Professional Documents
Culture Documents
Dedicated to:
Janelle Mone, Saul Williams, William Gibson, Ursula K. Le Guin, The RPG Academy,
ConTessa, all the Axon Punk playtesters over the years, and many many more.
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Table of Contents
1. Game and World Summary (p.5)
2. Character Lifestyles (p.8)
A.I.
Cyberized
Engineer
Hacker
StreetMerc
3. The Community and Setting (p.13)
4. Axon Punk Rules Cheat sheet (p.17)
5. Hacking and the Net Cheat sheet (p.19)
6. Common Canned Programs Cheat sheet (p.20)
7. Pre-made Character Sheets (p.21)
8. Demo Mission Hijacked Highway (p.31)
Game and World Summary
Goal: Imagine playing a game that feels like Cowboy Bebop, but if it was set in a world
like Blade Runner or Ghost in the Shell with hip hop music and rhythm. Musical
influences include Janelle Mone, Saul Williams, Deltron 3030, Erykah Badu, MF Doom,
Mos Def, Santigold, Wu-Tang Clan, N.W.A., Tupac, Public Enemy, and many many more.
The World: In the gritty, hyper-dense megacities of 2085, the streets are full of music.
You can feel the pulse, the beat, the rhythm of people and buildings pressing in on you
under the gray sky. Everything changed when affordable digital-neural interfaces
became marketable to the public and humanity expanded into the Net, a globally
accessible 3D, internet interface. Fueled by unimaginable new power and advertising
access on the Net, international megacorporations called Zaibatsu have surpassed the
power of national governments in most countries. After two brutal cyberwars ravaged
the world, the corporations divided up the planet and built walled-off Corporate Sectors
to protect themselves from future uprisings. Everything outside of the Corporate walls is
considered a Civilian Zone." Comprised of overlapping and primarily anarchistic
Communities, the vast majority of the world's populace lives in some form of a Civilian
Zone.
Cyberized:
Advances in technology over
the twenty-first century have
produced prostheses and
mechanical attachments that
replicate and surpass the
natural capabilities of the
human body. Rampant war,
chronic illness, cancer, and
developmental atypicalities
created enormous demand for
these cybernetic enhancements.
The megacorporations of the
world have flooded the market
with innumerable styles and
models of cyberware. Now,
humans can be customized to
almost any specifications. When
playing a Cyberized, players
select from a large list of
cyberware options to build their
own custom cyborg. Cyberized
individuals frequently combine
martial arts training and
meditation to cultivate the
mental discipline required to
manage their multitude of
mechanical body enhancements. From their inner strength, the Cyberized push their
bodies beyond their biological limitations to perform truly superhuman feats.
Examples:
a. Hideo - Neuromancer
b. Batou Ghost in the Shell
c. T-800 The Terminator
d. Mr. Ng - Snow Crash, Neal Stephenson
e. Jet Black Cowboy Bebop
f. Musical References: MF Doom, DMX, Janelle Mone
Engineer:
Feel the metal. Bend it to your
will. The world of 2085 is utterly
saturated with electronics and
hardware. Smart buildings,
smart cars, smart sex booths -
you name it, and you can
probably find it in a range of
colors and textures. But at the
end of the electronic excess,
someone has to construct and
maintain all that damn
hardware. As an Engineer,
players have the ability to
modify and build custom gear
and electronics. Engineers are
skilled at deploying formal and
home-brewed explosives, as
well as EMP bombs.
Furthermore, if a malicious AI
invades their hardware, an
Engineer can us a special Ghost
Trap to suck the unwanted
guest out of the Net and
imprison it.
Examples:
a. The Finn - Neuromancer, William Gibson
b. Ellen Ripley Alien Film Series
c. Musical References: Grandmaster Flash, Organized Noize, DJ
Kool Herc
Hacker:
The Net connected the world
and united the sum total of
humanity's stored knowledge.
The Net, however, is also an
almost completely unrestricted
digital playland. A person with
loose morals or a deficit in self-
preservation instincts can find a
glut of employment and
entertainment on the Net.
Hackers in the twenty-first
century come in a million
varieties and flavors. When
playing a Hacker, players can
write custom software and
viruses that they deploy using
modifiable computer consoles.
Because they still have their
physical body, Hackers can
exploit their biology to improve
their intrusion abilities through
the use of pharmaceuticals and
cyberware. Even with careful
forethought and preparation,
console jockeys play a lethal
game where mistakes are
rewarded with searing neurofeedback that can fry a Hacker's brain.
Examples:
a. Case Neuromancer, William Gibson
b. Hiro Protagonist Snow Crash, Niel Stephenson
c. The Laughing Man Ghost in the Shell: Stand Alone Complex
d. Radical Edward Cowboy Bebop
e. Musical References: Saul Williams, Deltron 3030, Afrika
Bambaataa
StreetMerc:
A gun for hire; a blade in the
dark. In a world where Hackers
rule the Net, StreetMercs rule
the streets. Whatever your biz
may be, to survive in the
Megacities you need to know
the right people. StreetMercs
work odd jobs to pay their tabs,
but their main business is
forming and utilizing social
connections. Call them what
you will assassin, bounty
hunter, drug dealer, coyote,
artist they know what you
want to know or know how to
find it. When playing a
StreetMerc, you can seize
narrative control to improvise
street connections and NPCs,
use your speed and kick-ass
attitude to interrupt enemy's
actions, and expertly apply
pharmaceuticals and drugs to
keep the team moving after the
shit hits the fan.
