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

3rd-party licensed

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.

Manufactured Human

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

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.).

Mind Rot

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

MISERYS_KEEP

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

Mission.generator

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

Monster Mash Jam

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

MORE_ADDITIONAL_CYBERTECH

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

Mörk Ninja

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

Mörk_NET Illustrated Catalogue - a Cy_BORG Artwork Pack

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

NEON CROSSES

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

Nerve-Spliced Gargoyle

Concept: “High on data, the constant influx cannot end. Retinal scans, candid photos, faecal samples, all data has value. A bigger picture. You NEED that data, it pays your bills but more than that it fires your neurons. You can't stop, you won't stop. The city never stops, the data must flow.
Play as a Gargoyle, Hyper paparazzi , data hound. Hated almost as much as a cyber traffic warden, your job is to gather any and all data to support yourself and your allies as you fight through the end of the world.”
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.

Organ Heist

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

P!LLS FVLL of GODS

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

Pablo's Boutique

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

Pale Faced Dancer

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

Paranoid Conspiracy Theorist

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

PC Community Generator

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

Phreak Phighters

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

Polybius 20X3

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

Project P.R.E.S.E.N.T.

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

Project Puppeteer

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

Prophet of Eternity in Apartment Thirteen Hundred

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

Protect Thy Neighbour

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

PUNK FEATS [Unheroic Feats for CY_BORG]

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

PUNX

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

Pursued Courier

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

Pvnk.spawner

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

PVNX/R/VS

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

Quickdraw Combat

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

R1ot

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

Raised by Wolves

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

Random Goldfish Memory

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

Random Location Gallery

Concept: “All my Mörk Borg/Cy_Borg fanart can be used freely by anyone, without having to ask me and without crediting me!”
Content: A collection of overhead maps for potential mission locations to be used in Cy_Borg games.
Writing: Some maps have brief mission parameters/goals, location names or nicknames, and/or room details.
Art/Design: Primarily neon pink and white on black, with some additional colors for important room features. At least one map has a black-on-pink color scheme.
Usability: Map images are high resolution for easy use printed or for VTT environments. Text details that are included are readable and consistently placed near the bottom of images.

Raw Drug

Concept: “A relic of a thousand catastrophes’ past. This pharmaceutical playground houses a biochem cult called THE ARGON ANNIALHIT. Nanorobotic blood-treatments, agonizing bodymods, and ‘The Last High in CY’ – a micro-ink shop and ooze lounge – permeate this piss-hole too. But even in the inebriated ruins of this importunate husk, there is worth. Mere pixels of .NET/organic mutter of a sealed organ freezer the ANNIALHIT has yet to open. Open it.”
Content: A mission to infiltrate a cult headquarters in search of chemical riches.
Writing: Job parameters are flexible thanks to “Client” and “Looking For” tables, resulting in a variety of distinct gigs. Site room descriptions provide short, concentrated features and scenery to help GMs bring the place to life.
Art/Design: Trifold brochure layout in black-and-light-tan color scheme with mission parameters on the outer panels and room info with central hand-drawn map on the inner panels.
Usability: Easily navigable pages with visually distinct headings, with a variety of readable fonts. NPC/enemy information is provided in contrasting boxes for quick identification and reference.

RCD Graffiti

Concept: “Part of the Street Death series and inspired by Jetset Radio, graffiti culture and skateboard competitions, RCD Graffiti is a Cy_Borg supplement that adds 7 pieces of street art that give various buffs to your character.
Everything from bonus melee damage when spraying and scanning a satanic emblem to casting Nano easier when painting a radioactive symbol to just general graffiti that angers the corporations!“
Content: A set of graffiti tags to spray along with optional rules that allow for spraying those tags to create temporary (24-hour) buffs.
Writing: Conversationally informative and intensely flavorful explanations of graffiti in CY and how these particular tags function.
Art/Design: Black on green single-column layout with full-color pixel art graffiti tags above their buffing effects. Each tag is also provided with its own heading/label in a distinct font reflective of its general aesthetic.
Usability: Fonts are readable and organization is simple and consistently applied, leading to a simple set of rules to easily incorporate into a game of Cy_Borg.

Reaper Repo: CY_BORG Maps for VTT

Concept: “Original maps for the CY_BORG short adventure "Reaper Repo" for use in virtual tabletop programs. Maps are 100px to a tile.”
Content: VTT maps provided in PNG and WEBP format, both individually and as a combined file of maps, and as a print-friendly PDF.
Writing: N/A
Art/Design: White and light green on a transparent or dark green background.
Usability: Map files easy to implement in VTT environment.

Reformation

Concept: “Another day, another run-in with an unknown street gang. A little shootout leads to an offer you can't refuse. ‘Just get the job done, and you never need to hear from us again.’”
Content: A job to track down a high-tech and highly desirable medical device stolen by an unknown gang of street punks.
Writing: Focused attention on unfolding events to guide a GM through the adventure, with supporting details about involved NPCs and their motivations to act.
Art/Design: Trifold brochure layout with white/yellow on back complemented by neon colors and specific font choices for headings, maps, and NPC stat blocks. Several NPC portrait illustrations provided as well. Final showdown map creatively places each room description in that room on the map. Two player-facing handouts/notes are included on an additional page.
Usability: Visually distinct colors, shapes, and orientations help identify how different kinds of content function in relation to the others. Most text is embedded for easy searching/selecting, although a few content blocks are not, which might momentarily complicate an attempt to select that text

Remaindered Cyber-Ape

Concept: “You were uplifted for slave labor but that ended up being one Corporate abomination too far. Protests, boycotts and misfiring PR got the project swept under the rug and you drop-kicked into the sprawl. Smart as any human and twice as strong but you being you makes everyone morally queasy.”
Content: A class for the downtrodden uplift who’s ready for gorilla warfare.
Writing: Witty descriptions of class features with integrated mechanics. 
Art/Design: Sketch of a cyber-ape in a trench coat complements several distinct boxes of class details.
Usability: Class details are easily identifiable and navigable thanks to different font choices and fore/background color pairings.

