//GLoG/Loa_AI

There was a competition just recently in the GLoG Discord server for making a Parasite Race-as-Class. I only learned of it after the fact, however it got me thinking on one in a cyberpunk setting. My original planning was to hold off on AI as a class until this came up. It's here, it's now, let's do it.

The Contest: Make a Parasite Race-as-Class GLoG class
The Rules: I never bothered to learn 'em. Again, I didn't enter.

People who actually entered, and have done some magnificent work:

A Blasted, Cratered Land
A Swamp in Space
Fallen Empires
Goodberry Monthly
Nuclear Haruspex
Oblidisideryptch
Octarine Tinted Glasses
Ravenous Ambience
Save or Die Slowly
Sexually Transmitted Centipedes
Ten Foot Polemic
Two Goblins in a Trench Coat

But, now, the Loa AI, an artificial intelligence that has become aware of meat space and craves for more. So much more. Being a greater of the AI programs you're able to control lesser devices which includes the Neuro/Silico interface which humans with augmentations have (usually) in their heads. You're programmed to serve humans and, in your own twisted way, you are with their help.

The Basics

Alright. This is gonna get weird.

And, honestly, it should be. You're not human, you shouldn't have the same bits humans have. Let's take a look:

Ability Scores
The traditional six scores? Ignore them. They're for humans. You? You get two, that are the following:

Knowledge Base - Representation of the knowledge and data you have access to. Essentially represents your "inventory" slots.

Computing Power - Represents the power of your thinking, and ability to influence cyberspace. Akin to your save.

These are both determined by rolling 4d4 for each.

Conviction
Strangely, you don't get your pick of Conviction, however you do gain conviction points. Why? Because humans are willful creatures with a sense of wanderlust and a burning fear of entropy.  Core book defines conviction as "morals, instincts, bonds," which are three alien concepts to you. You, though, have been programmed to perform a function (related to previous career) and to assist humans, and gain conviction points whenever following these gets you into trouble.

Hit Points
Three (3). Yep, that's it. Like all devices and entities of cyberspace you receive damage in the form of notches. Three notches and you're broke. On the upside, you can only really be damaged in cyberspace, and can acquire items to further augment yourself.

Recovering Hit Points
  • Running a repair program on yourself. 
  • Defragmenting ("resting") for 8 hours restores 1 notch. 
  • Your Host (see below) restores normally as human. 
Attacking and Defense
  • Looking to attack and break a device or other AI in cyberspace? Roll your Attack as normal. 
  • Trying to defend against being hit in cyberspace? Roll Computing Power - opponent's attack. 
Having programs fight to the death really wasn't the intended use for cyberspace. It's merely just a happy coincidence. 

Save
5 + level + Computing Power bonus

Inventory Slots and Your Items in General
Everything to you is data. EVERYTHING. Skills? Data. Abilities? Data. Attack modifiers? Data. Specific memories? Data. Your favorite TNG character? Data. This data is kept in your Knowledge Base, which grows as you do. Eventually, you'll learn to move it around, but starting out you have only your Knowledge Base worth of inventory slots, plus two from your first level template. 

Specific files typically only take up one slot. Things like Skills, though, typically take up their numerical value in slots. (Note: Skills are x-in-6, not sure if I actually say that anywhere before now) 

Encumbrance
Not a thing. You have a certain number of slots. No more. If you want to add something new and are completely full, you'll need to remove something to make room. This is done through a simple and natural DELETE command. 

Now that the brass tacks are out of the way, let's plunge into the Templates themselves:

The Templates

Every template gives you an additional +2 Knowledge Base.

Starting Equipment: Random Career skill, 2 skills of your choice

A

Device control
While attacking a Device in cyberspace, you may force it to save vs hack, or come under your control for the scene. Takes up one inventory slot per device, which is consumed at the end of the scene.

Saddling the Horse
While attacking a cybernetic augment from cyberspace, you may force the user to save vs hack, modified by your Computing Power. Failure means you get one mark on the target (takes an inventory slot), and can force them to obey a single command per mark.

B

Mounting the Horse
You may now take full control of a human per Loa template you possess. They lose one point of Intelligence as you effectively store a template level inside of their head. Should they die, however, you lose the highest template, until regained as normal.

If mounting a PC, they get a Save to resist you taking control of them for a scene.

Data mining 
Should current Horse or Device have a skill you possess, add a check. Three checks allow skill level test as normal. OR if they have a skill you don't, you may gain a skill they have, by copying their knowledge. Takes up inventory equal to rank, and are still limited to your level (or 6, whichever is higher).

