Cyber Technician/Sawbone Individuals who have the ability to operate on cyberware are hard to come by, most go pro after completing educational training and end up working for the suits. We call those by the professional name of “Cyber Technician”. Most people deeper into the south side of the city can’t afford an expensive cyber technician, that’s where the Sawbones come in. Questionably ethical surgeons who are sometimes a master at their craft. Sawbones provide a cheaper but riskier option. Newbak Assault Force Whatever you decide to do to someone with good fortune, it better not be too illegal. Strong willed, soldiers, and heavily armed, the Newbak Assault force better known as NAF is always watching. At least if you pay them enough. NAF has a loose uniform policy so it’s harder to tell when they’re about to surround you. These militant people are a private organization who take the law into their hands when hired, fully approved by the law of Xion Law Authority. Most of the time they will be hired by a company to protect higher up employees from being hunted and killed. If it’s not a CEO hiring them, it’s just someone with a lot of money. By signing up with Newbak’s service, they come to a convenient location for the customer with a device that installs software encrypted to respond to your neural output for sensing danger.
Public Access Stations Public access information terminals set up like arcades but very minimalistic. Rarely seen in Sector 1 but more common in Sectors 2 and 3. The terminal displays a feed of recent reports pre-approved by XCPA (Xion City Public Access) the Xion shell company that is responsible for distributing relevant and standardized news media for public consumption. Storage Repositories A place where packages may be contained with a digital code to pick them up. Items are scanned and rejected if they read as something threatening. Just the same as home Repositories. Home Repositories will in addition transfer it to a more secure cubby to prevent theft, making them have to enter the apartment to retrieve it.
Corporations Clipware After the dethroning of Hawkspan, Clipware survived “The Blast”. However, they went on to not join The Heritix Circle and rebuild their company on their own terms. After becoming a pawn of The Heritix Circle during their ruling, they laid low for awhile not stepping out of bounds. Today they are the leading company in weapon sales. The company is thriving, one of the few remaining from before the blast. Garrison Enterprise Cars. Fast cars. Garrison enterprises is the leading sports car manufacturer in the world. A young entrepreneur took over her fathers business at a young age when he became too old to do it all himself. Now the #1 “suit” car can be seen with the simplistic phoenix logo accompanied by the name “Garrison” across the back. Soniware Global Ever wonder how you can get connection speeds on your hardware so fast? Soniware is most likely responsible. Every time you make a call, enter a conference via global communication or even watch a video you can look no further than this company
TrainLock Incorporated Most locks, switches and security measures are produced by TrainLock. Need your door to be bolted shut with steel bars? Not an issue. Well maybe just a financial one. Forward Robotics Your local Robotics industry has just landed. Forward robotics suits all your needs from part sales and robot shells alike. We will ship them right to your doorstep, to sell robot shells you must be a licensed Cyber-Technician. Anyone caught dealing with shells without a license are often referred to as “Sawbones” and will be prosecuted by XLA. Quagar Clothing The latest corporate fashion is here. Our array of suits, blazers, accessories and more is unmatched by anyone in the city. Silas Research As the lead in scientific research Silas aims to continue that goal in the most publicly viewed ethical way possible. From atoms to biology, from plants to animals Silas does it all. They’re finding answers for a better tomorrow.
DroidCorp After the Android Revolution era, the Android people were freed from the grasp of Heritix and laws were instituted to make DroidCorp the sole producer of Android shells. Within DroidCorp the employees are known to only be Androids, as to maintain the process of making them correctly and not have any human intervention and repeat history. However some headquarters across the world speculate that humans may be working off the books. There is even a conspiracy that these humans are in fact known as “Recall Agents” who eliminate Androids that may have outdated software or leftover files that reveal more human subdivisions. Needless to say, you can always trust DroidCorp. Nevrite The number one retail manufacturer for documents, writing, literature and arts alike.