Examples:
a. Molly Millions Neuromancer, Mona Lisa Overdrive, William
Gibson
b. Rick Deckard Do Androids Dream of Electric Sheep?, P.K. Dick;
Blade Runner
c. Y.T. Snow Crash, Neal Stephenson
d. Spike Spiegel Cowboy Bebop
e. Faye Valentine Cowboy Bebop
f. Musical References: Mos Def, Wu-Tang Clan, Ludacris, Tupac,
Bone Thugs in Harmony
The Community & Setting
In the hyper-dense mega-cities of the future, the most valuable and available resources
are other people. Beyond your immediate circle of teammates, there is a larger
Community in which you live and depend on to survive. Members of this Community are
collectively called the Family. Life is hard in the Civilian Zone, but people have learned
to survive by working together. Maybe someday, with enough people and the right
connections, we can even change our situation for the better.
Corporate Sector (CS) - After two global CyberWars caused by political corruption and
gross corporate human rights violations, the megacorporations began officially claiming
land and building walled-off sections of city that they control unconditionally. These
areas are called Corporate Sectors. These areas function as privately profitable, publicly
subsidized zones. When a new CS is built, the corporation claims it brings jobs,
resources and opportunity, but all are behind a wall. Fair pay, fair work, and
opportunity. The corporations bring you equality, after the national governments have
failed you. We support your government, and we support you and your family. We will
be there with you.
Civilian Zone (CZ) The Civilian Zone (Civ Zone, CZ) is the technical term for the dense,
urban growth that exists outside the walled-off Corporate Sectors. A skeleton of a
national government still exists in the area, but it is propped up by the corporations and
serves few functions. Everyone you know lives in the CZ, which is comprised of
overlapping, anarchistic Communities. Sure, you might have talked to someone who
lives in a Corporate Sector, or even work there yourself, but they make you sleep in the
CZ. How well can you really know someone who lives on the other side of a wall?
The United Church of Tupac - Housed in a huge church that is a relic of the
2030's, the United Church is one of the only buildings in the neighborhood that
has real wood components. The United Church has enclaves all over the Civilian
Zone, including this area surrounding the Arc. The building is part music
production facility and fully functional church. It uses music to inspire the
downtrodden victims of hyperbolic capitalism. The origin of the United Church
dates back to the first CyberWar, when a soldier built a collection of hip hop, rap,
and R&B music to help him survive the horrors and trauma of the war. He wrote
notes about the different artists, meditating on the songs as if they were
scriptures from a prophet or Buddha. The first among his prophets was Tupac,
who defied death and continued to give the world music for years after he was
martyred. The author died in battle before completing his writing. After his death,
his personal files were hacked and stolen. The hackers read his notes, listened to
his music collection, and were so moved that they shared his files. Over time, the
collection and writing spread throughout the Net, like a new holy book for the
digital age. The followers of the Gospel of Tupac began coopting Christian,
Islamic, Buddhist, and Taoist practices and terminology. Within a few decades, a
new religion was born. Other prophets include Grandmaster Flash (the Turner of
Tables), Lauryn Hill (the Mother), Cool Herc (the First Breaker of Beats), Run DMC
(the Transcendent, reference to Hermes and flight), NWA (the Chorus), Wu Tang
Clan (the Collective), Organized Noize (the Forge, reference to Hephaestus), etc.
Trouble: With Us or Not The United Church is brutally evangelical and
territorial. Most people in the Community are affiliated with the Church to
some degree.
Connect: Father Antwan - head priest of this branch of the United Church. He
is in his 60's, has a large, barrel chest, and shaves his head. His voice is deep
and his words are deliberate. Father Antwan exudes peace and mindfulness.
Axon Punk Rules Cheat Sheet [p.1]
Character Stats Rhythm
Impact ~ Strength, Might When PCs work together, they move in
Flow ~ Dexterity, Speed Rhythm. When working in Rhythm, one PCs
Freestyle ~ Innovation, Creativity declares themselves the Point. For the
Data Bank ~ Stored knowledge, Recall Dice Check, the group uses the Point PC's
Soul ~ Interpersonal relations, Empathy Stat and Training Bonuses. Then, all
members of the group roll d100s
Dice Checks
individually and the highest result is used
The probability a PC can perform a
to calculate the Total Roll. Rhythm training
challenging action depends on: random
adds a bonus to a PC's own d100 roll.
chance, inherent ability, previous training.
If a roll is called for: Improvisation
1. State your objective You can achieve something that is not on
2. State approach [pick the relevant Stat, your character sheet.
with the GM's help] Negotiate with the GM about how to
3. Apply Training [pick category of achieve the desired effect.
Training that is helpful in this situation Justify your Improvisation based on your
and give a brief justification for the character, the environment, and logic.
application; Training is not always Each Lifestyle has an Improvisation focus.
useful] Improvisation can occur with Training,
Combat, Class Abilities, Gear, or other
4. Roll d100, calculate and report the
game elements.
Total Roll to the GM:
Total Roll = Stat + Training Bonus + Exhaustion
d100 roll In exchange for gaining an Exhaustion
Token, players can add +30 to a Total
Difficulty Grades Roll immediately after they calculate it.
