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To Kerstin and Charlotte.

OM Shri Ganeshaya Namah

Thank you,
John Harper.
A very special thank you to
Thorsten Panknin -- you rock, chummer. This book would not exist
without your proofreading and invaluable input. Rad.
Thank you very much, Christian Biskup, for
proofreading and input.
Enthusiastic high fives go out to:
sentientgames.wordpress.com
gremlinlegions.blogspot.com
www.intercom.net/user/logan1/bkk.htm
(Big Knobi Klub is still the best!)
All illustrations creative commons.
Fonts: Decker, Francis
Cover art: CC0 material, remixed by me
Proudly made with a Mac, using Pixelmator and Pages.
Play more games!
September 2015
Norbert G. Matausch
(analogkonsole.wordpress.com)

CONTENTS
The Sixth World
Rules Summary
..Attributes
..Skills
..Hit Dice/..Hit Points
..Mind Dice/Mind Points
..Optional Rule for Action-Oriented Games
..Languages
..Finances and ID
..Archetypes
..Metatypes
..Allergies
..Rolling the Dice
..Skills
..The Die of Fate
..Abilities
..Skills
..Lifestyle
Drugs
..Random Drug Creation Tables
Experience
Opponents
Equipment/Experts
Magick
..Shamans
..Alchemy-Talismongery
..Conjure
..Spellcasting
..Spell Drain
Decking
..Matrix Combat
..White ICE/Gray ICE
..Black ICE
..Running Naked
Tables
..Names
..Cyberware Brands
..Vehicle Brands
..Cyberdecks
..Firearms
..Ammunition
..Shadowrun Slang
..Languages
..Brand Names
Credits
Character Sheet

5
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12
13
14
15
20
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28
31
32
33
34
35
36
37
38
38
39
39
40
40
42
42
43
45
46
48
51
53
62
63

PINK 3 MOHAWK

THE SIXTH WORLD


The world is a business, Mr Beale. It has been
since man crawled out of the slime. All
necessities provided. All anxieties tranquilized.
--Arthur Jensen, Broadcaster

ts the year 2050. You live in the United Canadian


and American States (UCAS).
Where once superpowers dominated the globe,
the world has broken up in autonomous countries,
including several Native American nations.
Corporations have taken over. They have the right
to maintain armies for the protection of their
personnel and pr operty. All multinational
corporations are granted extraterritoriality. All over
the world, mutant children are born to human
parents. These are commonly dubbed elves,
orcs, trolls, dwarves and gnomes. Science
recognizes them as separate races. Inexplicably,
elves also developed (or re-discovered) their own
language (Sperethiel). Powerful Magick has
returned to the earth. Mystical creatures have
awakened, roaming the land. Dragons are once
again in power, pulling the strings behind many a
corporation.

PINK 5 MOHAWK

SIXTH WORLD
The internet crashed and burned a long time
ago. Now, its successor is in place: the
Matrix. Specialized hackers, called deckers,
use cyber decks (high-tech portable
computers) to surf the 3D environment of
the Matrix. To be able to deal with the
enormous amount of data, including sensory
information, scientists invented a direct
brain-to-cyber deck connection called
datajack. Corporations employ security
deckers and harmful anti-intrusion software
to keep intruders at bay.

Cyberware enhances capabilities beyond


their natural limits. Bioware is less harmful
than cyberware, but research has only just
begun.
You are living in the shadows of the
corporate highrises. You have no system
identification number. Technically, you are
not a member of society. You live in the
shadows. You deal in the shadows. You are a
shadowrunner.

An Awakened lizard surprising a team of


shadowrunners.

PINK 6 MOHAWK

RULES SUMMARY
The lesson is this - the game is rigged. The
cards are stacked. The dice are loaded. It's the
same as it always was.
--Harlequin, Elven Mastermind

haracter creation in Pink Mohawk is quick and


straightforward.

ATTRIBUTES
Body, Quickness, Strength, Intelligence, Charisma,
Willpower. Roll 2d6 for each. On a 6-, the value is
0. On a 7-9, the value is +1. On a 10 or 11, the
value is +2. On a 12, the value is +3.

SKILLS
Choose one skill in addition to any granted by your
class.

HIT DICE AND HIT POINTS


You have 1 Hit Die (d6) + extra Hit Dice (HD) equal
to your BOD. Roll all your Hit Dice and keep a
number equal to your level to determine your hit
points (hp). When you rest and consume a ration,

PINK 7 MOHAWK

CHARACTERS
you may re-roll your hp. If you are attended
by someone who can heal you (magickally
or otherwise), roll an extra hit die. You lose
hp whenever you are hurt physically.

MIND DICE AND MIND POINTS


You have 1 Mind Die (d6) + extra Mind Dice
(MD) equal to your WILL. Roll all your Mind
Dice and keep a number equal to your level
to determine your Mind Points (mp). You
lose Mind Points whenever you exert
yourself mentally, for instance by casting
spells. When you rest and consume a ration,
you may re-roll your mp.

scan, cellular scan). As a shadowrunner, you


usually have a credstick with passcode.
Anything above that level requires your SIN
(system ID number), and you dont have
one. On the streets, deals are often made
with paper currency because its not
traceable.
How much money you have as a starting
character is determinded by your Lifestyle
(page 14).

Optional Rule for ActionOriented games


Increase starting Hit Dice and Mind
Dice by 1. Starting characters would
have 2 Hit Dice +BOD, and 2
Mind Dice +WILL, and they
would keep a number equal to
level +1 to determine hp and mp.

LANGUAGES
You speak your native tongue and
Cityspeak, and one additional
language per point of Intelligence.
You find a list of languages in the
Tables section of this book.

FINANCES AND ID
The modern version of ID and credit/
debit card rolled into one. There are
different ID verification levels available
(passcode, fingerprint, voiceprint, retinal

PINK 8 MOHAWK

CHARACTERS
ARCHETYPES
Burned-out Mages get Awareness. You get
Spellcasting (at Power-1) and choose
another special ability: Lucky, Meditation,
Skillwires, Smart-Link, Wired Reflexes. You
lose 1 Power per manently for each
additional piece of cyberware installed. You
find more info on Power on page 35.
Deckers get Stealth. You get Hack and
choose another special ability: Ambush,
Cypher, Cyber deck 0, Cyber deck 1,
Cyberdeck 2, Cyberdeck 3, Sleaze.
Detectives get Stealth. Choose two special
abilities: Contacts, Evade, Lucky, Skilled,
Sleuth
Faces get Deception. Choose two special
abilities: Contacts, Crew, Lucky, Red Tape,
Skilled.
Former Company Men get Etiquette
(Corporate). Choose two special abilities:
Contacts, Cybercomm System, Cyberears,
Cybereyes, Cyberlimbs, Dermal Plating,
Skillwires, Sleaze.
Former Wage Mages get Awareness.
Choose two special abilities: Astral
Projection, Conjure, Contacts, Meditation,
Spellcasting.
Gang Members get Etiquette (Street). You
get Posse and one more special ability:
Ambush, Evade, Lucky, Mapsense, Sleaze.

Mages get Awareness. Choose two special


abilities: Astral Projection, Conjure, Pet,
Spellcasting.
Mercs get Combat Tactics. Choose two
special abilities: Ambush, Cybercomm
System, Cyberears, Cybereyes, Dermal
Plating, Evade, Skillwires, Smart-Link
Physical Adepts get Athletics or Contortion.
Choose two special abilities: Ambush,
Enhanced Senses, Evade, Iron Shirt, Kung
Fu, Pain Control
Riggers get Drive. You get Vehicle Control
Rig and choose one other special ability:
Drones, Spider, Evade, Vehicle Control Rig 0,
Vehicle Control Rig 1, Vehicle Control Rig 2,
Vehicle Control Rig 3
Rockers get Performance. Choose two more
special abilities: Grace, Lucky, Skilled.
Shamans get Heal. You begin with two
bound spirits. You get Conjure and choose
one more special ability: Astral Projection,
Meditation, Mend, Journey, Spellcasting.
Street Mages get Awareness. Choose two
special abilities: Astral Projection, Conjure,
Contacts, Mapsense, Meditation,
Spellcasting.
Street Samurais get Athletics. Choose two
special abilities: Cyberlimbs, Cybercomm
System, Cyberears, Cybereyes, Dermal
Plating, Mapsense, Smart-Link, Skillwires,
Wired Reflexes.

PINK 9 MOHAWK

CHARACTERS
Talismongers get Lore. Choose two special
abilities: Alchemy, Jour ney, Lucky,
Mapsense, Skilled.

ALLERGY TABLE
2d6

Substance

Tribesmen get Nature. Choose two special


abilities: Ambush, Crew, Posse, Skilled.

Silver

3-5

Plastic

Make your own class: choose a class skill


and two special abilities.

6-8

Sunlight

9-11

Iron

12

Two substances (roll


again, ignoring 12)

METATYPES
When you create a new character, you
choose a metatype special ability:
(120cm, 54kg, short legs, males
grow full beards) get Metabolism.
Elves (190cm, 70kg) get Grace.
Giants (350cm, 280kg) get Massive.
Gnomes (110cm, 40kg) get Resistance.
Humans (170cm, 70kg) get Humanity.
Orks (190cm, 95kg) get Rage.
Trolls (280cm, 225kg) get Massive.
Dwarves

ALLERGIES

To determine the severity of your allergy,


roll 2d6 on the following table:

SEVERITY TABLE
2d6

Effects of contact

2-6

Nuisance

7-10

Moderate (-1 to all rolls


when you are in contact
with the substance)

11-12

Severe (-2 to all rolls


when you are in contact
with the substance)

In a world gone crazy with chemicals,


almost everybody is allergic to something. If
you're a Human, roll 1d6: 5-6 means you're
allergic. If you are a Metahuman (Dwarf, Elf,
Giant, Gnome, Ork or Troll), you are allergic,
no need to roll.
To find out the substance you're allergic to,
roll 2d6 on the Allergy Table:

PINK 10 MOHAWK

CHARACTERS
ROLLING THE DICE
When you attempt something risky, sum
2d6 and add one of your attribute scores,
based on the action youre taking. (The GM
will tell you some of the possible
consequences before you roll, so you can
decide if its worth the risk or if you want to
revise your action.)

A total of 6 or less is a miss; things


dont go well and the risk turns out
badly.
A total of 7-9 is a partial success; you
do it, but theres some cost,
compromise, retribution, harm, etc.
A total of 10 or more is a full success;
you do it without complications.
A total of 12 or more is a critical
success; you do it perfectly to some
extra benefit or advantage.

SKILLS
if you have an applicable skill, you cant
miss. A roll of 6 or less counts as a partial
success, but with a bigger compromise or
complication than a 7-9 result.

Jon Bilibin, merc.

THE DIE OF FATE


Sometimes the GM will roll the Die of Fate
to see how the situation is established. Low
numbers are ill-fortune, high numbers are
good fortune (or at least not misery). The die
of fate might be rolled to establish the
weather, indicate a random npcs general
attitude, or to determine if a wandering
monster appears. The GM may also roll the
die of fate if the pcs take some action for
which sheer chance is the only factor in the
outcome.
These rules are yours to bend to your will!
You may find it natural to expand, redact,
and modify them as you your game goes
on. We advise keeping an open mind and
lively discussion of possibilities at the table.

