[HMtW] Cybernetics for the Worm

 
Some time ago I had been working on a cyberpunk hack of His Majesty the Worm I had been calling "A COMPUTER CAN NEVER BE HELD ACCOUNTABLE" - named after the page from the 1979 IBM training manual. My main motivation for it was the chance at releasing the hack before the actual game itself. Had years to work on it. But, like most poor decisions in my life, I was talked out of it and grew bored of the joke. 

I figured I may as well share the augments for it. 

"Where are the prices?" 
Never got that far. 

Changes to the Base System 
     The intention was to cut out the middle man of charging the Bonds and holding onto the points until a Camping phase, where they become Resolve. Instead, "Charging a Bond" automatically restores a point of Resolve. The hope here is that role play is brought to the forefront and used to power the augments repeatedly. The augments were then changed to not use Resolve, but I still liked the removal of the extra step.

Installation
     Capitalism forces the Worker to sell their body far below its value, then simply replaces them when said body begins to fail. With the invention of the cybernetic augmentations, the Capitalist is now able to sell replacement parts for the broken Worker, keeping them further in debt and producing surplus value they’ll never take part in. 

At first, the cybernetics were simply a prosthetic medical device, replacing lost limbs with neural feedback capable robotic replicas. With each additional iteration, however, came further and further functionality. Then, one day, it happened. A line was crossed: Someone took the leap of replacing perfectly functional organic parts with the newest in cybernetic. 

From there, it was a short matter of time until certain augments were required to stay a prospect in the job market. Or even functional in your day-to-day. Due to this, everyone is assumed to have had a Vivo/Silico  Interface modulation device (VSI) installed in their head during childhood, which is the time the organic neural network is still plastic enough to adapt to the presence of the VSI implant. The VSI comes with one external data port and is easily upgradeable to account for interfaced augments. 

(Design note: The VSI implant is manufactured by and purchased from one of the four major corporations: SWORDS Weapons Technologies; PENTACLES Biomedical; CUPS Research Limited; WANDS International Industries. The chosen brand would relate to the character's Path. Nothing of importance to Note here, just showing you what a clever boy I am.) 

The Augments
More would be needed for an actual game, but these are what I had listed out. 

Biomonitor Beacon - Not really useful for you, but anyone attempting First Aid on you, while using AR, receives Favor on their attempt. Also allows your teammates to see, and take In Character, your current Status. Not that anyone was terribly worried about that anyway. 

Boltagon Modulator - There's modulating your voice, then there's weaponizing it. Specialize audio equipment lodged in your throat allows you to spend a Resolve and play a card to Roughhouse (Deafen) a target, or Notch a target object. By yelling at it. 

Brain Box - Your skull has been encased in a titanium webbed mesh, embedded with a micro life support system, and an explosive ejection system at the base of your neck. Upon reaching (and marking) Death's Door, the Brain Box explodes from your body, rocketing off to a presumed 'safe' location, and begins emitting a locator beacon. The system contains power for 24 hours of operation once activated. The Deluxe version is gold plated and includes psychoactive chemicals and a solitaire program, to entertain the user until recovery. 

Bright Eyes - Overcharged LEDs are hidden among the VSI status lights in your irises. By spending a Resolve and playing a card on your action, you may Roughhouse (Blind) a target who you’re currently Engaged with.

Drone Control Unit - Shares a single, specially connected drone's sensory data with the user. Commands to the drone still require CUPS, but it can be done so without a remote or physically speaking. An additional unit(s) allows for an additional drone(s) to be controlled. 

Embedded Weapon - Box off an inventory slot and add a single handed weapon to it. This weapon is now jammed inside your forearm and immune to Disarming. The weapon does not need a hand to be “carried,” but it does need a hand to be “used.”

Extra Arm - You gain an extra hand slot, +50% to armor costs for the customization, and weird looks from people you meet on the street. 

Hand Grenade - Why yes, I am going to continue to make this joke. In a moment of desperation, or boredom, you may detach the hand and use it as a grenade (attacking everyone in the zone). Obviously, it's consumed on use and you're out of a hand slot until replaced.

Internal Communication Device - Modern day version of the phone. Installed in your head with a translucent display under a pupil, and an indicator light in your iris, you've but to concentrate on a contact and the device will dial their number, allowing for communication without speech. Additional user interface is provided through tongue gestures. 

Internal Gyroscope - You've got yourself a gyroscope jammed in your chest cavity. What's it doing in there? Spinning. Constantly. Keeping you upright. Gain the motif "Internally Gyroscoped." 

Knowing Port - Allows the use of Knowledge Chips (one per port) and making Lore bids against the subject contained on them. Usually installed just behind an ear, next to the data port.

