Saturday, August 15, 2020

Vehicular Manslaughter

Expanded Vehicle Rules for Cybernetic Bastards (and Electric Bastionland)

    Vehicles
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
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
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. 

    Rigs
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.

    Boats
Jet-Ski: 6 HP. Seats 2, Cargo 1. Fast, Aquatic, Fuel Efficient.
Skiff:
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.


    Aircraft
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)

Roll
Chrome
11
Subdermal Armor: Armor 1.  Stacks with other sources up to 3.
12
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.
13
Neuro-Physical Overclock: You can improve any test by spending HP at a 1 to 1 ratio.
14
Grapple Arm: You can shoot off your arm like a grappling hook. Comes with 50ft of high tensile cable and a fast winch retractor.
15
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.
16
Mechanitendril: Prehensile mechanical tendril, counts as a third arm.
21
Supplemental Nanite Healing Gland: You heal d8 during a short rest and an extra Stat point whenever you would heal a stat point.
22
Synth Cavity: You have a hidden internal cavity. Add +1 to your encumbrance. Short of a xray, anything hidden here will not be found.
23
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.
24
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.
25
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.
26
KineticFists: You can punch through thin walls and unenforced material. Hitting a target with a melee attack knocks them Prone on a 6+.
31
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.
32
SpringHeel SynthLegs: Your jump is now 30ft high or 20ft horizontal.
33
Subdermal Claws: (d6, Concealed). Can be used to scale walls.
34
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).
35
Cochlear Magnifiers: Can hear whispers up far away. Can filter out background noises.
36
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.
41
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.
42
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.
43
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.
44
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.
45
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.
46
Internal Universal Translator: You can speak and hear any standard language. Obscure, heavily accented or odd languages may require a CHA test.
51
Carbon Fiber Tendons: You move at double speed.
52
X-Ray CyberEyes: You can see through most walls. Lead, very thick walls, or lots of electronics may block this.
53
SynthLube Generator: You can make a very slick grease like substance, recharges with a short rest.
54
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.
55
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.
56
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.
61
Fiber Optic Cloak: When activated you are invisible when wearing this unless you move. Gives of a slight mechanical buzz.
62
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.
63
SynthGlue Generator: You can make a very sticky glue like substance, recharges with a short rest.
64
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
65
KORG-Class Internal Soundboard: You can emulate a variety of sound effects and animal noises near-perfectly.
66
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
https://perchance.org/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
https://perchance.org/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
https://perchance.org/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
https://perchance.org/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
https://perchance.org/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.

Sunday, November 4, 2018

Cybernetic Bastards - Session 2

(thanks megafunk)

City Weather Table

The the near cyberpunk-future the weather is fucked.  It always seems to be raining and when the sun does shine its through a thick orange smog.  Ice storms, heatwaves, electric storms, and radioactive blowouts can all happen in the same day.  Use the generator below to see what the weather is like in the city.


Saturday, October 27, 2018

Cybernetic Bastards

I made a cyberpunk hack for Into the Odd, based on the EBL playtest packet 2

Get it here

Whats so different between this and ItO?

Archana is now Chrome - your augs, chips, laser guns, and other high tech gadgets.

Critical Damage and Wounds are now just Wounds.  When your out of HP roll STR to avoid getting a Wound.  You get Wounds based on how bad you fail this roll.

Sunday, July 15, 2018

White Willows pt19 - Boulevard of Bureaucrats


This part of the city is referred to as the ‘Beige Quarter’ by residents of the city. Most of the day to day operations of the government and the guard are served by the many Bureaucrats that make the gears of government run.

Town Guard Headquarters
This large complex serves as the base of operations for the Town Guard of White Willows. It consists of a defensive stone wall with a large open courtyard in the center. Despite being here for centuries there are very few permanent buildings on the campus and most of the Guards offices are in large bleached canvas tents.

The City Gaol
The City Gaol is a dark in foreboding block of gray granite with no windows, one gate, and topped with a tangle of razor wire on top. The jail is mainly used for holding criminals awaiting trial or as a ‘cool off’ for drunks, hot heads, and the occasional youth riot. The jail is strictly split into sections for each class, the upper level for the wealthy, whose cells are more like barred apartments, the ground floor for the moderates and middle class, the most akin to what we might think a prison is, and finally for the poor the squalid under dungeons where the accused are kept chained to the wall until their trial.