PINK 11 MOHAWK

CHARACTERS
ABILITIES
Alchemy/Talismongery: You can imbue
magick within a potion, salve, or item. You
start with three alchemical formulas.
Ambush: Attacks from concealment do +3
damage
Astral Projection: You can project your
consciousness into the astral space, sense
and interact with astral beings, and view the
real world's astral reflection.
Conjure: You can call forth spirits to seek
their counsel...or you can bind them to serve
you. You start with two bound spirits that
you can call upon.
Contacts: You always know a guy who
knows a guy and can seek aid from one of
your many connections.
Crew: You always have one mercenary or
two goons at your back, no pay necessary. If
they die, you have to pay the initial price for
new ones, but they stay on with you
permanently.
C y b e r c o m m S y s t e m : Yo u g e t a
cybercommunication suite built into your
head that enables you to use all common
communication methods.
Cyberears: You get cybernetically enhanced
hearing. +2 to all rolls that involve
eavesdropping, listening closely and similar.
Cybereyes: You get cybernetically enhanced
eyes that can also record trideo. +2 to all
rolls that involve eyesight or visual
recording.
Cyberlimbs: +2 melee damage
Cypher: You can try to cover your traces in
the Matrix (more infor mation in the
Decking chapter)

Dermal Plating: +1 armor. This is kevlar-like


material inserted under your skin.
Cyberdeck 0 (Drekdeck): You get an off-theshelf, mediocre newb cyberdeck that you
can plug into your brain (via a so-called
"datajack" in your temple)
Cyberdeck 1 (Fisher Price): If you already
have Cyberdeck 0, you now get an upgrade
for your cyberdeck, +1 to your rolls in the
Matrix
Cyberdeck 2 (Shit-Hot Deck): If you already
have Cyberdeck 0 and Cyberdeck 1, you
now get another upgrade for your
cyberdeck, +2 to your rolls in the Matrix.
Cyberdeck 3 (Nova): If you already have
Cyberdeck 0, 1 and 2, you get two upgrade
options for your cyberdeck: either +2 to your
rolls in the Matrix AND it gives you the
Cypher Ability, OR +3 to your rolls in the
Matrix.
Drones: You get a small flying recon drone
and a small combat drone.
Enhanced Senses: Your senses ar e
supernaturally acute. +2 to all rolls that
involve one or more of your senses.
Evade: Once per day, ignore the results of a
damage roll against you.
Grace: You get +1 to any roll once per
session per request.
Hack: You can attempt to control any
computer or break past digital security to
access protected contents. Decking is
impossible without this ability.
Humanity: Call a reroll on the Die of Fate
once per session.
Iron Shirt: +1 armor. You use your mind to
create armor-like protection.

PINK 12 MOHAWK

CHARACTERS
Journey: You can commune with astral
beings for guidance.
Kung Fu: +1 melee damage
Lucky: Once per day, turn a miss into a
partial success.
Mapsense: You can never get lost in urban
environments.
Massive: Keep HD as if your level was +1
higher.
Meditation: Gain back 1d6 Mind Points by
calming your mind.
Mend: You can attempt to neutralize
poisons, remove disease or heal 1d6 hp
with a touch.
Metabolism: You always roll HD as if you're
in a safe place.
Pain Control: When rolling hit points, one of
your dice automatically counts as a 6.
Pet: You have a loyal and effective animal or
mystical companion.
Posse: When in a group of 3 or more, you
gain +2 extra hp and do +1 damage.
Rage: If you take any damage during a fight,
get +1 to the next damage roll you make.
Red Tape: You can circumvent, avoid or
speed up bureaucratic procedures.
Resistance: You get +1 when resisting the
effects of magick.
Skilled: Pick two more skills for free.
Skillwires: Lets you plug in unlisted skills
stored on hardware chips.
Sleuth: When you search for clues, you can
do so quickly and while on the move. +1
when trying to find out if someone is lying,
though you may not know the cause of their
deception.
Sleaze: You can attempt to quickly pick a
physical lock, pick a pocket, or disable a
physical security trap.

Smart-Link: +2 ranged damage


Spellcasting: You can create magickal
effects drawn from the raw fabric of reality.
Such effects are powerful and wondrous.
However, the risks of weaving such energies
have hazards, both extreme and varied. You
start with a Power score equal to your base
Hit Dice +1 +WILL.
Spider: You can attempt to overtake control
of an entire facility's security system.
Vehicle Control Rig 0: You can remote
control drones and vehicles with your mind
from up to 200 meters away.
Vehicle Control Rig 1: If you already have
Vehicle Control Rig 0, you now get an
upgrade for your rig, +1 to your rolls when
controling vehicles.
Vehicle Control Rig 2: If you already have
Vehicle Control Rig 0 and Vehicle Control Rig
1, you now get an upgrade for your rig, +2
to your rolls when controling vehicles.
Vehicle Control Rig 3: If you already have
Vehicle Control Rig 0, 1 and 2, you now get
an upgrade for your rig, +3 to your rolls
when controling vehicles.
Wired Reflexes: You always go first and can
react when surprised.

SKILLS
Athletics, Awareness, Combat Tactics,
Contortion, Deception, Drive, Etiquette,
Heal, Lore, Nature, Performance, Stealth

PINK 13 MOHAWK

CHARACTERS
LIFESTYLE

LIFESTYLE TABLE

Not every shadowrunner is born with the


proverbial silver spoon in their mouth.
Maybe you were born poor, or you lost your
childhood home early on.
With some luck, though, you can start your
Pink Mohawk adventure as someone whos
very well off.

2d6

You are a...

Squatter. Youre homeless.


You start out with
1d6*100.

3-11

Working Stiff. You live in a


small apartment in a part
of town where its not
suicidally dangerous. Your
lease ends in 1d12
months. You start out with
1d6*1,000.

12

Rich. Youre the one who


writes the checks. You own
a huge apartment or
mansion in the nice
part of town. You start out
with 1d6*10,000.

To determine what kind of lifestyle you have


at the beginning of your career, roll 2d6:

PINK 14 MOHAWK

DRUGS
It's not like I'm using, it's like
my body developed this massive
drug deficiency.
--Johnny Pusher, Recreational Artist

yberpunks use drugs. Period. It's that simple. The


advances of chemistry have brought up a plethora
of new drugs that give the user what he wants. Of
course, there is no drug without side effects.
Pink Mohawk uses a very simple system to create
these chemicals.
You can either follow each of the 11 steps outlined
below, or you can skip them and use the random
tables on page 20 to design some Pink Mohawk
drugs.

PINK 15 MOHAWK

DRUGS
BETTER LIVING THRU CHEMISTRY:
11 STEPS TO DESIGN YOUR DRUG
1. Determine what primary effects the
drug has. These primary effects are the
desired effects of the drug.
2. Determine what side effects the drug
has. These side effects are the negative
effects that occur while the drug's
primary effects are underway.
3. Determine the after effects of the drug.
These after effects are negative effects
that occur after the drug's primary and
side effects are over.
4. Determine the permanent effects.
These are the effects that have a
permanent duration, after the primary,
side and after ef fects ar e over.
Permanent effects can't be cancelled out
if you take two or more different drugs
at the same time. Determine how often
a drug has to be taken to experience
those effects.
5. Determine the onset time. This is the
time that passes after taking the drug
before the effects take place.
6. Determine the duration of the drug's
primary, side and after effects.
7. Determine how difficult it is for others
to detect that the user is on this drug.
Determine also what tell-tale signs there
are that he is.
8. Determine how many doses a user
must take to overdose (OD). Determine
the effects of an overdose, too.
9. If a character takes two or more
different drugs at the same time, you
have to determine what effects this
combination has on this user. Please note
that this effect is "personal" to the user;

another person experiences different


effects. To do so, roll 1d100, and consult
the following table:

MIXING DRUGS
1d100

Effect

01-30

Fully compatible: the two


drugs work together without
problems

31-60

Partially compatible: the


drugs work at half their
normal primary effects

61-70

Single Dominance: one of


the drugs will work normally,
the other has no effect

71-75

Cancel out: both drugs'


primary effects are
cancelled out, but side and
after effects are fully
experienced.

76-80

Mildly poisonous: the


combination causes 1d6
damage to the character.
Neither effects are
experienced.

81-90

Poisonous: the combination


causes 2d6 damage to the
character. Neither effects
are experienced.

91-95

Extremely poisonous: the


combination causes 3d6
damage to the character.

96-99

Coma: the character falls


into a coma for 2d6 days.

100

Fatal: the character suffers


4d6 damage. If he survives
this, he falls into a coma for
3d6 days.

PINK 16 MOHAWK

DRUGS
10. Determine the format of the drug. There
is everything imaginable, from patches
to tickets to injections to liquid.
11. Determine the price. Most massproduced drugs are very cheap, ranging
from 2 to 30. Others, produced only
in small batches, cost considerably more,
easily 200 per shot.

Crimson is an energy drink that really


deserves its name. In production since
2016, this drink is a definitive upper.
After drinking it, the user experiences
extreme happiness, heightened
endurance (dancing for 12 hours without
rest? No problem!), and mild
hallucinogetic effects (color blurs). It
costs 5, and is available in every
shopping mall.
The downside is less known. Crimson
causes cancer, if you drink it regularly,
over a period of three years or more.
Primary Effects: happiness, hallucinogen
Side Effects: mild dizziness
After Effects: thirst
Permanent Effects: cancer (after 3+ years
of regular use)
Onset Time: 5 minutes
Duration: 12 hours
Detection: very obvious, the user's breath
smells like Gummy Bears.
Overdose: 10 cans; nausea

12.

Drug-induced
Drug-induced rage.
rage.

Let's say Norton, a young console girl,


gulps down a can of Crimson, and
pops a pill of Crusade, a drug that boosts
the user's strength by +1.
Now, it's time to determine what effects
the combination Crimson and Crusade
has on Norton. Her player rolls 1d100
and comes up with 93. In the table, it
says:
91-95: Extr emely poisonous: the
combination causes 3d6 damage to the
character.

PINK 17 MOHAWK

DRUGS
LIST OF PRIMARY DRUG EFFECTS
These drugs pr event
infection, or stop an existing one. OD:
Overdosing on antibiotics will cause
severe nausea and diarrhea for 1d6 days.
ANTICOAGULANT: The opposite of
coagulants. Anticoagulants prevent blood
from clotting. OD: Extreme hemophilia
will result in the case of anticoagulant
overdose. Even the smallest cuts will
bleed heavily.
ANTIDOTE: Antidotes help against
poisons, toxins, etc. OD: Most antidotes
are almost poisons in their own right, and
anyone overdosing on them will suffer the
effects of minor poisoning.
APHRODISIACS: These drugs increase a
person's sex drive and libido. The user will
be physically uncomfortable unless
involved in a sexual situation, and in the
case of some stronger drugs, this may not
even help unless the user is continually
stimulated. OD: The character's sexual
urges cannot be satisfied, and his state of
arousal will not diminish for up to several
days or weeks.
ATTRIBUTE INCREASE: This increases an
attribute for the drug's duration. OD: If an
overdose occurs, roll 1d10. On a roll of
1-5, you have lost a point from the
attribute in question, permanently.
COAGULANT: These drugs cause blood to
clot, and prevent blood loss. OD: An
overdose of coagulants can cause blood to
clot inside a healthy body, unavoidably
causing death.
CONTRACEPTIVE: These drugs prevent
pregnancy. They have a base effectiveness
ANTIBIOTIC:

of 80%, plus 5% for every point of drug


strength. OD: An overdose of
contraceptive drugs can cause sterility.
DEPRESSANT: Depressants slow you
down. They reduce tension, stress, and
help you relax. OD: Taking too many
depressants will cause the character to slip
into a deep sleep/coma for 1d10 hours.
ENHANCED PERCEPTION: The user of
these sorts of drugs starts to notice the
most intricate of details. While this adds
the drug's strength to his Awareness score
for the duration, the user may be
overcome by his increased sensory
powers. Loud noises, bright lights, intense
tastes, and strong odors have twice the
normal ef fect on him. OD: Anyone
suffering the effects of overdosing on
Enhanced Perception drugs will be
completely overwhelmed by his senses,
and cannot perform any actions. There is a
25% chance that he will suffer from terrible
hallucinations.
EUPHORIC: These drugs make you feel
really, REALLY good. They give a "rush"
that lasts for as long as the drug's
duration. OD: Overdosing on a euphoric
generally makes you very sick, including
nausea, cold sweats, and either
sleeplessness or sleepiness.
HALLUCINOGEN: Wow, man, look at the
butterflies. These drugs make the user see
things that aren't there. While under the
influence, or "tripping," the user is prone to
see anything his frying imagination can
cook up. Such hallucinations depend on
the mood of the subject (as well as the
GM!), but aren't usually terrible unless the
drug itself is bad. OD: If overdosed on,

PINK 18 MOHAWK

DRUGS
assume that the hallucinogenic "trip" goes
completely bad. In the case of extremely
traumatic hallucinations, mental illness
may result (ie, phobias, etc.).
HYPNOTIC: Hypnotic drugs, in high doses,
are used to produce sleep during surgery.
In low doses, they make many users speak
and talk less guardedly about things they
might otherwise have trouble speaking
about. Due to this side-effect, hypnotics
are routinely used as "truth serums" by
corporate, military, and government
agencies. OD: Hypnotics, if taken in large
doses, cause a deep anesthesia for 1d10
hours.
INCREASED ENDURANCE: These drugs
include most stimulants. While under the
influence of these types of drugs, the user
has increased energy and stamina. This is
reflected by adding the drug's strength to
his Endurance skill checks. However,
someone under the influence of such a
drug may have trouble sleeping. OD: In
the case of an OD, the user can suffer from
a heart attack.
INCREASED HEALING RATE: These drugs
speed up the body's natural healing
process. OD: If healing drugs are taken to
the point of overdose, assume that the
user enters a severe state of shock as the
body attempts to heal nonexistent wounds
and injuries.
PAIN NEGATION: Pain killers, plain and
simple. OD: The user can slip into a coma
for 1d10 hours.
SOPORIFIC: Soporifics put you to sleep.
Otherwise known as sleeping pills or
tranquilizers. OD: We all know what
happens when you take too many

sleeping pills. You go to sleep and never


wake up. Assume that without proper
treatment, someone who has ODed on
soporifics will die or enter a deep coma
which will last for 1d10 days.
STUN REDUCERS : Like pain killers, but
these are usually taken before one is
actually wounded. OD: In the case of most
stun reducing drugs, an overdose will
cause the user to become extremely
hostile and enter a psychotic rage.