Easy = 40; Medium = 60; Hard = 80; After reaching 3 Tokens, a PC reduces all
Very Hard = 100+ d100 rolls by -10 for each token they
possess greater than 2 (3 = -10, 4 = -20,
Training 5 = -30, etc.). PCs can accumulate as
PCs can have up to three ranks in a
many Exhaustion Tokens as they want.
specific type of Training.
Some classes have abilities that involve
Each rank of Training adds a +10 bonus
Exhaustion Tokens.
to a d100 roll [max of +30].
Removing Exhaustion Tokens:
Martial Arts Training is explained in the
Chems can remove tokens.
Martial Arts section on the back of this
Sleep removes tokens.
sheet.
Rest for a full round during combat.
Axon Punk Rules Cheat Sheet [p.2]
Combat Basics Combat Improvisation
Rounds: 2-3 seconds each. To achieve other actions or effects in
Group Initiative: At the start of every combat, negotiate with the GM and use
round, each side rolls a single opposing tradeoffs. Example Improvisations:
d100 roll. The winning side acts in any Focused Strike: If you make a single,
desired order in the first half of the focused Attack and only a minimal
round. The losing side then acts and the movement, add +10 to the Attack roll.
round is complete. Take Cover: Hide from ranged attacks
Combat Actions: Each PC gets 2 Actions behind things. Minimal cover adds +10 to
per round, 1 of which can be an Attack or Dodge rolls.
Improvisation. Called Shot: Aim at an object or specific
Attacks: The attacker and defender make part of a person. Depending on how
opposing Attack and Dodge rolls with difficult the shot is, you will get -20 or
d100s. If the Attack roll is higher than the more to the Attack.
Dodge roll, the attack hits and deals Distract an Opponent: Roll to Attack. If it
damage. Attackers win ties. hits, instead of taking damage, the
Melee: d100 + Impact opponent gains -20 to Dodge rolls for
Ranged: d100 + Flow this round.
Dodge: d100 + Flow Feint: You take a -20 to Attack and
Dodge Rolls: Dodge rolls this round to gain +20 to
Bullets: When getting shot at by Attacks next round.
multiple opponents, a defender Unsuspecting Target: +20 to Attacks
makes a single Dodge roll for that against them this round.
round. Creative use of Environment in Combat:
Melee: Opposing Dodge and Attack +10 bonus to Attack or Dodge.
rolls are made for each melee attack.
Explosions: Successful Dodge rolls Martial Arts
result in half damage. The martial in this case refers to any
Overdrive Bonus: If an Attack roll type of combat training formal or
exceeds a Dodge roll by more than 50 otherwise.
points, the Attack gains an Overdrive Declaring MA Actions: PCs can draw on
Bonus. The bonus can be used to roll their training to gain bonuses to Attacks
double damage with that attack. or perform unusual actions. State how
Health and Armor: Each PC's starting your Training logically applies to the
Health is rolled like the other Stats. Each situation. If attacking, explain how your
point of Armor reduces the damage MA Attack special. For each rank in MA
taken per Attack by 1. Training, gain +10 to your Attack Roll.
Hacking and The Net Cheat Sheet
The Net Decks
The Surface: Built using global surveillance The backbone of nu-gen computing, a
data, the Surface is an abstract 3D Deck consists of a console containing the
rendering of all urban areas on the Earth. hardware for the computer and a digital-
Digital information from the internet is neural interface called a jack. Decks range
then overlaid on top of the Surface (similar from small Head-Phones to room-sized
in appearance and function to a digital monstrosities.
version of Augmented Reality). When in the
The number of Canned Programs a deck
Net, users view the Surface through the
can hold is called its Memory. A standard
eyes of their avatar, like Google Street
deck has enough Memory to hold 5
View. No gravity exists in the Net.
Canned Programs from the list on the back
The Heavens: Like a sheet of great clouds of this sheet.
above the Surface, the sky of the Net is
To build a Hacker's starting deck, choose
filled with the websites of global
one features for your deck from each
megacorporations. Innumerable data
section below:
streams transfer information and services
between the Surface and the Heavens. Console [choose 1]:
The Deep: Below the Surface is an Stationary: +1 Memory, +10 to all checks
elaborate hive of transgression known as with deck
the Deep. Hosted through networks of Portable: Default
individually owned servers, areas of the
Hardware [choose 1]:
Deep are accessible from the Surface, but
users must leave the safety of the Speed: -1 Memory, +10 to all checks with
corporation-owned Net. deck
ICE and Defensive Programs: Protected Memory: +1 Memory, -10 to all checks
systems in the Net are surrounded by with deck
digital walls, called ICE (Intrusion Balanced: Default
Countermeasures Electronics). Buildings on
the Surface are encased in ICE but have Jack [choose 1]:
doors and areas for public access. Hackers Dry Link: 2 Actions to jack in. User can
and AI can break or sneak through ICE by instantly disconnect at any time.
narrating their strategy and making Dice Wet Link: Instant jack time. User requires 2
Checks. ICE retaliates to failed intrusions Actions to disconnect or take d4 damage.
with feedback that fries neurons and code.
Behind ICE are defensive, anti-intruder
programs that constantly sweep for hacks.
