Cyberpunk United

Player's Handbook - Version 1.3

Welcome to Cyberpunk United (CPU)! We're grateful you decided to check out our game. There is a lot for you to explore. But don't worry! If you're feeling overwhelmed, we're here to help. CPU is designed so you only have to learn the rules for what you want to participate in.

The best way to reach us is on our Discord: http://cpularp.com/discord

You'll play as a Contractor, who is a member of the Union - a group of smugglers, guns-for-hire, street docs, spies, and more. The Union calls its set of rules "The Accord", which include:

At its core, CPU is a LARP with two distinct indoor spaces: a foam weapon / NERF blaster combat space (sometimes called the story space) and a social bar space, called the Hub. Participation in either space is voluntary.

In the combat space, you'll deceive your way into secured facilities, sneak past automated defenses, hack valuable terminals, and battle nefarious foes. First, you'll go through a player briefing, where staff will set expectations, clarify mechanics, and answer questions. You'll do a debrief after for any further questions. Learn more in Example: Job Playthrough.

In the Hub, you'll order UV-reactive drinks, gather information from contacts, spy on your enemies, and compete in other challenges and games. Learn more in Example: Contract Playthrough.

To start as a player, you'll build a player character (PC) and you will want to read what your abilities do. You'll also want to read the Player Expectations section. You'll need a costume. If you only want to be in the Hub, that's all you need to play!

You can also start as a non-player character (NPC). If you do, all you need to do is show up! We'll teach you everything and provide costumes and equipment.

You're of course welcome to read any and all of the rulebook. But CPU is designed so you don't have to read the rules for abilities you don't have. Non-hackers can skip the hacking rules, non-crafters can skip the crafting rules, and so on.

If you want to participate in the combat/story space, you'll need to know some combat basics (please note this list inexhaustive, skipping some advanced combat mechanics):

Stealth

Attacking

Getting hit

Downed & dying

What is cyberpunk?

The world has become a high-tech dystopia dominated by violent urban settings. Abject poverty and outlandish wealth collide. Society is cosmopolitan and global, but not enlightened by it. The culture is defined by postmodern cynicism, bleak nihilistic outlooks, and ubiquitous criminality. Moral depravity is both a public good to be traded and a vital threat to the continuation of civilization. Technology is the only salve for the wounds of the world, but is also the very thing poisoning it.

Nation-States are no longer in charge of the world. Corporations rule everything. Religions have been co-opted into the system, or they have become secretive cults hiding in the shadows. Politicians and priests have been replaced by CEOs, scientists, and celebrities. The wealthy and powerful still rule like aristocrats, but their inevitable irrelevance looms over even them - no one is truly in charge. People are small and powerless in the face of what the world has become.

Protagonists in cyberpunk settings are typically outcasts, loners, physically or mentally unwell, addicts, failures. Those who seem to be winning at life are often discovered to be miserable, lost, or damaged. The protagonists are often poor, and if not, their circumstances are terrible in other ways. This is a setting where everyone knows people who have died from preventable causes. It's a society that has little excuse for not being better, and yet, no answers on how to get there.

The setting also has strong science fiction elements, usually related to tech. These elements offer a hint of utopias, possible escape from the cycle of poverty, violence, and waste. By interacting with these concepts, characters get to put a hand on the steering wheel. The self-driving car is still careening out-of-control and is definitely going to crash. Maybe they can keep it from killing everyone else in the process? That's cyberpunk.

Player expectations

We're creating a fantastic LARP experience and you're an essential part of that. So let's talk about expectations. In order to ensure everyone is aware of these expectations, we require players to sign the community oath. The point of this oath is not to list every good and bad behavior. Rather, please understand this oath as an intent. More than anything, be kind to each other. We are all gathering to enjoy a shared social experience and to create a wonderful narrative. We're all in this together.

Minimum age

We have a strict age limit of 18. Some events may be further age-limited, especially if they are going to involve alcohol.

Pre-approval

If you have any doubts about your character sheets, backgrounds, and costumes they should be approved before any event.

Off-limits themes

Rape, sexual assault, and slavery are all are banned concepts, both from backgrounds and from discussion during game. We recognize that these things are part of real life, but they don't exist in the CPU universe.

Phones

We encourage you to carry your smartphone with you in character, use Discord to communicate with your fellow Union members, and use the MyLARP site to access your character sheet during the event. Having an appropriate prop to hold your phone is also encouraged, though not required. We do expect you not to use your phone in game spaces for non-game reasons (photos, calls, scrolling social media, etc.)

Follow the spirit of the rules

Remember that this game is an abstraction and it is impossible to account for every situation. If you are unsure how a rule works and can't ask staff, play by the intent as best you can. It is your responsibility to understand how the rules related to your character and your items work.

Immersion

We want to emphasize immersion as much as possible. We understand that not everyone has the means to acquire expensive costumes, so we will be linking resources and sharing ideas for budget options that meet our standards. We expect you to speak in-character as much as possible, and if you find that you must bring up an out-of-character topic, you do so in an in-character way, or, as a last resort, make the conversation as brief and as subtle as possible.

Roll with it

Sometimes, weird shit will happen, and you should roll with it unless you feel physically unsafe. Maybe a hacker turns off the lights or someone kicks through a wall, but whatever happens you should play it out. If you have concerns, bring it up to staff afterwards. Prioritize immersion!

Treat npcs like people

One of our key design principles is to minimize the differences between NPCs and PCs. While we are doing everything we can as staff to reduce differences, we need your buy-in. Ultimately, many players will be able to identify NPCs - please treat them as PCs anyway.

Handling emotional intensity

Sometimes, the emotional intensity of the game will become too much to handle. That's perfectly okay - it happens to everyone. If a situation is too intense for you to handle, put your hand up to your forehead (like a visor), look down at the ground, and exit the situation as gracefully as you can. If you see someone else doing so, please respect the gesture. This will not get a character out of the consequences of a situation, but there is no need to push a player beyond their limits.

Discovering unknowns (especially items)

This is a world where information is hoarded and misinformation is rampant. This means that both you as a player and your character will have a lot to learn through gameplay about the world at large, and you will have to question sources (in-character) about their veracity. This, combined with player characters having a strong influence on the fate of the game means that the available items may drastically impact the potency of your character and your capabilities. In simpler terms: if it seems like something is missing from the rulebook, there's probably an item that fills in the gap.

Character vs Character (CvC)

We expect indirect actions (soft CvC), such as undercutting the prices of another merchant PC or gossiping about them to ruin their reputation to be common. We also expect some direct actions (hard CvC) in Job spaces, as sometimes two teams of contractors will have conflicting goals, though we expect this to be uncommon. Regardless of how it goes, on a IC-level you're expected to say "Good Game!" after any encounter. We know this is a controversial topic, and we will be strict about enforcing good community behavior. If you are someone that has difficulty engaging with this in a healthy way, please avoid initiating CvC of any kind.

Living game

Please understand that this document is a work in progress, and will change over time. We'll do our best to keep you informed of the changes we make, and why. Change is vital to our goal of making the best LARP experience we can, and it needs your feedback. Please don't be shy in reaching out to us with ideas and suggestions. The game will continue to grow. New items, abilities, and even new Roles (our semi-equivalent of classes from other games) will be added over time. Come discover them!

Opt-in content

Players choose when and how to interact with the world - so for those of you experienced in other LARPs, there won't be "wandering monsters". Adventures are delivered primarily through Contracts and Jobs that are given directly to characters. Please note that we make a surplus of Contracts & Jobs with the expectation that players will turn some down, so don't feel obligated to do all of them! Your choices matter, and skipping something is a choice.

Your choices matter

Another key emphasis of CPU is player autonomy - in other words, the choices that you make will have long-term impacts on the world. The corps that you work for will get stronger - and they will reward you and your Hub with better technology from their specialty, such as new or improved Schematics, workstations, and resources.

Mechanics

As you browse through the rulebook, you'll notice many words that are capitalized such as Function, Command, and more. When they're not titles or proper nouns, using capital letters this way signifies that this word has a specific mechanical effect.

Easing into it

If you're new to CPU, or LARPing, or simply feel overwhelmed, don't try to read this whole rulebook at once! To start playing as a NPC, check out the primer in the beginning of this doc.

If you want to be a player, you'll need to do some more. You'll want to check out the full Player & Character Expectations sections. Next, you'll want to make a character, using the Guided Path section. Finally, review parts of the Combat, Commands, and Functions sections that are relevant to your character's abilities.

Community oath

We want to foster a healthy and safe community, and take that responsibility very seriously. Each player must sign this community oath before playing. If you witness any violations, report it to the Admins via an incident report. Players found violating this oath will be warned, suspended, and/or banned--the worse the violation the more severe the penalty.

Character expectations

Your character will automatically start as a Contractor for the local Union, who run the Hub - a gathering place for Contractors and those looking to employ them. While you may aspire to join a corporation, you cannot start as a member of a corporation.

Contractors of the Union all agree to "The Accord", with its five rules:

There are two kinds of work that your character can be offered: Contracts, which can be done solo and at any time; and Jobs, which happen at a specific place and involve many people. Much of this work will be in dubious shades of grey - stuff that's not explicitly illegal, but not above board either, you know? It's up to you how much you push that line.

Sometimes you will run into other Contractors when you're doing a Contract or a Job. Most of the time you'll work together, while other times you'll compete. That's just part of what you signed up for. Regardless of how it goes, you're expected to say "Good Game!" after any encounter. At the end of the day, you only have your fellow Contractors to keep you alive - the corporations certainly don't care about you.

Death as a Contractor is rare, but not unheard of. Corp drones don't want the paperwork, Plebeians aren't that bold, and other Contractors in the Union want to keep their protections. Make good stories and come back alive!

Character creation

The basics of character creation is to select a Role, pick a few Functions, and write up a short backstory. Roles are similar to classes or playbooks from other games, and Functions are abilities. It's easier to think of CPU as a "create your own class" kind of game - each Role has a lot of flexibility, and you have significant ability to skip parts of the Role you don't like.

When you begin creating a CPU character, you have two options: The guided path or the flexible path. These two methods are mechanically identical. Characters created with either method have no advantage over the other, and any character that could be created with one method could also be created with the other.

The guided path is a webpage that will ask you a few questions and provide recommendations based on your answer. If you are new to CPU, and especially if you are new to LARPs, we recommend you use this approach. You can find the guided path at cpularp.com/guided-character-creation. Use it to guide your character creation, and then skip down to the Creating your character in MyLARP section.

The flexible path will give you access to the same options, but in a completely open-ended format. This is a custom approach that gives you full control of how to build your character, once you're used to the system. For this approach, you will simply create a new character in MyLARP and assign your experience points as you choose Functions from the list. MyLARP should have the appropriate restrictions in place to ensure that you are only making valid selections, but you should compare against this rulebook and clarify any questions in the Discord server.

Creating your character in MyLARP

You can create your character sheet and access it during the game using a website called MyLARP, which you can find at cpularp.mylarp.dev. Once you've created your character sheet and submitted your backstory to your local chapter, the staff will review it and you'll be notified when your character is approved and ready for play!

All characters start with two Roles: The "Standard" Role and one additional Role of your choice. If this is your first character, they also start with 40 experience points (XP). Additional characters start with 30 XP. All characters start with three Functions for free:

In order to learn a new Function, a character must currently know more Functions in the Tier below it (Tier 1 has no requirement). For example, if you know one Tier 1 Function in Advocate, then you can learn one Tier 2 Function in Advocate. If you know two Tier 4 Functions in Polymath, then you can learn up to two Tier 5 Functions in Polymath. Functions from other Roles do not count. You may only learn each instance of a Function in a Tier once, but if the same Function appears in multiple places, you may learn it once for each time it appears.

Functions cost 4 XP per Tier, as follows:

Starting items

Every character starts with a set of items that don't expire, meaning even if you only attend occasionally, you'll have trusty items to ensure a fun play experience. All characters have a Budget Commlink (which is represented by your smartphone), and either a basic weapon and a basic shield, or two basic weapons.

Many Functions also have associated starter items, which your character begins with:

Advanced Weapon Proficiency (One-handed Melee):
Budget Baton (1x Fear)
Advanced Weapon Proficiency (Two-handed Melee):
Budget Sledgehammer (2x Fear)
Advanced Weapon Proficiency (One-handed Ranged):
Budget G-Series 101 (1x Pain)
Advanced Weapon Proficiency (Two-handed Ranged):
Budget Kruger 2E (2x Pain)
Advanced Shield Proficiency (Small):
Budget Buckler (1x Tough (Ranged))
Advanced Shield Proficiency (Large):
Budget Riot Shield (2x Tough (Ranged))
Advanced Armor Proficiency (Light):
Budget Kevlar Vest (2x Tough (Ranged))
Advanced Armor Proficiency (Heavy):
Budget Tac Vest (2x Nix (Ranged))
Hacking:
Budget Cyberdeck (1x Simulation: When you activate Hacking, gain one extra Tag.)
First Aid:
Budget Medkit (1x Scene: When you activate First Aid or Fix Limb, improve your Rank to Rank 5)
Fix Limb:
Budget Medkit (1x Scene: When you activate First Aid or Fix Limb, improve your Rank to Rank 5)
Outgoing:
3x Comfort Vices (1x Simulation: When you give someone a Comfort Vice, you may gain 1 additional Influence the next time you gain Influence)
Plant Traps:
5x Budget Spike Traps (Hits the first target that comes within range with "Strike Leg!")
Scavenge:
Budget Utility Kit (1x Simulation: When you activate Scavenge, you may reroll any single result, but must keep the reroll)
Scout:
Budget Binoculars (1x Simulation: When you activate Scout, improve your Scout Rank by one)

If you have a Function that grants you an item, speak to the staff at your first game so they can give you the card to properly mark your item and explain its abilities.

Your story

So far, we've covered the "what" and the "how". Now it's time to cover the "who" and the "why". The following questions and prompts are suggestions for you to follow, but ultimately what you provide is up to you. We strongly recommend you provide plenty of information here, as it's where the Admins will look for information and inspiration to get you involved! Once you've figured out what you want for your back story, reach out to your local chapter and submit it to them.

The world, as you've seen it

What are some of the major places that have shaped your character's life? Perhaps they were born in another metroplex and moved here because of problems finding work, to chase love, or fleeing bad news. Why did they pick this metroplex?

Since they've been here, have they found a favorite hang-out - a bar, a restaurant, an arcade? Think about what places have memories and sentimental importance to your character, and bring those up! Don't forget, events are just as important as places. Did your character experience a great tragedy? Maybe they witnessed a murder, the construction of a monument, or a historic hostile corporate takeover.

Your development

Once you've picked some important places and events for your character, it's a good time to explain how these events affected your character. Has your character become bitter and jaded? Maybe they've fallen from great heights, lost a loved one, or simply witnessed too much suffering. Or perhaps in spite of it all, they're still an optimist! Or maybe they simply take it all with grim determination. It's really up to you.

Your motivation

The previous sections deal with your character's history. Now let's talk about their future. Your character's motivations will be a strong influence in how your play experience develops in CPU. What drives your character? The Admins will provide a broad range of opportunities, more than you could possibly pursue. So you will have to make tough choices. When you pick your motivation, you're not locked in forever. Perhaps your character's motivations will remain the same - chasing money, fame, power, or redemption. Or maybe your character will change, finding fallacy in their former fixation. Their path is yours to create. Enjoy!

Your first game

Now that you've created your character, you'll need your outfit! If you want to have any weapons, like a blaster or a sword, you'll have to bring that. You should also have the clothing that your character will wear. Optionally, you may find it useful to review the Costuming section, especially if you're making your own equipment. You'll want to have a plan for food and lodging. With regards to food, many CPU chapters have meal plans you can purchase, though they're not required. With regards to lodging, some chapters are on sites that have lodging included, but you'll have to provide any desired bedding materials. Then you're ready to play!

Roles

Roles are similar to "classes" from other systems. They begin with a brief introduction that describes what the Role is generally capable of and proficient at, however you are encouraged to take the Role in whatever direction you wish. One Mastermind might be an experienced security guard turned burglar, while another cut their teeth on the rungs of the corporate ladder.

Roles determine the list of Functions, sorted into Tiers, that you can purchase with experience points. Every character begins with the Standard Role and one additional Role, and can learn one more Role by spending experience points - see the Character Advancement section for details. Each Function in a Tier may only be learned once. If a Function appears multiple times, it may be learned as many times as it appears.

When a Function is listed with a keyword after it in parentheses, it means that Function is only usable through that keyword. So for example, "Tough (Melee)" is a single use of Tough, but only versus Melee Strikes, not Ranged Strikes or any other kind. Another example is that "Advanced Shield Proficiency (Small)" only applies for small shields, not large shields.

