Dystopia
Rules and guidelines for running the game.
The Sprawl
Spires
Shining chrome monoliths tower above the neon coated slums. Shielded from the reality of the city below by clouds of purified air.
Locations
- Corporate Offices
- Luxury Apartments
- Upscale Entertainment
- High-end Shopping
- Decadent Nightlife
- Engineered Greenspaces
People
- Polite Security
- Carefree Youth
- Wild Hedonists
- Compelling Charlatans
- High-strung Entertainers
- Ruthless Executives
Getting Around
Mass Transit
High Speed Mag-Lev lines allow residents to travel to destinations thousands of miles away in mere minutes.Though used only by the lowest end couriers and and the occasional curious resident, each Heaven connects to the rapid transit networks that worm beneath the Slums.
Foot Traffic
State of the art Vacculifts and moving walkways connect most locations. Hiking trails and walking paths are plentiful and well maintained.
Cars
Cars and Hovers are not uncommon, though the former has only limited practical usefulness as the few roads within were constructed for sport and leisure. Playboy thrill seekers are known to race hovers just above the gridlocked streets of the Slums and breakneck speed. Accidents cost less to clean up down there.
Aircraft
Private Aircraft are the most common way to travel between Heavens for those with no urgency and the only way to completely ensure safety from exposure to the horrors of poor people.
Slums
Hyper dense urban decay squeezed tightly between fire spewing industrial megaliths. and overstuffed corporate arcologies. Bathed in Neon light and coated in filth.
Locations
- Questionable Street-Food.
- Illicit Nightlife.
- Automated Industry.
- Dangerous Blackmarkets.
- Soul-Crushing Poverty.
- Capsule Apartments.
People
- Hostile Security.
- Hopeless Youth.
- Desperate Addicts.
- Amoral Opportunists.
- Hardened Criminals.
- Corporate Thugs.
Getting Around
Mass Transit
A hodgepodge network of private rapid transit systems built to move Employees and Consumers within the controlling Corp’s sphere of influence and limit freedom of movement. Access is often restricted to Corporate employees and those that sell publicly access charge too much for anyone to afford more than one.
Cars
A maze of crumbling streets and highways slice the slums in every direction. A thick haze floats above the swarms of automated delivery trucks locked in an eternal traffic jam. Hovers operating above 30ft attract private police gangs eager to extort a bribe.
Foot Traffic
The very design of The Slums make it a hostile and dangerous environment ill suited to support human life. Dark alleys teem with the crushed and broken people pushed beyond their limits and stripped of their empathy, willing to take what they need by any means necessary. Throngs of glassy eyed consumers choke thoroughfares and plazas like workers bees looking to purchase their purpose.
Backwaters
Unincorporated pockets of neglected land half consumed by the wilderness. The obsolete scraps of the Corporations, severed and left to rot so that what remains might maintain the blistering pace of progress. The lack of cameras, lights, and consumers gives the backcountry a renewed purpose as a prime candidate for wet works, black ops, and myriad other illegal activities The Corporations would prefer not tied back to them.
Locations
- Rusting Scrapyard
- Crumbling Factory
- Abandoned Outpost
- Derelict Hangar
- Inconspicuous Farmstead
- Condemned Arcology
People
- Tightlipped Mercenary
- Mystic Nomad
- Anxious Refuge
- Brilliant Hermit
- Undeterred Homesteader
- Lonely Artificial
Getting Around
Mass Transit
Sealed subway tubes connect to decommissioned stations beneath most locations. despite being officially abandoned any are still actively guard by artificial and organic sentries.
Cars
Access roads and old stretches of highway, some decommissioned before completion sit unmaintained as the land slowly consumes them. Waste gangs often deem chunks of roadway as their own, a claim that is rarely acknowledged let alone contested.
