14:31 APRIL 7 2030

0 INTRODUCTION
1 STREET SAMURAI
2 ZAIBATSU
3 COMBAT
4 TECHNOLOGY
5 THE YAKUZA
6 TOKYO
7 LIFE IN JAPAN
8 THE MISSION
JUNE 21 2030
APPENDIXES
APPENDIX 1: CITYSPEAK
APPENDIX 2: REFERENCES
APPENDIX 3: HARDWARE
BASICS
ATMOSPHERE
COMFORT
ADMINISTRATION

1 STREET SAMURAI

You're about to enter the hyper-reality of ZAIBATSU, only the most cunning, streetsmart techno-samurai will survive. As the street soldiers of the world's most powerful corporations (the Japanese zaibatsu) you become expendable and deniable employees fighting for profits, power and your lives.

These chapters look at the rules of ZAIBATSU and how the game mechanics operate. The system emphasizes speed of play not nit-picking detail and uses the common all-garden six-sided dice. Each player will need two of these dice. Before you can jack into 21st century Tokyo every player is gonna need an alter ego to take all the punches, dodge all the blows and be the player's eyes and ears. These are the "anti-heroes" that the players will be using in the game. Always keep in mind the urbanized, high-tech, Japanese setting of ZAIBATSU when creating the PCs (player-characters), most should be of Japanese origin since foreigners (gaijin) are not exactly able to fit seamlessly into Tokyo life.

Every player character is an employee of one of the vast multinational zaibatsu. He or she has been recruited from the dark and murky Japanese underworld to carry out illegal terrorist activities on behalf of that employer. They have one foot in the stylish corporate-minded boardrooms of the zaibatsu, and one foot in the filth and squalor of the criminal underworld. Hired by duty-bound executives who must at all times remain respectable, the player characters are modern street samurai, urban warriors doing the disreputable things that no corporate executive could ever admit to. All the zaibatsu operate this way. The unseen war rages behind factory fences and the mirrored walls of corporate skyscrapers.

Creating these street samurai characters for ZAIBATSU is simple. The player selects a concept, takes the skill and equipment that goes with it, then selects any 5 skills of his choice. Players may want to add a little depth to their characters with the biography tables. This is recommended. Skim through the Biography section with its random tables to come up with a little character history. Weave a couple of threads together (or choose some) to come up with an interesting background story. A character should also have a name, a description and some sort of personality and motives. Habits, special possessions or pastimes turn numbers into a real person. Finally award the character 20 points of retrogenics from the list provided. Before the first mission award any supplied gear provided by the relevant concept. Also award the character an additional ¥20,000 to spend on additional gear.

CONCEPTS

The following backgrounds are inspired by characters from many sources, films, novels, and especially the stories of William Gibson. They are typical of the type of people that the Japanese zaibatsu recruit from the Street to carry out their illegal operations. They each have an automatic skill. Team-members should select different concepts to ensure that their team has a wide range of skills and equipment. Alternatively, select any six skills but take no initial equipment.

ASSASSIN
You are a hitman, assassin, solo, killer. Calm, cool, efficient, your aim is to infiltrate your target area, make the kill and then be gone quickly and quietly. You may have a Yakuza or middleman contact who provides you with IDs and contracts. You may like to adopt disguises, and sometimes may be forced to shoot your way out of messy hits. SKILL: Laser, Bullpup or Riotgun. GEAR: Laser, Bullpup or Riotgun.

BURAKUMIN (Street Gangster)
A burakumin is a streetpunk, a tough and nasty gang-boy with a loyal gang following. As a senior member of the street gang he can call on their violent and criminal services once per game. The gang may be intelligent and sophisticated, or nasty, tough and brutal. Obviously the gang will not recklessly endanger itself unless there is a great reward at the end of it. The gang has a bond, and the player character is a part of that strong bond. SKILL: Bujutsu. GEAR: Three Bujutsu weapons.

CLONE COP
The illegal sale of replicants (clones without memories or identities) is the business of the clone cop who tracks down replicants and terminates them. He tries to locate the buyer, the seller and the manufacturer. He uses a Voigt-Kampff Machine (like a lie detector) to test suspects, as well as his own judgement. He is a good investigator, and has been recruited by the zaibatsu because of his skills. If a genetics corporation, then he has been bought-out by the 'bad-guys'. SKILL: Body Language. GEAR: Voigt-Kampff Empathy Machine (VK Machine).