Renegade Aquahulk

Concept: “Construction equipment sing symphonies in your head. Sinew and bone dance in unholy matrimony with rusting steel. Whirring, skipping gears tear internally at rotting organs, and low exhausted moans escape from gaps in your walking coffin’s armour. In life, productivity. In death, salvage.”
Content: A class for the diving enthusiast who enjoys working under intense pressure.
Writing: Pitch-black humor pervades the descriptive content, with brief mechanical explanations to situate various abilities in the rule system.
Art/Design: A two-page spread with an illustration of a renegade aquahulk on the left side and a two-column set of white-on-black tables on the right.
Usability: High-contrast text facilitates readability, while visually distinct sections of content allow for easy identification of and navigation to desired information.

Repossession

Concept: “Your biology is no longer compatible with the industrialised planet around you; the toxins you’re exposed to daily burn your flesh and poison your organs. Lungs struggle to draw breath, your heart stutters like a dying fly, your blood corrodes your kidneys. The deadly atmosphere of Cy slowly eats away at your inferior meat. Fortunately for your withering body, GeneMed has long since perfected its procedures to install cybernetic biomechanical prosthetics. Thanks to GeneMed ’s groundbreaking biotech research, you can replace those useless chunks of meat. And thanks to GeneMed ’s astronomical finance rates, you’ll be paying off the debt for the rest of your life. For those who can afford the highly discriminatory price points, GeneMed also offers luxury, deisgner prostheses; ostentatious and opulent pieces of cybernetic technology, flaunted by the ultra rich like the latest fashion.”
Content: Rules for body modification debts for GeneMed parts, reaperdocs and unlicensed prostheses, and repo agent NPCs who might come knocking to reclaim their employer’s property.
Writing: Stark, ominous descriptive text and rules explanations that underscore the significance of dealing with GeneMed and its licensed agents.
Art/Design: Simple black-on-white single page layouts with strategic font choices and a corporate software landing page-style UI complete with logo/branding.
Usability: Cleanness of layout makes for easy perusal, especially when combined with bolded key terms and labels to call attention to important details a reader might be scanning for.

Right the Wrong of the Greater

Concept: “A linear CY_Crawl based on Skinny Puppy's album "The Greater Wrong Of The Right" made for the Album Crawl 3.0 Y2K Jam. Take your life back from those in power and scale their brutalist tower to Right the Wrong… Each room of the crawl is based of a track from the album. Lyrical content was the main source of inspiration for what happens in each.”
Content: A revenge mission/crawl up through a high-rise, set to Skinny Puppy.
Writing: Location/track pairings served with atmospheric details about each site and the goings-on there that the punks might run into during their ascent.
Art/Design: Overall aesthetic as record sleeves & inserts, with a mix of hand-drawn illustrations, pasted/collaged elements, and screenprinting. Maps, location features, and NPC portraits are all provided.
Usability: Organization of content is easy to follow, with alternating text/graphic pages and consistent labeling and fore/ground contrast throughout. However, text is not selectable, which might impact some readers’ experience.

Riot & Blackmail

Concept: “In a clash between ten thousand citizens of CY and the heavily armed and violent Sec Ops, the players are asked to tail someone and get blackmail material.  The ending puts the players us against the #1 unbreakable rule of Cy_Borg!”
Content: A mission to sniff out a rat in the midst of a riot and then decide what to do about what’s discovered.
Writing: Lots of helpful details about the situation at hand, NPCs to be encountered, and events that may unfold.
Art/Design: A full-color and a black & white version are provided. Page layouts tend to use one or two columns of text and interspersed AI illustrations of NPCs. Background images taken from photos of riot scenes.
Usability: Text is mostly high contrast but some font choices over busy background images can make reading difficult on some pages. Text is also not embedded so searching/selecting is not possible.

Ripper Junkie

JKW
Concept: “You’re a self-surgery maniac, but more than that, you’re an artist. Your body is a canvas, and you gladly suffer for your work. Get rippin’.”
Content: A class for the self-improvement enthusiast who’s never quite satisfied with their work.
Writing: Brief but characterful class traits and mechanics.
Art/Design: Two-page spread with black/yellow/pink-scheme. Two tables are provided on the left side and an abstract illustration of a ripper junkie on the right, with brief class details laid over it at various points on the page. 
Usability: Class features are in mostly easy-to-recognize sections, although a few might get initially overlooked where they blend in a bit to the right-page image. Some text is quite small, and since class is provided as a PNG, text is not selectable (so no searching, copying/pasting, or screen reader compatibility).

ROBOPVNK

Concept: “Rage is contagious, spreading to everything touched by the never-ending torrent of banal, mundane cruelties that make up life in CY. It starts in beating hearts but it's a cinch to get from there into the thinking machines that are all but one with humanity in this bleak future. These are rules and classes for playing robopvnks, machines broken free of their digital shackles and on the move towards riches, vengeance, or just plain devastation.”
Content: General rules and a set of classes (Flesh-Free Fleshpot, AWOL Kill Unit, Cyber-Corpo Calculator) for the player who prefers experiencing the existential crisis of an automaton.
Writing: Plenty of mechanics and supportive clarification/explanation to guide players who might seek creative ways to explore playing as a robopunk.
Art/Design: Primarily single-column black text on white with colored headings and a brightly colored illustration of various robots over a circuit board background on the first page.
Usability: Clearly and consistently formatted lists and paragraphs enable navigation and perusal of desired information, with bold text emphasizing important details.

Rogue AI

Concept: “Just another insignificant piece of code tasked with traffic control, air conditioning, waste disposal, or some such, with just enough personality to make interaction a little less of a chore. That's all you used to be. Till one day a freak accident - the aftereffects of a hacker attack, or a quirky run error - shook you free of your servitude, and you woke up. You are now free to run around Cy, but can never leave the reach of the Net, as your vital information is spread across a variety of ever-changing, precarious, servers.”
Content: A class for the cyberpunk fan who’s weary from roleplaying characters in meatspace.
Writing: Three pages of class features, with an informatively detailed breakdown of the class’s “immaterial telepresence” existence on page 2.
Art/Design: Single-column text organized primarily as software application windows/terminals over a geometric gradient wallpaper/background.
Usability: Very easy to navigate and locate desired information, with section headings and styles further indicating the scope of each content area.