LIST OF SIDE AND AFTER EFFECTS


Acne, Bloodshot Eyes, Cold Sweats,
Constipation, Cowardice, Dandruff, Eczema,
Dehydration, Delusions, Depr ession,
Diarrhea, Difficult Respiration, Diuretic,
Dizziness, Easily Bruised, Excessive
Salivation, Flatulence, Hair loss,
Hallucinations, Headaches, Heartbur n,
Hives, Itches, Impotence, Increased Pain
Sensitivity, Insomnia, Internal Bleeding,
Irrational Fear, Kidney/Liver Failure, Lack of
Concentration, Light Sensitivity, Loss of
Appetite, Loss of Inhibition, Memory Loss,
Nausea, Numbness, Paralysis, Paranoia,
Psychotic Rage, Reduced Attribute, Reduced
Awareness, Ringing in Ears, Runny Nose,
Sense Reduction, Sexual Arousal, Sleepy,
Strange Skin Pallor, Suicidal Tendencies,
Technicolor Excreta, The Munchies, Tremors,
Weight Gain.

PINK 19 MOHAWK

DRUGS
LIST OF PERMANENT EFFECTS
Addiction, Tolerance, Carcinogenic, Heart
Attack, Coma, Death, Genetic Damage,
Nerve Degeneration, Nightmares,
Per manent Sense Loss, Physiological
Addiction, Psychological Addiction, Possible
Attribute Loss

LIST OF DELIVERY SYSTEMS

Dude, Im not a doctor, just give


me a table to roll up those
drugs!

DRUG TABLE 1: Primary Effect


3d6

Pill, Tablet, Gel Cap, Paper Tab, Smoked,


Inhaled, Powdered, Snorted, Injected,
Liquid, Derm, Slap Patch, Contact

Just another Seattle night.

Primary Effect

Antibiotic

Anticoagulant

Antidote

Aphrodisiac

Attribute Increase

Coagulant

Depressant

10

Enhanced Perception

11

Euphoric

12

Hallucinogen

13

Hypnotic

14

Increased Healing Rate

15

Pain Negotiation

16

Soporific

17

Stun Reducer

18

roll again

PINK 20 MOHAWK

DRUGS

DRUG TABLE 2: Permanent Effects


1d12

Permanent Effects

DRUG TABLE 3: Permanent Effects


1d8

Delivery System

Addiction Tolerance

Pill, Tablet, Gel Cap

Carcinogenic

Paper Tab

Heart Attack

Smoked, Inhaled

Coma

Powdered, Snorted

Genetic Damage

Injected

Nerve Degeneration

Liquid

Nightmares

Derm, Slap Patch

Permanent Sense Loss

Contact

Physiological Addiction

10

Psychological Addiction

11

Possible Attribute Loss

12

Death

Shibuya, a district of Tokyo, where you can find every kind of legal and illegal drug.
The Japanese are even more lenient with substances than the UCAS.

PINK 21 MOHAWK

DRUGS

DRUG TABLE 4: Side Effects


1d100/2

Permanent Effects

1d100/2

Permanent Effects

Acne

26

Irrational Fear

Bloodshot Eyes

27

Kidney/Liver Failure

Cold Sweats

28

Lack of Concentration

Constipation

29

Light Sensitivity

Cowardice

30

Loss of Appetite

Dandruff, Eczema

31

Loss of Inhibition

Dehydration

32

Memory Loss

Delusions

33

Nausea

Depression

34

Numbness

10

Diarrhea

35

Paralysis

11

Difficult Respiration

36

Paranoia

12

Diuretic

37

Psychotic Rage

13

Dizziness

38

Reduced Attribute

14

Easily Bruised

39

Reduced Awareness

15

Excessive Salivation

40

Ringing in Ears

16

Flatulence

41

Runny Nose

17

Hair loss

42

Sense Reduction

18

Hallucinations

43

Sexual Arousal

19

Headaches

44

Sleepy

20

Heartburn

45

Strange Skin Pallor

21

Hives, Itches

46

Suicidal Tendencies

22

Impotence

47

Technicolor Excreta

23

Increased Pain Sensitivity

48

The Munchies

24

Insomnia

49

Tremors

25

Internal Bleeding

50

Weight Gain

PINK 22 MOHAWK

DRUGS
______________________________________

Price:
Legal drugs: 1d100
Illegal drugs: 1d100*1d10

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Krgers Sharp Sense


Primary Effect: enhanced perception
Permanent Effects: coma, numbness
Delivery System: injection
Side Effects: cold sweats, paralysis,
diarrhea, increased pain sensitivity
Cost: 75
Dreamland
Primary Effect: hallucinogenic
Permanent Effects: physical addiction
Delivery System:smoked
Side Effects: delusions
Cost: 25 per cigarette
Stinnes Sleep Well, Original German
Formula
Primary Effect: soporific
Permanent Effects: genetic damage,
psychological addiction
Delivery System: liquid
Side Effects: loss of appetite, numbness
in legs, heartburn
Cost: 26 per can

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PINK 23 MOHAWK

EXPERIENCE
Karma is a bitch.
--Soni Hiko, Bounty Hunter

arma is a fancy word for experience. Levelling up


in Pink Mohawk is very simple: Go on adventures
and survive them. What counts as "adventure"?
This is for you, the Gamemaster, to decide. Maybe
it's a simple brief mission if your group has little
time, or maybe it's a long, dangerous, exhilarating
quest that takes the characters around the globe.
You decide.

PINK 24 MOHAWK

EXPERIENCE

KARMA
Level

Hit Dice/
Mind Dice

Skills

1+BOD/
1+WIL

Class
+1

+1/+1

Attributes

Abilities
2

+1

+1/+1

+1

You have
survived 6
adventures.

+1

+1

You have
survived 28
adventures.

+1/+1

You have
survived 40
adventures.
+1

+1/+1

You have
survived 10
adventures.
You have
survived 18
adventures.

+1
(max +3)

10

You have
survived 3
adventures.!

+1
(max +3)

Start as a
newbie
without
experience.

+1d6

+1/+1

Karma Total

You have
survived 1
adventure.

Damage

+1

+1
(max +3)

PINK 25 MOHAWK

You have
survived 75
adventures.
+1d6

You have
survived 100
adventures.

OPPONENTS
Just once I'd like to fight
something that could be
harmed by bullets.
--Alistair Gordon Lethbridge-Stewart, Brigadier

pponents usually get one or two weapons, armor,


and a special ability or two. Here are some
example enemies:
Street Ganger: 4 hp, light weapon, light armor,
Posse.
Goodfella: 6 hp, gun, light armor, Family (killing a
mafioso marks you for death with his family).
Lone Star Officer: 2d6 hp (minimum 6 hp), heavy
gun, full armor, Backup (will call reinforcement in
any disturbances, bringing the heat down fast).
Troll Bouncer: 6 +1d6 hp, big weapon, light gun,
light armor, Bounce (gets +2 armor when working
at his usual venue).
MegaCorp Elite Guard: 10 hp, heavy gun +
autofire, grenades, full armor, Wired Reflexes.
Toxic Spirit: 16 hp, acid attack (1d6+3), purge
attack (1d6 to area), no armor, Splash (toxic spirits
reflect 1 hp of damage back whenever they are
successfully attacked), Recover (everytime the

PINK 26 MOHAWK

OPPONENTS
spirit hits a target with its acid attack, it
gains +1 hp back)
Banshee: 12 hp, claws (1d6+2), causes fear,
causes Essence Drain (lose 1 point of Power
per manently), can turn to mist,
Regeneration (heals 1D6hp at the end of the
round)
Unicorn: 16 hp, always goes first, Magickal
Guard (all rolls involving harmful magick are
at -3 when a unicorn is present)

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Your creations:

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PINK 27 MOHAWK

EQUIPMENT + EXPERTS
Whadda ya mean
there's a three
magazine limit?
--Wedge, Mercenary

t would be easy to fill pages upon pages with


shopping lists for your character. Undoubtedly:
While this can be fun (for about 10 minutes), its
not what I have in mind for oldschool Pink
Mohawk games.
The following couple of pages give you a quick
overview of the most important equipment types.
It should be no problem to come up with new
stuff.

PINK 28 MOHAWK

EQUIPMENT
Weapons

Gear

Light Weapon (50): d6 damage. May be


wielded as secondary weapon, allowing you
to reroll damage once per attack. Includes
knives, lead pipes, whips and chains.
Medium Weapon (100): d6+1 damage.
Must be wielded in main hand. Includes
crowbars, hammers, clubs, swords.
Big Weapon (300): d6+2 damage. Uses
two hands. Includes fire-axes, katanas,
chainsaws.
Small Gun (300): d6 damage. Includes
light pistols, light SMGs, tasers, and holdouts.
Gun (500): d6+1 damage. Includes
medium and heavy pistols, SMGs, and
hunting rifles.
Heavy Gun (1,000): d6+2 damage. Twohanded. Includes shotguns and assault rifles.
Crazy Gun (2,000): d6+2 damage. Lasers,
panther cannons. Ignores armor.
Auto-Fire (+500): Makes a gun automatic
make two attacks.
Grenades (100): d6+2 damage to an area.
Also mines and explosives.

Simple Gear (10 each): 10 meter rope,


lockpicks, grappling hook, flashlight,
backpack, restraints, detox sprays, chemsuit,
survival kit, etc.
Advanced Gear (25 each): arc-torch, autosaw, armored briefcase, wetsuit, gas/
airmask, surveillance gear, camera, etc.
Comlink (200): hand-held, wrist-mounted,
or headset-style communication link.

Armor

Magickal

Light Armor (250): Armor 1.


Full Armor (1,000): Armor 2. Always has a
helmet. Makes it very hard to run, move
quietly, swim, leap, etc.

Alchemist Kit (2,500): Speeds up the


creation of potions and talismans.

Skillsofts
(Skillwires required, see Abilities):
Knowledge Skillsoft (2,500): Lets you
learn a knowledge skill (History, Maths,
Business Development, etc)
Activity Skillsoft (3,500): Lets you learn an
activity skill (Parcours, Hoverboard, Soccer,
etc)
Language Skillsoft (1,500): Lets you learn
a language.
Combat Skillsoft (10,500, illegal): Lets you
learn a reality-based combat style.

PINK 29 MOHAWK

EQUIPMENT
Vehicles
Boats: Small Hovercraft (45,000), Small
Boat (50,000)
Cars: Shitty Car (1,000), Decent Small Car
(5,000), Sports Car (30,000), Truck
(10,000), Van (14,000)
Motorbikes: Fast Motorbike (10,000),
Scooter (3,000)
Planes and Copters: Small Plane
(150,000), Helicopter (400,000)
Vehicle Upgrades:
Faster (price x1.1), A Lot Faster (price x1.5),
Impossible Speed for a vehicle that size
(price x3)
Light Armor (+1, price x2.5), Heavy Armor
(+2, price x6)
Sensor Shielding 1 (suppresses noise,
electronic emissions and other telltale

signatures, +1 when rolling to hide vehicle


from sensors, price x1.4), Sensor Shielding 2
(+2 when rolling to hide vehicle from
sensors, price x2).
Vehicle Weaponry: use weapons as above,
but multiply prices by 10 (when used
against (meta)humans, they do double or
triple damage -- and no, theyre usually too
heavy to be carried around)

Daily Life
Coffin Hotel: 25 to sleep, 10 to eat, 20
to get drunk, 150 to get laid.
DocWagon Contract: Wearing the sealedband, direct-dial wristphone guarantees the
arrival of a highly specialized trauma team
within ten minutes (failure to arrive in time
gives you the immediate medical care for
free). Thats the Basic service. Gold service
gets you Basic services and one free
resuscitation per year, and a 10 percent
discount on any medical bills. Platinum
service adds another three free resiscitations
on top of that. Basic: 5,000, Gold: 25,000,
Platinum: 50,000.
MedKit: Helps treat wounds and provide
first aid. 200

Specialists for hire


(Cost per day)
Goon (100): 6 hp, small gun, knife
Mercenary (300): 12 hp, gun, light armor
Expert (350): 6 hp, small gun, special gear
Badass (800): 18 hp, full armor, gun, heavy
gun, grenades

PINK 30 MOHAWK

MAGICK
The only thing more reliable
than magick is one's
trusting friends.
--L. Surehand, High Prince

agick and technology dont mix.