COLLEGE KID
You are a rebellious college drop-out. Maybe you were kicked out. Like most anime heroes, you are quite brilliant, if a little hung-up sexually, but you know all the gangs, the streets, and you are a talented whizz-kid in your particular field. You are not afraid of the bad guys, in fact you may treat everything as a big game! SKILL: Cyberspace, and a suitable technical subject. GEAR: Amstrad C-22 Cyberdeck with two pieces of software (not Icebreakers).

FACE MAN
You are a slick and smooth con-man who sets up scams, infiltrates organizations and uses his different IDs to steal, blackmail, kidnap and almost any other crime involving deception and infiltration. SKILL: Deceive. GEAR: Disguise Kit.

HUSTLER
You are a loser, a street-corner hustler, drugs dealer and fixer who never quite makes the big score. You know anyone who's anyone in your neighbourhood, and you are on good terms with the local Yakuza: you have to be. You're smart, cool and ready for action. Watch out Tokyo! SKILL: Deceive. GEAR: ¥20,000 worth of designer drugs.

INVESTIGATOR
The investigator may work for the police, an international force, a large company, a two-man office in downtown Tokyo, or a one-man outfit struggling to survive. He can dig through datafiles and question people in order to find information pertenant to a case. SKILL: Com-Tech. GEAR: Bug Unit and Three Bugs.

KURUMA (Getaway Driver)
You are a professional driver, for a zaibatsu, the cops, the Yakuza or whoever. You know the city, escape routes, and the fastest ways from A to B. You are an expert in evasive or pursuit driving and have been in real scrapes and firefights, but always kept cool, despite the vehicle being full of bullet holes! You could also be a courier for the Yakuza or other gangs, shipping illegal items around Tokyo. SKILL: Stunt Drive. GEAR: Lightly Armoured Sedan Car.

MARTIAL ARTIST
A student of a martial arts school, you are a committed devotee, devoting mind, body and life to the pursuit of excellence. You probably care little for material things and have had to work humble jobs to pay for your own upkeep. SKILL: Chambara and at least one Martial Art skill. GEAR: None.

MAVERICK COP
You are a tough cop always on the edge of suspension for excessive use of force, improper procedures etc, yet you always seem to succeed enough to ward off the suits from the legal department. You have had lots of partners who were killed. SKILL: Willpower. GEAR: Concealable Kevlar Vest.

NINJA (High-tech Burglar)
You are a security expert, knowledgeable about burgalry, intrusion, deception, disguise and surveillance. A super spy. You may work freelance, or be a veteran of a zaibatsu who has left the company behind him. SKILL: Counter-Security. GEAR: Cardlock Decryptor.

ORGAN-LEGGER
You were part of a criminal gang that made its money kidnapping people and surgically dismembering them. Their organs, eyes, arms, hands, genitalia and other body parts were then sold to the many underworld body banks around Japan that supply the organs to legitimate hospitals and clinics. The job is grim and dark, involving kidnapping, killing and surgery (or butchery). SKILL: Meditech. GEAR: Riotgun or Bullpup.

PIRATE
You are a technical wizard, always taking things apart and putting them back together again. You keep all kinds of junk in case you can modify it or use it to customize something else. Pirates are technological scavengers, obsessed experts, hoarders of new equipment and tech as well as brilliant and resourceful engineers. Technology allows a pirate to adapt a piece of technology for a different purpose to that intended. New gadgets, tec hnical sabotage or just plain repairs are your hallmarks, either college learned, self-taught, zaibatsu trained, or ex-military. SKILL: Technology. GEAR: Multi-Purpose Tool Kit and workshop.

REPO MAN
You are an agent working for a genetics company that reposseses failed clones. Clone insurance gives the wealthy the chance to live again in young bodies, but the treatment is still experimental and there are many problems. All the clients require confidentiality, and the zaibatsu cannot afford its mistakes to be made public. Perhaps they got two minds mixed up, or the client died in an unusual place and his head needs to be returned to the zaibatsu so the mind can be scanned into the new clone. You know all about the clone business. SKILL: Meditech. GEAR: Riotgun or Riot Pistol.

