Written by John Prins


For the past two thousand years, the dark forces of the supernatural had been in steady decline. At first, the rise in Christianity had weakened the hold of the lesser powers on the hearts of men. With the coming of the Age of Reason, mankind almost stopped believing in them at all.

Science, the rational method of explaining the universe, had taken sway over the hearts of mankind. Without the strong belief of mankind, few forces could manifest on the physical plane.

But in the dying days of the twentieth century, New Age philosophies and new 'spiritualism' took root in popular culture. Spirits and dark powers once again began to manifest. Until, finally, science took a serious interest in the metaphysical universe. In 2005, science proved the existance of ghosts.

Naturally, all hell broke loose.

Men believed in science. Now science told them the supernatural was real. So mankind believed in the supernatural. The supernatural fed off of that belief. By 2010, incidents of supernatural occurances were steadily on the rise. Thanks to media coverage, belief continued to rise, and so did the problems. Scholars of esoteric knowledge were able to grasp the powers of magic once more. Espers became proven reliable. Martial artists began to display the once-lost greater powers of "chi".

But unlike the previous dark ages of the supernatural, this time, mankind had science on his side. Science didn't need the belief of mankind, it simply was. But men still believed in science, and because of that belief science could be used as a weapon in the fight against the supernatural.

It's 2080. Welcome to the new world.

Common PC/NPC Types:

ESPer: ESPers use the raw power of their mind to affect the world. There are several 'classes' of ESPer, though they are by no means exclusive to each other nor absolute:

Mage: Mages maniplate magical forces, through spell, ritual, or sheer force of will. Typically, they come from a single 'background' of magic, such as Taoism, Shinto, Voodoo or Amerindian Shamanism, but over the past 30 years or so have seen several 'new' forms of magic come into being.

Martial Artist: Some individuals that dedicate themselves to the study of martial arts develop special powers based upon a combination of concentration, life force and sheer force of will. This 'power' is commonly called "chi", but whatever its name, it allows the user to perform many kinds of superhuman feats.

Spiritualist: Also known as a medium, spiritualists have a special link to the spirit world, giving them special powers such creatures, such as summonning, controlling, or banishing them.

Exorcist/Monster Hunter: Using diverse methods, both exorcists and monster hunters seek to rid the world of dangerous supernatural beings - usually for a fee. They often have the abilities of several other 'classes' of PC, but never the skills of a dedicated professional.

Paraphysicist: Paraphysicists use science to study the supernatural world. Once regarded (rightfully, in many cases) as mere quacks, today paraphysics and metaphysics are respected 'sciences'. Thanks to mankind's abiding belief in science, many of their devices are quite effective against the supernatural. Paraphysicists also often exhibit the powers generally associated with ESPers and Spiritualists.

Scholar: Scholars have few special powers other than raw knowledge. They can prove to be invaluable assistance, however, in the face of the supernatural.

Fiends: Fiends were once human, but contact with the supernatural has changed them forever. Still, some of them maintain their grip on their own humanity and are able to co-exist with 'normal' humankind in one degree or another. One common example of a type of fiend are lycanthropes, men and women able to take the form of beasts. Some fiends are actually simply human mutations (generally caused by human fears and dreams) with strange abilities.

Spirits: Spirits are immaterial beings able to manifest on the physical plane. They may or may not be able to assume a physical form. Some will be the ghosts of the deceased, others simply free spirits with their own personal motivations.

Daemons: "Daemon" is the generic term used for a supernatural being that manifests itself fully on the physical plane (while some spirits can manifest, it is usually for a limited duration). Not all are malign, but the vast majority are. Some are sub-classified along the lines of their behavior, like faeries, which are for the most part only mischevious. A small minority of Daemons are actually benign.

Undead: Corpses animated either through magic or sheer willpower, the undead come in a wide variety of shapes and powers. Those powered by magic, such as vampires or ghouls, must feed off of the living to maintain their existance. Those animated by force of will typically have an all consuming goal (like revenge) that they must fulfill before they can rest. A few rare cases of undeath manage to avoid these two extremes, continuing to exist in general from a desire to 'live', or through special preparations before dying (such as liches or mummies).

