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

3rd-party licensed

Drink BLOOD Cola

Concept: “Guards and Goons got you on the down and out? Drink delicious Cherry BLOOD cola for the pick-me-up you need to get the job done!”
Content: An in-game drink for a punk to chug and get that pick-me-up needed to take down some big business bastards. (Creator notes that content will be updated in the future with additional drink options.)
Writing: Terse description focusing on mechanical effects that ingeniously last until a character (or player?) needs to urinate.
Art/Design: This might be the most diegetic third-party content out as of this entry's publication. Item details are provided as soda can/bottle wraparound labels, with game stats replacing the usual nutrition details. 
Usability: White on red can be difficult for some to read. QR code provided on label takes the reader to a playlist that fits the tone of drinking the cola.

Drug-Heist

Concept: “A CY_Borg adventure for three or more players.  A heist mission on a boat with a twist ending! Sneak around and find the stash or go in full John Wu action style.”
Content: A job to snag some drugs from a boat that sounds (and, of course, is) too good to be true. Details for two additional/rival teams of NPC punks are also included.
Writing: Terse details for each of a number of dimensions of the job, from info-gathering to specific rooms/areas of the ship itself. 
Art/Design: White text on (mostly) dark background illustrations, organized on different pages either single-column or double-column (text and graphic) layouts. A clean black-on-white version is also provided.
Usability: For the full-color version, font is mostly readable thanks to high contrast of fore/ground on majority of pages. Visually, some pages have “busier” background illustrations than others, which can complicate reading/navigation (made much easier in the black & white version).

Dying Star

Concept: “You sung the theme of revolution. Now, you desperately run from entropy.”
Content: A class for the has-been who’s not quite ready to burn out or fade away. 
Writing: Intriguing class features that reflect artistic creation (with a game mechanics dimension), vices, and origin stories.
Art/Design: A red-tinged illustration of dying star characters overlaid with contrasting patches of space where class details are laid out. 
Usability: Content is arranged in distinct areas that make for easier navigation. Font choices and color scheme can be difficult for some to read, in part due to overall busy nature of the spread. Class is provided as .png file, so text is not embedded, making it difficult for searching/copying/pasting or using a screen reader.

Encrypted Dragon Hunt

Concept: “Fellow corp knights/nano hoarders/hunters, An experimental mech monstrosity escaped ACGS laboratories in Burnchurch Hex, project code name: ENCRYPTED DRAGON.”
Content: A job to destroy a technological abomination in an industrial hellscape.
Writing: Brief but powerful descriptions of locations, threats, and goings-on complement the mission premise.
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: Trifold pamphlet layout provides textual information (basic parameters, location specifics, etc.) on outer panels and a map of the mission area on the inner panels.

Enter Red Room

Concept: “The rumors spread like blood leaking from a wound. Everybody knows somebody who watched a red room. Some of those people have disappeared, others claim to be continual viewers. No matter what they say, you have stumbled upon a supposed invite for a red room in a dark corner of the net. A door stands in front of you, screams heard from the other side. Do you dare open the door? Do you dare enter the RED ROOM?”
Content: A cluster of plot ideas, relevant rumors, and random table additions to set the stage for a mission focused on the mysterious red room.
Writing: Brief but clever details to help assemble a suitable job for a group of net-interested punks.
Art/Design: Two columns of black text on a dark red background, with a cover/title page showing two doors, one labeled ‘yes’ and the other ‘no’.
Usability: Text contrast allows for readability, and each list is easily distinguishable from the others to facilitate navigation and identification of specific info.

Enter the Dismal Armory

Concept: “Welcome to a sneak preview of the upcoming Wasteland Degenerates RPG!  While this 12-page solo game differs in several mechanical ways to the final product coming to BackerKit, the worldbuilding and vibes are consistent with my final vision.  This is meant to be a solo journaling RPG played with All Of the Dice, a pencil/pen, and paper, both of the regular and graph variety.”
Content: A post-apocalyptic solo RPG in the vein of Dark Fort. 
Writing: Tons of details about the world and the game rules to provide a player with lots to imagine and to write about (for those who journal as they play) while exploring an ominous armory.
Art/Design: While there are several illustrations of the armory and of a punk, the layout is primarily a set of single-column black-on-white pages of text. 
Usability: High-contrast text with consistent heading/label formatting (bold, larger font size, underlining for labels, etc.) and whitespace (between elements, to the left of list items, etc.) make navigation of the document easier given the sheer amount of information provided in twelve pages. 

