MAJOR CAST IN PROBABLE ORDER OF APPEARANCE "Some operatives deal with computers, some deal with cars - but I deal with people. I kill people. I maim people. I torture information out of people. I'm basically a people person" - Blue Monday. CHRISTOPHER SARRACEN Appearance: Tall and dark with a white scar on his right temple. Identity: Thinks he's Christopher Sarracen, simsense producer/director and all-round bad guy. He's really Sarracen's dupe. ST: 10 DX: 11 IQ: 14 HT: 12 Speed: 5.75. Move 5. Dodge: 7. Parry: 9. DR 8. Damage: Thrust 1d-2, Swing 1d. ADVANTAGES: Very Wealthy, Allies. DISADVANTAGES: Hunted by the F.B.I., Impulsive, Sadism. CYBERWEAR: None. SKILLS: Accounting -14, Administration -15, Bard -14, Beam Weapons -13, Computer Operation -14, Directing (Simsenses) -15, Economics -13, First Aid -13, Karate -11, Law -13, Savoir-Faire (Corporate) -15, Streetwise - 14. QUIRKS: Connoisseur of "art-house" simsenses, Greedy, Paranoid, Likes to insist that he is a respectable producer / director even in the face of obvious evidence to the contrary. QUOTES: "Have the police nothing better to do than to persecute an artist?" "Clive Barker was seminal, yes, but he failed to appreciate that once the audience has seen some-one torn apart with hooks, you can't follow that up with plain old murder. The audience just won't be interested in that anymore". In GURPS Cyberpunk, he has taken to carrying a laser pistol in a shoulder holster under his jacket. In GURPS Cyberworld, make this a SOG Feder, and instead of Beam Weapons -13, he has Guns (Pistol) -13. In Littmann's Cyberworld, the weapon is a Chevall Celestia laser pistol. His suit is made out of light monocrys. If asked why he is liquidating his assets and moving them off-shore, he will confess that he is frightened of the U.S. police seizing his wealth. [In Cyberpunk 2.0.2.0. Sarracen is a Corporate with INT 10, REF 7, TECH 8, COOL 6, ATTR 7, LUCK 9, MA 7, BODY 7, EMP 3. His Resources are understandably limited right now and shouldn't be given a number. Otherwise, he has Human Perception +8, Education +6, Library Search +6, Social +6, Stock Market +6, Personal Grooming +8, Photo and Film +7, Wardrobe and Style +8, Directing +8, Handgun +5, Streetwise +4, First Aid +3. His weapon is a Federated Arms X-22 light autopistol and he wears a light armour jacket]. [In Shadowrun, Sarracen has Body 4, Quickness 4, Strength 3, Charisma 4, Intelligence 5, Willpower 4, Essence 6, Reaction 4. His skills are Computer Software 3, Etiquette 6, Firearms (Pistols) 3, Negotiation 5, Unarmed Combat 3. His weapon is a Ceska vz/120 light autopistol and he wears a secure vest]. BRAM LOCKWOOD Appearance: A broad-shouldered, handsome African-American. Identity: Sarracen's head bodyguard. ST: 12 / 14 in arms. DX: 13 / 14 in arms. IQ: 11 HT: 12 Speed: 6.25 (or 6.5 for anything just involving arms). Dodge: 9. Parry 13. DR 12 (8). Damage: Arms: Thrust 1d, Swing 2d. Otherwise: Thrust 1d-1, Swing 1d+2. Punch: 1d. Kick: 1d. ADVANTAGES: Appearance (Attractive), Combat Reflexes, Patron (Sarracen). DISADVANTAGES: Odious Personal Habit (Menacing) (-1 on reactions), Sense of Duty (Sarracen). CYBERWEAR: Analgesic Glands (Gives High Pain Threshold), Dermal Armour 2 (Gives DR 2), 2 Cybernetic Arms (ST 14, DX +1). All Cyberwear looks natural. SKILLS: Climbing -12, Computer Operation -12, Driving -13, Escape -14, Fast Draw (Handgun) - 14, First