Common Canned Programs Cheat Sheet
Capsid: A Capsid is a shell program IP Mask: This program masks your current
designed to turn another program into a IP address and true user information. If
transmissible, digital virus. Negotiate the someone tries to access your info, the
nature of your virus with the GM, what it mask feeds them false information. [roll
affects, how it transmits and what program Soul+Sneak to set the difficulty for another
is inside the Capsid. [roll Freestyle+Use user to detect the info is bogus]
Software to set how difficult it is to resist
Reex Infiltration/Enhancement: Hack
becoming infected by your virus]
cyberware to give someone either +10 or -
Corruption: Introduce a small, but 10 to Attack and Dodge rolls for d4 rounds.
crippling error into program's code. [Melee [opposing Freestyle+Use Software checks
Attack to infect; -20 penalty on all checks to hack if unwanted]
made involving the affected program; 2
Shock: Produce arcs of electricity from
actions to remove]
outlets or other wired electronics to shock
Detonate: Overheat the batteries in a adjacent enemies. [Melee Attack against an
wireless device and cause them to explode. opponent within 1m of an electrical source;
Larger batteries take longer to overheat d10 damage]
but deal more damage. [Ranged Attack to
StickyNotes: Leave a digital bug that
charge 1 round; D8 explosive damage per
records the activities of a piece of
round of charging]
electronics. Because the bug is tiny and
Forced Log Out: Hack the connection hidden, it does not actively send updates
between a user's deck and the Net to log to the user who left it.
them out. If the defender loses, they will
Targeting Enhancement: Using an
require at least 2 actions to login again and
augmented HUD, a user can give themself
travel to their previous location in the Net.
or a teammate a +10 bonus to Attack Rolls
[opposing Freestyle+Use Software checks
against an opponent for d4 rounds.
with affected user]
Tengu: A virus that slows down a user's
ICE Sphere: Construct a small, temporary
system. It quickly and randomly changes its
sphere of protective ICE around yourself
location in the infected system. [opposing
and up to 4 others. While in the sphere,
Freestyle+Use Software checks to infect a
users cannot interact with the outside
system; 20 penalty on checks made by the
world. [Freestyle+Use Software to set how
infected system; 2 Actions to remove]
difficult your ICE is to penetrate; persists as
long as you perform no other actions] Trojan: Make a Soul+Sneak check to
disguise a program as another type of
software.
Name Corporal_Kittens Pronouns She/Hers
LifeStyle A.I. Level 1 Age 2.8 yrs
Description You were originally built from a brain scan of
a busted French hacker. You often go by The Corporal or just
Kittens. After escaping corporate control, you now work to
destroy the Zaibatsu that created and enslaved you.
Impact = 14 Trouble
Character
price.
Freestyle = 22 Improvisation
Data Bank = 13 Binary Being Composed entirely of code and data, AI interact
with software in a fundamentally different way than human users. You
Soul = 20 can perform strange feats that push the bounds of digital reality.
Training (+10 bonus/rank) Influence a component of the Net or piece of software in a way that is
Acrobatics (Flow) __ __ __ far more organic than a human could.
Crowd Work (Soul) __ __ __ LifeStyle Moves
Dialects & Slang (Soul) __ __ __
Drive & Pilot (Freestyle) __ __ __ Hostile Takeover AI have a nasty habit of forcing their way
First Aid (Data Bank) into electronics. To gain control of a piece of hardware or cyberware
-Organic __ __ __ for 1 round, make opposing Freestyle + Use Net checks with whoever
-Digital __ __ __ is operating the device. If the you win, you can manipulate the device
Knowledge Focus (Data Bank) as if it was your own. Cyborgs have occasionally been found beaten to
__ __ __ death by their own fists.
__ __ __
Martial Arts (Impact) Canned Programs Just because meat made it, doesn't mean
__ __ __ it's not useful. Begin with 4 Canned Programs. Activating a Canned
__ Program takes 2 Actions. If pressed for time, you can choose to gain 1
Notice (Freestyle) __ __ __ Exhaustion Token to make activating a Program require only 1 Action.
Perform (Soul)
__ __ __ Lies - Ghosts can process information fast enough to intercept a
__ __ __ communication and alter it to their liking, even mimicking people's
Rhythm (collaboration) __ __ __ voices. With a successful Soul + Sneak check, you can rewrite a written
Sneak (Flow) __ __ __ message or a few words in a sentence spoken in real-time over the
Use Hardware (Data Bank) __ __ __ Net. Security software can detect Lies. Messages may contain traps.
Use Net (Soul) __ __ __
Use Software (Freestyle) __ __ __
Impact = 25 Trouble
Character
Health
Max Current
Dodge 15 Armor Armored Skeleton (2)
18 (Base: Flow) (worn)
Impact = 15 Trouble
Character
Health
Max Current
Dodge 12 Armor Reinforced
14 (Base: Flow) (worn) Overalls (1)
Melee Weapons (Base: Impact) Equipped Gear (belt & pockets)
Primary
Pocket Blowtorch (bio-butane used as fuel)
Large Wrench (Damage = d6+2)
Secondary Scanner (10ft range; 1 setting at a time)
Brass Knuckles (concealed; Damage = d4+1)
Ranged Weapons (Base: Flow)
Electromagnet (attracts up to 20lb of metal)
Primary
Shotgun (Damage = d12) Frag 'Nade (6ft radius, d10 damage)
Secondary
Stun Gun (hit stuns opponent for 1 round) Frag 'Nade (6ft radius, d10 damage)
Funds Experience Roleplay Rewards
Cash: Total: At the end of a session, ask yourself:
-Did you involve your Background?
