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Name: Neon Futuria Bold

Genre: Cyberpunk/Biopunk/Esperpunk

Game Dice: d8

Point Totals: 75 (ordinary merc) - 140 (experimental cyborg)

 

            The city of the future is here and gone. Futuria, City of Tomorrow, has fallen to corporate greed, alien interests, and the secret Conspiracies. It’s time for you to take a stand, chose a side, or just follow whoever pays the most. Play an alien or a mysterious hybrid, an enhanced human or a full-fledged cyborg, an augment or a ‘Post’, or even play a full trans.

 

Lexicon

AI- Artificial Intelligence, known as AI, has existed since over a hundred years pre-Collapse. Early fears of AI taking over the world or exterminating all humans proved to be unfounded, AI with anti-social tendencies proved to be easily spotted by the early psychologists/programmers, and modern AI has hard-coded restrictions against harming other sentients.

Alien- One of the five species of sentient lifeforms who have come to Earth. Their names and languages are mostly unpronounceable by humans, so most of them have adopted an English descriptor for ease of identification in official human documents. The aliens are the feline Callisto, reptilian Ophidians, parasitic Magisters, and the two known only from contact between intermediaries, who are referred to as Masterminds and the Overlords, respectively. The aliens in Futuria mostly live in the Alien Quarter, which is divided into three areas.

Augment- A human with beneficial modified genetic code still capable of breeding with baseline humanity successfully, although not always with full transfer of modified traits. Augments tend to look normal and have lesser abilities than Posts. Many parents have their children augmented at conception, although some augmentations are also possible later in life.

Blackware- Illegal cybernetic parts and augmented organs. The term blackware is also sometimes erroneously applied to stolen baseline organs.

Callisto- A species of non-terrestrial sentient which resembles a cross between Earth felines and humans. Callisto have cat ears, large eyes with slit pupils, and tails, but otherwise appear mostly human. The Callisto are a manufactured species who serve the aliens known as the Masterminds, their similarity to humans is intentional. Callisto vocal apparatus is capable of speaking English with no difficulty, although their own language is impossible for unaltered humans to even comprehend, let alone speak.

Collapse- A time during which there was no government outside of a few Corporate Enclaves and the city of Futuria. Both the Enclaves and Futuria survived by sealing off their borders and using limited aerospace travel to trade for needed supplies with each other. The vast majority of the world is a wasteland because of the Collapse. The Post-Collapse period officially ended with the coming of the Callisto and the Masterminds, the influx of alien resources allowed the partial rebuilding of a global society.

Conspiracies- The Conspiracies are a secret group of Espers who actually control Futuria. However, most of their power is tied up in appearing to be completely ordinary humans and in controlling the members of the Futuria Council. Only extremely powerful Espers can join the Conspiracies as a full member, although they will extend partial member to those with at least some psychic abilities. The Conspiracies prefer to hire mercs through middle men, to better hide their own existence. Most Conspiracies-sponsored missions are said to be on the behalf of the Phoenix Pharmaceuticals Company, one of their fronts.

Corporate Nations- The twenty multi-national firms who had constructed Enclaves and survived the Collapse. Each is an absolute power within its own territory, but they have little in the way of military assets.

Cyborg- A Cyborg is a completely rebuilt human using artificial organs, tissues, and limbs. Although it is possible for a Cyborg to appear completely human, most more closely resemble robots, and even those that appear human simply have a covering of false flesh over their metallic bodies. Cyborgs have great power, but can suffer from Identity Disassociation, cybernetic drug addiction, or even implant addiction.

Enhanced Human- Enhanced Humans are increasingly common these days, incorporating limited cybernetic and enhanced biological organs to bypass some of the limitations of baseline humanity. Enhanced Humans look normal for the most part, although some have unnatural features like glowing eyes or metallic fingers.

Fusactor- A nuclear fusion reactor, usually laser-assisted. Most fusactors installed in cyborgs (for integral weaponry, typically) need to be refueled every two years, although some high-capacity models will last for decades, while other high-output models need refueling every three weeks. Vehicular fusactors (excluding those used in spacecraft) need to be refueled about once a month. Most fusactors use a mixture of helium and hydrogen as their reactive element.

Futuria- The City of Tomorrow, when it was constructed one hundred years ago Futuria had the most modern facilities for a city of ten million. Now, Futuria is falling behind the times, the public transportation system is a joke, the traffic control systems broke down years ago and nobody will allocate the budget to have them upgraded, and the population is now fifty million, crammed into towering, decaying apartment buildings and squalid tenements while the Alien Quarter covers the entire former upper class housing. Futuria is also the artificial island upon which the city is built, located thousands of kilometers from any land on the Pacific Ocean.

Futuria Council- The Futuria Council is composed of the three alien representatives (the Masterminds and the Overlords use their client species as their mouthpieces), the Mayor, and eight elected representatives, one from each of Futuria’s eight districts. The Council allocates funding to the local Militia, makes laws (the collapse of the world governments before the founding of Futuria ensures their sovereignty in perpetuity even after the reestablishment of the UCN in 2470), and ensures the steady service and reasonably fair prices of the local utility monopolies.

Ghost- Somebody who has been erased from the public and private databanks of Futuria. Ghosts live outside of the normal rules of society, because according to society they don’t exist. As Futuria still uses hard currency, most Ghosts have little problems meeting their basic needs, and thousands hide in the shadows of the city.

Hybrid- Hybrids are mixtures of human and alien genetic code created by the aliens for their own purposes. Most Hybrids have at least some of the abilities of their alien parent, but look fully human. Hybrids walk a thin line between destruction and a normal life, the city of Futuria has denounced alien-human Hybrids as genetic abominations, the local Militia destroys any human-appearing being displaying alien powers.

Magister- A parasitic life-form created by the Overlords to control human beings. Magister-controlled humans have no free will, but the Magisters themselves cannot leave their host bodies without dying after they have bonded. In addition, Magisters are sun-sensitive, their host bodies reject them if exposed to sunlight for too long. Magister-controlled humans thus take on an extremely pale skin tone over time. The Futuria Council only allows the Magisters to control the bodies of convicted death-row inmates, but the large number of crimes now worthy of the death penalty insures the Magisters have no shortage of bodies.

Masterminds- The shadowy alien species responsible for the creation of the Callisto, little is known about the Masterminds themselves, only a few of the highest ranking Callisto have ever even seen one in person, and even then only in shadows. It is known that the Masterminds are extremely intelligent and true masters of genetic manipulation and alteration, some even believe that the Masterminds no longer have set forms, simply rearranging their bodies for various tasks.

Merc- The generic term for anyone hired to do a freelance job, be it anything from vehicle towing to espionage or terrorism. Some mercs have a personal ‘honor code’ which causes them to turn down certain jobs, while others will take any job for enough money. Your average merc hangs out at a real world dive somewhere, the Net is too compromised for true anonymity .

Militia- The city of Futuria’s police, fire, and rescue services are all handled by the Militia, a paramilitary organization established and paid by the Council. Current Militia uniform is matte black body armor with a face-concealing black helmet and faceplate. As the Militia only hires applicants within a certain height and weight range, all Militia members thus look identical when on duty, the helmet incorporates a synthetic voice module that alters their voices to all sound identical as well. The Militia is the faceless boot of authority in Futuria, but they are under funded, undermanned, and outgunned by the aliens, merc cyborgs, and even many enhanced humans and augments.

Ophidians- Humanoid reptiles, the Ophidians are incapable of speaking English at all. Limited translation devices have been developed by both the humans and the Ophidians, although both are better at translating into the builder’s native language, unfortunately. The Ophidians have different biochemical needs than terrestrial lifeforms, and are uninterested in Earth for raw materials. They are, however, willing to trade materials for, of all things, late 20th and early 21st century television programming and music, especially commercials.