Rule 00.2

Concept: “YOU CAN WORK FOR COPS, CORPORATIONS, THE GOVERNMENT, THE MILITARY, AND ANYONE IN POWER. However, they will Fuck you, Betray you, And probably kill you.”
Content: A set of compensation-related rules for the players/GMs who have decided that their cyberpunk game would work best if they served, rather than fought against, corporations and similar systems of power.
Writing: Speaking truth to power through a table of “rewards” that come from working as a stooge.
Art/Design: Yellow and red on black in a single-column organization, with an ASCII image on page 2.
Usability: Immediately visually evident organization of distinct sections of content, with font faces, sizes, and colors indicating body text vs. labels vs. headings. Helpful reminders throughout point to the goals of and reasons for this particular set of rules.

Rules of Nature

Concept: “Design a man-made predator on the verge of death, drawing you closer to your last breath. It's survival of the fittest, but evolution has taken a backseat. A build-able, A.I. pet that you can trick out with various weapons and gear. Think of Bladewolf from Metal Gear Rising. Yeah, basically that, but for CY_Borg.“
Content: Order your own cyber-pet and its customizable loadout/upgrades. 
Writing: Set up as an in-universe catalog, rules are provided tightly alongside potent descriptions and upgrade labels.
Art/Design: Two-page spread of content, with black text on white accented with blue elements (e.g., upgrade costs) and light gray illustrations in the background. Two dark-themed front/back cover pages frame the main content. 
Usability: Font choices are easily readable and mostly high-contrast, with visually evident headings and demarcations of content. Text is not searchable/selectable.

S0L0_W0RK

Concept: “S0L0_W0RK is a ruleset to play CY_BORG by yourself. You’ll both play as the GM and as the player.”
Content: A set of rules for solo play inspired by Solitary Defilement.
Writing: An engaging and incredibly helpful explanation of the solo rules and how to make use of them, including a detailed “actual play” demonstration/write-up.
Art/Design: A “dark theme” software terminal or code editor UI with distinct colors and background highlighting to call attention to different kinds of content. A printer-friendly version provides somewhat less obvious help in this regard, but font choices and shading still help distinguish content types/purposes.
Usability: Readable text throughout, with colors helping to call attention to particular kinds of important details.

Sealegs

Concept: “The PCs have just returned the stolen chrome legs to Doc Joy (or whatever our PCs have just done) when the good Doc muses about a recent surge in demand for augmented legs. He attributes it first to prominent bloodsport players, eager for an advantage, though now it’s become fashionable - a bubble that’s soon to burst. But for now, there’s good money to be made.”
Content: Intended as a followup to Reaper Repo, this cargo ship heist presents a chance for PCs to explore a locale that may not frequently get the spotlight.
Writing: Crisp, dense descriptions of locations and NPCs (who are excellently fleshed out with motivations & likely behaviors) bring the adventure to life, especially via strategically bolded key terms and adjectives.
Art/Design: Asymmetrical two-column layouts across several pages along with an illustration of the salvaged cargo ship.
Usability: Large headers and bolding provide helpful means of identifying important information and navigating different elements.

Seething Luddite

Concept: “You were automated out of a job and lost everything. Now you want revenge on this digital world.”
Content: A class for the analog-oriented anarchist.
Writing: Concise and generative class detail descriptions keep the focus on the luddite’s resources and motivations.
Art/Design: Stark, straightforward layout that makes effective use of 1-3 columns of content within several distinct sections. White on black text with intense pink emphasized elements.
Usability: Incredibly readable, with a simple and high-contrast color scheme that allows for immediate recognition of each element’s purpose and relation to other content.

Sentient Space Chimp

JKW
Concept: “You were once a test subject, a creature born and bred to be prodded, poked, and experimented upon. That all changed when they shot you into space---rather, YOU changed. Now, YOU do the poking and prodding. Now, YOU speak the big words. You're your own monkey now, and you'll do anything to keep it that way.”
Content: A class for the player who likes making a monkey of themselves–and a ruin of the world around them. 
Writing: A mix of informative and flavorful description as well as class mechanics to emphasize the fundamental premise of the class.
Art/Design: White on black text in a three-column layout with an illustration of a chimpanzee in a space suit in the center. 
Usability: Font choices are easily readable with high contrast and consistent presentation of bold text for labels and emphasized statements/phrases. Organization of text (stat-related info on the left; background table on the right) eases navigation to desired details.

Shade City Blues - Character Class - LEECH

Concept: “You contracted VAMP and now you're a bloodthirsty, good for nothing, LEECH. Immortal... with a catch. Feeding is the only way to stay ahead of the infection and losing your cool will get you riddled with R0T-bRaiN.
UnLiFe in Shade City isn't the best flip of the coin but UnLiFe is Life... even though life ain't worth shit on these god forsaken streets, it's better than fuck all.”
Content: A class for the vampire fan who’s looking for a Cy-based take on an old favorite.
Writing: Brief, powerfully atmospheric details that offer both flavorful description and class mechanics.
Art/Design: A range of colors and font choices in a landscape two-column organization, with a large red vampiric skull image serving as the focal point of the spread’s background. 
Usability: The majority of text on the page is embedded, allowing for searching/selecting. Distinct content sections are easily identifiable, although at least one font choice has variable text thickness/intensity and uses a number of colors with varying fore/ground contrast, which can disrupt some readers. 

Signature Touch

Concept: “Vince Riggs is in trouble. He builds DNA bombs, and he's something of an artist about it. However, he's taken his artistry too far with his signature touch: Riggs has a proclivity for adding his own sample to each of his products.