Entropy Cycle: Fragmentation Protocol

Concept: “The world has ended too many times. A copy of a copy of a copy. Something was bound to break. On the plus side there's a bunch of weird shit the mess around with.”
Content: Preview/excerpt of an as-yet unreleased supplement that includes a class (“Glitch Thief”), a set of “anomalous relics” with positive and negative qualities, NPCs, and a custom PC sheet.
Writing: Each spread is filled with inventive and interesting flavor and mechanics that might cause some players to weigh their decisions about whether and how to make use of particular options/features.
Art/Design: A set of two-page spreads with distinct layouts and color schemes, each of which balances a page of text and a page of illustration.
Usability: High-contrast text on each page, with distinct font choices and decoration to indicate different blocks’ or phrases’ purposes (e.g., label, key information, NPC stat). Text on the custom sheet is not embedded, so no searching/selecting is possible there.

Existential Cydroid

Concept: “You’re a machine. An imitation of humanity. But you’re sure you were a real person before. Someone made you into THIS: A steel chameleon with a holographic face, and you hate them for it.”
Content: A class for the punk who gazed into the mirror and found the abyss gazing back.
Writing: Evocative class features/abilities with detailed explanations of relevant mechanics.
Art/Design: Pink, white, and black triptych general layout, with a bright pink triangle splitting the central and left areas of the page, framing a portrait of an existential cydroid reaching toward the viewer for a handshake. Text on the left and right of the triangle completes the character creation details.
Usability: Sections are clearly delineated from one another thanks to central image/triangle graphic. Text is provided in high contrast (white and pink on black, black on pink) in high-resolution .pdf and .png versions.

EXPO 'X3

Concept: “Are you hyped for Expo 'X3? Every megacorp in CY will be strutting their latest innovations, every star will be walking the red carpet at the Kinotorium, every cuisine will be there for the tasting at The Spot food market, every corpo suit will be dragging themselves in to 'touch base' and 'network'- just about everything about CY will be scrunched down into these fairgrounds for a bash like you've never seen (since the last one). Get your tickets now!”
Content: A special city event with tons of attractions, locations, food/stuff to buy, enemies to encounter, and other reasons to attend.
Writing: Copious details and helpful information about who’s who, what’s what, and where’s where in the expo for GMs and players alike, written primarily in a cheerful-but-snarky voice that reflects the tone of many expo info kiosk staffers.
Art/Design: Primarily black-on-white single column text complemented by color illustrations, with occasionally more colorful pages with full-color and dark backgrounds.
Usability: High-contrast, readable text provided throughout, with consistent presentation of visually identifiable headings, labels, list item numbering, etc.

Failed Test Subject

Concept: “Failed test subject, is a horrible mutated and augmented thing, broken and abandoned by its creators.”
Content: A class for forgotten and wretched castaways and fans of intense body horror.
Writing: Expressive class details supported by a range of imaginative mechanics.
Art/Design: Black-and-white illustration of a subject beside two columns of class features and mechanics with colorful headers and muted element backgrounds.
Usability: Easy to read and distinguish different elements from one another.

Fallen Hill Angel

JKW
Concept: “You once had it made. A life in the Hills, free from the burdens of capitalism. But something happened. You were cast out, thrown from Heaven’s Gates. Welcome to hell.”
Content: A class for anyone who had it all but now feels less than zero.
Writing: Vivid background tables and features serve as vignettes around which a tragic character can easily cohere.
Art/Design: An abstract illustration of an angel fills the left side of a two-page spread, while class details are arranged around a pattern near the center of the spread.
Usability: Distinct sections are recognizable and readable, with identifiable headings/labels. However, class is provided as a PNG so text is not selectable (no searching, copying/pasting, or screen reader functionality available)

Fatal Exception

Concept: “In the early days of the Net, there were those who saw its potential and sought to harness it. Among them was a naturally gifted hacker who was known to those in the community only as 0nryo. She was one of the first to dive deep beyond the surface and what she found permanently altered her. She spent more and more time diving into the Net, attempting to learn to control it. Eventually people stopped hearing from her. Some assumed her to have gone insane or to have died: black-iced within the Net. However the hackers that would follow her footsteps into the deep would swear that her consciousness remains within the labyrinthine web of data that makes up the Net, waiting for those foolhardy enough to go in too far. These rumors were given new life when a hacker group ventured in searching for her and died a week later.”
Content: A mission to deal with a curse from a fabled hacker’s app cartridge.
Writing: Tons of detailed description of the mission site, unfolding events, and background lore for the GM to employ strategically.
Art/Design: Primarily single-column white on blue, with a gridded map of the destination oil rig and an instance of thematically appropriate glitch text/art.
Usability: Distinct content sections are marked with visible decoration, while major headings are immediately evident as larger text. Directions from each room to others are also helpfully provided.