There are older sections of the jail, where the canton keeps prisoners that cannot be given a trial, or who have been identified as being too much of a risk to be made into a slave or catch the executioner’s axe. This section of the jail has a bad reputation and is feared as the place where they ‘lock you up and throw away the key.’ Indeed there are cells in this area where the doors have been bricked over and the whole are plays host to strange phenomena and odd noises.

Visitors, unless with legal counsel, are not allowed in, but the guards are able to be bribed.

Tax Collection Bureau
The Tax Collection Bureau (TCB) is hosted in a building built like a small fortress. Square, squat, and plain made of dark gray stone and lacking windows a squad of specially made golems patrols the top of the top of the building day and night. The stark building clashes with its garish inhabitants as tax collectors for the canton dress in bright colors and outlandish attire. The uniform for a tax collector is similar to a landsknecht with wide floppy hats, bright hose, and overly enlarged codpieces. Make no mistake however, Warwick the Stern, the large nosed Halfling who runs the tax collection bureau, is efficient and disciplined and expects no mistakes and nothing but the best from his employees. The TCB is known for hiring a lot of ex-adventures and demi-humans. The TCB has been cracking down on illegal slave trading so the canton can get its 10%.

Nobles Court
This court is dedicated to the legal issues of the upper classes and of maters of state. Run by Chief Magistrate Tallo he demands a court free of antics, clean, and as quiet as a library. Tallo is harsh with his settlements and many cases that would be considered minor often get long slave times or the death sentence. This said Tallo is extremely corrupt and trials are often just a farce for who can bribe him the most.

The Low Court
This court is dedicated to the legal issues of the lower classes and is undermanned and understaffed to deal with all of the issues. Chief Magistrate Balfar is known for giving out strange and bizarre punishments and has begun to charge spectators viewing rights to the punishments. He has been using the funds to increase the staff of the court and create a defensive fund to protect peasants from abuses of the nobles.

Office of Street Scoopers
This office controls a small army of slaves and day workers whose sole job it is to clean the city of trash and refuse. They are all equipped in bleached white uniforms and sweep each street at random (but the wealth areas get cleaned more often). The basement of the office is a temple dedicated to the bald God of Cleanliness and everyone who leaves smells lemony-fresh.

Involuntary Fire Brigade
Made mostly of slaves, criminals, and some randomly drafted citizens the Involuntary Fire Brigade focuses on stopping any fires that might flare up in the city. They are equipped with numerous axes, ladders, and two Decanters of Endless Water. Despite its press gang origins the Involuntary Fire Brigade is well respected.

City Archives
This large plain building is filled to the brim with old scrolls and dusty tomes. Staffed by a single nearsighted bureaucrat the City Archives contains copies of old city data – censuses, old deeds, and family genealogies.

The Golden Goose
One of the few buildings on this street not dedicated to the government The Golden Goose is a small restaurant run by old widow by the name of Nanella. Famous for her bowls of roast goose and rice she opens at noon and closes when she sells out, which is often within the hour. Much beloved by the local bureaucrats it pays to be friends with Nanella as she can get you in to many places that the bureaucrats would normally keep you out.

White Willows pt18

Boulevard of Business
The financial and commercial heart of the city the Boulevard of Business is what most people think of the city when mentioned. Its street is home to hundreds of small shops and vendors catering to all and any tastes.

First Sacrosanct Bank
White Willows is the center of the cantons commercial power and as such home to its only bank. The First Sacrosanct Bank gives out loans, and protects its customer’s money. A 1,000gp minimum is required to open an account here. Loans can be taken out but require a rigorous credit check and audit (500gp/level @ 15% interest, membership required). The interior of the bank is richly appointed with black marble columns and brass fittings and its exterior is made from a white stone in an almost temple like fashion. (Despite public denying it, local rumors persist that there may be a temple to the God of Greed hidden within the bank). The most impressive feature of the First Sacrosanct Bank are its guardians, 20ft tall golden single eyed golems with mace like fists. They fire beams of burning red energy from their eye and their eyes follow each and every person who enters the building. A few thieves had tried to crack the vault but the Golden Golems soon rendered them to dust and bone.

