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Cyberpunk Action, Role-Play, and Mystery

(Free Version R1.0)


Want More CyberBlood?
Follow the socials at https://twitter.com/_CyberBlood_
And
Check out https://www.cyberblood.net/ for
info on purchasing the full version of the game!
And
Make small donations to the game at https://ko-fi.com/cyberblood this allows our
independent team to keep up production!

And buying the full version!


The Full-Version includes...
An entirely redesigned, official book
layout that’s clean, easy to navigate, and 13 additional Character Traits for tons
professionally designed! more customization! Over 800 trait
combinations in total!
2 more Core Classes
(The Vigilante and The Telepath)
2+ Additional cybertech diseases to avoid
4 Optional Classes with that have rule-
bending Special Abilities (The Hybrid,
The Pseudomorph, The Chimera, and Tons more Character Creation Options
The Drone) including rules for Point Buy and
Pre-Built Stat matrices
Awesome, Full-color character artwork
for every Core Class, and Optional Class! Hardcore Mode: For Players who want a
brutal challenge and sadistic GMs
Unlockable Elite Classes that
permanently upgrade characters when The Esper Chapter: An entire chapter
they achieve certain goals. Each Core devoted to Espers, how they work, where
class has 2 to choose from! they come from, how they’re related to
one another.

An entire ruling chapter that gives official +9 more Esper variants bringing the
answers to some of the most frequently playable class total to 23!
asked questions about the game’s rules.
Great for beginners or long-time players.

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 2


Foreword
CyberBlood is a cyberpunk action/adventure tabletop role-playing game designed
to appeal to both the munchkins and the storytellers, the actors, and the detectives, the
leaders and those who are just along for the ride. It sports a simple and intuitive combat
system, a comprehensive set of skills and traits, and plenty of choice to allow each player
to craft a truly unique cyberpunk character.

Set in the twilight of an advanced 2040s, CyberBlood is separate from our own future.
Cyberpunk media like Akira, Bubblegum Crisis, Johnny Mnemonic, The Matrix, Blade
Runner, Ghost in the Shell, and Code Geass and non-cyberpunk sci-fi works like Halo,
Aliens, Doom, Bioshock, District 9, XCOM, Star Craft, Metal Gear Solid, Crysis, Star
Wars, MOB Psycho 100, Super 8 share DNA with CyberBlood and inform the stories and
characters that inhabit the setting from the skyscraping heights of Angel City’s luxury
apartments, to the heat-blasted wastes outside the city walls.

A protodystopic, hyper-capitalist, mid-1990s future aesthetic is the spine that supports the
body of the game’s setting. Chunky electronics, corrupt corporations, powerful criminal
syndicates, weak governments, secret experiments, spies, cyborgs, killer drones, elite
paramilitary groups, mutant beasts, psychic freaks, and ordinary people caught in-
between.

The biggest thing that sets CyberBlood apart from many other TTRPGs is the complete
lack of any sort of leveling or experience system. At no point will your character defeat a
villain and suddenly learn how to cast a new spell or swing their sword faster. Money is
the only power in the hyper-capitalist hellscape that is CyberBlood.
Complete missions to get paid, or steal what you need and you’ll be able to buy things
that would make a 20th level mage jealous. Bullet-proof smart armor, rifles that can aim
their own bullets (after being fired), and high-tech blades so sharp they can cut through
anything.
And that’s just a few of the massive selection of high-tech gear and gadgets characters
will be able to access.

CyberBlood was in prototyping from 2013-2022. The game’s mechanics and setting were
developed single-handedly. Alpha testing was done in 2015, and beta testing concluded
in late 2021. It has been a complete labor of love. Something that started as a therapeutic
hobby only worked on when I was bored with school or needed to hyper-fixate, has
blossomed into a real product polished an elevated by a small group of talented artists.

I hope you enjoy your time in CyberBlood. I know I have.

-Macrocell

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 3


Character Classes
When CyberBlood players make their characters the very first major decision, either before or
after they roll their Attributes, is to choose a character class.

Class dictates a character’s vital statistics like Health and Evade as well as their Skills,
Weapon Proficiency, and Abilities. While usually not prescriptive, classes also offer advice on
how a player should play and roleplay their characters.

Character Class is perhaps the single most important decision a player makes before the game
begins. Only topped by what group they decide to play with and, of course, which dice to roll.

The following chapter contains all the information needed to create a character for the primary
eight character classes. (If you’ve already selected a class, you should instead turn to page ## for
the Character Creation guide.)

The Agent
The Soldier
The Doctor
The Engineer
The Nomad
The Seeker
The Pyro
The Vigilante (Full Version Exclusive)
and The Telepath (Full Version Exclusive)

These character classes are thoroughly tested and well-traveled. The Free Version of
CyberBlood contains 7 playable core classes, but the full version of the game has 9 core
classes. And this doesn’t include the 4 specialty classes in the various appendices as well as the
many Esper variants included in the Full Version’s Esper chapter.

It is recommended that character creation (including class selection) is done so with the other
players or in a group. This allows players to brainstorm ideas with others in their group and the
chance to coordinate loadouts, skill distribution, and class choice. A perfectly balanced set of
characters is not necessary for a CyberBlood campaign to run smoothly, but it never hurts.

That being said, the game is designed to function with every player playing the same class, or
with every player playing a different class. Because CyberBlood doesn’t class lock behaviors,
items, or weapons, the average CyberBlood character is far more flexible than many equivalent
TTRPG characters.

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 4


Agent
From former-government spooks to rogue assassins, Agents are deadly masters of stealth and sabotage.
Their silver tongues and frightful martial arts abilities make them a corporation’s best friend, or worst
nightmare.

Passive Special: Pressure


Each time an Agent attacks with a ranged weapon, the target loses 1 Evade for this turn. The attack
does not have to succeed for this effect. Ineffective on drones.

Active Special A: Disarm (Minor)


When within melee range of a target, an Agent may disarm them by performing a Sleight of Hand roll
against the target’s Agility. If the target is stunned, unaware, blinded, staggered, or flinched Disarm
does not require a roll.

Active Special B: Shadow Attack (Minor)


An Agent can make the attack a Shadow Attack on any unsuspecting target while using a melee
weapon. Shadow Attacks do 3x base damage. Stacks linearly with critical hits.
If a combat encounter is initiated by a Shadow Attack, the Agent gains +5 to their Initiative roll.

Agents may distribute a total pool of (10) points amongst these 12 class skills. No skill
may be given more than 3 points.
(Tumble, Balance, Sleight of Hand, Lockpick, Sneak, Disguise, Escape, Lie, Search,
Electronics, Smell/Taste, Charm)

Evade Bonus: + 4
Health Bonus: - 1
Weapon Proficiency: Agents are proficient in light arms and sabotage.
[SMGs, Marksman Rifles, Sniper Rifles, Physical Weapons, Explosive Charges]

“You're U.S. Government property. You're a malfunctioning $30


million weapon. You're a total goddamn catastrophe-”
-The Bourne Identity (2002)

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 5


Why Choose the Agent?
Playing an Agent allows one to live out the fantasy of being a stealthy, intelligent, elite
operative who’s always one step ahead of the bad guys, and maybe two steps ahead of
their so-called friends.
The class emphasizes a highly flexible playstyle both in and outside of combat. As with
every class, there are many kinds of Agents, but they do have some consistencies.

Outside of combat encounters Agents are usually the first person to act. Their
naturally high stealth and ability to disguise themselves aids in getting into places that
their allies can’t. And in the situation that they are captured or caught out in the open,
they may put Skill points into Lie and Escape in order to slip out of danger’s grasp.

In combat, Agents are nimble, slightly frail, damage dealers. Like a classic Rogue
architype, they excel at dealing damage in bursts using hit-and-run tactics or launching
ambushes from concealed locations. However, it is completely possible to play an Agent
like a brawler. Wielding devastating melee weapons, Agents can abuse their boosted
Evade to trash slow armored targets, while their allies take pot shots from afar. With a
little preparation, Shadow Attack can swing unwinnable fights strongly in favor of the
Agent by killing or crippling a dangerous threat before the fight has even begun.

By Disarming targets in combat, even exceptionally dangerous foes can be made to flee
or at least retreat temporarily, buying their allies much needed time. The Modified
Ninjutsu Prestige Ability grants them an additional attack during a turn, increasing their
lethality against hordes of weaker targets such as lightweight drones, mutants, or poorly
trained thugs.

Roleplaying an Agent asks the player to consider themselves an elite within their
party. Even without any sort of official training, those of the Agent class are faster,
smarter, and generally better problem solvers than other classes. They are always looking
for ways to maximize their advantage in any given situation. Agents do not always play
the leader and have no issue working within a team, but they are individualistic and
idiosyncratic, not unlike the Seeker and the Nomad.

Regardless of how you choose to play the Agent, your team will be glad that you’re on
their side.

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 6


Soldier
Ex-beat cops and marine corps dropouts, the soldier’s current tour of duty is on the home front.
Their excellent combat senses and tank-like constitution allow them to hit harder than anybody.

Passive Special: Jarhead


Soldiers are stunned for 50% less time, rounded down. A Soldier can drop to -20 hp before
death.

Active Special A: Draw Fire (Major)


Soldiers can gain advantage against any enemy not engaging them during combat. This
technique is only effective within a range of 200 feet.

Active Special B: Shoulder Charge (Minor)


A special melee attack that can be used within 10 feet of an appropriate target (any standing character that
weighs no more than twice the weight of the Soldier). Roll a melee attack. If successful, target is knocked over and

stunned for 1-4 turns. This attack ignores DR and does 1d8+Strength damage to the target. This
attack does not stun drones and has no effect on vehicles.

Soldiers may distribute a total pool of (10) points amongst these 10 class skills. No
skill may be given more than 3 points.
(Sprint, Climb, Swim, Listen, Sight, Threaten, Machinery, Driving, Endurance,
Search)

Evade Bonus: + 3
Health Bonus: + 5
Weapon Proficiency: Soldiers are proficient in every weapon class and suffer no
penalties.

“Naked force has resolved more conflicts throughout history than any
other factor. The contrary opinion, that violence doesn't solve
anything, is wishful thinking at its worst. People who forget that
always die.”
-Starship Troopers (1997)

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 7


Why Choose the Soldier?
If Agents are the unstoppable force, Soldiers are the immovable object. Sporting the
highest potential Health score in the game and resistance to being stunned, Soldiers
outlast most threats on the battlefield. But they also bring their diligence, fortitude, and
expertise to every other situation they find themselves in.

Outside of combat Soldiers often play a supporting role. Their familiarity with
military gear and equipment allows them to better identify such items, and use them with
ease. Their buffed physical attributes mean they can pursue escaping targets on foot, or
make a tactical retreat without worrying about falling behind. Training has granted them
enhanced focus as well, meaning they can spot targets, traps, and use their excellent
situational awareness to grant their team an advantage.

In combat, Soldiers are tanks. A large Health pool and the ability to use any weapon,
without special training, means they can fill just about any niche that their squad needs
them to. Soldiers should be played like enforcers, supporting their teammates and
keeping the pressure on attackers. Because they are more durable from the jump, Soldiers
benefit from taking Character Traits that allow them to further specialize in survivability
or damage dealing. Doubling down on these aspects of the class is the best way to
maximize a Soldier’s effectiveness.

Draw Fire protects their team from afar, letting them set up for counter-attacks without
risk of being shot dead in the process. As Soldiers gain Prestige Abilities they increase
their usefulness in combat significantly. Army of One allows them to double up on the
damage they do every turn, while Deathproof gives Soldiers a powerful reaction ability
that can strike targets out of sequence and even save the Soldier from certain death!

When roleplaying a Soldier, players are expected to be team players. Soldiers might
be leaders or followers, but at the end of the day they are selfless and are there to help
their team’s cause. Cowardly or purely selfish Soldier class characters are unusual. They
make great bodyguards, thugs, assassins, guns for hire, gangsters, thieves or even
commanders, but they almost always do so for the common good. At least, their common
good.

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 8


Doctor
Combat medics, paratroopers, surgeons, or EMTs, wheelers, dealers, or back-alley chop doc, whatever
their title Doctors are healers of the current age. They are masters of the medical craft, but they are also
trained in psychology and the arts of deception.

Passive Special: Steady Hand


Years of focused training allows Doctors to get +3 bonus to hit with knives, daggers or sharp
tools.

Active Special A: Do No Harm (Major)


Doctors can retry any Medicine roll once per day. This works on skill checks only.

Active Special B: Quick Fix (Minor)


Doctors can perform a Medicine roll without spending an action during an encounter.

Doctors may distribute a total pool of (10) points amongst these 8 class
skills.
No skill may be given more than 3 points.
(Medicine, Biology, Psychology, Listen, Taste/Smell, Chemistry,
Forgery, Lie)

Evade Bonus: + 2
Health Bonus: + 1
Weapon Proficiency: Doctors lack weapon training but can find their way around
lighter weapons. They’re proficient in SMGs and bladed weapons such as knives
or daggers.
[SMGs, Blades]

“They asked me how well I understood theoretical physics. I said I had


a theoretical degree in physics. They said 'welcome aboard!'”
-Fallout: New Vegas (2010)

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 9


Why Choose the Doctor?
Regardless of how intelligent one is in real life, there’s always the thought that if one was
just a little bit smarter they might be able to get by a little bit better, and often this is true.
In CyberBlood, the Doctor class doesn’t always represent someone with explicit medical
training, but someone who’s at the very least studied in the field of medicine or science.
As the world came to depend more and more on cybernetics and prosthetics, medicine
became a larger and more nuanced field, now incorporating cosmetic body modification
for things far more substantial than a bigger bust or a thinner waist.

Outside of combat Doctors are problem solvers. And the problems they solve don’t
begin and end with broken bones and stab wounds. Their knowledge of Chemistry allows
them to identify and quantify substances, such as materials, poisons, and drugs. And it
doesn’t stop there. They might not be the dashing seducers themselves, but they can more
sense motives of those around them, pick up on subtle social cues, and detect lies that
might evade their associates. All this and they are the most consistent healers in the
CyberBlood world.

Doctors aren’t combat specialists, but they know their way around a blade . Access
to Steady Hand grants Doctor’s a significant boost to their effectiveness with bladed
weapons. And this gels with their Find the Vein Prestige Ability that allows them to
cause continuous damage over time, while keeping tabs on the rest of their party.
And while this might not be a surprise, Doctors also play an important support role.
There are no magic spells or healing shouts in CyberBlood, so having a professional who
knows their way around a scalpel and how much painkiller to give someone without
killing them is vital. Especially in the heat of battle.

When roleplaying a Doctor, you should be curious and helpful. Because they’re great
investigators, the most effective Doctor players are the ones that stock up on helpful
items, and spend their time in the game looking for clues and collecting evidence.
Doctors should be careful not to get too close to their supply though, because dragging an
addict through an important mission might put the others at risk!

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 10


Engineer
From hacking terminals to fixing drones, Engineers are tech experts to be reckoned with. Equal parts
deck surfer and grease monkey, in the age of robotics, these cyber mages are perfectly adapted to their
surroundings.

Passive Special: Damage Engineering


By targeting the most vulnerable parts of machines such as wiring, joints, and heat syncs,
Engineers deal +2 flat damage to mechanical targets using non-explosive firearms.

Active Special A: Backup (Major)


Always have a plan B! Engineers can retry any botched Electronics, Computers, or Machinery
roll. This works on skill checks only.

Active Special B: Demolish (Minor)


Leveraging a familiarity with mathematics, Engineers can increase the damage an explosive
attack deals by 50%. This includes: grenades, rockets, EMPs, mines, explosive charges, and
explosive munitions.

