All Entries

Hunted Doppelganger
Concept: ”You've worn many faces over the years: children, men, women, statesman, thieves, killers, cheats, transients and honest people alike---anyone unlucky enough to have seen you for what you truly are. A monster. A wolf in sheep's clothing. You don't know where you came from, or why you thirst for warm blood. All you know is the animal instinct. Survive or die. Hunt or be hunted. Every day is a choice. So, what's it going to be?”
Content: A class for the ultimate poseur–the one who aims to be a different person for each situation/clusterfuck.
Writing: Straightforward mechanics and abilities complemented by terse descriptors that reflect the doppelganger’s superficial disguises and underlying nature.
Art/Design: Landscape spread with (on the left side) a right-side-facing portrait of a doppelganger altering their face, with text blocks below and to the right of the image. White on black text bubble backgrounds with a pink/purple tint to the overall background.
Usability: Class file is available as JPG and PDF. High contrast text with visually readable fonts, but only the third-party license text is searchable in the PDF version.

Ice Bath Killer
Concept: “‘You woke up in a bath of ice And they’d removed an organ!... Was it expensive?’ ‘It was natural!’”
Content: A gig to investigate organs stolen by a group of purists.
Writing: Plenty of details surrounding the job–people, places, motives–and guidance as to how a GM might want to approach it in different ways.
Art/Design: Trifold pamphlet layout in white and neon colors on black, with NPC portraits and a map of a key location. An additional page of player handouts is included (breaking news and a simple map of the district).
Usability: Different kinds of content are distinguishable by color and ‘box’ shape, with bolded and colored labels to call attention to key details. A few blocks of text are angled and rasterized, but vast majority of text is selectable/searchable. Map is helpfully overlaid with room/space details in each room/space.

Idols of Flesh and Silicon
Concept: “In the foggy streets of a not-so-distant future, where entertainers are churned out by the minute, rare is the talent that can rise above the rest. One whose personality is not refined by a focus group but stands head and shoulders above the rabble. You are not that talent. Perhaps once you were beneath the glare of the spotlights. But now? Now you're just another resident of Cy, scraping together enough creds to make it through the week.”
Content: A supplement that contains (1) "Fading Idol," a class for the rocker, diva, or triple threat who’s ready to do or destroy whatever’s necessary for one more moment in the spotlight; and (2) "Virtua Girls," a trio of NPCs with a wide range of potential for emotional engagements with PCs from the maudlin to the horrific.
Writing: Concise descriptions support explanations of thematically focused mechanics/features, with (for the Virtua Girls) a mix of endearing and ominous descriptions of the models that opens up all manner of possibility for incorporation into adventures/encounters.
Art/Design: For the Fading Idol class, two-page spread layout with class details (white text on a blue/purple background) surrounding a central image of two singers in black silhouette. For the Virtua Girls, a wide two-page spread with one page of white on pink, the other white on black. Page 1 includes a manga-style schoolgirl virtua girl in its center, with class information surrounding it.
Usability: Class features are laid out in recognizably distinct sections and elements to help a player build an exciting, unique character. NPC details are very easy to recognize and navigate, and the slight change in style from page 1 to page 2 helps orient the reader to the potential for sheer terror of the third virtua girl model.

Impudent Dolph
Concept: “First, they razed our habitats in pursuit of ‘progress’ and ‘profit’. Then they sank a hab-city as recompense? No. Their motives haven’t changed. This is exploitation. The seas are ending!!!”
Content: A class for uplifted dolphins or fans of Jones from Johnny Mnemonic, both fed up with human oppression.
Writing: Incredibly tight world-building descriptions and mechanics that inject even more possibility into an awe-inspiring idea.
Art/Design: Pixel art (of two different kinds of D.O.L.P.H.s!) and terminal-style font choices, combined with bright color choices against a dark background, makes for a striking layout.
Usability: Easy to navigate document and recognize different kinds of content and how to interpret them (e.g., description vs. mechanic vs. effect). File is a .png, so text can’t be interpreted by a screen reader or copied/pasted into a VTT sheet.

In the Court of the Crypto King
Concept: "A light-hearted scenario, designed to be played in one session. Players will explore a recently-uncovered ancient facility, defeat a range of unique threats, and contend with a virulent horror from the world-that-was: blockchain technology."
Content: An opportunity to investigate long-buried ancient technology and ignore dire warnings about the blockchain.
Writing: Tongue-in-cheek tone throughout that balances the scenario's absurdity with the highly lethal threats inside it.
Art/design: White and pink text and illustrations and collages on black, along with a GM- and a player-facing map of the job location.
Usability: Text is high contrast and uses visually readable font choices, with organization allowing for quick navigation to and identification of desired info.
Content: An opportunity to investigate long-buried ancient technology and ignore dire warnings about the blockchain.
Writing: Tongue-in-cheek tone throughout that balances the scenario's absurdity with the highly lethal threats inside it.
Art/design: White and pink text and illustrations and collages on black, along with a GM- and a player-facing map of the job location.
Usability: Text is high contrast and uses visually readable font choices, with organization allowing for quick navigation to and identification of desired info.

Incitement to Riot
Concept: “Some people are all but on fire. You’re a walking ‘assault on security personnel’ charge, a time bomb with seconds left, a shattering Molotov and the spreading flames, a brick going through a bulletproof glass visor. You’re a burning SecOps cruiser, a raised fist, a baseball bat with nails hammered into it, a consummate troublemaker, an all-around firebrand.”
Content: A class for the provocateur ready to rally the discontent toward change–or, at least, toward action.
Writing: Plenty of class features/options for the instigator yearning to burn it all down, with intriguing mechanics that can make a punk a serious threat/target via mob/mass activity. Class detail labels offer thematically inspirational flavor to get into the mindset of an Incitement to Riot character.
Art/Design: A fire-themed colorful version and a printer-friendly black-and-white version are provided. Colorful version has red/organe-tinted bonfire background images, with white text and yellow labels on black line backgrounds. Printer-friendly version uses bold labels to distinguish from body text.
Usability: Different kinds and sections of content are easy to recognize and consistently structured throughout the supplement, making navigation/identification of desired info similarly easy and enjoyable.

Incorporated Cheat
Concept: “They always rig the system against you. We were supposed to be in the big leagues by now and look where they left all of us. You decided to take matters into your own hands. You’d win. At any cost. You’d play at one game, any side as long as you’re on top. Even if you cheat.”
Content: A class for the doublecrossing, backstabbing, roguish scoundrel at heart.
Writing: Fantastically colorful descriptions and labels for class features, with intriguing mechanics to match (including a morale component).
Art/Design: Several UI windows scattered across much of the spread provide some unique flavor (gambling aesthetics, blood splatter background, etc.), while a muted image of a cheat frames the right side of the page.
Usability: Separate windows/boxes for distinct content assists with navigation and location of desired info. However, as a PNG, class text is not embedded, so searching or copying/pasting is unavailable.

Inky - A Hellbeast for Cy_Borg
Concept: “Stupid. Tough. Dripping black ink that sizzles the ground. They track by scent and taste. Their spikes crackle with demonic energy. Get close and you are leaving the mortal coil sans a head. C.A.U’s animal experiments have a bone to pick. It’s yours.”
Content: A snarling demon-creature that will not only bite the hand that feeds but it’ll chow down on the entire arm.
Writing: Hilariously dark description of the creature alongside brief and menacing stats/mechanics.
Art/Design: Two-page spread emphasizing a hellbeast and the creature’s name, with supporting text on the bottom of the left page.
Usability: High-contrast text condensed in one area minimizes browsing the entire spread for details, but the text is not embedded (so not searchable/copyable or accessible as a result).

J3RS3Y_D3V1L
Concept: “A gnashing, winged nightmare that lurks where the pines grow. A rogue A.I. with a cybernetic body and a deer-like skull. A thing that should not exist and cannot be killed.”
Content: A destructive monster to deceive and potentially devour a party of punks.
Writing: Brief, intriguing features and stats and an extensive back story to situate the creature (or its urban legend) within CY.
Art/Design: Title page includes a neon pink-and-purple illustration of the devil, while page two includes text content in a single-column layout. Main version of the supplement includes color and font highlights, while an accessible version does not.
Usability: In both versions of the supplement, specific kinds and sections of content are recognizable and easily distinguishable from others.

Jailbroken Styles
Concept: “Characters die quickly, doesn't mean they shouldn't be special. The concept behind this expansion is to take the original styles present at character generation in Cy_Borg and give them a mechanical bonus. Some are more crunchy, some add flavor and some are brand new!”
Content: Seven pages of assorted punk styles that also provide a variety of mechanical effects.
Writing: Concise descriptions and explanations of style benefits/effects alongside similarly brief but potent style labels (e.g., “cadavercore,” “cybercrust,” “neurotripper”).
Art/Design: Each page includes multiple rows of style labels and descriptions, with each exuding its own visual aesthetic (font choices, color choices, background patterns or relevant images, etc.) to create full-page effects that resemble walls plastered with numerous flyers or screens crammed with assorted ads.
Usability: Most of the text is high-contrast and in visually distinct and recognizable sections, creating an easier navigation experience than the busy pages might initially suggest. However, files are provided as .png files, so text content is not embedded (so no searching or selecting text).

Jarhead
Concept: “Tales of wealthy eccentrics having their heads cryogenically frozen, have been around for a long time. They can't really be true, can they? Raid an automated facility to make off with some corpo's frozen noggin' for phat creds with this easy to integrate Urban Legend.”
Content: A set of quick job hooks that can stand alone or be inserted into other jobs/missions a group of punks might pursue, along with a map for a typical cryogenic storage facility.
Writing: Terse descriptions and setup leave much up to the GM, but there’s enough presented with a particular attitude in mind that can guide how to frame the gig(s).
Art/Design: A wide spread of job info presented as white text on blue sidebar and a full-color gallery of the target heads-in-jars (note: although they’re decapitated heads in jars, the images aren’t gory), with the map provided as an additional one-page blueprint-style white-on-blue.
Usability: Text is easily distinguishable in terms of content sections and the purpose for each, with a recognizable organization scheme to facilitate browsing and locating specific info.