Step by Step Character Creation One of the most important parts of living in this horrible world is, well, living. It’s time to create who you are. Are you a criminal looking for their next gig? Maybe someone running from their old corporate job? Maybe you work on floor 93 of DroidCorp? Who's to say. This next section will take you through building your character for the game. Come up with a compelling story for your character beforehand so they fit into the world! Half the fun is using your imagination, so get creative! Step 1 Bodies First go to the Bodies section, and decide what body fits you the most. After picking between the 3 main bodies (Android, Robot and Human) decide which Archetype you will be. This will affect your Ability Modifier before starting. When an Archetype requires adding or subtracting an Abilities modifier you will start accordingly. This will also determine your base Armor Class (AC). With every Body also comes a special passive skill unique to the Body. Here’s an example of Dorian, a Human with the Unnatural Archetype:
Example: Dorian - AC: 9 LVL: 0 Strength 0 [+2] Dexterity 0 Technology 0 Vitality 0 [-1] Cool 0 PASSIVE SKILL: With this much cyberware you have enough knowledge to tinker with a lot of tech. When observing tech you can gain additional info on what you are looking at. Health Points: Every player will have a starting HP of 12 points. For every 2 levels in the VITALITY skill the player will gain an additional 1 HP. Vitality LVL Total HP LVL 1 12 LVL 3 13 LVL 5 14 LVL 7 15 LVL 9 16 LVL 11 17 LVL 13 18 LVL 15 19 LVL 17 20
Step 2 Abilities Next, head over to the Abilities section. At level 1 you have 12 points to distribute between your five main Abilities (Strength, Dexterity, Tech, Vitality and Cool). When putting points in a single skill, be sure you do not add more than 5 points into a single skill when leveling. Here’s an example of someone leveling to level 1: Correct: All points are distributed without using more than 5 points in one ability per level. Strength 2 Dexterity 1 Technology 2 Vitality 3 Cool 4 Incorrect: One ability gained 6 points when leveling once, which is against the rules. Strength 1 Dexterity 1 Technology 2 Vitality 2 Cool 6 As you level up the rule will still apply, no more than 5 points into an ability at any given level.
Step 3 Skills Now that you’ve gotten all of your stats ready, you have unlocked certain skills. Skills unlock according to specific LVL in each Ability. For example when your Strength is LVL 2 you gain: >Bigger and Better: You now have the ability to wield HVY melee weapons / Passive >Impact: Upon landing from a height greater than 12 feet, you can activate Impact which will do 1d4 damage to any targets in close range. / Recharges on short rest Skills: Every Skill you acquire you now have unlocked. You have 4 Active Skill slots on your character sheets for each session. At the start of the session you pick 4 skills to keep active during the session from all of the ones you have unlocked so far. You cannot change these beyond the start of a session.
Step 4 Equipment All Players may pick up to 3 common or garbage weapons when making a character. Players will also have the option of 1 armor type of the same categories upon starting. Each weapon has stats and its own requirements for using it. Even the starting weapons require certain things so this is important to know when distributing abilities. Currency Upon starting the game, at this point you will need to figure out how much money you have. For this part the max you can start with is 2,000 Neos (in either Neocrypt or Neocash). To determine this number: Start by rolling 1d4, each number will represent a fraction of 1,000 Neos.
Currency: Rolled 1 250 Rolled 2 500 Rolled 3 750 Rolled 4 1,000 Next, roll 1d10 to determine how many hundreds of Neos come after. Rolled 1 100 Rolled 2 200 Rolled 3 300 Rolled 4 400 Rolled 5 500 Rolled 6 600 Rolled 7 700 Rolled 8 800 Rolled 9 900 Rolled 10 1000 Congratulations, you have Neos! You have the option to save them or purchase up to one piece of Cyberware that you can afford.
Step 5 Gameplay You are allowed 1 turn before it returns to the next person/enemy, within this turn you may do up to 2 actions and use one of the 4 Skills you have prepared. For example, here is a table to show you what you can do on a turn. This primarily counts for combat, you can be more loose in a passive setting and simply use your turn for talking, buying, or performing any general action. Action Available Options for action Action 1 Run, Jump, Attack once/with one weapon, anything physical during combat, hacking, healing Action 2 <Same as Action 1> Skill Use one out of the 4 prepared skills on your Character Sheet.
