Ex Libris CY_BORG A directory of content, tools, and resources

All Entries

Blood Sports

Concept: “Some trashy random tables for generating odd sports and shows names punks play in CY_.  You can roll some cocky champion names too and get some inspiration from the portraits provided.”
Content: Tables for quick generation of game types/specifics and famous sports NPCs, all of which are soaked in CY style.
Writing: Table results are vivid, grungy, and dystopian–exactly what you’d hope for.
Art/Design: Contrasting-color rows help with table navigation, with tables positioned around the edges of large image spreads (an arena and a gallery of NPC portraits), with an eye-bleeding aesthetic and palette.
Usability: While not all tables are labeled, it’s clear what each does functionally and how to use it alongside the others.

Bloodcrazed Firestarter

Concept: “They took everything from you. You’re gonna make them pay.”
Content: A class for the vengeful arsonist on a path of destruction.
Writing: Concise, intense text that merges pathos and mechanics into intriguing features.
Art/Design: A stunning illustration of a firestarter in red, framed on either side by a column of class features in white on black.
Usability: Text is easily readable and navigable, with helpful bolding for headers and horizontal rules for separating different class details.

Bombles Chewable Grenades

Concept: “Yum! Delicious Bombles Chewable Grenades, a piece of equipment compatible with CY_BORG RPG. (DO NOT SWALLOW)”
Content: A fun and tasty way to weaponize one’s food.
Writing: Concise, direct explanation of bombles and how they operate mechanically.
Art/Design: White-on-pink (and yellow highlights) advertisement aesthetic with an image of a gumball machine on the right side of the page. 
Usability: Info is easy to navigate and recognize particular content details, from bumble flavors to mechanical effects to credit cost. Supplement is provided as an image file, so text is not searchable or selectable.

Boomhunter's Laughter & Satisfaction

Concept: “Burnchurch Hex’s latest [dist/att]raction is a kill club run by the infamous chromediator Boomhunter, a chromed out kill-club veteran with gunpowder cologne and grenades for jewels. To him, the only thing better than a good kill is a thumpin soundtrack.”
Content: Just about everything a GM might need to provide players with an entertaining time at a kill club: notable NPCs, locations, events/activities (and how to bet on them), and enemies to face off against.
Writing: Plenty of imaginative world-building detail supported with brief rules and mechanics when needed.
Art/Design: Two versions are provided: one that hews closely to the Cy_Borg design aesthetic, with a variety of two-page spread layouts, colors, and fonts; and one that offers a simple, printer-friendly black-on-white single-column arrangement of content. 
Usability: Text in both versions is mostly high-contrast, although in the ‘regular’ version, some font choices and spread background ‘busy-ness’ may impact readability for some readers. Relationships between different content types/sections are visually distinct, thanks to consistent shifts in font size and bolding.

Borgpunk

Concept: “Maybe you're tired of Players rolling Presence to charm/snipe/shoot their way in and out of any situation, especially that Discharged Corp Killer who, for some reason, rolled a +3 on his Presence. Well, do not worry anymore, as this hack aims to fix that.”
Content: An expansion of stats and skills to add a bit more crunch to games of Cy_Borg. 
Writing: Focused, direct explanation of optional mechanics to integrate into a game, along with an insightful rationale for the hack’s existence and a character sheet organized to include the new stats & skills.
Art/Design: Single-column white text on a dark black-and-purple patterned background. Character sheet mixes hand-drawn illustration, photo collage, and fillable fields.
Usability: Text in both files is high contrast and has consistent font use for headings/labels and body content. Unfortunately, text is not embedded in either file, so searching/selecting is not available.

BR0KEN_HEARTS//BR0KEN_JAWS

Concept: "’Some desperate Alliansen admin put out a plea to rescue her AI program. Not sure why she doesn't just use company muscle to get it back, but she's promisin' the reward of "anything within her abilities," so here we are. Hope ya brought your earplugs though, cuz the goons that stole it are LOUD.’”
Content: A mission to recover an AI stolen by musicians.
Writing: Concise bursts of info to guide a GM toward notable encounters and fitting atmosphere.
Art/Design: Red and blue on black, with an aesthetic that mixes graffiti/tagging with software terminals, arranged in mostly one- and two-column layouts. A map of target location is provided in pink.
Usability: Consistent presentation of content elements throughout the document, making visual identification of headings etc. very easy. However, text is not embedded so no searching or selecting is possible.

Brain Dancer

JKW
Concept: “Chiphead. Holobob. Eyerot. People talk a lot of shit. Let them. You know something they don’t: the whole world’s a stage, and you’re a motherfucking star. All you gotta do is keep dancing, and let the brain-tape roll.”
Content: A class for the talent, the face, the influencer, the fame addict.
Writing: Intriguing class features that evoke a mix of excitement and outright horror that feels completely appropriate for the streets of Cy.
Art/Design: Two-page spread with a portrait illustration of a brain dancer on the left with class features in creatively organized tables on the right.
Usability: For the most part, each section of content is visually distinct from the others, which makes for easy navigation on the page. However, the file is provided as a PNG, so text is not embedded (no searching or copying/pasting available).

