3rd-party licensed

The Lair of Eucalyptus
NOTE: This content is no longer available.
Concept: “In this adventure, you will face close encounters with the rulers of CY_. Assault their ghostly dwellings but, behold! The Hills abound in living Urban Legends. These sophisticated terrors are inspired by the ancient Colombian tradition. <>”
Concept: “In this adventure, you will face close encounters with the rulers of CY_. Assault their ghostly dwellings but, behold! The Hills abound in living Urban Legends. These sophisticated terrors are inspired by the ancient Colombian tradition. <>”
Content: A heist to retrieve untold riches from a well-secured mansion.
Writing: Unbelievable amounts of detail regarding the job parameters, NPCs, random encounters, locations, and dialogue with multiple outcomes.
Art/Design: Mostly single-column text layout over a background pattern made from a simple color-coded map of the region.
Usability: Text is high-contrast and in a readable font, with consistent presentation throughout of headings and labels. Map is provided at multiple points in the document, which reduces the need to flip through entire file to make use of it.

The Law
Concept: “Street samurais, rejoice! Grab your gun and sword, dust off your copy of the Hagakure (or your favorite philosophy book of choice), and start cleaning up the mean streets of CY!”
Content: A class for the chrome cowpoke whose grit is cybernetically augmented. (Note: despite the name, this does not appear to be a character class that would break Rule #00.)
Writing: Each line exudes character and flavor to highlight classic cyberpunk themes.
Art/Design: Three-column overall layout of white-on-black with a bright pink illustration of a “law” character in the middle flanked by character mechanics on the left and a Bushido personal code to follow on the right.
Usability: Text is high-contrast and in a readable font that makes use of bolded text for labels and emphasized phrase elements.

The Legend of the Goatman
Concept: “Deep in the Net, a daemon inhabits a bridge. A deal is a deal. The Goatman is an ancient AI of unknown origin - an entity designed solely to make deals. The purpose of the Goatman's deals are ultimately unknown, lost to time or purposeful obfuscation.”
Content: A scenario/set of rules for a deal-making daemon.
Writing: A mix of straightforward rules/mechanics explanations and an in-universe vignette framed as file contents about an unsuspecting punk’s encounters with the Goatman.
Art/Design: Two pages of three major columns/panels (potential trifold configuration). White, red, and green text on black, accompanied by two glitch-art illustrations of daemons.
Usability: Text is easy to read and navigate, with distinct visual markers for different kinds and sections of content (font choices, colors, sizes, etc.). Font selections also immediately make apparent which text describes the scenario and which serve as the vignette.

The Living Advertising
Concept: “Offer your existence to the promotion of advertisements? Why not! Perhaps your parents designed you for this very purpose, or perhaps you have always wanted to have this life. You are a living advertising. An agreement was made between you and some enterprises so that, day after day, you would share aggressive, disturbing but lucrative advertisements in your daily life. But in the end... It's all about the money. $$$$”
Content: A class for the flashy consumer who’s all about showing off their sponsorship allegiances, whether they want to or not.
Writing: Vivid descriptions of class features complemented by focused, direct mechanics.
Art/Design: Two page tri-fold layout whose visual style is appropriately busy visually, with a plethora of cartoony mascots and icons amid tables and brief paragraphs of class details.
Usability: Despite busy pages, text content is marked with distinctive labels and table roll result numbers for quick identification of desired info.

The Reused
Concept: “Towering skeletons of cobbled together bones, each the fused together remains of shattered dreams. When the Undead and Corrupted die, their parts are swept together and taken to the infernal furnaces. Molten remains poured into vats of malice. What emerges is a foe with a mastery over explosive technology and explosive language. Adapting C.A.U tech that got the living into this mess in the first place, it flits around in flights of frenzy.”
Content: Undead creature + rocket-powered explosions = exciting fun for everyone.
Writing: Hilariously morbid descriptions and NPC features provide a ton of personality to the monster.
Art/Design: Blistering red background intensifies white text and the central image of a reused creature firing its shoulder-mounted rockets.
Usability: Small white text on red might pose trouble for some, but it’s easy to recognize different kinds of content and how each contributes to an understanding of the creature and its mechanics.

The Scurvy Sea And The Arms Beneath
Concept: “Night. The aquaculture cage maze. A chorus of motors rises against the sludgy lap of the waters. Light pierces the gloom, searching, calibrating, until it falls on a racing skiff. Painted in neon green, the craft banks around a submerged tangle of steel and plastic, cutting the turn slightly too wide. Gunfire hammers the silence. Punctured, the pilot falls from the bow. The boat spins out, catches the edge of another submerged structure, and turns into a spray of splinters that float atop the waves. Three more racing skiffs charge past the wreckage, drivers whooping as they go. The Cy Regatta has begun again.”
Content: Rules for participating in the Cy Regatta, a set of deadly boat races, along with a sea creature that might torment the racers.
Writing: Focused, specific details to explain the rules at play for the regatta, presented directly and concisely.
Art/Design: Lots of bright color combinations, full-page illustrations, and silhouette backgrounds of text pages/spreads.
Usability: Single-column text format with large headings facilitates reading and navigating, although some color combinations might strain some eyes, while others may have difficulty reading text overlaying more complex background illustrations.

The Simian Experiment
Concept: “You are an ape ‘gifted’ with human intellect. The experimentation you went through to get here gave you perspective on many things; mortality, pain, the self, ideology. Mostly, it just made you realize how evil humans can be.”
Content: A class for those whose vengeful rage is more augmented than their uplifted intelligence.
Writing: Class details are concise and evocative of the myriad permutations of modification and torture that could result in a charater.
Art/Design: Two-page spread layout displayed around an illustration of a simian experiment, with text styled as crisply organized research documentation.
Usability: Consistent presentation of class details facilitate quick navigation and accessible reading, with occasional bold or underlined text for emphasis.

The Smart Jack/Jackie
Concept: “Smart Jacks, and Jackies, also known as Pretenders and jarods, are a product of experimental military technology that attempted to cross volatile, creative personalities with advanced neural surgery, brain chemistry manipulation and psychological programming....To breed natural Jacks-of-all-trades.”
Content: A class for the state-of-the-art technodabbler.
Writing: Detailed descriptions set up the class conceptually, with concise background-related tables offering a more direct glimpse into what a Smart Jack(ie) might care about.
Art/Design: Single-column text in distinct color-coded sections, with a description of Smart-Tech and Smart-Chips gear in a skewed/angled text layout.
Usability: Text is mostly readable, with high contrast between text/background and with clear headings and labels provided with different font, color, or bold/italics. Angled Smart-Tech section might pose trouble for screen reader programs.

