Friday, 15 May 2020

d6 Cyberpunk Goons

(For Shit Future: https://lizardmandiaries.blogspot.com/2020/04/shit-future-d6-cyberpunk.html )


Be they gang members or zaibatsu security, goons abound:
  1. Goon with a club: Shabby, tattered uniform. Eager to assuage feelings of inadequacy by enacting violence on others (bashes with makeshift melee weapon. Health 2). 
  2. Goon with a gun: Menacing black visored helmet scrolling a feed of digital red lettering (shoots from a distance with a chunky, growling pistol. Health 2).   
  3. Heavy goon: Overly tall with upsettingly large hands. Thick pauldrons of shiny plastic in corporate/gang colours (Swings an electro club with both hands, target tests Body after taking damage or acts every second round for d6 rounds. Health 3). 
  4. Augmented goon: Wires connect head and shoulders. Arms glint with metal. Eyes replaced with a tube of datagrid scanners (Hypnotically spins a glinting nanoknife and fires a crackling rifle. Health 5).  
  5. Special forces goon: Shifting holographic black uniforms, Hard to see if being stealthy. Skull shaped cyber helmets with constant streams of scrolling data (Silenced repeater rifle can attack twice in a round, defending against their attacks is Hard. Health 4).    
  6. Hacker goon: Gaunt, skin laced with wires. Ill fitting faded uniform. Heavy cybernetic cord connects skull and datagrid device (Silenced pistol. Can Hack. Health 2. Cyber Health 4).    
A note on enemies in Shit Future: As the vast majority of attacks reduce health by 1, the only attribute enemies needs is health. This can be accompanied by a brief description of the enemy and the method in which they attack. Some enemies may have additional effects associated with their attacks outside of the pure loss of health. 

Tuesday, 5 May 2020

Quick Cyberpunk Economy

(Basically, so I don't need to write an equipment list for Shit Future: https://lizardmandiaries.blogspot.com/2020/04/shit-future-d6-cyberpunk.html)

Shit Future Equipment and Economy: 

A near endless crust of consumer and industrial goods coats the earth of Shit Future. Most basic equipment needed by Player Characters will be near at hand, available for purchase or theft. Advanced and restricted equipment is much rarer - prized and guarded in the arcologies and almost nonexistent in the megaslums. 

Basic Equipment: These items will allow Player Characters to use their skills. They can be purchased directly from street level retail outlets. Alternatively, they can be stolen from common workshops, factories and the like.

D6 Examples: 
  1. Datagrid devices
  2. Chemicals 
  3. Industrial tools 
  4. Drone/Robot parts
  5. Jackhammer 
  6. Surgical equipment 
Restricted Equipment: Gear that provides additional benefits to successful Attribute or Skill tests or lessens the negative impact of a failed Attribute or Skill tests. Additionally, this gear may be of such a high quality that it may make tests in a specific skill Easy for Player Characters. Such items will have a  limited number of charges or uses. Items like this will be very hard to come by, held in advanced facilities of security heavy regions of the zaibatsu arcologies.

D6 Examples: 
  1. Knowledge skill database module 
  2. Micronuke powered industrial exosuits 
  3. Datagrid device with A.I assistant 
  4. Holographic camouflage suit 
  5. Pilot autocorrection A.I 
  6. Automatic diagnostic medical scanner 

Anointed Equipment: These pieces of equipment are so advanced and so well made that they grant the Player Character a +1 in a specific skill. Items that increase the values of either Attributes or Skills are incredibly powerful. Include them in your game very rarely, if at all. These will be held by representatives of the satellite pantheon and used by those in the employ of the gods. Gear like this will mostly be stored in orbiting space stations, used to maintain order in reality.

D6 Examples: 
  1. Brain jacked targeting module
  2. A.I guided autotool claw 
  3. Datagrid entity empowering code 
  4. Drone automechanic 
  5. Digital synaptic amplifier 
  6. Target seeking grenades  

A Note on Combat Equipment: Player Characters begin the game with any specialised weaponry they are skilled in. As all other weapons do 1 damage in Shit Future, a comprehensive weapon list is unnecessary. Armour does exist, but is classified as either Restricted or Anointed equipment, and is suitably difficult for Player Characters to get their hands on.
Combat Armour (Restricted): Body tests when defending in combat are Easy.
Power Armour (Anointed): +2 to Body value when defending in combat.



The Economy: The hypereconomy of Shit Future defies a codification of pricing. The only goods available for purchase are those that would be classified as “Basic Equipment”. Restricted and Anointed equipment is priceless/unavailable for purchase.