Functions with the "(all)" keyword, count as all potential keywords of that Function. Functions with the "(choose one)" keyword, must have one keyword selected when the Function is learned. Functions with the "(random)" keyword are given a random selection every time they are activated.

Functions also have types, such as "Utility Function" or "Social Function". For the most part these are simply descriptive and generally have no mechanical effect, although a few mechanics do interact with them.

Command: A verbally-issued mechanical effect. Commands Refresh when you Rest, which includes at the end of a Scene. Commonly known as a "Call".

Function: An ability that you can activate to achieve a specific effect. Usually requires issuing a Command.

Martial: Means both Melee and Ranged.

Standard

This is the Role that every Character starts with. It represents the collection of abilities that many Contractors pick up through their varied activities.

Special Ability: No Special Ability

Tier 1

FunctionType
Resist [free at character creation] Command
Strength I [free at character creation] Utility Function
Weapon Proficiency (all) & Shield Proficiency(all) [free] Combat Function
Connections (random) Social Function
Contractor (random) Social Function
First Aid & Stabilize Medical Function
Knowledge (choose one) Utility Function
Pick Locks I Utility Function
Professional I Crafting Function
Repair I Utility Function
Scout I Utility Function
Supply Chain I Crafting Function

Tier 2

FunctionType
Advanced Shield Proficiency (Small) Combat Function
Advanced Weapon Proficiency (choose one) Combat Function
Ammo Hound Combat Function
Bind Utility Function
Craft (choose one) Crafting Function
Influential Social Function
Knowledge (choose one) Utility Function
Performance Social Function
Project Consultant Crafting Function
Scavenge I Utility Function
Scout I Utility Function
Under Pressure Medical Function

Tier 3

FunctionType
Advanced Armor Proficiency (Light) Combat Function
Escape Binds I Utility Function
Explosives Utility Function
Fix Limb I Medical Function
Hacking I Hacking Function
Instruction Utility Function
Knowledge (choose one) Utility Function
Reporter Social Function
Research I Utility Function
Resilient I Combat Function
Strength I Utility Function
Tight-Lipped Social Function

Advocate

Social Protector: Advocates focus on stiffening the resolve of their teammates and are nigh-immovable negotiators. They can use Outgoing in conjunction with their special ability to build Influence, which can be spent on moves to Bestow helpful Commands to their allies such as Nix, Resist, and Tough.

Special Ability: Whenever a friendly Character is Downed by an enemy or the environment in a Scene, you gain an Influence.

Tier 1

FunctionType
Advanced Shield Proficiency (Small) Combat Function
Advanced Weapon Proficiency (choose one) Combat Function
Contractor (Social) Social Function
Outgoing I Social Function
Performance Social Function
Resist (Social) Command
Resist (Social) Command
Tough Command

Tier 2

FunctionType
Connections (any) Social Function
Dig Dirt Social Function
Embolden - Any number of times in a Scene, you may spend 2 Influence to call Social Bestow Tough. Social Function (Unique)
Fear Command
Resist Command
Social Bestow Tough Command
Tight-Lipped & Connections (Social) Social Function

Tier 3

FunctionType
Bestow Resist Command
Closer (all) Social Function
Etiquette - You know the appropriate way to greet people. In any Scene, you can clarify with an Admin as to what the appropriate way to address any notable public figure - such as VPs and higher ranks in corporations, generals in militaries, and politicians in national governments. It is ultimately up to the Admins whether or not the individual is notable enough for the Function to apply. Additionally, when you activate a Social Function on a superior in your organization and would gain Influence, you gain an additional Influence. Social Function (Unique)
Hometown Hero Social Function
Know Everyone Social Function
Nix Command
Power Fear Command

Tier 4

FunctionType
Bestow Nix Command
Connections (random) Social Function
Pep Talk Social Function
Refresh Command
Socialite Social Function
Targeted Social Fear Command

Tier 5

FunctionType
Bestow Dodge Command
Closer (all) & Connections (random) Social Function
Daze Command
Disguise Utility Function
Dodge Command
Fortify I Combat Function

Anthrack

Social Director: Great at giving people helpful buffs and work to do, Anthracks are great for people that want lots of friends. They can use Know Everyone to contact crucial NPCs, and use Hometown Hero and Performance to help restore and heal friends.

Special Ability: When you are the target of a beneficial Social Function, you may ignore its benefits to call that same Function on someone else in the same Scene.

Tier 1

FunctionType
Bestow Pain Command
Gossiper Social Function
Know Everyone Social Function
Knowledge (choose one) Utility Function
Outgoing I Social Function
Performance Social Function
Resist (Social) Command
Tight-Lipped Social Function

Tier 2

FunctionType
Closer (all) Social Function
Contractor (random) Social Function
Dig Dirt Social Function
Hometown Hero Social Function
Resist (Social) x2 Command
Social Cleanse Command
Targeted Social Fear Command

Tier 3

FunctionType
Advanced Armor Proficiency (Light) Combat Function
Connections (random) Social Function
Encourage - Once per Scene, you may spend 2 Influence to call Targeted Social Cleanse. Social Function (Unique)
Nix Command
Pep Talk Social Function
Project Lead Crafting Function
Rumormonger Social Function

Tier 4

FunctionType
Contractor (random) x2 Social Function
Energizing - You may reuse Encourage and Inspire as many times as you wish but must spend the requisite Influence each time. Social Function (Unique)
Know Somebody Social Function
Leadership Social Function
Nix Command
Social Refresh Command

Tier 5

FunctionType
Bestow Nix Command
Closer (all) & Connections (random) Social Function
Contractor (random) & Connections (random) Social Function
Dodge Command
Inspire - Once per Scene, spend 3 Influence to call Targeted Social Refresh. Social Function (Unique)
Social Refresh Command

Bastion

Tech Protector: Bastions use a "toolkit" approach, mixing area attacks, team support abilities, and lots of defenses to increase their team's durability. They can combine Protector and their special ability to take hits for their friends and then negate the hits.

Special Ability: Whenever a friendly Character is Downed by an enemy or the environment in a Scene, you gain a Charge. You may spend two Charges to Refresh the use of any Function granted by your armor or one of your weapons.

Tier 1

FunctionType
Advanced Shield Proficiency (Small) Combat Function
Advanced Weapon Proficiency (choose one) Combat Function
Closer (Tech) Social Function
Protector Tanking Function
Protector Tanking Function
Repair I Utility Function
Resist (Melee) Command
Resist (Ranged) Command

Tier 2

FunctionType
Advanced Shield Proficiency (Large) Combat Function
Closer (Tech) & Protector Social Function
Durable Combat Function
Hacking I Hacking Function
Repair II Utility Function
Resist Command
Resist Command

Tier 3

FunctionType
Advanced Armor Proficiency (Suit) Combat Function
Armed To The Teeth Combat Function
Dark Web Operator Utility Function
Lock Command
Nix Command
Patroller I Combat Function
Tough Command

Tier 4

FunctionType
Room Tech Root Command
Bestow Resist Command
Bestow Resist Command
Connections (Tech) x 2 Social Function
Fortify Combat Function
Hacking II Hacking Function

Tier 5

FunctionType
Room Tech Lock Command
Dodge Command
Expert Bodyguard Tanking Function
Reassign Hacking Function
Resilient I & Tough Combat Function & Command
Resist x2 Command

Breacher

Martial Assault: Breachers are a hammer, and violence is their nail. Great for short bursts of combat. Their broad range of weapons, explosives, and special abilities mean they have whatever hammer a particular nail needs.

Special Ability: Once per Scene, when you cross through any entryway, you may activate Juggernaut (3s).

Tier 1

FunctionType
Advanced Weapon Proficiency (choose one) Combat Function
Advanced Weapon Proficiency (choose one) Combat Function
Armed To The Teeth Combat Function
Bind Utility Function
Closer (Martial) Social Function
Pain Command
Scavenge I Utility Function
Tough (Ranged) Command

Tier 2

FunctionType
Connections (Martial) Social Function
Explosives Utility Function
Nix (Ranged) Command
Patroller I Combat Function
Power Pain Command
Ranged Break Command
Scout I Utility Function

Tier 3

FunctionType
Disarm Command
Durable Combat Function
Nix (Ranged) Command
Resilient I Combat Function
Scary Combat Function
Strength II Utility Function
Targeted Pain Command

Tier 4

FunctionType
Break Command
Power Pain x2 Command
Juggernaut (5s) Tanking Function
Juggernaut (5s) Tanking Function
Resist Command
Scout II Utility Function

Tier 5

FunctionType
Dodge (Ranged) Command
Master of Pain Combat Function
Power Break Command
Juggernaut (5s) Tanking Function
Juggernaut, Improved - You suffer none of the Commands and Strikes at the end of your Juggernaut. Tanking Function (Unique)
Resilient I & Tough Command

Brute

Martial Manipulator: Brutes are aggressive, specializing in disrupting groups of opponents while having good durability. They are especially good at targeting single opponents, using Fear, Root, and Silence to take down even the toughest target.

Special Ability: Once per Scene, you may consume a use of Silence to use Pain instead. Once per Scene, you may consume a use of Fear to call 'Room Fear'. You are Immune to this call of 'Room Fear'.

Tier 1

FunctionType
Advanced Weapon Proficiency (choose one) Combat Function
Bind Utility Function
Melee Root Command
Scary Combat Function
Scavenge I Utility Function
Scout I Utility Function
Silence Command
Tough (Melee) Command

Tier 2

FunctionType
Armed To The Teeth Combat Function
Fear Command
Melee Lock Command
Nix (Melee) Command
Patroller I Combat Function
Scout II Utility Function
Tough Command

Tier 3

FunctionType
Fear & Silence Command
Rage (5s) Tanking Function
Nix Command
Plant Traps Utility Function
Power Root Command
Resist Command
Scavenge I Utility Function

Tier 4

FunctionType
Rage (5s) Tanking Function
Rage, Improved Tanking Function
Junkyard Jockey Utility Function
Power Break Command
Power Break Command
Power Pain x2 Command

Tier 5

FunctionType
Dodge (Ranged) Command
Rage (5s) Tanking Function
Master of Pain Combat Function
Targeted Social Fear Command
Targeted Social Lock Command
Treacherous Combat Function

Dissimulator

Tech Manipulator: The premier hacker, the Dissimulator also has some extra utility in planning Jobs and getting into alternative entrances. They can quickly boost to Hacking III and use Backdoor and Repeat to scoop all the valuable data from a Job - as long as their friends and can protect them.

Special Ability: When you activate Scavenge or disassemble an item, for the next two hours, you gain an additional Function from this list: Hacking I, Pick Locks I, or Knowledge (Hacking & Security Systems). You may only benefit from one additional Function at a time.

Tier 1

FunctionType
Alarm Sense Utility Function
Escape Binds I Utility Function
Hacking I Hacking Function
Lock Command
Pick Locks I Utility Function
Scavenge I Utility Function
Scavenge I Utility Function
Silence Command

Tier 2

FunctionType
Backdoor - You only need 20 seconds to take an action on a device you've gained Tags on during this Scene. Hacking Function (Unique)
Hacking I Hacking Function
Pick Pocket I Utility Function
Plant Traps Utility Function
Repeat Hacking Function
Resist (Ranged) Command
Supply Chain I Crafting Function

Tier 3

FunctionType
Escape Utility Function
Knowledge (choose one) Utility Function
Nix Command
Resist Command
Scout III Utility Function
Slippery Target Combat Function
Wipe Your Tracks Hacking Function

Tier 4

FunctionType
Advanced Armor Proficiency (Suit) Combat Function
Backdoor, Improved - You only need 10 seconds to take an action on a device you've gained Tags on during this Scene. Hacking Function (Unique)
Brick Hacking Function
Dodge (Ranged) Command
Junkyard Jockey Utility Function
Reassign Hacking Function

Tier 5

FunctionType
Room Tech Lock Command
Dodge Command
Experimenter Utility Function
Rigged - You can spend 6 Tags to rig a terminal. You may Bestow Resist on any Character that they can only use against your rigged terminal. You may trigger the rigged terminal once to call Room Strike Lock. This deletes all files and data on the terminal at the end of the Scene. Hacking Function (Unique)
Root Exploit - When you gain Tags on a device, immediately gain 2 more Tags on that same device. Hacking Function (Unique)
Treacherous Combat Function

Mastermind

Social Manipulator: Masterminds can disable specific opponents with ease and have some powerful informative Functions. Their access to Dig Dirt, Forgery, and Research makes them great at social engineering and skilled spies.

Special Ability: Once per Scene, you may consume a use of Resist to use Silence. Once per Scene, when a target Resists a Target Social Command, you may immediately repeat the same Command against the same target.

Tier 1

FunctionType
Alarm Sense Utility Function
Dig Dirt Social Function
Escape Binds I Utility Function
Forgery I Crafting Function
Outgoing I Social Function
Research I Utility Function
Resist (Social) Command
Silence Command

Tier 2

FunctionType
Deceptive Social Function
Dig Dirt & Gossiper Social Function
Escape Utility Function
Resist (Social) x2 Command
Scary Combat Function
Scout II Command
Slippery Target Combat Function

Tier 3

FunctionType
Intimidate - When you activate a Social Function on an enemy and they do not call Dodge, Immune, or Resist, gain 1 extra Influence. Social Function (Unique)
Knowledge (choose one) Utility Function
Nix Command
Nix Command
Power Fear Command
Rumormonger Social Function
Targeted Social Silence Command

Tier 4

FunctionType
Leadership Social Function
Power Lock Command
Targeted Social Fear Command
Targeted Social Fear Command
Targeted Social Silence Command
Treacherous Combat Function

Tier 5

FunctionType
Dodge Command
Social Refresh Command
Socialite Social Function
Targeted Social Lock Command
Targeted Social Lock Command
Targeted Social Silence Command

Officer

Martial Director: With a little bit of everything, the Officer makes a great factotum, besides their obvious ability as a healer. Their special ability allows them a powerful synergy with other support characters, either using a Bestowed Command or passing it on to whomever needs it most.

Special Ability: When you are Bestowed a Function you have, you may consume it to Bestow that Function on someone else.

Tier 1

FunctionType
Advanced Weapon Proficiency (choose one) Combat Function
Craft (choose one) Crafting Function
Fix Limb I Medical Function
Knowledge (choose one) Utility Function
Professional I Crafting Function
Targeted Social Silence Command
Tough (Ranged) Command
Under Pressure Medical Function

Tier 2

FunctionType
Armed To The Teeth Combat Function
Bestow Fear Command
Bestow Tough Command
Know Everyone Social Function
Medic Medical Function
Nix (Ranged) Command
Patroller I Combat Function

Tier 3

FunctionType
Advanced Armor Proficiency (Heavy) Combat Function
Cleanse Command
Knowledge (choose one) Utility Function
Nix Command
Project Lead Social Function
Resist Command
Walk It Off - Once per Scene per Character, you can increase your Tier to Tier 5 when you activate First Aid or Fix Limb on a character that you have used a Social Command on in that same Scene. Medical Function (Unique)

Tier 4

FunctionType
Bestow Break Command
Bestow Daze Command
Bestow Daze Command
Cleanse Command
Hometown Hero Social Function
Leadership Social Function

Tier 5

FunctionType
Closer (all) & Connections (random) Social Function
Dodge Command
Know Somebody Social Function
Refresh Command
Surgery Medical Function
Targeted Daze Command

Polymath

Tech Director: If you want to use planning and forethought to solve your problems, the Polymath is for you. Great for crafting and planning Jobs, their mix of Knowledge and Research means your team will always be informed.

Special Ability: When you activate Craft, use a Knowledge, or teach someone a Function, for the next two hours you gain an additional Function from this list: Bestow Pain, Repair I, or Alarm Sense. You may only benefit from one additional Function at a time.

