Shivering Eddy and his Sick Dog

(Based on real events)

Shivering Eddy gets his name from his huge drug problem, one that'll kill him in a low number of years. He's an unremarkable fellow, about 5'7", dirty clothes and a dirtier smile. A known boozer and smutmonger, the lights went out of his eyes years ago. He can be found, usually, in an alley way down by the docks trying to acquire scratch for his next fix.

But we're not here to talk about Eddy's troubles or the event that ended his successful mayorship and drove him to this life.

We're here to talk about his dog: Barphie

You see, Barphie is Eddy's only friend. A medium sized, feral looking mutt with wild eyes and a patchy coat, he's got a habit of eating just about anything, while lacking the ability to digest most of it. Eddy, being Eddy, has found a way of profiting off his dog's condition. He jokingly calls it pukeomancy, buts it's actually sortilege by way of canomancy. Not that he knows this. Or cares. For a modest fee, or a serving of beer, he'll read old Barphie's productions and give you a fortune. And people do pay him, mostly out of morbid curiosity, sometimes out of concern for the dog.

Surprise to no one, Eddy is full of shit.

Barphie, however, has never been wrong.

It may be a while since I've seen a dog. Or a horse hoof.

What ya got today, Barphie?
  1. An old ring, still worn on a finger - Fortune. Within the next 24 hours a minor sum of money (1d10 standard currency) will be found.
  2. Rat - Good Health. Any alcoholic drink consumed within the next 12 hours will restore one HP.
  3. A Two and a Half Foot Length of Chain - Imprisonment. You'll be wrongly accused of a crime within the next 24 hours.
  4. Horse Hoof - Luck. If the shoe is still on it (2-in-6 chance) you'll have good luck and will be able to adjust one single roll by 2 point. (Use by end of session) Else wise, you've back luck, and the GM is required to adjust a roll by 2 point against you.
  5. A Living, Unharmed, but Very Confused Bat - Love. The next reaction roll in response to you will be improved by one.
  6. Snake Skins. Yes, Plural - Paranoia. Your greatest enemy knows exactly where you are.
  7. An Old Book - Forgotten Knowledge. A secret will come to you within 24 hours. OR whenever the GM gets time.
  8. Key Ring - Insecurity. One of these keys will open the next lock you encounter. Not sure which one, but there sure are a lot of them. Takes twice as long as lock picking to try them all.
  9. A Child's Doll - Children. You will be kidnapped by an orphan gang next time you sleep.
  10. Teeth. A Lot of Them. They're Not His - Troubled Times Ahead. Chance of random encounters are increased by one tier for the next 12 hours.
  11. Clam Shells - Mysterious bounty. Give the next panhandler 100 money units, and they'll give you a most peculiar item in return. Maybe it's useful. Maybe it can be further traded.
  12. Prosthetic Leg - Hobbled. Your movement speed is reduced by half for the next 24 hours.
  13. Moths, Still Fluttering - Deception. Someone you're working with isn't who they say they are, and are likely to betray you.
  14. A Bag of Drugs - Breath. Saves against Gas attacks are made at a +2 bonus for 24 hours.
  15. Kepi - Vigilance. The next time the PC tries to do something shady, an officer of the law will appear to catch them in the act and question their actions.
  16. Flashlight or Torch Head (Still Smoldering) - Light. For the next 12 hours lights are twice as resilient against guttering checks.
  17. An Uncomfortable Amount of Seaweed - Grim Revelation. Your greatest secret will become known, and possibly soon, should you not take steps to further hide it.
  18. An Upper Class Lady's Carry, Hand Still Clutching - Sturdy. All equipment on your person has a temporary additional condition box for 24 hours.
  19. Fake Eye - Stealth. Your next attempt at an Ambush will be successful, if within 12 hours.
  20. A Still Lit and Very Active Explosive - Panic. You're next few rounds (1d4) are going to be violently busy.


Gunslinger and Preacher

Since I can't stay focused on one thing for any amount of time, here's more Weird West:


Starting Gear: Revolver (d6), Bandoleer, pack of chew
Starting Skills (1d3): 1 - Bounty Hunting, 2 - Law, 3 - Firearms

Gain +1 HP for every Gunslinger template you take

A. Notches
B. Fan the Hammer, attack +1
C. Call Out
D. Dead Eye, attack +1

Each time you attain a total of 10, 20, 30, and 50 kills with a weapon, you unlock a new ability with that weapon, chosen from the below. Note this defers from the Fighter's Notches in that it applies to a single weapon.
    * +1 Damage
    * Expanded Critical Range
    * Special Ability (talk to your GM)

Fan the Hammer
Once per session you can make a number of attacks in a single round equal to your templates

Call Out
This ability only works on creatures that can be offended and can understand you. If you challenge a creature outside of combat, they must make a Save Vs Charm to resist accepting your offer of a duel. Should they accept, conditions for time and place will be worked out, however weapons will be revolvers and the win condition will be not getting shot. Typically.

