Saturday, February 16, 2019


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.


Monday, January 14, 2019


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 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 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.


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.


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.


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.


Thursday, January 10, 2019

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
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
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

Wednesday, December 5, 2018

Thursday, November 29, 2018


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.


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.


Monday, November 5, 2018

//GLoG.dat -hackr -?

Really backed myself into a corner, title wise, by placing the .dat file in the root.
So anyway, the idea here was to find a solution for a hacker that didn’t have them playing their own mini session with the GM while everyone sat around bored. Honestly, I had very little in the way of ideas on how to do that until I came across this blog post by Michael Bacon while casually looking at the Cyberpunk 2020 hacking section in an SRD. The two just sort of meshed. Yeah, last post made it seem like I had something lined up, didn’t it? A very clever lie.

Anyway, the short of it is, the cyberspace of 20XX is heavily dependent on meatspace, and is accessible through augmented reality. This slows hacking down to the speed of every other action, rather than Shadowrun’s “speed of thought” deal.

Is it the best solution? Maybe not. But it seems usable and opens the door for other ideas.

Hacking in a Vague Description
You get one cache slot per level that can hold a single program. You load these at daily wakeup.

You get one processing die (d6) per level that can be used to execute a program. These are refreshed by a night's worth of defragmenting.

You execute programs by allocating your processing die in a program and then rolling them. The more dice, the more effective the program execution. Each die you invest has a 50% chance of returning (on a 1-3) into your processing pool.

There’s two things you’ve got to keep in mind during all this: 1) The tech of 20xx isn’t like the tech of today. Gone are the days of CD-ROMs, USB, and platter hard drives. Now is the time of solid states, high capacity cassettes, and ZIP-disks. 2) The programs your running, for the most part, aren’t standard programs. They’re major resource hogs, probably originally developed by a world military to run on specialized computers. Low- to mid-level AIs generated to perform a very specific purpose. Kaung grade MK11 type stuff. Definitely shouldn’t be in the hands of a street user. Your deck is bleeding edge and modded all to hell, but can still only execute a minor handful before needing some serious garbage collection.

Actually, a third thing. Given the saturation of technology (from wearable devices to microcontrollers in weapons, nearly everything is part of the IoT) and the advancement of security (signal dampening paint for instance), cyberspace takes on a skewed, yet similar image of the real world. People appear as clouds of processing points within personal area networks, and objects can vaguely be made out based on their thickness, material, and the way signals bounce off them. High level AIs (thems with the ability to reason and self initiate) roam cyberspace carrying out tasks by their owners, or potentially going rogue and casing trouble.

Your Deck
This is your portable supercomputer. I say portable, but I mean it in the way a cooler is portable. “Yes, technically”, but still a pain in the ass. While you can store up to 10 programs in the data storage of the deck, only programs in the cache slot can be executed. Loading programs are typically done before deployment to the field, as they take roughly an hour to transfer.

The most typical way to interface with your Deck is over AR (augmented reality) - a pair of goggles that display the virtual world overlaid on the real world, allowing for the viewing of both cyberspace and meatspace at the same time.

I could try telling you these are Special Command Read-Only LogLess Scripts (see what I did there?), however that would be unimportant. Also complete gibberish. What these are are high capacity analog magnetic tape that store the ones and zeros for a military grade program, suitable for one time use. Inserting the cassette into your deck allows you to execute the stored program, providing a free processing die from the on-board processor. Should you choose, you may allocate your decking resources to the execution of the program. Again, being military, these are single use items that self destruct after a single use.

Transferring programs from cassette to deck, and vise versa, is possible, but a huge pain in the ass. It also takes about an hour, but any number of programs can be swapped between the deck and cassettes.

If you seek to execute a program that you’re not sure of what it is, consult your GM.

Faults and Snowcrashes
Because of the experimental nature of it all, sometimes you encounter system errors. Faults are relatively minor errors and occur when the processing die produces doubles. Snowcrashes occur when triples are rolled, and are horrible. Don’t roll triples.

