///UPDATE: NEW ILLUSTRATIONS HAVE BEEN ADDED TO THE THIRD RAIL COMIC ART [MISCELLANEOUS] AND D:HT CHARACTER ARCHIVE GALLERIES, WHICH CAN BE VIEWED THROUGH THE COMICS AND SEQUENTIAL ART GATEWAY PORTAL. SEE THE D:HT CAMPAIGNS SECTION FOR THE LATEST ADDITIONS TO THE D:HT - COVERT OPERATIONS CAMPAIGN MISSION PROFILE, VIEWED THROUGH THE DYSTOPIA: HOSTILE TAKEOVER GATEWAY PORTAL. FINITY, TRDL'S WEB-BASED GRAPHIC SERIAL, BEGINS FALL 03.
Introduction
Dystopia: Hostile Takeover
a Cyberpunk Prequel

Overview


D:HT is very much a Cyberpunk prequel. These house rules describe a world very different from the grim and gritty technocratic future-shock of Cyberpunk 2012 or 2020, which owe their environments to Neuromancer, Hardwired, Schizmatrix and Bladerunner. The D:HT environment looks and feels much more like contemporary urban culture, if every modern conspiracy were true. In this game, the corporations have won, and the global national structure is on the verge of breaking down. The themes of corruption, power, and status of Cyberpunk 2020 are still present in D:HT, but unlike Cyberpunk, the counterculture underground has not yet developed. The rebellion has not yet begun. Order in the streets is maintained by law, corporate influence, and a good degree of anxious civic denial: you really are being watched.

The D:HT campaign is different from the normal Cyberpunk rules in several areas, described below. It is a prequel to the full Cyberpunk environment both in terms of the level of technology and the degree of anarchy in the streets. As a result, the game has been considerably powered-down. While Cyberpunk is all about being seen, looking good, acting rebellious, and sticking it to the powers that be and getting away with it, D:HT is the opposite: a world where corporations exist outside the law, corruption is rampant but well-hidden, and order is maintained at all costs.

D:HT doesn’t follow the timeline established by Cyberpunk 2020. In some ways, it’s been stretched out considerably, and in other, compressed. Part of this is just a function of logic, but also, laziness on my part. I wanted to run a near-future realistic game environment, but at the same time, I had a lot of trouble rationalizing some of the Cyberpunk elements I wanted to retain. These campaign guidelines are not always particularly consistent or logical: there’s some dabbling with the growing orbital menace that belies the fact such a civilization in orbit would be infeasible to develop or maintain in such a contemporary timeline, and there’s plenty of fantasy tech, without a realistic reason for its development or use. D:HT owes far more to the techno-spy thriller than reality. But the ultimate goal is telling a good story and getting a kick out of the process.

Guidelines


1. Nation-states are dying, but not yet dead: In D:HT, corporations certainly are top dog, and governments have outlived their usefulness. However, it hasn’t yet devolved into anarchy in the streets and private corporate compounds. The status quo remains recognizable. People live in the country, the suburbs, or the city, working career jobs and trying to do right for their families and enjoy a measure of security and culture. The difference lies mainly in the reality that law enforcement, local and national government, the very fabric of law and order in the world is deeply undermined by the closed-door political power the corporations wield. Everyone is paid off, everyone looks the other way, while the corporations grow stronger and become autonomous. Sprawling acres of land are restricted from access, and unquestioned by local authorities, a corporate logo emblazoned across the trespassing signs. Urban centers have grown denser and taller, with high culture equated with corporate affluence, in turn equated with altitude and isolation. Corporations rule downtown, and the average joe knows very little about what goes on in the towers, but assumes it’s enviable, satisfied to speculate and keep his distance, lest he attract the attention of plain-clothed corporate security agents. Corporate security vehicles can be seen maneuvering through traffic much like police, barrier-free and seemingly a part of the law enforcement community. In fact, in most senses, advances in corporate law and governmental concessions have legitimized the notion of corporate culture being above the law. Now, governments are funded by corporations, executives attending closed-door sessions with lawmakers and members of government, and corporate analysts acting as military advisors for what remains of national intelligence agencies.