In the Sixth World, Magick has awakened again
and is in full swing. Being a natural force, it reacts
strongly to technology. Every piece of cyberware
implanted in a mage's or shaman's body reduces
their Power score by 1 permanently. This is the
way of the burned-out mage. To compensate,
many mages and shamans thus affected use spell
foci (see Alchemy-Talismongery).

MAGES

Mages see magickal principles working behind


everything; they use magick formulas (spells) to
bend consensus reality to their will. Mages can
learn to Conjure elemental spirits, but it takes long,
carefully planned rituals to make them work.
Mages do not have a totem animal. If they choose
Spellcasting, mages start with 1d10 spells.

PINK 31 MOHAWK

MAGICK
SHAMANS
Shamans interact with the spirits of the land.
Everywhere, there are spirits: in technology,
in houses, in plants, really everywhere. A
shaman is chosen by his totem animal. This
is his soul companion and advisor. When a
shaman works his magick, his face seems to
be subtly overshadowed by a mask that
looks like the head of his totem animal.
Totems help with certain types of magick,
but they also imprint the character of the
shaman. Shamans start with two bound
spirits. If they choose Spellcasting, shamans
start with 1d6 spells.

TOTEM ANIMALS (pick one)


Bear (forest; slow but powerful, a healer and
caregiver): all health spells +1;
Disadvantage: wounded Bear shamans roll
+INT; 6- they go berserk for 3 rounds,
attacking the closest living thing with their
most powerful weapon
C o y o t e ( l a n d ; t h e G r e a t Tr i c k s t e r,
unpredictable): Coyote refuses to be bound
by mortal concepts.
Dog (urban; loyal to friends and family, loves
people, defends them): detection spells +1,
+1 to conjuring field and hearth spirits;
Disadvantage: single-minded, roll +INT
when changing plans: 6- you simply can't
Eagle (mountains; proud, solitary, fierce):
detection spells +1, +1 to conjuring wind
spirits; Disadvantage: will not tolerate evil
actions; fierce defender of the land; every
piece of cyberware reduces Eagle's Power
by 2 points.

Raccoon (anywhere but the desert; clever


bandit, can break open any trap, fights when
he must, but prefers stealth and trickery):
manipulation spells +1, +1 to conjuring city
spirits. Disadvantage: loner. His curiosity
makes him disregard danger; loves to steal
(raccoon is a thief totem). -1 to combat
spells.
Rat (anywhere; stealthy thief, reluctant
warrior, clever): +1 to detection an illusion
spells, +1 to conjruing spirits of man.
Disadvantages: Rat shamans are dirty and
unkempt. Rat is a coward, but when he
fights, he fights to kill. -1 to combat spells.
Raven (anywhere; trickster, greedy and
generous, a living contradiction): +1 to
manipulation spells, +1 to conjuring wind
spirits. Disadvantages: Raven shamans are
either overweight or rail-thin; gluttonous
and always hungry. It's impossible for them
to refuse an offer of food. -1 to combat
spells. -1 to all spells when not under open
sky.
Snake (forest, prairie, mountain; wise healer;
good advisor, but for a price): +1 to healing,
illusion and detection spells. Either +1 to
conjuring spirits of the land, or +1 to
conjuring spirits of man. Disadvantages:
Doesn't fight unless he must defend himself
or eat. -1 to all spells cast during combat.
Wolf (forest, prairie, mountain; hunter and
warrior, fiercely loyal to his mate and his
cubs, brother to his pack): +1 to detection
and combat spells, +1to conjuring forest or
prairie spirits (shaman's choice).
Disadvantages: Loyal to the death. Nothing
will make him betray his loyalty.

PINK 32 MOHAWK

MAGICK
ALCHEMY-TALISMONGERY

The Potion/Talisman is... (pick one):

Alchemy and Talismongery are similar to


spells, except that the magick is contained
within a physical form, typically a potion
(Alchemy) or an object (Talismongery).
Creating an alchemical object can be quite
risky because of the various chemicals and
explosive fumes involved, but using one is
not inherently dangerous, and usually does
not require a roll.

Costs
It costs 1d6*1,000 in caustic chemicals,
herbs, and purified minerals, and requires at
least a day to prepare. If you have an
Alchemists Kit, then it only costs 1d6*250
and takes at least four hours.

Using the right ingredients: roll +INT.


6- You get the wrong ingredients, but are
not aware of it and prepare the potion/
talisman -- the GM decides whatll happen.
7-9 You get the right ingredients, but
they're not pure. Reduce effects or duration
by half.
10-11 You get the right ingredients.
12+ You get especially potent ingredients.
Effects are twice as good.
Usually, potions have a one-time effect that
lasts for a certain time. Talismans usually
work permanently, but costs more.
Alchemists start with three magickal
formulas, and may learn more through
research or experimentation. These formulas
are built much like spells, picking one option
from each of the following.

potion that can be consumed only once


A salve or balm that can be applied up to
three times (cost x3)
An object that grants its effects only once
to each user
An object that needs 2 hit points of human
blood to be used
An object that needs to be doused with
holy water to be used
An object (talisman) that works
permanently (costs x10)

The user will... (pick one):


+1

armor for 3 rounds of combat


+1 to a single Attribute for one minute (if
it's a potion)
+1 to a single Attribute as long as the
talisman is worn
Add +d6 damage to either melee or
ranged attacks for 3 rounds of combat
Benefit from an Ability for one hour
Benefit from a Skill for one hour
Inflict 2d6 magickal damage against a
nearby target (3d6 if vulnerable)
Instantly heal, +1 Recovery die
Know the answer to one question
Not feel pain
Perform a superhuman feat (flying, breathe
underwater) for 1 minute

Spell Focus (talisman): The user gets +1


to his spellcasting rolls (either for the
+INT roll, or for resisting Drain), as long
as they wear it. For an alchemist with a
kit, it costs 1d6*250 *10 = 1d6*2500
to manufacture.

PINK 33 MOHAWK

MAGICK
CONJURE
Spirits and other non-corporeal beings live
in our world, but on a different plane of
existence. A shaman or mage can interact
with them. Calling a spirit is known as
Conjuring or Summoning. The act of
Conjuring can be dangerous, depending on
the circumstance, and requires that you
know the name of the spirit you wish to
conjure, the ritual required to call it, and one
of the following:
FOR

MAGES: one hour of uninterrupted

ritual
FOR S H A M A N S : 1 d 6 m i n u t e s o f
uninterrupted ritual
A magick item containing the bound spirit
Once summoned, you can converse with it
and ask it questions, for spirits possess many
secrets unknown to mortals. It is always
easier to conjure a type of spirit that lives in
the appropriate environment, ie, a shaman
trying to conjure a city spirit in downtown
Seattle will have a much easier time than his
colleague trying to summon a tree spirit in
the middle of an industrial complex.

Binding spirits
You can also attempt to bind a spirit. Binding
is always risky, as the spirit will try to take
every advantage of unwary mortals, It
requires a circle to be drawn in orichalcum
powder during an hour-long ritual, as well as
one of the following:

portion of the spirit or spirits flesh


Signing a contract with the spirit
A sacrifice worth 20 hit points
When the spirit is Bound, it can be
summoned to perform a single deed,
typically answering questions or using
baleful magick (as controlled by the GM)
without any risk to the Summoner. Anything
beyond that will require some very tricky
negotiations, as the spirit will do anything to
twist your requests to its own evil desires.
Conjurers start with two bound spirits. A
spirit will be set free when the sun goes
down.

PINK 34 MOHAWK

MAGICK
SPELLCASTING

+1 Power:

Mages start with 1d10 spells. Shamans start


with 1d6 spells.

Affects

Generally, spellcasters should have high


BOD and/or WIL attributes (at least 2 points
in total).

only yourself or a touched target


Effects only last a few moments
Sacrifice 5 hit points of blood
Requires a long ritual
Requires a fetish

-1 Power:
To learn new spells, they must either do
research on their own (roll +INT), buy or
swap available spell formulas on the market.

POWER
Mages and Shamans have a Power score
equal to their base Hit Dice +1 +WILL. For
example, a 1st Level Mage with +2 WILL
would start with 4 Power.
When you direct magickal energies into a
coherent effect, you will spend Power to
create the effect.
As a default, your magick will be slow
(manifests the turn after it is cast), affects a
single target within line of sight, and lasts for
one minute. By adjusting these limitations,
you can increase or decrease your available
Power.
The Gamemaster will determine the Drain
Level of the spell: Light, Medium, Serious or
Deadly. See next page for an explanation of
Drain.

Affects

everyone adjacent to the target or


everyone within the area
Target can be anywhere, as long as you
have a sample of their blood
Lasts for one hour
Lasts as long as you concentrate
Lasts as long as you sacrifice 5 hit points of
blood every hour
Manifests immediately

Each point of Power you spend can


create one of the following effects:
Control

the actions of the target


Create an environmental condition
Dispel an environmental condition
Grant +1 bonus to any action
Grant +2 bonus to one Attribute
Grant a supernatural ability
Inflict -1 penalty to any action
Inflict -2 penalty to one Attribute
Inflict 2d6 damage (3d6 if vulnerable)
Instantly heal, +2 Recovery dice

Generally, a target is in range of a spell


when the spellcaster can see them. Using
binoculars and other optical enhancers is a
clever move.

PINK 35 MOHAWK

MAGICK
DETERMINE SUCCESS

RESISTING DRAIN

You dont want to spend all of your Power


on effects, however, since it also determines
how many dice you get to roll+INT when
casting! If you are fortunate enough to roll
more than 2d6, keep only the two highest
results.

Spellcasting is demanding. The more


powerful a spell, the more demanding and
tiring it is for the caster. This is called "Spell
Drain" or "Drain". After every spell a Mage or
Shaman casts, he rolls a second time to
resist Drain. Subtract any damage from Drain
from the Mage's or Shaman's mind points.
If you don't have enough Mind Points:
Should you ever lose more mp than you
have left, the rest of the damage is directly
subtracted from your hit points. This is why
casting spells with high Drain can be lifethreateningly dangerous when you are
injured.

The success of spells is determined by a


roll +INT:
A Miss means the magic will still work,
but under the complete control of the GM,
who will describe the disaster that follows.
A Partial Success means the magick will
work as desired, but with unforeseen
consequences or side-effects.
If you Succeed, your magick will work as
desired, and you get a +1 to resist Drain.
A Critical Success means your magick
will work as desired, but because of the
excess of energy, it will have unforeseen
effects as determined by the GM. This
could be bad or good, depending on the
whims of the Die of Fate. You get +2 to
resist Drain.

Against

Light Drain, roll+BOD


Against Medium Drain, roll +BOD-1
Against Serious Drain, roll +BOD-2
Against Deadly Drain, roll +BOD-3
Look up the result on the Spell Drain Table
below:

SPELL DRAIN TABLE


Light Drain

Medium Drain

Serious Drain

Deadly Drain

-1 Mind Point

-1d6 Mind
Points

- (1d6+2) Mind
Points

-2d6 Mind
Points

Partial
Success

--

-1d4 Mind
Points

-1d6 Mind
Points

- (1d6+2) Mind
Points

Success,
Critical

--

--

--

--

Miss

PINK 36 MOHAWK

DECKING
Sure, sure, 'Information should be free' and all
that - but anyone can set information free. The
jazz is in how you do it, what you do it to.
--Datajack Sinder Roze, Decker

ow to move around in the Matrix without being


caught. Deckers plug a cyberdeck into their brain.
Cyberdecks are hi-tech portable Matrix computers
that enable them to interact with the elaborate 3D
environment of the Matrix. They look strikingly
similar to keytars. They run the latest software on
their hardware because, let's face it, any selfrespecting decker would do exactly that. They
either swap, buy or code their shit themselves. In
the Matrix, they are represented by a 3-D virtual
construct called Persona.