In combat, you can challenge one creature each turn by yelling at it (free action). They'll then Save vs Charm, attacking you if they fail.

<Sidebar: Duel Rules>
Both sides roll 1d20. Lowest roll wins, as this is a roll under system; loser instant drops to 0 HP with 1d6 lethal damage. If losing side is off by 10+, they instantly die. A tie between 1-10 means both parties have lost. I tie between 11-20 means both parties have missed, and the Duel is technically over. Whether the shooting is, is another matter. Gunslingers are able to spend a point of Conviction before the roll to adjust their's by 2.
</Duel Rules>

Dead Eye
Once per session, outside of a duel, you can fire a single shot and declare it to have hit, as if you rolled a one.

Note: The thought here is for a low magic setting, where such things are super rare and sinful. For something with a little more "oomph," might I suggest Chris Wilson's Convoker?

Starting Equipment: Bible, Bottle of Whiskey, Cassock
Starting Skills (1d3): 1 - Religion, 2 - Occult, 3 - Language

Gain + 1 Save vs Fear for every template taken.

A.  Fear No Evil, Calling the Flock
B.  The Power of Prayer
C.  Walk Through the Valley
D.  Miracle Worker

Fear No Evil
You speak the Good Word, and you believe it fully. This faith shields you from the wicked workings of witches. Their chances of working magic are reduced by 5% per template when turned against you

Calling the Flock
Charisma counts template higher for civilized reactions and Hench hiring

The Power of Prayer
Magic is sinful, praying ain't. You pray harder than most and it's more effective than usual. Roll 2D6 - times you used this today, then consort the list below:

10+ Works as Intended
7-9 Prayer is spoken, but choose one:
  • The Devil hates a show off. You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
  • The man Jesus had days like these; of trial and doubt -- take -1 ongoing to cast a prayer until the next time you take communion.
  • The Lord helps those who help themselves, and this is your time to help yourself. You cannot cast the prayer again until you commune and have it granted to you.
<6 - The Lord works in mysterious ways, and this action is not within His plans.

  • Healing - Restore 1d4 health to target
  • Sanctify - Walking the circle of a campfire and reciting scripture, you force the unholy to make a Save in order to approach into the light
  • Revelation - In reflection and prayer, an insight is provided to the current situation
  • Blessing - Target's AC against unholy is 2 higher. Lasts a day. 
  • Anoint Weapon - A weapon you anoint in oil does an additional 1d4. Lasts until a 4 is rolled on this dice. 

Walk Through the Valley
By holding your bible aloft and reciting the Lord's Prayer, you force the Unholy to Save vs Holy. Those that fail retreat to a (Template) x 5ft radius around you as long as you only hold the bible high and pray aloud. Walking is okay too, though running is out.

Miracle Worker
Once, and ONLY once, you can work with the GM in order to perform a miracle.

Other Classes
Witch: Skerples' Witch, but Western themed.
The Gang: Skerples' Crew, but also Western themed.
Banker: Skerples' Pirate Financier, but, you know, Western themed.
Orphanarium Operator: Arnold's Rat Master, but with orphans


Eldritch Plains Drifter

Don't judge my inability to take a screenshot without hitting ALL the buttons

"Hey, you seen this funny picture about cowboys being wizards with wands casting the bullet spell?"

"Dang it, boy. Lemme finish this cyberpunk setting before I get distracted by a weird west setting."



I am bound by cruel and ancient pacts to make this:

Eldritch Plains Drifter

Starting Gear: Revolver, Pack of Cigarillos, Poncho
Starting Skill (1d3): 1 - Survival, 2 - Cattleman, 3 - Occult

A.  Hex'n, Summon Horse
B.  +1 Hex'n
C.  Good Smoke, +1 Hex'n
D.  Hunter, +1 Hex'n

You're one of the rare few who've learned a certain...tricks. It ain't witchery, exactly; that'd be a sin. Rather you're focusing your will for sustained, minor effects over reality in a somewhat arcane manner. I said it ain't witching! Ah, spit, whatever you want to call it, you can do a few 'em. While each one has a refresh time, you've hex "slots" equal to your number of Drifter templates, representing how many you can sustain at a time. See below for a list of Hexes. You get one per level, but they're also learnable in world, should you meet someone with the know'n.

Summon Horse
Every cowboy needs to dependable partner on their side, and there ain't no one more dependable than their horse. With a loud whistle you're able to summon your faithful companion, no matter where you left them last.

Good Smoke
Some men take to whiskey for their healing, you've taken to smoking. While smoking a cigarillo, or really any tobacco, you restore an additional 1d4. Takes about 30 minutes.