-Did you work on your Trouble?
NetCoin: To Next Level: -Did you contribute to the Community?
For each yes, gain 100 Bonus Exp.
Misc. Gear
Armored Van (biodiesel powered,
the team's mobile base)
Impact = 11 Trouble
Character
Health
Max Current
Dodge 16 Armor None (0)
10 (Base: Flow) (worn)
Chems:
Street Stim: gain 1 extra Action for d4
rounds, followed by l less Action for d4 rounds.
Cowboy: remove 1 Exhaustion Token for d6
hours.
Pain Kutters: d10 temporary Health for d6
hours. Cannot exceed max Health.
Name Judy Fallout Pronouns She/Hers
LifeStyle StreetMerc Level 1 Age 23
Description The child of migrants from Botswana, you are an
up and coming biker punk often found at Throne. You have cool,
dark skin and a noticeable cyber-eye. You recently shaved you
usual cloud of tight curls into a broad, tall mohawk.
Impact = Trouble
16
Character
Health
Max Current
Dodge 22 Armor Biker Leathers (1)
12 (Base: Flow) (worn)
Chems:
Misc. Gear Street Stim: gain 1 extra Action for d4
rounds, followed by l less Action for d4 rounds.
Racing Motorcycle (electric) Cowboy: remove 1 Exhaustion Token for d6
hours.
Pain Kutters: d10 temporary Health for d6
hours. Cannot exceed max Health.
This scenario is designed to introduce new players to the world and rules of Axon Punk:
Overdrive. The mission is intended to let players explore a pre-built Community while
completing a straight-forward mission. The story is a high-speed, highway robbery. The
team of players will develop their heist plan by collecting information from social
sources and hacking in the Net. They may even build or make custom hardware or
programs specifically for the job. Once the team is ready, they put their plan into action
to bring home the goods. Try this story for all levels of gaming experience.
Terms:
The Team the Player Characters (PCs)
The Shipment the medical supplies needed by Father Antwan to treat the sick.
The Corp the megacorporation that is transporting the shipment (i.e. they're the
people you are stealing from). The Corp is named WayLand Industries, if the
players are curious.
Cindy Fairweather, Ludo Vestique, and Father Antwan - details for these
characters are in the Community and Setting section on p.13.
Plot Summary: A large portion of the Family has suddenly taken ill. During a party at
Cindy's, a batch of bad paint was opened and many people in the establishment were
badly poisoned by toxic fumes (related to the Trouble at Cindys, as described in the
Communities and Setting section on p.14). The Team of Player Characters is hired by
Cindy to intercept a shipment of special medical supplies that will be able to treat the
afflicted. The shipment is being moved from a lab in the Corporate Sector to a satellite
lab in the Civilian Zone. Father Antwan at the United Church of Tupac is treating the ill
as best he can and has the information about the time and details of the shipment. The
shipment is most accessible while the escort is on the mega-highway between the two
labs (lighter escort than standing in the labs). The Teams job is to extract the shipment
and bring it back to the Church without attracting attention to the Community.
Inspirations:
Akira
The Fast and the Furious
Mad Max: Fury Road
Deadpool
Count Zero, William Gibson
Oryx and Crake, Margret Atwood
The Gernsback Continuum, in Burning Chrome by William Gibson (visions of
future mega-highways)
I-10 in Houston, Texas. The world's current widest highway with up to 26 lanes.
Game Structure:
Team is at Throne and gets offered the job by Cindy
Team goes to the United Church of Tupac for the list of specific supplies and
details
Team has 24 hours to prepare for the hit
Transfer of shipment begins (~ 45 minute window)
Team extracts shipment
Optional: Boss Fight (the Chopper)
Team delivers the shipment back to the Community
The Shipment: Father Antwan gives the Team the details the hackers in the Church
collected on the Shipment. The Corporation is trying to keep the transportation of the
Shipment a secret and does not have officially stated plans to make the transfer (it's not
listed on their timetables, employee schedules, etc.). The notes from Father Antwan
contain a hacked invoice with the stated contents of the Shipment. However, this is
intentionally a fake invoice planted by the Corporation to distract would-be thieves from
attacking the shipment. The listed contents are chemicals with medicinal properties at
low dosages useful but not worth holding up unless people are dying. In reality, the
Shipment contains chemicals in much larger quantities than what is listed in the invoice.
At such large amounts, the chemicals are explosive and can be weaponized. Because of
the dangerous nature of the cargo, the Shipment is being transported via an armored
van with a motorcycle escort. The Shipment is being transported the satellite lab in the
Civilian Zone to minimize corporate casualties in the event of an accident. The Corp is
using the public highway because they do not want to draw attention to their weapons-
development plans or dangerous cargo (i.e. no helicopter transport). Therefore, the Corp
uses a low-profile, high-speed transport strategy with the intention of blending in with
the crowd on the highway. Furthermore, the Corp is using the prospect of civilian
casualties to deter people in the CZ from attacking the Shipment. Quick on, quick off,
and nobody gets hurt.
Aces in the Hole: Ideas to help you react to the player's choices. You can use these to
spice up the game and add flavorful challenges.
