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Showing posts with label System. Show all posts
  • Pharmaceuticals and drugs

    Item Description Game Data

    Sleeping pill

    Sleeping pill

    No one's found a cure for sleep yet. This is as close as it gets.

    • Nominal Price: OH$4.0
    • Stash Usage: 0.1

    Headache pill

    Headache pill

    Proper strong ones. You'd be unwise to mix them with almost anything.

    • Nominal Price: OH$18.0
    • Stash Usage: 0.1

    Devil's Tears

    Devil's Tears

    A hallucinogenic rarity. So-called entheogen. Make sure you have a plan before you actually use it. 14 units is one bottle.

    • Nominal Price: OH$1.7
    • Stash Usage: 0.2
    • In supply packets: Chemical rewards, Quality drugs

    SVV

    SVV

    Super Viagra. The streets call it SVV for short. A new take on the original idea, but no relation to the original molecule. Brand names just stick, you guess.

    • Nominal Price: OH$4.0
    • Stash Usage: 0.1
    • In supply packets: Chemical rewards, Hooker supplies

    Tramadol

    Tramadol

    Long term pain relief. Makes you feel flat as a pancake too.

    • Nominal Price: OH$5.0
    • Stash Usage: 0.1

    Pure codeine

    Pure codeine

    A harder hit for a bigger pain... or a bigger problem.

    • Nominal Price: OH$3.0
    • Stash Usage: 0.1
    • In supply packets: Basic medical, Street drugs

    PCP

    PCP

    It's great stuff. Great stuff!

    • Nominal Price: OH$8.0
    • Stash Usage: 0.1
    • In supply packets: Chemical rewards, Hard drugs, Street drugs

    Nexus

    Nexus

    A drug of choice for those in the know.

    • Nominal Price: OH$20.0
    • Stash Usage: 0.1
    • In supply packets: Chemical rewards, Quality drugs

    Modafinil

    Modafinil

    Wake up power.

    • Nominal Price: OH$16.0
    • Stash Usage: 0.1
    • In supply packets: Stakeout gear

    Military grade amphetamines

    Military grade amphetamines

    These things will get you properly stoked.

    • Nominal Price: OH$24.0
    • Stash Usage: 0.1
    • In supply packets: Hard drugs

    Mescaline

    Mescaline

    Pills, not dried cactus. Still get you out of it.

    • Nominal Price: OH$18.0
    • Stash Usage: 0.1

    Melatonin

    Melatonin

    Play with your rhythm. Keep it going.

    • Nominal Price: OH$4.0
    • Stash Usage: 0.1

    MDMA

    MDMA

    It's been known by a thousand names, but this stuff will always be popular.

    • Nominal Price: OH$6.0
    • Stash Usage: 0.1
    • In supply packets: Chemical rewards

    Heroin

    Heroin

    The end of dreams.

    • Nominal Price: OH$32.0
    • Stash Usage: 0.1

    Hash

    Hash

    Dope. Weed. Resin. Whatever. It'll chill you out. Maybe not fuck up your mind too much.

    • Nominal Price: OH$3.0
    • Stash Usage: 0.2
    • In supply packets: Chemical rewards

    Anti-psychotics/Grey market

    Anti-psychotics/Grey market

    Who knows what's in these things?

    • Nominal Price: OH$14.0
    • Stash Usage: 0.1

    Anti-psychotics

    Anti-psychotics

    Getting you squared away.

    • Nominal Price: OH$28.0
    • Stash Usage: 0.1
    • In supply packets: Quality drugs

    Anabolic steroids/Grey market

    Anabolic steroids/Grey market

    These things have either got the real thing or chalk dust inside.

    • Nominal Price: OH$8.0
    • Stash Usage: 0.1

    Anabolic steroids

    Anabolic steroids

    Get those muscles pumping... for a price.

    • Nominal Price: OH$16.0
    • Stash Usage: 0.1

    Edge

    Edge

    Somewhere between everywhere and nowhere.

    • Nominal Price: OH$18.0
    • Stash Usage: 0.1
    • In supply packets: Quality drugs

    Designer amphetamines

    Designer amphetamines

    A complex mix. A smooth, cold high.

    • Nominal Price: OH$32.0
    • Stash Usage: 0.1
    • In supply packets: Quality drugs

    Crystal meth

    Crystal meth

    Ice, ultra pure. Ultra white. Will fuck you up like nothing else.

