Evil Schemer

Cyber-TWERPS


by Christian Conkle
email:
conkle@mecha.com
http://www.mecha.com/~conkle

A Supplement for Robo-Punks
a supplement for TWERPS
by Reindeer Games


  • INTRODUCTION
  • CHARACTER CREATION
  • GEAR

    INTRODUCTION

    HYPERIA



    Hyperia, the City of the Future. Or so the Holos would tell it. Hyperia began in 2050 as a haven for the Mega-Corporations who saw their future on Earth threatened by the formation of the Grand Union of Terra (the G.U.T.). The Company, etc., the largest of these Mega-Corps built an artificial island and a city named Hyperia and invited all of the major Mega-Corps to move their headquarters there, promising free trade, little or no restrictions, and immunity from the fledgeling unified government of Earth and it's independent rivals.

    Soon afterwards, mankind discovered interstellar travel and began migrating to the off-world colonies. Intelligent races were encountered in space and on other planets, not all of which were friendly towards humans. Corporations continued to grow, and established their own colonies on other worlds. Although the G.U.T. promised world peace through unification, not every region joined and small but petty wars continued occasionally.

    Technology had advanced as well. Artificial and anti-gravity had been perfected. Bionic replacement of limbs became practical and with the increased violence of crimes and the latest war with the alien Xenos, cecame fairly commonplace. Lasers, Force Fields, and advanced anti-ballistic armor were all available to the nervous and paranoid. In computer science, cybernetic human-computer interfaces became available, linking man to the machine. Pre-programmed skill chips also gave instant knowledge and ability, making schools obsolete.

    Now it's 2195 and the city spans nearly the entire island. It is bisected by the Hawking River which transports its waste to the sea. Its government is based on a Corporate Meritocracy, awarding votes based on the number and value of shares of stock owned in a Mega-Corp. There are no taxes, only bills. There are no police, fire, or emergency ambulances, only the corporate Damage Control Agency and it' s rivals. Hyperia is a city where freedom borders on anarchy. Crime runs rampant. Pollution is encouraged as an earmark of conspicuous consump tion. Hyperia, the city of capitalism; the city of progress; the city of the future.

    2. CHARACTER CREATION



    DIE ROLL CHARACTER'S STRENGTH
    1 3
    2-3 4
    4-7 5
    8-9 6
    10 7

    PROFESSIONS


    1. ARTIST:+2 to all art knowledge and skill rolls.
    2. MECHA PILOT: See
    Mecha TWERPS
    3. MECHA TECHNICIAN: Can attempt to repair and modify B.O.T.T.s
    4. COMMANDO: +1 with gun, +1 to Defense.
    5. CELEBRITY: starts game with 40C instead of 20C.
    6. CYBERUNNER: able to integrate their mind into the world-wide V.R. (called CYBERSPACE) via use of a Cyberdeck; also, they receive +2 to their Cyber-Strength.
    7. CYBORG: part human, part machine. Starts game with any 2 Bionic parts (listed under Equipment).
    8. DETECTIVE: +2 to all detection and perception skills.
    9. GAMBLER: +2 to all con and gambling rolls.
    10. PILOT: able to fly aircraft, +1 to all vehicle defense rolls when using an aircraft.
    11. SCHOLAR: +2 to research or library use, only 15C starting money.
    12. SCIENTIST: +2 to all science-related Difficulty rolls.
    13. SPACE MERCENARY: Starts out with Power Armor, but with a starting -1 Strength penalty (can be bought off with experience).
    14. SPY: +2 to all deception and tailing rolls.
    15. STREET MERCHANT: buy items at 1/2 price, and sell captured items for full price.
    16. STREET FIGHTER: see Kung Fu Dragons.
    17. TECHNICIAN: can attempt to repair damage equipment.
    18. THIEF: +2 to all thief-related Difficulty rolls.
    19. WHEELMAN: +1 to all ground vehicle defense rolls (does not include aircraft).

    EQUIPMENT



    ITEM : COST
    AIRCAR : 30C
    ARROWS (12) : 1C
    BACKPACK : 3C
    BELTPACK : 3C
    BLASTER : 8C
    BOW : 4C
    CAR : 20C+
    CHAINMAIL : 8C
    CLUB : 1C
    DAGGER : 2C
    FOOD (MEAL) : 1C
    FORCE FIELD : 20C
    HEAT RAY : 8C
    HELICOPTER : 50C
    HELMET : 4C
    JUMP SUIT : 10C
    LEATHER JACKET : 2C
    LIGHTSWORD : 12C
    MACHINE-GUN : 8C
    CYBERDECK : 12C
    MEDICINE, MAJOR : 5C
    MEDKIT : 4C
    MOTORCYCLE : 15C
    NUNCHAKU : 15C
    PISTOL : 2C
    PLATE ARMOR : 16C
    POCKET COMPASS : 5C
    POWER ARMOR : 320C
    RATIONS (1 WEEK) : 3C
    RAY GUN : 6C
    REMOTE CONTROL: 6C
    RIFLE : 6C
    ROCK : 0C
    ROPE, 50' : 1C
    SHIELD : 4C
    SHOTGUN : 6C
    SHURIKEN : 1/2C
    +1 SKILL CHIPS : 8C+
    +2 SKILL CHIPS : 15C+
    SKYCYCLE : 24C
    SPACE SUIT : 80C
    SWORD : 6C
    SWORD, 2-HAND : 12C
    TOOL KIT : 6C
    VEHICLE REMOTE : 10C
    ZAP GUN : 6C