1. Resource hog - Dice only return to your pool on a 1-2 for 24 hours.
2. Short Circuit - Take 1d6 damage
3. Static Arc - CyberDeck takes 1 endurance damage
4. Zombie process - An unterminated process is taking up a processor. Lose one processing die for 24 hours.
5. Feedback - Headache inducing patterns overwhelm your AR interface. Agony for 1d6 rounds.
6. Ctrl+Alt+Del - Cannot execute any programs for 1d6 rounds while the tasks restart.

1. I/O board is fried - It’ll take you 24 hours to fix it
2. Motherboard is burnt out - It’ll take you 72 hours to fix it
3. Prison of Your Own Flesh - A feedback error causes you to hallucinate for 48 hours straight. As it dies down, you find yourself unable to return to your deck, the horrors you saw scaring you off it again and again.

Wait...I can get hurt by this?

Oh yes. From Faults and Snowcrashes, to any number of AI, anti-personel programs, or ICE protocols can assault your deck, or other devices, causing it to play havoc on your cerebellum. Such is the trade off for modern day godlike ability: Sometimes you’re the only one able to see the monster.

Anyway, on to the brass tacks -

You're a console cowboy; master of the realm digital. You collect military grade computer hardware for nefarious activities in cyberspace. Stay outta Memphis hotel rooms.

Starting Skills: [1] - coding, [2] - cryptocurrency, [3] - dive bars
Starting Equipment: CyberDeck; light pistol; 2 casettes

A.     +1 processing die, + 1 cache slot, +2 programs
B.     +1 processing die, + 1 cache slot, +2 programs, Projection
C.     +1 processing die, + 1 cache slot, +2 programs, Virtual Agent
D.     +1 processing die, + 1 cache slot, +2 programs, Merge Programs

You've finally been able to afford the 'trodes upgrade. While wearing them, you may close your eyes and concentrate, leaving the prison of meatspace behind. Your consciousness falls completely into Cyberspace, allowing you to move freely through the system. Spatial relations lose meaning, becoming more abstract; PANs take on the form of geometric shapes. Networks outside the Cloud appear as large, black monoliths. AIs appear in their cold, logical true form - four dimensional shapes, ever in motion and pulsing with light.

For purposes of other programs, your current location within Cyberspace counts as the origin of the range. You are fully visible to any in AR, and a silvery digital trail leads back to your deck. Programs that target a device can target your deck if your projected location is within range.

Virtual Agent
    You've managed to incorporate a secondary array of RAM into your deck, and allowed an AI to take up residence within it. It can perform simple tasks on it's own, such as executing a program at a given time, however it is only a mid-level AI and still requires commands from you. Should the deck fall into a "broken" state, it will take 24 hours after completely fixing the deck for the AI to return.

Merge Programs
   By putting two different programs on cassettes into a special virtual machine, and forced to combine based on survivability. Think of it as a genetic algorithm thunderdome. Don’t worry, they’re probably not sentient. After the week of retraining, the combined programs produce one of the following:
1) A random program
2) A mutation of one of the programs
3) A new program based on the combined  programs

Note: I considered making "Create Program" an ability, however that basically translated out to "Do the GM's work." Which is a suck power. If you have an idea for a program, talk to your GM about it.

This is a non-exhaustive list of programs, and many more may exist out in the world. Typically a program comes in one of three catagories: Offense, Defense, and Utility. I've not labeled them.

Object saves: If the equipment is on a person, use their save. They’ve clearly fiddled with the settings. AIs save as NPCs.

R: Range     T: Target D: Duration

R: Self     T: Self D: Concentration
A language program for decrypting or encrypting files. The process operates on [dice] files at a time.

R: Connected     T: Device D: [dice] real time minutes
You temporarily reactivate the low level AI in a broken device and are able to query its memory. May know how it broke if the event was logged in time.