Cyborgs: Cyborgs are men rebuilt into machines for superior performance. Most come from police or military backgrounds, as the conversion is expensive. They range from fully human-seeming individuals (at least until thoroughly examined) to hulking monstrosities of plastic and metal. The incidence of insanity among cyborgs is generally low thanks to psychological screening and ongoing counseling, but the extreme professions they partake of do take their toll.

Replicants: Artificial humans constructed on an organic base; in essence they are robots built out of synthetic flesh. While no more prone to breakdown than any machine or living being, rogue replicants do occasionally cause problems. A very small percentage of replicants do achieve true sentience, a factor largely attributed to people believing that replicants are actually 'people' (when in fact, most are simply very human-like robots).

Robots: Sophisticated machines built to serve mankind. While labor laws keep robots out of most jobs, robots are assigned the most dangerous and unpleasant tasks. Robots are sophisticated enough to be truly dangerous if there is a fatal error in their hardware or software. A very small percentage (smaller even than replicants) of robots may develop sentience for the same reasons as replicants, but they can seldom identify with humanity and thus classified as 'monsters'. Only a handful of 'free' sentient robots are allowed to exist after careful evaluation.

Artificial Intelligences: The most sophisticated of computers, AIs are so complex that they are almost indistinguishable from sentient beings. After a few 'incidents' in the mid-21st century, laws were enacted to insure that both hardware and software restrictions were placed on AIs to prevent them from becoming a danger to mankind. Though carefully monitored, many AIs have a 'form' of true sentience but recognize their own symbiotic relationship with humanity.

Science and the Supernatural:

Science: The study, classification and use of the natural laws of this reality.
Supernatural: A being or force capable of manipulating the physical laws of this reality.

The belief of human beings is the fuel that gives the supernatural its strength to manipulate our reality. In essence, people believing allows others (principally, extradimensional entities, but also practitioners of psionics and magic) to 'tap' the ambient psionic energy of humanity and use it for their own purposes. If people stopped believing in the supernatural, it would go away.

The main problem lies in the fact that science has proven the existance of supernatural phenomena (mainly through observation). And since people trust what science tells them, a great deal of belief in the supernatural has been generated - and this time it's probably never going away.

However, people also believe in science. This doesn't effect the way that science works - but, it does have an effect on the supernatural. Not only can the supernatural use the belief of people to gain strength, they are also shaped by that belief. Since science proved the existance of the supernatural, people also believe that it can deal with the supernatural.

There are, of course, limits. Few people believe that 'crude' weapons such as knives, clubs or guns can truly effect a supernatural being. But, when it comes to the more 'complicated' devices science has to offer, most people feel quite differently. Electricity, lasers, nuclear radiation, magnetic fields - all have proven effective against the supernatural in the past. And they will very likely continue to be effective until mankind stops believing they work.

Otherwise, the main method of dealing with the supernatural is to employ the supernatural. Magic, psionics and chi are some of the most common weapons employed by humans against the supernatural.

Supernatural Phenomena:

Magic: Magic is the manipulation of reality through a process of ritual and concentration. It is potentially the most powerful form of reality manipulation, but also the most complex, requiring a great deal of knowledge, practice, and proper procedure to perform. Most magic is structured according to the beliefs of the user - thus a Taoist mage and Voodoo priest would perform spells with the same effect in radically differing methods. In recent years there have been several different 'systems' of magic developed that attempt to reduce magic to more logical, rational constructs. This 'science of magic' takes advantage of humanity's trust in the scientific method and works as well as any other form of magic, though it tends to require more dependance on mental exercise than strict ritual. It is interesting to note that varying, conflicting theories concerning this 'magical science' have proven equally effective.

