In the year 2013, a new program designed to get people used to piloting ACPAs was finally put into test by the US Government. Naturally, this training program was not to be made public thanks to what it required: utilizing young children in order to inject a medicine designed to improve natural reactions especially when utilizing the VR-like headset in the ACPAs. This drug worked best with those who hadn't met puberty yet, hence the requirement for children. Furthermore, the training required for ACPAs could stretch on for many years and required constant dedication. Taking an experienced soldier away for many years before allowing them to engage in combat with ACPAs was seen as too wasteful. These children were frequently kidnapped from the streets or their homes, or bought from families. Some where volunteered by their families. One unusual side effect of the drug was causing the child's hair to turn a snow white. This lead to them frequently being called, in an unofficial capacity, "whiteheads".
In the current year, this isn't needed as VR suites don't require accelerated reflexes in order to use properly. Yet, the US, and other governments who have caught wind of the program and drugs required one way or another, still utilize children to become APCA pilots. However, the US would be the biggest advocate for this as other countries move towards using adult soldiers instead. This, naturally, has a few more benefits as adults have better common sense and aren't prone to making rash decisions fueled by emotions (well, not as much as them). However, for this game you will be playing as one of these 12 to 18 year old mecha pilots.
What's the point of APCAs? They can only hold 1 person (some hold more for one reason or another, but those are unique cases), tend to be taller than a tank or APC, and a leg blown out means they'll need some time in repairs as opposed to just replacing a tier on a IFV or track on a tank. However, they are able to move through terrain better as two legs can move better in mud or on weaken flooring, carry heavier weapons than an infantryman, and can react to danger much quicker compared to an IFV. Also, if they flip over, they can just stand back up instead of requiring an entire vehicle to assist them or pull them out of a hole! An APCA also has a better chance at getting folk to surrender thanks to a human shape-- a tank instills fear, dread, and the idea that no hope is in store for them if they try to wave the white flag at them! They'll just turned into corner rats, fighting until their numbers range to a handful instead of surrendering right away. Although to some that might be a good idea, logistic hates it when people use more ammo, fuel, or food/water than necessary! There's also a higher chance to someone getting blown up if the enemy feels no need to surrender.
What's the point of APCAs in this world? Well, there's plenty need! You see, in this world, corporations and research groups went a little crazy. The world had this idea of "if we can, why not?" but had no idea what to do afterwards. Furthermore, not everyone loves the idea of this corporate (or government depending on where you live) dominated world. Terrorists and criminal organizations are just about everywhere, filled with people who blame how the world is going as the source of so much trauma and pain with the people in charge on exuberating this for profits or votes! They might have a point, but destroying the status quo might not be the way to go about it! Let's work down the list for all the terrible things, yeah?
In North America, criminal organizations run rampant for an overworked police force and corporations are not afraid to get their hands dirty. The issue with both of these is that when you destroy one, another pops up. Big corporations tend to be impossible to fully take down without some serious support by the government. (That's not to say other countries don't suffer from this, but it's what these countries are infamously known for.)
Latin America suffers the same fate of the north but has a larger cartel problem and some of it has inhabited South America's problem. Beautification and pro-eco projects have caused nature to invade people-- entire towns being completely consumed by plants and weeds! That's not all, giant animals have also been sighted around the place. This includes giant aids that spew acids that could melt vehicles!
In Europe, certain history experts lobbied for bioengineering to include animals that were once extinct like the dodo or mammoth-- and dinosaurs! Then, ideas became even more crazy as they wanted fictional creatures to be introduced to see how they would handle every day life. It turns out that dragons, flying about and breathing fire is terrible for the people living near it.
In Asia, there's been two issues: androids going rogue and the undead raising from their grave. Japan's technology advancements have kept going since the 80s, leading them to design lifelike robots that serve many purposes! However, self-aware AI has a chance of wanting to not be kept in a box all day, to life like a normal person. These AI uprisings have lead to a number of issues, but that's far from it. Korea has designed life-extending drugs, designed to keep you looking 20 when you hit your 40s or 50s! Yet, during the experimentational phase, these drugs were found to keep people in a half-dead state. Naturally, governments that were keeping a close eye wanted to weaponize this. This lead to the "Superman" program. Yet, all the test subjects held very little intelligence and were highly aggressive to the point of trying to claw and eat people. Then the "Necro-Army" program started, utilizing the undead in order to wage war. This proved successful. Too successful. Necro-Armies had lifespans well past what any government could possible want. People could keep getting infected months, if not years, later!
In Africa, every program to better life there seemed to be met with warlords looking to improve their own lives and armies! Many initiatives were taken to deal with this menace, but local warlords proved adaptable enough to counter every single operation to put a halt to hem. Or these operations worked, destroying one warlord's army, but assisted in improving another warlord's army. In the Middle East, terrorist organizations utilizing religion as their main driving factor still run rampant! The corrupt governments isn't doing anything to sway people away from not joining these terror groups and blowing themselves up in the town square.
In Antarctica and Australia, a problem of an invasive alien species exists. In Antarctica, many attempts to coloinze the place have ended in failure as large, unknown biological lifeforms tore through fortified bases and oil drilling operations. Even some strange changelings have managed to infiltrate, eating, consuming, and tricking crewmembers until they eventually kill one another from paranoia.