Pick a type of creature (undead, demons, witches, lycanthrope, etc; preferably ones that done you wrong in some way). You're now a dang nuisance to 'em. You do +2 damage to them, and have a 4-in-6 chance to detect them near, just by being close.

Listed here ain't the entirety, but they should offer you a good start. Anything with a casting time over 30 minutes is probably better done during downtime, but you do what ya gotta.

Bandito Bandanna
Time to Cast: 20 minutes
Through a minor ritual of adjusting your bandanna over your mouth, and changing your hat, and taking the mind frame of someone else, you can completely conceal your identity for a scene. Hex slot is filled for the rest of the day.

Dirty Dealing
Time to Cast: Instant
Through tricky finger work and shuffling, you're able to deal out cards to Template people in a manner you see fit (including yourself). Slot is taken for the rest of the day.

Time to Cast: 30 minutes
Water is a scarcity out here, and a good dowsing is a blessing. Given a y-shaped willow branch and some concentration you're able to find underground water. This hex'n can be adapted to locate other things (buried metals, oil, gravesights, etc) but it ain't a sure thing, about a 2-in-6 chance. Takes up a slot for the rest of the day.

Hand of Glory
Time to Cast: 6 hours
By rendering the fat of a hanged man into wax, and further a candle, you produce an item (a candle) which, when lit, will only show light for the holder. The holder will also be able to see ghosts with it, but they'll also be able to see the candle light, even when not lit. And, boy, do they ever hate it. Hex slot is taken up for as long as the candle exists in a usable fashion. Still subject to standard candle guttering rules.

Horse Brass
Time to Cast: 30 minutes
You take to polishing the ornament on your saddle, imbuing it with your will as you do. Reduces Witches' spells chances of working against the horse or rider by 10%. Stackable, but each usage requires a different ornament. Hex slot is in use until the effect is dismissed.

Imbue Pistol
Time to Cast: 1 hour
Perform a ritual to bless the shots in the revolver with power associated with time performed. Lasts until shots are removed from gun.
  • High Noon - Bullets burn vampires like sunlight
  • Midnight - Act like silver for werewolves
  • Dusk - All hits count as headshots against zombies
  • Dawn - Shots count as holy against them of demonic persuasion (Demons, witches, etc)
Hex slot is in use until the shots have been fully removed from the gun.

Reading the Signs
Time to Cast: Quite a while. Only usable in down time.
Effect: Stolen from here. Only the dead know true prophecy, but you've reckoned a way to glean a bit of their knowin'. Choose a method from the ways below, and gain a new one through rolling each time you take a template.

1. Abacomancy - Divination through dust or sand. If there's one damn thing we got out here, it's sand. Not just any sand'll do you, though. It'll need to be from an auspicious location: grave dirt, ashes of a burnt church, et cetera and so forth. Like I said, though, there's plenty of sand and dust out here. Use this too often and you'll start seeing signs in everything.
2. Asterimancy - Divination through stars. There's a big damn sky out here at night, just plum full of stars. And I reckon they seen their fair share of sights. Give 'em a read and they might take to offering what they've seen. Gander at them too long though, and something is likely to gander back.
3. Augury - Divination through the flight of birds. Circling buzzards foretell death; that's an easy one. Other birds got knownings to share, all's ya got to do is watch 'em. I wouldn't trust them dang owls, though.
4. Necromancy - Divination through dead. Sometimes you gotta go to the source itself. The dead ain't keen on giving up their secrets readily, though, so you'll have to be sweet on 'em. Find their skull, place 'em in a dark room, and offer up good whiskey and smoking tobacco. Sometimes they'll need the Good Word to coax 'em into talking. When they do, you'll get all of three questions answered out of them, before they return to their Reward.
5. Pyromancy - Divination through patterns in flames. Strike up a campfire, feed it right, and give it a watch. In time it'l give you it's mysteries. Old prairie coal ain't gonna suffice, though. It'll need old bones, or wood from a tree licked by lightning.
6. Tasseomancy - Divination through patterns in tea leaves or coffee grounds. Brew it up, serve it, leaving plenty enough for the grounds to settle in the cup. The stronger, the better. They say reading your own coffin varnish is bad luck, but what other dang fool you got to do it?

Take a single d6 and roll it when you go to perform your mancy. Add a +1 to your roll if you meet any of the following conditions:
  • You ain't in no rush or under duress.
  • You're unharmed and under no curses, supernatural effects, or other sort of witcher'n.
  • You've the appropriate tools needed for the divination. 
  • You've taken steps to "mystically attune" your mind. (He means peyote)

The following chart shows how exact of an answer should be given by the Referee.
1-2: Vague answers, cryptic, lots of symbols, nothing direct.
3-4: An answer requiring less interpretation, some explanation, familiar things and obvious clues.
5-6: Clear answer, obvious people or creatures, no real trickery, still somewhat encoded.
7+: Exact answer, no room for interpretation.