Overclocked Muscles - Your muscle meat has been spliced with gorilla DNA, soaked in growth hormones, and bound by carbon fiber reinforced tendons, allowing you to perform incredible feats of strength. Gain the motif "Overclocked Muscles" and +50% armor price, as it now has to be tailored to fit over your massive muscles.

Speech Encryption - By two (or more) players spending Resolve, the characters may now speak in what any outside observer interrupts only as babble. To each other though, the speech is completely understandable and, through quantum bullshit, completely secure. Activation lasts an entire scene, and characters may slip in and out of the encryption when speaking to/around people without the augment. 

Sub-dermal Armor - Block off an inventory slot and mark it “Armor.” This inventory slot may now be wounded as if it was armor. Because it is, and must be Repaired in the same manner, though checking all the notches doesn't destroy it like normal armor. 


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[HMtW] Ranged Weapons in HMtW


Josh R.R. Worm wanted to know my thoughts on firearms in His Majesty the Worm on the Discord. While I missed most of the discussion (I am bad at Discord), I figured I should get down the ideas I toyed with for a now abandoned cyberpunk hack. 

While not everything is a perfect representation of real life, that's honestly alright. His Majesty ain't a combat sim. A lead bullet gets inside steel plate armor, it's gonna bounce around inside, grinding up the meat into a big damn mess that's certainly more than "one damage." Armor is assumed to be at the 'tech level' due to this.

Antiquity
Alchemical Bomb - As the book (pg 235). They're basically single target grenades. 

Bow - As the book. Gain access to the Aim action. 

Crossbow - As the book. All attacks deal Piercing damage.

Greek Fire - Probably called something else in a setting without a Greece. The mysterious liquid within the fragile container sets the target on Fire and damages them every round unless they take time to Recover by putting out the flames. 

Slings - Two cords attached to a pouch, used for slinging small almond shaped stones called bullets (12 bullets to a pouch/slot; sling and bullets take up one slot together).  Due to the construction of the sling, it may be used as a melee weapon for any target engaged with the slinger, but suffers a notch each time and you're still considered 'unarmed'. Bullets can be restored via the Fletch Arrows camp action.

Industrial
While the conversation moved on, hours before I showed up, rules for powdered weapons over at Pastel Dungeon were shared.  I tell ya, they're pretty solid, and I will be stealing borrowing a few. In pirate themed dice based games, I always had the flintlocks do a huge amount of damage, but take so long to reload that doing so in combat wasn't worth it. This led to the good image of the pirates wearing bandoleers of pistols, each firing a single shot and dropping it, until it was time for swords. (Buying multiple pistols also ate through their gold, another plus.)

Usage of powder weapons requires powder (usually stored in a horn) and a shot bag (12 shots per bag, to keep the count constant). OR these are required to generate paper cartridges during the Fletch Arrows camp action, which in turn are used as ammo. Either way, if the powder gets wet it's useless. If the powder catches on fire, it explodes. Additionally, the quickest (practiced, well trained) reload of a powdered weapon is about 20 seconds, or roughly 3 rounds. It's a damn stretch your little dude could do it, but if you're so insistent, I'll not stop you: Reloading takes 3 rounds of miscellaneous actions, you masochist.

Musket - All attacks do Piercing damage AND you gain access to the Aim action. Takes up 2 slots. 

Pistol - All attacks do Piercing damage. Unlike most missile weapons, they do not offer attackers Favor against you in melee combat. Requires 3 rounds to reload - but again, why bother? 2 pistols can be stacked into 1 slot (it's called a Brace). 

Powder Grenade - Iron spheres packed with powder and fitted with slow burning fuses. While the lit bomb doesn't go off until the next round, it Attacks every target in the Zone. (Place the card as you would a Riposte or Dodge, but face up) Consumed on use, obviously.

Modern
This is where most of my thinking set, given the cyberpunk nonsense I go on about. A major difference is that given the improvements in modern armor, guns lose their Piercing properties. Though, each one does gain the Aim action, and, typically, reloading is a Miscellaneous action after 12 shots (just to keep that number consistent.) Note: I'm still measuring things in HMtW Zones here, but would advise using meters should a cyberpunk hack actually be wanted.

Flame Thrower - One of the most horrific things mankind has created. Belches out a flame so hot that it not only ignites the target, doing damage to them until they Recover, but also heating up their bones enough that they continue to cook after the flames are gone (does 1 more damage the round after Recovery). On the other hand, you are wearing a tank full of combustible gas: Should the flamethrower suffer 2 notches, the tank explodes, taking you with it. Takes up 2 slots, requires 2 hands. 

