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Published by kreepypearson, 2022-10-07 09:49:23

Carbon 2185: Core Rulebook - Augmented Edition

N/A

CORPS EVENT

1D20 EVENT 1D20

1 A well-manned security checkpoint is 11 An advertising agent takes interest in one
checking the legality and licensure of any of the cyberpunks and asks them to model a
weapons, armor, and cybernetics carried by new product. If they play this right, it could
the passersby. be a way into the corporate world and pos-
sible celebrity status.
2 Several off-duty members of a corps private
security team are smoking and drinking in a 12 A factory door sits open as workers load
nearby bar. They remain relaxed as cyber- crates into the back of a set of trucks. Some
punks walk past them. of the crates are unattended. (The crates
have trackers in them).
3 A few corp worker drones are standing
outside having a smoke break, and they look 13 A group of 1d4 security guards are under
exhausted. attack by a group of 2d6 street rats.

4 2d4 security guards approach and ask for
your identification. They attempt to arrest 14 An advertising slogan overwhelms the HUD
anyone whose identification is out of date. of anyone who passes by a small shop. Peo-
ple glare angrily at the lights in their eyes.
5 A group of private security guards are One of the victims swears angrily in Japa-
discussing the last raid they made on a rival nese before deactivating his HUD.
facility. They quickly go quiet when they
notice the cyberpunks. 15 A group of news anchors ask the cyber-
punks about the threat of gang violence
6 A young businessman is discussing finances growing in the outer district of the city.
with an elderly woman in a small coffee
shop. At first, she looks confused. After a 16 A large holographic advert for Chiba Lucid
few minutes she begins to cry. Instant Noodles gets the cyberpunks think-
ing about food, regardless of when they last
7 A shady looking man hands the cyberpunks ate. The advert flickers for a second, show-
a holodisk containing a name and picture of ing the face of a woman before returning to
a corporate scientist, and a price for proof the Chiba noodle message.
of his death.
8 A con man approaches the party encourag- 17 A franchise owner asks that the cyberpunks
ing them to buy into his pyramid scheme. scare off a gang of bikers who have threat-
ened multiple times to firebomb his build-
If the cyberpunks show any interest, he is ing.
quick to sell them shares in several non-
existent companies.
18 Advertisements for the newest tier 4 cy-
bernetics blare simultaneously on the cy-
9 Gunfire rings out overhead as a group of berpunk’s HUDs, with prices far outside
3d4 security guards fire warning shots in what any of them can afford.
the air before telling everyone to leave the
area immediately. After one minute an
armored truck full of goods passes slowly 19 A shadowy figure watches the cyberpunks
through the area. for nearly an hour.

10 A series of armored trucks drive past the 20 A figure in a large mecha suit of Regierung
cyberpunks transporting a fresh batch of design marches down the street. It stops
indebted workers. One of the workers leaps menacingly before the cyberpunks and
from the back of the truck into the crowd. stares them down.
The security guards on the truck take aim.

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炭素 2185 | サイバーパンクロールプレイングゲーム

DISTRICT 2

RANDOM EVENTS IN DISTRICT 2
1D20
1-3 CRIME
4-9 MISCELLANEOUS
10-15 CIVILIANS
16-20 CORPS

CRIME EVENT

1D20 EVENT 1D20

1-2 PICKPOCKET DROP 10 AHEAD OF THE GAME
One of the cyberpunks finds a crumpled-up The cyberpunks witness the attempted
message in their pocket. The message points kidnapping of a corporate official by a rival
them toward a contact called “Wolf” some- punk gang.
where in the district, and he wants their
help with a dangerous mission. 11-12 POSITIVE ID II
A member of the Electric Diablos has had
3-4 CORRUPT LAW ENFORCEMENT all of his cybernetics ripped out and is left
A couple of SFPD sergeants demand that for dead on the street.
the cyberpunks “take care” of a fellow cop
who has been “causing some problems”. 13- FIREBUGS
14 A corporate office has been firebombed!
5 THE ART OF THE CON
A street fence who deals in stolen art tries A group of criminals stand around laughing
to pawn knock-offs to the cyberpunks. He over the scene.
offers to get them in on the next heist as 15- AMBUSHED
part of the deal. 18 1d4 mercenaries attempt to kill the cyber-
punks.
6 RUMMAGE SALE 19- ROBBING THE HOOD
A corporate insider attempts to sell faulty 20 The cyberunks witness a group of punks
cybernetics to the cyberpunks. She be- fleeing a corporate facility, chased by a
comes defensive if called out. group of security guards. One of the run-
ners looks to the cyberpunks begging for
7-8 BAIT AND SWITCH help. (1d4+1 Street Rats, 2d4+2 Security
A pickpocket deliberately botches a grab Guards: What they have stolen, and why, is
right in front of the party. The crook acti- up to the GM).
vates an advanced synthskin augment and
vanishes, leaving the cyberpunks to fend for
themselves.

9 AN EYE FOR AN EYE
A street captain of the yakuza approaches
the party about dealing with a Snakehead
Tongs captain.

200 Carbon 2185 | A Cyberpunk RPG

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MISCELLANEOUS EVENT

1D20 EVENT 1D20

1-2 The sky opens up in a downpour. Visibility 15 A peaceful protest for synth rights has turns
is reduced to 60ft. Origami figures filter violent and the cyberpunks are caught at
down with the rain littering the sidewalk the edge of it.

3-4 2d4 mercenaries stop the party to check for 16 The sky ahead flashes for a few seconds as
illegal weapons, confiscating any they find. one of the major neon signs explodes under
The mercs work for a gang in the badlands, gunfire. It’s hard to tell if anyone is injured
supplying them with illegal weapons they over the screams. Where did the shooter
have confiscated. go?
A pair of law enforcement officers sit in a
5-6 A line to purchase a new piece of hardware 17 Chiba noodles bar on break. One of them
from Houston Dynamics goes to the end of tenses when they see the cyberpunks, but
the block. the other puts a hand on their shoulder to
calm them.
7 People are gathered outside a Holovid
theater discussing the latest movie.

8 An old friend of one of the cyberpunks 18 A busker plays an acoustic guitar that looks
waves them down from across the street.
They offer to buy lunch and catch up. like it could be real wood… The young busk-
er is an agent of the Enigma Collective (an
elusive group of hackers and activists).
9 A pair of elderly women argue over a game
of mahjong they’ve set up on outside a cafe.
The man behind the counter of the cafe is a 19 An advert offering a hot new product seems
retired criminal of the bratva – one Olgov to address one of the cyberpunks as they
Ilych – a legend in the criminal underworld. walk by. The advert responds to the cyber-
punks as if sentient.

10- Acidic rain pours down from above. Those 20 Heavy smog for next 2d12 hours limits vis-
13 who are able duck into buildings or pull out ibility to a max of 30ft.

acid resistant umbrellas. Those exposed for
more than 5 minutes take 1d4 acid damage.

14 A beggar missing sits against an empty shop
front begging for wonlongs. They offer to
exchange information for some wonlongs.
They know about an illegal augmentation
operation in another district.

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1D20 EVENT CIVILIANS EVENT
1D20

1 A group of food delivery drivers hurry past 12 A pair of retirement officers lie dead in a
on scooters One of them crashes into a gutter. The bodies are still fresh and blood
nearby car when it swerves out of control.
trails away down an alley into the sewers.

2 A usually terrible noodle house smells ex- 13 A pair of students sit vaping on the top of a
ceptionally good. Suspiciously good. wall. They swear at the cyberpunks as they

3 A market selling racks and racks of mid- pass by not expecting a fight.

quality clothing has been established in a 14 A heavily cyber-enhanced food vendor
large open space. A good place to hide if it cooks up something savory, hawking his
is still here when things go wrong. goods and demonstrating flair as he tosses

4 A pair of men stumble out of a bar, swaying his spatula in the air. He’s secretly a street-
drunkenly on the walk home. They bump level security guard watching for threats to
into the cyberpunks as they go. the corp building across the street.

5 Several people stand outside a capsule 15 A synthetics rights protests is marching
down the street interrupting the flow of
apartment chatting to each other and traffic. The protesters move to block as
smoking. One of them stands up straight
when they see the cyberpunks and turns to much of the road as possible.

run. 16 A doctor sits vaping on a bench outside a
6-7 A VR cafe is promoting the newest vir- hospital. He asks the cyberpunks if they
tual reality game, and the whole place is
crammed full of people. Several gang mem- are looking for a job where they don’t mind
breaking some speed laws. He needs them
bers are gathered outside as ‘security’. to deliver an organ to the other side of the

8-9 A nearby coffee shop contains a small crowd city in 30 minutes.

listening to a live synthetic jazz band. The 17-18A group of cleaners are washing graffiti off
band soon comes outside and are mobbed the side of a corporate building. The graffiti
by fans. is a vulgar depiction of the corporate CEO.

10-11Several maids stand outside a row of apart- 19 A woman approaches the cyberpunks with
ments staring blankly as they check their violent intentions believing they are the
personal data. One of them pulls out a ciga- group that murdered her partner. She draws
rette and asks around for a light. a weapon. The woman is a civilian

20 A man outside a bar stops the cyberpunks
and asks if any of them have a smoke. He
glances about cautiously when a certain
woman leaves the bar.

202 Carbon 2185 | A Cyberpunk RPG

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CORPS EVENT

1D20 EVENT 1D20

1 A heavily armed security checkpoint is 11 A bar advertises a new flavor of Bloom
checking the area for legal possession and Light.
licensure of any weapons, armor, and cyber-
netics. They stop the cyberpunks next. 12 Several heavily augmented soldiers stride
Several off-duty members of a corp’s pri- past the cyberpunks showing off military
2 vate security team are smoking and drink- grade augments.

ing in a nearby bar. They barely notice the 13 A figure in a dark cloak watches the cyber-
cyberpunks. punks, following their interactions for nearly
3-4 2d4 security guards approach the party and an hour (DC 14 Perception check to no-
tice). The figure is a hacker for a rival cyber-
ask for identification. They take their job punk gang, hired by a hostile corporation to
seriously gather intel on the cyberpunks.

5 A group of private security are discussing a 14 A figure in a large mecha suit of SAUD
group of captured cyberpunks on the walk- design marches down the street showing off
way outside a building. the power of the megacorporation.

6 A shady looking man hands the cyberpunks 15 A limousine drives past clearly containing
a holodisk containing a name and picture of some important member of the corporation
a corporate scientist, and a price for proof (as indicated by corporate flags attached to
of his death. the side mirrors).

7 A large holographic sign broadcasts an alert 16-17A group of discarded synths lie outside a
for people to vacate the area or they will corporate building dazed, confused, and
be terminated. After 2d6 minutes a group awaiting destruction.
of 3d4 security guards show up and attack
anyone still in the area. Once the area is 18 News headlines discuss breakthroughs in
clear a second team arrives, escorting sensi- the field of artificial intelligence.
tive cargo.
8 A series of armored trucks drive past the 19 A security guard approaches the cyber-
cyberpunks transporting a fresh batch of punks and asks them to help recover some
indebted workers. Someone sighs and com- private material that was stolen from the
plains that it is getting slowly worse every company. All they saw was some sort of
year shimmer that broke into their facility.

9 The cyberpunks are met by an advertising 20 A series of private bloggers have been found
agent who takes a shine to one of them in dead after attempting to report on a corpo-
particular. The agent asks them to model a rate facility. There might be a job opportu-
new product and offers a modest contract nity there.

for their participation. The agent is secretly
using the cyberpunk to try and find out
more about the criminal enterprises the
team is involved in.

10 An advertising slogan overwhelms the HUD
of anyone who passes by a small shop. Peo-
ple glare angrily at the lights in their eyes.
One woman stops as if struck blind by the
advertisement.

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DISTRICT 1

RANDOM EVENTS IN DISTRICT 1
1D20
1-3 CRIME
4-8 MISCELLANEOUS
9-13 CIVILIANS
14-20 CORPS

CRIME EVENT

1D20 EVENT 1D20

1-2 PICKPOCKETED 10- POSITIVE ID
There is an attempt to steal one of the cy- 12 The cyberpunks witness the attempted
berpunk’s personal items.
kidnapping of a corporate official by a rival
3-4 CORRUPT LAW ENFORCEMENT punk gang.
Local police harass the cyberpunks and 11-12 POSITIVE ID II
demand a bribe. The officers refuse to back A member of the Electric Diablos has all
down or lower the bribe. of his cybernetics ripped out and is left for
dead on the street.
5 CON ARTIST 13- ARSON
A street vendor or other trickster attempts 14 A corporate office has been firebombed!
to con the cyberpunks out of their won- The fire department is delayed by corporate
longs. espionage.
15- AMBUSHED
6 DOUBLE DEALER 18 1d4+2 mercenaries attempt to capture one
Some street rat attempts to sell faulty cy- or more cyberpunks and bring them to the
bernetics to the cyberpunks. corporation for interrogation.