    • Nominal Price: OH$6.0
    • Stash Usage: 0.2
    • In supply packets: Hard drugs, Street drugs

    Crack cocaine

    Crack cocaine

    Now this is some hard shit.

    • Nominal Price: OH$28.0
    • Stash Usage: 0.2
    • In supply packets: Hard drugs

    Co-codamol

    Co-codamol

    Codeine. Paracetamol. Good stuff. Just don't take too many.

    • Nominal Price: OH$1.0
    • Stash Usage: 0.1
    • In supply packets: Street supplies

    Cocaine

    Cocaine

    Get high.

    • Nominal Price: OH$18.0
    • Stash Usage: 0.2
    • In supply packets: Hard drugs, Quality drugs, Street drugs

    Cheap amphetamines

    Cheap amphetamines

    A buzz. Lingering dread.

    • Nominal Price: OH$2.0
    • Stash Usage: 0.1
    • In supply packets: Hard drugs, Street drugs

    Caffeine pill

    Caffeine pill

    Wake yourself up. Maybe.

    • Nominal Price: OH$1.0
    • Stash Usage: 0.1
    • In supply packets: Street supplies

    Anti-depressants

    Anti-depressants

    Little blue pills. Crush your mood. Flatten you out. It's all good.

    • Nominal Price: OH$18.0
    • Stash Usage: 0.1

    Angel Rain

    Angel Rain

    Blow your mind.

    • Nominal Price: OH$30.0
    • Stash Usage: 0.1
    • In supply packets: Chemical rewards, Quality drugs

    5-HTP

    5-HTP

    Good for sleep... or for coming down.

    • Nominal Price: OH$4.0
    • Stash Usage: 0.1
  • Medical


      
    Item Description Game Data

    Nanite shot

    Nanite shot

    Grey goo for your veins. Will clear out almost anything.

    • Nominal Price: OH$40.0
    • Stash Usage: 1
    • In supply packets: Trauma supplies
      

    Nanite shot/Grey market

    Nanite shot/Grey market

    Almost as good as the real thing. Almost comes with a guarantee.

    • Nominal Price: OH$20.0
    • Stash Usage: 1

    Basic first aid kit

    Basic first aid kit

    Treat yourself, or someone else. This is best saved for when you're otherwise without medical care.

    • Nominal Price: OH$20.0
    • Stash Usage: 5
    • In supply packets: Basic medical, Trauma supplies

    Biomechanical suture

    Biomechanical suture

    One crazy looking thing. A giant millipede with a chip instead of a brain. It'll close pretty much any wound though.

    • Nominal Price: OH$150.0
    • Stash Usage: 8
    • In supply packets: Advanced medical

    Dermal glue

    Dermal glue

    Takes a bit of skill to use. Guaranteed antibiotic. Hypo-allergenic. All that.

    • Nominal Price: OH$12.0
    • Stash Usage: 0.2
    • In supply packets: Basic medical, Hooker supplies, Trauma supplies

    MedChem kit

    MedChem kit

    Antibiotics. Antivirals. Hormones and biochem agents. A tiny vial of medical nanites. All automated.

    • Nominal Price: OH$72.0
    • Stash Usage: 19
    • In supply packets: Advanced medical

    Adrenalin vial

    Adrenalin vial

    For the topical treatment of wounds; or you can mainline it if you really want.

    • Nominal Price: OH$14.0
    • Stash Usage: 1.6
    • In supply packets: Trauma supplies

    Blood plasma

    Blood plasma

    A rugged, pressurised unit with a built in applicator. Serious stuff.

    • Nominal Price: OH$48.0
    • Stash Usage: 5
    • In supply packets: Basic medical, Trauma supplies

    Medkit

    Medkit

    Much more likely to save your life than a standard first aid kit.

    • Nominal Price: OH$28.0
    • Stash Usage: 8
    • In supply packets: Advanced medical, Basic medical, Trauma supplies

    Nanites Medical

    Nanites/Medical

    Heavy duty. Heavy problems.

    • Nominal Price: OH$420.0
    • Stash Usage: 6
    • In supply packets: Advanced medical

    Surgical tape

    Surgical tape

    Hypoallergenic. Antiseptic. It'll do when you're in a bind.

