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In the year 2106, [http://wiki.rpg.net/index.php/Paradise_City:Main_Page Paradise City] is a sprawling Arizona metropolis lying in the heart of the Mojave desert.  Great wealth coexists with great poverty here and for most citizens, violence is simply a part of life.  The city was founded in the late 2030s, in order to ease the United States’ population pressure and today is one of the most populous cities in the country.
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In the year 2106, Paradise is a sprawling Arizona city lying in the heart of the Mojave desert.  Great wealth coexists with great poverty here and for most citizens, violence is simply a part of life.  The city was founded in the late 2030s, in order to ease the United States’ population pressure and today is one of the most populous cities in the country.
  
 
Government:  Paradise receives little support from the state and federal governments and is mostly autonomous.  The city is a democracy, although hardly anyone bothers to vote.  
 
Government:  Paradise receives little support from the state and federal governments and is mostly autonomous.  The city is a democracy, although hardly anyone bothers to vote.  
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There should be a fine sociological treatise here.  Instead, it is much quicker to say that Paradise City is firmly ripped-off from the cities of published RPGs of the "cyberpunk" genre - including, but not limited to, the Night City of R.Talsorian's [http://www.talsorian.com/cpindex.shtml Cyberpunk 2020], the Seattle of FASA's [http://shadowrun.com/ Shadowrun], and the One-And-Twenty of Steve Jackson Games' [http://www.sjgames.com/gurps/books/cyberworld/ GURPS Cyberworld].  So instead of telling you about the haves and have-nots, algae dinners and urban alienation, it would be more useful to focus on two areas where Paradise City differs signficantly from cities in the most popular "cyberpunk" rpgs - gun control and attitudes to cyberware.
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There should be a fine sociological treatise here.  Instead, it is much quicker to say that Paradise City is firmly ripped-off from the cities of published RPGs of the "cyberpunk" genre - including, but not limited to the Night City of R.Talsorian's Cyberpunk2020 [LINK], the Seattle of FASA's Shadowrun [LINK], and the One-And-Twenty of Steve Jackson Games' GURPS Cyberworld [LINK].  So instead of telling you about the haves and have-nots, algae dinners and urban alienation, it would be more useful to focus on two areas where Paradise City differs signficantly from cities in the most popular "cyberpunk" rpgs - gun control and attitudes to cyberware.
  
 
=Weapons in Paradise=
 
=Weapons in Paradise=
  
[[Image:expandable_gun_rack.jpg]]
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[[Image:Killer2.gif]]
  
 
==What the Law Says==
 
==What the Law Says==
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In reality, what weapons you can carry varies enormously depending on what part of the city you are in, ranging from nothing at all to auto rifles.  Area descriptions under [http://wiki.rpg.net/index.php/Paradise_City:Urban_Geography Urban Geography] will describe the specific weapon culture in that area – read them carefully before entering an area, as it could mean the difference between life and death. As a rule of thumb, the more important, prosperous or privately-owned an area is, the tighter the restrictions are likely to be.  Corporate offices will have a “No Weapons” sign at every door and police in middleclass neighborhoods will arrest someone for having a visible weapon.  On the other hand, you can carry an auto-pistol on your hip in the seedier parts of the downtown commercial district - although even a very rough bar is likely to demand that handguns be left at the door.  Police in poor neighborhoods control weapons as strictly as they can.  Enforcement ranges from arresting anyone found to be carrying a weapon to taking no notice of anything short of a squad-support weapon.  Suffice to say that any neighborhood in which the police won’t stop you from walking down the street carrying a submachine gun has been effectively ceded to the gangs – who will have their own unique opinions about what kinds of weapons it is alright to carry into their territory.
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In reality, what weapons you can carry varies enormously depending on what part of the city you are in, ranging from nothing at all to auto rifles.  Area descriptions under Urban Geography will describe the specific weapon culture in that area – read them carefully before entering an area, as it could mean the difference between life and death. As a rule of thumb, the more important, prosperous or privately-owned an area is, the tighter the restrictions are likely to be.  Corporate offices will have a “No Weapons” sign at every door and police in middleclass neighborhoods will arrest someone for having a visible weapon.  On the other hand, you can carry an auto-pistol on your hip in the seedier parts of the downtown commercial district - although even a very rough bar is likely to demand that handguns be left at the door.  Police in poor neighborhoods control weapons as strictly as they can – enforcement ranges from arresting anyone found to be carrying a weapon to taking no notice of anything short of a squad-support weapon.  Suffice to say that any neighborhood in which the police won’t stop you from walking down the street carrying a submachine gun has been effectively ceded to the gangs – who will have their own unique opinions about what kinds of weapons it is alright to carry into their territory.
  