7-8 WITNESS TO A CRIME 19- PAYLOAD
The cyberpunks see a thief in the act of 20 A member of the bratva approaches the
picking the pocket of an oblivious stranger.
cyberpunks about smuggling a shipment of
9 AN OFFER YOU CAN’T REFUSE drugs onto a ship in the bay.
A Snakehead Tong street captain of the
approaches the party about assassinating a
yakuza captain.

204 Carbon 2185 | A Cyberpunk RPG

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MISCELLANEOUS EVENT

1D20 EVENT 1D20

1 The sky opens up in a downpour. Visibility is 13 A peaceful protest for synth rights suddenly
reduced to 60ft and lightning strikes from turns violent and the cyberpunks are caught
the sky. Anyone on a rooftop wearing metal at the edge of it. Several Injured synths
must make a DC20 Reflex save or take 53 plead with the cyberpunks for help.
(15d6) electrical damage.
14 The sky overhead illuminates brightly for a
2-3 2d4 government-sponsored mercenaries few seconds as one of the huge neon signs
want to check the party for illegal weapons, bursts. As the cyberpunks rush to the scene
confiscating any they find. the dead and injured litter the ground. The
first thought is aiding the wounded, but in
4 A line to purchase a new piece of hardware the back of everyone’s mind is a secondary
from Houston Dynamics goes to the end of question: who are the terrorists behind the
the block. explosion?

5 People are gathered outside a Holovid 15 A pair of law enforcement officers sit in a
theater discussing the latest movie. Chiba noodle bar on break. A short time
later they resume their patrol.
6 A family member of one of the cyberpunks
waves at them from across the street. They 16 A busker plays an acoustic guitar that looks
invite the cyberpunk to grab a coffee. like it could be real wood… How did some-
one acquire real wood?
7 A pair of elderly women argue over a game
of mahjong they’ve set up on a street cor- 17-18An advert offering a hot new product seems
ner. One of them stands up and begins to to address one of the cyberpunks as they
walk away. The other just laughs. walk by. The character with the highest
hacking skill that looks at the advert spies
8-10 Acidic rain pours down from above. Those the words ‘Help me’ with no further clues.
who are able duck into buildings or pull out
acid resistant umbrellas. Those exposed for 19- Heavy smog for next 2d12 hours limits vis-
more than 5 minutes take 1d4 acid damage. 20 ibility to a max of 30ft.

11-12 A beggar missing their right arm slumps
against an empty shop front begging pas-
sersby for a few wonlongs. They ramble
about the colonies and how the corpora-
tions are lying to everyone.

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CIVILIANS EVENT

1D20 EVENT 1D20

1 A group of food delivery drivers rush past 14 A pair of retirement officers lie dead in a
on scooters. They stop long enough to gutter. A figure darts down a dark alley be-
dump their food into a nearby bin before
racing off down the street. fore entering a building by a side door.
2-3 A hot new restaurant has people lining up to
15 A heavily cyber-enhanced woman sits at
the side of the road crying to herself (her
get inside, much to the dismay of the other fashion upgrades have just been poorly re-
nearby bars and restaurants. Could trouble
be brewing in the food quarter? viewed). She calms down after a few min-
utes.

4-5 Several people stand outside a capsule 16 A synthetics rights protest appears in the
apartment chatting with each other in street, interrupting the flow of traffic. In the
hushed voices and smoking cigarettes. One distance someone revs an engine as if about
of them rushes off, and the others watch to drive into the crowd.
the figure leave, glancing about nervously.
17 A doctor sits on a bench outside a hospital.
6-7 A VR cafe is promoting the newest game, They smoke a cigarette, with a thousand-
and the place is crammed full of people. A yard stare and tears streaming down their
patron collapses outside the building, dead. face.
The crowd nearby suggests murder from
inside the virtual world. 18- A group of cleaners wash graffiti off of the
19 side of a corporate building. The graffiti rep-
8-10 A coffee shop contains a small crowd lis-
tening to a live synth jazz band. Outside a resents several minor gang tags.
group of law enforcement officers prepare 20 A woman approaches the cyberpunks with
to raid the unsuspecting cafe.
violent intentions, believing they are the
11-13 Several maids stand outside a row of apart- cyberpunks that killed her partner. She is an
ments staring blankly as they check their escaped cyberninja who broke her program-
personal data. ing and fled.

206 Carbon 2185 | A Cyberpunk RPG

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CORPS EVENT

1D20 EVENT 1D20

1-2 Heavy combat mechs and a pair of security 13 Hundreds of hologram ads obscure the
guards check the identification of anyone party’s vision for the next 1d4 hours. As
passing through this area. long as the HUD is activated the characters
have the Blinded condition for the duration.
3-4 2d4 security guards approach and ask for
identification. They attempt to arrest all the 14- Advertisements for the newest tier 4 cy-
cyberpunks on ridiculous charges. 15 bernetics blare simultaneously on the cy-

5-6 A group of private security personnel are berpunk’s HUDs. Tier 4 augments are illegal
discussing a group of captured cyberpunks without the proper license – and the cy-
and how their leader Silas Jensen got away. berpunks definitely do not have the proper
license.
7-8 A large holographic sign tells people to 16-17A figure in a large mecha suit of Regierung
vacate the area or they will be terminated. design marches down the street in an appar-
After 2d6 Minutes a group of 2d4 Secu- ent show of force and bravado.
rity guards, led by a corporate elite soldier, 18 A limousine drives past clearly containing
show up and attack anyone still in the area. some important member of the corporation
The group is escorting sensitive cargo in the (as indicated by corporate flags attached to
form of a VIP. the side mirrors).

9-10 A series of armored trucks drive past the 19 A security guard approaches the cyber-
cyberpunks transporting highly dangerous punks and asks them to help with a re-
and irradiated cargo headed to the badlands. covery. The guard says that a group of
cyberpunks broke in and stole a bunch of
11-12 An advertising slogan overwhelms the HUD corporate files that need to be recovered.
of anyone who passes by a small shop. The
advertisements continue for several min- 20 Gunfire breaks out nearby and a corporate
utes after which the cyberpunks discover a engineer rushes towards any armed group,
message left on their HUDs. The message is asking them to come with him. He is will-
a secret offer to meet with potential em- ing to pay. Apparently, a combat mech has
ployer. gone rogue and is rampaging outside of
corporate property. Security refuses to deal
with the problem.

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RANDOM MISSION
GENERATOR

The crew will often be sent on dangerous missions and sometimes as a GM you need to quickly pre-
pare one without much time. Roll on the tables below to quickly generate a mission.

1D6 2D6 CRIMINAL MISSIONS
1-2 CRIMINAL MISSIONS 10 A man comes to the crew and asks for
3-4 CORPORATE MISSIONS
5 CYBERPUNK MISSIONS protection from a corporation (roll on the
6 PERSONAL/CIVILIAN MISSIONS Criminals table to find out who this person
is).
2D6 CRIMINAL MISSIONS 11 A group of badlanders are threatening the
2 Someone has betrayed the criminal under- local populous. Someone will pay to get rid
of them.
world and is now on the run. They hire the 12 Someone has betrayed the criminal un-
cyberpunks to protect them from repercus- derworld and the cyberpunks have been
sions (roll on the Criminals table to find out hired to eliminate this individual (roll on the
who betrayed the underworld). Criminals table to find out who betrayed
3 Someone has placed a bounty on one of the the underworld).
members of the crew and now bounty hunt-
ers are after them (roll on the Criminals 2D6 CORPORATE MISSIONS
table to find out who paid for the bounty on 2 A rogue AI has broken out of containment
them).
4 A group of street racers keep driving at a corporate facility and the corp execs
through the area. They are based nearby, have hired the cyberpunks to help contain
and someone wants them gone. it.
3 A corporation hires the cyberpunks to de-
5 A group of drug pushers want help stealing stroy a rival company’s warehouse and stor-
supplies to create more drugs. age facility (roll on the Items of Note table
to see what is being stored here).
6 A group of criminals want to hire the crew 4 A corporation hires the cyberpunks to de-
to damage or destroy a rival gang. stroy a rival corporation’s server facility.
5 A corporation hires the cyberpunks to kid-
7 The cyberpunks have been hired by a pow- nap a member of another corporation (roll
erful criminal to steal something (roll on the on the Corporates table to see who they are
Items of Note table to find out what they kidnapping).
are stealing). 6 A corporation hires the crew to steal an
item of interest from a rival corporation (roll
8 A group of criminals want the crew to dis- on the Items of Note table to see what they
rupt the protection racket of a rival gang. have been hired to steal).

9 A major criminal is willing to hire the cyber-
punks to kidnap a member of a corporation
(roll once on the Criminals table to deter-
mine who wishes to hire the crew, and once
on the Corporates table to determine who it
is they wish to kidnap).

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7 A corporate group hires the crew to track 6 The black market treats the cyberpunks to
down and eliminate a member of a rival cor- some experimental technology provided
poration (roll on the Corporates table to see they can complete a ‘simple’ delivery job.
who they are targeting).
7 The cyberpunks have been hired to protect
8 A corporation requires a group to raid a a VIP not tied to a corporation or criminal.
criminal VR café and extract a target. They
hire the cyberpunks to help (Roll once on 8 Members of the Cyberats look to hire the
the Criminals table to determine who is at cyberpunk crew to recover a dangerous
the VR cafe). quantity of explosives from a megacorp.

9 A corporation hires this crew of cyberpunks 9 A group of synths look to hire the cyber-
to eliminate another crew that broke into punks to eliminate a corporate official who
their facility. The corp contact offers a bo- has been threatening synthkind (roll on
nus if the team recovers their stolen goods the Corporates table to determine who the
(roll on the Cyberpunks table and once on target is).
the Items of Note table to determine what
was stolen and who stole it). 10 The cyberpunks have been challenged by a
rival group of cyberpunks (roll on the Cy-
10 The corporation hires the cyberpunks to berpunks table to determine who is leading
disband a group of badlanders that are the rival crew).
threatening corporate resources.
11 Several corporate cars have been destroyed
11 A corporation hires the cyberpunks to pro- during a firefight between two corporations.
tect a small facility from a group of rogue The cyberpunks may be able to recover
synths. something before the corporations claim
their old equipment.
12 A group of corporate soldiers have been
hired to eliminate the cyberpunks for un- 12 A group of cyberpunks share plans with the
known reasons. crew for the heist of the century. The plan
entails breaking into a highly secured corpo-
2D6 CYBERPUNKS MISSIONS rate compound. They want to know if they
2 Another cyberpunk friendly to the crew can rely on the crew for help.

informs them that someone has been going 2D4 PERSONAL/CIVILIAN MISSIONS
around targeting cyberpunk crews and to 2 A family member of one of the cyberpunks
watch their back.
3 A military-grade factory producing mechs comes back into their life begging for help
has come under attack. This would be the after crossing a local gang (roll on the Crim-
perfect opportunity to sneak in and steal inals table to see who they have enraged).
some goods. 3 A group of people come to the cyberpunks
4 Several gang members have begun to move hoping for help in investigating a murder.
on the area where the cyberpunks are stay- 4 A clinic is under constant threat by outside
ing (roll on the Criminals table to determine forces and the lead doctor asks the cyber-
who is leading the gang). punks to step in and help.
5 Several cyberpunks working for the Enigma 5 A personal friend of one of the cyberpunks
Collective approach the cyberpunks with a wants to hire them to find a kidnapped
job to help a local clinic fight the threat of friend or family member. (roll on the Civil-
shutdown by a corporate executive. ians table to determine who was kidnapped).

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6 A group of street vendors have been slowly
disappearing along a certain street and one
of the remaining vendors has hired the cy-
berpunks to find out why.

7 An engineer working on a new design has
been threatened by multiple corporations
and enlists the help of the cyberpunks in
fleeing the city to safety.

8 A family member of the cyberpunks comes
to them for help after breaking a corporate
law and injuring a high-ranking official. They
need the help of their family (roll on the
Corporates table to see who they injured).

2D4 CRIMINALS 2D4 CORPORATES
2 CHOP SHOP DOCTOR 2 HEAD OF SECURITY
3 DRUG DEALER 3 DESIGN ENGINEER
4 STREET THUG 4 COMPUTER SECURITY AGENT
5 GUTTER PUNKS 5 SCIENTIST
6 STREET LIEUTENANT 6 SECURITY OFFICER
7 STREET CAPTAIN 7 FACILITY OFFICER
8 GANG LEADER 8 CORPORATE EXECUTIVE
1D6 CYBERPUNKS 1D6 CIVILIANS
1 DAIMYO AND THEIR GANG 1 SIMPLE MERCHANT
2 PROFESSIONAL CYBERSURGEON 2 FOOD VENDOR
3 TRAINED STREET SAMURAI 3 SALARYMAN
4 HARDWIRED HACKER 4 TECH WORKER
5 INTREPID INVESTIGATOR 5 YOUNG STUDENT
6 STREET SMUGGLER 6 ELDERLY RETIREE

1D10 ITEMS OF NOTE 6 SYNTH PROGRAMMING CODES
1 A ROGUE AI HOUSING UNIT 7 DIGITAL RECORDS DEVICE*
2 BLUEPRINTS FOR A NEW FACILITY 8 RARE UNREFINED METALS
3 ADVANCED WEAPONS TECH 9 ILLEGAL NANOBOT CONTAINER
4 MAP TO A CRATE OF EQUIPMENT 10 STASIS PODS
5 DESIGNS FOR A NEW MECH
*CONNECTED TO A WELL HIDDEN WON-
LONG WALLET

210 Carbon 2185 | A Cyberpunk RPG

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TRAPS

There are various traps in the world of Carbon 2185. Traps are an essential part of security in megacorpora-
tion facilities and criminal safe houses and pose a major threat to cyberpunks who must frequently navigate
through them as part of certain jobs.

