Saturday, August 15, 2020

Vehicular Manslaughter

Expanded Vehicle Rules for Cybernetic Bastards (and Electric Bastionland)

Vehicles have HP and Armor just like everything else
Attacks that do not do structural damage are Impaired (this includes most firearms).
Attacking a Vehicle that is significantly more Agile or Faster than you is Impaired - unless you attack is Blast.
If an attack would bring a Vehicles HP to 0, or would do damage to a Vehicle that has 0 HP, the driver must test CHA or become Wrecked.
Vehicles that become Wrecked stop to a halt and everyone inside takes d6 damage. If driving at high speeds or in dangerous conditions then they take d12.

    Fixing It
You can fix a Vehicle with Parts or Time.
Using Parts you heal d6 with a Short Rest.
Using Time you heal d6 with a Long Rest.
You might be able to use Parts to heal a Vehicle while its moving, but you would need to have access to the engine to do so, and that would involve having someone climb out and popping open the hood...

    Ramming Speed!
Collisions between two Vehicles deal d6 to Both Vehicles unless there is a major weight difference, where the larger vehicle would deal d12.
Running over soft targets does no damage to the Vehicle.
Sideswiping a Vehicle typically does d4 damage unless there is a major weight difference

Cargo is how much stuff a vehicle can hold.
One Cargo is roughly what one person can carry.
You can carry more Cargo than whats listed but it will make you Slower and might fall out with an Impact.

Seats is how many people can safely ride in a vehicle.
You can have people 'ride on' but they also take any ramming and collision damage as well as Blast damage that the Vehicle takes.
You can also put Cargo in a Seat.

    Off Roading and Hazards
Most vehicles are not designed to go off road (unless they have the Off Road tag)
Every turn a non-off road vehicle is driving off road the driver must test CHA or the vehicle takes d6 damage.
Likewise most road hazards will require you to test CHA or take damage/be slowed down.

    Optional Rule: Fuel
This rule is suggested for settings/areas where running out of fuel may be an issue. Think making a cross country run or in a blasted apocalyptic wasteland. It is not recommended to track fuel in 'safe and normal' conditions like in a city.
Each unit of fuel is 1 Cargo.
Some engine might require exotic fuels (batteries, uranium fuel rods, bio-oil, etc).
Test fuel for each day that you travel and every time you are involved with some high speed action.
Roll Luck for fuel consumption. 

1: You are all dry. You will need more fuel to go on from this point.
2-3: Running on fumes. You have just enough for one more day/action.
4+: Full Tank. Hit the gas and haul ass.

    Other Rulings
Tires flat/slashed? You are Sluggish and Slow now.

    Vehicle Tags
Soft - This Vehicle is soft. Firearms and other attacks hit it normally.
Off Road - This Vehicle is built to maneuver off road.
Slow - This Vehicle is slow, slower than most mass market stuff.
Fast - This Vehicle is fast, faster than most mass market stuff.
Very Fast - This Vehicle is very fast, faster than just about all other vehicles
Agile- This vehicle is very nimble
Sluggish - This Vehicle is sluggish and hard to maneuver.
Aquatic - This vehicle can move on water.
Flies - This Vehicle can fly in the air.
Fuel Efficient - Roll twice when testing Fuel and take the best.
Fuel Hog - Roll twice when testing Fuel and take the worst.

    Cycles and ATVs
Chopper: 6 HP. Seats 1, Cargo 1. Soft, Nimble, Fuel Efficient.
Dirtbike: 4 HP. Seats 1, Cargo 1. Soft, Off-Road, Nimble, Fuel Efficient.
Sports Bike: 4HP. Seats 1. Soft, Fast, Nimble.
Trike. 8HP, Armor 1. Seats 1. Cargo 2. Soft, Fuel Efficient.
Sidecar Bike: 8 HP, Armor 1. Seats 2. Cargo 2. Soft, Fuel Efficient.

    Off Roads
ATV: 6HP. Seats 2. Cargo 1. Off Road, Soft, Fuel Efficient.
Dune Buggy: 6HP, Armor 1. Seats 3. Cargo 2. Off road, Soft.
Jeep: 8HP, Armor 1. Seats 4. Cargo 1. Off road.