R: 20’     T: [dice] Device    D: [sum] turns
Makes a device believe the user has authorized access. Invest 3 [dice] to instead target an AI and convince it you are admin level user.

R: 50’     T: Device  D: [dice] hours
Makes a device appear as another within Cyberspace.

R: 200’     T: AI D: Instant
Does [sum] 'fire' damage to all higher level AI within the sphere. Save for half.

R: Self     T: the Cloud    D: Instant
Through accessing various backdoors of common public record databases, user may as [dice] yes/no questions. If [sum] is 10+, user may ask any question using [dice] words.

R: Connected     T: Device D: Instant
Communicates with the Device’s low level AI and attempts to find a work around for the damage done to the device, though at a price. Temporarily removes [dice] quality checks for [sum] rounds, before breaking completely until properly repaired.

R: 30’     T: Device  D: Instant
Injects a litany of various common “OPEN” commands into the targeted equipment. Has a [dice]-in-6 chance of working. You’d be surprised what uses an “open” command: automated doors, smartgun actions, parachutes, etc.

Powerword: Blind
R: 20’     T: User D: Instant
When targeted against visual equipment, generates blinding light which...uh, blinds the user for [dice] rounds. Save negates. Cyberoptic implants count as “visual equipment.”

Powerword: Deafen
R: 20’     T: User D: Instant
When targeted against audio equipment, generates a high pitched squelch that deafens the user for [dice] rounds. Save negates. Cybercochlear implants count as “audio equipment.”

Powerword: Stun
R: 20’     T: User D: Instant
Generates a power loop feedback in the device of a user, stunning them for [dice] rounds. Save negates.

R: 20' T: Device D: [dice] real time minutes
Allows communication with currently functioning device AI. Program translates between machine and human.

R: 20' T: Device D: Concentration
Allows for the accessing of networks not connected to the Cloud. Any network worth breaking into has ICE patrolling its systems, always comparing activity against Suspicion Profiles. However, there is a [dice]-in-6 chance the program will hide you well enough for ICE to ignore you.

R: 100’     T: Device D: [sum] turns
Allows for pinging and probing a device to determine if it’s an AI disguising itself. AI must save to remain hidden.

R: 0’     T: Location    D: [dice] days
User is able to leave [sum] length message within the cloud, bound to their current location. This message is viewable by all. Note, this is different from Message Boards or AR advertisements, as those require a dedicated device. This steals a bit of space from surrounding devices to avoid the need of a hosting device.

R: 25’     T: Device  D: Instant
Generates feedback in the device. Device must save or take [dice] damage to durability.

R: 50'     T: Device  D: [dice] turns
Adds +4 to device’s saves.

Static Wall
R: 100’     T: Location   D: Concentration
Generates a solid wall of static in cyberspace. Moving through the space in meat space does [dice] durability damage to devices. AIs take [sum] damage.

R: 50’     T: Device  D: 5*[dice] turns
Puts a device into a sleep mode.

R: Connected     T: Device D: [Dice] turns
Detects whether current device has a virus or other malicious code

R: 50’     T: Self D: [dice] hours
Detects devices/AI/ICE moving within Range and alerts the user.

R: 20‘    T: Self D: Concentration
Your deck begins to spew garbage signals within a radius around you, making it look like there are a multitude of devices within the area, requiring [sum]/2 rounds to sort through to find you. Flammable.

The Turing Institute has cataloged the following programs, and keep them securely contained in non-networked computers. (They’re ideas I thought of, but deemed too powerful - or just odd. Could be usable for plot, so here they are):

Powerword: Kill
R: 20’     T: User D:Instant
Sends a massive power surge through the device, killing the user

Doom Song
R: 20’     T: Device   D: Instant
Does [dice] worth of durability damage to the device. If this breaks the device, add +1 to the [dice] value and target all devices within 25’ of the original.

