Cyberblood+Free+Version+ (R1 0) +
Cyberblood+Free+Version+ (R1 0) +
Cyberblood+Free+Version+ (R1 0) +
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.
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.
-Macrocell
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.
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]
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.
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)
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.
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]
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!
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]
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.
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.
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)
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.
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]
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.
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.
“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)
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.
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.
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.
Engineer
Active Special C: Redline (Major)
Unlocked by purchasing the Full Version of CyberBlood!
Nomad
Active Special C: Touchdown (Minor)
Unlocked by purchasing the Full Version of CyberBlood!
Seeker
Active Special C: Target-Lock (Minor)
Unlocked by purchasing the Full Version of CyberBlood!
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.
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.
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.
*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 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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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)
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.
Passive:
Techniques that are in effect at all times, unless the character is dead. All Character Classes have
at least one Passive Special.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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
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
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
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.
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.
As with all services, the quality of said service is strongly correlated with the price paid.
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.
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.
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.
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.
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.
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.
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
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.
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
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
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.
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.
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.
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.
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.
-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.
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
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.
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.
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.
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.
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.
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.
Works Referenced
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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.