Overlords- The Overlords are a blob-like species native to a world with a much higher gravity, somehow, the Overlords can interface directly with various technological constructs and even assimilate them into their being. Analysis of Overlord technology indicates that it may be partially based on old Earth space probes sent out during the pre-Collapse days of inorganic FTL travel. The Overlords control an extremely large territory closer to the Galactic Core, with many client species. Relations with the Ophidians are polite on the surface, but it appears that the two species are currently in a state of war. After bringing the Magister to Earth, the Overlords no longer appear in public in their robotic shells.

Post- A human with modified genetic code not capable of breeding with baseline humanity. Posts have species modifications, incorporating copied genetic code from other Terran organisms. Posts are sometimes capable of feats which defy physics as currently understood, although by the time of Neon Futuria Bold the source of their incredible energy is well understood by the scientists who design them. Unlike Cyborgs and Enhanced Humans, Posts are born with their abilities, although they may not manifest until puberty or later. Posts cannot look fully human, some sort of unnatural feature (bulging forehead, scales, fur, etc) is always present.

Trans- Trans are human created alien-human hybrids. Most Trans actually incorporate the genetics of many species, and because the understanding of alien genetics is still incomplete, Trans tend to be unstable in personality and inhuman in appearance. Unlike Hybrids, Trans are usually licensed with the Futuria Council, allowing them to ignore the Militia ban on alien-human hybridization. However, that also means that most Trans are under the Council’s thumb, working for the Conspiracies without even knowing of their existence usually.

UCN- The United Corporate Nations is the replacement for the former UN, each of the twenty Corporate Nations has both a seat and a vote on the UCN. The UCN Headquarters is located in Futuria, which is considered to be neutral ground for the Corporate Nations.

Vatflesh- A synthetically grown muscle tissue, usually meant for consumption. Vatflesh is eaten by all but the most poor and the most rich in Futuria, the poor cannot afford meat of any sort, the rich can dine on Corporate raised meat animals. Futuria has vast vatflesh growth facilities under the surface of the city, as well as the municipal clone banks, which use the same techniques to grow organs to order.

 

Recommended Attribute List:

Normal Attributes Available to all: Agents, Attack Combat Mastery, Combat Technique, Defence Combat Mastery, Divine Relationship, Energy Bonus, Extra Attacks, Extra Defences, Features (Appearance), Gadgeteer, Gadgets, Henchmen, Highly Skilled, Item of Power, Organisational Ties, Servant, Tough, Unknown Superhuman Power, Wealth

Augment: Adaptation, Block Power, Heightened Senses, Sixth Sense, Special Attack, Special Movement, Super Strength

Cyborg: Pick Cybernetic Gear, upgrades, modifications, and weapons, Pre-Collapse Cyborgs take the Pre-Collapse Cyborg Template

Enhanced Human: Pick Cybernetic Gear, upgrades, and weapons

Esper: Animal Summon/Control, Flight, Force Field, Heightened Awareness, Illusion, Invisibility, Mind Control, Mind Shield, Sensory Block, Special Attack, Telekinesis, Telepathy

Hybrid: Any

Post: Adaptation, Armour, Block Power, Computer Scanning, Dynamic Powers (Own Systems), Extra Arms, Flight, Force Field, Gadgets, Heightened Awareness, Heightened Senses, Invisibility, Jumping, Nullify, Projection, Sensory Block, Sixth Sense, Special Attack, Special Movement, Speed, Super Strength, Tunneling, Water Speed

Trans: Any

 

Recommended Defect List:

Augment: Bane, Blind Fury, Burns Energy, Limited Uses, Maximum Force, Vulnerability

Cyborg: Activation Time, Awkward Size, Ism 2 (Cyborg), Marked, Owned, Permanent, Special Requirement, Unappealing, Weak Point

Enhanced Human: Activation Time, Ism 1 (Modified Human), Marked, Part of Body (Very Common)

Esper: Backlash, Burns Energy, Concentration (Highly Recommended), Detectable 1+ (Psychic) [Required], Unreliable Power

Hybrid: Bane, Backlash, Concentration, Owned, Skeleton in the Closet 3 (or Wanted 2), Unreliable Power, Unskilled

Post: Bane, Blind Fury, Burns Energy, Ism 3 (Nonhuman), Limited Uses, Marked, Maximum Force, Vulnerability

Trans: Bane, Backlash, Blind Fury, Burns Energy, Concentration, Ism 3 (Nonhuman), Limited Uses, Marked, Maximum Force, Owned, Unreliable Power, Unskilled, Vulnerability

 

Pre-Collapse Cyborg:

            The cyborgs of the Pre-Collapse era were mass-produced models, constructed by using standardized cybernetic bodies and the corpses of soldiers for the operating brain. A crude ‘memory wipe’ procedure scrambled their long term memory, making it difficult (sometimes impossible) for the subject to remember the details of his life. This suited the cruel rulers of the World Powers just fine, as cyborg candidates were usually gleaned from both enemy and friendly casualties on the battlefield. In addition, the usage of standard bodies further blurred the self-identity of the cyborgs, by the time of the Collapse many cyborgs believed they were merely advanced machines with a few organic components. Due to their somewhat disposable nature, pre-Collapse cyborgs are not very sturdy or fast, although they did tend to be rather strong, and had a modular weapon system, allowing them to swap out expended or damaged weapons with battlefield scavenging.

            There are not many Pre-Collapse cyborgs still functioning, while they were nearly immune to small arms fire, the increasing difficulty of locating spare parts in the Wastelands (while modern cybernetic repair technicians know how to service these relics of the past, Pre-Collapse parts, or facsimiles, are needed), and the gradual mental instability of the design, has led many to commit suicide or simply break down under strain. In addition, the increasing usage of energy weapons (which bypass the cyborg’s ancient armour materials) has caused many to die in street-fights and turf wars. While the Pre-Collapse cyborg is an inferior design compared to today’s cyborgs, certain technical advances were lost in the Collapse, including the cyborg’s modular weapon system and whatever strange life support modifications prevent the degradation of nervous tissue from age.

            Pre-Collapse Cyborgs may not be upgraded or modified without access to their design schematics, most of which are stored in non-volatile memory clusters in the abandoned cities of the World Powers.

Attributes: Armour 2 (Restriction -1 Ineffective against Energy), Features 3 (GPS, Head Computer, Mind/Machine Interface), Power Flux [Duration 8] 2 (Weapons System, Major Category), Special Defense 9 (Air, Hunger, Sleep, 1 slot each, Ageing, Disease, Pain at 2 slots each), Super Strength 2, Tough 2, Defects: Ism 2 (Cyborg), Less Capable (Agility) 1, Less Capable (Running Speed) 1, Marked 3 (Cyborg), Sensory Impairment 1 (Touch), Special Requirement 1 (Needs Repairs), Point Cost: 50

 

 

Basic Cybernetic Gear (For Enhanced Humans or Cyborgs):

Basic Cybereyes- Some people will do anything for an upgrade, whether it’s to improve natural vision, or to serve as a ‘shell’ for other enhancements, many Enhanced Humans, and nearly all Cyborgs have cybereyes. The Kinihara Theta Model Cybereye is an average example of this type. All eye modifications require the purchase of basic or improved cybereyes first. Attributes: None, Defects: Marked 1 (Inhuman Eyes) Point Cost: -1, Monetary Cost (In play): $2k

 

Basic Cyberlimb- Your basic cyberlimb is a metallic or flesh toned plastic-coloured construct resembling, but not completely identical, to a regular limb. People get basic cyberlimbs for two reasons, 1) they can’t afford cloned replacements and/or 2) they want to surpass human capability. Even basic cyberlimbs can be improved beyond normal human baseline in terms of strength and speed, although additional reinforcement is required beyond a specific threshold. The example given below is a common model, the Hephaestus Model 2, which features enhanced strength, speed, and durability, although its silvery sheen makes it fairly obvious. A ‘bare-bones’ model, the Kinihara 3, is listed afterwards. All limb modifications require the purchase of basic or improved cyberlimbs first.