Tier 1

FunctionType
Bestow Pain Command
Craft (choose one) Crafting Function
Knowledge (choose one) Utility Function
Professional I Crafting Function
Project Consultant Crafting Function
Research I Utility Function
Scavenge I Utility Function
Supply Chain I Crafting Function

Tier 2

FunctionType
Craft (choose one) Crafting Function
Instruction Utility Function
Know-It-All - You gain 1 Social Resist against any Commands issued by a Character that is a member of a group whose corresponding Knowledge Function you possess (such as a faction, Law, or Underworld). The Character must either be obviously identifiable as a member of that group, or you must know personally that they are a member of that group. You gain 1 Resist against any Commands originating from a source whose corresponding Knowledge Functions you possess (such as Hacking & Security Systems; Explosives & Weapons). Utility Function (Unique)
Knowledge (choose one) Utility Function
Reporter Social Function
Research I Utility Function
Resist (Ranged) Command

Tier 3

FunctionType
Cleanse Command
Dark Web Merchant - You have the ability to sell goods and services on the Dark Web. You may also have access to special options during hacking. Utility Function (Unique)
Forgery I Crafting Function
Nix Command
Rapid Crafting - This reduces the time it takes to craft an item from five hours to four hours. Crafting Function (Unique)
Resist Command
Under Pressure Medical Function

Tier 4

FunctionType
Advanced Armor Proficiency (Suit) Combat Function
Bestow Break Command
Bestow Knockback Command
Educator - When you use Instruction to teach Functions, the student receives a 1 XP discount per Tier of the Function, instead of 1 XP total. Utility Function (Unique)
Junkyard Jockey Utility Function
Refresh Command

Tier 5

FunctionType
Cleanse x2 Command
Dodge Command
Experimenter Utility Function
Machine Whisperer - When customizing an item, you may activate this Function. If you do, you can add a quirk to the item, if it does not already have one. Crafting Function (Unique)
Project Manager Crafting Function
Surgery Medical Function

Scoundrel

Social Assault: The Scoundrel trades some offensive ability to be a tougher target to bring down and to pick up a lot of Contracts & Jobs. Their special ability, Escape, and Shoot First means that they can often use surprise to wiggle out of difficult situations.

Special Ability: Once per Scene, you may spend 1 Influence to immediately call Targeted Disarm Weapon against a weapon that has hit you.

Tier 1

FunctionType
Advanced Weapon Proficiency (choose one) Combat Function
Deceptive Social Function
Escape Utility Function
Melee Disarm Command
Outgoing I Social Function
Pick Pocket I Utility Function
Resist (Social) Command
Shoot First Combat Function

Tier 2

FunctionType
Advanced Weapon Proficiency (choose one) Combat Function
Connections (Social) Social Function
Contractor (random) & Closer (Social) Social Function
Dig Dirt Social Function
Know Somebody Social Function
Ranged Disarm Command
Resist Command

Tier 3

FunctionType
Connections (random) Social Function
Hometown Hero Social Function
Melee Knockback Command
Nix (Ranged) Command
Ranged Knockback Command
Rumormonger Social Function
Slippery Target Combat Function

Tier 4

FunctionType
Popular - You always have an invite to every social event run by NPCs. Admins may refuse this Function at their discretion, such as for a board meeting where the character is not a member of the board. You also gain the social function 'Connections (random).' Social Function (Unique)
Dark Web Operator Utility Function
Daze Command
Explosives Utility Function
Knockback Command
Nix (Melee) Command

Tier 5

FunctionType
Daze Command
Disguise Utility Function
Dodge Command
Targeted Disarm Command
Targeted Social Disarm Command
Treacherous Combat Function

Slipstream

Tech Assault: If you want to be a deadly attacker that blends in modest hacking capability, the Slipstream is your choice. They can use Wipe Your Tracks to be an excellent support to other hackers, while using their mix of offensive Commands to be a powerful contributor to the fight.

Special Ability: Once per Scene, when you activate Hacking on a device, you gain a use of Lock for that Scene.

Tier 1

FunctionType
Advanced Weapon Proficiency (choose one) Combat Function
Closer (Tech) Social Function
Contractor (Tech) Social Function
Knowledge (choose one) Utility Function
Pain Command
Resist (Ranged) Command
Scavenge I Utility Function
Wipe Your Tracks Hacking Function

Tier 2

FunctionType
Armed To The Teeth Combat Function
Connections (Tech) Social Function
Escape Utility Function
Hacking I Hacking Function
Ranged Disarm Command
Ranged Lock Command
Resist Command

Tier 3

FunctionType
Dark Web Operator Utility Function
Deceptive Social Function
Disarm Command
Lock Command
Nix Command
Repeat II Hacking Function
Shoot First Combat Function

Tier 4

FunctionType
Adv Armor Proficiency (Suit) Combat Function
Break Command
Dodge (Ranged) Command
Mask - You have a hidden identity when hacking. You may choose to be anonymous or adopt a pseudonym of your choice. This may not be used to imitate someone else. Hacking Function (Unique)
Power Lock Command
Rumormonger Utility Function

Tier 5

FunctionType
Room Tech Disarm Command
Room Tech Lock Command
Connections (Tech) x2 & Contractor (Tech) Social Function
Dodge Command
Hacking II Hacking Function
Root Device Hacking Function

Warden

Martial Defender: The Warden is one of the most durable characters in the game and excels at protecting their more fragile allies. Protective Ward, Interfere, and Living Blockade means that the Warden allies will have little to fear as the Warden takes the punishment for them - and easily.

Special Ability: Whenever a friendly Character is Downed by an enemy or the environment in a Scene, you may consume a use of Tough to gain a use of Nix for that Scene.

Tier 1

FunctionType
Advanced Shield Proficiency (Large) Combat Function
Advanced Weapon Proficiency (choose one) Combat Function
Closer (Martial) Social Function
Connections (Martial) Social Function
Durable Combat Function
Interfere - Once per Scene, you may Route any Strike targeting a friendly Character within arm's reach, by declaring "Route Me Strike" and touching them. You must be a legal target for the Strike, not Immune to the Strike, but you may activate defensive Commands against the Command. Tanking Function (Unique)
Tough (Melee) Command
Tough (Ranged) Command

Tier 2

FunctionType
Advanced Armor Proficiency (Heavy) Combat Function
Closer (all) Social Function
Contractor (Martial) & and additional use of the Unique Tier 1 function 'Interfere' Social & Tanking Function
Living Blockade - Whenever a Command is issued with "Room", you may instead suffer the Command for any friendly target within arm's reach by declaring "Route Me (Command)" and touching them. You must activate an appropriate Defense for each Command you take this way, or suffer the effect. In the case of location-based Commands, such as Break or Pain, you must select different legal targets until no legal targets remain. If you have no more valid defenses or legal targets, you cannot Route the effect to yourself. Tanking Function (Unique)
Nix (Ranged) Command
Power Pain Command
Tough (Melee) Command

Tier 3

FunctionType
Closer (Martial) & and additional use of the Unique Tier 1 function 'Interfere' Social Function
Disarm Command
Fortify I Combat Function
Nix (Martial) Command
Nix (Melee) Command
Patroller I Combat Function
Protective Ward - You may select a Ward at the start of a Scene. While you have a Ward, you may not also be someone else's Ward. You may call Interfere and Protector on your Ward as many times as you wish. You may only select willing targets or targets that are Helpless. Tanking Function (Unique)

Tier 4

FunctionType
Armed To The Teeth Combat Function
Break Command
Dodge Command
Protective Ward, Improved - If you are within arm's reach of your Ward, you may call Immune against all calls of Fear, Root, Knockback, and Knockout that target you. This does not work against Commands that you activated Interfere or Protector against. Tanking Function (Unique)
Resilient I Combat Function
Resist Command

Tier 5

FunctionType
Advanced Armor Prof (Suit) & Strength III Combat & Utility Function
Dodge Combat & Utility Command
Expert Bodyguard Tanking Function
Power Knockback Command
Targeted (applies to any other Command you have) x2 Command
Unstoppable - If you have at least 3 uses of any type of Nix available, you may consume 3 of them to immediately activate Juggernaut 10. You may chain Unstoppable Juggernauts together but may not chain them with Juggernaut X. Tanking Function (Unique)

Combat, healing, and dying

Combat safety

Players must use safety-approved representations of weapons. These consist of foam-based weapons ('boffers') for melee combat, and foam blasters or packets for ranged combat. More information on these can be found in the Boffers/Blasters Regulation section.

If you need accommodations for any health/safety reason, please reach out to the Admins. We are happy to help create a unique solution for you.

If you witness an unsafe situation, call "Hold!". All players in the Scene must immediately stop what they are doing. Once the issue has been resolved, a player should ask, "Is there any reason for this hold to continue?" Once everyone is ready, that player should count back to game by saying, "Game on in 3, 2, 1, game on!"

Combat

When an attacker hits a defender, the defender suffers a Strike. An attack must land cleanly on a target - simply grazing or sliding across a target is not sufficient. Attackers should aim to use the minimum amount of force necessary to generate such a blow.

Once a swing has successfully made legal contact with a target (and thus is now a Strike), the attacker may immediately declare a single Rider. Defenders have three seconds to declare any number of defensive Commands in response. Defenders may choose to declare commands in a batch, such as "Four Nix!"

A Strike to a limb means it is broken for the rest of that Simulation (the event). A limb that is broken may not be used for almost any purpose. Arms may continue to weakly hold items (but cannot pick up new items), and legs may be used to shamble painfully. Any Strikes to an already-broken limb transfers to the torso.

The first Strike in a Scene to the torso causes the defender to be Wounded. If a Wounded character takes a Strike to the torso, they are instead Downed. If a character takes a Strike to a limb and has three or more broken limbs, they are immediately Downed as well.

While fighting, two combatants should never be closer than the arm length of the combatant with shorter arms. In other words, at least one combatant should not be able to put their hand flat on their opponent's body.

If the validity of an attack is unclear, the defender judges whether or not the attack was valid. Attackers should not argue this, and instead contact the Admins with issues after the Scene. Attacks that hit "friendly" targets still count.

Downed, dying, and unconcious

Once your character has been Downed, you are unable to fight, walk/run, activate any Functions, or activate any items but you do not have to drop anything. You may still weakly do very easy things like hand someone an item, drag yourself across the ground, and speak, assuming your needed limb is not broken. If you take another Strike or are unattended for 5 minutes, you are Unconscious. If you cannot lay on the ground, while Downed, you should hold a single empty hand out, palm up, while slumping your head and shoulders. This makes it clear to everyone that you are Downed.

If you are Unconscious, you are unable to do anything at all, and must drop everything held. You must drop to the ground. After 5 minutes unattended, you die and should immediately report to an Admin. If you cannot lay on the ground while Unconscious, you should hold a single empty hand out, palm down, while slumping your head and shoulders. This makes it clear to everyone that you are Unconscious.

You may finish off a character that is Downed or Unconscious. Simply hold a weapon above them, declare at a normal speaking pace and volume, "Finishing Blow!" Then, gently perform a legal Strike to their torso. The target is then immediately Dead.

You may search a helpless (Down, Unconscious, Dead, or all limbs bound) character. This takes thirty seconds of active roleplay of you investigating and searching the body. This should not include any physical touch unless both parties consent. After the search is complete, the helpless character must turn over all carried items cards.

Healing & recovering

Generally speaking, healing requires a Medical Function, although there are exceptions to this. You should see the Medical Functions section for how to be healed.

You can only be healed so many times before your body simply needs time to recover. The first time a given body part is healed in a Scene, you may act normally. After having been healed a second time (or more), a body part is Recovering. Recovering body parts restrict your actions as follows:

Melee weapons

Hands, head, and groin are not legal targets for melee attacks. Foam blasters are not legal targets for melee attacks. An attack striking the defender's melee weapon or shield counts as a miss, even if the attack contacts the defender's body afterward. However, if the defender cannot use the item they are holding (because they are Dazed, for example), any hits on the item transfer to the limb holding the item.

Swings with a melee weapon must be made such that the weapon's striking surface begins at least 90 degrees (or 45 degrees if using a two-handed weapon) but no more than 180 degrees away from the target. After three melee swings (or six if the attacker is using two melee weapons), the attacker must pause for one second, regardless of any defenses the defender may have used.

If a weapon has an approved thrusting tip, it may be used to thrust as well as swing. Thrusts should use the minimum force necessary to make solid contact with the target.

Ranged weapons

Hands, head, and groin are not legal targets for ranged attacks. Foam blasters are not legal targets for ranged attacks. Other held items are legal targets and count as hitting the corresponding limb. You may not use ranged weapons to block blows of any kind.

At the discretion of the Admins, packets may be thrown as a substitute for foam blasters. The ranged weapon must be held in one hand while packets are thrown with the other. In this case, treat packets as a direct substitution for foam ammunition, following all the same rules and restrictions. After each packet throw, the attacker must pause for one second, regardless of any defenses the defender may have used.

Unless otherwise stated, weapons are limited to a single Magazine per Scene for a one-handed ranged weapon, and two Magazines per Scene for a two-handed ranged weapon. Each Magazine is an abstraction of your weapon's capacity and effectiveness and does not have to be literally represented by distinct physical magazines. Each Magazine can contain up to six pieces of ammunition. You may only have ammunition loaded that you can use - in other words, you cannot have extra ammo loaded into your ranged weapon. During combat, you may pick up your own expended ammunition, props, and similar items. However, you may NOT re-use them in the same Scene. For example, if you want to be able to use several grenades in a Scene, you must carry that many distinct grenade props into the Scene.

Bows

Bows are a special type of ranged weapon and follow all rules for ranged weapons, except as described in this section. Only packet bows are allowed, string bows with arrows are NOT an option. Like ranged weapons, bows must have their ammunition (in this case, packets), hit the target to cause damage. Arrows are blocked by shields, unlike shots from blasters.

Unlike bullet-based weapons, Bows may pick up and reuse their ammunition. Each bow may have 20 pieces of ammunition.

Bows fall under the Two-Handed Ranged Weapon Advanced Proficiency but have unique schematics.

Throwing weapons

Throwing weapons are a special type of ranged weapon and follow all rules for ranged weapons, except as described in this section. Unlike ranged weapons, a throwing weapon must be thrown at the target and connect to cause damage. Throwing weapons are blocked by shields, unlike shots from blasters.

Each throwing weapon is part of a set, and there are a specific number of throwing weapons per set (generally six, although not always). You may pick up your own used throwing weapons to used them again.

Throwing Weapons fall under the One-Handed Ranged Weapon Advanced Proficiency but have unique schematics.

Explosives

When using Explosives as weapons, you will generally have one of two types, Blast or Direct. The third type, Placed, is generally not used as a weapon, though exceptions to this exist. They follow the below rules unless otherwise stated. Both Blast and Direct Explosives should have an appropriate physrep made entirely out of soft foam. Instead of throwing the physrep, a packet may be thrown instead. Whenever a Blast or Direct Explosive is used, it is consumed.

For Blast Explosives, in order to attack a target, it should be thrown near the target(s), and then the corresponding Command(s) should be made against all targets in range. Friendly fire is possible!

For Direct Explosives, in order to attack a target, it should be thrown at a target and must hit the target for the Command to be called. The Direct Explosive is consumed even on a miss.

Placed Explosives require you to have both hands free and take 30 seconds of roleplay to plant. Placed Explosives can also be disarmed if you have both hands free and take 30 seconds of roleplay to disarm. Sometimes Placed Explosives will have special requirements to plant or disarm.

Commands

Commands are how players communicate different actions and effects to other players. This is sometimes referred to as "calling" a Command or making a "Call". Like most Functions, Commands purchased from the Role lists are usable once per scene.

All Commands follow the same format, though in most cases only the rider is needed:

(Quantity) (Modifier) (Source) (Strike) (Rider)

Some examples for each part are:

Some combined examples are:

The significant majority of the time, Commands will be issued as just a Rider ("Pain", "Lock", etc) after a physical attack. Commands that accompany a physical attack, such as "Martial Lock," are additional effects of the Strike delivered from the physical attack itself. In other words, if you hit someone with your sword and call "Martial Lock", that is the same effect as the call, "Martial Strike Lock". Commands that do not contain Strike do not cause a Strike (and thus only affect their target with a Rider).

When a Command with a Rider targets you, you suffer the effects of the Rider. Generally, this will be when you are physically hit.

When you are hit by a Command with multiple legal targets and the target is not specified, you may pick which legal target the Command affects. For example, if you are hit by a 'Disarm' Command and are wielding two swords, you may choose which sword to drop.

In combat, if you don't know what a Command does, resolve the Command in good faith. If in doubt, you can go Downed instead. This is to prevent the immersion-breaking "What does that do? Oh, okay." moments. We want to keep combat fluid, simple, and in-character. You are encouraged to ask, after the Scene, what a given Command does.

Modifiers

These modify how the Command works.

Bestow (Command): Grants one use of the named Command to the target that expires at the end of the Scene. You may not target yourself. You may only have one of each Command actively Bestowed upon you at a time (e.g. you may have received a Bestowed Tough and a Bestowed Pain, but not two Bestowed Tough, until you use the Bestowed Tough).

Burst (Command): Everyone within arm's reach of the source is affected. The source will either be an item, like a grenade, or a person. Other characters and small obstacles don't block this Command but large static structures like walls do. The user will be affected if they are in range!