Combat: Rolling: To hit a target describe the type of attack you want to perform, then roll a d20 with the associated Ability Modifier. Example: Player: “I want to shoot the Robot with my basic pistol for my first action. I rolled a 14, and with my Cool modifier being +4 that makes the total score 18.” If the Robot has an AC higher than 18, the GM will tell you it misses. For this example let’s assume the Robots AC is lower than 18. That’s a hit. The GM will now ask you to roll damage. A basic pistol does 1d6 damage, so now you roll that to see how much HP the Robot could lose. GM: “That hits, roll damage.” Player: “Okay, I rolled a 6!” The GM will then describe what happens after you fire your weapon. At this point you have used Action 1, and can now use Action 2 to attack again or do something else.
Interactive: Most gameplay outside of combat is very interactive in some way or another. Ultimately, actions done by players require some type of roll using your Ability Modifier. Not every action requires it such as opening an unlocked door, or something everyone can already do. Here are some situations where your Ability Modifiers may come in handy. Whether you require a roll to do an action is determined by the GM. Strength: Breaking objects, lifting heavy objects/people, pulling rope, throwing people, prying open crates. Dexterity: Catching up to someone, running, throwing standard/light objects, catching something, climbing/jumping, stealing/sneaking. Vitality: Performing first aid, understanding wounds, recognizing medicine/toxins, dealing with a condition such as toxins. Technology: Reading through files, hacking, recognizing tech, repairing robots/cyberware, using tech. Cool: Understanding weapons and arms, speaking charismatically/intimidatingly, perceiving the environment/people, recognize gangs.
<Bodies> Bodies, or in slang terms “shells” are who you are and where your consciousness lies. Each Body serves its own purpose, and everyone has their reasons for the body they have. Some lower class citizens simply can’t afford more than a few cheap cybernetics so they stay human. Others are thriving with money and purchase a high end robot shell to transfer consciousness to, which is rare as robots are more often seen with AI in them. Each shell either has a full organic consciousness in it, or you are an AI built from raw data. Where does your story start? All PASSIVE SKILLS reset after one long rest (8 hours in game.)
Androids Androids, ages ago, were used as a private militia. Luckily it was because of the simple mistake of the megacorps who made the mistake of kidnapping a genius that gave them their own personality and freedom. Over time these machines evolved in such a way that they were able to nearly become human in their own respect. It’s rare to be “born” as an Android as the ethical stance on this is still debated, but more popularly humans with the money to do it transfer their consciousness into an android shell. DroidCorp has 3 options available at the all Android run company: Buy a shell as either a computer generated AI or buy one as a human who wants to transfer their mind to a shell. As for the third option? A controversial team of researchers still create androids from scratch. This practice is considered wrong by some people. Everything comes at a cost, what's yours? Archetypes: <A> Humanlike (AC:9) - These shells are designed to “replicate” humans complete with a heart module and lung replicators plus other “organ” like parts. These shells offer +1 to Vitality or Cool Modifiers, but you take -2 to your Tech Modifier. PASSIVE SKILL: You can use your human-like expression to gain advantage when talking to a human that you want to persuade or charm, roll over a 10 in this situation and make it a 15. _________________________________________________________________________
<B> Base Model (AC:10) - The Droid is able to retract more human skills such as fighting, or socializing but is much better at being connected to technology. Most AI choose this shell. These shells offer +1 to Tech or Dexterity Modifiers, but you take -2 to your Cool Modifier. PASSIVE SKILL: Using your natural ability to connect to technology you may choose one situation to use a Tech skill one level above your current Tech LVL. _________________________________________________________________________ <C> Brawler (AC:12) - Brawlers are natural fighters, whether they use guns and grenades or bare metal fists, it’s common for people to get this upgrade for jobs such as fight clubs, bodyguards or bounty hunters. Using your factory built weaponized body pick +1 to add to Strength or Cool Modifiers, but -2 to your Dexterity Modifier. PASSIVE SKILL: When aiming down a sight or in a fight/duel use your fighting algorithm to focus on your target and gain a bonus attack.
