Fate Plus Cyberpunk
Fate Plus Cyberpunk
Fate Plus Cyberpunk
FÁBIO
SILVA
FÁBIO
SILVA
First published in 2022 by Rolepress, Rua Dom Vital, 20-A, Prado, Gravatá-PE,
CEP 5564422-080.
The arts and layout belong to their respective authors and all rights to these
elements are reserved to them. Contact them for use permissions.
This work is based on Fate Core and Fate Accelerated (found at http://www.
faterpg.com), which are products of Evil Hat Productions, LLC, created and
edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike
Olson, Clark Valentine, Amanda Valentine, Fred Hicks and Rob Donoghue and
licensed under a Creative LicenseCommons Attribution 4.0 International.
http://creativecommons.org/licenses/by / 4.0
The FATE CORE font is © Evil Hat Productions, LLC and is being used under
permission. The four stock symbols were designed by Jeremy Keller
FÁBIO SILVA
EDITING — LINE MANAGER
CONCEPT — WRITING — INTERIOR GRAPHIC DESIGNER
ALINE MACIEL
PROOFREADING
Index
A Cyber World and Punk Society.. 6
Unstructured Society.............................................. 6
Whatever You Can Get............................................ 7
Who Rules the World?............................................ 8
Being Who We Want to Be..................................... 8
Information Control................................................. 9
Technological Progress........................................... 10
The Future of Medicine........................................... 12
The Economic System............................................. 15
Character Creation........................... 20
As in Fate Condensed.............................................. 20
Creating Aspect During Phase Trio....................... 21
Skills and Stunts....................................................... 24
Cyberware......................................... 31
Power Limits............................................................. 32
Installing and Removing Cyberware.................... 32
Cyberware as Aspects............................................. 33
Cyber Stunts............................................................. 39
Cyber Extras.............................................................. 49
How Should I Use Cyberware:
Aspects, Stunts or Extras?...................................... 52
Welcome to Cyberspace................. 87
What is Cyberspace?............................................... 87
The Appearance of the Net..................................... 87
How Cyberspace Works.......................................... 89
Unstructured Society
In an overcrowded world, it is difficult to maintain order; society is drowning in
corruption. People are concerned with their own problems and if someone be-
comes a stumbling block in the way, better kick them off. This is the default, but
there are exceptions. Those who have power and money, control portions of soci-
ety, forming groups, gangs, and militias to fulfill their desires. Sociopathy, murder,
robbery, and terrorism are weapons, but also a form of protest — what differenti-
ates one from the other is the target.
As long as evil corporations (destroying what is left of the fauna and flora in
search of money) exist in this world, there will also be terrorist groups fighting
them aggressively. The oppressed unite their actions to destroy the property and
economy of the oppressors — be they corporations or fascist and corrupt govern-
ments —, fighting for their freedom. Cyberspace is full of hackers ready to take
massive actions, whether it’s robberies, crashes, or frying the brains of the heed-
less — the bad guys are the ones who try to mess with you. At different levels, in
different places in society, violence is always part of the landscape.
Body modification is not just props, but a way to defend yourself against the
violent escalation of the streets — giving up your health and physical comfort is
the new normal.
Information Control
Controlling information is controlling the masses. Channels of information will
still exist through video and audio transmission, something like our modern TV
and Radio, but most of the information is transmitted through personal devic-
es or projection screens. This can be done with translucent screens projected on
highways and dark windows across corporate skyscrapers, or on handheld devices
(similar to smartphones), holographic projection glass cards, bracelets, watches,
retina sensors that render websites and videos directly to the eyes, or biochips for
capturing audible radio signals. Governments, corporations, and independent
media constantly struggle to sell their own truth about recent events.
Information pirates navigate, steal, manipulate, and sell what they find along
the way — what you hear, see or read may be the opposite of the truth.
Print media is obsolete, takes up space, and becomes garbage. It’s still used by
hackers and rebels who want to make it difficult to trace their source of infor-
mation distribution — but few have the time or patience to read it, in a world
powered by audio and video. In high-tech regions, there may be nanotechnology
paper, capable of reproducing moving images or complex sounds, with a decent
resolution, but inferior to an advanced device suitable for this.
Most people have personal screens (like tablets) or projection devices that wire-
lessly receive advertising signals wherever they go. This is the cheapest and fastest
way for businesses to advertise their desired goods or for personal communication.