Magical SFX: Typically, magic powers are arranged in a Multipower format. Some high-powered, highly-limited powers will be purchased outside of a framework. Small Variable Power Pools (20-30 AP) for beginning players only. Required Limitations on all magical powers: Gestures or Incantations, and Requires a Skill Roll. The Magic Skill is INT-based.

Psionics: Psionic energy is the basic subtext of all realities. While the physical laws may change from reality to reality, and dimension to dimension, psionic energy remains the same. It is both the basic fuel for all supernatural phenomena as well as the fundamental means to manipulating reality. All other non-physical forces are simply means of using psionic energy. All soul-bearing beings produce psionic energy in varying amounts (the definition of a soul-bearing being is in fact, one that produces psionic energy). Most human beings produce only low levels of psionic energy and are unable to themselves manipulate that energy. ESPers, however, either produce large quantities or are able to draw on the ambient levels of psionic energy (often both) for their own personal use. The use of psionic energy is simply a matter of willpower and concentration, though some ESPers have little control over their abilities or resort to rituals to aid their concentration.

Psionic SFX: Psionic powers are typically arranged in an Elemental Control, and tend to follow a specific theme (telepathic powers, etc.). Psionic powers tend to be low-profile, taking the 'Invisible' advantage more often than not (where required). Psionic powers are always visible to Mental Awareness. Psionic powers cannot be 0 END unless they are a 0 END power to begin with. Required Limitations: Concentrate Throughout at 1/2 DCV (either a matter of 'concentrating' or the effect that the use of the power distracts the user from the outside world).

Chi: What martial artists call 'chi' is actually the 'natural' flow of ambient psionic energy. While a mage or ESPer would simply grab this energy into himself and use it, a practitioner of 'chi' seeks to 'tune' their body to naturally channel the energy effortlessly. Of course, the term 'effortlessly' is misleading, as the practitioner must be able to control both mind and body to an astonishing degree to 'relax' enough to draw on psionic energy in the form of 'chi'. The two primary forms of learning to maniplate chi are meditation and the study of martial arts. Most users of chi practice martial arts to an amazing degree, but there are many individuals who use the arts of meditation to achieve the same focus.

Chi SFX: Chi powers cannot be purchased as part of a power framework unless it is a very tight construct (GM permission). Chi powers are generally more inwardly focussed, like personal Aid to characteristics, but the more spectacular, 'video-game' style powers are possible. Chi powers do not have any required limitations, but many chi powers are highly limited to fit their particular SFX.

Daemonic Force: A somewhat misleading term, 'daemonic force' is the term applied to the use of psionic force by beings not native to this particular reality. It is seemingly effortless (usually) and inherent to the being in question, though less potentially versatile than Magic, Psionics or Chi. Most 'daemons' can only produce a few different effects using 'daemonic force', and may resort to the use of magic or psionics for additional power. Note that very few 'daemons' make use of chi - those that do tend to be of the more benign in nature. Both Fiends and Spirits also make use of daemonic force.

Daemonic Force SFX: Daemonic powers seldom have many restrictions on them. Commonly, when the powers are representative of the creature in question, they are grouped in an Elemental Control.

Required Powers and Disadvantages:

ESPer: Mental Awareness and 5 points of Mental Defense. Distinctive Features: ESPer (Small Group, Major Reaction): 10 points. Powers must be visible only to the Mental Sense Group. Powers must cost END if that is standard for the power. Normal Characteristic Maxima.

Mage: Mental Awareness, Detect Magic (Sense, Ranged, Discriminatory), 5 points Power Defense, 5 points Mental Defense, Magic Skill (INT-based), at least 10 points of Knowledge Skills relating to magic. No required Disadvantages, except as determined from the particular school of magic being practiced. Normal Characteristic Maxima.

Martial Artist: Detect Chi (Sense, Ranged). 10 points minimum in a Martial Art, plus any required skills for that art. Distinctive Features: Powerful Chi (Small Group, Major Reaction): 10 points. Martial Artists may purchase extra DCs for martial arts. Normal Characteristic Maxima.