    • Nominal Price: OH$7.0
    • Stash Usage: 0.1
    • In supply packets: Basic medical, Trauma supplies

    Nanites Implant accelerators

    Nanites/Implant accelerators

    Rare, experimental tech. You gonna try it out?

    • Nominal Price: OH$2,000.0
    • Stash Usage: 1

    Nanites Pain blocker

    Nanites/Pain blocker

    Long lasting and non-addictive, but they're expensive enough that they're only for desperate measures.

    • Nominal Price: OH$240.0
    • Stash Usage: 1
  • World

    The World of 209X

    A cyberpunk cityscape view

    The world of the 2090s is a fractured landscape, reshaped by a slow, grinding collapse rather than a single apocalyptic bang. It's business as usual, slowly sliding into more and more environmental degradation, economic despair, and mind-numbing pop culture as the corporations rake in the profits and take control. This is a tour of that broken world.

    "Some players have some weird ideas about the background. There was no apocalypse or anything like. What happened to the old US was a series of smaller wars that took place over decades."

    A Slow Collapse: The Fall of the Old World

    The 21st century was not kind. The collapse was not a single event, but a cascade failure of interconnected systems over decades. It was a perfect storm of catastrophe: the fallout from disasters like Fukushima, the relentless creep of climate change and rising sea levels, a cataclysmic earthquake on the San Andreas Fault, and a slowly unfolding water crisis in the southwest. This environmental collapse, combined with the immense economic fallout, ignited the flames that would become the brutal Secession Wars.

    "This took place over decades, not days. The land is still mostly there. Just the people aren't."

    The Dustbowl & The Badlands

    The single most important event in North America's recent history was the creation of the great dustbowl. A combination of factors—overuse of water from ancient aquifers, chemical fertilizers turning soil to dust, massive monoculture farms, and changing rainfall patterns—led to a cascade of desertification. A vast swathe of the continent, from the Rockies to Ohio, was rendered almost uninhabitable, creating the lawless expanse now known as the Badlands.

    The Secession Wars

    The ecological disaster of the dustbowl triggered mass population movements and resource scarcity, which in turn ignited the bloody and brutal Secession Wars. These were not conflicts fought with large-scale nuclear weapons, but a series of smaller, protracted wars over decades that utilized devastating chemical and biological arsenals. The old USA was torn apart, its government collapsing and its territory fracturing.

    Fuel & The Rise of Nanotech

    Parallel to the wars, the petrochemical industry, a house of cards built on peak oil and government subsidies, finally collapsed. This spurred a massive boost in the nascent nanochemical industry. Today, a combination of tailored micro-organisms, nanites, and modified algae strains can synthesize almost any chemical compound, including fuels that burn cleaner and more efficiently than their old-world counterparts.


    Cincinnati (Cinci): Heart of the Eastern Border

    The primary setting of the game, Cincinnati is the largest of the Eastern-Border Cities. Its population swelled to 24 million during the refugee crisis, a result of rushed, uncoordinated, and corrupt urban planning. Today, it is a chaotic mix of hyper-modernity and decay. While Ohio is now its own country, Cinci is its undisputed economic and cultural heart.

    The Slums

    The slums are Cinci. This sprawling mess of favelas, tenements, and cheap condos covers most of the city and houses the majority of its population. Life is a constant hustle, even for those with standard jobs. The streets are a permanent market controlled by a loose network of protection rackets known as "slums law".

    The Projects (e.g., Evanston)

    Four colossal, interconnected arcologies housing nearly half of Cinci's population. Built to handle the refugee crisis, they are a NoGo zone for outsiders and a crime-filled swamp. Inside, however, a unique and thriving culture has emerged, born from the necessity of millions learning to live together in a high-pressure environment.

    Gamble Street

    The city's primary market and Chinatown, existing by its own rules under an uneasy alliance between the Triads and the Yakuza. It's the pulsing heart of the city's black market, where one can buy anything from illegal cybernetics to information spikes.

    Protected Zones (PZs)

    Gleaming corporate enclaves, walled off from the chaos. Areas like the Central PZ are where the elite live and work under the watchful eye of firms like Tower Group. They are worlds of clean air, high technology, and absolute corporate control.