Hephaestus Model 2 Attributes: Enhanced [Body] 1 (Restriction: Does not Increase Health -1, 1 Points), Defects: Marked 2 (Limb), Part of Body  2 (Limb), Point Cost: -3, Monetary Cost (In play): $10k

 

Kinihara 3 Attributes: None, Defects: Marked 2 (Limb), Point Cost: -2, Monetary Cost (In play): $5k

 

Battery Pack- Sometimes you need a little power, enough to fire off a laser once or twice, or boost the signal on a wireless connection. A battery pack is installed in the torso, where there is sufficient waste space. A character with one or more cyberlegs could have the battery pack installed there instead. A retractable hidden recharging cord and plug are included. Attributes: Energy Bonus 1 (Restriction 1- Requires recharging), Defects: None, Point Cost: 1, Monetary Cost (In Play): $1k

 

Improved Battery Pack- Like the regular Battery Pack, but more expensive (due to materials) and with a higher capacity (same). Attributes: Energy Bonus 2 (Restriction 1- Requires recharging), Defects: None, Point Cost: 3, Monetary Cost (In Play): $3k

 

Improved Cybereyes- Eyes 3.0 as it were, improved cybereyes incorporate various upgrades to normal vision, and feature the ability to adjust eye color whenever desired. Like basic cybereyes, many have these upgraded before or after initial installation (if after, they must be partially removed first). A typical model of Improved Cybereye is the CC Deluxe Cybereye. All eye modifications require the purchase of basic or improved cybereyes first. Attributes: Features 1 (Adjustable Eye Color), Heightened Senses 1 (Type I, Vision), Point Cost: 2, Monetary Cost (In play): $4k

 

Improved Cyberlimb- These fully upgraded models feature inhuman performance specs, a flexible armour undercoating, and even appear normal to unaugmented vision. A prime example of this type of cyberlimb is the Kinihara 6, manufactured by Kinihara’s Cybertronics Division. All limb modifications require the purchase of basic or improved cyberlimbs first. Attributes: Armour 1, Enhanced [Body] 3 (Restriction: Does not Increase Health -1, 5 Points), Defects: Part of Body  2 (Limb), Point Cost: 3, Monetary Cost (In play): $25k

 

Implant Shunt- The most basic piece of cybernetics, the Implant Shunt allows the character to interface with computers directly, although only at the most basic level. Attributes: Features 1 (Mind/Machine Interface, basic), Point Cost: 1, Monetary Cost (In play): $1k

 

Personal Assistant- The Personal Assistant is an onboard computer interface installed in the skull and used in enhanced reality. It features a calendar with appointment scheduler, internal clock with alarm and display, dream recorder, word processor with latest tools, direct neural interface with any model cybereyes for facial matching, mapping software, wireless network connection, and a variety of ‘grayware games’, games which run entirely in the user’s senses artificially, similar to dreams. Currently Personal Assistants cannot run AI programs, although they do come with a preloaded personality type. Many Personal Assistants come with implant shunts, if for some reason an implant shunt is not present (damaged or removed), the Personal Assistant cannot interface with the user’s brain and will not function. Attributes: Features 2 (Head Computer, GPS), Point Cost: 2, Monetary Cost (In play): $3k

 

Skinweave- Skinweave is a total replacement of human skin, and comes in two varieties, Advanced Skinweave, and Basic Skinweave. Basic Skinweave gives the character a slight metallic sheen to their skin, this is most obvious in direct sunlight, where they actually sparkle slightly, while Advanced Skinweave is nearly indistinguishable from human skin (it increases the character’s radar signature). Both types of Skinweave provide protection against blunt impacts, cutting, and piercing damage, although they tend to be ineffective against energy attacks.

Basic Skinweave Attributes: Armour 1 (Restriction -1 Ineffective against Energy), Defects: Marked 3 (Metallic Sheen), Point Cost: -1, Monetary Cost (In play): $10k

 

Advanced Skinweave Attributes: Armour 1 (Restriction -1 Ineffective against Energy), Defects: Detectable 1 (Radar), Point Cost: 1, Monetary Cost (In play): $20k

 

Cybernetic Gear Upgrades (For Enhanced Humans or Cyborgs):

Eagle Eyes- Manufactured exclusively by Kinihara Cybertronics, the Eagle Eyes are a cybereye upgrade which grant extremely enhanced visual capabilities across multiple spectrums. Eagle Eyes have infrared, ultraviolet, high-resolution zoom, camera recording function (with Personal Assistant), and MAD capability. Attributes: Features 1 (Video Recording), Heightened Senses 5 (Type I- Vision x2, Type II- Infravision, ultravision, magnetic field detection), Point Cost: 6, Monetary Cost (In play): $6k

 

Storage- Cyberlimbs can be outfitted with storage compartments accessible either by nerve impulse or manual operation. This is a popular upgrade on Kinihara cyberlimbs, and is frequently available for only a minor additional charge on factory models. Cyberlimbs may have either storage or weaponry, not both. Attributes: Combat Technique 1 (Concealment), Features 1 (Internal Storage), Defects: Part of Body 2 (1 Limb), Point Cost: 0, Monetary Cost (In play): $1k

 

Implant Shunt Plus- Modifications to existing Implant Shunts can allow them to ‘slice’ through defenses on computers they can interface with and read their contents. It does take some practice to use properly, and does require a Personal Assistant, in order to interpret the data (without a Personal Assistant, the attribute is reduced in cost to 1 point/level due to the ‘Access but cannot understand’ reduction). Hephaestus Systems manufactures what is considered to be the industry standard Implant Shunt Plus factory model, and does a brisk trade in upgrade parts to existing Implant Shunts. Attributes: Computer Scanning 2, Point Cost: 4, Monetary Cost (In play): $5k

 

Quantum Wave Scanner- Quantum waves emanate from interdimensional reactions, such as certain alien technologies and all Esper abilities, and can be deciphered by this cybereye upgrade. The miniaturized Quantum Wave Scanners are extremely rare and very valuable, as they can only be assembled using certain extra-solar materials imported by the aliens. GM’s should seriously consider any requests to outfit an Enhanced Human or Cyborg character with one of these devices. So far, only CC has the expertise to construct Quantum Wave Scanner cyberware, although Kinihara is closing the technical gap. Attributes: Sixth Sense 4 (Area 4, Alien technology, Hyperflight Attribute, Pocket Dimension Attribute, Psionics), Point Cost: 8, Monetary Cost (In play): $1M

 

Cybernetic Modifications (For Cyborgs)

Full Cybernetic Body- Nearly all Cyborgs have this modification, which represents the removal of most internal organs and the replacement of all limbs with cybernetics. Characters with Full Cybernetic Bodies have a specialized life-support system which sustains their brain and nervous system, although those are usually the only organic components left. All of the major cybernetics manufacturers (CC, Hephaestus, Kinihara Cybertronics) can perform Full Cybernetic Body operations. Attributes: Special Defense 7 (Ageing, Air, Hunger, Pain, Sleep, 1 slot each, Disease at 2 slots), Tough 1, Defects: Ism 2 (Cyborg), Marked 3 (Cyborg), Special Requirement 1 (Needs Repairs), Point Cost: 3, Monetary Cost (In play): $500k

 

Basic Advanced Physical Upgrades- Faster, stronger, better, isn’t that what the old vids promised from cybernetics? Well, you can have that too with Advanced Physical Upgrades. Essentially, better error control combined with higher quality fast response motors in the cyberlimbs and throughout the cyborg body result in an increase in all aspects of physical performance. The components are even ruggedized to better withstand the stress of use. Advanced Physical Upgrades cannot be performed without a Full Cybernetic Body with Structural Reinforcement. Attributes: Enhanced [Body] 4, Defects: None, Point Cost: 8, Monetary Cost (In play): $100k

