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THE STYLEBOOK
Rules Modifications For Cyberpunk 2.0.2.0.
Draft II
Monday Night Gamers (Mark Two)
By Jeff ("Jake Starr/Warrior") Vogan, Kevin ("R.I.P./Mutt")
Csubak, and Edward ("Rogue Trader/Karbon Kopy") Webb
Edited by Edward Webb
INTRODUCTION-------------------------------------------------
by Edward Webb
"There's a rule for negotiations called Ninety-Ninety.
The first ninety percent of the deal takes ninety percent of
the time, and the last ten percent takes ninety percent."
- Rogue Trader
Cyberpunk. It's not just a game, it's an adventure.
Cyberpunk 2.0.2.0. improved a great many flaws from the
original version, but some inconsistances still crept in.
This suppliment covers the "house" rules from our Cyberpunk
campaign in one manual; easy to read, fun to devour, and
equally servicably as training papers for the puppy. Some
rules are ours, and some are from other Cyberpunk gamers who
want to make the world a better place with new rules.
For your added reading pleasure are a handful of quotes
from our campaign. Cyberpunk can be a very humorous game,
when looked at correctly...
Don your mirrorshades, load your Minimai, and enjoy this
entirely unofficial rules suppliment!
Edward Webb, Editor and All-Around Nice Guy
CHARACTER POINTS---------------------------------------------
Edward Webb and Cyberpunk 2.0.2.0. rulebook
"Never fuck with anything more than twice your size."
- Jake Starr
On page 15 of the Cyberpunk 2.0.2.0. rulebook you will
find a few methods of determining character point totals.
Cyberpunk is a rough, nasty game, and I personally have felt
that the PC's should be just as rough and nasty to handle it.
Sure, people die in Cyberpunk, but most should die from
stupidity, not bad dice rolls. I have found in my four years
of running Cyberpunk that 75 points is good to make an above-
average character, but it will keep players from becoming
power-gods.
Thus, the Style Rule for Character Points: All player
characters will be based on 75 point totals. Other GM's may
differ, but this makes all characters more-or-less equal to
start. It's your call.
LUCK---------------------------------------------------------
Cyberpunk 2.0.2.0. rulebook
"My forged corporate pass is fracked, my Avante's been
pissed on, and I'm stuck half-naked in a Nomad drifter with a
hysterical woman. Isn't life grand?"
- Rogue Trader
One important stat that many Cyberpunk players and GM's
alike forget about... Luck. This is not so much a rules
modification as a re-iteration. From "Statistics", pg. 16 of
the 2.0.2.0. rulebook:
"Your luck represents how many points you may use each
game to influence the outcome of a critical event. To use
Luck, you may add any or all of the points of luck a
character has to a critical die roll (declaring your
intention to use Luck *before* the roll is made) until all of
your Luck stat is used up. Luck is always restored at the
end of each game session."
MONEY--------------------------------------------------------
Jeff Vogan and Edward Webb
"How much for this one?"
"Two hundred."
"You gotta be kidding me! I brought 'im here in one
piece!"
"Yeah, but arms and legs would be nice..."
- Conversation at bodybank
Money.... the green paper that makes the world go
'round. The starting money in Cyberpunk seems a little slim
for being a character's life savings, and we ALL need a bit
of extra spending money, right? To reflect a character's
ability to save money, and not just give players large
amounts of money by increasing the number of months they
worked, try this formula:
(INT + COOL) / 4 x Monthly Salary
This will give more money to characters with enough
smarts and willpower o save up, while those who aren't will
have a bit less.... (Editor's Note: The beauty of the
system is, since stats cannot be below 2, the absolute LOWEST
amount of money a character can have is one month's salary,
reflecting that month's pay sitting in his hand as he decides
where to spend it at!)
COOL AND STAT ROLLS------------------------------------------
Kevin Csubak and Edward Webb
"Rowan, calm down. Rowan.... calm down.... SHUT UP
ROWAN!"