 
==Registration and Licensing==
 
==Registration and Licensing==
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==Cyberware in Corporate Culture==
 
==Cyberware in Corporate Culture==
  
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Corporate culture divides people into the following vague unofficial castes based on their use of non-natural cyberware.
 
 
In corporate culture, appearance is everything.  They don't care what you are made of, they care about how you look, and so owners of cyberwear are judged by the appearance of their cyberware rather than the quantity.  Corporate culture divides people into the following vague unofficial castes based on their use of non-natural looking cyberware.
 
  
 
Angels:  Angels are rich persons who modify their bodies in strange ways in order to be dazzling, artistic and cool.  Cyberware that would be considered grotesque and disgusting if it were a part of someone else is accepted and even admired in an angel.  Unnatural cyberware of a useful nature is considered to be very uncool, and unless it is unique and experimental, is liable to disqualify the owner from angel status.  Angels do not make appropriate PCs.
 
Angels:  Angels are rich persons who modify their bodies in strange ways in order to be dazzling, artistic and cool.  Cyberware that would be considered grotesque and disgusting if it were a part of someone else is accepted and even admired in an angel.  Unnatural cyberware of a useful nature is considered to be very uncool, and unless it is unique and experimental, is liable to disqualify the owner from angel status.  Angels do not make appropriate PCs.
  
Pure-Strain Humans (Also “PSH”):  A “pure-strain human” is someone who has no non-natural looking cyberware.  Most of corporate middle-management and almost all of corporate upper-management is composed of pure-strain humans.  Pure-Strain Humans generally look favorably on cyberware per se, provided that it looks like a natural part of the body.  Attitudes to angels varies from raised-eyebrows to hero-worship.
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Pure-Strain Humans (Also “PSH”):  A “pure-strain human” is someone who has no non-natural cyberware.  Most of corporate middle-management and almost all of corporate upper-management is composed of pure-strain humans.  Pure-Strain Humans generally look favorably on cyberware per se, provided that it looks like a natural part of the body.  Attitudes to angels varies from raised-eyebrows to hero-worship.
  
 
Cyberpunks:  Anyone with non-natural cyberware who is not an angel is considered a “cyberpunk” – which means that almost everyone with non-natural cyberware falls into this category.  The word has connotations of criminality, viciousness and renouncement of humanity.  The word “cyberpunk” is officially considered offensive when applied to a colleague, but is in common use among pure-strain humans all the same. There are various castes of cyberpunk.
 
Cyberpunks:  Anyone with non-natural cyberware who is not an angel is considered a “cyberpunk” – which means that almost everyone with non-natural cyberware falls into this category.  The word has connotations of criminality, viciousness and renouncement of humanity.  The word “cyberpunk” is officially considered offensive when applied to a colleague, but is in common use among pure-strain humans all the same. There are various castes of cyberpunk.
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Freaks:  Freaks are individuals with visible cyberware who cannot pass for an angel, an android, an orc or a prosthetic.  They will be treated as an outsider and suspected of being an anti-social criminal.  A freak whose non-natural cyberware is hidden when they are clothed is called a “coocoo”.  Coocoos are thought of as being particularly grotesque for the very fact that they can pass for good corporates.
 
Freaks:  Freaks are individuals with visible cyberware who cannot pass for an angel, an android, an orc or a prosthetic.  They will be treated as an outsider and suspected of being an anti-social criminal.  A freak whose non-natural cyberware is hidden when they are clothed is called a “coocoo”.  Coocoos are thought of as being particularly grotesque for the very fact that they can pass for good corporates.
  