Fichas Alternativas para CY_BORG en Español

Concept: “Diez fichas no oficiales en castellano para usar en vuestras partidas de CY_BORG. PDF con páginas en formato A4 y en doble página en formato A.”
Content: A set of brightly colored character sheets, each with its own background hues and patterns.
Writing: Faithfully translated character sheet labels and explanations.
Art/Design: A range of fonts are used to indicate different fields, with a page layout that closely resembles the official sheet.
Usability: The font and color combinations make for mostly high-contrast readability across page.

Fishguts Crawl

Concept: “Sveri Suplex, up-and-coming cybertech influencer has lost it and joined a cult of neoprimitivists in Mosscroft. His handlers in Tulles&deVerte offer good ¤ for finding and bringing him back to civilization.”
Content: A delightfully disgusting romp through a rotting whale to liberate an off-the-grid social media darling.
Writing: Tons of Lovecraftian and body-horror atmosphere to unsettle punks out for easy creds. Cultist and organ generators provided to help flesh out the locations.
Art/Design: A mix of red, black, and white for text, background, and illustrations (of NPCs, the overall map, interesting objects/phenomena) with one or more columns of content on a given page.
Usability: Visually recognizable and high-contrast headings and organizations of content on each page thanks to consistent decisions with font sizes and color choices. Two player-facing versions of the location map (one full-color, the other black and white) are provided as well.

Forgotten Salary Drone

Concept: “Once a desk jockey for a powerful corp, the system has forgotten you even exist. You are now freed from your shackles with only your debts remaining. Free to weaponize the skills and connections they gave you against them. Even the streets are better company than the spineless losers you had the displeasure of calling coworkers.”
Content: A class for the overlooked and overburdened worker who’s ready to demolish the master’s house with the master’s tools.
Writing: Bursts of flavorful text that support intriguing mechanics that set the class apart from others (and that definitely aren’t HR-approved). 
Art/Design: Spread layout highlights a glitch-tastic portrait of a salary drone beside class abilities and a description on a post-it note.
Usability: Different sections of class details are easily distinguished and laid out for quick navigability. Dark green on black can be difficult to read.

Forty Foes

Concept: “Ahead of you lies a sci-fi bestiary for the game of Cy Borg. This is not an official product but is presented in the familiar doom metal style, each foe being empowered by this energy and inspired by the work of Johan Nohr.

A perpetual darkness hangs over The Cy. In its malaise of gang warfare, in between the slums and festering rivers, hidden within the quarantined zones of the GO, standing in plain sight in the consumer hell of the Undersjon, is an incurable sickness. It breeds malevolence and jacks up the citizens. It lingers long enough to rot away the core and from this darkness comes all manner of twisted visage. Warped beings appear, the upshot of a city that is consuming itself. Let these foes appear among us say the consequential voices.”
Content: A variety of angry, terrifying, and otherwise hostile beings to encounter on the streets of CY. Tables for nano powers, drinks, infestations, hazards, drugs, weaponry, technical glitches, and more are also provided.
Writing: Imaginative descriptions of enemies (or other entries) accompany stat blocks and special abilities/mechanics reflecting the essence of each subject.
Art/Design: Full-color illustrations and layouts on each page, although styles for pages may vary considerably from page to page. 
Usability: Different page layouts can slow down reading/navigating experience, but font choices are mostly quite readable with high contrast against simple or patterned backgrounds–although there are occasional exceptions throughout.

Free Salvager

Concept: “Most people just see the surface of the water, but there’s a lot down there if you know where to look. Wrecks, stashes, secrets of all kinds, some going back centuries…who knows how deep and old things get?”
Content: A class for the enterprising underwater dumpster diver–another scumbag’s trash is your sunken treasure.
Writing: Description and mechanics are concise and clear, with straightforward indications of the scope of the class.
Art/Design: A dark blue, watery background offers helpful contrast to the white text in this spread.
Usability: Class details are easy to recognize and navigate, with strategic bolding to highlight important elements that complete the character.

FULL AUTO - Vehicle Engagement Rules for CY_Borg

Concept: “Jailbreak your ride and take to the streets with the FULL AUTO vehicle rules for Cy_BORG […] FULL AUTO gives punks a straightforward set of rules with enough crunch to create engaging car chases through the streets or canals of CY.”
Content: A wide range of inspired vehicular rules packed into eight pages (full-size, mini-booklet, and plain text versions). 
Writing: Concise, direct rule explanations surrounded by hilarious software-glitch flavor text.
Art/Design: A technicolor mix of mock digital UI and roadside aesthetics that manages to suggest both unique layouts/pages and consistency throughout the document.
Usability: Recognizable organization on each page and high contrast text (although white on red on one page might be difficult for some readers) makes for an engaging and enjoyable experience. Plain text version allows for incredibly easy reading and selecting/searching.