Robots Robots were created during the start of The Heritix reign on the world. It was rebuilding and everywhere needed jobs but there was a lack of interest in working at corporations. Many corporations instituted robots as low level employees. Over time robots became of interest and began developing into more “human” and personable people. Robots usually run on a computer generated AI but in modern society it has become popular to spend a ludicrous amount of money on a robot body that is advanced enough to withhold a human consciousness. Archetypes: <A> High-Tech (AC:10) - Only these robots can contain a CPU that has the ability to retain a human consciousness. On top of this they have natural movement and intelligence above the average shell. Gain +2 to Tech or Dexterity Modifiers but take a -1 to Strength Modifier. PASSIVE SKILL: High-Techs have the ability to read if a software is corrupt before running it/tell if a device is faulty hardware. _________________________________________________________________________
<B> Base Model (AC:8) - Straight out of the factory these models are offered exclusively to computer AI who want to upgrade to a physical form. “Bases” have much knowledge on cybernetics and robot enhancements since they are made of the most accessible technology in comparison to other shells. Gain a +1 to Tech Modifier, but gain -2 to Vitality or Dexterity Modifiers. PASSIVE KILL: Bases know their way around cybernetics/robotics and are natural engineers. Due to this they are able to repair a robot or cybernetically enhanced human granting them 1HP. _________________________________________________________________________ <C> Special Order (AC:9) - Unique in their own way, Special Orders are usually for robots who live a more exciting social life. Most shells are very humanoid whereas these bodies are seen shaped differently and have a more iconic design to them. Gain a +2 to Cool Modifier but take -1 to either Strength or Tech Modifiers. PASSIVE SKILL: As a goer of social events or someone who looks unique, you can take advantage on any roll using the Cool skill.
Humans Humans are flesh and bone, but that doesn’t mean they don’t contain some cybernetics. A majority of people cannot afford higher end bodies like androids or robots, however they can scrape by with cybernetics. Some cybersurgeons believe their work is advanced enough to compete with that of an advanced shell. Others, well, they choose not to as they believe a mediocre human lifestyle is more fitting and they prefer the natural way. What’s your story? Archetypes: <A> Unnatural (AC:9) - Cyberware has taken over the market, leading many people becoming obsessed with modifications or even requiring them if they’re missing parts of their original body. “Unnatural” humans have a larger percentage of cyberware than they do flesh at this point. Gain +2 to Strength or Tech but -1 Vitality Modifiers. PASSIVE SKILL: With this much cyberware you have enough knowledge to tinker with a lot of tech. When observing tech you can gain additional info on what you are looking at. _________________________________________________________________________
<B> Flesh & Steel(AC:8) - Most humans end up with some form of robotics attached to them for various reasons, and even more commonly it isn’t more than maybe a limb or two. These people are the most common looking humans. Gain +1 on Cool or Vitality but -1 on Dexterity Modifiers. PASSIVE SKILL: You live a fairly normal life with at least most of your body intact, your skills rely more on your mind than body. You can identify most weapons and drugs found throughout the city upon close observation.
<Abilities & Skills> In Redcode: Black you get 5 base traits to use when you are playing. Each ability will have a modifier {Ex: Strength +2} that you add on to when you roll a d20 for any reason during gameplay. Using an ability is different for each situation. To punch something hard, strength, to dodge an object coming at you, dexterity and so on. Some levels in a certain ability will provide a new Skill for that ability that exceeds your normal capabilities. Players may only put 5 points into a single Ability per level, otherwise distribute points normally. Character Level Points to Allocate Level 1 12 Points Level 2 4 Points Level 3 4 Points Level 4 4 Points Level 5 5 Points Level 6 4 Points Level 7 4 Points Level 8 4 Points Level 9 4 Points Level 10 7 points