The Society for Free Minds
Concept: “DO YOU WISH TO SEE THE UNKNOWN? A dash of conspiratorial thinking for your next CY_BORG game. Contains a table of weird things to find on the NET, two UFO themed enemies, equipment, and a bunch of references to sci-fi and horror.”
Content: A zine featuring governmental and alien menaces, a table of interesting net discoveries, and several items.
Writing: A balanced mix of unsettling horror and tongue-in-cheek humor presented as a mostly in-universe document.
Art/Design: Dark gray on light yellow/tan scheme (reflecting printed homemade zine aesthetic) with one- and two-column layouts of text, accompanied by cartoon and silhouette illustrations of enemies, items, and more.
Usability: High fore/ground contrast and font choices make for easy reading, with larger headings and handwritten marginal notes consistently applied throughout.

The Terminated Contract Killer
Concept: “You made problems disappear, terminate contracts, and anything else the client told you to do. All assets in this corporate hellscape are disposable to some degree, your expiration date just came sooner than expected.”
Content: A class for the professional hitman who’s burned, bitter, and bloodthirsty.
Writing: Intriguing ideas provided in a calm, straightforward voice that evokes the professional mindset of the contract killer.
Art/Design: A two-page layout emphasizes a terminated contract killer in action on page 1 and a set of distinctly styled boxes for assorted class details on page 2.
Usability: Distinct partitions of class content makes for quick identification of and focus on desired information; one minor exception is the large header across the top page 2, which relates to the left-side boxed list of corporations beneath it.

The Trouble with Juan
Concept: “Initially just looking for some snacks and road beers at Juan's Bodega, your Punks clock a group of Red Suns looking to rob the place, but more worrying, Juan is missing. And Juan's never closes. Where is he? Can your Punks find out?”
Content: An adventure scenario that seems like a basic bodega battle but can unfold into a more insidious encounter.
Writing: Tons of informative and descriptive sensory details packed into two pages that cover scenario locations, enemy NPCs, interested factions, random events, and more.
Art/Design: Provided in both an eye-searing neon full-color version and a stripped-down black-and-white printer-friendly version, text info occurs in a central section of the page and in clearly marked marginal boxes. Important terms and tests are highlighted with a different color (in the full color version) or in bold (in the printer-friendly version). A simple map of the bodega is provided on page 2.
Usability: Both versions offer a variety of visual cues–font choices, borders, bolding & different colored text–that make it easy to locate, identify, and navigate particular kinds of content.

The Ultra Upset
Concept: “You have taken a gig from a rising leader named Yosel, a high-ranking member of one of Cy's most violent ultra firms. The firm's old leadership has to go, and you will be the people to make that happen. Infiltrate a stadium, sabotage a career, buy some merch! Play it cool and leave without a trace, or kick the door down and get net-famous. As you infiltrate deeper into the Duodrome, you will find unique loot, dangerous NPCs, and the dark secret keeping this streaming-sport operation together…”
Content: A job to humiliate a traitor in a Nechruball firm.
Writing: Plenty of specifics, especially gritty sensory details, on the situation, relevant locations, and NPCs that the table might encounter while undertaking this mission.
Art/Design: White-on-black design (except for two pages of tables in a green-text terminal aesthetic) with key terms emphasized in bright colors, and overhead maps are provided both as direct aids and as part of illustrations as blueprints pinned to a wall, and portraits breathe life into included major NPCs.
Usability: Really intriguing consistent color use to highlight particular NPCs/entities as well as the source of specific mechanics/details. However, text is not embedded, so searching/selecting text or using a screen reader successfully aren’t possible.

The Unlicensed Ripper
Concept: “Someone has to patch the lowlifes up. It’s a good thing no one asks where you learned your trade.”
Content: A class for the inquisitive tinkerer who loves getting elbow-deep in their work.
Writing: Intriguing class mechanics are augmented with medical-grade descriptive flavor.
Art/Design: Single-column layout allows for easily understandable navigation/reading scheme, and a minimalist illustration of an unlicensed ripper punctuates the document.
Usability: Distinct and consistent color scheme that highlights the medical/clinical nature of the class, but green text on blue background can be difficult for some to read, especially in combination with font size for body text.

The Zoo
Concept: “In the post-war world, luxury is often those things that cannot be bought… You need a job, you need the ¤ and you don't care how you get it. So when a slick fixer named Mr Gato gives you a job, you take it. Break into a private zoo, grab a cat and get out. Easy job and good money. Sounds simple, right? But ain't nothing simple in Cy_city.”
Content: A repo heist in a location full of dangerous animals and that requires a bit of precision. Content warning from author: “Cy_bernetic animals will try to kill you, you will need to defend yourself or end up flat-lined. Also Swearing.”
Writing: Brief but informative stat blocks for enemies and descriptions of locations, with helpful tables offering in-character explanations for diseases, souvenirs, and the sudden appearance of a replacement PC.
Art/Design: Two pages of content; on the first is mostly text with a silhouette of an anonymous client. On the second, an abstract map of the zoo is surrounded by room details and a pair of stylized illustrations of a turtle and a gorilla’s head.
Usability: Text is mostly easy to read, with orange-on-black scheme providing solid contrast. Room numbers on map might be easily overlooked–numbering scheme goes left->right, top->down.

Thirty One Dark Nights
Concept: “Each year, during October, Exeunt Press hosts Mörktober. A 31 day event that encourages creators to make something each day for MÖRK BORG or other BORG games, in this case Cy_Borg, based on a prompt list and then share it with the community. More about Mörktober.
Thirty One Dark Nights is a compilation of the 31 Cy_Borg compatible creations I made for the 2024's Mörktober event.”
Thirty One Dark Nights is a compilation of the 31 Cy_Borg compatible creations I made for the 2024's Mörktober event.”
Content: A collection of enemies/threats, equipment, locations, drugs, viruses, surgical options, and more with which to make a game of Cy_Borg vividly fucked up in fantastic ways. (Note: individual entries are PWYW, with a paid option for a fully compiled set of the entries.)
Writing: Mörktober’s purposefully morbid and eerie atmosphere is mixed with pitch-black humor, while unique abilities/rules/effects situate each concept for game rulings.
Art/Design: White/gray on black with a different accent color (and heading typeface) and accompanying illustration for each entry/page.
Usability: Consistent body text and label emphasis/decoration allows for navigation to and recognition of desired info elements, while distinctions in entry accent colors and headings orient the reader to the essence of that entry.

Thy Flesh, Transformed
Concept: “On an expedition into the subways of G0, beneath an ancient foundry, the punks are infected with the IRON VIRUS a nanovirus that turns flesh to metal, hair to wire and nails to scalpels. The subway screens flicker to life. The metal tyrant Wodan announces the countdown of sacrifices to priming the Iron Egg. If not stopped, it will destroy everything in a Nearby District. STOP THEM”
Content: A body horror-centric race against the clock to stop a virus-wielding tyrant.
Writing: A disgustingly fascinating adventure, complete with a set of viral nano-infections to make one’s skin crawl (perhaps literally).
Art/Design: Two-page spreads of the scenario setup (and impressively vivid depiction of the virus in action), GM notes, infection list, adventure locations and creatures, and a map.
Usability: Easy to navigate and text (primarily white on black) is readable–the opposite end of the “unsettling” spectrum of document’s content.