H.H.R. Pawn and Lending
Those that have been turned down by the First Sacrosanct Bank may turn to the nefarious H.H.R. Pawn and Lending (300gp/level @ 25% interest). Operated by the shrewd and aloof Halfling businessman Helix Halsteder Rigoon he has brokered a monopoly on pawn and lending in the city due to a decades old contract with the Lord Viscount for services rendered in time of need (as well as a generous bribe to the Thieves Guild). In addition to offering loans HHR also offers appraisals of treasures and gems, money changing (he is quite proud of his exotic currency collection and is always looking to increase it), and pawning (he prefers ‘easy to move’ items like jewelry and gems, and dislikes rare and strange artifacts). HHR often hires thugs, brigands, and adventures to collect on those who have defaulted on their debt. HHR is not a part of the Thieves’ Guild (despite rumor) but operates a bit more on the ‘gray’ side of the law.

Bull and Bear Bazaar
The central feature of the Boulevard of Business is the massive Bull and Bear Bazaar. Swarming with hawkers and vendors selling everything and anything imaginable no trip to White Willows is complete without a trip to the Bazaar.

The bazaar is a large cobblestone open plaza. At the center of the Bazaar is the Pilar of Objewl, 30ft sheer marble pillar that at its top features a statue of a bull and a bear back-to-back palms out made of gold. Legends say that placing an offering of coin in the palms of the animal will grant the blessing of the Objewl, God of the Free Market and Enterprise. Purportedly the best way to do this is to tie ones bootstraps around the pillar and pull themselves up by them.

On market days the Bazaar is crowed with up to 2d6x100 individuals from all across the canton and beyond. A preferred stop for adventures, merchants and thieves the Town Guard has a strong presence in the bazaar. Fights and pickpockets are common but unless they involve the vendors the Town Guard rarely steps in. If the Town Guard does step in they step in hard with clubs swinging.

The Bazaar is open day and night, lit by enchanted hanging lanterns the wires of which all radiate off the Pillar of Objewl. Most vendors close shop at night and as the crowds disperse, wandering minstrels, street preforms and ‘purveyors of the flesh’ come out. [[During the day any objects from the ALL SHOPS COMBINED list can be found along with just about any domestic and simple items, and in season fruits and vegetables]] along with 2d6 of the shops on the "Strange Shops of the Bull and Bear Bazaar" table

The Sword and Boarding House
This large dilapidated building known as the ‘Cheap Sleeps’ is a pest filled boarding house popular with penny pinchers, mercenaries, and savages. (1SP a night) It serves no food and asks that all are out of the building by noon for the daily delousing.

Wandering Merchants Inn
The Wandering Merchants Inn is a typical inn that one might find in any city. Popular with out of city traders the inn provider food, drink, beds, and nightly entertainment. Owned by the former adventurer Cylon he is currently seeking to unload the inn on someone else.

Priswinsky Wines and Ales
Porter “Port” Priswinsky operates this brightly painted shop that sells a wide collection of rare and exotic wines and ales. Port, along with his partner “Dandy” Danrell serve a clientele that is mostly foreign merchants looking for a taste of home and bored nobles looking for something more exotic than what the vineyards and brewers of White Willows can produce. Prices range from 1sp to over 500gp per bottle/growler. Due to his clientele Port and Dandy are very knowledgeable about the tastes and habits of the merchants and nobles of White Willows. Hidden in a large wine cask in the basement is an Avatar of the God of Wine. Porter would like the avatar gone but does not want to invoke the ire of a god, particular one who could spoil his entire stock and has been trying, for years to get rid of the giant cask that the avatar lives in.

Adama Pottery
This shop smells of wet clay, burning kilns, and a strange metallic scent. While workmen churn out most of the cantons pottery, Adama, the master potter works in experimentation in the basement. He has recently created small clay golems (made from enchanted clay from the nearby mountains and trolls blood) and plans on selling them as ‘humane and safe’ alternates to slaves. He fears that the Slavers Guild will try to stop him and is a bit paranoid but will open up to anyone know as an abolitionist.

White Beards Arms and Armor
Run by two twin brothers who both have a set of twin daughters White Beards Arms and Armor is the best armorer in the canton. All of their goods sold are masterwork quality and are prized by enchanters as their arms and armor seems to keep enchantments better. Their daughters are looking to go out adventuring, just like their fathers did in their younger years, but their fathers do not approve.