    Cars and Vans
Mass-Market Car: 8HP, Armor 1. Seats 4, Cargo 2
Sports Car: 8HP, Armor 1. Seats 2, Cargo 1. Fast, Fuel Hog.
Van: 10 HP, Armor 1. Seats 5. Cargo 6. Sluggish.
SUV: 10 HP, Armor 1. Seats 5. Cargo 2. Sluggish, Off-Road, Fuel Hog.
Pickup Truck: 8HP, Armor 1. Seats 2. Cargo 6. Off-Road. 

Semi Truck: 15 HP, Armor 1. Seats 4, Cargo 4. Sluggish.
Trailer: 20 HP, Armor 1. Cargo 30. Needs to be pulled (does not move by itself)
Bus: 15 HP, Armor 1, Seats 20, Cargo 10. Slow, Sluggish.

Jet-Ski: 6 HP. Seats 2, Cargo 1. Fast, Aquatic, Fuel Efficient.
8 HP, Armor 1. Seats 6, Cargo 2. Aquatic.
Cigar Boat: 8HP, Armor 1. Seats 4, Cargo 1. Aquatic, Fast, Fuel Hog.
Yacht:15 HP, Armor 2. Seats 10, Cargo 10. Aquatic, Slow, Sluggish, Fuel Hog.
Sailboat: 8HP, Armor 1. Seats 8, Cargo 8. Aquatic, speed depends on the wind.
Air-boat: 8HP. Seats 6, Cargo 2. Amphibious, Loud as hell.

Gyrocopter: 6HP. Seats 1. Cargo 1. Flies, Nimble.
Helicopter: 8 HP Armor 1. Seats 4. Cargo 1. Flies, Fast, Nimble.
Attack Helicopter: 15 HP, Armor 2. Seats 2. Flies, Fast, Nimble.   Built in nose Turret (d8) and Rocket Pods (d10, Burst), test luck when firing (1: Your Spent 2-3: You have enough for 1 more attack: 4+ You're fine.)  Both are controlled by the gunner seat.
Light Aircraft: 12 HP, Armor 1. Seats 4, Cargo 4. Flies, Fast.

    Military Vehicles
Armored Car: 15 HP, Armor 2. Seats 4, Cargo 4. Turret with MG (d8. Assault)
APC: 20 HP, Armor 2. Seats 10, Cargo 4. Off Road. Turret with Auto-cannon (d8, Blast (Small))
Tank: 25 HP, Armor 3. Seats 4. Cargo 4.  Turret with Battle Cannon (HEAT (d12) or HE (d10, Blast), takes a turn to reload), and Co-axle MG (d8).

    Special Vehicles
Technical: 8 HP, Armor 1. Seats 2, Cargo 4. Off-Road. Has a LMG Turret (d10) or Rocket Launcher (d12, Blast, takes a turn to reload)
Sidecar Technical: 8 HP, Armor 1. Seats 2. Cargo 2. Soft, Fuel Efficient. MG Turret (d8, Assault) in the side car.
GEV: 8HP, Armor 1. Seats 2, Cargo 1. Fast, Flies.
Self-balancing Personal Transporter: 3 HP. Seats 1. Slow.
TukTuk: 4HP, Armor 1. Seats 4. Cargo 1. Slow.
Firetruck: 10 HP, Armor 1. Seats 4, Cargo 6. Sluggish. Has a water cannon and sirens.
Cop Car: 8HP, Armor 1. Seats 4, Cargo 2. The back 2 seats lock from the outside. Has sirens and Authority.

    Vehicle Upgrades
Roll Cage: Passengers only take d4 when Wrecked.

NOS Injector: Go Fast if Slow, else Very Fast for a turn. Roll Luck when you use it. 1: Its spent. 2-3: You got one boost left. 4+ Good to go.

Armor Plating (non-military/flyers only): +1 Armor. You are now Slow. Takes up 2 Cargo.

Internal SMG: (d6, Assault). Fired by the driver. Takes up 1 Cargo

Flamethrower: (d8, Blast (Cone), Burns). Uses Fuel for ammo. Takes up 2 cargo

Ramming Spikes: Collisions do d8.

Grappling Hook: Fires a grappling hook comes with 100ft of ultra-high tensile steel rope. Comes with winch. Takes up 1 Cargo.