Cyberpunk 2025
- Knight
- Site Admin
- Posts: 171
- Joined: Mon Aug 09, 2021 6:24 pm
- Knight
- Site Admin
- Posts: 171
- Joined: Mon Aug 09, 2021 6:24 pm
Re: Cyberpunk 2025
Fort Blackhand Private Island
Fort Blackhand, named after a Captain Blackhand who rescued the President of the US by himself during a visit to Afghanistan, is the birthplace of the classified Accelerated Powered Armor Trooper Academy. When it was first opened, it only used those ranging from 10 to 13 as, at the time, the utilization of humans before they had undergone puberty thanks to the drugs that were first used in order to get one's mind and reflexes used to the VR suites ACPAs use.
Size: Facilities and housing for 10,555 people
SDP: 20 structures ranging from 400 to 1500 SDP
SP: Outer walls of living facilities range from 20 to 25 SP, inner walls being 10 SP. Labs, barracks, and APAT Academy have 30 SP outer walls and 15 inner walls.
Vehicle Complement: 200 APCAs, 10 APCs, 8 AV-4s, 6 combat AV-6, motorpool, helicopter landing zone, 5 transport ships, 2 cargo ships, 6 attack boats, 80 humvees.
Defensive Systems: Electrified Fence, radar, missile detection system, 20mm roof cannons
Security Levels: Apartments, barracks, and Academy have medium security (difficulty 20) cardlocks, restaurants and stores tend to have low security (difficulty 12) mechanical locks, labs and APCA motorpools have high security (difficulty 25) cardlocks. Black Ice is utilized in the network. Over 300 soldiers are assigned to guard duty, 20 at the docks, 8 at each of the 3 gates, and 50 throughout the Fort and work in 8 hour shifts. An additional 50 soldiers are assigned as QRF, who utilize APCs to quickly respond to threats.
The security guards utilize regular army trooper statblock as it is a military base. There is 1 sergeant for each group, 4 for the QRF with one being a Sergeant First Class. There's 1 lieutenant in-charge of the dock and gate guards, another in-charge of the base patrol force, and then another in-charge of the QRF. Finally, a Captain oversees the entire guard force.
APAT Academy has its own security force, hired from a Security Firm in order to provide a specialized security. The academy itself has a very distinct Japanese feel to it, each class is assigned to a classroom and teachers move to different classrooms, PE has those sorts of one-piece swimsuits with nameplates on the front, students have lunch within their classrooms, on the roof, or go out to eat, and they're expected to clean the academy at the end of the day. There is also clubs, most students joining a club out of peer pressure or a want to belong to a group. Why is that? Blame one of the biggest benefactors of the academy, Thomas Hoshikawa-- a Japanophile.
Classrooms are designed like university colleges, being a lowered platform with a digital screen and desk for the teacher to sit at before an incline of tables that 4 students sit at, although more can sit at them in the case of sitting with a large group of friends during lunch, that have holographic screens and keyboards that may be turned chipped into for fasting note taking. These computers don't block access to any site and, instead, have the sites they visit logged. Classes are standard: English, Math, History, Gym, and Science. Gym is usually done first thing in the morning, at about 0700 or in the evening, depending on what the teacher is feeling like. Every Wednesday and Thursday are ACPA Tactics & Basic Maintenance. Friday is "Early Release", meaning that the students spend about 6 hours in classes, before being let go and expected to spend another 2-4 hours with their club.
Mr. Hoshikawa believes that clubs are what really sets Japan's education system apart from the US-- although both have clubs, it's Japan that expects students to join them in order to foster stronger bonds and learn something that they are interested in. Those that don't join a club are typically made to clean the school up or assist teachers. Some try to sneak away, hoping the teachers or outside security don't spot them. Although the school has a great track record with their students, there's always delinquents of some type.
There's a great number of stores for civilians, students, and soldiers to utilize. Some of these are your PX's, Class 6, and malls. Others are aimed at recreational activities such as bowling, arcades, bars, and even a club or two.
Fort Blackhand, named after a Captain Blackhand who rescued the President of the US by himself during a visit to Afghanistan, is the birthplace of the classified Accelerated Powered Armor Trooper Academy. When it was first opened, it only used those ranging from 10 to 13 as, at the time, the utilization of humans before they had undergone puberty thanks to the drugs that were first used in order to get one's mind and reflexes used to the VR suites ACPAs use.
Size: Facilities and housing for 10,555 people
SDP: 20 structures ranging from 400 to 1500 SDP
SP: Outer walls of living facilities range from 20 to 25 SP, inner walls being 10 SP. Labs, barracks, and APAT Academy have 30 SP outer walls and 15 inner walls.
Vehicle Complement: 200 APCAs, 10 APCs, 8 AV-4s, 6 combat AV-6, motorpool, helicopter landing zone, 5 transport ships, 2 cargo ships, 6 attack boats, 80 humvees.