Aid -15, Guns (Pistol) -14, Guns (Gyroc Launch Pistol) -14, Guns (Machine Pistol) -17, Intimidation -15, Motorcycle -12, Savoir-Faire (Corporate) -14, Stealth -13, Streetwise - 13. Additionally, Bram has a Karate skill of 14. However, when he uses his cybernetic arms to punch or parry, this counts as 15. If you have GURPS Martial Arts, replace the Karate skill with the following skills in Jujutsu. The number after the slash refers to skill with the arms. Skills: Judo 1- 11/12, Karate 2- 12/13. Maneuvers: Arm Lock -15, Back Kick -8, Disarming -15, Spin Kick -9. QUIRKS: Calls his machine pistol "Alicia", Respects hard work but thinks that anyone who is having fun on the job isn't taking it seriously, Chain smokes, Whatever the weather is he thinks it will be bad for his health, Distrusts Marilyn - her heart doesn't seem to be in it. QUOTES: "I'm a patient man myself, but I think you should know what Alicia is getting very angry". "Do you know anything about medicine? Is it possible to be allergic to sunlight?". Bram's trademark weapon, carried on his person whenever possible, is his machine pistol with laser sights and a D-tag. In GURPS Cyberpunk, this is a 10mm machine pistol with laser sights and a D-tag. In GURPS Cyberworld, it is a MoskArm NovUzi 9mm S.M.G. with laser sights and a D- tag. In Littmann's Cyberworld, it is a Colt Peacemaker Elite .45 machine pistol with laser sights and D-tag. He won't usually have armour-piercing ammunition loaded, but he has two clips in his coat just in case. Bram wears a light monocrys greatcoat with a medium monocrys vest underneath. [In Cyberpunk 2.0.2.0. Bram is a Solo with INT 7, REF 9, TECH 6, COOL 8, ATTR 8, LUCK 8, MA 8, BODY 8, EMP 4. His Cyberwear includes a Basic Neural Processor, Pain Editor, Skinweave, Kerenzikov Boostware 1, and Cybernetic Arms with Thickened Myomar Strands. He has Combat Sense +8, Handgun +8, Intimidation +6, Martial Arts (Judo) +7, Melee +4, Athletics +6, Submachinegun +8, Weapons Tech +4, Driving +4, Wardrobe and Style +4, First Aid +6. His weapon is an H&K MPK-9 medium submachinegun. He wears a medium armour jacket with a heavy leather greatcoat over the top]. [In Shadowrun, Bram Lockwood has Body 4 (6), Quickness 5 (7), Strength 4 (6), Charisma 3, Intelligence 4, Willpower 4, Essence 0.5, Reaction 4. His Cyberwear includes Wired Reflexes 1, Dermal Plating 3 and Muscle Replacement 2. His skills include Athletics 2, Computer (Software) 2, Car 3, Biotech (First Aid) 2, Firearms 6, Bike 2, Etiquette 4, Stealth 3, Unarmed Combat 5. His weapon is an Ares Crusader MP machine pistol. He wears a secure long coat with a secure vest underneath]. MARILYN Appearance: Hugely muscled blonde young lady. Identity: Ex-wrestler, and now muscle in Sarracen's employ. ST: (11) 16. Nature gave her 11. Muscle grafts gave her 16. DX: 13 IQ: 9 HT: 12 Speed: 6.25. Dodge: 8. Parry: 12. DR 12. Damage: Thrust 1d+1, Swing 2d+2. Punch: 1d-1. ADVANTAGES: High Pain Threshold, Musical Ability +3, Patron (Sarracen). DISADVANTAGES: Alcoholism. BIOWEAR: 70 character points worth of Muscle Grafts. SKILLS: Acrobatics -12, Acting -11, Axe/Mace -14, Computer Operation - 11, First Aid -8, Guns (Pistol) -13, Guns (Machine Pistol) -12, Knife - 13, Knife Throwing -12, Musical Instrument (Flute) -13, Performance -11, Running -12, Jumping -12, Streetwise -12, Savoir-Faire (Corporate) -11, Tournament Law (Pro Wresting) -12. If