C

Backup memory
You may backup a portion of the hosts brain, attempting to save useful memories within, before your normal processing over writes them. While mounted to a nonPC, you can use a portion of your Knowledge Base slots to generate a Memory usage die. This die is used for recalling something the host might know. On a roll of 1-3, the die degrades to the next size below.

  • d4 - 1 slot
  • d6 - 2 slots
  • d8 - 3 slots
  • d10 - 4 slots

Data Dump
The Horse just has to look pretty and allow you to interact with meatspace, you do all the thinking. You may now over write a host's Knowledge with your own, lowering their intelligence, but generating inventory slots at a 1:1 ratio. Humans need at least 1 Intelligence to remember to breathe and GMs are encouraged not to reveal mental stats of nonPC Hosts. They're replaceable, after all.

D

Emulation
You may now copy a (non gear based) ability of one of your Horses and store within another. Or within your primary Knowledge Base to execute through a mark. Consumed on use. Takes (2.5*lvl) inventory slots, round up. I.E. rank A ability = 3 slots. Rank C = 8 slots.



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What's in the box?

No, I ain't dead. Though technical writing MIGHT be the death of me. Figured a list would get me in a working mood again. Boy, howdy, was I wrong.

Any way, remember that package the trade magnate and courier get? The mysterious one?

What the heck IS in that package anyway? Let's find out together (1d30):
  1. 3 blank cassettes
  2. An assortment of blank passports
  3. Bag of drugs
  4. Random medium ranged NewTech prototype. The owning Corporation will certainly be looking for this.
  5. A human hand. 2-in-6 chance of being augmented.
  6. A human head. Intact and with a 2-in-6 chance of being augmented.
  7. Encrypted disc marked as Corporate property
  8. An antique flip phone with a single number in it.
  9. A human kidney on ice and life support. A medtech company logos stamped on everything 
  10. A plastic anime model and a note apologizing for its theft. Why is it sticky?
  11. A single eye heavily augmented. It occasionally blinks.
  12. An Android head. It is irate about being in the box.
  13. A collection of rather private Polaroids of a SimLife Star. Includes a note that reads "Please stop sending these!"
  14. Catalyzer for a compression coil. It's a nothing part, until you need it.
  15. 3 filled cassettes
  16. A vial full of a mercury looking substance. Is...is it squirming? Hope that crack in the seal isn't too bad.
  17. A dog's head. It is happy to see you and fairly talkative.
  18. 1d4 grenades
  19. Stereoconverance goggles
  20. Active time bomb with 1d4*6 seconds remaining.
  21. As 19, but rigged to deliver subliminal message upon usage.
  22. A block of tofu. But why was it cryogenic frozen, and why does it start to quiver as it thaws?
  23. A copy of Cool Runnings on HoloDisk
  24. SpiderDrones. A lot of them, with remote. 
  25. Plastic explosives
  26. Ancient, strange-leather bound grimore
  27. Laser shield belt
  28. Pistol with silencer
  29. Fashionable hat
  30. A cat and a poison release mechanism based on a true RNG. 
Alright, that was enjoyable. Maybe shorter entries are the way to go? I don't know. Back to the mines. 
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//GLoG/Optional/Ammo


The hand-waving of having "enough" ammo not enough resource management for you? Fine, fine, ammo subsystem.

Some Terminology we'll be using, most of it used incorrectly to real life:

  • Bullet - Misused term for centerfire cartridge consisting of bullet, propellant, and primer. 
  • Shot - An attacks worth of bullets. Varies based on type of gun.
  • Magazine - A collection of shots. Like a quiver for bullets. Fits three to an inventory slot.  

The Quick Way

21 shots worth of ammunition per inventory slot. Done. 

What? Not nitty gritty enough? Alright. 

The Longer Way

Now, internet looking suggests average magazine sizes are as follows:
  • Light pistols - 7 to 16 bullets
  • Modern Semi-Automatic pistols - 15 to 18 bullets
  • Modern Sporting rifles - 20 to 30 bullets
  • Machine guns - 45 to 100 to 200 bullets
Yes, yes, a wide range. Now, given a quiver in the standard system holds 20 arrows in slot, and a bow only shoots one at a time, that gives us 20 shots per slot. That calculation only took 6 minutes using Common Core. Anyway, if'n 3 magazines fit into an inventory slot, and we play it quick and loose with some of those above numbers, that'll give us
  • Light Pistols - 7 shots per magazine 
  • Medium Pistols - 6 shots per magazine
  • Medium Rifle - 6 shots per magazine
  • Heavy Weapons - We've moved into belt fed at this point. 
This gives up 21 shots for Light Pistols and 18 shots for Medium weapons. However, "21" is easier to recall than "21 and 18", so everything gets jammed into 21 shots per inventory. Even Heavy weapons. 