Power (Command): This command affects the target even if only their held items were struck. If you modify a Break or Disarm with Power, it becomes Power Strike Break or Power Strike Disarm, respectively.

Room (Command): Everyone in line of sight of the source is affected. The source will either be an item, like a grenade, or a person. Other characters and small obstacles don't block line of sight for this purpose but large static structures like walls do. The user will be affected if they are in range!

Route (Target) (Command): This command causes another command to affect the named target instead of its original target.

Targeted (Command): This command targets a specific character. For a friendly target, you may issue this command by, "(Name) (Command)". For an enemy target, you must get their attention, point at them, and identify them while you issue, "(Identifier) (Command)".

Sources

These have no direct mechanical effect. Instead, other abilities may be limited to working with or against Commands of a specific Source. For example, Resist (Social) can only be used against Commands with a Social Source. The possible Sources are:

During a Scene, it is presumed that all Commands have the Source of the Scene unless otherwise stated. By default, Jobs have the Martial Source and Scenes in the Hub have the Social Source. If your Command has the same Source as the Scene, leave out the Source in your call. For example, call Refresh instead of Social Refresh in a Social Scene or Strike Pain instead of Martial Strike Pain in a Martial Scene. This is intended to minimize the amount of calls necessary to be made, and an Admin can choose to require Sources to be declared for the duration of a Scene.

Riders

These Commands negatively affect their target. All Effects last for 10 seconds unless otherwise noted. All States last until changed.

Break (Target): Breaks the target. If the target named is different from the target hit, the Command automatically fails. Unless specified otherwise, the target can only be a weapon or shield. You must either hit the arm holding the target or the target itself (but only if the target is safe to hit). State

Cleanse: Removes one Rider of the target's choice from the target.

Daze: The character is unable to fight or activate any Commands/Functions/Items, but may move and speak. Effect

Disarm (Target): The character must drop the target and cannot pick it up until the end of the effect. If the target named is different from the target hit, the Command automatically fails. Unless specified otherwise, the target can only be a weapon or shield. You must either hit the arm holding the target or the target itself (but only if the target is safe to hit). If the corresponding hand/arm was holding additional items, they must also be dropped on a successful Disarm. Effect

Fear: The character may not approach the source of the Fear in any way and may not activate any Commands/Functions, offensive or defensive, that include the source of the Fear as a target. Effect

Knockback: The character must take 10 steps back from the source of the Knockback and is Dazed until all 10 steps are completed. Effect

Knockout: The character is immediately Unconscious. Knockout clears at the end of the Scene. State

Lock: The character may not activate items, Commands, or Functions. Effect

Pain: The character may not use the limb in any way. Held items cannot be willingly dropped. Effect

Refresh: Restores the use of a single Command, Combat Function, or Tanking Function. Unless otherwise noted, a Function may only be refreshed once per Scene. You cannot Refresh a Refresh. You cannot Refresh Check-in or Shift-activated Functions.

Root: The character may not move either foot except to rotate them in place. Effect

Silence: The character may not speak or make any sounds intentionally and may not activate Social Commands. Effect

Defensive commands

These Commands protect you and can be used in response to being hit.

Dodge: A Dodge negates a single Strike and all Riders on that Strike.

Nix: A Nix negates a Strike, but all Riders still apply. If you have Nix and Resist you can spend both to call Dodge.

Resist: A Resist negates all the Riders on a single Strike but the Strike still applies.

Tough: Reduces a Strike to Pain. The same location is still affected. The Riders on that Strike still apply to the character. You may not call Tough if the struck location is currently suffering from a Pain. This includes when the Strike includes a Pain Rider.

Other commands

These Commands may be issued with a number afterward, such as "Delay 5". The number represents a time, in seconds. So in this case, the defender would Delay the effect that were just hit with for 5 seconds.

Delay: A character issues this Command to delay the effect of a Strike or Rider. If the Command has only one part, such as a Targeted Fear, you may shorten your call to "Delay". If the Command is both a Strike and a Rider, and you can Delay both, call "Delay Both". Delay is not able to be prevented, such as by Fear or Lock. If you are hit several times in short succession, you may call "Delay All" instead of having to declare "Delay" for each.

Immune: A character issues this Command when they would be unaffected by a Command, such as "Immune Strike". If the Command has only one part, such as a Targeted Fear, you may shorten your call to "Immune". If the Command is both a Strike and a Rider, and you are immune to both, call "Immune Both". Immune is not able to be prevented, such as by Fear or Lock. If you are hit several times in short succession, you may call "Immune All" instead of having to declare "Immune" for each.

Functions

Functions are abilities that can be activated by a player to achieve a specific effect. They often require issuing a Command. If a Function requires issuing a Command, it may be activated once per Scene. Otherwise, it may be activated as many times as you like, unless the Function states otherwise.

[Ch] = Check-in

These Functions are activated once per Simulation. When possible, inform the Admins prior to the Simulation how you intend to use these Functions. You may instead activate these Functions at any time during a Simulation, but please understand that the results of your Function may be delayed as Admins do their best to respond.

[TU] = Time Units

This Function is activate by Time Units (TU), an abstracted system that represents the time that your character spends between Simulations.

[St] = Strenuous

Functions with this keyword cannot be activated by characters that are Exhausted.

(Function Name) (I/II/III/IV/V/and so on) = Ranked Function

Whenever you purchase a Function with Ranks multiple times, your Rank in that Function increases. For example, if you purchase Scout I twice, you now have access to the second Rank of Scout, which is Scout II. Each time you activate a Ranked Function, you select which Rank to use - you do not get every Rank benefit simultaneously unless the Function states otherwise.

Ranks are out of character mechanics--in character please use the following or other in-world descriptors to get the information across:

(Function Name) (Type) = Typed Function

Functions like this apply only to a specific type. For example, Advanced Armor Proficiency (Heavy) gives you all the benefits of Advanced Armor Proficiency for heavy armor only. You can, however, acquire this Function multiple times for different types. If it is a typed Function that can be activated and you acquire the Function multiple times, they stack. For example, if you acquire Contractor (Tech) twice, when you activate it, you get 2 Tech Contracts instead of 1.

If you have a typed Function with (all), you have all potential types of that Function. If you have a typed Function with (choose one), you must select a type for that Function when you acquire the Function. If you have a typed Function with (random), whenever you activate the Function, it will have a random Type.

Combat functions

Advanced Armor Proficiency (Type): You gain access to all granted Functions from worn armor of the given type if it is registered to you.

You may select the same armor multiple times. If you do so, you may upgrade one Tough into a Nix of the same type for each additional time you select this Function beyond the first.

Types:

Advanced Shield Proficiency (Type): You gain access to all granted Functions from held shields of the given type if they are registered to you. The types are:

Advanced Weapon Proficiency (Type): You gain access to all granted Functions from held weapons of the given type if they are registered to you. The types are:

Ammo Hound: You may carry an extra Magazine for ranged weapons registered to you.

Armed To The Teeth: You may have an additional weapon set.

Durable: You may call Tough for a limb even if that limb is suffering from a Pain effect.

Fortify (Rank): If you are hit by a Strike with a Rider to a limb and do not call Dodge, Immune, or Resist versus the Rider, you may immediately call Nix. You may do this once per Scene per limb per Rank you have in Fortify.

Master of Pain: You may consume uses of Pain to use Break instead. This does not work with Pain Commands gained from items.

Patroller (Rank): Once per Scene, you may actively patrol. This requires you to walk throughout the entire Scene, checking doors and windows in the Scene, and do so for at least a minute. If you stop actively patrolling for any reason, use any abilities, or get into combat, the timer resets.

If you have started patrolling for at least one minute and continue to patrol, you may call Nix or Resist (your choice) against the next Command called against you. If you have Patroller Rank 2, you may instead call Dodge. For each Rank of Patroller you have beyond Rank 2, you may do this an additional time per Scene.

Resilient (Rank): At Rank I, your recovery times per body location are one hour instead of two hours. At Rank II, your recovery times per body location are thirty minutes instead. Anyone using a Medical Function on you adds your Ranks in Resilient to their Ranks in their Medical Function, if it has Ranks.

Scary: Once per Scene, when you use an Offensive Command on a character that you Downed, you gain a Secret. This Function will fail on some targets, like drones or characters that aren't part of Factions.

Shield Proficiency (Type): You may use shields of the given type, using them to physically block. You do not gain access to the granted Functions from the shield. The types are:

Shoot First: If you are the first character to make a Strike of any kind in a Scene and hit your target, you may immediately call "Three Strikes!" against the same target.

Slippery Target: As many times as you wish, when a Command is delivered by "Burst" or "Room", you may Route that Command to any character within arm's reach, by calling "Route You (Command)" and touching them.

Treacherous: Once per Scene, when you are the target of a Command, you may Route that Command to any target within arm's reach, by calling "Route You (Command)" and touching them.

Weapon Proficiency (Type): You may wield weapons of the given type, using them to physically block and hit. You do not gain access to the granted Functions from the weapon. The types are:

Crafting functions

Crafting bespoke items is a hallmark aspect of cyberpunk, and we've included a rich system for crafting and customizing items in CPU. If you're interested in crafting, be sure to check out the Crafting section for full rules.

Craft (Type) (Rank) [TU]: You may craft items of the given type. Generally speaking, in order to craft an item, you need access to the schematic. The schematic will tell you the requirements and costs (both materials and TU) to craft the item, and what its benefits of the item are. You can learn more in the Crafting sub-chapter. To craft an item, you must contact the Admins and follow appropriate procedures. The types are:

Forgery (Rank) [TU]: Each time you activate this, you may create a single forged document, such as a work order, search warrant, or bill of sale. This can be used to forge credentials with minor digital components only (so an ID badge with a scannable chip would be appropriate, but a USB drive would not).

Machine Whisperer: When customizing an item, you may activate this Function. If you do, you can add a quirk to the item, if it does not already have one.

Note: This ability is highly random and strange. Do not purchase it if you are not interested in that kind of mechanic.

Professional (Rank) [TU]: You have some kind of side gig or other source of income. You can pick whatever flavor you like for this, with Admin approval. For each activation of this Function, you gain 1 Credit, plus .5 Credit for each extra Rank you have, rounding the final total up. Thus 1 activation with two Ranks is worth 2 Credits, but 2 activations with two Ranks is worth 3 Credits.

Project Consultant [TU]: You may lend your Knowledge Functions and other requirements to another character crafting an item or performing Research, even if you don't have the relevant Craft or Research Functions. This reduces crafting time by 1 TU to a minimum of 1, but a given project can only have its crafting time reduced by one character with Project Consultant.

Project Lead [TU]: You may coordinate any number of characters on crafting a Schematic or Research, as long as all characters have the relevant Craft or Research Functions. This allows them to share Knowledge Functions and other requirements, rather than requiring a single character to have all of them. This reduces crafting time by 1 TU to a minimum of 1, but a given project can only have its crafting time reduced by one character with Project Lead.

Project Manager [TU]: You may coordinate any number of characters on crafting a Schematic or Research. They do not have to have the relevant Craft or Research Functions. This allows them to share Knowledge Functions and other requirements, rather than requiring a single character to have all of them. This reduces crafting time by 1 TU to a minimum of 1, but a given project can only have its crafting time reduced by one character with Project Manager.

Rapid Crafting [St]: If an item costs 6 or more Crafting Points to craft, it instead costs 1 less, to a minimum of 1. If it costs 10 or more Crafting Points to craft, it instead costs 2 less, to a minimum of 2.

Supply Chain (Rank) [TU]: You have access to raw material suppliers. When you activate this, you will get access to a table of items you can buy, which will largely be Crafting Materials and Components but will include some fully-crafted items as well. Sometimes, there may be special items on the table!

You will also have limited access to sell items, but staff must be notified prior to the event of any items you wish to sell.

Higher Ranks provide access to better Crafting Materials and Components, more special items, and/or discounts, depending on the Simulation. You can activate this a maximum of three times at one Simulation.

Hacking functions

Hacking is an integral part of the world of CPU. You can gain Device Tags, or Tags, to take special actions on hackable devices in a Scene. If you're interested in hacking, make sure to check out the full rules in the Hacking section.

Backdoor: You only need 20 seconds to take an action on a device you've gained Tags on during this Scene.

Backdoor, Improved: You only need 10 seconds to take an action on a device you've gained Tags on during this Scene.

Brick: You can spend 4 Tags to permanently disable a device. Until it is repaired, it may not be activated or used in any way.

Hacking (Rank): You may spend 30 seconds of uninterrupted roleplay gaining access to a device to gain Tags equal to your Rank times two, up to a maximum of ten Tags. These Tags may only be spent for actions on that device. If you leave the device for any reason, engage in combat or take any other actions, you must start the roleplay over. You may only gain Tags on a specific device once per Scene.

Mask: You have a hidden identity when hacking. You may choose to be anonymous or adopt a pseudonym of your choice. This may not be used to imitate someone else.

Reassign: You may spend 2 Tags to fabricate a single access log entry, including modifying an existing one. This may be used to imitate someone else!

Repeat (Rank): If you've already taken an action in a specific icon folder, further actions within that icon cost one fewer Tag per Rank (to a minimum of 0 Tags).

Rigged: You can spend 6 Tags to rig a terminal. You may Bestow Resist on any Character that they can only use against your rigged terminal. You may trigger the rigged terminal once to call Room Strike Lock. This deletes all files and data on the terminal at the end of the Scene.

Root Device: You may spend 6 Tags to wipe all software and data permanently from a device. If you have appropriate software for the device available, you can install that immediately. Otherwise, the device is unusable until appropriate software is found and installed.

This process takes 30 seconds of roleplay to initiate and 5 minutes to complete after that. During the 5 minute window, no interaction is required for the process to work. If the process is interrupted, contact Admin staff to determine the result.

Root Exploit: When you gain Tags on a device, immediately gain 2 more Tags on that same device.

Wipe Your Tracks: You may spend 1 Tag to remove any single entry from the device access log. This action does not create a device access log entry.

Medical functions

While any Medical Function is being applied to a character, their timers for Downed and Unconscious are paused. All Medical Functions require 2 free hands and appropriate roleplay for the duration of the Medical Function. Appropriate props are highly encouraged.

Time Required for First Aid and Fix Limb:

First Aid (Rank): You may remove the Downed or Unconscious condition from characters. They are able to function normally, but are Wounded. See the above list for how long this takes. You may OOC clarify with characters if they are currently Stabilized or not by asking, "First Aid, are you stabilized?".

Fix Limb (Rank) [St]: You may heal broken limbs. See the above list for how long this takes.

Medic [St]: When using First Aid, you may also remove the Wounded condition at the same time.

Stabilize: You may reset the timer on characters that are Downed or Unconscious with 30 seconds of appropriate roleplay. If they are hit again, their timer restarts. You should call 'Stabilize' when using this Function.

Surgery [TU]: You may install implants, body patchwork enhancements, and other advanced medical equipment. This Function requires TU to activate. Different surgeries will have different schematics, which will define the action you can take, the effect, the cost in TU, and any other costs.

Under Pressure (Rank): You may improve your Rank of First Aid or Fix Limb by one if you are in the same Scene as active combat that could reasonably be a threat to you or your patient. You may only improve your Rank by two from this Function.

Walk It Off: Once per Scene per Character, you can increase your Rank to Rank 5 when you activate First Aid or Fix Limb on a character that you have used a Social Command on in that same Scene.

Social functions

Many Social Functions grant and/or use Influence. You start a Scene with 0 Influence, and can have a maximum of 5 Influence at any time. At the end of a Scene, all unused Influence is lost. You may not target yourself with Social Functions.

Some Social Functions reference factions and organizations. These factions and organizations must be registered with and approved by the Admins.

Fancy yourself an elusive spy, or a master interrogator? You'll want to check out the Faction and Intel System.

Closer (Type) [TU]: When you activate this Function, it gives you the Time for a Job of your choice. You must already know the Goal and Location of the chosen Job. If you have Closer (all) you may activate this Function on any Job, regardless of type. Activating Closer does not stop others from taking that Job.

Connections (Type) [TU]: When you activate this Function, you learn the Goal and Location for a random Job of the given type. If you have this Function multiple times, duplicates are "re-rolled". This may be influenced by your standings with the various factions and other factors. If you have Connections (random), you get a Job of a random type. Otherwise, you get a Job corresponding to the type of Connections you have.

Contractor (Type) [TU]: When you activate this Function, you are offered a random Contract of the given type. This may be influenced by your standings with the various factions and other factors. If you have Contractor (random), you get a Contract of a random type. Otherwise, you get a Contract corresponding to the type of Contractor you have.