Tim Is of the Essence
Concept: “Run. Shoot. Steal. Lie. It doesn't matter what you do, just find Tim! He's the key to something bigger than all of us. The corpos want him quieted. He's gotta be in the Negapike. I know, I know. The hell hole in between Cy and the NegaCity. Don't worry, you'll be fine, I left you the keys to the B34S7. Fire it up. Be quick about it, you only have 2 hours.”
Content: A mission to extract your pal Tim from an armored carrier somewhere on the tangled roadways of the Negapike.
Writing: A simple premise with inspired contours and complications to make the rescue attempt all the trickier. Tables provide variety in mission background and random events.
Art/Design: Mix of layouts reflects different general purposes: target vehicle, job specifics, Negapike details, tables. Mostly light-on-dark color schemes, with blueprints of armored carrier and Negapike aerial view serving as primary graphic elements. With tables rendered as UNIX man pages on a CRT display.
Usability: Organization facilitates understanding the relationship of different pages’ content. Most text is visually readable (font choice, text size, contrast) and searchable/selectable, although the latter is not so for text on pages with a CRT display aesthetic.

TIM, SEND ME YOUR ADDRESS
Concept: “If your name is Tim and you bought the physical version of A$$HOLE$ & ELBOWS in the last couple of weeks, SEND ME YOUR ADDRESS! You didn't fill out the form you were prompted to on itch. You haven't responded to my emails. I don't want a bad review or rating because I didn't send your pamphlet, but I literally can't. I don't have your address! Get in touch. Unless you were legit just trying to be nice and don't want the physical reward you paid for. But the uncertainty is KILLING ME! Thanks, hugs and kisses, Rugose Kohn”
Content: Includes NPC enemies, cultist and high priest for “The Cult of Tim,” whose practices revolve around the enigma that is Tim.
Writing: Tongue so far in cheek for this material that the two have fused together into a new Cronenberg-esque anatomy.
Art/Design: Black single-column text presented on the left page of a two-page spread with a tan background, with illustrations of NPC shadows combating one another across the spread.
Usability: Text contrast and font choices are very readable, with headings and labels visually distinct from main body text. The question of Tim’s existence/identity remains unanswered, however.

Time Scape
Concept: “In the not so distant future… Out of the unholy marriage of Super A.I. and alchemy of flesh, a new type of being came into existence. In the year 20X9, the machines rule every aspect of daily life, forever looking to further optimize culling the ‘dregs’ of society, ensuring any threat to its existence is either exterminated with the extreme prejudice of nu-capitalism, or by force. But the final battle for humanity will not be fought in the future. It will be fought here, it present day CY. Tonight…”
Content: A mission to save the future by terminating a CEO. Additional classes ("Time Target," "Veteran of the Future War," and "Reprogrammed Hunter Killer"), supplemental glitch rules, and a murderous NPC are also included.
Writing: Creativity permeates every page/spread, offering plenty of details to flesh out each encounter with a clear sense of in-game urgency for the stakes involved.
Art/Design: Distinct full-color layouts for each page/spread that manage to share a dark-themed aesthetic for a sense of consistency throughout. Numerous illustrations provide visuals for the landscape, significant NPCs, and maps.
Usability: Visually, most pages provide high-contrast text/background for easy reading, with immediately apparent headings/labels and distinct content sections (whether via whitespace, borders, etc.). However, the text is not embedded, so no searching or selecting is possible. A ToC is provided at the end of the supplement.

Too Fast to Live, Too Young to Die
26 contributors
Astrolich
Calen Heydt
industrialnation
Gnoll
Flintwyrm
Patch Adam Perryman
thefatherofcats
Johan Nohr
Prince “PROFANEKNOWLEDGE” Maxi
Leonard B
cyotee doge
Amaranth M
Brendan Carlson
Kevin Cantello
Patrick Möën
Gaffy
Michael T. Baker
Mal R
Ryan
Casanova Funkenstein
psyop.fyc
Torg_OR
KMSH
Daniel Scott
Olav
Jason “Anabasis” Brook
Concept: “Too Fast to Live, Too Young to Die is a rules expansion for CY_BORG giving you the chance to drive fast and wreak carnage hanging out the passenger side window (or just crash headlong into it, your mileage may vary). These rules are light-weight, but robust, and will add a ton of flavor to your chase scenes as you bolt down narrow streets in attempt to escape the piggies or track down a corpo shit-bag. Hell, you don't even need to catch 'em, just have a firefight between vehicles - we got rules for that!”
Content: An impressive cornucopia of content: rules for vehicle chases/races and driving hazards, classes for the “Got-Away Driver” and “High Speed Vigilante," stats for vehicles that are purchaseable (or not), enemies to encounter on the streets of CY, and an entire revenge-themed mission.
Writing: A focus on thematic details/voices to breathe life into included elements that are supported by succinct, direct rules and guidance for GMs to implement assorted features into a game.
Art/Design: A mix of layouts and aesthetics throughout the supplement. Some pages are laid out landscape-wise, and at least one two-page spread has text broken across its pages. Number and variety of illustrations and themes, along with their execution, are inspiring.
Usability: Body text font is pretty consistent throughout, and despite the range of page/spread layouts it’s easy to identify headings/labels and how they relate to nearby content. However, the text is not embedded, so searching/selecting and screen reader use is not possible.

Train Through the Pain
Concept: “A self-improvement cult headed by a mad NET influencer has kidnapped a brilliant biochemist. Independent entrepreneurs all over CY are scrambling to break him out and use his talents in their shady business ventures.”
Content: A job to “liberate” a scientist from one sketchy situation so they can serve a different one.
Writing: Terse, conversational descriptions of important NPCs and location details are complemented by even briefer relevant stats/mechanics.
Art/Design: Black-and-white text and images presented in both a pamphlet format and as standard portrait-oriented pages. A map of the target location and illustrations of some NPCs accompany the text (along with a cover image of a hairy or veiny individual being assaulted from all sides). A player-facing map is also included.
Usability: High-contrast text and consistent use of specific fonts/embellishment for headings, body text, emphasized info, etc. helps with easy visual navigation and identification of desired details. Room descriptions in each relevant map room similarly allow for quick reference/atmosphere notes.

Trauma Team Specialist
Concept: “Become a trauma team member today.”
Content: A class for the broke med student who wants to chase endorphins via battlefield surgery.
Writing: Brief descriptions and explanations of class features/mechanics that feel appropriately “clinical” and at home in CY.
Art/Design: Two-page spread, with a left-side column of text (reddish pink on white) and a right-side digital illustration of a gun-toting medical specialist.
Usability: Class details are easy to read and navigate, with distinct headings that indicate the scope of each section.