Defensive Systems: Electrified Fence, radar, missile detection system, 20mm roof cannons
Security Levels: Apartments, barracks, and Academy have medium security (difficulty 20) cardlocks, restaurants and stores tend to have low security (difficulty 12) mechanical locks, labs and APCA motorpools have high security (difficulty 25) cardlocks. Black Ice is utilized in the network. Over 300 soldiers are assigned to guard duty, 20 at the docks, 8 at each of the 3 gates, and 50 throughout the Fort and work in 8 hour shifts. An additional 50 soldiers are assigned as QRF, who utilize APCs to quickly respond to threats.
The security guards utilize regular army trooper statblock as it is a military base. There is 1 sergeant for each group, 4 for the QRF with one being a Sergeant First Class. There's 1 lieutenant in-charge of the dock and gate guards, another in-charge of the base patrol force, and then another in-charge of the QRF. Finally, a Captain oversees the entire guard force.
APAT Academy has its own security force, hired from a Security Firm in order to provide a specialized security. The academy itself has a very distinct Japanese feel to it, each class is assigned to a classroom and teachers move to different classrooms, PE has those sorts of one-piece swimsuits with nameplates on the front, students have lunch within their classrooms, on the roof, or go out to eat, and they're expected to clean the academy at the end of the day. There is also clubs, most students joining a club out of peer pressure or a want to belong to a group. Why is that? Blame one of the biggest benefactors of the academy, Thomas Hoshikawa-- a Japanophile.
Classrooms are designed like university colleges, being a lowered platform with a digital screen and desk for the teacher to sit at before an incline of tables that 4 students sit at, although more can sit at them in the case of sitting with a large group of friends during lunch, that have holographic screens and keyboards that may be turned chipped into for fasting note taking. These computers don't block access to any site and, instead, have the sites they visit logged. Classes are standard: English, Math, History, Gym, and Science. Gym is usually done first thing in the morning, at about 0700 or in the evening, depending on what the teacher is feeling like. Every Wednesday and Thursday are ACPA Tactics & Basic Maintenance. Friday is "Early Release", meaning that the students spend about 6 hours in classes, before being let go and expected to spend another 2-4 hours with their club.
Mr. Hoshikawa believes that clubs are what really sets Japan's education system apart from the US-- although both have clubs, it's Japan that expects students to join them in order to foster stronger bonds and learn something that they are interested in. Those that don't join a club are typically made to clean the school up or assist teachers. Some try to sneak away, hoping the teachers or outside security don't spot them. Although the school has a great track record with their students, there's always delinquents of some type.
There's a great number of stores for civilians, students, and soldiers to utilize. Some of these are your PX's, Class 6, and malls. Others are aimed at recreational activities such as bowling, arcades, bars, and even a club or two.
- Knight
- Site Admin
- Posts: 171
- Joined: Mon Aug 09, 2021 6:24 pm
Re: Cyberpunk 2025
Age: 10-18
Stat Points: 54 (Appearance begins at 3.)
Skill Points: 40 + pickup + 1d3 for every year past 13 at school
Special Ability: 1-6
Reputation: 1-2
LIFESTYLE
For family background, everyone can stay the same as-is in CP2020. You could even use a different sourcebook's family background if you wish.
MOTIVATION
Personality Traits
1 - Dandere - The quiet, anti-social type.
2 - Tsundere - The aggressive on the outside, but gentle on the inside type.
3- Himedere - The OHOHOHOHO~ type.
4 - Yandere - The sweet on the outside, rotten on the inside type.
5 - Kuudere - The cold type.
6 - Bakadere - The idiot type.
7 - Kamidere - The god-complex type.
8 - Hajidere - The shy, nervous type.
9 - Utsudere - The depressed type.
10 - Goudere - The faithful, loyal type.
viewtopic.php?p=92#p92
Check this out if you want any anime-inspired ideas for the personality.
CHOICE
Fort Blackhand is a large island, practically being a small city in its own right. However, there exists three types of people on the island: Students, Teachers, and Specialist. Students and teachers are quite self-explanatory, the former being the budding children who will lead large machines of death while the latter are those who teach them who might have been pilots long ago. The final type of person is a Specialist, those who have come to the island to work. They're an outlier, most of the time being background characters. It's recommended to choose (a student, especially) instead of rolling. 1d6: 1-3 Student, 4-5 Teacher, 6 Specialist. (For now, Teachers and Specialists generate normally. Teachers start out with a +4 in Teaching.)
Student Entry
Choose or Roll
1-8 You enter APAT Academy like any other kid, having been selected or volunteered. Go to "School Life Events"
9-10 You're a special case. Go to "Special Entry".
SCHOOL LIFE EVENTS
You begin APAT Academy at the age of 13. You can be a maximum of 18 years old as a student. However, keep in mind that those of the age 18 may be graduating soon, so they'll not stay around long! The life event possibilities are slightly modified:
1-3 Big Problems, Big Wins
4-6 Friends & Enemies
7 Romantic Involvement
8-10 Nothing Happened
Academy Student Skill Package
The following are the skills a student may spend their skill points on. 20 of your skill points must be used here with no skill above 6. Every year adds 1d3 skill points you can spend.