If Player Characters are wanting to buy or sell Basic Equipment, The Referee estimates a price in credits (using equivalents from the real world), assumes that as the price, then rolls on the following tables: 

d6
Buying 
Selling 
1
Free for a favour or half price 
Merchant will pay double 
2
Half price 
Merchant will pay full price
3
Normal price 
Merchant will pay full price but only in store credit 
4
Normal price and a favour or double the price 
Merchant will pay half price 
5
Double the price 
Merchant will pay half price but only in store credit 
6
Triple the price or a job
Merchant will pay nothing 

Favour for a Merchant Table: 


d6
Target 
Goal 
Location 
1
Indebted customer 
Supply with counterfeit equipment 
Nearby hover vehicle 
2
Aggressive competitor 
Install tracking device 
A building on the block 
3
Overbearing supplier 
Anonymously terrorise 
Nearby alleyway 
4
Personal nemesis 
Forcible clarify merchant’s position 
Nearby street
5
Local gang member 
Steal fresh delivery from 
The Datagrid 
6
Zaibatsu mandrone 
Create detailed report on 
Nearby trash filled park 

Job for a Merchant Table: 


d6
Target 
Goal
Location 
Danger 
1
Thieving customer
Take out, bring head to merchant 
Nearby nightclub
Protected by genemix pets 
2
Warring competitor
Kidnap, bring back to merchant  
Nearby office building 
Protected by goons 
3
Hostile taking over supplier 
Recover compromising data from Datagrid device 
Nearby warehouse 
Protected by Datagrid security 
4
Nosy Megaslum politician 
Keep occupied during simultaneous operation 
Nearby hoveryacht 
Protected by drones 
5
Local gang leader 
Burn/destroy workplace
Nearby residential compound 
Target very combat competent 
6
Zaibatsu manager 
Steal valuable technology from 
Nearby base in abandoned tower 
Target has weaponized sky coupe 



Friday, 1 May 2020

36 Cyberpunk Augmentations for Shit Future

Find the core rules and introduction to Shit Future here: https://lizardmandiaries.blogspot.com/2020/04/shit-future-d6-cyberpunk.html

A Player Character may pick one of these at character creation. Also, they may pick one when they level up.

Levelling Up: If a Player Character survives a session of Shit Future, they can increase one existing skill or attribute by a value of 1, up to a value of 4. Or, they may also pick a new skill which will now have a value of 1. Or, they may pick a new augmentation to install.

Vladimir Harkonnen from David Lynch's Dune. 
Augmentations: Roll two d6's to get a random Augmentation. Maybe for an NPC or an indecisive player?