- Said by nearly every
one of our PCs at
one time or another
Page 31, "Giving it your Best Shot", explains briefly
about the concept of using a Stat solely in a roll, but it
leans more towards an attitude of "what-to-do-when-you-need-
to-pick-that-lock-but-you-don't-have-a-Pick-Lock-skill".
What if you need to keep your Cool? What if you want to know
if someone can remember the capital of Puerto Rico? You need
to make a roll AGAINST your Stat, not WITH it.
Thus the Stylebook has come up with Stat Rolls (clever
name, huh?). If you wish to make a check against a
character's stat, roll a D10, add the Stat, and try to beat a
10. The rule of 1 and 10 still apply.
Example: Rowan is trying to keep her Cool whilst being
taunted about her 4'11" frame by Blood Razors. Blowing up at
a boostergang is BAD, so Rowan must try to remain cool. She
has a Cool stat of 2 (good luck), and rolls a 7. 2+7=9, and
she starts cussing out the heavily cybered gentlemen. (See
above quote for the other PC's responses...)
If Rowan had rolled a 10, she would have easily beated
her quota, but she gets to roll again (2.0.2.0., pg. 32,
"Critical Success") to she just how cool she really was.
This system was changed from our original one of rolling
BELOW your Stat, because the Rule of 1 and 10 was out, and
anyone with a 10+ Stat automatically succeeded and 1-
automatically failed. This way, there is always SOME success
or failure....
Style Rule on Stat Rolls (a.k.a. The Rowan Rule) - Roll
a D10 and add your applicable Stat (Target Number 10) to test
against your Stats.
PICKUP SKILL POINTS------------------------------------------
Jeff Vogan and Edward Webb
"Knock yourself out."
"Yaa....okay!" (Pow!... thud)
- Mok taking Babette's orders
a little too literally
One of the strange things about pickup skills is that
there's no accounting for the wisdom of age. If you've been
kicking around for 16+2D6 years, you're bound to learn
something. Thus are two new formulas for calculating Pickup
Skill points; choose which one you like.
REF + INT + Number of years in Lifepath after 16
or
2D6 + Number of years in Lifepath after 16
Either one of these formulas gives a little more account
for The School Of Hard Knocks: Life. Style Rule on Pickup
Skills: Age has it's privledges.
NEW ROLES----------------------------------------------------
Edward Webb and When Gravity Fails Sourcebook
WRITE UP NEW ROLES, BUD! Stripper is one
REPUTATION AND REP-------------------------------------------
Jeff Vogan, Edward Webb, and Kevin Csubak
"There are certain words and phrases you do not use
around Jake. `Columbian Drug Runner' is one of them."
- Rogue Trader
Rep. Biz. The Word. On the Street, you're nothing if
noone knows who you are and what you've done. Your Rep can
frequently make you or break you, as can a lack of it. But,
like it or not, your Rep is always changing. One day, you're
top dog, and the next you're eating kibble next to the Night
City Pound. A C-Punk's Rep is his life.
Pgs. 44-45 ("Reputation") in 2.0.2.0. explains
Reputation roughly, but reflects little game usage. Thus, a
new kind of experience, REP, has been created.
Starting REP is figured as Your Special Ability Score
times 5. This is a percentage score of people who know of
you. So instead of rolling Reputation or less on a D10, you
roll REP or less on a D100 to see if any character has heard
of you.
But how well does this character know you? Compare your
roll to the REP:
ROLL MADE BY RESULTS
Failed Roll "Never heard of 'im. Get outta my
face!"
00 - 05 Character has heard the name.
06 - 10 He knows a bit about what you've
done. GM call as to what he's
heard.
11 - 20 He knows quite a bit of what you've
done, and even knows a bit about
you.
21 - 30 He's been keeping up with you, and
knows as much as anyone could
reading the Screamsheets and
researching.
31 - 40 He has access to private/personal
information about you.
41+ "We know all about you, Mr. Bond..."