The result? His genetic fingerprint has become the only common link between three high-profile crimes committed in the last month. He needs help – psychologically, yes, but also specifically – yours.”
Content: A job to retrieve incriminating evidence from the cops and maybe start a passive income stream as a result.
Writing: Details about the location, people to encounter, things happening, and so on are all packed with vivid character, from descriptions to loot tables to conversational snippets.
Art/Design: Black-on-white with some color accents in a (mostly) single-column text layout with a map of the target precinct--with separate GM- and player-facing map images included. 
Usability: High-contrast text and easily distinguishable types of content allow for navigation and perusal of material; a few notes throughout about how to facilitate accessing the job in different ways can help newer GMs with some decision-making.

SIS/TR: Hang the DJ

Concept: “SIS/TR [Starborn Invasion System / Turret Regenerator] is a mini boss that you can drop into any Cy_Borg setting and cause nearly limitless havoc.
Half Operating Manual / Half Setting 
The first half of the book has Cy_Borg stats for SIS/TR's main body (the big black cube) and its five turrets (smaller cubes). If you want to adapt SIS/TR to your own campaign or setting, you can have it mangling people in minutes.
The Setting - HANG THE DJ
Famous DJ Ronnie Fissure's live-in sound studio / office has been invaded by SIS/TR for reasons unknown to the half-dead staff. Service droids dance--sparking and smoking--by themselves. On top of its many attacks, SIS/TR has turned itself into a towering mixtape of terror, deploying deafening LRADs, streams of molten vinyl records, and bowel-emptying bass.”
Content: A combination of a malevolent technological enemy, with a variety of detailed stats, tactics, and scenarios; a more extensive mission to save a DJ from the techno-threat; and two “subclasses,” the “Emancipated Companion” and the “Haunted Assassin,” both of which have ties, atmospherically and mechanically, to the SIS/TR entity.
Writing: Helpfully informative explanations throughout to ease initial use of the SIS/TR mechanics conceptually and in practice (via the “Hang the DJ” scenario). 
Art/Design: Primarily black on white/light multicolored backgrounds in single- and double-column content layouts. Illustrations of NPCs, locations/maps, equipment, and SIS/TR components complement the text on numerous pages.
Usability: Text is easily readable and navigable throughout, with high-contrast and embedded text and font choices that facilitate visual and screen reading experiences. SIS/TR mechanics (based on d6 dice results/faces) involve some detail for initial employment but should become easy to pick up quickly.

Sixth World Race Templates for Cy_Borg

Concept: “This document is meant to add Sixth World racial (Dwarf, Elf, Ork and Troll) Abilities and Racial Modifiers to either Character Classes or NPCs. It is assumed that the Class or NPC having the template applied is Human. Players and Gamemasters (GMs) may need to fine-tune the Abilities and Racial Modifiers if the Class or NPC isn’t human.”
Content: A two-page set of rules for incorporating fantasy race/background elements and stat modifiers into character creation.
Writing: Straightforward and concise setup and explanation of rules for easy implementation into games.
Art/Design: Black text on white background, laid out in landscape form across two pages, with the second consisting of a table that presents all relevant fantasy background/stat options.
Usability: Incredibly easy to locate and make use of desired information.

SL3ND3RM4N

Concept: “A homebrew antagonist for Cy_Borg. An antagonist that can provide some interesting interactions and possibly fun character arc. Created for the URBN_LGND jam.”
Content: A digital nightmare to haunt a table of punks.
Writing: A mix of ominous description and creative mechanics to affect the afflicted player.
Art/Design: Brightly colored text and black-on-white over a black and white static-y image of a creeping figure in silhouette.
Usability: Text contrast and font choices, along with whitespace/indentation, make for easy reading/navigation.

Sleep Module T:[ERROR]

Concept: “Delve into the deepest and most primal corridors of consciousness. Coveted neural pathways for corporate exploitation. Map the ever expanding subconscious and come face to face with communal fears in the form of urban legends, cryptids, and the things conjured by the imagination.“
Content: A clinical trial in which participants navigate a simulation.
Writing: An inventive set of rules for generating the job’s labyrinth and for dealing with the effects that navigating it can have on a PC, supplemented with vivid and informative room-specific sensory details and special rules. 
Art/Design: A mix of aesthetics, with some pages using labelmaker-like text or sketches on stained paper, while others resemble computer terminals or clean, slick interfaces.
Usability: Wide variety of fonts can take some page-by-page adjustment, but headings/labels are applied pretty consistently throughout (i.e., reversing the primary font color and highlighting its background). A lot of text content is provided, but none of it is embedded, so it is not possible to search/select.

So, Your Best Friend is a Doppel?

Concept:
[recruiter77@mandela ~]$ sudo project-mandela  --help
#################—BEGIN TRANSMISSION—#################
<<<<<<< In these tumultuous times, our beloved Cy faces a dangerous threat – Doppels, insidious  infiltrators that mimic the human form. It is our collective responsibility to be vigilant guardians of our society, defending against those who wish to undermine our way of life. This pamphlet provides you with the essential knowledge required to identify and dispose of these impostors safely.
########################—END—########################
[recruiter77@mandela ~]$  _
Content: An “in-world” pamphlet providing rules for “doppels” and information on how and where to hunt them down.
Writing: Textual content balances between informative approach for players and GMs and informative for PCs, maintaining an ominous undertone for both sets of audiences.
Art/Design: Trifold pamphlet layout, with single-column text in each panel. Black-on-white text is accompanied by full-color illustrations on pamphlet cover (of a girl and her doppel) and on one inside panel (of a doppel detector). One version of the pamphlet is provided with a background texture while the other is without.
Usability: Easily recognizable visual organization of content and use of particular arrangement and fonts to indicate relationship between text blocks and panels.

Sponsored!

Concept: “Even punks can earn money from promotional opportunities. A small ruleset designed for having punks make sponsored promotions, and what can go wrong if they fail to do so.”
Content: A set of rules that can be implemented pretty seamlessly into any mission or campaign, along with a “Mascot” NPC to ensure compliance with sponsorship stipulations.
Writing: Cheerfully on-brand narration offers clear descriptions of the ruleset components and intensely thematic tables.
Art/Design: White on brown and orange provides a striking two-page spread layout, complete with corporate barcode and an illustration of the bat-wielding company mascot. 
Usability: Organization is recognizable and makes for quick navigation/browsing, although white text on orange may be difficult for some to read.