you don't have GURPS Martial Arts, Marilyn has a Brawling -15 and Wresting -16. If you do have GURPS Martial Arts, Marilyn is a student of Professional Wresting with Brawling -15, Wresting -15, and Wresting Sport -13. Her maneuvers are Arm Lock -17, Choke Hold -14, Drop Kick - 14, Ear Clap -10, Head Butt -11, Neck Snap -14, Piledriver -11, and Stamp Kick -15. QUIRKS: Regrets that she had her muscle grafts - it makes her feel like a freak, Wishes she had become a musician instead of a wrestler turned bodyguard, Only drinks synthetic alcohol (real alcohol is bad for you!), Hates Bram for being everything that she fears she will become. QUOTES: "I may have taken a few grafts but at least I never let any of my organs be ripped out to be replaced with machinery". "Damn, I need a drink". Marilyn carries a large handgun badly-concealed in a thigh-holster. In GURPS Cyberpunk, this will be an IMI Eagle .44 Magnum. In GURPS Cyberworld, this will be an Astrum Meteor 11mm Magnum auto-pistol. In Littmann's Cyberworld, this will be a Wulfgar Bull 12mm auto-pistol. She wears a short light monocrys skirt and a medium monocrys vest. [In Cyberpunk 2.0.2.0. she is a Solo with INT 5, REF 8, TECH 5, COOL 7, ATTR 4, LUCK 7, MA 7, BODY 12, EMP 5. Her Biowear includes Grafted Muscle and Muscle and Bone Lace. Her skills include Combat Sense +7, Handgun +6, Martial Arts (Wrestling) +9, Melee +7, Athletics +8, Submachinegun +4, Stealth +4, Performance +6, First Aid +1. Her weapon is an Armalite 44 very heavy autopistol. She wears a heavy leather skirt and a medium armour jacket]. [In Shadowrun, Marilyn is a Troll with Body 9 (10), Quickness 4 (8), Strength 8 (12), Charisma 1, Intelligence 1, Willpower 2, Essence 2, Reaction 3. As a Troll, she has Thermographic Vision, a +1 Reach for Armed/Unarmed Combat, and Dermal Armour (+1 Body). Her Cyberwear includes Muscle Replacement 4. Her skills include Athletics 3, Armed Combat 4, Firearms (Pistol) 3, Etiquette 2, Unarmed Combat 6. Her weapon is a Browning Max-Power heavy pistol. She wears a real leather skirt and a secure vest]. TARBABY Appearance: Slim unattractive man with clipped brown beard and mustache. Identity: Sarracen's Driver. ST: 9 DX: 14 IQ: 12 HT: 11 Speed: 6.25. Dodge: 8. Parry: (Hand) 10. Parry (Knife) 6. DR 8. Damage: Thrust 1d-2, Swing 1d-1. Punch: 1d-2. Kick: 1d. ADVANTAGES: Absolute Direction, Patron (Sarracen). DISADVANTAGES: Lecherousness, Sense of Duty (Sarracen), Unattractive. CYBERWEAR: Vehicular Interface Jack, 2 Cybernetic Eyes with Light Intensification and Polarization. SKILLS: Area Knowledge (Appropriate City) -15, Computer Operation -12, Driving (Cars) -15 (19 if interfaced), Guns (Pistol) -16, Guns (S.M.G.) -16, Karate -13, Knife -13, Mechanic -13, Motorcycle -14, Savoir-Faire (Corporate) -13, Streetwise -12. QUIRKS: Always whistles while driving, Wears a white cowboy hat wherever he goes, Has the hots for Marilyn something tragic. QUOTES: "Hey beautiful - watcha doin' tonight?" "One thing you gotta admit about Marilyn - she's a whole lotta woman!" In GURPS Cyberpunk, Tarbaby has a 10mm machine pistol. In GURPS Cyberworld he has a MoskArm NovUzi 9mm Submachinegun. In Littmann's Cyberworld, he has a Camillo Soldati 4mm Cased Sub-Machine Gun. If he can't take these out of the car for some reason (for instance, if the police are watching), he will take a handgun. In GURPS Cyberpunk this is a Glock 17 