Spiked Wheels: Deal a bonus +d12 when running over soft targets.

Roof Rack: Gain 4 Cargo, if you have a roof.

Oil Sprayer: Created a spray of oil behind you.

Spikes: Sideswipes doe d6

Re-enforced Frame: +2 HP.

Harpoon: (d8), can winch in things it hooks. Takes up 2 Cargo slots.

Secret Stash: One of your cargo slots is undetectable.

Wrecking Claw:
(d10) or can pick stuff up. Takes up 6 cargo slots.

Catapult: You can throw things. Takes up 6 cargo slots.

Shock-Lock: Anyone with out a key trying to break in takes d8 damage.

Environmental Sealing: You are fully protected from NBCs while inside. Takes up 1 Cargo slot.

Auto-Driver: This vehicle can drive itself, leaving the driver to do other things. 1-in-6 chance that it goes wild in any intense situation.

Nuclear Engine: Only roll fuel once a week. But uses radioactive fuel rods to work.

Electrical Engine: You now use batteries as fuel. You can also top off with a power source.

Solar Panels: You can recharge one battery per day, in sunlight or power simple electrical devices.

Plasma Turret: (d8), can be overcharged to deal (d12) but needs to spend the next turn cooling down or you do the same amount of damage to the vehicle. Takes 4 Cargo.

Water Cannon: Does no damage but can knock people off of things and potentially blind drivers. Also puts out fires. Takes up 4 Cargo.

Signet Scanners: Can scan local communication frequencies. Takes up 1 Cargo.

Spartican Tire Eliminators: Instead of Sideswiping you can attempt to pop your targets tiers. Their driver gets a save.

Ejector Seat: You can rocket out of the car in the case of disaster. Takes up a Seat.

Mini Rocket Launcher: (d12, Blast). Fired by the driver. Can shoot once before needing to be reloaded with a Short Rest.

Kitchenette: You can cook without making camp. Takes up 3 Cargo.

Sleeper Cabin: You can get a good nights sleep with out leaving the vehicle. Takes up 3 Cargo.

Wallwheelz: You can ride on walls, and vertical surfaces, if you have the speed.

Chem Lab: You can cook drugs, chems, and explosives (if you have the stuff and the know how). Takes up 4 Cargo.

3d Printer: You can print simple objects, but takes some time and you need to be stable to do so (ie no high speed chases but normal on road driving in ok). Takes up 3 cargo.

Tuesday, May 19, 2020

GenMod Crops and Livestock

Doc McDonald had a Pharm

Animal husbandry from a test tube.  The environment might have collapsed but the Cities are still hungry.   Genetically Modified, GenMod, animals and plants plants are researched, grown, and processed at secure lab/farms called Pharms.  Pumped out by the Corps to feed the billions each strand of DNA is copyrighted and enforced by Corp sponsored DRM killteams.

Chickapedes - GenMod chickens with six sets of legs.  A dozen drumsticks in every box!

SimKobe Beef - Cows aug'd up with VR helms pumping in idyllic visions of quaint farm life in rural Japan.  Fed 'beer' (steroids and sugar water) and massaged (via electo-stim implants) to ensure the best beef science can make.  The illusion is kept all the way to the abattoir, breaking the VRllusion causes psychotic breaks in the cow' mental state (also ruins the flavor).

Rumble Bees - GenMod honeybees that make hives that auto-ferment their honey.  Feed on various sugars, not pollen.  Slight modifications and changes in diet can make all sorts of alcohols.  Will swarm if deprived of sugar long enough.

Green Bloom -  GenMod algae that will grow just about anywhere whose only limiter is space and how much nitrogen it can get its hands on.  Used to make SCOP.  Chokes the life out of any body of water it gets into.

Lamb of Tartary - Technically a plant these large large bushes produce a single 'meat flower' that tastes strikingly like young lamb.  Mint jelly pollen currently under research.

Hollow Ducks - GenMod Ducks whose chest cavity is mostly hollow.  This hollow cavity is designed for a fast growing regenerating liver.  It'll keep growing as long as half of it remains.  It be inhumane to not remove parts of it!