Foot Traffic
Traveling on foot is the best way to avoid the relatively few electric eyes that watch over the ignored corners of the backcountry, but the wilds are sprawling and fraught with dangers both human and inhuman. The folks that make a home in these parts don’t take kindly to strangers.
The Ruins
They called it an “accident,” or an “unexpected error.” Professional scapegoats dove on the grenade as soon as the checks cleared. They immediately resigned in well honed disgrace, then disappeared before the ink on their confessions was dry. They were convicted in abesntia and never seen again. The records clearly place all burdens, financial and criminal, solely on them. The Corporation authorizes bonuses, as share values swell. Their “mistake” is forgotten, yesterdays news, as are the inhabitants, deemed an "Unsound Investment"by the number crunchers at The Corporation’s Disaster Relief subsidiary. "An unwise risk to our struggling and over-regulated economy,"per a statement from the Office of the FedGov CFO. Powerless to right the wrongs wrought upon the land and its people, most just turn a blind eye to the crater as their parents did before them.
Locations
- Uncanny Village
- Crumbling Building
- Collapsed Structure
- Shattered Cityblocks
- Fortified Bunker
- Glowing Crater
People
- Guilt-Wracked Killer
- Powerful child
- Disarming Messiah
- Low-Tech Anarchist
- Delusional Vigilante
- Timid Cannibal
Getting Around.
Mass Transit
The scattered remains of portions of the rapid transit tunes lie intact just below the ground, in places where the ground wasn’t disintegrated. If your players find and access these tunnels, then congratulations, I am very impressed, however sorry to say that is beyond the scope of this book, but id really love to hear what you came up with.
Cars
Fractured asphalt and blasted crater make for a rough ride. Modern cars struggle in the ruins but the high clearance of vintage cars and off-road vehicles can manage. Hovers excel at traversing the rugged terrain but their fragile turbine engines require vigilant dust removal lest they clog and fail catastrophically. Many, fleeing snapping jaws of the private justice system, get drawn into roving motor gangs. These gangs avoid corporate response and are allowed to grow until cost analysis dictates their removal to be a profitable endeavor based on projected costs and market trends.
Foot Traffic
Overland travel is slow and arduous. The landscape is vast, and tainted by the echoes of The Event. The slow pace of hiking damns travelers to prolonged exposure, slowly changing them in unpredictable ways. Determined nomads, seeking freedom that the backcountry can’t provide, either fighting the changes to the bitter end, or welcoming them with open arms and open minds.
Corporations
Creating Corps
The below tables are intended as guidelines and inspiration for generating the Corps that control and exploit your Sprawl. Coming up with your own options is encouraged.
Name your corp by mashing together its sectors with some Cyberspeak pg.XX. Try translating things to Japanese, Chinese, or Russian to really lean into the tropes. Alternatively find a fitting name from the Corps list on pg.XX
Examples: Bio-Nexus, FedGov, Pinnacle News and Munitions, Omnistar Interstellar.
Primary Sector
Choose or roll 3 Sectors The Corporation dominates. Corps that share a sector are bitter rivals.
- Manufacturing
- Social Services
- Construction
- Real Estate
- Finance
- Logistics
- Medicine
- Consumer Entertainment
- Electronics
- Agriculture
- Emergency Services
- Energy
- Water
- Housing
- Transit
- Waste Recycling
- Retail
- Microprocessor
- Mining
- Fishing
- Food Recycling
- Travel
- Resorts
- Marketing
- Religion
- Philosophy
- Bio-Tech
- Automotive
- Communication
- Weapons
- Law
- Education
- Space
- Charity
- Robotics
- Cloning
Agenda
Choose or roll an Agenda The Corporation is furthering.
- Suppress a Movement
- Overcome Regulation
- Start a War
- Change History
- Incite Violence
- Takeover Rival Corp
Crisis
Choose or roll the Crisis The Corporation is managing.
- Leadership Crisis
- Public Scandal
- Sector Crash
- Insolvent Assets
- Political Crusade
- Losing War with Rival Corp
Using Corps
Procedures and guidelines for tracking corporate interest and response to Operators actions.