Engineers may distribute a total pool of (10) points amongst these 9


class skills. No skill may be given more than 3 points.
(Electronics, Machinery, Computers, Sleight of Hand, Balance,
Navigation, Driving, Chemistry, and Crafting)

Evade Bonus: + 4
Health Bonus: - 2
Weapon Proficiency: Engineers have an innate sense about machinery and can
handle most weapons and explosives.
[Shotguns, SMGs, Assault Rifles, Explosive Charges, and all Support Weapons]

“Remember, hacking is more than just a crime. It's a survival trait.”


-Hackers (1995)

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 11


Why Choose the Engineer?
Engineers are a combat/support mixed-role class that find themselves useful inside and
out of combat. They have the strongest technical stats of any class, allowing them to hack
computers, unlock electronic doors, and hack cameras. They are best chosen by players
who are comfortable taking on a variety of gameplay challenges.

When not in combat encounters, Engineers on average do more dice rolls than any
other class. Because their technical skills have so many applications during a mission
Engineers find themselves doing everything from disabling security systems, to repairing
body armor. Even more so than the Doctor, the Engineer’s ability to find ways to use and
abuse their skillset makes them a vital part of any CyberBlood group. Interfacing with
AIs and computer systems to reveal hidden entrances, or silence alarms can significantly
reduce the lethality of jobs that might otherwise turn into bloodbaths.

Outside of these technical skills, their ability to load points into the Crafting skill invites
players who choose the Engineer to think outside the box by jury-rigging traps or
makeshift weapons for hyper-specific purposes. If you want it done right....well, you
know the rest.

Despite their frailty, Engineers are no slouch in combat. Access to Support Weapons
and Assault Rifles means that they can deal significant damage to enemies. Their
technical knowhow allows them to identify weak points in drones and vehicles and allow
their team to more effectively engage hard targets. And they have a handful of powerful,
unique Special Abilities that compound these strengths.

An Engineer’s Passive Special Damage Engineering gives them a reliable boost to


damage on mechanical targets, granting them an advantage over other classes especially
in the early game. Meanwhile Demolish gives them an even bigger damage boost to
explosive attacks. They have a once-daily safety net for rolls in the form of Backup, and
their Prestige Ability Lead Wall allows them to maintain pressure on soft armored
targets.

When roleplaying an Engineer, it’s important to consider what kind of Engineer the
player is going for. Hacker builds might look to take inspiration from media like the
Matrix, Hackers, or Neuromancer, whereas Rigger builds might instead look at the
myriad of examples of grease-monkey type characters that always have a new gadget or
trap in the works. And there’s always need for a getaway driver.

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 12


Nomad
Dealers, hit men, couriers, spies, and bodyguards. Nomads are the underground’s everyman and while
they aren’t as skilled technically they make up for it with determination and ingenuity.

Passive Special: Twitchy


Nomads get a +2 to any attempt to steal a small object from a person or occupied room. Nomads
have +3 Initiative.

Active Special A: Fake Out (Major)


A sudden, threatening movement or fake punch that causes the target to flinch. The target rolls
Focus against the Nomad’s Threaten and if they fail, the target’s Evade is halved until the next
turn and they have -5 to all Charisma rolls made against them.
Does not stack. Ineffective on drones.

Active Special B: Sucker-Punch (Minor)


During combat after a Nomad has taken their turn’s action, they may make an unarmed melee
attack as a free action. This attack ignores soft armor.

Nomads may distribute a total pool of (10) points amongst these 11 class
skills. No skill may be given more than 3 points.
(Sight, Threaten, Sleight of Hand, Sprint, Lockpick, Navigation,
Driving, Search, Sneak, Endurance, and Crafting.)

Evade Bonus: + 4
Health Bonus: + 2
Weapon Proficiency: Professional skirmishers and scrappers Nomad have
variable skills.
[Shotguns, Physical Weapons, and 1 player’s choice]

“You know, all my life, I’ve been careful to stay in my own corner.
Looking out for Number One…. no complications.”
-Johnny Mnemonic (1995)

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 13


Why Choose the Nomad?
Nomads are for the indecisive player. There’s a little bit of every class within the
skillset of the Nomad and it means they end up more flexible than any other class.
A jack of all trades, but a master of none. Not quite as beefy as the Soldier, as
deadly as the Agent, or as specialized as the Engineer or Doctor, but they can do it
all… to an extent.

Outside of combat, Nomads are problem solvers. Though they can’t specialize
in technical skills like Medicine or Computers, their Class Skills allow them to do
many of the same things an Agent can do, while maintaining some of their identity
as well. Naturally sticky fingers means that Nomads are great thieves.

Combat is where the Nomad really distinguishes itself. It has a wide variety of
unique support Specials that grant both the Nomad themselves, and their party
boons in during pitched firefights and bloody melee scraps. They’re the only class
that can freely choose a weapon to specialize in.

The Nomad’s Active Special Fake Out can significantly weaken dangerous foes
like rival Agents or nimble cyborgs. And Sucker Punch allows a Nomad to pile on
extra damage without giving up any tactical advantage. Once they’ve closed the
gap with an enemy they can strike them freely, even when they’ve exhausted their
actions. One of the Nomad’s most powerful tools is their Prestige Ability Savagery
which enables them to increase their dealt damage by 50% once they’ve
disadvantaged an enemy.

When roleplaying the Nomad, you have to think like a rat. Are you the kind of
rat that slinks around in the filth, with ears and eyes wide open while they report
back to their master? Are you the big nasty thug rat that steals eggs from the nest
of fearsome birds and bites the cat back? Or are you the pet rat, unassuming, but
far smarter than you appear? Whether you’re filling a gap in the party or doubling-
down on a team’s skills, the Nomad is more often than not a creature of the depths
of society that will do anything to catch a break.

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 14


Seeker
In a world with infinite possibilities destiny falls silent. The call of purpose is muted by the ever-moving
machine of progress. And those who can’t take the pressure either snap, or evolve.

Passive Special: Ghost in the Machine


Seekers do not suffer Cyber-Psychosis. Seekers natively have +1 DR.

Active Special A: Grim Reaper (Minor)


When armed with a physical or non-automatic weapon, Seekers can target an enemy and ignore
DR for one turn.

Active Special B: Second Wind (Major)


Centering themselves in a dangerous situation, Seekers can temporarily increase their Health by
1d8+Focus up to two times. Each increase comes at a cost of -2 from all skills. (including Aim,
ESP, and Evade) This special lasts one hour and cannot be used while unconscious.

A Seeker may distribute a total pool of (10) points amongst any skill
except for ESP, and Evade.
No skill may be given more than 3 points.

Evade Bonus: + 3
Health Bonus: + 0
Weapon Proficiency: Seekers specialize in deliberate, methodical weaponry.
[MARS Weapons, Sniper Rifles, Physical Weapons]

“There is no fate but what we make for ourselves.”


-The Terminator (1984)

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 15


Why Choose the Seeker?
Seekers have by far the most variety when it comes to Class Skills, but unlike the Nomad,
they’re less concerned with being a team player, and more focused on self-preservation.
Seekers are hard to kill, deadly, and prefer using precise and fearsome weaponry like
molecular blades and anti-material rifles.

Outside of combat scenarios a Seeker is what the player makes them. Because of the
depth of their skill set, Seekers are encouraged to find a playstyle that suits them best.
They benefit from stacking Character Traits that maximize their Attributes, and allow
them to mirror more specialized roles.

Seekers in combat are predators. Their Specials emphasize hard-hitting ballistic


weapons like sniper rifles and devastating close-range weapons like durablades. Instead
of stacking repeated attacks, they make the most out of bursts of damage focused on
striking single targets and taking them out methodically.

Grim Reaper, the Seeker’s signature Special ability, can devastate hardened targets that
would normally take many rounds to whittle down. And their Second Wind Special
allows them to recover lost Health or buff themselves during combat, without the use of
side-effect laden drugs, or flukey Medicine rolls. Once they unlock their Prestige
Specials, the Seeker will have access to potent new techniques like Signature Spoofing
and Carnage which allow them to turn luck into consistency.

Seekers are loners by nature, and should be played as independent characters who
are looking for, or have already found a direction in life. They’re iconoclasts, rebels,
hermits, and outcasts. Seekers don’t necessarily believe that the path the world has taken
is a good one, but they are going to do their best to make sure that their chosen path is the
right one.

Seekers may be independent, but that doesn’t mean they’re thoughtless or selfish. Their
vocation might very well be helping others, or aiding someone in their party, but they
take this role extremely seriously, and anything that would cause them deviate from this
course of action is seen as a threat to their very existence.

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 16


Esper (Pyro)
Mutants from the wastelands, the product of extreme genetic and chemical engineering, or 1-in-a-million
luck of the draw.
For some people, Espers represent the next step in human evolution… to others, the end of it.

Passive Special (Pyro): Thermoconductor


A Pyro can raise the temperature of an object by making physical contact. The object’s
temperature increases 4d20+ESP °F every minute of contact. This cannot be used as an attack.

Active Special A (Pyro): Pyrokinesis (Minor)


A Pyro generates a ball of burning psychic energy and hurls it at a target for 2d10+ESP damage.
This attack spreads into normal fire and can ignite fuels.

Active Special B (Pyro): Immolate (Major)


The Pyro’s body becomes a conduit for unstable energy and rips into psychic fire. They gain +5
DR and generate a localized temperature of 4000 °F. The Pyro’s ESP score is doubled while
immolated. Melee attacks while Immolated are calculated 2d10+ESP. If an immolated Pyro is
extinguished by an outside force, the Pyro takes 1d8 damage ignoring DR.

Espers may distribute a total pool of (10) points


amongst these 12 skills. No skill may be given Pyro Fire Color Chart
more than 3 points. ESP Score Color
(Sprint, Sneak, Jump, Swim, Disguise, Lie, 1-11 Yellow -> Orange
Threaten, Charm, Strength, Navigation, Endurance, 12-15 Red
and ESP) 16-19 Purple -> Blue
20+ White
Evade Bonus: + 2
Health Bonus: +0 (Pyro)
Weapon Proficiency: Espers have no innate weapon skill.

“They kicked him out of school at a tender early age, just because he
didn’t want to learn things. He had other interests…he liked to BURN
THINGS!”
-Only a Lad, Oingo Boingo (1981)

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 17


Why Choose the Esper?
In CyberBlood, Espers are a pair of closely related character subclasses that possess
otherworldly powers granted to them by the fickle claws of fate. It is not fully understood
where ESP comes from, but it is occurrence rare and its expressions diverse.
Approximately 1 out of every 1000 births are gifted with some sort of ESP, but only a
fraction of those even know they have it, let alone are able to put it to any use.
Powerful espers are unusual, and possess unique abilities that no other class has, making
them a great choice for players who are looking for a tactical and roleplaying challenge.

While there are only two legal Esper subclasses, the GM may allow that variant Espers
(as described in Appendix II) to be used by players. The variants are designed to appear
as NPCs during a game, but may function similarly to their legal brethren.

Meet the Pyro


The Pyro, also known as the “Firestarter”, is a potent, energy psychic that is gifted with
the ability to manipulate and spontaneously generate psychic energy into the form of heat
and fire. Pound for pound they are easily the most destructive class in the game, able to
literally walk through all, but the most deadly enemies. However, their unusual nature
and flashy powers draw lots of attention. Espers in general make people wary, and violent
ones are lighting rods. Playing a Pyro means keeping cool until some spontaneous
combustion is required, or they’ll be inviting a whole world of deadly attention.

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 18


Prestige Abilities
At the GM’s discretion, players can be awarded additional abilities to improve their characters.
Since there is no experience point system in CyberBlood, Prestige Abilities are not based on
character level or achieving certain, specific goals. Instead, the GM may give these out for
actions or performances they think significantly build upon the character or Optionally these can
be offered as character options at the start of the game or given to the player all at once.

Agent
Active Special C: Palm Stun (Major)
An Agent may make an unarmed attack against a target with disadvantage. If
successful, the target is knocked unconscious. If the attack fails, it still strikes the
target and stuns them for one turn. If performed against an unaware target, a
successful Palm Stun can be lethal.

Active Special D: Information Specialist (Minor)


Unlocked by purchasing the Full Version of CyberBlood!

Passive Special 2: Modified Ninjutsu


After the first attack of their turn, an Agent can perform an attack with a melee
weapon, melee attack, grapple, pistol, or improvised weapon. If the first attack of
the turn missed, this attack has advantage. Cannot be used after a Critical Failure.

Soldier
Active Special C: Deathproof (Major)
If an attack does 15 or more damage to the Soldier, they can perform one action
immediately unless stunned. If this attack would reduce the soldier to 0 health, they
survive with 1 Health.

Passive Special 2: Solid Cover


Unlocked by purchasing the Full Version of CyberBlood!

Passive Special 3: Army of One


The soldier can perform two attack actions on their turn instead of one. This does
not affect their speed or movement actions. Attacks must be made with the same
weapon.

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 19


Doctor
Active Special C: Miraculous Revive (Major)
Doctors attempt to revive a recently dead person with a Medicine check.
Miraculous Revive can be used as long as the target character has not been
dismembered, decapitated, or incinerated. The revived character has 1 Health.

Active Special D: Find the Vein (Major)


Unlocked by purchasing the Full Version of CyberBlood!

Passive Special 2: Silver Tongue


Doctors have advantage while performing a Lie check.

Engineer
Active Special C: Redline (Major)
Unlocked by purchasing the Full Version of CyberBlood!

Passive Special 2: Lead Wall


Once per round, an Engineer may reroll a shotgun or SMG attack by expending
another shot of ammunition from the weapon.

Active Special D: Grease Monkey (Major)


Engineers have +3 while jury-rigging a piece of machinery or equipment to do
something unusual or unintended.

Nomad
Active Special C: Touchdown (Minor)
Unlocked by purchasing the Full Version of CyberBlood!

Passive Special 2: Fighting Dirty


If a Nomad is being engaged by more than one enemy the Sucker-Punch ability
can be used once per turn. If an attack would reduce the Nomad’s Health to 0 or
lower, the Nomad may make a single attack against that target with advantage
before falling unconscious.

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 20


Active Special D: Savagery (Major)
When a Nomad’s allies outnumber a target or while a Nomad is grappling, the
Nomad may do an extra 50% damage against the target with melee or improvised
weapons. The effect lasts until the target or the Nomad is defeated.

Seeker
Active Special C: Target-Lock (Minor)
Unlocked by purchasing the Full Version of CyberBlood!

Active Special D: Signature Spoofing (Major)


The Seeker impose disadvantage on a machine trying to identify or attack them.

Passive Special 2: Carnage


If the Seeker kills with a Critical Hit or Grim Reaper, their turn in combat resets
and they can perform an additional turn immediately.

Pyro (Esper)
Active Special C: Mitosis (Major)
A Pyro generates an anti-matter clone that burns at 2000 degrees. The clone has Health
equal to ½ the Pyro’s Health. The Pyro must sacrifice 25% of their current Health in
order to use this ability. If the clone is destroyed the Pyro takes another 25% Health
damage. The clone is controllable and can defend itself on its own, but cannot speak or
form complex thoughts. Clone evaporates after 3 minutes and restores the borrowed hit
points, however any damage it takes reduces this number. The clone can perform melee
attacks and use Pyrokinesis as a minor ability.

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 21


Class Gifts
At the GM’s discretion players may start the game with a “Class Gift”, an extra item at the
beginning of the game that corresponds with the character’s class. These gifts are usually small,
but helpful, and often times vital to a class’s functionality. They are however, optional, and can
be left out in order to make the players weaker at the start of a campaign. Consider them
shortcuts to jumpstart mid-high level campaigns.

Agent Gifts Engineer Gifts


Thief Kit Cyberdeck
or or
Strangulation Cord Buddy Drone

Soldier Gifts Nomad Gifts


Riot Shield Pepper Spray
or or
Grappling Hook Cutting Torch

Doctor Gifts Seeker Gifts


Medical Supplies 1x Armor Piercing Magazine
or or
2x Plasmostim syringes Gas Mask

Esper Gifts Vigilante Gifts


Combat Knife The Vigilante and its gifts are
or unlocked by purchasing the full
20ft of Rope version of CyberBlood!