Grenades - Each attacks everyone in the Zone and is consumed on use. ("But Wayspell, ain't the effective casualty radius of a grenade around 15 meters? What if the Zone is smaller than that?" Welcome to shrinkflation, I guess. Seems not even the weapons industry is immune to it.) Does not gain the Aim action, but does go off this round, unlike the Powder Grenade. 

Pistols - Using your free hand to steady your shooting hand, modern pistols qualify for the Two-Handed Focus. Also, does not allow melee attacks against you to take Favor. 1 slot each. 
  • Gunkata Pistol - I know you were thinking it; I certainly was. Look, despite the name, regular pistols aren't made for pistol whipping. It fucks 'em up. Now _these_ special pistols have been reinforced to withstand improper usage, as well as contain hidden metal prongs in the grips, for when you really need to club the shit out of someone. With a gun.
Rifles - Where the bow allows you to attack 2 zones over, the improved accuracy of rifles increases this range to 3 zones. Additionally, a standardized rail integration system allows for attachments, adding various options to your weapon. 2 slots, 2 hands.
  • Chainsaw - Hell yeah brother, let's fucking goooooo. You Notch anything you jam this bad boy into. 
  • Bayonet - You now have a Dagger on the end of your rifle, with all that that implies.
  • Flamer - It's a mini flamethrower, though it needs to be reloaded with a new canister after every usage.
  • Flashlight - Makes light, allowing you to shine it on things. 
  • Net Launcher - Launches a net that Roots the target. 
Shotguns - Why aim when you can just pull the trigger? Provides Favor when shooting at a target within your zone. (If you're using meters, rather than zones, "Attacks two adjacent targets at the same time" would also be an acceptable ability) An idea is stirring that there might be enough tactical difference with a Sawed Off, but my brain is too sleepy at the moment. I'll let you make it. 2 slots, 2 hands.

Future
Oh, boy, that's a huge can o' worms, ain't it? It really depends on what sort of future you're going for. The 2179 of Star Trek looks a hell of a lot different than the 2179 of Alien. Adding magic in there? Even more different. What's listed is applied to Modern weapons (mainly Pistols and Rifles) and include the traits inherited from them.

Blaster - Fires a bolt of particle beam energy, doing Piercing damage in the process. Powered by power packs, kept 2 to a slot. 

Dissolvo Ray - Shoots out a green laser beam while going 'whom whom whom whom.' Bestows 2 Notches objects hit by it. 

Grenades - Paired with a targeting headset (worn on the Helm slot), the grenades automatically teleport from your inventory to the designated location, detonating upon arrival. 

Magneto - The gun has two buttons: "Attract" which Disarms targets of anything metal, and "Repel" which fires a chaotic mass of assorted metal objects at a target that's about to have a really bad day.

Neural Disruptor - Overloads the target's brain meat for a moment, leaving them Stunned and draining a point of Lore. 

Phaser - Generates a harmful beam of light, but is adjustable between 2 settings: Stun and Combat, the later doing normal damage. 


All the Damn Grenades I Came Up With
At one point I had these listed with the grenade sections, but that was getting too specific for HMtW's weapon categories. But I liked them. So they're here now. 
  • Anti-Magic - This game is magical after all. Must remember that. The grenade fills the Zone with iron particles, enough that breathing hurts and magic is disrupted. 
  • Expanding Foam - Used in riot control situations. Roots the target(s) in an expanding and rapidly hardening foam.  
  • Flash Bang - Both Blinds and Deafens the target(s).
  • Knockout Gas - I'm sure you can guess.
  • Light - Golden egg looking thing with the words "Pick Me Up" embossed on the side. Once armed, anyone picking it up is Destroyed.
  • Micro Black Hole - Look, my cyberpunk gets weird occasionally. Trips the target(s) as they're dragged towards the quickly evaporating gravitational anomaly. 
  • Micro White Hole - Displaces the target(s) out of the Zone as they're repealed by the quickly evaporating theoretical gravitational anomaly.
  • Quantum Maleficence - Probability weaponized and canned. On detonation, it briefly opens a portal to a Far Realm, flooding the area with Maleficence. 
  • Silence - More of an aggressive noise cancelling speaker, generating the counter wave to whatever noise it detects. Effectively, and awkwardly, Silences the area. 
  • Stun - A lower strength (and cheaper) version of the Flash Bang. Stuns the target(s).
  • Tear Gas - Technically a war crime. One that the American police force has no problem committing against the population, all the while collecting overtime. Shrouds the target(s), but anyone starting their turn in the cloud of gas is Exhausted.

