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Bleeding Edge
Cyberpunk in the World of Darkness
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Cyberpunk destroyed science iction.
Science iction was about man’s potential. Science iction was about how man could reach out
and touch the stars. We could be better. We could be worse. All we needed was the technology.
Cyberpunk was not that. Cyberpunk said man would be the same damn bastard he always
was, he’d have the same problems he always did, and worst of all? He’d still be happy with it. In
those days, cyberpunk was arcologies and AIs. Built-in shades and monomolecular razor-wire.
Seems a little silly now, right? The technology didn’t turn out that way. But the world did.
Technology is pervasive and invasive and amazing and all it has done is made us more who we
were before.
Sound like the World of Darkness? It should.
This book includes:
• Themes and props for two styles of cyberpunk game: Tomorrow Country and Metalground
• Origin, Role and Plugin Merits to add mechanical elements to your character’s background,
occupation, and technological implants
• A new kind of Morality: Alienation
Credits
Written by: Russell Bailey
Inspired by Material from: Stephen Herron
Special Thanks to: Benjamin Baugh
World of Darkness created by Mark Rein•Hagen
Developer: Eddy Webb
Editor: Genevieve Podleski
Art Director: Richard Thomas
Book Design: Ron Thompson
Interior Art: Brian LeBlanc
Cover Art: Mathias Kollros
© 2010 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbid-
den, except for the purposes of reviews, and for blank character sheets, which may be reproduced for personal use only.
White Wolf and Vampire the Requiem are registered trademarks of CCP hf. All rights reserved. The World of Darkness,
Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created, Changeling the Lost,
Hunter the Vigil and Geist the Sin-Eaters are trademarks of CCP hf.
All rights reserved. All characters, names, places and text herein are copyrighted by CCP hf.
CCP North America Inc. is a wholly owned subsidiary of CCP hf.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are iction
and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Check out White Wolf online at http://www.white-wolf.com
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Bleeding Edge
Cyberpunk in the World of Darkness
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Bleeding Edge:
Cyberpunk in the
World of Darkness
Chapter Three
of World of Dark-
ness: Mirrors kicked
the World of Dark-
ness in the center mass,
cracking it into three
different shards,
three new Worlds of
Darkness. Originally
we planned on a science
fiction section at the
time we were develop-
ing it, but the concept
of sci-fi ended up
being too broad, too
all-encompassing to
cram in 15,000 words.
But after the book
launched, fans clam-
ored for sci-fi
worlds for their
monsters to explore
and terrorize.
Cyberpunk destroyed science iction.
Science iction was about man’s potential. Science iction was about
how man could reach out and touch the stars. We could be better. We could
be worse. All we needed was the technology.
Cyberpunk? Cyberpunk was not that. Cyberpunk said man would be the
same damn bastard he always was, he’d have the same problems he always
did, and worst of all? He’d still be happy with it. In those days, cyberpunk
was arcologies and AIs. Built-in shades and monomolecular razor-wire.
Seems a little silly now, right? The technology didn’t turn out that way.
But the world did. Technology is pervasive and invasive and amazing and
all it has done is made us more who we were before.
Sound like the World of Darkness? It should.
And just like the World of Darkness, cyberpunk is about those people
who can’t quite hack it. Who grind against the gears in the system: outsiders,
junkies, survivors and killers.
Tough Talk
As it turns out, cyberpunk destroyed science iction the same way the
Sex Pistols destroyed rock and roll: articulately and furiously, fed up with the
system but more about tearing it down than lipping it off. Science iction
and fantasy were starting to diverge commercially, and the information age
was coming up fast. That the American future was something other than
nuclear annihilation or a golden age ilmed in Technicolor was getting pretty
obvious. As Americans looked at Japan, they thought that just maybe the
future would pass them by.
Cyberpunk’s deining novel is William Gibson’s Neuromancer , released
in a 1984 that distinctly and happily failed to be 1984 . The biggest spectacle
out of the Super Bowl that year wasn’t the game, but ads for two computer
companies that aired partway through. Neuromancer pushed in the same
direction. The novel establishes many of the conventions of the genre:
criminal hackers, deadly mercenaries, artiicial intelligences and the omni-
presence of massive corporations along with their products and branding.
In Neuromancer , no one is local; the core characters are expatriates living
in Japan.
Neuromancer was followed by two loose sequels, further developing
computers as metaphor for human memory. Its success led to an explosion
So here’s one of those
Worlds of Future Darkness.
Think of this as a miss-
ing section of Mirrors, a
slice of extra meat that we’ve
written from the ground up
in the spirit of that book.
You don’t need Mirrors to
use this, but if you’re famil-
iar with it, these pages will
feel like home.
Think of this
as a missing section
of Mirrors, a slice
of extra meat that
we’ve written from
the ground up in the
spirit of that book.
You don’t need Mir-
rors to use this, but
if you’re familiar
with it, these pages
will feel like home.
4
BLEEDING EDGE-CYBERPUNK IN THE WORLD OF DARKNESS
Bleeding Edge:
Cyberpunk in the
World of Darkness
Chapter Three of World
of Darkness: Mirrors kicked
the World of Darkness in the
center mass, cracking it into
three different shards, three
new Worlds of Darkness.