TERRORIST/EXTORTIONIST
You are a bomb expert who puts his talents toward overthrowing the system, you are a religious, left wing, or right wing fanatic. Or you might be an extortionist who has been part of a gang trying to get money out of the government or the zaibatsu. SKILL: Demolitions. GEAR: Two Limpet Mines.

SAMURAI (Bodyguard)
You are a professional bodyguard, skilled in escort and protection duties, probably for a zaibatsu. You can work as a team-member or alone, can react quickly, and you are able to spot trouble before it opens fire on you! SKILL: Awareness. GEAR: Concealable Kevlar Jacket.

SARARIMAN (Corporate Troubleshooter)
You are pure sleaze, a real smooth operator. Slick and well-polished, you can arrange deals, set-ups and a wide variety of other tasks. You have contacts, and are able to predict future trends and cater for them. SKILL: Zaibatsu. GEAR: Amstrad C-22 Cyberdeck and two pieces of software (not Icebreakers).

SOFTWARE JOCKEY (Computer Hacker)
You are a freelance hacker and data pirate, raiding rich zaibatsu computer systems and selling your gains on to elements in the underworld. Alternatively, you could be working for a zaibatsu as a systems operator, or be an eraser, specialising in erasing identities and creating new ones. This last occupation is a risky one, including bodyguard work and plenty of street action! SKILL: Cyberspace. GEAR: Toshiba Paraline 3030 Cyberdeck with two Grade Three Icebreakers and one Grade Five.

SPECIAL FORCES COMMANDO
Ex-military elite soldier, commando or counter-terrorist agent. You might have been kicked out, retired from the service or left in a fit of dissillusionment. SKILL: Heavy Weapons or Demolitions. GEAR: Two LAWs or two Limpet Mines.

STREET SURGEON
You are an unlicensed street doctor, selling drugs, organs and treatments illegally. You work for criminal elements operating on gunshot wounds or overdoses, retrogenic treatments stolen from the zaibatsu or special chemicals. You might have once been respectable. SKILL: Meditech. GEAR: ¥20,000 worth of designer drugs.

YAKUZA (Gangster)
You are an underworld enforcer for the Yakuza (Japanese Mafia), a thug, bodyguard and street soldier led by your "oyabun", or godfather. You are tough, vicious and very, very nasty. SKILL: Yakuza. GEAR: Autopistol, Riot Pistol, Riotgun, Bullpup, Laser, Dragon, or Flamer.

OTHER SKILLS

Characters are allowed to select five skills from the following list. Any skills may be chosen as long as the player can rationalize their selection to the referee. All skills can be chosen only once. An extra skill is received at rank 3,4,5,6,7 and 8.

COMBAT SKILLS

Aikido
A defensive Japanese martial art involving various holds and throws.

Bujutsu
This skill covers hand-to-hand combat with knives, blades and blunt weapons such as clubs and poles.

Chambara
This skill allows a character to attack up to three people simultaneously in offensive hand-to-hand combat. Or, he can attack one target behind him at no penalty (normally -2). Must first have one offensive martial art.

Demolitions
This military skill allows a character to arm and disarm explosives, such as limpet mines, claymore mines and improvised charges. Useful when defusing that terrorist bomb!

Firearms
The ability to handle, maintain and accurately fire a type of firearm, choose one from: Auto Pistol, Riotgun (includes Riot Pistol), Bullpup, Flamer (includes Dragon), Laser.

Heavy Weapons
The use and maintenance of all military grade support weapons, from miniguns and grenade launchers to missile systems. The character is familiar with guidance or aiming systems, forward observation and fire support (Special Forces only)

Iaijutsu
This is the skill of fast-draw, the character can draw a knife or gun instantly.

Karate
Offensive Japanese martial art involving many straight-line punches and kicks.

Nekode
The skill of using clawed gauntlets (nekode) or retractable retrogenic claws.

Take Aim
This skill is required to keep a steady aim and increase your chances of hitting a target. Someone with this skill can aim for one full round (+1), for two rounds (+2) or for three rounds (+3). Other characters cannot try aiming.