Every time you perform your divination, the maximum X-in-6 chance you have goes down. On your second try, any roll of 6 becomes 5. On your third try, any roll of 6 or 5 becomes 4, etc. Each reading takes a hex slot that don't refresh until the next down time. The maximum also resets at this time.

It's amazing what you can learn by enjoying a pot of black coffee brewed over a campfire in the grave yard at night.

Shoes of Greased Lightning
Time to Cast: 2 hours
In shoeing your horse with shoes engraved with scripture, you're able to double the speed of your horse, to no ill effect of the beast. Effect waits until activated by a trigger word, then lasts until the sun next crosses the horizon. Hex slot is taken up until the effects end.

Tracking Bullet
Time to Cast: 1 hour
You imbue a bullet with your will and, in doing so, you know exactly which direction this bullet is at all times; or until the sun crosses the horizon after it's been fired. It takes but a moment of concentration to conjure this information. Slot's in use until the bullet has been fired.



That thing I did with weapons? Doing it with Armor. End of intro.

Actually, a note: In the listed features the obvious option of "bulletproof" ain't present. That's namely because without that feature the armor really isn't armor, is it?


  • Light Armor - 1 feature
  • Medium Armor - 2 features
  • Heavy Armor - 3 features


  • Active Camouflage - Microcameras transmit images to micromonitors on the opposite side of the armor, making the wearer harder to see. +2 to stealth
  • AR Broadcasting - Transmit customizable images and/or messages detectable in augmented reality.
  • Cheap - This armor is of poor construction and/or shoddy material. Only has one endurance point, leaving it to break on a critical failure/success during a Defense check. Critical failure range is increased by one (20 becomes 19-20). Critical success decreases by one (1-2 becomes 1, 1 becomes 0). On the upside, it's much cheaper.
  • Drag Handle - Sure, it seems silly, until your buddy has to figure out how to move your broken body and shot at attackers at the same time. Allows you to be moved without taking up inventory slots via a free hand
  • Grapple Protection - From spikes to strips of electrical plating, the armor offers protection from being grappled. Anyone sustaining a grapple receives damage based on size (light d4, medium d6, heavy d8)
  • Heavy - Adds an additional encumbrance point to the armor.
  • High Quality - The item is of masterful construction and of premium material. Might even have an ornate design carved into it. Has 5 equipment condition checks. Critical failure range is reduced by 1. Critical success range is increased by 1. You're gonna drop some serious nuevoYen on it, however.
  • Injector - Stores one dose of chemical and allows for injection without a free hand. 
  • Insulation [Cold] - The armor is specially adapted to protect against a certain type of damage. Damage by that type is reduced by 2. Look at me, padding the list. I'll probably just copy/paste as well.
  • Insulation [Electric] - The armor is specially adapted to protect against a certain type of damage. Damage by that type is reduced by 2. Look at me, padding the list. I'll probably just copy/paste as well.
  • Insulation [Fire] - The armor is specially adapted to protect against a certain type of damage. Damage by that type is reduced by 2. Look at me, padding the list. I'll probably just copy/paste as well.
  • Insulation [Radiation] - The armor is specially adapted to protect against a certain type of damage. Damage by that type is reduced by 2. Look at me, padding the list. I'll probably just copy/paste as well.
  • Kinetic Dampening - Be it reinforced ceramic plates, rubberized polycarbon chainmail laced within the armor, or some third gibberish phrase of impressive sounding words, the armor has enhanced ability to absorb impact damage. The FIRST time you would receive kinetic damage (even as little as 1 point) ignore it. This feature will need to be repaired after usage. 
  • Life Monitor - Monitors the wearers health and projects measurements into AR. Gives tool bonus to medic trying to apply their trade to the wearer.
  • Light - Imposes one less encumbrance point than usual.
  • Quick Access - Allows one inventory slot to be used as an additional quick inventory slot

It took you a month to write this?
Naw, I've just things to do, man. You know the drill.


Knight of Faerie

Wrote most this in traffic today.

The intent here was to screw around with how Conviction points are used by a template. Sort of like how the Loa AI messed around with inventory slots. However, given the primary usage of Conviction points, I had to be careful else I'd create something that went crazy on every roll. Did it work? I don't know, but I'll probably take a second crack at it sometime. For now, though, this:

It doesn't matter what you were before: a peasant, a noble that became lost on a moor, or stolen at birth and raised among the sidhe. What does matter is you've proven yourself to a Faerie Lady and sworn yourself to her service. In return you've gained a small measure of her power and authority in order to carry out her will.

Knight of Faerie

You gain +1 HP and +1 Save vs Illusion for every Knight of Faerie template you possess.