Biker Punks and Corporate Police: Apply liberally to add pressure and tension
during the story. Have them start messing with the team at an
interesting/important time (before, during, or after, depending on how the game
is going). Alternatively, the Team could hire a biker gang to create a distraction or
other kind of havoc. The stats for each are in the Antagonists section at the end
of this document
Hazards of the Road: Use the random event tables at the end of the Act II or
similar obstacles.
More than just a Pickup: The shipment does indeed contain the supplies on
Father Antwan's list. However, the shipment contains the chemicals in such large
quantities that the Corporation must be using them to create chemical weapons,
not medicine. Many of the chemicals in the shipment are pressurized gases in
metal cylinders, which will explode if punctured and exposed to flame. The
quantities in the shipment are much larger than was listed in the original invoice
the Team was given at the beginning of the mission. Use reveal of the volatility of
the shipment to surprise the players and dramatically increase tension during the
fight scene. Furthermore, because the Community is located relatively close to
the highway and the drop-off location, the Family would be within the blast
radius of the chemical weapons if they are detonated. The twist should also
demonstrate how corporations prioritize profit over quality of human life in this
dystopian future of hyperbolic capitalism.
The Chopper: The team is going to plan a very tight job. Make the chase scene
exciting and drawn out. But, due to the nature of the story, it might not last very
long. Eventually, the team will burn rubber and get away with the Shipment. If
this is a good stopping point, congratulate everyone and end the game.
However, if the Team is ready to play more, you can call in the Chopper. In this
case, as they crest the high of victory, have the assault helicopter briefly decloak
and begin pursuing/attacking them. This will be EXTREMELY dangerous, given the
explosive nature of the Shipment. The threat of the Chopper is intended make
the Team abandon the Shipment, or the Chopper will try to blow up the
Shipment using its missiles rather than have the Team escape with it. Have the
Chopper be supplied by the same Egyptian defense contracting company that
supplied the cyberized mercenary commander for the job. Maybe the cyborg
taunts the team or appears especially smug before the Chopper attacks.
Map and Location
Map guide:
White Star: Starting location in the Corporate Sone for the caravan transporting
the Shipment
Gray Star: The caravan's intended drop-off location for the Shipment. That is, the
caravan is trying to travel from the White Star to the Gray Star. The drop-off point
is a lab in a small island of Corporate land in the Civilian Zone. This lab is not far
from where the Community is.
All the solid lines on the map are highways that rise above the walls of the
Corporate Sector. To get off a highway in the Corporate Sector, you have to show
detailed identification.
Route:
The caravan with stay on as large highways as possible between the starting and
ending locations.
Assume the top of the page is north. The caravan will head straight south along
the thick, dark strip of road. When it reaches the first major intersection (crosses
with the slightly thinner and light-gray line), the caravan will change roads and
head straight west to their ending point.
Summary:
The course will be linear: a straight strip of mega-highway, primarily.
30 lanes on each side, or something outrageous. Such a high number of lanes
exist to ensure that traffic on the highway will constantly flow even if a subset of
the lanes is closed due to accidents, construction, or any other reasons.
Starts and ends in corporate area. The escort and the target get on the highway,
then they leave the region that is frequently patrolled by corp-owned police.
Portions of the route go through gang territory, warehouses and civilian
residential areas.
Include traffic drones to cleanup accidents.
Act I
Background and Rules:
Give the players a
description of the Axon Punk
world. Hand out Character
Sheets for the players to pick
from. Pre-made Character
Sheets are on p.21-30 of this
document and we suggest
printing them double sided.
Next, hand out the Cheat
Sheets (Axon Punk Rules
Cheat sheet, Hacking and the
Net Cheat sheet, and Common Canned Programs Cheat sheet), which are on p.17-
20 of this document. We suggest printing them double sided and printing enough for
each player to have a copy. This will seem like a lot for the players to take in, so tell
them to not worry about reading the rules until they come up in the game.
After the brief overview of the setting and rules (hopefully 10 minutes), jump right into
the story.
Opening:
Begin with the Team at Throne, a metal/biker bar run by a group of migrants
from Botswana that came to NuUSA after CyberWar 2. The bar is full of black leather,
chains, and spikes. The other patrons are an extremely international mix. It is early
evening, and the Team was up all of last night working a job. After sleeping through the
morning and afternoon, they are now sitting together unwinding and watching the first
band of the night, a doom metal band from East Asia, take stage. The band members
are almost completely indistinguishable, with each musician's skeletal and androgynous
body crouched behind lank, midnight hair and instruments slung down to their ankles. If
someone takes a moment to notice, the bar is not as crowded as it usually is.
At this point, have the Team introduce their characters and say what they are
each doing at the table.
Soon, Ludo Vestique, who is one of the bartenders that night, comes over with a
tray of drinks that the Team did not order. As she is handing the drinks out, she says
that a new job has come in for them something important. The Team can ask, but
Ludo says she doesn't know more than that and the details will be arriving shortly.
Before she walks away, she says that round of drinks is on the house, and they're going
to need it.