Abilities: Strength Dexterity Tech Vitality Cool When an Ability reaches LVL 5, add +2 as a modifier, and then add +2 on top of that for every 6 levels proceeding forward. <Ability> LVL Modifier LVL 5 Add +2 LVL 11 Add +2 LVL 17 Add +2 LVL 23 Add +2 LVL 29 Add +2 LVL 35 Add +2 LVL 41 Add +2
When you reach LVL 41 in any Ability, you have the option to make that Ability ELITE. By making an Ability ELITE you start at level 1 in that Ability, however, you retain your modifier. This means you will lose all Skills in that Ability, but start with [+14] as a modifier. Repeat the table to stack the modifier. <[Strength]> The skills gained from strength will allow you to exceed your physical limits. Some of these skills will require an upgrade to your cyberware. If a skill requires an upgrade the upgrade will be stated, with the price and how to acquire it. Passive skills are always active. _Strength Skills_ lvl 2: >Bigger and Better: You now have the ability to wield HVY melee weapons / Passive >Impact: Upon landing from a height greater than 12 feet, you can activate Impact which will do 1d4 damage to any targets in close range. / Recharges on short rest
lvl 5: >Charge: While running at a target activate Charge to stun a target for a few seconds, gaining an opportunity to attack again or flee / Recharges on short rest >Use Your Surroundings: Get advantage on one attack if you are using an object other than a weapon to attack {Ex: Garbage can} / Recharges on short rest. lvl 9: >Sacrifice: Give 3 HP up to add 1d6 damage to your next attack / Recharges on short rest lvl 12: >Rage Rage, Fucking Rage: Gain an additional +7 to any strength roll during combat / Recharges per full length gaming session >Fuck Ladders: Use your raw, unfiltered strength to climb most surfaces with your bare hands by digging your fingers into the wall. / REQUIRES: Berserker Arms - Cost: 8,700 Neos - can be sold at higher end cyberware stores / Passive lvl 15: >Portability: Dismount or detach weapons such as mounted turrets and use them as if they are a gun. Discard turret after 3 attack rolls with the turret. / Passive
lvl 18: >RIP N TEAR: Rip the head off of any robot/android/human target if they are at or below 5 HP instead of attacking / Recharges per full length gaming session lvl 24: >Two Handed God: Add 2d4 damage to one two handed melee attack. / Recharges per full session
<[Dexterity]> Fast paced movement and sneaky moves, dexterity allows you to be a fast paced operative, if that’s your thing. Some skills under Dexterity require cyberware, but mostly you’re going to be using your reflexes to the best of your ability. _Dexterity Skills_ lvl 2: >Hacky Sack: Throwable objects/weapons will do an additional 1d4 damage if they hit / Recharges on short rest >Close One: If a door or opening of any kind you wish to get through is about to close, up to 10 feet in front of you, take advantage while making DEX roll. / Recharges on long rest lvl 5: >Pickpocket: When picking someone's pocket, add an additional +5 to your DEX roll / Recharges per full length gaming session >Shadow Dweller: If you are in the shadows you can use this ability to become imperceivable for a short amount of time / Recharges on long rest
lvl 9: >Reverse Pickpocket: Guaranteed, you may slip one thing into any pocket and it will go unnoticed. This has exceptions like size and shape of course, but things like grenades are a totally legal move. / Recharges on short rest lvl 12: >Foxtrot: When sneaking through a restricted area of any kind {Ex: Club office, gang hideout or apartment} you gain advantage on rolls when sneaking past people / Passive >Acrobatics: Jumping, climbing, flips and swings of any kind begin to come to you naturally. Gain +2 while performing one of these moves / Recharges on a short rest lvl 15: >Cat and Mouse: If someone is nearly escaping while you chase them on foot, use this ability to catch up to them and continue the chase. Then add +1 to your next dex roll / Recharges on long rest
lvl 18: >Adrenaline Junky: With this ability active you are able to run at incredible speeds, moving twice as fast as normal or up to 20 feet per turn. The adrenaline will wear off after 3 player moves. You can not attack while using this ability. / REQUIRES: Junker Legs or Adrenaline Systems {For Humans} - Cost: 6,450 Neos - can be sold at middle to lower end cyberware stores lvl 24: >Vicious Slash: Attack an enemy by surprise, if your attack hits you can dash to an enemy within a range of 10 feet of range and attack them, and then return to your previous target. / Recharges on long rest.