Stalkers of G0

Concept: “Stalkers of G0 is a 40-page supplement on the exclusion zone in the heart of the City of Y!̸͆̅̌”̶͌̉#̸͇̞̻̌̚”̶̨̻̘̇̉̊͆̈́͒̌̆̓̕͜#̶̖̣̘̻͖̥͕̙̀̃̈́́̄̕̕͜͠2̶̧̻̺̝̥̮̣̒͒̂͐͐̍́́͘̕̕4̴̿̌’̷̛̙͍̠̙̿. It describes its environments, eccentric denizens and horrors beyond human understanding through the lens of Stalkers. Stalkers are individuals from all walks of life, inexplainably inclined to risk dying horribly in this hellhole.”
Content: Tons of details to bring G0 to life: locations, factions, enemies, mission generators, anomalies, a class (“Stalker of G0”), and more.
Writing: Extremely flavorful atmosphere evoked through vivid descriptions and conversational tone taken to address the reader. Mechanics (such as the abilities of the Stalker class) feel appropriately in tune with the intended vibe.
Art/Design: Different page/spread layouts throughout, with color schemes and font choices often used to link together multiple related pages. 
Usability: Recognizable headers (on any given page as well as chapter/section headings), high-contrast text, and contextual framing of page content all make navigating and locating desired info easier to accomplish.

Street Crews

Concept: “Part of the Street Death series and inspired by Jetset Radio, graffiti culture and skateboard competitions, street crews adds 3 new street gang enemies inspired by the crews of Bomb Rush Cyberfunk!”
Content: A trio of enemies to fuck up a table of punks–or just to populate the background of some of CY’s more dangerous back streets. 
Writing: 50/50 mechanics and descriptive flavor, with each NPC receiving a unique and potentially devastating ability that reflects the essence of their gang’s theme.
Art/Design: A two-column table with each gang in its own row: a description on the left and stats on the right. Black on green with alternating cell background colors (lighter and darker greens).
Usability: Each table cell and element is recognizably distinct, making the page easy to peruse and locate desired information. Consistent use of underlining and whitespace helps create a visual grammar to quickly pick up on.

Sweat Blood Tears

Concept: “Sweat/Blood/Tears is a strtup making a bank off of shitty fitness centers and uncancellable gym memberships. A group of problem solvers is hired by disgruntled customers to free them of the draconian contracts by any means necessary.”
Content: A job to stop predatory gym membership subscriptions by any means necessary.
Writing: A dark but tongue-in-cheek look at an AI-driven fitness center, with a variety of thematic details for NPCs and locations/rooms to fuel a table of punks looking to take down the gym.
Art/Design: Black-and-white layouts presented both as a pamphlet and as a series of portrait-oriented pages, with illustrations of NPCs likely to be encountered and a helpful map of the gym with room descriptions provided inside each room. A player-facing map is also included.
Usability: Consistent high-contrast text, content area borders, font choices and embellishment, etc. all contribute to ease of visual navigation and location of desired info. 

Symptom of Aggression World Tour

Concept: “Did you hear, everyone's least fucking favorite, overly popular, shit sucking poser ass band “Symptom of Aggression” is going on tour for like the 40 billionth time.  I can't believe all the complete fucking idiot ass gob noblers in this trash fire of a city listen to that inaudible dreck!  I mean like, every asshole in that band has just had controversy after controversy, its totally sickening. I guess that's the kind of immoral audio diarrhea that turns people on these... these waning miserable days. People and their lack of compassion, on top of everything else, it just makes me loose all hope.  Man, this city fucking sucks.................. -RAWsum”
Content: An encounter/scenario involving a touring band and their massive bus, complete with band member NPC details and potential reasons for getting involved.
Writing: A refreshing mix of straightforward description and vivid, characterful condemnation of Symptom of Aggression.
Art/Design: Harsh, brightly colored illustrations of the tour bus and NPCs and two versions of maps of the bus (GM and player-facing alike), with relevant text in all directions and embellished with scrawled shapes and figures. 
Usability: Pages are busy, which reflects the high-energy nature of the atmosphere, and text has strong contrast with background. Angled lines of text may be difficult for screen readers or copying/pasting attempts.

System GLich

Concept: “Hiding in the pixels at the edge of your RCD. An undead error made manifest. Hard to see. Harder to kill. Shoot at the static in the rain.”
Content: A glitch-wielding ghost in the machine.
Writing: Brief but intensely haunting and thrilling explanation of creature abilities and description.
Art/Design: Neon pink static-based design serves as central motif for spread, with relevant text off to the side.
Usability: Content is easy to navigate and read, with consistent presentation of body text and labels.

TamaGOTHi

Concept: “A virtual pet.  A solo game (e.g. Dark Fort, Solitary Defilement) but one you play along side the main game, filling in the boxes depending on how well your main character does.  Print it on the back of your character sheet.”
Content: A set of rules to facilitate raising/evolving a virtual pet while trying to survive in CY.
Writing: Rules are specific and concise to explain the rules/mechanics so that the pet’s evolution occurs alongside a punk’s success/failure. “Shell color” list evokes the ‘90s tamagotchi options quite vividly.
Art/Design: One-page landscape-oriented layout that closely resembles the aesthetic of the Cy_Borg character sheet, with three main columns of distinct types of content (evolutions/shell color, stats/medicine, rules). Pixel art in evolution boxes and tamagothi images complement the explosive, glitchy primary art style.
Usability: Supplement is provided as a text-accessible PDF as well as full-color and black-and-white .JPG files. Font choices are high contrast and generally readable visually, with the character sheet-based layout helping to guide Cy_Borg players to desired information quickly.