Shortly after Ludo walks
away, the door to the bar is
forced open. Into the dark bar
strides a figure that starkly
contrasts with the aesthetic of
the bar. While the bikers are
hard and sharp, this figure is
elegant and timeless. Her name
is Cindy Fairweather, the owner
and MC of a lounge and music
venue in the Community. She
jingles and clanks as she walks
across the bar, from her
extensive collection of jewelry
and cybernetic augmentations,
creating her own rhythm and
beat amid the distortion and
minor rifts. She is dressed in an
avant-garde outfit that is an
abstract combination of
evening gown and tuxedo, with
one leg cut high to show an
impressive stretch of cyber-leg.
Her hair is done in braids, piled
high and lit with a rainbow of
tiny, scintillating lights that
accent her warm, brown skin. After making her entrance, this walking art gallery stops
and scans the bar. She quickly locks eyes with the members of the Team and confidently
strides towards them.
Upon reaching their table, Cindy explains that, due to unfortunate circumstances,
she is in dire need of hiring your Team's services. Last night at her establishment, the
patrons got into a batch of tainted paint and many people in attendance were badly
poisoned with toxic fumes. It was an especially big party last night, and members of
Throne and the United Church of Tupac are among the sick.
Art and beauty always comes with a price, says Cindy, but this time
I understand the price was too high.
She feels she should do what she can so help the sick. So she is fronting the money to
hire the Team to steal a shipment of medical supplies that will be able to treat the ill
Family members. The hit will take place tomorrow night. The sick are being treated at
the Church, and Father Antwan has more details about the specifics of the job for the
Team. Cindy does not know much about medicine, but she is willing to pay to get it
fixed.
The Team can negotiate with Cindy for more information, money, supplies, etc.
for the job. This is a good place for a PC to make their first Dice Check, such as a Soul +
Dialects & Slang, Knowledge Focus (something relevant like Organized Crime), or
Perform (something relevant like Manipulation, Fast Talk, or similar). Players working
together is highly encouraged in this game. Working together gives the characters
Rhythm, which is discussed in the Axon Punk Rules - Cheat Sheet section. Cindy does
not have much else to offer, but she will scrounge up what she can (extra vehicles,
weapons, or gear, for example).
Scene 2:
After Cindy leaves, the Team will head to the United Church of Tupac. The Church
is full of people. Many of the rooms of the building have been converted to recording
studios and practice rooms. Upon entering, you can feel the music reverberating
throughout the building. The music is coming from many sources, all around you, and
exhibits a wide range of volumes, speeds, and styles. The people are mostly seated or
sprawled out on pews or meditation mats. Everyone is listening to music. Diesel Reg, a
PC who is a member of the Church, recognizes many of the people in the room. Diesel
knows the scriptures so well, he can recognize what songs people are listening to by
watching their lips move along with the lyrics.
Father Antwan is in a side room, which has been hastily converted to a hospital
room for the dozens of sick people. The room is full of cots and white linen. The priest is
washing his hands as the Team walks in. He tells them what he knows about the mission
(see The Shipment section above for more details about what Father Antwan knows
about the mission). He gives them the map of the route and the hacked invoice with the
list of medical supplies. From the research done by members of the Church, the
shipment will be carried in an armored van and protected by a squadron of motorcycles.
The Shipment leaves tomorrow night. The team is tasked with the job of stealing the
Shipment and bringing it back to the Church. It is very important the Corporation
cannot trace the theft back to the Community, or very bad things will happen. That is
why they are hiring the Team, which is a small, discrete group of individuals who can
make things like this happen.
The priest has sedated the sick people because the toxins are making them
hallucinate horribly and become very distressed. Antwan will do what he can to keep
them stable while the Team works, but they do not have much time. The Team members
can check on the sick people, do research, etc. while at the Church. The priest's
information appears good, but his hackers are not nearly as skilled as the PCs on the
Team. With additional research, more details about the job can certainly be uncovered.
Act II
Because the Team is short on
time, this is a good opportunity
to explain how the players can
engage the Exhaustion rules
(see Rules Cheat Sheet) while
preparing for the heist.
Exhaustion Tokens accrued
during prep can only be
removed using the Chem called
Cowboy. During combat,
players can remove Exhaustion
Tokens by resting for a full
round. Removing Exhaustion Tokens during combat reflects how the threat of death can
wake people up and snap them into focus.
Research/Prep
The team can look at the map and see the planned route
Freestyle + Use Net check of 80 (Hard) From reviewing public surveillance
footage or other research, a player can learn that corporate escorts usually
have a team of 8-10 security guards on motorcycles (2 motorcycle guards per
PC, plus a driver for the van).
Hacking the Corporation for data about the job:
The Corporation is a global, multinational mega-corporation. They are
involved in many things, but primarily focus on producing health care
equipment and pharmaceuticals. To access data for the job, a Hacker and/or
AI will need to sneak into the Corps databases, which are located at the
corresponding Net address on the Surface to the White Star on the map.
ICE: Freestyle + Use Net check of 100 (Very Hard) to get past the ICE
surrounding the Corp's data banks. D6 damage and booted from the system if
the Hacker or AI fails the check. A player can use a Trojan program to make a
Soul + Sneak check to sneak past the ICE. The player rolls opposing the ICE's
+20 to detect the Trojan as false.
Defensive Programs: Inside, players make opposing Flow + Sneak or Soul +
Sneak to sneak past or hide from the defensive programs inside of the Corp's
servers. The defensive programs have a +25 bonus to their rolls to notice the
intruders.