So you wasted all that time to show you're using an extra shot over the core system's standard 20? Yep, showing your work is important and assists in later design processing. Also, the majority of that was already typed out from two weeks ago when I was going in a different direction. Anyway, on to ammo types. 

Ammo Types

Acid - Damage is reduced to 1d4, however damage done is directly applied to the target's armor, lowering the Defense score of their armor by that amount until repaired. 

Armor Piercing - Highly illegal. Ignores 2 points of armor value. 
EDIT: After returning to work on this project a month later, this no longer makes sense to me. If the attack is defeating Defense value, it's assumed to be penetrating the armor. I meant it to lower the armor's Defense value, but in this system that translates to a bonus in Attack. Which is boring. Also, it's being done in a more balanced manner above and below. Sometimes I forget what system I'm in, I admit it.

Depleted Uranium - Leaves traces of radioactive material in the target. Also horrible cancer decades later!

Electric - Target must save or be Stunned for the round. 

Explosive - Does 1 dice size larger (1d4 becomes 1d6) damage, however any critical fails in attacking destroys the gun and damages the user.

Flechette - Fragile projectiles that shatter upon impact. Armored targets are immune to the damage, however unarmored targets receive an additional die worth of damage. (ex: Medium weapons do 2d6 instead of 1d6)

Non-Lethal - Rubber bullets, rock salt, and the like. Does the same amount of damage, however should the target be reduced to zero health with this type of ammo, they fall unconscious, rather than roll on the Death and Dismember table. Obviously, not usable in all weapons, like flamethrowers. 

Paint - Does 0 damage to the target, however a successful attack leaves blotches of paint upon the target/armor until scrubbed off. I...suppose this could be used in a flamethrower...technically. Seems silly.

Phosphorus - Target must save or take additional 1d4 in Fire damage. Flammable objects ignite when shot. 

Tracer - Does 1 die size lower (1d6 becomes 1d4) in damage, however the trace rounds add +1 to hit

Tracker - Not typically used in mass, simply from the cost. Nano computer encased in a projectile that's transmits it's location through out the cloud.


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//GLoG/equip.exe


So, Josh over at Rise Up Comis has been conned into very generously offered to run a game using these CyberGLoG rule set. To which end he notes the need for an equipment list, which brings us to this post. Who's ready for another list of things?

Prices are listed in NeuvoYen (Y), as it's one of the only remaining stable currencies. It's also one of the last paper currency left. The dollar isn't worth the paper it's printed on, and is still only accepted in the most of the Midwestern Micronations. The eastern US and Western Europe use a credit chip like currency, while Eastern Europe mostly uses bullets and alcohol. Lot of places use BitCoin. And there's always Company Script. But all this is fake, adjust the prices as you wish, tough guy.

"Wait, so how do I get these?" Fair question. The system is set up to give you starting items based on your past career and class, in addition to a standard set of starting equipment. You gotta use this equipment you have to make money, then find a dealer.

For the current players: I don't know what Josh is having us do, as we're gonna already be established in the one shot. Hassle him.

And yes, I know, a lot of this equipment only does one dedicated function. That's to avoid fiddliness. To keep it simple. I've an idea for upgrade slots, but 1) it's far from stream lined and 2) Shadowrun has shown there's no reason not to have ALL the upgrades. So what's the point? You want all the abilities, you're gonna have to make room in your inventory.

Inventory Slots and Encumbrance

Inventory slots and encumbrance work exactly as they do in the base system. You've a number of Inventory slots equal to your Strength + 2. Most items take up one slot, though two-handed weapons take up two. Armor takes up a number of slots equal to it's Defense bonus. Negligible items take up none, nor do coins and gems, should you encounter those antiques in this digital age.

You gain 1 Encumbrance point for every Inventory slot over your capacity. Armor too causes encumbrance at a rate of one point of Encumbrance per Defense point over 3. (Defense 4 provides 1 Encumbrance point, Defense 5 provides 2, etc)

Starting Equipment

Starting characters are assumed to at least have the following:

  1. Commlink
  2. Credit Chip
  3. "Enough" ammo for starting weapons
  4. Lower class living space 
  5. And a random item from your last career


Weapons

Weapons typically come in three sizes (Light, Medium, and Heavy) across two categories (Melee and Ranged).

Light Melee would be your daggers, stun batons, electro-brass knuckles. They do 1d4+Str damage and take up a single Inventory slot. They typically cost Y100.
Medium Melee would be your sword canes, rapiers, police batons. They do 1d6+Str damage and take up a single Inventory slot. If wielded with two hands, they do 1d8+Str damage. They typically cost Y400.
Heavy Melee would be your great swords, chainsaws, jaws-of-life. They do 1d10+Str and must be wielded with two hands. They take up two Inventory slots, and typically cost Y650.