1, Utility Ware: 
  1. Vatflesh Pumper: Implanted glowing beige canisters. Can automatically heal own Health by 1 up to 4 times a session. 
  2. Solar Cells: Implanted black rectangles along neck and shoulders. Eliminates the need for food and drink. 
  3. Metal Lung: Chest replaced with metal barrel implant. Provides protection from atmospheric hazards and an internal supply of oxygen. 
  4. Flesh Compartment: A cavity installed into the flank or torso. Allows the nigh undetectable stowing of guns and gadgets. 
  5. Synth Nanozymes: Microscopic chemical factories installed into gut flora. Allows the cheerful digestion of almost any inert substance. 
  6. Exhausts: Circular exhausts, powered by arm writhing tubing connected to a gut based nanonuke. Allows the summoning of flames or freezing gas. Flesh of hands replaced with temperature resistant metal claws.  
2, Core Ware: 
  1. Cyber Brain: Heavy datagrid booster bolted to base of skull. Powered by sapping power from muscles elsewhere in body. Any mental tests are now Easy, all physical tests are Hard. 
  2. Cyber Arm: All tests, outside of combat, involving the arms are Easy. 
  3. Cyber Legs: All tests, outside of combat, involving the legs are Easy. 
  4. Extender Claw: Torso stowed cybernetic claw. Can grab targets at a distance of 3 rooms away. The user’s Body attribute is the claw’s strength. 
  5. Cyber Jumpers: Vaguely insectoid metallic legs, tests involving jumping are double Easy. 
  6. Resonic Dampener: Vibrating hyperplates installed into torso. In the first combat per session all the user’s and their team mate’s tests attacking or defending against enemies are Easy. 
3, Info Ware:  
  1. Cyber Tentacle: A metal handed, thick, articulated cable that functions as an additional/replacement arm.  
  2. Digieyes: Implanted skull nodules. Provides a datagrid overlay to the user’s visual feed. All tests involving the visual analysis of the physical world are Easy. 
  3. Eyeball Drone: One eyeball replaced with a mechanical hover eye. Has visual feed to a controlling Datagrid device. Can be detached from skull and flown to a distance  of around a block. 
  4. Perma Tracker: A hive of 6 injectable nanodrones implanted into chest. When drone attached to a target, user can intuitively sense target’s exact location (must be on the same planet). Recovery of a drone requires invasive surgery. 
  5. Dark Wave Emitter: Crystalline screens implanted along head and shoulders. Can drench a room in utter light or utter darkness once per session (can always supply torch levels of light).
  6. Wasp Drone: A fleshy injector microdrone implanted into shoulder. Drone can fly to and inject a target 2 times a session, causing their next d6 tests to be Easy or Hard.
4, Tech Ware: 
  1. Brain Slave Unit: Wireless connection established between brain and a vehicle/robot/drone of choice. User can send  a command to the linked entity, while also moving and taking another separate action in a round.  
  2. Brain Jack: Wired connection established between brain and a Datagrid device. Allows up to two Computing, Hack, Firewall or Datagrid Search tests in a turn. 
  3. Skill Jack: An A.I control unit is implanted into skull, accompanied by an invasive body wide network of wires. Reduces Body by 1 but allows user to learn new skill with a value of 3. This skill may not be raised any higher. 
  4. Avatar Spoofer: Several nodules installed into skull and wired to Datagrid device. Allows the summoning of d6 copies of user’s avatar in Datagrid once per session. Copies have a digital health of 1 and are always hacked before the user’s real avatar. Copies have no power in the Datagrid outside of camouflage. 
  5. Multi Arm: Arm replaced with metal transforming gauntlet of tools. Any test involving physical labour is Easy. 
  6. Spider Gearing: Cybernetic legs terminating in fully operable hand like claws. These can be used as arms. Two spindly support armlets also installed into spine make any climbing test Easy. 
5, Warp Ware: 
  1. Voice Modulator: Neck replaced with an electronic audio system wired to brain. User can replicate any voice or noise they have heard with a successful Mind test. 
  2. Multi Visage: Defining features of face shaved away and replaced with a morphing system of holograms wired to brain. User can replicate any face they have seen with a successful Mind test. 
  3. Plastic surgery: Make yourself artificially more attractive. Makes Negotiation tests Easy. 
  4. Shifting Skin: Warping holographic camouflage tattoos injected into skin. Controlled via Datagrid device. Makes Sneak and Hide tests Easy but Negotiation tests Hard.  
  5. Pheromone Expulser: Replenishing gas canisters implanted into neck. Allows the user to re-roll a random reaction roll 6 times a session.  
  6. Smoke Expulser: Vented gas barrell implanted into belly. Once per session can fill a room with thick smoke, allowing the user and any companions to visually disappear. 
6, Conflict Ware: 
  1. Weapon Jack: Wired connection established between brain and a ranged weapon of choice. All tests with that weapon are Easy.  
  2. Dermal Plating: Metallic plates implanted all beneath skin. Body tests when defending are always Easy, but Sneak and Hide tests are always Hard. 
  3. Auto Injector: Implanted vials of replenishing chemicals. All Tests in user’s first combat per session have +1 (to a maximum skill/attribute value of 5) 
  4. Self Destruct Button: A micronuclear bomb is installed into torso. Detonating it does 6 damage to up to 6 targets and eliminates the user. 
  5. Horror Surgery: Utter disfigurement while maintaining all functional ability. Makes Intimidate tests Easy.   (make your self look scarier) intimidate easy 
  6. Mind Blaster: Skull implanted, speaker-like, psychic amplifiers. Test Mind to absolutely terrify up to d6 nearby enemies. Has d6 charges per session.

Friday, 24 April 2020

36 Cyberpunk Backgrounds for Shit Future

Find the core rules and introduction to Shit Future here: https://lizardmandiaries.blogspot.com/2020/04/shit-future-d6-cyberpunk.html

Backgrounds: At creation a Player Character may be given a random background by rolling two d6’s.

Notes:
  • You do not need to have the skill to benefit from any +1’s granted by your background. If you have no other value in that skill, the skill just has a value of 1. 
  • Having a +1 to a skill/attribute from a random background is the only way to get a skills value to 5. Levelling up only allows skills to increase to a value of 4. 