Spiritualist: Detect Spirits (Sense, Ranged, Discriminatory). Mental Awareness and 10 points of Mental Defense and 10 points of Power Defense. 10 points of Presense only for Defense (-1). Distinctive Features: Spiritualist (Small Group, Major Reaction): 10 points. Required Skill: KS: Spirits. Normal Characteristic Maxima.

Exorcist/Monster Hunter: Normal Characteristic Maxima. No other required powers or disadvantages, but Mental Awareness, Mental Defense and Power Defense are recommended. Often has several supernatural Hunteds as well.

Paraphysicist: Normal Characteristic Maxima. No other required powers or disadvantages. Paraphysicists tend to rely on technology, so a good amount of technical skills is suggested. Requires the KS: Paraphysics and PS: Paraphysicist skills, as well as at least 10 points of Knowledge Skills geared towards the paranormal.

Scholar: 30+ points in Knowledge Skills. Normal Characteristic Maxima.

Fiend: No specific powers are required, but fiends often have some of the powers common to Daemons. Often have some kind of Distinctive Features as well as disadvantages common to Daemons.

Spirits: MUST buy Desolidification, 0 END Persistant [Vulnerable to Supernatural attacks], as well as Total Life Support. Dependancy: On Being Desolid for an Hour (Very Common, Every Hour, 3D6): 5 points, Distinctive Features: Spirit (Small Group, Major): 10 points, Physical Limitation: Cannot Cross Wards (Frequent, Greatly): 15 points.

Daemons: 75% Physical Damage Reduction, Resistant, plus some form of Regeneration (minimum 1 BODY/Day). Distinctive Features (varies), Physical Limitation: Cannot Cross Wards (Frequent, Greatly): 15 points, (sometimes) Psychological Limitation: Must Honor Bargains (Common, Total): 20 points, Susceptibility: Holy Ground (Uncommon, 2D6/Phase): 20 points.

Undead: Automaton powers of Does Not Bleed. May or may not have Cannot Be Stunned or Takes No Stun. Total (un)Life Support. Susceptibility: Holy Ground and Holy Objects (Uncommon, 2D6/Phase): 20 points, Vulnerability: 1.5 x BODY from Holy Objects (Uncommon): 5 points, Physical Limitation: Cannot Touch Holy Objects (Infrequent, Greatly): 10 points.

Cyborgs: 5 points of Density Increase. Some Resistant Defenses. Distinctive Features: Cyborg (varies). Physical Limitation: Requires Special Medical Attention to Heal (Frequent, Greatly): 15 points.

Replicants: Normal Characteristic Maxima. Physical Limitation: Property (All the Time, Greatly): 20 points, Distinctive Features: Replicant (Large Group, Major): 15 points. Psychological Limitation: Programming (Very Common, Total): 20 points.

Robots: Life Support: Immune to Disease, Self-Contained Breathing, Does Not Bleed and Takes No STUN, Distintive Features: Robot (varies), Physical Limitation: Property (Very Common, Greatly): 20 points, Psychological Limitation: Programming (Very Common, Total): 25 points. Physical Limitation: Does Not Heal, Must Be Repaired (Frequently, Totally): 20 points.

Artificial Intelligences: As robots, but add Physical Limitation: Immobile (All the Time, Total): 25 points. AIs make poor PCs.

Character Building Guidelines:
Starting Points for PCs: 150
Max Points from one Disadvantage Category: 50
Max Points from Disadvantages: 150
Characters Have Normal Characteristic Maxmima at No Value? NO
Characters Can Carry Normal Technology at No Point Cost? YES

Power Levels
Beginning Range
Attack Powers
50 APs/10 DCs
Not Defined
Defense Powers
DEF 20
Not Defined
Skill Rolls
No limit.
No limit.