2. Corruption is rampant: the authorities still exist, and the streets are clean and orderly. However, civic authority is far less than the organization of law enforcement agencies of today. Authority rests, in one form or another, in the hands of government spooks, organized crime, corporate security, even legitimate law enforcement. But government agencies are less powerful, less informed, and far less funded than corporate intelligence, and as a result, are rivals of each other and private corporations. Government agencies are beginning to prey on each other, refusing to share information and greedily absorbing surveillance infrastructure for themselves, while keeping a suspicious eye on the corporate towers where even they cannot freely interact. Law enforcement at street level maintains the peace, but taking corporate personnel into custody is becoming a form of career suicide, and cases against corporate muscle are either settled quietly or frequently thrown out on technicalities. More often than not, law enforcement officers offer wary but subservient assistance to corporate investigations. Jurisdiction is a gray area. So, justice is rarely done if you are on the wrong side of the desk. In addition, organized crime has a stranglehold on the streets, not as ignorant muscle extorting protection money from local businesses, but as an elaborate, multinational business: commodities, import/export luxury goods, entertainment, politics, all handled with savvy and organization. Linked, though not exclusively, to organized crime are the labor unions, which are compulsory, well-funded, and powerful. The docks, warehouses, and construction industry, all organized under labor leadership. If a conspiracy theory is floated about corruption among labor officials, mob bosses, and corporate executives working to undermine corrupt lawmakers, it’s probably true, and only the tip of the iceberg.

3. Corporate culture is culture: In a world where corporations enjoy the rights of individuals, corporate security is above the law, and access to corporate urban centers is frequently restricted, corporate culture has become the new elite status group. Everyone is scared of them, yet most people would jump at the chance of being one of them, and enjoying the perks and security of the overclass. Corporate fashion is mimicked on the runway and on the streets: close-cropped hair, dark suites, and shades for the corporate thugs and company men, expensive suits, exotic fabrics, pompadours and jewelry for the executives. Once the gradual migration of earth corporations to orbit began, pale skin was in, and tanning, rough skin, signs of environmental exposure was very much out. In other words, the farther from the dirt, the better. Restaurants, clubs, resorts, entire business districts, all have become segregated at the pleasure of corporate spenders.

4. Separation of infrastructure: Corporations not only hold massive amounts of real estate, but together with other corporations, maintain and operate infrastructure nodes like power facilities, airports, shipyards, and blocks of downtown business district buildings. More often than not, a corporate executive could easily spend weeks or months at home, work, and travel, all without having to interact with regular citizens. This brought about the beginning of the privatization of the space industry as well.

5. Biotech is king: Biotech is a multi-billion dollar industry. The future is bio-engineered. What D:HT lacks in cyber-technology, it more than makes for in biotech. The corporate-funded biotechnology research and development industry has led to remarkable advances in nanotechnology. Very little of this technology has trickled down to the popular consciousness. High-tech, medical, and agricultural applications of biotech and nanotech discoveries have fueled untold revenues for earthside corporations, and largely funded the orbital space program. In fact, this technology has occasionally influenced espionage and military technology as well, rumors of which are the only application of this science that has become part of the public perception of corporate sophistication. Some believe that corporate biotech firms are developing weapons, but very few truly understand the ramifications of this technology. [Most cyberware has been eliminated from use in the game. Some traditionally cybernetic technology has been redesigned as biotech or nanotech applications, and what was formerly cyberware has been replaced as physiological implants and modifications. This plays into the idea that internal, or disguised, adaptations are in favor over overt physiological changes, avoiding attention or discovery]