Blinky the Blacksmith
Halmor the blacksmith runs this small shop that specializes in pole arms and axes. He has a pet mini-blinkdog that runs around the shop. Halmor is an ex-mercenary and serves part time in the town guard.

Varket’s Furs
Harold Varket small shop sells most exotic furs to the noble classes. Leopard, tiger, lion, wolf, minx and giant hamster can all be found in his shop. Varket posts the occasional bounty for specific creatures and gladly buy furs from hunted animals from his backdoor. Harold, while looking a bit like a pomp, is a skilled hunter himself.

Slavers Guild
Ruff Rodger runs the Slavers Guild and is primarily dedicated to stamping out illegal slavery and making sure the other slavers play nice. Slavery has become unpopular in White Willows in the past few years due to a few ‘ugly’ incidents. Rodger has been trying to fix the PR image of slavery from whips and chains to that of a more indentured servitude. The Slavers Guild is entitled to a levy of 10gp per slave each year from every slaver at the start of the New Year. Thanks to some legal loopholes many slaves are freed on the last day of the year so they are not taxed and the first few weeks of the New Year involve a lot of slave re-capturing.

Horse Market
A slight misnomer, this large open pavilion and adjoining stables serves all mounts of all types and their needs. Numerous smaller stalls can be found in the building and the scent of animals and hay and the sound of whinnies and hawkers dominate the air.

The Whistler
This lazy Halfling by the name of Curly is able to teach horses tricks and commands that function on a series of whistles. A tin whistle will be hanging on his stall along with a sign that says “BLOW FOR SERVICE.” He can be found napping in one of the stables. Teaching a horse “whistle tricks” costs 20gp and takes d4 weeks and at the end of that time roll a d6 on the table below. The mount knows that trick and all under that roll.

Whistle Tricks
Roll Trick
1 Come”
2 Go Home”
3 Move Silently”
4 Whinnie”
5 Alert”
6 Make up your own

Agular Saddles
Jose Agular an Azorian craftsman that runs the saddle shop. While expensive his saddles are of the highest quality and materials and are very good for extended rides. He also sells a number of other leather goods, including saddle bags and cowboy boots.

Lucky’s Horseshoes
Marty “Lucky” Luskvar is a Halfling farrier. He attracts customers to his shop by his gimmick of juggling horseshoes and offering a discount to anyone who can beat him in a game of horseshoes. (Rigged of course, his ‘lucky horseshoe’ is a magnet and strikes true every time). Lucky is extremely greedy and has no scruples with doing less than legal work for coin.

Slick Vic’s Mounts
A catty salesman that goes by Vic that wears an all while suite and cowboy hat and talks in a thick faked drawl runs the largest stable in White Willows. Vic has a wide variety of common mounts (donkeys, horses, and lizards) as well as a supply of special mounts for sale (roll d20 4 times on the Strange Mounts table to determine which are for sale that week).

White Willows pt17

Avenue of the Academics
Formerly the White Willows Wizarding College (WWWC) post-Boggie Pox this area is now the Avenue of the Academics. The old college serves as a new college, focusing on more mundane subjects, as well as the home of the cities intelligentsia. This area is a home to artists, radicals, drop-outs, NEETS, philosophers, charlatans, madmen, cranks, as well as the over-educated and under employed. The city guard has a ‘light touch’ with this area as heavy handedness can lead to riots. The old dormitory of the college are now apartment complexes and small cafes and taverns line the streets. It is a lovely neighborhood, if one can look past the riots, ennui filled youth, and the occasional alchemical accident.

The Sages Guild
The Boggie Pox devastated most instructions of magical learning and the wizard college of White Willows was no exception. Within a few years of the pox the school was dissolved. Still education seeped from its walls and soon many educated in the more mundane arts begin to inhabit the rundown campus. Now known as the Sage’s Guild the old wizard college serves as a base for medicine, alchemy, and higher learning in the canton.