Gangs
Gang is a blanket term for an organized group that doesn’t fall under direct purview of a Corporate structure, though all but the fringe collectivists gangs ultimately serve a corporate handler.
Use the tables below to generate gangs for your Sprawl.
Type
- Religious
- Police
- Tech
- Syndicate
- Street
- Political
Aesthetic
- Sports
- Drugs
- Youth
- Anonymity
- Vehicles
- Military
Scope
- Small Time - (5+) Street corners and backrooms.
- On the Rise - (50+) - Apartment blocks and warehouses.
- Established - (5,00+) - A whole Arcology.
- Local Power - 5,000+) - A dozen city blocks.
- Syndicate - (50,000+) - International presence
- Corporation - (500,000+) - A shifting network of obfuscating holding companies.
Mien
- Unpredictable
- Methodical
- Reckless
- Craven
- Sinister
- Intimidating
[Operator Gangs]
Operators may start, or take over, or in rare circumstances, inherit a gang.
Founding
- Starting a gang costs Cash equal to the gangs Scope.
- Treat them as a contact, and roll 1d4+1 for Disposition.
- The new gang has members equal to the minimum + a relevant Ability.
Hostile Takeover
- Taking over a gang requires taking out their current leadership or forcing them to kneel.
- This should be handled in the fiction mostly. Kill gang leaders, buy up old debts, blackmail them.
- Let the situation determine the gangs new Disposition.
Passed Down
- Once is a lifetime the head of a gang steps down and passes on their dynasty.
- This should almost certainly create internal conflict and be the focus of the game.
Threats
Drones
Operators
Executives
Contacts
[Prose about contacts]
Name - Resource - Disposition.
Operators can call on 1 contact every job to source gear, perform tasks, or dig up info.
Contacts can be paid in Cash or Operators can choose to take on Debt.
Even hostile contacts will offer to trade favors, though doublecrosses are common from unfriendly Contacts.
Dispositions may change during downtime depending on how things go during a Job.
Disposition
- Hostile
- Avoidant
- Cagey
- Amicable
- Loyal
- Owned
Contacts
- Hacker Collective.
- Corporate Mole.
- Information Broker.
- Freelance Operator.
- Blackmarket Smuggler.
- Unlicensed Cybersurgeon
Material World
Finance
[CLASS/Consumer Class/CC]
[Consumer Level/Liability and Solvency Status.] Four words that now determine the functional worth of the citizens The Sprawl. It is, simply put, a systematically enforced guarantee of purchasing power calculated by modeling all publicly available data to predict future earning and spending, determine safe debt thresholds. Private Federal Banks automate loan application and approval to maintain spending power and maintain maximum credit circulation. The end result is a single number that determines what you can eat, where you can live, and which emergency services you pre-qualify for. Those with CLASS 0 are barred from public finance, or intentionally Off the Grid.
Cash
Cash is the preferred untraceable currency for those operating outside the bounds of corporate policy and legal statue particularly those looking to remain anonymous.
Cash can be used to purchase just about anything without leaving a paper trail.
Corps and Gangs pay Operators Cash for Jobs.
Operators pay off Debts with Cash.
Blackmarkets take cash for contraband.
Gangs take Cash Bribes.
Use this table to give your paper transactions some flavor. The amount in parenthesis is about 1 unit of cash, but this is only intended as set dressing.
Cash
- Wulong - (100-500k)
- New-Yen- (1-5m)
- Greenback - (10-50k)
- Pounds Sterling - (50-100k)
- Neo-Euro - (1-10k)
- Ruble.v2- (10-50m)
Debt
During downtime operators can spend cash to pay off debts 1:1.
For each remaining Overdue Debt roll 1d6 and consult the collections table.
Mark any remaining debt gained since the last downtime as Overdue.