9mm auto-pistol. In GURPS Cyberworld, this is a SOG Strassen Shutz 9mm kurz auto-pistol. In Littmann's Cyberworld, this is a Ruger SparrowHawk .38 auto-pistol. In all worlds, he wears a light monocrys vest. [In Cyberpunk 2.0.2.0. he is a Solo with INT 8, REF 9, TECH 8, COOL 8, ATTR 6, LUCK 8, MA 8, BODY 7, EMP 3. His Cyberwear includes a Basic Neural Processor and a Vehicle Link. He has Combat Sense +6, Awareness / Notice +4, Handgun +8, Brawling +6, Melee +6, Weapons Tech +6, Athletics +2, Submachinegun +8, Basic Tech +6, Drive +8 (+10 w/ link). His weapons are an Arasaka Minimi 10 medium submachine gun and a Federated Arms X-9mm medium autopistol. He wears a kevlar t-shirt]. [In Shadowrun, Tarbaby has Body 4, Quickness 5, Strength 3, Charisma 2, Intelligence 4, Willpower 4, Essence 2.8, Reaction 4 (8 when rigged). His Cyberwear includes a Datajack and a Vehicle Control Rig 2. His skills include Computer Software 2, Driving 6, Firearms 6, Unarmed Combat 4, Armed Combat 3, Etiquette 3. His weapons are a Beretta Model 70 submachinegun and a Fichetti Security 500 light pistol. He wears a secure vest]. RETIARIUS Appearance: Blonde, bearded quadriplegic in electric wheelchair. Identity: Sarracen's Netrunner. ST: 6 DX: 6 IQ: 15 HT: 9 Speed: 3.75 (Physical Speed only!). ADVANTAGES: Absolute Direction, Absolute Timing, Patron (Sarracen). DISADVANTAGES: Quadriplegic, Needs to betray people in order to feel superior. CYBERWEAR: Environmental Interface. Two chipslots (Chinese (2) and a Maths chip). The interface appears to be un-natural. SKILLS (with chips): Accounting -14, Area Knowledge (City Net) -16, Chinese -15, Computer Operation -17, Computer Programming -16, Cyberdeck Operation -15, Electronics (Computers) -14, Hacking -15, Law -14, Mathematics -14. QUIRKS: Loves to use the phrase "ceteris paribus" (meaning: all other things being equal), Enjoys listening to dance music even though he cannot himself dance, passionate MUDer (likes to be a ninja), always dressed with extreme neatness - never without a tie, his mechanically generated voice is always calm even if he is exited. QUOTES: "It goes without saying that should you be apprehended by the authorities, then, ceteris paribus, I will have to deny all knowledge of your activities". "Gentlemen, please. Mr. Saracen is not paying you to whine. Mr. Sarracen is paying you to get results". Retiarius is completely unarmed and unarmoured at all times. His prize possession in his flat is his cyberdeck. In GURPS Cyberpunk, this is a complexity 2 cyberdeck. In GURPS Cyberworld, its a Novy-R Tsar with a complexity 2 icon-interface neural controller. In Littmann's Cyberworld, its a Hydra. He normally has access to even better equipment at Sarracen Entertainments, but does not keep it where he lives. Until this whole F.B.I. thing blows over, it will have to do. Although Retiarius wants to save his employer, he sees the present chaos as a good opportunity to betray whoever else he can. He is simply not a very nice person. Retiarius never goes anywhere without his bodyguard / helper. This tall dark man is a mute, and appears to have no name other than "Retiarius' bodyguard". He has ST 12, DX 11 and HT 11. Its not clear what his IQ is. He has Brawling -15, Computer Operation -12, Cooking - 14, Drive (Car) -13, First Aid -14, Gesture -13, Guns (Laser Pistol) -14 and who knows what other skills? He wears a light monocrys