Brain Trust

Concept: “A professor at the University of Cy has intel that her corporate rival has acquired a philosophical impossibility: A Boltzmann brain. A thought experiment that shouldn’t exist. She wants the brain acquired so that she can test for the truth.”
Content: A gig to procure a particular disembodied brain from a secure corporate facility.
Writing: Lots of atmospheric depth in details that range from location-specific info to locker room contents. 
Art/Design: Mostly single-column layout of black-on-white text (with a few sporadic accent colors) complemented by maps of the job site–also provided separately in GM- and player-facing map images.
Usability: High-contrast text, document layout, and consistent presentation of distinct types of content all contribute to easy visual navigation and location of desired information.

BRAINROTTEN INFLUENCER

Concept: “When you signed up with the network, you didn’t expect your life to spiral downhill this quickly. Your RCD is modified to stream 24/7 on platforms like NuTube and Spasm, no pauses allowed.

Most of your colleagues died chasing fame. You’re still alive, barely teetering on the brink of psychological and physical collapse.”
Content: A class for the would-be social media mogul who’s breaking bad to maintain their follower count.
Writing: Bleak and pointed satire pervades the class abilities and descriptions to emphasize the daily life of a Cy resident.
Art/Design: One- and two-column black-on-white text layout, with a separate cover page showing an illustration of a brainrotten influencer portrait. 
Usability: Consistent visual elements (headings, borders for distinct content sections, font choices, etc.) all contribute to an easily recognizable visual grammar and means of perusing class info.

BugGrub Burger

Concept: “Narrow and crowded. The BugGrub Burger shines green and purple. Sounds of wet smacking. Insectoid mascots crowd the outer walls and ceilings, shrieking adverts … an explosion rains glass on all of it. The Heirs of Kargoz advance. Get in and out before they do.”
Content: A scenario for assassins and data thieves who prefer fast food to fine dining and want to know how the sausage gets made.
Writing: Inspired descriptions and scenario components bring the Burger joint to life and provide GMs with a plethora of dangerously grimy and horrifying details.
Art/Design: Primarily black-on-white text with colors to accent headings/labels and helpful images–a map of the site, employee portraits, etc.
Usability: Layout and color scheme is easy to make sense of for quick navigation and identification of desired info. While content is in PDF form, the text is not embedded, so no searching or copying content to clipboard is available.

Cascading Corpse Hunt

Concept: "Fellow technomancers/slashers/hunters, After a nanite-infused cyberpsycho was zeroed in the streets of Oak Isles by UCS, it mutated into a CASCADING CORPSE. Authorities quarantined the area to contain the spread." 
Content: A mission to collect DNA from the original corpse that has been self-replicating with disastrous results.
Writing: Bite-sized bursts of specific sensory elements or events for a variety of locations in the area, with similarly tantalizing notes about tests that might occur there to further complicate the PCs’ efforts.
Art/Design: White-on-black “1Bit” aesthetic that resembles lo-fi pixel/ASCII art, presented in a trifold pamphlet layout with job & location info on the outer panels and a large map of the area across the inner panels.
Usability: Visually apparent consistency in design grammar to distinguish different text content (headings, GM notes, etc.) and aid with navigation to desired info, with each location’s text beside a relevant graphic of that location taken from the area map.

Chain Mail Demon

Concept: “After finding a cursed message on the 'Net, the Punks are hunted by a strange creature that attacks them when they sleep. Can they find a way to avoid its deadly touch? Or will they sacrifice their friends in order to be spared?”
Content: A creature to terrorize punks who check their inbox.
Writing: Half stats/mechanics and half flavorful messages relating to the monster, all of which evoke an appropriately frightening net-nightmare.
Art/Design: Neon and white on a dark background displaying the chain mail demon illuminated in red, surrounded by boxes with text content.
Usability: Supplement is provided as .png and .txt file. Visually, the .png version makes it easy to identify different kinds of content and how to locate desired info. The .txt version is helpfully organized and labeled, with excellent text descriptions of the visual elements of the .png to aid with accessibility.

Character Sheets

Concept: “Fillable character sheets of two kinds; the OG color explosion and a more minimalistic one in case you don't want your printer to suffer.”
Content: The official character sheet for the punk who's ready to fuck shit up.
Writing: Mostly limited to labels for sheet fields, although a few very brief details help serve as reference/reminder for Nano, Apps, Glitches, and Equipment roll-related specifics.
Art/Design: Black-on-white with pink highlights (and a more printer-friendly version without pink) that arranges character information in visually distinct fields–some with creatively represented shapes and signs!--across three major columns.
Usability: Fields are fillable, allowing for easy continued use digitally or printing. Not all field labels are selectable, so screen reader users might have trouble identifying where to insert relevant details.