Traps can be either Simple or Advanced. Simple traps are set up with basic tools, and despite their lethal-
ity are easily constructed and taken apart.

Advanced traps are made from much more complex systems, usually including facial recognition software,
laser trips, complex mechanics, and even AI to produce their lethal results. While these are much harder
to detect and disable than the simple traps, the complexity and advanced technology of these traps makes
them much rarer.

TRIGGERING A TRAP

Each trap has different triggers. When determining a trap’s trigger, consider whether the system is simple
or advanced. Advanced traps are often part of the full technical infrastructure of a building. These systems
operate through a central computer hub, managed by AI and any array of supporting tech that acts as the
eyes, ears, voice, and weaponry of a wholistic monitoring process. Simple traps operate on basic mechanics,
including trip wires, pressure plates, and other physics-based triggers requiring some kinetic force.

DETECTING TRAPS

To discover a hidden trap takes some measure of observational skills. Most traps have a visible element that
can be detected by the cyberpunks through the use of an Intelligence (Perception) check on the area to
find such clues as a faint tripwire, small camera, or an exposed wire near a pool of water.

If a character wishes to spend time examining an area to determine if it is trapped, they may instead make
an Intelligence (Investigation) check. This check is usually more difficult but will provide more insight into
deactivating any traps.

DEACTIVATING TRAPS

Dealing with traps requires a variety of methods which vary from trap to trap.
The most common methods are Disarming Kits for simpler traps and Hacking or Mechanics skills for more

advanced traps. Successful checks allow the option to disarm the trap or prevent the trigger from activat-
ing. Have the character detail how they are dealing with the trap and ask for an appropriate skill check.

TRAP EFFECTS

Traps vary in their level of effectiveness. Some traps are Minor inconveniences designed to slow an oncom-
ing threat or dissuade a group from continuing. Some traps are more of a Major threat, with the potential
to incapacitate anyone who activates them. Finally, some traps are Lethal. These traps are specifically
designed to kill those who would intrude on an area. Lethal traps are the rarest due to the difficulty and
expense of setting them up.

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TRAP SAVE DC AND ATTACK BONUS DAMAGE BY LEVEL
TRAP ATTACK CHARACTER
DANGER SAVE DC BONUS LEVEL MINOR MAJOR LETHAL
MINOR 10-11 +3 TO +5 1ST-3RD 1D6 3D6 6D6
MAJOR 12-14 +6 TO +8 4TH-6TH 2D6 4D6 8D6
LETHAL 15-20 +9 TO +12 7TH-8TH 3D6 6D6 12D6
9TH-10TH 5D6 7D6 18D6

TRAPS AND INITIATIVE

Some traps perform a basic action once and then expire, while other, more complicated traps act multiple
times before expiring. Complex traps activate and then perform an action as listed in the trap’s description.
When a trap performs the first action the trap and everyone in the area rolls Initiative. The trap roll includes
its listed Initiative modifier.

SAMPLE TRAPS

Following is a series of sample traps designed for use in your adventures. Other types of traps are possible,
and the GM is encouraged to create their own using the samples for inspiration.

ACID BATH TRAP
SIMPLE TRAP
This trap is an easily designed if quite effective trap. The trap works by rigging a plastic bucket full of acid
to a tripwire causing it to fall on whoever triggers the wire. The tripwire is usually supported a few inches
above the ground and to spot the wire requires a DC10 Intelligence (Perception) check. Disabling the trap
requires cutting the tripwire and carefully removing the bucket. This requires a DC13 Dexterity (Disarming
Kit) check. On a failed check the trap triggers.

The trap bathes whoever triggers the trap in acid. The target must make a DC13 Reflex save or take
7(2d6) acid damage on a failed save and half as much damage on a successful save.

ACTIVE PIT TRAP
SIMPLE TRAP
This simple trap is common in older buildings, and in areas where the ground can be masked to appear solid
when it is not. The trap works by applying too much weight to a seam or hole in the surface of a walking
path. The opening is generally well-hidden, requiring a DC14 Intelligence (Investigation) check to reveal the
trap and calculate the weight trigger. Disabling the trap requires a DC13 Dexterity (Disarming Kit) check
to successfully pin the floor into place long enough to allow crossing if the trap cannot be bypassed.

The trap causes the anyone stepping onto it to fall (see falling damage).

AUDIOLOGICAL DISSUASION SYSTEM
ADVANCED TRAP

This complex system is designed to release a high-frequency pitch that interferes with neurolinks, causing
neurological damage to the body. The sound-emitting device is usually well hidden or recessed into the walls
and/or ceiling. Locating the source of the noise requires a DC14 intelligence (Investigation). The trap trig-
gers when an unidentified group or individual comes within range of the facial recognition software.

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Once triggered, the ADS rolls initiative at +2 and at the start of each of its turns emits a disruptive sound.
Everyone with a neurolink within 30ft of the noisemaker must make a DC12 Fortitude saving throw or take
7(2d6) Psychic damage on a failed saving throw or half as much on a successful saving throw. The ADS has
20 hit points, an armor class of 13, DR/2 Ballistic, and is immune to poison, psychic, and radiation damage.
Disabling the trap requires either a DC14 Intelligence (Hacking) check to access the software operating the
trap, or a DC13 Dexterity (Mechanics) check to ccess and dismantle the wall-mounted emitter.

GAS BASED NEUROTOXIN DEPLOYMENT
ADVANCED TRAP

This gas canister trap deploys a gas designed to incapacitate or kill intruders. The trap is often identified by
small air holes next to a closed ventilation grate. Identifying the trap requires a DC13 Intelligence (Percep-
tion) check. When activated, the system locks the doors and releases gas into a sealed chamber. Deactivi-
ating the trap requires a DC14 Intelligence (Hacking) check (with computer equipment) to disengage a
sealed door, or a DC17 Strength (Athletics) check to open another means of ventilation. The characters
can also attempt to plug the holes where the gas is entering the room. Doing so is an action, and for each
plugged hole the damage is reduced by 1d6. There are four such holes.

Each creature in the room must make a DC13 Fortitude saving throw or take 4d6 poison damage or half
as much on a successful save. The trap deals damage for 2d6 rounds. At the end of the cycle the system
shuts off the gas and ventilates the chamber.

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STARTING WEALTH BY
LEVEL

If you are starting a campaign at a level other than 1st, you should generate your starting wealth via the
backgrounds section as usual, and then consult the Additional Wealth table below to determine how much
extra you start with.

STARTING ADDITIONAL
LEVEL WEALTH
2 150 000₩
3 300 000₩
4 450 000₩
5 600 000₩
6
7 4 500 000₩
8 8 500 000₩
9 12 500 000₩
10 16 500 000₩
20 000 000₩

SELLING LOOT

Anyone can sell anything worth 10 000₩ or less to pretty much anyone else. Selling higher value items
than that requires certain influence levels (See Influence).
When recovering armor, cybernetics, weapons, and clothing from slain enemies, the items are assumed to
be poorly maintained, or damaged by whatever caused the death of the enemy.
Items looted from enemies can only be sold for 1/4 of their listed value in the equipment, and weapons and
armor tables.

Cybernetics looted from corpses are worthless unless stated otherwise by the GM.
Biolockable weapons looted from enemies are always assumed to be biolocked to the user.
To calculate the selling price of these, subtract 100 000₩ from the base price, and divide the remainer by
4.

Human life is cheap, and by extension so are organs. If somebody were to loot all the organs looted from
relatively healthy corpses, each complete set of organs would be worth around 10 000₩ on the black mar-
ket. Harvesting a corpse for organs requires a successful (Technology) Medicine check of 17 or higher.

RANDOM LOOT

If you’re creating your own adventure, or the adventure you are playing doesn’t have loot guidelines, you
can use the relevant table for the creature’s challenge rating (CR), to determine how much wealth individu-
al enemies may be carrying on them.

This amount is presented in wonlongs, but this is only a representative value. For example, while a street
thug may be carrying 10 000₩ in credit chips, a mech is unlikely to carry 10 000₩ in real currency. In-
stead the mech may have 10 000₩ of salvageable components that the party can sell.

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SPECIFIC ITEMS AND GOODS TABLES

We’ve produced a selection of table for you to generate loot for particularly notable enemies or those in
large groups. To do so, roll once on the relevant table per group of defeated NPCs, or per notable NPC ac-
cording to their loyalties and CR.

D100 CR 0 - 1/2 D100 CR 1 - 3
01-20 WONLONGS 01-20 WONLONGS
31-60 0₩ 31-60 4d6 x 10₩
61-70 5d6 x 10₩ 61-70 5d6 x 100₩
71-95 71-95
96-00 2d6 x 100₩ +1 on 96-00 2d6 x 500₩ +1 on

specific items and D100 specific items and
01-20 goods
goods 31-60
61-70 3d6 x 1 000₩
3d6 x 500₩ 71-95 1d6 x 10 000₩ +1
1d6 x 1 000₩ +1 96-00
on specific items and
on specific items and goods

goods CR 7 - 9
WONLONGS
D100 CR 4 - 6 3d6 x 500₩
01-20 WONLONGS 5d6 x 1 000₩
31-60 3d6 x 50₩
61-70 6d6 x 100₩ 4d6 x 2 000₩ +1
71-95
96-00 4d6 x 500₩ +1 on on specific items and
goods
specific items and
3d6 x 5 000₩
goods 2d6 x 50 000₩ +1

2d6 x 2 000₩ on specific items and
1d6 x 20 000₩ +1 goods

on specific items and

goods

D100 CR 10+
01-20 WONLONGS
31-60 2d6 x 2 000₩
61-70 4d6 x 5 000₩
71-95
96-00 3d6 x 10 000₩ +1

on specific items and

goods

2d6 x 20 000₩
1d6 x 100 000₩ +1

on specific items and

goods

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CIVILIANS AND GOVERNMENT

D100 CR0 - CR1/2 CR1 - CR3 CR4 - CR6 CR7 - CR9 CR10+
Keycard to a Keycard to a Tier 1 Augment
01-20 Personal Comms Cigarettes, Good Motorbike
Device Quality Car

21-50 Cigarettes, Poor Personal Keycard to a Keys to a small Personal
Quality Computer, Av- Car home Computer Ex-
erage pensive

51-80 Cigarettes, Good Personal Comms Personal Comms Personal Com- Personal Comms
Quality Device Device, Expen- puter, Expensive Device, Excep-
sive tional

81-90 Personal Com- Gambling Kit Chef’s Kit Repair Tools Repair Tools
puter, Cheap

91-93 Personal Com- Tier 1 Augment Tier 1 Augment Tier 2 Augment Lymphomight
puter, Expensive All Day Relief

94-96 Nanopack Two Nanopacks Tier 2 Augment Tier 3 Augment Tier 3 Augment

97-99 Two Nanopacks Lukolite Quick Lukolite Work Lymphomight Tier 4 Augment
Relief Day Relief Quick Relief

100 Tier 1 Augment Tier 2 Augment Tier 3 Augment Tier 4 Augment Tier 5 Augment

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CRIMINALS AND THE GANGS

D100 CR0 - CR1/2 CR1 - CR3 CR4 - CR6 CR7 - CR9 CR10+
Tier 1 Augment
01-20 21st Century Black Market Unlocked Heavy Bottle of Fine
Pistol SMG Pistol quality Jim Dia-
mond

21-50 Wonlong Chip 21st Century Black Market Unlocked Personal Comms
51-80 worth 1 000₩ Pistol with a full SMG with a full Combat Shotgun Device with
magazine with 4 Flat Head Names of
Rapid-o magazine Shotgun Shells Hundreds of
A set of lock- Criminals

picks 10 9mm GPS Two Nanopacks Hand Crafted
Ammunition Revolver Worth
240 000₩

81-90 Crush Two Rapid-o Two Crush Lymphomight Tier 2 Augment
Quick Relief

91-93 Nanopack Lukolite Quick Lukolite Work Tier 2 Augment Two Lympho-
Relief Day Relief might All Day
Reliefs

94-96 Two Crush Tier 1 Augment Tier 2 Augment Three Nano- Tier 3 Augment
packs

97-99 Two Nanopacks Lukolite Work Three Nano- Tier 3 Augment Tier 4 Augment
Day Relief packs