Milkbugs - GenMod overgrown aphids that make a surprisingly cow like milk.  Useless without their symbiotic GenMod ant herders and their pheromones.

Meatballs - Large lab grown spheres of living meat.  Looks like a pulsing ball of muscle and sinew that's the size of a family mini-van with all sorts of tubing plugged into it.  Will absorb just about any organic matter it touches, its growth is limited by its temperature.  Self-regenerating so sections can constantly be shaved off.  Guarded 24/7 with guards with flamethrowers/freezethrowers to prevent breakouts.

Texan Long Worm - Longhorn cow and earthworm hybrid.  Growing up to 12ft long the terminal segments break of easy for consumption.  Docile.  Happy just to chew piles of dirt all day.

Hogzillas - Fast growing giant hogs.  Adults grow to be about the size of a car.  They escape frequently.  Rouge packs have been seen in groups of 30-50 in the deep Rustlands.

Surinam Sturegon - The eggs grow on the back of the fish and have convenient little holes for ease of harvesting.  Plus harvesting the eggs no longer kills the fish.

Sashimi Fish - AKA "Peel and Eat Salmon". These fish grow large tendrils of exposed flesh which can be harvested fresh.  Must be kept in clean salt water or will die fast from parasites and bacterial infection.

Land Shrimp - Hybrid of shrimp and locusts (they look like jumbo shrimp with little wings).  Escaped feral versions have evolved actual flight and now large biblical scale Land Shrimp swarms plague the Rustlands.

Mud Tigers - GenMod catfish bread to be be highly efferent bottom feeders used for bio-remediation of polluted waterways.  They 'spawn' large fleshy sacs of concentrated toxins for easy cleanup.  Their meat is often sold 'lagoon tilapia' on the market, but often contains many of the toxins they are designed to be filtering.

Unlucky Clover - Clover with razor sharp leafs.  Originally for pest management, now a popular defensive measure.

Long Corm- Hybrid of corn and bamboo.  Grows fast tall and straight.  Rapidly depletes the soil  and requires a ton of water but the crop yields are phenomenal.  Popular crop for BioDiesel.

Humigs - Human-Hog hybrids designed for growing and incubating synth organs.  They look mostly like hogs, except for the teeth.  And the eyes.  And the screams.

With help and inspiration from the SA TG community discord.

Tuesday, March 10, 2020

Starting Chrome for Cybernetic Bastards

Starting Chrome for Cybernetic Bastards (d66)