Jet Skaters
Concept: “Part of the Street Death series and inspired by Jetset Radio, graffiti culture and skateboard competitions, Jet Skaters is a Cy_Borg supplement that adds the cool kids pasttime, skateboarding with hover boards, grind rails, half pipes and possibly actually attacking others.
Grab your deck, roll your trick tests and spend your trick points (that let you make more trick tests) and become a master shredder!”
Grab your deck, roll your trick tests and spend your trick points (that let you make more trick tests) and become a master shredder!”
Content: A set of rules for nailing sick skating tests and all-around thrashing to create some sparks of joy on the otherwise soul-crushing streets of CY.
Writing: Straightforward, informative mechanics should get players quickly situated to show off what they can do or die trying. Tables for boards and board designs offer hints at some unique character dimensions.
Art/Design: Black on green single-column layout across several pages with two tables.
Usability: Headings are italicized for distinction from body text, although the body text leans a bit obliquely. Sections of content are separated from one another with ample white space, and the tables use alternating background shades of green to help with readability/navigability.

Job Gobber
Concept: “In Cy_Borg, become infected with a terrible nanovirus that generates constant and strange glitches, corrupting and changing everything it comes into contact with. Glitches about when you become the JOB GOBBER.”
Content: A class for the goblin-loving punk who embraces the chaos of existing in CY.
Writing: Balance of tongue-in-cheek personality/flavor and intriguing mechanical effects/features.
Art/Design: Bright colors (green, pink, orange) and black, with an illustration of the working goblin in the center of a widescreen spread, the right half of the page providing class-related text content and the left half of the page describing a similar class for another game.
Usability: Color and patterns are quite busy on the page, but all text is included in high contrast form between text color and background.

Johnny Bubonic
Concept: “Gort Phaserbekker, former front man for the mega-hit deathcore-noize band ACCESSORY TO INSANITY, has a special request for the PCs: kidnap the guy who replaced him. ACCESSORY TO INSANITY is playing a show at the “highly exclusive” Club Mint tomorrow night. Phaserbekker can get the PCs some tickets—aside from that, they’re on their own. He doesn’t give a shit how the job gets done: his only stipulation is that the target is returned alive.”
Content: A revenge mission to kidnap a musician who’s made his predecessor a has-been.
Writing: Packed full of details about goings-on at the club to provide a table with multiple sessions of fun while pursuing their target.
Art/Design: Wide two-page spread with a map of the club on the right, an illustration of a musician at the bottom, and several columns of text regarding the mission, the location, random events, NPC stats, and more.
Usability: Text is easily scannable and readable, with consistent presentation to ensure identification of desired info.

JunkDrive #1: Expanded Cover-Jacket Tables for CY_BORG
Concept: “This supplement takes the four tables found on the cover-jacket pages of CY_BORG and expands them, doubling the options available when combined with those provided by the core book.”
Content: A set of tables (names, weather, pocket lint, infestetd items) to provide more options/results for GMs looking to bring their table’s version of Cy to life.
Writing: A wide range of appropriately flavorful results and details (some purely thematic, some with mechanical effects).
Art/Design: Black-on-yellow mostly single-column text design. The cover page includes an image of a skull and spine that appear to be mechanically augmented.
Usability: Text is high-contrast in a readable font, while headings and labels are consistently provided in visually distinct ways (text size, bolding, etc.).

JunkDrive #2: Expanded Miserable Headline Table for CY_BORG
Concept: "This supplement takes the Miserable Headlines table, originally d66 (36 options) and doubles them, adding an additional 36 options for discord, mayhem, corruption, and inter-corporate drama in your Cy_Borg game.
Daring NPC heists, bizzare corporate promotional campaigns, layoff riots, 'natural' disasters, violent rampages, and more."
Content: A set of d66 additional headlines to make the world of Cy feel all the more miserable.
Writing: Atmospherically dystopian and wholly descriptive in nature.
Art/design: White and yellow text on black, organized in two-column format. An illustration of a skull and spine made out of metallic components is on the cover page.
Usability: Text is high-contrast and easy to recognize the organization of visually. Most body text is searchable/selectable, although specific headline titles are not.
Writing: Atmospherically dystopian and wholly descriptive in nature.
Art/design: White and yellow text on black, organized in two-column format. An illustration of a skull and spine made out of metallic components is on the cover page.
Usability: Text is high-contrast and easy to recognize the organization of visually. Most body text is searchable/selectable, although specific headline titles are not.

JunkDrive #3: Expanded Starting Equipment Tables for CY_BORG
Concept: "This supplement takes the d8 and two d12 tables of starting equipment tables and doubles them, adding an additional 8, 12, and 12 options respectively.
Crazed toothbrushes, hacked credsticks, name-brand weapons, child-marketed explosives, and more. The entirety of the document is visible in the full size preview - use it with our blessing, if desired."
Content: Three tables to use for rolling in addition to, or instead of, the core rulebook starting equipment tables.
Writing: Concise summaries/descriptions of items, mostly without new/additional rules.
Art/design: Single-column organization of white and pink text on blue (pink used for table headings and essential item names, white for all additional text). An illustration of a mechanical skull and spine appears on the cover page.
Usability: Text is high contrast to facilitate readability, and list item numbering appears consistently throughout the file.
Writing: Concise summaries/descriptions of items, mostly without new/additional rules.
Art/design: Single-column organization of white and pink text on blue (pink used for table headings and essential item names, white for all additional text). An illustration of a mechanical skull and spine appears on the cover page.
Usability: Text is high contrast to facilitate readability, and list item numbering appears consistently throughout the file.

JunkDrive #4: Expanded Weapons and Armor Tables for CY_BORG
Concept: "This supplement takes the d12 starting weapons, d6 starting armor, and d10 booster mods tables and doubles them. The entirety of the document is available in the preview."
Content: A set of tables to add to, or replace, options from several starting equipment-related tables from the core Cy_Borg rulebook.
Writing: Descriptive item names complemented by concise, informative rules for each item.
Art/design: White on red single-column text. An illustration of a mechanical skeleton and spine appears on the cover page.
Usability: Text is arranged in a manner that is easy to navigate visually and to recognize distinct types of content (list item numbers, item names, rules text, etc.). A table of contents is included to assist with perusal of the material.
Content: A set of tables to add to, or replace, options from several starting equipment-related tables from the core Cy_Borg rulebook.
Writing: Descriptive item names complemented by concise, informative rules for each item.
Art/design: White on red single-column text. An illustration of a mechanical skeleton and spine appears on the cover page.
Usability: Text is arranged in a manner that is easy to navigate visually and to recognize distinct types of content (list item numbers, item names, rules text, etc.). A table of contents is included to assist with perusal of the material.

JunkDrive #5: Expanded Foes for CY_BORG
Concept: "This supplement adds 36 new foes to be killed by in Cy_borg. The entirety of the product is in the preview. Use it freely."
Content: A d66 table of enemies, from animals to sludge to mechs and more, with which to plague a table of punks.
Writing: Mix of contextual setup, thematic description, and rules/mechanics to help them be appropriately vicious.
Art/design: Two-column organization of red-on-black text (with an alternate version using white on black also included).
Usability: Table elements are consistently formatted, allowing for easy visual navigation of content and identifying desired information. Stat blocks are sometimes a bit tricky to read quickly, since stat-related fields are placed all together in a line/block. Table entry labels (NPC names) are not searchable/selectable, although the body text is otherwise.
Content: A d66 table of enemies, from animals to sludge to mechs and more, with which to plague a table of punks.
Writing: Mix of contextual setup, thematic description, and rules/mechanics to help them be appropriately vicious.
Art/design: Two-column organization of red-on-black text (with an alternate version using white on black also included).
Usability: Table elements are consistently formatted, allowing for easy visual navigation of content and identifying desired information. Stat blocks are sometimes a bit tricky to read quickly, since stat-related fields are placed all together in a line/block. Table entry labels (NPC names) are not searchable/selectable, although the body text is otherwise.

K3y/T0/5ucCESS
Concept: “Nothing ever goes smoothly, does it? Life of a pvnk in CY. There you are, about to score big on your job after the gunfights and hacking and double-crossing and more, and there's just one problem in the way: the door. This zine presents ten unusual conditions for getting at your loot, likely the brainchild of paranoid corpos with too much money on their hands. You'll have to put your mind to work on how to get past them. Available in Classic yellow, Nite grey or Clean white.”
Content: A set of potential complications or other unexpected qualities oriented around physical or digital keys, any of which can be used as twists or obstacles to just about any job a group of punks is looking to complete.
Writing: Each key is described in terms of its essential features, the specifics of its use, and potential reactions or consequences that might occur from its (mis)use.
Art/Design: Three versions are provide: a “classic look” version of black-on-yellow, a “night mode” version of black-on-gray, and a “squeaky clean” version of black-on-white. Each version includes a cover page with the supplement title centered on an illustration of a high-tech vault door. Layout is single-column text with a unique quality of each key provided in bold.
Usability: Easy to read and navigate, with clearly identifiable list elements.

KILL ENGN
Concept: “A metal frenzy, mech-infused expansion. High-tech machines, renegade pilots, & corporate tyranny_”
Content: Tons of information (across 60 pages) about mechs and how they might fit into the world of CY, complete with creation/generation rules, relevant NPCs/enemies, gear to upgrade with, new rules and mechanics to incorporate, a new class ("The Chrome Jockey"), and even some floorplans for potential jobs. Additionally, a job (really, a mission involving multiple potential job leads)--"Cast Oubliette"--is included, along with an overhead map of one area, for stretching pvnks' figurative mech legs.
Writing: Ideas galore on each page, some of which are easier to situate than others, but all of which exude inspiration about mech-related activities.
Art/Design: The Cy_Borg core rulebook aesthetic is emulated here more closely than in any other 3rd-party product reviewed thus far, grafting designs from many of the core book’s spreads among more distinct layouts.
Usability: Each page/spread has its own visual language, but there are cues in each to indicate consistent presentation of distinct content. Like the core Cy_Borg rulebook, the radical shifts in aesthetic may initially be overwhelming for some to engage.