100 Tier 1 Augment Tier 2 Augment Tier 3 Augment Tier 4 Augment Tier 5 Augment

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CYBERPUNK CREWS CR1 - CR3 CR4 - CR6 CR7 - CR9 CR10+
D100 CR0 - CR1/2 Disguise Kit
Hacker Device Unlocked Heavy Tier 1 Augment
01-20 Lockpicks Pistol

21-50 21st Century Black Market Unlocked Heavy Expensive Bottle Advanced Hack-
51-80 Pistol SMG with a full Pistol and 10 of Jim Diamond ing Software
magazine 10mm Incendi- 3 uses. (Gain
Hand Crafted ary Bullets advantage on a
Knife Hacking check)

Hacker’s Device Personal Comms Unlocked Com- Tier 2 Augment
Device, Average bat Shotgun

81-90 Personal Comms Two Antitoxins Two Nanopacks Two Advanced Unlocked
Device, Cheap Nanopacks Combat Shotgun

with 4 Ionized
Shotgun Shells

91-93 Nanopack Advanced Nano- Advanced Hack- Lymphomight Tier 3 Augment
94-96 Rapid-o pack ing Software Quick Relief Lymphomight
1 use. (Gain All Day Relief
advantage on a
Hacking check)

Unlocked Kasai Two Advanced Tier 3 Augment
Corporation Nanopacks
Rifle

97-99 Black Market Tier 1 Augment Tier 2 Augment Disarming Kit Tier 4 Augment
SMG

100 Tier 1 Augment Tier 2 Augment Tier 3 Augment Tier 4 Augment Tier 5 Augment

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CORPORATE WORKERS AND SECURITY

D100 CR0 - CR1/2 CR1 - CR3 CR4 - CR6 CR7 - CR9 CR10+

01-20 Cigarettes, Good Personal Comms Personal Comms Personalized Keys to a Corpo-
Device, Average Device, Ad- Heavy Pistol and rate Helicopter
vanced 10x 10mm Ion-
ized Ammunition

21-50 Cigarettes, Poor Kasai Corpora- Detroit Indus- Two Advanced Advanced Per-
tion SMG tries SMG Nanopacks sonal Communi-
cations Implant

51-80 Personal Com- Personalized Customized Bat- Decanter of Ex- Decanter of Pre-
puter, Cheap Watch worth tle Armor pensive Whiskey Collapse Whis-
key worth
10 000₩ 500 000₩

81-90 Nanopack Lymphomight Lymphomight Hardcover Paper Expensive Watch
Quick Relief Work Day Diary worth worth 50 000₩
10 000₩

91-93 Nanopack Lukolite Work Lukolite All Day Tier 3 Augment Tier 4 Augment
Day Relief Relief

94-96 Well Balanced Lukolite All Day Lymphomight Two Lympho- Three Lympho-
Knife relief All Day Relief might All Day might All Day
Relief Relief

97-99 Lukolite Work Tier 1 Augment Tier 2 Augment Corporate Busi- Expensive De-
Day Relief ness Computer signer Suit and
worth 50 000₩ Watch worth
1 000 000₩

100 Tier 1 Augment Tier 2 Augment Tier 3 Augment Tier 4 Augment Tier 5 Augment

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MECHS

D100 CR0 - CR1/2 CR1 - CR3 CR4 - CR6 CR7 - CR9 CR10+

01-50 Additional Scrap Additional Scrap Additional Scrap Additional Scrap Additional Scrap
worth 100₩ worth 500₩ worth 1 000₩ worth 5 000₩ worth 10 000₩

51-80 Hackers Device Hackers Device Hackers Device External Sound External Scan-
Device worth ners worth
2 000₩ 20 000₩

81-90 Scanning Unit Scanning Unit Processor worth Superheated In- Internal Multi-
worth 500₩ worth 1 000₩ 5 000₩ ternal Processor stage Processor
worth 10 000₩ worth 50 000₩

91-95 In Built Heavy In Built Kasai In Built Kasai Defensive Matrix In Built Minigun
Pistol Corporation Corporation worth 20 000₩

SMG Rifle

96-99 EMP Grenade EMP Grenade Two EMP Gre- Two EMP Gre- Three EMP
(Self Destruct) (Self Destruct) nades (Self nades (Self Grenades (Self
Destruct) Destruct) Destruct)

100 10x Ionized Am- 30x Ionized 5x Ionized Intact AI Core Complete Ion-
munition 10mm Ammunition Ammunition ized Ammunition
5.56mm 0.308mm Minigun Keg

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INFECTED

D100 CR0 - CR1/2 CR1 - CR3 CR4 - CR6 CR7 - CR9 CR10+

01-50 Damaged Cor- Impaired Cor- Intact Corrupted Secure Cor- Cured Neurolink
rupted Neurolink rupted Neurolink Neurolink worth rupted Neurolink worth 20 000₩
worth 500₩ worth 1 000₩ 2 000₩ worth 5 000₩

51-80 Poor Quality Poor Quality Good Quality Toughened Tactical Vest
Clothing Clothing Clothing Leather Jacket

81-90 Personal Jewelry Personal Effects Personal Jewelry Unopened Letter Ancient Energy
worth 1 000₩ worth 2 000₩ worth 5 000₩ from Family Drink

91-95 Unused Heavy Unused Heavy Slightly Used Slightly Used Slightly Dam-
Pistol Pistol Black market Sawed off Shot- aged Flame-
SMG gun thrower

96-99 Old Chefs Kit Disguise Kit Hackers Device Lockpicks Disabling Kit

100 Blood worth Functional Functional Eye Functional Heart Functional Kid-
2 000₩ on the Glands worth worth 10 000₩ worth 20 000₩ neys worth
organ market 5 000₩ on the on the organ on the organ 50 000₩ on
organ market market market the organ market

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ENEMIES AND VILLAINS

CHALLENGE (CR) EXPERIENCE POINTS (XP)
An enemie’s challenge rating tells you how great a The number of experience points (XP) an enemy
threat that enemy is. An appropriately equipped and is worth is based on its challenge rating. Typically,
well-rested party of four should be able to defeat an XP is awarded for defeating the enemy or neutral-
enemy that has a challenge rating equal to its level izing the threat posed by the enemy, for example by
without suffering any deaths. For example, a party sneaking past them.
of four 3rd-level characters should find an enemy ENEMY TYPES
with a challenge rating of 3 to be a worthy chal- The most common enemies that you’ll face in Car-
lenge, but not a deadly one. bon 2185 are other humans. That does not mean
there are not other types of enemies, such as Ma-
Enemies that are significantly weaker than 1st- chines, Synthetics, and the Infected; humans and
level characters have a challenge rating lower than 1. synthetics who’s neurolinks, and brains, have been
taken over by deadly computer viruses.
Enemies with a challenge rating of 0 are insignifi-
cant except in large numbers; those with no effec-
tive attacks are worth no experience points, while
those that have attacks are worth 10 XP each.

CHALLENGE 0

Civilian Merchant

medium human (any) medium human (any)

Armor Class. 10 Armor Class. 13 (Tough Leather Jacket)
Hit Points. 5 (1d8) Hit Points. 5 (1d8)
Speed. 30 ft. Speed. 30 ft.

STR DEX CON INT TEC PEO STR DEX CON INT TEC PEO
+0 +0 +0 +0 +0 +0 +0 +1 +0 +1 +0 +2

Sense. Passive Perception 10 Sense. Passive Perception 12
Languages. Any two languages Languages. Any two languages
Challenge. 0 (10 XP) Challenge. 0 (10 XP)

ACTIONS ACTIONS
Knife. Melee Weapon Attack: +2 to hit, reach Knife. Melee Weapon Attack: +3 to hit, reach
5ft., one target. Hit: 3 (1d4+0) piercing damage. 5ft., one target. Hit: 4 (1d4+1) piercing damage.

Civilians are your average person on the street. Merchants are slightly tougher than your average
People who aren’t particularly dangerous, and who person on the street, purely out of necessity.In a
simply live in this cruel world. fight between a merchant and a civilian, a merchant
will come out on top most of the time.
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Rat Surveillance Drone PEO
+0
tiny animal small machine (drone)

Armor Class. 11 Armor Class. 12 (Armor Plating)
Hit Points. 2 (1d4-1) Hit Points. 4 (1d6)
Speed. 40 ft. Speed. 0 ft., fly 60 ft.

STR DEX CON INT TEC PEO STR DEX CON INT TEC
–4 +1 -1 –4 –4 –3 –2 –2 +0 +2 +0

Sense. Darkvision 30 ft., Passive Perception Condition Immunity. Frightened, Poisoned
10 Skills. Perception +4
Languages. - Sense. Passive Perception 14
Challenge. 0 (10 XP) Languages. —
KEEN SMELL. The rat has advantage on Challenge. 0 (10 XP)
Perception checks that rely on smell. TRACK AND LOCATE. The Surveillance
ACTIONS Drone has advantage on Perception checks
Bite. Melee Weapon Attack: +3 to hit, reach that rely on sight or sound. If can broadcast
5ft., one target. Hit: 2 (1d1+1) piercing dam- the result of its Track and Locate to an ally
age. within 500ft.

Perhaps the only animal to survive the ecological A common sight in San Francisco, surveillance
collapse in considerable numbers, this small rodent drones replaced most cctv towards the end of
has always flourished where human waste can be the 21st century. Now all the work of shooting
found, like along the San Francisco wall. and editing is done by surveillance drones which
work in both the film industry and the security
industry taking pictures everywhere.

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Mini-Spiderbot PEO Groupie
+0
small machine (spiderbot) medium human (any)

Armor Class. 12 (Armor Plating) Armor Class. 12
Hit Points. 4 (1d6) Hit Points. 6 (1d8+1)
Speed. 20 ft., climb 20 ft. Speed. 35 ft.

STR DEX CON INT TEC STR DEX CON INT TEC PEO
–2 +2 +0 +2 +0 +0 +2 +1 +0 +0 -1

Condition Immunity. Frightened, Poisoned Sense. Passive Perception 10
Skills. Stealth +4 Languages. Any two languages
Sense. Passive Perception 12 Challenge. 0 (10 XP)
Languages. — FAN SERVICE. Thanks to social media, tight
Challenge. 0 (10 XP) knit online communities and message rooms,
SPIDER CLIMB. The mini-spiderbot can when a groupie spots the object of their
climb difficult surfaces, including upside down admiration, they instantly reveal the person’s
on ceilings, without needing to make an ability location to the entire net. Time to get moving.
check. ACTIONS
ACTIONS Slam. Melee Weapon Attack: +0 to hit, reach
Razor Slice. Melee Weapon Attack: +4 to 5ft., one target. Hit: 3 (1d4+0) piercing dam-
hit, reach 5ft., one target. Hit: 3 (1d1+2) age.
slashing damage.
Idols, celebrity chefs, razor ball champions, famous
A small but useful mech, often created by aspiring cyberpunks. These people all attract the admiration
mechanics, mini-spiderbots are easy to build and are of thousands of online fans who will stop at nothing
sometimes kept as pets by eccentric mechanics and to catch a glimpse of them. If you reach a certain
engineers. level of fame, it’s only a matter of time before you
notice groupies spotting you in the street and
posting your location on the net.

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CHALLENGE 1/8

Street Rat Security Guard

medium human (any) medium human (any)

Armor Class. 12 (Tough Leather Jacket) Armor Class. 13 (ZA Korp Kevlar Jacket)
Hit Points. 11 (2d8+2) Hit Points. 6 (1d8+1)
Speed. 30 ft. Speed. 30 ft.

STR DEX CON INT TEC PEO STR DEX CON INT TEC PEO
+1 +1 +1 +0 +0 +0 +2 +2 +1 +1 +0 –1

Sense. Passive Perception 10 Damage Resistances. DR/2 Ballistic
Languages. English and one other language Skills. Perception +2
Challenge. 1/8 (25 XP) Sense. Passive Perception 13
ACTIONS Languages. One, usually English
21st century pistol. Ranged Weapon Attack: Challenge. 1/8 (25 XP)
+3 to hit, range 40/100 ft., one target. Hit: 5 ACTION SURGE. Once per day, the secu-
(2d4) ballistic damage. rity guard can take one additional action on
Fireaxe. Melee Weapon Attack: +3 to hit, top of its regular action and a possible bonus
reach 5ft., one target. Hit: 4 (1d6+1) fire dam- action.
age. ACTIONS
21st century pistol. Ranged Weapon Attack:
As the average member of any gang, these violent +4 to hit, range 40/100 ft., one target. Hit: 5
criminals make up the core membership of the (2d4) ballistic damage.
criminal underworld. Fireaxe. Melee Weapon Attack: +4 to hit,
reach 5ft., one target. Hit: 6 (1d6+2) fire
damage.

Rent-a-cops, career professionals with violent
tendencies, and those looking for a job with no
questions asked, tend to gravitate to security. Most
of them, however, are not often willing to risk their
lives.