    BIONICS



    ARM (12C): a mechanical arm which increases a character' s Strength for all actions x 1.5; when used in pairs, the Strength is x2 for all actions.
    CLAWS (8C): foot-long blades which pop out of the character' s forearm.
    GUN (10C): arm option with a built in gun.
    REMOVABLE HAND (5C): Allows player to add any number of finger tools simply by removing the unit and
    attaching the appropriate appendage.
    TELESCOPING EXTENSION (15C): telescoping bionic arm that can extend 1 hex.
    TOOLS (3C each): A variety of tools that can be built into a bionic hand.
    FINGER CAMERA
    FINGER CUTTING TORCH
    FINGER DART-GUN
    FINGER DERRINGER
    FINGER DRILL
    FINGER FLASHLIGHT
    FINGER LOCKPICK
    FINGER SCREWDRIVER
    ARMOR (10C): Built-in armor protection.
    CHIPJACK (2C/slot): allows pc's to use skill chips (max number = 1/2 pc' s STR)
    CENTAUR (30C): replaces lower torso with a set of four legs (movement = str x 3)'
    CYBEREMOTE (12C): remote control device that can control vehichles equipped with a vehicle remote.
    CYBERINTERFACE (1C): allows pc' s to interface with a computer linked to cyberspace.
    EARS (10C): lets character hear much better.
    CELLULAR PHONE (4C): ear option that has a tendency to ring at the worst times.
    RADAR (6C): Ear option that allows the character to know his or her surroundings without actually having
    to see them. Characters with radar cannot be suprised from behind, and receive no penalties for working in
    complete darkness.
    EYES (10C): lets character see much better.
    MICRO-CAMERA (5C): eye option with removable digital film.
    TARGETING COMPUTER (6C): +1 to hit with any gun.
    LEG (12C): a mechanical leg which, when used in a pair, increases a character' s speed x2.
    ROCKETS (16C): when used with a pair of bionic legs, allows short-distance flight at speed x2.
    SKATES (3C): when used with a pair of bionic legs, +2 movement on smooth surfaces.
    SPEED ENHANCEMENT (12C): when used with a pair of bionic legs, increases speed enhancement to x3.
    TELESCOPING EXTENSION (15C): when used with a pair of bionic legs, increases character' s height by 10' .



    WEAPONS



    MACHINE GUN: 4 pts. damage, 8-hex range.
    BIONIC CLAWS: +1 to hit, 2 pts. damage.
    BIONIC GUN: +1 to hit, 2 pts. damage, 4-hex range.
    BLASTER: -1 to hit, 4 pts. damage, 6-hex range.
    BOW: +1 to hit, 2 pts. damage, 7-hex range.
    CLUB: +1 to hit, 1 pt. damage.
    DAGGER: 2 pts. damage, 4-hex range.
    HEAT RAY: 3 pts. damage, 4-hex range.
    LASER: 4 pts. damage, 10-hex range, cannot function
    through smoke.
    LIGHTSWORD: +2 to hit, 2 pts. damage, 1-handed.
    PISTOL: 2 pts. damage, 5-hex range.
    RAY GUN: 2 pts. damage, 10-hex range.
    RIFLE: +1 to hit, 3 pts. damage, 10-hex range.
    ROCK: -1 to hit, 1pt. damage, 3-hex range.
    SHOTGUN: -1 to hit, 6 pts. damage, 4-hex range.
    SWORD: +1 to hit, 2 pts. damage.
    SWORD, 2-HAND: +2 to hit, 2 pts. damage.
    ZAP GUN: +1 to hit, 1 pt. damage, 8-hex range.




    ARMOR



    ASSAULT ARMOR: +4 Defense
    CHAIN MAIL: +2 Defense.
    ENVIRO-SUIT: Protects against hostile environments, +2 Defense.
    FORCE FIELD: Protects up to 2 characters in the same hex, +1 Defense, cumulative with all other types of armor.
    HELMET: +1 Defense (head only); may not be combined with full-suit armors (which are assumed to include a helmet of their own).
    JUMPSUIT: +2 Defense; lightweight protective gear
    for pilots.
    KEVLAR VEST: +2 Defense.
    LEATHER JACKET: +1 Defense.
    PLATE MAIL: +3 Defense
    POWER ARMOR: Same functions as an Enviro-suit or Space-Suit, but +4 Defense and +1 on all other rulls due to built-in Strength enhancements.


    CYBER-SOFTWARE

    15CARMOR: +3 to Defense
    10CAXE: +2 to Hit
    5CHELMET: +1 Defense
    10CSHIELD: +2 Defense
    5CSWORD: +1 to Hit
    5CSTEALTH1: +1 to Evasion
    15CSTEALTH 2: +2 to Evasion
    30CSTEALTH 3: +3 to Evasion
    50COMEGA STEALTH: +5 to Evasion

    INTRUSION COUNTERMEASURE ELECTRONICS

    GOBLIN: (Strength 3)
    HOBGOBLIN: (Strength 4)
    WIZARD: (Strength 5)
    CHAMPION: (Strength 7)
    HELLHOUND: (Strength 7)
    DEMON:(Strength 8)
    PALADIN: (Strength 8)
    DRAGON: (Strength 10)


    VALUE OF CAPTURED
    INFORMATION

    # ROLLED VALUE
    1-25C
    3-410C
    5-625C
    7-950C; 50% WANTED BY LAW
    075C; 80% WANTED BY LAW


    | BACK TO THE BEGINNING |

    Other on-line TWERPS supplements:
    Mecha-TWERPS by Christian Conkle
    How To Do Everything - TWERPS Fan Club
    TWERPS Crimebusters by John P. Aslin
    Necrotech's Universe of TWERPS
    TWERPS Station