MODIFY ROLL BY REASON
+5 Same Role
+5 PC is Rockerboy or Media
+5 Character is Media or Netrunner
-5 PC/Character is new to area
-5 PC recently biosculpted
-Roll made by Successful Disguise Roll
+-?? GM's decision
Now what about facedowns (pg. 45, 2.0.2.0. Rulebook)?
The original formula was: 1D10 + COOL + REPUTATION, highest
roller wins. The implimentation is the same, except the roll
is now:
1D10 + COOL + (REP / 10, rounded down), highest roller wins
The GM assigns REP points like he would IP. A
reccommended system is 1/10 of the IP awarded goes to REP,
rounded down.
So, Style Rule on Reputation: REP replaces Reputation.
It is 5x your Special ability at start, rolled as a
percentage. You are awarded and docked REP similarly to IP.
NPC REACTIONS------------------------------------------------
Edward Webb and Night's Edge Sourcebook
"Does Jake take bad news well?"
"Oh yeah, about as well as a monkey to a braindance.
Albeit, the reactions are very similar."
- Alt and R.I.P.roar
The flip side of Reputation is how well other people
react to you. Having a 75 REP is useless if the Cyberpsycho
in front of you still wants to tear your head off. So here
is a reprint of the Reactions Table from Night's Edge, with a
few modifications of our own:
Roll on the table below for reaction results upon the
first encounter between any character and NPC, with the
modifiers below influencing the reaction.
REACTIONS TABLE
Roll Results
----- -------
01-05 Blind Hatred: The NPC hated the character and will act
in the worst possible way. No cooperation is possible.
Will attack if possible.
06-15 Hatred: The NPC hates the character and may betray the
character if possible. 80% chance of attacking if
possible.
16-24 Strong Dislike: The NPC may act against the character
if profitable, but otherwise will ignore the character.
30% chance of attack if possible.
25-35 Dislike: The NPC is not impressed, but may help the
character if profitable. However, if possible, he may
betry the character.
36-69 Neutral: The NPC doesn't really care ne way or the
other. Basically uninterested. May or may not help.
70-80 Like: The NPC is a little impressed by he character
and may help if not too difficult. Probably won't
betray the character.
81-95 Strong Like: The NPC really likes the character and
will try to help as much as possible within reason. He
will be very loyal.
96-00 Love: The NPC, if opposite sex, will fall in love with
the character. If same sex, will strongly like the
character. In either case, the NPC will do practically
anything for the character.
REACION MODIFIERS
-20%...........................In combat situation
+5%............................Character seems very powerful
-(REP/10)%.....................Character has bad rep
+(REP/10)%.....................Character has good rep
+5%............................Per 1 Character's ATT > 8
-5%............................Per 1 Character's ATT < 4
+5%............................NPC is opposite sex
EXPLOSIVES---------------------------------------------------
Kevin Csubak and Cyberpunk 2.0.2.0. rulebook
"Can I bring my frags?"
"What is there about NO that you don't understand?"
- Lt. Lucas "Mutt" Micro K9 LEDiv and Jake
Page 101 of the 2.0.2.0. Rulebook discusses explosives.
The Stylebook offers an explination of how to apply damage.
Replace the last sentence starting with "Damage is
applied..." with the following:
"Damage is applied to each body part individually. The
damage rolled is divided by 6 and added against each body
part, accounting for armor and BTM."
Example: Babette Desade gets caught in a massive
explosion. The total damage is 30. She divides it by 5
(30/5=6), and applies it to each body part. She has 18
points of SP covering everything except her head, which is
unprotected. So she takes 12 points of damage to the head
(remember double damage), and promptly drops to the edge of
CRITICAL.
Style Rule on explosives: Total damage from explosives
divided by 6, applied to each body part.
Also, here's a new explosive for ya:
THERMAL NITRO-NINE (N9): Comes in 16 oz. units, usually
made in labs and put into aerosol cans. Each unit does 15D10
damage. Street value is $2000 per unit. Takes a CHEMISTY
roll of 30 to concoct in a lab. Note that N9 is extremely
unstable...