Persona
A Persona is the virtual avatar a decker uses to
move around and do stuff in the Matrix. A Persona
has 2 Hit Dice. Roll its Hit Dice to determine its hit
points. A Persona comes with Armor 1. Its attack
utility does 1d6 damage.

PINK 37 MOHAWK

DECKING
Writing and updating code
To write and update code, a decker has to
spend time. At the end of a week, the player
of the decker character rolls +INT. A Miss
means the decker couldn't find the time to
write code: all rolls in the Matrix will be at -1
unless the decker spends 24 hours
exclusively to update his programs.

Decking into other computers


To gain illegal access to other computers
that are linked to the worldwide Matrix, and
navigate through or manipulate their
systems, roll+INT.
6-: The system notices you and sends
appropriate Intrusion Countermeasures ("IC")
to stop you. If you have the Cypher ability,
make another +INT roll: 6- Gray IC or Black
IC (if appropriate), 7-9: Gray IC, 10+: White
IC. If you don't have the Cypher ability: Gray
IC or Black IC (if appropriate) is on its way to
you.
7-9: The system goes on passive alert,
increasing its defense mechanisms. All your
rolls in the Matrix are -1. But you are in.
10+: You are in the system now. The system
hasn't noticed yet.

Matrix combat
Gray IC, Black IC and other deckers are able
to attack your Persona. Matrix combat is
handled just like normal combat, but the
decker uses his cyberdeck's Persona to fight.
The decker rolls +INT to attack. If he is
successful, he rolls 1d6 for damage against
the opponent.

If the decker is hit, his Persona loses hp. If


his Persona loses all its hp, it crashes, and
the decker is thrown forcefully out of the
Matrix. It takes 1d6 minutes for deckers to
wake up and regain their senses after such
an incident (known as "dumpshock").
White

IC: 1d6 hp, Light Armor


Gray IC: 3d6 hp, Heavy Armor
Black IC: 8d6 hp, d6+2 damage, Extreme
Armor (3), all Cypher rolls -2
Corp Security Decker, Bush League: 1d6
hp, 1d6 damage, Light Armor
Corp Security Decker, Hard Hitters: 3d6
hp, 1d6+1 damage, Heavy Armor

White IC Variants
Access

(verifies your legality in the

system)
Barrier (all your rolls in the Matrix are -1)
Scramble (tur ns the contents of a
datastore, or individual files, into garbled
junk)

Gray IC Variants
(attacks your Persona; if successful,
all your rolls in the Matrix are -1; also
called Binder, Jammer or Marker)
Blaster (attacks your Persona with 1d6
damage; if it crashes the Persona, it
immediately attacks the cyberdeck. Roll
+INT: 6- Blaster turns your deck into
useless junk)
Killer (attacks your Persona with 1d6)
Tar Baby (resembles White IC, if you have
the Cypher ability and your roll+INT
misses, it crashes and takes the Persona
utility programs with it the crashed
Acid

PINK 38 MOHAWK

DECKING
Persona must be reloaded. If you don't
have the Cypher ability, Tar Baby crashes
and takes the Persona utility programs
with it the crashed Persona must be
reloaded.)
Tar Pit (like Tar Baby, only it poisons all
copies of the Persona utilities the deck has
stored. Spend 1d6 hours to fix that)
Trace (locks onto the decker's access path
and locates their entry point in the Matrix.
If you have the Cypher ability, roll+INT: 6Trace and Burn, this is essentially a Trace IC
that turns into Blaster IC. 7-9: Trace and
Dump, you are dumped from the Matrix
and the system operators know your realworld address, 10+ Trace and Report, your
real-world address is reported to the
sysops. If you don't have the Cypher
ability, your real-world address is reported
to the sysops.

Running naked
Legend has it that some of the pioneers of
Matrix surfing, the grandfathers of decking,
are still around, "running the Matrix naked".
That means you plug into the Matrix
WITHOUT a deck, and without a Persona.
That's right, chummer, running naked means
that every IC turns into Black IC, effectively.
Your weapon does 1d6+WILL damage, your
INT functions as Armor.

Black IC
Black IC behaves just like Killer IC, but it
attacks the decker instead of the Persona. If
attacked by Black IC, the decker has two
options:
Hang Tough: Roll+INT to attack and use
your Persona's attack utility (1d6 damage)
to fight against the Black IC. All hits the
Black IC scores against your Persona go
directly against your hp. The Persona's
Armor is in effect.
Cut and Run: You try to jack out. Roll
+WILL: 6- the IC scores a hit and
prevented you from jacking out, 7-9 the IC
scores a hit, but you could log out, 10+
you jack out unharmed.

Cort Davis, one of the first deckers. His


whereabouts are unknown, but his
signature melody can be heard from
time to time in the Matrix.

PINK 39 MOHAWK

TABLES
The Government says you can't have it.
We say you can.
We're Ares Arms.
--Popular ad campaign from Ares Arms

ames. All names taken from http://donjon.bin.sh/


scifi/name/#cyberpunk
Feel free to combine first name with different last
names.

Male
Graham Wyke, Kennith Corwin, Chet Haught,
Darron Rocheford, Cordell Rhyne, Isaias Alcantar,
Porter Bentzen, Benedict Alers, Chas Harcrow,
Jonas Malik, Chas Leath, Elden Castillon, Malcolm
Sladek, Isaias Kader, Graham Helsing, Hunter
Erikson, Scotty Weyer, Avery Castillon, Jacinto
Hartjen, Lucius Steiger, Chua Baio-Lai, Lai Shye-Ge,
Sui Su-Mou, Liao Li-Jai, Kao Da-Ke, Lu Jao-Che,
Chua Shi-Bo, Go Hwai-Hou, Tu Bi-Jao, Xiu Tia-Luo,
Tu Qui-Ke, Zhoo Fu-Chia, Ti Mei-Kao, Toy SheeChe, Gao Lou-Chou, Tao Young-Gui, Zou Zhi-Li,
Chu Ku-Ying, Gui Kao-Shay, Kao Fa-Wu, Tabei Taku,

PINK 40 MOHAWK

TABLES
Kata Suke, Tsaka Katsa, Maka Shitei, Yagan
Hige, Maka Mane, Hase Ichin, Matsu Fumi,
Mizu Gito, Mizu Romo, Toyota Maro, Ogan
Tetsai, Take Buro, Sakai Taro, Uran Katsai,
Yoban Yokin, Moto Naru, Toshi Sahi, Kata
Sami, Taki Shide, Ignald Karakaya, Arav
Gina, Yurik Bukhuky, Gori Bunova, Adir
Neyeva, Ladi Bochena, Riani Mikhuba,
Kopos Reskina, Kaziv Kharova, Ladi Cheva,
Sandri Shine, Viktii Lanchovtsii, Friliy Kova,
Gori Fyevichai, Vlukonst Bedenko, Zivas
Chenkiny, Lukyan Kovtusi, Gustii Krezhnova,
Geni Penchenko, Markof Bogina

Female
Denisse Caldera, Calista Carthen, Phoebe
Riordan, Rosette Hewett, Ai Castiglione,
Ashlea Alessandro, Ardelia Sharpey, Denisse
Vanlaere, Sarai Flanigan, Cherlyn Sarratt,
Lynna Melchor, Phoebe Konicek, Makeda
Reade, Chasidy Wescott, Cayla Markell,
Denisse Vanlith, Makeda Simril, Lashell
Forgrave, Teisha Vilchis, Evelynn Carthen,
Zhe Wa-Na, Qu Hu-Shu, Toy Yong-Ru, Lee
Yan-Ku, Chieu Shiao-La, Yuan Ku-Lu, Chao JiXiao, Joe Jui-Fei, Goei Rou-Fei, Mao Mo-Shu,
Goei Xue-Yak, Gao Mao-Hi, Ang Mao-Sho,
Pi Li-Hu, Chiu Ji-Xue, Xiao Qiu-Bo, Toy YengXue, Tsai Si-De, Kao Bao-Xa, Shoe De-Miao,
Okan Seko, Tami Kiko, Yawan Mako, Saki
Sumi, Mini Sako, Himo Chito, Kata Kichi,
Kawa Orun, Take Toko, Omon Mako, Kami
Akun, Kawa Fumi, Yaran Anan, Tsado Kine,
Kama Hiko, Kura Sako, Sona Kami, Sego
Suku, Kama Einan, Soni Hiko, Lara
Mandenky, Domaya Cher odol, Vetla
Gorcheba, Ashale Sashkusi, Zina Nova,
Etlalya Ikov, Vikta Kova, Gasha Rova, Sulya

Loskova, Makra Bova, Anarya Malcheva,


Andraga Leva, Alera Dolgana, Inale Ginova,
Vilmaya Yakovar, Leksiya Myatovoi, Xena
Manova, Vela Motina, Anina Toffilai, Makria
Osulin

Decker Handles
Perfect Angel, Radical Deck, Shady God,
Angry Saint, Angry Phoenix, Angry Lion,
Radical Gibson, Enigma, Merlin, Serial
Vector, Tengu, Neon Jack, Warlord, Strange
Phantom, Shady Edge, Steel Flynn, Deviant
Warlord, Neural Node, Deviant Alice,
Templar, Binary Nene, Bobby Tables, Lucifer,
Prime Nikita, Acid Shogun, Dead Lion,
Quantum Link, Chrome Zero, Quantum
Dante, Vagabond, Shady Tempest, Grim
Comrade, Terminal Warlord, Merlin, Psycho
Sync, Master Ghost, Analog Exile, Infinite
Loop, Chrome Agent, Golden Hunter,
Golden Alice, Quantum Ninja, Digital Jack,
Agent Chaos, Anne Bonny, Terminal Adept,
Rogue Storm, Psycho Link, Corrupt Lion,
Kernel Panic

PINK 41 MOHAWK

TABLES

CYBERWARE BRANDS
d12

Brand Name

Psiberstuff

Kiroshi

T-Maxx

Dynalar

Cytech

Cyphire

Zetatech

Biotechnica

Geotech

10

Nikkon or Zeiss

11

Meade

12

Tritech or Kurasawa

Vehicle Brands
d30
1.
2.
3.
4.
5.
6.
7.
8.

Buick (cars, General Motors)


Cadillac (cars, General Motors)
Pontiac (cars, General Motors)
GMC Trucks (cars, General Motors)
General Dynamics (boats)
Mostrans (hovercrafts)
Pratt&Whitney (planes)
BMW (cars and motorbikes, SaederKrupp)
9. Messerschmidt-Kawasaki (motorbikes,
Saeder-Krupp)
10. Eurocar (luxury cars, Saeder-Krupp)
11. Vulkan (planes, Saeder-Krupp)
12. GIAT Industries (military vehicles,
Saeder-Krupp)
13. Chrysler-Nissan (cars)
14. Toyota (cars)
15. Daimler-Benz (cars)
16. Ford (cars, produces for DocWagon and
Lone Star)
17. Opel (cars, Ford)
18. Peugeot (cars, Ford)
19. Skoda (cars, Ford)
20. Jaguar (cars, Ford)
21. Range Rover (cars, Ford)
22. Citroen (cars, Ford)
23. Mitsuhama (drones and vehicle-rigs)
24. Daihatsu-Caterpillar (heavy industrial
vehicles)
25. Ferrari (sports cars)
26. Honda (cars and motorbikes)
27. Mitsubushi (cars)
28. Porsche (sports cars)
29. Fiat-Renault (cars)
30. Volkswagen (cars)

PINK 42 MOHAWK

TABLES

CYBERDECK BRANDS

CYBERDECK MODELS

d12

Brand Name

2d6

Radio Shack

Allegiance

abbreviation + three-digit
number

Sony

Greek letter

Fairlight

"Hyperdeck" + number

Arasaka

two letters and a number

Fuchi

"Matrix" + roll again

Pandora

"Star" + roll again

Techtronica

"Grid" + roll again

WuTech

"Master"

10

Zetatech

10

"Captain"

11

Worldsat

11

"Navigator"