Starting Equipment: Gossamer Chainmail, shield, sword, Faerie Mount
Starting Skill: 1) Faerie Law  2) Questant  3) Courtesy

A     Faerie Touched, Geas
B     Parry, Combat Conviction
C     Faerie Gesture
D     Bind to Service

Faerie Touched
     Being now considered part faerie, you've gained a few boons: You're able to eat faerie food without worry, reactions by faerie creatures are improved a step, and can use faerie items. On the other hand, you've also gained a couple of banes: Ringing church bells Turn you (as undead) and touching the bones of a Saint causes wounds that do not heal naturally.

     You are your Lady's champion, an extension of her will and invested with a portion of power to ensure said will is carried out. When given a quest by your lady, you gain an additional Conviction related to the quest, as well as an additional Conviction point (up to 2).

     Once per day, you can reduce incoming damage by 1d12 points. Or, you may allow your Shield To Be Splintered for a full 12 point reduction.

Combat Conviction
     Should you possess less than full Conviction points and receive damage greater than a third of your total hit points, you gain a Conviction point.

Faerie Gesture
     Faeries, by their nature, are magical. It comes naturally and easily to them, to the point where they're able to cast spells with a mere gesture. Being around the creatures for so long, and now part of them, you've figured out how to mimic a single gesture and it's effects, though not without effort. Choose a single spell. You can now use Conviction points to generate Casting dice at a 1:1 ratio, to power said spell.

Bind to Service
     By spending a Conviction point, you may bind into service any faerie inhabitant beholden to your Lady. The target is bound for a Year and a Day, or until the quest is completed. Should the quest not be actively pursued, there's a 1-in-6 chance of the target being free of their service. You can have no more targets bound to service than number of Templates in Knight of Faerie.

Ride or Die, Motha Fucka

Faerie Mounts
     Roll 1d20 to select your mount from the list below:

  1. A draft horse leaving burnt hoof prints
  2. A draft horse leaving a trail of frost
  3. Big ass bluebird. Like normal bluebirds, it's an asshole. 
  4. A cat sith, capable of transforming into a witch servant nine times. 
  5. Troll (with Dramatic Exit ability, Rider gets Dramatic Whistle ability)
  6. A corgi, but the size of a draft horse. 
  7. Big ass dragon fly, with d6 stinger. 
  8. Large two headed dog, capable of walking up walls.
  9. A normal horse - with Int 18 and the ability to talk. 
  10. A big ass spider - walk walking, web making, the works. 
  11. A lion made of flowers, further flowers sprout in foot prints. 
  12. A Harley. Runs on hopes and dreams. Ya God damn right it's got ape hangers.
  13. Human sized faerie servant with 2 coconut halves. As long as you march within 10' of them, you only tire from a days journey as you would from riding a horse the same distance. 
  14. Horse sized bat with a chirp that makes nonfaerie metal ring like a bell. 
  15. Normal horse that sometimes forgets to be bound by gravity. 
  16. A large hog. It may have been a man once.
  17. A giant hermit crab with human hands and the face of the GM. (Listen, I don't write the rules)
  18. A stunningly beautiful unicorn. Should a dispel enchantment be levied against it, it'll be revealed to be merely a stick horse
  19. An enchanted table. It's a nice one, at least. 
  20. Huge ass luna moth that can rain down sleep dust below itself. Heals twice as fast under the light of a full moon.  



In working on the Drone system, I grew to like the idea of the modular feature system. Seemed good to me and feedback was generally positive. So, now, it's getting applied to Weapons as well. It'll be jammed into Armor too, at some point. This allows for avoiding an over long list of ever so slightly different weapons, as well as allows for a Borderlands style gun generator. Hope you like exploding mono-filament swords. Or reinforced depleted uranium shotguns.

That Ammo system I wrote a while back? Hot garbage. Cast it from your heart and turn your gaze from it. We will speak no more of it.

The list of features for melee and range weapons started off fairly different, but as progress continued, they soon grew more and more similar. But it was too late! They're were made as separate lists, they'll be published as separate lists. Also, some of the features are ever so slightly different between the two.

Also, I fully acknowledge prices would be helpful, however I don't intend to fix this until the generator. I am hideously cruel.

Features are stackable.