Tribute
Concept: “Tribute — a 48-page triple-threat zine with content for Mörk Borg, CY_BORG, Death in Space. Whatever sick or sad ideas came to my mind, I banished into this cursed little booklet. [...] CY_BORG. Go dumpster diving (in CY), visit the REAKTOR, die in horrible car accidents, and play as a revolutionist chemist!
By day, you mix and cook in the corps’ polluted factories; the ¤ ¤ ¤ are much needed. Reaction kinetics are on your mind. By night, you burn the palaces. You poison the organism that feeds you. Your concoctions are august.”
By day, you mix and cook in the corps’ polluted factories; the ¤ ¤ ¤ are much needed. Reaction kinetics are on your mind. By night, you burn the palaces. You poison the organism that feeds you. Your concoctions are august.”
Content: A zine whose focus is partially on several Cy_Borg-related supplements: a class (Revolutionist Chemist); a mini-game (Dumpster-diving) with random encounters and loot tables; and a club location (Reaktor) with related tables for drinks, NPCs, trouble, and music genres.
Writing: An overall balance of general and atmospheric description, in-universe text (such as instant messages/social media posts), and mechanical/rules-based explanation.
Art/Design: Distinct spreads/pages for each entry, with a variety of aesthetics and graphics (photo collage, hand-drawn illustration, simple icons, etc.).
Usability: While spreads do vary aesthetically, each has an identifiable organization and layout that consistently presents information throughout for ease of navigation and use.

Triune
Concept: "TRIUNE dominates screens, frequencies and can be found in every corner of the NET.
Their music is everywhere, their brand is inescapable, and their message is carefully crafted to keep you coming back for more, addicted, and consumed by desire.
MindE. Bodi. Spyrr. The perfect pop-idol machine, multiplied threefold. Identical triplets, the epitome of stardom: impossible bodies, voices tuned to unfathomable harmonies. They don’t just make music—they code emotions."
MindE. Bodi. Spyrr. The perfect pop-idol machine, multiplied threefold. Identical triplets, the epitome of stardom: impossible bodies, voices tuned to unfathomable harmonies. They don’t just make music—they code emotions."
Content: A three-in-one enemy with which to personify the essence of CY and also to make punks' lives miserable through the NPCs' popularity.
Writing: Disturbingly on-point mechanics for the NPCs, wrapped in equally (and appropriately) dystopian description of Triune and their reach/impact.
Art/design: Several spreads of slick marketing-aesthetic presentation (a mix of light-on-dark and synthwave neon color schemes) that uses a mix of illustration and glitchy accents to sell the in-universe nature of the document.
Usability: High-contrast text and recognizable distinctions between types and sections of content--along with concise and direct explanations of ruling-related abilities--allow for easy navigation, location, and use of desired info.
Writing: Disturbingly on-point mechanics for the NPCs, wrapped in equally (and appropriately) dystopian description of Triune and their reach/impact.
Art/design: Several spreads of slick marketing-aesthetic presentation (a mix of light-on-dark and synthwave neon color schemes) that uses a mix of illustration and glitchy accents to sell the in-universe nature of the document.
Usability: High-contrast text and recognizable distinctions between types and sections of content--along with concise and direct explanations of ruling-related abilities--allow for easy navigation, location, and use of desired info.

Trouble with TA1L-YP-0
Concept: “It's a real easy gig... Just taste test T-G Labs new Infini-meat and participate in a quick focus group! You'll soon be on your way with a fistful of kreds. Where's the meat come from you ask? I'm afraid we can't share that proprietary information.”
Content: A mission to survive a marketing research meeting.
Writing: Brief bursts of flavor and mechanics (including an intriguing set of maze/escape tables) directed to both GM and player.
Art/Design: Landscape-oriented black-on-white spread (with yellow, pink, and blue highlights) includes a hand-drawn illustration of a cryptid in the top right corner, and two main columns of text content (the left of which has two columns of tables within it).
Usability: Consistent presentation of content, with visually identifiable headings, labels, and marginal notes. Layout makes referring to specific info easy, especially stats for NPCs appearing in maze room encounters.

TWISTED BIODIVERSITY
Concept: “This zine contains a table for Animals and plants altered genetically, mechanically or both, some stat blocks and body modifications.”
Content: A collection of biological and technological creatures, parts, and modifications to bring more animalistic variety to a game.
Writing: Descriptions make use of a casual and conversational voice that makes even the more mundane entries engaging and humorous.
Art/Design: Three pages of red and blue text on a light gray hex-pattern background. Two pages use single-column text layouts, while the page of stat blocks has different NPCs’ info scattered around the page.
Usability: Each page provides a consistent visual grammar to indicate how to navigate its content. Center-aligned lists of creatures and modifications may slow down some reading of entries that span multiple lines of text.

Ultraviolent Entertainment
Concept: “A small collection of optional rules for Cy_Borg. Includes variations on Experience, Dice-few Combat (with revisions to how armor, weapons and initiative work), a biological alternative to Cybertech and doing away with Cy-Rage.”
Content: A set of rule proposals to affect characters in assorted ways that can provide some intriguing variety to a game of Cy_Borg.
Writing: Text is direct and focused on explaining the mechanical differences between these rules and those in the official rulebook. No fluff, all function.
Art/Design: Single-column text with a simple heading organization. Black-and-white with one heading level provided in red/pink. Background is a light noise/speckle pattern.
Usability: Font choices are easily readable, and the page background pattern shouldn’t cause much disruption of engagement with text. A few key terms and phrases are bolded and italicized for quick identification.

Unauthorized Biotechnician
Concept: “The union of mind and body is an incredible machine, gifted with unbelievable resources, most of which are not readily apparent. As a Biotech you can tap in these secret wells to enhance the body's efficiency, or smother the flame that animates it. Your tools are the tools given you by science: surgery, psychology, pharmacology, cybernetics... To what ends will you use this panoply?”
Content: A class for street docs, freelance paramedics, and back-alley barber-surgeons.
Writing: Terse descriptions that distill the essence of class features and mechanics.
Art/Design: Two pages of stark red and black on yellow with white highlights that keep class details as the focus, with a biohazard symbol and a silhouette image of a figure in a hazmat suit underscoring the work entailed by the class.
Usability: Easy to navigate and recognize different elements providing distinct purposes via specific color and font choices.