<[Tech]> Starting at level 1, every player will have something called TIX. Each player receives 3 TIX to start. Think of TIX as the cost of a tech based skill. Starting at TECH level 3, you will gain 2 TIX every other TECH level. Your max TIX reset on a long rest. Tech LVL Tix Count (Total) LVL 1 3 LVL 3 5 LVL 5 7 LVL 7 9 LVL 9 11 LVL 11 13 LVL 13 15 LVL 15 17 LVL 17 19 LVL 19 21 LVL 21 23 LVL 23 25
_Tech Abilities_ lvl 2: >Hack: You gain the ability to hack basic things such as doors and switches / Cost: 1TIX >Circuit Breaker: You gain the ability to confuse a target, roll a 1d6 to see how long you confuse the target (max 60sec) / Cost: 2TIX Lvl 5: >Power Button: This ability allows you to start the power of any object that is currently in an "off" state of power. The largest power source that can be powered should be compared to that of a standard motorcycle. / Cost: 1TIX >Schematics: With this you will be able to scan an entire room and receive information on any entrances and switches. Some secret entrances may not show up as they are hidden from main schematics. / Cost: 3TIX / SCANNING OPTICS REQUIRED
Lvl 9: >Hackerman: Now you possess the ability to broadcast any purchased or downloaded media you have to any device capable of playing it, as a distraction. Unless you have some kink with playing porn on peoples phones on the monorails. Weirdo. / Cost: 3TIX Lvl 12: >Password Protection: When using this ability add +7 to your TECH roll, but only when you are hacking into a password protected lock such as a keypad or computer. / Cost: 5TIX >Signal: Send a notification to someone's optics, forged to look like one from their contact list. It's up to you to say what the message is. Use this wisely. / Cost: 4TIX Lvl 15: >TIX IT UP: Gain +4 to your maximum TIX, this ability can only be used once ever and activated at any time. This is it. Use it wisely.
Lvl 18: >Firewall Breach: Use this on a nearby panel or computer to deactivate any traps in the next area. / Cost: 6TIX Lvl 24: >DataLord: You now have the ability to hack into any device with a computer processor and receive any data or information and store it indefinitely. / Cost: 12 TIX
<[Vitality]> Vitality is the skill that controls all of your systems, including health and all of your senses. Leveling this skill will help with healing and protection along with actions/techniques to assist the injured and intoxicated individuals around you. Some cyberware might be required. _Vitality Skills_ Health Points: Every player will have a starting HP of 12 points, for every 2 levels in the VITALITY skill the player will gain an additional 1 HP. Vitality LVL Total HP LVL 1 12 LVL 3 13 LVL 5 14 LVL 7 15 LVL 9 16 LVL 11 17 LVL 13 18 LVL 15 19 LVL 17 20
lvl 2: >Scrap Syringe: You can use materials around you to make a syringe used for healing/removing toxins / recharges on short rest >Clear Circuit: Focus and check your systems, overpower the burden of exhaustion and stuns from any external damage to your systems for 1 hour / Recharges on long rest lvl 5: >Redirect Power: Pick one cybernetic part of your body to redirect power to strengthen, but in turn you will lose power to one vital area of your choice. {HUMANS: Use your neural interface wired to your brain to send a signal that boosts your adrenaline, giving you strength in 1 flesh core part of your body} / Passive >Low Power Mode: Go into a power state that keeps your systems at bay while doing passive activities, when coming out of this state roll 1d4 to regain health. / Passive
lvl 9: >Surge: Use a large amount of your power to help another person regain consciousness if they are disabled or powered down for any reason. / Recharges per long rest / POWER DISTRIBUTOR REQUIRED: Can be found at most middle class shops. lvl 12: >Toxicology: Use the {TOXIN COLLECTOR} to transform any toxins that enter your body into a stimulant that can boost your resistance against toxins for 30 min / REQUIRES: Toxin Collector - Cost: 1,250 Neos - can be sold at higher end cyberware stores / Recharges on long rest >Cable Siphon: The neural-cable in the back of your head can be removed when an enemy is in a disabled state and connected to theirs, allowing you to regain 1d4 HP. / Passive Lvl 15: >Venomous: Pull any toxins in your body to the {TOXIN COLLECTOR} and create a vial of toxin to use at your will for various crafts and weapons. / REQUIRES: Toxin Collector - Cost: 1,250 Neos - can be sold at higher end cyberware stores / Passive
Lvl 18: >Core Reboot: Power your neural systems to give yourself enough power and adrenaline to get up from a knocked state. Make a STRENGTH roll to see how successful you are in getting away. / Once per long rest. Lvl 24: >Blessed Curse: Use your medical skills to prepare up to 3 people of your choice with 1 additional HP at any time. Check their systems and vitals and find any errors in their body. / Recharges on long rest
<[Cool]> Cool is the skill used in gunplay and in speech, to manipulate people, persuade or to just shoot them. Any weapon fired for any reason will use the modifier for this Ability. Cool Skills_ lvl 2: >Gaslight, Gatekeep, Girlboss: Enhance your ability to lie through your teeth, add +2 to your roll when lying. / Passive >Social Savvy: Speak in a charismatic tone causing the subject to feel confused and vulnerable allowing you to steal something or distract and stun them. / Once per short rest lvl 5: >Under Pressure: Be able to tell if someone is lying or if they seem nervous about the situation / Recharges on long rest >Analyze: Read the room and plan your attack pattern based on the situation. Gain additional information either during combat or before an attack on the enemy. / Recharges on long rest.