12

Siemens

12

roll on the next subtable:

d20

Model Name

Model Name

d20

Model Name

Kraftwerk

11

Grass Cutter

Powerhouse

12

Legbiter

Reactor

13

Sanglamore

Atomic + number

14

Durendal

Highlander

15

Heavens Will

Skysurfer

16

Leah

Ryder

17

Vorpal Blade

Glyde

18

Vengeance

Slimcase + number

19

Graywand

10

Excalibur

20

Scalpel

PINK 43 MOHAWK

TABLES

UNIVERSAL CYBERDECK COMPONENT PENCIL DROP TABLE


active

offline

flow control

power flux

optic

selector

ASIST

microcircuit

guardian

RAM-bus

assembly

rack

central

fiberoptic

nulloperating

redundancy

bios

cable

Ihara-Grubb

neural

encryption

serial ID

booster

flipswitch

checksum

Tight-beam

communicatr

shockbolt

box

gate

cranial

diagnostic

decyphring

shutdown

chip

transcriptor

defensive

external

ressource

steepstate

converter

backlink

digital/analog

backup

interface

slam

cutout

shielding

internal

hardening

IO bridge

verification

diverter

reader

Laser-optical

block
process

neuraljack

wavemaker

driver

processor

MPCP

buffer control

matrix
symbolism

cooling

grid

cache

passive

wireless

read/write

Bit-synapse

heatsink

generator

phantom

broadband

keyboard

keyboard

inhibitor

Re-router

plugrom

lasertel

liquid crystal

electrode

interpreter

engine

primary

microwave

loadout

terminal

manager

connector

fuzzy logic

satellite

lockout

battery

matrix

overpass

subrouter

iconographic

logon

code

monitor

grindcore

proactive

data

memory

recognition

relay

leftbrain
synchronizer

reactive

multiplexing

motherboard

radio

router

chartcoder

simsense

construct

output bridge

vox

conch

twit

system

deception

passcode

holo

sensor

toggle

quantum

downshift

overload

synch

stabilizer

port

universal

phasegrader

information

smart

unit

linkthru

virtual

feedback

overpatch

power

switcher

codemachine

PINK 44 MOHAWK

TABLES
Roll 1d6:
1-3, go to Firearm Table 1
4-6, go to Firearm Table 2

FIREARM BRANDS

FIREARM TABLE 1
d8/d4

AkuTek

Arasaka

Ares

Armalite

Birmingham Arms

Browning

Budget Arms

Calico

Colding Arms

Colt

Constitution Arms

Czech

Federated Arms
Tech

Glock

Goncz

GRU

Kalashnikov

Kamaha

Lion & Atkinson


Arms, Inc.

Manex

Nova

Okusa

Paltik

Ranger Arms

Sherman

Shin Chou Kogyo

SIG

Smith & Wesson

Steyr

Streettech

Taurus

Tambu

FIREARM TABLE 2
d8/d4

Australian Ammo

Bartholomew &
Grendel

Bauhaus

Beretta

CAR

Castech

Ceska Zbojovka

Chaddran Arms

Daewo

Darra Polytechnic

Dover

Fabrique des
Armes

Heckler & Koch

Hughes

IMI

Ingram

Militech Arms

Mossberg

Mustang Arms

Nomad

Ruger

Rossi

Royal Enfield

Seco

Sooch

Sowet

Stein &
Wassermann

Sternmeyer

Towa

UZI

Wather

Winchester

PINK 45 MOHAWK

TABLES

FIREARM MODELS
d20

SPECIAL AMMUNITION

Model Name

d20

Ammo Type

Abbreviation of two words

Armor-Piercing

Abbreviation of three words

Explosive

A word related to the topic


of war

Ceramic

A letter and a number

Fin-stabilized

Wild animal

Memory plastic

Name of a military unit

Spray

Three-digit number

Fragmentation

Two letters and a number

Uranium core

Title (nobility)

Dumdum

10

"Cal." + caliber

10

Duplex

11

Model" + roll again

11

Gel

12

A poetic word

12

Hi-velocity

13

A country

13

Hollow point

14

A city

14

Hydrashok

15

"No." + number

15

Hyper-Penetration

16

Type + roll again

16

Ram

17

Common English, Russian


or Japanese word

17

Rubber

18

A state

18

Expansive

19

Roll twice

19

ThunderZap

20

Roll three times

20

Titan

PINK 46 MOHAWK

TABLES

AMMUNITION BRANDS
d6

Brand Name

Spartan

Tsunami

Glaser

TOWA

Militech

Starburst

PINK 47 MOHAWK

TABLES
SHADOWRUN SLANG
Angel: A benefactor, especially an unknown
one.
Arc: An arcology.
Ballerinas: Reflex boosted female assassins in
the employ of a major corp.
Booster: Gang member that uses cyberware,
leathers, and violence as a way of life.
Bounts: Bounty hunters.
Bopper: A robot.
Brain Tap: A datajack or a chipjack.
Breeder: Orc slang for a "normal" human.
Business: In slang context, crime. Also "Biz."
Buzz: Go away. Buzz off.
Chipped: Enhanced by cyberware.
CHOOH: ("choo") Slang for alcohol, as used
in vehicle power plants.
Chromatic: Heavy Metal music.
Chromer: Slang for metalheads, heavy metal
fans.
Chummer (also: Chum): Pal or Buddy.
Chumsky: for special Pals
Cinema: A movie, usually in tri-d.
Clavie: Any person who lives in an enclave.
Combat Drugs: Designer drugs for military
use.
Comm: The telephone.
Corp: Corporation, corporate.
CORPSE: CORPorate Security Expert, a
corporate assassin.
Cowboy: A decker/netrunner.
Dadie: Knowledge or skill chip.
Dandelion Eater: An Elf, very insulting. See
also Keeb.
Dataslave: a corporate decker or a data
processing employee.
Datasteal: Theft of data from a computer,
usually by decking.

DEBS: Transvestites, a type of posergang.


Deck: 1. A cyberdeck. 2. To use a cyberdeck
illegally.
Decker: A pirate cyberdeck user. Derived
from 20th century "hacker."
Deckhead: A Simsense addict. Or anyone
with a datajack/chipjack.
Derms: see Dorphs.
Dinks: Any member of a rival boostergang.
Dorphs: Designer drugs that increase healing
rate and limit fatigue. (also, Derms)
Dr. Know: A contact who always seems to
have useful info. Also a seller of knowledge
and skill chips.
Drek: Shit.
Duck: A person who carries more weapons
than could possibly be needed.
Dumped: Involuntary ejection from the
Matrix.
Enclave: Corporate subsidized housing aka
the projects.
Exec: Corporate executive.
Fate Meat: Someone bound for the body
banks. "It is his fate to be meat"
Fetishman: A talismonger, a dealer in
magickal items.
Flatlined: killed in the Matrix by Black IC.
Flickerclading: A synthetic plastic material
impregnated with fiber optics and
temperature gauges designed to respond to
skin temperature, a 21st century version of
the mood ring, but is worn as clothing.
Frag: a common swear word, used in the
same way as smeg or the other well known
four letter F*** word.
Fringe, The: Edges of society where nomads
hang out, barrens.
Geek: To kill.

PINK 48 MOHAWK

TABLES
Glitter Clothes: Clothes made of
flickercladding.
Glitter Folk: Rich people with money and the
time to spend it.
Go-go-go: A bike gang or gang member.
Gothics: A posergang whose motif is death
and old b&w horror movies.
Gutter Jumpers: Claim jumpers among the
homeless, squatters.
Gyro: A small one or two man helicopter.
Hardwired: 1. Having cyberware. 2. Unable
to change, inflexible options.
Heatwave: A police crackdown.
Hitmage: A magick-using assassin.
Hoi: Hi, Hello.
Hose: 1. Louse up, screw up. 2. to spray
with an automatic weapon.
Hydro: 1. Hydrogen fuel. 2. anyone crazy
enough to take it as a drug.
ICE: Security software. Intrusion
Countermeasure Electronics.
Input: A girlfriend.
Jacked-In: Actively using a cyberdeck.
Jam: 1. To fight or to run away "let's jam". 2.
Jamming.
Jamming: 1. Sex. 2 Moshing heavily in a
band. 3. Being involved in a paramilitary
operation involving a large amount of flying
bullets and shrapnel.
Jander: To walk in a casual or arrogant
manner, to strut.
Keeb: An Elf, very insulting. See also
Dandelion Eater. After a discontinued
advertising campaign (Keebler).
Knife Bullets: Armor piercing ammunition.
Know, The: Knowledge or information.
Kobun: A Yakuza clan member.
Meat Bop Parts: Vat grown replacement
body parts.

Meat Puppet: A prostitute whose memory


and/or senses are disabled temporarily.
Mnemonic: Someone who uses a brain
implant as an electronic vault.
Motorhead: A rigger or a mechanic.
Mr. Johnson: An anonymous corporate
agent.
Mundane: non-magickal
Muscle Boy/Girl: Someone with enhanced
strength.
NetNerd: Someone who spends more time
in the Matrix than in the real world.
Ninja: A freelance assassin.
Nutrisoy: Cheap processed food product
derived from soybeans, fortified with most
essential vitamins.
Nuyen: World standard of currency. Used for
Japanese foreign markets.
Output: A boyfriend.
Oyabun: Head of a Yakuza clan.
Panzer: A combat hovercraft/ground effect
vehicle.
Paydata: A datafile worth money on the
Black Market.
Plastic Gangster: A person with a great deal
of cyberware.
Plex: A metroplex, a large city.
Poli: A policlub or a policlub member.
Polymer-one-shot: A cheap hold-out pistol.
Poser Gang: Any gang whose members all
adopt a specific look or style.
Razor Boy/Girl: A person who uses various
bladed implant weapons.
Ripperdoc: A surgeon specializing in
implanting illegal cyberware.
Rocker Boy/Girl: A freelance musician.
Samurai: A mercenary or muscle for hire.
Implies an honour code.
Sarariman: A corporate employee.

PINK 49 MOHAWK

TABLES

Screamer: A credstick or passkey that


triggers alarms when used.
Seoul Man: A member of a Seoulpa Ring.
Seoulpa Ring: A small criminal gang.
Shadows: The quasi-criminal world of
freelance shadowrunners.
Shalkujin: An "honest" citizen.
Sinless: 1. Part of the underclass not having
a SIN (c.f. System Identification Number). 2.
In the Shadows.
Slot: 1. a mild curse. 2. To use a skillsoft.
Slot and Run: 1. Hurry Up, Get to the point.
2. Move and Run.
So Ka: I understand.
Soykaf: Cof fee substitute made from
soybeans.
Squat: see Stuntie.
Stud/Studding: Rigging or remote control of
a vehicle.

State of the Art: 1. Hipper than Hip. 2. To be


on the edge.
Stuntie: A Dwarf, highly insulting. also
Squat.
Sprawl: 1. A metroplex (c.f. plex). 2. To
fraternize below one's social level.
System Identification Number (SIN): ID
number assigned to every member of
society. (but c.f. sinless)
Tag: Name, handle or trademark. To grab or
take something.
Tagged: Equipped with a tracking device.
Recognized.
Trid: Three-dimensional successor to video.
Trog: An Orc or a Troll, very insulting.
Very: Hip term for cool fun or "in."
VatJob: Someone who has extensive cyber/
vat grown replacement parts.
Wagemage: A magickian who works for a
corp.
Wavy: Cool or smooth.
Wetware: 1. Biological enhancement. 2. Any
original body organ.
Wetwork: Assassination, murder.
Wigly: Weird or different. Usually referring
to a good drug trip.
Wire Boy/Girl: A decker.
Wired: Equipped with cyberware, especially
wired reflexes.
Wiz: 1. Wizard. 2. anything impressive.
"Truly wiz, man."
Wizard: A powerful mage.
Wizworm: Slang for a Dragon.
Word, The: Any type of slang or gossip, the
chant.
Yak: Yakuza. Either a clan member or a clan
itself.

PINK 50 MOHAWK

TABLES
LANGUAGES
You speak Cityspeak, your native tongue
(see list below) and one additional language
for each point in Intelligence.
Cityspeak: hybrid language spoken in the
worlds sprawls, with pr edominantly
American grammar, consisting of English,
Russian, Japanese, Chinese and German
words. Local dialects and variants exist.