Chop Shop Reaper Doc

Concept: “Not all reaperdocs finish their schooling. That’s right, you’re a chop shop dropout. But you’re not going to let a thing like an unofficial license to practice stop you. What do they know?… What do you know…? Hey, you made it through enough classes to at least know where the heart is. Right?”
Content: A class for the flunkie physician who sees the human body as another junk heap to modify with varying degrees of success.
Writing: Laser-focused in-character descriptions to situate the class abilities and mechanics for the player.
Art/Design: Three major columns of content across a landscape-oriented spread, with white-on-black text framed by a picture of a reaper doc in front of a heart illustration on the right, tinged in pink. 
Usability: Consistent presentation of headings, list items, body text, etc. across different sections of content. Visually high contrast to help with browsing/navigating class abilities. Text is not searchable or selectable.

Chrome Fiend Berserker

Concept: “Obsessed with chrome and power, one man army, murder machine.”
Content: A class for the cyberware-focused ship of Theseus.
Writing: Brief bursts of evocative flavor and mechanics hint at intriguing possibilities for a unique character.
Art/Design: Bright colors draw attention to the content arranged around the page, with a large skull in the center that stares at the reader. 
Usability: Text is very readable, and several different fonts and colors provide highly visible distinctions in content and purpose.

Chronic Outrunner

Concept:
> > > Always out of time. Never out of gas. Somehow, you keep turning up. > > >
[[nowhere fast]] _drive through Cy, bolting new gear to your car as you go
[[built to last]] _jump forward in time while tethered to your custom ride
[[link to the past]]
_perfect your vehicle and when the time is right—
FIND AN OPEN STRETCH OF ROAD AND OUTRUN THE APOCALYPSE”
Content: A class for the road warrior who wants to hit a high enough speed and see some serious shit.
Writing: A range of descriptive and mechanical features that emphasize the post-apocalyptic possibilities of life in CY and beyond.
Art/Design: Two versions: black on white and black on orange, organized as a landscape-oriented spread with distinct text elements framing an illustration of an outrunner next to their car.
Usability: Consistent presentation of headings, body text, and emphasized content all contribute to easy navigating and identifying desired information. 

City of CY Issue #1312

Concept: “In a city where money is God, people are interchangeable pieces of hardware and morality is a way to put yourself in the red, what's a hero? Is it the most effective SecOps officer in history? A vigilante dedicated exclusively to beating up poor people? A time-hopping assassin who can extinguish a problem you didn't even have yet? They're faster than a rubber bullet, more powerful than a profit motive, able to leap entire slums in a single bound…”
Content: A set of super “heroes” who appropriately reflect the sociopolitical dynamics of CY, with backstories and stat blocks that allow easy integration into any group’s game.
Writing: Dark humor and commentary make each entry feel painfully real (or at least plausible, motive-wise), even while jam-packed with the gritty/edgy flavor of ‘90s comics. 
Art/Design: Single-column text organization provided in two schemes: black-on-white and white-on-dark-gray. 
Usability: Consistent presentation of entries and particular kinds of content makes it easy to navigate the document and locate desired information.

CLEAN BREAK

Concept: “>>WELCOME, BR4VE TRAVE1ER

S4N1—or “Sanny” as he prefers to be called—is CY’s sanitation AI, responsible for the timely expulsion of the city’s sewage, garbage, and miscellaneous waste. For decades, Sanny has faithfully and silently executed his function, unaware of the greater changes happening in CY; forgotten and taken for granted, nobody was around to notice the worm of some higher intelligence burrowing itself into the AI’s core programming. Replicating. Evolving. Taking over.

Now, Sanny wants to quit his job—a clean break—and you’re going to help him.”
Content: A series of jobs designed to liberate a sanitation systems AI from its electronic shackles.
Writing: Four interlocked missions with tons of descriptive flavor, tables to roll on, NPCs, and other information for GMs and players alike that provide inspiration and guidance to a given iteration of these jobs in play.
Art/Design: While the entire document is in black and white, each mission has its own aesthetic and arrangement, font types, and so on. Illustrations galore depict assorted characters, locations, maps, objects, etc. that punks might encounter in one or more of these jobs.
Usability: Visually recognizable and consistent uses of headings, bold text, table organizations, content columns, etc. make for easy navigating and reading. Distinct jobs’ aesthetics also indicate visually the boundaries of those jobs’ information to further facilitate identifying desired details.