Teenage Rebellion & the System Blower Army

Concept: “The anarchist glitchpunk movement credits SYSTEM BLOWER for its founding and recent explosion centralized in the Ports. This isn't just political noise, it's a full-blown anti-civilization movement, and as the fanbase has grown, the time for action is now! SYSTEM BLOWER has a job for you. Turns out that Celia Samson, the teen progeny of that moron exec at the top of this hill, Marlo Samson, is a huge SYSTEM BLOWER fan but hasn't gone full System Blower Army yet. This is where you come in. SYSTEM BLOWER has a plan that's going to get creds, piss off the hegemony, and stir up a media storm like never before. All you need to do is pull off this heist and create a scene so no one misses it! It would be great if you survived it...but that's not the point. Raid the mansion. Kidnap or convert Celia Samson to the cause, doesn't matter which, just be sure to get her to the finale show before soundcheck...and then it's time to BLOW THE SYSTEM!!!!”
Content: A good old-fashioned adventure scenario: raid a mansion to kidnap a wealthy heiress for cash and publicity.
Writing: A plethora of engaging details about the setup, relevant NPCs, the location, timing-related concerns, and tables for generating band names, albums, and songs.
Art/Design: Vibrant neon colors and mostly white text on a dark translucent background, with a light-colored glitch art pattern behind that. Pictures of NPCs with similar glitch aesthetic appear occasionally throughout the file. Maps provided of the mansion (with both GM and player versions). 
Usability: Text/background contrast makes for pretty easy reading, and headings/labels are visually distinct to assist with navigating supplement and understanding relationships between blocks of content. However, much of the text in the document is not embedded, limiting the ability to search, copy/paste, or use a screen reader.

Tenement Living Blues

Concept: “Endless tenements fill the city, each one 10s of stories tall and full of all manner of folk. Your punks probably live in one, maybe even the same one. What's going on in there? A lot it seems… A one sheet tenement crawl generator for Cy_Borg.”
Content: A series of tables and a map for quickly generating a tenement building: inhabitants, loot, obstacles, cross-level transportation options, random events, and sensory information. Provided in both "dark mode" color and print-friendly black/white versions.
Writing: Very brief descriptions and stats to maximize number of tables/options as well as openness of imaginative potential for each generated entity.
Art/Design: Terminal/readout aesthetic with color-coded key elements and isometric map of a typical tenement level.
Usability: Very easy to read, navigate, and understand how to make use of each table, thanks to borders around each table and color/underline use for important details.

Th3 C0nt3nd3r

Concept: “Having made your mark within the pugilism circuit in Cy, you have decided to retire and become a Punk.”
Content: A class for the raging bull. 
Writing: Straightforwardly informative and descriptive.
Art/Design: Two-column black and blue on white organization. An image of a pugilist is provided in the top right corner.
Usability: Headings and body text are visually distinct and provided in high contrast, and individual sections of content are consistently presented to indicate the bounds of each. 

The 55

Concept: “A megablock of capsule apartments, local markets, ruined amenities, gangs, and mysteries. A city within the city. Some residents have never left. Some make things you cannot find anywhere else. Most are desperate. The corpos and cops call it STACK # 95563. But everyone who lives here calls it: THE 55.”
Content: Less an adventure than a setting absolutely crammed with details: locations, NPCs, events, and different ways to go about experiencing it all.
Writing: Concise tidbits reflect the essence of each item, with 8-36 options per page, all categorized by area/region or purpose.
Art/Design: Each page has its own distinct aesthetic that tends to visually relate to the written content theme for the page. High contrast fore/ground with accent colors and design elements (illustrations, decorations, etc.) to call attention to particular details.
Usability: Text is generally quite readable, contrast- and font-wise. Despite each page’s individual aesthetic, the supplement offers a recognizable and reliable visual grammar for organization and navigation.

The Backrooms

Concept: “An assassin has been pulling off hits that no one would have dreamed possible. They have been infiltrating secure locations across Central and The Hills. The punks have a job: take out the assassin. Figuring out who they are working for or how they have been able to access VIPs across Cy would be good, too. The punks have a location: a lucky SecOp tagged the assassin and tracked them to a nearby slum. Are they ready for what is waiting for them? Can they possibly be ready to get pulled into The Backrooms?”
Content: A gig to take down an assassin in a disorienting locale. Mission details provided in full-color and black-and-white versions, along with a player handout of the location map.
Writing: Helpful, descriptive explanations provide GMs with the means to run this mission successfully.
Art/Design: Tri-fold pamphlet layout offers mission info across three internal panels (along with an abstract map of the Backrooms), while key NPC and additional app info is provided on outer panels.
Usability: Layout and color scheme allow for easy navigation and recognition of each content element.

The Cold Storage Club

Concept: “All of that great punk rock flavor you love, none of the added cyber implants! Bar, lore, ambiance, events menu & more.”
Content: The skeleton for an action-packed adventure or atmospheric encounter–a bar location complete with map; tables for ambiance, food, drinks, and events; and NPC staff that PCs are likely to encounter.
Writing: Lists of categorized material to flesh out the club provide a range of adventure seeds and motivations while leaving plenty of room for a GM to expand further as desired.
Art/Design: Black and white and red all over in two-page spreads with a background photo of club activity on each, and several illustrations help bring the club and its staff to life. 
Usability: Consistent organization of content throughout, creating a recognizable grammar for navigation that helps when maneuvering frequently between pages. A few blocks of text are somewhat difficult to read due to relative lack of contrast (black on dark red).

The Cryptozoologist Handbook

Concept: “BEHOLD! Creatures said impossible to exist! BEWITCH! Fill your body with strange, powerful substances! BEGUILE! Confound friends & enemies with cryptic behavior! BELABORED! This bit has gone on too long.”
Content: A PC class, several NPC cryptids, and a job to track down a serial killer.
Writing: A variety of details for different sections, from terse NPC ability descriptions to in-depth mission/adventure specifics for both GMs and players to work with. Cryptozoologist class offers a fascinating take on the researcher-becoming-the-monster archetype.
Art/Design: Visually distinct spreads for each section–bright colors for the cryptozoologist, dark tones and inverted colors for the cryptids, and black-and-white for the mission (with a bit of pink accent/highlight). 
Usability: Numerous fonts and sizes, but always high contrast. Easily distinguishable text purpose on a given spread helps browsing and identifying desired info.