PERSONAL SKILLS

Agility
This shows talent in throwing, balancing, climbing, jumping and swimming. Useful for gymnasts and for commandoes bursting through windows!

Awareness
The ability to locate concealed objects, either in a room, vehicle, or on someone's body, and also see things that are difficult to spot, such as ambushes etc.

Stealth
The ability to move quietly to sneak up on enemies as well as use cover for concealability. Stealth includes skill in appropriate camouflages and ambush techniques.

Strength
Muscle and fitness, stamina and physique.

Urban Survival
This skill allows a character to know the best places to hide ijn Tokyo and other Japanese cities, the quickest routes from A to B, the reputation of various districts and the general layout of the vast Tokyo-Chiba Metropolis. Don't get this confused with Yakuza.

TECHNICAL SKILLS

Bio-Research
This skill indicates expertise in genetics, pharmacology and molecular science.

Com-Tech
Setting and locating bugs, cameras etc. The skill includes knowledge of eavesdropping and wire-tapping.

Counter-Security
How to bypass locks and defeat security measures such as alarm systems, electric fences and motion sensors. Also includes breaking into and hot-wiring cars.

Cyberspace
This is the skill of programming computers, making basic repairs and operating their software. It also includes hacking into the cyberspace matrix.

Hovercar
The ability to pilot the new urban jump-jets, not only personal vehicles but also the cargo hoverwagons.

Meditech
The ability to halt the deterioration of any wound to prevent death. Also includes the use of current paramedic technology.

Stunt Driving
The ability to drive most wheeled vehicles in combat or otherwise stressful situations. Taught to police and bodyguards. The character is also familiar with routine maintenance.

Technology
The ability to repair and construct complex electronic or mechanical devices, from radios to microwaves, motors and servos to robots, computers and telephone systems.

SOCIAL SKILLS

Body Language
Basic human psychology and the ability to 'read' people.

Deceive
Lying, cheating and fooling people. This skill also allows a character to become someone else, put on a voice or disguise, and pretend to be doing something he or she is in reality, not.

Forgery
Creating false Ids or 'retro-forging' stolen ID cards.

Gamble
The character has skill and experience in most games of chance.

Good Looks
The character is able to seduce members of the opposite sex.

Persuade
The art of convincing, lying and seducing.

Yakuza
How to cope with shady dealings in city life, knowledge of the right bars, of gang colours, of correct 'Street' behaviour and other forms of 'Street' knowledge and etiquette. The character may or may not have any connection with the Yakuza criminal syndicate.

Zaibatsu
This includes corporate policy, accounting and finances, even stock trading. The user can cut through red tape, analyze accounts for clues and criticise business methods. Also used by criminals to commit fraud and forgery. He knows all the gossip on the zaibatsu.

PERSONALITY PROBLEMS

The following problems are all available for players to select for their characters (maximum one per character), and are optional ideas just to give a character some depth. They have no real benefit other than they make your character stand out. Players should roleplay these problems, using them for fun and to really make their characters different and individual. The list follows:

Bad Temper
The character finds it impossible not to insult or attack the cause of any immediate stress. Can't keep quiet about something bothering him.

Cannot Swim
And is afraid of water, bridges, tunnels, sewers, etc.

Cautious
Cannot rush any task or job. Very deliberate, always double-checks work

Fashionable
Constantly spends his spare cash on the newest clothes and fashions

Company Man
Wholeheartedly supports the zaibatsu he works for. Will not tolerate criticism, is totally and fanatically committed to his corporate duty. Utterly loyal.

Cowardice
Fears physical danger and pain. Will avoid placing himself in physical danger as much as possible. May crack up if forced to do so.

Drinks
Too much. Cannot ignore alcohol for sale or for free. Finds any excuse to spend any free time drinking.

Easily Bored
Finds waiting around very, very boring, and if any opportunity arises will take a quick nap (on a stakeout, for example).

Flashbacks
A certain event will trigger a flashback, paralyzing the character for a few turns. Both referee & player must create the initial incident and condition of the flashbacks.

Gluttony
Devoted to food and eating. Cannot pass up the chance to eat a meal or snack if the opportunity arises. Would spend his entire free time eating if possible.