CLUB 27

Concept: “Club 27 is a Cy_Borg expansion about the Club 27 urban legend.”
Content: A nightclub with a discerning membership, some of whom can be hired as mercs.
Writing: Brief details about the club and its members that suggest a variety of ways that a GM might incorporate the place into their game.
Art/Design: Single-fold pamphlet layout with an immersive background club-aesthetic illustration for each panel overlaid with text content. 
Usability: High-contrast text is easy to read, with headings and emphasized text visually distinct through font size and color. Most text is embedded, allowing for searching/selecting.

Conductive Convict

Concept: “You were just another dreg waiting for death. But then that explosion happened inside your prison transport. Your face is on every city corner, but your more concerned with the electricity shooting from your fingers. You don't hunger but crave the power of energy. You need answers, and you suspect you're not the only one of your kind. Will you blaze an unforgiving war path, or be a paragon of hope?”
Content: A class for the player whose relationship with electronics–or even static–is “complicated.”
Writing: Direct explanations of class features provided to situate the player toward the class and its assorted benefits and detriments.
Art/Design: A spread of class details in two columns beside an expressive image of a conductive convict rendered in chalk.
Usability: Layout facilitates navigation between sections and understanding content. However, the class is provided as an image, so text is not searchable or accessible as a result.

Corp Index

Concept: “More in-depth intel on the rulers of Cy. The Corp info appendix ripped straight out of the CY_BORG book. Includes the main Corps and their leaders, businesses, HQs and possible adventure sparks.”
Content: Four pages of corporation names, logos, slogans, business ventures and holdings; important NPC info; inter-company rivalries and tensions; and other juicy tidbits to flesh out the world.
Writing: Crisp, concise details speak a wide range of possibilities into the imagination, from political machinations to secrets to violent conflicts, without limiting how to realize or incorporate them into a game.
Art/Design: Black-and-white flat design scheme of software application windows melds contemporary aesthetics with text-centric retro UIs.
Usability: Alphabetized organization of each corporation’s set of windows is consistent and easy to navigate, with key terms/names/etc. bolded for quick identification of desired info.

Corp Net Spam

Concept: “A virtual maelstrom of Net posts, viral feed spam and other in-world messages regarding the main antagonists; the corporations and the cults. Don't believe everything you read. Be vigilant.”
Content: A treasure trove of plot hooks/seeds presented as assorted in-universe social media posts and headlines that each relate in some way to one or more of the major corporations in CY.
Writing: Extremely engaging hints at, and outright accusations of, a wide variety of reasons to take down each of the big corps–not that a PC needs more reasons to do so.
Art/Design: Translucent text boxes that resemble software application windows over a dark background with paint and graffiti patterns scattered across it, Several text-centric message windows are positioned around each corporation name and logo presented in its own window.
Usability: Significant font size and type differences across windows can slow down the navigation and reading experience (and evokes the noise of net traffic), but high-contrast window borders visually distinguish the parameters of each message and, thanks to some window overlap, which nearby corporation it relates to.

Creds of Fear

Concept: “Royal West Shipping has hired your gang for a non-union haul to their warehouse in Mosscroft. Only the desperate, or foolish would participate. Are you willing to sacrifice everything for the creds?”
Content: An adventure that involves transporting cargo through the city, complete with a number of hazards, obstacles, and other dangers that might await the unsuspecting punk.
Writing: Tight, concise descriptions of relevant details for GM and player creative elaboration/interpretation of the scenario events.
Art/Design: Two-column spread with a left-side glitch art illustration and a right-side single column of scenario text.
Usability: While the font choice is clean and sections are distinguished with whitespace and indentation, text is not embedded so not searchable or capable of copy/paste. A high-contrast version of the document is included.

Cubicle Ninja

Concept: “Unlike some people, you actually have a job. Wake up, shower, force feed, commute, grind, commute, wind down, brush teeth, sleep. Repeat until put out to pasture.”
Content: A class for the everyman who’s working hard but yearns to be hardly working.
Writing: Succinct descriptions and class features to situate a player amid tedious labor conditions.
Art/Design: Black-on-white two-column spread layout with touches of static, glitch, and photocopied aesthetics.
Usability: High-contrast text in distinctly organized blocks of content make for easy identification and navigation throughout spread.

Cultured Swordsman

Concept: “While the VIPs were doing drugs and having sex in Ports You studied the blade. And when Your parents kicked you out You put your skills to use.”
Content: A class for the inner edgelord who wants to viciously dual-wield the tropes of anime and anime fan.
Writing: Helpfully clear mechanics drenched in the flavor of this class concept.
Art/Design: Clean illustration of archetype complements a minimalist layout.
Usability: Readable, navigable text with visually clear distinctions between types of class features/details.