Melee Weapons
  • Small - 1 feature
  • Medium - 2 features
  • Heavy - 3 features
  • Cheap - This item is of poor construction and/or shoddy material. Only has one equipment condition check, leaving it to break on a critical failure/success. Critical failure range is increased by one (20 becomes 19-20). Critical success decreases by one (1-2 becomes 1, 1 becomes 0). On the upside, it's much cheaper. 
  • Collapsible - Is able to be broken down into multiple parts that appear dissimilar or as other mundane objects, in order to fool anyone performing a search.  
  • Depleted Uranium - The world of 20XX has a lot of this stuff. Too much. Some dumb bastard as plated the hitting part of a melee weapon with it. Leaves traces of radioactivity on targets. 
  • Electrified - The hitting end of this weapon has an electrical current running through it. To a non-cyberaugmented person, the pain of the electricity is usually ignored due to the larger pain of the weapon hitting you. To an augmented person, however, the electricity causes havoc with the nerve feedback systems, doing an additional dice of damage. (1d6 becomes 2d6; 4d6 becomes 5d6; etc) 
  • Exploding - Creates an explosion forcing everything in a 20' radius to Save vs Explosion, or take 1d6 damage. Consumes current item on usage. 
  • Flaming - Part of this weapon literally catches on fire, doing an extra 1d4 Fire damage. Probably scares the hell out of people not expecting it. 
  • Flexible - Made to whip and bend. Ignores bonus from Shields.
  • Heavy Weight - Takes an additional Inventory slot.  
  • High Quality - The item is of masterful construction and of premium material. Might even have an ornate design carved into it. Has 5 equipment condition checks. Critical failure range is reduced by 1. Critical success range is increased by 1. You're gonna drop some serious nuevoYen on it, however. 
  • Light Weight - takes up one less Inventory slot. Down to 1/2 slot. 
  • Mono-filament - The Vorpal of cyberpunk. Removes a limb from the target on a Critical Hit. Removes a limb from the user on a Critical Miss. (1d6: 1.Right Arm, 2. Left Arm, 3.Right Leg, 4.Left Leg, 5. Head, 6. Torso)  
  • Poison - Has poison injector within blade, with supply reservoir in the handle large enough for one dosage.
  • Ranged - Whether the weapon is designed to be thrown, or has a ballistic spring loaded blade/head attached to a button for a sudden and violent release, this feature allows for a single, ranged attack, requiring a reload for the item to be used again.  
  • Rend - Weapon is designed to damage the armor as it attacks. On top of the applied damage, Armor takes an equipment check.  
  • Stun - On successful attack, target must Save vs Electric, or be stunned for 1d4 rounds. 
  • Thrusters - Micro rockets on the backside of the hitting part push it forward just a little bit harder. +1 to damage. 

Ranged Weapons
  • Small - 1 feature
  • Medium (1 hand) - 2 features
  • Medium (rifle) - 3 Features
  • Heavy - 4 features
  • Auto-reloading - Automatically reloads the weapon, should further ammunition be within user's inventory. 
  • Auto-targeting - The on-board computer is a bloodthirsty sonovabitch. +1 to Attack. 
  • Cheap - This item is of poor construction and/or shoddy material. Only has one equipment condition check, leaving it to break on a critical failure/success. Critical failure range is increased by one (20 becomes 19-20). Critical success decreases by one (1-2 becomes 1, 1 becomes 0). On the upside, it's much cheaper. 
  • Collapsible - Is able to be broken down into multiple parts that appear dissimilar or as other mundane objects, in order to fool anyone performing a search. 
  • Depleted Uranium - Leaves traces of radioactive material in the target. Also horrible cancer decades later!
  • Explodable - Explodes (1 round delay), attacking everyone within 20' for (current ammo/2)d4 damage. Consumes the current item on usage.
  • Explosive - Uses exploding rounds, doing 1 damage dice size larger. Critical fails in attacking destroys the gun and damages the user. 
  • Flechette - Fragile projectiles that shatter upon impact. Armored targets are immune to further effect, however unarmored targets must Save or being to Bleed
  • Heavy Weight - Takes an additional Inventory slot.  
  • High Quality - The item is of masterful construction and of premium material. Might even have an ornate design carved into it. Has 5 equipment condition checks. Critical failure range is reduced by 1. Critical success range is increased by 1. You're gonna drop some serious nuevoYen on it, however. 
  • Laser - Shots are stack-able up to number of shots remaining. (ex. a fully charged medium weapon can fire 5d6 and 2d6 attacks on separate rounds before reload, or a full 7d6 requiring immediate reload)
  • Light Weight - Takes up one less inventory space. Down to 1/2 a slot. 
  • Nonlethal - Damage done by this weapon is nonlethal. 
  • Phosphorous - Targets must Save or take an additional 1d4 worth of Fire damage every round until a round is spent to extinguish the flames. Flammable objects ignite when shot. 
  • Poison - Fires poisonous darts/capsules that force target to make a Save vs Poison on a successful hit, or be poisoned. By poison. Through poisoning.  
  • Reinforced - Guns aren't made to hit things with. This one has a reinforced frame, allowing for melee attacks for 1 dice size smaller. (If already d4, damage is nonlethal)
  • Rend - Weapon fires ammo designed to damage the armor as it attacks. On top of the applied damage, Armor takes an equipment check. 
  • Security - Sensors in the grip read the user's fingerprints and only active the firing mechanism if the user is cleared. 
  • Silent - Weapon can be fired without a sound. 
  • Stun - On successful attack, target must Save vs Electric, or be stunned for 1d4 rounds. 
  • Suppressing Fire - Consumes four ammunition to force targets within 50' arc to Save vs Area Attack, or automatically lose initiative check next round.
  • Video Sight - Mounted camera on the weapon communicates with eye augment or display gear, allowing for aiming, even while not facing in the same direction.  