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 22


Attributes
A character’s Skills are governed by the following Attributes. Skills determine a character’s
abilities in and out of combat.

Fitness
Derived Skills: Sprint, Climb, Jump, Swim,
Strength
Derived Skills: Force, Endurance
Agility
Derived Skills: Tumble, Balance, Sleight of Hand, Lockpick,
Sneak, Escape
Intellect
Derived Skills: Medicine, Biology, Electronics, Machinery,
Computers, Chemistry, Crafting
Focus
Derived Skills: Listen, Taste/Smell, Sight, Navigation, Search,
Driving
Charisma
Derived Skills: Disguise, Forgery, Lie, Threaten, Charm,
Psychology

*ESP – Only the Esper class may roll for this skill. The ESP skill of all
non-Espers is considered zero at character creation.

Attribute # Derived Skill


1 -4 Terrible
2 -3 Awful
3 -2 Poor
4 -1 Bad
5 +0 Average
6 +1 Good
7 +2 Great
8 +3 Excellent
9 +4 Awesome
10 +5 Amazing

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Skills
A character’s Skills are values derived from their Attributes and are added to dice rolls in order
to see if a character can perform a certain action successfully. Skill checks are challenges
assigned by the GM and are based on a 1d20 roll. A roll of 20 always* results in a success
regardless of the skill check requirement. Likewise, a roll of 1 always** results in a catastrophic
failure. If one is trained in a certain skill, they get their base value plus [3].
*The measure of a “Success” is entirely determined by the GM. Sometimes simply surviving an action or not failing, can be considered a success.
**The inverse is also true. Sometimes a failure doesn’t mean something terrible, but it usually does.

Sprint – Running quickly to chase or escape.


Climb – Scaling hard to climb obstacles (ropes, walls, trees).
Jump – Jumping long or high to reach a ledge or surface.
Swim – Swimming quickly, against a current, or while carrying an object.

Force – Pushing, pulling, lifting, or breaking objects.


Endurance – Enduring prolonged bodily stress either external or internal

Escape – Freeing oneself from binds, cuffs, holds, or tight spaces.


Sleight of Hand – Pickpocketing and moving small objects quickly and quietly.
Lockpick – Opening mechanical locks without keys.
Sneak – Moving stealthily and hiding from sight.
Tumble – Rolling, mantling over objects, surviving great falls.
Balance – balancing on narrow, shaky, or moving surfaces.

Listen – Listening for quiet sounds and determining the location/origin of a sound.
Taste/Smell – Detect gas, poison, or chemicals.
Sight – Visually detect camouflage, hidden objects, or subtle environmental changes.
Driving – Piloting motorcycles, cars, trucks, and other ground vehicles.
Navigation – Determining location, routes, map usage, pathfinding, and tracking.
Search – Investigating a small area for an item, clue, or person’s whereabouts.

Threaten – Intimidate other characters using presence or words.


Lie – Bluff, or trick other characters with untruths.
Charm – Flirt, praise, or otherwise fool someone in a friendly way.
Disguise – Physically and vocally mimicking others.
Forgery – Copy handwriting or a signature and detect forgeries.
Psychology – Knowledge of human personality, lying, motives.

Medicine – Knowledge of medical procedures, drugs, and techniques.


Biology – Knowledge of biological functions and history.
Electronics – Knowledge of electrical devices and rewiring/hotwiring devices.
Machinery – Knowledge of mechanical devices such as motors or aircraft.
Computers – Knowledge of networks, programming, and bypassing cybersecurity.
Chemistry – Knowledge of chemicals and physical materials.
Crafting – Ability to create traps, items, or modifications to materials on the fly.

Intellect Penalty (see page XX)

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 24


Character Creation Guide
Step 1. Roll 6 d10 dice. Each resulting number is assigned to an attribute.
Attributes dictate a character’s talent regarding all “Skills” that the Attribute
governs. Character Class may be chosen before or after Attribute rolls.
Fitness
Derived Skills: Sprint, Climb, Jump, Swim,
Strength
Derived Skills: Force, Endurance
Agility
Derived Skills: Tumble, Balance, Sleight of Hand, Lockpick, Sneak, Escape
Intellect
Derived Skills: Medicine, Biology, Electronics, Machinery, Computers, Chemistry, Crafting
Focus
Derived Skills: Listen, Taste/Smell, Sight, Navigation, Search, Driving
Charisma
Derived Skills: Disguise, Forgery, Lie, Threaten, Charm, Psychology

*ESP – Only the Esper class may access this skill. The ESP skill of all non-Espers is always zero at
this step. If playing as an Esper class, roll an additional d10 die.

Step 2. Calculate Attribute Modifiers and Skills.


Below is the Attribute to Skill conversion table. The lower the number, the worse
the character is at the specific skills. Fill in the Skill Tables on the character sheet
based on the Derived Skill for the applicable Attribute # Derived Skill
Attribute. 1 -4 Terrible
2 -3 Awful
3 -2 Poor
Step 3. Calculate Health and Evade. 4 -1 Bad
The two most crucial defensive statistics are 5 +0 Average
Health and Evade. 6 +1 Good
7 +2 Great
8 +3 Excellent
9 +4 Awesome
10 +5 Amazing
Health is calculated as follows:
>>>>Base Health = 30 + (Fitness Skill x 5) + Class Modifier

Evade is calculated as follows:


>>>>Base Evade = Agility Attribute Score + Fitness Attribute Score + Class Evade Bonus
Note: (If Base Evade =/>20, subtract Force Skill. Character Evade Scores may not exceed 20.)

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 25


Step 4 (Optional). Choose Character Traits. A player may choose up to two
Character Traits. These modify the way a character plays and can influence
roleplay. Character Traits can be found in the Character Traits section on page XX.
A player may choose to skip step 4.

Step 5. Finalize Skills. After traits are chosen, a player has everything they need to
finalize the statistics of their character. Skills are finalized using…
Class Skills (varies by Class)
Trait Modifiers (varies by Trait)
Intellect Penalty (varies by Class)

Intellect Penalty
The Intellect Attribute works differently than other attributes. A character who has a high Intellect score
does not automatically understand all topics, they are simply an intelligent person. All characters must
take a skill penalty based on the chart below. Once a character hits their “effect limit” for a particular
score they no longer benefit from their Intellect Attribute for that skill unless their Character Class has the
Skill in question as a Class Skill.
Crafting does not suffer any penalties.
Traits are always applied to skills last, and the Intellect Penalty does not directly affect them.

Intellect Penalty Chart


---------------------------------------------------------------------------------
Intellect Skill Max Effective Attribute Score Effect Limit
Medicine 8 +3
Machinery 8 +3
Biology 7 +2
Electronics 7 +2
Computers 7 +2
Chemistry 7 +2
Crafting No Penalty No Penalty

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Character Traits
Character Traits are personality types and physical qualities that modify dice rolls and
contribute to roleplaying. Each has a positive and a negative aspect. Traits are optional
and a character can have a maximum of two. GMs may choose to disallow certain Traits,
or Traits all together.

Jumpy
+5 Initiative -3 Aim
You’re quick-witted, energetic, and trigger-happy. You expect the unexpected and tend to take
leaps of faith. When someone does surprise you, it’s bad news.

Slasher
+8 Physical Weapon Damage/ +4 Melee Damage -15 Health
Your violent nature was born out of your weaker constitution. You hit first and ask questions
later. The best defense is a good offense.

Charmer
+3 Charm -3 All Intellect Skills
You’re an attractive smooth talker, but it takes time to be this fancy. Time that you could’ve
spent reading and studying. You’re not the sharpest knife in the drawer but you’re certainly the
sexiest.

Lucky
Double Critical Rate -1/2 DR
You’re a high-roller, a lucky duck. You have been your whole life. The only problem with being
so lucky is that you tend to half-ass things, including putting on your armor correctly. Best hope
that luck pays off.

Biopunk
+3 Chemistry and Biology -4 Charm and Psychology
Sure, you’re a social pariah and have been thrown in more dumpsters than the kid who eats
glue, but on the plus side you’ve poisoned your bullies and framed your English teacher for
possession of Index 4 Narcotics. Let’s see tenure protect you now, Mr. Rubin!

Black Cat
2x Critical Failure rate 2x enemy Critical Failure rate
You have something about you that just causes things to end badly. You don’t know why. Your
friends say you’re cursed. Maybe you walked under a ladder or broke a mirror. Maybe you did
both at the same time. Either way, it means trouble for you and anyone around you.

Humanist
+2 Aim (vs Machines) -4 Aim (vs Humans)
You are afraid of machines, or you hate them. They’re disturbing mockeries of life and they
deserve to be destroyed! Nothing gives you more pleasure. But hurting your fellow man? That’s
something you can’t handle.

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Martyr
+3 Medicine Rolls -3 Self Medicine Rolls
You hate to see people suffer, and you’d do anything to stop it. Your selflessness comes at the
expense of your own wellbeing.

Old-Fashioned
+3 Aim (swords/bows/etc.) -5 Aim (firearms/explosives)
You’re a bit snobby and like things old-school. Like, really old school. Swords and bows feel
right in your hands, but guns are just too heavy. Plus, the loud noises scare you.

Decker
+3 Computer/Electronics Rolls -5 Machinery/Driving/Navigation Rolls
There’s something about computers that just make sense to you. Engines are too greasy and
things just break for no reason! Who’d want to deal with all that?

Commando
+4 Aim when dual wielding –6 Aim when not dual wielding (supplants Aim substitutions)
Listen up you primitive screw-heads, I’ve got some basic arithmetic for you. What does more
damage, one gun? Or two?..... Right answer.

Rhinoceros
+10 Health -2 Agility and Charisma
You’re a bit clumsy and a tad awkward but nobody takes a punch like you do. At the very least
you’ll make an excellent distraction when your buddies are escaping.

Heavy Metal
+1 DR for every major cybernetic -1 Sneak for each and -1 Charisma
People can hear you coming from a mile away. You’re big, bad, and hard to put down. You’re
flattered when people mistake you for an android.

Technical
+Reloading switching weapons, and Computer Rolls are free actions +50% damage from melee
attacks
Your gear is always powered up and ready to go and you practice reloading in the mirror. Your
preparation is on point, but your reflexes…not so much.

Road Warrior
+3 All Focus rolls from vehicle -1 All Focus Skills (not from vehicle)
You live dangerously and are somehow able to focus on the road and targets while in the heat of
battle. A modern dragoon. Unfortunately, you lack these skills when the speed dies down.

Thief
+3 Lockpick/ Sleight of Hand/ Lie -3 All Fitness Skills
While you’re a bit of a slow poke on the track, you can crack a lock no issue. And if you get
caught you’ll probably be able to come up with a good excuse!

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 28


Combat
As in real life, and many other TTRPGs, CyberBlood uses Combat to resolve
conflict by way of attacking using weapons, abilities, or brute strength. Might
makes right. Combat can be initiated by players or GM controlled NPCs.

Combat in CyberBlood uses relatively strict, but simple, rules that govern a wide-
variety of situations and use-cases. But before getting into the specific rules, GMs
and players should know a few key points about Combat in CyberBlood.

1. Combat is Simple.
2. Combat is Fast and Brutal.
3. Combat is Loud and usually Messy.

1. Combat is Simple.
-In CyberBlood, combat should always be orchestrated in the simplest way
possible. Hairs should only be split by narrow escapes and razor sharp
blades, never by players and GMs. That doesn’t mean that edge cases are
disallowed, but that anything that would bog down an otherwise exciting
combat encounter should be thrown out. No single turn of combat should
take longer than 3 real life minutes, not including roleplay and descriptions.

2. Combat is Fast and Brutal


-At full Health, 2-3 gunshots from the most common firearm class in the
game will incapacitate a player character. A 4th will kill them outright. This
goes for many average NPCs as well. Wounds spew fountains of blood,
burns and cuts leave permanent, disfiguring scars, and explosions cause
deafness and concussions. If an encounter ever evolves into a gunfight, the
threat of death should be very real.

3. Combat is Loud and Messy.


-All that blood is bound to pool somewhere. In CyberBlood, in all but the
rarest situations, open combat is very noticeable. Weapons are loud,
explosions are louder. Fire spreads fast, and rubble and viscera will liter the
ground following a particularly chaotic encounter. DNA and other more
obvious evidence will usually be left behind. There’s no such thing as a
clean gunfight in CyberBlood.

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 29


Turn Order and Combat Flow
Characters take turns performing actions and movements in combat. This done by first
establishing Initiative with a d20+Agility Skill roll. The combatants are then placed in
descending order and the character with the highest initiative total goes first.
During a character’s turn, they may move, take cover, speak or call out to other characters,
switch weapons or items, use equipment, or perform an ability or attack. Most roleplaying
functions (such as speaking) are Free Actions, meaning they are not limited within a turn. But
anything that requires a dice roll is restricted. For example, only a single Threaten roll should be
able to be performed by a character each turn.
Normally, a player may perform 1 movement action, and 1 item/weapon/ability action (such as
attacking).

GM, as always, has final say on what actions can and can’t be taken during a turn, and may
overwrite the rules if they so choose.

Initiative (Order of Attack)


[Initiative] = Agility Skill + 1d20

Attacking:
1. Declare a target.
2. Determine hit/miss:
A hit occurs if the attacker’s [Aim] equals or exceeds the value of the target’s [Evade].
Aim (Weapon) = Applicable Skill + Weapon Aim Bonus + 1d20
Aim (Melee) = Agility or Strength + 1d20

3. Calculate Damage:
Damage is the amount of health points subtracted from the target if the attack both hit and
cleared the target’s [Damage Resistance]. Characters with high [DR] tend to be heavily
armored or shielded.

Base Health = 30 + (Fitness Skill x 5) + Class Modifier


Damage = (Weapon damage or damage roll) – (Target’s [DR])
Melee Damage = (Weapon Damage) – (Target’s [DR])*
[Evade] = Agility Attribute Score + Fitness Attribute Score + Evade Bonus**
*Not all “melee” or physical weapons utilize the Force skill, such as chainsaws or heat blades.
**(If Evade =/>20, subtract Force skill, Player Character Evade Scores may not exceed 20.)

Critical Hits:
A Critical Hit (critical/crit) occurs if the d20 roll is a natural 20, the attack always hits the
target and no other calculations need to be performed. Damage for a critical hit is
doubled after all other calculations.
Weapons capable of scoring “Direct Hits” do not receive doubled damage from Critical
Hits.

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Direct Hits and Area of Effect (AOE) Damage
Explosive weaponry causes damage in an area instead of a concentrated point of contact.
Depending on the type of explosive, the radius (bubble) of damage may be large, small, or
degrade more quickly. As a general rule of thumb, explosives that “miss” by a small amount do
10% less damage to targets in the radius.
It is GM’s call to what degree explosive damage decays over distance. Here is a sample table.

Range from Target 5 Feet 10 Feet 20 Feet 25 Feet 35 Feet


Damage Modification -1d6 -2d6 -4d6 -6d6 -10d6

Explosive contact weapons such as rocket launchers or grenade launchers a Direct Hit is
possible and occurs when the Aim value for an
attack exactly matches the target’s evade score. The effect of Direct Hits depend on
the weapon being used and is included in the weapon’s description.
For weapons that damage in a “bubble” or area of effect, the attack will still hit if the
amount missed by is within a certain margin.

Melee Attacks and Improvised Weapons


When a character makes an unarmed attacked against a target the attack damage is 1d6 +
Strength modifier. When a character is using an improvised weapon such as a chair, bottle, or
gun the attack damage is 1d6+ Strength modifier +1/5 the weight of the improvised weapon.
Depending on the weight of the weaponized object.