Greedy
Obsessed with gaining money. Sees everything in terms of profit or loss. Will never offer to pay for something, will always hesitate or refuse to pay out for things. May still be honest - just avaricious.

Intolerant
Friction always develops immediately between the character and members of other cultures and races. For whatever reason he hates them and is obsessed with hating them.

Impeccable manners
Even when about to kill a victim

Impulsive
Must always act quickly, finds it impossible to wait, can never spend time aiming, for example.

Jealousy
Holds a grudge against anyone who seems to earn alot more than him. Will hate that person and if possible make it known he dislikes him.

Killer Instinct
Finds it impossible not to attack the first thing that surprises or startles him. Sees faces afterward, sometimes its too late by then!

Lazy
Avoids physical labour at all costs. Will always find another option!

Lecherous
Cannot pass up opportunity to chat up women

Manga
Like many Japanese he is obsessed with manga comic books and buys a comic once per day. He always carries manga around with him and reads it at every opportunity. May take advice from the actions of its characters!

Never gets involved romantically
Totally shuts out members of the opposite sex

Never harm women & children
Never harm women & children

Never uses alcohol
Or drugs of any kind

Phobia
Afraid of heights/blood/enclosed/fire spaces etc.

Sports Fan
At every opportunity he listens to sports, watches sports on TV and reads sports results in the papers. Most popular are baseball (those Tokyo Giants/Osaka Tigers) and soccer. Baseball is (interestingly enough) dominated by the zaibatsu. Teams are actually sponsored by (and represent) zaibatsu, not cities or regions. Tokyo Giants are backed by Yoshiko, Osaka Tigers by Shinobizawa.

Very religious
Visits shrine/church everyday

CHARACTER BIOGRAPHIES

Characters may live long enough to develop personalities, deep histories and definable characteristics and motivations. Players can use the following tables. So can the referee, in fact, when he designs Non-Player Characters (NPCs). Use your imagination and extrapolate from these bare bones if at all possible. Fill the game world with life! Think up a viable background story, a reason the character left his old life of freedom behind and joined the rigid, monolithic zaibatsu. Was it just money? Revenge? Power? Contacts are a very valuable asset in the game (one reason the zaibatsu recruit street scum is for the underworld connections they bring with them). A section on creating contacts is included below.

 

Sample Name Table

Akimitsu

Adachi

Akimoto

Ashikaga

Buntaro

Chukayo

Fuhito

Fujiwara

Goto

Gidayu

Hakatoko

Hasekura

Hanawa

Hatakeyama

Hisamatsu

Hosokawa

Ikeda

Iemitsu

Iwazumi

Kageharu

Kanemitsu

Kajitori

Katsura

Kagawa

Kanamori

Kimura

Kobori

Kojima

Kuroda

Kiroshi

Makimura

Masamitsu

Miyagi

Miyamoto

Mizuno

Matsukara

Minamoto

Matsudaira

Matsui

Mogami

Murakami

Murasaki

Matsushita

Nagao

Nakahiro

Naginata

Nakamura

Nakatomi

Narita

Nawa

Nikki

Ogasawara

Omaro

Okimoto

Oseki

Otawara

Oyama

Rokkaku

Rokugo

Sanzo

Sakimoto

Shigenobo

Sanjitomo

Sanada

Shinjo

Satake

Suwa

Sengoku

Shiba

Shibata

Shimazu

Tada

Tagaya

Taira

Tomomasu

Taneyoshi

Togama

Toyonari

Tsunayoshi

Terazawa

Tanaka

Tokugawa

Uesegi

Usami

Uchimaro

Wakabe

Watamaro

Tamaga

Yamaguchi

Yoshisune

Yoshizumi

 

 

 

 

 

Create new names by mixing various combinations: eg. Wakamora.