Collections
- Due in full. Collection Agents will be dispatched in 24hrs.
- Extension Fee +1 Debt.
- Compound Interest +1 Debt.
- Assets frozen. Lose one piece of gear.
- UBI garnished -1 credit
- Contact harassed or harmed to send a message. No longer on good terms.
Gear
Most gear can be purchased for 1 Cash in secret on the blackmarket.
CLASS can be permanently lowered by 1d6 to legally purchase gear on the public ledger.
Weapons
- d6-1_ Unarmed
- d6___ Weapon
- d6___ Special Weapon (Special Property)
Special Properties
Munitions
Armor Piercing (Ignore 2 Defense)
Smart Aim (-1 Harm but hits all possible targets)
Experimental (+1 Harm, Area, Loud )
High Caliber (+2 Harm)
Explosive (Area)
Rapid Fire (Shoot Twice)
(Harm everything near target)
(Makes lots of noise when fired)
Close Combat
Plasma (Ignore 3 Defense)
Bleeding Edge (+2 Harm)
Powered (+1 Harm, Reach)
Collapsing (Discrete)
Paired (Attack Twice)
Surgical (Ignores Cool)
Defense
1 - Body Armor (Bulky)
2 - Heavy Armor (Heavy, Bulky)
3 - Cyber-Frame (Bulky, +1 to all abilities)
+1 - Improvised Shield (Heavy Bulky)
+1 - Tactical Shield
Cyberware
Condition
Roll a d6 for each piece of cyberware to determine its Condition
- Pristine - Advantage when used
- Cared for
- Used
- Worn
- Unreliable
- A Liability - Disadvantage when used.
Cyberdamage
Test Synth when cybernetics could be damaged. On a failure, roll a 6.
- If equal to or greater than current conditions, reduce it by 1
- If less than current condition reduce to match roll.
Damaged cyberware is expense to repair.
Cybergear
- Mag Grapple.(Magnetic grappling gun)
- Motion Sensor. (Self Explanatory?)
- Digital Bypass. (Ignore 1 layer of security)
- Signal Jammer. (Disrupts electronic communication in given area)
- Cyberdeck. (Allows access to the Net)
- Shaped Charges, 1d6. (Small focused demolition charges)
- Spy Drone, Flying/Crawling. (Remote control, short range)
- Nano-Doc Capsules, 1d6 (Ignore an injury for 1d6 days. Reduce Meat by 1 permanently)
- Holo-Shift Mask. (Worn on the head it generates a holographic disguise)
- Hoverboard. (Hovers up to 2 feet off the ground. Does not work over water)
Major Cybernetics
- Net Interface (Allows for hacking from any network access point)
- Active Camo (10m/ level renders user invisible when still, but only obscured if moving relative to surroundings)
- Muscle Graft (Advantage on saves related to physical strength)
- Synthetic Nerves (Advantage of saves related to reflexes and agility)
- Skill Slots (Allow for skill chip usage to provide the skills. 2 slot per level. Comes with 1 chip)
- Targeting Computer (+1 on effect with ranged weapons)
Minor Cybertnetics
Cyberarms (Stronger/Faster Legs)
Cyberlegs (Stronger/Faster Legs)
Cybereyes (Can Record/Filter/Enhance perceived sights)
Cyberears (Can Record/Filter/Enhance perceived sounds)
Implant Weapons (A weapon built into a body part)
Implant Tool (A Cybertool built into a body part)
Subdermal Armor (+1 Defense, useless against firearms)
Software
Programs
cool prose about programs
- Veteran Brainscan (Skills as if Hacker)
- Mnemonic Hash (Ignore Mnemonic Feedback)
- IP Scrambler (Ignore Trace)
- ICE Breaker (Ignore 1 Layer)
- Instant Backdoor (Achieve no effect but ignore consequences.)