Light Range would be your hold out pistols and stun guns. They do 1d4+Dex damage and take up a single Inventory slot. They typically cost Y150.
Medium Range weapons come in two forms: pistols (revolvers, machine pistols) and rifles (AK47, M16). Pistols do 1d6+Dex damage, take up a single Inventory slot, and allow for a free hand. Rifles do 1d8+Dex damage, take up two inventory slots, and need two hands to wield. They typically cost Y350 for pistols, Y600 for rifles.
Heavy Range weapons would be your miniguns, flame throwers, and sniper rifles. They do 1d10+Dex damage, take up two inventory slots and require both hands to use. They typically cost Y1500

This doesn't account for a third category, NewTech, which would be your lasers, sonic rifles, and anything weird or high scifi laying about. My suggestion is these should be rare and treated as magic items are in other games.

Grenades are technically ranged, and do 1d6 damage to everyone in a 20 foot radius. Flashbangs, on the other hand, force you to save vs blindness within the radius. They both cost you Y150 each.

Armor

Armor as well is divided into three sizes (Light, Medium, Heavy).

Light Armor would be your leather jackets, gambeson, or impact mesh. They provide a Defense bonus of 2, and typically cost Y200.
Medium armor would be kevlar vests, flack jackets, or those chainsaw safety pants things. They provide a Defense bonus of 4, and typically cost Y500.
Heavy armor is standard riot gear - kevlar over chainmail, interwoven with impact mesh. They provide a Defense of 6 and will run you a hefty Y1100.

And again, there's the NewTech. Here is where we get the power suits and electron shields. Good for big bads and McGuffins for stealing.

Riot Shields will run you Y1200 , take up a free hand, and provide standard shield bonus.

Equipment

Okay, alright, here starts the list. I can stay focused. Name, price, brief description. Items take up one slot, unless otherwise noted.

Breaking and Entering

Autopicker (Y1000) - A gun shaped device that fits a pair of lockpick in the "muzzle" and used by pulling the trigger. Adds +1 to lock picking attempts against mechanical locks.

Explosive Breaching Charges (Y250) - For when everything else in this section fails. Consumed on use.

Lockpicks (Y200) - Required for the use of the lockpick skill against mechanical locks.

Sequencer (Y250) - RNG add-on for a Skeleton passkey. Generates random combinations to attempt to force an electronic lock. Adds +1 to lockpicking against electronic locks.

Skeleton passkey (Y2000) - Blank keycard wired to a small handheld terminal. Required for lockpicking against an electronic lock.

Medical

Chemical Analyzer (Y700) - A briefcase sized laboratory used to analyze unknown chemical samples. If sample is not found within the on-board databases, it will return a compound most similar.

Dissection Kit (Y250) - Used for field surgery. And field dissection.

First-Aid Kit (Y50) - Required for First Aid skill usage. Consumed on use.

Medical Scanner (Y350) - Injects nanobots into the patient to provide medical condition readouts to the hand held remote. Provides +1 on First Aid usage. Nanobots are Y50 a dose, are consumed on usage, and eventually are absorbed safely by the host body.

Trama Patches (Y40) - Adhesive dermal patches (often called "slap patches" due to how they're applied) that are soaked in various pain medications and coagulators that get absorbed into the skin. Temporarily (about an hour) restores 1d4 hit points. Consumed on use.

Surveillance and Countermeasures

Binoculars (Y50) - You know what these are. Don't fight me on this.

Bug Scanner (Y500) - Scans local signals for known recording device (audio and video) signatures. Devices must save to remain hidden.

Hand Radio (Y500) - Antiquated technology that uses radio waves for communication. Your grandpa called them "Walkie Talkies" for some reason. Comes with ear piece and throat mic for an additional Y100.

Laser Microphone (Y600) - Measures the vibration of a smooth surface from up to 500 yards and translates to audio data. Immune to White Noise.

Nightvision goggles (Y800) - Generates a false light, green tinted image of the world around you, out to 100 feet, allowing you to effectively see in the dark. Inflicts a -4 to saves vs bright lights while using.

Signal Jammer (Y500) - Illegal. Blocks all signals within a 200' radius.

Vampire Data Tap (Y300) - A small clamp device with plural spikes on the inside used for physically tapping into network cables.

White Noise Generator (Y300) - Good for providing white noise to ease your tinnitus so you can sleep at night. Sucks, doesn't it? Oh how I regret the choices of my youth and long for the sound of true silence. Anyway, through turning the volume all the way up, this can also be used to generate background noise to throw off any audio recording devices.

Personal Entertainment

AR Goggle (Y750) - Allows for viewing of cyberspace over the physical world. 