DRUGS--------------------------------------------------------
Edward Webb and When Gravity Fails Sourcebook
"Yeah, I know all about drugs, and how many shots it
takes to kill those people who sell 'em."
- Lt. Mutt
Question: What's a Cyberpunk game with more drugs?
Answer: Ask Chemtech Inc.
Cyberpunk is violent. Cyberpunk is sexy. Cyberpunk is
Rock. But Cyberpunk is, more than anything, escapism. And
what better way to escape than drugs? They're cheap, common,
and maybe even safe (if you believe the corps). In this
section we cover new drugs and new drug rules.
(Editor Note: We at Monday Night Gaming do not advocate
drug use in any way, shape, or form.... because we've found
out how badly they fuck up our characters, so we don't wanna
know what they will do to us....)
First, the new highs:
TRI-PHETS
Type: Stimulant
Strength: +1
Difficulty: 40
Duration: 1D6+1 hours
Cost: 1000
Blue, triangular tablets of Triphetamine. This drug
increases COOL by 1 as well as filling the user with
incredible energy, giving him a bonus on all Endurance
checks. Physiologically addictive, this drug can cause
severe nausea and vomiting. It carries with it the side
effect of Negative Physical Reaction (see below).
RPM
Type: Hallucinogen
Strength: +3
Difficulty: 4
Duration: 1D6+1 minutes
Cost: 100
RPM stands for I. ribopropylmethionine. This drug
usually comes in a small, square, plastic derm. It can be
applied anywhere on the skin. Few people willingly take this
drug; it creates horrifying hallucinations which get steadily
worse for duration. Not only that, but with every use the
drug gradually burns out the user's central nervous system.
For every use roll a D10. On a 1 the user loses 1 point of
REF permanently.
ROLE MODIFICATIONS-------------------------------------------
Jeff Vogan and Kevin Csubak
"Scuba... How intreging!"
"Doc, those chips take three days to learn, and we've
only got two hours."
"Ah, but you see, I am a very quick learner."
- Dr. Simon "R.I.P.roar" Belfast and Jake
So your Solo wants to learn how to Rock, eh? Or your
Cop wants to run the Net? Can't do it because your Special
Ability won't let you? Now you can.
First, look at the skill package for the Special Ability
you want. Got it? Good. You have to buy up four of those
skills at +3 before you can put points into the Special
Ability (180 IPs!), and then, if that wasn't bad enough, you
have to buy the Special Ability as if it were a skill with an
IP multiplier of 2!
Let's give an example, shall we? Jake Starr is a Solo.
Just a Solo. But now Jake wants to play the guitar and
become a Rockerboy. So he decides to buy Play Instrument at
+3, Wardrobe & Style at +3, and Perform at +3. (He already
has Awareness/Notice at +7). After spending all those IPs,
Jake spends a final 20 points to buy Charismatic Leadership
at +1, and he's on his way!
Hey, choomba, nobody said that gaining a new special
ability was going to be EASY...
NEW GANGS----------------------------------------------------
Edward Webb and Kevin Csubak
"Lemme light that cigarette for ya..." (Flamethrower
ignites)
- Mutt interrogating a Blood Razor
I was overcome with joy when the ideas of doing a little
of "nastyboys" creation. Gangs are a part of punk and these
guys aren't supposed to be the type of people you throw out
as cannon fodder at various intervals. Gangs RULE territory
and take what they want, so don't send them whimpering into
combat like clay pigeons on Smash.
Gangs are at least slighty organized and they always try
to claim superiority. These following streetwise Punks
should give your PC's headaches and/or nightmares.