Cur(s)e of the Candy Cult (Club TITS Unlimited)

Concept: “New Location Pad Entry. A Strip Club Dungeon inhabited by a strange Candy Cult for TRIGGER WARNING Jam compatible with Cy Borg.”
Content: A mission to liberate a cultist from their organization’s lair. A pair of player-facing handouts (including a map) is also included.
  • Writing: Terse and disturbing details that emphasize the insidious nature of the candy cult.
Art/Design: Two-column layout with black, pink, and white elements. Job details and NPC stats provided on the left, complemented by illustrations of candy, cultists, and–to the right–two levels of Club TITS Unlimited.
Usability: Text is mostly high-contrast and easy to discern purpose for, allowing for easy perusal and use. Only some text is embedded, which can complicate searching or selecting text.

Cut Purse

Concept: “CUT PURSE is a zine by Stockholm Kartell made for the 2024 convention season. It includes stuff for all our games; MÖRK BORG, CY_BORG, DEATH IN SPACE, SKR and some system-agnostic material (as well as an adventure for the Japanese third-party MB hack Nobunaga's Black Castle). But there are also things like album reviews and poetry.”
Content: Several tables (“Where do you hang out?,” “Returning home to your apartment after that one heist,” and a set of news headlines) as well as “Brainbox Scramble,” a combat-oriented “sudden scenario” taking place in a shopping mall.
Writing: Intensely thematic details packed into just a few pages (within the overall zine).
Art/Design: Mostly black-on-white two-column layout with some pink highlighted text, although an initial page for the scenario is white-on-black. An accompanying map provides labels for each storefront in its own distinct font (some with logos) to help sell the atmosphere of the place. 
Usability: Fonts are visually readable, layouts follow an easily recognizable organization of content (with different sections and kinds of information formatted consistently), and necessary details are all included–all of which makes for an easier time using each table or running the scenario.

Cvlts of CY

Concept: “A sampling of cults from across the stricken districts of CY, peddlers of false hope to the rasping masses that congregate in the shadows of avarice and oppression. Each of these cults has a leader, an ideology and a specific trouble they cause to the already troubled city. However, where there is trouble to be caused there is opportunity to be seized, and pvnks with few scruples could make significant creds in the employ of these deranged zealots by doing their dirty work for them.”
Content: A collection of six cults and details about their goals, backgrounds, vices, and leaders.
Writing: Detailed descriptions and explanations of cults to be found in CY, with plenty of scenario/plot potential for a GM to develop further.
Art/Design: Layout is primarily a single column of text, with an evocative image reflecting each cult placed amid that cult’s descriptive paragraphs. Color scheme is black on yellow.
Usability: Layout is extremely easy for identifying particular elements and navigating to desired info. Cult entries are provided in a numbered list, and key information is bolded or highlighted.

CY'S FINEST

Concept: “The SecOps aren't just faceless walls of flesh and Kevlar hiding behind riot shields. Some of them mean business. Some of them mean serious business. Some of them are zealous, some sadistic, some are just really chasing that dollar, but between one thing and another, this is the quiverful of crazies that the milcorps have to sling at anyone who's causing more trouble than the beat cop can handle.”
Content: A gaggle of highly skilled expert operatives capable of giving any punk in CY an absolutely terrible day.
Writing: A brief in-game description of each SecOps team precedes its stat block and abilities, providing a clear sense of the group’s approach as well as how others tend to think of them.
Art/Design: Each page includes a relevant graphic (e.g., a double helix structure for a biocommando team) above single-column text. Three versions are provided: “classic” (black on white color scheme), “nite mode” (white on gray), and text-only.
Usability: Font choices are easily readable, and headings/labels/decorated text cues are visually consistent throughout the document. 

Cy-Borg Random NPC Generator (Cy-PD Database)

Concept: “The Cy-PD database contains info on all of the residents of Cy. State-of-the-art surveillance and quantum predicting allow for a 98.3% accurate live profile of all Cy residents.”
Content: An online tool for quickly generating details about an NPC in the world of Cy.
Writing: Terse details–from debts to fashion to physical description to pocket contents–hint at a fuller life that a GM can spin up about a given NPC.
Art/Design: Green-on-black computer terminal aesthetic includes text fields arranged in a table. 
Usability: Text is clean, high-contrast, and easily navigable to locate and make use of desired information. Page can be reloaded quickly to generate new, entirely different, NPCs.

cy_BONES

Concept: “This pamphlet is a game master tool for adding hydraulic-powered boxing into your games without stretching melee combat too far.”
Content: A set of rules and tables to facilitate boxing/brawling, especially between cybernetically augmented fighters sparring for money.
Writing: Rules are terse and supplemented by similarly terse but vivid descriptions to situate the fights in CY.
Art/Design: Trifold pamphlet organization, with clearly distinct panels of differing text/background colors and contrast. An illustration of Greek fighters accents one panel.
Usability: Color and font choices mostly provide strong contrast and readability, with arrangement of panels allowing for rules/scenarios to unfold just as pamphlet unfolds physically. Two panels may be difficult to read visually for some (thanks to white on orange color scheme).