Grenades present a bit of an issue for the system: they're throwable, exploding, and generally take up one inventory slot while doing 1d6. Actually, while thinking how to word this, I realized I could just add another subsystem. I ain't paying by the word here. I can yammer on as long as I want. Either way, Grenades get the Ranged and Exploding features from melee, plus one of the following:

  • EMP - Target caught in the explosion must make a further Save vs EMP or all of their equipment, including cyber augmentations, takes an equipment check.
  • Flashbang - Target must make an additional Save or be Blind and Deaf for 1d4 rounds. 
  • Gas - Grenade releases a cloud of gas. Target must further Save vs Gas or suffer effects related to the gas within.
  • Phosphorous - Jesus. Everything flammable within the blast radius catches on fire. Targets must Save or take additional 1d4 worth of Fire damage every round until a round is spent extinguishing the flames. 
  • Reinforced - Grenade can be used for bashing a bastard's head in for 1d4, should your anger get the best of you. 
  • Smoke - Explosion produces thick smoke which reduces visibility to zero. Anyone relying on normal sight is effectively Blind while in the cloud. 

     Yes, yes, I too hate lists of ever so slightly different things. Hopefully, however, this'll show off how vague the system can be for adaption and customization purposes. Think of a good one? Leave it in the comments below.

Exploding Fire Ax
Heavy Melee Weapon
Features: Exploding, Exploding, Exploding
     A fire ax with door busting capabilities built in. Deals 1d10+Str in melee, or 3d6 in explosion, but consumes the item. 

Mono-filiment Whip
Medium Melee Weapon
Features: Mono-filament, Light Weight
     Iconic. Terrifying. A single, six foot long strand of electrified carbon molecules weaponized via the addition of a weighted end. People that use these are either experts or expendable.

Mono-filament Katana 
Medium Melee Weapon
Features: Mono-filament, Light Weight
     A favored weapon by vat grown assassins. The slightest wrong move is deadly. 

Ballistic Electrified Knife
Medium Melee Weapon 
Features: Ranged, Electrified
     For the thug who really hates augments, but doesn't want to walk all the way over there to stab them. Blade does 1d6+Str against normal people, or 2d6 against Augments.

Board with a Nail in it
Medium Melee Weapon
Features: Cheap, Light Weight
     It's a board. With a nail in it. And you can find it just about anywhere, which is good, because it breaks often.

Fancy Board with a Nail in it
Medium Melee Weapon
Features: High Quality, Light Weight
     It's a fancy board. With a fancy nail in it. The board itself is a cloned Redwood, and the nail has an engraved floral pattern with black accents against gold plating. The perfect gift for the thug who has everything.

Rocket Yo-Yo
Small Melee Weapon
Features: Thrusters
     Literally just a weighted yo-yo with a model rocket engine epoxied to it. Does 1d4+1+Str damage.

Kongsberg "Mjolnir" Assault System
Heavy Melee Weapon
Features: Electrified, Ranged, Heavy Weight
     Big godsdamn two-handed war hammer attached to a power generator on the user's back. Takes up four inventory slots, but in addition to the standard melee attack, allows for an electrical area attack against everyone in a 20 foot radius once per combat.

Urban Ranger Hitting Stick
Medium Rifle Weapon
Features: Auto-Targeting, Reinforced, Silent
     A specialty made compound bow with a reinforced riser and limbs, useful for hitting people should they get too close. Does 1d8 ranged damage, and 1d6 melee damage.

Laser Cannon
Heavy Range Weapon
Features: Laser, Laser, Laser, Laser
     Listen, am I about to tell you it has the potential to fire a single 28d10 shot? Yes, I believe I am. Takes four rounds to reload, however; one per laser battery. (each battery provides 7 shots)

Overcharging Laser Cannon
Heavy Range Weapon
Features: Laser, Laser, Laser, Explodable
     Then again, why worry about reloading? Just flip the switch to overload (why is that there??) and throw at the enemy. Then just sit back and just watch for the potential 20d4 explosion.

Molly's Gun
Medium One-Handed Weapon
Features: Flechette, Poison
     Coated in a poison derived from shell fish and really useful for shooting over-rich insane people in the eye. The perverts.

Silent But Deadly
Medium One-Handed Weapon
Features: Laser, Silent
     Without the satisfying "PEW PEW" of it's brethren lasers, it's really just a lethal laser pointer.

Heavy Melee Weapon
Features: Electrified, Rend, Thrusters
     An electrified, spike knuckled glove with miniature rockets to push it into hitting slightly harder. Perfect for fucking someone's day up. Does 1d10+1+Str against non-augmented people or 2d10+1+Str against augmented people, and will ruin both of their armor.