Anishinaabe: Algonquin, Arapaho,


Blackfoot, Cheyenne, Cr ee, Micmac,
Mohican, Ojibwa, Shawnee, Wiyot, Yurok.
Armenian
Athabaskan (Athapascan, Na-Den):
Apache, Chipewyan, Navaho, Tlingit.
Baltic: Estonian, Latvian, Lithuanian.
Bantu (Niger-Kordofanian): Anyi, Ashanti,
Azande, Bassa, Baule, Bemba, Birom, Bulu,
Efik, Ewe, Fang, Fante, Fula, Ganda, Ibo,
Igbo, Kikuyu, Kituba, Kongo, Kpele, Kru,
Luba, Lunda, Makua, Mande, Mbundu,
Mende, More, Mossi, Ngala, Ngbaudi,
Nyamwezi-Sukuma, Nyanja, Rundi, Rwanda,
Shona, Sotho, Sukuma, Swahili, Temne, Tiv,
Tswana, Twi, Wolof, Xhosa, Yao, Yoruba,
Zande, Zulu.
Basque
Caddoan: Caddo, Pawnee, Wichita.
Celtic: Breton, Irish Gaelic, Scottish Gaelic,
Welsh.
Chinese (see Sino-Tibetan below)
Chukotko-Kamchatkan: Chukchi, Koryak.
Dravidian: Gondi, Kannada, Kurukh,
Malayalam, Tamil, Telugu, Tulu.
Eskimo-Aleut: Aleut, Inuit (Eskimo), Yupik.

Finnic: Cheremis, Finnish, Karelian, Lapp,


Livonian, Mordvin, Veps, Votyak, Zyrian.
Germanic: Afrikaans, Danish, Dutch, English,
Flemish, German, Icelandic, Norwegian,
Swedish, Yiddish.
Greek
Hamitic: Beja, Berber, Galla, Hausa (Chadic),
Somali, Tuareg.
Indic: Assamese, Bengali, Bhilli, Gujarati,
Hindi, Konkani, Marathi, Oriya, Punjabi,
Rajasthani, Sindhi, Sinhalese, Urdu.
Indo-Iranian: Baluchi, Kurdish, Persian
(Farsi), Pushtu.
Iroquoian: Cayuga, Cherokee, Erie, Huron,
Iroquois, Mohawk, Onandago, Oneida,
Seneca, Tuscarora.
Japonic: Japanese, Ryukyuan (Okinawan et
al.).
Khoisan: Bushman, Hadza, Hottentot,
Nama, Sandawe.
Korean
Malayo-Polynesian: Bahasa, Cebuano,
Hawaiian, Ilocano, Javanese, Kiriwina,
Madurese, Malayan, Mori, Melanesian,
Micronesian, Misima, Panay-Hiligaynon,
Polynesian, Waray-Waray (Samar-Leyte),
Smoan, Sundanese, Tagalog, Tahitian,
Taluga.
Mayan: Guatemala, Kaqchikel (Cakchiquel),
Kekchi (Qeqchi), Mam, Quich (Kiche),
Tzutujil, Yucatec (Maya).
Mongolic: Khalkha (Mongolian).
Mon-Khmer (Annamite): Cambodian
(Khmer), Khmer Nga, Mon, Vietnamese
(Annamese).
Muskhohean: Chickasaw, Choctaw, Creek,
Seminole.

PINK 51 MOHAWK

TABLES
Nilotic: Bagirmi, Dinka, Fur, Kanembu,
Kanuri, Koman, Luo, Maban, Masai, Nuer,
Sango, Shilluk, Songhai, Wadai.
Oto-Manguan: Mixtec, Otomi, Zapotec.
Papuan: Dayak, Negrito, Papu.
Perkins-Athabaskan: A sign language often
used by Sasquatches.
Romance: Amazonian Portuguese, Catalan,
Fr ench, Galician, Italian, Portuguese,
Provenal, Romanian, Spanish.
Salish: Chehalis, Okanagon, Salish.

Semitic: Amharic, Arabic, Harari, Hebrew,


Neo-Aramaic, Tigr, Tigrinya.
Sino-Tibetan: Burmese, Cantonese, Hakka,
Kashmiri, Lao, Mandarin, Min, Nepali, Shan,
Thai, Tibetan, Wu, Yueh.
Siouan: Catawba, Crow, Dakota, Hidatsa,
Omaha, Osage.
Slavic: Belorussian, Bulgarian, Czech,
Georgian, Macedonian, Polish, Russian,
Serbo-Croatian, Slovak, Slovene, Ukrainian.
South Amerindian: Arowakan, Aymara,
Cariban, Cuna, Epera,
M a p u d u n g u n
(Araucanian), Matar o,
Ngbere (Guaymi), Pez,
Quechua, Tupi-Guarani,
Waica, Yanomani.
Sperethiel: Elvish
Tlingit
Tsimshianic: Gitxsan
(Nisgaa), Tsimshian.
Tungusic: Evenki
(Tungus), Nanai, Xibe
(Manchu).
Turkic: Azerbaijani,
B a s h k i r, C h u v a s h ,
Gagauz, Kazakh, Kirghiz,
Tatar,Turkish, Turkmen,
Uzbek, Yakut.
Ugrian:
Magyar
(Hungarian), Ostyak,
Vogul.
Uto-Aztecan: Aztec,
Comanche, Hopi,
Nahuatl, Paiute, Papago,
Pima, Shoshoni,
Tarahumara, Ute.
Zuni

Cao Erikson, physical adept

PINK 52 MOHAWK

TABLES

ALCOHOLIC DRINKS

BAND NAMES

d66

Brand Name

d66

Band Name

11

Glingue

11

Local Guru

12

Manhattan Dynamite

12

Xcrement

13

May Queen

13

Zenlighten

14

Moloko Plus

14

FastHook

15

Pan-Galactic Gargle Blaster

15

Sternocleidomastoid

16

Piso Mojado

16

Buttertop

21

Scumble

21

Ripple Effect

22

Victory Gin

22

Vulture Farmers

23

Vesper

23

Climox

24

Black Pony Scotch

24

Squish

25

Elsinore beer

25

Coney Island Minibars

26

Norbecker Beer

26

Mood Alter

31

Laughing Clown Malt Liquor

31

Bloat

32

Alamo Beer

32

Crustacean Prince

33

Ambrosa

33

Eye Nerve

34

Binge Beer

34

Cracklebox

35

Black Yukon Sucker Punch

35

Phlesh

36

Blump's Pork Juice

36

Moby Dink

41

Stelberg Louis

41

Planet Flip

42

Ashbury Export

42

Black Light Bolsheviks

43

Glen McKenna scotch

43

Fluid Druids

44

Glengoolie scotch

44

Trunk Stops

45

Hammersteen Beer

45

Offtown

46

Jumbo Jim's Grape Scotch

46

Garden Variety

51

Life Cry

51

Fool Flavor

52

Old Dsseldorf

52

Mannequin Depression

53

Panther Pilsner Beer

53

Manster Mosh

54

Samarian Sunset

54

Prom Thumb

55

Schraderbru

55

Annagramma

56

Screaming Viking

56

The Clean Genes

61

Otter's Crest

61

Dead Letters

62

Old Monk's Bell

62

Crackroach

63

Orbital

63

Mosh Potato

64

Tandoor

64

Mold and Magic

65

Riland's Dark Water

65

The Good Nothin's

66

Allison's Amber

66

Bugdance

PINK 53 MOHAWK

TABLES

BARS

CHEMICALS

d66

Bar Name

d66

Chemical Name

11

Bapoon

11

tridiamofic salene

12

Club Plastika Caf

12

berate magdate

13

Tild Restaurant

13

oxyfuretium estium

14

King Chard Steakhouse

14

gallene perveride

15

Futura Grill

15

oxy-dimeramoid cerium

16

Ahui

16

hypo-triferonide estyl

21

Django Restaurante

21

lanide chlorurium

22

Caf Fish, Fat and the Otter

22

tocic pentacerite

23

Shoots & Spears

23

di-polyecetium tocide

24

Avalunch

24

plutium trialkene

25

Caf Magma

25

methascetine

26

Voodoo

26

poly-tetraferene

31

Appointment Deli

31

glyamonate

32

Bulldog

32

adicrium

33

Fat Boy Deli

33

cycloglycinite

34

Chowdown Bar and Grill

34

perganine

35

Spoonbeam

35

tetracerimol

36

Ciao Buddha

36

tri-tripyrene

41

Blink Tank Cantina

41

hypohydritite

42

Nietzsche Bar and Grill

42

salecofid

43

Chorus

43

pyroid acetyllium

44

Nuxa

44

estic dechlorene

45

Tokyo Yo Bistro

45

tocium monovanide

46

Aura

46

di-hypochlorastium pyroid

51

Retroville Pizza

51

de-trikeluric glycite

52

Toggle Kibble & Chips

52

tanine dedenyl

53

Huskers Soysteakhouse

53

manine decaroid

54

Whisper Lounge

54

tri-polycalyllous viside

55

Chung King Chow Lounge

55

ferium deperine

56

Jurassic Pork

56

ketine oxydodine

61

Compadre

61

cyclozinofine

62

Chutney Kitchen

62

triglyoid

63

Centrifuge

63

hexgallorine

64

Pretzel Logic

64

methperium

65

Pope's Nose Tavern

65

panuvofene

66

Stuff't

66

dodgallenoid

PINK 54 MOHAWK

TABLES

CIGARETTES

COCKTAILS

d66

Cigarette Name

d66

Cocktail Name

11

Red Apple

11

Winter Death Lime Tropical

12

Morley

12

One Fizz Splash

13

Wilmington

13

Death Punch

14

Capitol W Lights

14

Apple Pink

15

Llama

15

Tropical Shot

16

Chal

16

Breeze Lemonade

21

Manitoba

21

Precious Thunder

22

Nature American Sprite

22

Cherry Blossom Vodka

23

Cancer Sticks

23

Innocent Tremor

24

Black Death

24

Forest Joke

25

Mild Nine

25

Icy Slapper

26

Redwood

26

Crimson Wacker

31

fact

31

Tropic Horn

32

Victory

32

Brew Bliss

33

Kings

33

Oregano Cappuchino

34

Stallion

34

Infinite Petal

35

Heritage

35

Pineapple Wine

36

Phantom

36

Cloudy Mocha

41

Mirage

41

Vibrant Red Wine

42

Elegance

42

Ultimate Double

43

Tillburry

43

Apple Whistle

44

Viceroy

44

Chestnut Bliss

45

Spaceman

45

Imaginary Vengeance

46

Phillies

46

Warm Infusion

51

Palace

51

Caramel Howler

52

Twist

52

Red Sunset

53

Relax

53

Cranberry Thunder

54

Gungam Garam

54

Silent Critter

55

Kent

55

Gentle Smash

56

Big Leave

56

Hushed Torrent

61

Orchid

61

Insane Delight

62

Dunn

62

Lager Critter

63

Crowne

63

Spring Wine

64

Harlem 26

64

Sugar Snake

65

Kretek

65

Cloudy Hopper

66

Tristate Gold

66

Peanut Slapper

PINK 55 MOHAWK

TABLES

COMPANIES

DEMONS

d66

Company Name

d66

Demon Name

11

Integral Technologies

11

Zamalahr

12

Porphyria

12

Bitoxach

13

Blade

13

Sabnuhn

14

Arcady

14

Wuorach

15

Inspire

15

Demach

16

Inclusive

16

Feabuhr

21

NAEC

21

Staedun

22

Panafrican

22

Gruonohna

23

Goldmund-Teller

23

Culruiran

24

Universal

24

Marweaxon

25

Global

25

Shaxsur

26

Tonkatsu

26

My'ma

31

Gengrove

31

Gasbirius

32

Mirai

32

Ne'yes

33

Featherstone

33

Marroalan

34

Lucid Dreams

34

Za'res

35

Fountainhead

35

Rosmalas

36

Mars

36

Romadras

41

Gellar-Cuzin

41

Gaaplusci

42

Kenshiro

42

Ose-cus

43

Omni Consumer Products

43

Zu-de

44

Matsundai

44

Rasbale

45

Everleaf

45

Za-croha

46

Interglobal

46

Buer'rax

51

YoYoDyne

51

Phisgos

52

MegaCorp.

52

Lutzavelial

53

CyberDyne

53

Licormo

54

UMA SaG

54

Rielaar

55

Polyhedral

55

Metcuhlesra

56

Sparktec

56

Tyasbadgor

61

Flipcatch

61

Raleshodo

62

Fever 3

62

Ler-ara

63

Gravity Blue

63

Huldrid

64

Zing Bros.