Implant Suggestion
R: 20'     T: User D: Instant
Over loads sensory equipment to produce a frequency that implants a [dice] word command into the target's brain.

Tuesday, October 30, 2018


Sometimes, in the long shadows of hte night, I get to imagining I've got time and brain space to run a game again. A cyberpunk game, specifically; set in a 20XX where Mega Corporations run the majority of things, humanity is locked some vague place between meat and machine, and chock full of all the technobabble you can squeeze out of the collective works of William Gibson. Or "Billy Gibs" as I call him.

Shadowrun is great, but I'm not looking for the magic aspect. Also a break from Tolkien elements would be nice.

Cyberpunk 2020 seems the perfect solution - I mean, it's in the name - however with 9 attributes and 50+ skills (I stopped counting), this seems a bit too long for the probably once a month session it would have to be. Seriously, "Cryotank Operation" seems WAY too specific.

Then I refound the notebook of printed GLOG rules. Seems the best fit: 6 common place attributes; contextual skills; quick and easy character build; templates easily modifiable. However, a quick search led to nothing on a cyberpunk GLOG version. Some pirate related stuff, but nothing cyberpunk.

So, then, the below happened. At this point in time, they're based on standard GLOG rules (-1.0?) but adjustments to that may get wedged in as needed.


What's cyberpunk without some sort of body augmentation? Every old system needs an upgrade at some point; the human body is no exception. Each time this template is taken, the character gains 10 points to spend on augments. Not all augment points have to be spent at once, and can be saved until use. Augments most likely come in two forms: Cybernetic and Biological. A non-complete list can be found here.

The Face

You are a man about town. Your fingers are on the pulse of the nightlife and social gossip. If you’re not part of the ‘In crowd’, it’s because you’ve turned them down and they’re the worse for it. 

You gain +1 Groupie for every template of Face taken. A groupie is like a hireling, but without the money cost. XP is shared only on missions they part take in.

Starting Equipment: Stun Pistol, Stun Baton, Silk Suit

Starting Skill: [1] - Fashion, [2] - Pop Culture, [3] - Recent News

A Nice Threads, They Know Me Here
B Street Cred, Pep Talk 
C Fanatic Groupies, Gang Uniform
D Really Good Liar

Nice Threads
Until they start making armor in pinstripe or egyptian silk, you’ll take your chances without. While wearing fashionable clothing of the same cost as related armor, you receive the equivalent defense, but without expending Inventory Slots. The clothing is Fragile however, and you suffer -1 def each time you’re scorched, dirtied, shot, stabbed - anything that would ruin such fine clothing. 

They Know Me Here
You’re a regular at a local dive bar. The patrons are Friendly towards you, and are usually willing to lie for you, given plausible deniability. For a smile and some sweet words to the owner, you can use a backroom unmolested. 

Street Cred
By recounting your recent adventures to a crowd, say a bar crowd, every character that participated in the adventure, and the retelling, receives an additional 10% of the XP received during the adventure. Usable once per adventure. 

Pep Talk
Once per session, as a free action, you may give a rousing speech to attempt bolster the spirits of your allies. Any friends that can hear you regain 1d4 HP (the DM is encouraged to give a +1 or +2 bonus based on vigorous gesturing and if the other players are actually encouraged by the speech). Outside of combat, the speech is worth 1d6. 

Fanatic Groupies
Your good looks and honeyed words have won over the crowds, to the point they’re willing to jump in between you and danger at a moment’s notice. If you take physical damage, you can choose to pass off the damage to an adjacent hireling. They make no additional check or save, merely take the damage meant for you. 

Gang Uniform
While wearing an outfit involving a symbol representing the gang, any allies loyal to the gang and wearing the same symbol receive a +1 to attack. The symbol can be just about anything, as long as it undeniably identifies the specific gang, and members thereof. 