Cyberspace is a free and dangerous field. Controlled largely by the government
and corporations, they monitor the flow of information using fanatical officials
Technological Progress
This is the cyber part of punk. The refinement of technology depends on the
wealth of society. Less favored places boast medium-quality or improvised devices,
implants, networking and other high-tech gadget — while the wealthy boast the
latest extravagant and expensive technologies.
Personal Devices
These range from personal computers to portable devices. Computers are the
foundation of a cyber world, as they are involved in every aspect of modern life,
from food preparation, laundry, to business administration. Any personal device
allows its user to enter shallow cyberspace, where society interacts establishing re-
lationships, entertainment and commerce.
The completeness of cyberspace can range from a basic interaction through a
physical or projection screen (a little more advanced than what we have today), to an
interactive virtual reality, cybernetic collective hallucination — the more advanced
the user’s technological equipment, the more profound the experience will be.
Going Beyond
Interstate travel is done by rail or magnetic flotation technology on highways and
railways. The average number of people transported by long-distance transport
vehicles can be from one to five thousand (or even more) per trip, depending on
the train or aircraft.
Antigravity bows are lined up over long distances, in deserts or under the
oceans, allowing aircraft to travel at supersonic speed safely.
International or intercontinental transport can traverse the world in just over
an hour using orbital technology. Spaceplanes enter and depart from low-altitude
orbital stations to travel the routes to their destination.
Genetic Engineering
Once science decodes human DNA, it is possible to predict and cure diseases be-
fore birth, or modify the body in any way you want, such as changing the color
of the eyes or the skin, the body’s general appearance (whether for aesthetics or
functionality), by just manipulating the necessary genes.
Going deeper, medicine has advanced in the combination of human and
non-human genes, creating mixtures of the most varied forms — the legal and
ethical barriers come into check in campaigns like this. Human beings that are
able to breathe underwater or to asexually reproduce that have faster and more
efficient regeneration abilities; that are able to photosynthesis to meet organic
needs; or that even can fusion with other natural beings and machines — any
imaginable ability can become a biological function, passing on to future gener-
ations through reproduction.
Cloning
Once DNA is mastered, cloning something — creating a biologically identical
copy of a being — becomes a natural process.
Cloning’s natural advance is to create healthy, younger organs for their original
sources. The laboratory “prints” the desired organ and allows it to develop biologi-
cally to the desired age in an accelerated process (a few days, weeks, months or years
to create an adult heart, or any other organ that can be transplanted, for example).
Life Expectancy
Whether through medical procedures, drugs, genetic engineering, cloning, or
consciousness transfer, medicine can expand someone’s life expectancy for a long
time. For some cyberpunk societies, death is a treatable disease. In some scenarios,
someone can live indefinitely as long as they manage to keep their consciousness
existing. Society, governments, and corporations can become increasingly conser-
vative as their leaders can remain in charge for decades or centuries.
Funeral sermons, afterlife, or even “till death do us part” can take on new mean-
ings. Someone presumed dead may emerge, probably as a clone (is there a way to
prove or distinguish the clone from the original?), to claim their rights and take
back what the heirs have earned, such as goods and positions. These are important
questions about social laws and customs.
Governments and
Corporations
Society is complex and there will hardly be a world with a single model of govern-
ment. Even in a small region, such as a city or a state, there will be groups for and
against the current government. The GM and the group should talk about the
type of government prevailing in the region where the adventure or campaign is
taking place and which smaller groups are opposed. This zine has no sociopolitical
precision and the ideas below are just speculative. Here are some examples:
Anarchy: If governments and corporations exist, most of society has no inter-
est in their laws. In an anarchist state, each group, or militia, defends its own in-
terests, without fear of being punished by a higher power — with each conquest,
As in Fate Condensed
You don’t have to go beyond what you already know about Fate’s rules of thumb
to create intense characters in a chaotic world; just target what already exists to
fill the scenario’s needs. But we also have some new rules and ideas for creating
cyberpunk characters in this and next articles.
• If the player has a troubled fate point, the GM will introduce a situation that
worsens their personal or general trouble at the end of the session.
• If the player has two troubled fate points, the GM will introduce a situation
that worsens their personal or general trouble at the start of the next scene.
• If the player has three or more troubled fate points, the GM will introduce a
situation that worsens their personal or general trouble in the current round
or until the end of the current scene.
When the new situation is introduced and the player changes their aspect, the
GM must deliver a fate point to them.
The cyberpunk world is dirty and there’s no respite for the distracted — the
characters need to be proactive. In order to prevent this from happening, avoiding
one of the trouble aspects to be rewritten, the player simply must get rid of the
troubled fate point, spending it normally — invoking an aspect, declaring a new
detail in the scene, etc.