Appearance Table (2d)

 

Motivation Table (2d)

2

Retro 50s & 60s

 

2

Self-Ego

3

Grunge

 

3

Order & Law

4

Long Coats

 

4

Personal Honour

5

Chunky Padded Style

 

5

Drugs

6

Street Sportswear

 

6

Wealth

7

Baggy Style

 

7

Wealth

8

High Fashion

 

8

Revenge

9

Smart Casual/ Corporate

9

Power

10

Punk

 

10

Fame

11

Slick Leathers

 

11

Duty

12

Camoflage Gear

 

12

Pleasure

Identifying Features Table (3d)

3

Fingerless Gloves

4

Tatoos

5

Mohawk

6

Bald

7

Earrings

8

Nose Rings

9

Spiked Gloves

10

Mirrorshades

11

Wildly coloured hair

12

Lots of Facial Hair

13

Designer Stubble

14

Lots of Jewelry

15

Pony-Tail

16

Fashion dominated by one colour

17

Hat

18

Distinct Odor

CONTACTS

Each player character should have one social contact he can turn to for help, advice and information. Characters with Yakuza or Zaibatsu get 1-3 extra contacts. Remember that the contact will require the PC to help out in kind occasionally, and that they may occasionally (oops!!) get killed. Roll two separate dice on the Contact Table to come up with an idea of the contact's profession. Contacts are very useful during missions and can help, can hinder, betray and otherwise turn a routine mission into a real-life experience, fitting the game into the world.

But there is another side to ZAIBATSU. As street criminals hired by the big multinationals, the characters still retain active links with the Tokyo underworld. The zaibatsu encourage their samurai to cultivate these connections, hoping to benefit from illegal suppliers and the directness of violent criminal activity. This means that (if referees and players desire) characters can perform off-duty jobs for contacts, or with a contact's help. Their reward? Money (of course) and new contacts to be used in the missions. A good criminal job, with few civillian casualties and no major screw-ups should easily be worthy of a contact, either encountered and befriended during the 'job' or as a name and address handed over by a grateful friend. The referee must adjudicate. They can include resolving aspects of a character's background story, jobs for the Yakuza or a chunin, scams, set-ups, robberies, whatever. They can be run as solo games (one referee, one player) or the other players can get in on the game, helping out one of their number whose job it is. These criminal jobs are not meant to be the focus of games in ZAIBATSU but intermittant or alternating scenarios that ilustrate the samurai's dark links with the Street. The player characters operate between two extremes, being loyal company employees by day, but belong to the Tokyo underworld at night. Referees can run street scenarios totally unconnected with the business of the zaibatsu - making a refeshing change and filling out the background of the characters.

But contacts don't last forever. Too often used, or abused, they may eventually suffer from hyperventilation (too many bullet holes), lead poisoning or red corpuscle defficiency. The following actions may have a bearing on the loyalty or longevity of a contact:

Breaking an Oath or Promise
A contact who is betrayed by a character will not be happy. It may be a promise that was not fulfilled or someting more important, but the referee must roll 2d to determine the contact's reaction. On 7- he has nothing more to do with the character. On 8 or more he continues to help.

Owing A Debt
If someone sacrifices something for you, then you are duty bound to pay it back somehow. If they died helping you, then you must help their family etc. If you do not show signs of repaying the debt when it is bvious you culd, roll 2d. On 7- the contact is lost.

Killing Innocent Civillians
If you are involved in the killing of civillians (in a mission or on a job) you are in danger of creating an image of a blood-thirsty maniac. Contacts (even gangster contacts) will be put off associating with you. Few people in the underworld sanction the murder of innocent people. Sign of an amateur about to 'lose it'. If they are killed without regard or remorse, roll 2d for every contact. On 5 or less, lose that contact.

Screwing Up Majorly
If you can't do your job, people don't want to know you. When you bungle an underworld job, roll for all your contacts. On 5 or less lose that contact.

Betrayal to the Authorities
No one likes a snitch. If you run to the government (the SJC) the cops or some other group for protection during an underworld job, you are seen as dangerous. Roll 2d for all professional underworld contacts, on 7- lose them.