The Library
One of the few components of the old wizard college to remain relatively intact, thanks to the quick actions of Lord Viscount Alva who bought the library to prevent its knowledge from falling into the wrong hands. Most of the library is dedicated to mundane books and offers free reading classes to citizens. The librarians who run the library are willing to pay premium prices for rare books which they add to the library’s collection. Also not all of the arcane texts are lost and for an extra fee most non-necromancy and non-evocations spells third level or less can be found for research. Access to spells from the school of necromancy, evocation, or anything higher that third level, requires a writ from the Lord Viscount himself (along with a generous fee to the Library.)

Sages Offices
Sages, a catch all term that people use for anyone who is an expert in their field, inhabit most of the old college. Many of the classrooms and study halls have been converted into studio apartments and private laboratories. Sages that pay guild dues can reside on campus. Many when not involved with personal research offer their skills for a fee. The sages are all strange and eccentric and more interested in their studies than people. Each has an apprentice along with a number of slaves that assist with work.

Wands and Wonders Supply House
This shop sells a variety of strange substances for arcane and alchemical usages. Jars of strange unguents, preserved monster parts, and exotic herbs and minerals line the shelves of this shop. Jaskar the Inquisitive the hooded proprietor of this shop follows his customers around like a hawk, partially to assist partially to make sure they do not steal or break anything. Jaskar has a small group of ‘apprentices’ (slaves really) that take care of the day to day functions of the shop that he does not want to do. Jaskar will buy any sort of magical curio, strange herb or mineral, whole monster corpses for 3d6/HD, and specific parts for d6/HD. Jaskar sells scrolls and potions up to 3rd level and minor enchanted weapons and armor.

White Willows pt16 - Avenue of Amusements

The Avenue of Amusements is the entertainment area of White Willows. Section off from the rest of the city by a stone wall it is a loud and rambunctious place with comings and goings taking place at all times.


Grimskull Arena
A remnant from the time of the Invincible Overlords this old stone colosseum has gone through numerous upgrades and modifications over the years. Its roof can be opened and retracted, its field can flooded, and numerous traps and enchanted lights have been installed. While blood sports are rare other violent conflicts, like pit fighting, wresting and boxing are popular. Fall and winter the arena is converted for use for Bloodbowl and Iceblades and in the summer Disk Derby, a sport where wizards on floating disks race/fight their way to the end of a track.


The Dragons Hoard Casino
This large gaming hall, open 24-hours, is the only legal casino allowed in White Willows (the Thieves Guild runs a number of illegal ones). A statue of a large Gold Dragon sits atop a pile of false coins outside the entrance and at the top of every hour shoots a small blast of flame from its mouth. Inside the hall is filled with all sorts of gaming tables and as long as one has coin, no one is turned away. One can find bandits and guardsmen at the same tables. There is rarely conflict and cheating thanks to the large orc bouncers that roam the hall. Conversation here is based on the games and local rumors. The games are all rigged so that the house gets a profit (a profit which White Willows is entitled to a cut of). Losers have a tendency to blame the winners, and often seek vengeance after leaving.


The owner of the hall, a stout but friendly Halfling, who is always in a gilded suit has a secret, he in fact is a Coin Dragon and his hoard is below the hall in an elaborate vault system. Any intruder he catches he dips in gold and has a small ‘museum’ in is private quarters.


Nivet’s Winery
Originally this winery made spiced wine flavored with all sorts of spices, herbs, flowers, and even small insects. In recent years Nivet installed a huge wine tub where 3d6 beautiful women dance and smash grapes which draws in large crowds. The crowds are encouraged to buy the stomped extract which Nivet then ferments and gives to them at a later date. This establishment is seen as seedy, even by Avenue of Amusement standards which Nivet has hardily embraced. He plans on adding a wine wresting ring and mulled wine baths. Nivet can be found chomping on a cigar plotting future additions.


Le Saule Blanc
In addition to being a restaurant this is also temple to the God of Cooking. They server only the hardest to cook, most elaborate dishes, and rare foods to the ultra-rich in elaborate many course meals (3d10 courses). Menu items include iodized flailsnail escargot, eggs with kumquat foam, dry aged Owlbear steaks, cockatrice a l'orange, fried illithind tentacles, abolith sushi, etc. The head chef pays handsomely for exotic meats and ingredients and will even occasionally put out bounties. Secretly however the restaurant is just a front for an underground food pantry/soup kitchen well known to the cities poor.