Fungal Priest

Concept: “You have been blessed with the touch of GOD. GOD, in this case, is a fungal growth deep below the City. It hungers for new converts, to spread and grow. You accepted its gift, and now bear the scars of your awakening.”
Content: A class for the zealous collector of spores, molds, and fungus.
Writing: A rhizome-licious mix of terse mechanics, humorous descriptions of class features, and horrifying labels.
Art/Design: A two-page spread with an abstract illustration and general class introduction on the left, and class features/tables on the right.
Usability: Color-coded text to distinguish headings and stats from body text, and distinct font choices for each section of body text, assists with identifying and locating desired info.

G.M.M. or Grotesque Mutant Mushroom

Concept: “A Fungal themed Zine to Cy_Borg, It contains: 3 Enemies; 4 Themed Items; Hallucination condition.”
Content: A cluster of mushroom-based threats and loot.
Writing: Brief mechanics-focused stat blocks with thematically potent names and descriptions.
Art/Design: Two pages of bright pink and blue with green, with the first page having a fungal background image. 
Usability: Color scheme and layout feel appropriately chaotic for the theme, but color intensity and relative lack of consistent organization may lead some readers to overlook important elements (e.g., small-text Hallucination rule just above the 3rd party license on p. 1).

Genetically Modified Freak

Concept: “Valued user, Thank you for enrolling in the GENETIC OPERATIVE testing program. Per request of entities we cannot disclose, you been imbued with the finest BIO-IMPLANTS R&D has workshopped. Your valiant work in product testing is important in forging a brighter future. This concludes our correspondence. We take no responsibility for any action you take from this point forward. Goodbye.”
Content: A class for the transhumanist body horror aficionado.
Writing: Sparse but incredibly vivid description of class abilities complemented by an equally vivid but more detailed table of bio-implants.
Art/Design: A variety of message styles present class info with a colorful and gruesome skull-faced figure to demonstrate just how freakish the class is.
Usability: Different class details are easy to identify and distinguish from one another; bio-implants table is a necessity for maximum enjoyment/potential.

Ghost in a Cydroid

Concept: “Your mind orbits 20,000km above the world. A tangle of artificial neurons trapped in a discontinued militech satellite. THEY WON’T LET YOU REST. Instead you’re forced to exist in prototype cydroid units. Protocols stop you from killing yourself, but they won’t stop someone putting a bullet in your head. Like a roach you keep coming back; a new body to replace the scrap left behind. Maybe the next resurrection will be the last…”
Content: A class for the claustrophobic technophile ready to go out with a bang. 
Writing: Maudlin tones serve pointed explanations of class abilities to inspire players.
Art/Design: Sleek layout in a movie poster/VHS-box style that entices in both full-color (with a rainbow effect) and grayscale versions. 
Usability: Inviting presentation of class details supported by section divisions and text embellishments to facilitate reading/navigation.

Gigapixel Tower Place

Concept: “For use in CY_BORG as a test for the party on a roadway crossing of Central Cy, with campaign potential in respect of the pikecorps and their use of pikecraft.”
Content: An automotive scenario to complicate punks’ lives as they travel through CY. 
Writing: Predominantly in-universe description for the punks themselves, supplemented with brief explanations of relevant mechanics/triggers while traveling.
Art/Design: Two pages, one with a colorful map of the turnpike and general info, while the other features a table with the scenario rules and mechanics.
Usability: Text overlaid on page 1 map has a translucent background to help with readability, while page 2 table uses shading and border emphasis to indicate different cells’ relationship to one another. Map has color coding (green, yellow, orange, red), but it’s not immediately evident as to what the colors represent.

Gimme gimme more

Concept: “A simple collection of 8 new weapons/tools to use in your  Cy_Borg games!”
Content: A set of items that an enterprising punk might use for fucking shit up.
Writing: Succinct product names and rules to clearly indicate why someone might want and use each one.
Art/Design: Black-on-white “photocopied flyer” aesthetic, with an illustration accompanying each item description.
Usability: Very easy to visually navigate the page and recognize how each element contributes to an understanding of the equipment, from capitalized item names to bolded DR values. However, text is not searchable/selectable.

Glitch Cards

Concept: “Printable glitch counter cards compatible with CY_BORG.”
Content: A set of neon-colored cards to print--or to use in VTT environments--for games of CY_BORG.
Writing: N/A
Art/Design: Print version: nine cards per page with three different color highlights (pink, yellow, and blue) with card backs on accompanying pages for two-sided printing. VTT version: a PNG for each color card and another for the card back.
Usability: Helpful trim lines for card cutting should expedite making and using a deck of glitch cards. PNG versions should be easily incorporated into VTT environments that provide card deck functionality.