    The Bordertown

    The western limit of Cinci is a fortress. Just outside lies the Bordertown, a scattered community of travelers, refugees, and predators. Though technically a NoGo area, the heavy Tower Group presence keeps it in a state of tense stability.

    NoGo Zones

    Areas without official law enforcement, where entry is at your own risk.

    • Riverside: A toxic waste dump on the southern bank of the Ohio, a festering scar from the Secession Wars. Officially depopulated, but some desperate souls still live and die among the chemical sludge.
    • The Old City Core: The darkest of the NoGos. The former downtown is now a ruin of decaying skyscrapers, a den of pure evil that is home to snuff studios and the city's worst monsters.

    Global Locations: A Fractured World

    While America has collapsed, other parts of the world have adapted or risen in its place, creating a new global dynamic. China is now the dominant global power, and space exploration likely consists of a moon base, the ISS being a relic of the past.

    Brazil & The Amazon

    In stark contrast to the former USA, Brazil has emerged as a stable and powerful nation. However, its vast jungles are a smuggler's paradise and home to ruthless cartels like the Irmandade Roxa. In a stunning reversal of historical trends, it is now a destination for people smugglers moving desperate individuals *out* of the collapsed American state in search of a better life.

    The Gulf of Mexico

    The Gulf is a graveyard of the old world, with cities like Panama City, Florida, now nothing more than debris sticking out of the sea. The region is dotted with isolated compounds and derelict deep-sea installations, like the oil rig where Mal takes refuge. It's a place to disappear, far from corporate or legal oversight.

    The North African Desert

    A vast, timeless expanse where borders have no meaning. This is the domain of the nomadic badw clans, who mix ancient traditions with modern technology. It is also a shadow theatre for global espionage, where corporate mercenaries and intelligence agents play a deadly game of cat and mouse amidst the sandstorms.

    London

    A major world city, but one that has been ravaged by rising sea levels. The old metropolis is flooded, with life continuing on the rooftops and upper levels of its historic buildings, a testament to humanity's stubborn will to adapt.

    Siberia

    A remote and desolate region used by megacorporations as a location for untraceable subsidiaries, black sites, and brutal gulags. It's a place where people are sent to be forgotten, either as a researcher in a secret lab or a prisoner in a salt mine.


    Factions & Power Brokers

    In the fractured world of the 2090s, power is not held by governments, but by a complex web of corporate monoliths, ruthless criminal syndicates, and desperate street gangs.

    The Corporate Overlords

    The true governments of the modern era. They control the PZs, wage shadow wars, and view the populace as either consumers or obstacles.

    • Tower Group: Cinci's corporate rent-a-cops and biggest gang. A multinational corporation contracted to enforce the law, they are known for their brutality in the slums while providing high-quality service in the PZs. A secret black-ops unit within Tower acts to maintain the city's "status quo" through any means necessary.
    • Other Megacorps: Entities like CinnTech Genetics, Naas, and Rohden are major players in the constant game of corporate espionage.

    Syndicates & Street Power

    Where corporate law ends, the law of the street begins. These organizations control the illicit economies of the slums.

    • The Triads & Yakuza: Traditional organized crime syndicates, most notably the Five Lucky Winds triad's uneasy alliance with the Yakuza on Gamble Street.
    • Slums Law: A loose network of neighborhood watch groups and protection rackets that maintain a semblance of peace, allowing business—legal or otherwise—to function.
    • The Jags & Modes: The two main street gangs of the slums, locked in a perpetual, hyper-violent turf war. The Jags favor a punk aesthetic, while the Modes emulate an androgynous version of the ancient actor James Dean.
    • The Zetas: A societal label for feral children, aged 5-10, with no hope and no future. They are not an organized gang, but a tragic symptom of the city's decay, a concept they themselves wouldn't even understand.
  • Secrets of CyberpunkDreams

    Secrets of the Sprawl

    Secrets

    Beyond the concrete and chrome, beyond the daily hustle and bloodshed, lies a world of deeper secrets. These are the whispers in the dark alleys, the bleeding-edge tech that defies morality, and the truths so valuable that people will kill—or die—to protect them. This is a glimpse into the esoteric underbelly of the world.