Subdermal Armor: Armor 1.  Stacks with other sources up to 3.
Magna-Derm Implants: A powerful electromagnet implanted under the skin, often in palms and feet. Allows the user to pick up anything metal or cling to anything metal. They make a slight hum when activated. May require a STR or DEX check to hang on/pick up stuff sometimes.
Neuro-Physical Overclock: You can improve any test by spending HP at a 1 to 1 ratio.
Grapple Arm: You can shoot off your arm like a grappling hook. Comes with 50ft of high tensile cable and a fast winch retractor.
Adrenal Overdrive: Take a second action, then test CHA. If you fail, lose your next turn. Disadvantage to this test if you have already used this Aug before you have had a chance to take a Short Rest.
Mechanitendril: Prehensile mechanical tendril, counts as a third arm.
Supplemental Nanite Healing Gland: You heal d8 during a short rest and an extra Stat point whenever you would heal a stat point.
Synth Cavity: You have a hidden internal cavity. Add +1 to your encumbrance. Short of a xray, anything hidden here will not be found.
Omegaflex: Takes a turn to active but you treat all STR tests as being at 20 (except for Critical Damage). Lose one STR per turn active.
TacPuter:You can scan a single target to reveal its HP, Stats, open carried weapons, and visible chrome. A longer scan might reveal concealed weapons, implants, or obscure chrome.
Polygraph Sensor: You can tell when someone you observe is lying. This does not tell you what the lie is, only that there is one there.
KineticFists: You can punch through thin walls and unenforced material. Hitting a target with a melee attack knocks them Prone on a 6+.
SynthSkin Mask: You have a smart synth-skin mask that can take on the appearance of anyone uploaded to it. Can store up to 6 faces.
SpringHeel SynthLegs: Your jump is now 30ft high or 20ft horizontal.
Subdermal Claws: (d6, Concealed). Can be used to scale walls.
Icarus Stomp: You can take falls up to 50ft without damage. When you land the stored energy is expressed in a shock wave (Burst, starting at d4for 10ft going up a step for every 10ft you fall).
Cochlear Magnifiers: Can hear whispers up far away. Can filter out background noises.
Marble Mania:You have a hive of remote-controlled marbles. To control them you need to be in contact with the surface they are on.
Itano SmartRocket Hive:You are loaded up with hundreds of mini tracking drunk missiles. D4 damage to every target you can see. Reload using a Short Rest.
Holo-Projecter: Project a lifelike image up to far away. Touching the image breaks it. Can play a prerecorded message up to a minute long.
Internal Thermal Drill: SynthFinger connected to an internal nano-fusion engine. Will melt objects when placed against them. How fast they melt is determined on the size of the object it is made of. Punching a hole in a piece of plastic might take a few seconds, but making a man sized hole in a steel door might take a few hours. Most locks will take 10 min.
Auto-Turret: Takes a turn to set up. 6hp, Armor 1, Internal MG (d6). Will need to be fixed with parts if you want to use it again after it takes Critical Damage.
The Shocker: Internal high voltage weapon system embedded in the pinky, pointer, and middle finger (d8, ignores all armor). Recharges by touching a high power source.
Internal Universal Translator: You can speak and hear any standard language. Obscure, heavily accented or odd languages may require a CHA test.
Carbon Fiber Tendons: You move at double speed.
X-Ray CyberEyes: You can see through most walls. Lead, very thick walls, or lots of electronics may block this.
SynthLube Generator: You can make a very slick grease like substance, recharges with a short rest.
Bloodhound Olfactory Booster: You have a very strong sense of smell, much like a bloodhound. It can detect gunpowder, explosives, and any drug you might have smelt before. You might be able to track someone but you will need their scent.
Neuro-Sonar: You sent out radio signals which are then converted to 3d images in your brain. You know the topography, layout, size, shape and telemetry of any non-obscured object within 10ft of you. You are also immune to blindness.
Internal Freeze Thrower: You spray a jet of freezing liquid (d6 damage, Burst (Cone)). If anyone hit by this suffers Critical Damage they are frozen in place. Attacks against a frozen target are Enhanced. recharged by consuming something below freezing.
Fiber Optic Cloak: When activated you are invisible when wearing this unless you move. Gives of a slight mechanical buzz.
SynthFoam Generator: You can make a quick hardening foam like substance, recharges with a short rest. It dries as strong as iron but slowly dissolves over the span of an hour.
SynthGlue Generator: You can make a very sticky glue like substance, recharges with a short rest.
Recornias: You can record video just by viewing it. Comes with an additional built in zoom/enhance feature, picture mode, a playback interface that allows you to display on other devices without having to download it, and a secure peripheral WetDrive that stores up to 24 hrs of recording
KORG-Class Internal Soundboard: You can emulate a variety of sound effects and animal noises near-perfectly.
Universal Toolkit Fingers: You have a variety of small but useful tools installed in your fingers. Advantage to any test that required fine manipulation.

Monday, March 2, 2020

Failed Careers for Cybernetic Bastards

Failed Careers Table for Cybernetic Bastards (d66)