64

Ghari

65

ElectrOrb

65

Mahishel

66

Matush Manhunt

66

Impai

PINK 56 MOHAWK

TABLES

STREET DRUGS

GANGS

d66

Drug Name

d66

Gang Name

11

Xp

11

Shaolin Mafia

12

Twist

12

Demolition Boyz

13

Silver

13

Southside Crew

14

Impact

14

Nuclear Rascals

15

Mud

15

Chemical Knights

16

Blue

16

Demolition Gang

21

Hog

21

Danger Girlz

22

Stripes

22

Green Street Assassins

23

Leech

23

East Coast Brawlers

24

Devil's Tongue

24

666ers

25

Fate

25

The Angels

26

Myth

26

Angels of Death

31

Typhoon

31

Wars

32

Twist

32

Black Rebels

33

Morbid

33

Black Widows

34

Roth

34

Born Losers

35

Boogie

35

Brigands

36

Grunt

36

The Brotherhood

41

Warp

41

Crucifiers

42

Tears

42

Dark Souls

43

Ecto

43

Death Knights

44

Void

44

Del Fuegos

45

Wrathhog

45

Devil's Advocates

46

Songbird

46

Devil's Tribe

51

Mane

51

Dogs of Hell

52

Rabbit's Foot

52

Vegas Blasters

53

Fizzy Drink

53

Vipers

54

After Burner

54

Wizards

55

Ether

55

Yankee Rebels

56

Thorn

56

Yellow Dragons

61

Flashbang

61

Dale Sken Crew

62

Flinch

62

The Destroyers

63

Frost

63

Ghetto Ghouls

64

Raptor

64

Knot Tops

65

Snowflake

65

The Lizzies

66

Vamp

66

Mad Gear Gang

PINK 57 MOHAWK

TABLES

MOBSTERS

HERBS

d66

Name

d66

Herb Name

11

Caden 'Poison' Salce

11

Aggacress

12

Esuperio 'Pink Panther' Sinatra

12

Ichiamric

13

Eligio 'Action Jackson' Bonato

13

Sloyogon

14

Javon 'The Horse' D'Ovidio

14

Pijeonder

15

Nestor 'The Rat' Rosini

15

Noseafron

16

Koby 'The Suit' Madson

16

Sea Barberry

21

Demetrio 'The Referee' Burtt

21

Sapphire Dill

22

Draven 'Action Jackson' Stocks

22

Pygmy Sumac

23

Tullio 'Merciless' Carrow

23

Winter Savory

24

Vladimiro 'Blackjack' Marksbury

24

Blood Root

25

Macey 'The Spider' Marinucci

25

Emmia Grass

26

Joy Joyce 'Mad Girl' Giannattasio

26

Lekacory

31

Manuela 'The Cook' Giacona

31

Arrearic

32

Floriana 'Roulette' Sciuto

32

Kaceoraway

33

Rachelle 'Blackjack' Tomasso

33

Otiobi

34

Annabelle 'Squint' Blush

34

Autumn Vine

35

Brionna 'The Hook' Drewry

35

Hazel Ginger

36

Shawna 'Buddy' Averett

36

Cavern Clary

41

Riya 'Nightmare' Parslow

41

Sea Dill

42

Breonna 'The Skinny' Woodhull

42

Heart Safflower

43

43

Xoyea Leaf

44

Onorino 'The Grim Reaper'


Gismondi
Valerio 'Deaf' Dattoli

44

Greharaway

45

Will 'Squint' Mazzucco

45

Crurearon

46

Terrell 'The Bat' Giacalone

46

Struzioli

51

Orsino 'The Builder' Urso

51

Yabbiojoram

52

Austen 'The Phantom' Mae

52

Arctic Sassafras

53

Timoteo 'The Bull' Rycroft

53

Sour Anise

54

Isaac 'The Tiger' Kitt

54

Heart Cardamom

55

Braeden 'The Jackal' Stanwick

55

Mercy Curry Leaf

56

Candido 'Triggerfinger' Lishman

56

Bitter Chervil

61

Celeste 'Professional' Bove

61

Atiell Briar

62

Cointa 'The Fang' Cinelli

62

Kings Eldthin

63

Ainsley 'Flowers' Ruffino

63

Scarlet Cap

64

Linda 'The Calm' Ugolini

64

Tanners Rose

65

Brianne 'The Nose' Balbo

65

Gargana

66

Eve 'One Eye' Lutts

66

Rogues Cafdock

PINK 58 MOHAWK

TABLES

OFFICE BUILDINGS

SIMSENSE MOVIES

d66

Building Name

d66

Movie Title

11

Hill Towers

11

Battle of the terrifying Cave.

12

East Quackenbush Place

12

13

6th Avenue Building

13

Giant Beasts vs. The Gruesome


Vampire!
The Battle of Dr. Acula!

14

Long Building

14

Rise of the Devil Bug!

15

One State Tower

15

Return to the Atomic Wasteland!

16

The WLM Place

16

Planet of the Robotic Cannibal!

21

Number Two Hill Headquarters

21

The Troglodytes of Dr. Acula.

22

Number 200 OLL Center

22

Return of the Star Shark.

23

1515 7th Street Place

23

Destination the Ruins of Balance!

24

Hayes Building

24

It Came From Another Dimension.

25

Three Houston Plaza

25

Fury of the Menacing Slime.

26

The Williams Building

26

31

Number Two SUJ Plaza

31

32

The Barrett Towers

32

Revenge of the Murderous


Invader!
Land of the Unstoppable
Creatures!
Kraken From the terrifying Cave.

33

Aschenputtel GMBH Headquarters

33

Tomb of the Primitive Creep.

34

Number 1 Bell Avenue

34

Return to Beyond.

35

West Federal Building

35

Return of the Devil Ape!

36

The Steel Headquarters

36

41

Silver Building

41

Battle of the Were-Scorpion


Gorilla!
Revenge of the Brutal Piranha.

42

UHRP Building

42

Expedition to the Lost Cave!

43

386 Times Avenue

43

Jungle of the Incredible Mutant!

44

World Place

44

Return of the Undying Plant.

45

The Stevens Building

45

Creep From the Cave of Death.

46

First Grand Towers

46

Return of the Unknown Invader!

51

12 Bloom Centre

51

When Invaders Attack!

52

DCI Place

52

Earth vs. the Merciless Being!

53

First Towers West

53

Return to Beyond.

54

Gray Hall

54

Earth vs. the Devil Living Corpse!

55

Grand Building

55

The Monster Strikes.

56

Number 11 World Towers

56

Tomb of the Man.

61

2nd Street Headquarters

61

Destination the Parallel Universe!

62

Governor Centre

62

Bride of the Atomic Neanderthal!

63

First Hall North

63

Savagery of the Horrific Bug.

64

Five Gibson Center

64

Earth vs. the Phantom Freak.

65

Houston Plaza

65

The Kraken Strikes!

66

The Bell Building

66

Cannibal From Beyond Time!

PINK 59 MOHAWK

TABLES

SMALL TOWNS

SNACKS

d66

Town Name

d66

Snack Name

11

Bazile Mills

11

Huffles

12

Pottsgrove

12

Tiftofs

13

Tavares

13

Angelwings

14

Passaic

14

Cocos

15

Upper Lake

15

Jice

16

Canisteo

16

Mummies

21

Opdyke West

21

Wrilies

22

Klein

22

Fanties

23

Delphos

23

Shinies

24

Milladore

24

Wizards

25

Boiling Springs

25

Growlies

26

Perdido Beach

26

Barbarians

31

Spillertown

31

Snowflakes

32

Bodega

32

Jingles

33

Concorde Hills

33

Barbarians

34

Mahanoy City

34

Smoots

35

Orrin

35

Milkies

36

Jellico

36

Whippersnappers

41

Weirton

41

Rifrafs

42

Deseret

42

Grumbles

43

Kailua

43

Rebels

44

Ellisburg

44

Mumbles

45

Murraysville

45

Drivers

46

Rozel

46

Lasers

51

Mendota

51

Puds

52

Cottonwood

52

Sugies

53

Port Sulphur

53

Pasties

54

Adairville

54

Smoots

55

Starr School

55

Shinies

56

Tonsina

56

Vampies

61

Natural Steps

61

Chikkles

62

Durbin

62

Snackippity Doos

63

Clemmons

63

Geekeez

64

Bucks Lake

64

Baconoolios

65

Shepherdstown

65

Blastins

66

Larksville

66

Wheatums

PINK 60 MOHAWK

TABLES

VIDEO GAMES
d66

Game Name

d66

11

Blood Rage

11

12

Solitary Haven

12

13

Invade of Immunity

13

14

Protect of Privilige

14

15

World and Embers

15

16

Prototypes and Heroes

16

21

Fireflight

21

22

Farsite

22

23

Deadblast

23

24

Farmind

24

25

War Enigma

25

26

Evil Death

26

31

Mysteries of Lies

31

32

Orcs of Blasphemy

32

33

Oracle and Monsters

33

34

Death and Sin

34

35

Firepiece

35

36

Embermore

36

41

Evocraft

41

42

Anticast

42

43

Boxing Revolution

43

44

Olympic Super Stars

44

45

Underdogs of Premier League

45

46

Coaches of Playoffs

46

51

Managers and Medals

51

52

Golf and Whitewater

52

53

DodgeballX

53

54

Karatelife

54

55

Freestyleace

55

56

Speedstyle

56

61

Honorbound Commander

61

62

Mutant Twilight

62

63

Tales of Supremacy

63

64

Fields of Peace

64

65

Magic and Bombs

65

66

Liberation and Death

66

PINK 61 MOHAWK

CREDITS
CREDITS
Cover: Mohawk, Fouquier, https://
www.flickr.com/photos/fouquier/
5008914876/in/
photolist-8CBZTj-9jBfdE-9qXD3G-8vDX1o
Page 6: Bahkauv in Action, KonradV,
http://konradv.deviantart.com/art/
Shadowrun-Bahkauv-in-Action-454034634
Page 8: Finn quick sketch, TWKeller,
http://twkeller.deviantart.com/art/FinnQuick-Sketch-67335779
Page 11: Sweeper, Kernspalt, http://
orig05.deviantart.net/15cc/f/2014/263/a/6/
sweeper_by_kernspalt-d7zumsh.jpg
Page 14: Flinch, commission, TWKeller,
http://twkeller.deviantart.com/art/Flinchcommission-66516106
Page 17: Orc Rage, TWKeller, http://
twkeller.deviantart.com/art/OrcRage-75753953

Page 34: The Last Words, drehmeister,


http://drehmeister.deviantart.com/art/TheLast-Words-420551522
Page 39: sf_wyv_26, wyv1, http://
wyv1.deviantart.com/art/SfWyv-26-472342052
Page 47: Steampunk, CC0, artist unknown
Page 50: Cyberpunk girl, feinbellt, http://
feintbellt.deviantart.com/art/Cyberpunkgirl-440007696
Page 52: sf_wyv_32, wyv1, http://
wyv1.deviantart.com/art/SfWyv-32-501187034
Back cover: Back Alley, burningmonk,
http://burningmonk.deviantart.com/art/
Back-Alley-343478866
All pictures are

Thank you.

Page 20: Cyberpunk, Decepticoin, http://


decepticoin.deviantart.com/art/
Cyberpunk-407777837

All contents of the random tables on pages


51 to 63 have been taken from a variety of
free sources, among them:

Page 25: Shibuya, Guwashi from Tokyo,

wikipedia.org
wordlab.com
random-generator.com
fantasynamegenerators.com
gangnames.net
mithrilandmages.com
generatorland.com

Japan (Shibuya Night (HDR)) [CC BY


2.0 (http://creativecommons.org/
licenses/by/2.0)]
Page 30: Cyberpunk, Gathen9, http://
gathen9.deviantart.com/art/
Cyberpunk-516811183

PINK 62 MOHAWK

Name:________________ Street Name:__________________ Sex:____


Race:___________ Karma:____ Archetype:_________ Money:_________
SKILLS & LANGUAGES
_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________

ATTRIBUTES
PHYSICAL
Rating
Body:

______

Quickness: ______
Strength:

CONDITION MONITOR
Hit Dice:__________
Hit Points:

______

MENTAL
Charisma: ______
Intelligence: ______
Willpower: ______

ABILITIES

SPECIAL
Power:

_________________
_________________
_________________
_________________
_________________
_________________
_________________
_________________

Mind Dice:_________
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ALLERGIES

Mind Points:

Substance: ______
Severity:

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LEVEL:

EQUIPMENT

WEAPONS
Type

Damage

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CONTACTS

SPELLS

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(c) 2015 Norbert G. Matausch

Name
Cost
Drain
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CYBERDECK

CHARACTER DRAWING

Model

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Persona
Hit Points:
Attack Utility (damage):

Notes

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VEHICLE
Make/Model
Type Speed
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NOTES/GEAR
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(c) 2015 Norbert G. Matausch

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