Originally we planned on a
science fiction section at the
time we were developing it,
but the concept of sci-fi end-
ed up being too broad, too
all-encompassing to cram
in 15,000 words. But after
the book launched, fans
clamored for sci-fi worlds
for their monsters to explore
and terrorize.
Enough with the
So here’s one of
those Worlds of
Future Darkness.
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in cyberpunk publishing. Bruce Sterling’s 1988 novel
Islands in the Net follows a public relations agent turned
diplomat across a world on ire.
The same year, writer/director Katsuhiro Otomo
released Akira . Akira combined a post-apocalyptic
backstory with a story of young gang members in a To-
kyo rebuilt to several times its original size and density.
Although the ilm’s bookend apocalypses and effective
authoritarian governments depart from American cyber-
punk, Akira ’s Neo-Tokyo nails the look , something which
had only been suggested in passing by Ridley Scott’s 1982
sci-i noir detective ilm Blade Runner .
Japanese iction would continue to contribute to
the development and aesthetics of cyberpunk. Gibson,
Sterling and others had looked to Japan for aesthetic
inspiration from very early on. The North American
fascination with Japanese industry and technology likely
contributed to the prominence of Japanese settings and
corporations in Neuromancer . In 1989, Masamune Shi-
row began publishing Ghost in the Shell. Where Gibson’s
cyberpunk drew heavily on detective and crime iction,
Shirow married it to the police story.
By 1992, when science iction was beginning to
change direction, Neal Stephenson released Snow Crash .
Snow Crash was rooted in the cyberpunk tradition even
as it caricatured it. As with Gibson and Sterling’s 1990
novel, The Difference Engine , Snow Crash proposes that
the effects of information technology—as well as the
will to repurpose it—aren’t limited to the future or even
the modern day.
By this time, cyberpunk gaming had kicked off Cy-
berpunk 2013 and the magic-meet-cyberware Shadowrun
were both hits. In 1991, Vampire: The Masquerade
introduced Gothic-Punk, substituting an ancient con-
spiracy of monsters for totalitarian governments and
megacorporations. The early years of Vampire played
strongly on cyberpunk aesthetics, from worldview all the
way to art and fashion. White Wolf’s oficial magazine
even proposed integrating the Cyberpunk roleplaying
game with The Masquerade , publishing three columns
under the banner “A World of Future Darkness.” As the
World of Darkness grew, though, the present and the
past became more than enough to occupy White Wolf.
The future of the World of Darkness, near or far, was
never explored again.
Until now.
The modern World of Darkness incorporates many
kinds of horror, from the gothic and Lovecraftian to
the hyper-real and psychological. Likewise, a cyberpunk
World of Darkness draws from the hardboiled hackers of
Neuromancer , the action-movie post-cyberpunk of Neal
Stephenson’s Snow Crash and the Japanese cyberpunk
of Ghost in the Shell . We’ll strip them for parts and wire
those up to the World of Darkness we know. As Gibson
wrote, the street inds its own uses for things.
How to Use this
Book
This book explores how to create your own setting
by blending core elements of cyberpunk with the World
of Darkness and the Storytelling System. As with all
World of Darkness products, and particularly Mirrors , it’s
intended as a toolkit from which you’ll pick and choose
and bend and solder. DIY’s a big part of what makes punk
work, so you’ll want to cherry-pick our sounds to make
your own wall of noise.
Given that, the rules here can be used either by
themselves or individually. We’ve provided a complete
set of cyberpunk hacks, but the connections between
them are strictly optional.
There are two basic reasons to play cyberpunk, and
they’re not exclusive. One is to harness the themes of cy-
berpunk iction. To play stories about high-tech lowlifes.
To explore how entities too big for us to comprehend
come from people just like us.
The second is to play with the particulars of cyber-
punk settings. Cyberspace, implanted glasses, megacor-
porations, cofin hotels and girls with ingers like razors.
We’ll call these the props .
Props change depending on when and where you set
your game. A lot of media similar to cyberpunk barely
uses technology at all – think Mirror’s Edge or The Girl
with the Dragon Tattoo . If you’re into the themes, but
not so much the props, you might use the supernatural
in place of the scientiic. The Seers of the Throne step
into the role of megacorp oficers, while the Ordo Dracul
performs horriic augmentation surgeries on the black
market.
Alternatively, a props-heavy game might abandon
entirely the conceit of being in the literal future, instead
being the future as envisioned in the 1980s. Maybe the
world took a hard left at New Wave Requiem and noth-
ing’s ever been the same. Forget the wireless revolution,
the dot-com bust, and even the brief ubiquity of the fax
machine; instead, a post-World War III megalopolis is
run by dirty corporate executives while even dirtier (but
substantially sexier) street samurai rule the lower levels.
This the retrofuture, and anybody who doesn’t like it gets
their throat slit with monoilament wire.
To illustrate different combinations of these cy-
berpunk essentials, we’ll build two example settings,
noting throughout the text how the props and themes
of cyberpunk it into each.
HOW TO USE THIS BOOK
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