6. Space Race: This is probably the biggest gap in logic in the D:HT timeline. The orbital civilization exists to some degree in D:HT, though the extent of which is not generally known to the earthside public. It is common knowledge, that global conflict gave way to a space race, which in turn bankrupted many governments, which were forced to turn to private corporations for funding and assistance, which in turn was the catalyst in giving those corporations access to the stations that earth governments had been building. Now a growing divide is appearing in the corporate intelligence community, between earthside and orbital corporations. This is a feud that most people are not aware of, let alone aware that the space experiment has led to permanent colonies in space, mining and power generation, and the creation of a spacer culture. Once the corporations took control of the spaceports, a steady stream of propaganda and misinformation has been leaked into the public consciousness, that the frequent launches are scientific in nature, and that the space program is of little more than experimental nature. Conspiracy theories of alien colonization, battle satellites, global conquest, cloning, robotics, artificial intelligence, all have been encouraged by corporate misinformation agencies in order to discredit legitimate queries into what’s really going on in corporate space culture. Now, it’s kind of silly that a orbital population could in any way exist without people knowing about it, and at this point in time and technological (and financial) ability. But frankly, it plays into the idea that people are living head-down in a sea of denial about the unpleasant possibilities of corporate world their paranoia, and common sense, teach them to avoid. Most of the material on the Orbital system does not yet appear on this site, as players in my current game are exploring this environment for the first time, and are untrustworthy, cheating, cheeky bastards.

7. Keep yours hidden: In the interest of public security, weapons laws have taken on a double standard: more personal weapons permits are green-lighted, as the influence of corporate security and organized crime on public legislators has made it easier to carry concealed weapons, yet no easier to carry public weapons, and infractions are dealt with even more severely than today (unless you carry corporate ID, in which case you’ll likely get a slap on the wrist). The same goes with personal armor and non-ballistic weaponry. Keep to yourself, don’t make it obvious you are carrying, and you may avoid the attention of the police; draw attention to yourself, and expect an aggressive and immediate response. Again, the enforcement of firearm laws falls apart around corporate interests, as it has become a more common, and nerve-wracking sight, to see people calmly dining while a lone patron is dragged out of a restaurant by goons in dark suits, no one lifting a finger or questioning them.

8. Career choices: As a measure the lower-tech, less flamboyant, more subtle D:HT environment, career skill packages are different than Cyberpunk 2020. Nomads are more about being intimidating loners than they are packs of roaming families in the badlands. The Rockerboy class is gone; in it’s place, Celeb, which includes many types of cultural idols. The Netrunner has been hamstrung; in it’s place, the Hacker, which includes most computer crime, ciphering, codebreaking, and so on, but without the elaborate role-playing mechanism of virtual environment experiences in Cyberspace. In D:HT, hacking is just a skill role. Many more career packages have been added, weighted towards the Solo, Corporate, Criminal, and Authority careers.

9. No witnesses: Combat is very much a part of the D:HT campaign. However, it is less about high-caliber firefights in the streets, and more about tinted-window sedans, tense armed confrontations in the backs of nightclubs, covert operations, and industrial terrorism. Modifications have been made to the Friday-Night-Firefight combat system to provide a more dramatic, cinematic mentality. Players actively participate in both attacking and defending actions, and more than a little leeway is given for cinematic slow-mo athleticism. However, despite the exaggerated combat mechanics, the world of D:HT is just as deadly as straight Cyberpunk. Bullets still make people dead, fast. Just not as many flying around, and not as much protection. More effort is put into the discreet action: coercion, ambush, kidnapping, poison, ‘accident engineering’, black ops in the dead of night, these are the name of the game. No one wants to be a witness, and no one wants to know what’s going on in the alley down the street.

10. Streamlined game mechanics: The D:HT house rules and character sheet emphasize fast gameplay. The use of pre-calculated PRIME (attack) and CUF (defense) rolls allows for speedy play as a minimum of calculation is required at the table. Additionally, the de-emphasis of full-scale armed warfare is paramount. The emphasis is instead on preparation, contingency planning, and ambushes. Focusing on small-arms and melee combat has another advantage: when something heavy does make an appearance, it’s more impressive. This isn’t Red Faction, so count your bullets.

References

The cultural references for Cyberpunk are pretty well known: Bladerunner and the Phillip K. Dick source material, Gibson’s Cyberspace trilogy, Sterling’s early work, Stephenson’s Snow Crash, Mad Max, and so on. D:HT, as a prequel, references other material. Here is a partial list of some of the imagery referenced in our D:HT campaigns:

a. Neal Stephenson’s Cryptonomicon: for the codebreaking, misinformation, data havens, and the effects of technology and conflict on real people.

b. Bruce Sterling’s various works: planting the seed, figuratively, about mold engineering.

c. Joe Clifford Faust’s Company Man: so influential, it inspired the corporate muscle career package used more frequently than any other in D:HT.