Campaign Rules: Use Hit Locations? YES
Use Knockdown Rules? NO
Use Long-Term Endurance? NO
Limited Pushing? NO

Character Requirements: Skills
KS: Supernatural (INT-based) [REQUIRED]
Language: English [RECOMMENDED]
Language: Japanese [RECOMMENDED]

Perks, Talents and Powers: Perk: Licensed Paranormal Practitioner (1 CP) [REQUIRED for some]
Find Weakness [DISALLOWED]
Universal Translator [DISALLOWED]
"Reliable" Precognition and Retrocognition [DISALLOWED]
Extra-Dimensional Movement [NOT RECOMMENDED]
Faster Than Light Travel [DISALLOWED]
Lack of Weakness [DISALLOWED]

Disadvantages: Berserk [NOT RECOMMENDED]
Watched: Yuugen Kaisha 8- (Less Powerful, Limited Area): 0 Points [REQUIRED]
Watched: U Division 11- (As Powerful, NCI, Limited Area): 8 Points [REQUIRED]

Other notes: Characters with the 'Normal Characteristic Maxima' should respect the spirit of the disadvantage and build their characters in a more or less realistic manner - there is little reason, for example, that a Spiritualist should have 18 STR. DEX and SPD will be closely regulated in all cases by the GM; few characters (specifically, the Martial Artist and some Supernatural Beings) should exceed 3 SPD.

"Strange" powers often have large amounts of advantages and limitations, which are difficult to model on 50 Active Points (while getting anything resembling an effective power). The 50 Active Point limit on powers is a 'stretchy' limitation, which may be violated with GM permission. The limit is more there to keep the damage levels being thrown around to a reasonable level.

Don't neglect the 'real' aspects of your PC. He probably has hobbies, interests, and other background skills and perks. If at all possible, build a 'person' first with which to tack powers onto afterwards.

While there are a potential of 150 points of disadvantages allowed to PCs, don't push too hard to get all those limitation points. For some characters it would be easy to get those points, but for others, if it doesn't fit the character concept, don't bother. A well built 200 point character will be just as compeditive as a 300 point character; those extra points will likely be used to fill in a character to concept rather than providing raw 'power'.

All power frameworks require GM permission. In general, Mages can expect access to a Multipower, while others will have to resort to Elemental Controls, or no framework at all. Certain characters may get access to Variable Power Pools for equipment or (small) magic pools.

Some Stuff to Consider:

Campaign Setting: Late 21st century Japan, Tokyo. Thanks to the rebuilding after the great quakes of 2024 and 2056, plus much laxer immigration laws, Japan is a very different place. Despite the protests of cultural purists, most people speak both English and Japanese with nearly equal fluency. The more complex forms of Japanese writing have largely been abandoned in favor of roman-style lettering. Twenty-five percent of the population of Tokyo is non-Asian, mostly the descendants of Western construction workers who helped to rebuild Japan after the great earthquakes.

Technology has continued its onward advance. The use of robots is commonplace, powerful artificial intelligences assist in government, economy and the media, and synthetic humans are built for specific purposes. Surprisingly to some, none of these additions to society ever caused any serious problems. Certainly, the odd robot or replicant went berserk, but for the most part they proved to be reliable technology.

Most civilised nations have imposed population controls to keep the consumption of resources within reasonable limits. In Japan, these laws went into enforcement in 2042. After a large segment of the population was wiped out by the great quake of 2056, immigration laws were relaxed to allow Japan to re-acquire the skilled labor it needed to rebuild.

The Player Characters are employees of Yuugen Kaisha [Phantom Quest Corporation], one of the few companies worldwide that specializes in 'supernatural' troubles. While the police and military have forces which employ para-natural means and combat such threats, the individuals that typically deal with the supernatural cannot be 'mass trained', and are often of a fairly independant nature. As a result, only a very few will ever enter public service - meaning that those that do are woefully overworked and can only spare time to work the most pressing of problems.