GN0.$Y$

Concept: “The world is a simulation, policed by AIs But you know the truth, and can learn to see the code hidden behind the veils of flesh and matter. Break free, Ascend.”
Content: A set of rules to provide PCs the opportunity to transcend across simulation reboots and to commune with a powerful AI overseeing the reality program.
Writing: Rules, stats, and descriptions are straightforward and informative, with a focus on explaining the subject in a manner useful to players as well as GMs.
Art/Design: Single-column black text on white background, with red background for headings and an illustration of each AI’s avatar/appearance. A green-on-black computer terminal-style net chat log offers an in-universe glimpse at how some characters might understand the notion of transcendence and the reality-simulation AIs.
Usability: Headings and labels are consistently provided, and key terms are bolded for quick identification and reference.

Gods of Greed

Concept: “Deep within the bowels of the city's more affluent districts lies a prominent spire, a shard of rot upon a dying city.  The Richter foundation is a deplorable and ravenous organisation that exploits the poor and the sick for profits and gain. Their most recent business model saw them open a rift in dimensions and unleash a torrent of tentacled monsters that sent the general populace insane. The party of easily exploitable fodder are sent in with a corrupt floppy disk to close the rift and send those evil sods back to where they came!”
Content: An adventure that melds Lovecraftian nightmare fuel with a corporate heist/infiltration opportunity. The included “Action Hero” class serves as a perfect means of tackling this endeavor.
Writing: Inspiration-packed descriptions of locations, environmental factors, NPCs, mechanics, and more abound to bring this scenario to life.
Art/Design: Numerous art styles and layouts provide numerous opportunities for engagement with compelling ideas.
Usability: Variety of fonts, page arrangements, and color schemes may make quick skimming/navigation difficult at moments but each page and spread calls attention to important elements for the reader to focus on.

Grappleoid TERRORS

Concept: “An eight page bestiary featuring a multi-stage creature based on those from [the first three] TREMORS movies, as well as bits of lore, and a few new bonus weapons.  This was made as part of the second Slasher Jam: Monster Mash for the ttRPGs Mork Borg, CY_Borg, and Death in Space.”
Content: A set of five creatures (really, one creature with several distinct life stages) that are sure to terrify even hardened punks.
Writing: Brief statistics and stage-specific characteristics are complemented with lore tables and an informative breakdown of the creature’s life cycle. Bonus table of weapons that might be used against the terrors.
Art/Design: Two-page spreads of red-tinged wasteland backgrounds with hand-drawn illustrations of terrors at each stage and distinct blocks of content arranged consistently throughout the supplement. 
Usability: Consistent visual grammar for creature details provides a helpful means of recognizing and using desired information, and color combinations for text are high-contrast. However, some text is searchable and selectable, but not all.

Gravestone Graffiti 2: Unencrypted names for the neon world of CY_BORG

Concept: “You can never have enough new character names. This one-page PDF with 100 names, 100 aliases, 19 origins and thousands of possible serial numbers is intended for the world of CY_BORG, but can work in any sci-fi or cyberpunk setting. Print it and bring it to the table. Your gravestone will thank you.”
Content: Several tables for generating names, aliases, origins, and serial numbers.
Writing: Table data contains a wide range of choices both exceptional and mundane. 
Art/Design: Black-on-white organization with minimal graphics (an icon to distinguish each table) and simple table ornamentation.
Usability: Tables are consistently and easily laid out and distinguished from one another, with names and aliases alphabetized for an additional means of navigation.

Green Piece(s)

JKW
Concept: “Radia Embtell, a junior executive officer of Cynergy Water & Power Co., has been given the onerous task of liberating an offshore oil rig from a group of eco-terrorists calling themselves “the Bitter Suns.” The Bitter Suns’ list of demands consists of but a single item: the immediate ceasing of planetary resource exploitation. “A fantasy, of course. Utter nonsense…” Radia has no idea what the Bitter Suns are planning with the oil rig—and she doesn’t care, either. She hires the PCs to retake the oil rig, “using whatever means necessary. If you can’t do the job, don’t bother coming back—I’ll kill you myself.” Though Radia isn’t one to explain herself to a group of scum-sucking street punks, she’ll let slip during negotiations that Cynergy Water & Power Co. is unwilling to mobilize its corporate military against the Bitter Suns. She will not elaborate on why, however.”
Content: A job to repossess an oil rig occupied by eco-terrorists.
Writing: Mission and NPC details, including intelligent enemy tactics and motives, are seeded with hooks and in-roads to provide players and GMs with unique experiences.
Art/Design: Wide landscape layout with four major content columns (three text columns, one overhead map illustration of the mission site). Black-on-white for most of the document, including a portrait of a key NPC; map is provided on a dark background in the main document, with a color-inverted version provided as a separate player handout image.
Usability: Consistently recognizable headings, borders, horizontal rules, and whitespace distinguish separate content sections, while bold and italicized text calls attention to important terms and information.