Automatic Skills: Education & General Knowledge +1, Language: Japanese +1, Math +1, APCA Combat Sense +2
Electives: History, PA Tech, Chemistry, Biology, Geology, Brawling, Athletics, Basic Tech, First Aid, Swimming, Library Search, Heavy Weapons, Rifle, Awareness/Notice
Club Skill Packages
Everyone is pressured to join a club, for that's what Thomas Hoshikawa witnessed in Japan and that's what he believes will ensure everyone gets a good education and work ethics! You must spend 10 of your skill points on your club's skills.
You'll have 10 points left. You can spend these on your Club or School skills. Your pick-up skills can also be used for your club skills or for any other non-School skill.
Initial & Monthly Payment
Roll a 1d6 or choose
1-3, you're poor. This is because your family is poor or you don't have one anymore. The Academy gives you a decent allowance. 1000 + (2d6*150) ebs is your starting money. Every 2 weeks, you get 200 eb.
3-8, you're of middle class. Your parents send you a bit of extra money or you partake in a part-time job. 1500 + (2d6*200) is your starting money. Every 2 weeks, you get 400 eb.
9-10, you're rich! You get, what you think, is a pitiful amount of money as an allowance, but is far more than any other student gets. 3000 + (2d10*200) is your starting money. Every 2 weeks, you get 700 eb.
If your family is Corporate, add +2.
if your family is Crime Lords, add +1.
if your family is criminals, add -1.
If your family lived in the Poor Combat Zone or are urban homeless, add -2.
If you rolled Special Connections in Special Entry, add +1.
Keep in mind that you don't have to pay for wifi, food, appropriate equipment, or board. This money is dedicated to things you want instead of need.
Standard Gear
2 APCA Combat Suits (color based on wearer's preference).
A skintight covering bodysuit, designed specifically to be worn in APCAs. The skintight nature of them has caused quite a bit of embarrassment by students, some not like how much it shows off their curves (and fat). Yet, they offer 12 SP to the body and neck and 16 SP to arms and legs with 0 EV. It's also the only type of actual armor you can wear in an APCA.
4 APAT Academy Uniforms
A simple school uniform with armband to designate which class you belong to and ID to confirm your identification. In the summer, short skirts and shorts are allowed. Although some wear them anyway in the winter.
Identification Badge, flip phone, credchip, neuralware processor & chipware socket (0 HL).
Stat Points: 54 (Appearance begins at 3.)
Skill Points: 40 + pickup + 1d3 for every year past 13 at school
Special Ability: 1-6
Reputation: 1-2
LIFESTYLE
For family background, everyone can stay the same as-is in CP2020. You could even use a different sourcebook's family background if you wish.
MOTIVATION
Personality Traits
1 - Dandere - The quiet, anti-social type.
2 - Tsundere - The aggressive on the outside, but gentle on the inside type.
3- Himedere - The OHOHOHOHO~ type.
4 - Yandere - The sweet on the outside, rotten on the inside type.
5 - Kuudere - The cold type.
6 - Bakadere - The idiot type.
7 - Kamidere - The god-complex type.
8 - Hajidere - The shy, nervous type.
9 - Utsudere - The depressed type.
10 - Goudere - The faithful, loyal type.
viewtopic.php?p=92#p92
Check this out if you want any anime-inspired ideas for the personality.
CHOICE
Fort Blackhand is a large island, practically being a small city in its own right. However, there exists three types of people on the island: Students, Teachers, and Specialist. Students and teachers are quite self-explanatory, the former being the budding children who will lead large machines of death while the latter are those who teach them who might have been pilots long ago. The final type of person is a Specialist, those who have come to the island to work. They're an outlier, most of the time being background characters. It's recommended to choose (a student, especially) instead of rolling. 1d6: 1-3 Student, 4-5 Teacher, 6 Specialist. (For now, Teachers and Specialists generate normally. Teachers start out with a +4 in Teaching.)
Student Entry
Choose or Roll
1-8 You enter APAT Academy like any other kid, having been selected or volunteered. Go to "School Life Events"
9-10 You're a special case. Go to "Special Entry".
Special Entry
Choose or Roll
1 You somehow snuck onto the island, perhaps hiding in cargo of a plane or boat. People just assumed you were another student, so you were processed in normally. However, if anyone were to know you might be in big trouble.
2 You're a spy! Well, a spy's child that was forced into the APAT Academy to learn its secrets and report back to your parents or guardian figure. 1d6: 1-3, it's a rival government. 4-6, it's a Corporation.
3 You're a protégé, being 1d3 years younger than everyone else! Prepared to get called a kid by everyone else.
4 You're a highly-experimental android, made to join the Academy in order to see how you respond to real world situations.
5 One day, you were walking down the street and the next thing you knew some men jumped out of a van and kidnapped you. This life could be better than growing up alone on the streets or you could be cursing underneath your breath that you have to live among plebians now.
6 You were a criminal, either by choice or forced upon you. The judge then offered you an alternative to wasting years in juvie, the APAT Academy. Will you try to change your life around or be stuck in your delinquent ways...?
7 You're secretly an alien! You can take on the disguise of a human or your true form looks human enough that it doesn't matter. Either the US Gov't placed you here to keep a careful eye on you or you willingly joined.