Dual-Wielding Weapons
Many weapons can be used in pairs. Attacking with a pair of Dual-wielded weapons is
considered two separate attacks, and therefore two hit rolls must be made. Instead of an Aim
Bonus, weapons must use the corresponding Aim Substitution, but Aim Attributes are applied
normally. Aim Bonuses granted by weapon sights and optical/targeting attachments are not
applied when dual- Weapon Type Aim Sub Prerequisite
wielding. Small Physical Weapons -1 n/a
Physical Weapons -3 n/a
Linked Damage is a special
Pistols/Sidearms -4 n/a
50% damage boost only
available to certain dual- Submachine Guns -5 n/a
wield friendly weapons. It Shotguns -7 Str > 7
is only achieved if both Assault Rifles -8 Str > 8
attacks strike the target. Support Weapons -9 Str > 9
Reloading two weapons
takes 2 turns. Gauntlet weapons do not suffer penalties.

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 31


Hard Targets vs. Soft Targets
Weapons have variable damage but depending on the class of weapon, a weapon may not be able
to pierce a target’s armor. Most Pistols and SMGs cannot damage hard targets such as drones,
armored vehicles, and ceramic or metal armor. Materials such as aramids, fabrics, most
biological coatings and non-metal polymers are considered soft. If a material is non-standard it is
GM’s ruling.
Soft Materials Hard Materials
Cloth Metallic armor
Aramid compounds (Kevlar-like) Ceramic plates
Rexoderm Armored vehicles
(tanks, APCs, HMTs, mechs)
skin Energy shields
Materials Materials
(wood, glass, ice, water, plastics) (stone, metal, concrete)
Pseudomorphs and Soft-body robots Combat Drones
Nano-Particles
Bio-tech armors
Stunning
Some weapons and abilities have the effect of stunning a target. Soldiers’ Jarhead ability reduces
this time, as does some gear. Explosive Attacks that cause 20 or more damage at once stun
that the target for 2 turns, regardless of the weapon’s affect. While stunned, a character has -
10 Evade and cannot perform any actions. A character may be healed while stunned.
Robots/Drones cannot be stunned but can be “locked” or deactivated by EMPs, polarized
weaponry, and electrical attacks. Locking is functionally identical to Stunning. Characters cannot
speak coherently while stunned.

ESP and other Psychic Attacks


An ESP attack is rolled using ESP as the damage modifier and the to-hit modifier. DR does not
reduce damage from ESP attacks, however if the ESP attack uses a means to cause damage other
than raw psychic energy (Pyrokinesis or Telekinesis) then applicable DR applies. Raw psychic
ESP attacks must equal or surpass the target’s own ESP score, or be resisted. However, indirect
ESP attacks (Pyrokinesis or Telekinesis) use physics to inflict damage and therefore must equal
or surpass a target’s Evade score.

Example 1: An ESP [7] Pyro using Pyrokinesis rolls a d20+7 to hit and if successful they would
roll 2d10+7 for damage. This damage would only be reduced by DR if the DR is specifically
designed to protect against thermal or burning damage.

Example 2: An ESP [7] Telepath using Domination commands a target to attack another
character with a rifle. The damage from the attack, if successful, would be equal to the damage
from the rifle minus the DR of the character being shot.

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 32


Ammunition, Reloading, and Switching Weapons
Most firearms have a limited pool of ammunition that is depleted through usage. Regardless of
the type, whether or not it hits a target, or the mechanism by which it is fired ammunition is
always reduced by one [1] for each attack unless additional modifiers are applied.

When this pool of ammunition is depleted, the character must spend an entire action reloading
their weapon before they can fire it again. Characters move 50% slower while reloading and may
not perform any actions before or after they do so.
During their turn in combat, a character may instead switch to another weapon by stowing their
current weapon and taking out and readying a new one. However, only exceptionally fast
characters(Characters with more than 1 action per turn) may swap weapons and attack in the
same turn. The exception being Pistols/sidearms which can be drawn and fired in the same turn.
This assumes the firearm they’re using is being dropped and not stowed properly. If a character
wants to switch ammunition types during a turn, it is considered reloading and the same rules
apply.

Certain energy weapons such as Shock Gauntlets and Stun Sticks only decrement their
ammunition count upon a successful attack. As a rule of thumb, any weapon that must make
contact with a target to cause energy damage functions this way. However, ranged energy
weapons and those that cause AOE damage do not.

Continuous Damage
Certain types of ammunition and some critical attacks cause lasting, lingering, or damage that
otherwise continuous past the point of the initial hit. All Continuous Damage ignores DR.
Continuous damage is applied at the beginning of the target’s turn.
Examples include: -Bleeding -Corrosive -Burning -Radiation -Pain/Injury Damage

Bleeding
Bleeding is not affected by DR.
Bleeding: 1d2 damage per round/minute until stabilized
Severe Bleeding: 1d6 per round.

Burning
Burning is affected by DR, but only if the armor in question is fireproof/ fire resistant.
There are two kinds of burning damage: Short-Term or “Burn/Thermal” Damage and Engulfing
Burn Damage

Burn damage: is caused by Incendiary and flame-based explosives, and energy weapons:
1d6+1 damage per round for 3 rounds.

Engulfed: Character is burning continuously and must be extinguished manually. Usually


caused by chemical spills of fuel:
1d8+1+ (# of rounds since initial impact) damage.

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 33


Corrosive (Chemical)
Any kind of chemical attack that causes caustic burning is considered corrosive. Corrosive
damage permanently weakens DR by the amount of damage it causes unless the worn armor is
specifically designed to resist chemicals.

Weak: Corrosive elements that inflict painful burns, but have a low reactive capacity.
They react for short periods of time, but can still be painful and dangerous.
1d8 damage – X (X = # of rounds from impact until damage is 0)

Strong: Corrosive elements that inflict crippling burns that last significantly longer.
2d8 damage – X (X = # of rounds from impact until damage is 0)

Radiation and Poison


Unless extremely high-energy radiation, damage is continuous but delayed by 24-48 hours.
1d6 damage x (# hours in proximity to radioactive source)

Poisons and toxins can have various effects, many of which are not damage. Each poison has its
own timeframe, half-life, and effects and should be treated differently.

Special Ability Usage


Specials, sometimes referred to as “Special Abilities”, “Class Abilities” “Class Specials” or
“Actives and Passives” are special techniques that a player character or GM controlled character
can use on their turn. These techniques are unique to Character Classes, or in some cases,
individual characters.
There are three types of Specials:

Passive:
Techniques that are in effect at all times, unless the character is dead. All Character Classes have
at least one Passive Special.

Major (Active Special):


Major Active Specials are active, meaning they must be intentionally used by the character.
Major Specials can only be used once per in-game day. Or every 24 hours. Major Active
Specials are generally more impactful than their Minor counterparts.

Minor (Active Special):


Minor Active Specials are active, meaning they must be intentionally used by the character.
Minor Specials can be used once per Encounter. Minor Specials are usually core to a character’s
class, and define how they’re intended to function within a group dynamic.

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Prone, Pinned, Grounded, etc
Characters that have been knocked onto the ground off of their feet they are generally easier to
hit. -5 Evade vs all attacks up to a range of 25 feet. +3 Evade at ranges greater than 25 feet.
If a ranged attacker is elevated, their target is -5 Evade regardless of their distance. If pinned by a
character or sufficiently heavy object, the pinned character has -10 evade and must succeed on
an Escape (or Strength) check in order to free themselves.

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Surprise Attacks and Ambushes
When a character surprises another by attacking them when they are not expecting it, all
characters generate an initiative score and are placed in order like normal, however, the
Surprised character(s) are unable to react until all the attackers have made their first turn,
regardless of Initiative scores.

Grappling
When engaged in melee combat, characters may attempt to restrain each other, instead of
throwing punches. Grappling is always a Strength check for the attacker. Depending on the
defender’s skills, they may opt to stave off the attack with Strength or Agility. However,
Reversals can only be achieved with Strength, not Agility.

If Grappled, the defender is immobilized until they’re released or until they succeed on an
Escape check. Grappled characters have 0 Evade VS attacks made by the character they’re
being grappled by.

Non-lethal Finishers
In CyberBlood, it’s not always the player’s intention to reduce their enemy to a bloody paste
smeared onto the wall, if a player wants to defeat a target without slaying them, they simply need
to declare that the attack they’re performing is non-lethal. If the resulting attack reduces the
target’s Health to zero, instead of killing them or leaving them moments from death, the attack
simply puts them into a state where they can no longer fight back.

There are limitations to this rule. Attacks involving explosives, toxins, corrosive chemicals, fire,
or monomolecular weaponry cannot be depended on to leave a target in a non-lethally defeated
state. The reasoning varies: monomolecular weapons cause horrific blood loss, toxins are simply
absorbed at a constant rate, and fire and explosives are simply too wild to control with the
necessary granularity to guarantee success. GM’s mileage may vary, of course, but in general it’s
best to use weapons that cause less-lethal damage injuries if keeping a target alive is a goal.

(Optional Rule) Advantage/ Disadvantage


When a character has Advantage, they roll to hit twice and take the higher score.
When a character the character must take the lower roll.
These examples are flexible and can be used in place of, in conjunction with other
combat rules or ignored.

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Grants Advantage to Attacker Grants Disadvantage to
Attacker
+ Characters significantly -Characters are drunk
outnumber target
+ Characters have height/line -Targets are in/behind solid
of sight advantage cover
+ Characters are in cover vs an -Characters are unfamiliar or
exposed target untrained with a weapon
+ Target is injured -Attacker is injured
+ Target is performing a -Characters are threatened or
difficult action such as charmed
climbing/hacking/balancing
+ Target is fleeing -Characters are flanked

(Optional Rule) Sneak Attacks


When attacking an enemy while sneaking, the attack is made without reaction, and does
normal damage (+100%). If a target detects the attacker before the attack, they cannot
finish the sneak attack. If it is a ranged attack the target’s evade is halved. Stacks linearly
with Critical Hits. Vehicles, inanimate objects, and certain kinds of machines cannot be
surprised.

Final Thoughts
There are a few final assorted rules and concepts that GMs and eventually players should
know before combat:
Fractional numbers are always rounded up (unless this would conflict with another rule).
A character cannot lose half a Health point, nor can an attack do half a point of damage.
For the sake of measurements, combat should almost never be split into units smaller
than 1 foot (12 imperial inches).
The only exception to this rule would be when narratively describing an attacks effect,
not its mathematical outcome.

NPCs or GM controlled characters do not have limits on their Special usage. A GM may
choose to use a Major Active Special repeatedly, if they choose.
Additional Effects like Shellshock (explosives cause stun/deafness), Terror (forcing a
character to flee from danger), and Stagger (disadvantage on ranged attacks if the
character took damage the previous turn) may be optionally used or modified at the GM’s
discretion.

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Weapons
While individual weapons have different statistics, each weapon falls into a
weapon class that informs its statistics and special traits. Here are standards.

Unarmed, Improvised Weaponry, and Grappling


Damages: [Soft Targets] Aim Attribute: Strength or Agility
Any kind of punch, kick, or physical strike that doesn’t use an external weapon for impact is uses this
calculation for damage:
Damage = 1d6+Strength modifier (not skill)
Improvised weaponry is any object that is being used as a club to batter a target. Neither unarmed
attacks or improvised weapons require proficiency to be used to their full effectiveness. Any
improvised weapon attack uses this calculation for damage:
Damage = 1d6+Strength modifier (not skill) + X
where X = the weight of the weapon divided by 4.
*Note: A standard unarmed strike is a punch or kick. A character may also Grapple with a target.
(see Grappling pg)

Pistols
Damages: [Soft Targets] Aim Attribute: Agility
Pistols are lightweight, one-handed firearms that are highly variable in form and function. They can
be designed to fill a number of niches on and off the battlefield and are effective covert weapons as
well as primary assault weapons. Pistols can be automatic, burst fire, or semi-auto, and come ina.
Wide variety of designs. Pistols and other sidearms can be drawn/stowed/switched to as a free
action during combat. Pistols require no specialized training to be proficient in them, and can be
easily dual wielded.

Marksman Rifles
Damages: [Hard Targets] Aim Attribute: Focus
Also known as “Light Rifles” Marksman Rifles are mid-long range, semi-automatic multi-role
weapons designed for ease of use and accuracy. Light rifles are least effective when used within 15
feet of a target suffering a -5 Aim penalty. These weapons are very popular and are often found in
the hands of security guards, police departments, special forces, and militaries world wide. They’re
durable and have largely supplanted assault rifles for most uses. Most Marksman Rifles generate
enough kinetic force to penetrate light cover.

Assault Rifles
Damages: [Hard Targets] Aim Attribute: Strength
During the three decades following 1990, fully-automatic assault rifles were king of the battlefield
and of the street. Their combination of durability and firepower made them the go-to choice for
almost any application. Unfortunately, due to their weight, and the difficulty in using them
effectively, many have begun to move away from ARs in general. Submachine guns are more
compact, and can be nearly as deadly. Marksman rifles are lighter and more convenient, and MARS
weapons deliver superior firepower. These weapons suffer an -5 Aim penalty at distances greater
than 30 feet and easily penetrate light cover.

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MARS Weapons
Damages: [Hard Targets] Aim Attribute: Strength or Focus
Born from the growing pains of trying to adapt a next generation weapon system for the modern era,
engineers developed the Magnet Assisted Rifle System weapon class. These hybrid weapons feature
a gas-operated firing mechanism whose projectiles are further accelerated by a magnetic rail in the
gun’s barrel. The resulting weapon is complicated, heavy, and expensive, but can be deadly in the
hands of a professional. Due to their complexity, MARS weapons are prone to breakage. Battery
failures, loading malfunctions, and misfires are much more common than other small arms. In fact,
MARS Weapons have 2x Critical Failure Rate. Jammed guns must be reloaded. Like
Marksman Rifles, they suffer a -5 Aim penalty within 15 feet from the target. Much like their
smaller brethren, they penetrate light cover.

Submachine Guns
Damages: [Soft Targets] Aim Attribute: Agility
Submachine guns are fully-automatic small arms that use the same type of ammunition as pistols but
typically deliver better performance during sustained automatic fire. They’re preferred by special
forces and gangsters alike for their small size, concealability, and ability to concentrate damage on
lightly armored targets. Though they’re ineffective at engaging heavily armored targets and they lose
50% damage at ranges greater than 30 feet. These weapons can fire twice in one turn with
disadvantage. A trait whose effect can be maximized by dual wielding. PDWs, a powerful subclass
of SMGs are able to penetrate cover.

Shotguns
Damages: [Soft Targets] Aim Attribute: Strength
Shotguns are primitive weapons that maintain their place on the battlefield due to their brute strength
and their flexibility. By firing a cluster of projectiles instead of a single one, the performance of
shotguns varies. Even a successful hit can be more or less effective because of luck. Due to
traditionally firing heavy projectiles, shotguns lose 50% damage at ranges greater than 30 feet.
Additionally, shotguns cannot use bullet-based Special Ammunition and must use shotgun
specific specialty shells. Shotguns come in many form factors and can be fired automatically, semi-
auto, utilizing a pump-action, or in rare cases a lever-action.

Sniper Rifles
Damages: [Hard Targets] Aim Attribute: Focus
Nowadays, traditional marksman roles are usually filled by marksman rifles as they are lightweight
and easy to use, while Sniper Rifles, have increasingly been designed to use high-powered anti-
material cartridges in order to keep up with cybernetic threats. SRs are big, heavy, and unwieldly.
They require training and patience to use. Firing wildly or on the move is unlikely to be effective.
Sniper rifles suffer a -10 Aim penalty within 50 feet from the target and do not receive their
Aim Bonus unless they are “Steadied” for 1 full turn prior to firing. After moving, a character
must steady the weapon again.

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Explosive Charges
Damages: [Hard Targets] Use Skill: Chemistry/Machinery/Electronics
Customizable, and highly variable in size and purpose, explosive charges require a fair degree of
technical know-how to use effectively. Failing to set a trigger properly or mistiming a fuse can mean
loss of limbs or worse for the user. But in the right hands, these devices can turn the tide of a battle or
buy a team valuable time. Area of Effect (AOE) attack. Must be placed as a non-combat action.
Generally behave more like gadgets than weapons. Can be detonated by shock, chemical
signals, electrical signals, primary charges, radio, or fuses. Can damage targets with Heavy
Armor.