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Multi-rotor Combat Drone Restrictor

small machine (drone) small machine (mech)

Armor Class. 12 (Armor Plating) PEO Armor Class. 12 (Armor Plating) PEO
Hit Points. 9 (2d6+2) –2 Hit Points. 9 (2d8) –3
Speed. 0 ft., fly 60ft. Speed. 30 ft.

STR DEX CON INT TEC STR DEX CON INT TEC
–2 +2 +1 +0 +2 +2 +0 +0 –1 +1

Condition Immunity. Frightened, Poisoned Condition Immunity. Frightened, Poisoned
Sense. Passive Perception 10 Sense. Passive Perception 9
Languages. — Languages. English, Mandarin, Spanish, and
Challenge. 1/8 (25 XP) Dutch
PACK TACTICS. The combat drone has ad- Challenge. 1/8 (25 XP)
vantage on an attack roll against a creature if FILAMENT GRIP. Restrictors are developed
at least one of the drone’s allies is within 5 feet with an additional crowd control measure and
of the creature and the ally isn’t incapacitated. means of pursuit. With explosive force, the
ACTIONS restrictor fires its microfilament corded fin-
Built-in Single Shot. Ranged Weapon At- gers to pull itself over short distances (such as
tack: +4 to hit, range 40/100 ft., one target. up walls) or to a target that is attempting to
Hit: 5 (2d4) ballistic damage. get away.
ACTIONS
This drone is one of the first models built for com- Martial Strike. Melee Weapon Attack: +4
bat. Due to its simplicity and use as a scouting unit to hit, reach 5 ft., one target. Hit: 5 (1d4+2)
this basic drone has maintained popularity with bludgeoning damage. If the target is medium
armed forces around the world. or smaller creature, it is grappled (escape DC
12). Until this grapple ends, the creature is
grappled, and restrained, and the restrictor
can’t use this attack against other targets. The
restrictor has two arms.
Corded Fingers. Ranged Weapon Attack: +4
to hit, range 30 ft., 1 target. Hit: 5 (1d4+2)
piercing damage. If the attack hits, the restric-
tor is pulled into an unoccupied 5 ft. square
next to it.

Designed to control the frequent riots throughout
the last hundred years, this mech is cheap to repair
and is surprisingly effective at controlling crowds.

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Hive Swarm PEO Synthdog PEO
–4 –3
small machine swarm (mech) medium animal (synth)

Armor Class. 11 (Armor Plating) Armor Class. 12 (Natural Armor)
Hit Points. 18 (4d6+4) Hit Points. 6 (1d8+1)
Speed. 0 ft., fly 30 ft. Speed. 40 ft.

STR DEX CON INT TEC STR DEX CON INT TEC
–4 +1 +1 –2 +1 +1 +2 +1 –3 –3

Condition Immunities. Prone, Frightened, Sense. Passive Perception 12
Poisoned Languages. —
Sense. Passive Perception 9 Challenge. 1/8 (25 XP)
Languages. — CANINE SENSE OF SMELL. The synth-
Challenge. 1/8 (25 XP) dog has an exceptional sense of smell. It has
CONTROLLED SWARM. The hive swarm advantage on all Perception checks relying on
is a controlled swarm of nanomechs that are smell and gains a +5 bonus to its passive per-
created by a Hive. Should the Hive be de- ception.
stroyed while the hive swarm is alive, the hive ACTIONS
swarm is also destroyed. Bite. Melee Weapon Attack: +3 to hit, range
SWARM. The swarm can occupy another 5ft, one target. Hit: 5 (1d6+1) piercing dam-
creature’s space and vice versa, and the swarm age.
can move through any 1 inch opening. The
swarm can’t regain hit points or gain tempo- Man’s best friend was not so lucky when the envi-
rary hit points. ronment began to collapse. However due to genetic
ACTIONS and mechanical engineering by humans, this animal
Poison Needles. Ranged Weapon Attack: +3 has made its return.
to hit, reach 0 ft., one creature in the swarm’s
space. Hit: 1 piercing damage and 5 (2d4) poi-
son damage, or 3 (1d4) poison damage if the
swarm has half of its hit points or fewer.

A strange byproduct of an illegal piece of technol-
ogy called a Hive, this swarm is often reprogrammed
by skilled hackers who take control of this dangerous
tool.

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Dealer Corporate Muscle

medium human (any) medium human (any)

Armor Class. 13 (Tough Leather Jacket) Armor Class. 11 (ZA Korp Kevlar Jacket)
Hit Points. 9 (2d8) Hit Points. 9 (2d8)
Speed. 30 ft. Speed. 30 ft.

STR DEX CON INT TEC PEO STR DEX CON INT TEC PEO
+1 +1 +0 +1 +0 +2 +1 +0 +0 +1 +1 +0

Augmentations. Recoil Reduction Damage Resistances. DR/2 Ballistic
Sense. Passive Perception 11 Sense. Passive Perception 11
Languages. English and one other language Languages. English and one other language
Challenge. 1/8 (25 XP) Challenge. 1/8 (25 XP)
ENHANCED TOLERANCE. The dealers ACTIONS
have an enhanced tolerance for anything that Heavy Pistol. Ranged Weapon Attack: +2 to hit,
could affect their bodily systems and have range 50/100 ft., one target. Hit: 7 (2d6) ballistic
advantage on saving throws vs the poisoned damage.
condition. Stun Baton. Melee Weapon Attack: +3 to hit,
ACTIONS reach 5ft., one target. Hit: 5 (1d6+1) electric
21st Century Pistol. Ranged Weapon Attack: damage.
+3 to hit, range 40/100 ft., one target. Hit: 6
(2d4+1) ballistic damage.

For as long as there has been a market for illegal
substances there have been people willing to sell
them. These people often suffer the greatest pun-
ishment for the lowest wage, but at least it pays.

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CHALLENGE 1/4

Canine Mech PEO Mercenary PEO
–2 +0
medium machine (mech) medium human (any)

Armor Class. 13 (Armor Plating) Armor Class. 14 (Kevlar Bodysuit)
Hit Points. 11 (2d8+2) Hit Points. 17 (3d8+3)
Speed. 40 ft. Speed. 30 ft.

STR DEX CON INT TEC STR DEX CON INT TEC
+2 +2 +1 –2 +1 +0 +2 +1 +0 +0

Damage Resistances. DR/1 Ballistic Damage Resistances. DR/2 Ballistic
Condition Immunity. Frightened, Poisoned Augmentations. Recoil Reduction
Augmentations. Quickened Reflexes Sense. Passive Perception 10
Skills. Initiative +9 Languages. English, one other.
Sense. Passive Perception 8 Challenge. 1/4 (50 XP)
Saving Throws. Reflex +9 ACTION SURGE. Once per day, the merce-
Languages. Can understand one language, nary can take one additional action on top of
usually English. its regular action and a possible bonus action.
Challenge. 1/4 (50 XP) ACTIONS
21st Century Pistol. Ranged Weapon Attack:
PACK TACTICS. The canine mech has ad- +4 to hit, range 40/100 ft., one target. Hit: 6
vantage on an attack roll against a creature if (2d4+1) ballistic damage.
at least one of the mech’s allies is within 5 feet Phase Shift Knife. Melee Weapon Attack: +4 to
of the creature and the ally isn’t incapacitated. hit, reach 5ft., one target. Hit: 6 (1d6+2) slashing
damage.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Mercs do violent work for violent people. Merce-
one target. Hit: 6 (1d6+2) piercing damage. If the naries are capable soldiers from a variety of back-
target is a creature, it must succeed on a DC 12 grounds, usually working for a corporation (or the
Reflex saving throw or be grappled by the canine highest bidder) with no questions asked.
mech.

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Spicer PEO Hive PEO
+0 –4
medium human (any) small machine swarm (mech)

Armor Class. 13 (Padded Jumpsuit) Armor Class. 13 (Armor Plating)
Hit Points. 13 (2d8+4) Hit Points. 17 (3d6+6)
Speed. 30 ft. Speed. 0 ft., fly 10 ft.

STR DEX CON INT TEC STR DEX CON INT TEC
–2 +2 +2 +0 +0 –3 +1 +2 –1 +1

Damage Vulnerabilities. Slashing Damage Resistances. DR/1 Ballistic
Skills. Stealth +4 Condition Immunity. Frightened, Poisoned
Sense. Passive Perception 10 Skills. Perception +1
Languages. Can understand English and one Sense. Blindsight up to 30 ft. Blind beyond
other language, but cannot speak. this radius, Passive Perception 11
Challenge. 1/4 (50 XP) Languages. —
RUN AND HIDE. The Spicer can take the Challenge. 1/4 (50 XP)
Disengage or Hide action as a bonus action on
each of its turns. UNASSUMING APPEARANCE. While the
ACTIONS hive remains inactive, it is indistinguishable
Phase Shift Knife. Melee Weapon Attack: +4 to from a steel ornament, like a football trophy,
hit, reach 5ft., one target. Hit: 6 (1d6+2) slashing ball, or globe.
damage.
SWARM GENERATOR. The hive not only
Spicers are the poor souls who have become holds its defensive and offensive poison spray,
addicted to Spice, a highly addictive and corrosive it also houses a deadly swarm. The hive swarm
substance. operates within a 60 ft. radius of the hive.

Spice destroys the throat and tounge of addicts ACTIONS
over time as well as thinning their blood, leaving Poison Spray. Ranged Weapon Attack: +3 to hit,
them more likely to bleed out from cuts and scrapes. range 30 ft., 1 target. Hit: 5 (2d4) poison dam-
age, and the target must succeed on a DC 12
Fortitude saving throw or be poisoned for 1 min-
ute. The creature can repeat the saving throw at
the end of each of its turns, ending the effect on
itself on a success.
Release the Swarm (Recharge 6). As an action
the hive unleashes a hive swarm into a 5-foot-
square space within 20 ft. of it. The hive swarm
emerges and rolls initiative.

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Gangster Wesley

medium human (any) medium human (any)

Armor Class. 13 (Toughened Leather Jacket) Armor Class. 15 (Concealable Ballistic Vest)
Hit Points. 11 (2d8+2) Hit Points. 7 (2d6)
Speed. 30 ft. Speed. 30 ft.

STR DEX CON INT TEC PEO STR DEX CON INT TEC PEO
+0 +2 +1 +0 +0 +1 –2 +2 +0 +0 +0 +0

Augmentations. Recoil Reduction Damage Resistances. DR/2 Ballistic
Skills. Persuasion +3, Intimidation +3 Skills. Stealth +4
Sense. Passive Perception 10 Sense. Passive Perception 10
Languages. English, one other language. Languages. English, one other language.
Challenge. 1/4 (50 XP) Challenge. 1/4 (50 XP)
GANGSTERS THREATS. After a gangster RUN AND HIDE. The wesley may take the
successfully hits a creature that creature must disengage or hide actions as bonus actions on
make a DC10 Mind save or be frightened until their turn.
the end of the gangster’s next turn. ACTIONS
ACTIONS Phase Shift Knife. Melee Weapon Attack: +4 to
21st Century Pistol. Ranged Weapon Attack: hit, reach 5ft., one target. Hit: 6 (1d6+2) slashing
+4 to hit, range 40/100 ft., one target. Hit: 6 damage
(2d4+1) ballistic damage.
Addicted to Crush, Wesleys are violent and barely in
Threats of violence and coercion are common from control of themselves.
criminal organizations. Often working on protection They are easy to spot in a crowd due to the patches
rackets, the gangster knows a little of how to fight, of decaying flesh covering their bodies, and in most
but mainly serves to intimidate those too scared to cases holes in their cheeks as the high concentra-
fight back. tions of Crush in their system literally eats away at
their flesh.

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Stealth-Spiderbot A smaller version of the spiderbot, stealth spiderbots
are popular with assassins due to their difficulty to
tiny machine (spiderbot) detect and their ability to inject dangerous poisons
into the target. Stealth spiderbots are a common
Armor Class. 16 (Armor Plating) tool among the criminal and cyberpunk
Hit Points. 7 (2d4+2) communities.
Speed. 30 ft., climb 30 ft.
PEO Machine God Initiate
STR DEX CON INT TEC –4
–1 +4 +1 +1 +1 medium human (any)

Damage Resistances. DR/1 Ballistic Armor Class. 12 (Padded Jumpsuit) PEO
Condition Immunity. Frightened, Poisoned Hit Points. 11 (2d8+2) +0
Skills. Perception +3, Stealth +6 Speed. 40 ft.
Sense. Passive Perception 13
Saving Throws. Reflex +6 STR DEX CON INT TEC
Languages. Can understand one language, +0 +1 +1 +0 +0
usually English.
Challenge. 1/4 (50 XP) Augmentations. Reinforced Lungs, Runners,
multiple Replacements.
SPIDER CLIMB. The stealth-spiderbot can Sense. Passive Perception 10
climb difficult surfaces, including upside down Languages. English, one other language.
on ceilings, without needing to make an ability Challenge. 1/4 (50 XP)
check.
INSECT SIZE. The spiderbot is capable of EARLY DAYS. The machine god initiate can
taking the Dash, Disengage, or Hide actions as take either the Disengage or Hide actions as a
bonus actions on its turn. bonus action on its turn.
RAPID MOVEMENTS. The spiderbot is
capable of ending its turn on another creature. ACTIONS
Attack rolls against the spiderbot while it is on Multiattack. The machine god initiate may make
another creature are at disadvantage. A crea- two melee attacks per round.
ture may remove the spiderbot as an action Knife. Melee Weapon Attack: +3 to hit, reach
and place the spiderbot in the closet unoccu- 5ft., one target. Hit: 3 (1d4+1) slashing damage.
pied space.
New recruits in the church of the machine bound
ACTIONS god are called initiates. They are equipped with
Bite. Melee Weapon Attack: +6 to hit, reach 0ft., multiple replacement augmentations to remove as
one target that the spiderbot is currently on. Hit: much of the flesh as possible. Most initiates act as
1 (1d1+0) piercing damage. If the target is a crea- couriers or spies for the church.
ture, it must succeed on a DC11 Fortitude saving
throw or take an additional 7 (2d6) poison dam-
age.