If the player wishes to bring more drama to the story, they can choose to spend
their traditional fate points and keep their troubled fate points until things get
out of hand.
The GM can declare that a fate point is contaminated and becomes a troubled
fate point even if it wasn’t for the compel of a troubled aspect in the first place —
but they need to make that clear when they hand the fate point to the player and
explain why this is happening.
Emma is GMing for her group and compels the scene aspect Criminals
in the crowd, depicted as some faces stare at them in the crowded
street. Nick, one of the PCs, accepts the compel and receives the fate
point, while the others pay a fate point and describe how their characters
got rid of inquisitive eyes. Now, Nick is being stalked by gang members
who want a explanation about who he is. Even though it’s a scene as-
pect, Emma thinks the situation is complicated enough to get worse in
no time and declares that Nick now has a troubled fate point.
The Connections skill allows the character to connect to the Net, com-
puters, or technologies with a neural connection, something most of the
population cannot. You can interact with machines and cyberspace in a way
that people only dream of.
O Overcome: Use Connections to bypass security systems or fix system
problems.
C Create an Advantage: Use Connections to program software or the
Net to respond to triggers, discover aspects of equipment and people
connected to the Net, mirror your location, induce bugs and decep-
tive hacking.
A Attack: Use Connections to attack systems and software or perform
physical attacks on targets connected to the Net (the neural interface
might fry the user’s brain).
D Defend: Use Connections to defend against attacks through the
Net, carried out by malicious software, security systems, or ill-na-
tured users.
Skill Stunts
Academics
Scholar: Because I study a bit of everything, if I spend a fate point I get +2
when using Academics to create an advantage to replace a roll of another skill.
Medical Care: Because I have first aid experience, I can cure a mild conse-
quence of mine or of a target, but only once per session.
Athletics
Street Parkour: Because I have fast movements, I get +2 when using Athletics
to overcome obstacles in a narrow and tumultuous street.
Sweeping Jump: Because I have an athletic background, I can jump between
buildings and fall on ceilings, fire escapes, or through windows without suffering
stress, but only once per session.
Body Improvement
One can choose to have their bones or muscles strengthened, bringing op-
portunities to invoke or compel Physique and Fight situations, like Titani-
um bones or Steel fiber muscles. The character’s external appearance
doesn’t change, but you can see that there’s something different about their
muscle mass, height, and weight (a doctor can identify the anatomical im-
provement through medical exams). The GM and the group should think
about the implications this has for invoke and compel situations, such as
jumping, swimming, carrying heavy weights, delicate and precise move-
ments, conflicts, and so on.
Acquiring Cyberware
Any character that adds a stunt assumes that it has gone through any surgical,
legal or negotiation process necessary to install it without complications. If the
addition of the stunt happens during an adventure or campaign, the GM judges
whether it’s dramatically interesting for the character to go through some of these
processes or simply describe how it all went down until recovery.
The effective cash cost is optional (unless acquiring and accumulating credits is
vital to your game), and requires: one roll of overcome or create an advantage of
Resources, Burglary or Contacts; the time needed in the story for the cyberware
to be manufactured, delivered, or installed; and any aspect, skill slot, or stunt cost
— plus the social consequences, if any, or patrons and smugglers taking their toll
in the characters’ trail.
If the party wants to add complexity to the game world, the GM can require
Burglary or Resources +1 or more for the character to be able to acquire the cyber-
ware stunts (in addition to paying a refresh, if necessary). This increases the final
cost of cyberware, which, in addition to occupying an aspect or stunt slot, also
requires a skill — not everyone can afford an implant like this, so the characters
are really special. Decide if this is what you want for your game. Another option
is to have the Contacts skill +1 or more, to get the cyber implants through favors.
Cyber Extras
We are entering a maze. Extras are bold, complete and complex tools that add
flavor to the scenario. For that reason, the GM and the group should think about
how complex they want their game to be before adding extras to heir campaigns.
• Is cyberware just the background and is the story about the characters living
out their dramas in a cyber world? Go for aspects.
If the group wants a complex campaign, with depth, then they can define that
each player and the GM treats cyberware as they prefer for their characters.
Aspects cyberware can be smaller cybernetic implants, with basic functionality,
acquired by the majority of the population because they are cheap and simple to
install. Players who want to focus their character’s story on cyberware can choose
to write their cyberware as aspects.
Cyberware stunts can be better quality and more powerful cyber implants.
