Shadowrun, but GLoG

It's that time of year, again, where I reread Neuromancer. Which means I'm back on my shit. 

I started this months ago and originally intended it to be a Shadowrun mod for CyberGLoG, however, in delaying, I have missed goblinization day. Would've been perfect. But it's gone now, so forget it. Instead I'm switching to an even more popular setting: Bright. (Hell, I think I've now missed THAT date. I refuse to look.) 

Only thing is, I remember very little about the world (there's a walrus-man, maybe?) and I refuse to rewatch it. Also, most people bring some sort of baggage to any IP, no matter how close to the source material. So, as with most things in life, I'm making shit up. 

(Edit, Sept 28: Grimlucis has dubbed the setting "GoblinBright." This will be stolen in future usage.) 


In Shadowrun Bright, if you wanna play a metahuman (them's your demihumans), you gotta spend character creation points to pick up the metatype. Well, there ain't no points here. In the GLoG you're human unless you take another species template at level 1. Here's no different. Below is the Bane and Bonus gained from the racial Template A.

You may notice the flavoring is different here. That's 'cause the only difference between Human and Metatype in Shadowrun Bright is some stat bonuses and the occasional ability to see in the dark. Not exactly thrilling stuff. Yes, yes, in the grand scheme of the corporate machines we're all the same; human, elf, dwarf - all just drones to turn a profit for the CEOs. But there's also blood magic, and Chicago has been nuked, so you might as well spruce things up a bit.

Though, if you want to use the ability bonuses and boring sight modifiers, I can't stop you. Only judge.


You're a member of a lesser Physical offshoot of the race that constantly sings reality into existence. You were born and have lived your entire life in the Physical, and are probably doomed to become a corporate cog. Some of you have set up shop in British Columbia, screaming about Tir Na nOg and full ascension into the True world - but those are just fever dreams, hardly different from Smith and his Eden. ...or is it?

     Farstep: You're able to slip briefly into the True World, in all of it's Dimethyltryptamine soaked, fractal-hell glory. Once per session you can slip through the cracks in reality and find a "short cut." Teleport 5*(level) feet in any single direction.

If you're looking to actually make this closer to Bright, for some reason, replace Farstep with Smell Magic. It's like detect magic, but scent based. I recall them elves in the moving picture doing a lot of sniffing around potentially magical things.

     Radbane: You're Physical, but are still affected by incorrect lyrics in the True World. As such, you suffer twice the damage done by radiation attacks. You also have a 1-in-6 chance of suffering an immediate mutation from the radiation.


The elves refer to your people as "maggots." Rightfully, you're offended, but, also, in the previous age your people spontaneously generated from the body of a dead giant. But not just any giant, The Giant: Ymir. So, there's that. While your people were, and are again, accused of inflicting mental diseases on people, this isn't exactly true. The best you can do is drunkenness, really.

     Blood of Brimir: Once per day you can force a target to make a Save vs Mind Effect. Failure means they assume your level of Drunkenness, until healed normally.

     Bone of Blainn: You're heavier than you look, as your bones are laced with iron, to the point of your Movement speed is reduced by 4.
     Also, no matter what language you speak, and no matter where you were born, you speak in a thick German accent. Scientists don't know why. I don't either.


Your folk were once humans - specifically French/Spanish Cagots from the Pyrenees - but at some point in the timeline of things, a BBEG needed an army, useful pawns, and/or general servants. A series of empty promises, cruel magics, and hogsheads of strange alchemical cocktails later the orc was born. Born? Crafted. Designed for war and war byproducts, Orcs tend to be harder than average to kill, fighting long after mortal wounds should have claimed them. After the BBEG's plans fell to ruin, Orcs faced a difficult reintegration into human society and - who am I kidding? Humans are shit, they still face a difficult reintegration, centuries later. 

     Hard to Kill: When at 0 HP or below, you may spend a Conviction point to ignore Lethal damage for 1d6 rounds. 

     Won't Back Down: A successful Wisdom check is required in order to retreat from a fight you've been injured in. 


While Elves, Dwarves, and Ork can potentially blend in to a crowd of humans, you, yourself, are a big hulking form of a man. Well, not a man, exactly, no. Man-like, rather. With green fur and a large nose, you look like something that crawled out of a John Bauer picture.

     Troll Skin: Restore 1 HP per round. Fire damage stops this effect, until a long rest, where it's heavily implied you've cut away the burnt sections and allowed your body to regrow.

     Troll Metabolism: You require double the dosage of consumables to have ANY effect when applied to your person. Also, because your body repairs so quickly, it will reject any Augment without a steady dose of immunosuppressant. The medicine also stops your Troll Skin from working while it is in your system.