 

Contact Table (1d, rolled twice)

1

1

Chunin

4

1

Ninja

 

2

Engineer

 

2

Yakuza gangster

 

3

Military Officer

 

3

Medium Zaibatsu

 

4

Technical

 

4

Large Zaibatsu

 

5

Medical -Street Surgeon

 

5

Taxi-Driver/Courier

 

6

Private Eye

6

Street Samurai

2

1

Rumourmonger/stall

5

1

Deck Jockey

2

Scientist

2

Hustler

3

Synthetic/Cyborg

3

College kid

4

New Honk tough

4

Smuggler/Supplier

5

Cultist   Ter Terrorist

5

Politician

 

6

Artist

6

Large Zaibatsu

3

1

Cop

5

1

Chunin

2

Ward Office

2

Family Member

3

Local gang

3

Deck Jockey

4

Assassin

4

Small Zaibatsu

5

Bank

5

Cop

6

Media

6

Yakuza gangster

 

Roll two or three of these inspirational ideas and try to build a background story (biography) to provide a rationale for the character. As in all Japanese anime, past loves, hates and deeds should continually spill out to confuse and confound the story being played out! Use two dice, rolled independantly:

Biography Table (1d, rolled twice)

1

1

Enemy made - a friend or relative* See Animosity Table (below)

2

Enemy made - a friend or relative* See Animosity Table (below)

3

Enemy made - a friend or relative* See Animosity Table (below)

4

Enemy made - a lover * See Animosity Table (below)

5

Enemy made - a lover * See Animosity Table (below)

6

Enemy made - a lover * See Animosity Table (below)

2

1

Enemy made - the Tokyo city government * See Animosity Table (below)

2

Enemy made - the Japanese police force* See Animosity Table (below)

3

Enemy made - a major zaibatsu * See Animosity Table (below)

4

Enemy made - a co-worker * See Animosity Table (below)

5

Enemy made - a co-worker * See Animosity Table (below)

6

Enemy made - a co-worker * See Animosity Table (below)

3

1

Your girlfriend is always involved in your escapades, unwanted of course!

2

Scarred in a terrible past accident, perhaps psychologically as well?

3

You owe money on the Street - 2d x ´100,000

4

You've been in prison or held hostage for some considerable time

5

You've recovered from some secret illness or drug addiction

6

You were terribly betrayed, exposed, or blackmailed

4

1

Friend, lover or relative tragically killed. Do you know by whom?

2

You have been falsely accused of some crime

3

Hunted by the Law or by a powerful zaibatsu

4

You have a powerful government contact - but costs ´10,000 to use.

5

You experienced a very bad love affair that went tragically wrong

6

You had, or are having, an affair - with a rival

5

1

You are having, or have had, an affair, but there is constant conflict

2

You are having, or have had, an affair, but friends don't approve

3

Previous mission went badly wrong, people were hurt or killed

4

No family to speak of - or have you?

5

Rebelled against family, they hate you and disowned you

6

You are a member of a secret society

6

1

You know a delicate secret about a Tokyo Yakuza operation

2

Wanted overseas

3

Your last mission killed innocent people and hit the headlines

4

The Tokyo police know you, and your past, well

5

You have somehow acquired a valuable (& probably stolen) item

6

You are the sole witness to a murder or major scandal

 

Animosity Table (1d)

1

One party was deserted or betrayed by the other

2

One party was responsible for the seriously injuring the other

3

One party publicly humiliated the other

4

The two parties are in direct competition

5

Constant friction exists between the two parties

6

One party accuses the other of some terrible crime

RETROGENICS

You're almost ready to hit those rain-slicked streets. Almost - but not quite. You see the opposition genetically-modify their guys, make them stronger, faster, immune to fire, drowning, and that kind of thing... All thanks to a little bio-development called "retrogenics". Feel intimidated? Well your zaibatsu (the referee will decide which of the big multinationals you work for) hates to waste agents, and will foot the bill for 20 points of retrogenic adaptations before play starts. Check out the lists here and the detailed descriptions given further on in chapter 4.

RETROGENICS

Ambidextrous

10

Amphibious

5

Animal Empathy

5

Cat's-Eyes

10

Eidetic Memory

5

Enhanced Respiration System

10

Flexibility

5

High Pain Threshold

10

Inner-Ear

5

Insect Eye

10

Macro-vision

5

Metabolic Accelerator

15

Metabolic Decelerator

5

Micro-vision

5

Mimicry

10

Muscle Matrix

15

Parabolic Hearing

5

Pheromone Sense

5

Poison Fangs

10

Poison Immunity

5

Regeneration

15

Retractable Claws

10

Second Skin

10

Subdermal Body Armour

20

Subdermal Pouch

5

Superarms

10

Superlegs

10

Transmorph

20

Vat Grown Eyes

5

Waking Sleep

5

GETTING KITTED OUT

Finally, collect the gear from your character type, pick up ¥20,000 as a recruitment bonus, and prepare for the mission briefing. Most zaibatsu automatically award their operatives a head-set radio and a handgun (auto pistol, riot pistol or flamer). Anything else must be bought or acquired on the corporate card (see next chapter).