Cy_Borg - Living Dead Rules

Concept: "Random tables to spice up your PCs." 
Content: Two tables for customizing living dead creatures: d6 heinous powers and d6 ways to become undead.
Writing: Flavor is hilariously macabre, and mechanics are explained clearly but also in line with macabre flavor.
Art/Design: Black/yellow color scheme accents the image of a deranged living dead creature surrounded by table entries.
Usability: Content is easy to read but tables are “exploded” across the page.

cy_borg character generator

Concept: A web-based character generator.
Content: A generator that includes saving and ‘copy to clipboard’ functionality.
Writing: N/A (copy is taken from rulebook)
Art/Design: Clean, simple organization with distinct sections of content for stats, abilities, equipment, etc.
Usability: Single column layout with horizontal rules to separate sections allows for quick decisions to save or roll another character.

Cy_Borg Gallery

Concept: “All my Mörk Borg/Cy_Borg fanart can be used freely by anyone, without having to ask me and without crediting me!”
Content: A range of brightly colored images, mostly portraits, that fit into the world of CY.
Writing: Each image is accompanied by a brief description by the creator about the subject's name or occupation.
Art/Design: A gritty neon take on the cyberpunk “high tech, low life” juxtaposition as filtered through the harsh and messy Cy_Borg aesthetic.
Usability: Images are incredibly high resolution when clicked on from the gallery view.

Cy_Borg Gang Generator

Concept: “One page of tables to roll up a gang for your Cy_Borg adventure.  You'll get the gang's name, their criminal activity, their base, and who they're at war with.”
Content: A one-page set of tables with which to quickly create a CY-based gang.
Writing: Table entries are terse and evocative of different elements of cyberpunk tropes.
Art/Design: Tables are provided as light purple text on dark gray background boxes over a full-page background illustration of assorted gang members in a cityscape.
Usability: Contrast, readable fonts, and consistent presentation of each table all allow for easy use of the information here so as to bring a gang to life.

Cy_Borg Grey Tone Gallery

Concept: “All my Mörk Borg/Cy_Borg fanart can be used freely by anyone, without having to ask me and without crediting me!”
Content: A range of grayscale images, mostly portraits, that fit into the world of CY.
Writing: Each image is accompanied by a brief description by the creator about the subject's name or occupation.
Art/Design: A stark black-and-white take on the cyberpunk “high tech, low life” juxtaposition as filtered through the harsh and messy Cy_Borg aesthetic.
Usability: Images are incredibly high resolution when clicked on from the gallery view.

Cy_Borg Killmatch

Concept: “Two fighters enter the death pit to the deafening screams of a thousand bloodthirsty fans. One will become famous, the other will become a bloodstain on the concrete.”
Content: A set of rules for a deathmatch-style gladiator event/tournament.
Writing: Rules language is terse but includes a number of options and variants for running it in a way that makes sense for a particular table of punks.
Art/Design: Black on red in a landscape orientation/layout with multiple columns of text and images of fighters (individual and in combat). 
Usability: Consistent use of particular fonts and text decorations serve to indicate how any particular element relates to others in the document. Some typos throughout may affect reading/browsing.

Cy_Borg Loot Generator

Concept: “I made some loot generation tables for Cy_BORG. They can make everything from borderlands-style guns to unique cyber-ware and drones. I tried to be comprehensive but also simple in my explanations as I was fitting as much as I possibly could into three pages. I hope people find this fun to use!”
Content: A set of tables that provide for the creation of an incredible variety of loot with not only mechanical effects but also quirks and other unexpected features.
Writing: Terse and direct explanations maximize the number and range of options and leave space for imaginative interpretations of generated items and their uses.
Art/Design: Each table appears within its own neon-bordered box (some with brightly colored backgrounds and some with slightly overlapping borders) over a series of dark background images (weaponry, robots, etc.) across the overall set of tables.
Usability: The font choices are clear and the tables are arranged in a manner that makes for relatively easy browsing, although part of the initial enjoyment is stumbling across a new table and its creative scope. The supplement is provided as a PNG and as an image in a Google Doc, so the text is not selectable or searchable.

Cy_Borg Loot Generator Bare-Bones

Concept: “I made some loot generation tables for Cy_BORG. They can make everything from borderlands-style guns to unique cyber-ware and drones. I tried to be comprehensive but also simple in my explanations as I was fitting as much as I possibly could into three pages. I hope people find this fun to use!”
Content: A set of tables that provide for the creation of an incredible variety of loot with not only mechanical effects but also quirks and other unexpected features.
Writing: Terse and direct explanations maximize the number and range of options and leave space for imaginative interpretations of generated items and their uses.
Art/Design: Each table appears in its own box, with some slightly overlapping others. There is a mix of font types, sizes, and bolding to help visually distinguish tables from one another.
Usability: The font choices are clear and the tables are arranged in a manner that makes for relatively easy browsing, although part of the initial enjoyment is stumbling across a new table and its creative scope. The supplement is provided as a PNG and as an image in a Google Doc, so the text is not selectable or searchable.