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CHALLENGE 1/2

Gang Footsoldier Street Thug

medium human (any) medium human (any)

Armor Class. 12 INT TEC PEO Armor Class. 12
Hit Points. 18 (4d8) –1 +0 –1 Hit Points. 23 (5d8)
Speed. 30 ft. Speed. 30 ft.

STR DEX CON STR DEX CON INT TEC PEO
+3 +2 +0 +0 +2 +0 +0 +0 +0

Skills. Intimidation +5 Augmentations. Enhanced Aiming
Sense. Passive Perception 9 Sense. Passive Perception 10
Languages. Any two languages. Languages. English, one other.
Challenge. 1/2 (100 XP) Challenge. 1/2 (100 XP)
AGILE AGGRESSION. As a bonus action, PACK TACTICS. The street thug has advan-
the gang footsoldier can move up to its speed tage on an attack roll against a creature if at
toward a hostile creature that it can see. This least one of the thug’s allies is within 5 feet of
movement does not provoke attacks of the creature and the ally isn’t incapacitated.
opportunity. ACTIONS
ACTIONS Heavy Pistol. Ranged Weapon Attack: +5 to
Phase shift sword. Melee Weapon Attack: +5 hit, range 50/150 ft., one target. Hit: 7 (2d6)
to hit, reach 5ft., one target. Hit: 8 (1d8+3) ballistic damage.
slashing damage, or 9 (1d10+3) slashing dam- Baton. Melee Weapon Attack: +3 to hit,
age if used two handed. reach 5 ft., one target. Hit: 3 (1d4+0) bludg-
Frag Grenades Mk I (x2). Choose a point eoning damage.
with 60ft. Each creature within 20ft. of target
point must make a DC15 Reflex saving throw
or take 2d8 ballistic damage, or half as much
damage on a successful save.

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Uitkijk Mech PEO Swarm of Bots PEO
–1 –3
medium machine (mech) swarm of tiny machines (mech)

Armor Class. 13 (Armor Plating) Armor Class. 13 (Armor Plating)
Hit Points. 14 (3d8) Hit Points. 17 (3d8+3)
Speed. 30 ft. Speed. 30 ft.

STR DEX CON INT TEC STR DEX CON INT TEC
+3 +3 +0 +2 +0 +1 +3 +1 +1 +1

Damage Resistances. DR/3 Ballistic Damage Resistances. DR/2 Ballistic, Bludg-
Condition Immunity. Frightened, Poisoned eoning, Piercing, Slashing
Skills. Perception +4 Damage Vulnerabilities. Fire, Electric
Sense. Passive Perception 14 Condition Immunity. Frightened, Poisoned
Languages. English, Mandarin, Spanish, and Sense. Passive Perception 11
Dutch. Languages. —
Challenge. 1/2 (100 XP) Challenge. 1/2 (100 XP)

ACTIONS SWARM. The swarm can occupy another
KHMA Heavy Pistol. Ranged Weapon At- creature’s space and vice versa, and the swarm
tack: +5 to hit, range 60/180 ft., one target. can move through any opening larger than 1
Hit: 7 (2d6) ballistic damage. inch wide. The swarm can’t regain hit points or
Slam. Melee Weapon Attack: +5 to hit, reach gain temporary hit points.
5 ft., one target. Hit: 9 (1d10+3) bludgeoning ACTIONS
damage. Swarm Tearers. Melee Weapon Attack: +5
Uitkijk Mechs are some of the earliest made by Re- to hit, reach 0ft., one target. Hit: 8 (1d8+3)
gierung Kybernetik. They’re kept together by cheap piercing damage.
corporations and thrifty gangsters.
Despite being not as powerful as most combat These microbotic robots swarm together to destroy
mechs, this is easily a match for most people. materials. Originally designed as a construction tool,
these mechs are often used on the battlefields to
horrific effect. Though easily damaged by electrical
impulses and fire, these mechs inspire fear in the
hearts of soldiers.

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Large Synthdog PEO Sentrybot PEO
–3 –1
Large animal (synth) Medium machine (mech)

Armor Class. 12 (Armor Plating) Armor Class. 14 (Armor Plating)
Hit Points. 22 (4d8+4) Hit Points. 11 (2d8+2)
Speed. 40 ft. Speed. 30 ft.

STR DEX CON INT TEC STR DEX CON INT TEC
+2 +2 +1 –2 –3 +2 +2 +1 +3 +0

Sense. Passive Perception 13 Damage Resistances. DR/3 Ballistic
Languages. — Condition Immunity. Frightened, Poisoned
Challenge. 1/2 (100 XP) Skills. Perception +5
CANINE SENSE OF SMELL. The synth- Sense. Darkvision 60 ft., Passive Perception
dog has an exceptional sense of smell. It has 15
advantage on all Perception checks relying on Languages. English, Mandarin, Spanish, and
smell and gains a +5 bonus to its passive per- Dutch.
ception Challenge. 1/2 (100 XP)
PACK TACTICS. The synthdog has advan- HEAT SENSORS. The sentrybot can use
tage on attack rolls against a creature if at heat signatures to spot potential threats. It has
least one of the synthdog’s allies is within 5 advantage on checks to locate hidden crea-
feet of the creature and the ally isn’t incapaci- tures, including those using Invisi-skin, unless
tated. the creatures are masking their heat source.
ACTIONS ACTIONS
Bite. Melee Weapon Attack: +4 to hit, range Built in Pistol. Ranged Weapon Attack: +4 to
5ft, one target. Hit: 10 (3d4+2) piercing dam- hit, range 60/180 ft., one target. Hit: 7 (2d6)
age. ballistic damage.

Genetically engineered to be larger and far more This compact and deployable combat mech available
aggressive than the average synthdog, these animals to anyone with the money to afford this most basic
are often used as guard dogs or as pets by insane or of security. With heat scanning software and a small
powerful criminals. weapon, the sentrybot is affordable defense.

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Street Racer Corporate Enforcer

Medium human (any) Medium human (any)

Armor Class. 14 (Toughened Leather Jacket) Armor Class. 15 (Standard Ballistic Vest)
Hit Points. 18 (4d8) Hit Points. 17 (3d8+3)
Speed. 30 ft. Speed. 30 ft.

STR DEX CON INT TEC PEO STR DEX CON INT TEC PEO
+1 +3 +0 –1 +0 +0 +0 +1 +1 +1 +0 +0

Augmentations. Quickened Reflexes Damage Resistances. DR/3 Ballistic
Skills. Vehicles (Land) +5, Initiative +8 Augmentations. Quickened Reflexes
Sense. Passive Perception 9 Skills. Initiative +6
Saving Throws. Reflex +8 Sense. Passive Perception 11
Languages. English, one other language Saving Throws. Reflex +3
Challenge. 1/2 (100 XP) Languages. English, one other language
Challenge. 1/2 (100 XP)
A NEED FOR SPEED. The street racer was NO PAIN. Years of conditioning and
born to be behind the wheels of a vehicle. A training have taught the corporate enforcer to
street racer can enter a vehicle using only 5ft. deal with some pain effectively.
of movement, and they gain advantage on As a bonus action, the corporate enforcer can
reflex saves to avoid falling off of a vehicle. heal themselves 1d4 once per day.
ACTIONS ACTIONS
Heavy Pistol. Ranged Weapon Attack: +5 to Kasai Corporation SMG. Ranged Weapon
hit, range 50/150 ft., one target. Hit: 7 (2d6) Attack: +3 to hit, range 40/120 ft., one
ballistic damage. target. Hit: 8 (3d4) ballistic damage.
Stun Baton. Melee Weapon Attack: +2 to hit,
Nighttime street races have become the most popu- reach 5 ft., one target. Hit: 4 (1d6+0) electric
lar of illegal sports in the city. Street racers dedicate damage.
themselves to the art of racing, a life in the limelight
even if only for a few minutes. These corporate thugs have stood out among the
countless corp soldiers they stand side by side with.
Singled out and trained specifically to lead
battalions, these enforcers have a loyalty to their
corps that border on the religious.

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Challenge 1

Law Enforcement Officer Light Combat Unit

medium human (any) medium machine (mech)

Armor Class. 14 (Kevlar Jacket) PEO Armor Class. 12 (Armor Plating) PEO
Hit Points. 34 (4d10+12) +0 Hit Points. 23 (5d8) +0
Speed. 30 ft. Speed. 30 ft.

STR DEX CON INT TEC STR DEX CON INT TEC
+2 +2 +3 +1 +0 +4 +2 +0 +0 +0

Damage Resistances. DR/2 Ballistic Damage Resistances. Ballistic, Bludgeoning,
Augmentations. Recoil Reduction Piercing, and Slashing
Skills. Perception +3 Condition Immunity. Frightened, Poisoned
Sense. Passive Perception 13 Sense. Passive Perception 10
Languages. English, and one other, usually Languages. All
Mandarin Challenge. 1 (200 XP)
Challenge. 1 (200 XP) ACTIONS
KHMA Heavy Pistol. Ranged Weapon At-
ACTIONS tack: +4 to hit, range 60/180 ft., one target.
Multiattack. The law enforcement officer may Hit: 7 (2d6) ballistic damage.
make two melee, or one ranged attack per Slam. Melee Weapon Attack: +6 to hit, reach
round. 5 ft., one target. Hit: 10 (1d10+4) bludgeoning
Detroit Industries SMG. Ranged Weapon damage.
Attack: +4 to hit, range 40/120 ft., one tar-
get. Hit: 11 (4d4+1) ballistic damage.
Baton. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d4+2) bludg-
eoning damage.

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Novice Hacker one creature at a time. False memories im-
planted by this action, even when realized as
medium human (any) fake, cannot be removed.

Armor Class. 16 (Light-Duty Vest) PEO Large Spiderbot
Hit Points. 22 (4d8+4) +2
Speed. 30 ft. Medium machine (mech)

STR DEX CON INT TEC Armor Class. 15 (Armor Plating)
+0 +3 +1 +2 +4 Hit Points. 30 (4d8+12)
Speed. 35 ft., Climb 25 ft.
Damage Resistances. DR/3 Ballistic PEO
Skills. Hacking +6, Perception +4 STR DEX CON INT TEC +0
Sense. Passive Perception 14 +2 +4 +3 +0 +0
Languages. English, and one other
Challenge. 1 (200 XP) Damage Resistances. DR/2 Ballistic
ACTION SURGE. Once per day, the hacker Condition Immunity. Frightened, Poisoned
can take one additional action on top of their Skills. Perception +2
regular action and a possible bonus action. Sense. Passive Perception 12
ACTIONS Languages. English, and one other, usually
Kasai Corporation Rifle. Ranged Weapon Mandarin
Attack: +5 to hit, range 60/180 ft., one tar- Challenge. 1 (200 XP)
get. Hit: 9 (2d8) ballistic damage.
Phase Shift Knife. Melee Weapon Attack: +5 STRONG AND STABLE. The spiderbot is
to hit, reach 5 ft., one target. Hit: 7 (1d6+3) built low to the ground and designed to take
slashing damage. immense pressure. The spiderbot has advan-
Ghosted. The novice hacker targets one hu- tage on saves vs being knocked prone or being
man or synthetic that she can see within 30 forcibly moved and counts as one size catego-
feet of her. The novice hacker attempts to ry larger to determine weights it can carry.
gain access to the target’s memories via its
neurolink. The target must succeed on a DC14 ACTIONS
Mind saving throw or become ghosted. The Multiattack. The large spiderbot may make
ghosted creature has memories implanted in two melee, or one ranged attack per round.
their mind by the novice hacker and regards Built in Submachine Gun. Ranged Weapon
the novice hacker as a trusted friend to be Attack: +6 to hit, range 40/120ft., one target.
heeded and protected. Although the target Hit: 8 (3d4) ballistic damage.
isn’t under the novice hacker’s control, it takes Poison Injectors. Melee Weapon Attack: +4
her requests or actions in the most favorable to hit, range 5ft, one target. Hit: 4 (1d4+2)
way it can. Each time the novice hacker or her piercing damage plus 7 (2d6) poison damage.
allies do anything harmful to the target, it can
repeat the saving throw, ending the effect on This lethal mech was originally created for use by
itself on a success. Otherwise, the effect lasts government agencies before being purchased by
24 hours or until the novice hacker dies. If a Regierung. The spider-like design is effective in dif-
target’s saving throw is successful, the target ficult environments making the mech an important
is immune to the novice hacker’s ghosting for part of Regierung (and other corp) private security
the next 24 hours. This effect can only target units.

