ranged attack bonus to hit, range 3/6 km, armor-piercing, automatic, no recoil. Hit: 27 (5d10) + the user’s Dexterity bonus piercing damage. TOW Missiles. Range 4 km, 3-meter radius, DC 15 Dex save, 7d10 + 40 bludgeoning damage on fail (78), half as much (39) on success. The damage is armor-piercing at the center of the radius. 2 ammunition. This tank is a mixed anti-personal and anti-tank vehicle. Its no-nonsense design is strictly utilitarian, all its angles resulting from ballistics physics considerations. It has a crew of three, one pilot, one chain gunner, and one rocker operator. In addition, it can carry 8 other passengers, making it an excellent troop transport vehicle. Both the gun turret and the TOW launcher are armored and operated internally. Small Private Jet Gargantuan air vehicle Armor Class 10 Handling +2 Damage Reduction 5 Speed 800 kph Hit Points 80 Fuel 2,500 km Passengers 4 Length 15 m Cargo 2,500 kg Width 10 m Mass 2,200 kg Height 5 m As a lightweight private jet, it has become something of a status symbol for the wealthy. Transport Helicopter Gargantuan air vehicle Armor Class 16 Handling +1 Damage Reduction 12 Speed 300 kph Hit Points 150 Fuel 1,500 km Passengers 42 Length 30 m Cargo 10,000 kg Width 6 m Mass 24,000 kg Height 6 m Hover. Can fly in place, holding position in the air. 20mm Vulcan Cannon. Ranged Weapon Attack: user’s ranged attack bonus to hit, range 1/2 km, armor-piercing, automatic, no recoil. Hit: 33 (6d10) + the user’s Dexterity bonus piercing damage. This twin-rotor transport helicopter sees use both in and outside of the military. It has enough power and lift to carry over 40 passengers, making it an excellent troop transport into a hot zone. It is so stable it can even make water pickups, dinghies driving directly into the cargo hold. Spider Tank Gargantuan legged vehicle Armor Class 28 Handling 0 Damage Reduction 24 Speed 20 kph Hit Points 150 Fuel 500 km Passengers 10 Length 18 m Cargo 2,000 kg Width 5 m Mass 80,000 kg Height 5 m Road Wheels. On paved roads can deploy wheels on the bottom of each leg to allow for speeds up to 90 kph. 25mm Gatling Gun. Ranged Weapon Attack: user’s ranged attack bonus to hit, range 3/6 km, armor-piercing, automatic, no recoil. Hit: 38 (7d10) + the user’s Dexterity bonus piercing damage. 120mm Canon. Range 4 km, 3-meter radius, DC 15 Dex save, 7d10 + 40 bludgeoning damage on fail (78), half as much (39) on success. The damage is armor-piercing at the center of the radius. 8 ammunition.