d. Laura Mixon’s Glass Houses: provides an interesting and somewhat realistic take on Powered Armor, and ambiguous Solo career packages.

e. Alfred Bester’s Demolished Man: Beyond the ESPer Police concepts elaborated on in Minority Report, Bester’s work captures the anxiety of living in a totalitarian police state which is designed to be beneficial to the public, sometimes at the expense of the public.

f. CJ Cherryh’s complete sci-fi bibliography: specifically, Cyteen for introducing a believable cloning industry, Downbelow Station for images of Station politics and vulnerabilities, and several other books that describe in vivid detail the complex gray areas of power plays and politics.

g. Effinger’s When Gravity Fails: Nice introduction to the effectiveness of flachette weapons.

h. Walter John William’s Days of Atonement: the bible for anti-sci-fi; great primer for both the uneasy interaction between local law enforcement and corporate security, and the introduction of futuristic technology into a contemporary setting. Plus, brown Broncos with Uzis bolted into the cab consoles…

i. William Gibson’s later work: Idoru for more plausible virtual reality technology, Virtual Light for street-level exposure to high-tech cyberware, and a look at couriers and private security. Also, his early work’s use of Jamaican and African spacers.

j. Masamune Shirow’s Appleseed and Ghost in the Shell: Appleseed helped define the plausible near-future organized society in the manga, and Powered Armor (Landmate) use in both military and domestic civilian applications, and Ghost in the Shell for influential imagery of weapons, technology, hacking, and elite police operations. Plus, the D:HTn automated version of the Fuchikoma is one of the scariest things around.

k. Matrix: the virtual world interaction between Agent Smith and his goons and the architecture-decimating crew they hunt are visual candy.

l. Spy Game and Bourne Identity: each film offered a modern twist on the Covert Operative career package. Spygame hammers home the importance of those Empathy and Cool skills, and Bourne Identity put Krav Maga on the map.

m. Enemy of the State: good conspiracy-theory imagery. Fun with satellites.

n. Alias: despite the somewhat simplistic and contrived missions, a nice primer for the intelligence agency operative’s theater of operations variety and the various personal and physical skills to be used. Plus, scissor kicks. Lots of those. In tunnels and corridors.

o. X-Files: take the shadow government stuff and lose the nutty aliens and bugaboos.

p. Michael Mann’s HEAT and Robbery Homicide: Mann’s vision for organized professional crews and the law enforcement specialists who hunt them down have been a benchmark for D:HT. A recent D:HT campaign was based on a crew taking scores. Until they were taken out. Mann wrote the book on mapping music to scenes for thematic effect.

q. Mission Impossible II: on the list for two reasons- why the black dress is an effective undercover tool, and motorcycle jousting.

r. Wild Palms: despite Jim Belushi’s perplexing involvement, Wild Palms, both as a comic and the mini-series, had a lock on the civilized society in denial: drinking tea while corporate thugs drag someone out of their car, while everyone looks the other way. Also, techie flea markets, VR goggles, the GO chip, and one of the best uses, outside of Michael Mann’s stuff, for soundtrack: Robert Loggia and his bodyguards jogging in front of armored sedans while people are being assassinated in split screen, all with the Stones’ Gimme Shelter instrumental intro playing in the background.

s. 24: CTU (Counter-Terrorist Unit) politics are the cornerstone of every D:HTn adventure: your people are always working for you and against you simultaneously. Trust no one. Carry extra cell-phone batteries.

t. To Live and Die in LA and Ronin: helped define the Driver career package (though BMW online movies add a nice touch of cool to the Wheelman class. The movie Transporter, however, which we coincidentally have previously made a Driver career package of the same name, was disappointingly underwhelming. How Jason Statham in a BMW with a body in the trunk could be underwhelming is the mystery.

Free Exchange: Origins and Use of D:HT Source Material


Feel free to explore the site and download anything you want to use for your own campaigns. The D:HT house rules themselves incorporate a considerable amount of previously-published material, woven together with original rules and designs. I have culled from many other gamers’ sites over the years, incorporating bits and pieces of their house rules into D:HT, while weeding out the more future-shock Cyberpunk elements that do not yet exist in the D:HT timeline. These house rules owe much of their material to a couple of reference projects in particular, Blackhammer’s Cyberpunk 2020 Project and Dana Jorgensen’s Alternate Character Generation System, the former having compiled material from many published sources, and the latter for compiling a system of advantages and disadvantages that was far more interesting than my own. New material will be added periodically as the D:HT campaign continues.