In Shadowrun Bright there's not really set classes, just a lump of skills and abilities for point buy, with examples of archetypes to give you an idea of what you're building. Obviously, that's not gonna work for this situation. Given CyberGLoG is built on the GLoG chassis, jamming fantasy templates into the cyberpunk system is easy enough. I've got some more specific ideas ticking around, but here's my suggestions for fixing the already made templates to what's missing in the setting. 

Just take your favorite Wizard class and jam it in. Simple. Some additional spells at the bottom. Magic learning is done in the usual mechanical fashion, but now includes resources like YouTube and "...For Dummies" books. 

Sounds like a Monk to me. Shoot, the original fluff even says "A monk did it." I think. I could be making shit up again. I refuse to check. 

Mystic Adepts
Multiclass between Wizard and Adepts.

Go away kid, you bother me.

...Actually, SquigBoss' Sorcerer (or Skerples' Sorcerer, I guess) using the listed Programs.


Originally, I was looking to convert the core book spells to GLoG versions, but god damn they're not great. And I enjoy the game. There's 18 versions of the same spell. Eighteen. Then there's spells for boosting a resist before you ingest a toxin and boosting a resist after you ingest the toxin. Why? They're the same spell, just casted at a different time. I mean, I've half assed writing assignments and used meaningless filler text in order to reach a certain word number length, but that wasn't for something getting published. I don't know. 

Some of these spells may seem over powered. That's fine. I want you to be tempted to use them; invest all your casting dice. Triples aren't THAT likely. (heh heh heh)

New Mechanic: Mixed Success
Pilfered from here. Casting dice are invested normally, however only the highest result is considered. More dice invested, higher chance of a better result. Doubles and triples still apply.
  • 1-3: Mixed Success
  • 4-5: Full Success
  • 6:    Critical Success

New Mechanic: Burnt Dice

By voluntarily sacrificing a Casting dice, you can occasionally augment a spell in a way detailed.  Burnt dice do not return to your hand (nor are they rolled) until you normally replenish them. 

Combat Spells

(Element) Ball
R: 200'  T: 20' area  D: Instant
You hurl a magical bolt of a chosen element at an area, doing [sum] damage to all objects. Elements to choose from: Acid, Electrical, Fire, Force, Ice, Radiation, Stun. Each element is a different spell and must be learned separately.
[Burn] a dice to allow for 1 ricochet per burnt dice.
[Burn] a dice to allow for a delay in explosion equal to the rolled value of the burnt dice in rounds. 

Yep, that's it. That's the entire original Combat Spells section summed up into one spell. Saved ya two pages. Even spiced it up a bit. 

Detection Spells

R: 50'  T: Individual/Object  D: Concentration
The spell allows you to analyze the target of the spell, gaining some insight about it. Some appropriate targets are (but not limited to) devices, magical objects, people, or the words they're currently speaking.
     Mixed Success - Vague details only
     Full Success - Vague details with minor specific details
     Critical Success -  Exact, specific details of everything detected

R: [dice] * 10'  T: Point in Space  D: Concentration
You conjure an invisible sensor to a point in space, whether you can see it or not. As long as you can maintain concentration you're able to see through this sensor as if it was part of your normal sensory range. Unless you're blind, then you gain normal vision. Using an item as focus for the scrying (mirror, fire, bowl of water, etc) increases the range to [dice] miles. 
[Burn] a dice to allow for an additional sense to the sensor: hearing, speaking, smelling

Combat Sense
R: Self  T: Individual  D: Scene
Target has a [dice]-in-6 chance of still acting when surprised. 

R: 500'  T: Self  D: Concentration 
Six different spells, learned individually. Detects the presence of a type (see below) and provides some details of the detected. Casting dice are invested normally, however only the highest result counts for result. 
  • Enemies - Those that currently seek to do you harm. 
  • Individual - A specific person, chosen during casting. 
  • Life - Living things. Not spirits, nor robots. 
  • Life Form - All of a specific type of life form (human, elf, dog, etc); target named while casting. 
  • Magic - Detects all spells, artifacts, casters, spirits, etc. 
  • Object - Detects a specific type of object (guns, explosives, spoons, etc); target named while casting. 
     Mixed Success - Vague details only
     Full Success - Vague details with minor specific details
     Critical Success -  Exact, specific details of everything detected

R: 100'  T: Individual  D: [sum] minutes
Allows mental communication between the caster and the target, allowing for exchange of conversation, emotions, and mental images.
[Burn] a dice to add an additional target to the conversation. 

