Saturday, June 15, 2019

Knight of Faerie

Wrote most this in traffic today.

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

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

Knight of Faerie

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

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

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

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

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

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

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

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

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

Ride or Die, Motha Fucka

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

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


Wednesday, June 5, 2019


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

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

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

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

Features are stackable.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Friday, May 17, 2019


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

      What Riviera dreamed, you got.

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

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

Dreaming Real

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

2Cardiac Arrest

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

Wednesday, May 8, 2019


Drones: I make an augment to work with them, but then never provide them. I am justly cruel.

Drones are semi-autonomous devices that come in various sizes and are made for various purposes. From maglev mounted cameras to a weapons platform mounted on Boston Dynamics' cheetah, each brings a unique edge to a mission.

Drones and vehicles seem like they would be counted as the same thing, but they're different. Both are still controllable through the Drone Control augment, just vehicles are a different can of worms. Complete robotic bodies are yet another thing entirely.

Making Your Own

Now, as I've stated elsewhere, making pages and pages of ever so slightly different items is not a thing I'm keen on. So, what Papa Bear is going to do, is give you the framework to make your own, then let you kids run wild with the whole dang thing. Also, this method should allow for another generator.

What follows is a list of features, ranging from mobility to assault. That's not exactly a quantifiable range, but I think you know what I'm getting at. Each applied feature determines an operation of the drone. The number of features applicable depend on the size of the drone.

HDSizeNumber of Features

Small is roughly the size of a coffee cup
Medium is about the size of a house cat. A fat one.
Large is around the size of a microwave.
Huge clocks in at the size of a refrigerator.

Why, yes, I am in my kitchen writing this. Why do you ask?

Base Defense is 10
Base Attack is N/A
Base Movement is N/A
Base Stealth is 5

HD is the hit die used to figure the drone's structural integrity. Anything less that maximum is dinged or scuffed in someway, with a 1 being "technically functional."


Mobility - Separated for easy finding.
  • Aquatic - Allows the drone to operate on, or below, the water. Adds Base Movement of 12 when in aquatic environments. Subsequent applications of this feature increase Movement by 2
  • Flight - Allows for drove movement through the air, including hovering. Adds Base Movement of 12 when in the air. Subsequent applications of this feature increase Movement by 2
  • Tread - Allows for the drone to move through soft terrain, such as mud and gravel, with ease. Adds Base Movement of 12 when on the ground, and ignores soft terrain penalties. Subsequent applications of this feature increase Movement by 2
  • Walker - It's got chicken legs. Also, it can climb up, and over, obstacles, allowing for vertical and upside-down movement. Adds Base Movement of 12 when on a solid surface. Subsequent applications of this feature increase Movement by 2
  • Wheels - Comes with or without spinners. Adds Base Movement of 14 when on flat, solid, firm surfaces. Subsequent applications of this feature increase Movement by 2
The Other Things - Left in a big damn heap. Still more organized than a Catalyst product. 
  • Armor Platting - Adds additional armor to the chassis. +2 to Defense.
  • Battering Ram - Hydraulic powered piston specially designed to beat the hell out of things in front of it. Adds 2-in-6 chance to break open a standard door. Each additional application increases the chance by 1-in-6. Structural hardness applies penalties.
  • Cargo - An empty slot allowing for 1 inventory worth of equipment to be stored and ejected. Lockable. 
  • Camera - Allows for remote visual.
  • Chemical Analyzer - Miniature laboratory that analyzes collected samples. Popular feature on Mars rovers. 
  • Dog Brain - Not a literal one, but a backup system that can carry out a simple command, should remote control suddenly be lost. If a dog could understand it, the command is simple enough. 
  • Electrical Shielding - Rubberized plates reduce incoming electric damage by 2 points. 
  • Fire Suppressant - Adds a fire suppressant system with enough suppressant to extinguish a campfire sized fire.  
  • Guardian - Armor plates that fold out, providing some measure of cover to those behind, at the cost of being a bigger target. Adds +2 to targets Defense, however suffers a -2 to own Defense. 
  • Grenade Launcher - Launches grenades. Adds base Attack of 11, or an additional grenade based attack.
  • Gun - Installs a gun (d6 Damage) and ammo for 21 shots (manually refillable). Adds base Attack of 11. Additional applications increase the gun size (d6>d8>d10)
  • Lights - External lights that allow for illumination. You know, like a light. Available in various colors. 
  • Manipulator - Adds a robot manipulator which is capable of performing basic gripping functions. Delicate operations are right out, i.e. It can hold the gun, but pulling the trigger is too fine of a motor function. 
  • Microphone - Allows for remote recording.
  • Mine Layer - Carries a single mine, which is deploy-able. 
  • Reloader - Additional inventory slot for 21 rounds of ammo, which automatically reloads when the base 21 are used. 
  • Repair - Internal systems patch up any detected damage, though it takes a while. Restores 1 HP per hour. 
  • Signal Jammer - Blocks all signals within a 200' radius.
  • Stealth - Modifies the propulsion system to run more silently. +2 to drone Stealth.
  • Targeting Array - Assists in remote aiming. +1 to all Attacks. 


Wednesday, April 10, 2019


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

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

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

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

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

The Basics

Alright. This is gonna get weird.

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

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

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

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

These are both determined by rolling 4d4 for each.

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

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

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

5 + level + Computing Power bonus

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

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

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

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

The Templates

Every template gives you an additional +2 Knowledge Base.

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


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

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


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

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

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


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

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

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


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


Wednesday, April 3, 2019

What's in the box?

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

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

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

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.