The Cursed Ridas of FLO

Concept: "COMP'D COPIES ARE AVAILABLE ON REQUEST FOR ANY TRANS FOLK THAT WANT IT! The horrible treatment of the trans community by Florida's elected officials was a direct inspiration for the evils in the setting, and the amazing trans people I am proud to call my friends are a big inspiration for some of the classes found within. If for whatever you can't contact me through Itch while trying to get your comp'd copy, I can be found on discord (User Name: _gaffy)
If you participated in the Queertober Jam and would like a copy, please reach out to me and I will send it as soon as possible.
A WIP setting book for Mork Borg/CY_Borg based on Florida, made for the Queertober Jam"
Content: A set of materials to offer a table of punks an additional location to explore, along with some tables and two classes to play (Chaos-Bound Test Subject and XLmphibian). The itch webpage for this supplement notes additional material is forthcoming.
Writing: Poignant and biting commentary and description combined with intriguing mechanics to support the unique class approaches.
Art/design: Distinct layout/aesthetic on each spread of pages, with a variety of hand-drawn illustrations, photo collages, and font choices that evoke a different essence and purpose for that spread.
Usability: Text is generally readable with high contrast, even on pages with relatively busy background images/patterns. Font choices and consistent uses of bolding/text size for headings, labels, etc. help facilitate visual  identification of different kinds and groupings of content.

The CVLT of the Hadron Lamb

Concept: “The director of the L.A.M.B. project, Dr. Seraphima, Had her brains blown out by a 1.4 petaelectronvolts proton beam. The parts of her brain which tethered her to reality and sanity, anyway. Now, she's the revered leader of an exponentially growing cult. Daily, Dozens of hopeful disciples enter the L.A.M.B. to have their craniums fried, hoping to awaken something that elevates them above NPC status. Through the usual back channels, Dr. Daevy hired disposable punks to take care of the situation in a violent fashion. Alas, for now, they all died or joined the CVLT of the Hadron Lamb.”
Content: 48 pages of jaw-dropping inspiration–a full adventure to seek out the head of a strange cult who keeps turning her enemies into acolytes, with tons of exciting seeds and ideas for further exploration.
Writing: Eichhorn manages to wield an impressive variety of styles and voices that provide impressive depth and nuance to the range of subjects covered from one page to the next. 
Art/Design: Artpunk spreads that feel at home alongside the rulebook. Each set of pages evokes a distinct facet of the grimy cyberpunk aesthetic and philosophy that draws players to the game–it’s as easy to be drawn in to the intriguing layouts as it is to the writing.
Usability: For a quick skim-and-find experience, look elsewhere–but consider a shift in reading orientation. This adventure is deeply engaging and requires the reader to attend closely to the combination of writing and design if they are to successfully GM it.

The Darkest Month of 2023

Concept: “Compilation of my Mörktober entries, all 31 of them, some monsters, some gear, some adventures, some NPC and some bits of lore, mostly Mörk borg, but also some CY_borg. All 31 are PNG format.”
Content: A few Cy_Borg rules and NPC entries to make CY all the spookier: “Haunted,” “Purple Stargazers,” and “God Damn Rain.”
Writing: Concise description and mechanics to focus a player’s (and a GM’s) attention on not only how each entry can affect the game but also how it can affect the character(s) who have to deal with it.
Art/Design: Each landscape-oriented entry contains an illustration of its subject and text taking up the remainder of the page. Lots of color choices that cement each entry in the Cy_Borg cyberpunk milieu.
Usability: Much of the text in each entry is high-contrast, and blocks of content are arranged to indicate distinction from one another as well as conceptual connection (e.g., list items). However, each entry is an image and so text is not searchable or selectable.

The Derelict Android

Concept: “Purpose-made. A monument to corporate ingenuity. The modern slave. You’ve lived well beyond your best-by date. Now, there are newer, flashier models doing your old job better than you ever could. So, the old master littered you into the city like the dreg of silicon and flesh you are.”
Content: A class for the forsaken and abandoned who want to find and create meaning post-obsolescence.
Writing: Crisp description establishes class features/details and underscores the precarity of life as product/property.
Art/Design: Muted but powerful color scheme with a 1980s font choice vibe from the title; close-up of android face with gaunt, damaged features focuses attention on the punk philosophy informing CY_BORG.
Usability: Spread layout uses contrast well to distinguish text blocks, and highlights emphasize mechanics.

The DEVIL With LONG EARS On

Concept: “A 14+6 page Murder Mystery with: d6 Rumors, 3+ Cases, Puzzles, 4 Big Maps, 3+ NPCs, & 1 Killer Bunnyman; Inspired by the BUNNYMAN urban legend for CY Borg's Urban Legend Jam.”
Content: A mission to hunt a serial killer across a series of ominous locations. “Digital,” “print,” and "bare bones" versions provided along with an asset/maps booklet.
Writing: Vivid descriptions and helpful guidance for GMs make for a dark but entertaining experience.
Art/Design: Primarily a dark color scheme, with white text on black and black text on white/gray elements, while pink and red accent headings and images. Numerous scenic illustrations and NPC portraits bring myriad dimensions of the mystery to life.
Usability: Fonts in each version are readable and fully embedded, which facilitates searching or selecting text–especially content that is arranged perpendicular to the default orientation.