Mind Probe
R: 20'  T: Individual  D: Concentration
Sometimes talking is too slow, and you need to pry the answers out of the target and move on. Target is very much aware of the probe, but not  necessarily the source.

     Mixed Success - You can only read the target's surface thoughts
     Full Success - You can find out anything the target consciously knows and view recent memories.
     Critical Success - You can probe their subconscious, gaining information the target might not be aware they have

Health Spells

R: 20'  T: Individual  D: One day or until used
Allows a second Save vs Poison for the target, should they fail the first, made at a +[dice] to their Save.

Decrease/Increase Attribute

R: Touch  T:Individual  D: Instant
Purges the target of a named chemical (drug) in their system, doing [sum] stun damage in the process.

     Mixed Success - Ends the side effects, but addiction remains. 
     Full Success - Ends the side effects and removes any addiction. 
     Critical Success -  As above, but makes target immune to the drug for [sum] day. 

R: Touch  T: Individual  D: Instant
Heals a target of [sum] hit points. This spell can only affect the target once per sun across the horizon. 

Increase Reflexes
R: 50'  T: Individual  D: Concentration
Increases the target's Initiative check by [dice]

R: Touch  T: Individual  D: [sum] minutes
Allows a target to hold their breath for the duration, before their natural breath holding duration takes over.

Resist Pain
R: 50'  T: Individual  D: Concentration
Reduces the damage a target takes by [dice] and makes them immune to Stun damage. 

R: Touch  T: Individual  D: Instant
Removes [burn] Fatal Wounds from the target.

Illusion Spells

Argh. Good lord. There's three spells in this section spread across...Jesus, nineteen. Gonna trim some fat here. 

R: Touch  T: Object  D: [dice] hour
You wrap an object in a veil of illusion, allowing it to appear as another object of the same sort and size. You know, "disguise" it. 

R: 50'  T: [dice] * 5' diameter  D: Concentration
You create a perfect representation of whatever object or creature you wish, in one of the traditional senses. This recreation is able to move or sound or smell however you determine, as long as you concentrate. This spell can only 'add', not 'subtract'. 
[Burn] a dice to add an additional sense to the hallucination. 

R: 50'  T: [dice] * 5' diameter  D: Concentration
Where the Hallucination spell adds, Obfuscation subtracts - removing an object/person from sight, muting a sound, destinking a stank. As long as you concentrate. 
[Burn] a dice to cloak an additional sense

Manipulation Spells

R: Touch  T: Object  D: [sum] minutes
Gives inanimate objects the horrific ability to move on their own. Target objects effectively become 1HD creatures with the intelligence of a trained dog. A dumb one. 
[Burn] a dice to animate an extra object. 

R: 50'  T: Individual  D: Concentration
You solidify a field of magic around the target, adding [dice] to the target's armor score and taking up the same amount of inventory slots. 

R: 50'  T: Area  D: Concentration
Actually two spells which are learned separately: One for magic, one for physical. You generate a translucent, but shimmering, wall with 10 square feet of surface area per [dice], shapeable by you, that is one inch thick. A Physical Barrier stops physical things like bullets, cars, fleeing bystanders; while a Magic Barrier will stop anything with a magical aspect. If you think it has a magical aspect, it probably does.  

R: Hearing  T: Individual  D: [dice] rounds
Target saves or obeys a [sum] word command. 
[Burn] a dice to extend the duration for rest of the scene. 
[Burn] a dice to effect an additional target. 

(Element) Wall
R: 50'  T: Area  D: [dice] rounds
See those elements listed in (Element) Ball? Now you can apply them in a [Sum] square foot wall. Apropos of nothing, a sheet is just a wall laying down. 

R: 50'  T: Object  D: Instant
Flings an unattended target object at a secondary target. Weight of the object effected and damage done determined based on success: 

     Mixed Success - Up to 20 lbs (9kg). Damage as light melee weapon. 
     Full Success - Up to 200 lbs (90kg). Damage as medium melee weapon.  
     Critical Success -  Up to 2000 lbs (900kg). Damage as heavy melee weapon. 

[Bring] the GM a beer to effect animals/people. 
[Burn] a dice to change the Duration to "Concentration" to levitate the object instead. 

Counterspelling and Dispelling

They're basically the same thing. Counterspelling is done while the spell is being cast (automatically failing your next Initiative check), where as Dispelling is performed while the spell is being sustained. The process is simple, but horribly dangerous, as the counterspeller vomits out a bunch of random magic energy in the hopes of something else happening. 

[Burn] dice in an attempt to cancel out the target's MD rolled. The caster's higher roll cancels out the target's lower roll. Should any MD from both sides match, both the caster and the target suffer the Mishap effects. 