Commonly those who have these implants are people with specific roles, such
as mercenaries, hackers, military, drivers, mobsters, and so on. Players who want
their characters to have highlighted moments when using their cybernetic appara-
tus (as part of their drama) can choose to write their cyberware as stunts.
Cyberware extras may be coveted implants for their monetary value, but they
are important for their status and power. Usually, only the elite are able to pay, but
smugglers can get some of these treasures if the right price is paid.
Using cyberware in this way is suitable for campaigns, with each one being bet-
ter applied to different people or groups. Players can feel free to create their char-
acters’ cyberware in the way they prefer and face how much drama it will originate
in the story.
These are the ways to use cyberware using the rules that exist in Fate. If you
want to try out new rules for cyberware and gear, see the next article: Styles — New
Equipment Rule.
Requirement
The character must meet a requirement to use the style. It will commonly be
a skill, such as Shoot or Fight to use a weapon, and, in the case of cyberware, a
character aspect.
In addition to a basic skill to use the style, like Fight to use a laser sword, the GM
may require Crafts, Contacts, or Resources to perform style maintenance when
it reaches its limitation.
In the case of cyberware, it is necessary to have an aspect that explains the ori-
gin of the item, as well as provides narrative permission to the acquisition of the
material, installation of the equipment to the body through a surgical process,
and so on.
Permission
Permission is something the character can do without spending limitations. This
means that another character who does not have an equipment cannot perform
Benefits
Some of the benefits a style can have are listed below. A style doesn’t have to have
all the benefits, it can only have one or two. The benefit must make sense accord-
ing to the style created. For example, a style that is a car might create the boost
Run fast if you want to catch me, but that doesn’t make sense if the style is
a firearm; each style will have its own characteristics, according to the equipment
it represents. The group should not be limited to just what is shown here. The
GM should consider interesting player ideas for new benefits. A benefit can:
In the style examples in this zine you will see that the first benefit is listed with a
black dot and the others with a white dot. Benefits marked with black dots are “ac-
tive benefits” that are already available for the player to activate during the game.
White dot benefits are “benefits to be earned” that the player cannot use until they
reach a major milestone and thus unlock new available benefits. When unlocking
new benefits, the player paints the white dots using a pencil or pen and that be-
comes an “active benefit”. The player doesn’t need to unlock new benefits in the
list order, but some benefits depend on the previous ones.
Upgrading an existing benefit could mean that the player can receive two free
invocations instead of one; make an effect last until the end of the scene if it only
lasted a few exchanges; reach three or more zones if it only reached one; and so on.
If the concept of a major milestone is too abstract for the GM or group, the
player can evolve a style every two or three game sessions or when some event of
great impact in the story happens.
Style List
These styles are iconic cyberpunk scenarios items. There are endless lists of equip-
ment over the internet and RPG books already published that might inspire you
to expand this list. The GM and the party can copy some of the benefits of the
items on this list and combine them into exciting new gear and create their own.
Weapon Styles
Most personal weapons are legal if they have no risk of killing the target, such
as stun sticks and stun guns. Rifles and large weapons are not common among
civilians and usually require special permission to be carried. Most middle-class
citizens possess some form of weapons to defend themselves against street vio-
lence. Some have blades, while others may have small and medium-sized projectile
or beam weapons such as pistols, revolvers and machine guns.
• Check a limitation box and you nullify 2 physical stress from a success-
ful attack made against you that causes the specific physical stress your
armor protects.
oo Check a limitation box and the first mild consequence (which causes
the specific physical stress that your armor protects against) that you
receive in the scene is nullified.
oo Check a limitation box and once per scene, when you get a mild, mod-
erate or severe physical consequence, you get a fate point.
Limitation: 3
Style: Anti-Gravity
This is not a cheap or easy-to-find device. It is a shoulder piece connected
by cables to a belt that makes the target float. There are smaller versions for
making objects float and that can be carried in the hand.
Requirement
Athletics skill.
Permission
• Can move in any direction, including up and on walls.
Benefits
• Check a limitation box and you ignore physical obstacles that would
impede pedestrians, such as potholes, freestanding walls, etc.
oo Check a limitation box and you can move two zones in any direction in
the current exchange.
Limitation: 3
Style: Toolbox
This box has adaptable tools such as wrenches that reshape their beaks or
tool blocks that can be joined together to form different appliances. With
them, it is possible to solve most of the mechanical and electrical problems
of everyday life.
Requirement
Crafts skill.
Permission
• Use Crafts to create an advantage or overcome general situations where
tools help with maintenance.