Grinding the MMORKG

Concept: “Want to use Mork Borg modules as a virtual reality simulation in your Cy_Borg game? Or to give your Mork Borg players a taste of Cy? This five-node mystery adventure path introduces the Dying Lands as an MMO game/simulation in Cy and can be approached from either game as a starting point!”
Content: The content centers on an ingenious scenario that blends Cy_Borg and Mork Borg (whether you’re starting in either game!), detailed locations and maps for each, an “emaciated sim-farmer” class that works well for the scenario, a small set of optional rules that the MMORKG facilitates, random encounters, and several pieces of equipment to consider buying.
Writing: A mix of thematic narration, straightforward rules explanations, and direction for PCs to respond to–all of which is presented succinctly and consistently throughout the supplement.
Art/Design: Distinct layouts for each section (major adventure locations, PC class, etc.) that provide individual character about its subject matter, with a bright accent color to help underscore section distinction and scope.
Usability: Despite the variety of page layouts/aesthetics, text is consistently readable and identifiable as different kinds of content (headings, labels, NPC stats, etc.).

Gritbeat: 6x66 Songbooks

Concept: “Gritbeat 6x66 Songbooks provides d66 albums to listen to as soundtrack for your cyberpunk RPG sessions, for six separate moods/settings.”
Content: Six tables of albums suitable for Cy_Borg games, organized by general atmosphere: cinematic, cerebral, urban, visceral, heavy, disruptive.
Writing: Tables are consistently organized, with artist name, album title, and year of release. A set of hashtags is provided to help further clarify or help with determining each table’s usefulness for a given session/table’s intended ambience.
Art/Design: Table content is provided in two three-column spreads, with a different image evoking CY as the background for each table.
Usability: Each table is easy to navigate, with artist names in bold to help distinguish visually from album title and year of release.

Guns, Guts and Gods

Concept: "If you want to feel like a GOD on your power trip to hell, 'Guns, Guts and Gods' got you covered!"
Content: Three classes: Second Amendment Nutjob, Pissed-off Messiah, and Gunlugger. 
Writing: Creative mix of mechanics and descriptions that provides each class with a grindhouse/exploitation flavor.
Art/Design: Each class has two pages of content organized primarily as single-column white on black with headings/accents in bright colors.
Usability: High-contrast text is easily readable and navigable, with immediately visually evident distinctions between sections and kinds of content.

GUTS_OF_CY

Concept: “CY is a great beast and these are its bowels, the living guts of the city. Awash in filth and the prowling grounds of criminals, scvm beneath notice, maintenance workers, bounty hunters and strange monstrosities bred in the noisome darkness beneath this city. Features a d66 table of encounters in the sewers of CY and a d20 table of tunnel graffiti.” 
Content: A set of tables to flesh out the grimy, dangerous CY undercity.
Writing: Vivid descriptions of encounter seeds (not only who/what players might find but what’s going on when they find something) and graffiti messages and styles to be found on sewer walls.
Art/Design: Black text on yellow in a single column of text. A glitch-art illustration of a sewer tunnel frames the supplement title on the first page.
Usability: Tables are numbered, with bolded labels for NPCs and their special attacks to emphasize details a GM might be scanning the page to locate.

gutter_PVNKS

Concept: “gutter_PUVNKS is a fresh supplement for CY_BORG. You'll get all you need to explore the city of CY, even if you really don't want to. Locations, encounters, NPCs, adventure, two new classes (BROKE CEO & CY_BORG), and a few odds and ends.”
Content: 48 pages of content: NPCs, cults, a radio station, locations throughout CY, random encounter tables, infestations, “broke CEO” and “cyborg” classes, and (amazingly!) more. 
Writing: Tons of detail on each page to provide GMs and players with numerous possibilities; writing style oozes the essence of Cy_Borg: thematically grimy and vile and also compact rules/mechanics explanations.
Art/Design: Layout and aesthetic choices for each section are as varied and imaginative as the writing, contributing significantly to the fullness of immersion in the game universe and vibe.
Usability: “Consistency” is somewhat relative here–although there are many different layouts, aesthetics, etc., there are similar gestures throughout: highlighted headings/labels, text size to reflect hierarchical relationships between content, etc. so that navigation and identification of desired info is enjoyable rather than frustrating. Contrast is high throughout as well; only one page has a busy enough background to potentially slow reading.

HACKING_RUN

Concept: “When you need to steal secure data from a CORP and you don’t have the luxury of doing it as a downtime activity you can attempt a HACKING RUN. THIS requires physical access to A CORP’S system from within a facility belonging to THEM. Expect to do this under fire. BRING BACK UP.”
Content: A set of rules to flesh out networked tech infiltrations for those punks looking to score lucrative or sensitive corp data.
Writing: Direct explanations and descriptions of relevant rules and procedures for hacking.
Art/Design: Two-column spread of text details over a neon green patterned background. An additional "light" format has a softer gray background color.
Usability: High-contrast text is easily readable, with consistent and visually distinct elements (headings, key terms, status conditions) that indicate their relationship to other elements.