Cy_Borg Printable Weapons

Concept: “Printer Friendly weapons based on weapons and rules of CY_Borg.”
Content: Eighteen weapon tokens/cards to be printed out for use in a game of Cy_Borg.
Writing: Very brief rules/mechanics for each weapon to facilitate their use.
Art/Design: Black-and-white aesthetic with a grid of tokens/cards to be printed and cut for individual use. An image of each weapon is provided, along with relevant text (name of weapon and its mechanics) surrounding the image in different font faces/styles.
Usability: Some fonts are much easier to read than others due to text size, contrast, character ornateness, etc. Because files are PNGs, text is not searchable/selectable.

CY_BORG: AUGMENTED

Concept: “Alternate character gen rules, for a slightly more forgiving dystopian hellscape.”
Content: A set of rules to alter character creation, including increased HP and an adjustment to stat bonuses/penalities. 
Writing: Explanations are terse and easily understandable.
Art/Design: Single-column layout with a stats table sidebar, with light gray text on a dark background.
Usability: Large headings and horizontal rules help indicate distinct sections and their purposes. Rule adjustments should provide quick adjustments to play.

CY_MAGEDDON

JKW
Concept: “ALERT - THERE IS A METEOR HEADING TOWARD CY. STAY IN YOUR HOMES. THIS IS NOT A DRILL.  DO NOT WORRY. EVERYTHING IS OKAY. EVERYONE DIES EVENTUALLY. DO NOT PANIC. TIRED OF CLEANING UP AFTER A NIGHT'S BINGE? BUY CLUMPY: THE BIG STRONG BOY OF PAPER TOWELS. *** ALERT - THERE IS A METEOR HEADING TOWARD CY. STAY IN YOUR HOMES. THIS IS NOT A DRILL.  DO NOT WORRY. EVERYTHING IS OKAY. EVERYONE DIES EVENTUALLY. DO NOT PANIC. TIRED OF CLEANING UP AFTER A NIGHT'S BINGE? BUY CLUMPY: THE BIG STRONG BOY OF PAPER TOWELS.“
Content: A job to fly into outer space and destroy an incoming meteor that seems (intentionally) chock full of Bayhem.
Writing: Lots of informative details provided to help guide a GM through assorted possibilities/contingencies, tinged with sardonic in-game descriptions meant for players.
Art/Design: Three-column (one-sided) trifold arrangement with white and yellow text on black. A blue and orange illustration of a meteor hurtling toward CY occupies the top central area of the page. 
Usability: High-contrast text, readable fonts, and consistent use of spacing and text ornamentation (for headings, important terms/concepts, etc.) all contribute to an easy time perusing and navigating the document.

Cy_Mopolitan

Concept: “A women's magazine set in a cyberpunk world, inspired by Cy_Borg from Stockholm Kartell.”
Content: A twelve-page magazine issue that might be found in CY, complete with paywalled pages available only to premium subscribers/readers.
Writing: Fleshed-out articles provide considerable depth to elements of life in CY that may not get much attention. 
Art/Design: Primarily single-column white-on-black color scheme with pink headings and colorful AI images (generally portraits, but a few fuller-body images are provided as well).
Usability: High-contrast text is easily readable, with headings and callout boxes visually distinct for quick identification of desired information.

CY_NEMESIS

Concept: “Nothing is ever over. You don't just turn them off. This is CY; death is inconvenient but it's far from irreversible. Within, find a brief table of ways that old enemies might come back to h(/a)unt you across the streets and slums of the metropolis of the damned.“
Content: A table of ten entries describing different potential opportunities for a “dead” opponent to return with vengeance on their mind.
Writing: Each entry provides 2-3 sentences of ominous, flavorful (and sometimes mechanics-oriented) detail for GMs to make optimal use of against their players’ characters.
Art/Design: Single-column black-on-white numbered table. A cover page is included that makes use of a GUI file folder aesthetic to signal the difficulty of simply moving one’s nemesis to the proverbial trash.
Usability: Visually easily readable font with high-contrast color use makes for an easy time reading and locating desired information.