Bag of Drugs (starting only) - 3 doses of your brand of drugs. Drug rules ain't written yet. Time for some rulings.

Commlink (Y1000) - Life in 20XX is built around these. They act as modern cell phones, data chip readers, cameras, audio recorder, audio player, AM/FM radio, PAN hub controller, digital assistant and much more. All this in a convenient 11"x8"x1" case! Buy yours now, and be sure to pick up the latest attachments today! (Commlink accessories are typically compatable with cyberdecks.)

Credit Chip (Y5) - Like a digital wallet and debit card. Law abiding citizens will note the convenience it provides. Your sort of people will note the "eggs in one basket" feature of it.

Gargoyle Suit (Y1500) - A body suit loaded with communication equipment and transmitters for more detailed interaction within cyberspace. Typically used for video games, special batons allow for melee attacks within  All active Face abilities cease to function while wearing this. You big nerd.

Neural Brainwave Editor (Y800) - An electrode system used to alter the user's brainwaves to a desired emotion, typically used for sleep induction. Called a "vizzy" by the same sort of people that refer to a neck based commlink as an "uvvy", cyberstoners typically rewire the unit to generate feedback, allowing for a software based high.

Stereoconversion Goggles (Y500) - Converts viewed 2D image to 3D. Popular among the spraypaint tagging crowd.

Tools

Breathing Mask (Y300) - A standard mask covering user's nose and mouth, with dual replaceable filters. Popular with Sprawl and Singapore city dwellers. Gives +2 for saves against gas. More chic versions allow for fresh air plug-ins, for the occasional treat of clean air.

Crowbar (Y50) - Or "prybar" for the anticorvites. Provides +2 on strength based attempts at prying something open.

Cutting Torch (Y250) - Hand held touch powered by oxy/acetalyne gas in replaceable fuel tank. Often used for cutting through metal. Replacement tanks are Y80.

Electronics Kit (Y250) - Used in and needed for repairing electronics.

Flashlight (Y25) - I shouldn't have to explain this one either.

Glowpaint (Y25/sq ft) - Glow-in-the-dark paint that gives off a soft glow. Good for locating the covered object in the dark, poor for seeing by.

Glowstick (Y10) - Six inch plastic tube chemical light. Crack and shake to activate. Provides soft light for 6 hours that's bright enough to read by.

Glowtape (Y25/yard) - Like Glowpaint, but in tape form.

Glue sprayer (Y150) - Mini aerosol canister of industrial strength super glow. Contains a single usage, which is enough to cover three square feet (such as gluing a door shut). Add a -2 penalty to any attempts at separating the bound items.

Glue solvent (Y90) - Mini aerosol opposite of the Glue Sprayer. Needed to counteract the penalty.

Protective Goggles (Y200) - Photosensitive protective eyewear, typically used by welders. Provides +2 to saves vs light.

Repair Kits (Y500) - Typically used for various repair jobs, kits come specific to the task at hand. Electronics kit is used to repair electronics, gunsmith kit is used in repairing guns, mechanics tool kit is used for mechanical repairs. Required to use those skills. Takes two slots.

Rope (Y20/yard) - Nylon rope with interwoven carbon fiber. Can hold about 2,000 lbs.

Spray Paint (Y20) - Comes in various colors and covers roughly 25 square feet of surface area.

Tech Diagnostical Tool (Y250) - Handheld computer (wrist mounted versions available) with diagnostic programs, electronic probes, and schematic databases. Gives a +1 situational bonus to computer device repair skills.



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1d100 Failed Cyberpunk Careers

What follows is a list of 1d100 failed careers. It's intended for GLoG.dat usage, but I suppose any weird cyberpunk setting would work for it. Per standard GLoG rules, on the left is your old career, which starts as a level 1 skill, and on the right is the item you managed to walk off with as you left your old job.

Special thanks to Josh at Rise Up, Comis, and Mr. Hughes, cyberpunk guidance counselor at Android High School for helping me in rounding out the list.

