:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: : Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code : :RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to : : 1000's of text files : music, Fiction, :InterNet : (810) after : : No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 : :.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: THE STYLEBOOK Rules Modifications For Cyberpunk 2.0.2.0. Draft II Monday Night Gamers (Mark Two) By Jeff ("Jake Starr/Warrior") Vogan, Kevin ("R.I.P./Mutt") Csubak, and Edward ("Rogue Trader/Karbon Kopy") Webb Edited by Edward Webb INTRODUCTION------------------------------------------------- by Edward Webb "There's a rule for negotiations called Ninety-Ninety. The first ninety percent of the deal takes ninety percent of the time, and the last ten percent takes ninety percent." - Rogue Trader Cyberpunk. It's not just a game, it's an adventure. Cyberpunk 2.0.2.0. improved a great many flaws from the original version, but some inconsistances still crept in. This suppliment covers the "house" rules from our Cyberpunk campaign in one manual; easy to read, fun to devour, and equally servicably as training papers for the puppy. Some rules are ours, and some are from other Cyberpunk gamers who want to make the world a better place with new rules. For your added reading pleasure are a handful of quotes from our campaign. Cyberpunk can be a very humorous game, when looked at correctly... Don your mirrorshades, load your Minimai, and enjoy this entirely unofficial rules suppliment! Edward Webb, Editor and All-Around Nice Guy CHARACTER POINTS--------------------------------------------- Edward Webb and Cyberpunk 2.0.2.0. rulebook "Never fuck with anything more than twice your size." - Jake Starr On page 15 of the Cyberpunk 2.0.2.0. rulebook you will find a few methods of determining character point totals. Cyberpunk is a rough, nasty game, and I personally have felt that the PC's should be just as rough and nasty to handle it. Sure, people die in Cyberpunk, but most should die from stupidity, not bad dice rolls. I have found in my four years of running Cyberpunk that 75 points is good to make an above- average character, but it will keep players from becoming power-gods. Thus, the Style Rule for Character Points: All player characters will be based on 75 point totals. Other GM's may differ, but this makes all characters more-or-less equal to start. It's your call. LUCK--------------------------------------------------------- Cyberpunk 2.0.2.0. rulebook "My forged corporate pass is fracked, my Avante's been pissed on, and I'm stuck half-naked in a Nomad drifter with a hysterical woman. Isn't life grand?" - Rogue Trader One important stat that many Cyberpunk players and GM's alike forget about... Luck. This is not so much a rules modification as a re-iteration. From "Statistics", pg. 16 of the 2.0.2.0. rulebook: "Your luck represents how many points you may use each game to influence the outcome of a critical event. To use Luck, you may add any or all of the points of luck a character has to a critical die roll (declaring your intention to use Luck *before* the roll is made) until all of your Luck stat is used up. Luck is always restored at the end of each game session." MONEY-------------------------------------------------------- Jeff Vogan and Edward Webb "How much for this one?" "Two hundred." "You gotta be kidding me! I brought 'im here in one piece!" "Yeah, but arms and legs would be nice..." - Conversation at bodybank Money.... the green paper that makes the world go 'round. The starting money in Cyberpunk seems a little slim for being a character's life savings, and we ALL need a bit of extra spending money, right? To reflect a character's ability to save money, and not just give players large amounts of money by increasing the number of months they worked, try this formula: (INT + COOL) / 4 x Monthly Salary This will give more money to characters with enough smarts and willpower o save up, while those who aren't will have a bit less.... (Editor's Note: The beauty of the system is, since stats cannot be below 2, the absolute LOWEST amount of money a character can have is one month's salary, reflecting that month's pay sitting in his hand as he decides where to spend it at!) COOL AND STAT ROLLS------------------------------------------ Kevin Csubak and Edward Webb "Rowan, calm down. Rowan.... calm down.... SHUT UP ROWAN!" - Said by nearly every one of our PCs at one time or another Page 31, "Giving it your Best Shot", explains briefly about the concept of using a Stat solely in a roll, but