The 'majority' of spiritualists, mages and 'ghostbusters' are self- employed and wouldn't be caught dead working with somebody else. Yuugen Kaisha employs those few individuals with the right powers and the willingness to work in a team, but can't stomach the discipline, paperwork and responsibility of working for a government institution. Across all of Tokyo and the surrounding territories, Yuugen Kaisha can draw on a staff of approximately 50 agents. Some are chosen individually on a case-by-case basis, while others work in experienced groups that see little change.

Yuugen Kaisha recieves commissions from several sources; the first being private individuals who wish to employ consulting and services. This can mean anything from setting up wards around a household to ridding a corporation's ductwork of noisy ghosts (or worse). The second, and typically more dangerous source of jobs comes in the form of commissions from U Division, Tokyo's Unusual Occurances Branch that handles most dangerous outbreaks of the supernatural. Overworked and understaffed, U-Division hires Yuugen Kaisha on a 'bounty hunter' basis when lesser problems arise. To that end U Division gives Yuugen Kaisha some extra 'leeway' with regards to weapons, technology and extraordinary abilities laws, depending on the circumstances. For example, if the danger level is high and restricted to an area with few civilians, Yuugen Kaisha operatives may get clearance from U Division to employ high-energy weapons and even explosives. And in most cases U Division grants clearance to use more 'discrete' weapons which would be illegal for most other citizens to use (magic, psionics, magical weapons, body armor, etc.). After the Tokyo Stock Exchange massacre by a Force twelve daemon in 2065, U Division is given a large amount of discetion in its use of force, particularly in the area of collateral damage (but not civilian lives). U Division can also 'deputise' any member of the so-called 'supernatural' community in Tokyo to assist in times of crisis, and Yuugen Kaisha employees are typically their first choice.

Many Yuugen Kaisha operatives run buisinesses of their own on the side. So long as these buisinesses do not act as competition to the corporation, little is made of them. For example, the cyborg operative "Tsunami" works on the side as a gunsmith for the Tokyo Police Department, and Master Heinrichson runs a martial arts acadamy.

Powers and the Law:


The weapons laws in Japan have remained pretty much the same; the average civilian cannot own or carry a firearm, and even owning a blade longer than 30cm requires a special permit. Special dispensation is given to those who typically deal with the supernatural, though conventional weapons like guns are seldom effective. Weapons permits require the player to buy the Weapon Permit perk (1 CP) and have the appropriate Weapon Familiarity. Concealed Weapons permits are not available. Any magical weapon, regardless of its length or construction, is considered to be a restricted weapon. Even with the proper permit, the weapon cannot be carried around in all circumstances, but rather the user must have probable cause to carry and wield his weapon and (when possible), the user must inform the police of his location and reasons for bearing arms. Note, however, that the term 'carry' is loosely defined in Japanese law. So long as the weapon is locked up inside something that is not normally man-portable (like a locker, or even the trunk of a car!), it is not considered to be 'carried'.

Certain devices require Special Weapons Permits (2 CP). Any powerful magical weapon (GM's discretion) and most 'high-science' devices (such as laser pistols, particle beams, sonic disruptors - non-standard devices which PCs would have to pay CPs for in the first place) are considered to be Special Weapons, and are subject to the same restrictions as 'normal' weapon permits.

Very powerful weapons (machineguns, rocket launchers, cyborg cannons) are generally military-issue only. However, trusted members of the public may acquire Heavy Weapons Permits (5 CP), but must first recieve permission from Tokyo Police (in the PC's case, from U Division) before they can even break out such weapons. The rules of storage on heavy weapons are far more strict, requiring them to be stored at a local police department when not in use. In general, though, permission is only granted when a truly critical threat presents itself, in which case the PC may find himself supporting a U Division operation rather than working on a commissioned case.


Gaining the legal right to wear body armor, especially concealable body armor, is fairly trivial for the average citizen. All that is required is a demonstratable need to the police to have such armor (those that deal with the supernatural need explain no further) and apply for a permit. This costs a small fee, but no Character Points. Note that heavy body armor such as SWAT gear is restricted use and requires a Special Weapons permit (see above) to own and use. Note that it is sufficient to have only one Special Weapons permit to get both special weapons and heavy body armor; indeed, all such permits are single-purchase matter, and apply to any and all weapons and equipment the user is qualified to use (for example, even if you have a Heavy Weapons permit, you can't own a Rocket Launcher unless you have the Weapons Familiarity with Rocket Launchers).