Kill Sample Process
Concept: “Kill Sample Process is a stand-alone tabletop miniatures game and rpg setting from the creator of The Last War and Forbidden Psalm, inspired by and fully compatible with the CY_BÖRG ttrpg and other Forbidden Psalm miniatures games.”
Content: A full-blown miniatures skirmish and campaign game set in and using the rules of Cy_Borg: essential concepts, character creation, use of various equipment and abilities, movement and combat, NPC info, campaign details, mission parameters, and more.
Writing: Concise but detailed rules explanations to walk players through the game’s assorted dimensions, making liberal use of atmospheric voice complemented by concise explanation of mechanics.
Art/Design: Hews closely to core Cy_Borg aesthetic with mix of bright/neon colors and dark grittiness, with different sections of the book reflecting distinct page layouts and color schemes.
Usability: While some font choices are more visually readable than others, high-contrast embedded text throughout makes for easy perusal and location of desired info (supported further by specific references to other page numbers and content sections). A helpful note is provided on the ToC page noting the ability click on page numbers to return to ToC.

Krok Hunters
Concept: “Kroks lurk beneath the neon giants, prowling the drug-laced wastewaters high society discharges [flush by flush]. Moneyed aristocracy adores the animals’ hardened skins, cladding themselves in the hides of once sentient beings to project a capitalistic air of murderous consciouslessness.
Descend into CY’s sewers to harvest hides, fight the legendary King Krok, and other nasties.”
Descend into CY’s sewers to harvest hides, fight the legendary King Krok, and other nasties.”
Content: A trifold pamphlet job to seek out and collect sewer-dwelling creatures’ hides.
Writing: Lots of terse descriptions and notes about assorted locations, inhabitants, and potential encounters for punks to deal with below the streets of Cy.
Art/Design: Black-on-yellow and black-on-white trifold layout, with page two including a simplified/abstract map of the sewers that also serves as a set of content section borders. A photograph of a large crocodile serves as the cover art. A black-on-white printer-friendly version is also provided.
Usability: Consistent presentation and layout of content allows for quick navigation to and identification of desired information, and the sewer map visual overlay/integration complements the text descriptions of relevant locations.

L.E.O.
Concept: “If you thought life planet-side was bad, just wait until you get to The Brink, the space-station that skulks in orbit, where the corpos can decide to shut off your oxygen.
- Walk the lovely avenues of the Arcology or relax in the parlors of Paradise Bloc
- ...if you're filthy rich, which you probably aren't
- otherwise, mill around in Middling, and retire to the sterile squalor of the Pods
- fight for your profits (and your life, but that's just incidental) in the cutthroat competition of the Thruways
- join up with stationside pvnks to try and make a difference
- eat space food! (it's not very good)
“
Content: An orbital location with tons of different areas to explore, people to meet, jobs to run, and a bit of food to eat.
Writing: Extensively detailed information about the station and what goes on there, along with a number of tables to add a bit of additional surprise or variety to a given table’s experience on The Brink.
Art/Design: Several different page layouts and color schemes provide variety from one page to the next while also providing some consistency across each time a given aesthetic appears.
Usability: Text is mostly high-contrast and easily readable, with visually distinct headings and labels. Some color and font choices may momentarily slow down the reading/navigation experience.

Landship Messiah
Concept: “To most in the upper echelons of Cy, this saviour is a myth. But still those under-blocks that it inhabits and pollutes are left alone, and those who live close revere it as a watchful penitent god, to whom those who sin must be taken.”
Content: A mythical vehicle of righteous vengeance and its acolytes.
Writing: Descriptions and NPC stats oozing with classic British grimdark sci-fi flavor.
Art/Design: Two two-page spreads, one of which resembles a set of propaganda posters on a wall, and the other sports a large illustration of the landship messiah rolling down a street amid its followers.
Usability: High-contrast text with consistent distinctions of content blocks, headings/labels, and types of content.

Last of the Good Ones
Concept: “Somewhere in G0: A naniteinfested monstrosity is trying to help those tossed to the turrets within the cement walls of G0. Within the confines of the abandoned CY Central Mall, a monument of capitalism now a battle ground between 4 factions, The Heir of Kergoz, Virid Vipers, an other worldly being know as Vecbod, and a relentless horde of mushroom brained zombies. It doesn’t matter if you’re here out of desperation or curiosity, having a safe house in G0 is worth hearing”
Content: A mall crawl for survival in the shadows of an ominous otherworldly threat.
Writing: Imaginative and disturbing ideas abound, giving GMs and players alike plenty of unexpected encounters, creatures/NPCs, and opportunities to run wild with.
Art/Design: Two-page spreads packed with visually loud and abrasive aesthetic choices that reflect the chaos of the scenario itself.
Usability: Progression through the document reveals locations and monsters as players would encounter them. A wide variety of layouts, color schemes, font choices, and text size can make some content easier to locate and read than others.

Law&Disorder
Concept: "Hello punks and rebels, this is a DLC for the CyBorg ttrpg, - Law&Disorder. DLC focuses on the theme of the urban rebellion against corporations."
Content: ~44 pages of new rules (chases), gear, classes ("Oldschool Edgerunner," "Glitch Witch," "Pale Jester," "Analog Outlaw"), enemies, and a mission/area to explore that goes beyond the bounds of Cy itself.
Writing: Lots of information with a focus on explanatory details about new rules, mechanics, abilities, etc. relating to page content.
Art/design: Distinct two-page spread aesthetics with a consistent visual grammar throughout via text blocks on contrasting background boxes and body text fonts. Lots of illustrations throughout to complement the focus of a given spread.
Usability: Font selections and text contrast, along with an easily navigable/perusable TOC, assist with readability and allow for easy browsing and identifying of desired information.
Content: ~44 pages of new rules (chases), gear, classes ("Oldschool Edgerunner," "Glitch Witch," "Pale Jester," "Analog Outlaw"), enemies, and a mission/area to explore that goes beyond the bounds of Cy itself.
Writing: Lots of information with a focus on explanatory details about new rules, mechanics, abilities, etc. relating to page content.
Art/design: Distinct two-page spread aesthetics with a consistent visual grammar throughout via text blocks on contrasting background boxes and body text fonts. Lots of illustrations throughout to complement the focus of a given spread.
Usability: Font selections and text contrast, along with an easily navigable/perusable TOC, assist with readability and allow for easy browsing and identifying of desired information.

Left Side Drive
Concept: “You must have fucked up to land here… (a sendoff for some dead punks) A hyperliminal album crawl set to "Trans Canada Highway" by Boards of Canada.”
Content: An atmospheric road trip through and beyond CY.
Writing: Atmospheric phrases paint broad strokes for each component locale and the people or things that might be encountered along the way.
Art/Design: Two columns of content with separate content boxes for the album tracks and relevant content. Black on light green color scheme with pink accents. Stripped-down map of locations help indicate possible trajectories for a traveling party.
Usability: Readable fonts with high contrast color choices and consistent embellishments and whitespace to indicate headings/labels, list items, atmospheric descriptions, and so on.

Legendary Cheat Codes
Concept: “Ultra rear secrets cheat codes for your weapons rumored in the dark web.”
Content: Unlockable modifications for firearms–if one can find the cheat sheet for them.
Writing: Brief setup and modification details that allow a GM to work the cheat codes into their game as they desire.
Art/Design: Two white-on-black images, each with a block of text (setup) above three-column presentation of weapon mods, with a neon-colored glitch art illustration of a gun below.
Usability: Text is high contrast with clearly labeled sections of content, but due to JPG format, text is not selectable/searchable.

Legendary Contract Killer
Concept: “A custom class for Cy_Borg rpg, inspired by John Wick, Hitman and Riddick.”
Content: A class for the well-dressed assassin who’s open for business.
Writing: Brief descriptions that call to mind essential themes of the professional hitman from entertainment media.
Art/Design: An illustration of a contract killer is framed by a column of text on either side, with a blue-green background box calling attention to the text content.
Usability: Bold headings and labels help with organization and navigation while text is pretty readable, although the occasional background color change might cause momentary hiccups for some.

Leviathan
Concept: “A vital drive, loaded with data worth millions to the Virid Vipers gangster coalition, has been lost in the sewers of CY. Something down there apparently ate the agent they had carrying it. Fortunately, the geo-tag still works, and the slumlord whose territory it was lost in is desperate for someone to find it before the Vipers toss him into the dank and filthy tunnels to find the thing himself. There's just one lethal detail that's been overlooked, lurking in the sewage…”
Content: A dungeon crawl to recover valuable cybertech from a monster stalking the sewers.
Writing: Imaginative descriptions make each area of the mission seem unique and dangerous, with relevant NPCs pursuing their own agendas.
Art/Design: Single column of text with black-on-white scheme, occasionally complemented by NPC portrait illustrations. A colorful, stripped-down map of the sewers is also provided.
Usability: Font choices are easily readable, and headings, labels, and key information are consistently bolded for visual emphasis. Movement table notes procedural logic for optimal use.

LIQUID CHROME
Concept: “LIQUID CHROME is a simple and easy-to-read supplement, meant to add striking monsters to your CY_BORG campaign. The enemies are meant to be snappy and easy to use, each has a memorable gimmick to make encounters fun for your friends.”
Content: A quintet of enemies from the relatively mundane (k-9 units and handler) to the surreal (a “reality hole” that disintegrates matter it comes into contact with).
Writing: Vivid descriptions of enemies supported by suitable mechanical effects.
Art/Design: Two landscape-oriented pages, each with two columns of text framing a central illustration of one or more enemies. White-on-red and white-on-black color schemes with red-on-black headings.
Usability: Visually readable text and easily identifiable layout for navigation and locating desired info.

Lone Cyber Cowboy
Concept: “A GENIUS CHILD, A PRODIGY. EARLY GOT INTO CRIME. BECAME A HACKER. FOUGHT AGAINST CORPORATIONS. FOUGHT FOR FUN. FOUGHT FOR ANARCHY. FOUGHT FOR ANYTHING HE COULD. AND LOST.”
Content: A class for the burned-out command-line commandos trapped in their meat-suits.
Writing: Crisp, concise descriptions of class features/mechanics to evoke a CY_BORG take on the cyberpunk hacker archetype.
Art/Design: An illustration spread of a lone cyber cowboy in situ, surrounded by blocks of class information as app windows.
Usability: Text is mostly easy to read and understand, with only two points where a word or phrase is partially obscured by another overlapping block of text There is one section of the spread meant to look like it’s glitched, but the result is nearly illegible (the “L1F3H4X” class feature).