Under New Management
Concept: “UNDER NEW MANAGEMENT is an introductory three-part CY_BORG adventure inspired by classic movies like Running Man and Judge Dredd (2012), wherein the player characters must ascend a crumbling apartment tower and take out its self-appointed gang-goon leader, Jinghai Soan. It's nonstop action and weirdness that's perfect for introducing new players into the setting and system!”
Content: A scenario for PCs to get intimately familiar with life in a high-rise habitat on lockdown in order to bring down the crime lord at its apex.
Writing: Tons of details about apartment residents, the building’s aesthetic, recent rumors, NPC stats, a map, and more.
Art/Design: White-on-black monospace text with red and yellow graffiti/handwritten headings and embellishments. Occasional borders help indicate the extent of a particular sidebar or table. Black-and-white map and portrait of Jinghai Soan are included.
Usability: Text is provided mostly in one- and two-column formats with occasional exceptions. While text contrast makes for easy reading, the text is not embedded, so no searching or copying/pasting is available.

Undertipped Barista
Concept: “people suck. you knew it before you took the job. now it's your religion. you draw hearts with foam. you take their inane and complex orders. you try to laugh at their banal jokes. it's a good day if they say thank you. it's a miracle if they leave you a single credit. you hate them.”
Content: A class for the food service worker who’s been all but ground into dust and is ready to burn everything to the ground in retaliation.
Writing: An overflowing venti’s worth of cynical flavor that brings the class to life. Class details are mostly terse (if appropriate!), but the “breaking point” table offers surprising depth in contrast.
Art/Design: An illustration of a barista serving a customer is surrounded by class features, all with a neon palette on a dark background.
Usability: Each section of content is easily distinguishable from the rest, with font color, type, and size choices indicating each heading/label.

Unhallowed
Concept: “An eerie chill sweeps the streets of CY, and the shadows between the neon lights seem ever darker this time of year. Within creep seven frightful ghouls to haunt the sewers, stalking any pvnk so foolish as to roam the dreadful night.“
Content: A collection of high-tech terrors, from the data spectre to the flesh debtor, with which to haunt a table of punks as they try to survive life in Cy.
Writing: A colorful set of descriptions and mechanical abilities that paint vivid possibilities for each NPC’s uses in a game.
Art/Design: Two versions available: one black-on-white printer-friendly version and one orange-on-maroon version with occasional illustrations to complement the ambience of the writing. Both use single-column text layout.
Usability: Consistent page organization, font usage, and presentation of NPC mechanics to make reading and navigating through the document easy and helpful.

UNMARKETABLE EXTRACURRICULARS
Concept: "D66 Adaptions, reflavours or substitutions of Unheroic Feats for CY_Borg
BONUS:
D66 Never seen before advantages for undiscerning scum"
Content: A set of tables providing new options for improvement (some with downsides!) that can help a punk feel like a more exceptional character.
Writing: Balanced mix of thematic description and mechanics explanation to help a player understand what a given feat does rule-wise and how to interpret that within the game and character headspace.
Art/design: Light-on-black two-column text organization, with some pages including a small hand-drawn illustration in a bottom corner.
Usability: Text is consistently color-coded to indicate the aim of each text block, and each table entry is distinguished from the others with consistent numbering and horizontal rule usage.
Writing: Balanced mix of thematic description and mechanics explanation to help a player understand what a given feat does rule-wise and how to interpret that within the game and character headspace.
Art/design: Light-on-black two-column text organization, with some pages including a small hand-drawn illustration in a bottom corner.
Usability: Text is consistently color-coded to indicate the aim of each text block, and each table entry is distinguished from the others with consistent numbering and horizontal rule usage.

Upcycled Cyber-Undead
Concept: “You died. Through means fair or foul, you departed this plane of existence, of that you are mightily certain. Then? Your cyber-attachments brought you back online. Or maybe it was some sort of nanoplague or something. In any case, you’re back. Except no one wants you back. You smell bad. You sound bad. You look very, very bad indeed. You’re way too deep into the Uncanny Valley to pass as one of the living. Sorry.”
Content: A class for those inhabiting the venn diagram overlap of “zombie lover,” “cyborg-curious,” and “body horror fanatic.”
Writing: Class detail descriptions are not for the faint of heart but are a must-read for anyone vaguely interested in the idea, with dark humor balancing the gore with levity. Mechanics are concise and complement the descriptions well.
Art/Design: Eye-searing colors faithfully reflect the unsettling nature of the class concept, and a sketch of an upcycled cyber-undead further brings the idea to (un)life. Text is sectioned into boxes set askew with distinct color and font choices that indicate different purposes.
Usability: Askew text angles support recognition of distinct purposes for each text box, inviting closer examination of enticing class possibilities. However, text is non-selectable and inaccessible to a screen reader.

URBN_LGND.exe
Concept: “Urban Legends, the undercurrent of our cultures and personal narratives, a shared imagination that shapes our worldview. From Florida Man to Area 51, the illuminati to cryo-frozen billionaires; these are the stories and whispered secrets we tell to amuse and frighten ourselves. But what happens if our world's lore collides with the desperate city of CY? What new conspiracies are born, what new abominations draw breath? URBN_LGND.exe is a third party compatible game jam that asks YOU to CY_BORGify your favorite urban legend.“
Content: A variety of supplements–gigs, creatures, classes, optional rules, and beyond–reflecting various urban legends that might be (un)known to the punks that try to survive in CY.

Vaporslave
Concept: “You are constantly jacked into your Vapestim-Pack, emitting vapor clouds. You have to stay sedated! Drugs for everyone! Down with the luxury elite!”
Content: A class for the languid lotus-eater and sedate spice fiend who wants, or needs, to constantly moderate their mood–and who wants everyone else to, too.
Writing: Class detail descriptions and mechanics explanations support one another well to present a cohesive concept through the document.
Art/Design: Two-page pink-heavy spread layout highlights a vaporslave illustration, a rendering of capsules, and an early GUI in addition to distinct sections of text framed as a cassette track list.
Usability: Class details are organized for quick identification of desired information, and different aesthetic components invite further exploration and engagement.

Vat-Grown Chicken Clone
Concept: “Are you more human than chicken or more chicken than human? Engineered to be tastier, juicier, more finger-licking good. Implanted with a brain that was not your own, and GMOd to decay at a slower rate — so when the skies fall, only you and the cockroaches will be left ruling the roost.”
Content: A class for the egghead who enjoys fowl play, whether it’s original or extra crispy.
Writing: Since this class is an homage to the creator’s “Vat-grown Repli-clone” class, chicken-themed references and puns abound that provide the class with intriguing and unique options/mechanics.
Art/Design: Wide spread in a yellow/orange color scheme with a graphic of a chicken embryo (much like the repli-clone class’s graphic) toward the left, while three columns of content take up the bulk of the page.
Usability: Each column of text content has its own visual design, but each provides a consistent presentation to distinguish headings, labels, emphasized text, and so on. Searching/selecting text may cause some issues due to unexpected spacing between and clustering of characters.