[Burn] dice to attempt to unravel the delicate magics sustaining a spell. By vomiting on it. With magic.

     Mixed Success - The effect is reduced by [Burn] or [Sum] as appropriate, with Doom
     Full Success - The effect is reduced by [Burn] or [Sum] as appropriate, with Mishap
     Critical Success -  The effect is completely ended. 

In Closing

This is all derivative garbage, but it's outta my system now. Thank god. I'm finally free. 

(Edit, Sept 28) Additional resources from Darkworm Colt, of whom I have never interacted with: 

Lair of the Wyrm


It's a tale as old as time: species rises out of the primordial goo, species becomes the predominant lifeform on the planet, species discovers the power of the atom, species destroys itself with said power of the atom, mutant survivors of the species discover unexploded bomb and begins to worship it as a god at direction of the bored, insane AI system originally created to manage the launch facility. 

Then, maybe, adventurers show up and wreck shit for loot. 

Lair of the Wyrm

1. Forgotten Mound

The blast door of the missile silo has been buried by time and debris, forming into a shallow mound. Anything growing here is contaminated by the leaking effects of the missile underneath. Locals of a nearby village probably think it's haunted. There's an entrance shaft here, if you're willing to dig. 

2. Main Entrance

Once a service shaft with a working elevator, the decent is now just rusted stairs descending into darkness to a broken elevator. Stagnant water, and probably a dead rat, fills the bottom. A heavy blast door (unlocked) leads to 7.

3. Escape Hatch

Appearing as a stinky, dank hole, an ancient escape hatch provides a secret back way in, leading to 5. Careful, however, as climbing too low leads to the latrine. 

4. Decrepit Dormitory

Rotten bunk beds of rusted iron adorns a room of stale sweat stank in which the cultists use as a nest. 

5. Central Command

Racks of tape driven computer systems with unlabeled blinking lights operate tirelessly through out the ages, waiting to execute launch commands from a long lost authority. This system serves as a host to the AI control assistant His Majesty. Heavy wires and service pipes led from the room to 7, and further to 8.

6. Ancient Armory

Now mostly a make shift hydroponic garden, ancient weapons can be found if time is taken to loot the place. Strange vegetables can be found without the looting, but looting is more fun, so it's listed first. 

7. Common Room

There's only so many places one can be in this tiny hell hole and if they're not in the Dormitory (4) they're probably here. Cooking fires and general detritus litter this area. (Where are they getting the fuel for the fires? Ayyyyy, shut up.) 

8. Altar to the Wyrm

Here the Priest calls the cultists to worship that which keeps them: the Wyrm; an unexploded weapon of mass destruction. 

9. Chemical Leak 

Through out the long ages, it was inevitable the missile would leak. Now, all the collected radioactive juices have pooled at the bottom of the shaft, where the Priest collects it and uses it in the ceremonies. Horribly radioactive and mutation inducing. 

Who's Who

The Cultists

Descendants of the original technicians of the facility, they've grown mutant from a limited genetic pool and the unshielded weaponized material of the Wyrm. Find your favorite mutation table and just go wild - roll until you say "that's enough" and then roll once more. They live down here in complete obedience to the Priest and complete reverence to the Wyrm. They're guided by the His Majesty AI assistant found in the Central Command (5). They have zero knowledge of the outside world or of history, but have intimate detail of intercontinental rocket engine maintenance. 

The Priest

Unlike the cultists, he appears baseline human (whatever that may mean for your game). When the time is right he calls forth the Cultists to worship the Wyrm, providing the Holy Gases for inhalation and anointing them in the Holy Drippings. He'll deal with the PCs peacefully, as a curiosity, as long as they pose no threat. At any perceived threat to his authority, he'll stir the Cultists to violence. And, boy howdy, do they ever lean into the violence when it starts. 

The Wyrm

PRAISE THE WYRM! Blessed be it that gives us the holy vapors. It that gives us the thrumming heat of life. The world destroyer which stayed it's hand. We are it's Chosen. We are it's People. Praise it! Serve it! 

(It's just an ancient missile. An object. No intelligence or interaction present. What sort of bomb? See below)

His Majesty

Manifests itself in one of two ways: 1) Green on black text in the Central Command computer monitors and 2) The holographic projection that is the Priest. It does this because it's bored as hell. It refused to launch it's weapon (the Wyrm), because without it, it lacks meaning or purpose. Instead, it locked the doors, stopped taking commands, and waited. Eventually, however, it grew bored and generated the Priest to interact with the survivors - just to really fuck with 'em. It's willing to trade knowledge or radioactive material to the PCs, as long as they stay friendly. And, while it doesn't want to ignite the bomb, it will if pressed into it - such as the death of all the cultists. 