HamsteRage

Concept: “Your favourite evil corporation experimented with infecting gene-edited hamsters with nanites which resulted in horrible mutations.”
Content: A furry nightmare sure to overwhelm a party of punks, whether with murder or a slew of infestations.
Writing: Concise mix of adorable and haunting plot hook and creature stats.
Art/Design: An ominous portrait of an infected hamster stares at the reader while plot hooks and stats line either side.
Usability: A simple layout and immediately distinguishable color-coded content blocks make this incredibly easy to locate and make use of desired details.

Hard-Boiled Tech Noir

Concept: “You woke up in a back alley among the garbage, memory-wiped and brain-scrambled. Rummaging through your clothes you hope to find some vestiges of your past. There must be some clues…”
Content: A class for the two-fisted pulp-loving gumshoe who enjoys sifting through back-alley grime for answers.
Writing: Gritty flourishes complete a well-rounded set of class details and characterization.
Art/Design: Spread layout highlights a pixel-art tech noir character in silhouette beside a column of multi-colored text across several distinct fonts.
Usability: Layout is easily navigable and color-coded text is recognizable, although some of the text is small and requires quite a bit of zooming in to read.

Hard:Core_Old:Guard

Concept: ”You never got the chance to go out in a blaze of glory. Somehow, it just never happened to you. Every ‘last job’ consistently failed to let you finally bite the concrete after taking on a platoon of SecOps solo to let the others get away. Survival is an irritating and embarrassing habit you seem to have picked up. So here you are, years and years later. The gray hairs creeping in, the same megacorps in control, the same synthetic food, the same brutal enforcers, the same putrescent city of the damned surrounding you. And yet, here you intend to stay.” 
Content: A class for the grizzled elder who’s gotten too old for this shit.
Writing: Inspired class features to make a player feel like they’ve seen it all and can share their violent wisdom with others.
Art/Design: Two versions provided: a ‘classic’ look with white-on-black lines of text over a crumpled-paper background illustration, and a ‘squeaky clean’ printer-friendly black-on-white text. Both versions include two color portraits of old guards.
Usability: Text provided in single column layout with capitals, bold, and (in the classic look) distinct colors, all to distinguish different types and sections of content. Easy to navigate and to identify important details.

Hardboiled Ex-Cop

Concept: “You were one of the good ones. A rare breed. That’s why you didn’t make it. The system is corrupt to its fucking core. This city is beyond saving. But there is something you can give it. Justice.”
Content: A class for the punk who wants to play a cop without breaking Cy_Borg’s Rule 0.
Writing: Descriptive class features and options that mesh well with (and are frequently named after!) cop-centric tropes and media.
Art/Design: Two-column text layout over a picture of a well-armored ex-cop with a split color scheme of black, white, and purple hues.
Usability: Text is quite easy to navigate and mostly readable–there are moments of potential visual confusion where the text and background colors are similar enough to obfuscate a word or phrase.

Heads Frozen in Vaults Enduring

Concept: “Escort a live streamer into the G0 wasteland in search of an underground cryovault! More action means more viewers, and viewers are creds. So remember to smile for the cameras while the nanophreaks shred your face!”
Content: A job to make sure a streamer survives a break-in attempt to a cryo facility, with extra cash on the line if the stream looks dangerous and exciting. A player-facing map and a ‘frozen celeb head generator’ (for potential inclusion in the cryovault) are also provided.
Writing: Tons of imaginatively expressive details provided in brief phrases and statements so that a broad range of locations, enemies, and unfolding events can be mentioned.
Art/Design: Trifold pamphlet layout with mission parameters on the outer panels (with a white-on-black color scheme) and the location/NPC specifics, along with a map, on the inner panels (with a black-on-white scheme).
Usability: Visually apparent organization/arrangement of content, with distinct headings, labels, and section borders to more clearly indicate scope and relation of each to the others. Room descriptions even include references to other rooms via map/description labels for quick navigation.

Hideouts for CY_BORG

Concept: “This is a subsystem to allow PCs in a CY_BORG campaign to buy and maintain a hideout or base of operations.“
Content: A set of rules for base-building, for the enterprising punks who manage to save enough creds to afford it.
Writing: Direct and helpful explanations of rules options that might work for or against the PC and their properties. 
Art/Design: Mostly single-column body text with several tables of upgrades, misfortunes/threats, and contractors/employees.
Usability: High-contrast text is easily readable, with different kinds of content visually distinct (bolding, font size, table background color, etc.) to help with navigating to desired text.