lvl 9: >Environmental Scan: Use the scope on any tech gun to view weaknesses in the environment. / Recharges on short rest lvl 12: >Gang Talk: You gain the ability to talk to low level gang members and gain an affinity in speech with them, add +3 to your roll when speaking to them. (this discludes gangs you’ve pissed off) / Passive >Attachments Pro: You have heightened knowledge on gun parts and attachments, and have the intellect to build and repair most weapons. Gain +3 to your roll when doing this. / Recharges on short rest Lvl 15: >Counter Attack: Try and predict someone's body language and react before they do during a tense situation. If they are going to attack you choose what to do first. / Use once per short rest
Lvl 18: >Torture Training: Become impervious to letting go information when under interrogation, or keep your cool in a fight when the fight may normally distract you. / Passive Lvl 24: >Pistol Whipper: When firing a pistol add +4 to hit your target, when striking someone with your pistol as a melee attack add +2 to damage. / Passive
EQUIPMENT All Players may pick up to 3 common or garbage weapons when making a character. Players will also have the option of 1 armor type of the same categories upon starting. BASIC STARTING GEAR REQUIRED: - Citizen ID [Thin metal slate roughly the size of a playing card that when held holographically displays your citizen ID number, your shell type, age, and several other things about you - Neural Cable [Small cord that releases from the back of your head at the top of your spine that extends out and connects to computers and other hardware universally, used for hacking and many other things.] Item Rankings: Legendary Ultra-Rare Rare Common Garbage
Currency There are several types of currency in Redcode: Black, all have a different use within today's society. <Ether> Ether is a digital currency, this is commonly used among lower class citizens and criminals. As Ether is untraceable the desire to use it is very high when it comes to buying things through the black market. This currency can be converted to Neocrypt. Most of the time you will not be able to convert other currency into Ether. Suits have been caught by lower class funneling Ether up in the corporate ranks, which is highly illegal, even more so than the existence of Ether itself. (100 ETHER = 2,000 NEO)(1 ETHER = 20 NEO) <Neocash/Neocrypt> This currency is often referred to as NEO’s in slang terms, and is the primary form of currency. Neocash is the term used for physical cash in the real world, whereas Neocrypt is the digital version of the same currency. Much like old school currency from the early 2000s.
How to determine your Neo’s at level 1: Start by rolling 1d4, each number will represent a fraction of 1,000 Neos. Rolled 1 250 Rolled 2 500 Rolled 3 750 Rolled 4 1,000 Next, roll 1d10 to determine how many hundreds of Neos come after. Rolled 1 100 Rolled 2 200 Rolled 3 300 Rolled 4 400 Rolled 5 500 Rolled 6 600 Rolled 7 700 Rolled 8 800 Rolled 9 900 Rolled 10 1000
Armor Robot Plating MK1 - Common - 400 Neos (+200 Neos per MK, up to MK4) Adds +1 AC (+1 more per MK, up to MK4) An additional layer of metal that screws into every model of robot on the market and in the streets. *Requires LVL1 Tech Power Suit - Rare - 4,000 Neos Adds +3 to AC Several large body segments of thick rugged plating connected by cables and clips, very few points to penetrate this armor. Cool helmet included. Resistant to bludgeoning damage. Light Exosuit - Common - 1,100 Neos Adds +2 to AC Not too bulky, leaves room for air to breathe. Well fitted jacket and pants with thin armor plating on the outside. Come in many colors, including pink. *Requires LVL 2 Dexterity Ballistic Nanosuit - Common - 350 Neo Adds +1 to AC Thin bodysuit usually worn under clothing to absorb damage from bullets. Comes in all sizes *Requires LVL 2 Cool
Leather Jacket - Common - 150 Neo Adds +1 to AC Very stylish leather jacket, comes in a variety of options Increases Cool by 1 LVL while wearing Gang Apparel - Rare - 2,000 Neo - Be careful who you represent Gives good camouflage to non-gang members Tactical Gear - Rare - 1,250 Neo Adds +3 to AC Go big or go home, bulletproof vest, combat jacket, tactical pants with knee guards, steel toe boots and a whole lot of protection Immune to Impact damage from Melee weapons Street Clothes - Common - 100 Neo Adds +1 to AC Style is everything, or maybe it’s not for you. Pick a look to go on your shell. Common in most parts of the city, but you may get some looks from corporate scum and the rich in the Neon Garden.