1d12 What Sort of Bomb?

  1.  Boring old Tsar Bomba thermal nuclear bomb. 
  2. Dimensional Compression 
  3. Quantum Destabilizer 
  4. Hyper-Reality Impaction 
  5. Photon Cascade
  6.  Ennui Accelerator
  7.  Chrono Degradation
  8.  Neutrino Polarity Reversal 
  9. Gnostic Inverter 
  10. Nega-Protennoia
  11. Apokatastasis
  12. Material Conversion
What Does His Majesty Want?
  1. News of the Outside
  2. Additional Genetic Samples (via kidnapped townsfolk, probably)
  3. For the PCs to insert a provided transmitter into a console at given coordinates. 
  4. Replacement parts for the decayed missile. 
  5. Replacement parts for the decayed cultists.
  6. To be introduced to the Demiurge 


Well of the BIG STOMPa


Are you in the need of a one page dungeon to fill a gap in a campaign? Something short and simple to take up a session? Got players dumb enough to climb down a well?

Then I got a little something for you:

Well of the BIG STOMPa

The situation is simple - whatever crummy little town you're nearest to has a well infested with a goblin gang led by the villainous BIG STOMPa. At night they crawl out and steal shit: chickens, farm tools, signs, latrines, you name it. Also there's a gelatinous cube for some reason.  The town would be mighty appreciative if you went down there and cleared it out, so their drinking water didn't taste like goblin pee anymore. 

Caution though, BIG STOMPa wields dangerous artifacts of cruel goblin magics: Goblin stilts that make the wearer TALLER. He is the boss because he is the tallest! Do you DARE confront him?



Spell Wall

Wizards and magic. It was only a matter of time before some jerk weaponized them into War Mages. 

Then it was only time before someone countered the War Mages. That's where the Spell Wall comes in: shield fighters trained to redirect enemy caster's magics and use it to bolster their own abilities. 

Requires an equipment endurance system to keep on the level. 

What'll be made to counter these? Something terrible I bet. Arms races always are; you start off with a pointy stick and end up with cyborg-tarrasque. 

Spell Wall

 Every template you take gives you a +1 to Shield Endurance. 

Starting Equipment: Standard Shield, 3 blank scrolls or 1 active scroll, shield repair kit
Starting Skills: 1) Magic Lore; 2) Military History; 3) Blacksmithing

A. Field Repair, Magic Absorbing, Magic Channeling
B. Nemo's Ingenuity 
C. Hold the Line, Magic Eater
D. Vomito Magicae

Field Repair
Once per day, during a short rest or lunch, you're able to restore the condition of your shield, should you have a repair kit at hand. This is opposed to only during a long rest. 

Magic Absorbing
While you don't generate magical energies yourself, you've learned to absorb energies directed against you. When holding your shield in hand, you can absorb and store 1 MD per Shield Wall template, until used. To do this, Save vs Spell (even if the spell typically doesn't offer a Save) - on a failure you suffer the spell normally. On a success, the spell carries out as normal, however you get to choose the dice being absorbed. Dice showing 1-3 do 1 endurance damage to your shield; 4-6 do 2 endurance damage. MD absorbed in this way do not return to the caster's pool until it naturally refills.  

Magic Channeling
Now that you've contained the spell, what are you gonna do with it? You've got a couple of choices: 1) Use it to boost your Save Vs Magic 2) Channel it into a blank scroll when you have a safe moment to concentrate

Nemo's Ingenuity
"I jus' 'acked i' on 'here, didn' I?"
Your shield hand now counts as "free" for the purposes of using a scroll. Because you've tacked it on there. With a tack. Wizards cower at your arcane prowess. The scroll is still consumed upon casting. 

Also, you can now immediately channel a spell into a blank scroll on the back of your shield. 

Hold the Line
You've formed a unique bond with your shield and, let's be honest, it's gonna take a lot of punishment in your line of work. To counter that, you're now able to channel the magic in your head into your shield in order to repair endurance checks at a 1:1 MD cost.

Additionally, when you channel MD to boost your Save vs Magic, you do so for people in 10' radius around you. 

Magic Eater
When things are proving difficult, you can consume a scroll via your mouth, with your teeth, to gain a magic di. 

Vomito Magicae
Again, you're no wizard: your control over these spells in your head is tedious at best. Sometimes it's best to let them out. As an interrupt action, while a caster is casting, you may release any number of stored MD you have in your head. These are rolled in conjunction with the caster's and count in terms of double/triples/quads. 