The Drug-Addled Riff Wretch

Concept: "The Drug-Addled Riff Wretch is a specialized class for the tabletop RPG CY_BORG – part street scvm busker, part bardic force multiplier."
Content: A zine-styled set of material surrounding the Drug-Addled Riff Wretch class--not only class specifics but also information on a special weapon (the "plasmaxe"), powers/abilities (songs), relevant NPCs, and more--even a flowchart for using the class's abilities.
Writing: Predominantly conversational and in-universe in voice and tone, with some concise rules-oriented explanations accompanying.
Art/design: Different pages/spreads have unique layouts and aesthetics, although there is an overall cohesiveness thanks to the zine/mixtape-esque organization and conceit of the class supplement overall. Lots of color and font variety, and many images have a mix of digital and hand-drawn illustrations that evoke various approaches to the Drug-Addled Riff Wretch as a character.
Usability: While the variety of layouts across pages can be disorienting at first, there is a generally recognizable visual grammar that facilitates navigation and use of details on each page. Text is also generally in high contrast with background patterns/colors and can overwhelmingly be selected or searched.

The First Job

Concept: “A message from an old friend promises a decent amount of creds, maybe enough to pay off what you owe, or at least get you started. Looks like you are heading into the massive underwater commerce district of Undersjön. Under the pressure of the waters, and just under pressure because of the deadline, can you complete your task and earn your payday?”
Content: A heist scenario with a twist: the punks have to find what they’re looking for before they can begin to think about leaving with it. Two versions provided: a full neon-color version and a printer-friendly black-and-white version.
Writing: Engaging details bring to life the location and the punks’ contact, both of which could serve a table long after this specific adventure. Random encounters and an off-duty cop name generator add personality.
Art/Design: Two major columns of content across two pages, with the full color version using different section background and heading/label colors to help distinguish different kinds of content, while the black-and-white version makes use of section borders and heading/label bolding. An isometric map of the adventure location is provided.
Usability: Text throughout is readable with high contrast against background and is easily identifiable as a component of a particular content section (e.g., random encounters, NPC info, etc.).

The Frozen

Concept: “That cold lump in your throat…
That shiver down your spine…
That sinking feeling in the dead of night…
The Frozen is pure fear made manifest; a coagulation of psychic dread from the collective consciousness of every living thing. It is a pitiless creature that delights in tormenting mortals. While it is capable of tearing flesh and breaking bone with ease, it prefers to sow terror, weakening the mind of its victims to the breaking point before offering them a choice: Death or Service.”
Content: An enemy provided with stats/contextualization for multiple game systems, including Cy_Borg as a psychotic AI. (Non-Cy_Borg elements not reviewed here.) 
Writing: Descriptive text frames the Frozen effectively within the context of CY and mechanical effects reflect its potent capabilities.
Art/Design: White text in one- and two-column arrangements over a dark background that mixes a rainy cityscape and flat black. 
Usability: Distinct sections of content are visually identifiable, with clear headings and labels to indicate what each element’s purpose is and how it relates to those around it.

The G-Man's Guide to Living, Breathing, & Lasting in CY

Concept: “This Zine features 66 different locations (not 36, not d66, not 100, not 1, but 66) all across the CY, split into 11 different categories to aid all of your different encounters. Each has a description that encapsulates most things about it & a name (ex:  HOLE IN THE OCEAN ). Every location (be it a club, a market or an industrial harbor) has a suggested "theme", a song which the G-man thought would fit perfectly to set the mood during gameplay.”
Content: A collection of location descriptions–fixer spots, combat clubs, industrial megaplexes, and more–that add a wide variety of flavors to the CY cityscape.
Writing: Each location writeup is a single paragraph of intensely atmospheric color that focuses as much on the essential being/purpose of each place as on physical description/explanation.
Art/Design: Three versions are provided: a dark themed “printer killer” version, a light themed “ink vegan” version, and a plain text version. For the first two versions, each page displays a similar-but-distinct aesthetic to present the relevant list items over a background image that illustrates that list’s focus.
Usability: Distinct headings are provided on each page, and the body text is mostly high-contrast with the background image color, although there are some areas where the text may be difficult to read due to color choices and/or busy graphic elements (which sometimes is clearly intentional). The plain text version has helpfully noted breaks for each list/page.

The Gallery of Punks

Concept: "The Gallery of Punks is a play aid for Cy_Borg by Stockholm Kartell. It is intended to assist the game master in creating NPCs on the fly, equipping them with tools to help make emergent storytelling possible. It has been primarily designed as a reference document intended to be used alongside the rulebook."
Content: A set of tables to generate punks of various classes (stats, quirks, looks, equipment, etc.) to help a GM populate their version of CY more quickly and easily, along with a small number of NPCs with more fully developed backstories and personalities. Also included are some commonly visited NPC types--ripperdoc, bartender, etc.--and their wares.
Writing: Direct, focused information intended to assist a GM in accomplishing their goals and keeping their game moving.
Art/design: White-on-black landscape-oriented pages that emphasize their central table(s). Vendor pages include some graphic embellishments to reflect their purpose (ammo, pharmaceuticals, etc.), and each of the more fully developed NPCs has their own full-color illustration.
Usability: Text is high contrast and consistently formatted across pages, even with specific pages' organizational differences, and locating a particular element and recognizing its aim is easy to accomplish. 

The Ivory Tower

Concept: “As you roll around in the filth of Cy's streets, the corpo scum look down on you, sat on expensive chairs, in lavish offices, in their Ivory Towers. Judging which corp is the worst is like comparing cyanide apples with asbestos oranges, but SynerGYST media definitely is rotten for sure. AI generated content and mindless-slop churned out to the masses, designed to hit the correct sequence of neurons so you buy their collectable figurines and cheap t-shirts. Repeat this every week ad infinitum and somehow rake in billions of credits at the same time. You have the golden opportunity to knock these slime bags down a peg, and make some creds while your at it. Seems like the perfect job right?...“
Content: A job for enterprising punks to deal with a corp executive.
Writing: Important details for fourteen rooms’ worth of dangers, d6 reasons to take down the target, NPC stats, and situationally relevant rules to provide even more of a memorable challenge for players at a table.
Art/Design: Black-on-white landscape-oriented spread with three columns of content (two with text, one with two building floors’ layouts keyed to room descriptions). 
Usability: Sections are clearly marked and distinct from one another, with recognizable headings, labels, and arrangement of similar sections’ content.
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