8 Your subconscious has been implanted into this new body. You could've been an elderly general or great spy now thrown into the body of a 14-year-old girl. Unfortunately, your skills didn't translate over too well.
9 Amnesiac! You don't remember how you entered APAT Academy and perhaps very little of your past life. Whenever you ask someone, they tell you "that's classified".
10 Special connections led you to this school. One of your parents might be a teacher or one of the high-ranking officers that oversee the project. No doubt, you get a bit of preferential treatment.
Go to School Life Events.
1 You somehow snuck onto the island, perhaps hiding in cargo of a plane or boat. People just assumed you were another student, so you were processed in normally. However, if anyone were to know you might be in big trouble.
2 You're a spy! Well, a spy's child that was forced into the APAT Academy to learn its secrets and report back to your parents or guardian figure. 1d6: 1-3, it's a rival government. 4-6, it's a Corporation.
3 You're a protégé, being 1d3 years younger than everyone else! Prepared to get called a kid by everyone else.
4 You're a highly-experimental android, made to join the Academy in order to see how you respond to real world situations.
5 One day, you were walking down the street and the next thing you knew some men jumped out of a van and kidnapped you. This life could be better than growing up alone on the streets or you could be cursing underneath your breath that you have to live among plebians now.
6 You were a criminal, either by choice or forced upon you. The judge then offered you an alternative to wasting years in juvie, the APAT Academy. Will you try to change your life around or be stuck in your delinquent ways...?
7 You're secretly an alien! You can take on the disguise of a human or your true form looks human enough that it doesn't matter. Either the US Gov't placed you here to keep a careful eye on you or you willingly joined.
8 Your subconscious has been implanted into this new body. You could've been an elderly general or great spy now thrown into the body of a 14-year-old girl. Unfortunately, your skills didn't translate over too well.
9 Amnesiac! You don't remember how you entered APAT Academy and perhaps very little of your past life. Whenever you ask someone, they tell you "that's classified".
10 Special connections led you to this school. One of your parents might be a teacher or one of the high-ranking officers that oversee the project. No doubt, you get a bit of preferential treatment.
Go to School Life Events.
You begin APAT Academy at the age of 13. You can be a maximum of 18 years old as a student. However, keep in mind that those of the age 18 may be graduating soon, so they'll not stay around long! The life event possibilities are slightly modified:
1-3 Big Problems, Big Wins
4-6 Friends & Enemies
7 Romantic Involvement
8-10 Nothing Happened
Disaster Strikes for the Student
1d10
1 - Financial Loss/Debt: Roll 1d10x100 in Eurodollars (times it by 200 afterwards if you wanna get Yen). This is how much you owe a person, organization, or Corporation. Maybe you broke something highly expensive, needed to get some sorta high-tech item so everyone else doesn't call you a loser, or borrowed some money from the yakuza to pay rent! You can minus this out of your current cash now or try to work it out. Keep in mind that ever month (or even week...), the debt collector will come. Roll 1d10: 1-2 Friend, 3-4 Parent (or closet thing to it), 5-6 Bank, 7-8 Organized Crime/Gang, 9-10 Corporation
2 - Imprisonment: You either went to prison for 1d6 months, if an adult, or forced to go to some summer camp or academy to "help" you if you are a student.
3 - Illness: You suffered a terrible illness that kept you bedside for a month or so! Reduce your BODY or REF by 1.
4 - Betrayal: Someone decided you to stab you in the back for whatever reason-- it could be to fit in with the "cool" crowd, feed their addiction, or to make money off of your naivety. On a d10: 1-3, Someone you thought was your friend. 4-6, A friend. 7-8, Family Member. 9-10, Best Friend/Lover.
5 - Accident: You were involved in some sort of accident. Roll a 1d10: 1-4 Thankfully, it was minor and you were just shaken up by it. 5-6, The accident scarred you, reducing your attractiveness by 1. 7-8, it was terrible, leaving you hospitalized for 1d6 months! Reduce ATTR, BODY, COOL, or REF by 1. 9-10, you were in a coma for 1d10 months and lost some of your memory. Reduce EMP or INT by 1.
6 - Lover/friend/relative killed: Someone you cared about died. 1-4, they died from an accident. 5-6, it was suicide. 7-9, they were murdered, but their killers have been punished. 10, they were murdered and the killers haven't been caught yet.
7 - You Messed Up: You're still young, full of life and whacky ideas. However, sometimes those ideas don't really work out. You said the wrong thing, did the wrong thing, and you'll forever think about this moment when you're trying to go to sleep. 1d6: 1-2, thankfully you've only brought dishonor to yourself (and maybe your family name). 3-4, you've made your entire club look like jerks, delinquents, or dumbasses. They're probably not gonna like that. 5-6, you've somehow made the entire school look bad!
8 - Mental Breakage: Some event happened that gave you a mental disorder or phobia. Roll a 1d10: on a 1-3, this is a mental disorder. On a 4-10, this is a phobia.