Weapons Guns: MK1: Basic Pistol - Common - 200 Neo Roll 1d6 Requires LVL1 Cool Impact Damage Basic Semi-Auto Rifle - Common - 975 Neo Roll 2d6 Requires LVL2 Cool Impact Damage Basic Automatic Rifle - Common - 1,150 Neo Roll 2d6 +1 Requires LVL3 Cool Impact Damage Shredding Damage Basic Sniper Rifle - Common - 1,110 Neo Roll 1d8 Requires LVL3 Cool Impact Damage
MK2: Modern Pistol - Common - 600 Neo Roll 1d6 +1 Requires LVL2 Cool Impact Damage Auto Pistol - Rare - 850 Neo Roll 1d6 +3 Requires LVL4 Cool Impact Damage Shredding Damage Modern Automatic Rifle - Rare - 3,400 Neo Roll 2d6 +2 Requires LVL4 Cool Impact Damage Shredding Damage Modern Tact. Shotgun - Common - 1,600 Neo Roll 2d8 Requires LVL3 Cool Impact Damage Blast Damage Modern Sub-Machine - Common - 1,100 Neo Roll 2d4 Requires LVL3 Cool Shredding Damage Modern Sniper Rifle - Rare - 2,300 Neo Roll 1d12 +1 Requires LVL5 Cool Impact Damage
MK3: Wick Pistol - Rare - 1,000 Neo Roll 1d6 +2 Requires LVL4 Cool Requires LVL3 Dexterity Piercing Damage +2 to hit Humans Colt .45 - Rare - 1,050 Neo Roll 1d8 Requires LVL4 Cool Blast Damage Impact Damage Modern DMR - Common - 1,150 Neo Roll 1d8 +1 Requires LVL5 Cool Impact Damage Tek Z-11 (Sub) - Rare - 1,850 Neo Roll 1d8 +2 Requires LVL5 Cool Shredding Damage Heavy MG - Rare - 3,000 Neo Roll 2d6 Requires LVL2 Cool Requires LVL4 Strength Shredding Damage Cyber-buss (Cyber Blunderbuss) - Common - 1,100 Neo Roll 1d6 Requires LVL3 Cool Impact Damage Blast Damage
MK4: Laser Strike Pistol - Ultra Rare - 700 Neo Roll 2d6 Requires LVL6 Cool Laser Damage Laser Laumann - Ultra-Rare - 10,500 Neo Roll 2d10 +1 Requires LVL14 Cool Laser Damage Scorching Damage Laser Nock-Shotgun - Rare - 2,000 Neo Roll 1d12 Requires LVL7 Cool Blast Damage Laser Damage K11 Tech Rifle (Auto) - Rare - 1,350 Neo Roll 2d10 Requires LVL10 Cool Requires LVL7 Tech Shock Damage EMP Damage XM29 Tech Rifle (DMR) - Rare - 1,700 Neo Roll 1d10 +1 Requires LVL9 Cool Requires LVL6 Tech Shock Damage Kochler Grenade Launcher - Rare - 16,750 Neo Roll 5d6 (up to 100 ft) Requires Grenades Requires LVL11 Cool Requires LVL3 Strength (Type of damage used with grenade launched)
806 Lightweight Laser - Rare - 3,400 Neo Roll 3d6 Requires LVL13 Cool Laser Damage ROCKET LAUNCHER - Legendary - 150,000 Neo Roll 4d8+6 Requires LVL25 Cool Requires LVL7 Strength Impact Piercing Blast