by Christian Conkle
A Supplement for Robo-Punks
a supplement for TWERPS
by Reindeer Games
INTRODUCTION CHARACTER CREATION GEAR
- INTRUSION CONTERMEASURE ELECTRONICS
- VALUE OF CAPTURED INFORMATION
Hyperia, the City of the Future. Or so the Holos would tell it. Hyperia began in 2050 as a haven for the Mega-Corporations who saw their future on Earth threatened by the formation of the Grand Union of Terra (the G.U.T.). The Company, etc., the largest of these Mega-Corps built an artificial island and a city named Hyperia and invited all of the major Mega-Corps to move their headquarters there, promising free trade, little or no restrictions, and immunity from the fledgeling unified government of Earth and it's independent rivals.
Soon afterwards, mankind discovered interstellar travel and began migrating to the off-world colonies. Intelligent races were encountered in space and on other planets, not all of which were friendly towards humans. Corporations continued to grow, and established their own colonies on other worlds. Although the G.U.T. promised world peace through unification, not every region joined and small but petty wars continued occasionally.
Technology had advanced as well. Artificial and anti-gravity had been perfected. Bionic replacement of limbs became practical and with the increased violence of crimes and the latest war with the alien Xenos, cecame fairly commonplace. Lasers, Force Fields, and advanced anti-ballistic armor were all available to the nervous and paranoid. In computer science, cybernetic human-computer interfaces became available, linking man to the machine. Pre-programmed skill chips also gave instant knowledge and ability, making schools obsolete.
Now it's 2195 and the city spans nearly the entire island. It is bisected by the Hawking River which transports its waste to the sea. Its government is based on a Corporate Meritocracy, awarding votes based on the number and value of shares of stock owned in a Mega-Corp. There are no taxes, only bills. There are no police, fire, or emergency ambulances, only the corporate Damage Control Agency and it' s rivals. Hyperia is a city where freedom borders on anarchy. Crime runs rampant. Pollution is encouraged as an earmark of conspicuous consump tion. Hyperia, the city of capitalism; the city of progress; the city of the future.
2. CHARACTER CREATION
DIE ROLL CHARACTER'S STRENGTH 1 3
1. ARTIST:+2 to all art knowledge and skill rolls.
2. MECHA PILOT: See Mecha TWERPS
3. MECHA TECHNICIAN: Can attempt to repair and modify B.O.T.T.s
4. COMMANDO: +1 with gun, +1 to Defense.
5. CELEBRITY: starts game with 40C instead of 20C.
6. CYBERUNNER: able to integrate their mind into the world-wide V.R. (called CYBERSPACE) via use of a Cyberdeck; also, they receive +2 to their Cyber-Strength.
7. CYBORG: part human, part machine. Starts game with any 2 Bionic parts (listed under Equipment).
8. DETECTIVE: +2 to all detection and perception skills.
9. GAMBLER: +2 to all con and gambling rolls.
10. PILOT: able to fly aircraft, +1 to all vehicle defense rolls when using an aircraft.
11. SCHOLAR: +2 to research or library use, only 15C starting money.
12. SCIENTIST: +2 to all science-related Difficulty rolls.
13. SPACE MERCENARY: Starts out with Power Armor, but with a starting -1 Strength penalty (can be bought off with experience).
14. SPY: +2 to all deception and tailing rolls.
15. STREET MERCHANT: buy items at 1/2 price, and sell captured items for full price.
16. STREET FIGHTER: see Kung Fu Dragons.
17. TECHNICIAN: can attempt to repair damage equipment.
18. THIEF: +2 to all thief-related Difficulty rolls.
19. WHEELMAN: +1 to all ground vehicle defense rolls (does not include aircraft).
ITEM : COST AIRCAR : 30C ARROWS (12) : 1C BACKPACK : 3C BELTPACK : 3C BLASTER : 8C BOW : 4C CAR : 20C+ CHAINMAIL : 8C CLUB : 1C DAGGER : 2C FOOD (MEAL) : 1C FORCE FIELD : 20C HEAT RAY : 8C HELICOPTER : 50C HELMET : 4C JUMP SUIT : 10C LEATHER JACKET : 2C LIGHTSWORD : 12C MACHINE-GUN : 8C CYBERDECK : 12C MEDICINE, MAJOR : 5C MEDKIT : 4C MOTORCYCLE : 15C NUNCHAKU : 15C PISTOL : 2C PLATE ARMOR : 16C POCKET COMPASS : 5C POWER ARMOR : 320C RATIONS (1 WEEK) : 3C RAY GUN : 6C REMOTE CONTROL: 6C RIFLE : 6C ROCK : 0C ROPE, 50' : 1C SHIELD : 4C SHOTGUN : 6C SHURIKEN : 1/2C +1 SKILL CHIPS : 8C+ +2 SKILL CHIPS : 15C+ SKYCYCLE : 24C SPACE SUIT : 80C SWORD : 6C SWORD, 2-HAND : 12C TOOL KIT : 6C VEHICLE REMOTE : 10C ZAP GUN : 6C
ARM (12C): a mechanical arm which increases a character' s Strength for all actions x 1.5; when used in pairs, the Strength is x2 for all actions.