ROADKILL:
Territory: Highways
History: During the year 1994, a large criminal element
took to the road for fun and profit. Most of them were
Biker's with a really twisted view on life and all they
basically did was minor muggings, car & motorcycle jackings,
and an occasionally assault or homicide, but the highway
patrols kept them under wraps until the declaration of
martial law in the United States a year later, and the lack
of foodstuffs being produced. Even then the gang called "The
Brotherhood of the Road" was inneffectual until 1998 when the
escaped cannibalistic killer John McConnell took over the
reigns of the boosters after an "extremely messy" encounter
with them. Due to his extremely tall, thin but incredibly
strong frame they called him "Troll." They staked a claim on
a canyon area they called "HellHole" and that remains their
base of operations to this day due to its inaccessibility
from large or airborne vehicles. Every member owns at least
one cycle with extremely good knowledge of motorcycle
mechanics and are "rumored" to be cannibals.
TROLL
Type:Solo
Int: 9 Ref: 12 Body: 12 Tech: 8
Cool: 7 App: 2 Emp: 6 Luck: 6 MA: 9
CyberWare: Muscle/Bone lace, Skin Weave (20), Speedware
Nasal Filters, Decentraliaed Heart, Cyberarm (Big
BuzzHand {2d6+3/turn}, interchangable shoulder mount
with Cyberarm and Tool Hand.
Skills: Combat Sense 7, Rifle 6, Handgun 4, Shotgun 5,
Biology 6, Weaponsmith 4, Awareness/Notice 6, Melee 5,
Brawling 9, Stealth 4, Athletics 3, Motorcycle 4, Tactics 7,
Mechanic 5, Cooking 4, Cybertech 2
Equipment: Three-armed armor trench coat (16), armored
boots (10), FRF6, Armalite 44, H&K MPK-9, 2019 HARLEY
Darkwing@, Home: Tartarus*
SEX IN CYBERPUNK---------------------------------------------
Jeff Vogan, Kevin Csubak, and Edward Webb
"What the hell happened?"
"I just made love to you."
"Is that why I feel so shitty?"
- Rowan and Jake
Sex is fun. Sex is deadly. Sex is a good way of
getting information or a way of screwing up your character
for life. So of course it's Cyberpunk.
Here are some rules and GM tips on how to handle
fornication.
NUMBER ONE: Unless you are a really perverse or lonely
player, you really do not need to go into details. If your
players do NOT know what you mean, they should go back to the
game with the happy elves and sunshine...
The actual parlay between two characters can really add
to a gaming session and to characterization, but there's no
reason to "act out" or roleplay or elaborate at great length
(unless you want a three hour session by Doctor Ruth).
NUMBER TWO: Well, since it's bound to happen... For
actual game results and characterization (and possible comic
relief), here are a few suggestions of stats and skills for
that Big Moment...
"Performance":
This will be the most useless part of this section, but
we're doing it anyways... Applicable stats & skills would be:
(APP + EMP / 2) + Seduction + D10
The higher you roll the better you were!
PERFORMANCE RESULTS
Roll Result
----- ------
0-4 ZZZZZZZzzzzzzz ...
5-9 That's the wrong hole!
10-14 It was OK.
15-19 Mmmm... That was nice.
20-24 Wow! I didn't know you could do *that*!
25-29 O God!... O God!!... O God!!!
30+ Did you feel the earth move, too?
Modifiers:
Virgin: -5
Mr. Studd/Midnight Lady Sexual Implant: +1
Common Sexal "Tastes": +1 to +5
Had This Partner Before: +Number of Encounters up to 5
CONCLUSION---------------------------------------------------
Edward Webb
Before we get sued, I'd better do some explaining:
No, this is NOT an official R. Talsorian suppliment, nor
do we pretend to be. This is a fan-produced suppliment for
other Cyberpunk 2.0.2.0. gamers. We did not ask permission
to reproduce any part of the mentioned gaming suppliments.
They were added for clarity, to illustrate a point, or
because they were particularly useful.