Benefits
• Check a limitation box and make a situation aspect disappear from the
scene that represents the malfunction of an equipment or a hindrance
in your path.
oo Check a limitation box from this toolbox and you can make some other
style like a weapon, armor, or piece of equipment retrieve a limitation box.
Limitation: 3
Creating a Psychic
Character
To create a psychic character, the player just needs to write an aspect defining their
character’s power. A simple sentence like I am telepath is enough to make clear
what the character’s power is. The origin or how the character views their abili-
ty can be discussed or demonstrated in conversation before the game begins, or
during the adventure. This aspect can be any of the character’s aspect slots, such
as some free form or high concept aspect.
When creating a psychic aspect, the player cannot include more than one pow-
er. A character cannot be an Anti-psi telepath or a Psychokinesis with
astral projection. The player must use a different aspect slot for each differ-
ent psychic power aspect they want. If the GM wishes to limit the power level of
characters in the campaign, each player can write only a single psychic aspect that
represents a power. To make things even more interesting, you can decide that
only one PC can have psychic powers, as this is commonly a limited and rare abil-
ity. A mysterious option is for the GM to draw psychic powers among the players,
whose abilities will only be discovered during the adventure, when their powers
begin to awaken.
• Failure or success with a cost: The player must tick two boxes of physical
or mental stress.
• Tie or regular success: The player must tick a physical or mental stress box.
• Success with style: The player doesn’t tick physical or mental stress boxes.
When psychic energy power is released, it starts from a deep place in the mind
and travels through the character’s brain and body to reach our plane. If the psy-
chic user doesn’t fully master this energy (by achieving a success with style), this
force causes physical or mental damage (player’s choice).
If the character no longer has any stress boxes of any kind, the player must write
a mild consequence, such as Psychic damage. If this slot is already filled, they
must write down a moderate consequence, and so on. If the character cannot ab-
sorb the stress shift caused by the power, the character is out of play — what that
means is at the GM’s discretion.
Each person has a unique imprint that is like a psychic signature. If a charac-
ter sees a mark for the first time, they may not know to whom it belongs. But if
they already know who owns that mark and sees it in an empty scene, that means
What is Cyberspace?
Computers and devices connect to each other, which in turn connect and store
information on larger central computers called servers. Billions of users are grant-
ed permissions or have their access denied to this information according to their
credentials, with their own technological devices. And thus cyberspace, also called
the Net, emerged.
In today’s cyberpunk world, this network of machines connected to servers has
reached an exorbitant quantity, making the virtual world a maze of narrow cor-
ridors with walls of encrypted codes, so complex that they have their own laws,
structures and entities. You can walk these virtual streets through a device with a
screen, such as personal devices, projection glasses, or in the ultimate virtual reali-
ty experience, using a neural interface.
Being Descriptive
It all comes down to imagination. There are no new rules for cyberspace: think of
some new aspects, maybe a new skill like Connections, and you can manage it very
well. If you’re a first-time sci-fi GM or feel any insecurities, don’t judge yourself.
We are bombarded with books and games about fantasy, magic and enchanted cit-
ies. We rarely have the opportunity to read or hear the description of a sci-fi action
and chase scene like in The Matrix.
Then, as an exercise, imagine some scenes; watch fictional movies and think of
how you would explain the scenes to your players.
How to describe the entry or exit of the virtual world? How to explain a walk
through the digital plane from the PC entry point (login) to a corporate build-
ing where the adventure will take place? There’s no formula for this, so let’s look
at an example of a scene that initially takes place in the real world and goes into
the virtual world.
Cyberpunk Adventures
Adventures in games like this are almost always about violence and death. This can
be explored through issues such as Technological violence takes over the
streets, with lives being taken in fractions of a second, or The rich squander
luxury at the cost of the social sacrifice of the underprivileged class.
The main theme may be action scenes and chases among luminous skyscrapers,
but the background is filled with suffering, lies, theft and oppression. Everything
else is a consequence (and almost always, someone’s death).
One-shot adventures will often be about violent henchmen and explosive chas-
es, but it’s interesting to have strange encrypted messages, rumors about weird
happenings in the sewer systems, and other intriguing stuff. Opponents in short
adventures don’t need to have a deep reason for doing what they do; maybe they
are just Following orders from the bosses, which is enough to move things
forward. This issue aspect may not bring a lot of social conflict in the background
(after all, in a one-shot adventure players usually are not concerned with the con-
sequences of their actions, but with solving the problems presented); they are just
fighting to make it to the end of the adventure alive and participate in some cool
scenes. Either way, boss orders, or anything else that motivates antagonists, will
directly involve the characters, their loved ones and what they stand for.