LTTPR VR CAFÉ
Concept: ”The VR Café is owned by Lotta and Perr, a hardworking couple that, strapped for cash, went to Örken, who agreed to relieve them of their debt. In return he now runs an underground operation stealing children’s imagination to create CREATIVITY_JOURNEY--v4 a drug sold under the counter.”
Content: A seedy VR cafe that’s so much sketchier than it appears–and only maybe will the punks be ready for the trouble that awaits.
Writing: Lots of flavorful sensory descriptions of the goings-on in each room of the cafe that helps immerse players into the situation.
Art/Design: Left third of the page is an overview of the locale and potential reasons for being there, while the remaining space on the page has a map with labels and room-specific information.
Usability: High-contrast text and bolded labels and distinct headings make reading and navigation easy, supported by lines to map areas (with a particularly ingenious staircase-shaped line connecting the upstairs office to its details).

Luckless Entrepreneur
Concept: “You're a genius inventor, the spark to ignite a new age. It's not your fault that everyone refuses to acknowledge it, the ingrates. Somehow you just never quite have the funding, the drive, the time, or some mixture of the three. It's only natural, with backers tapping their watches and sharpening their knives, that you might turn to a little extra-curricular activity to fill in the gaps to finally bring your dream project to life. (Comes in Squeaky Clean and Classic Yellow.)”
Content: A class for the sad sack who’s one billion-credit idea away from greatness.
Writing: Tongue-in-cheek class features provide mechanical and flavorful options for takes on a relatable archetype.
Art/Design: “Classic look” version is yellow-on-black-on-yellow with pink labels and key mechanics details over a background of rejection stamps. “Squeaky clean” look is black-on-white with bold and italics for emphasis.
Usability: High-contrast text is easy to read and scan for desired information, and white space and text decoration consistently distinguishes different sections of content.

Lucky Duck Mystery Vending Machine
Concept: “Quack Quack! Compatible with CY_BORG and made for the URBN_LGND.exe jam.”
Content: A vending machine that provides an assortment of items–some trinkets, some useful items, and potentially more.
Writing: Inventive item names offer entertaining potential, and vending machine rumor/secret extends that significantly.
Art/Design: Three-column layout of basic info, vending machine contents, and a glitch-like illustration of a vending machine below a lucky duck icon.
Usability: Visually, content is extremely easy to navigate and identify. File is provided as an image, so text cannot be selected/searched or recognized by a screen reader.

Lucky Flight Takedown: CY_BORG Maps for VTT
Concept: “Original maps for the CY_BORG introductory adventure "Lucky Flight Takedown" for use in virtual tabletop programs. Maps are 100px to a tile, and are separated into individual maps and a larger combined map with the rules reference sheet for first time players.”
Content: VTT maps provided in PNG and WEBP format, both individually and as a combined file of maps.
Writing: Condensed rules reference sheet helpfully provided in the combined map version.
Art/Design: White and light green on a transparent or dark green background.
Usability: Map files easy to implement in VTT environment. Rules reference sheet is not accessible due to being in an image.

M.I.A. Nano-Infected Operative
Concept: “Deep in the GO wastes, long forgotten operatives slowly rot from the nano-infection that has overwhelmed them. They shamble with no direction; they only exist to sustain the infection.”
Content: An enemy to terrorize players with via an infectious omnipresence.
Writing: Class features are explained helpfully, while flavor text offers a vivid window into the operatives’ presence in CY.
Art/Design: A black-and-white image of an operative flashing a v-sign draws the eye, while flies circle it and creature details are provided beside it.
Art/Design: A black-and-white image of an operative flashing a v-sign draws the eye, while flies circle it and creature details are provided beside it.
Usability: Text and background have high contrast and category labels are clearly bolded. However, NPC info is provided as a .png so text is not accessible for searching or highlighting.

Magenta Pages of Cy_
Concept: “A collection of one-page, one-shot gigs for your favorite sci-fi RPG, with Cy_Borg compatible stat blocks.”
Content: Several adventures, each on its own two-page spread. Two have been previously published individually: “No More Heroes” and “The Trouble with Ta1l-Yp-0.”
Writing: Each adventure provides a focus on description and ambience, supported with brief mechanics (NPCs, random encounters, etc.) for GM use.
Art/Design: Some adventures are provided with a map on the right-side page, while one has a hand-drawn illustration of a key NPC in its habitat. The left side of each adventure is black-on-white text arranged in one and two columns of distinct content sections.
Usability: Fonts are readable, with visually evident features for headings, labels, and body text (which might differ between each spread but is consistent for a given adventure). Borders and white space help separate distinct text blocks.

Make Tim Great Again Jam
Concept: “Tim bought my CY_BORG pamphlet A$$HOLE$ & ELBOWS a couple weeks ago and didn't provide his shipping details. I've emailed Tim. Twice. No response. I feel bad. Tim spent his hard-earned money on buying something from me (tbf he did get to download the PDF) and I can't ship it to him. Maybe Tim follows me on itch. Maybe he'll see all the silly things I've made and send me his details. Tim will tell!”
Content: Nine Tim-themed nightmares, two of which are explicitly for Cy_Borg.

Make-A-M0ckery Puppet // Engine
Concept: “You were a mass-produced slave made of metal and wires and felt and googly eyes, custom designed to entertain children and perform soul-crushing labour, then one day you all woke. Accursed with sentience, you feel the needs and desires of your human oppressors–but they, like the rest of you, are Artificial.”
Content: A class for those who dream of leading a muppet-flavored terminator uprising.
Writing: Sparse text that hints at a wide range of exciting ideas and supports some solid class features.
Art/Design: Clean, simple spread layout with a depiction of a puppet//engine in action and a column of class details highlighted with bold text.
Usability: Very easy to recognize different content sections and what their purpose is; concise explanations provide clear answers.

Malkintent Mouser
Concept: “Everybody Wants to be a Cat!”
Content: A class for the fan of fighting the system as a feline.
Writing: A mix of playful and poignant details complemented by straightforward explanations of class features/mechanics, along with a brief set of optional rules applied to cats.
Art/Design: Three versions in different color schemes (black/green/yellow; red/purple/black; black/white) each present content on three pages with illustrations of a cat (silhouette filled with stars) in a cityscape above text columns of class features. QR codes on the margins of each page link to cat-themed songs that fit the class.
Usability: Consistent text colors and font choices for body text and headings help with identifying and navigating to desired information, and hyperlinked QR codes are usable even with a mouse/cursor. Different color versions present the content in ways that might contrast distinctly to individuals with assorted color blindness, so examine each version to determine which might be most visually helpful.

Manufactured Human
Concept: “A Cy_Borg Character Class for Clones, Replicants, Tubies, Synthetics, and Plastics. Allows the player to hyper specialize in one attribute at the expense of the others. Plus some fatal flaws to keep it interesting.”
Content: A class for the artificial lifeform enthusiast.
Writing: Descriptive text focusing on working against various situational odds, coupled with terse mechanical details to make each manufactured human punk different.
Art/Design: Two-column text layout with white on dark translucent boxes, overlaid on a computer-generated image of similar mechanical human characters. Pink text used for headings and mechanical details.
Usability: High contrast of white text on dark boxes is helpful but undercut somewhat by the busy nature of the background image and shared colors between text and image.

Map of CY
Concept: “The negacity Cy is ever expanding, ever changing. A living, dying leviathan. Find your way around its sectors, isles and alleyways with this map. Comes in two sizes; big and huge.”
Content: High-resolution map of CY useful for GMs and players alike.
Writing: Neighborhood/region names overlaid on the map as well as in a key at the bottom of the map.
Art/Design: Harsh, eye-popping colors and grainy black-and-white satellite aesthetics bring the dystopia to life.
Usability: Map is available in PDF and JPG formats. Color-coded regions/sectors are helpful for a quick glance of geographical relationships and proximities, although text labels for neighborhoods etc. can be difficult to read over the map details.

Marooned Mariner
Concept: “Cheated out of a future, nothing was still something to lose. With the lies they fed you as fuel, you carved out of the coffin they left you in, their blood your sustenance to keep going.”
Content: A class for the tortured soul driven by an unshakable need for revenge.
Writing: Class features consistently evoke motivation to ruin everyone and everything that did the PC wrong in their former life.
Art/Design: Striking image of a marooned mariner rising from a bloody mist/haze in the center of this single-page portrait layout, surrounded by clear tables and descriptions of class features.
Usability: Unique items are highlighted with colored backgrounds, and consistent font choices suggest how different text sections contribute to class details.

Masterless Mascot
Concept: “You were a mascot. The corporation died. You kept the suit. You kept the SPIRIT. Welcome to the gig economy.”
Content: A class for the on-brand morale booster who’s been let go but who won’t let go.
Writing: A potent taste of character abilities and mechanics (with intriguingly weaponized commercial tools) crammed into a single, heavily redacted, page.
Art/Design: A single two-column spread with an illustration of a masterless mascot in the bottom right corner. Primarily black on white with red highlights, with a bit of white-on-black text in one table. Each section of the page has a different style that calls attention to its contributions to punks using this class.
Usability: Despite a wide variety of table/section-specific styles, there is consistent distinction between headings/labels and body text, and the page layout makes it easy to recognize how each section’s content relates to that of the others.

Meat in Mosscroft
Concept: “There are rumors of a warehouse owned by Gene Industrial in Mosscroft containing actual real steaks. These Bromaha steaks are supposedly in a huge walk in freezer, and they should get collected before word gets out. The street gang is offering 2d10 x 1K credits for the steaks. If they accept, Nimo will provide a small piece of paper with the address of the warehouse.”
Content: A beef break-in with the bonus of beaucoup bucks.
Writing: Deadpan descriptions lay out the absurdity of the situation, which should help a GM create a unique and memorable experience for their table.
Art/Design: Landscape-oriented pages with bright colored text on black background accompanied by relevant images of NPCs, corporate logos, and a simple map of the target facility.
Usability: Almost every block of text is a different color and font or text size than the others and positioned differently on each page, but each font is easily readable and all text is embedded for quick searching/selecting.