Deceptive: Whenever you would be forced to answer a question, such as by Influential or an interrogation, you may spend 1 Influence to answer the question however you like instead.

Dig Dirt (Rank) [TU]: When you activate this Function, pick a Job you know the Location for. You can get blackmail, bribe preferences, and other kinds of information on some of the characters that will be present in the Job. This can lead to you finding out the Goal. You cannot activate Dig Dirt more times than your Rank on a single Job.

As long as you have activated this at least one time on a Job, you will also learn whether or not NPCs in the Job will generally be resistant to social engineering or not.

Embolden: Any number of times in a Scene, you may spend 2 Influence to call Social Bestow Tough.

Encourage: Once per Scene, you may spend 2 Influence to call Targeted Social Cleanse.

Energizing: You may reuse Encourage and Inspire as many times as you wish but must spend the requisite Influence each time.

Etiquette: You know the appropriate way to greet people. In any Scene, you can clarify with an Admin as to what the appropriate way to address any notable public figure - such as VPs and higher ranks in corporations, generals in militaries, and politicians in national governments. It is ultimately up to the Admins whether or not the individual is notable enough for the Function to apply.

Additionally, when you activate a Social Function on a superior in your organization and would gain Influence, you gain an additional Influence.

Gossiper [Ch]: You may add 1 rumor to the rumors list before a Simulation begins. Admins may require you to send these to them for approval by a certain deadline before an event!

At the beginning of each Simulation, you can pick a Faction and learn their current local Influence.

Hometown Hero: You may invigorate a character from your chapter. Once per Scene, you may spend 1 Influence and two minutes of roleplay with that character. If you do so, you can remove Downed from them or immediately fix a limb, temporarily. This damage returns at the end of the Scene.

Influential: Gain 1 Influence whenever you activate a Social Command on a friendly character and they do not call Dodge, Immune, or Resist.

You may spend 5 Influence to compel a target character to provide a complete and truthful answer to a single question, out of character, to the best of their ability. You may request the Admins to ask the question on your behalf. The target must be a character that you have successfully used a Social Command on during the current Scene.

You may pool your Influence with other characters to spend the 5 Influence for the single question. All characters that are contributing Influence must meet all of the requirements individually (must have used a Social Command on the target during the current Scene).

Inspire: Once per Scene, spend 3 Influence to call Targeted Social Refresh.

Intimidate: When you activate a Social Function on an enemy and they do not call Dodge, Immune, or Resist, gain 1 extra Influence.

Know Everyone: You can contact Admins to reach any character by name. Depending on the character, they may respond by message, representative, or in-person. This may be immediate or as late as the next Simulation. This does not guarantee a friendly response.

Know Somebody: You know how to find someone with a chosen Role or Function. Depending on the character, they may respond by message, representative, or in-person. This may be immediate or as late as the next Simulation. This does not guarantee a friendly response.

Leadership: When you activate a Social Function on a lower ranking member of your organization and would gain Influence, you gain 1 additional Influence.

Outgoing (Rank) [Ch]: You gain Influence equal to your Rank in this Function at the start of every Scene.

You gain 20% more Reputation per Rank whenever you gain Reputation with a Faction. Reputation represents how much a Faction likes you, which means they may give you access to restricted items, discounts for their services, and unique offers for work.

At the start of each Simulation, you may learn your current Reputation with one Faction of your choice per Rank in this Function.

Pep Talk: You may give a willing character a pep talk that takes at least one minute of roleplay. If you do so, you gain 1 Influence that must be spent on that character.

Performance: You may enact a performance of some kind - music, dance, a poetry reading, a live report, or something in that same vein. You must spend at least 10 minutes on the performance, and it must be obvious a performance is occuring. At the end of the performance, all characters that were there for the entire duration of the performance may choose one of the following benefits:

Each character may only choose each benefit from Performance once per Simulation (so they may benefit 3 times in total, with different benefits each time).

Popular: You always have an invite to every social event run by NPCs. Admins may refuse this Function at their discretion, such as for a board meeting where the character is not a member of the board.

Reporter: You can create reports, and show these to characters at a later time. If they spend at least 10 minutes interacting with your report, they may choose one of the following benefits:

Each character may only choose each benefit from Reporter once per Simulation (so they may benefit 3 times in total, with different benefits each time).

As what qualifies as a "report" is quite broad, these reports are subject to Admin approval to ensure they are of sufficient quality. You cannot benefit from your own Reporter.

Further, when "Chumming It", you get an additional Secret the first time you gain a Secret from a character.

Rumormonger [Ch]: You may add an additional rumor to the rumors list, with the same restrictions as Gossiper. In addition, whenever you gain Influence by calling a Command on someone that you created a rumor about in that same Simulation, gain an additional Influence.

Socialite: You gain one additional Influence whenever you gain one or more Influence. Tight-lipped: When you would be forced to answer a question, such as by Influential or an interrogation, you can instead choose to not answer at all. You may activate this even if you would otherwise be unable to activate Functions, such as if you are Dazed.

Tanking functions

Expert Bodyguard: When you activate Interfere or Protector, you may activate the appropriate defensive Commands for free.

Rage X: For X seconds after activating this Function, you must call 'Delay' to all Strikes targeting you. At the end of your Rage, you suffer all of the Strikes immediately and you are Exhausted. If you have multiple uses of this Function, you cannot chain them together. You must announce "Rage" when activating this Function. You may use immediately after being hit by a Command or Strike, but must still resolve the original hit without the benefit of Rage.

Rage, Improved: You suffer none of the Strikes at the end of your Rage and should instead call 'Immune'.

Interfere: Once per Scene, you may Route any Strike targeting a friendly Character within arm's reach, by declaring "Route Me Strike" and touching them. You must be a legal target for the Strike, not Immune to the Strike, but you may activate defensive Commands against the Command.

Living Blockade: Whenever a Command is issued with "Burst" or "Room", you may instead suffer the Command for any friendly target within arm's reach by declaring "Route Me (Command)" and touching them. You must activate an appropriate Defense for each Command you take this way, or suffer the effect. In the case of location-based Commands, such as Break or Pain, you must select different legal targets until no legal targets remain. If you have no more valid defenses or legal targets, you cannot Route the effect to yourself.

Protective Ward: You may select a Ward at the start of a Scene. While you have a Ward, you may not also be someone else's Ward. You may call Interfere and Protector on your Ward as many times as you wish. You may only select willing targets or targets that are Helpless.

Protective Ward, Improved: If you are within arm's reach of your Ward, you may call Immune against all calls of Fear, Root, Knockback, and Knockout that target you. This does not work against Commands that you activated Interfere or Protector against.

Protector: Once per Scene, you may Route any Command targeting a friendly Character within arm's reach, by declaring "Route Me (Command)" and touching them. You must be a legal target for the Command, not Immune to the Command, but you may activate defensive Commands against the Command.

Juggernaut X: For X seconds after activating this Function, you must call 'Delay' to all Commands and Strikes targeting you. This does not protect your held items. At the end of the timer, you suffer all of the Commands and Strikes immediately and you are Exhausted. If you have multiple uses of this Function, you cannot chain them together. You must announce "Juggernaut" when activating this Function. You may use immediately after being hit by a Command or Strike, but must still resolve the original hit without the benefit of Juggernaut.

Juggernaut, Improved: You suffer none of Commands and Strikes at the end of your activation of Juggernaut and should instead call 'Immune'. Unstoppable: In order to activate Unstoppable, you must have at least 3 uses of any type of Nix available. If you do, you may consume 3 of those Nixes to immediately activate Juggernaut 10. You may chain Juggernauts granted by Unstoppable together but may not chain them with other sources of Juggernaut.

Utility functions

Alarm Sense: You are immediately aware of all alarms triggered in a Scene you are in. All Hacking Actions invoking alarms are 1 Tag cheaper for you, to a minimum of 0.

When going on a Job, you are aware if any NPCs that are able to see through Stealth, although not which ones. You will also get some information about how many stealth options are present in the Job. You should inform the Admins in advance of any Scene so they can make sure you are notified.

Bind: With 60 seconds of roleplay you can bind the arms or legs together of a single target. Bound arms cannot be used except to hold things. Bound legs cannot be used at all.

Dark Web Merchant [Ch]: You have the ability to sell goods and services on the Dark Web. You may also have access to special options during hacking.

Dark Web Operator [Ch]: You have access to the Dark Web - a network of clandestine merchants, spies, and worse. You may use it to acquire information or purchase goods or services. You may also have access to special options during hacking.

Disguise: You are unrecognizable as yourself. This has a significant costuming requirement and is subject to Admin approval. You can avoid the costuming requirement by finding another player who will take over your character sheet and play as your character. This may only be activated once per Simulation. This cannot be used to imitate another character.

Educator: When you use Instruction to teach Functions, the student receives a 1 XP discount per Tier of the Function, instead of 1 XP total.

Escape: When exiting a Scene, you cannot be pursued. You automatically pass any ambush or escape Scenes.

Escape Binds (Rank): You may escape binds.

Experimenter [Ch]: You have the ability to develop new Functions. This is subject to Admin approval, and will likely require collaboration with several other Characters and perhaps in-game factions. Contact Admins well in advance of any Simulation at which you plan to use this Function.

Explosives: You can plant and detonate explosives safely. Unless otherwise stated, each explosive should have a physrep roughly the size of your hand. See the Explosives section for details on how to use them in combat.

You may also disarm Explosives. This takes 60 seconds of appropriate roleplay with both of your hands completely free and functional. You must be within arms reach of the Explosive in order to disarm it. More complicated Explosives, such as some wired bombs, may have additional requirements, including playing a mini-game.

Instruction: Whenever you teach a character a Function, they receive a 1 XP discount. The recipient character must follow all the other normal rules for learning Functions.

Junkyard Jockey: When you Scavenge and gain Crafting Materials, you gain twice as many.

Know-It-All: You gain 1 Social Resist against any Commands issued by a Character that is a member of a group whose corresponding Knowledge Function you possess (such as a faction, Law, or Underworld). The Character must either be obviously identifiable as a member of that group, or you must know personally that they are a member of that group. You gain 1 Resist against any Commands originating from a source whose corresponding Knowledge Functions you possess (such as Hacking & Security Systems; Explosives & Weapons).

Knowledge (Type): Knowledge Functions give you extra information about Jobs, are used in Research and more. You may also use a Knowledge Function to get an estimate of an item's current market price, if that Knowledge Function is a requirement to craft that item.

Available topics are:

Pick Locks (Rank): You can pick locks with 60 seconds of appropriate roleplay. In some Scenes, at the discretion of the Admin staff, this roleplay will be replaced with performing a puzzle or another appropriate action. You can unlock physical locks that have a Tier equal to or lower than your Rank in Pick Locks.

Pick Pocket (Rank): You can steal items from other characters. You may only activate this once per character per Scene. You should notify an Admin that you intend to activate this Function and what Rank you will activate, and they will verify your actions. To activate this Function, you must slip a special item card into the target's bag or pocket or attach a specific physrep (such as a black clothespin) to the target. You should check your local chapter what card or physrep they use and whether or not you need to provide your own physreps. If, when the Admin consults the target (after a long enough interval to keep the theft from being obvious), they still have the card on them, the action is successful.

Plant Traps: You can plant already-crafted traps in 1 minute. Trap laying time must include properly setting up the trap physrep.

Repair (Rank): You can repair broken items. For each 5 minutes roleplaying repairing items, and you can Repair one Tier worth of items per Rank you have in this Function. Tier 0 items count as one half instead of zero. For example, if you have Repair II and spend 5 minutes repairing, you can Repair four Tier 0 items, or two Tier 1 items, or a Tier 2 item. You must have access to an Engineering Workstation to be able to Repair.

Research (Rank) [TU]: You may ask out-of-game questions of the Admin staff by spending TU. Having Knowledge Functions relevant to the questions you are asking will give you much better results. You can either spend 1 activation by itself or 2 activations together, for different kinds of questions:

Scavenge (Rank) [TU]: When you activate this Function, you get a random result, representing your character exploring various locations for useful items. You can find out about additional Scavenge locations in-game. Some of the possible results from Scavenge include finding fully-crafted items, crafting materials, suffering injuries, and more!

Scout (Rank) [TU]: You can activate Scout to get random physical details on a Job. For each activation of Scout, you get one random physical detail. You cannot activate Scout more times than your Rank on a single Job.

As long as you have spent at least one activation on a Job, you will also be informed if any of the NPCs have high-level combat Functions. Further, you are aware if any NPCs are able to see through Stealth, although not which ones.

You must know the Location for a Job in order to activate Scout on that Job. You do not need to know the Goal or Time. If the Location is incorrect, the Admins will tell you and this does not consume your activation of Scout.

You may ask for specific details, such as looking for any gang presence in the area or checking for alternative entrances.

Slip: Once per Scene, you may activate this Function. If you do, you can immediately traverse one barrier. For example, you can pass through a locked door or move between two walls. You may not bring other characters with you, and the barrier remains in the same state (i.e. a locked door stays locked). If there is a black marker (generally black tape), you may not activate Slip to pass through that barrier.

Strength (Rank): You can push, pull, break, and otherwise interact with objects in the world that require uncommon strength. Simply announce the Strength rank you are using. The Admins will clarify when this is applicable. Otherwise, you cannot use Strength to interact with objects in the world.

You can also move characters that are in the Downed, Unconscious, Knockout states and/or have all limbs bound, based on your ranks in Strength.

Time units

Time Units (TU) are an abstraction, representing the time that your character spends between Simulations. These TU represent a wide range of actions: crafting, making connections, scavenging, side gigs, and more. There are a few exceptions, but most abilities that your character will activate when they arrive for Simulation will use this system.

Each player gains 20 TU when they check-in to a Simulation at their home chapter. You can gain TU in the following ways:

All TU expire at the end of the Simulation they are earned. You can only spend TU on actions that you have the corresponding Function for.

TU costs

In order to figure out how many TU your desired action takes, you will want to consult the table below. When activating Functions with a Type, you add all of your various Functions of that name together to determine your cost, but may activate whatever Type you want when activating that Function.

For example, if you have Contractor (random) and Contractor (Tech), your cost for activating Contractor is 6 TU, even though they are different types. When activating Contractor, you could activate Contractor (random) or Contractor (Tech), at your choice.

Cost Action Notes
0 Project Lead
1 per Tier Install Customization Minimum 1 TU
1 Project Consultant Applies for one project
1 Project Manager Applies for one project
1 +1 Crafting Point
1 Professional
8* Closer‡ -2 TU per Rank, minimum 2 TU
8 Forgery
8 Scout † -1 TU per Rank, minimum 3 TU
10* Contractor‡ -2 TU per Rank, minimum 3 TU
10 Dig Dirt † -1 TU per Rank, minimum 3 TU
10 Scavenge -1 TU per Rank, minimum 3 TU
12* Connections‡ -3 TU per Rank, minimum 4 TU
12 Research‡ -2 TU per Rank, minimum 4 TU
12 Supply Chain -3 TU per Rank, minimum 4 TU, maximum of 3 activations

* Action TU costs marked with a * grant a single free activation at every home Simulation, if you have purchased at least one Rank of the corresponding Function.

† Action names marked with a † have their amount of activations on a single Job limited to your Rank in the corresponding Function.

‡ Action names marked with a ‡ have their amount of activations in a single home Simulation limited to your Rank in the corresponding Function.

TU examples

Here are some examples for TU spend. Each paragraph is for a different hypothetical character.

You purchase one Rank of Scout. Its cost decreases from 8 TU to 7 TU. You spend 14 TU, leaving you with 6 TU remaining. You get two activations of Scout at your first event, but these must be on separate Jobs, as Scout is an action marked with a '. Noticing that you will have leftover TU, you decide to purchase one Rank of Professional, and spend your remaining 6 TU to gain 6 credits.

You want to be an expert at Supply Chain, so you purchase 3 Ranks. Each activation costs you 4 TU, so you spend 12 TU to activate Supply Chain 3 times, which is its maximum activatations. You have 8 TU leftover.

You want to be the character that knows everyone and finds work, so you pick up two Ranks each of Closer, Contractor, and Connections. You spend 4 TU activating Closer once, 6 TU on activating Contractor once, and 6 TU on activating Connections once. Since each of those Functions come with a free activation, you get 2 activations of each. Note that because each of those Functions is marked with a ‡, you can only get two activations for each. So even though you have 4 remaining TU, you could not activate Closer again.