Physical Weapons
Damages: [Varies] Aim Attribute: Varies
From the humble knife to the latest, bleeding-edge molecular weapons humans have always and
likely will always find success in hitting each other with objects. Because they can vary so much in
form and function, physical weaponry. The user must be within 5 feet to strike a target with a
physical weapon. This is considered Point-Blank or Touch distance.

Grenades
Damages: [Hard Targets] Aim Attribute: Agility or Strength
More specifically “hand grenades” are infantry thrown explosives that have evolved beyond simply
scattering shrapnel (though those are still around as well). From stun gas, to micro-sized EMPs, to
concussive blasts, and even gravity weapons. Grenades do not require any special training to be used.
They’re simply thrown towards the desired target. Ear-plugs optional. Area of Effect (AOE) attack.
Can be thrown, rolled, dropped, or held. Damage atrophies with distance.

Explosive Launchers (Support)


Damages: [Hard Targets] Aim Attribute: Strength
Explosive Launchers are heavy support weapons that are designed to cause massive, crippling
damage to hardened targets or to sew chaos in a large area. Another highly variable weapon class,
launchers can range from fearsome flamethrowers to radio controlled anti-aircraft missiles launchers.
Area of Effect (AOE) attack. Can score Direct Hits (see page XX). Can damage targets with
Heavy Armor.

Machine Guns (Support)


Damages: [Hard Targets] Aim Attribute: Strength
Despite being classified as “light machine guns” these weapons are anything but. They’re heavy duty
Support weapons designed incapacitate armored targets or provide covering fire for more mobile
infantry. Similar to their handheld brethren, machine guns can fire twice in one turn with
disadvantage and can damage targets with Heavy Armor.

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Maximum Range
While not always applicable in fights, all weapons have usable range limits. Range
is usually dictated by class, but some weapons are exceptions. Past a weapon’s
Normal Max Range, an attack may do significantly reduced damage, have reduced
accuracy, or be incapable of scoring critical hits. This is up to the GM’s discretion.

Attack Type Normal Maximum Range


Unarmed Attacks Touch (point-blank)
Melee Weapons 5 Feet
SMGs 40 Feet
Shotguns 45 Feet
Pistols/Sidearms 50 Feet
Grenades/thrown weapons 60 Feet
Bows/ Airguns 90 Feet
Assault Rifles 100 Feet
Marksman Rifles 130 Feet
MARS Weapons 130 Feet
Support Weapons 135 Feet
Sniper Rifles Varies

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Weapon Proficiency
Each class has a set of weapons they’re able to use to the full ability of the weapon. If a character
is Proficient in the weapon, they get the full bonuses a weapon provides. If a character is
wielding a weapon they’re not proficient in, they must subtract 5 from any Attack Roll utilizing
the weapon and may not add any Aim Bonuses. If a weapon already has a negative Aim Bonus,
then this negative number is added to the -5. This is usually due to the weapon being
exceptionally unruly and or complicated.
Rolling a natural 20 still results in a Critical Hit.

Some weapons never require Proficiency. Pistols, thrown explosives like grenades, gauntlet or
glove-shaped melee weapons, knives, and improvised weapons never required training or
Proficiency.

Proficiency can be added to a character that needs it through Weapon Training, which can be
purchased from mercenary groups, street vendors, gangs, and others. Weapon Training is
generally done through VR training which involves drugs that increase a brain’s receptiveness to
information and a VR system instructs the character’s brain. Costs vary, GM’s choice. Below is
the minimum for each weapon class. For every additional training, the cost is doubled for the
next one to account for the difficulty in training with multiple weapons consecutively.

Weapon Proficiency Training Costs:


Tactical Weapons – 9,000 cr
Shotguns or SMGs.

Military Training – 15,000 cr


Assault Rifles, MARS Weapons, or Support Weapons.

Marksman Training – 12,000 cr


Sniper Rifles or Marksman Rifles.

Advanced Physics – 15,000 cr


Exotic Weapons.

Martial Arts – 10,000 cr


Physical Weapons.

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Weapon Examples
The CyberBlood Free Version does not include a comprehensive list of items or character
modifications, but included here is a template for GMs to design their own weapons and some
guidelines to keep them balanced and interesting.
The primary rules for each weapon class are laid out in the previous pages, but for a more
specific format here are a few examples.
Here is the format for a standard firearm. The
Camelot 50. cal [Sniper Rifle] yellow cell features the weapon’s designation,
Bering - - - - - - - - - - - - - - - - it’s class in brackets, and the manufacturer
Despite being designed in 1975, the Camelot and below.
its plethora of copycats continue to be a
recognizable sight on the battlefield.
The upper grey cell contains the weapon’s
Aim Bonus: +6 lore in italics. Though functionally
Base Damage: 41 unnecessary, background information on
weapons and items significantly flesh out
Magazine Size: 4 Shots
the setting.
Cost: 21,333 cr

The last cell contains the weapon’s normal The stat block in the third cell contains all of the more
cost to player characters when purchasing important information. This cell is what makes the weapon
it from a store. This number can be functionally distinct from others in its class.
modified to the GMs preference. Its Aim Bonus, Base Damage, and Magazine size and
type should all be included.

Physical Weapons must also include their Aim Attribute, specifying which Skill contributes a
modifier to an attack using the weapon. The third cell can also include information on Direct
Hits, Critical Hit rate, Critical Hit Damage, whether or not there are various attachments for
the weapon and if the weapon is incompatible with Specialty Ammunition.

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Weight, Movement and Exhaustion
All characters have a base Carrying Weight, which is determined by the Strength
Attribute #.

Strength Attribute # Base Carrying Limit Max Carrying Limit


1 30 lbs. 50 lbs.
2 40 lbs. 60 lbs.
3 70 lbs. 90 lbs.
4 80 lbs. 100 lbs.
5 90 lbs. 110 lbs.
6 100 lbs. 120 lbs.
7 110 lbs. 130 lbs.
8 120 lbs. 140 lbs.
9 130 lbs. 150 lbs.
10 140 lbs. 160 lbs.

Carrying any weight over a character’s base limit reduces all Strength, Agility, and
Fitness skills and Aim/Evade by 1 for every pound over limit. A character cannot move if
their max carrying limit is surpassed.

For some calculations a character’s size must be determined:


Morphology Average Height Average Weight
Male 5’8 170 lbs.
Female 5’4 130 lbs.
These averages can be edited based on player’s preference.

Exhaustion
Hard or continuous labor can Exhaust An exhausted character has the following
players and similar to surpassing a debuffs >>>
character’s Base Carrying Limit will have a
negative impact on that character’s ability to All Physical Skill rolls are reduced by 5
achieve their potential. Exhaustion is applied All Non-Physical Skill rolls are reduced by 3
Healing has half the effect
when a character is awake and active for 20
Fall Damage is increased by 50%
hours straight without rest. Initiative reduced by 6
Evade is reduced by 2
These debuffs are doubled after 20 Single-Shot weapons have Aim reduced by 3
additional hours without rest. After 50 hours Automatic and Burst weapons have Aim
without rest a character loses 5 Base Health reduced by 6
per hour until death by exhaustion.

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Item Type Weight
Ammunition 1 lb. (per magazine)
Special/Custom Ammunition 2 lb. (per magazine)
Pistol 2 lbs.
SMG 3 lbs.
Marksman Rifle 8 lbs.
Assault Rifle 12 lbs.
MARS Weapon 17 lbs.
Shotgun 9 lbs.
Sniper Rifle 24 lbs.
Grenade 1 lb.
Explosive Charge 5 lbs.
Experimental Weapon 29 lbs.
Small Blade 1 lb.
Physical Weapon 11 lbs.
Machine Gun 25 lbs.
Explosive Launcher 45 lbs.
Personal Drone 30 lbs.
Small Gadget 2 lbs.
Large Gadget 10 lbs.
Battery/Fuel Tank 23 lbs.
Armor Set (carried) 45 lbs.
Armor Piece (carried) 10 lbs.
Basic Clothing (carried) 3 lbs.
Mask/Helmet (carried) 1 lb.
Unconscious/Dead Person Character + ½ Gear Weight
Injured Person ½ Character Weight

Note: The GM may adjust item weights to fit the scenario and in some games
ammunition may be considered “free” in terms of inventory weight. This allows players to
theoretically carry infinite rounds into battle, thus reducing the need to pick and choose weapons.

Fall Damage
When a character falls from a height (on purpose or otherwise) they must make a Tumble check
in order to land safely. After 15 feet, a character takes 2d6 damage per 5 feet of height fallen,
which is not mitigated by DR. Certain heights will do damage to a character regardless of the
roll and heights above 50 ft are always lethal barring some way to slow down (parachute,
jetpack, collision with another object).

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Healing, Dying, and Injury
A character’s condition is dependent on the amount of Health they have remaining.
Medicine rolls can be performed by the injured player or another character to heal
or stabilize them.

Medicine Roll: 1d20 + Medicine Skill

Natural 20 Condition improves greatly 5+ Health


20+ Condition improves more +3-5 Health

17-19 Condition improves +1-2 Health (resuscitation if


possible)
11-16 Condition Stable Stabilized (stops bleeding)
2-10 Condition worsens -1 Health (bleeding accelerates)
0-1 Condition worsens greatly -3 Health
Natural 1 Condition worsens severely -5 Health

The table above represents example rolls, but many Doctor characters that specialize in the
Medicine skill will easily pass these checks in all but the rarest scenarios. GMs are encouraged to
demand higher rolls in situations when the Doctor is lacking supplies (such as an EPACK), in a
dangerous/time sensitive situation, or is injured themselves. The severity of the injuries should
also affect the roll’s difficulty. For more on roll difficulty modifiers see page XX

Death Table
Injured [5 Health]………………………….-2 to all rolls
Unconscious [0 Health]………….-1 Health per turn
Dead [-10 Health]………………………………….Death

After reaching 0 Health, a character loses 1 Health every turn (1-2 minutes) unless
stabilized. Some modifiers can affect these numbers.

Killing a Player Character (a message for GMs)


Every GM has their own style and there are no hard and fast rules when it comes to when one
should or shouldn’t pull their punches. However, a wise GM will see player characters as an
asset both to keep the game running smoothly and for storytelling. Killing a player character can
be a dramatic and effective tool both for player motivation and for player excitement. Do it too
often and players get discouraged or start acting out. Do it too sparingly, or not at all and players
become bored.

There are only three times when a player character should die. The first is if they’re being stupid.
Just like in the real world, stupid people generally have a shorter life expectancy than people

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 46


who take care of themselves. Picking a fight with the cybered-out bouncer at the bar might seem
funny to the player, but it’ll be a lot less funny when said bouncer opens them like a can of corn.
This makes the world feel more real. People in the world should all be automatically hostile, but
they should react realistically. Nobody likes a bully.
The second scenario in which a player character should die is if doing so would serve the story or
be dramatic. This one’s easy to understand, but requires set up. You should never plan to kill a
player, but there’s no reason to pull your punches in the final boss’ lair. Drink their blood.

Lastly (this one is surprisingly important) player characters should die if they are unlucky. The
world of CyberBlood is cruel and fickle. It’s not fair for a player to roll a cyber disease right
before an important mission, but if it causes them to miss a bunch of rolls, they shouldn’t get the
GM’s grace. If the player rolls two Critical Failures in a row, that might be lights out.
Take these tips with a grain of salt. And then rub that salt in the wounds of your PCs.

Injuries
When a character drops falls unconscious due to damage, or takes 20 or more damage in a single
attack, they are likely to incur a lasting injury. Injuries can range from having reduced stats to
being physically maimed such as losing an arm or having burns. Additionally, some injuries are
more temporary and caused by weapons with effects. Below are some examples.
Note: See page XX for roll suggestions.

Possible Injuries/effects
Bleeding…………………………….-1 hp per round (can be stopped)
Severe Bleeding…………………….-1d6 hp per round (can be stopped)
Severed Limb(s)................................Effect Varies/reduced mobility/bleeding
Partial Blindness…...........................-50% from Aim and Sight rolls
Total Blindness….............................Aim and Sight become -15
Shrapnel Wound…………………....Effect varies (poison/bleed)
Burns………………………………..-Aim/Charm, +Intimidate
Chemical Burns……………………..Effect varies
Poison/Radiation……………………Effect varies/subtract health every turn
Electron Damage……………………Cripples cybernetics

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CyberTech Related Diseases
Despite massive improvements in medicine and surgical techniques some patients may
experience persistent issues with some or several modifications. Once contracted the best
available treatment is usually removal of the offending implant. Diseases are progressive
and will worsen with time.

Acrylic Leech
A form of plastics poisoning or “Styro” is a complication of some polymers not being coated
properly before being implanted into the body.
Effects: Sore throat with cough, green or yellow tinted eyes, -3 Strength, Increases susceptibility to
cancer and viral agents

Stage Fright
Sometimes referred to as “Quake” or “Nerve Rot” is a nervous system disease associated with
modifications to the brain or spinal cord.
Effects: Occasional or constant tremors in extremities, loss of sensation in extremities, chronic
insomnia, cyber-psychosis, loss or degradation of ESP powers, -2 Speed, 3x Critical Failure rate,-2
Agility, -2 Focus

Solder Degradation
SD is a disease caused by the improper installation of metallic cybernetics or of the installation
of low-grade alloys. Flakes of solder can dissolve into- the bloodstream of the subject and clog
the nerves resulting in reduced intelligence and poor health.
Effects: Weakened immune system, increased susceptibility to other cybertech diseases,
-2 Intellect, -5 on self-Medicine rolls, Disadvantage on all/any actions, -2 Fitness

Fainter
Usually a temporary disease triggered by potent narcotics or malfunctioning sensory
cybernetics, Fainter disrupts memory and awareness and can lead to Cyber-Psychosis.
Effects: Loss or alteration of memories, forgetting faces, hallucinations/flashbacks to nonreal events,
loss of consciousness, coma, disadvantage on Intellect rolls

Servo Fatigue
A painful condition caused when cyborgs with enhanced nervous systems command their body to
move faster than the body is rated for. The injuries are cumulative and cause joints and limbs to
catastrophically fail during usage. Can be avoided by upgrading physical and neurological
systems in unison.
Effects: -4 Strength,, -3 Fitness, -1 Agility

Cyber-Psychosis
Severe psychotic detachment from self and other humans caused by excessive or low quality
cybernetic implants and grafts. Untreatable.
Effects: See page XX

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Upkeep Costs
Certain items and character modifications have upkeep costs associated with
keeping the gear in working order. As a general rule, the heavier use a piece of
gear sees, the more frequently it should be maintained.

Firearm Upkeep
Gunsmiths are commonly found in major cities, but are also accessible in wildlands and areas
between civilization. Both underground and official. They will maintain a character’s weapons
for a fee. Exotic weapons such as experimental ones may cost much more to repair or maintain
and in some cases, such may be beyond the skills of the gunsmith. Guns should be repaired
monthly for peak performance.
An unmaintained gun can fail. At will, the GM can ask the player to perform a Machinery check
during combat. If the check fails then the gun breaks temporarily and MUST be repaired by a
gunsmith, unless the player has the required expertise to fix it themselves. However, this usually
cannot be done during combat. Critical Failures during combat can also cause a weapon to fail
catastrophically, rendering the gun unusable until repaired.

Prices for repairs vary, but here are some suggestions.


1,000 cr per standard gun/ monthly
10,000 cr per exotic weapon/ monthly

Cyberware Repair
Modern cyberware and robotics integrate well with flesh, but depending on the use and a number
of other factors, cyberware can degrade, lessening its usefulness and quality. Much like guns,
unmaintained cyberware can fail and the GM can at will ask the player to do a cyberware check.
Certain clinics and cyberware installation locales will charge a fee for cyber-check-ups.