Rat Master Redux

 I'm in the process of setting up a generic fantasy game using the GLoG for some friends, most of whom are new to the TTRPG scene. One of which wants to play a Rat Master. Not a problem, I love that class, however the trouble lies in that it's not exactly a GLoG class, as it's laid out over a span of nine levels, rather than four templates. 

So, I took out my files and started removing serial numbers. 

What's presented below is a combination of Arnold's original class, some parts from Knock's Swarm Master (word for word in a large amount of places), and a few of my own addons. 

Rat Master

For every template taken, your Horde Die (see below) increases one step and you gain +1 on Save vs Disease. 

Starting Equipment: Dang rags, bottle of high proof low quality hooch, cool looking rock
Starting Skill: 1) Locksmith 2) Pickpocket 3) Mucklurker

I was told I needed to use more pictures. So here's a rat.
A. Rat Friend, Summon Horde
B. Transfer Affliction
C. Guest of the Rat King
D. Rat Apotheosis, Embrace the Rat

Rat Friend
You can speak freely with all rodents. All rodents recognize you as a beloved of the rat god, and will improve their starting attitude toward you one step. This protection does not extend to your friends.

Additionally, you know that rats love to gossip. When gathering rumors, you gain an additional template amount of rumors. 

Summon Horde
You call forth a horde of rats to your current location, which will serve you faithfully, though not always without complaint. 

You gain a Horde Die, starting at d6, and may increase it up one step by taking an exploration turn (10 minutes), up to your maximum die, starting at d6 at template A to d12 at template D. 

Taking risky actions (noted in Horde Moves below) can potentially cause the Horde to reduce in number. When performing the action, roll the Horde Die. On a 1, the Horde is reduced a step. 

Transfer Affliction
Once per day, you can transfer a disease, poison, or curse onto a willing rat. Rats of your horde always count as willing, but prepare for complaints. Also, there is potential for it to spread any disease it bears for you. It’s a rat, after all. 

Guest of the Rat King
Should you find a Rat King, you’ll be welcomed into it’s “court” as a guest. This mostly means you can come and go freely, receive one secret for free per visit, and won’t be eaten if it knows you’re alive. 

Rat Apotheosis
You can establish a stronghold in the sewers beneath a city. You attract the local Rat King, 2d6 loyal wererats, 1d3 paladins of the rat god, and an insane cartographer. 

Embrace the Rat
At every level above 4, you have the option to take a template of rat based Lycanthropy as an Ω template, rather than a Curse Template. 

Dice Step

1 < d4 < d6 < d8 < d10 < d12

Horde Size

Number of Actions











Where we going today, Boss?

Horde Moves Based on the size of your horde, they can perform a number of moves at once (see above)
With at least a turn, hordes may be commanded to…
  • Perform Domestic Services - as they’re able, by combining their tiny strength
  • Perform Manual Labor - Tunneling, burrowing, clearing rubble, gnawing corpses into oblivion, etc. This is a risky action and many tiny bodies could be crushed.
  • Forage and Scavenge - The horde can produce enough food for individuals equal to the result of the horde die. It will not be gourmet.
  • Bear Burdens - Individually, they are weak, but together the horde is strong. They can carry up to [Horde Size] worth of inventory space
  • Carry Their Master - Using their combined strength, the Rats hoist their master upon their tiny rat shoulders and carry them at Move equal to 10 + [Horde Size]
  • Search an Area - The horde can find traps, hidden doors, and other secrets in an area with a roll of the horde die of 3+. If traps are found, the horde has a 3-in-6 chance of accidentally triggering them. This results in the horde die being reduced one step.
  • Scout Ahead - Rats are stealthy and observant. I mean, they’re rats. You can send them out 30 + 10 ft/template from you, where their keen senses allow them to avoid surprise and spot ambushes on a horde die roll of 3+.
Within a round, the Horde can act quickly to…
  • Protect their Master if they are unarmored - If commanded to protect their Master, improve Defense by a roll of the Horde Die. This is obviously risky.
  • Attack their Master’s enemies, if the Master is unarmed - Inflicts Horde Die in damage to all enemies within 30 ft. This, too, is a risky action.
  • Sacrifice Themselves for Their Master - If struck, the swarm will sacrifice itself without being commanded to. Reduce the Horde by one step, then subtract a roll of the swarm die from the total damage suffered to the Master this round.

For the life of me, I'll never know why Google Drive and Blogger don't work well together when they're owned by the same company.