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Guard Canine PEO Advanced Sentrybot PEO
–3 –1
Medium machine (mech) Medium machine (mech)

Armor Class. 13 (Armor Plating) Armor Class. 16 (Armor Plating)
Hit Points. 28 (5d8+5) Hit Points. 22 (4d8+4)
Speed. 40 ft. Speed. 30 ft.

STR DEX CON INT TEC STR DEX CON INT TEC
+2 +3 +1 +1 –3 +2 +2 +1 +3 +0

Condition Immunity. Frightened, Poisoned Damage Resistances. DR/3 Ballistic
Skills. Perception +3 Condition Immunity. Frightened, Poisoned
Sense. Passive Perception 13 Skills. Perception +5
Languages. — Sense. Darkvision 60 ft., Passive Perception
Challenge. 1 (200 XP) 15
PACK TACTICS. The guard canine has ad- Languages. English, Mandarin, Spanish, and
vantage on attack rolls against a creature if at Dutch
least one of the guard canine allies is within 5 Challenge. 1 (200 XP)
feet of the creature and the ally isn’t incapaci- HEAT SENSORS. The advanced sentry-
tated. bot can use heat signatures to spot potential
ACTIONS threats. It has advantage on checks to locate
Multiattack. The guard canine makes two at- hidden creatures, including those using Invisi-
tacks on its turn, one with its bite and one with skin, unless the creatures are masking their
its claws. heat source.
Bite. Melee Weapon Attack: +4 to Hit, range DEPLOYABLE. These advanced sentrybots
5ft, one target, Hit: 7 (2d4+2) piercing dam- can deploy themselves as an action.
age. While deployed they are immune to the prone
Claws. Melee Weapon Attack: +4 to Hit, condition and cannot move or be moved until
range 5ft, one target, Hit: 6 (1d6+2) piercing it uses its action to remove this status. Addi-
damage. tionally, while deployed it does not gain disad-
vantage on ranged attack rolls within 5ft.
A mechanical contraption created to serve as a pet ACTIONS
or weapon to the more fringe members of society, Built in SMG. Ranged Weapon Attack: +4 to
these mechs are often kept in packs by ruthless gang hit, range 40/120ft., one target. Hit: 10 (4d4)
captains. ballistic damage.

A more advanced and expensive model of the sent-
rybot, but capable of holding its position for longer
periods of time. This model’s schematic was the sub-
ject of corporate spying and is now made by dozens
of different companies for military or consumer use.

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Nerve Drainer PEO Machine God Preacher
+0
Medium machine (mech) Medium human (any)

Armor Class. 14 (Armor Plating) Armor Class. 14 (Concealable Ballistic Vest)
Hit Points. 33 (6d8+6) Hit Points. 26 (4d8+8)
Speed. 30 ft. Speed. 30 ft., climb 15 ft.

STR DEX CON INT TEC STR DEX CON INT TEC PEO
+2 +2 +1 +2 +0 +0 +1 +2 +1 +2 +3

Damage Resistances. DR/2 Ballistic Damage Resistances. DR/2 Ballistic
Condition Immunity. Frightened, Poisoned Augmentations. Shenzhen Landing and
Skills. Perception +4 Climbing System, multiple Replacements.
Sense. Passive Perception 14 Sense. Passive Perception 12
Languages. English, and one other, usually Languages. English, two others
Mandarin Challenge. 1 (200 XP)
Challenge. 1 (200 XP) PREACH. The machine god preacher is an
EMERGENCY REPAIRS (RECHARGE individual of great presence. Using an action
5-6). Using a store of nanobots, the nerve they may inspire all of their allies within 30ft
drainer can repair itself. When using this abil- of them that can hear them. Allies inspired in
ity, the nerve drainer immediately regains this way gain a +1 to hit on attack rolls until
2d6+2 hit points. the end of their next turn.

ACTIONS ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach Heavy Pistol. Ranged Weapon Attack: +3 to
5ft., one target, 5 (1d4+2) piercing damage hit, range 50/150 ft., one target. Hit: 7 (2d6)
plus 6 (2d4) psychic damage, and the target’s ballistic damage.
dexterity score is reduced by 1d4. Hammer. Melee Weapon Attack: +2 to hit,
The target dies if their dexterity score is re- reach 5ft., one target. Hit: 2 (1d4+0) slashing
duced to 0, otherwise they regain lost dexter- damage.
ity at a rate of 1 per 2 hours sleep. An individual of conviction and wrath, the machine
This attack does not deal psychic damage if god preachers are infamously known for their
the target does not have a neurolink. charismatic brutality. Only the most ‘devoted’
A complex and dangerous mech used by augment followers are given this title.
pirates to immobilize or kill their victims without
damaging any of the target’s primary augments. This
mech is highly illegal and owning one is asking for
a death sentence. This fact has not stopped them
from being a common sight in the black market aug-
shops.

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Challenge 2

Gang Lieutenant Gouger

medium human (any) medium infected (any)

Armor Class. 17 (Military Police Armor) Armor Class. 13
Hit Points. 41 (9d8) Hit Points. 45 (6d10+12)
Speed. 30 ft. Speed. 40 ft.

STR DEX CON INT TEC PEO STR DEX CON INT TEC PEO
+1 +2 +0 +2 +0 +3 +0 +3 +2 –3 +2 –2

Damage Resistances. Ballistic Condition Immunity. Frightened
Saving Throws. Reflex +5, Fortitude +3 Sense. Blindsight up to 60 ft. blind beyond
Sense. Passive Perception 12 this radius, Passive Perception 7
Languages. English, two others Languages. Can’t speak but can understand
Challenge. 2 (450 XP) the languages it knew before it was infected
POINT BLANK SHOOTER. The gang Challenge. 2 (450 XP)
lieutenant suffers no penalties from shooting a ACTIONS
target at close range, including effects causing Clawed. Melee Weapon Attack: +6 to hit,
disadvantage. reach 5ft., one target. Hit: 12 (2d8+3) pierc-
ACTIONS ing damage. On a hit, the target is grappled
Multiattack. The gang lieutenant makes two (escape DC13).
attacks per round. Gouge Eyes. Melee Weapon Attack: +6 to hit,
Heavy Pistol. Ranged Weapon Attack: +5 to reach 5ft., one target that is grappled by the
hit, range 50/150 ft., one target. Hit: 7 (2d6) gouger. Hit: 12 (2d8+3) piercing damage. If
ballistic damage. this damage reduces the target to 0 hit points,
Phase Shift Knife. Melee Weapon Attack: +5 it gouges out the target’s eyes, blinding them.
to hit, reach 5ft., one target. Hit: 6 (1d6+2)
slashing damage. Gougers are the unfortunate victims of biochemi-
Frag Grenades Mk I (x1). Choose a point cal fallout from weapons once used in the many
with 60ft. Each creature within 20ft. of target border skirmishes around the world. A compound in
point must make a DC15 Reflex saving throw these weapons, created by the now defunct mega-
or take 2d8 ballistic damage, or half as much corporation Koschei Conglomeration, still lingers in
damage on a successful save. uninhabitable pockets around the badlands. Victims
of exposure to this chemical take on symptoms of a
All street rats and other minor gang members report transmittable virus, leading to whole populations of
to the lieutenant, who makes most of the field deci- the infected. Although gougers are aware of their
sions. Lieutenants report to a gang captain, who actions they have no control over the violence they
reports to the head of the gang. commit.

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Spiced-Out Thug PEO Private Eye
+0
medium human (any) medium human (any)

Armor Class. 12 (Padded Jumpsuit) Armor Class. 16 (Concealable Ballistic Vest)
Hit Points. 59 (9d8+18) Hit Points. 45 (7d8+14)
Speed. 30 ft. Speed. 30 ft.

STR DEX CON INT TEC STR DEX CON INT TEC PEO
+3 +1 +2 +0 +0 +1 +3 +0 +2 +1 +2

Sense. Passive Perception 10 Damage Resistances. DR/2 Ballistic
Languages. English, two others Skills. Perception +5, Investigation +5, Per-
Challenge. 2 (450 XP) suasion +5, Presence +5
RECKLESS. At the start of its turn, the thug Saving Throws. Reflex +6, Fortitude +3
can gain advantage on all weapon attack rolls Sense. Passive Perception 15
during that turn, but attack rolls against it Languages. English, two others
have advantage until the start of its next turn. Challenge. 2 (450 XP)
ACTIONS
Rapid Fire Shotgun. Ranged Weapon Attack: INVESTIGATORS EYE. The private eye has
+4 to hit, range 20/40 ft., one target. Hit: 14 advantage on perception tests that rely on
(3d8) ballistic damage. sight.

With the way the world is, people are always look- TOUGH JOB. The private eye gains an ad-
ing for an escape. Drugs, alcohol, VR – anything to ditional 2 hit points per hit die and proficiency
distract them from the misery. When distraction in Fortitude saving throws. These are both
turns to addiction, and addiction becomes despera- already calculated in this stat block.
tion, some folks end up with nothing left to lose. The
spiced-out thug is one of those people; pushed too ACTIONS
far and one bad trip from murder. Multiattack. The private eye makes two at-
tacks per round.
Heavy Pistol. Ranged Weapon Attack: +6 to
hit, range 50/150 ft., one target. Hit: 7 (2d6)
ballistic damage.
Cobra Retractable Baton. Melee Weapon
Attack: +4 to hit, reach 5ft., one target. Hit: 5
(1d6+1) bludgeoning damage.

Individuals capable of finding missing information, PI
work is a dangerous career in a world built on se-
crets. But a tough life creates tough people and the
private eye has seen everything that can go wrong in
society.

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Riot Restrictor PEO the effect on itself on a success.
–4 Riot Restrictors are a more robust version of the
large machine (mech) restrictor and even more effective at controlling
crowds. First deployed after the collapse of the
Armor Class. 13 (Armor Plating) United Nations they have been used around the
Hit Points. 59 (9d8+18) world by megacorps forces ever since.
Speed. 30 ft.

STR DEX CON INT TEC
+2 +1 +2 –2 +1

Damage Resistances. DR/2 Ballistic Shield Mech
Condition Immunity. Frightened, Poisoned
Skills. Athletics +4 medium machine (mech)
Sense. Passive Perception 11
Languages. English, Mandarin, Spanish, and Armor Class. 17 (Specialized Armor Plating)
Dutch Hit Points. 84 (8d10+40)
Challenge. 2 (450 XP) Speed. 5 ft., hover 20 ft.

STATIC GRIP. The riot restrictor’s hands are STR DEX CON INT TEC PEO
charged with a stun unit. While grappling a +2 +0 +5 –2 +0 –2
creature, the riot restrictor can emit an elec-
trical surge, stunning the creature. Damage Resistances. Ballistic
Condition Immunity. Frightened, Prone,
FILAMENT LIMBS. The riot restrictors are Poisoned
developed to support restrictors in mass crowd Saving Throws. Fortitude +8
control situations or deadly target acquisi- Sense. Passive Perception 8
tion. Designed with the filament grip module, Languages. All
the riot restrictor has four filament cord arms Challenge. 2 (450 XP)
allowing it to reach multiple and distant en- REACTIVE CARAPACE. The first time a
emies, while keeping up its mobility. shield mech takes damage from a non-ballistic
source in a round it gains resistance to that
ACTIONS damage type until the end of its next turn. It
Multiattack. The restrictor makes four riot can only resist one additional damage type at
control attacks or one static grip attack per a time.
round. ACTIONS
Riot Control. Melee Weapon Attack: +2 to Slam. Melee Weapon Attack: +5 to hit, reach
hit, reach 10 ft., one target. Hit: 6 (1d6+2) 5 ft., one target. Hit: 6 (1d6+2) bludgeoning
bludgeoning damage. If the target is a me- damage.
dium or smaller creature, it is grappled (escape
DC14). Until this grapple ends, the creature is A defensive mech designed by the advanced engi-
grappled, and restrained, and the riot restric- neers at Houston Dynamics, this mech is capable
tor can’t use this arm to attack other targets. of surviving in a variety of environments and taking
Static Grip. The riot restrictor unleashes large amounts of damage before breaking down.
an electrical surge into grappled creatures.
Each creature in its grasp must succeed on a Carbon 2185 | A Cyberpunk RPG 243
DC12 Fortitude saving throw or be stunned
for 1 minute. A creature can repeat the saving 炭素 2185 | サイバーパンクロールプレイングゲーム
throw at the end of each of its turns, ending

Trained Engineer PEO Corporate Soldier PEO
+0 +0
medium human (any) medium human (any)

Armor Class. 13 (Padded Jumpsuit) Armor Class. 15 (ZA Korp Armor)
Hit Points. 28 (5d8+5) Hit Points. 39 (7d8+7)
Speed. 30 ft. Speed. 30 ft.