Old or poorly maintained cyberware is also prone to causing injuries or disease in the user. For
every month a piece of cyberware goes without maintenance, there is an additional 5% chance to
cause injury or disease.

Prices for repairs vary, but here are some suggestions and the names of some clinics in
Angel City. Similar clinics exist throughout the US and in cities the world over.

Northern Installations -2,000 cr for full-body checkup/repair(1,500cr)


Cybermod – 850cr for checkup and 1,650cr per repair
Futureware Consulting – 1,000 cr for a part checkup and repair
Cyberware and Repair – 530cr for checkup and 1,270cr per repair

As with all services, the quality of said service is strongly correlated with the price paid.

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Psychology
Cybernetics have advanced, but an unforeseen side-effect of modifications is a
measured loss of humanity. Small augmentations have limited effect on a person,
but invasive or excessive cyberware can permanently erode a person’s identity.

No Effect - (0%)
Any minor surgeries or modifications that have no effect on skill also have no effect on
humanity. Skin dyes, tattoos, hair, eye color, etc.

Minor - (10-15%)
Fluid changes, sub-dermal armor, and bone coating have a small effect on humanity.

Medium - (15-30%)
Skin plating, bone, muscle, and organ replacement have a greater impact on a character’s
personality and charisma.

High - (30-60%)
Body weapons of any kind, transformative bodies (such as non-humanoid limbs) and
extreme facial modification greatly damage the psyche of a character.

Extreme - (60-95%)
Full body conversions or brain alteration have a near 100% change of permanently and
severely altering a characters ability to relate with other humans. The chance to go cyber-
psycho also increases.

! Cyber-Psychosis !
Going Cyber-Psycho is a severely decreased empathic response caused by excessive or
low quality cybernetics. Symptoms include reduced reaction to narcotics, coma, erratic
behavior, -15 on Charm and Lie rolls, dissociative states, inability to distinguish
between allies and enemies. GM may force the character to take actions they ordinarily
wouldn’t. Cyber Psychos are considered a major threat to societies and are usually
neutralized before they’re allowed to run amok.

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World Lore: Cybernetics and Robotics
In a world where everything from mechanized prosthesis to ship-sized robots are
created it’s important to get terminology straight.

Cybernetic Prosthetics
Everything from a single finger to an entire body can be replaced with cybernetics. The
technology available to those with the proper means (money) is quit astounding. Cybernetics like
these can improve one’s general health or make them a one-man army. Cybernetics are referred
to by many names including cyberware, cybertech.

Hardsuits [Mech Classification C/ Class C]


Commonly known as Power or Powered Armor, these are enclosed, “tight” vehicles that usually
operate with analog or mirroring controls. They are effectively a 21st. They’re expensive, highly
mobile, and are generally considered safer than other “mecha”. Legally, a hardsuit may stand no
taller than 2.8 meters or 9 feet.

Anthromorph [Mech Classification B/ Class B]


Intended to replace the less-than-elegant HMTs of the last twenty years, Anthromorphs are
distinguished by being as large as their tank-like relatives, but with a humanoid silhouette and
posture, often with articulating fingers and two legs. The benefits are numerous; their generally
lighter weight reduces the complexity in transporting and construction, their improved dexterity
allows the use of improvised weapons, and the ability to mimic martial arts techniques like
grappling. They can climb over obstacles quickly and are significantly more energy efficient.
Super-heavy, building-sized anthros do exist, but are rare. The Striders that roam outside of
Angel City are examples of this type of mech. They are intimidating, but are generally less cost-
effective than their smaller, nimbler brethren. Despite their advantages, their price tag can
dissuade companies overly investing in anthros. HMTs continue to have a place in modern
federal and corporate militaries.

Hyper-Mobile Tank (HMT) [Mech Classification A/ Class A]


Created to serve as a tank-class vehicle that was able to serve both an anti-personal, and anti-
armor role without compromising agility. These combat platforms pilot more like traditional
vehicles than their descendants. They often utilize digital controls and are very common in
modern militaries typically serving in every branch to some degree. Commonly called Mobile
Tanks, HMTs, Walkers, or Striders.

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Full Body Conversion (FBC)
When every part of a person’s body is replaced with a cybernetic, they’re known as an FBC.
Effectively becoming a machine with the exception of the brain, which must remain alive to be
legally considered a person. FBCs are uncommon, both because of their cost, and the amount a
subject must sacrifice. Gone are the pleasures and pains of the flesh, replaced with “simulated
senses”. Though many FBCs claim these are indistinguishable from the real thing. FBCs have an
increased chance to suffer severe psychological damage both during and following the
procedures required to create an FBC. Though companies that produce the tech attempt to
downplay these risks, people that have undergone full-body conversions are generally
withdrawn, anti-social, and emotionally unstable.

Drones and Combat Drones


General purpose drones are semi-intelligent robots that are mass produced to meet the needs of
both private and public sector. Mainly used to fill roles that humans are incapable or unwilling to
fill in the modern era, drones have dirty, thankless, and grueling jobs. Combat drones share
similar form factors to their generalized brethren, but are specialized for combat. They may be
trained to use a number of infantry firearms, or be purpose-built with onboard weapon systems.
Combat drones are rarely designed with personable features and are usually only vaguely
humanoid in shape. Cyberhounds or cyberdogs are among the most common, serving both as a
semi-intelligent companion utilizing simplistic AI, or as specialized platforms for police and
paramilitary groups. With few rare exceptions, combat drones are considered Hard Targets.

Mechs in Combat
Full-size Mechs as well as large armored vehicles such as hovercraft and tanks have Heavy
Armor. Heavy Armor is not a stat, but denotes a vehicle or mech that takes damage differently
than both Soft and Hard Armor. Any unit with Heavy Armor takes no damage standard
ballistic munitions, unless explosive, armor-piercing, or fired from a machine gun class
weapon. Ballistic weaponry fired from other “Heavy Armor” units, deals normal damage.
Specific mechs and HMTs have special armor and abilities that can further protect them types of
damage. Inside most HMTs and Mechs there are windows, ports, or a projected screen to allow
the pilot to perceive the outside world while remaining protected. Most mechs have holographic
electro-sonar that projects in a half-dome shape, allowing the pilot to see mech-sized vehicles
(both friendly and unfriendly) without having to lay eyes on them. The range of this sonar varies
between models.

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World Lore: Materials and Chemicals
The super-science that forms the backbone of the corporate arms race are various
high-tech materials. With dozens of futuristic alloys, polymers, and fabrics to
choose from the players and the GM are spoiled rotten when it comes to how
they’re going to outfit themselves. But before playing dress-up, it’s important to
know your stuff about these materials and the chemicals that make them up.

Heavy Metals
Also known as “Natural Metals” include most metals that were in regular use for thousands of
years. Steel, copper, gold, silver, lead, aluminum, palladium, tungsten, and more. In the 2040s,
ordinary metals are used as precursors to alloys and in productions that require cheaper
materials. Due to the demand of conductive materials, highly conductive metals are expensive
and retain high recycle value.
Specially designed drones comb garbage dumps looking for miniscule amounts of these valuable
resources that have been missed by the automated metal strippers built into trash processing
plants.

Heavy metals are almost never used in cybernetics, or body armor due to their weight and
occasional acute toxicity, but still find their way into weapon systems and ammunition, usually
supplemented with ceramics or polymers.

Neo Metal Alloys


Lightweight and super strong. The key takeaway being that these materials are great at just about
everything if you can afford them. Tensile strength, shock resistance, chemical resistant,
relatively high heat tolerance, and not nearly as brittle as ceramics. But alloys vary in quality and
price greatly. Corporations have entire departments dedicated to vetting or producing high
quality materials from natural precursors. Body armors, drones, and almost all modern
cybernetics are made from neo metals or alloys and often some combination of polymers.

Polymers and Acrylics


Plastic. While not nearly as prevalent as it was in the early 2000s, plastics and synthetic acrylics
are still used for a variety of purposes industrial, military, and commercial. Nearly all consumer
electronics are shelled in lightweight, plastic cases that protect their sensitive internals from dust,
shocks, and electrical interference.

Flexible parts of cybernetics and drone flashing are woven from bio-inert polymers and synthetic
rubbers. Listing every gadget and technology that’s made using polymers would be a waste of
time. When it comes to military applications, polymers present a tactical challenge as their
flexibility, low cost, and recyclability are offset by their susceptibility to photo and chemo-
degradation, and low heat thermal tolerance compared to metals and ceramics.
Transparent super-hard polymers designed to function in similar roles to glass, but warp instead
of shattering are often used in laboratories and military applications under the name “Nano
glass”. Developed when nanoscopic metaceramic particles re suspended in a flux of polymer.

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Aramids and Non-aramid Fabrics
Aramids are family of highly durable, chemical-spun mesh fabrics that resist tearing, impact
forces, and heat, making them excellent body armors and tactical gear. Recently, non-aramid
fabrics began to compete with traditional aramid compounds. Rexoderm is less resistant to
impacts and is more porous than aramids, but is far more resistant to low-velocity shearing,
making it effectively blade-proof. Both materials are susceptible to chemicals due to their
physical microstructure. Vantam is a near true black material that absorbs 99.999% of light that
strikes its surface, making it both great camouflage and an effective short term photo-sync
material. Anti-splice materials such as mestralium and nanobur are fabrics designed to protect
against the hazards of monomolecular tools and weapons.
Compression-tech fabrics can be used as a supplement for super-strong artificial bones that still
maintain some flexibility, unlike ceramic coatings and alloys that can more easily biofoul. The
list of specialized fabrics is massive.

Ceramics
Scientifically mastered in the last 20 years, ceramics are by far the hardest and most heat
resistant materials on the market. For most applications, ceramics are used as hyper-durable
coatings that prevent damage, especially thermal wear. From reentry vehicles, to heavily
armored mechs, ceramic armor can stop bullets and durablades alike.
While nonporous, and therefore highly effective at keeping out caustic chemicals, ceramics are
not without their downsides. They’re heavy, only slightly lighter than natural metals, and their
extreme hardness makes them highly brittle. Anti-armor weapons can shatter ceramic armor with
enough force, rendering the remainder of the armor severely compromised.

Smart Materials and Nanomachines


This category includes any materials that have active programming or an ability to rearrange.
Oftentimes powered by ambient charge, though this is not required, smart materials can form
self-healing artificial skin, non-explosive reactive armors, and variable form weapon systems.
Nonnewtonian barriers are especially effective when combined with more traditional armor such
as ceramic plating to form multi-threat body armor.

Hazar
Semi-Fibrous, crystalline strands of synthetic mineral known as hazar has been mass produced
since the 1990s. Hazar glass, the most common form of the material, is brittle and easily crushed
into powders that severely impair motor function of drones and vehicles. Carcinogenic if inhaled,
this material sees the majority of usage by paramilitary groups looking for cost-effective ways to
incapacitate expensive mechanized weapons like APCs and anthromorph mechs.

Monomolecular Materials
While not a technically a material, this structure of materials can be used to create ultra-precise
cutting instruments, and super-efficient semi-conductors for use in electronics.
Due to their expense and the risk of misuse, they are usually only employed sparingly. A single
row of molecules renders blades and wires incredibly sharp, yet strong, able to slice through
most materials with almost no effort. Such little force is required to cause damage with
monomolecular equipment that the user is almost as threatened by the material as the target of
the attack. Swords honed with monomolecular edges, manufactured by a number of companies

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like Arkon AMC and Grand Dragon, are as deadly as they are expensive. Elite assassins are
often outfitted with the training and the cybernetics needed to most effectively wield and defend
against such weapons.
When two monomolecular edges or materials collide, they stick, cutting into each other. With
enough force they can be separated, but these collisions cause imperfections in the edges,
removing the weapon’s ability to glide through materials. Occasionally when clashing, molecular
weapons may violently shatter, splintering high-velocity shards of infinitely sharp in all
directions. Because of these risks, wielders often wear anti-splice armor to defend against these
scenarios.

Graphene, CNT, and Carbon Fiber


Super-strong carbon materials built from vertically aligned atomic nanotubes are largely used in
industrial applications. They’re mass produced to create power tools, safety structures in
vehicles, and long-lasting aircraft machinery. Though rarely seen in personal or combat
applications carbon armor has many physical similarities to ceramics, though with much less
weight. Much like ceramics, graphene and CNT armors are super hard, and brittle. Armor-
piercing weaponry has a chance to shatter the material. Additionally, the material is less heat
resistant than ceramic armors, giving it a chance to combust with extreme heat. Still, many
PMCs are looking into developing hybrid body-armors using CNT in order to significantly lower
the load on their soldiers.

Metallic Glass
Certain Neo Metals are classified into their own category known as amorphic metals, or metallic
glass. These materials are extremely hard, yet have flexibility that causes them to dent or stretch,
rather than shatter.
Due to their ability to recondense after heat applications and their high electrical conductivity,
metallic glass has been used to develop “liquid metal” drones. Usually powered by a single or a
series of electrical “ganglia”, these blob-like drones can shift their internal “organs” around to
avoid damage. Engineers have hypothesized that these drones will someday be used to engineer
“living” smart armor that’s embedded with AI, considered to be the next step in both hardsuit
technology and eventually posthuman evolution.

Biosilk
Inspired by the super-strong proteins generated by spiders, biosilks are a family of biosynthetic
protein complexes that is used in some material applications. Biosilk is porous, highly elastic,
and strong. It retains its shape easily, and can be woven into mats, clothing, rope, and fibers.
Biosilk has notably high electrical resistance, making it good for hazardous environment gear or
engineering clothes. It can be combined with sturdy plates of carbon, metal, or ceramic to create
exceptional body armor. Biosilk is a precursor to Rexoderm and related compounds, and shares
some physical properties with aramids. Unlike aramids, Biosilk doesn’t decompose when
exposed to salts and caustic chemicals.
Additionally, due to it being a functional protein, low-weight biosilks can be used to genetically
engineer supplementary or replacement organs for people. Cosmetic applications include
artificial eyes, ears, and skins that are phenotypically distinct, but genetically similar to human
skin. This allows Biosilk to be integrated into bodies with a much lower rate of rejection.

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World Lore: Countries and Cities
As people fled from inconvenient and outdated rural life in the latter half of the
20th century, so called mega-cities became more and more a point of life for a
larger and larger part of the population. Many developed countries saw their rural
population shrink to less than 5% of their total population, and their cities become
massive sprawls, or towering metropolitan stacks. In turn, the shift in power from
states and governments to corporations saw some countries weaken into city-states,
and others tighten their grip on the populace. Depending on the location of the
game, the city can be as lawless as the wild west, or an absolute police state. For
many, there’s little difference between being under the boot of a crime syndicate, a
corporation, or a government.

Wild Lands
The Wild Lands are a place where nature flourishes. Forests, rivers, plants and animals
are uninhibited by humanity and technology. The Wild lands surround the wastelands
around the city. The rapidity of migration to mega-cities have left ruins of small towns
and infrastructure crumbling in the wild lands, allowing nature to take over the land that
it once dominated. These areas are dangerous wilderness, and while corporations largely
conduct their business closer to home, that doesn’t stop less legal organizations from
diverting smuggling lines and operating bases to the unguarded wilds.

Old City
The Old City is a large chunk of ruins that exists outside the Angel City’s walls.
It’s the remainder of the original city and is currently occupied by the unlucky, and
the non-conformists. Comparisons to the Wild West are apt.
-Central Border
The closest area to the wall.
-Outer Border
The furthest area from the wall.
-The Verge
The dead zone between the Old city and the wall. No mutants are allowed
to cross it.
Ruins of the old city stretch from the between the verge all the way to the coastline of
Southern California, with ravaged wasteland cutting between. The Old City and the
Wasteland have an estimated human population of approximately 3 million. With an
unknown number of subhuman mutants and Strags. Populations within this old city
generally trade using

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The Wastelands
The Wasteland begins at the walls of some mega-cities, and is slowly curbed as one
approaches the wildlands. The most notable wasteland is the remains of old LA on the
west coast of the US. The Old City and the Verge are contained within the wastes. Few, if
any humans live here. In fact, barely anything lives here for long. Mountains of trash,
chemical pits, and weapons testing are the only signs of non-human life in these putrid
plains. The Wastelands are significantly more pronounced and dangerous west of the
Rocky Mountains.