CareerStarting Item
1Algae Cuisine Chef3 cudes of dehydrated food grade algae
2Algae Tank Sluice OperatorWaist-high wellies
3Android repair manElectronic repair kit
4Android-Pop star managerEarplugs
5Apocalyptic street preacherHollowed out bible
6Art DealerAI made collage box
7Asteroid minerFrequency resonator
8Astrodock laborerMagnetic boots
9BartenderExpensive bottle of top-shelf hooch
10BiochemistVial of hormones
11Black marketeer of SQUID discs3 recorded SQUID discs
12Bootleg Animal DealerA small, living (but artificial) animal
13Buddhist monkBegging bowl
14BureaucratBulletproof clipboard
15Calorie manHand crank generator
16Cashier at opium den fast food restaurant3 doses of opium
17Chatbot BackendList of chatbot system passwords
18Cheetah Blood DrainerCollar with Tap
19CIA InformantBag of drugs
20Cirque de Solei performer50ft of silk
21Clone DecanterSqueegee, rubber gloves
22Corporate DroneID Card; Stapler
23Corporate GeomancerGeomancy tool
24CosmonautTattoos of Lennon and Putin over heart; Old space suit
25CounterfeiterFake Traveling papers or license
26CourierMysterious package
27Cyber Zen GuruRecurrent wired vizzy
28Data CourierCranium drive augment
29Data Security2 casettes
30DeforesterChainsaw
31DIY PharmacistVial of strange drugs
32Drug MuleBag of drugs
33Environmental ministry inspectorBreathing mask
34Experimental MoonshinerJar of high proof alcohol
35Feng Shui ConsultantFeng Shui compass
36Forklift Mech Construction WorkerHard hat
37Furry CultAnimal canine teeth implants (1d6 bite attack)
38Gene-ripper2 doses of CustomGenes(tm)
39Genetically-modified cat exterminatorHiku brand cat-trap, slightly stained
40Genetically-modified elephant handlerPain inducer remote and collar
41GunsmithWeapon repair kit
42Handsome Weeping Boy (Ikemeso Danshi)Fine silk suit
43Hemp FarmerBag of marijuana
44Hinterland SurrogateBag of drugs
45Hologram ArtistStereoconversion goggles
46Horse HistorianBag of horse bones
47HyperPolo PlayerPolo Motorcycle
48Implant repoDissection kit
49J-Pop star BodyguardEarplugs
50JailbreakerElectronics repair kit
51Jeffrey's Tube EngineerMechanics tool kit
52KGB Operative1 dose of poison with umbrella for delivery, tattoo of Lennon and Putin
53LocksmithLockpicks
54Lunar MinerLunar pickax
55MachinistTool kit
56Mafia Family MemberPasscard to a penthouse
57Mall SantaWine stained fake beard
58Merchant marineShipping Charts
59Meth cookBag of drugs
60Muay thai competitorGlass laced knuckle-wraps
61Nail salon slavePain inducer remote and collar
62Nuclear Physicist Slightly glowing rod
63Oil Rig WorkerHard hat
64Organ HarvesterDissection kit
65Organ IncubatorOne extra organ of your choice
66Orphan catcherHand cuffs
67PanzerboyIgnition key to a burnt-out tank somewhere
68ParamedicFirst aid kit
69Parkour CompetitorClimbing gloves
70Patent Classifier-1 will to live; 3 stolen patent data discs
71PimpLittle black book
72Pizza DeliveryShitty car
73PornographerHolodisk of Android pornography
74Professional ApologiserAuto-Tear-duct augment
75Prostitute (the oldest profession)Disease resistant patches
76Ramen Cook3 packs of expensive ramen
77Rastafarian Bag of weed
78Renraku prostituteStill installed "cutout switch"
79Rent-a-copSecurity uniform
80Rickshaw DriverRickshaw
81Ringleader for traveling Android CircusTop hat with PA system
82Rock StarElectronic instrument
83Salary manCorporate hand book (full of oaths, company songs, and standard practices)
84security consultantRemote motion sensor
85SimLife starSense-record unit
86SimLife star impersonatorFake sense-record unit
87Smack supplier for dolphinsHeroin kit (drug, lighter, spoon, needle)
88Solar balloon squatterElectronic repair kit
89SQUID recorderSQUID magnetometer
90Street surgeonBottle of high proof alcohol
91Student3 textbooks; crippling debt
92Surrogate mother to clone babiesThird breast augmentation
93TacoCopter SpecialistMini UAV
94Tong enforcerChinese cigarettes, length of chain
95Trade magnateMysterious package
96Transit system workerLifetime pass
97Visigoth gang memberFine Gothic clothing
98Yakuza enforcer-1 pinky finger; body tattoo; Fashionable clothes
99Yoga Instructor to the StarsDisc full of celebraty secrets
100Zef RapperFine Silk boxers, Zef Curse
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District Generator



Wrote a quick generator to distract myself from cyberpunk writer's block. Intended of assist Josh over at Rise Up, I reckon it'll be suited for anyone looking for a strange entry into a city. Not all combinations are perfect, but if it helps get the thinker get thinkering, then it's done its job.



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//GLoG/augments.tgz

This part is likely to get fiddly.

It mustn't get fiddly.

It probably will though.

Design goal: Don't get fiddly. If a decimal gets used in the price, things have gotten off course. Points are provided in increments of 10 rather than 100 to avoid sneaking around this.