The D:HT site is broken up into two areas: Reference Material and Campaigns. The Reference Material is actually several sub- sections which include the D:HT house rules, blank character sheets, and GM resources like weapons, bioware, equipment, vehicles, etc. The Campaigns section is a chron log for the two most recent D:HT campaigns, the former leading into the latter as the original group met a messy end. The Campaigns section also includes character images from the campaigns, which are links to their downloadable character sheets, again in PDF format. Maps and other game materials are included periodically.

The online Cyberpunk community has flourished thanks to a free exchange of original and compiled reference material, gathered and distributed from all over the world. In the interest of continuing this exchange, you are free to use any material on this site for your own non-commercial needs. My only requests are that you, like I have attempted to do, credit the source of that which you adopt as your own, and that if you choose to download any artwork or text material developed by Third Rail Design Lab, you credit the source and provide a link to thirdraildesignlab.com. To do so, use the Comments button on the Gateway page, and request a TRDL banner for your site. Please review the References section below. TRDL has attempted to locate as many sources of CP 2020 web resources as possible, culled over several years. In many cases, original concepts have been reproduced, modified, and duplicated on multiple sites, and original author information has been lost. Where no known weblink is known for material referenced in the creation of D:HT, TRDL requests any contact information be sent via the Comments button on the Gateway page, so that these authors may be properly credited.

D:HT Content References:

Teleran Quizari’s Medtech Archive – Weapons Grade nanotech

http://www.geocities.com/TimesSquare/Battlefield/4761/medtech/index.html

Chrome X - Various Equipment [ Bigham Arms Popper, Exploding Knuckles, Spotter bug, SSCS]

http://stonegarden.brinkster.net/chromex/toc.html

Mockery’s Cyberpunk 2020 Page – Ikari razor glove

http://www.verminary.com/cyberpunk//index.html

Rust Never Sleeps – Career package concepts; Alternate fumble table

http://www.paper-dragon.com/rns/

Andrew James – Visual Inspection Table

No current link known [please contact TRDL]

Blackhammer Cyberpunk Project – Biomai Impact Booster, Neurobridge, various Biotech mods, Bodywear, Chameleon career package concepts, chemical agents, cyberoptics, optionware, Bioskins, Dartgun concepts (w/Paul Tobia), EMP concepts and grenades, Human Shields rules, Melee weapons, Memory plastics, Monowire, Nanotech, Weapons

http://www.ambient.ca/cpunk/

Dana Jorgensen’s Alternative character generation system – Advantages/ Disadvantages system concepts, Skill concepts

No current link known [please contact TRDL]

Mines and High Explosives rules, unknown author, reproduced by weltherrschaft.de, a German CP site.

No current link known [please contact TRDL]

Datafortress 2020 , Deric Bernier’s Cyberpunk Resource– Equipment and Weapons, Uniforms, and loads of vehicles

http://www.geocities.com/Tokyo/Fuji/3598/indexlotek2.html

Paul Minor’s complete Masamune Shirow conversions sourcebook – weapons, vehicles, characters, and background.

http://www.geocities.com/Tokyo/Fuji/3598/gits.html

Mine Action Programme, Angola – Landmine database

http://www.angola.npaid.org/mines_database.htm

ScienceWeb – ScienceWeb Goes to the Movies, the Rock – Nerve Agents

http://www.scienceweb.org/movies/therock.html

Baker Racine Karate - MA weapons

www.bakerracinkerate.com

Central Intelligence Agency – World Fact Book

http://www.cia.gov/cia/publications/factbook/

International Bodyguards Association – Director General’s Bodyguard Course

http://www.ibabodyguards.com/bodyguard%20course.html

Virginia State Terrorist Preparedness FAQ

http://www.vaemergency.com/prepare/terrorismtoolkit/terrguide/weapons/viruses.html

So, knock yourself out, but keep one eye on the sedan following you.