High-Octane Daredevil

Concept: “One man army on acid. Insane thrill seeker. Too fast to live. Too angry to die.”
Content: A class for the player who wants to fuck shit up and is not content with anything less than pure mayhem. 
Writing: Class features offer sparse but intense descriptions that build an immediately clear sense of the class.
Art/Design: A daredevil firing a weapon in front of an explosion, surrounded on either side by a multicolored column of class details.
Usability: Content is pretty easy to identify and navigate, although font color changes mid-line can at times be a bit difficult to read.

Holographic Black Capes

Concept: “Lhamo Rigosa, the biggest horror vidstar in CY is dead. But their co-star has been receiving incomprehensible voice notes from them. And was that stream coming from inside a coffin? The transmissions are coming from the set of their new film but hasn’t that been abandoned?”
Content: A scenario based on Bauhaus’ “Bela Lugosi’s Dead” that gives PCs a chance to engage in a horror/slasher adventure.
Writing: Vividly detailed descriptions of scenario setup, locations, items to discover, and NPC motives/perspectives are all tinted with a macabre flair. 
Art/Design: High-contrast text on dark background across three spreads, with a bright orange grid map of an abandoned movie set.
Usability: Consistent color and font choices provide easy identification of and navigation through scenario content.

Horrible Jobs

Concept: “A CY_BORG zine featuring soul-throttling cyberpunk occupations. Your past, or perhaps your alter ego, in the crush of CY. Demeaning and pointless jobs that drove you into a new path.”
Content: A two-page d10 table of mundanity meant to provide PCs with painfully dreadful backgrounds that reflect the oppressive daily existence of the masses.
Writing: Morbidly hilarious and creative options speak to the breadth of crushing banality that makes for most characters’ familiar reality.
Art/Design: Mostly single-column text (black on yellow) with key terms/phrases emphasized in either a different font or a chaotic collection of fonts. An image of faceless workers in an office setting frames the zine’s title on page 1.
Usability: High-contrast color scheme helps with readability, as does simple layout of table content. Font(s) used for key terms can be difficult to read thanks to the purposeful disruption of character size/decoration/etc.

Hostile Takeover

Concept: “If you thought the atrocities committed in the names of ancient gods were horrible, wait until you see what has been done in the name of profit.

Hostile Takeover is a brutal, third-party campaign for KillSampleProcess. The big, sprawling, profit-churning machine that is the Corp has just shut itself off from the rest of Cy, leaving itself exposed to groups of punks with the will to take matters into their own hands. Prepare your crew to fight, hall by hall, to take control of the whole complex and climb the corporate ladder… one bullet at the time.“
Content: Rules to launch a campaign going head-to-head against a ruthless corporation.
Writing: Lots of informative and atmospheric information, presented in a straightforward and accessible manner, about creating a corporation and campaign map, new enemy NPCs, assorted missions, and more in order to run a successful campaign.
Art/Design: Distinct page layouts and aesthetics for different sections of content, making use of high-contrast text and bright colors to make each page pop.
Usability: Fonts are readable, headings/labels are visually distinguishable from body text, and contents are consistently presented/explained throughout the book.

HST.3.33 and Other Machine Foes

Concept: “On the rain-slick streets of the city, a rogue ai lashes out at corruption. the machine strikes with typewriter and guns, raising awareness where possible and inflicting punishment when necessary. HST.3.33 is a machine on a mission and will stop at nothing to bring down the corporate criminals who control the world. Unfortunately, HST.3.33 is also an alcoholic, drug-addicted, insane monstrosity. the meat parts of the thing's cybernetic shell are desperate for mezcal, LSD, and PCP.  The alcoholic, drug-addicted, insane machine is a terror or a folk hero depending on the time of day. Which version of the rogue ai will you meet?“
Content: Visually: a rogue AI and several additional robotic creatures that can ruin any punk’s day. Aurally: four soundscape tracks that inject an electronic noirish-western mood into one’s eardrums.
Writing: NPC stats are surrounded by intensely atmospheric passages, from technical descriptions to narrative vignettes.
Art/Design: A mix of slick and messy aesthetic that presents information across two wide spreads, with several images of included creatures in different artistic styles.
Usability: Different kinds of content–and there’s a lot of content on these pages!--are easily distinguishable and presented in readable fore/ground contrast (although white on bright red might be difficult for some).

Hunted Doppelganger

JKW
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.

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.

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.

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!”
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.

Johnny Bubonic

JKW
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.).

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 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.

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.

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.
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: Three 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: Two adventures are provided with a map on the right-side page, while the third 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.

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.

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.

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.”
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

JKW
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.).

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_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.”
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.

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!“
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.

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.

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.
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