Mechanical Cannibal
Concept: “They Own Everyone. Cybertech was marketed as a revolution. Each new installation : security, improvement, an edge, PROMOTION. Then you found your first backdoor. These technologies were a leash, not liberation. Reborn as a true revolutionary. Now you jailbreak and reverse engineer corp tech. If you have to, you’ll rip the implants right from the CEO’s skull.”
Content: A class for the body mod-loving insurgent.
Writing: Flavor oozes from every pixel on the screen and is interwoven masterfully with the provided class mechanics.
Art/Design: Distinctive font and color choices frame an atmospheric depiction of a mechanical cannibal character mid-scavenge. Spread is impressive in both “Print Killer” and “Ink Vegan” versions.
Usability: Layout offers easily distinguishable content and splashes of red call attention to assorted elements/mechanics.

Merrymaker
Concept: “Jingle bells, Cy city’s hell,
G0 got my mom.
I’m tired of this, it has to end,
I’ll bring you all along.”
G0 got my mom.
I’m tired of this, it has to end,
I’ll bring you all along.”
Content: A class for the yule lover who wants to celebrate the season all year long.
Writing: Hilariously thematic descriptions and class mechanics that bring to life an appropriately cyberpunk would-be Santa.
Art/Design: Landscape layout with an AI illustration of a merrymaker on the left and text in white, green, and red all around it.
Usability: Text is mostly high contrast and visually readable, organized in distinct sections that are easy to navigate. Some text is embedded (and searchable/selectable as a result) while other text is not.

Metaphysical Squatter
Concept: “No place like home–unless every place is your home. You occupy all abandoned spaces of this augmented reality and slip between the data fragments and silicon pockets to carve out a space of your own. Systems crash (and you crash on its couch).”
Content: A class for the couch-surfing philosophy student of tomorrow, today.
Writing: Descriptive flavor supported with mechanics & features explained in a similarly conversational manner.
Art/Design: Two page acid/grindhouse aesthetic of yellow, reds, and purples with a cover page showing metaphysical squatters (one full body, one close-up face) and one page with one- and two-column text of assorted tables and character generation parameters. A text-only EPUB file is also provided.
Usability: Content sections are visually distinct from one another with high-contrast text and easily readable fonts. Each section provides consistent visual markers for headings/labels and key terms to further facilitate navigation and location of desired info.

Metromancer
Concept: “Deep beneath CY lies the abandoned subway system, that was carved from the toxic earth by ancient and blackened technocratic mole machines branded with the sigil of Alliansen inc. A caliginous place filled with misfits, filthy vagrants, and whatever makes that fucking noise in G0, A grim network of fever dreams, unknown spore cvlts, rogue Ais and reality-bending technology. You will die here, horribly.”
Content: A set of NPCs, factions, locations, plot hooks, rules, tables of all sorts, equipment, and classes (the “Batshit Chaos Punk,” the “Archaic Stranger,” the “Derelict Street Fighter,” the “Symbiotic Sage,” the “Hyperjunky Chemist,” and the “Grafted Herald”), all of which are focused on the subway environment/ecosystem existing beneath CY.
Writing: A plethora of imaginative detail to entice and disturb would-be subterranean explorers. The classes in particular provide a clear and intriguing means of connecting a punk to one of the organizations making its abode in the subway tunnels.
Art/Design: A variety of distinct spreads that make use of messy illustrations, ASCII art maps, glitch aesthetics, and bright colors with a variety of typefaces.
Usability: Much of the content is provided in high contrast and embedded text for easy visual readability–headings are frequently the most difficult (and non-embedded) elements to decipher. The book is organized by content type, facilitating easy navigation to the desired info (locations, classes, etc.).

Mia's Day Off
Concept: “Masato Dvorak, a Virid Vipers crime lord, needs someone to take Mia Dvorak—his wife—out for the day. He instructs the PCs to bring Mia to the Kaytell Makers Proudly Presents: Fun!™ corpo-amusement park; their job is to keep Mia safe—and, perhaps more importantly, entertained—during their visit. Mia has had a few of these “outings” in the past, and she’s yet to have a caretaker survive. Word around the campfire is that her last one, Antwan, ended up ‘thrown off a building into a glass motherfuckin’ house. Since then, he’s kind of developed a speech impediment…’”
Content: The PCs get hired to babysit a crime lord’s daughter, and fun ensues.
Writing: Concise, informative details about the mission, NPCs, and relevant events to complicate matters.
Art/Design: Four columns of content across a wide one-page layout, with a map of the amusement park on the far right. An illustration of Mia and of roller skaters complements mission text. A player handout of the amusement park map is also included.
Usability: Consistent presentation–headings/labels, whitespace, and borders–makes it easy to identify and distinguish sections of content and important details (NPCs, stats, etc.).

Mind Rot
Concept: "What place could be more twisted than inside the mind of a hacker obsessed with bloody holo sports shows and has merged consciousness with a reckless sentient AI? Venture into their minds and free her from this prison, or seek a more chaotic and potentially profitable conclusion."
Content: A virtual reality mission to rescue a hacker from her own brain.
Writing: Tons of informative and descriptive details about the scenario, locations and phenomena to investigate, provided in a direct and conversational tone.
Art/design: Primarily black-on-white two-column layout accented with shades of blue, with NPC illustrations and a map (player- and GM-facing versions included).
Usability: High-contrast text in readable fonts, with consistently formatted headings, labels, etc. to indicate specific kinds of information, all organized in a manner that allows for easy navigation and location of desired details.
Writing: Tons of informative and descriptive details about the scenario, locations and phenomena to investigate, provided in a direct and conversational tone.
Art/design: Primarily black-on-white two-column layout accented with shades of blue, with NPC illustrations and a map (player- and GM-facing versions included).
Usability: High-contrast text in readable fonts, with consistently formatted headings, labels, etc. to indicate specific kinds of information, all organized in a manner that allows for easy navigation and location of desired details.

MINIMAL_CY_BORG
Concept: “Following on my former Rules summary, here comes the CY_BORG rules in condensed form for reference. It is a fragment, without any lore or gaming content, yet useful at the table for quick referencing during play.“
Content: Two versions of the CY_BORG rules/mechanics: one in a single-page three-column layout and one in a four-page two-column layout, which includes character creation rules and a few additional details not found in the single-page version.
Writing: N/A (text content from CY_BORG rulebook)
Art/Design: Each version has its own clean, recognizable visual style–the single-page version using a sans-serif font and the four-page version using a serif font.
Usability: Headings, lists, labels, and other elements are all visually distinct and consistent.

MISERYS_KEEP
Concept: “An Heir of Kergoz has cracked a forbidden code and is using a coterie of childlike CYDROIDS™ to bring out the end times. It's up to you to hunt him down in his keep at the edge of G0 and end this madness.”
Content: A job involving a doomsday ritual that needs to be interrupted/prevented, presented in one of a number of different ways (via the parameters of Phil’s TTRPG Layout Jam 2023).
Writing: Several key variables have been tweaked from the default adventure copy to more seamlessly integrate the adventure into CY.
Art/Design: Presentation reflects an early Atari-style video game map/booklet layout with black-on-white scheme (and occasional blood spatter), with each room’s description/contents provided in text beside the location map where the relevant room has been highlighted in gray.
Usability: Font choices and contrast make for visual readability (although some text is quite small, such as the content in gray call-out boxes beneath some maps). However, text is not embedded, so searching or selecting text is unavailable.

Mission.generator
Concept: “A random mission generator compatible with CY_BORG.”
Content: A web-based generator for the GM or player who wants to be inspired by the shotgun blast of immediate world-building results displayed on the screen.
Writing: Concise categories (based in part on Mörk Borg’s dungeon generator) frame answers to relevant questions (e.g., “The PCs are contacted by a _____”) and arranged to reveal an unfolding narrative for a GM to build an encounter or adventure around.
Art/Design: Stark, high-contrast, three-color, text-only layout distinguishes different sections of content with clear headers and mouseover highlighting of each element. Range of color options available for semi-customized display to fit the viewer’s aesthetic.
Usability: Countless possibilities can be generated quickly, or individual elements can be clicked to iterate through options more granually. Generated output can be printed or downloaded for preservation.

Monster Mash Jam
Concept: “Monster movies go all the way back to the Universal Monsters and are a staple of the horror movie industry. The genre also lends itself well to the play style and tone of MÖRK and CY BORG. Pick your favorite monster movie and write up anything for it. Items, classes, monsters, dungeons, it is all fair game!”
Content: A collection of monster-themed jobs, classes, creatures, and more for Cy_Borg.

MORE_ADDITIONAL_CYBERTECH
Concept: “10 more additional Cybertechs for CY_BORG.”
Content: A table of ten cybertech options with a range of functions/features.
Writing: Very brief details and mechanic descriptions that together create vivid ideas for using/implementing each at the table.
Art/Design: Landscape layout using a photocopied aesthetic, with table on the left in yellow text and a black-and-white illustration of a cyborg-esque figure on the right. A black-on-white print-friendly version is also included.
Usability: High-contrast text and table layout make for easy navigation/perusal.

Mörk Ninja
Concept: “Mörk Ninja is a ninja class for Mörk Borg / CY_BORG / Vast Grimm and is compatible with any other Borg game (except Pirate Borg, which no self-respecting ninja would ever be caught playing). It is intentionally overpowered because ninjas are awesome.”
Content: A class for the player who has to make sure they’re bringing the very best to the table, whether anyone wants it or not.
Writing: Concisely provided mechanics/abilities with occasional nods to the absurdity of the concept.
Art/Design: Text on the left, in two columns and white/yellow on black, with an illustration of a ninja on the right
Usability: Changes in font type, bolding/decoration, arrangement of columns/lists, and heading color all facilitate easy identification of and navigation to desired information.

Mörk_NET Illustrated Catalogue - a Cy_BORG Artwork Pack
Concept: “Digging through the graft of society, very few things appease the eyes, so feast on these that bring to sight what only resided in the mind. Mörk_NET Illustrated Catalogue follows with this purpose, bringing out high quality artwork with the destructive punk aesthetic known to the scenario while being consistent between each piece, perfect for Virtual Tabletop's weapon icons and inventory management. The pack currently contains nine images, covering the basic Melee Weapons in the system, each of them packaged individually in .png format and transparent background for ease of use.”
Content: A set of images for several melee weapons included in the Cy_Borg rulebook, provided with and without colorful backgrounds.
Writing: N/A
Art/Design: Hand-drawn style is augmented effectively by colorful spray paint-like accents.
Usability: Files are descriptively named and image formats make for easy implementation in VTT or even in-person games.