You want to be a researcher, so you purchase 4 Ranks of Research. Research now costs you 4 TU per activation, but since Research is a Function marked with a ‡, you can only activate it 4 times for 16 TU, leaving with you 4 TU remaining.

You want to focus on just Connections, and get 3 Ranks. Each activation costs you 4 TU, but since Connections is a Function marked with a ‡, you are limited to 3 total activations. You get one of those activations for free, spending 8 TU to get 2 more activations, and now have 12 TU remaining.

Simulations, Jobs, Contracts

In CPU, a Simulation refers to an entire event, be it an afternoon, a weekend or a longer special event. Simulations are broken up by Scenes. In these Scenes, you will often be doing Jobs and Contracts.

Jobs

Jobs are self-contained adventures that players can experience together. Examples of a Job include raiding a corporation's research facility, rescuing a hostage from mercenaries, and hacking into a spy agency's databases. They will consist of one or more Scenes, have a physical space where the action takes place, and may lead to Contracts or even other Jobs. If you want a complete example, check out the Job Playthrough Example.

To start a Job, you'll want to contact staff. As of the release of this rulebook, the current method is via the ticket system, but you'll want to check with your local chapter on what the current preferred method is. This is when players should bring up their Knowledges (to see what they know) and inquire about valid targets for their Hacking and Strength Functions. This is also the time you can turn in many types of Secrets to make the Job easier!

At the beginning of each Job, the Admins will talk to you about the Job and its mechanics. This is a great time for any questions you may have.

Sometimes you'll find cards labeled "Staff" while you're in the story space. Please turn these back in to staff at the end of the Job.

Job components

To run a Job you have to know the first two Components of the Job: Goal and Location. The third Component of a Job is Time. You don't need to know the Time of a Job to run it, but it will always make the Job easier if you do.

You can learn Components of a Job from Functions, NPCs, and public job boards. Generally, the Jobs gained through Functions will be better than Jobs offered by NPCs, which in turn will usually be better than Jobs being gained through public boards. In a similar vein, you will sometimes be able to negotiate terms with Jobs gained from Functions, but almost never be able to negotiate Jobs gained through public boards.

You will be given a unique Job code with which you can identify a Job and should provide this when referencing a Job. How to start a Job changes over time, so you'll want to check with your local chapter on how they initiate Jobs. Currently, however, when you want to do a Job, you open a ticket in the appropriate Discord channel and type in the unique Job code.

Job queue system

When possible, staff will be using a job queue system. This system may change temporarily or permanently based on needs, so make sure to check with your local chapter what the current functionality of the Job Queue system is.

Currently, when you ask to queue a Job, staff give you a code. Staff will post in the ooc channel when the Job is being set up, and when it's ready to go. This allows everyone in your group to watch for when a Job is ready. You may only queue one Job at a time.

You should be ready to head to the Job area when the message is posted to keep Job downtimes short!

Job details

Jobs have additional details you can learn about them, usually via the Dig Dirt, Knowledge, or Scout Functions. When you activate Dig Dirt, you will always learn whether or not the NPCs will be resistant to social engineering, as well as an additional random detail. When you activate Scout, you will learn some information about the amount of stealth options in a Job, whether NPCs may see stealth or not, as well as an additional random detail.

Different Functions can provide different details, with some overlap. While there are many details that you can find, the table below gives you an idea of some of the common details you can find out, as well as how commonly a given Function provides that information.

Dig Dirt Appropriate Knowledge Scout
Entrances Rarely Sometimes Often
Defenses Sometimes Sometimes Often
Owner of the location Often Rarely Rarely
Bonus valuable objectives Often Sometimes Rarely
Personnel details Often Rarely Rarely

Rare loot

In addition to the table above, sometimes you may have a "Rare Loot" option for a Job, accessible via Dig Dirt and/or Scout.

If the Rare Loot option is available, you can expend the required Function activation to trigger it. If you do, this will make the Job harder, but will add a rare, valuable loot to the Job. Collecting this Rare Loot will not be required to complete the Job.

Stealth

While people playing NPCs know that a Job is underway, the NPCs they're playing have no reason to believe anything is amiss. Furthermore, not all players are as naturally stealthy as the characters they're trying to play. For those reasons, NPCs will generally respect player efforts to be stealthy.

As you go through a Job, you will see tables with sheets covering them which represent the various hidey-holes of the area. If you hide beneath a table, NPCs will ignore you if they did not see you go under the table. You can also hide bodies underneath these tables. There may be additional options for hiding both yourself and bodies in a Job which you can find through gameplay.

Similarly, if you peek your head around a corner, NPCs will ignore you as long as you make an earnest effort to be stealthy about your peeking. They will also ignore quiet noises and any call of 'Silence', but may notice louder noises, such as shots with foam blasters and loud talking.

Players and some specific NPCs, including high-powered NPCs, will be able to choose to ignore any attempts at stealth. Alarm Sense will warn you whether or not any NPCs will see through stealth. Generally, but not always, the NPCs will announce when they spot you by shouting something like, "Hey you! Under the table!". Note that other Contractors and PCs are under no such obligation. You should be ready with plan B for when you run into these scenarios!

Investigations

Investigations are Jobs where Clue cards are scattered about the Job, kind of like a scavenger or easter egg hunt. Collecting these Clue cards will yield some kind of reward, and will often be the Goal of the Job itself.

In order to collect a Clue card, you must satisfy the requirements of the Clue card. These requirements could be having a specific Function, performing appropriately roleplay, and/or something else altogether.

Sometimes these Clue cards can be found multiple ways, so be on the lookout for that!

Salvage

Salvage cards, like Clue cards, are a kind of card you may find in a Job. They generally come in three varieties: Common, Uncommon, and Rare. They may be part of the completing the Job, or they may be some kind of bonus loot. Either way, you should turn them in to staff at the end of the Job for your reward!

Loot Cards

Sometimes, when you search NPCs, they will give you cards like "Security Guard Loot". You simply turn these cards in to staff at the next opportunity to see what item you found, if any (sometimes you won't find an item).

Contracts

Contracts are opportunities for characters to perform specific, small tasks in order to obtain a reward. They can be abstract, such as playing a minigame, or concrete, such as collecting specific items.

Contracts will become available throughout the game, such as by public postings or offerings to faction members. You can also gain Contracts through some Functions. Generally, the best Contracts will be gained through Functions, with the weakest Contracts being gained through public job boards.

If you want to read an example of how a Contract may work, check out the Example Contract Playthrough.

Rest, food & drink

Each time you Rest, you Refresh all of your Commands. You automatically Rest at the end of every Scene during a Job. Sometimes, participating in a Contract will count as a Scene, and you automatically Rest at the end of those Scenes as well. In a Social Scene, you may Rest by spending one hour relaxing, consuming real-life drinks and/or food, and using no Commands nor Functions. Resting in a Social Scene also allows you to remove Exhausted or Recovering.

In addition, items, such as Drinks and Meals, will allow you to Rest in less time and gain other beneficial effects. These can improve the effects of Rest or be entirely separate from Rest.

Reputation

Your Reputation is tracked with every Faction, such as corporations, in the game (this is done by staff automatically). Reputation provides you special perks with these Factions. These perks can vary wildly based on the Faction in question, but include things like special Contracts, Jobs, equipment, and Role access. In order to gain Reputation, you must complete Contracts and Jobs for the Faction.

In order to get credit for completion, the Contract or Job must have been given to you directly (via Contractor/Connections, a special bonus, etc) or it must be a public Contract or Job (such as on the Job board). Additionally, if you were given the Contract or Job, you can share credit with any other characters you name.

You may also turn in Secrets to various Faction representatives to gain Reputation with that Faction.

You lose Reputation with Factions by being caught taking actions against that Faction. This includes, but is not limited to:

Example: Job playthrough

Allie activates Connections at check-in to get information on a random Job. They get the Goal [steal a data cache from a CLEC facility] and Location [Warehouse 31] and the Job code [E-1].

Allie decides they want to plan this out rather than to sell the Job to someone else, so they enlist Ben's help. Ben activates their Function, Closer. Ben gets the Time [X-ray] for the Job and they sell that to Allie for 10 creds. Getting the right Time makes the Job easier, but isn't required - it represents the team knowing the ideal time to execute their plan.

Allie forms a team to do the Job, getting Charles, Dom, and Emna. Allie tells the Admins that they want to do Job E-1 at Time X-ray. This is the last chance for Allie and her team to activate Dig Dirt or Scout for the Job. Charles activates their Scout Function to get more information on the Job. They find out that this location tends to have guards wielding shock batons and closed circuit security cameras.

The Admins send Allie the player briefing, which will include Dig Dirt & Scout results, what the players know from their Knowledge Functions and potentially other things.

When the players show up to the briefing room, the staff prepare the Job. Here is where the staff answer player questions. Dom uses their Hacking Functions. They get 4 Tags. They spend two Tags on controlling the security camera. With camera access, they see two guards, three scientists, and a pair of computer terminals.

The team storms in when the guards are at opposite sides of the room. Allie and Charles rush the first guard, bringing them down quickly. Emna moves to block off and occupy the other guard, and Dom contains the scientists, ordering them to face the wall and get on their knees.

Dom goes to work hacking the terminal. Dom gets 4 Tags on the computer terminal. Dom spends 2 Tags to access the terminal. They find the cache they're looking for and spend their last 2 Tags copying the cache. They also note that there's another cache and a mysterious device. But they're out of Tags and don't have the Functions available to get more, so they make a mental note to investigate later. If they had time, they could try a puzzle to get bonus Tags.

Meanwhile the rest of the team brings down the second guard, stabilizes both, and contains the scientists. They secure the perimeter but miss a few valuable items they could have taken.

Once Dom finishes the hacking, Dom calls the job finished and tells the group to leave. They exit quickly, leaving the scientists alone. Since Dom didn't have the Tags to disable the camera altogether, the team knows that they're going to be on CLEC's shit list for a while, probably having been recognized while doing the job.

Being seen on camera for them means that they will take a hit on their reputation with that faction, which could mean not receiving work from CLEC. Had one of the team been captured, the team would have the option to rescue their teammate, or risk them caving to interrogation.

Example: Contract playthrough

Fenris gets a Contract to help out the Nutrigen corporation. Nutrigen is trying to find out who is sabotaging their production factory and shipping of their fan-favorite "Empte Cal Bars", which are legally food. Fenris is told that there will be three parts to this Contract, and they will get paid for each part that they complete, with a bonus for completing all three parts.

For the first part, Fenris needs to investigate the facility to gather more information. This requires the activation of the Scout Function. Fenris finds their friend Gray, and pays them 5 credits to activate Scout on Fenris's behalf. Gray finds out that a suspicious figure has been snooping around the facility. They notice that the suspicious figure has been using hacking equipment.

For the second part, Fenris has to track the figure's AR signature. The Admins provide a tablet with a short series of mini-games and puzzles for Fenris to defeat to represent tracking the figure's AR signature. Fenris's hacking Functions, such as Hacking I, reduce the difficulty of the challenges and/or give them special abilities. Fenris asks Hall to help out, and they clear the challenges together.

For the third part, Fenris now has to find out who and where this person is from their AR signature. The Admins provide a physical board game called Incorporated for Fenris to play against NPCs. This represents Fenris bribing, indimitating, and swaying corporate officials to give up the information on this suspicious figure. Fenris hires Illiad to help out, as Iliad has several Social Functions that give them special abilities to help Fenris and Iliad to win the game.

Finally, Fenris has all the information they need. They get paid 10 credits for each part they completed, and a bonus of 10 credits for completing all three parts for 40 credits total. In this case, the completion of this Contract opens up a Job where Nutrigen will pay for the kidnapping of the suspicious figure. Nutrigen may offer this directly to Fenris or offer it up publicly.

Note that while this Contract had several parts, many are much simpler, having only one part. Further, including other characters is optional - Fenris could have done this Contract by themselves if they wanted to.

Hacking

In order to hack, you need a Cyberdeck, which is an item. If you have a Hacking Function, your character will start with a Cyberdeck. There are many ways items that directly or indirectly improve your Hacking ability as well, such as some Customizations and DigiSec Secrets.

Before a Scene begins, the Admins will tell you if there is any pre-Job Hacking (this will typically be provided in the Job Briefing). If there are any options, you will be given Hacking Tags, also known as Tags, equal to your Rank in the Hacking Function times two, up to a maximum of ten Tags. Before the scene begins, you may spend them among any and all of the options. These Tags are split between available options, in other words, they are not per option.

While hacking, you have a virtual identity and leave tracks that can be followed by others. Mask, Reassign, and Wipe your Tracks help with this problem.

During a Scene, when you come across a door, a computer terminal or a strange electronic device, there will be a physrep and a hacking template. These templates will show how you can interact with the item in addition to the actions you have access to from your Functions. When hacking a device in a Scene, you gain Device Tags equal to your Rank in the Hacking Function times two for use on that device only, up to a maximum of ten Tags. You gain your full amount of Tags on every device in the Scene, but you must hack each of them separately. You can't gain Tags on devices you have complete access to already. You must spend thirty seconds of uninterrupted roleplay to perform any single action on a device.

The top bar of the template will have a title or name for the device it references, such as "Door A" or "Terminal 3". To the right of that will also be a circle with a number in it. This is the number of Tags you must expend to start hacking the device that the template corresponds to. You must do this to get access to the hackable device, and once you have spent the appropriate time and Tags, you may take actions you have access to from your Functions and the actions available on the template, which are explained below.

Each template may include several different icons. Here's a list of common icons and what they mean:

Under each icon, you will see some text listed. This text may describe special rules or conditions related to the device or other aspects of the Scene. Most of the time, however, this text will list the actions a hacker can take. There are generally two possibilities under a hackable icon: Access and Modify (A, M). Next to the letter is a number - this number is the number of Tags you must pay to access that level of control.

For example, if you want to Modify Video Camera #2, you pay Tags equal to the number next to the "M" under the Camera Icon (3 Tags, in the example template). Paying for Modify also gives you the Access capabilities as well. If you want to unlock several doors under the Door Icon and steal the pay-data from the File Icon, you'll need to spend the appropriate Tags and time for each action you take! So what do the Access and Modify features really do?

Access gives you basic controls over that feature: Turn the device on or off. Door can be opened or closed. Locks or unlocks a lock. Cams can be viewed at this level. You can know in-character what Files are on there. If you have the Dark Web Function, Access can show you that info as well.

Modify lets you set conditions for doors, locks, and turrets (open for Bob, not Alice, shoot Tom, don't shoot Jerry), lets you loop the camera or sub the feed with an annoying music video. This is the level where Files and Dark Web stuff can be copied or deleted. You can set the Fusion Generator on the Power system to self-destruct, etc. Modify also lets you delete the memory of that section of the device, destroy the video footage, erase the paydata, not record how many times the door was opened, etc. Please note this will NOT remove the digital fingerprints you leave in AR-space or allow you to lay the blame on another hacker. Those capabilities require the Wipe Your Tracks or Reassign Functions.

Hacking example

Paradise is attempting to hack a terminal, and they have the following functions: Hacking II, Repeat I, and Wipe Your Tracks. They also have a Budget Cyberdeck. This means that Paradise starts with 4 Tags on the terminal, once they complete their 30 seconds of Hacking roleplay. The terminal has an access cost of 1 Tag, which means that Paradise is already down to 3 Tags.

Paradise sees that there's a file on the terminal, marked A:1 M:2. They play it safe and access the file first (another action, so another 30 seconds of roleplay), and it's paydata. Score! They're down to 2 Tags. Paradise immediately takes another action (another 30 seconds of roleplay), and modifies the data, stealing it to sell later.

Paradise sees another file on the terminal, also marked A:1 M:2. They're out of Tags, but Repeat I means that since they already accessed a file, they can access all other files for 1 less Tag, to a minimum of 0. For 0 Tags and another action, Paradies accesses the next file, finding that it's a Secret.

Now for the tough part. Paradise is out of Tags, but wants that Secret. However, they've left digital tracks and may get caught. They could activate their Budget Cyberdeck, which gives them an extra Tag. However, even with the Repeat discount for the file modify action, it would take them 1 Tag to get the Secret, and 1 Tag to activate Wipe Your Tracks. They don't have enough to do both, so opt to activate their Budget Cyberdeck, take a Hacking action to activate Wipe Your Tracks, and get out of there. If there was a puzzle available, they may have been able to complete that to gain more Tags.

Items

Items are a crucial part of the gameplay experience in CPU. You'll succeed and fail by the quality of your gear, so you better make sure you get the good stuff! For nearly every rule in CPU, there is equipment that breaks it. Items will allow you to shore up your character's weaknesses and amplify their strengths. Don't be shy asking around for what's available.