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[SWS] Hole in Your Soul, or Lack Thereof

 

A thing that ain't ever fully set right with me in cyberpunk games is how the installation of cybernetics always seem to make you 'less' of a person. Be it the lose of 'humanity' or 'soul', the wearer of such prosthetics is treated as less of a person. Okay, yes, fine, given the typical systems for this sort of thing, some form of balance needed to be found, but - maybe - that weren't it. 

Say you're out and about in your dystopian future of choice, minding your own business, just doing a job you were hired for, probably arson, no biggie, when some jerk starts screaming about "don't burn down my business" and swinging a katana who's edge has been honed down to an atom's thickness. Real day ruiner. Long story short, you're down an arm. Mechanically, you're still a 'full' person at this point (which is correct), but as soon as you decide to replace your missing limb with a prosthetic, you're somehow no longer fully human? Your soul is diminished because you've...had a surgery? 

Awful. Garbage. Get the fuck outta here. 

The human body is able to adapt in some amazing ways. You know when you pick up a set of tongs and you give them a good clicking to see if they still work? That's your brain forming and calibrating the new addition to your body that exists via the tongs. Ya getting your soul eaten every time you pick up a set of tongs? Hell, the sack of meat in your skull can even adapt to completely altered input, adjusting to the new orientation in just days. 

When you install cybernetics, you should be less worried that your somehow "less of a person", and more concerned that by integrating this technology into your body, you run the risk of being over dependent upon said technology and the people who control it. While some may have altruistic goals to providing the technology, ultimately the corruption of capitalism (which actually eats away at your soul) bring them to offering 'subscription plans' or 'cost cutting measures' or some other bullshit that cheats the consumer. 

Additionally, to address the 'balance' issue mentioned above: I don't...care? Some Weird Sin is perhaps too lethal of a system and if you want to jam your cyberarm full of weaponry, boom box, thief's tools, bar supplies, phone kit, kitchen sink, additional sensory organs, and whatever else you can imagine, go ahead. Enjoy yourself. Your character will probably be dead soon. Unbalance shouldn't be feared by the player, nor the General Manager. (But I'm the sort to give a character of a template variant a nuke, just for showing up)

Instead of harassing and insulting people with disabilities, I look to ask the player a set of questions to get them thinking about their choices, leaning into the roleplaying side of things, rather than the purely mechanical. The explanations offer more sub questions, to really press the issue if you want. It's neither a long, nor complicated list, but I have seen it help the player consider and role play their decisions. Which is something that, obviously, should be striven for. Far too often I've seen a Shadow run player say "I've got a chip in my head" at character creation, then it never get brought up again.

1. Why have you chosen to give up a part of yourself? 
Obviously, if the augment is replacing a missing part, this is apparent. But, if the player is replacing a perfectly working organic part: Why? What is leading you to give it up? Do you fear falling behind the competition? Or is it fashion wear you're trying to use to fit in? That part is you and has been since birth. Why get rid of it now?

2. Why make yourself a Product?
Despite what they try to tell you, personality can't be bought at Hot Topic. Not many people have what you're installing, sure, but it's still a Product made by a company. One unit out of countless thousands produced every single day. That meat was yours, and yours alone. Your new eyes are now shared, potentially, with any random person on the street. 

3. Which company do you bind yourself to?
Ultimately, you're giving up a part of your organic self and replacing it with company made product. Almost every company in the biomedical business has a version of the part you're looking for. You're now going to be dependent on their fabrication, their firmware updates, their back doors into your ware. What makes this company better? Why give your freedom to them? What are you planning to do when a back door hack into their software is discovered and almost any hacker punk can take control of your body part? 

4. What do you plan to do if they go out of business?
Cattle die, kinsmen die, all things must end. Including businesses in this corporate-eat-corporate world these days. What are you planning to do when the company goes out of business and the DRM expires, leaving a chunk of your brain unusable, locked behind security protocols, waiting for the key from a company that no longer exists. (I secretly hope the players look to jailbreak their gear and make it truly theirs, but that has yet to be) 

5. Cash or Credit?
In the possibly implied setting (or at least the one I use at my table, parts of which may have slipped into the rule book for space filling fluff. I drift, I admit it.) physical paper currency, such as the Soviet Ruble, is illegal as it is untraceable and easily hidden. Credits, on the other hand, store all transaction data to a distributed ledger, making every single transaction public and searchable. Will you keep your privacy after all this, or brazenly flaunt your actions? (There's a correct answer here) So after all the decisions are made, the process complete, and the doctors need paying. So "cash or credit?"

Again, not a terribly complicated list, but it puts the roleplay first and fresh in the player's minds. Giving other players and the GM a glimpse into the character's position. 


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