Really Good Liar
Once per session, you may declare any excuse or argument to be both valid and acceptable. 

The Fixer

The world has problems, no one can deny that. You make a living by providing solutions to these problems. Be it guns, drugs, or even rare animals, if you wanted, you know how to get your hands on things, and if you don't, you know someone who does. 

You gain +1 Contact with every Fixer template taken. Contacts defer from Hirelings in that they won't go on field missions, but will provide services for favors or hard cash. Contacts gained in this way have Loyalty 10, and are unlikely to rat you out.

Starting Equipment: Medium Body Armor; Med Pistol

Starting Skill: [1] - Black Market, [2] - Conspiracy, [3] - Contracts

A Well Connected, Well Prepared
B Done your homework
C Line of Credit, I Remember Reading About That
D I Know A Guy

Well Connected
When hiring hirelings, treat your Charisma as 2 higher.

Well Prepared
When in a shady back alley, you may spend any amount of money to receive an unmarked box. When opened, you declare what’s inside, as long as the item(s) are equal or lesser in value than what you paid, and use the correct amount of inventory slots. It is possible to have a smaller box within a box. 

Done your homework
Any very specific detail you learn about your next job adds a point into a special conviction point pool. This pool is usable by the team, may only contain up to the fixer level's worth points, and these points are only good for the specific job.

Line of Credit
You’re known for being good to your word. Where most illicit dealings require money up front, usually in a nice briefcase or other easily verifiable form, people who have heard of you or dealt with you before are willing to extend up to 250,000 units of standard currency (nuyen, bitcoin, dollars, whatever). Mind you this is total, be it across multiple dealers or all with one. Regular repayments are expected, with rather unfriendly results should you seem to be neglecting said payments. 

I Remember Reading About That
Once per day, you may treat your Intelligence as being 20, for the purposes of knowledge related skill checks. 

I Know A Guy
Once per session you can call in a favor owed you by someone within your network of contacts, with a 5-in-6 chance of them willing to accept without payment.  

Grizzled Cop

You’ve been on the Force longer than most. In fact, of those you graduated Academy with, you’re probably the last alive. You’ve seen some shit, but your dedicated to the job and seeing the criminals of this town brought to justice. You gain +1HP and +1 Save vs Fear for every Grizzled Cop template you have. Starting Equipment: Medium Armor, Badge, Service Revolver* Starting Skill: [1] - Law, [2] - Loose Cannon, [3] - Criminal Underground A Officer of the Law B Determined, Trained to Take a Hit C Thin Blue Line D ...Do You Feel Lucky, Punk? Officer of the Law You are a cop, and are allowed to engage in the benefits of the position: free coffee at Donut Hut, running red lights, and carrying a gun in restricted areas. Oh, right, you’re also able to arrest people, call in police backup, and push your wait around while flashing the badge (targets Save vs Fear or be compelled to answer questions). On the other hand, you are also susceptible to Internal Affairs investigations and people looking to film you abusing your power. So, be careful. Or don’t. I ain’t the cops. You are. Determined This job has cost you two marriages, countless night’s sleep, and a working liver, yet you stuck with it. You can have up to two points of Conviction, rather than the standard one. Additionally, when spending a point of Conviction to attack an enemy, you deal an extra +1d8 base damage. Trained to Take a Hit You’ve been shot before. You’ve been stabbed before. You’re not fond of them, but you know how to take them, using your body armor to its fullest effect. Once per day you can reduct incoming damage by 1d12 points. Or you can choose to ruin your armor and reduce the damage by a straight 12 points. Thin Blue Line Adjacent allies can use your Save vs Fear in place of their own. This ability has no effect if you are currently afraid. Additionally all other Officers of the Law allied to you get +1 Attack while in scene. ...Do You Feel Lucky, Punk? Uh, uh. I know what you’re thinking. “Did he fire six shots, or only five?” Well, to tell the truth, in all this excitement, I kind of lost track myself. Any attack made using the Server Revolver that doesn’t hit has a 4-in-6 chance of not consuming ammunition. *Note: Service Revolver is a medium pistol with no electronics. Six shots.