As you explore the world, you will find item physreps with tags attached or nearby. You must take both the physrep and the tag to receive the item after the Scene. Additionally, sometimes Staff will clarify that all items of a certain type provide a tag, e.g. "all syringes and bottles in this Scene are worth one Common Chemical if you steal them". Make sure to return any physreps and any tags that you take at the end of the Scene. All tags will be added to your inventory. These rules apply to all items in a Scene, including those owned by another player!

Core items & item expiration

All items, by default, expire at the end of a given month. For example, if you have an item with the expiration "12/25", that item expires after December, 2025, though it is usable in events that start in December, 2025. An important exception is all starter items (with the starting text, "Budget"), never expire.

You may choose to opt-in to the "core" item system. These core items instead last for a number of Simulations. Each time you check-in at your home chapter, all your core items will tick down once. When a core item has no Simulations remaining, it expires immediately.

When you acquire an item for the first time, you may designate it as a core item. When you designate an item as core, its count of Simulations remaining will be generally equal to the number of months it has left divided by two, rounded up (though this will be dependent on chapter). You may only have a total of 5 core items at a time. You may choose to remove core status from an item you have, but you must either immediately give it to another player that makes that item one of their core items, or the item is immediately expired.

Item registration

All items that have a mechanical effect must have a registration tag and an appropriate physrep, unless otherwise specified. Registration tags will list the name of the item, a summary of what it does, and when it expires.

Generally, items grant access to a number of Functions, which require activation to use. In order to activate an item Function, you must:

Registration of an item can be done at any time. You do not need to contact staff to register an item. For an item that has never been registered to a character before, it takes effect immediately. For a previously-registered item, it takes effect at the beginning of the next Simulation. You can only be a registered owner to two weapon sets and two sets of armor at a time. You can remove yourself as a registered owner for an item at the end of any Scene.

A weapon set is defined as being a collection of weapons and shields that occupy two hands. Example weapon sets are a single two-handed weapon, two one-handed weapons, or a one-handed weapon and a shield. You may still use weapons, shields, and armor that are not registered to you, but you do not gain access to the Functions from those items until you register them to you. For ranged weapons, you do not get access to the Magazines from weapons that are not registered to you. An important exception to this is that you may fire off any remaining ammunition in a weapon that is registered to someone else. Please note that sometimes NPCs will refuse to hand over their weapon, such as if they have significant extra ammo to enable them to respawn quickly.

Item crafting & customization

Many items are craftable, requiring a combination of items and a Schematic to create. As long as you have the appropriate Functions and materials, you can craft any Schematic that you have access to, which is generally all of the Schematics loaded into the local Hub. Each Hub will have a collection of Schematics for you to use, and some of these Schematics may be unique to that Hub (i.e. no other Hub will ever have access to that Schematic). You may craft these items at Engineering Workstations.

Crafting Materials are basic, raw goods. Crafting Components are intermediary items, generally only used to create a finished product. Materials, Components, and other items can all be required to craft an item.

Craftable items have Tiers, ranging from 0 to 5. Items of higher Tier generally cost more - both to buy and build - and provide better benefits.

Suppliers

Each Hub has a list of available items for each type. If you have the appropriate Craft Function, you can purchase any number of the items on the list that you have credits for. These represent your character's access to large quantities of basic items at a bulk discount.

Crafting items from scratch

You may craft items from scratch as well. Generally, this will be used when the item you want isn't available from Suppliers yet. Since mass-producing items is often cheaper, Suppliers prices for Tier 0 items will often be better than what prices you can craft the items for yourself.

In order to craft an item, the Schematic you want to craft must be installed in the local Hub. You must also have the corresponding crafting Function (e.g. Craft Weapon for weapons). Then, you spend your Time Units to get enough Crafting Points to craft the item you want to craft.

Each chapter has a list of Schematics that each crafter is capable of crafting. You'll want to check with your chapter to find out what the current list is. Here are some examples:

Upgrading

You may upgrade items. In order to do so, you must have the appropriate higher level Schematic for the item and have the appropriate Craft Function. In addition, you must have access to something that allows you to upgrade items, such as a specialty item or a Workstation.

Customization

Items may be customized. Each item can be customized once per Tier of the item, starting with Tier 1 items having 1 customization slot. Two-handed ranged and melee weapons may instead have two customizations per Tier of the item. Customizations of the same name do not stack.

In order to install a customization into an item, you must first acquire the appropriate item and the desired customization piece. You must also have the corresponding crafting Function (e.g. Craft Weapon for weapons). Then, you spend your Time Units to get enough Crafting Points to craft the item you want to craft. Once you have spent your Crafting Points, the customization should be communicated with the Admins and then it is eligible to be used in play.

You may replace previous customizations, but this destroys the previous customization.

Base (T0) customization pieces can be bought through Suppliers with Craft Utility. Better (T1+) customization pieces can be crafted with Craft Utility. Additional customization Schematics can be unlocked through gameplay and are shared by everyone in a Hub.

Item crafting & customization example

Please note that this includes several optional steps - you'll get to decide how deep you want to go!

Kati creates their character, and selects both the Craft Weapon and Craft Utility Functions, as they want to both be able to make their own customizations and apply them to weapons. Kati now has access to Suppliers, and buys a T0 Kruger 17 and a T0 Dampener.

Now, the off-the-shelf Kruger 17 isn't good enough quality to be upgraded. That corpo mass-produced junk won't cut it. Kati's local Hub has the T1 Kruger 17 Schematic and a workstation that allows for upgrading items. So Kati collects the materials needed for the upgrade (this information is found on the Schematic), and follows the instructions on the workstation to upgrade the Kruger 17 from T0 to T1, improving its abilities. They report this upgrade to the Admins. Now it's ready for customization!

At this point, Kati can spend their Time Units to get Crafting Points. They brought a Nerf blaster, so they decide to roleplay out the customization process by modifying the Nerf blaster. This roleplay gets them Time Units, which they convert into Crafting Points to get the customization installed. They spend the time doing the roleplay, and at the end of that time they report the customization to the Admins. Now Kati has a T1 Kruger 17 with a T0 Dampener installed.

Kati has many further options here. They could upgrade the Kruger 17 to T2, which would allow for the Kruger 17 to receive an additional customization and improve its abilities. They could also find a Schematic for a better Dampener, and install that into the Kruger 17, destroying the previous T0 Dampener in the process.

Item durability

Untagged items (doors, fragile electronics, etc) can be destroyed with a single mimed weapon strike. Do NOT actually hit the props!

Tagged items, such as reinforced doors, are harder to destroy. Depending on the item, they may be broken by the Strength Function, Break Command, or specialized explosives.

Broken items cannot be used in any way until repaired.

Workstations

Workstations represent large structures with a collection of tools and supplies, such as a repair bench, a surgery table, or a tiki bar. They have three varieties:

Each Hub will have a collection of Workstations available. So for example, your Hub may start with:

Each Hub starts with a power limit of 3. A power limit represents how many Workstations a Hub can have active at a time. A Hub can have any number of inactive Workstations. Between Simulations, players in a Hub can switch out which Workstations are active.

You can craft Workstations at any Tier you wish. Already-crafted workstations can be upgraded by one Tier at a time. In order to upgrade a workstation, you will need to notify the Admins, activate the appropriate Functions, and spend the difference in crafting materials between the current Tier and the next higher Tier. Other items generally may not be upgraded, but there may exist in-game methods that make this an option.

There are many potential improvements that you can acquire for your Workstations, such as:

Faction and intel system

Secrets represent bits of information specific to a Faction that would be harmful against the Faction if they fall into the wrong hands. Every member of an official Faction in the Faction system is automatically part of this system.

There are three tiers of Secrets:

There are six types of Secrets:

Acquiring secrets

You can acquire Secrets through activating Social Functions against Faction members. This must be a Social Function - using an untyped Function in a Social Scene is not sufficient. Having the same Knowledge type as the target's Faction (Knowledge (Kruger) with a Kruger faction member, for example), can sometimes get you higher-tiered Secrets as well.

Interrogation

Interrogations are a hostile Social encounter where you are engaged in dialogue with a Faction member. The Faction member must not be Down/Unconscious for you to get any useful information (they are simply too damaged to share anything useful). They can be Bound (we encourage it).

You may activate any hostile Social Functions to acquire Secrets. For example, when interrogating a ReMed research scientist, you could activate Social Fear to get a Minor RND Secret. This requires appropriate roleplay - you cannot simply declare Commands at the target. Continuing the previous example, you could have threatened the scientist and shot them in the leg, and told them there was more to come if they did not comply before calling Fear.

Depending on the roleplay, examples of Hostile Functions may include:

Chumming it

Chumming It is a friendly situation with a Faction member, such as a chat in the Hub. You may activate a friendly Social Function to acquire Secrets. For example, while negotiating with a corporate fixer, you may activate Social Bestow Tough to get a Minor Personnel Secret. They can Resist these, per normal. This requires appropriate roleplay - you cannot simply declare Commands at the target. Continuing the previous example, you could listen to them talk about their struggles and commiserate with them before calling Bestow Tough.

Depending on the roleplay, examples of friendly Functions may include:

Other ways to collect secrets

You may also activate Dig Dirt to acquire a Secret against a Faction of your choice. The tier and type will depend on the strength of the Faction, your relationship with them, and their unique characteristics.

During a Job or in the Hub, you may be able to spy on a Faction member's conversation. If you do so successfully, you may gain a Secret! Check with your local staff to find out what the method for proving you were a successful spy is.

There are also other ways to acquire Secrets, and you should find out in game!

Secrets are used in three ways, and can be bought, sold, and traded. Their three uses are:

Uses for secrets

For Contracts, sometimes they will simply require a Secret, or you will be able to bypass another requirement by turning in an appropriate Secret.

For Jobs, you will be given the option of turning in Secrets to get additional information on the Job, like with Dig Dirt and Scout, or to get other benefits, such as bypassing defenses.

For crafting, some Schematics will require a Secret as a component. Other times you may be able to bypass requirements of a Schematic by using an appropriate Secret. For example, you may be able to turn in a CLEC RND Secret to craft a CLEC prototype cybernetic hand implant.

For Influence, you may choose to turn in any Secrets you have to a Faction to increase your Reputation with that Faction. If you do so, this will increase that Faction's Influence, and potentially decrease the Influence of the Faction that the Secret came from. If the two Factions are in conflict, this will amplify the Influence and Reputation changes.

In addition, all Secrets have an additional effect, based on their type:

Fourth wall issues

Technology

In CPU, we are experimenting with smartphone use during the game. In order to use your phone, you should have an appropriate item card. If you wish to communicate with other players, you should use the appropriate IG channels in the Discord. If you wish to communicate privately, please ask for us to create an appropriate channel for you.

Out of game

Sometimes it will be necessary for players to cross a play space without actually being present in the game world. In this case, the players should mark themselves as out-of-game. The preferred method is to have a white headband, clearly visible, around the head. If none is available, a hand or weapon on the head is an acceptable alternative. Players may only go out-of-game when given explicit permission by the Admins or for a medical/restroom issue.

When Admins/Moderators/NPCs are out-of-game for extended periods of time, they should be wearing all black (such as a full-body black tunic) with a white headband. Alternatively, Admins/Moderators/NPCs may use brightly-colored flagging tape (or something similar). This brightly-colored flagging tape will also be used to mark any items or areas that are out-of-game.

Puzzles

Sometimes in the world players will encounter puzzles, mini-games, and other abstract representations of in-character challenges. For example, players may have to solve a numbers puzzle or a logic puzzle to simulate their effectiveness at hacking a computer terminal or picking a lock.

The Admins will dictate what skills are required to interact with the puzzles. If several players have the required skills, they may all cooperate to solve the puzzle together. Often, having advanced skills, such as having higher ranks of Hacking, will provide the players with special advantages in these puzzles, like hints, better starting positions, or easier goals.

Rumors

At each Simulation, Admins will release a public list of rumors, representing the things that characters in that location may hear in their socializing around town. Other characters may influence these rumors.

Costuming props and physreps

Boffer regulations

"Boffers" are fake weapon props made largely out of foam with a rigid core. In CPU, safety is our chief concern, and boffers must pass safety checks at each event and conform to certain sizes (20"-45" for one-handed, 55"-72" for two-handed). It is recommended that you bring extra boffer crafting materials to fix any failures. See Appendix: Boffer Regulations for the standards we'll be using and how they apply.

Blaster regulations

"Blasters" refer primarily to NERF, Boomco, Adventure Force/Dart Zone and other similar toy firearm simulators firing foam or plastic straw ammunition. These are visually obvious as toys and are distinct from other simulated firearms in that they are generally considered safe for children to play with, do not require eye or ear protection when used and are unregulated in most jurisdictions within the USA. We'll be checking them for safety. Modifications are allowed if we approve them. See Appendix: Blaster Regulations for the standards we'll be using and how they apply.

Packet regulations

Packets are used rarely in CPU, but it is still important to be safe in the construction of these items, as it is with anything else. Packets are constructed with soft fabric and bird seed (make sure to avoid the large, sharp bird seeds). Do not use substitutions without explicit approval from the Admins.

To start, cut your fabric into squares. The size of the fabric square is somewhat a personal preference and depends on the amount of bird seed you use. Put a small amount of bird seed (about 1/3 cup or 100 mL) in the center of the square of fabric. Tie the packet shut by pulling the corners together and sewing it closed or by using twine.

Armor regulations

When it comes to armor physreps, part of the fun of a cyberpunk game is the cool costumes. "Rule of Cool" especially applies to armor! So if you have a fun idea, reach out to us and we'll work together to make it happen. Armor physreps require approval before entering the game space, and should have their corresponding item tag directly attached to the armor physrep itself. Using a ribbon, sticker, or something similar is also acceptable to link the physrep and tag.

Armor physreps have two requirements:

  1. They must look like real armor and be made out of an appropriate material. Imitation materials, such as foam, are acceptable as long as they look like real armor. A good guideline is to make the armor physrep look like the armor it is representing - for example, if making a physrep for a kevlar vest, you could make the vest out of a thick, durable fabric instead of making it out of actual kevlar.
  2. They must cover an appropriate amount of your body, as follows: a. Light armor must be at least 30% of your body. b. Heavy armor must be at least 60% of your body. c. Suit armor must be at least 90% of your body.

Character advancement

Your character gains one experience point (XP) per Simulation you attend. Your character gains two extra XP at their first 10 home Simulations that you attend. Your character gains one extra XP at their 11th-20th home Simulations that you attend.

You may spend ten karma to gain one bonus XP (up to two times per Simulation) for your character at home Simulations. You may also buy up to two additional XP per Simulation.

You gain one XP for each new player you bring to a Simulation the first time they pay for an event.

Any time before your fourth Simulation, you may completely rewrite your character. Your Role and Function choices will be reset, and all of your XP will be kept. You may then spend your 30 starting XP (40 for your first character) however you choose. From there, you may relearn any Functions that you had already been taught by spending XP, following the normal rules otherwise. All further XP must be spent normally.

Learning Roles & Functions

In order to learn a new Function, a character must currently know more Functions in the Tier below it (Tier 1 has no requirement). For example, if you know one Tier 1 Function in Advocate, then you can learn one Tier 2 Function in Advocate. If you know two Tier 4 Functions in Polymath, then you can learn up to two Tier 5 Functions in Polymath. Functions from other Roles do not count.

To learn a Function takes three minutes of roleplay per Tier and requires a teacher. If you have a pair of Functions you are trying to learn, such as Brute's Tier 3 Fear and Silence, you can find separate teachers for both Functions, but cannot purchase the pair until you have been taught both.

Anyone that has already learned a Function can teach it. This includes yourself - if you already know a Function, e.g. Tough, you may teach yourself Tough again, and begin using it in the next Scene. You may only teach identical Functions - if you have Tough (Ranged), you may not teach Tough (Melee).

Different Tiers of the same Function are effectively different Functions for teaching and learning. For example, you would need to find someone with Strength III to teach you Strength III.

The source of a Function does not matter. As long as your teacher fulfills the requirements, you don't have to have learned the Functions from the same Role.

You may only have two Roles, not counting the Standard Role. To learn a new Role you must have a teacher and roleplay for thirty minutes as the teacher explains some of the basic techniques. As with Functions, anyone that has already learned the Role can teach it.

If you would learn a non-Ranked Function multiple times (such as a character with both Advocate and Anthrack learning Tight-Lipped twice), you instead gain Infamy equal to twice the spent experience points. You do not have to spend the teaching time to "learn" the Function again.