Vat-Grown Runaway
Concept: “You are an artificially designed human being, grown in a lab, who ends up finding themselves roaming in the alleyways of CY, lost and confused.”
Content: A class for the not-quite-a-person who’s trying to figure out what they are and why.
Writing: Brief and vivid character details for background and motivation complemented with terse mechanical effects/features.
Art/Design: An illustration of a runaway on the right side of a landscape-oriented spread, with white text on black (with yellow and pink highlights & headings).
Usability: Distinct typefaces and groupings of text allow for quick navigation between different content areas.

Verminkin
Concept: “In CY, it's easy to feel like there's nobody to trust. Everyone wants creds or drugs or alcohol or fame or whatever, and most people are willing to backstab each other for it. But you- you're secure. Your friends would never betray you, and you make friends very easily, at least, with some people. The kind of people who have greasy black feathers and pick at trash dumps, or gnawing teeth and skitter under floorboards, or slimy skin and creep through the gutters. Your friends have your back. Anyone who wants to get to you will have to go through them.”
Content: A class for the rat bastard who works best with partners, the nastier the better.
Writing: Inspired class features that bring a feral animal-loving misfit to life, complete with mechanics for one or more vermin companions.
Art/Design: Full-color version is yellow-on-black with rat photographs with color treatments as backgrounds, while print-friendly version is black-on-white text. Both versions use single-column text content layout.
Usability: Distinct sections are immediately recognizable in both versions thanks to consistent heading/label presentation and white space. Full-color version employs an additional handwritten-aesthetic font for labels and emphasized terms/phrases.

Vindicated Prepper
Concept: “‘They thought you were insane, now they realize you were right. But were you? It doesn't matter, because it is too late for them. You must survive…’ An old man or woman who have spent their lives preparing for the apocalypse who now finds themselves in a perpetual never ending one. Will they survive? Even thrive?”
Content: A class for the punk who’s well-stocked for nearly any apocalyptic occasion.
Writing: Brief, extremely flavorful tables and mechanics that round out assorted approaches to playing a vindicated prepper, provided in a mix of straightforward and tongue-in-cheek tones.
Art/Design: Bright green on a red cloudy pattern background, organized mainly in a three-column format.
Usability: Consistent presentation of content sections via organization, headings, emphasized info, etc. all make for easy navigation and identification of desired details.

VIP Abduction
Concept: “The punks have a mission. Kidnap Lukas Tosk. He's traveling with just his driver today. It'll be a quick 10k¤. Or so they think. VIP Abduction is a pamphlet-sized module for CY_BORG. It includes a map of a Virid Viper safe house and everything you need to put inside to set up the abduction mission. The module includes stat blocks for new characters and page numbers for referencing the CY_BORG rule book for other stat blocks and tables.”
Content: A kidnapping mission with a bonus automotive theft component.
Writing: Job setup and preparation/site location info is provided first, followed by sections on the mission execution and target/enemy NPCs.
Art/Design: Two versions: full-color and black-and-white. Trifold brochure layout with full color outer panels (in full color version), while inner panels are black and white in both versions. An overhead map of the mission locale is also included as a separate file.
Usability: Bolded headers and key labels/descriptors help call attention to important information, and consistent spacing makes it easy to identify individual sections of content. Overall arrangement of info reduces need to jump around between panels to locate immediately useful specifics. Full-color gradient pattern background on outer panels provides decent contrast to maintain text readability.

Viruses to Brick Your Brain
Concept: “Embedded in ads, lurking in the top search result, loaded as a hacker’s dead hand, coursing through a derelict net node. Viruses are everywhere, infecting everyone, stealing a portion of everything. Most of them are unnoticeable, lurking in your RCD, implants, accounts, everything. These? Less so. Bisecting your consciousness. Hijacking your implants. This is the result of someone else’s malice or misconduct. It will break you down until you get rid of it.”
Content: A set of tables to make a player’s life living hell through the power of compromised technology.
Writing: Concise and powerfully thematic explanations of relevant variables, including how the virus spreads, how it affects a player mechanically, who developed it, how to get rid of it.
Art/Design: A visual overload of colors, fonts, graphics, and stylistic clashes that feels entirely appropriate given the rules’ purpose.
Usability: While overall consistency is out the window, it is possible to understand and navigate each table/element while focusing on that section.

Visitor from Elsewhere
Concept: “You hail from a world unknown to humanity, far beyond the outer bounds of the Terran solar system. All data projections point to planet Earth as the site of some great future calamity, one that will resonate throughout the entire universe—but what could it be, and why here? You’ve been stranded on Earth (what’s left of it, anyway) for a few months now, and so far, only one thing’s been made abundantly clear: this place is a shithole, and nobody’s coming to rescue you.”
Content: A class for the stranger in a strange land with no way to leave it.
Writing: Class details mix levity and bizarre sci-fi tropes for a unique class experience in a cyberpunk milieu.
Art/Design: Black-edged white text on black, pink, and gray with some green text accents. Class features are arranged around a central illustration of a visitor over a background pattern of criss-crossing X shapes.
Usability: Visually, this is a busy spread, which may make reading/scanning difficult for some, augmented by the lack of embedded text (so no searching or copying/pasting). Bold text for important info and labels consistently helps distinguish individual list items and content sections.

Void-Warped Freefaller
Concept: “It was nothing like they advertised; there were no off-world colonies, no bold unknown, no strange new worlds–only more cramped corridors and self-devouring consumerism in the name of the tourist industry. And then one night SOMETHING shocked the shuttle systems, and you began floating in a most peculiar way…”
Content: A class for those who were changed in irrevocable, horrifying ways when they walked among the stars–and who are now shackled to the earth once again.
Writing: Vivid, evocative descriptions of features and mechanics are both illuminating and unsettling in the best way.
Art/Design: Two two-page spreads with class details and a set of alien infestations, with white text on dark background throughout. An image of a void-warped freefaller emphasizes the cosmic horror at the core of this class and the effect it has on the character.
Usability: Easy to navigate, read, and comprehend, with key components visually embellished for identification of their significance and purpose.

Voidpoint
Concept: “Meatspace decays. AR sputters. VR goes black. There are perilous chambers for those descending too deep in the THE NET. Nothing in them but shimmering entropy. Fractal pits. Voidpoints.”
Content: A set of rules for when a player fumbles an app roll while in the net, along with a set of locations to explore when doing so.
Writing: Brief, evocative descriptions of sensory experiences that can cause a punk to question their reality, even as digital dangers risk their annihilation.
Art/Design: Organized as a trifold pamphlet basic rules and title/credit info are provided on outer panels (in white-on-black color scheme), while voidpoint locations and a map are provided across the inner panels (in black-on-white color scheme).
Usability: Headings and labels are visually distinct from body text and consistent in appearance. Map locations are numbered and correspond to descriptions surrounding the map image. Text is not embedded, so searching/selecting is not possible.