Anthem
Inside the city there are the districts, but separate from them is Anthem, a huge, ultra-
high-class district that’s exclusively for the world’s elite. Anthem is in-fact a city-state
that happens to be within the city walls. It has its own import economy and visitors are
extremely rare due to the nature of the residents.

Angel City
The larger of the two West Coast megacities. Formed after the reincorporation of the LA
county, Angel city is a massive urban sprawl with towering skyscrapers and seedy
ghettos. Just about any experience, good or bad can be found within the towering walls of
Angel City. Wealth reaches astronomical heights and icy lows. Angel city is the largest
city by area and population in the US and the second largest city by population in the
world with over 370,000,000 legal residents and countless undocumented.

New Seattle
Smaller than Angel City, New Seattle is a liberal, low-walled economic free-state that
sports androids, casinos, and the largest Asian population by percentage outside of Asia
itself. As such, architecture and culture has been heavily easternized and Chinese is an
official language of the city, with at least 51% of the population being able to speak it.

Wuhan
Despite heavy gang activity, Texas’ megacity, Wuhan, is a social paradise that sees art
and culture elevated despite the threat of violence. Latin-American and Western
European immigrants make up a significant amount of the population, with the Italian
and Mexican population being especially dominant. Cybernetics are rarer in Wuhan due
to the lower-average income, and many consider it a city stuck in the past.

St. Alexis
St. Alexis is the smallest of the US megacities, and much like the other eastern cities it
doesn’t feature a barrier wall. About half of St. Alexis’ area is ghostly suburbs and
crumbling skyscrapers that have long since been abandoned, even by the city’s poorest.
These areas are slowly encroaching on the gentrified center of the city which stands as
the lifeblood, supporting the outer rings. Death by gunshot makes up the majority of

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deaths of residents under the age of 50, while the second most common is drug overdose.
Beyond the outskirts of the city are the abandoned mineral mines and the heavily guarded
hydroponics farms.

Columbia
Formerly the D.C. area, Columbia went from being a beacon of American progress and
hope to being a cruel reflection of that dream. As the US government began to lose power
in the 2000s, Columbia began to militarize its police force. Columbia, and to a lesser
extent Capital City, have the most police-related incidents in the country. Their corrupt,
masked police have become a symbol in the Eastern cities of government might.
Corporations have limited power in the city and are routinely inspected by federal agents.

Capital City
Despite its name, Capital city isn’t the capital of anything, except for maybe hurricanes.
Massive ocean levies dull the force of super-powered cyclones that strike yearly,
displacing thousands every season. Culturally the city is a bit of an amalgam between
Wuhan and Columbia. With the multicultural immigration of the southern megacity, but
the brutal martial law of the US capital.

New York City


Arguably the most recognizable city in the world, NYC is no longer top dog (being the
11th largest city by population). As more and more residents vacate the big apple, crime
has worsened to a degree not seen since the 1970s. Dirtier and more dangerous than it has
ever been, New York’s underground smuggling rings are among the most powerful in the
world, trafficking everything from weapons to humans, most of which coming either to
or from Europe.

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World Lore: Corporations and Factions
Though many countries and state governments have assimilated and spread their
borders, it’s the corporations and conglomerates that hold the true power. No
government or organization is free from their influence. And some have even
become inseparable from their respective mega corps. The New Russian Empire’s
armed forces are partly controlled by the Rykov-Rova corporation, and Japan’s
Grand Dragon company has outgrown its original status as a military branch.

Non-corporate factions may not produce products, but they’re still massively
influential.

Rykov-Rova Corporation
Country: Russia, NRE, 1987
Field: Weapons, Robotics, Cybernetics, many more
Public Perception: Mixed.
The largest corporation in the world (by employee) and generally considered to be more powerful than
most nations, Rykov-Rova is a multinational conglomerate founded in 1987 when the arms company
Rykov Sozdaniye Mactepctbo (founded in 1951) purchased the up-and-coming robotics manufacturer
Rova Neotek (founded in 1977) in 1987. The reformation of the Russian imperial system under the NRE
following the bloody Red War proved economically beneficial to Russian citizens, and Rykov-Rova was
the poster child for this success. Beginning in the mid 90s, the company expanded beyond military
interests, producing many home goods, food products, medical devices, as well as vehicles, aircraft and
cybernetics. Rykov-Rova products can be found in nearly every home in most markets and the company
has major interests in East Asia and South America, going as far as to bribe politicians and subvert
attempts at democratic elections in more financially vulnerable states.

While not directly tied to the Russian royals, it is well understood that Rykov-Rova’s support of the
empire is mutually beneficial, giving the company easy access to the nation’s vast resources. The
company’s biggest rival is the American corporation Arkon AMC. Arkon produces products in nearly all
of the same markets as Rykov-Rova, and similarly has government support from the United States. While
their conflicts have never expanded into outright war, numerous incidents of kidnapping, assassination,
and corporate espionage have been conducted between the two corporations over the decades.

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Arkon Advanced Materials Corporation (AMC)
Country: America, 1999
Field: Chemicals, Advanced Materials, Weapons, Biotech, many more
Public Perception: Respected, but feared.
Arkon’s influence, and technological superiority is without question and its shareholders are the most
powerful people in the world. Since its founding in 1999, Arkon has made numerous contributions to both
peaceful society and to the ever-grinding war machine. It has influence in every sector of science and
society from agriculture to magnetic weaponry, from biotech, to intelligent drones.

While smaller than Rykov-Rova in terms of property and employee count, Arkon AMC generally out
earns its competitor by nearly 30% a number which has been increasing in the last few years.
Chief among Arkon’s innovative strategies are its fearlessness when it comes to experimenting and
funding numerous seemingly outlandish projects, only culling them when they fail to produce. From deep
sea facilities, to experiments with teleportation and space-travel, Arkon’s got its claws in just about every
cyberpie. It would be a grave mistake to make an enemy of Arkon.

Unique among the Big Four, is Arkon’s lack of a standing corporate army. While the corporation does
field security personal and drones for dangerous or attractive operations, the company lacks a militia.
However, this does not seem to have disadvantaged them. Their S3 super soldiers are a mysterious, and
extremely effective force to be reckoned with, doing the work of 30 men single-handedly and with few
casualties. Because none of these S3s have ever been taken alive, nor has their equipment ever been
recovered intact, the true extent of these soldiers’ abilities is poorly understood and their origins
unknown.

Sinox
Country: The Chinese Protectorate, 2011
Field: Weapons, Vehicles, armors, many more
Public Perception: Mostly Negative.
The third of the Big Four, Sinox produces a variety of products for distribution in the East and abroad.
Many of its products are based on reverse-engineered or outright stolen technology as the Chinese
government generally does not recognize international laws protecting copyrights and patents and does
not prosecute its citizens for violations. The largest of these violators is the Sinox corporation itself,
which started life in 1969 as a corporate entity, eventually gaining sovereignty in 2011.
Their corporate military is known to use questionable means to obtain resources and personal, including
the deployment of disfiguring weapons, and poisons. Crimes that are largely unreported in Eastern
nations, who continue to see Sinox as a “government approved company” that works for the people.
The story is usually the opposite in the west, where Sinox products are seen as cheap at best, and
dangerous at worst, due in no small part to propaganda produced by rival corporations and western media.
They are, however, celebrated during a weeklong festive in New Seattle called “Silver Week”. The
festival is funded by Sinox, and aims to celebrate Chinese and Chinese American heritage and culture
while simultaneously selling as many Sinox products as possible.

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ENTech Global
Country: America/ United Kingdom, 2017
Field: Gadgets, Computers, Programs
Public Perception: Mostly Negative.
ENTech started as a shell company containing a series of recycling and landfill properties before
administration realized that the company could become more profitable by retaining the raw materials and
producing their own products rather than selling them to other corporations. In 2017 the new ENTech was
born. Now controlling the majority of the world’s recycling and refuse programs, ENTech has access to
generations worth of matter for little cost. The corporation is the leading provider of micro-processors and
program cards in the world and controls supply and price the world over. Producing wires, fiberoptics,
radios, cell phones, game consoles, computer terminals and mainframes.

While not entirely unique among corporations, ENTech protects its facilities with strict security systems.
In some countries, such as the United States and NRE, ENTtech has claimed “Zonal Sovereignty”, a
rarely abused loophole in some legal systems that allows a corporation of significant complexity to
operate under its own laws within the bounds of its property. The effect is that those guilty of trespassing
are often tried in secretive corporate hearings, instead of in public ones of the respective countries. Often,
those violating the Zonal Sovereignty of ENTech’s operations vanish without a trace.

Diseth Chemicals
Country: America, 1962
Field: Chemicals, Biotech
Public Perception: Mostly Negative.
Though the news is mostly sanitized by Diseth’s publicity teams, it’s no secret that Diseth has had more
security incidents and human rights violations than nearly any other company. With the possible
exception of the now defunct Bering. Diseth is the largest chemical manufacturer in the world. Originally
producing precursors, Diseth now produces all kinds of polymers, materials, salts, gas solutions, metals,
medicines, and cosmetics.

RavenTech
Country: Germany/America, 1990
Field: High-tech Armors, Gadgets, Firearms, Robotics
Public Perception: Mostly Positive.
RavenTech, is the largest Western European company by far and produces the majority of Europe’s, and
much of the world’s robotics and firearms. They produce a wide-range of products and their logo is one
of the most recognized in the world. The entire body of RavenTech’s military are combat drones that are
produced in-house. Like most corporations, RavenTech saves their most advanced tech for themselves.

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Greaves Armaments
Country: United Kingdom, 1898
Field: Weapons, Armor
Public Perception: Positive.
The company has changed a lot over the last century and the once peddlers of cheaply made, cast
weapons have developed into a serious competitor in the industry. Due to generous pensions, and benefits
GA workers are noted to be very loyal, staying with the company on average 10 years. Greaves produces
more explosives by ton than any other manufacturer. A close partner with Diseth.

Kader|Sabot Multinational
Country: Germany, 1995
Field: Cybernetics
Public Perception: Mixed.
Country-wide riots made world news when the German nationalist company Sabot-Gepanzertehersteller
Kollektiv was the target of a hostile takeover by the openly liberal Kader Common Interest Group.
Tempers have cooled over time, but at the time of the buyout, the majority of the once all-German staff
was liquidated. The cybernetics company produces many standard cybernetics and implants, which have
been increasing in popularity year over year since 1999.

-Ida Group-
Country: Japan, 2005
Field: Media, Mass Marketing
Public Perception: Neutral.
Based out of Japan, the Ida Group is protected from a fair amount (but not all) censorship making the
news corp a friend to consumers and liberals alike. But there’s been more than one occasion of violence
against its journalists for rubbing corporations the wrong way. The Ida Group is often powerless to stop
disappearances and kidnappings of employees, with some never reappearing. However, there’s enough of
a rebel edge to the company to prevent them from faltering.

-TerraCorp-
Country: West African Union, 2000
Field: Food Manufacturing, Biotech, Synthetic organisms, Medicine
Public Perception: Positive.
The Terracorp company has made great strides in food production, and medicine is often cited as the
reason for the continued growth of the world’s population despite environmental pressures. Their work in
biotech, specifically virology has allowed them to breed artificial species, some of which are rumored to
be weaponized for militaries. These claims have been continuously denied by TerraCorp’s PR.

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-Cerberus Nanotech-
Country: Unknown (likely American), Mid-2000s
Field: Cybernetics, Chemicals, Robotics, Medicine
Public Perception: Mixed.
Cerberus Nanotech is an up and coming pharmaceuticals and nanotechnology company that has gained
attention from investors and human rights groups that are interested in their surprisingly fast development
periods. They paid back their investors using medical nanotech, but have also been contracted for military
projects.

-Vertebrae Nexa-
Country: Grand Norway/Germany, 1989
Field: Robotics, Cybernetics
Public Perception: Positive.
VNX is a valuable stock with a high market cap. Kader|Sabot’s most tenacious competitor, the Italian
company now runs its main office in Germany with manufacturing in Grand Norway. Their cybernetics
are world class. The company has done much for the European economy and has brought many Eastern
scientists and engineers out of their homeland to work on their many exciting projects in the field of
robotics.

-Psigen-
Country: Various, 2001
Field: Cybernetics, Biotech
Public Perception: Unknown.
While legally the company produces products that claim to protect against the “ever present threat” of
Espers, Psigen is in reality a paramilitary group that trains memory-wiped espers from around the world.
Their agents all use a “mind” moniker such as “Blank Mind” or “Clear Mind”. They are often hired to
support larger forces especially in situations where the enemy is using unconventional tactics, which is a
reality that is becoming more and more likely. Lacking memories of their own, these artificial amnesiacs
are loyal, and deadly.

Deep Six (PMC)


Country: France, 2002
Field: Private Military Contractor
Public Perception: Unknown.
Originally founded as Eau Sombre, Deep Six agents do not wear distinguishing clothing. This
paramilitary organization specializes in covert operations. They are generally unknown to the public,
intentionally. They’re both being well-conditioned, and well-armed. Deadly, respected, and efficient.
Their Vector agents are considered the most dangerous assassins in the world. Conducting planning
through a network of secretive, and hard to trace phone trees.

Showa (Syndicate)
Location: Japan, America, China, NRE, Germany, etc
Public Perception: Negative.
The Showa group formed when the rival Hasashi and Shimazu families settled their feud and joined
underneath the new name. They are a group of Japanese drug manufacturers and dealers. They’re masters

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at their craft and have no qualms about resorting to violence to insure their way of life continues. Their
leader, Yorin Showa, is an elderly cyber-modified man who rules strictly, and remains untouchable due
to his “alleged” close connections with members of Japanese parliament. Despite being a criminal
syndicate, the Showa have a larger net income than many countries. They’re found in nearly every city,
conducting operations of various sizes, and attempting buy out or kill rival dealers and traffickers. While
Grand Dragon generally looks the other way on account of Showa’s history, the two groups clash on
occasion.

Vikings (Gang)
Location: Angel City, America
Public Perception: Negative.
Vikings are probably the most well-known gang on the west-coast even though they’re not the largest.
They’re gun-runners, largely, and as Angel City’s government ebs and flows on the restrictions on
weapons in the city, the Vikings keep the lead flowing. On off seasons, Vikings make their money
robbing vendors and selling these goods on the black market. Their style is barbarian inspired featured
close-cut and wild hair, beards, tattoos, and big muscles. Although they largely operate alone, they have
been associated with the racial supremacist groups such as the Blueskin Brotherhood.

Blueskin Brotherhood (Gang)


Location: Angel City, America
Public Perception: Negative.
A small, nimble group of operatives whose roots can be traced back to the Southern United States
before and following the Capital City Massacre in 2023. They’re militant, anti-religious, and ultra-
rightwing. Modeled themselves after anarchist groups from the mid 1990s. They utilize a
combination of guerilla tactics and police stratagem. Rivals with the Red Hoods and the Vikings.
Though the Vikings and Brotherhood occasionally have aligned interests seeing truces between the
groups.

Redhoods (Gang)
Location: Angel City, America
Public Perception: Negative.
A growing group of neo-communist extremists that follow an ideology with shades of libertarianism
and anarchists, except with an emphasis on anti-cybernetics. They believe themselves to be
spiritual successors to the mythical Robin Hood, and believe that wealth can and should be
redistributed on a massive scale to uplift the masses and deplatform the ultra-wealthy. They
exclusively use violence, subterfuge, and coercion to get their way, and often employ the aid of
other groups like the Imps to achieve their goals.