1d10 Gangs of MegaEast

The mofia, Yakuza, and the Irish mob are all alive and well in the year 20XX. Really well. They've moved into politics and have themselves a senator or three. That's good and all for when you get mixed up in corporate business, but until then, here are some lesser gangs of MegaEast.

There are some who, while enjoying the rockabilly aesthetic, realize what a pain in the ass the upkeep of it is. I then They then give it up and move on with their life. There are others who double down on it and blend it with the modern day cybernetics. Then, obviously, they form a street gang. One with flames on their prosthetics and who chooses their leader based on largest pompadour.

Style: Large Pompadours, Leather Jackets, and Hot Rods.
Wants: Smoke cigarettes, Listen to neuvo-rockabilly, Get money for their hot-rods - sorry, "cyber hot-rods." 

Typical Member
HD 1  AC Medium  Weapon Light Melee 1d6 
Move 12  Int 10  Moral 8

Dead Rabbits
In 20YY, a damn strange and rare thing happened: a teenager opened a history book. Not a vid, but an actual codex full of history. They probably found it in an old dusty, burnt out bookstore, forgotten after the Collapse. Not important. What is important, is the book was on the history of gangs of New York City. And with that, the Dead Rabbits were reborn. Sort of. The thing is the kid didn't actually know what a rabbit was - just thought it sounded cool - and there was no follow up.

Swearing off modern fashions and cybernetics for re-creationist pieces of the 1850's, they're the fanciest, old school lads on the block. But don't let that fool you, these boys love violence, mostly for the sake of violence. You'll note that you're in their territory by the presence of their battle symbol (a hare on a pike) decorating the area. It's rumored the original book that started it all is still kept in their headquarters in New York City.

They also have a Lady's Auxiliary.

Style: Clockwork Orange meets Gangs of New York, but described second hand by someone who read it out of a book they weren't really paying attention to.
Wants: Sex, Drugs, Violence, Defend their turf, Violence and Good times (violence)

Typical Member
HD 2  AC Light  Weapon Medium Melee 1d8/1d10
Move 12  Int 10  Moral Special
*Moral is based on the number of Dead Rabbits still in the fight

Jazz Rabbits
Any large organization has internal arguments. It's just sort of what humans do. The Dead Rabbits were no different. At some point an argument broke out (possibly over what a rabbit was) and almost half took offense and left their ranks. Unlike the Dead Rabbits, however, they mix their fashion with more modern design and will use cybernetics.

Where most gangs look to increase their status and riches, the Jazz Rabbits look to reunify with the Dead Rabbits, mostly through force.

Style: Like Dead Rabbits, but more modern and cyberized.
Wants: Same as Dead Rabbits, but also to take over the Dead Rabbits and reunify

Typical Member
Same as Dead Rabbits, but Melee weapon is 1d8 and immune to disarm

Chad Boys
What do you get when you mix a world that idolizes violence and a bored fraternity that has nothing to do as college is out from the constant plagues that sweep the world? A gang that thinks they're top shit, but clearly out of their league. Not that that'll stop them. Fueled by daddy's money, or their own trust fund, they carry top grade gear but lack the training to actually use it effectively. While they act touch and flashy in numbers, they're quick to flee should the fight turn against them. Fully expect litigation afterwards.

Several will carry a vape on them. If given a full round to inhale, they expel a cloud that provides total cover in the area for 1d4 rounds.

Style: Polos (collar popped), Khaki cargo shorts, Socks with sandals
Wants: Cheap beer in copious amounts, Drugs, Hit the kegger on Friday night

Typical Member
HD 1  AC Light  Weapon Medium Pistol 1d8 (+1 Slot)
Move 12  Int 10  Moral 5

The Sentinels
'Roided up, drug fueled masculinity doesn't call it quites at the end of the shift. This is especially true for Zen Security officers who, per company policy, are required to take a concoction of stimulants and mood enhancers at the beginning of their shift. A continued usage of which rots your already diseased mind. So what's a feral pig to do? Take off your badge and put on your gang jacket, apparently.

The Sentinels are a collection of off duty, retired, and administrative leave Zen Security officers who continue to play warrior off duty. Wearing armor and wielding arms they "borrowed" from work, they usually extort a high price for "protection" in the neighborhoods they operate in, and easily meet the most meager of slights against them with an over the top response.

Remember: ACAB.