9 - Dragged in: You were minding your own business when suddenly you found yourself in the middle of something you really don't wanna be. Roll 1d6: 1-2, a friend or student is begging you to help with their money issues, schoolwork, or what-have-you. 3-4, you got dragged into an investigation! This could be a white-collar crime, thievery, or even something like murder. 5-6, you witnessed something you shouldn't have and the yakuza, or some other gang, are watching you.
10 - Addiction: You became addicted to something! Roll 1d10. On a 1-4, it's alcohol. On a 5-8, it's cigarettes. On a 9-10, it's a hard drug. If you don't get what you want, depending what you're addicted to, the GM may start you tweaking out, being depressed, or being grouchy at people.
1 - Financial Loss/Debt: Roll 1d10x100 in Eurodollars (times it by 200 afterwards if you wanna get Yen). This is how much you owe a person, organization, or Corporation. Maybe you broke something highly expensive, needed to get some sorta high-tech item so everyone else doesn't call you a loser, or borrowed some money from the yakuza to pay rent! You can minus this out of your current cash now or try to work it out. Keep in mind that ever month (or even week...), the debt collector will come. Roll 1d10: 1-2 Friend, 3-4 Parent (or closet thing to it), 5-6 Bank, 7-8 Organized Crime/Gang, 9-10 Corporation
2 - Imprisonment: You either went to prison for 1d6 months, if an adult, or forced to go to some summer camp or academy to "help" you if you are a student.
3 - Illness: You suffered a terrible illness that kept you bedside for a month or so! Reduce your BODY or REF by 1.
4 - Betrayal: Someone decided you to stab you in the back for whatever reason-- it could be to fit in with the "cool" crowd, feed their addiction, or to make money off of your naivety. On a d10: 1-3, Someone you thought was your friend. 4-6, A friend. 7-8, Family Member. 9-10, Best Friend/Lover.
5 - Accident: You were involved in some sort of accident. Roll a 1d10: 1-4 Thankfully, it was minor and you were just shaken up by it. 5-6, The accident scarred you, reducing your attractiveness by 1. 7-8, it was terrible, leaving you hospitalized for 1d6 months! Reduce ATTR, BODY, COOL, or REF by 1. 9-10, you were in a coma for 1d10 months and lost some of your memory. Reduce EMP or INT by 1.
6 - Lover/friend/relative killed: Someone you cared about died. 1-4, they died from an accident. 5-6, it was suicide. 7-9, they were murdered, but their killers have been punished. 10, they were murdered and the killers haven't been caught yet.
7 - You Messed Up: You're still young, full of life and whacky ideas. However, sometimes those ideas don't really work out. You said the wrong thing, did the wrong thing, and you'll forever think about this moment when you're trying to go to sleep. 1d6: 1-2, thankfully you've only brought dishonor to yourself (and maybe your family name). 3-4, you've made your entire club look like jerks, delinquents, or dumbasses. They're probably not gonna like that. 5-6, you've somehow made the entire school look bad!
8 - Mental Breakage: Some event happened that gave you a mental disorder or phobia. Roll a 1d10: on a 1-3, this is a mental disorder. On a 4-10, this is a phobia.
9 - Dragged in: You were minding your own business when suddenly you found yourself in the middle of something you really don't wanna be. Roll 1d6: 1-2, a friend or student is begging you to help with their money issues, schoolwork, or what-have-you. 3-4, you got dragged into an investigation! This could be a white-collar crime, thievery, or even something like murder. 5-6, you witnessed something you shouldn't have and the yakuza, or some other gang, are watching you.
10 - Addiction: You became addicted to something! Roll 1d10. On a 1-4, it's alcohol. On a 5-8, it's cigarettes. On a 9-10, it's a hard drug. If you don't get what you want, depending what you're addicted to, the GM may start you tweaking out, being depressed, or being grouchy at people.
Student Gets Lucky
1 Make a Powerful Connection within the school or military! 1-4, it's the student council. 5-7, it's the principal or someone close to him, 8-10, it's a high-ranking military official.
7 Cyber Windfall! You get a chance to acquire some cyberparts. Roll 1d10x200 eb, keep it as a bonus or spend double the amount of acquiring cybernetic parts.
9 Local Organized Crime or Delinquent Gang likes you. You can call upon a pack of delinquents or the local mafiaoso as if you had a Gang Rank of 2. You only get 1 favor a month, so don't push it.
Everything else stays the same.
7 Cyber Windfall! You get a chance to acquire some cyberparts. Roll 1d10x200 eb, keep it as a bonus or spend double the amount of acquiring cybernetic parts.
9 Local Organized Crime or Delinquent Gang likes you. You can call upon a pack of delinquents or the local mafiaoso as if you had a Gang Rank of 2. You only get 1 favor a month, so don't push it.
Everything else stays the same.