    Mutations: The Unwanted Gift

    What exactly is a mutant? In biological terms, an individual of a species that differs genetically from its kin. In human politics, something much more specific and, apparently, sinister. The modern term “mutant” refers to a particular class of mutation first observed in the aftermath of the Secession Wars: people with unusual, if often subtle, abilities and physical abnormalities.

    Stories of mutant supermen are largely a myth. Little is known about the phenomenon due to the political hysteria that erupted upon its identification. In a mere two years, an international decision was made: these “people” were not human and therefore not subject to human rights laws. Shoot on sight orders quickly spread as the Eastern-Border Cities fortified themselves. New AI-driven technology sprang up for their instant identification and extermination, with security conglomerates like Tower Group investing heavily. Modern systems boast an accidental termination rate of a mere five percent.

    This brutal policy forces mutants in Cinci to live in hiding, pass as normal, or flee to the relative anarchy of the Badlands. Outside the city walls, however, a mutation can be an asset. The army, for instance, cared little for genetic purity if an individual's abilities were useful. The scavenger Jake possessed a mutation that allowed him to sleep with only half his brain at a time, a perfect trait for a life where constant vigilance is key to survival.

    Behind the facts, many conspiracy theories lurk. Whispers of alien intervention, sinister corporate plots, or failed supersoldier programs are common. The reality, however, is far less grand and perhaps more disturbing. The 'mutant' phenomenon is not the product of a government or corporate conspiracy, but the successful work of a lone individual—a 'neckbeard' out in the badlands who acquired a gene-editing suite and, for reasons unknown, began to alter the human code.


    Vampires: The Biotech Myth

    Are they real? In the slums, whispers persist of figures who are more—and less—than human. These aren't supernatural creatures of folklore but the horrifying potential endgame of black-market biotech and radical body modification. The myth speaks of individuals so heavily altered that they require fresh blood or specific biological components to sustain their augmented bodies or reverse cellular decay.

    These "vampires" are the ultimate urban predators, a rumor that haunts the organ-harvesting clinics and snuff studios of the Core. They represent the terrifying fusion of human desire and unchecked technology, a dark legend in a city already drowning in nightmares. Whether they are a genuine threat or a cautionary tale, the fear they inspire is very real.


    Secret Weapons & Black Tech

    In the shadow wars between corporations and criminals, the right weapon isn't just an advantage—it's everything. These tools range from high-tech corporate assassination hardware to disposable street-level implements of death.

    Biological & Human Weapons

    The most insidious weapons are those that walk and breathe. The assassin Angela demonstrated the pinnacle of this concept, her body converted into a biological bomb by a custom nanite swarm. Keyed to her death, the swarm deconstructed her at a subcellular level to create a potent, undetectable explosive. On a cruder level, individuals can be turned into "puppets" or "shell entities"—their minds digitally wiped and reprogrammed for a single mission, making them the perfect deniable asset, as seen in the Gamble Street bombing.

    High-End Assassination Tools

    For corporate work, only the best will do. The BRA Khemall ANR60 is a prime example: a smart rifle that links directly to the user's cortex, firing laser-guided, high-velocity rounds. Loaded with illegal, short-lived disassembly nanites, its projectiles not only kill the target but also consume the evidence, making it a ghost's weapon.

    Street-Level & Disposable Tech

    On the streets, desperation breeds innovation. Fixers and runners use untraceable, 3D-printed, single-shot firearms known as "cunt guns". Designed to be concealed within the body, they are the ultimate last resort—a weapon born from the need to get a gun past even the most invasive security search.


    High-Level Information: The True Currency

    In the world of 209X, data is power. Information—corporate secrets, personal data, underworld intel—is the most valuable commodity, and wars are fought to control its flow.

    Information Brokers

    At the apex of the data trade were figures like the legendary Siprasi Twins. They were ghosts in the machine, capable of stealing any secret and altering any record at will. They operated from a completely sealed, armored bunker, their power so absolute that the only way to stop them was with a weapon as unconventional as they were.

    Corporate Espionage & Memetics

    The shadow war between megacorps like CinnTech and Naas is fought with information. They employ elite counter-extraction experts who use sophisticated psychological profiling, multi-layered deception, and even memetics—subliminal messaging and suggestions—to influence and extract high-value personnel. These operations are complex chess games where human beings are the pieces.