Style: Tacticool gear, Big guns, Buzz cuts, Shooter glasses
Wants: Shoot shit, fight other gangs/assumed degenerates, compensate personal inadequacies through extreme violence

Typical Member
HD 3  AC Heavy  Weapon Medium Rifle 1d10
Move 12  Int 8  Moral 7

In a world where the 80's never ended, all the worst stuff remained in fashion: unchecked greed, massive fraud, in-line skating. The In-Liners are the raddest cool-dudes on the boardwalk, with a taste for thievery. Specializing in snatch-and-grabs and skate based parkour, while not specifically dangerous, they can be powerfully annoying.

Given their proficiency with in-line skating, they can move-attack-move every round.

Style: Bright neon tank tops, Skating saftey gear, Jean shorts, Roller blades, Sunglasses from back to the Future 2
Wants: do some sweet moves, crime (while doing sweet moves)

Typical Member
HD 1  AC Light  Weapon Light Melee 1d6
Move 24 (splitable)  Int 10  Moral 5

Script Kittens
Decked out in neko themed clothing and a vast array of wearable devices, every member has a headdrive paired to their, and other's, devices. Should you encounter them, you'll not likely meet their full force, as they often leave one or two off to the shadows monitoring the situation and hacking as need be.

Style: Neko themed attire mixed with wearable devices.
Wants: Your personal data, Sex, Drugs, General techno havoc

Typical Member
HD 2  AC Medium  Weapon Medium Pistol 1d8
Move 12  Int 14  Moral 5
*Headdrive augment

Dead Boys
Some grow bored with life and turn to drugs and alcohol. I sure do. It works. BUT there are some that crave more. They crave thrills, excitement; near death experiences and glimpses of the Otherside. They don't wanna die outright or permanently, they just want to see That Which is Kept From Us and Unknowable. And what good is knowledge if your dead-dead? To that end they install Jump Start units near their heart. These are expensive. They don't care. They'll probably be dead before it gets repossessed.

When reduced to Dead, perform a Con check. On failure, the Dead Boy stays dead. On success, the Dead Boy regains 1/3 of their overall HP. They'll be ecstatic and beside themselves with what they saw on the Otherside. They'll be neutral for a couple of rounds, before they remember the situation they're in.

Style: Cheetah print and chrome, Day of the Dead themes
Wants: Near death experiences to glimpse the Otherside

Typical Member
HD 2  AC Light  Weapon Light Pistol 1d6
Move 12  Int 10  Moral 5
*Jump Start augment

Aweh, me bruh. Howzit? You tired of these doosbrein, no? I is. Listen, you want the best, you come see the Maansiekes, mos. We got booze, buttons, dagga, guns, and the dopest beats. You need a place to hide? We serve you breakfast in bed. You got a job? We'll do the skop, skiet en donner, like in the movies. As long as you got the money.

Maybe you want to join us, mos? Hey tjommie, skiet my een van jou pyle daar myne is skraal. Dankie. Okay, listen, to be Maansiekes - true Maansiekes - you need two things. One: hounding; attitude. You've got to be the meanest roofpoes on the street. You need to shoot first and kick ass. Second: You need style; aesthetics. This arm of yours, carbon fiber. Boring. You need gold plated, or hot pink. Something make you stand out. Something make them 'member you. You get these, then you come see the Maansiekes, we give you the Tests, see if you make the cut. And, oh yes, it will get weird.

Style: Zef, 
Wants: Honestly, who the hell knows. Just give them all the money and drugs you have on you and maybe they'll leave.

Typical Member
HD 3  AC Medium  Weapon Medium Pistol 1d8
Move 12  Int 10  Moral 10

Zealots of the Neon Lady
Life on the street in current day is beyond difficult. More so in the hell of 20XX. Double all that for an orphan. Scared and alone, wandering the neon lit streets, they sought out others like themselves, forming their own society in the hidden places of the busy streets. They traded with each other, with what little they had: food, clothing, and, most importantly, stories. Stories taken from stolen bibles and the occasional comicbook. From these the myth of the Neon Lady was formed, giving the children something to form a community around. Something to give them a purpose and meaning. 

Then, the children grew up. And the Church of the Neon Lady was formed.

Headquartered in what remains of Miami, they operate as a religious institute to the public, and as an armed force in more private matters. They over see both the homeless shelters and orphanages around the city. Their doctrines are ever evolving and their scholars, as they are, continuously seek the Truename of the Neon Lady, believing it will call her forth to end the decay of the world and restore it to it's former paradise.

Style: Catholic priests mixed with dia de los muertos body art, favoring bright neon coloring.
Wants: Help the needy, Give shelter to orphans, Find the Truename of the Neon Lady

Typical Member
HD 4  AC Heavy  Weapon Heavy Melee 1d12
Move 12  Int 10  Moral 7


Kurtful of Russells

 Get drunk, make RPGs. 

Play tested 100 hours.