it leans more towards an attitude of "what-to-do-when-you-need- to-pick-that-lock-but-you-don't-have-a-Pick-Lock-skill". What if you need to keep your Cool? What if you want to know if someone can remember the capital of Puerto Rico? You need to make a roll AGAINST your Stat, not WITH it. Thus the Stylebook has come up with Stat Rolls (clever name, huh?). If you wish to make a check against a character's stat, roll a D10, add the Stat, and try to beat a 10. The rule of 1 and 10 still apply. Example: Rowan is trying to keep her Cool whilst being taunted about her 4'11" frame by Blood Razors. Blowing up at a boostergang is BAD, so Rowan must try to remain cool. She has a Cool stat of 2 (good luck), and rolls a 7. 2+7=9, and she starts cussing out the heavily cybered gentlemen. (See above quote for the other PC's responses...) If Rowan had rolled a 10, she would have easily beated her quota, but she gets to roll again (2.0.2.0., pg. 32, "Critical Success") to she just how cool she really was. This system was changed from our original one of rolling BELOW your Stat, because the Rule of 1 and 10 was out, and anyone with a 10+ Stat automatically succeeded and 1- automatically failed. This way, there is always SOME success or failure.... Style Rule on Stat Rolls (a.k.a. The Rowan Rule) - Roll a D10 and add your applicable Stat (Target Number 10) to test against your Stats. PICKUP SKILL POINTS------------------------------------------ Jeff Vogan and Edward Webb "Knock yourself out." "Yaa....okay!" (Pow!... thud) - Mok taking Babette's orders a little too literally One of the strange things about pickup skills is that there's no accounting for the wisdom of age. If you've been kicking around for 16+2D6 years, you're bound to learn something. Thus are two new formulas for calculating Pickup Skill points; choose which one you like. REF + INT + Number of years in Lifepath after 16 or 2D6 + Number of years in Lifepath after 16 Either one of these formulas gives a little more account for The School Of Hard Knocks: Life. Style Rule on Pickup Skills: Age has it's privledges. NEW ROLES---------------------------------------------------- Edward Webb and When Gravity Fails Sourcebook WRITE UP NEW ROLES, BUD! Stripper is one REPUTATION AND REP------------------------------------------- Jeff Vogan, Edward Webb, and Kevin Csubak "There are certain words and phrases you do not use around Jake. `Columbian Drug Runner' is one of them." - Rogue Trader Rep. Biz. The Word. On the Street, you're nothing if noone knows who you are and what you've done. Your Rep can frequently make you or break you, as can a lack of it. But, like it or not, your Rep is always changing. One day, you're top dog, and the next you're eating kibble next to the Night City Pound. A C-Punk's Rep is his life. Pgs. 44-45 ("Reputation") in 2.0.2.0. explains Reputation roughly, but reflects little game usage. Thus, a new kind of experience, REP, has been created. Starting REP is figured as Your Special Ability Score times 5. This is a percentage score of people who know of you. So instead of rolling Reputation or less on a D10, you roll REP or less on a D100 to see if any character has heard of you. But how well does this character know you? Compare your roll to the REP: ROLL MADE BY RESULTS Failed Roll "Never heard of 'im. Get outta my face!" 00 - 05 Character has heard the name. 06 - 10 He knows a bit about what you've done. GM call as to what he's heard. 11 - 20 He knows quite a bit of what you've done, and even knows a bit about you. 21 - 30 He's been keeping up with you, and knows as much as anyone could reading the Screamsheets and researching. 31 - 40 He has access to private/personal information about you. 41+ "We know all about you, Mr. Bond..." MODIFY ROLL BY REASON +5 Same Role +5 PC is Rockerboy or Media +5 Character is Media or Netrunner -5 PC/Character is new to area -5 PC recently biosculpted -Roll made by Successful Disguise Roll +-?? GM's decision Now what about facedowns (pg. 45, 2.0.2.0. Rulebook)? The original formula was: 1D10 + COOL + REPUTATION, highest roller wins. The implimentation is the same, except the roll is now: 1D10 + COOL + (REP / 10, rounded down), highest roller wins The GM assigns REP points like he would IP. A reccommended system is 1/10 of the IP awarded goes to REP, rounded down. So, Style Rule on Reputation: REP replaces Reputation. It is 5x your Special ability at start, rolled as a percentage. You are awarded and docked REP similarly to IP. NPC REACTIONS------------------------------------------------ Edward Webb and Night's Edge Sourcebook "Does Jake take