    The Shadow Networks

    The nervous system of the underworld. This is a web of encrypted communications, dead drops, anonymous chat rooms, and courier networks. It's how fixers like Layde, drone operators like Trix, and smugglers on the Riverfront trade the street-level intel that keeps the illicit economy moving. Access to this network is the difference between being a player and being prey.

  • Your Character

    Your Character

    Your Character

    Your character is your avatar in the game. At the beginning of the game, your character is a nameless drifter with no memories, coming in from the Badlands to the metropolis of Cinci. Your past, your abilities, your goals, and even your name and sex are all things that you will have to discover through playing the game.


    Core Identity & Attributes

    The fundamental building blocks of who you are. These define your innate capabilities and how you are perceived by the world.

    • Traits - Your basic physical and mental abilities: charisma, strength, stamina, etc. These change slowly and only through extreme training, cybernetics, or substance use.
    • Skills - Your learned abilities, from fighting to business. They are trained automatically by using them, and it's worth attempting difficult tests just for the training experience.
    • Mutations - Inherent genetic modifications that grant unique abilities and challenges. This is a permanent choice made at the start of the game that will define your playthrough.
    • Cybernetics - Implants and enhancements that can massively improve your traits and unlock new options. However, they increase your black shakes, and street-level surgery is always a risk.
    • Quirks - Unique physical features about your body.
    • Temperament - Four different approaches to the world. You can have two of them at a time.
    • Morality - Your preference for "good" or "bad" actions, which affects how different people react to you.

    Status & Survival

    Cinci is a hard place. Looking after yourself is a full-time job. You begin with a grace period, but soon the city's dangers will ramp up to full blast.

    • Wellbeing - Your wellbeing is represented by your sustenance, alertness, moods and other stats. If any of these move too far from the norm, you’ll start to experience increasingly serious negative effects.
    • Threats & Hazards - Negative stats that build up over time. They include Injury (physical damage), Hardship (poverty, pollution), Black shakes (from tech), and Psychosis (mental trauma). High levels can lead to a doom loop and eventual death.
    • Wounds & Injuries - Serious trauma that will take time to heal. Most major wounds won’t heal without medical attention from places like St Joe’s or the mercy crew.
    • Need - Your character’s appetite for sexual pleasure. It rises over time and can be satisfied in various ways, though pain and exhaustion can be inhibitors.
    • Perceived Temperature - Being too hot or cold can cause problems. Dress appropriately for the weather and use items like hot or cold drinks to manage your temperature.
    • Substance Use & Addiction - Drugs and alcohol can provide temporary benefits but lead to increased tolerance and the risk of addiction, a vicious spiral that is hard to escape.
    • Totally Crashed - Using stimulants like breathers or speed too quickly will crash your adrenals, preventing you from using them again until you recover through sleep and food.

    Social & Crew

    In Cinci, who you know is as important as what you can do. Your network of contacts and employees is a vital resource.

    • People and Organisations - You can build relationships with many characters and factions. These groups also have relationships with each other—making an enemy of one might earn you a friend in another.
    • Crew, Teams & Loyalty - Your Crew are people willing to work for you. You must pay them weekly and manage their loyalty. You can organize your crew into specialized Teams for different purposes.
    • Close Companions - You can equip a companion in a special slot to have them by your side. This can be a named character for a specific story beat or a member of your crew on a given task.
    • Trusted Sidekicks - Your most competent and trustworthy henchmen. They are more effective than normal crew but don't have the distinct personalities of full Contacts.

    Equipment & Inventory

    The gear you carry can be the difference between life and death. Your inventory is where you manage your weapons, clothes, vehicles, and more.

    • Your Inventory & Strongbox - Your inventory holds all your items. A strongbox is essential for storing money securely, but you need to be in a living space to access it.
    • Clothing & Preferred Styles - Clothing has mechanical effects, from temperature control to how dressed to impress you are. Consistently wearing a certain style will make it your preferred style, granting bonuses.
    • Weapons & Wear - Firearms use ammo and are subject to weapon wear, which can cause jams or catastrophic failure. Always carry a blade as a backup.
    • Vehicles & Wear - Vehicles are essential for some missions and alter your opportunities. They require fuel and suffer from vehicle wear, needing occasional service at a garage.
    • Spikes - Artificial memories that boost your abilities, usable with a Neural Interface. They can be used or sold, though selling them can attract trouble.
    • Breathers & Apps - Breathers are vials that provide a quick action refill but can cause a crash if overused. Your phone runs apps that must be managed against its security and performance resources.
    • The Grey Market - You can buy cheaper goods on the grey market, but they are unreliable. They might be fine, they might harm you, or, on rare occasions, they might be even better than the real thing.