The Student Makes an Enemy
1 Classmate
2 Ex-SO
3 Student in a rival class.
4 A Teacher
5 Student in a rival club.
6 A Senior
7 A Military Officer
8 A Delinquent
9 Gangmember
10 Your homeroom teacher!
2 Ex-SO
3 Student in a rival class.
4 A Teacher
5 Student in a rival club.
6 A Senior
7 A Military Officer
8 A Delinquent
9 Gangmember
10 Your homeroom teacher!
The Student Makes a Friend
1 Big brother or sisters to you
2 Little brother or sister to you
3 Teacher/Mentor
4 Classmate
5 Old BF/GF
6 Friendly Rival
7 Opposites Attract
8 Reconnect with a friend
9 Met through a common interest
10 Club Member
2 Little brother or sister to you
3 Teacher/Mentor
4 Classmate
5 Old BF/GF
6 Friendly Rival
7 Opposites Attract
8 Reconnect with a friend
9 Met through a common interest
10 Club Member
The following are the skills a student may spend their skill points on. 20 of your skill points must be used here with no skill above 6. Every year adds 1d3 skill points you can spend.
Automatic Skills: Education & General Knowledge +1, Language: Japanese +1, Math +1, APCA Combat Sense +2
Electives: History, PA Tech, Chemistry, Biology, Geology, Brawling, Athletics, Basic Tech, First Aid, Swimming, Library Search, Heavy Weapons, Rifle, Awareness/Notice
Club Skill Packages
Everyone is pressured to join a club, for that's what Thomas Hoshikawa witnessed in Japan and that's what he believes will ensure everyone gets a good education and work ethics! You must spend 10 of your skill points on your club's skills.
Clubs
Student Council
Elected or volunteering students who wish to be the link between the students and teachers, meaning they have a decent amount of power considering that the principle wants to ensure the students turn out to be helpful members of society and deadly APCA users.
Skills: Human Perception, Social, Persuasion, Interview
Sports
Those who are more athletically inclined would rather join a sports team, baseball, swimming, and basketball being the most popular choices. Sometimes teams will be flown out to the States to compete against other schools.
Skills: Strength Feat, Endurance, Dodge & Escape, Intimidate
Marksmanship
There's naturally a range available on the academy, mostly intended for the APCAs, but some students have formed a more hardcore gun nut club. They're mostly limited to US Military weaponry, but sometimes someone will buy their own. A good chunk at military otaku, usually sporting camo gear even if there's no need for it.
Skills: Handgun, Weaponstech, Stealth, SMG
Health
Although all students know the basics of first aid, it's those that attend the Health Club that love to dress in cute nurse outfits (or pretend to be doctors). They're given a bit more training in the medical field in order to assist them. Some of them are known health freaks that'll force you to eat greens all day long...
Skills: Medical Tech*, Diagnose Illness, Pharmaceuticals, Cryotank Operation
Computer
The especially nerdy bunch will meet up in the computer lab, talking about new video games, apps, and hacks.
Skills: Interface*/Electronic Security, System Knowledge, Programming, Expert: Computer System
Kendo
Taken from Japan, the Kendo Club focuses on using a bokken. On rare occasions will they utilize actual katanas and it's usually when there's a ceremony or culture festival. Kendo focuses on swordsmanship, but Japan also had strong traditions tied to archery. You may want to switch out Melee and Fencing for Archery and Sleight of Hand to showcase this.
Skills: Melee, Fencing, Dodge, Intimidate
Martial Arts
Another idea borrow from Japanese schools, a club that focuses on honing the body for use in martial arts. The club offers a wide array of martial arts to learn.
Skills: Martial Arts (Any), Dodge, Strength Feat, Intimidate
Arts & Music
Not everyone prefers a bloody or violent club. Some just like to play music and draw. The A&M Club is always a chill place to hang out, too.
Skills: Perform, Composition, Play Instrument, Paint/Draw
Cosplay
This is where all the anime and manga otakus are, always talking about the latest season or volume that came out and some pretending to be anime characters. They love to buy or create their own outfits to do so and some say they get a little too crazy with cosplaying at times. Expert Tailor utilizing Reflexes may simulate crafting your own clothing.
Skills: Personal grooming, Wardrobe & Style, Seduction, Perform
Go Home
Everyone is pressured to pick up a club since there's little else to do aside from go to the small city in town. Yet, the Go Home Club bends the rules by either doing nothing or sneaking out of school to go home or to town early. Of course, anytime they've been caught they always claim they forgot something at home or it's a field trip.
Skills: Stealth, Hide/Evade, Persuasion, Streetwise
Data
Although this sounds close to the Computer club, it's actually a combination of a newspaper and investigation club. They'll gladly hound students and teachers for the latest scoop or to solve some sorta crime! Sometimes they can be helpful, sometimes they're really annoying.
Skills: Credibility*, Interview, Interrogation, Shadow/Track
Literature
They have some overlap with the cosplay clubs thanks to mangas being classified as literature, but they're a bit more nerdy and serious on what they actually like. Some of them will get real mad if you call them an otaku. Some of the delinquents may flock to them for private lessons.
Skills: Expert: (Choose Any), Accounting, Anthropology, Teaching
*These are special abilities. If you take one, mark either APCA Combat Sense or this special ability as your primary one. You may increase your Primary Special Ability like normal while your secondary can only be half the level of it.
Elected or volunteering students who wish to be the link between the students and teachers, meaning they have a decent amount of power considering that the principle wants to ensure the students turn out to be helpful members of society and deadly APCA users.