STR DEX CON INT TEC STR DEX CON INT TEC
+1 +2 +1 +2 +3 +2 +2 +1 +1 +0

Skills. Perception +5, Mechanics +6, Hacking Damage Resistances. Ballistic
+6 Augmentations. Cat’s Eyes, Quickened
Sense. Passive Perception 15 Reflexes
Languages. English, and one other language Skills. Perception +4, Initiative +7
Challenge. 2 (450 XP) Saving Throws. Fortitude +4, Reflex +4
JURY RIGGING. A trained engineer always Sense. Darkvision 60ft., Passive Perception 14
counts as having the appropriate tools for any Languages. English, and one other language
tool proficiency. Challenge. 2 (450 XP)
RAPID REPAIR. As an action the trained NO PAIN. Years of conditioning and training
engineer may restore 2d6+2 hit points to any have taught the corporate soldier to deal with
mech within 5ft., even restoring mechs from most pain effectively. As a bonus action, the
0 hit points unless they are totally destroyed. corporate soldier can heal themselves 2d4+1
ACTIONS once per day.
Heavy Pistol. Ranged Weapon Attack: +5 to ACTIONS
hit, range 50/150 ft., one target. Hit: 7 (2d6) Multiattack. The corporate soldier may make
ballistic damage. two attacks per round.
Kasai Corporation SMG. Ranged Weapon
Part engineer, mechanic, and even a bit of hacker. Attack: +6 to hit, range 40/120 ft., one
This individual has solid training in keeping things target. Hit: 8 (3d4) ballistic damage.
running when everything should have given up have Stun Baton. Melee Weapon Attack: +6 to hit,
long ago. reach 5 ft., one target. Hit: 6 (1d6+2) electric
damage.

A soldier who has renounced their legal status of
humanity and become an object owned by their
megacorporation. These corporate soldiers are
nothing more than investments to their
employers who use them for espionage,
assassination and high-level security and dispose
of them when they no longer serve any value.

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CHALLENGE 3

Kruisstuk Mech PEO Retirement Officer
–2
small machine (mech) medium human (any)

Armor Class. 13 (Armor Plating) Armor Class. 15 (Concealable Ballistic Vest)
Hit Points. 60 (7d10+21) Hit Points. 33 (6d8+6)
Speed. 40 ft., Climb 40 ft. Speed. 30 ft.

STR DEX CON INT TEC STR DEX CON INT TEC PEO
+1 +2 +3 –2 +1 +1 +2 +1 +1 +0 +0

Damage Resistances. DR/3 Ballistic Damage Resistances. DR/2 Ballistic
Condition Immunity. Frightened, Poisoned Skills. Perception +4, Investigation +4
Skills. Perception +1 Sense. Passive Perception 14
Sense. Passive Perception 11 Languages. English, One Other Language
Languages. Can understand English, Manda- Challenge. 3 (700 XP)
rin, Spanish, and Dutch SYNTH HUNTER. The retirement officer
Challenge. 3 (700 XP) gains advantage on perception and investiga-
EMP SHIELDED. The kruisstuk mech has tion checks against synths, and deals an ad-
EMP shielding and is unaffected by EMP at- ditional 1d6 ballistic damage with their heavy
tacks. pistol against synths.

ACTIONS ACTIONS
Multiattack. The Kruisstuk mech may make Multiattack. The retirement officer may make
two attacks per round. two attacks per round.
Standard Assault Rifle. Ranged Weapon At- KHMA Heavy Pistol. Ranged Weapon At-
tack: +5 to hit, range 60/180 ft., one target. tack: +7 to hit, range 60/180 ft., one target.
Hit: 14 (3d8) ballistic damage. Hit: 7 (2d6) ballistic damage plus 4 (1d6) bal-
Slam. Melee Weapon Attack: +4 to hit, reach listic damage if target is a synth.
5 ft., one target. Hit: 7 (1d10+1) bludgeoning
damage. After the development of synthetic lifeforms, some
began to worry about the potential for rebellion
This personal combat mech was designed as a body- or escapees trying to flee beyond the reach of the
guard but became more popular as an assault unit. government. To prevent this from happening the
Developed by Regierung Kybernetik, this mech is government formed a specialized task force, known
now quite common among high-end security forces. as the Retirement Office. A subdivision of the police
department. The Retirement Office and its officers
deal with any potential synthetic threats.

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S.W.A.T. Officer Surviving Cyberpunk

medium human (any) medium human (any)

Armor Class. 16 (Standard Ballistic Vest) Armor Class. 16 (Standard Ballistic Vest)
Hit Points. 30 (6d8+6) Hit Points. 44 (8d8+8)
Speed. 30 ft. Speed. 30 ft.

STR DEX CON INT TEC PEO STR DEX CON INT TEC PEO
+1 +2 +1 +0 +0 +0 +1 +2 +1 +1 +0 +0

Damage Resistances. DR/3 Ballistic Damage Resistances. DR/3 Ballistic
Skills. Perception +3 Skills. Perception +4, Hacking +3
Sense. Passive Perception 13 Sense. Passive Perception 14
Languages. English, One Other Language Languages. English, One Other Language
Challenge. 3 (700 XP) Challenge. 3 (700 XP)

PACK TACTICS. The S.W.A.T. officer has BLINDSIDE SHOOTING. The surviving
advantage on an attack rolls against a creature cyberpunk does not suffer disadvantage when
if at least one of their allies are within 5 feet of firing a ranged weapon when an enemy is
the creature and the ally isn’t incapacitated. within 5 feet.

COORDINATED STRIKE. The S.W.A.T. of- SNEAK ATTACK (1/ROUND). Once per
ficer is capable of taking the disengage action turn the surviving cyberpunk may add 7 (2d6)
as a bonus action. ballistic damage to any ranged weapon attack.

ACTIONS ACTIONS
Multiattack. The S.W.A.T. officer may make Multiattack. The cyberpunk may make two
two attacks per round. attacks per round.
Detroit Industries SMG. Ranged Weapon Street Shotgun. Ranged Weapon Attack:
Attack: +5 to hit, range 40/120 ft., one tar- +5 to hit, range 20/50 ft., one target. Hit: 9
get. Hit: 10 (4d4) ballistic damage. (2d8) ballistic damage.
Cobra Retractable Baton. Melee Weapon 21st century pistol. Ranged Weapon Attack:
Attack: +4 to hit, reach 5ft., one target. Hit: 5 +5 to hit, reach 5ft., one target. Hit: 5 (2d4)
(1d6+1) bludgeoning damage. ballistic damage.
Flashbang (x2). Choose a point with 60ft. Frag Grenades Mk I (x2). Choose a point
Each creature within 20ft. of target point with 60ft. Each creature within 20ft. of target
must make a DC15 Fortitude saving throw or point must make a DC15 Reflex saving throw
take 1d6 psychic damage and gain the blinded or take 2d8 ballistic damage, or half as much
and deafened condition for 6 seconds, or be damage on a successful save.
half as much damage, and no conditions on a
successful save. The life of a cyberpunk is a dangerous one, full of
threats, traps, and backstabbing. The cyberpunks
It’s not just beat cops that the citizens hope to rely that live longest have the skills necessary to sur-
on. If a situation gets too dangerous for the standard vive on the street. Rivalries and threats are always
police force, a team of highly trained S.W.A.T. offic- around the corner, but a smart cyberpunk lives life
ers is available to resolve the situation. These well- one day at a time.
trained specialists are the best that the city govern-
ment has to offer.

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RMeepcrhogramed Combat Augmented Veteran

medium machine (mech) medium human (any)

Armor Class. 14 (Armor Plating) PEO Armor Class. 16 (Light-Duty Vest) PEO
Hit Points. 51 (6d10+18) –2 Hit Points. 60 (7d8+28) +0
Speed. 30 ft. Speed. 40 ft.

STR DEX CON INT TEC STR DEX CON INT TEC
+2 +2 +3 –2 +1 +1 +2 +2 +0 +1

Damage Resistances. Ballistic Augmentations. Recoil Reduction, Runners,
Damage Vulnerabilities. Electric Toughened
Condition Immunity. Frightened, Poisoned Damage Resistances. DR/3 Ballistic
Sense. Passive Perception 8 Sense. Passive Perception 10
Languages. Can understand English, Manda- Languages. English, One Other Language
rin, Spanish, and Dutch Challenge. 3 (700 XP)
Challenge. 3 (700 XP)
ACTIONS
HAYWIRE FIRING. Whenever the re- Multiattack. The augmented veteran may
programmed combat mech takes the attack make two attacks per round.
action, it may choose to gain advantage on Combat Shotgun. Ranged Weapon Attack:
its attack rolls, however all attack rolls against +5 to hit, range 20/40ft., one target. Hit: 15
it have advantage until the end of the repro- (3d8+1) ballistic damage.
gramed combat mechs next turn. Heavy Pistol. Ranged Weapon Attack: +5
to hit, range 50/150 ft., one target. Hit: 8
ACTIONS (2d6+1) ballistic damage.
Multiattack. The reprogrammed combat
mech may make two attacks per round. The armies of the world invest in the best soldiers,
Standard Assault Rifle. Ranged Weapon At- from the private security of the megacorporations
tack: +5 to hit, range 60/180 ft., one target. to the armed forces of each government. Many
Hit: 14 (3d8) ballistic damage. soldiers volunteer themselves to become weapons
Slam. Melee Weapon Attack: +5 to hit, reach of war and are fitted with numerous augments all
5 ft., one target. Hit: 8 (1d10+2) bludgeoning provided by the employer. These soldiers often have
damage. difficulty finding honest work when they are no
longer necessary, or their tech becomes obsolete.

Most combat mechs are employed by military and
private organizations, but some of them ‘fall off of
the back of the delivery truck’. Combat mechs are
often sold to the highest bidder, but the process of
reprogramming them leads to some minor faults.

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CHALLENGE 4

Cultist of the Machine Cyber-vampire

medium human (any) medium infected (any)

Armor Class. 17 (Tactical Vest) PEO Armor Class. 15
Hit Points. 51 (6d8+24) +2 Hit Points. 75 (10d10 + 20)
Speed. 30 ft. Speed. 35 ft.

STR DEX CON INT TEC STR DEX CON INT TEC PEO
+1 +2 +2 +1 +1 +0 +5 +2 –3 +2 –2

Augmentations. Machine Fire Spitter, Tough- Condition Immunities. Frightened, Ghosted
ened Sense. Blindsight up to 60ft., blind beyond
Damage Resistances. Ballistic this radius, Passive Perception 7
Skills. Hacking +4, Mechanics +4, Persuasion Languages. Can’t speak but can understand
+5 the languages it knew before it was infected
Sense. Passive Perception 11 Challenge. 4 (1100 XP)
Languages. English, One Other Language EXPOSED THROAT. The cyber-vampire
Challenge. 4 (1100 XP) has advantage on attack rolls against crea-
ACTIONS tures it is currently grappling. While grappling
Heavy Pistol. Ranged Weapon Attack: +5 to a creature attacks against the cyber-vampire
hit, range 50/150 ft., one target. Hit: 7 (2d6) have advantage to hit.
ballistic damage. ACTIONS
Machine Fire Spitter. As an action the cultist Bone Claws. Melee Weapon Attack: +8 to
may activate their fire spitter. Each creature hit, reach 5ft., one target. Hit: 14 (2d8+5)
in a 15ft. cone from the front of the cultist piercing damage. On a hit, the target is grap-
must make a DC13 Reflex saving throw, tak- pled (escape DC13).
ing 21 (6d6) fire damage on a fail and half as Blood Drain. Melee Weapon Attack: +3 to
much on a success. The cultists takes 1d8 fire hit, reach 5ft., one target that is grappled. Hit:
damage. If this damage reduces the cultist to 9 (2d8) piercing damage plus 4 (1d6) radiation
0hp the cone changes into a 30ft. sphere. damage. The cyber-vampire regains 7 (2d6)
centered on the cultist. hit points.

For many people the development of technology These cursed individuals suffer from a horrible de-
represents something far greater than just having generative disease called BSDR-1897. This disease
the newest gear. It is the road to ascension. While takes control of the neurolink and forces the indi-
some religions reject technology, others embrace it, vidual to consume the bodily fluids of a living organ-
such as the church of the Machine Ascendant. Ac- ism to survive. Despite complete awareness of what
cording to church doctrine, complete augmentation is happening the cyber-vampire is unable to control
allows the devout to become as the gods. their body. It is generally agreed that putting the
infected down is a mercy.

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