- Virus bomb (Reroll 1 die)
Skill Chips - Pick 2 - 1 Cash
cool prose about skill chips
skill chips allow Operators with skill slots to become instant experts at a specific skill
Excess
Legal Excess:
Not only legal but marketed relentlessly and available 24/7 on every block.
When you indulge in legal excess, consider what you can afford, what attention it might draw.
Excess for Cash
Deemed contraband by the major security Corps and hidden away in sub-basements and vacant warehouses.
1 cash covers all but the most out of control binges.
Describe what excesses you indulge in and roll 3d6, 4d6 if spending cash.
If total exceeds Cool, roll a d6 to determine the trouble you’ve gotten in.
If the total equals Cool gain +1 Edge.
Trouble
- Make an Enemy.
- Get Arrested. (-1 Cred for 5 Year Bail Loan)
- Somehow Overbudget (+ 1 Debt.)
- Damage Cyberware/[tool]}
- -1 Rep.
- -2 Rep.
Jobs
Structure
Jobs and Downtime give the gave a structure and pace not tied directly to the passage of time. Jobs give players a goal to research and achieve but also drain them of resources and saddle them with debts. Downtime provides a a chance to reflect on what has happened and think about how it has changed the Operators, as well as way to pass large chunks of time without worrying about debts and complications.
Jobs
Contract Work
Jobs on behalf of gangs or corps that pay in cash or favors.
Contract Work
Extraction
Get an asset out of a secure location.
- Who are what is the asset?
- Who wants it and why?
- Who else wants it?
- Where is it located?
- How is it protected?
Sabotage
Destroy something.
- What is the target?
- Who wants it destroyed and why?
- Where is it located?
- How is it protected?
Wet Work
Eliminating 1 or more targets.
- Who is the target?
- Who wants them dead and why?
- Where are they located?
- How are they protected?
Protection
- Sabotage/Terrorism
- Wet Work/Assassination
- Escort/Protection
- Espionage/Surveillance
- Roll 2 more times and combine. Ignore 6s.
Handler:
- Fixer
- Lawyer
- Ladder Climber
- Messenger
- Thug
- Executive
Twist:
Unexpected complications.
- Setup - The job was the bait catch the Operators in a trap.
- Personal - One of the operators has a personal connection to the target.
- Suicidal - The defenses are overwhelming and chances of survival are low.
- No Doublecross - No one double-crosses the Operators.
- Bait and Switch - The handler doesn’t ay, or changes the terms.
- Heinous - The job involves doing something unexpectedly heinous.
Doublecross
- Handler
- Cagey or worse Gang or Contact
- Cagey or worse Gang or Contact
- Skeleton in closet
- Loyal or worse Gang or Contact
- Corp
Rouge Ops
Jobs initiated by operators with a goal in mind. Players hold all the cards, and bear all the responsibility.
Downtime
Operators can spend a few days, weeks, or months between jobs. The spend this time laying low, but when it ends, their new debts come due, and outstanding debts start becoming problems. During this time Operators can spend rep to level up, pay off debts, get medical care, and repair cyberware.
When operators enter Downtime, decide as a group how long they lie low for. Operators may then do the following:
- Pay for Recovery and Repair.
- Pay Debts
- Spend Rep to level up.
At the End of downtime do the following:
- Make changes to contact and gang disposition if warranted by recent events.
- Advance Corp Agendas
-Make changes to the scope of known gangs if warranted by recent events.
- Mark new debts as overdue
- Determine Collections for outstanding debts.
Events
When focus is wider than a round, for each unit of time that passes roll a d6 and consult the table below.
- A Change or shift in the environment or surroundings.
- Trouble with an active resource or tool. It will break, or otherwise stop helping next time an event is checked for.
- Mnemonic Feedback, all Operators with cyberware test synth or suffer 1 harm for each piece.
- A delay that poses some risk.
- signs of a troublesome or complicating person or Gang. Encounter them next time an event is checked for.
- Encounter a troublesome or complicating parson/group.
|