bad news well?" "Oh yeah, about as well as a monkey to a braindance. Albeit, the reactions are very similar." - Alt and R.I.P.roar The flip side of Reputation is how well other people react to you. Having a 75 REP is useless if the Cyberpsycho in front of you still wants to tear your head off. So here is a reprint of the Reactions Table from Night's Edge, with a few modifications of our own: Roll on the table below for reaction results upon the first encounter between any character and NPC, with the modifiers below influencing the reaction. REACTIONS TABLE Roll Results ----- ------- 01-05 Blind Hatred: The NPC hated the character and will act in the worst possible way. No cooperation is possible. Will attack if possible. 06-15 Hatred: The NPC hates the character and may betray the character if possible. 80% chance of attacking if possible. 16-24 Strong Dislike: The NPC may act against the character if profitable, but otherwise will ignore the character. 30% chance of attack if possible. 25-35 Dislike: The NPC is not impressed, but may help the character if profitable. However, if possible, he may betry the character. 36-69 Neutral: The NPC doesn't really care ne way or the other. Basically uninterested. May or may not help. 70-80 Like: The NPC is a little impressed by he character and may help if not too difficult. Probably won't betray the character. 81-95 Strong Like: The NPC really likes the character and will try to help as much as possible within reason. He will be very loyal. 96-00 Love: The NPC, if opposite sex, will fall in love with the character. If same sex, will strongly like the character. In either case, the NPC will do practically anything for the character. REACION MODIFIERS -20%...........................In combat situation +5%............................Character seems very powerful -(REP/10)%.....................Character has bad rep +(REP/10)%.....................Character has good rep +5%............................Per 1 Character's ATT > 8 -5%............................Per 1 Character's ATT < 4 +5%............................NPC is opposite sex EXPLOSIVES--------------------------------------------------- Kevin Csubak and Cyberpunk 2.0.2.0. rulebook "Can I bring my frags?" "What is there about NO that you don't understand?" - Lt. Lucas "Mutt" Micro K9 LEDiv and Jake Page 101 of the 2.0.2.0. Rulebook discusses explosives. The Stylebook offers an explination of how to apply damage. Replace the last sentence starting with "Damage is applied..." with the following: "Damage is applied to each body part individually. The damage rolled is divided by 6 and added against each body part, accounting for armor and BTM." Example: Babette Desade gets caught in a massive explosion. The total damage is 30. She divides it by 5 (30/5=6), and applies it to each body part. She has 18 points of SP covering everything except her head, which is unprotected. So she takes 12 points of damage to the head (remember double damage), and promptly drops to the edge of CRITICAL. Style Rule on explosives: Total damage from explosives divided by 6, applied to each body part. Also, here's a new explosive for ya: THERMAL NITRO-NINE (N9): Comes in 16 oz. units, usually made in labs and put into aerosol cans. Each unit does 15D10 damage. Street value is $2000 per unit. Takes a CHEMISTY roll of 30 to concoct in a lab. Note that N9 is extremely unstable... DRUGS-------------------------------------------------------- Edward Webb and When Gravity Fails Sourcebook "Yeah, I know all about drugs, and how many shots it takes to kill those people who sell 'em." - Lt. Mutt Question: What's a Cyberpunk game with more drugs? Answer: Ask Chemtech Inc. Cyberpunk is violent. Cyberpunk is sexy. Cyberpunk is Rock. But Cyberpunk is, more than anything, escapism. And what better way to escape than drugs? They're cheap, common, and maybe even safe (if you believe the corps). In this section we cover new drugs and new drug rules. (Editor Note: We at Monday Night Gaming do not advocate drug use in any way, shape, or form.... because we've found out how badly they fuck up our characters, so we don't wanna know what they will do to us....) First, the new highs: TRI-PHETS Type: Stimulant Strength: +1 Difficulty: 40 Duration: 1D6+1 hours Cost: 1000 Blue, triangular tablets of Triphetamine. This drug increases COOL by 1 as well as filling the user with incredible energy, giving him a bonus on all Endurance checks. Physiologically addictive, this drug can cause severe nausea and vomiting. It carries with it the side effect of Negative Physical Reaction (see below). RPM Type: Hallucinogen Strength: +3 Difficulty: 4 Duration: 1D6+1 minutes Cost: 100 RPM stands for I. ribopropylmethionine. This drug usually comes in a small, square, plastic derm. It can be applied anywhere on the skin. Few people willingly take this drug; it creates horrifying hallucinations which get steadily worse for duration. Not only that, but with every use the drug gradually burns out the user's central nervous system. For every use roll a D10. On a 1 the user loses 1 point of REF permanently. ROLE MODIFICATIONS------------------------------------------- Jeff Vogan and Kevin Csubak "Scuba... How intreging!" "Doc, those chips take three days to learn, and we've only got two hours." "Ah, but you see, I am a very quick learner." - Dr. Simon "R.I.P.roar" Belfast and Jake So your Solo wants to learn how to Rock, eh? Or your Cop wants to run the Net? Can't do it because your Special Ability won't let you? Now you can. First, look at the skill package for the Special Ability you want. Got it? Good. You have to buy up four of those skills at +3 before you can put points into the Special Ability (180 IPs!), and then, if that wasn't bad enough, you have to buy the Special Ability as if it were a skill with an IP multiplier of 2! Let's give an example, shall we? Jake Starr is a Solo. Just a Solo. But now Jake wants to play the guitar and become a Rockerboy. So he decides to buy Play Instrument at +3, Wardrobe & Style at +3, and Perform at +3. (He already has Awareness/Notice at +7). After spending all those IPs, Jake spends a final 20 points to buy Charismatic Leadership at +1, and he's on his way! Hey, choomba, nobody said that gaining a new special ability was going to be EASY... NEW GANGS---------------------------------------------------- Edward Webb and Kevin Csubak "Lemme light that cigarette for ya..." (Flamethrower ignites) - Mutt interrogating a Blood Razor I was overcome with joy when the ideas of doing a little of "nastyboys" creation. Gangs are a part of punk and these guys aren't supposed to be the type of people you throw out as cannon fodder at various intervals. Gangs RULE territory and take what they want, so don't send them whimpering into combat like clay pigeons on Smash. Gangs are at least slighty organized and they always try to claim superiority. These following streetwise Punks should give your PC's headaches and/or nightmares. ROADKILL: Territory: Highways History: During the year 1994, a large criminal element took to the road for fun and profit. Most of them were Biker's with a really twisted view on life and all they basically did was minor muggings, car & motorcycle jackings, and an occasionally assault or homicide, but the highway patrols kept them under wraps until the declaration of martial law in the United States a year later, and the lack of foodstuffs being produced. Even then the gang called "The Brotherhood of the Road" was inneffectual until 1998 when the escaped cannibalistic killer John McConnell took over the reigns of the boosters after an "extremely messy" encounter with them. Due to his extremely tall, thin but incredibly strong frame they called him "Troll." They staked a claim on a canyon area they called "HellHole" and that remains their base of operations to this day due to its inaccessibility from large or airborne vehicles. Every member owns at least one cycle with extremely good knowledge of motorcycle mechanics and are "rumored" to be cannibals. TROLL Type:Solo Int: 9 Ref: 12 Body: 12 Tech: 8 Cool: 7 App: 2 Emp: 6 Luck: 6 MA: 9 CyberWare: Muscle/Bone lace, Skin Weave (20), Speedware Nasal Filters, Decentraliaed Heart, Cyberarm (Big BuzzHand {2d6+3/turn}, interchangable shoulder mount with Cyberarm and Tool Hand. Skills: Combat Sense 7, Rifle 6, Handgun 4, Shotgun 5, Biology 6, Weaponsmith 4, Awareness/Notice 6, Melee 5, Brawling 9, Stealth 4, Athletics 3, Motorcycle 4, Tactics 7, Mechanic 5, Cooking 4, Cybertech 2 Equipment: Three-armed armor trench coat (16), armored boots (10), FRF6, Armalite 44, H&K MPK-9, 2019 HARLEY Darkwing@, Home: Tartarus* SEX IN CYBERPUNK--------------------------------------------- Jeff Vogan, Kevin Csubak, and Edward Webb "What the hell happened?" "I just made love to you." "Is that why I feel so shitty?" - Rowan and Jake Sex is fun. Sex is deadly. Sex is a good way of getting information or a way of screwing up your character for life. So of course it's Cyberpunk. Here are some rules and GM tips on how to handle fornication. NUMBER ONE: Unless you are a really perverse or lonely player, you really do not need to go into details. If your players do NOT know what you mean, they