Why no new skills or 'wares? In draft one of the
Stylebook, there was. But then I thought, "Do I *really*
want to write Chromebook III? And aren't there enough skills
in the world to have to create more?" I said no, and left it
at that. But the new roles were ones I thought you all would
like to incorporate. One (the Stripper class) was supposed
to be in When Gravity Fails, but somehow got mysteriously
deleted, so I pieced it together from clues in the sourcebook
and added a few patches to present it as a role. So in a way
I *did* add a few more skills... silly me.
After a great debate, I left out the Interface magazine
article about Split Roles. That, in combination with my
special ability purchasing rules, made REALLY powerful
characters after a while. It's got to be one or the other.
If you know what article I mean, do yourself and your GM a
favour, and don't even try to play a Solo/Corporate with
Authority (Cop). I will personally shoot you if you do.
(Hehehehehehehe...)
I also trimmed the quotes a bit. When I realized that
the quotes were taking up half of the bloody Stylebook, I
*knew* something had to go...
Now comes the big question: Why? Why have I spent
almost a year of my time compiling, editing, and re-editing
this thing?
Because I love Cyberpunk.
I always will.
But it has a FEW flaws and is a bit weak in areas and a
tad disorganized in others. This is my contribution to the
game I love. I guess that writing rules for Cyberpunk comes
naturally to me after I wrote "house" rules patches for the
original Cyberpunk 2013 (and boy were there a LOT of patches
to be made to that!). So, in a way, the Stylebook was
started way back when I wrote the rules for Sledgehammer, a
program that I thought needed to be covered in Cyberpunk
2013's Netrunner.
That was in 1988, two weeks after the game was released.
Five years later, I sit here in the glow of my computer
monitor, typing the conclusion to the Stylebook. How time
flies.
Cyberpunk, and R. Talsorian, has been with me for five
years now. Hopefully they'll be with me for five more, when
Colorado Springs gets the Rock.
And just remember this: Cyberpunk 2013 talked aboutthe
corruption of mid 90's corporations before the BCCI scandal
ever happened. Maybe that's why I love Cyberpunk. It's so
close to our potential reality that it almost hurts. Almost.
Any comments send to either of these addresses:
Edward Webb | Edward Webb
1020 West Erie Avenue | Bulger Hall Room 315a
Lorain, OH 44052 | 265 Buchtel Mall
(until 5/31)->| Akron, OH 44304
If you have rules ideas as well, I might put out a
Stylebook Second Edition or even a Stylebook II with all new
rules! Hmm.....
Until Colin Powers goes Cyberpsycho,
Edward "Rogue Trader" Webb
MORE QUOTES--------------------------------------------------
"Ptui. I spit on your grave."
"But I'm not dead yet..."
BLAM! (thud)
"Bury him here."
- Jake Starr (Warrior) and a minor
irritant
"Little? Who you calling *little*?"
- Rogue Santiago (Rowan)
"I only bit him 30 times. How was *I* to know he would
bleed to death?"
- Babette Desade
"Can you do anyhing for him, R.I.P.?"
"Well, a minor fracture of the radius, a cracked
collarbone, compound fracture to the floating ribs, kidney
and intestinal trauma... No problem."
"Then you can do it?"
"Yes and no. You see, Rowan, there is something about
decapitation that is extremely terminal."
- Dr. Simon "R.I.P.roar" Belfast and Rowan
"Did anyone see you scouting the building?"
"Asshole, your nerves are making your mouth say stupid
things."
- Mr. Johnson and Jake Starr
"Is there anyone you know that you *haven't* killed?"
"You're still alive, aren't you?... for now..."
- R.I.P.roar and Jake Starr
"It wasn't the explosion that killed him, nor the fall
from the ten story building. It was from what we in the
medical profession called `deceleration trauma' from impact."
- R.I.P.roar
"Oh, *that's* gonna leave a mark!"
- Mutt
"Never throw a surprise birthday party for an over-
paranoid, slug-brained, trigger-happy solo."
- Rowan (talking to police in refrence
to Jake)
"You'll have to excuse her, she has P.F.S. -- Post
Firefight Syndrome."