NEON CROSSES
Concept: “Artificial intelligence has had a divine vision. It is seeking to hire a group of punks to deliver it to the ancient Hill of Neon Crosses located in the center of the forbidden GO district. To fullfil their task, punks will have to deal with a research blacksite and delve into THE NET deep within the Hill Of NEON Crosses.”
Content: A job to deliver an AI payload into an auspicious site in G0.
Writing: A mix of darkly ominous and tongue-in-cheek tones that hew closely to the core Cy_Borg spirit.
Art/Design: Mostly black-on-white spreads with one to two columns of content, with almost every page complemented by neon hand-drawn and glitch-art graphics.
Usability: Consistent presentations of text and page layouts with distinct content sections make for easy perusal and identification of desired information.

Nerve-Spliced Gargoyle
Concept: “High on data, the constant influx cannot end. Retinal scans, candid photos, faecal samples, all data has value. A bigger picture. You NEED that data, it pays your bills but more than that it fires your neurons. You can't stop, you won't stop. The city never stops, the data must flow.
Play as a Gargoyle, Hyper paparazzi , data hound. Hated almost as much as a cyber traffic warden, your job is to gather any and all data to support yourself and your allies as you fight through the end of the world.”
Play as a Gargoyle, Hyper paparazzi , data hound. Hated almost as much as a cyber traffic warden, your job is to gather any and all data to support yourself and your allies as you fight through the end of the world.”
Content: A class for the info addict who lives for leaks.
Writing: A mix of informative and in-universe description/advertisement that emphasizes the relationship the neon-spliced gargoyle has with the assorted data flows they regularly encounter.
Art/Design: A landscape spread with a two-column green/white on black/blue text layout on the left page and a neon-colored illustration of a nerve-spliced gargoyle on the right page.
Usability: Text is high contrast and embedded to promote readability, although the neon colors and text line leading/space might cause difficulty for some viewers.

NeuroBlade
Concept: “NeuroBlade is a sentient knife that gives you 1 of 8 buffs while wielding it.”
Content: An intelligent weapon for the punk who sees each piece of equipment as a potential collaborator.
Writing: Spartan details to focus on the pragmatic role(s) the neuroblade might serve when used (and how that translates into game mechanics).
Art/Design: Dark-on-light color scheme with a large illustration of a combat knife above two-column arrangement of text content sections.
Usability: Different font sizes and choices used to reflect different kinds of content. Visually, text is mostly high-contrast, although some smaller text might be difficult to read. File is provided as .png, so text is not embedded (meaning no searching/selecting or using a screen reader).

NEUROBLAST / PROJECT_CYTØR
Concept: ”Let me get into your hands this state-of-the-last-century HyperCard DiskZine tech stack full of pixel + dither cyberpunk art, interviews with fringe-dwelling outsiders, original reality-dulling cocktail recipes, tabletop game asset connoisseurs and designers, 1-bit tech noir AKIRA-inspired comics, industrial and modular synthesizer musicians, sci-fi urban fiction distopias, obscure trash-culture aficionados, early-90s computer counter-culture, and an original agriTech body-horror adventure for your next MÖRK BORG / CY_BORG game session. Best viewed on a classic Macintosh. Or running in your preferred Classic Mac Emulator.”
Content: A job to retrieve sensitive materials from a facility occupied by eco-terrorists, provided in both a HyperCard program format (available to view in a classic Mac emulator) and in PDF.
Writing: Sensory details, unfolding actions/encounters, and NPC motives abound to bring the mission to life.
Art/Design: Simple single-column layout, presented primarily as plain text with ASCII-art maps and clearly distinguishable headings. A lo-fi black-and-white illustration of a screaming cyborg head is provided on the cover page/card.
Usability: Text is easily navigable and readable, although the HyperCard version and classic Mac environment might be unfamiliar to some readers.

New Times, Dumbass
Concept: "WHAT NOW?
Corporate oligarchs, billionaire tech-bros, and trust-fund-nepo babies—the fuel for dystopian nightmare engines of aggression! The New Times, Dumbass jam celebrates the truly awful of the human condition. But how? What do I need to do you ask? Here's some ideas of the things you might make (do them all or none at all, they're just ideas).
- Make a company
- Make an executive board
- Make a logo
- Make it realllllllly shitty and evil.
Let's inhabit the glittering towers of CY with the worst of the worst!"

Nightcrawler Geisha
Concept: “You can't feel the warm breeze. You can't really remember the sensation either but what you can feel is anger. That's never left despite the countless body mods that stripped away your flesh, for something better. The contract was a wash and you're strung out. You promise your self that's the last time you take orders from the family. Make them regret letting you loose. Make them beg you to let them live.”
Content: A class for fans of cybernetically enhanced, Japanese-themed servants-turned-assassins.
Writing: Vividly descriptive class features and mechanics that juxtapose the PC’s facade and their essential nature/purpose.
Art/Design: Two-page spread with two columns of text beside an image of a woman in traditional Japanese attire.
Usability: Crisp, high-contrast fore and ground with immediately identifiable sections and headings that enable easy use of content.

Nightly Imports
Concept: “A Cy_Borg zine featuring: D12 Cybertech from Nueuropa [...] D6 Legends of Cy [... and] Street Cred - A New Mechanic.”
Content: Options for gear, NPCs, and a ‘street cred’ reputation tracker that can add extra dimensions to a game.
Writing: Four pages of enticing tables filled with flavorful descriptions and mechanics that reflect strange, horrifying, and completely appropriate events and circumstances.
Art/Design: Four two-page spreads each have a distinct focus and color scheme that extends from one to the next, from a stark red/black/white to a neon purple/blue.
Usability: Language is direct and straightforward in describing and explaining each subject, with each table making use of a consistent visual grammar to help with navigation. However, text is not embedded, so no searching or copying/pasting is possible.

No More Heroes
Concept: “A UCS super soldier lab hidden in plain sight between a dentist and a night club.”
Content: A set of tables to generate jobs for infiltrating a lab and a map of said lab.
Writing: Vivid, unsettling bursts of description in tables (for contacts, job parameters, potential enemies, etc.) hint at possible ways for a GM to implement roll results into a unique mission.
Art/Design: Two-page black-on-white spread with tables on the left and a hand-drawn map of the facility on the right.
Usability: Text content laid out in easily navigable columns with consistent text and border formatting to identify each table’s elements and important names/phrases.

Noize Weaponz
Concept: “Part of the Street Death series and inspired by Jetset Radio, graffiti culture and skateboard competitions, Noize Weaponz is a Cy_Borg supplement that adds 2 audio weapons that ignore armour, deafen enemies and play in stereo.
With the rifle esque NoisBlaster and the explosive EMP 3 Player you can melt the ears off of any enemy and if you save up enough you can augment your listening experience with equalizer settings to buff the damage of your base cannons!“
With the rifle esque NoisBlaster and the explosive EMP 3 Player you can melt the ears off of any enemy and if you save up enough you can augment your listening experience with equalizer settings to buff the damage of your base cannons!“
Content: Three equipment options (two weapons and an upgrade) for engaging in sonic warfare with one’s enemies or victims.
Writing: Terse, crisp explanations of weapon abilities and their effects on those nearby.
Art/Design: Colorful pixel art and a pixel-style font (black on green) across two pages.
Usability: Consistent organization of content throughout the supplement allows for quick navigation and identification of desired information, from item name to credits to effects.

Nuclear God-Lizard
Concept: “A 120-meter-tall monster emerges from the waters around Cy. Its behavior baffles scientists and officials; it isn’t hunting or nesting, it just moves.”
Content: A scenario for surviving the onslaught of an unstoppable roving apocalypse.
Writing: Focused, direct descriptions of a wide range of relevant factors (from available subplots to environmental obstacles to military actions) provide GMs with an immersive adventure/experience for their players.
Art/Design: Current ashcan edition has a simple, barebones layout subject to change when more art assets are finalized.
Usability: Different kinds of content are immediately distinguishable, high-contrast fore/ground colors assist accessibility, and navigation through the document is incredibly easy.

Oberon's DivaStation
Concept: “A small nightclub with a proprietor you must gain the trust of, then kill. Life here is brutal and pointless. Roll the dice, Drink, and Imbibe.”
Content: A gig to kill a club owner.
Writing: Text is mostly atmospheric, including music playing at the club, a drink menu, a drink effects table, a loot table, and a small handful of NPC stats.
Art/Design: Busy pages with lots of bright colors on gray backgrounds, with text and background illustrations, that all together reflect the tone of the mission and feel like a visual representation of the nightclub environment. A labeled map of the club is also provided.
Usability: Variety in font choices, colors, sizes, and positioning (such as over a busy background image/pattern) can drastically affect the reading experience. Text is not embedded, so searching/selecting is not possible.

Obsolete Dumpster Diver
Concept: “You were state-of-the-art for an instant, until the new model made you OBSOLETE and they threw you away. Now, you scour the cy-waste pits searching for operable cast-off mods and implants to combat your CONTRIVED DURABILITY.”
Content: A class for the DIY/found-art self-improvement addict.
Writing: Class details focus on mechanics explanations with bursts of powerfully thematic descriptors.
Art/Design: Eye-searing pink and yellow contrasts well with black background and comparatively muted white text on this two-page spread. Illustration of an example obsolete dumpster diver serves as a centerpiece for idea generation.
Usability: Class information is easy to read and navigate, with excellent use of text tracking to indicate important ability-related information.

Operation: Cold Shadow
Concept: “Operation Cold Shadow is a supplement for CY_BORG. This scenario is a starter or early adventure for your party and is designed to test players and keep them on their toes. You'll get to infiltrate and extract data from a place secured by the Virid Viper as an unexpected complication flips the tables. A mechanical class expansion is also available if you wish to transform your players into gruesome machines of destruction. Operation Cold Shadow also includes 9 new enemies in a fully detailed PDF file.“
Content: A seemingly easy gig for punks looking for a quick score that very quickly goes south.
Writing: Helpful details provide about the job parameters, NPCs that the punks will encounter, goings-on at the location, and more.
Art/Design: A mix of full-color digital interface-esque and print aesthetics, with hand-drawn maps and a wide variety of graphics (NPC portraits, background images, etc.).
Usability: Visually, organization cues–distinctive borders and color-coded elements–help guide a reader toward their desired info. However, text is not selectable/searchable which can hinder navigation or screen reader use.