WAR MACHINE
Concept: “War makes money, at the end of the day, and the corps of CY are interested in anything that makes money, no matter how many cadavers will be piled up alongside those heaps of cash. “
Content: An arsenal of material–enemies, squad makeups, potential job seeds, environmental tables, and more–with which to make corps even more terrifying, overwhelming, omnipresent, and all-around dangerous.
Writing: A mix of informative mechanics and in-universe flavorful commentary on each entry that balances black humor on the edge of bleakness.
Art/Design: Simple black-on-white single-column layout over fourteen pages.
Usability: Visually distinct and consistent font and text decoration choices, along with helpful whitespace use, result in an easily navigable document.

Wasteland Degenerates
Concept: “‘Tomorrow is nothing, today is too late; the good lived yesterday.’ - Marcus Aurelius
Welcome to the gas-guzzling, high octane post-apocalyptic hack of Cy_Borg, about miserable, radiated scum struggling to survive in tomorrow's unforgiving carcass!”
Welcome to the gas-guzzling, high octane post-apocalyptic hack of Cy_Borg, about miserable, radiated scum struggling to survive in tomorrow's unforgiving carcass!”
Content: A Mad Max-style take on Cy_Borg rules, with some new and different systems while others very closely resemble those of the base game. (Note: At the time of writing, the "Jumper Cable Edition" version of the game has been released. A fuller version of the game is set to be published in the future.)
Writing: A balanced amount of thematic description and mechanical explanation of effects/features that situate players and GMs to the game’s focus (especially in comparison to that of Cy_Borg).
Art/Design: Aesthetics of the core rulebook with some occasional pages/spreads and illustrations that break out in a different direction (such as in the more comic book-like “The world has ended” spread early in the book, or the Vast Grimm-style “lagunasuga” monster spread created by VG creator Brian Colin).
Usability: The fore/ground contrast varies significantly from page to page, as do fonts/typefaces, either of which can make some text quite difficult to read.

WELCOME TO THE RUMBLE
Concept: “Tonight, we are going to witness the most anticipated match in the history of professional wrestling---for the CY Wrestling Federation Championship Belt! Are you ready? Wrestling fans, ARE YOU READY?! For the thousands in attendance, and the millions watching from around the world, from the capital city of CY...ladies and gentleman...LLLLEEEET'S GET RRRREAADY TO RRRRRRUUUUMMMMBBBBBLLLLLEEEEE!”
Content: An opportunity for punks to up their side-hustle game by making some bank as a wrestling champion–assuming they win, of course.
Writing: Primarily informative details about the mechanics of the encounter, accented by some headings to reflect the tenor of the wrestling scene.
Art/Design: Wide three-column layout of content with a bloody wrestling mat map in the center of the document. White text on black with yellow headings, while a bit of pink highlights the mat image and the license info.
Usability: High-contrast text and easily readable fonts facilitate reading and navigation. Skewed text may occasionally pose issues for screen readers.

Welcome, Friend, to Project Mandela
Concept: “
[recruiter77@mandela ~]$ sudo project-mandela --help
#################—BEGIN TRANSMISSION—#################
<<<<<<< Project Mandela is a collaborative effort, a beacon of hope in the ever changing face of uncertainty. Our mission is to unveil the truth behind and expose the Doppels, who silently infiltrate our lives. With your assistance, we can protect ourselves and our loved ones from the horrors of being ‘replaced’. Join now.
########################—END—########################
[recruiter77@mandela ~]$ _
“
[recruiter77@mandela ~]$ sudo project-mandela --help
#################—BEGIN TRANSMISSION—#################
<<<<<<< Project Mandela is a collaborative effort, a beacon of hope in the ever changing face of uncertainty. Our mission is to unveil the truth behind and expose the Doppels, who silently infiltrate our lives. With your assistance, we can protect ourselves and our loved ones from the horrors of being ‘replaced’. Join now.
########################—END—########################
[recruiter77@mandela ~]$ _
“
Content: A set of rules for a secret organization that tracks down “doppels” and its secret/coded message system.
Writing: “In-world” content speaks directly to PCks while also providing GMs and players with the details needed to work the Project Mandela organization into a given game.
Art/Design: Pages are laid out as “in-world” printed flyers (complete with tear-off tags at the bottom of one page). Three versions are provided: one spread layout and two single-page layouts, with one of these optimized for printer-friendliness.
Usability: Text is mostly quite readable, with distinct sections of content clearly identifiable visually, with consistent font choices to indicate relationships between different text blocks.

Wh1tewashed T0mb
Concept: “Megapastor Apollo Imra is in the crosshairs- his wife's, to be specific. One of his twenty-odd wives. You've been hired to take out this lecherous philanderer, right in his own temple vestry, where he's taking tonight's dose of infidelity. But beware: there's more going on here than you might think…”
Content: A mission to serve divorce papers, of a sort.
Writing: Extensive information provided about the job, the site, NPCs the punks might encounter, and more.
Art/Design: Primarily black-on-white single-column text layout complemented by illustrations of key NPC portraits and neon-colored maps.
Usability: Font choices promote readability, and heading/label bolding, italics, and highlighting are applied consistently throughout to facilitate quick navigation toward desired details.

What to Eat at the End of the World
Concept: “The world is ending, but not fast enough. Poison drizzles from the skies and mats in the gutters. Reality flickers and stutters, but doesn't go out. And the people of this spliced and plated rainsick hell can't afford to starve like ascetics, awaiting purification by the end. It could be days from now that judgement comes. Or it could be never. Their bellies still grumble in discontent. So the people of CY eat. They eat for nourishment and for distraction and to be seen in the act of specific consumptions. They eat scraps and banquets, packaged rations and homecooked platters. They eat, and they look out glitching windows, and they hope the apocalypse holds off for another day.”
Content: Myriad options for restaurants/eateries in CY, with business descriptions, menu lists, and costs for dishes.
Writing: Each establishment is given its own flavor/style, and descriptions reflect in-universe perceptions of the place and its fare as much as they provide helpful worldbuilding notes for GMs.
Art/Design: While each page includes the same essential components, different font, color, and graphic selections contribute to unique identities for the restaurants included in the supplement.
Usability: Text is consistently readable and navigable even across a wide range of fonts, and only occasionally are there color changes (e.g., from background patterns) that might momentarily disrupt reading. Hyperlinked ToC makes for an even quicker navigating/locating experience.

Where CY Festers Vol1 The Blood of Aliens
Concept: “Made for The Rolled Standards Trigger Warning: Trigger Happy Jam, this adventure is a simple assassination mission in a rundown church in the heart of G0. Risk nano infestations while trying to kill off the cult leader Farther Barnos, return his head and a requested item for a fat pay out.”
Content: A job to unseat the head of a local church.
Writing: Intense descriptions of the mission’s most important locations and events/encounters.
Art/Design: A mix of analog hand-drawn and digital illustrations accompany a mostly single-column layout of white, green, and pink on black backgrounds.
Usability: Text is mostly readable and searchable (except for Barnos’ stat block, which is handwritten text) with clear visual distinctions–color, typeface, white space–between sections of content.