Psychos:  Psychos are freaks with visible cyberware that looks like it was designed for combat.  Psychos will be suspected of being psychotic anti-social criminals.  They are seen as people who have traded in their humanity for the ability to kill.
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Psychos:  Psychos are freaks with visible cyberware that looks like it was designed for combat.  Psychos will be suspected of being a psychotic anti-social criminals.  They are seen as people who have traded in their humanity for the ability to kill.
  
 
==Cyberware in Street Culture==
 
==Cyberware in Street Culture==
  
[[Image:120096299_94ecde6c9f.jpg]]
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Street culture does not recognize these classes, but has its own system for classifying people by cyberware.  The word “cyberpunk” is used for anyone who has cyberware and who is either a criminal or has no boss.  The word has connotations of dangerousness and a lack of respect for the law – which can be either a good or a bad thing depending on the company.  Anyone with visible cyberware will generally be thought to have traded in some of their humanity for an edge – the less human they look, the less human they will be assumed to be.  They will be suspected of being a criminal, unless the ware is obviously suited for a normal, legitimate, non-violent occupation.  Anyone with visible cyberware that would give them an edge in combat will be assumed to either fight for a living or fight for fun.  There is no general prejudice against individuals with natural looking cyberware, although anyone with known combat mods will obviously be frightening.
 
 
Street culture does not recognize the classes of corporate culture but has its own system for classifying people by cyberware.  The word “cyberpunk” is used for anyone who has cyberware and who is either a criminal or has no boss.  The word has connotations of dangerousness and a lack of respect for the law – which can be either a good or a bad thing depending on the company.  Anyone with visible cyberware will generally be thought to have traded in some of their humanity for an edge – the less human they look, the less human they will be assumed to be.  They will be suspected of being a criminal, unless the ware is obviously suited for a normal, legitimate, non-violent occupation.  Anyone with visible cyberware that would give them an edge in combat will be assumed to either fight for a living or fight for fun.  There is no general prejudice against individuals with natural looking cyberware, although anyone with known combat mods will obviously be frightening.
 
  
 
=The Black Market=
 
=The Black Market=
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Finding a Seller:  The GM will assign the area a Control Rating, depending on police tolerance of the desired items.  Items with a Legality Rating equal to or higher Control Rating should normally be obtainable without a roll.  Common items (including weapons of LR 1 or higher) with a Legality Rating lower than the Control Rating will have a penalty to the Streetwise roll equal to twice the difference between the Legality Rating and the Control Rating.  For example, if the Area Control Rating is 2 and the weapon’s Legality Rating is 1, the roll would be Streetwise -2.  There will frequently be much heavier penalties to the Streetwise roll – some things are hard to find and some neighborhoods are very hard to find things in.  For example, in some corporate neighborhoods, it is effectively impossible to obtain many illegal items (or obtaining them would be an adventure in itself).
 
Finding a Seller:  The GM will assign the area a Control Rating, depending on police tolerance of the desired items.  Items with a Legality Rating equal to or higher Control Rating should normally be obtainable without a roll.  Common items (including weapons of LR 1 or higher) with a Legality Rating lower than the Control Rating will have a penalty to the Streetwise roll equal to twice the difference between the Legality Rating and the Control Rating.  For example, if the Area Control Rating is 2 and the weapon’s Legality Rating is 1, the roll would be Streetwise -2.  There will frequently be much heavier penalties to the Streetwise roll – some things are hard to find and some neighborhoods are very hard to find things in.  For example, in some corporate neighborhoods, it is effectively impossible to obtain many illegal items (or obtaining them would be an adventure in itself).
 
Criminal transactions are always unpredictable affairs and the involvement of gangers in organized crime does not make them less so.  However, gangs rarely sell items with an LR lower than the CR -1.  If you are Downtown and suddenly want to purchase an assault rifle, a seller is less likely to be a ganger than to be a trusted member of an organized crime syndicate.
 
Criminal transactions are always unpredictable affairs and the involvement of gangers in organized crime does not make them less so.  However, gangs rarely sell items with an LR lower than the CR -1.  If you are Downtown and suddenly want to purchase an assault rifle, a seller is less likely to be a ganger than to be a trusted member of an organized crime syndicate.
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Chapter 2: Urban Geography.  [http://wiki.rpg.net/index.php/Paradise_City:Urban_Geography]

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