vest under his white suit and has a laser pistol in a shoulder holster. In GURPS Cyberworld, the pistol is a MoskArms 9mm Russki-9, and the bodyguard has Guns (Pistol) -14 instead of a skill with lasers. In Littmann's Cyberworld, the gun a KIT Hotshot laser pistol. In any world, it has laser sights. [In Cyberpunk 2.0.2.0. Retiarius is a Netrunner with INT 10, REF 7, TECH 8, COOL 8, ATTR 3, LUCK 7, MA 5, BODY 6, EMP 3 - but keep in mind that he is quadriplegic. His Cyberwear includes a Basic Neural Processor, a Cybermodem Link, and enough medical tech to keep him alive and functional. He has Interface +9, Awareness / Notice +7, Education +8, System Knowledge +8, Cyberdeck Design +6, Composition +7, Electronics +6, Programming +8, Human Perception +6, Stockmarket +8. His cyberdeck will be a SGI Technologies "Elysia". It isn't the best cyberdeck that he is used to using, but until this whole F.B.I. thing blows over, its the best he has access to. Retiarius' bodyguard/helper is a Solo with INT ?, REF 7, TECH 6, COOL 7, ATTR 6, LUCK 6, MA 7, BODY 7, EMP 4. He has Combat Sense +4, First Aid +6, Brawling +6, Driving +5, Handgun +6. His weapon in a Militech Arms Avenger medium autopistol and he wears a light armour jacket]. [In Shadowrun, Retiarius has Body 2, Quickness 4, Strength 4, Charisma 3, Intelligence 6, Willpower 6, Essence 5.5, Reaction 5 - but keep in mind that he is quadriplegic. His Cyberwear includes a Datajack and 30 MP of Headware Memory. His skills include Electronics 4, Etiquette 5, Computer (Software) 7. He is unarmed and unarmoured. The cyberdeck will be an Allegiance Alpha. It isn't the best cyberdeck that he is used to using, but until this whole F.B.I. thing blows over, its the best he has access to. Retiarius' bodyguard/helper has Body 4, Quickness 4, Strength 4, Charisma 2, Intelligence 2, Willpower 4, Essence 6, Reaction 3. His skills include Unarmed Combat 5, Computers 2, Car 3, Biotech (First Aid) 4, Firearms (Pistol) 4. His weapon is a Colt Manhunter heavy pistol. He wears an armour vest]. JOHN SMITH Appearance: Tall and dark with a white scar on his right temple. Identity: Thinks he's John Smith, mid-level exec. He's really Christopher Sarracen. ST: 10 DX: 11 IQ: 12 HT: 12 Speed: 5.75. Dodge: 5. Parry 8. Damage: Thrust 1d-2, Swing 1d. Punch: 1d-3. ADVANTAGES: Mathematical Ability +2, Patron (Cagey and Case), Secret Ally (Susan Chuan). DISADVANTAGES: Boring (-1 Reactions), Cowardice, Sense of Duty (wife and children). CYBERWEAR: None. SKILLS: Accounting -13, Administration -13, Boxing -12, Darts -14, Law -12, Savoir-Faire (Corporate) -13. QUIRKS: Collects stamps, Drinks tea, Wants to be as much like other suits as possible, Passionate about darts, Frequently comments - "I want to go home". QUOTES: "Shoot me if you have to, but for God's sake don't hurt my children!" "This is all some kind of terrible mistake!" He is unarmed and unarmoured. [In Cyberpunk 2.0.2.0. he is a Corporate with INT 7, REF 7, TECH 7, COOL 4, ATTR 7, LUCK 7, MA 6, BODY 7, EMP 4. He has Resources +5, Awareness/Notice +5, Education +5, Social +4, Stock Market +4, Wardrobe and Style +4, Personal Grooming +4. He is unarmed and unarmoured]. [In Shadowrun, John Smith has Body 4, Quickness 4, Strength 3, Charisma 3, Intelligence 4, Willpower 4, Essence 6, Reaction 4. His skills include Etiquette (Corporate) 3, Unarmed Combat 2. He is unarmed and unarmoured].