Wiggly Dorpher
Concept: "Wiggly Dorpher introduces new game options for CYBORG hyperlinked to DRUGS.
'Getting high and playing holos is fun; but have you ever zeroed someone while trippin' balls? It's exhilarating!'"
Content: Sets of equipment, nano powers, a class (Wiggly Dorpher), a location, an enemy, and more--all relating to drugs in some way.
Writing: Potently and concisely atmospheric, with rules/mechanics explanations complementing the descriptive aims.
Art/design: A mix of page/spread aesthetics and organizations that reflects the core Cy_Borg design variety.
Usability: While most pages have significant text/background contrast to facilitate reading, much of the text content is not embedded and thus cannot be searched or selected.
Writing: Potently and concisely atmospheric, with rules/mechanics explanations complementing the descriptive aims.
Art/design: A mix of page/spread aesthetics and organizations that reflects the core Cy_Borg design variety.
Usability: While most pages have significant text/background contrast to facilitate reading, much of the text content is not embedded and thus cannot be searched or selected.

Wolves of Polished Chrome
Concept: “There's a sickness in the streets of CY. Rain drips like a broken IV. Dying adverts flicker in sallow shades. They say the world is ending. Has ended. Will end. They say the howls at night are Cy-Ragers. NanoPhreaks. Nothing to worry about. Nothing abnormal. The water is poison, but it always has been. The air is poison, but how bad can it be? It churns through your lungs all day and hasn't killed you yet. There's nanites in the trash, nanites growing like mold on the walls, nanites in the blood and bones of regular citizens, but all of this is familiar misery. Last night you stared blearily at your face in the bathroom mirror, watching it change. Watching it become something new. As you did, your cybernetics clicked like beetle legs, like teeth shuffling in the mouth of a cannibal. They squirmed and contorted to match your new flesh. You vomited your whole stomach lining into the sink, then washed it out with a swig of cheap ethanol. But the disinfectant didn't purify you. It just made you worse. Tonight, the glitching moon hangs low over the skyline and your body is wrong. Wrong for the city. Wrong for the life that clings to it. Wrong for the alien gods that have touched its streets. You hate them all, and that hate pours out of you in a howl.”
Content: A set of rules to incorporate werewolves into CY.
Writing: Matter-of-fact explanations and descriptions of a variety of factors pertinent to affected characters (transformation rules, clothing options that survive transformation, a “Festering Wolfborg” class, etc.) as well as several lycanthropic foes and their stats.
Art/Design: A mix of black-and-white splash images with brightly colored sections of content, each with its own bold color scheme.
Usability: Single-page, single-column layouts make for quick perusal and identification of desired content, assisted by a hyperlinked table of contents.

X-Ware Repository for Techno-Anarchists, Volume I
Concept: “Hello Operator! The X-Ware Repository for Techno-Anarchists is a collection of random tables that offers some extra 'ware to spice up your game.”
Content: A set of ten apps, ten cybertech, and ten nano options that offer intriguing variety to GMs and players looking to expand their gear.
Writing: Brief descriptions of fascinating and creative mechanics, often with references to material found in the official rulebook.
Art/Design: Two pages dedicated to each category, and each pair of pages has a distinct color scheme, with a high-contrast color choice and set of fonts for the single column of text laid over the background image/pattern.
Usability: Headings/labels are provided as a distinct font from the main body content in each section to help readability. Background image in the ‘Apps’ section might slow down reading for some (there’s just a bit of noise working against contrast), but text is easily searchable/selectable.

X-Ware Repository for Techno-Anarchists, Volume II
Concept: “Hello Operator! This second volume of the XWare Repository for TechnoAnarchistsis brings more random tables of new content for your game.”
Content: A set of six weapons, six booster mods, six drugs, six gangs, and six nano-phreaks to bring even more variety and danger to a Cy_Borg table.
Writing: Bite-sized bullet points and descriptions indicate mechanical effects, flavorful qualities, and other quirks that might spur a GM or player to innovative integration of a subject into their game.
Art/Design: Single-column organization of text, with distinct layout features and color scheme for each category’s page(s), complemented by thematically appropriate illustrations and background images.
Usability: Despite a variety of headings/labels across category layouts, text throughout is easy to read thanks to high contrast on background and size/color choices to assist with recognizing characters and kinds of content.

You Died, Dumbass
Concept: “You Died, Dumbass is a profile for another shitty subscription company, some rules for near death organ transplant (inspired by https://zordvil.itch.io/horrible-wounds) and related headlines made for the new-times-dumbass game jam.”
Content: A set of rules to complicate life when a punk at the table comes back from near death with a biosynthetic organ–complete with 4d4 additional relevant headlines to roll when a miserable headline is rolled.
Writing: A focus on the bleakly absurd atmosphere of a world where biosynthetic organs (and the late capitalist approach to their supply) is common, with brief mechanical features/effects supporting that focus.
Art/Design: Mix of black-on-white and white-on-black spreads/pages, using different layouts and aesthetics, with consistent appearance of red accents and highlights throughout. Several illustrations of NPCs and a location appear along with a silhouette to underscore our equally bleakly absurd reality
Usability: High-contrast text is consistently provided and page/spread layouts offer visually recognizable organizations of similarly presented and distinctly marked content.

Zip-Gunslinger
Concept: “Zip guns are sold everwhere, as multipacks in bodegas and as singles in vending machines. These mass-produced deadly toys are made of the cheapest materials in the cheapest way possible and designed to break after a single shot, but that's all you need, right?”
Content: A class for the venn diagram intersection of firearms fanatic and gashapon addict.
Writing: Concise, approachable descriptions of class features and mechanics with a dash of thematic flavor to glue the concepts to the setting.
Art/Design: Plain text format with whitespace between paragraphs and lists.
Usability: The file format allows for incredibly easy resizing/formatting content in one’s preferred text editor or word processing program.

Zwyntar Pass / Moonshine - A Borg Dovble Featvre
Concept: “This is a double feature, 2 one shots for 2 different Borg Systems. One is "Moonshine" for the Cy_Borg system. It features players robbing a rich senator's house to steal his supply of crypto-moonshine. The other is called Zwyntar Pass for the MorkBorg system. It features players trying to hunt a troll at a pass at Graven-Tosk. Both scenarios were inspired by a Ukrainian band called Zwyntar.”
Content: A job to steal a bunch of crypto-moonshine from a senator’s home.
Writing: Concise details that cover important elements for the score and how different approaches might lead to different results.
Art/Design: Eye-blistering neon purple, pink, and yellow (with a bit of green-on-black) across two pages: one text-heavy GM-focused page and one player-facing page with a map of the job location.
Usability: Headings and different blocks of content are visually distinct from one another thanks to font size choices and whitespace use.
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