Costs:

Infamy

Infamy is an abstraction that represents some of your prestige and notoriety around the world of CPU - essentially, your "soft power". Between Simulations, you may spend any amount of XP to gain twice that amount in Infamy. You may select each of the following effects only once per Simulation. You may spend Infamy in the following ways:

Secondary characters and switching

You may have two characters registered at any time. During a Simulation, you may switch between characters once. Your two characters should not have any direct interaction, nor should they have any interaction one step removed. For example, your primary character should not sell an item to someone who then turns around and sells it to your secondary character.

Death & retiring

If your character dies, you can no longer play that character. However, there are means for your character to still be impactful on the game, which we encourage you to find!

You may choose to retire a character for any reason. You can no longer play the character and it becomes available to the Admins for story purposes. Dead and retired characters no longer count against your character limit.

Your next character starts with the higher of the following options:

Karma

CPU is a community-driven organization and rewards the donations of equipment and time. Karma is our way of saying thank you for the community support we receive.

Roughly speaking, $20 of equipment is worth 10 Karma. In terms of custom equipment or volunteer hours, please reach out to your Admins for Karma value.

Rewards:

Appendix: Blaster regulations

In order to ensure safety and maintain game balance, CPU limits the kinds of blasters that are allowed. Currently, the only blasters allowed that are not spring/ manual-powered are battery-powered, and battery-powered blasters require special in-game items to use.

In order to ensure safety and maintain game balance, CPU encourages the use of spring-powered blasters. Using a blaster powered by a battery or other non-spring method is considered a privilege that can be revoked. Players that are found abusing, bending, or stretching the rules around powered blasters will have their privileges revoked.

Powered blasters may only be semi-automatic (in other words, automatic blasters are banned) and may only have an ammo capacity of six pieces of ammo for one-handed or twelve for two-handed.

Many powered blasters can fire under or over our fps limits based on the freshness / power of the power source. It is your responsibility to ensure that every time you use your blaster that it is operating under our fps limits.

Blasters that are under 16" in length (including attachments) fall into the one-handed ranged category as long as they look reasonable as one-handed weapons. Blasters that are 16" (including attachments) and over are in the two-handed ranged category as long as they look reasonable as two-handed weapons.

Even if your blaster is one-handed, you may not use a broken limb to assist in its operation in any way. Because of this, we highly recommend that you use blasters that are single-action, hammer-action, flip-action or in some way modified to be usable with a single hand. If your blaster is two-handed, you must have two free hands to operate it, even if the blaster could physically be operated with only a single hand.

With the rise of 3D printing in the home and the popularity of what is typically referred to as "Foam Sports" or "Blaster Competitions", there are a number of custom weapon platforms and 3D printing files available. This has created a massive range of blasters which may appear similar to their mass-production cousins, but which have varying degrees of safety and typically greatly exceed the power of store-bought toys.

An even larger market specializes in modding or enhancing off-the-shelf blasters, typically by increasing spring weight, installing high-performance batteries, removing air restrictors, or utilizing metallic barrels or other parts to increase the efficiency, dart speed, or the reliability of the device in varying ways. Customizations and modifications result in more accurate fire, fewer malfunctions, and lead to a more fun play experience for everyone involved.

New products become available all the time. It is neither desirable nor achievable to track all these products and their various interactions on terminal ballistic performance and safety in the context of LARP combat.

In order to balance the risk and reward such a broad industry and popular hobby brings, CPU has the following rules in place:

  1. Every blaster must be safety-checked prior to play. If it passes, it will be tagged with a paper or plastic tag, signed or otherwise marked by the Admins. Ideally this tag will secure the two halves of the blaster shell together, forcing removal to access the blaster internals. a. These tags must be maintained on the weapon. Safety checks must be completed again if the tag is removed or lost for any reason. b. Tags persist until removed or after a time period defined by each local chapter.
  2. CPU chapters will maintain a chronograph for the purpose of safety checking blasters. They will also maintain at least one stock, un-modded NERF blaster to test and ensure the reliability of the equipment.
  3. The safety-check of each blaster shall consist of the following actions: a. The blaster will be examined to ensure it is not an actual firearm, airsoft gun, water-soaker gun, crossbow or any other unapproved toy or weapon type. b. The ammunition for the blaster will be checked. Players must utilize factory production foam dart, foam ball, foam disc or plastic straw ammunition. i. Foam darts may be cut short but no other ammunition modifications are allowed, especially modifications that increase weight or impact. ii. The method of action should be explained by the player to the staff member: hand-charged springer, battery-powered semi-auto, compressed air tank, etc. iii. Chapter rules may prevent battery or compressed-air powered blasters, fully-automatic fire rates, etc. A blaster which has features unapproved by plot or for setting reasons will not be tagged and may not enter play. If a blaster has select fire options, it may be used with only the appropriate options. iv. The player should also be able to describe the load/unload process for ammunition and any energy storage systems. The staffer will load the blaster at this time. c. The blaster will then be fired over the chronograph by the staffer. A 5-shot average will be taken. If the blaster fires in excess of an average 150 fps* - or if any single shot records 170 fps* or greater speed - that blaster shall fail the safety check and be removed from play at that time. i. Unmodified Foam Dart NERF blasters typically fire in the 60-80 fps range. ii. Unmodified "Rival" foam ball NERF blasters typically fire in the 90-110 fps range. iii. If the chronograph is not functioning, the blaster should be safety-checked by being fired 5 times against a patch of bare skin from 6-12 inches away. It should not leave wounds or cause pain beyond a faint stinging sensation.

* Note: Most Nerf competitions limit modded blasters to 250 fps, but this is competitive gameplay with eye pro required. You feel hits on unprotected skin very distinctly at 200 fps and above. 60-120 fps is the common range for stock, off-the-shelf modern blasters. Minor and very common mods such as spring changes or air restrictor removals add 20-30 fps at most. 3D-printed performance blasters have a massive fps range but are typically extremely customizable; anyone able to secure one of these blasters should be able to meet CPU's fps requirements easily.

Appendix: Boffer regulations

For materials, each boffer needs a core of either PVC pipe, carbon fiber, or fiberglass. For the padding, use pipe insulation foam, foam rubber tubes, or polyethylene foam. This padding must be at least 3/8" thick on all sides of the core. Other materials require explicit approval before an event. This foam padding must be covered, either with a tight "sock", tape, or a plastidip equivalent.

A boffer may have grips that are not padded, but it must be wrapped in tape, leather or something similar. If the boffer has any grips, they must have a pommel of open-celled foam padding that extends at least 1" beyond the end of the core and covers at least 1" of the core itself (so each pommel must be at least 2" long). A grip should be of reasonable length - given the range of weapon lengths and aesthetics, there is no specific limit on grip length, but it shouldn't be so long that another player might come into contact with the grip instead of the padding. If you have any doubts, ask the Admins.

Boffers that are made with a padded thrusting tip may be used to thrust. This tip should be at least 3" in length and filled with open-celled foam padding. Thrusting tips are not required, but if a boffer does not have a thrusting tip, it may not be used to thrust.

Premade latex boffers from online vendors may be approved for general use on a vendor-by-vendor basis but may never be used to thrust.

Shields may be made out of plastic, foam, or wood. All edges of the shield must be covered in at least 3/8" of soft foam, unless the entire shield is made of soft foam already.

Boffers and shields cannot have dangling bits, exposed hard materials, sharp edges, or any other dangerous parts. They may not be designed, intentionally or not, to trap physreps or bend/whip in unsafe ways.

Ultimately, the final judgement is up to staff on whether or not they think a given boffer will be safe. Sometimes, items that meet these guidelines may be deemed unsafed and barred from play. Other times, exceptions may be granted. If you want your exception to be considered, please contact staff as early as possible.

Melee weapon lengths:

Shield sizes:

Bows

Bows should be constructed to be boffer-safe. They may be used to block but not to strike. Bows should be between 20"-45". Bows should not have strings unless explicitly approved by staff.

Throwing weapons

Thrown boffers must be between 3" and 12" in size. They must be made entirely of a soft foam, such as pipe insulation foam, foam rubber tubes, or polyethylene foam. This foam padding must be covered, either with a tight "sock", tape, or a plastidip equivalent. No core for thrown boffers is allowed.

Appendix: Changelog

Version 1.3

Additions/Changes (these are changes to the way the game works):

Clarified (these are how things worked already):

Other Related Changes:

Version 1.2

Additions/Changes (these are changes to the way the game works):

Clarified (these are how things worked already):

Moved from Experimental into Core Rules:

Other related changes:

Item keywords

General item keywords

# Charges ((Quality Level) (Item)): This item has # charge(s). It may be recharged with 30 seconds of roleplay and spending 1 (Quality Level) (Item)

AR-linked: You cannot make Resist calls against Tech calls targeting this item

Backstab: You must be in a target's rear arc to use this ability. A good rule of thumb is that you can clearly see both shoulder blades

Concealable: This item cannot be found while Searching

Delicate: When you use this ability, it Breaks the item at the end of the Scene. You may not use Resist to prevent this Break

Exhausting: When you use this item, you are Exhausted at the end of the Scene

Extra Customization Slot: An item with this can have an extra Customization

Fadeaway: Each time you stealth behind cover or under a stealth table for at least 30 seconds, you gain access to this ability

Flurry: The set of 3 strikes before a required pause. (Or 6 if using 2 1HM)

Fragile: You cannot make Resist calls against calls targeting this item.

X Hand(s): This item takes up X number of hands in your weapon sets. It must be wielded to benefit from it

Heavy #: You must have at least Strength # to wield this item. While wielding this item, your Strength is reduced by #

Inaccurate: You cannot make Targeted calls with this item

Limited: When you use this item, you may only benefit from higher Tier versions of this item for the rest of the Simulation

Mag Size +#: Non-consumable Magazines shot through this item have +# shots per Magazine

Recharge (Function): Once per Scene, per enemy, when you Down that enemy, you may Refresh an instance of Function that you have. If the Recharge is a typed version of a Function you have, you may Refresh that Function to gain a single call of the limited version. For example, if you have an item with Recharge (Tough (Ranged)) and you haveTough, you may Refresh your Tough but it converts into a Tough (Ranged).

Reinforced: Grants 1x Resist that may only be used against Breaks and Disarms targeting this item

Reliable: You may Repair this at a workstation even if you do not have the Repair Function. If you have the Repair Function, you may Repair this anywhere, though still with the normal time requirement

Required (Function): You must have (Function) in order to use this item

Remote (Type): This item enables Remote Contractor for the given Type

# Shot Magazine: This is a special Magazine which counts as one of your Magazines and must be repped by a separate Magazine or a separate ranged weapon physrep. Does not benefit from abilities that increase Magazine size. Has # shots per Magazine

Short: A melee One-handed weapon that is limited to 34" in length

Simple: You may benefit from the T0 special abilities of this item even if you do not have the appropriate Advanced Proficiency

Unique: You may only gain the unique benefits from one item of this type per Simulation (such as one Cyberdeck, one Medkit, etc). You can benefit from Unique items of different types, such as using a Cyberdeck and a Medkit in the same Simulation. If it is a consumable, you may only benefit from one item of the same name per Simulation

Role type keywords

Role Type: If an ability on this item has one of these keywords, you may only benefit from that ability if you have the corresponding role type: Martial Protector, Martial Director, Martial Manipulator, Martial Assault, Social Protector, Social Director, Social Manipulator, Social Assault, Tech Protector, Tech Director, Tech Manipulator, Tech Assault

Workstation keywords

# Users: The number of people that can use this Workstation simultaneously.

Vehicle keywords

Fast: This allows you to interact with certain plot mechanics that require a Fast Vehicle

Size (#): This item takes up # Storage as long as it is part of the vehicle

Stealth: This vehicle does not count against your Vehicle limit for a Job, and may have special plot effects as well

Storage (#): This item (generally a vehicle) has this much storage. Each storage can move one person, or can be used for other special effects for specific Contracts and Jobs

Vehicle: As a plot effect, you may go quickly from location to location, Vehicles can take move their driver and additional people based on their Storage

Glossary of terms

Break: Broken items cannot be used in any way until repaired.

Chapter: Your local community for CPU. Chapters are regional, usually around a major city.

Command: A verbally-issued mechanical effect.

Distracted: This is an uncommon state, generally triggered by an ability or item. NPCs in this state won't notice you even in the open, as long as you're quick about moving from one hidden spot to another. They will take an extra attack before being able to activate abilities, if you're quick about it.

Down/Downed: You are down on the ground. You are unable to fight, walk/run, activate any Functions, or activate any items but you do not have to drop anything. You may still weakly do very easy things like hand someone an item, drag yourself across the ground, and speak, assuming your needed limb is not broken. If you take another Strike or are unattended for 5 minutes, you are Unconscious. If you cannot lay on the ground, while Downed, you should hold a single empty hand out, palm up, while slumping your head and shoulders. This makes it clear to everyone that you are Downed. State

Exhausted: You can no longer activate certain Functions until Exhausted is removed. See Strenuous. State

Function: An ability that you can activate to achieve a specific effect or a passive ability. Usually requires issuing a Command.

Job: Jobs are adventures that players can experience together. Examples of a Job include raiding a corporation's research facility, rescuing a hostage from mercenaries, and hacking into a spy agency's databases.

Magazine: This is an abstract representation of your ammunition for a ranged weapon. Generally, you will have six shots per Magazine, and have one Magazine per ranged weapon (or two Magazines per two-handed ranged weapon), regardless of the actual capacity of the physrep.

Martial: Means both Melee and Ranged.

Physrep: Short for "Physical Representation". This is a prop that represents an in-game item.

Recovering: A Recovering body part is one that has been healed a second time or more in the same Scene and is only partially functional. Generally, Recovering clears via abilities, items, or after two hours. Recovering affects a body part as follows: - Arm: With that arm, you may activate and carry items, but may not wield a weapon or shield - Leg: You may walk normally, but may not run. If both legs are Recovering, you can only move at a slow shuffle. - Torso: You may not activate Functions that require a weapon or shield

Rider: An effect on a Strike besides the Strike itself.

Role: A collection of Functions that you can purchase with XP.

Scene: A single continuous encounter in which characters interact. Functions are typically refreshed at the end of each Scene. If you're unsure if you have entered a new Scene, ask an Admin. Returning to the Hub from a separate Job Scene counts as a new Scene for you and triggers a Rest, even if you have already been there. Sometimes, participating in a Contract will also count as a separate Scene, and returning to the Hub will trigger a Rest for you. Unless told otherwise, when all Players have exited a Scene, a Player should loudly declare, "End Scene!"

Simulation: Simulations are full-length event experiences which will occur at a regular cadence (general one Simulation every one to three months). At a Simulation, players will usually convene in a social area, collect information on Jobs, and make plans. There will often be other areas where players will participate in Jobs.

Stabilized: If you are Stabilized, you still count as Downed or Unconscious, but your timer is reset until you take another Strike. If you are Downed and Stabilized, you may weakly walk if you have at least one functional leg. After twenty minutes in this State, you are Wounded instead and are no longer Downed or Unconscious, even if you have three or more broken limbs. If a character asks you if you are Stabilized and they have First Aid, you must answer honestly.. State

State: A positive or negative effect that lasts until changed.

Strenuous: You cannot activate Functions with this keyword if you are Exhausted.

Strike: A character's body is struck, typically by a physical weapon or projectile. When issued from a Command, it counts as hitting the torso. When you suffer a Strike to a limb, you lose use of that limb (this is a State). When you suffer your first Strike to the torso in a Scene, you are Wounded. Any subsequent Strike to your torso makes you Downed.

Unconscious: You are unconscious, unable to do anything at all, and must drop everything held. You must drop to the ground. After 5 minutes unattended, you die and should immediately report to an Admin. If you cannot lay on the ground, while Unconscious, you should hold a single empty hand out, palm down, while slumping your head and shoulders. This makes it clear to everyone that you are Unconscious. State

Wounded: You are Wounded if you have taken a Strike to your torso. Subsequent torso Strikes will make you Downed. Wounded is automatically cleared at the end of the Scene.

Acknowledgements

I want to say a heartfelt thank you to the many playtesters and friends that gave advice, feedback, their time and their energy. Without all of you the game wouldn't be where it is today.

I want to give a special thanks to Charlie Corrigan, Douglas Robertson, and my dad and mom, all of whom went above and beyond in supporting the game and helping to bring this android's dream to life.

There are dozens more people that have lent their enthusiasm and interest, and while they may not have participated yet, I look forward to seeing what great experiences we can create together.

Game Designer: Scott Spalding

Technical Editor: Jonathan H. Keith

Artist: Daria Popkova, IG/Twitter: @darrrr.ina

Playtesters: