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

3rd-party licensed

Abandoned Algae Farmer

Concept: “You were a cog in the massive machine that feeds the city of Cy. Now, for one reason or another, you had to abandon your algae farm. All you have is the clothes on your back, a couple pieces of gear, and whatever the fuck you found out in the emerald muck of the vast algae fields.”
Content: A class for the “rural” outsider who’s ready to make a mockery of the hero’s journey.
Writing: Really engaging, flavorful text pervades the entire document; mechanics information is distinguished by underlined phrases amidst the descriptive core content.
Art/Design: A lo-fi image of an algae farmer, surrounded by imposing stalks of their crop, supports bright green, yellow, and white text content.
Usability: A variety of visual markers–boxes, clearly labeled list items, color choices–very effectively organize the presentation of class information across a two-page spread.

ADDITIONAL_CYBERTECH

Concept: “10 additional Cybertechs for CY_BORG.”
Content: A set of cybertech options for further bodily customization.
Writing: Cybertech names and features are imaginative, suggesting creative opportunities for timely uses. 
Art/Design: Two-column spread, with table of cybertech options on the left and a black-and-white illustration of an individual with significant cybernetic modifications. A black-on-white print-friendly version is also included.
Usability: Table contents are cleanly organized, with color/bold highlights for table row numbers and costs for each cybertech.

Advanced Armor Iteration 1

Concept: “Gear up with a few new pieces of cyber-enhanced equipment, including some references to popular games and media.”
Content: A set of armor, weaponry, and related tech to add to the marketplace in a game of Cy_Borg.
Writing: Equipment details are offered concisely and in a straightforward fashion, allowing item names to fill in potential flavor/character (whether they’re references to media or not).
Art/Design: Black text on yellow, with a faint caution tape illustration background and a similar pattern around the edges of the page.
Usability: Text is high contrast and easily readable, with a consistent organization for each item to allow quick grasp of and reference for item details as needed, including bolded damage/armor stats and a legend at the bottom of the page for some shared attributes.

All Roads Lead to Chrome

Concept: “Being a mercenary isn't easy work. Between the gunfights, dealing with shady corps, and fending off crazed psycho's, you are bound to get hurt. Sure, you can train to get better at handling these types of situations, and maybe you can shill out some creds for a new gun or two. But eventually, no matter what path you take, if you really wanna hit the big leagues…”
Content: A set of rules to flesh out cyberware and cy_rage, along with several new drugs and a job to snag some cargo from a tech-obsessed cult.
Writing: Accessible and concise rules, with lots of detail and explanation provided for the assorted cybertech and the job.
Art/Design: A mix of white-on-dark (for the cybertech rules & drugs) and black-on-white (for the job). Occasional images complement page text, with a brain-shaped map provided (and keyed0 for the job. Bright colors and bold text highlight important information and serve as headers. A print-friendly black-on-white version of the cybertech rules is also included.
Usability: Readable fonts, visually recognizable organization of page contents thanks to spacing/grouping and section borders. Consistent application of particular color choices and bolding to help with navigating and locating desired information.

Alt-Vibed Soundfiend

Concept: “The pumping beats of the last Post-Grunge Blitz-Rave still course through your veins.”
Content: A class for the circuit-bending audiophile who’s long wanted to use their love of sick riffs and beats to obliterate the enemy.
Writing: Brief glimpses into a fully-formed lingo for the class detonate idea-bombs about how to live, and not just use, the vividly described mechanics provided here.
Art/Design: Filtered neon cityscapes and a close-up of a soundfiend on the prowl stand out as strongly as the bold, distinct headings for each set of class details/features.
Usability: General organization is quite navigable, although some font choices can make reading tricky; similarly, HP & Glitch calculation details blend into the background image.

Amethyst Reign

Concept: “This month’s adventure sends some street toughs on a ridiculously difficult mission — assassinate one of the world’s most famous musicians, hours before he releases his hotly-anticipated new album. He’s holed himself up in a secret recording studio, and now the PCs need to track him down and kill him before his new album influences a new generation.”
Content: A job to take down a musician before the night is over.
Writing: If most Cy_Borg missions are stripped-down punk that hint at options a GM might use, this incredibly detailed gig is prog metal. Plenty of specific considerations to address a wide variety of possible PC actions.
Art/Design: Two-column layout (plus some handouts and pre-generated character sheets) with black text on a light background supplemented with full-color illustrations, blue-on-green maps with white labels, and NPC stat boxes. 
Usability: Consistent organization, arrangement, headings/labels, and readable text all contribute to an easily navigable and usable document.

App's 4 Elite

Concept: “A bunch of custom APP's for CyBorg, to make hacking and hackers more fun.”
Content: A set of apps for the discerning hacker, whether they work with or against the PCs.
Writing: Imaginative descriptions and mechanicals effects that feel quintessentially cyberpunk.
Art/Design: Two-column layout of white text on translucent pink over a dark blue patterned background.
Usability: Clearly distinguishable app entries provide easy navigation, and text/background contrast provides accessible readability.

Autonomous

Concept: “Under the neon sky, amid the acrid fumes and blaring advertisements, something is present. They might have come with the rock, plunging into G0; or perhaps they were here long before then. There's no telling- there never is, not when the Autonians are on your planet. They blend in, fighting a shadow war- the crushing fist of an avaricious tyrant, and those few but proud who oppose him.”
Content: A collection of NPCs for tables where players & GMs prefer their robots to be more than meets the eye.
Writing: Bombastic worldbuilding that reflects the spirit of the source material it homages, with each robot having its own unique vehicle “altform.”
Art/Design: A mix of one- two-column content layouts with black text on white background, with each NPC stat block placed beside a colorful illustration of that NPC. 
Usability: Stat blocks are provided consistently in organization and font selections, although introductory text uses a variety of fonts to indicate emphasis and proper names.

Avtozak

Concept: “Avtozak is a Cy_Borg expansion about riots.”
Content: A set of riot-related NPCs, weapons, and a table of riot causes.
Writing: Terse, frank descriptions and stats/mechanics for included content.
Art/Design: Illustrations of riot vehicles and participants (cops and protesters) with highlight colors are positioned alongside relevant high-contrast text.
Usability: Font choices are readable, with headings/labels and background colors for distinct sections that assist navigation and perusal.

Babysitting

Concept: “An easy job !  Just sit around and babysit some corpo doctor and this box. Easy money?”
Content: A gig to retrieve, guard, and escort a person and their cargo to a designated safehouse.
Writing: Prolific details to flesh out the mission and the various groups with interests in its success–or failure.
Art/Design: Trifold brochure format provides initial parameters on the inner panels and later-stage conflicts on the outer panels. Predominantly white/yellow text on black, with NPC stats in black on brightly colored boxes, with portraits and street scenes complementing text. An additional page is provided with a safehouse location map and player-facing ‘breaking news’ info. 
Usability: Color-coded text references draw attention to different NPC interactions, and consistent use of content section color and shape makes for easy identification of desired info.

Back to the Roots

Concept: “A custom collection for Cy_Borg ttrpg, that includes:
  • 13 new weapons, 6 new drugs, 4 new items - made in the slums of CY.
  • 11 new street-made cyber-tech and 9 new APP's
  • Short descriptions of 5 new slum Gangs
  • A simple and short Adventure/Mission.”
Content: Tons of material to flesh out a game, from equipment to drugs to gang NPCs/enemies, with a scenario in the slums to take down a sadistic AI (and a map for the location).
Writing: Concise, direct descriptions and explanations of mechanics for a huge number of entries for various categories. 
Art/Design: Mostly two-column page layouts (each with its own color scheme/aesthetic) with content on a translucent background pane over detailed, high-tech images. Map of floorplan includes effective icons indicating room features.
Usability: Text is easily readable with distinct heading/label decoration present in each page’s layout aesthetic.

Banshee

Concept: “A mid level exec has lapsed into a coma after an unwise deep dive into the sewer levels of the net. When he came back up, it was with a permanent look of horror and endless babbling about ‘the woman’, yelping in terror at random moments, reacting to something that no-one else could see. He’s actually infected with the BANSHEE virus. It hijacks the carrier’s audio and visual implants, terrorising them until their brains overload and shut down.”
Content: A gig that takes a party of punks into an exec’s dying mind in search of important data.
Writing: A swirl of informative exposition and characterful style to situate a game group inside the mind of their target and all the horrors residing there. 
Art/Design: Colorful one- and two-column text layouts, with each page having its own aesthetic and an accompanying illustration.  
Usability: Text is easily readable across pages and assorted font choices, with each page’s organization recognizable through text size and color distinctions for headings/labels and body content.

Beyond Cy

Concept: “The fields. Monoculture deserts of genetically enhanced crops like wheat 4.6, ultra-maize, and soykin. Spliced to perfection. All earth is sterile. Killed by an unhallowed mix of unfiltered UV-radiation and the most potent poisons. Only hard fertilization keeps the masses alive and fed. Traveling through the cultivations is not without peril. Chemships puke their concoctions onto the plants; mechanic harvesters that have never seen an animal or human cut down all in their path.”
Content: A treasure trove of rules (miseries, glitches, mutations), gear, location/site summaries and generators, map hexes, random encounters, enemies, classes (“Mutant” and “Elektron Rohre”), job seeds/contracts, and even a dungeon to explore.
Writing: Intense, vivid, and wry descriptions that bring to life the sprawling wastes that surround Cy.
Art/Design: A mix of collage, pixel art, graffiti, graphical user interfaces, print reports, and more to frame each page/spread uniquely but feeling comfortably in line with the official/core Cy_Borg aesthetic. Map hexes provided as additional file.
Usability: Wide variety of layouts, font choices/sizes/colors, and organization can slow down reading and navigation (e.g., class info interspersed among NPCs), but hyperlinked table of contents aids with identifying desired details.

Bio Hacker

Concept: “You were a senior MedTech with T.G. Labs until you were found trafficking in synthetic organs, controlled stims, illegal mods, and little glass vials. Disgraced, blackballed, alone. You take work where you can find it.”
Content: A class for the mad scientist who wants to turn their side hustle into their main gig. 
Writing: Class features articulated succinctly, with a table of derangements to add intense flavor to a bio hacker PC.
Art/Design: Very colorful mix of pinks, greens, and black, with multiple aesthetics over a partial map of CY, including a notepad being held by a (mostly off-page) hand. Two illustrations of a bio hacker appear–one on a title page and one amid the background collage of the main page.
Usability: Each section for class features appears in its own column/window. However, because of different colors for text and complex background patterns, some text is easier to read than others.

BL00D/&/M0NEY

Concept: “Crime families in the squalid megatropolis of CY. The deepest wounds of society- human traffickers, whoremongers, extortionists -have a tendency to crust over in stubborn scabs. Those who dare to commit evils nobody else has had the gall to perform before will find little competition in the field, and therefore great success. That’s how these families made their mark- bullets forever embedded in the cancerous and corrupt flesh of the great beast CY, they pushed the limits. And now, they’re here to stay, until someone’s willing to dig the slug out…”
Content: Information on six crime families/organizations that can be integrated into games of Cy_Borg: what their primary interests are, notable NPCs, and how GMs might make use of them. 
Writing: Details provided in meaty paragraphs full of ideas and hooks, in a conversational voice that could be read straight to players as in-universe knowledge.
Art/Design: Black-on-gray single-column text layout, with an illustration at the bottom of each page that reflects the character of each crime family. 
Usability: Easily readable/navigable, with solid contrast for text fore/ground. Headings and key terms/phrases are bolded for distinction and emphasis.

Black Volga

Concept: “A new, terrifying enemy straight from Polish urban legend - Black Volga. Now roaming the streets of CY, looking for petrol. But it's now what you think it is. ‘I’ve heard it. The sound of the engine weirdly resembles a beating heart. Guess it’s my weird imagination’ ‘Windows are pure black. I wonder… who is inside?’ ‘I swear to Balfogriff, I’ve seen tentacles slipping out of the windows!’”
Content: A demonic automobile that terrorizes the roadways.
Writing: Ominous and creepy flavor made all the creepier by the car’s devastating attack mechanics.
Art/Design: White and blue text on black surrounds a hand-drawn illustration of the Black Volga.
Usability: Visually, color, italics, and positioning of content help indicate the different purposes and kinds of text on the page. However, the text is not embedded, so no searching/selecting is possible.

Blood Sports

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

Bombles Chewable Grenades

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

Boomhunter's Laughter & Satisfaction

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

Borgpunk

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

BR0KEN_HEARTS//BR0KEN_JAWS

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

BugGrub Burger

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

Cascading Corpse Hunt

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

Chain Mail Demon

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

Chop Shop Reaper Doc

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

Chrome Fiend Berserker

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

Chronic Outrunner

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

City of CY Issue #1312

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

CLEAN BREAK

Concept: “>>WELCOME, BR4VE TRAVE1ER

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

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

CLUB 27

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