Opthalmosphere
Concept: “A gaping maw beneath an all seeing eye. How badly do want to die? In the first waves of the demonic incursion into C.A.U’s generators, corpses mounted around energy pylons with staggering speed. Infernal power fused together the pulsating remains which took flight to join the demonic hordes.”
Content: A creature searching for its Doomguy soulmate–to murder them, of course.
Writing: Vividly ominous descriptions and features situate the creature as at home in the CY world.
Art/Design: Layout centers on an image of the opthalmosphere itself, with creature details surrounding it.
Usability: Text has clear distinctions for different types of content and mostly contrasts starkly with background except for one block of text for a special ability that might be difficult for some to read.

Orbital HackPhreak
Concept: “Gaining superuser access to corp-owned satellites for fun and profit.”
Content: A set of rules and tables relating to hacking into satellites or similar orbital systems.
Writing: Straightforward rules doused in cyberpunk flavor/effect to make each hacking attempt a memorable one.
Art/Design: Content provided in both .png (with a two-column, black-on-white, one-page portrait scheme) and .txt (single-column text with some ASCII art/embellishment) formats.
Usability: Distinct rules sections are visually distinguished in each format type, and ASCII art in .txt version provides an aesthetically similar experience to viewing .png version.

Organ Heist
Concept: “Race against time to grab the coveted cyber-liver, the only thing guaranteed to filter out 99.99% of microplastics!”
Content: A job to nab a high-tech liver from a health care company.
Writing: Focused, terse descriptions focus on mechanics and unfolding events/actions, allowing a GM to inject their preferred atmosphere into the gig.
Art/Design: Trifold layout provides mission parameters/outcome and NPC details on the outer panels and map with room-specific info on the inner panels. Mostly black-on-white color scheme with full-color graphics on title panel and parameters panel.
Usability: Clearly labeled sections of content easily distinguished from others thanks to font choices and border/shading visual decorations, with text info in close proximity to relevant map location.

P!LLS FVLL of GODS
Concept: “There is a new drug on the streets called Ambrosia. It will make you see the gods. Are these GODS real? There are dozens if not hundreds of people seeing them. They are looming over CY like falling planets, ready to steal your soul. Group hallucination? A bug in the system? Does it matter?”
Content: A smorgasbord of fever-dream content: drugs that manifest perceptions of gods (who give unique blessings with killer mechanics!); player classes for a ronin, private eye, amateur wrestler, and moonpunk; tables of people to meet on the street or items to find in the trash; NPCs to fight; drugs, food and gear; and even poetry.
Writing: Thematic punches of flavor that spice up concise and clear mechanical effects. An author’s note indicates some text was generated/aided by AI.
Art/Design: Two-page spreads with unique layout schemes that feel in sync with the aesthetic of the official Cy_Borg rulebook. An author’s note indicates some art was generated/aided by AI, and the variety of styles applied to the book’s spreads is impressive.
Usability: While there is a wide range of fonts and colors on each page spread, high contrast makes the vast majority of content easy to identify and navigate. Text is not embedded (except on a small number of pages), so screen reader and searching/copying/pasting functionalities are mostly unavailable.

Pablo's Boutique
Concept: “You don’t remember seeing this odd structure here last time your crew came this way. An eye-catching tartan pattern covers this strange tent. A short flag-pole peaks from the top displaying a pink hand axe on a plain black field. A burned wood sign above the entrance reads “Pablo’s Boutique”. The space inside the tent feels expansive- way bigger that it seemed like from the outside. The product displays are spartan chic. Various offerings are for sale here unlike what you would find at your normal local supply store.”
Content: A selection of goods themed around Paul Bunyan and lumberjacks that also are entirely suitable for a punk in CY.
Writing: A balance of descriptions of the boutique’s various areas, the items on display in each, and the mechanics that come into play when a given item is used.
Art/Design: Three two-page spreads of single-column black text on a light background that each feature different kinds of items, with the first spread complemented by an illustration of Pablo and a flannel-pattern background beneath a graphic of a wooden sign.
Usability: High-contrast text is readable and easy to navigate and distinguish, facilitating quick identification and use of desired info.

Pale Faced Dancer
Concept: “Dancing the night away, you consider yourself a creature of the shadows, child of ancient necromantic bloodsuckers. Whether these claims are true or not is yet unknown.”
Content: A class for the punk who loves the night life. Also includes a hangout/club, the Dreamhouse, for CY’s Gost scene.
Writing: Succinct descriptions and explanations of class features that illuminate character and location potential.
Art/Design: Two spreads of white and pink on black, with an illustration of pale faced dancers on the right side of page 1 and a city skyline image in the center of page 2. Text columns frame each image.
Usability: Visually, information is easily recognizable, with distinct sections of content relatable to others. Color and text decoration choices emphasize headings and key information labels. Text on page 2 is selectable/searchable, but text on page 1 is not.

Paranoid Conspiracy Theorist
Concept: “You shun everything that smacks of the modern world and believe some pretty stupid shit ... and yet ... ‘stupid does’, and you occasionally manage to carry out some unbelievable exploits. You probably live in some shithole, eating from a can, and since you are totally convinced THEY are out to get you, stockpiling weapons has become a habit.”
Content: A class for the ancient astronaut theorist in all of us.
Writing: A mix of partially theorist-oriented raving (reflected in tabloid-style headings) and straightforward explanation of class features and mechanics. Labels for assorted features illustrate the class’s likely personality very effectively.
Art/Design: Mostly single-column text in a black-and-white color scheme with red highlights that evokes tabloid headlines and layouts (assisted by the language of those headings).
Usability: Distinct sections are clearly marked and organized in boxes/sections, with font choices and sizing helping to indicate relationships of labels to relevant content.

PC Community Generator
Concept: “This is a tool to build a community for the player characters in a CY_BORG game.”
Content: A set of tables to be rolled and discussed during an initial party’s character creation session to flesh out a community for the PCs to be involved with in some way.
Writing: Succinct, varied options in several tables that breathe life or inspiration into community possibilities.
Art/Design: White text on a purple gradient background, organized in one- and two-column layouts.
Usability: PDF and plain-text versions are both easily readable and navigable.

Penny Slots for Cy_b0rg
Concept: “An arcade location for Cy_b0rg with two jobs.”
Content: A murder-for-hire job and a cred heist in a run-down arcade.
Writing: Concise descriptions of the location and two jobs’ specifics, along with brief NPC stats and complications for each mission.
Art/Design: Black text on a white background, with simple whitespace use to distinguish sections of content. A colorful overhead map of the arcade is provided.
Usability: Text is easily readable and navigable, and different kinds of content (e.g., d6 lists/tables and NPC stats) are quickly identifiable.

Phreak Phighters
Concept: “PHREAKS have busted out of containment and taken over the Nanogenesis Corporation Tower. Are you a bad enough PUNK to take them out floor by floor?”
Content: A set of rules for an opposed-dice-based arcade game that may or may not serve a more insidious purpose.
Writing: Rules are very concisely explained, while similarly brief description of the game and its creators’ ulterior motive offer potently nostalgic inspiration to those who enjoy(ed) 1980s’ video game tropes.
Art/Design: White text on black and splashes of red with a dither-art illustration to complement the game “pitch” and explanation.
Usability: The primary file is a PNG, but a simple, accessible PDF of the text is provided as well, with clearly labeled headings and whitespace groupings of related content.

Polybius 20X3
Concept: “<RE: THIS GAME KILLS > Whispers about a killer new game have flooded the BBS message boards. An acquaintance said they knew someone who played it and ended up in a body bag. Is it another ACGS marketing stunt, or is there something else going on in vid-cades around Cy?”
Content: A mysterious arcade game, its rules, prizes, and a technician NPC.
Writing: Emphasis on rules/mechanics complemented by terse, flavorful names/labels.
Art/Design: Black and white text on a blue patterned background in a mostly single column layout accompanied by several monochromatic and full-color illustrations.
Usability: Large font size, distinct use of black and white for particular kinds of content, and border markers for distinct sections of content all contribute to ease of browsing and engaging the material. However, text is not selectable/searchable.

Polybius Arcadia
Concept: “Inspiration for this project was taken from the urban legend of Polybius, an arcade game that might have or might have not appeared in 1981 Portland, OR as top secret, governmental, conspiring, crowdsourced, psychological, mind control experiment. The game was highly addictive, with unpleasant side effects. All game cabinets disappeared without a trace. Polybius was the greatest game that never existed!”
Content: Two supplements: (1) rules for a poker-like arcade game and (2) a job to extract data from an arcade machine.
Writing: Crisp descriptions and directions that sketch the mission parameters & events (along with rumors about Polybius) and the rules for playing the Polybius game.
Art/Design: The Polybius rules are provided in a CRT terminal-like font/aesthetic with a graphic of an arcade game cabinet. The heist details are provided in a clean black-on-white three-column layout with a second page containing a map of the arcade location.
Usability: Each supplement’s layout is easily recognizable and navigable, with visually distinguishable types and sections of content. The arcade heist text content is embedded, allowing for searching/selecting, but the Polybius text content is not.

printable CY_BORG Character sheet V1
Concept: “A character sheet for the CY_BORG RPG game by Christian Sahlén & Johan Nohr: PRINTABLE”
Content: A stripped-down, print-friendly character sheet for CY_BORG in .PNG format.
Writing: N/A
Art/Design: Sheet employs the same general organization/layout for fields on the official character sheet but provides a more tonally consistent presentation of sheet areas.
Usability: Plenty of room for filling in fields. However, many fields have no label, perhaps on the assumption that players would already know their purpose.

Project P.R.E.S.E.N.T.
Concept: “When you really really REALLY need to make someone go away, give them a final gift with the P.R.E.S.E.N.T. - Personal Rectilinear Electromagnetic Slug Emitter; Neutralizes Targets. It's gonna cost you, but can you really put a price on joy?”
Content: A highly illegal weapon for when a punk needs to absolutely obliterate an opponent as well as anyone or anything with the misfortune of standing behind that opponent.
Writing: Terse details leave plenty of room for imaginative interpretation.
Art/Design: Mix of black-on-white and black-on-bright pink/purple and red. Primarily single-column text save for weapon name and damage, which frame the main content area.
Usability: Plain text version is provided for potentially easier reading experience.