CLAWS (8C): foot-long blades which pop out of the character' s forearm.
GUN (10C): arm option with a built in gun.
REMOVABLE HAND (5C): Allows player to add any number of finger tools simply by removing the unit and
attaching the appropriate appendage.
TELESCOPING EXTENSION (15C): telescoping bionic arm that can extend 1 hex.
TOOLS (3C each): A variety of tools that can be built into a bionic hand.
FINGER CUTTING TORCH
ARMOR (10C): Built-in armor protection.
CHIPJACK (2C/slot): allows pc's to use skill chips (max number = 1/2 pc' s STR)
CENTAUR (30C): replaces lower torso with a set of four legs (movement = str x 3)'
CYBEREMOTE (12C): remote control device that can control vehichles equipped with a vehicle remote.
CYBERINTERFACE (1C): allows pc' s to interface with a computer linked to cyberspace.
EARS (10C): lets character hear much better.
CELLULAR PHONE (4C): ear option that has a tendency to ring at the worst times.
RADAR (6C): Ear option that allows the character to know his or her surroundings without actually having
to see them. Characters with radar cannot be suprised from behind, and receive no penalties for working in
EYES (10C): lets character see much better.
MICRO-CAMERA (5C): eye option with removable digital film.
TARGETING COMPUTER (6C): +1 to hit with any gun.
LEG (12C): a mechanical leg which, when used in a pair, increases a character' s speed x2.
ROCKETS (16C): when used with a pair of bionic legs, allows short-distance flight at speed x2.
SKATES (3C): when used with a pair of bionic legs, +2 movement on smooth surfaces.
SPEED ENHANCEMENT (12C): when used with a pair of bionic legs, increases speed enhancement to x3.
TELESCOPING EXTENSION (15C): when used with a pair of bionic legs, increases character' s height by 10' .
MACHINE GUN: 4 pts. damage, 8-hex range. BIONIC CLAWS: +1 to hit, 2 pts. damage. BIONIC GUN: +1 to hit, 2 pts. damage, 4-hex range. BLASTER: -1 to hit, 4 pts. damage, 6-hex range. BOW: +1 to hit, 2 pts. damage, 7-hex range. CLUB: +1 to hit, 1 pt. damage. DAGGER: 2 pts. damage, 4-hex range. HEAT RAY: 3 pts. damage, 4-hex range. LASER: 4 pts. damage, 10-hex range, cannot function
LIGHTSWORD: +2 to hit, 2 pts. damage, 1-handed. PISTOL: 2 pts. damage, 5-hex range. RAY GUN: 2 pts. damage, 10-hex range. RIFLE: +1 to hit, 3 pts. damage, 10-hex range. ROCK: -1 to hit, 1pt. damage, 3-hex range. SHOTGUN: -1 to hit, 6 pts. damage, 4-hex range. SWORD: +1 to hit, 2 pts. damage. SWORD, 2-HAND: +2 to hit, 2 pts. damage. ZAP GUN: +1 to hit, 1 pt. damage, 8-hex range.
ASSAULT ARMOR: +4 Defense CHAIN MAIL: +2 Defense. ENVIRO-SUIT: Protects against hostile environments, +2 Defense. FORCE FIELD: Protects up to 2 characters in the same hex, +1 Defense, cumulative with all other types of armor. HELMET: +1 Defense (head only); may not be combined with full-suit armors (which are assumed to include a helmet of their own). JUMPSUIT: +2 Defense; lightweight protective gear
KEVLAR VEST: +2 Defense. LEATHER JACKET: +1 Defense. PLATE MAIL: +3 Defense POWER ARMOR: Same functions as an Enviro-suit or Space-Suit, but +4 Defense and +1 on all other rulls due to built-in Strength enhancements.
15C ARMOR: +3 to Defense 10C AXE: +2 to Hit 5C HELMET: +1 Defense 10C SHIELD: +2 Defense 5C SWORD: +1 to Hit 5C STEALTH1: +1 to Evasion 15C STEALTH 2: +2 to Evasion 30C STEALTH 3: +3 to Evasion 50C OMEGA STEALTH: +5 to Evasion
INTRUSION COUNTERMEASURE ELECTRONICS
GOBLIN: (Strength 3) HOBGOBLIN: (Strength 4) WIZARD: (Strength 5) CHAMPION: (Strength 7) HELLHOUND: (Strength 7) DEMON: (Strength 8) PALADIN: (Strength 8) DRAGON: (Strength 10)
VALUE OF CAPTURED
# ROLLED VALUE 1-2 5C 3-4 10C 5-6 25C 7-9 50C; 50% WANTED BY LAW 0 75C; 80% WANTED BY LAW
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Other on-line TWERPS supplements:
Mecha-TWERPS by Christian Conkle
How To Do Everything - TWERPS Fan Club
TWERPS Crimebusters by John P. Aslin
Necrotech's Universe of TWERPS