Ah, jeez, this is gonna require a little more room, and its own system. Found here.

Street Samurai

You’re the Hero; the Protagonist; World’s Greatest Swordsman. Or maybe you’re the Razor Girl; nerves set to overdrive with fingers full of blades waiting to be used. Whoever you are, you’re a student in the nearly lost art of Ass Kicking, always on the lookout to fight someone bigger and badder than you, until you prove yourself a master. You gain +1 HP for every Street Samurai template you possess. Starting Gear: Medium armor, 2 melee weapons of choice, medium pistol Starting Skills: [1] - Stepping Razor, [2] - Soldier, [3] - A Combat Expert, +1 Attack B Trophy C Signature Weapon, +1 Attack D Armed Shield, Unstoppable Combat Expert You gain +2 to both Combat Maneuver rolls. Further, if you get exactly the number you need during an attack roll, make an opposed attribute check as you would during a combat maneuver. On a success, you make a free combat maneuver. Trophy You collect trophies from high status opponents you defeat; be it a hachimaki of a rival bosozoku leader or a scrap of cloth barring a Corporate logo taken from a former security guard Captain - as long as it is possible for someone to identify and realize that they associate with the trophy. You gain a +1 Attack against those sorts of people. These bonuses stack, though after a while the bosozoku should run out of people. The trophies also make negotiations with that group more difficult. Signature Weapon Choose a weapon you’ve used before. You gain +2 to Attack when using that weapon. Armed Shield On a successful Grapple Maneuver against a target with a ranged weapon, you may make a free attack action against any other target, at a -2 attack modifier, using the grappled target’s weapon. Additionally, any attack made against you while the grapple is held, gets redirected to the grappled target. Unstoppable When you fell an opponent down to 0HP with an attack, you gain a free attack acton with the same weapon.


Put simply, you’re a man that enjoys a chemical dependency. Doesn’t matter what it is: HyperCocaine, Synthohol, or Crystal Pepsi. You indulge nearly constantly and have a tendency to lose yourself to the whims of the drug. 

You can ignore +1 points of Intoxication (Drunkenness) for every Tweaker template you take. 

Starting Equipment: Light Pistol, Baton, 1d4 doses of your drug. 
Starting skill: [1] - Streetwise, [2] - Chemistry, [3] - 

A Drug Fueled Rage
B Twitchy, Dependant
C Drug Resistance
D Becoming the Drug, Burn Out

Drug Fueled Rage
By taking a large dosage of your drug of choice, you may enter a drug fueled rage. While enraged you are immune to pain and fear, and gain +1 to your attack and defense. You do, however, lose yourself to the drug. Any action described as “defensive”, “curative”, “cooperative”, or “tactical” is not one your drug addled mind can comprehend. The drug says FIGHT, so you fight. Using technology anymore complicated than a gun, or a weapon implant, is right out. While you won’t target your friends, anyone that harms you (accidental or otherwise) in this fight ain’t a friend until the rage ends. 

The drug has left your nerves a complete mess. When surprised, you have a 3-in-6 chance to act on the surprise round anyway. 

Keep those eyes open. Taking a dose of your chosen drug adds 1d4+level in temporary HP lasting as long as the drug effects.  

Drug Resistance
When in the midst of your Drug Fueled Rage, should you take damage greater than half your remaining HP, you may spend a Conviction point to ignore it

Becoming the Drug
You’ve entered a new state in your drug habit: A toxic zen. Replace the bonuses from your drug fueled rage with your level. In addition, when you enter a rage, also activate Dependant for free. 

Burn Out
Your heavy drug usage has ruined your nervous system, dulling your connection with the world. All incoming damage is reduced by 2 points, even when you’re sober.