Cyberpunk campaigns have a background that draws characters into the eye of
the storm, but with layers of intrigues. Players will be more likely to explore their
characters’ pasts and need to be mindful of their actions, as here they can compli-
cate things and need to face the consequences. Issues aspects for campaigns need
to be complex, with different layers that will be resolved during a few sessions.
MegaCorp hogs lives is an issue that needs some effort to resolve. While deal-
ing with their own problems, the PCs may run into the interests of MegaCorp,
which sends henchmen to get them out of the way. Perhaps some of MegaCorp’s
monopolized lives are relatives and friends of the PCs, who are imprisoned by the
corporation or, in some other way, have their lives directly affected. How to stop
MegaCorp? Hack into its systems? Weaken its defenses? Industrial espionage?
How to reach the CEO? Many questions to be answered in many sessions.
A Living World
Around Them
Cyberpunk is a lot about how society reacts to technology as part of human being
and dealing with oppression. Weapons are more lethal, medical treatments are
more efficient, drugs are potent, cybernetic implants have changed the way people
interact with the world and with other living beings. Technology has taken the
space of nature and is part of the “natural” panorama. The new normal is powered
by electricity, torrential rains and bright nights.
The GM can choose a central theme about the social changes that technology
brings to the adventure. This theme does not need to be directly involved in the
plot of the adventure, but rather in the background. How is the movement of
people and vehicles on the streets? Are there festivities, big and small events? Are
religious groups for or against cyberware? Do terrorists sabotage every form of
technology that exploits natural resources? Does society create its own rules about
crime and punishment, rather than waiting for the government or corporations to
take care of the situation? How do people relate with each other? Do they still get
married? Do they have kids? Are there school buses? Are there children playing
in the streets?
Bumping into NPCs who live their lives and defend their principles is some-
thing that can make the world around the protagonists real. Some of these issues
Issues aspects
Chaotic society
This aspect should be clear at the beginning of the adventure. Something is wrong:
transit systems fail, then internet systems, banks and so on. Artificial intelligence
is trying to hack the basic systems of society and eventually it succeeds. There are
teams counter attacking and defending, so some things seem to go back to normal
for a while and then the problems start all over again.
The GM should check which character aspects their players have and imagine
how the AI directly affects each player. Are their finances compromised? Are any
of their technologies damaged? Do they suffer an accident? The first scenes can be
rolls to get out of the chaotic streets in one piece, with violent people not under-
standing what is happening, encouraging acts of violence, auto-pilot cars losing
control, and so on. The outcome of one of the scenes is the discovery of the other
issue aspect: a machine is trying to make humans kill themselves.
AI plans human self-destruction
This issue aspect is secret at the beginning of the game. To discover it, the players
just need to browse the Net or chat a bit with some contacts: things are chaotic
there too. It doesn’t take an expert Net character to see that something is wrong.
A create an advantage roll of Lore or Connections against +2 uncovers this aspect;
the GM must create an interesting scene where the character, or the group, direct-
ly collide with the AI. It can be through a computer screen, with the AI turning
off all devices and appearing as a projected face formed by letters and numbers
(like some kind of code), which speaks to the characters with a metallic voice; or in
the virtual world, through a neural interface, in a scene where they encounter the
digital personification of the AI: a digital being who calls itself a god and explains
how humanity needs to be wiped out in order for its boss to remain safe.
It is only possible to overcome this aspect by fighting the AI over the Net. The
GM can think of interesting ways to do that: the players might face digital mobs
and then the AI personification; or will it be a hacking contest; or maybe both
options at the same time? Destroying the building or the original Security Services
server is no longer an option because the AI is already rooted in the Net (and it
would also be an almost impossible task, after all it is a corporation security spe-
cialist), but invading the building can bring special knowledge about the AI and
how to spot it, especially if the players are able to talk to the programmers and
CEO members.
Criminal
This can be any street thug who is willing not only to break the rules of
corporations and governments, but to harm anyone in their path (including
innocents) to get what they want.
Aspects
The GM can choose one or two aspects for each criminal.
The end justifies the means; No time for laziness; I know the
streets like the back of my hand; Armed and sneaky.
Skills
Good +3: Fight and Stealth
Fair +2: Shoot
Stunt
Treacherous: Since I’m ruthless, once per scene I get a free invocation
from one of my aspects.
Stress: 4
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