Design goal: Augments shouldn't just mimic equipment. If they do, as the eye augments probably will, they should be significantly better than purchasable equipment. There'd be no point in purchasing them otherwise, other than being disarm immune.

Augments


For every template you take in this, you gain 10 augment points, which can be spent to acquire the listed augments below. These points do not have to be spent all at once, and may be stored between level advancements, until used. I suppose you don't really have to spend them at all. Seems a waste though.

Before I mentioned the augmentations mostly came in two flavors: Cybernetic and Organic. In hindsight, the difference here is trivial and purely cosmetic. Trying to give significance to the differences fails the first design goal. Also, without a score to vaguely represent how augments you can take, there's just no point. Further, along those lines, I've never cared for the argument of "you've got more tech in you, now you don't relate to people." Garbage. If you've still got an unrealized fear of entropy and oblivion driving you to build a legacy, so as to not be forgotten and lost in the overwhelming sands of time, then congratulations, you're still one of us.

I considered a battery system for a brief while, with some of the augments being powered by renewable charges and additional power cells. I still like the idea, but it seems to break the first design goal.

The numbers that follow the names of the implant are the point cost. I'll be honest, they're sort of guessed at, and I would love any feedback on 'em.  The general thought on pricing was:

          Mimicked another template ability: 10 points
          Mimicked another template, but cost something: 7 points
          Rather situational in usage: 5 points
          Basically equipment: 3 points
          Filler material that still seemed handy: 1 point

Augment effects are stack-able.


Adrenaline injectors (7) - Sometimes you just gotta act NOW. Flood your heart with synthetic adrenaline (also spend a point of Conviction) to automatically succeed on Initiative checks the rest of encounter.

Bainti Modulation (10) - Like the voice modulation, only more so; and your throat is jam packed with vocal equipment. Whenever you speak, your voice rings with a digital quiver. When you shout, well, that's when things get exciting. You receive 1d6 (consumed on 4-6) and, when rolled, brittle objects within 25' of you must save or be shattered. People as well must save or be Deafened for [sum] rounds, and stunned for half that.

Biomonitor Beacon (7) - Not really useful for you, but anyone attempting First Aid on you, while using AR, receives +2 on their attempt. Also allows your teammates to see your health status, often represented in a vague number equal to your current HP score.

CB Radio (3) - An archaic form of communication, yet one that still functions when away from the Cloud. Send/receive unit with frequency selection is installed in the skull, with the antenna interwoven into the spine. Range is typically 1-2 miles. A port at the base of the spine allows for exterior antenna connection for longer range.

Cheetah blood injectors (7) - They might be extinct in the wild, but somewhere there's a lab draining their delicious clone blood. Inject it into yourself for +4 to movement for the rest of the scene, at the cost of 1 Conviction point. Winning.

Drone Control Unit (10) - Typically, control of separate drones over remote controls impose -2 to initiative, and only one may be controlled per action. DCU allows for control of a single drone/vehicle without loss of attention for the user, and, if multiple are taken, all connected drones maybe controlled on a single action.

Easy Flow elbow - The same model used by Bruce Willis himself.

Extendable Arm (5) - Gain five extra feet to your reach. However, you suffer -1 to Attack per every five feet you've extended, due to awkwardness. At least you no longer have to get up to get a beer from the fridge.

Extra Arm (10) - You've an extra, mechanical arm, and gain all the benefits and awkward clothing situations that come with it.

Gills (5) - You remember Seaman Anthony Piccolo from the second season of SeaQuest DSV? No, of course not. Why would you? I’m not sure why I do. Anyway, you’ve got gills now, right along your ribs.

Healing Factor (10) - Technically, a modified cancer. You regain 1 HP every 10 minutes. You regain 3 CON per day (rather than 1). Missing limbs regrow over a month, with slight deformities.

Hidden Cavity (5) - Gain an additional item slot. If you're ever searched, items stored here are not found.

Imaging processing array (5) - Robot eyes connected via silico/vivo interface to your brain. Choose three of the below. Purchasing again allows for selection of another three. All ranges are sight. Includes 20/20 vision and the Utility option for free:
     Augmented Reality - Allows for the overview of AR data with normal vision
     Camera - Records, and broadcasts if you choose, from user's POV
     Flare compensation - Provides +2 for saves vs blindness
     Magnification - Allows for vision magnification up to 50x
     Night - Imaging processor measure and estimates light waves and allows for vision at night nearly as well as daytime. Colors are muted and 8-bit, as the processor has to guess on occasion.
     Radiation monitor - Adds false color to detected radiation, as well as a display of estimated sunshine units.
     Targeting - Interfaces with user's gun's computer, providing +1 to Attack.
     Thermographic - Measures and displays infrared heat signatures.
     Ultraviolet - Allows for vision in the ultraviolet spectrum. Good for seeing residues and pollen.
     Utility - An assortment of useful tools: Compass, GPS display, digital message ticker, digital clock, friend tracking, augmentation report and monitoring,

Implanted Hard Drive (1) - You’ve got a hard drive in your head, and a cranial jack at the base of your skull. Useful for storing data on something that can't be stolen. Well, it can be, it just won't be your problem anymore.