Skills: Human Perception, Social, Persuasion, Interview
Sports
Those who are more athletically inclined would rather join a sports team, baseball, swimming, and basketball being the most popular choices. Sometimes teams will be flown out to the States to compete against other schools.
Skills: Strength Feat, Endurance, Dodge & Escape, Intimidate
Marksmanship
There's naturally a range available on the academy, mostly intended for the APCAs, but some students have formed a more hardcore gun nut club. They're mostly limited to US Military weaponry, but sometimes someone will buy their own. A good chunk at military otaku, usually sporting camo gear even if there's no need for it.
Skills: Handgun, Weaponstech, Stealth, SMG
Health
Although all students know the basics of first aid, it's those that attend the Health Club that love to dress in cute nurse outfits (or pretend to be doctors). They're given a bit more training in the medical field in order to assist them. Some of them are known health freaks that'll force you to eat greens all day long...
Skills: Medical Tech*, Diagnose Illness, Pharmaceuticals, Cryotank Operation
Computer
The especially nerdy bunch will meet up in the computer lab, talking about new video games, apps, and hacks.
Skills: Interface*/Electronic Security, System Knowledge, Programming, Expert: Computer System
Kendo
Taken from Japan, the Kendo Club focuses on using a bokken. On rare occasions will they utilize actual katanas and it's usually when there's a ceremony or culture festival. Kendo focuses on swordsmanship, but Japan also had strong traditions tied to archery. You may want to switch out Melee and Fencing for Archery and Sleight of Hand to showcase this.
Skills: Melee, Fencing, Dodge, Intimidate
Martial Arts
Another idea borrow from Japanese schools, a club that focuses on honing the body for use in martial arts. The club offers a wide array of martial arts to learn.
Skills: Martial Arts (Any), Dodge, Strength Feat, Intimidate
Arts & Music
Not everyone prefers a bloody or violent club. Some just like to play music and draw. The A&M Club is always a chill place to hang out, too.
Skills: Perform, Composition, Play Instrument, Paint/Draw
Cosplay
This is where all the anime and manga otakus are, always talking about the latest season or volume that came out and some pretending to be anime characters. They love to buy or create their own outfits to do so and some say they get a little too crazy with cosplaying at times. Expert Tailor utilizing Reflexes may simulate crafting your own clothing.
Skills: Personal grooming, Wardrobe & Style, Seduction, Perform
Go Home
Everyone is pressured to pick up a club since there's little else to do aside from go to the small city in town. Yet, the Go Home Club bends the rules by either doing nothing or sneaking out of school to go home or to town early. Of course, anytime they've been caught they always claim they forgot something at home or it's a field trip.
Skills: Stealth, Hide/Evade, Persuasion, Streetwise
Data
Although this sounds close to the Computer club, it's actually a combination of a newspaper and investigation club. They'll gladly hound students and teachers for the latest scoop or to solve some sorta crime! Sometimes they can be helpful, sometimes they're really annoying.
Skills: Credibility*, Interview, Interrogation, Shadow/Track
Literature
They have some overlap with the cosplay clubs thanks to mangas being classified as literature, but they're a bit more nerdy and serious on what they actually like. Some of them will get real mad if you call them an otaku. Some of the delinquents may flock to them for private lessons.
Skills: Expert: (Choose Any), Accounting, Anthropology, Teaching
*These are special abilities. If you take one, mark either APCA Combat Sense or this special ability as your primary one. You may increase your Primary Special Ability like normal while your secondary can only be half the level of it.
Initial & Monthly Payment
Roll a 1d6 or choose
1-3, you're poor. This is because your family is poor or you don't have one anymore. The Academy gives you a decent allowance. 1000 + (2d6*150) ebs is your starting money. Every 2 weeks, you get 200 eb.
3-8, you're of middle class. Your parents send you a bit of extra money or you partake in a part-time job. 1500 + (2d6*200) is your starting money. Every 2 weeks, you get 400 eb.
9-10, you're rich! You get, what you think, is a pitiful amount of money as an allowance, but is far more than any other student gets. 3000 + (2d10*200) is your starting money. Every 2 weeks, you get 700 eb.
If your family is Corporate, add +2.
if your family is Crime Lords, add +1.
if your family is criminals, add -1.
If your family lived in the Poor Combat Zone or are urban homeless, add -2.
If you rolled Special Connections in Special Entry, add +1.
Keep in mind that you don't have to pay for wifi, food, appropriate equipment, or board. This money is dedicated to things you want instead of need.
Standard Gear
2 APCA Combat Suits (color based on wearer's preference).
A skintight covering bodysuit, designed specifically to be worn in APCAs. The skintight nature of them has caused quite a bit of embarrassment by students, some not like how much it shows off their curves (and fat). Yet, they offer 12 SP to the body and neck and 16 SP to arms and legs with 0 EV. It's also the only type of actual armor you can wear in an APCA.
4 APAT Academy Uniforms
A simple school uniform with armband to designate which class you belong to and ID to confirm your identification. In the summer, short skirts and shorts are allowed. Although some wear them anyway in the winter.
Identification Badge, flip phone, credchip, neuralware processor & chipware socket (0 HL).