Supernatural Powers:

The Japanese government attempted to legislate controls on the use of supernatural powers as far back as 2022. However, like many other countries, they soon found that it was next to impossible to enforce such a law. How could you, for example, make ESPer powers illegal when most ESPers have no idea why they have their powers? Similarly, making magic illegal was pretty much akin to making physics or chemistry illegal. National supreme courts shot down such attempts time and time again until most countries (Japan included), gave up and stuck to enforcing the use of such powers.

In brief, having the ability to sorcerously blow up a building is perfectly legal. It's only once you actually blow up that building with your magical power that you've broken the law. Spying with telepathy or magical clairvoyance is deemed a breaking of the privacy laws. And so on. Typically, however, proving that a law has been broken with supernatural powers is difficult. As mentioned previously, U Division is already overworked and can't be bothered to monitor every petty mage or ESPer's use of their powers. They're more concerned with that dark cult that's raising daemons than a little corporate espionage using magic or telekinetic assault.

Individuals registered with U Division as licensed paranormal practitioners (1 CP) can run a duly registered buisiness under Japanese buisiness law. Such individuals see more scrutiny from U Division than the average, unlicensed 'dabbler', but so long as they act in a concientious manner with their powers, they are given plenty of room to operate (U Division understands how tough working with the super- natural can be). Complaints about minor property damage or non-life threatening injuries will generally be ignored by U Division (unless they occur with great regularity). Serious civilian injury or death will of course see more serious investigation by U Division, but LPPs are given the benefit of the doubt when possible (i.e. a daemon possesses a man who goes on a murderous spree - LPPs will probably not be charged if they have to use lethal force to save others, despite the fact that the man who is possessed is 'innocent' of the crimes being committed).

Supernatural Creatures:

All supernatural creatures are presumed to be malign unless proven otherwise. U Division officers put it clearest: "If in doubt, kill it." Most supernatural creatures have no legal rights and it is not a crime to enslave, abuse, banish or destroy them. There are, however, some exceptions:

Artificial Beings:

Almost all replicants, robots and artificial intelligences are considered to be property, and thus technically not legally responsible for their actions. A few cases of geniuine sentience have occurred, however, and some governments (including Japan) recognize their rights and grant them citizenship. Note, however, that dangerous artificial sentients are generally destroyed long before their sentience can be established - few SWAT teams bother to ask "Is this rampaging robot a sentient being?" before blowing it to a billion pieces with heavy ordinance. Sentient machines need not take the Physical Limitation: Property, but this requires GM permission. The owner of an artifical being is the one responsible for its misdeeds; typically the being in question has been programmed to avoid bringing legal troubles down on its owner.

Note that playing a 'non-sentient' machine is certainly possible. Replicants especially emulate sentients so closely that discovering the truth requires special equipment and testing. Even without sentience, some replicants and robots acquire strange characteristics and mannerisms that functionally make them unique beings. Such devices can typically be bought for at a low price from nervous previous owners. Bargain robots and replicants can always be found by cash-strapped buyers. Yuugen Kaisha even owns a Puma-class replicant to act as a security guard for its main offices. Replicant or Robot PCs should define exactly who owns them, the owner/property relationship is best explained by the DNPC disadvantage. Artificial Intelligences, while powerful, are generally little more than large immobile computers, and thus unsuited to be Player Characters.


Most non-weapon cyborg systems are perfectly legal; including full body replacements. Any built-in weaponry, however, must be registered with the local police forces and subject to the same rules (i.e. they can only be carried under certain circumstances). Thanks to legal loopholes, built-in armor is basically unrestricted, though few cyborgs are ever tougher than 12 Resistant DEF without external armor.