- Rogue Trader (in refrence to Babs)
"I'm taking you in."
"On what charge?"
"B.A.S."
"What's that?"
"Breathing And Stoopid."
- Mutt to a Blood Razor
"My policy is: Never date a woman more macho than you."
- Jake to Babs
"What was the first thing you felt when that 6 year-old
ran towards your position?"
"Recoil."
- Cyberpsycho at his therapist's
"But what about the women and children who are forced to
this lifestyle as victims of society? How can you shoot
them??"
"Aww, that's easy... you just don't lead 'em as much."
- Bes Isis interviewing Jake
"I think Muttski has a bone he wants to pick outta you."
"Grrr....."
- Mutt and Muttski to Blood Razor
"The dog who barks in one note, ladies and gentlemen!"
"Bark!"
"He's no fun to play `Name That Tune' with, I'll tell
ya..."
"Grrr....."
- Rogue, Muttski, and Mutt
(click) "I've got the drop on him, Mutt!"
RING!
"Shit! I told her to hold all my calls! I'm a *little*
busy right now!"
- Jake on the problems of being a
successful solo (with a portable
phone)
"Oh baby... oh baby..."
"Jake, you have a phone call."
"Not now, Betsy."
"It's REALLY important..."
"I *said*..."
"*I* think you should answer it."
"This is what I get for having a jealous AI as a
housekeeper."
- Jake and Betsy
"What's wrong with Doc?"
"Oh, he thinks I'm going to turn into a bat and fly
away."
"It's called Pathos Vampiri."
"Doc, I think it's called you've been nippin' your
sterilizing alcohol again."
- Rowan, R.I.P.roar, and Jake
"He's a twisted fucker."
"Actually, he has a deep seated neurosis that has
developed from genetic and environmental structures or
activities into a Id dominated, Ego based acute paranoia.
Aside from that his psychological profile is fascinating, yet
not entirely unexpected or acceptable."
"I still say he's a twisted fucker."
- Kissi & R.I.P.roar
"What do expect me to do? Pick them up at Silencers-R-
Us?!"
"They're open 24 hours a day, you know."
- Rogue & Jake
"I generally dislike violence."
"Eh, It's a livin'..."
- R.I.P.roar & Jake
"Well, he did get blown up for us. We should do
something nice for him."
(Icy stare) "Are you serious?"
"I guess you're right. He is a twisted fucker."
- Rowan & Babs
(whispers) "Rowan, go get the grenade launcher."
"Huh?"
(slightly louder) "Go get the grenade launcher.."
(loudly) "What the hell do you need with a greanade
launcher! Go get it yourself!"
"... oh fuck ..."
- Jake & Rowan with Cyberpsycho
"My ASS!! My ASS!!! I BROKE MY ASS!"
"It's not like we're actually trying to escape breaking
and entering charges here and trying to be quiet, or
ANYTHING!"
- Rowan & Mutt
"You know the only thing I like about that dog is it
doesn't ever crap. How does he do that?"
"You haven't looked under your bed lately have you?"
- Jake & Mutt
"How come that dog of his always barks at one note?"
"You want to hear him bark louder? Squeeze his balls."
- Rogue and Jake
"Which end do you pull?"
- Rowan (Referring to grenade after
a failed Demolitions roll)
"You know, I could lose my job for doing this."
"That's ok... I lost my life for doing this."
- Terminal One and Rogue
(recently deceased)
"Why are you pointing a gun at me?"
"Because you scared the shit out of me!"
- Jake and Rowen
"She said yes."
- Jake (about Alt)
"You are so... annoying."
- Babs to Jake after getting
shot in the head by him
"I really can't tell you anything when I have my hands
on my head and a security team on my ass."
- Rogue (Karbon Kopy)
"Do you like grundge metal?"
"Well, I prefer chrome, but I like most metals.."
- Gambit and Babs
"Don't bite the hand that beats you."
- Desade