Roll Career Item Good
11 Bartender Sawed off Shotgun (d8, Close) 3x Molotov
12 Cop Service Pistol (d6) Your badge and uniform
13 Bouncer Brass Knuckles (d6, Concealable) A bunch of fake IDs
14 Thief Crowbar (d6) 3x Smokebombs
15 Rideshare Driver Spiked bat (d8) Keys to repossessed car
16 'Dancer' Stiletto (d6, Concealable) Can of Mace*
21 Revolutionary Old AKS-74U (d6, Assault) Stack of Propaganda
22 Ganger Mac-10 SMG (d6, Assault) Bucket of hair gel
23 PMC Service Pistol (d6, Suppressed) 3x Grenade (d8, Burst)
24 Corp Suit Letter Opener (d6, Concealable) Fancy Suit
25 Mechanic Wrench (d6) Blowtorch
26 Hobo Shank (d6, Concealable) Loyal Rat Friend
31 Exterminator Crossbow (d6, Suppressed) Can of Bait (ud6)
32 Security Guard Collapsible baton (d6, Concealable) Taser**
33 Media Type Pistol (d6, Suppressed) Camera Drone
34 Cleaner Disinfectant Thrower*** Hazmat Suit
35 Rustlander Hunting Rifle (d6, Long Range) Gas Mask and lead cloak
36 Medic Laser Scalpel (d6, +d6 vs unarmored) Med Kit (ud6)
41 Rocker Bitchin' Guitar (d8, Poor) 3x Flashpots (as Flashbang)
42 Burber Gold SMG (d6, Assault) Your family's good name
43 Deathsport Player Impractical Weapon (d8, Bulky) Wicked Roller-blades
44 Robot Crimes PI That Gun (d6, +d6 vs Robots) Handheld Voight-Kampff device
45 Pop! Idol Oversized Di-Katana (d8, Bulky) Crazed Fan****
46 Drone Jockey Screwdriver (d6, Concealable) Delivery Drone
51 Luddite Wrench (d6) 3x EMP Grenades
52 Wagie High Power Stapler (d6, Assault) Various Corp ID badges
53 Dealer Stubby .38 (d6, Concealed) 3x Bespoke Street Drugs
54 Delivery Kid Pizza Cutter (d6, Concealable) 3x Free pizza coupons (expired)
55 Go-Ganger Chain (d6) Chopper (in Police Impound)
56 Preacher Holy symbol (d6, Concealable) Hollow Holy Book
61 Bounty Hunter Silenced Pistol (d6, Suppressed) Zip Cuffs (ud8)
62 Courier Baseball Bat (d6) Hoverboard
63 Street Vendor Knock Off Pistol (d6) Sack full of fake luxury goods
64 Sewer Worker Pipe Rifle (d6) Immune to strong smells
65 Aug Repo Buzzsaw (d8, Poor) Small tank of liquid nitrogen
66 Retail Worker Tek-9 SMG (d6, Assault) Immunity to fear

*Can of Mace (ud6): Burst (Cone), everyone affected test DEX, on a fail they are blinded until they wash their eyes out. Those with glasses, face masks, or CyberEyes get Advantage to this roll.

** Taser: Close, target tests DEX or is stunned until they past a STR or the user breaks contact..

*** Disinfectant Thrower. Spits alcohol based disinfectant. The stream can can be lit to work as a flamethrower (d6, Burst (Cone), Close, Burns, Poor)

****Crazed Fan: 3hp. Will do anything for you. Will expect something for their service.

Thursday, February 21, 2019

Cybernetic Bastards Generators

 A collection of generators for my cyberpunk stetting - Cybernetic Bastards.  These should however work great for any cyberpunk setting.

Cybernetic Bastards Job Generator

This Generator will make jobs for your PCs.  Includes time from last offer (how much downtime your PCs will get, target and task, any sort of complication that might arise, and payment both in creds and other stuff.  It does not make an employer (that is up to you - but maybe you want to poach a board member from the generator below?)

Cybernetic Bastards Corp Generator

This generator will make Corps along with the Boards.  The Corps get a name, industry(s),  fiscal standing, HQ, a rumor, and a potential ally for the PCs (or anyone looking to hurt the company).

This also makes a Board who each have their own weird quirk (and oh man are they fucken weird), relationship, BlackOp (ie what illegal bullshit they are into), and a Black Asset (ie what thing they shouldnt have).  In a pinch they make great employers of NPCs outright

Cybernetic Bastards Gang Generator

This generator will make Gangs for your cyberpunk cities.  Includes an HQ, primary source of income, preferred weapons for both the gangers and the heavies, a Black Asset, what the gang loves and what they hate, their public relations, a weird quirk for the gang, how they deal with other gangs, and a leader with a quirk and an asset.  Its alot but its good.

Cybernetic Bastards NPC Generator

This generator will make NPCs for whatever you need.  Includes personality, clothing and effects, what they are doing when you meet them, what they want (and how they like to do it), and what you can find in their pockets.

Cybernetic Bastards Weather Generator

Roll for weather.

I think this is it for generators, but I might whip up a hab generator for making large kowloon walled city/Judge Dredd bloc like towers.