should go back to the game with the happy elves and sunshine... The actual parlay between two characters can really add to a gaming session and to characterization, but there's no reason to "act out" or roleplay or elaborate at great length (unless you want a three hour session by Doctor Ruth). NUMBER TWO: Well, since it's bound to happen... For actual game results and characterization (and possible comic relief), here are a few suggestions of stats and skills for that Big Moment... "Performance": This will be the most useless part of this section, but we're doing it anyways... Applicable stats & skills would be: (APP + EMP / 2) + Seduction + D10 The higher you roll the better you were! PERFORMANCE RESULTS Roll Result ----- ------ 0-4 ZZZZZZZzzzzzzz ... 5-9 That's the wrong hole! 10-14 It was OK. 15-19 Mmmm... That was nice. 20-24 Wow! I didn't know you could do *that*! 25-29 O God!... O God!!... O God!!! 30+ Did you feel the earth move, too? Modifiers: Virgin: -5 Mr. Studd/Midnight Lady Sexual Implant: +1 Common Sexal "Tastes": +1 to +5 Had This Partner Before: +Number of Encounters up to 5 CONCLUSION--------------------------------------------------- Edward Webb Before we get sued, I'd better do some explaining: No, this is NOT an official R. Talsorian suppliment, nor do we pretend to be. This is a fan-produced suppliment for other Cyberpunk 2.0.2.0. gamers. We did not ask permission to reproduce any part of the mentioned gaming suppliments. They were added for clarity, to illustrate a point, or because they were particularly useful. Why no new skills or 'wares? In draft one of the Stylebook, there was. But then I thought, "Do I *really* want to write Chromebook III? And aren't there enough skills in the world to have to create more?" I said no, and left it at that. But the new roles were ones I thought you all would like to incorporate. One (the Stripper class) was supposed to be in When Gravity Fails, but somehow got mysteriously deleted, so I pieced it together from clues in the sourcebook and added a few patches to present it as a role. So in a way I *did* add a few more skills... silly me. After a great debate, I left out the Interface magazine article about Split Roles. That, in combination with my special ability purchasing rules, made REALLY powerful characters after a while. It's got to be one or the other. If you know what article I mean, do yourself and your GM a favour, and don't even try to play a Solo/Corporate with Authority (Cop). I will personally shoot you if you do. (Hehehehehehehe...) I also trimmed the quotes a bit. When I realized that the quotes were taking up half of the bloody Stylebook, I *knew* something had to go... Now comes the big question: Why? Why have I spent almost a year of my time compiling, editing, and re-editing this thing? Because I love Cyberpunk. I always will. But it has a FEW flaws and is a bit weak in areas and a tad disorganized in others. This is my contribution to the game I love. I guess that writing rules for Cyberpunk comes naturally to me after I wrote "house" rules patches for the original Cyberpunk 2013 (and boy were there a LOT of patches to be made to that!). So, in a way, the Stylebook was started way back when I wrote the rules for Sledgehammer, a program that I thought needed to be covered in Cyberpunk 2013's Netrunner. That was in 1988, two weeks after the game was released. Five years later, I sit here in the glow of my computer monitor, typing the conclusion to the Stylebook. How time flies. Cyberpunk, and R. Talsorian, has been with me for five years now. Hopefully they'll be with me for five more, when Colorado Springs gets the Rock. And just remember this: Cyberpunk 2013 talked aboutthe corruption of mid 90's corporations before the BCCI scandal ever happened. Maybe that's why I love Cyberpunk. It's so close to our potential reality that it almost hurts. Almost. Any comments send to either of these addresses: Edward Webb | Edward Webb 1020 West Erie Avenue | Bulger Hall Room 315a Lorain, OH 44052 | 265 Buchtel Mall (until 5/31)->| Akron, OH 44304 If you have rules ideas as well, I might put out a Stylebook Second Edition or even a Stylebook II with all new rules! Hmm..... Until Colin Powers goes Cyberpsycho, Edward "Rogue Trader" Webb MORE QUOTES-------------------------------------------------- "Ptui. I spit on your grave." "But I'm not dead yet..." BLAM! (thud) "Bury him here." - Jake Starr (Warrior) and a minor irritant "Little? Who you calling *little*?" - Rogue Santiago (Rowan) "I only bit him 30 times. How was *I* to know he would bleed to death?" - Babette Desade "Can you do anyhing for him, R.I.P.?" "Well, a minor fracture of the radius, a cracked collarbone, compound fracture to the floating ribs, kidney and intestinal trauma... No problem." "Then you can do it?" "Yes and no. You see, Rowan, there is something about decapitation that is extremely terminal." - Dr. Simon "R.I.P.roar" Belfast and Rowan "Did anyone see you scouting the building?" "Asshole, your nerves are making your mouth say stupid things." - Mr. Johnson and Jake Starr "Is there anyone you know that you *haven't* killed?" "You're still alive, aren't you?... for now..." - R.I.P.roar and Jake Starr "It wasn't the explosion that killed him, nor the fall from the ten story building. It was from what we in the medical profession called `deceleration trauma' from impact." - R.I.P.roar "Oh, *that's* gonna leave a mark!" - Mutt "Never throw a surprise birthday party for an over- paranoid, slug-brained, trigger-happy solo." - Rowan (talking to police in refrence to Jake) "You'll have to excuse her, she has P.F.S. -- Post Firefight Syndrome." - Rogue Trader (in refrence to Babs) "I'm taking you in." "On what charge?" "B.A.S." "What's that?" "Breathing And Stoopid." - Mutt to a Blood Razor "My policy is: Never date a woman more macho than you." - Jake to Babs "What was the first thing you felt when that 6 year-old ran towards your position?" "Recoil." - Cyberpsycho at his therapist's "But what about the women and children who are forced to this lifestyle as victims of society? How can you shoot them??" "Aww, that's easy... you just don't lead 'em as much." - Bes Isis interviewing Jake "I think Muttski has a bone he wants to pick outta you." "Grrr....." - Mutt and Muttski to Blood Razor "The dog who barks in one note, ladies and gentlemen!" "Bark!" "He's no fun to play `Name That Tune' with, I'll tell ya..." "Grrr....." - Rogue, Muttski, and Mutt (click) "I've got the drop on him, Mutt!" RING! "Shit! I told her to hold all my calls! I'm a *little* busy right now!" - Jake on the problems of being a successful solo (with a portable phone) "Oh baby... oh baby..." "Jake, you have a phone call." "Not now, Betsy." "It's REALLY important..." "I *said*..." "*I* think you should answer it." "This is what I get for having a jealous AI as a housekeeper." - Jake and Betsy "What's wrong with Doc?" "Oh, he thinks I'm going to turn into a bat and fly away." "It's called Pathos Vampiri." "Doc, I think it's called you've been nippin' your sterilizing alcohol again." - Rowan, R.I.P.roar, and Jake "He's a twisted fucker." "Actually, he has a deep seated neurosis that has developed from genetic and environmental structures or activities into a Id dominated, Ego based acute paranoia. Aside from that his psychological profile is fascinating, yet not entirely unexpected or acceptable." "I still say he's a twisted fucker." - Kissi & R.I.P.roar "What do expect me to do? Pick them up at Silencers-R- Us?!" "They're open 24 hours a day, you know." - Rogue & Jake "I generally dislike violence." "Eh, It's a livin'..." - R.I.P.roar & Jake "Well, he did get blown up for us. We should do something nice for him." (Icy stare) "Are you serious?" "I guess you're right. He is a twisted fucker." - Rowan & Babs (whispers) "Rowan, go get the grenade launcher." "Huh?" (slightly louder) "Go get the grenade launcher.." (loudly) "What the hell do you need with a greanade launcher! Go get it yourself!" "... oh fuck ..." - Jake & Rowan with Cyberpsycho "My ASS!! My ASS!!! I BROKE MY ASS!" "It's not like we're actually trying to escape breaking and entering charges here and trying to be quiet, or ANYTHING!" - Rowan & Mutt "You know the only thing I like about that dog is it doesn't ever crap. How does he do that?" "You haven't looked under your bed lately have you?" - Jake & Mutt "How come that dog of his always barks at one note?" "You want to hear him bark louder? Squeeze his balls." - Rogue and Jake "Which end do you pull?" - Rowan (Referring to grenade after a failed Demolitions roll) "You know, I could lose my job for doing this." "That's ok... I lost my life for doing this." - Terminal One and Rogue (recently deceased) "Why are you pointing a gun at me?" "Because you scared the shit out of me!" - Jake and Rowen "She said yes." - Jake (about Alt) "You are so... annoying." - Babs to Jake after getting shot in the head by him "I really can't tell you anything when I have my hands on my head and a security team on my ass." - Rogue (Karbon Kopy) "Do you like grundge metal?" "Well, I prefer chrome, but I like most metals.." - Gambit and Babs "Don't bite the hand that beats you." - Desade