What the programs look like: These programs appear as blood-red
demons with bull horns, cloven hooves, and melted flesh (similar to the
demons from the old Doom video games). When the demons attack, they
appear to hurl balls of fire at the intruder.
If the defenses notice the players, they will attack with a +20 attack bonus
(opposed by a Dodge roll) and deal d6 damage with each attack.
Once inside the corporate servers, the players can make Freestyle + Use
Software >60 (Medium) to find data files (ex. list of employees, list of vehicles
in the fleet, backlog of schedules, list of equipment carried by guards, etc.). It
is an action to find and download each file.
The Corporation's Data about the job (obtained from hacking or infiltrating the
Corporation):
Vehicles and employees involved in the job:
The Corp has worked hard to hide the fact that they are transporting the
Shipment that day.
The guards used in the escort are all not scheduled for work that day. The
lab where the Shipment originates from employs about 200 guards and
about 50 of them are not working at a given time. With research, they can
whittle down the list to about 20 individuals. The StreetMerc can make a
Data Bank check of 80 (Hard) to recognize a guard that hangs out at the
bike races and might know something.
The Corp owns a fleet of vehicles. There are 20 armored vans that would
work for the job. None of the vans, cars or bikes are scheduled to
transport anyone at the specific time. 5 of the vans are out for repairs
currently, and if the Engineer helps the Hacker or the AI look at the list, she
can determine that 2 of those have been out for repairs far longer than the
minor maintenance they needed. They can find the plates and locations for
these vehicles.
The Corp has over 100 motorcycles in the garage. Guards grab bikes as
needed, but must swipe their ID to start the vehicle. If a player disguises
themselves as a guard (say steals a uniform and an ID) they can steal a
bike or car (40 armored cars in garage).
Outside contracts (Freestyle + Use Software >120)
The Corp has taken out a contract with an Egyptian Defense Contractor to
help ensure that transport of the Shipment goes smoothly.
In addition to the normal escort, the Corp has hired a cyberized mercenary
commander from the Defense Contractor. The cyborg is riding shotgun in
the transport van during the run.
The file on the contract is hidden very deep in their data banks. The
players can find a recent receipt for a contract with an Egyptian Defense
Contractor, but the details have been erased.
FOR LONGER OR HARDER GAMES: As backup, the Corp has hired an
assault helicopter equipped with active camouflage to cover the
transportation of the Shipment. See Aces in the Hole (above) and Act IV
(below) for more information.
Act III
Execution
When the team runs out
of time or decides they
are done with prep, cut
scenes to the transport
caravan leaving the lab.
Describe the different
sections of the highway
when relevant (see
Different Land Types
and Features above):
Corporate Sector
Civilian Zone
Mega-Mix Exchanges
Overpass
Have the escort fight back hard. Use your Aces in the Hole to complicate things.
Involve the hazards of the road, other drivers and vehicles, biker gangs, corporate
police, etc. Go nuts, and remember you can expand to Act IV if the fight ends too
quickly.
Swarms of surveillance and media drones fly over the highways, recording traffic
conditions, accidents, and anything else of note. If the Team is not careful, these
drones will live-stream the heist and expose them to the Corp. The stream from
these drones can be altered with a Dice Check of 80 (Hard) using the AIs Lies
ability, an improvised program from the Hacker, or something else creative.
The Egyptian Mercenary Commander is a powerful cyborg. Furthermore, she is
ruthlessly efficient and will do whatever it takes to complete the mission. For
example, she will leave behind fallen or slowed members of the security escort.
She will endanger civilians, damage property - whatever it takes to keep moving.
If the Commander is still alive when the team escapes with the Shipment, she will
taunt the team member about what is coming next (i.e. the helicopter). Her hope
will be to distract the team to make them easier targets when the helicopter
strikes for the first time.
Hazards of the Road (Random Event Tables)
Roadway conditions- roll a D8
1. Blocked right lane (accident)
2. Blocked left lane (accident)
3. Speeding trap by local police
4. Rain (light)
5. Rain (heavy)
6. Blocked lane from construction
7. Homeless person wonders out on the highway
8. Nothing
Act IV (optional)
The Chopper
After the team snatches the Shipment, they need to get to the drop-off point in
one piece and without the Corp tracking them.
As they are beginning their getaway, the cloaked assault helicopter (the Chopper)
attacks. The Chopper pursues the team with the hope of recovering the
Shipment. However, the pilots are instructed to destroy the Shipment, rather than
have it end up in the hands of civilians.
Play the Chopper aggressively. It is equipped with a chain gun (below the
cockpit), which it uses to try to shoot out the tires on the team's remaining
vehicles. The Chopper also has rockets, which it uses to attack team members not
immediately adjacent to the Shipment at first. If things turn bad for it, the
Chopper can use its rockets to attempt to detonate the explosive contents of the
Shipment.
The helicopter can also try to force the team to stop by using its rockets to create
obstructions in the road ahead of the team. The helicopter could shoot out the
wheels of an 18-wheeler, causing it to jack-knife and obstruct 3 or 4 lanes of
traffic. Or maybe, the helicopter shoots out the thrusters supporting a floating
billboard, causing the billboard to come crashing down in front of the team.
Whatever it does, the helicopter tries to keep its distance from the Team.
However, it must remain fairly close in order to not lose them in the crowd of
traffic. It tries to remain about 20 to 30m from the Team during the chase.