Dome of Delights
A Catty prince runs this large dome structure fitted with dancing girls, endless goblets of wine, unlimited kebobs, and constant performances. The Dome of Delights is invite only, however uninvited guests will be brought up to the prince and asked to perform for him in shackles. If successful they can spend a day in the Dome of Delights, if unsuccessful they are robbed, beaten, and thrown into the street.


Larrson Massage
A group of Solvangers runs this sauna/massage parlor. Slaves toss an almost endless stream of water on hot coals filling this building with hazy steam. Popular with the middle classes there is often a line for the Northern Treatment, a beating with herbs, a scraping with imported sea shells, scented oil bath, and a rib fracturing massage.


School of Minstrels and Bards
The School of Minstrels and Bards is a large community of entertainers of all sorts (drama prevents them from forming a guild). Music can be heard from the building day and night, but most of its class rooms and performance halls are build underground to prevent sound from coming in (and out). The building itself is one of the oldest in White Willows and is made from gray stone with a high ceiling and thick pillars. The School has gone to great expenses to color up the building and along with the large stained glass windows bright tapestries hang from the pillars and the ceiling is painted with a vast mural. The pride of the school is its massive pipe organ, almost six stories in height with tubbing running throughout the building. It is rumored to be so loud that if brought fully to bear its song could be heard throughout the entire canton.

Entertainers are required to tithe 10% of every performance to the school to help pay for training of new preforms, general services, and the retirement fund. A small market for entertains can be found in the basement, selling not only musical instruments, but costumes and props from old plays, makeup, knickknacks, and commissioned works like plays, pomes, and songs (which the narcissistic noble class love).


Memory Lane
This building is filled with low couches separated by silk curtains. Its proprietor Cassie Brunweld serves a special wine that allows individuals to experience the emotions and memories of others. Cassie is able to ‘brew’ special versions of the wine that can help the weak willed or the cowardly. She can also make a version that implants a particular memory in the mind of someone for 500gp but will deny knowing how to. Cassie’s wine is made by a complex combination of herbs and run off from the psychoactive meads created in the Floral Sea.

Berlwin Candle Shop
This shop has been in the hands of the Berlwin family for over six generations. They sell all sorts of candles from simple tallow to exotic waxes and scents. Recently they have expanded into making scented oils, soaps, incense and other products. Well loved by the community they sell large religious candles to the temples and Botanica and gives candle stubs to the poor. Exotic candles can be special ordered that burn with strange colors or give off strange gasses.

Blue Water Bath
This large bathhouse goes heavy with the perfume scented waters. The entrance fee is 2sp and entrance is denied to all non-human, elf, or Halfling races. Blue Water Bath is extremely popular with the middle class.

Pangolin Theater
This large theater caters to the common man, playing simple comedies and tragedies. Occasional performances will lead to riots that the Town Guard are quick to quell. Seemingly always on the brink of financial collapse the theater changes hands often.

The Good Earth
This flower shop is run by a half-giant whose large size and fearsome appearance contrast greatly with his gentleness and nimble hands. If not in the shop he can be found tending to his flowers in any of the hundreds of flower boxes on the side of the building on the greenhouse on the roof.

White Willows Wondrous Wigs and Weaves
Popular with the nobility, thieves, and the bald this shop has a virtual monopoly of wig production in the canton. The wigs come in a variety of colors, shapes, and coifs and range anywhere from 1 to 100gp depending on quality and the hair needed. The shop will also buy hair for SP an inch.

House of Delights
Run by an odd shop keepers named Votrin this shop hosts an odd collection of items each designed for ‘pleasure’ Strange pantaloons, slippers, pillows, collars, stuffed animals, rocks, oils, potions, ‘herbal supplements’, unguents, whips, paddles, and outfits can be found amongst the disorganized shelves and tables. Votrin will claim that it is all magically imbued ‘for your pleasure’ when trying to upsell. He is also way too inquisitive about people’s ‘in most desires’.

Squid's Tattoo Parlor
Run by a heavily tattooed and bearded ex-sailor known only by his nickname of ‘Squid’ this is the premiere tattoo parlor in the canton. Squid was captured by the Inked Mages when a boy and has many stories to tell of the Sea of Wrecks. Prices for the tattoos run from 1 to 20gp depending on the style and colors. Examples of his work can be found on the walls.