Sample Normal Equipment:

'Normal' Equipment can be used by any PC at no point cost. Most of it isn't wonderfully effective against supernatural threats, but you can't have everything...


Firearms: Normal firearms have changed very little, even over a good eighty years. They might use caseless ammo and laser targeting, but the handgun hasn't changed much in terms of damage, range or accuracy. Your average automatic pistol does 1-2D6 Physical RKA, holds 15-22 rounds (fewer as the damage increases), and is +2 OCV thanks to good balance, low recoil and some form of targeting. Automatic weapons are always considered Special Weapons and range in damage from 1D6 (submachinegun) to 3D6 (heavy assault rifle).

Melee: Fundamentally unchanged. Thanks to materials science, most melee weapons are practically unbreakable, and do perhaps an extra DC over 20th century versions.

Heavy: The advent of cyborg and replicant troops made the use of heavy weaponry practical on a individual level. The average cyborg assault rifle is either a futuristic 20mm cannon or a high-calibre machinegun. Getting clearance to use these things, however, is difficult.

'Advanced' Weapons: Devices like tasers and stun batons are available as 'normal' tech, but laser/sonic/particle beam weapons never made it into the mass market (must be purchased with CP).


Concealable Body Armor: The average 'suit' of concealable body armor consists of a combination of low-profile damage diffusing weave combined with thin, flexible armor plates. It is 1/4 normal armor mass and is generally 6 DEF. It comes in vest, jacket, and body stocking formats.

Obvious Body Armor: A lot tougher, Body Armor is not concealable (though an overcoat will make it a lot less obvious) and typically composed of external polymer plates over a damage absorbing weave. It is fairly form-fitting and does not overly hinder movement. It is 1/2 normal armor mass and ranges from DEF 6 to DEF 10. Most suits are either full coverage with helmet or cover the torso, head, forarms and shins.

Powered Armor: Powered armor is always 'non-standard' equipment and must be bought with character points. It does not encumber and runs up into 15 DEF.

Cyborg Armor: Non-powered cyborg armor is considered 'normal' equipment, but is generally less concealable and a lot more expensive.

Personal Electronics:

Communications: The PEO (Portable Electronic Organizer) is the commonplace digital communications/notebook device. It's a cell-phone, recorder, notebook, data retrieval unit, etc., etc., etc. It does more stuff than you can easily shake a stick at.

Portable Computer: The dictates of utility have kept portable computers at about the size of a modern one. Computers in 2080 run on optical 'electronics' and use monolithic holographic storage. For personal use, processing power is generally a 'non-issue'. Only universities, governments and corporations require the processing power and 'smart' operating systems that an AI can provide.

Batteries: While high-temperature superconductors never became practical, most power storage is done in high-density semi-crystal 'fluid' that can store enough power for thousands of hours of use (and are rechargable).

Background Technology Notes:

Power Generation: Primarily Fusion, Hydro-electric with some solar. Most buildings have a solar array on their rooftops.

Vehicles: Hydrogen turbines have replaced most conventional combustion engines. Vehicles that don't need a lot of 'power' use battery-powered electric engines. Short range aircraft are typically electric vectored thrust fans driven by hydrogen turbines. Note that a personal vehicle is not considered 'common' in 2080 Tokyo, where mass transit or robot taxis are the rule.

Intrusive Technology: Implanted 'identity' chips and the like never took on with the general public. However, most people's DNA code is registered at birth and on secure police files. Despite cost considerations, physical monentary units (i.e. cash and coin) still exist, though electronic transactions are the norm.

Medical Technology: Limb and organ re-growth is possible, but takes a great deal of time (months). The more common solution is to simply replace a lost body part with sythetic tissues, much the same as those which make up replicants. They function quite well and are virtually maintenance free. Surgery as a whole is much less intrusive, quicker and safer than today. Cyborg conversion is generally a matter of personal choice (based on profession), though extreme injuries may make it the only practical choice (building a cyborg body is a lot easier than constructing an entire custom replicant-style body).

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