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October Bond (PMC)
Country: America, late 2020s
Public Perception: Unknown.
A small, elite team of soldiers for hire. They generally specialize in small-scale assassination, asset
recovery, and protection detail. Their founder, Anatol, is a tech-savvy, handsome, and deadly
hitman. Forces include: Elite ex-special forces, Snipers, Hardsuits

True Children of Amaterasu


Country: Japan, Global
Public Perception: Unknown.
A religious cult that believes their leader, Teruya Tanaka, is a direct descendant of the sun goddess.
Known for their formal wear, white robes, and smiling fox masks, they’re also formidable, if
unconventional foot soldiers. They generally operate in plain clothes and use mobs and
performance-enhancing drugs to surprise and subdue their targets. Originally founded in 2016, the
group
Forces include: Espers, Cyborgs, Fanatical infantry

Salamander Corps (PMC)


Country: Various
Public Perception: Unknown.
Originally two separate mecha factions (Goblin Brigade and Scrapper Corps) with different motives,
that joined together to benefit from a larger organization. The ground force consists entirely of
anthromorph mechs, many of which are vastly modified from stock mechs using stolen or
customized parts. They’re motivated by profit and pursuing new robotics. Forces include:
Anthromorph Mechs, Ace Pilots, Thieves.

-Strag- (Mutant Race)


Country: America
Public Perception: Negative
Strags represent the first stage in measurable human devolution due to environmental pressures.
On average, Strags are slightly shorter than humans, possessing similar stature compared to other
wastelanders due to their poor nutrition. They have flattened noses and ears that grow close to
their heads. They possess little body hair, and have scaled, smooth skin that better retains moisture,
an adaptation to their desert home. Strags are intelligent, and have a culture and languages of their
own. Some Strags speak human languages, mostly English, Chinese, and Spanish. But all of them
speak one of the two Strag languages: Courbash (spoken by the southern tribes) and Slant (spoken
by the northern tribes). These languages are a pidgin of Cantonese, Spanish, and Hemlock (a code
language originally spoken by a gang that occupied the old city before the walls were erected)
Northern Strag society is a strong patriarchy. Male Strags are encouraged to beat their rivals into
submission and take what they want by force. Female Strags, while equally violent, largely direct
their fury to other females and their children. Northern Strag society is polygamist, with alpha Strag
males having between three and six wives on average. And the word “Woman” in Slant, being
identical to the word for “Mother”.

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Character Sheet

Character Name Class CIN


#

Health DR Evade Carrying Weight/Limit


/

Attribute Base Derived Skill


Fitness
Strength
Agility
Intellect
Focus
Charisma
ESP Same As Base

Equipment Bounty-[ ] Credits-[ ]

Sprint__________ Tumble________ Medicine_________ Listen_____________ Threaten________


Climb__________ Balance________ Biology___________ Taste/Smell_________ Lie____________
Jump__________ Escape_________ Electronics_______ Sight______________ Forgery________
Swim__________ Sneak_________ Machinery________ ESP_______________ Disguise________
Force__________ Lockpick_________ Computers________ Speed____________ Charm_________
Endurance______ Sleight of Hand_______ Navigation________ Psychology_____
Crafting_________ __

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Useful Notes for Game Masters
Here is a list of useful charts and notes to make gameplay quicker and easier for the GM.

Roll Difficulty Tables


DIFFICULTY MODIFIERS TASK DIFFICULTIES
Complex repair…………………………………...+2-6 Trivial……………………………………………….<10
“It’s never been done before”…………………...+6 Easy…………………………………………………..11-14
Wrong tools or parts……………………………...+3 Average……………………………………………..15-21
Unfamiliar tools or vehicle……………………….+4 Difficult……………………………………………..22-27
Under stress………………………………………+3 Very Difficult………………………………………..28-31
Under attack………………………………………+6 Nearly Impossible…………………………….............32<
Wounded………………………………………….+2-6
Drunk/tired…………………………………………+4
Hostile Environment………………………………..+5
Lack of instructions………………………………....+2
Acrobatics involved………………………..………..+2-3
Information hidden, secret, or incorrect.....................+2
Well-hidden clue, door, or panel……………………+2
Low Light……………......................……………….+8
Complete Darkness………………………………….+15
Task under observation/secretive……………………+5
Requires rewire………………………………………+3
Rushing/time limit…..……………………………….+2-5
Excellent Equipment…..……………………………….-2
Done it before…………………………………………-1

Encounter Design, fudging, and quick combat


Combat, while a focus of the game has a tendency to become monotonous if it is not
moving quickly or resolving. Therefor to keep up the drama, the GM should follow these
guidelines.

Flexible Statistics for Enemies


Before a combat encounter occurs, the GM should decide how difficult the encounter is going to
be. If the GM wants an encounter to be fun but easily winnable, then the GM should
intentionally weaken the NPCs the player characters will run up against.
The opposite is true if the GM wants a tough, or even an unfair fight.

If the GM wants the player characters to flee, it is wise to provide them with an insurmountable
challenge. Simply giving the players a disadvantage during combat is often not enough and it is
possible to see them wipe out against a tough group of enemies or waste large amounts of time
attempting to chip away at their armor.

The Evade and Health numbers provided in the Factions document are suggestions, not rules.
Adjust them accordingly.

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Fudging
Like all RPGs it is important to keep your players invested. A string of bad luck is
possible, but the game should still play out more like a dramatic movie, and less like a
video game.

Even if the player is losing, sometimes buffing their rolls by a single point can turn the
corner. This can also be done in the reverse to cause the player characters to become
injured or lose a fight, but this should be done less frequently. Use fudging sparingly, and
do it for drama, not just for the hell of it.

Expedited Combat Encounters


As stated above, combat has a tendency to drag if not designed properly and this is
diametrically opposed to the thesis of CyberBlood’s combat. Therefore it is good to
combine the fudge rule here.

Having a room full of enemies is exciting, and making a handful of those enemies
extremely unlucky, cowardly, stupid, brazen or frail empowers the players while still
allowing them to struggle against powerful foes. This should be done semi-frequently to
make the combat seem faster. This should not be applied to dramatic or boss encounter as
it can stifle an otherwise dramatic moment. Hordes of mutants, swarming robots, and
untrained thugs are best for these kinds of rapid-fire encounters.

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Group Types ----------------------------------------------------------------------------------
When writing a campaign, mission or quest, or using one of the pre-written modules a GM may
wish their game to be more specifically themed. By choosing a group type that all the player
characters must fit into, they can guide role-play along a line that may better fit within the
constraints of the mission. Alternatively this can be used to simply provide players who are new
to role-playing games or are unsure of how to play their new character with some structure to
base their behavior on.

Engineers Street Punks


Older cyberpunk TTRPGs feature elaborate Raging against the machine, or in
rules for net-running and hacking which CyberBlood’s case machines, is a great
have largely been abstracted out of starting point for groups. Gang members
CyberBlood. These systems rarely trying to prove themselves against a rival or
functioned in an interesting way and left the a group of punks trying to pass through a
non-hacker characters twiddling their treacherous initiation for a deadly gang are
thumbs. But the Engineers only group type both excellent set ups. GMs should consider
encourages the players to release their inner reducing the amount of starting currency
super-nerd and build a character that’s either their players are given or disallowing heavy
a total machinehead or a square-eyed stream weapons like explosives, sniper rifles, and
queen. Rival hackers may corrupt their files assault rifles. Settings like Columbia and St.
and steal their funds, or their drone thefts Alexis may be especially well-suited to this
might garner the attention of very impressed style of play.
or very angry corporations. Seeing what
non-combat characters do in such situations Druggies
can be a very different kind of fun and it’s a Instead of being motivated by money, fame,
group type worth exploring for more or a specific character goal, this group has
seasoned CyberBlood players. their cyber sights set on one thing only,
drugs. They’re fiending for another hit and
Detectives they’ll do almost anything to get it. GM can
Classic cyberpunk stories have their roots in decide on the drug of choice and adjust the
noir fiction and crime thrillers going back as difficulty accordingly. Characters might
far as the 1920s, so having the group role- start the campaign with a time-limit before
play as a small team of jaded gumshoes gels they go into withdrawal or might have
nicely with slow-burn campaigns. illnesses associated with drug abuse. Players
Alternatively, a Scooby-Doo styled caper needing to work around these penalties can
with less bloodshed and significantly more allow them to stretch their creative muscles
hijinks is also doable, though this is better to find solutions to unusual challenges.
suited to a short-term campaign. Players and
especially GMs will find that CyberBlood is
best played with dark humor, not slapstick,
but your mileage may vary.

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Mercs Couriers
Anything for a buck, mercenaries often find Many cyberpunk quests see the player
themselves in hazardous warzones or doing characters tasked with retrieving or
jobs that nobody else will. Great for one-offs delivering an important item. So an entire
or meat grinder missions where the GM group dedicated to the safe and efficient
wants survival to be an unlikely prospect. delivery of said items is a no-brainer.
Missions should have lots of automatic Characters might be restricted to the Nomad
weapons, explosions, and heavy metal. and Seeker classes for added structure.
Quests could also include rival couriers who
Corporate Spies may be after the same item as the players!
The counter-point to the Mercs group type,
Corporate Spies is all about espionage and The Power Squad
sneaking around. Classes could be restricted This group type is more related to character
to Agents and Doctors and would allow creation than it is role-play. A Power Squad
players to let out their inner Bond or Bond allows new characters to get a big boost,
girl. Wine and dine. Shmooze. And kill your with the GM foregoing character
lovers. Then make it out alive with the progression in exchange for super-powered
evidence. This group type might have some starting characters.
crossover with the Detectives group type. Here’s how:
+ Characters get both Class Gifts,
Hitmen instead of just one.
Hunting down, and killing an especially + All Prestige Abilities are unlocked
important person is a common storyline in from the start.
+ Characters start as their preferred Elite
cyberpunk fiction, especially if things aren’t Class.
always what they seem. Hitmen groups + Players are given double the normal
might not be used to working as a team, or starting currency to buy items and gear
maybe they’re a specialize “Hit Squad” who The resulting team will be armed to the teeth
excels in coordinated assassination with gear and abilities and should have no
operations. Seekers, Nomads, and Agents issue jumping into a more intense mission.
are classic classes for this style of group, but
the GM need not restrict the players at all, as Self-Harm Squad
long as the characters have the killer The idea of a less-than-kosher prisoner
instinct. administrator offering reduced prison time
in exchange for sending their prisoners on
likely-lethal special-forces-esque missions is
a great way to maintain tension and keep
players on their toes. Added drama
materializes when the player characters
inevitably begin to wonder if their warden
sending them on these missions is true to
their word. And do they even have a choice?

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Quick Damage Table
Example Damage Value Range Damage Type

Unarmed Attack 2-10 Concussive


Improvised Weapon Attack 4-15 Concussive
Drone Melee Attack 5-20 Concussive
Dog Bite 2-10 Crush/Slash
Cyberdog Bite 2-15 Crush/Slash
Grenade Blast 10-40 Concussive/Slash/Thermal
Fueled Fire Attack 13-31 Thermal/Burning
Car Collision 8-35 Concussive/Crush
Severe Car Collision 15-50 Concussive/Crush
Struck by Car 20-75 Concussive/Crush
Small Cut or Puncture 3-11 Slash
Large Cut or Puncture 12-27 Slash
Synthetic Poison 14-31 per hour Chemical
Biological Poison 3-45 per hour Chemical
Liquid Fuel Explosion 18-95 Concussive/Thermal
Compressed Gas Explosion 26-155 Concussive/Thermal
Oxygen Explosion 20-850 Concussive /Thermal
Explosive Charge 10-1000 Concussive/Thermal
Chemical Laser Weapon 16-60 Thermal
Shockwave Weapon 5-45 Concussive
Submachine Gun 8-14 Ballistic
PDW 13-16 Ballistic
Pistol 9-15 Ballistic
Hand Cannon 16-30 Ballistic
Light Rifle 10-18 Ballistic
Heavy Rifle 15-30 Ballistic
Automatic Rifle 15-30 Ballistic
Light Machine Gun 17-35 Ballistic
Heavy Machine Gun 20-40 Ballistic/Concussive
Precision Rifle 20-27 Ballistic
Anti-Material Rifle 40-70 Ballistic/Concussive
Molecular Weapon 20-30+ Slash/Chemical
Contact with Fire 2-12 Thermal/Burning
Strong Acid/Base 12-36 Chemical/Burning
Molten Metal 24-68 Thermal/Burning

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One More Thing...
CyberBlood was born out of my love for the cyberpunk genre and aesthetic. As a largely
visual thinker, I love the feeling I get looking at the art, the fashion, the mechanical
design of the late 80s to 90s, and that deep-seated cassette futurism is a big driving force
behind this project. Square machines, bundles of wires, dozens of unrelated storage
medias, blocky readouts, early LCD screens, the whir of a hard disk, the list goes on. But
more than the visceral design of the setting, I wanted to write a game that could be
learned easily and was more intuitive than other TTRPG systems while still maintaining
the complexity and nuance that would keep players wanting more. I think I succeeded.
But when I started doing this a decade ago I never thought it would be anything more
than a doc on my laptop.

Every word of CyberBlood was written by me, but anywhere between 20 to 30% of it was
influenced or inspired by the feedback from my players and peers during and outside of
the game. A lot of the ideas in this game are informed by decades of science fiction and
fantasy media, much of which is not even in the cyberpunk genre. To list all of
CyberBlood’s influences would be next to impossible. Everything is a remix, but I’d like
to take this space and set it aside for those who more directly had a hand helping me
create the rules and the world of CyberBlood.

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Copyright information
CyberBlood and its design, characters, and setting are copyright of Michael Scott, 2013.
CyberBlood logo, and artwork are copyright of Michael Scott 2022.
Macrocell name/character is copyright of Michael Scott 2022.
All referenced works unrelated to CyberBlood and belong to their individual copyright
owners.

Works Referenced
20th Century Fox. (1977). Star Wars. United States.
20th Century Fox. (1979). Alien. United States.
Artmic & AIC. (1987). Bubblegum Crisis. Japan.
Bethesda Softworks. (2007). Bioshock. United States.
Bethesda Softworks. (2010). Fallout: New Vegas. United States.
Blizzard. (1998). Star Craft. United States.
Bones. (2016). Mob Psycho 100. Japan.
Electronic Arts. (2007). Crysis. United States.
Elfman, D. (1980) Only a Lad [Oingo Boingo] On Oingo Boingo. IRS Records
Id Software. (1993). Doom. United States.
Konami. (1998). Metal Gear Solid. Japan.
Metro-Goldwyn-Mayer. (1984). The Terminator. United States.
Metro-Goldwyn-Mayer. (1995). Hackers. United States.
Microprose. (1991). X-COM. United States.
Microsoft. (2001). Halo. United States.
Millar, M. & Romita, J. (2008). Kick-Ass. Icon Comics.
Moore, A. & Gibbons, D. (1986). Watchmen. DC Comics.
Otomo, K. (1982). Akira. Kodansha.
Paramount Pictures. (2011). Super 8. Australia.
Shochiku. (1995). Ghost in the Shell. Japan.
Sony Pictures. (1997). Starship Troopers. United States.
Sony Pictures. (2009). District 9. New Zealand.
Sunrise Inc. (2016). Code Geass: Lelouch of the Rebellion. Japan.
TriStar Pictures. (1995). Johnny Mnemonic. United States.
Universal Pictures. (2002). The Bourne Identity. United States.
Warner Bros. (1982). Blade Runner. United States & Hong Kong.
Warner Bros. (1999). The Matrix. United States.
Warner Bros. Discovery. (1969). Scooby-Doo, Where are You!. United States.
Warner Bros. Interactive. (2005). F.E.A.R. United States.
Warner Bros. Pictures. (2005). Batman Begins. United States.

CyberBlood Free-Version 1.0 © M. S. (2013-2022) 73

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