Case had seen the medium before; when he'd been a teenager in the Sprawl, they'd called it, "dreaming real." He remembered thin Puerto Ricans under East Side streetlights, dreaming real to the quick beat of a salsa, dreamgirls shuddering and turning, the onlookers clapping in time. But that had needed a van full of gear and a clumsy trode helmet. 

      What Riviera dreamed, you got.

In working on the Augments, one idea kept gnawing on me: the augmentations of Peter Riviera. In and of themselves, they're too powerful for what I was going for in the augmentation list, but they were far too tempting of abilities to pass up. In the beginning, I was worried about balance, figuring with no magic in the world, any magic like abilities would be overpowered. But then I remembered this is the GLoG and that player templates ain't gotta (completely) worry about balance. Also, any sufficiently advanced technology is indistinguishable from magic.

While I can't condone actual drug usage, I do fully support replacing perfectly working parts of your body with robotic parts of questionable construct and functionality. The human body is full of redundancies.

Dreaming Real

Some call you a mad man. Others call you an artist. Both are correct.

While most who practice in holographic art forms are content with mediocre performances using rusted vans full of old equipment, you refuse to settle for anything less than bleeding edge perfection. You've given of yourself - literally, organs have been removed - and in doing so have joined with your art. You are it and it is you. What you imagine, the world sees.

A transmitter is installed in your chest, image projection arrays line your torso and limbs, and a control unit with silco/vivo interface is lodged in your head. And it all fucking hurts.

To combat the pain, and allow for tolerable usage of your abilities, you've turned to the modern solution to nearly every problem: drugs. Specifically a speedball mixed with immunosuppressants - let's call it a fizzball, sure, why not. You need Fizzball in your system in order to use your active abilities, with each ability costing a certain number of doses to use (noted with the ability). You can have up to your Template number of doses in your system at any one time.

Also, you can't wear armor. Clothes are already a hassle as they block the light emitted from you, and heavy covering of body armor would block your projections entirely. Okay, so, yes, you can technically wear armor, but not while you're looking to project.

Starting Equipment: 3 doses of Fizzball, Medium ranged weapon
Starting Skill: 1) Modern Art, 2) Street Pharmacy, 3) Black Clinics

A     Illusion
B     Disguise, Torch
C     Color Spray
D     Scene Change, EMP

Range: 50'     Cost: 1/object     Duration: Concentration
   You create a perfect hologram of whatever object or creature you want. It moves and acts as you desire, as long as you concentrate, but cannot provide any other sensory input. Holograms can only add, not subtract, and the target area must be within your line of sight.

R: Self     C: 1     D: One minute
   Remember that scene in Bladerunner 2049, with the robots, hologram, and banging? Well, you can do that now. Sort of. You can overlay yourself with a three dimensional hologram, disguising yourself as a different person.

R: Self     C: 2     D: One minute
   Practicing with the aguments has allowed you to figure out how to project pure, white light from yourself. This light illuminates up to 20' around you.

Color Spray
R: 20'     C: 3     D: Instant
   You send a blitzkrieg of flashing light, quickly alternating in colors, into the target's eyes, with the intent to overload something within their head. They must Save vs Light, or be Blind for 1d4 rounds. Critical failing the save here indicates something has clicked in their head, and they fall unconscious for 1d6 rounds instead.

Scene Change
R: 50'     C: 4     D: Concentration
   Similar to Illusion, only you affect the entire room around you, sculpting it as you see fit, up to any number of objects. Same terms and conditions apply.

R: 50'     C: 4     D: Instant
   The thing about visible is that it's just a small chuck of a huge spectrum ranging from AM transmissions to Gamma Rays. With a herculean effort of will, you change the frequency of your projections to affect electrical equipment around you, forcing it to Save vs Shut Down. Extended exposure to this ability is not healthy.


As stated above, it's your basic speedball with immunosuppressants mixed in, typically taken intravenously ("shot up") or insufflated ("snorted"). While it may seem purely recreational at first, the strong drugs actually serve a purpose: the morphine in it dulls the pain of the augments, the cocaine keeps you awake, and the suppressants keep your body from rejecting the augments. However, like any drug of it's sort, there's a danger to regular usage, one you probably can't put off forever. But such is the price you must pay for being one with your art.

When ingesting Fizzball, give a roll on the table below:

2Cardiac Arrest

Normal - You've ingested the drug and are suffering no ill side effects currently.
'Functional" - You can still technically function, though you're irritable, paranoid, and easily confused. All rolls related to a physical or mental task ar made at a stacking -1 penalty.
Incapacitated - The drug has turned on you. Gotten it's claws into you. You begin to nod off into a heavy sleep.
Cardiac Arrest - The combination of uppers and downers prove to be too much for your heart. Your ticker is no in full blown heart attack. You've CON minutes to live, painfully, and all rolls are made at a -4. Better find some help quick.