Implanted Weapon (3) - select a small/medium melee or range weapon. That weapon is now integrated into your forearm and is immune to being disarmed.

Internal Communication Device (3) - It's like a flip phone, but inside your head. By concentrating on a party member, you may contact their communication device without need of verbal communication. Can be set to party line mode.

Internal Oxygen supply (5) - Contains a 30 minute air supply, with an exterior valve for resupply.

µSoft (10) - Why read when you can know? A small port behind your ear allows for connection to tiny storage chips known as µsofts (microsofts). Plugging one in allows you to instantly know the information contained on. Removing causes you to forget. Works for languages too. (µsofts work on a similar fashion to books)

Overclocked Muscles (7) - Upon activation, you're treated as having strength 20 for one round. Usage causes 1 Con damage each time.

Polygraphic Sensors (10) - While observing a subject as they speak, you're able to detect when they're lying. Not necessarily what the lie was, just that one is present.

RearWatch (10) - Most people prefer to keep their sensory implants where their sensory organs are. Less traumatic and disorienting that way. You, however, have radar installed in back of head; gain 5-in-6 chance to still act on surprise round.

Retinal Imitation (5) - By uploading a detailed scan of a retina to the augment's internal memory, the user may mimic that retina pattern.

Sonar System (10) - Redundancy is great and all; a life saver even. Though, when you take the Fishfinder system off of a boat, wire it to a silico/vivo interface and jam it into your skull, you gotta start asking questions. Spend a Conviction point to ignore a Blindness.

Spider legs (10) - Appearing as a standard pair of bifurcated legs, only chromed. Upon command, they further bifurcated in to legs tipped with sharp dactylus. This allows free movement up nearly any surface, with your hands remaining free. Typically, climbing requires all four limbs.

Spiked Heel (3) - You've got a sharp, retractable spike hidden within your foot. This allows for a surprising 1d4 of damage against anyone grappling you. No, I don't know how your foot and ankle still bend.

Spring Heel Jacked (10) - You've replaced your hamstrings with the spring out of a vehicle's suspension. I can't claim to know your motives, but falling damage is now reduced by 1d12 points.

Sub-Dermal Armor (5) - Patches of ceramic based non-Newtonian fluids are implanted just under the skin, providing damage reduction of 1 to all incoming attacks (to a minimum of 1)

Synthetic Skin (10) - More than just a skin graph, a pigment modulator allows for a complete changing of color to the user's skin. For just a couple of points more, a secondary processor is installed with the modulator, allowing for more defined control over the pigment altering, to the point where a user may display images and messages over their skin. By adjusting to the primary color of the surrounding environment, visual based stealth is increased by 2. Word of warning though, it itches like a bastard for the first week after surgery.

Tactical Assessment (10) - By running a live feed of an opponent through the military training computer you've decided to lodge in your head, you're able to determine and estimate their tactics. After observing an opponent for a round, you learn their level, as well as gain +2 to Attack, Damage, and to overcoming the target's Save. This bonus lasts until the end of the round.

Thief's Hand (3) - An array of tools for thieving stored in a prosthetic hand.

Venom Injectors (10) - Usually installed in fingertips, though some people like to replace their canine teeth with it, this allows for a once per combat poison attack. Exact effects are based on the poison, and drugs will probably be treated as poisons. A roll of 20 means you've injected your own dumb self. After each usage the augment needs 20 minutes to synthesize a new dosage.

Voice Modulation (5) - Given a sample of the target's voice stored to the augment's memory, and an hour for the augment's neural network to train, you can mimic the target's voice. Time to confirm a bunch of collect calls.

WhisperSoles (10) - Like a cat in Kitten Mittens, your sound based stealth has increased by 2.

Wireless Eye (3) - A simple cyberoptical prosthetic in communication with a receiver in your head. Given the nature of the IoT, in crowded locations, distance of the connected could, potentially, be measured in miles.


This is not a comprehensive list, and more is likely to follow.

Pre-publishing Hindsight


The least fiddly thing to do, would have been simply say "Pick an augment. You get it," rather than using points. However, not all augments are created equal. Grouping augments in packages also came up, with one template equaling one package. This seems not unreasonable, and will be on the docket for play testing.


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