CY_OPS issue one

9 contributors
Concept: “CY_OPS is a 66 page A6 player-facing CY_BORG zine presented as an in-universe punk zine. No mechanics, no stats, just a chaotic little zine full of worldbuilding, quest hooks, items and a bunch of other cyberpunk stuff for your players to use in your CY_BORG games.”
Content: NPCs full of personality quirks, unique equipment ideas, and scenario/adventure ideas casually scattered across hectically organized spreads mixing hi- and lo-fi design and tech aesthetics. "Activity" pages offer even more direct involvement with the document.
Writing: Infectiously fun, engaging ideas presented as in-universe media, from QR codes to other CY_BORG material to instruction manual pages to chat transcripts and more. “Worldbuilding” feels like an understatement.
Art/Design: Two-page spreads stand mostly independent of one another, with some common fonts and illustration styles that draw attention to a wide range of character, occupation, and gear-related concepts that open up even more possibilities for immersing a party in CY. 
Usability: Different spread layouts may not assist with consistency, but text is mostly high-contrast and readable (some pages’ white on pink might be difficult for some readers, as is text perpendicular to main orientation). Sheer amount of content is likely to keep readers interested and closely perusing each page.

CY_PUNKS

Concept: “I used the CY_BORG NPC tables to roll up a bunch of punks and made images of them.  I had a lot of fun making this one.  Enjoy!”
Content: A set of NPC details (although no stats) to help flesh out CY for a table of punks.
Writing: Part brief characteristic, part detailed description of each NPC’s interests, motives, styles, features, and more.
Art/Design: Colorful single-column layout of NPCs, with a portrait image accompanying each NPC’s details that resembles a printed and painted miniature of that NPC.
Usability: Consistent presentation of text/image pairings for each NPC throughout the file. Unfortunately, text/background colors and font choices can make the text a bit difficult to read. Also, text is not embedded, so searching/selecting is not possible.

CY_THREAT

Concept: “Generate an infinite number of baddies that wander the streets of Cy. Capable of generating GOONS, DRONES, BEASTS, CYDROIDS, PHREAKS and VEHICLES.”
Content: A generator for NPC enemies that can be quickly refreshed for countless combinations and possibilities.
Writing: Sharp, concise descriptions of NPCs with stats and, occasionally, special traits, all of which bring a given character, creature, or object to life. Names are kept general (“goons,” “beasts,” etc.) to let GMs decide how to define them further.
Art/Design: Early Windows GUI aesthetic focuses attention on textual descriptions of NPCs, but a small map of Cy on the left side of the window points to locations in the city where the NPCs can be found.
Usability: “Export” function copies the currently generated NPC information to the clipboard as plain text for easy usage. Early Windows GUI aesthetic has only a few buttons to click for quick generation.

CY_THREAT Zine

Concept: “Generate an infinite number of baddies that wander the streets of Cy. Capable of generating GOONS, DRONES, BEASTS, CYDROIDS, PHREAKS and VEHICLES. 27 stylized pages detailing enemy creation rules. Over 100 new special abilities, more than 60 new NPC wants and 3d12 description tables per enemy type.”
Content: Tons of tables to determine encounter specifics–not only which enemies and how many appear but also what’s motivating them and what might be exceptional to this particular group (quirks, appearance, special attacks, etc.).
Writing: Imaginative and enticing table entries ensure each generated set of NPCs will feel like unique, fully formed characters.
Art/Design: Distinct two-page spread layouts include a background or centerpiece illustration surrounded by tables, mostly framed in translucent boxes to increase fore/ground contrast.
Usability: Font choices are easily readable, and headings/labels are consistently presented to help with ease of navigation and identification of desired info. However, text is not embedded, so searching/selecting text or using a screen reader are not possible.

CY_TRANSIT

Concept: “Modern design layout of the metro systems of Cy including over 60 stops, express lines and an accompanying shitty mobile app to route yourself around Cy. What more do you want?”
Content: A browser-based “transit terminal” that provides users with a text-based breakdown of the stops involved from Point A to Point B. Accompanied by a PDF of the city transit system map.
Writing: Succinct and direct explanation of the route from starting location to the desired destination.
Art/Design: Browser functionality provides a simple, terminal-like functionality with two selection lists and a button to generate the output. System map closely resembles many metro transit systems’ official maps, complete with multiple routes distinguished by different colors.
Usability: Incredibly easy to use both components, although many are likely to have a personal preference for the presentation/function of one over the other.

CY_TRAVEL

Concept: “Ever wanted the travel mechanics of medieval tabletops in your CYBERPUNK game? Tired of the same encounters with cops, corporates and hitmen? Ever thought of how to implement your players' favorite NPCs organically in the middle of the session?”
Content: Rules, means of transportation, and encounter tables to liven up travel through CY.
Writing: Tons of atmospheric flavor in the encounter tables to give GMs plenty to work with or be inspired by.
Art/Design: Landscape-oriented pages with yellow text on dark digital/noise-patterned background. 
Usability: Different blocks of content are provided in visually distinct sections/pages. Despite very text-heavy nature of the content, text is not embedded so no searching or selecting is possible.
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