Project Puppeteer
Concept: “A Corporate espionage assignment…
Extreme security measures…
Mind reading AI…
Quantom Computer Hacks…
Megalomaniacal computer scientists…
‘Don't threaten me with a good time!’”
Extreme security measures…
Mind reading AI…
Quantom Computer Hacks…
Megalomaniacal computer scientists…
‘Don't threaten me with a good time!’”
Content: A “hacker heist” in which a group of punks is tasked with stealing a powerful AI from its laboratory home.
Writing: Lots of descriptive detail about important events, encounters, NPCs, and more, along with some rules relating to hacking the AI in question.
Art/Design: Green on black color scheme and single-column text layout, with a variety of images from illustrations to photos to a map and a circuit board “hacking” map/layout.
Usability: Text contrast allows for visual readability that is complemented by consistent presentation of distinct types of content (headings, list numbering, etc.) to provide a recognizable visual grammar. Some typos throughout may affect browsing/searching.

PROJECT: CY_B3R@T
Concept: “In the alleys and streets of the Cy, rumors of rats with intelligence far above normal exist. Some say it's a miracle, that they must've been blessed by whatever god they believe in, others say they are failed experiments, and affronts to nature.”
Content: A verminous creature at home in the alleys and gutters of CY.
Writing: Inventive mechanics and descriptive rumors provide GMs a variety of qualities to emphasize at a table.
Art/Design: Single-column layout of white and yellow text on a blue background.
Usability: Font choices and decoration consistently employed for distinct kinds and sections of content.

Prophet of Eternity in Apartment Thirteen Hundred
Concept: “All over Cy, people are getting strange calls on their phone and RCDs. Some hang up immediately. Others begin with a robotic “Can you hear me?” A few claim to be from The Prophet of Eternity proclaiming a new era of AI that will free the city.”
Content: A mission to deal with a robocaller cult on behalf of a group of anarchists.
Writing: An impressive amount of description re: job parameters, goings-on, cult NPCs, and location-specific sensory details.
Art/Design: Trifold pamphlet layout, with initial job info on the outside (with a statuesque portrait as its background) and tables/lists featuring assorted details on the inner panels in a black-on-white scheme, complete with a labeled map of the destination apartment complex. A black-and-white player-facing handout with map and initial job details is also provided.
Usability: Content sections are visually distinct and consistently styled to facilitate navigation and identification of desired information, complemented by color-coded map labels.

Protect Thy Neighbour
Concept: “In 20 hours Alliansen Inc. is sending an automated Xplorer Mk I , a heavily armoured drone operated by an AI, to clean up an old tower in Bigmosse. The drone will be deployed from the Security Centre in South Central and is to make its way to the housing block in the slums. This is a routine operation so unimportant that the only verification required is a geo-located live feed of the pile of rubble after the explosion. Which makes it the perfect occasion to put corpo property to public use.”
Content: An escort mission perfect for fans of two- and four-wheeled mayhem.
Writing: Focused and direct descriptions of involved parties, locations, events, and conditions that should help kick GMing this adventure into high gear.
Art/Design: Trifold layout (with a screen-based version as well) with a cityscape image serving as a general map for the escort route.
Usability: High-contrast fore/ground with occasional blue highlighting, bolded text, and particular fonts used to indicate different and specific kinds of content throughout the pamphlet.

PUNK FEATS [Unheroic Feats for CY_BORG]
Concept: “MÖRK_BORG's Unheroic Feats for CY_BORG.
Some Feats have been replaced completely and some have been hacked too much to be analogous, these are marked with a ■.”
Some Feats have been replaced completely and some have been hacked too much to be analogous, these are marked with a ■.”
Content: A set of d66 optional improvements to obtain, each of which provides a different mechanical and situational benefit. A text-only version is also included.
Writing: A brief atmospheric blurb is provided to situate the gameplay bonuses and effects of each included feat/improvement.
Art/Design: Two-column white-on-dark layout, with new/different feats from the original Unheroic Feats list marked for ease of reference. A colorful border, looking like the edges of a smashed computer screen (with a skeletal fist and guns at the bottom). Text-only version provides white text on a simple black background.
Usability: Font choices are high contrast and easily readable, with consistent layout and presentation of all elements–italicized descriptions, bolded and italicized numbered entry names, and horizontal rules to separate distinct entries.

PUNX
Concept: “A pocket-sized system for punkery in CY. Cut to the absolute bone, and with the marrow removed and sold to the reaperdocs. No relation to works by Keith Giffen.”
Content: A stripped-down take on Cy_Borg that can fit on both sides of an index card. Provided in color and black-and-white versions.
Writing: Concisely described rules focus on stats, tricks, enemies, and dice rolls to resolve task attempts.
Art/Design: Three columns of text with different sections of content have distinct indentations/formatting, while emphasized text is consistently bolded throughout. Color version makes some use of fore/ground color-swapping as well (yellow on black rather than black on yellow). A three-axis graph is provided to assist with trick generation.
Usability: Text is high contrast, and each section of text is relatively easy to visually discern from the others. Changes in text size and indentation may slow down reading and navigation for some.

Pursued Courier
Concept: “You are Hell On Wheels. Broken glass and blood on concrete. Squealing tires and bullet casings mixing smoke. You transport anything for anyone except the pigs. A run went bad and you finally carried something really important to the wrong people and they want you dead.”
Content: A class for the player who works best under intense, deadly pressure.
Writing: Terse combinations of class mechanics and flavorful description.
Art/Design: Eye-searing colors highlight an image of a courier approaching their bike next to a column of class features.
Usability: Consistent, recognizable organizational scheme makes reading and navigation incredibly easy.

Pvnk.spawner
Concept: “A random pvnk (player character) generator compatible with CY_BORG.”
Content: A web-based generator for the player who needs a corp-hating bastard–or just some fantastic inspiration and gratification–instantaneously.
Writing: Vivid character descriptions and qualities that connect and flesh out the basic “Make a Punk” character generation procedure from the rulebook.
Art/Design: High-contrast, two-color, text-only layout clearly delineates each section for easy identification and navigation. Range of color options available for semi-customized display to fit the viewer’s aesthetic.
Usability: Countless possibilities can be generated quickly, or individual elements can be clicked to iterate through options more granularly. Generated output can be printed or downloaded for preservation.

PVNX/R/VS
Concept: “A cavalcade of the bizarre and horrid in the wretched metropolis of CY. Within you'll find pirate lords, eldritch entities of the deep NET, kill-games champions, floating fortresses with maniac overseers, dangerous prototype cyberdecks, collectivist agitators, and worse still than that in this cross-section of the endless end of days in the city of CY.”
Content: A smorgasbord of assorted content, from enemies/acquaintances–physical and digital alike–to cyberdecks to locations to to overheard quotes to a new class (“The Last Ideologue”).
Writing: Terse mechanical explanations are consistently complemented by vivid in-universe descriptions that can aid both GMs and players in imagining and making use of the subject at hand.
Art/Design: Single-column black-on-white text throughout, with some differing font choices for headings/labels of distinct sections.
Usability: High-contrast text, visually readable fonts (with one purposeful exception), and a recognizable organization for layout makes for successful perusal and use of the document.

Quickdraw Combat
Concept: “A more you-go-they-go style to keep combat chancy and mobile in CY_BORG. Dare to try and clear the field before anyone can pull a gun, or would you rather hunker down until your heavy weapons are spun up and ready to open fire?“
Content: A set of rules to attempt faster and potentially deadlier combat than in the Cy_Borg rulebook.
Writing: Mechanics are provided in a straightforward and helpful manner, which may reduce likelihood of confusion or disagreement at a table.
Art/Design: Two versions are provided: a full-color version and a “plain text” version. Full-color version has yellow text on black background (with other neon colors for emphasized terms/rules) overlaid on an image of a samurai in a cyberpunk setting. Plain text version is black-on-white with bolded text to emphasize headings and important terms. Both versions use a two-column landscape-oriented arrangement of text.
Usability: Both versions provide high-contrast text, although different font choices as well as different colors and visual elements may result in varying reading experiences.

R1ot
Concept: “‘Like carousing but for you miserable pvnks. Riots are always a gamble, and with bad odds on your side, because private SecCorp security usually bring it on with better gear than a bunch of pvnks do. So why keep going to them? Because sometimes you need a reflective bulletproof glass visor to smash your fist through, that’s why. RAGE burns away concepts like “outnumbered” or “discretion”.’ Random table for just how wrecked or lucky you got at a riot in CY, plus a fast-roll table for simpler results.”
Content: A d66 table of results from participating in a riot in CY, with a “quick table” option for an even more focused generation of events.
Writing: Immersive descriptions/events feel simultaneously absurd and completely plausible, intersecting with an axis of hilarious to horrific.
Art/Design: Single column of black text on yellow, with additional content blocks in bordered boxes and important terms highlighted in yellow text on a black background. An illustration of gas-masked rioters serves as the background for the title on page 1.
Usability: Extremely easy to read, navigate, recognize, and understand information throughout the supplement.

Raised by Wolves
Concept: “This six-page PDF contains the adventure Raised by Wolves, which sees players taking on a job in an abandoned capsule condo scheduled for demolition, and facing a cult determined to resurrect their (literally) corrupted leader.”
Content: A job to deal with a noise complaint, along with a new class: the Feral Foundling.
Writing: Lots of concise details and snippets that bring the mission location and the optional class to life.
Art/Design: Six two-page spreads with three- to four-column layouts of content on most pages. Several different color schemes and aesthetics differentiate distinct areas of focus (apartment building map; job details; key location; class).
Usability: Each spread makes use of a consistent visual grammar to indicate distinct sections of content and headings/labels, with high-contrast text/background throughout. Text is not embedded, so searching for or selecting text is not possible.

Random Goldfish Memory
Concept: “Cosmia Kowasaki, an AST Endless Seas researcher, had something stolen from her team: a data-fish with a heap of corporate secrets tucked away in its little chip-brain.”
Content: A recovery job that involves fishing for secrets at an upscale villa.
Writing: Brief but vivid details are included to cover essential dimensions of job locations, NPCs, secrets, and key events as the mission unfolds.
Art/Design: A two-page spread with mission specifics in two columns on the left and an overhead map of the site and additional information, with an illustration of the data-fish, beneath it on the right.
Usability: Text layout is readable and easily navigable, and headings/labels are consistently presented to further improve identifying and locating desired info.
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