    Gameplay & Progression

    How you interact with the world and grow as a character, from taking actions to navigating the city's dangers.

    • Actions, Cards & Decks - The core gameplay loop. You spend actions to draw cards from various decks, which represent your opportunities in the world.
    • Routes & Familiarity - The backbone of discovering new content. You must first find a route to an area and then build familiarity there by exploring and gathering rumors to unlock new opportunities.
    • Improving Yourself - Your core traits can be permanently increased through long-term training at places like a gym or dojo, which is one of the only ways to raise them.
    • Making Money - A constant necessity. You can earn cash by working the streets, completing errands, or taking on bigger jobs.
    • Chases & Hunting - You will often find yourself in chases, either as the hunter or the hunted. Your success depends on your skill and your familiarity with the area.
    • Crime and Punishment - Different areas have different approaches to crime. A mounting body count, however, will earn you a bad reputation everywhere.
    • Permadeath & Legacy - The game features permadeath. If you die, you can create a new character who can follow in the footsteps of your last, inheriting a head start and sometimes unlocking new content.
  • Hacker

    Hacker

    Hacking the Grid

    In the world of 209X, information is not just power—it's the only currency that truly matters. The global network is a digital ghost, a chaotic reflection of the physical world's decay. Corporate data-fortresses, shielded by deadly programs, loom over a sea of unfiltered data, pirate nodes, and ghost signals. This is the Grid, and for those who know how to navigate it, it's a hunting ground.

    Hacking isn't a clean, sterile affair conducted from a sterile office. It's a grimy, high-stakes duel fought with cobbled-together cyberdecks, black-market software, and raw nerve. To jack in is to risk your mind for the ultimate prize: a secret, a key, or a killswitch that could bring a corporation to its knees.


    The Tools of the Trade

    A runner is only as good as their rig. While corporate "spiders" have access to state-of-the-art hardware, street-level hackers rely on custom, often volatile, technology.

    • Cyberdecks: The essential hardware interface for navigating the Grid. Most are custom-built, a Frankenstein's monster of stolen corporate parts, military-grade processors, and artisanal cooling systems, all held together with synth-tape and a prayer.
    • ICE (Intrusion Countermeasures Electronics): The digital guard dogs and razor wire of the net. Grey ICE might just trace you or lock you out. Deadly Black ICE, on the other hand, is designed to do one thing: turn your brain into fried mush. These are the anti-personnel mines of the digital world.
    • Daemons & Viruses: The weapons. A skilled hacker's arsenal includes "icebreakers" to bypass security, "worms" to steal data, and "logic bombs" to fry enemy systems. Each piece of software is a work of art, often as unique and dangerous as its creator.

    The Players

    The digital war is fought by many factions, each with their own goals and methods.

    • Netrunners: The freelancers. The digital ghosts of the slums and Projects. They hack for money, for reputation, or for the simple thrill of cracking a system deemed "unbreakable." They are the protagonists of the Grid's hidden stories.
    • Corporate Spiders: The enforcers. Employed by megacorps like CinnTech or Naas, their job is to protect their masters' data vaults at all costs. They are highly skilled, well-equipped, and utterly ruthless. Encountering one in the Grid is a death sentence for most.
    • Hacktivists: The idealists. These hackers aren't in it for the money. They target corporations and corrupt officials to expose truth or sow chaos, believing they can change the world with a line of code. They are unpredictable and often more dangerous than those motivated by simple greed.

    The Prize

    What is worth risking your sanity for? In the Grid, the rewards are immense.

    • Data: From corporate R&D schematics and blackmail material on executives to encrypted financial transactions, data is the ultimate score.
    • Control: Hacking isn't just about theft. It's about manipulating the environment. A skilled hacker can turn a building's security systems against its owners, pilot a stolen drone, or reroute an armored convoy.
    • Anonymity: In a world of total surveillance, true anonymity is priceless. Hackers can erase their existence, create new identities, or "ghost" a target, making them disappear from every database in the city.
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