Cyberpunks
By Coder (opiethepimp@hotmail.com)
History
Far in the future, after the Breakdown, the youth of the 2110 generation revolted against GovTech, the megacorporation that controlled 90% of the world's economy and ruled through martial law. During this time, the people are genetically and cybernetically enhanced, making them physically and mentally superior. Life expectancies exceed 200 years and with their technologically enhanced intellects, they are capable of thinking faster and better than their ancestors. The youths, who call themselves Cyberpunks, are using these advancements to oppose the fascist power of the government and with a new device called the Patometer, change the past into a society where people are able to live in freedom. When a person jacks into the Patometer, the machine projects an exact duplicate of her in the past. This copy is as lifelike as any mortal, and the user experiences stimuli as if she were actually there. Unfortunately, the interface is so complete that anything that happens to the copy directly affects its future self. A punch to the gut may cause the real body to throw up blood while the copy's death will surely result in the same fate for the original. The Patometer connects to the past through pulse-dialed phones, so Cyberpunks who wish to return to their bodies must receive a call from the comm center of the future. The comm center is the hidden base of the Cyberpunks where a large database has been stored about the past.
The Sentinels
The sentinels are the arch-enemies of Cyberpunks. They work for the company and, using the same machine, travel back in time to thwart the efforts of the Cyberpunk revolutionists. Sentinels have the same abilities as the Cyberpunks and assume the appearance of ordinary people, making them a deadly and hard to track enemy.
Appearance
Cyberpunks are not unlike the Cyberpunks of today. Most dress in the punk style -- usually black or other faded colors (though there are many exceptions). Many wear trench coats, large wallet chains and much jewelry. Almost all wear sunglasses to conceal their pupiless eyes, a side effect of using a copy.Note: Cyberpunks do not always appear normal. Creatures using Auspex will simply cease to see them, although they do show up on infrared and video surveillance. Some disciplines and magicks may not work on the Cyberpunk: specifically those that affect the character's soul or permanent appearance. Cyberpunks may also have their blood drank by kindred but their blood tastes potently of metal and provides no substance for the kindred. A Cyberpunk drained to 0 by a Kindred is incapacitated and unable to awake until he travels back to the future, obviously with the aid of another Cyberpunk.
Character Creation
Attributes: 7/5/3Abilities: 15/13/11
Disciplines: 3
Backgrounds: 5
Willpower: 4
Abilities
Cyberpunks have some generic abilities and then they gain others by putting dots in a discipline called Cygenics. For each point in the character's pool, she can use one of her additional abilities (see below) per scene. Additional Dots must be bought at a price of 5 * current rating.
Natural Abilities
Cyberpunks are more intelligent than the humans of the past, so they start with an additional point in Intelligence. They also have the ability to slightly defy common laws of physics. They are able to defy gravity for longer periods of time than mortals can (e.g., they can jump 20ft x Strength). They also control the ability to essentially alter atoms around them. Although they are not actually slowing down time, to them it is perceived as so, allowing them to take one extra action or to heighten their zdtrength (+3). This is achieved by ignoring several laws of physics, the first is that an object looses power as it travels through matter. What the Cyberpunks are able to do is slip through this resistance, causing no friction. This allows them to move faster and for their strikes to be heightened. Another ability of theirs is relative to this ability. Cyberpunks are able to withstand more damage from the environment around them. Although this ability allows a Cyberpunk to be thrown through a wall with a minimal amount of damage, a sword will pierce their skin just as easily as any other mortal and they heal at the same rate as a mortal. The rule to use is that damage by blunt objects, such as a wall or a fist are reduced to zero unless damage of 4 successes or more is obtained. For each 4 health levels of blunt damage a Cyberpunk takes, take 1 health level away. Cyberpunks are still affected by the force of the strike and it still hurts as it naturally would.
Cygenics Abilities
These are just a few to get you started. They should be used at the discretion of the ST and if needed more can be created.Download Knowledge: The Cyberpunk has the ability to learn one skill at level 5 for the duration of a scene.
Load Arsenal: Gives the character access to a large archive of weapons, clothing and other resources at the beginning of a scene.
Fly: This allows the character to defy gravity entirely, flying at a maximum speed of 60 miles/hr.
Energy Blast: This allows the character to manipulate atoms into a wave like blast of invisible energy, doing Strength + 1 of blunt damage.