 

Improved Advanced Physical Upgrades- Higher quality components and near-AI processing on the error checking result in the Improved version of the Advanced Physical Upgrade package. Physical performance specs are improved over the Basic Upgrade by a significant margin. Advanced Physical Upgrades cannot be performed without a Full Cybernetic Body with Structural Reinforcement. Attributes: Enhanced [Body] 6, Defects: None, Point Cost: 12, Monetary Cost (In play): $200k

 

Maximized Advanced Physical Upgrades- A full-spectrum improvement of all aspects of human performance at this stage stretches into the nearly super-human range. Assuming baseline physical attributes, this Upgrade provides maximum human ability, as certain aspects of human performance remain dependant on the nervous system, those who had better than baseline performance before conversion actually surpass human capability, placing them on an equal footing with the Callisto and Ophidians. Advanced Physical Upgrades cannot be performed without a Full Cybernetic Body with Structural Reinforcement. Attributes: Enhanced [Body] 8, Defects: None, Point Cost: 16, Monetary Cost (In play): $500k

 

Basic Ground Movement Upgrade- It is not enough to simply improve the legs to run fast, no, they must be completely redesigned to attain high speeds. A cybernetic ‘transmission’ must be added, to allow the legs to operate at lower walking speeds, the legs themselves must already be reinforced to withstand the strain of multiple high-speed footsteps within a single second, and the brain must be stimulated to operate at the incredible speeds. Even so, the brain is incapable of handling the strain for more than a few minutes at a time, and the ground movement system automatically switches to a lower speed once it notes too much physiological stress on the nervous system. At this time, only CC and Kinihara offer Ground Movement Upgrade packages for their cyborgs, Hephaestus is still incapable of working out the technical details of the nervous system alterations. Ground Movement Upgrades cannot be performed without a Full Cybernetic Body with Structural Reinforcement. Attributes: Combat Technique 2 (Lightning Reflexes x2), Speed 1, Defects: Dependant 2 (Combat Technique [Lightning Reflexes x2] on Speed), Limited Use, Ongoing 2 (Speed), Point Cost: 4, Monetary Cost (In Play): $500k

 

Improved Ground Movement Upgrade- An even more expensive and advanced system for increasing the speed of the cyborg. The increased speed puts an additional strain on both cybernetic body and mind, requiring longer downtimes in between usages. Ground Movement Upgrades cannot be performed without a Full Cybernetic Body with Structural Reinforcement. Attributes: Combat Technique 3 (Lightning Reflexes x3), Speed 2, Defects: Dependant 2 (Combat Technique [Lightning Reflexes x3] on Speed), Limited Use, Ongoing 3 (Speed), Point Cost: 10, Monetary Cost (In Play): $1.25M

 

Basic Flight Upgrade- To fly under his own power has always been man’s fondest dream, cyborgs are capable of this feat with certain modifications. A series of miniaturized gravitic drives is installed in the torso, arms, and legs, allowing slow flight. This modification is dependant on human-built alien technologies, and as such, some feel uncomfortable having it installed. Flight Upgrades require a Standard Personal Fusactor. Attributes: Flight 1 (Hover), Defects: None, Point Cost 4, Monetary Cost (In play): $150k

 

Improved Flight Upgrade- Additional higher-grade gravitic drives are added to the existing ones, granting a higher top speed. These high-grade gravitics are actually based off human-extrapolations of the miniaturized gravitic drives used in the Basic upgrade. Flight Upgrades require a Standard Personal Fusactor. Attributes: Flight 2 (Hover), Defects: None, Point Cost 8, Monetary Cost (In play): $300k

 

Maximized Flight Upgrade- The current maximum in cyborg flight technology, the gravitics used in this model are similar to the heavy-duty gravitic drives used in the emergency escape sleds installed in planetary shuttles. Flight Upgrades require a Standard Personal Fusactor. Attributes: Flight 4 (Hover), Defects: None, Point Cost 16, Monetary Cost (In play): $600k

 

Basic Strength Upgrade- While impressive, a Full Cybernetic Body isn’t really all that much stronger than a standard human. Basic Strength Upgrades fix this problem by giving the cyborg better servo-motors in its cyberlimb chassis. Those looking for a better punch are directed to the Improved and Maximized Strength Upgrades. Strength Upgrades cannot be performed without a Full Cybernetic Body with Structural Reinforcement. Attributes: Superstrength 1, Defects: None, Point Cost: 4, Monetary Cost (In play): $100k

 

Improved Strength Upgrade- A step above the Basic Strength Upgrade, Improved Strength Upgrades further reinforce the cyberlimb chassis and beef up the servo-motors to military performance levels. This level and higher strength upgrades are not available to Hephaestus cyborgs directly, although CC does offer a converted model of their own Improved Strength Upgrade for Hephaestus cyborgs at an addition $50k. Strength Upgrades cannot be performed without a Full Cybernetic Body with Structural Reinforcement. Attributes: Superstrength 2, Defects: None, Point Cost: 8, Monetary Cost (In play): $250k

 

Maximized Strength Upgrade- The current ultimate in cyborg strength modification, Maximized Strength Upgrades completely rebuild the cyberlimb chassis and most of the structural reinforcement with advanced alien materials, along with a type of reverse-engineered alien construct artificial muscle. As such, Maximized Strength Upgrades are only available to CC model cyborgs at present, although experimental Kinihara Cybertronics units look promising, with commercial upgrades possibly available in a few years. Strength Upgrades cannot be performed without a Full Cybernetic Body with Structural Reinforcement. Attributes: Superstrength 3, Defects: None, Point Cost: 12, Monetary Cost (In play): $850k

 

Standard Personal Fusactor- While solar cells and minimal bio-electric current may suffice for standard cybernetics, certain cybernetic components require more power than the (modified and rebuilt) human body can reasonably provide. This is where Personal Fusactor upgrades come into play, your average cyborg has a good deal of waste space in the torso previously devoted to the bulky life-support organs of the baseline human (heart, lungs, digestive system, etc) which have since been replaced with a slim life-support and nutrient processing unit, the fusactor upgrades utilize the empty space with a miniaturized laser-assisted fusion device to provide additional power. The Hephaestus Model 5 Fusactor is a good example of this type. Attributes: Energy Bonus 3, Defects: None, Point Cost: 6, Monetary Cost (In play): $500k

 

Military Personal Fusactor- A must for advanced weaponry, the Military Personal Fusactor is a military-grade fusactor formerly intended for one-man aerospace fighters in the Pre-Collapse days. These units produce an incredible amount of power, but as they are military-grade equipment, they are extremely expensive and require frequent maintenance check-ups. CC manufactures a Type II fusactor which is typical of this type. Attributes: Energy Bonus 6, Defects: Special Requirement 1 (Requires Maintenance once a month to prevent degradation of system), Point Cost: 11, Monetary Cost (In play): $1.5M

 

Structural Reinforcement- Even a Full Cybernetic Body is not built to endure the strain of high level upgrades of strength to cyberlimbs, which is where structural reinforcement comes into play. A cyborg with structural reinforcement has a skeleton constructed of low-g titanium and crystal-nanite steel, their surface has been reinforced with nanite-fabricated diamondoid carbon, and multiple redundant systems have been added. Structural Reinforcement is required to perform the Strength Upgrades, the Advanced Physical Upgrades, and the Movement Upgrades. Attributes: Armour 3, Tough 3, Defects: None, Point Cost: 15, Monetary Cost (In play): $300k

 

Structural Reconstruction- Some Cyborgs are built tough, others are rebuilt tough. While technically called Structural Reconstruction, most Cyborgs with this option have it built into their base design, as the total reconstruction of their body, again, is more than most Cyborgs can tolerate. Unfortunately, it is impossible for a Cyborg to come out of this particular design option looking more than remotely human, in order to pack in more redundant systems and to ensure the near-total survivability of the life-support unit, Structurally Reconstructed Cyborgs are approximately 2.5 meters tall. All three corporations can build new Cyborgs of this type, but Kinihara currently lags behind in the reconstruction of existing cyborgs. Structural Reconstruction replaces Structural Reinforcement and is interchangeable for the purpose of prerequisites. Attributes: Armour 5, Tough 6, Defects: Awkward Size 1, Point Cost: 26, Monetary Cost (In play): $1M

 

Cybernetic Weapons

            Unless noted otherwise, a Cyborg may only have one (1) arm weapon per arm and one (1) hand weapon per hand. Weapons (other than certain hand weapons) may not be installed in the legs. It is up to the GM to decide whether a cyborg has room in its torso for specific weapons. Slugthrowers (such as the Machine Gun Arm) can be installed in both Enhanced Humans and Cyborgs, while energy weapons can usually only be installed in Cyborgs (Enhanced Humans with Battery Packs can install any energy weapon that drains energy equal to or less than the Battery Pack’s capacity). Energy Weapons are defined as any weapon which Burns Energy, or is listed as an Energy Weapon in the description.

 

Melee Weapons

Arm Blade- (Arm Weapon) Sometimes the only thing a Cyborg really wants is three quarters of a meter of nanite-crystal steel extending from their arm. Arm blades are fairly popular amongst those mercs who prefer the personal touch in their work. The nanite-crystal steel of the blade ensures it won’t break even under the strongest blow, and the fairly simple and robust design of the activation system means this is one weapon most Cyborgs will keep throughout their operational lifespan. Attributes: Special Attack 1: 40 damage (Muscle Powered, Melee), Defects: None, Point Cost: 4, Monetary Cost (In play): $4k, Skill: Melee Attack (Swords) or Unarmed Attack (Strikes)


Chainsword
- (Hand and Arm Weapon) Sometime during the late 20th century some bright mind came up with the idea of constructing a sword with hundreds of miniscule ‘teeth’ moving at high speed instead of a standard blade. It took another century to work out the bugs in the idea, mostly because the idea sounded insane to the weapons manufacturers of the day, although the chain still sometimes gets jammed (requiring 1 minute and a successful Mechanics [Cybernetics] roll to fix). The increasing prevalence of combat at extremely short ranges (5 meters or less) has led to a resurgence in melee weapons, however, and so Kinihara Cybertronics proudly offers the Chainsword as an optional weapon upgrade to its cyberarms. Attributes: Special Attack 1: 40 damage (Muscle Powered, Penetrating [armour], Melee, Unreliable), Defects: None, Point Cost: 4, Monetary Cost (In play): $5k, Skill: Melee Attack (Swords)

 

Chainsword Plus- (Hand and Arm Weapon) Like a regular Chainsword, but the chain is electrified with pulses in a particular pattern, allowing it to bypass a limited amount of force field protection as well as enemy armor. It still gets jammed, but the current drain is not significantly greater due to the nature of the pulse system. Attributes: Special Attack 2: 40 damage (Muscle Powered, Penetrating [armour], Penetrating [force field], Melee, Unreliable), Defects: None, Point Cost: 8, Monetary Cost (In play): $15k, Skill: Melee Attack (Swords)

 

Hedgehog- (Torso Weapon) Originally manufactured exclusively for Hephaestus cyborgs, this particular modification has been pirated by several back-alley cybernetics dealers. The Hedgehog system covers the entire surface of the cyborg with sharp quills triggered volitionally, although most pirated versions simply trigger in response to increased stress levels (which can be a bit embarrassing in certain situations). Normally the quills lie completely flat, but when active they rise slightly and separate enough to cause damage to anyone who comes into contact with the Hedgehog equipped cyborg. Unfortunately, the quills are both carbon-based and highly flammable, although they do absorb some impacts. Attributes: Armour 1 (Restriction -1 Not against energy), Natural Weapons 1 (Spines), Defects: Achilles Heel 2 (Fire), Point Cost: 1, Monetary Cost (In play): $15k

 

Power Knuckles- (Hand Weapon) Even the most powerful cybernetic punches are incapable of collapsing steel walls in a single blow. That is, until the minds at CC invented the Power Knuckles. The cyborg’s regular punches are augmented by a vibrating knuckle-plate which translates more of the power of the blow directly into the material, bypassing the natural resistance somewhat. The other manufacturers were quick to develop their own knock-offs of the Power Knuckles, and this weapon is now available to anyone with a cybernetic arm and a power source. Attributes: Special Attack 2: 40 damage (Muscle Powered, Penetrating [armour], Melee), Defects: Burns Energy 1 (Special Attack: Power Knuckles), Point Cost: 7, Monetary Cost (In play): $2k, Skill: Unarmed Attack (Strikes)

 

Slicers- (Hand Weapon) A popular add-on to after-market cyberlimbs, slicers are cheap retractable blades installed into the hands and feet. As many cyborgs have discovered, slicers are too weak to withstand the sort of high strength combat fully reinforced and upgraded cyborgs are involved in on a regular basis. Attributes: Natural Weapons 1 (Claws/Spikes), Defects: None, Point Cost: 1, Monetary Cost (In play): $500, Skill: Unarmed Attack (Strikes)

 

Slugthrowers/Chemical Propellant Weapons:

‘Hand’ Gun- (Hand Weapon) The designers at Hephaestus went a little tongue-in-cheek when submitting the prototype of this weapon. Essentially, it transforms a cybernetic hand into a pistol. While the initial designs prevented the hand from actually being usable after installation, the collapsing gun barrel cleared testing some time back and is now standard on all new Hand Guns. To use this weapon you point your index finger at the target (more proof that the cybernetic designers at Hephaestus need to get out more) and say ‘bang’. Attributes: Special Attack 1 (Restriction -1 Can only use one hand while firing): 20 damage, Defects: None, Point Cost: 3, Monetary Cost (In play): $1k

 

Happy Launcher- (Arm/Leg Weapon) Sometimes you just need to be able to blow things up, which is where the Happy Launcher (from the same Hephaestus designers who brought us the Hand Gun) comes into play. Firing a micro-rocket through either a break-action knee or hand, the Happy Launcher is capable of smashing through the armor of most cyborgs and causing decent damage. At present, Hephaestus does not manufacture a guided version of the micro-rockets used in the Happy Launcher, although some third party manufacturers have begun to duplicate the launcher’s design. Attributes: Special Attack 2: 40 damage (Penetrating [armour], Limited Shots [6]), Defects: None, Point Cost: 8, Monetary Cost (In play): $30k, Skill: Heavy Weapons (Launchers)

 

Honorable Exterminator- (Torso Weapon) The Kinihara Honorable Exterminator is a missile launcher, a full-size missile launcher installed into a cyborg torso. The size of the launcher prohibits the carrying of more than one round for the weapon while still maintaining enough space for life-support, power supply, etc. The Exterminator is a ‘fire and forget’ weapon, once it attains target lock (which takes a few seconds) it almost never misses, and it carries a large enough payload to blow up your average home. Attributes: Special Attack 5: 80 damage (Area Effect, Burning, Homing, Penetrating [armour], Limited Shots [1]), Defects: None, Point Cost: 20, Monetary Cost (In play): $80k, Skill: Heavy Weapons (Launcher)

 

Machine Gun Arm- (Arm Weapon) Some Enhanced Humans and Cyborgs can’t resist the lure of fully-automatic weaponry, which is where the machine gun arm modification comes into play. Essentially, the internal spaces of the cyberarm are modified to incorporate an integral machine gun, ammo is loaded via a concealed port in the upper arm, although as space is limited, only a few bursts can be fired before it exhausts the internal ammo supply. In addition, without the bracing of a full cyborg body, the character must remain braced to fire the machine gun arm, and can take no defensive actions. The CC ‘Machine Gun Joe’ model is typical of this type, and is available as a preloaded option on certain CC cyberarms. Attributes: Special Attack 1 (Restriction -1 Can only use one hand while firing): 20 damage (Auto-Fire, Limited Shots [6], Static), Point Cost: 3, Monetary Cost (In play): $8k, Skill: Heavy Weapons (Machine Gun)

 

Machine Gun Arm (Cyborg Version)- Attributes: Special Attack 3 (Restriction -1 Can only use one hand while firing): 20 damage (Auto-Fire, Limited Shots [6]), Point Cost: 11, Monetary Cost (In play): $8k, Skill: Heavy Weapons (Machine Gun)

 

Sniper 10,000-  (Arm Weapon) When you absolutely, positively, need to sneak a long range weapon through security, the Sniper 10,000 is your upgrade. Made entirely of high quality plastics and using a magnetic railgun system to accelerate the high-density plastic rounds to subsonic velocities (a silencer is built into the frame), the Sniper 10,000 is Kinihara’s exclusive ‘one shot, one kill’ solution. Attributes: Special Attack 1: 20 damage (Accurate, Long Range, Limited Shots [6], Slow), Defects: None, Point Cost: 8, Monetary Cost (In play): $20k, Skill: Gun Combat (Rifle)

 

StreetSweeper- (Arm Weapon) Few things say “I’m a crazed psychopath” like building a shotgun into your arm. Knowing this, CC constructed the StreetSweeper cyborg shotgun to be cheap, easy to use, and fairly deadly against soft targets (like ordinary people). Attributes: Special Attack 1: 40 damage (Spreading x2, Limited Shots [6], Low Penetration, Short Range), Defects: None, Point Cost: 4, Monetary Cost (In play): $2k, Skill: Gun Combat (Rifle)

 

Other Ranged Weapons:

Cutters- (Hand Weapon) Monomolecular filament wire, or monowire, is a tricky thing. Capable of slicing through most materials, but too light to control well. Fortunately, targeted gravitics are the answer to this dilemma. In addition to packing the cyborg’s hand with 60 meters of tightly spooled monowire, the Cutter weapon includes a miniature gravity pulse generator for tighter control of the wire once unleashed. Unfortunately, the control system still has a few bugs, and an operator can still injure himself using the Cutters. Special Attack 3: 40 damage (Flexible, Penetrating [armour] x2, Inaccurate, Short Range), Defects: Backlash 1 (Character Takes Attack’s Damage instead), Maximum Force 1, Point Cost: 10, Monetary Cost (In play): $25k, Skill: Melee Attack (Whip)

 

Personal Laser- (Arm Weapon) Although laser weapons have been available since the Pre-Collapse days, only in the past fifty years have they been constructed small enough (and powerful enough) to fit inside a Cyborg’s arm. This design is of the Kinihara Megawatt, and is fairly typical of the lower-grade lasers currently available for cybernetic installation. Attributes: Special Attack 2: 20 damage (Accurate), Defects: Burns Energy 2, Point Cost: 6, Monetary Cost (In play): $10k, Skill: Special Ranged Attack (Personal Laser)

 

Military-Grade Laser- (Arm Weapon) The latest and greatest in miniaturized laser design, these weapons were previously restricted to military-issue cyborgs. However, the near-collapse of Futuria’s military in favor of independent mercs and Corporate security forces has put this weapon at street level. This Hephaestus Model 2 Laser is typical of these top of the line models. Attributes: Special Attack 4: 40 damage (Accurate, Penetrating [armour]), Defects: Burns Energy 4, Point Cost: 12, Monetary Cost (In play): $50k, Skill: Special Ranged Attack (Laser)

 

Plasma Generator- (Hand Weapon) A dangerous short-ranged weapon, the Plasma Generator is a one-shot Energy Weapon installed in the Cyborg’s hand. When activated, it generates a wash of super-heated plasma over the target via the destruction of a hydrogen storage cell. Once used, this weapon must be completely replaced, although CC, the manufacturers of the Plasma Generator, have made it relatively easy to do so. It takes two hours and a Mechanics (Cybernetics) check to replace a used Plasma Generator. Failure during the weapon’s activation indicates the cyberhand must be replaced as well, this takes an additional 3 hours if parts are available. The second monetary cost listed is for replacement parts only. Attributes: Special Attack 1: 80 damage (Spreading x2, Limited Shots x3 [1], Short Range, Unreliable), Defects: Maximum Force 3, Point Cost: 1, Monetary Cost (In play): $2k/$500, Skill: Special Ranged Attack (Plasma Generator)

 

Gravity Wave Blaster- (Arm Weapon) No one is quite sure how this particular device functions, except for about three people in the Kinihara Advanced Weapons Research Division, and no one can understand them when start talking about the physics of the device. Despite this, Kinihara’s President immediately gave the go-ahead to build the commercial model once she saw it in action. The Gravity Wave Blaster has only been on the market for a few months, but has proved to be incredibly popular amongst those Cyborgs less inclined to question the workings of new technology. Unlike other weapons, this particular one appears to simply create the weapon’s destructive power directly on top of the target, instead of sending some sort of force to the target, like a normal weapon. Special Attack 8: 60 damage (Area Effect, Enduring, Indirect, Quake, Undetectable, Static, Unreliable), Defects: Activation Time 1, Burns Energy 8, Maximum Force 2, Point Cost: 21, Monetary Cost (In play): $200k, Skill: Special Ranged Attack (Gravity Wave Blaster)

 

Alien and Experimental Cybernetic Gear

            While the aliens don’t use cybernetics themselves they do sometimes design new cybernetics as payment for services rendered. Alien-constructed cybernetics tend to utilize psionics to create new and strange abilities, and tend to be one of a kind items never reproduced. Most Corporations would kill to get their hands on a piece of alien cybernetics, although once they do so, they are usually incapable of deciphering how it works.

            Experimental cybernetics, on the other hand, fall into one of two categories: incremental improvements (equivalent to an extra attribute level or the removal of a single defect level) and new advances. Experimental cybernetics, like alien cybernetics, are not available for sale. A few of the new advanced cybernetics follow.

 

Energy Ablation- (Full body modification) Previously only available for vehicles, Energy Ablation dissipates energy attacks using directed force screens. Unfortunately, the smaller cybernetic units are not presently capable of creating an omni-directional shield, although the protection provided is incredible, when it works. An advanced computer is slaved to the generator through a direct neural connection, allowing the Cyborg to block incoming energy. Attributes: Combat Technique 1 (Block Ranged Attacks), Extra Defences 2 (Restriction -1 Only with Force Field Shield Blocks), Force Field 1 [Area 2] [blocks 80 damage] (Regenerating, Limitation- Only Against Energy Attacks [minor], Shield Only) [Burns Energy 4], Point Cost: 8

 

Eye Lasers- (Eye modification/weapon) The latest in miniaturized capacitors and focusing technology brings the ancient legend of eyebeams to life. Eye lasers fire a focused red laser over short ranges. At present only seven prototypes exist, constructed by CC, although the plans have been leaked to several cyberneticists who have nearly duplicated the design. Attributes: Special Attack 1: 20 damage (Accurate, Short Range), Defects: Burns Energy 3, Point Cost: 1, Skill: Special Ranged Attack (Eye Laser)

 

Holographic Cloak- (Full body modification) Designed for covert assassin work, the Kinihara-built Holographic Cloak generates holographic projections intended to augment the disguise capabilities of its cyborg agents. The holograms do have one significant flaw, as they are constructed of laser light, the projection glows in the dark, and looks washed out in strong light. Attributes: Projection 3 (Restriction -2, Glows in the dark), Defects: Burns Energy 1, Point Cost: 6

 

Reconfigurable Fingers- (Hand Modification)

Places to Go

The City in brief

            Futuria was originally built in a diamond shape as an artificial island in the Pacific Ocean, with an elevated magnetic monorail system running diagonally between certain blocks. The City Center was left open for connection to an Orbital Elevator, however, the Elevator was never finished, and eventually the City Council converted the open area into a traditional aerospace port. During the Collapse, Futuria walled itself against intruders and constructed hydroponics gardens and vatflesh growth facilities under the surface. The remains of the walls form the City Rim, although most of the walls have long since torn down for building materials The Alien Quarter is located to the west of City Center Aerospace Port, and stretches north to the City Rim so that nearly a quarter of Futuria is given over to extraterrestrials. Downtown surrounds City Center, including some parts west, so that the aliens do not have direct access to the Aerospace Port. The magnetic rail line has recently been reactivated, and serves as a cheap form of transportation for most of the city’s workers. Residential sectors dot the city, although bars, restaurants, and stores break up the flow, no one in Futuria is ever more than a few dozen meters from a place to eat, get a drink, or buy clothes, ammo, or other forms of entertainment. As the city is isolated from the rest of the world by thousands of kilometers of saltwater, most citizens know little about the world outside of the city, knowing only that Corporations control the land that isn’t uninhabitable, and most of the ‘bad’ land as well. While Futuria is capable of feeding and clothing all of its citizens and Ghosts in the short term, in the long run the city needs new supplies of parts and raw materials to keep the hydroponics and the vatflesh up and running, as such, it keeps its borders and officials open to Corporate interests and alien concerns.

Bars

Ghost Frankie’s- While not really a Ghost, the bar’s proprietor Ghost Frankie exists in name only, he’s actually a reproduction of the original owner as a sophisticated android puppet run by the bar’s mainframe AI. Frankie himself died before the Collapse, and his will established a trust which runs the bar for his many, many descendants. Most of Frankie’s descendants can actually be found in the bar, either working there or sitting at the bar and drinking free booze. Ghost Frankie’s is actually a common hangout for Ghosts themselves, some of whom claim Frankie had his brain uploaded to the bar’s AI. The only mercs usually found here are Ghosts themselves, other mercs are subtly encouraged to go make deals somewhere else, both by the clientele, and by those looking to hire. Ghost Frankie’s has decent liquor and adequate service, although the slightly creepy ambience can sometimes get to people.

Mack’s- Mack’s is essentially the merc hangout on the City Rim, dozens of private conference rooms, loud music, smoky atmospheric conditions, and exotic dancers (some of them really exotic, like the occasional poor Callisto girl on the run or a curious Ophidian) ensure a devoted clientele of both amoral scum and discreet operators. On Fridays, Mack’s even has free vatburgers with cover and dollar drafts.

Pyramid- A middle class bar and grill with a strange theme, Pyramid is devoted to pyramids of all shapes and sizes. The tables and chairs are inverted pyramids,  the bar stools have the all-seeing eye pyramid stitched into the cushion, holographic reproductions of famous pyramids line the walls, and the staff wear pyramid-shaped hats. The food is good, the prices reasonable, and the staff friendly, but the more family-oriented atmosphere and strange décor tends to drive off most mercs. No, it has nothing to do with the Conspiracies, what made you think that? Fnord.

Starfarer’s Dive- ‘Dive’ is putting it mildly, Starfarer’s is the worst hole-in-the-wall bar in all of Futuria. For that very reason, however, it appeals to certain merc types and their employers, and more than one high paying deal has been negotiated inside the smoke-filled interior. Starfarer’s has a small back room, which is much better maintained than the bar itself, and available simply by asking, if the bartender likes you.

White Callisto- A bar located near the City Center right outside the edge of the Callisto section of the Alien Quarter, the White Callisto is a popular merc hang-out amongst the ‘high class’ merc scene. The staff is composed entirely of Callisto dressed in tight-fitting white shirts and short skirts. The bar has a strict no weapons policy, which only extends to the use of internal or integral weaponry. No one knows who owns the White Callisto, its security is top-notch, its prices downright exorbitant, and its staff drop-dead gorgeous by Callisto and human standards. As part of the security, discreet listening devices are present at every table and at the bar, although they can be shut off for a small fee.

Chop Shops/Clinics

Black Black Sheep- A dealer in only the most illegal and dangerous of items, the Black Black Sheep is a little garage outside the Downtown district, within shooting distance of the City Rim. Unlike at other locations, Black Black Sheep deals only military grade gear, this isn’t the place to get off-the-shelf cybereyes tweaked, but if you’re looking for a shoulder-mounted pop-up laser cannon, or a new miniaturized fusactor for your cyborg, this is it. (Attributes purchased from Black Black Sheep are of normal quality, and will have no ‘hidden’ Defects or extra costs.)

 

Honest Hakim’s Junk Yard- Located at the outskirts of the City Rim, Honest Hakim’s is not a junk yard, like its sign proudly proclaims in both English and, oddly enough, Callisto, but is in fact a blackware clinic. ‘Hakim’ is a rarity, a male Callisto who escaped the stifling society of the Alien Quarter and is hiding out by posing a simple human junk dealer (with a hat to cover his ears, of course). The junk yard does a decent trade in stolen or knock-off cybernetics (most cybernetic attributes purchased from Honest Hakim will have 1-3 points of hidden defects like Achilles Heel, Activation Time, Backlash, Burns Energy, Concentration, Limited Use, Maximum Force, Permanent, etc). Buyers who can speak Callisto (and know Hakim’s secret) can sometimes swing a discount on spare parts or new components.

 

The Hole- On the surface it appears to be an upscale dentist’s office (and even advertises as such under the name of Holmquist & Meyers, D.D.S., although it’s impossible to get an appointment) in the Downtown district. In reality, The Hole is the most advanced clinic in all of Futuria and offers everything from mild sensory Enhancement to full-body nanite reconstructions, for a price. The cabal of cybernetic surgeons and genetic wizards who operate The Hole are quiet, discreet, and prefer to keep themselves and their patients anonymous. If it can be done to a human being (and more than a few things that mainstream society believe can’t be done to a human) The Hole can do it in less time and with a better recovery rate and successful integration rate. Getting into The Hole, however, is not easy, only those who have already been inside this cybernetic sanctum can safely escort others past the security, and even then only if they come unarmed and submit to the most invasive scans human and alien science have invented. (Attributes purchased from The Hole are of excellent quality, and may even come with a few ‘extras’ like slightly increased PMVs or a small point break, although the monetary cost will be astronomical.)

 

Hospital Group- The city’s three hospitals are all run by the City Council, and offer free medical care to any tax-paying citizen. Of course, the free medical care isn’t much better than what you could get from some back-alley chop shop, good medical care costs money. The hospitals are actually the best place to get experimental work done, each doubles as a university and research hospital. New, untested procedures can even be free (as long as you sign away your basic human rights first, and there’s bound to be some.. glitches) while you can get many advanced technologies and genetic work done at cost, if you agree to let some fourth-year medical student perform the procedure. If you insist on fully trained doctors, the prices are about average of what you would find elsewhere. Ghosts cannot be treated for even something as simple as a migraine or heartburn without losing their status.

Aliens

            Callisto (30 Points)- The Callisto are a manufactured species using a variety of terrestrial DNA sources with certain mysterious sequences (some of them outside the standard terrestrial base pairs) either taken from species off-world or constructed from scratch by the Masterminds. Callisto resemble a cross between humans and cats, with large feline ears coming out of the top of their heads, and a feline tail. Besides these two main differences, Callisto appear to be attractive humans apart from slightly larger canine teeth and their thicker, stronger nails. Callisto wear loose clothing of their own design (the original Callisto wore what was essentially a sheet with holes cut in it, the Masterminds themselves know almost nothing about human garments) with a small hole for the tail (humans can wear Callisto clothes, although they will feel a bit drafty in the back unless the tail hole is patched).

            Callisto ears and tails tend to match a specific feline species, there are tiger-striped Callisto (both orange and white), spotted Callisto, even gray tabby Callisto. As far as can be determined, these are actually a sex-linked trait, girl Callisto have the same color and pattern to their ears and tail as their mother, while boy Callisto match their father’s coloration. Callisto skin color ranges from pale to a light tan, although there is one family of darker skinned jaguar-marked Callisto. Hair color is extremely variable, some Callisto even have hair which matches their ear and tail markings.

            Callisto are naturally telepathic amongst themselves, with concentration even a  Callisto toddler is capable of sending simple emotions and images to her parents or siblings. Callisto adults, having spent a lifetime practicing their ability, can share each others senses and send complex constructs into another’s mind. However, Callisto only use the full scale of their telepathic abilities with loved ones and close family members, to attempt to enter another’s mind without permission is a crime in the Callisto section of the Alien Quarter, and it is strictly enforced. Callisto have no natural telepathic defenses, but they are capable of detecting intrusion. For the most part, only Callisto in a pair bond will share their senses and minds with each other, this is considered the highest level of intimacy, beyond that of physical and sexual contact. Most Callisto have only short ranged telepathy, good over only a few meters, although they can improve with practice.

            The average Callisto is well aware of the effect that their appearance has on some humans, as the most human-looking of the alien species, Callisto find it easy to get work in modeling, acting, and other fields where appearance is important. Some Callisto even turn to the less reputable employments of stripping and prostitution, where they fetch high fees amongst certain human clientele (while certain rumors indicate that Callisto ‘go into heat’ this is in fact not true at all).

            Amongst themselves (in their section of the Alien Quarter), Callisto live in a loose confederation of families. Each family consists of at least two of the first generation, and their children (many of them at or reaching adulthood, although as of yet no second generation Callisto has children, but there are some pregnancies). The Callisto section of the Alien Quarter originally had many large structures, most of these have been converted into homes for the sprawling extended families of the Callisto, most Callisto families have an average ratio of two girl children for every boy with a rough family size of around ten individuals. This is preference, however. The Callisto have access to modern genetic screening for the purposes of gender selection and to allow the Masterminds to fix any lingering faults in their design.

            While the Masterminds mostly leave the Callisto to their own affairs, they have established certain rules for their creations. First, all Callisto must contribute their genetics to the next generation of Callisto, every male must father at least one boy and one girl Callisto, while the females have the larger burden of two children of each gender, preferably not all fathered by the same male. Second, the Callisto are not permitted to leave the planet Earth for any reason without the permission of the Masterminds, even Earth orbit and the Moon are off limits. Third, when called upon, every Callisto must serve the Masterminds to the best of their ability without question. For the most part, the Callisto are a fairly open race and have no difficulties with the first edict, but the ban on interplanetary travel, and the pact of servitude (as the Callisto call it) anger some of them.

            While familiar with the concept of mental defenses, the Callisto have been forbidden the discipline by the Masterminds, any Callisto who learns how to Mind Shield is somehow unerringly discovered by the Masterminds, and marked as renegade. Some in the Conspiracies theorize that the minds of the Callisto are completely open to the Masterminds, and the discipline of Mind Shielding severs a constant one-way telepathic link between the Callisto and their creators.

            On the other hand, the Masterminds seem to have no problem with their creations delving into other aspects of psychic ability. Callisto have no problem honing their telepathic skills or learning the more deadly aspects of mind combat, although the forbidden defensive disciplines make Callisto leery of actually using their skills offensively. Very few Callisto learn how to actually invade another’s mind, blast foes into unconsciousness, or alter memories.

            Renegade Callisto are barred from the Alien Quarter, and are supposedly prohibited from breeding, but some first generation renegades have met up in the outside world and had children, although most of these renegade children have yet to reach adulthood. Some Callisto have, on occasion, refused to tender service to the Masterminds, and have also been declared renegade, but these tend not to live long, as their lack of mental defenses allows the Masterminds to simply strike them dead.

            As of yet there are no Callisto in the Conspiracies, although their native telepathic potential (and the incredible skill of some renegades), insures that the Conspiracies will eventually extend membership to some of the more powerful Callisto. Interestingly, it took literally no effort on the part of the Conspiracies to get Callisto accepted into modern society. The discrimination which surrounds the other alien species is strangely absent concerning the Callisto, some believe this is due to their attractive appearances and natural charm, while others (usually mentally unbalanced) claim that the Callisto are using a form of mind control to gain acceptance.

 

Attributes: Features 1 (Appearance), Combat Technique 2 (Lightning Reflexes, Leap Attack), Heightened Senses 2 (Hearing, Sight), Jumping 1, Natural Weapons 2 (Claws, Fangs), Regeneration 1, Special Movement 2 (Balance, Cat-Like), Telepathy 6 (Area 3, Targets 3, Callisto Only, 2 points/level)

Defects: Detectable 1 (Telepathy- psychic), Marked 2 (Cat ears and tail), Owned 1 (Masterminds)

Point Cost: 30 Character Points

 

            Magister (36 Points)- The most loathsome of alien species is the Magister, a parasite which feeds off human hosts. Magisters are a type of worm-like creature in their natural state, although in Earth’s atmosphere they die quickly, too much oxygen, and the higher ultraviolet radiation of our sun causes them to great pain and eventually death. They are nothing if not adaptable, however, and the Magister have developed the ability to extrude millions of nerve tendrils, which they use to seize control of humans.

            The Overlords, a race of galactic slavers who control hundreds of species on many worlds, brought the Magister here to serve as their representatives amongst human society. The Overlords themselves are truly repulsive creatures in both looks and smell, but they are also native to a much higher gravity world, about 30 G in fact, and their bodies disintegrate under our lighter gravitational influence. While they have portable gravity generation, the smallest they can construct will only fit inside one of their vehicles at the requisite strength. So they sought (and gained) permission to bring one of their client races to Earth.

            The process by which a Magister takes control of a human host is long and painful for the host body. The Magisters typically ignore the screams while they send their tendrils deeper into the spine and brain. It is possible to continue to lead a normal life while being taken over, however, as the Magisters can suppress the pain of the process if they desire. All told, it takes about a week for the parasite to burrow into position and extend the nerve tendrils. Once the assimilation is complete, the Magister in control gains full access to the host’s memories and skills.

            By law, a Magister must register itself after taking control of a host body, those who do not are hunted down by the Militia and Corporate Forces. A registered host is declared legally dead, and issued new identification marking it as a registered Magister alien.

            The process of assimilating a host causes a Magister to undergo certain physiological changes, allowing them to survive in our atmosphere. However, they retain some of their vulnerability to sunlight. In fact, this process functions in both directions, the host body gains the ability to partially absorb directed energy-based attacks, while becoming vulnerable to sunlight exposure as well. In addition, the Magister has near total control of the body, allowing them to regenerate damaged flesh and even stretch limbs (although this is quite painful), once the integration is complete however, the Magister can no longer block the pain felt by the host.

 

Attributes: Contamination 3  (Targets 1, 2 points level), Damage Absorption 2 (10 points/level, Restriction -1 Energy Attacks only), Elasticity 4 (Restriction -1 Causes Pain), Mind Control 2 (Duration 2, Range 1, Targets 1, 2 points/level Magister Offspring only), Regeneration 1

Defects: Bane 1 (Sunlight), Concentration 3 (Regeneration), Ism 3 (Evil Parasite) or Skeleton in the Closet 3 (Evil Parasite) or Wanted 3 (Evil Parasite), Owned 3 (Overlords)

Point Cost: 36 Character Points