USING SKILLS

In ZAIBATSU there are no levels of skills. This is for speed of play. In fact, as you've already seen, there are no statistics either. What is Strength 3 or Drive Car 13 anyway? Either you have been trained or possess some natural ability in a skill or attribute, or you don't.

Skill rolls use two six-sided dice (2d). If you haven't chosen a certain skill, yet want to try an action that requires it (using a gun without the skill, for example) then roll 5 or less (5-) to succeed. If you do have the relevant skill, then roll 7 or less (7-).

SKILLED

7 -

UNSKILLED

5 -

 

Obviously there are some actions that cannot be attempted under any circumstances unless the agent is skilled. A street hustler will not be able to try flying a space shuttle, for example. The referee must use his judgement.

Critical Failures or Successes

Any result on a 2d skill roll that is a double (ie. two 1's or two 4's etc.) is a critical success or failure. If you made the roll, it is a critical success and the skill attempt went exceptionally well. In combat it means damage is increased by one full level. If the roll was failed but a double-6 was rolled, something pretty bad occurred. The gun jammed, you shot your friend, the car slid into a building. Be imaginative - be wicked!

Skill Contests

When a player character and non-player character test their skills against each other, in a chase, in cyberspace, or whatever, use the following method to resolve the situation. Assume that both characters are skilled and let the player roll his skill as normal. Allow him a +2 bonus, if his opponent does not have the relevant skill. This way, if both are skilled, the chance to succeed or fail is 50/50 (7 or less). As you can see, this puts the entire test into a single roll made by the player himself - quick and effective.

THEY CALL ME BOSATSU ...

"I didn't join Haruna to save the world. I didn't join to make money. I joined Haruna Biolabs because their shares were up and I was looking to the future. We live in a world of have and have nots. Some have corporate contracts, some have not. I'd wasted about ten years screwing around on the street, minor deals, hustles, scams, nothing major, just making enough to pay the rent. I needed a way out. On the Shinjuku-Ginza tube one night I read an interview with Matsudaira in 'Today & Tomorrow'. This high-flier with Shinobizawa was getting paid massive multi-million yen bonuses for the same kind of stuff I was pulling off down in Kabukicho every night!"

"So I signed up. Indentured. My first mission was a disaster. I was shot twice and both my team-mates were killed by a grenade. I survived by jumping into the Sumida River. That shook me up. I decided then to use my brain, to think my way around problems and use every possible resource. Put the company between the bad-guys and me, I thought. So far so good. Five years later and I'm still alive with every possible comfort. But now I'm more in danger from my own teams than I am from the company's rivals! These guys are on a very steep learning curve and I have to fight to keep out of their disasterous mistakes."

Bosatsu is a rank 6 employee of Haruna Biolabs, a loyal and dedicated security agent with no qualms about eradicating members of rival zaibatsu to ensure the survival of his company.

Bosatsu is a Sarariman, a corporate organizer who is given a task to do and can be trusted to get on with it. His automatic skill is Zaibatsu, and he selects Autopistol, Karate, Com-Tech, Persuade and Deceive. Because of his promotions, Bosatsu also has 4 more skills, which he selects as Aikido, Good Looks, Cyberspace and Body Language. He has no problems.

Bosatsu wears expensive 1970's style white suits with huge collars and vast colourful kipper ties. He is a stickler for neatness and cleanliness. His black hair is jelled and slicked back.

Bosatsu's contacts are Sarah Monogatari - a chunin, Tanaka - a Yakuza gangster, and Anita Turkan - a reporter.

As a zaibatsu agent Bosatsu has retrogenic adaptations amounting in total to 45 points. He selects: Regeneration (15), Subdermal Body Armour (20) and Ambidextrous (10).