A Satellite Priest (Source: https://www.deviantart.com/chenthooran/art/a-dream-broker-512332863 )  

1, Muscles: 
  1. Gang Merc: One of your arms is replaced with a ranged weapon of your choice, you get +1 to that skill. You also only have one hand. 
  2. Motorhead: A crate of automotive tools and Boar Hover Sedan are your most prized possessions. You have +1 to Drive or Mechanics. 
  3. Street Knight: Your leather jacket is covered in heraldic patches and your Pronghorn Hover Bike is covered in similar decals. You have +1 to Drive. 
  4. Sky Lancer: Your helmet receives a video feed from your Datagrid device and is hooked up to a tank of oxygen. You have a Knife Sky Bike and +1 to Pilot 
  5. Tower Ranger: Your beclawed climbing exo suit makes any climbing test Easy. You also have absolutely no fear of heights.  
  6. Hustler: You are dressed in this week’s height of fashion. It’s important to look good as you work out the details of your next scam. You have  +1 to Contacts. 
2, Workers: 
  1. Flame Cleaner: Your job involves incinerating the most putrid of refuse, but you do have a flamethrower (which is useless in combat) and a Tox Suit (which provides protection from some environmental hazards). You have +1 to Heavy Machinery. 
  2. Slum Architect: Your Datagrid device is loaded with the blueprints of the most commonly built slum towers. You have +1 to Civil Engineering. 
  3. Kill Sporter: Your impressive physique is clad in a gaudy and revealing combat costume devoid of any effective protection. You have +1 to a melee skill of your choice. 
  4. Trash Diver: Your Tox Suit (which provides protection from some environmental hazards) has been modified with an oxygen supply. This and the accoutrements of aquatic exploration allows you to search for valuables in submerged slum ruins. You have +1 to Survival. 
  5. Tunnel Farmer: You have an extensive knowledge of the edible things that grow in damp, dark places. Once per session you may locate the nearest entrance to the sewer system and have +1 to Slum Navigation. 
  6. Recycler: Your trusty picker drone (Health 2) helps you sort and scavenge the mountains of barely used refuse bordering zaibatsu arcologies. You have +1 to Economics and Drones. 
3, Outcasts: 
  1. Psychonaut: Your drug fuelled explorations of the psychic realms have not been kind to your physical form. Your Body attribute can never go above 2, but any tests relating to drug based experimentation  are Easy. You have +1 to Pharmaceuticals and Contacts. 
  2. Genemix Pet Owner: Get the referee to determine two random animals.You have a loyal pet that is a combination of those two animals. It has 2 Health and an appropriate attack skill of 2.  
  3. Organ Runner: Your white gloves and slum robes are bloodstained. You own a scalpel, a nanonuke powered microfreezer and have +1 to First Aid. 
  4. Conspiracy Theorist: The rantings on your Datagrid blog have granted you an E grade celebrity status. Once per session you may ask the referee to reveal a mildly unbelievable secret about a specific group. You have +1 to Datagrid Search.
  5. Off Gridder: You have made the choice to exist offline and have no Datagrid device/access. This makes you a difficult individual to find/track. You have +1 to a Survival skill other than Contacts. 
  6. Alley Mutant: Your warped visage and bubbling flesh make you repulsive to others, Diplomacy and Intimidate are always Hard. You have + 1 to either Mind or Body.  
4, Escapees: 
  1. Tech Testing Unit: You are covered in scars and empty augmentation sockets. Any augmentations you have spark electricity. You may pick an extra augmentation at character creation. 
  2. Bot Bodder: Your rotting body is safely wired up in a zaibatsu arcology. Your consciousness is implanted in a slum bound robot, whose destruction does not mean your death. You have +1 to Robots.  
  3. Freed Datagrid Slave: Your shaved head is covered in dataplugs and hundreds of nutrient tube inlets cover your withered body. You have +1 to Computing. 
  4. Escaped Convict: All datagrid devices scream your guilt and fugitive status. The running is good for you though, you have +1 to Body. 
  5. Ex Zaibatsu Goon: You are healthy and clean. The crossed out zaibatsu ownership tattoos mean that most slum dwellers revile you. You have +1 to Zaibatsu Knowledge. 
  6. Escaped Genetic Experiment: Get the referee to determine a random animal. Your body and visage takes on aspects of that animal. You have a random power determined by the referee inspired by that animal.
5, Mystics: 
  1. Satellite Priest: Chunks of space debris are stitched to your slum robes. You can read, track and interpret the movements of the pantheon satellites giving you +1 to Zaibatsu Knowledge and making any test in that skill Easy. 
  2. Datagrid Cultist: Your datagrid avatar is wreathed in occult symbols. You may test your Computing skill to have your Datagrid avatar disappear from other digital entities for d6 rounds.
  3. Revolutionary: Most disdain you. The system you rage against is gods ordained, but you are resolute in your purpose. You have +1 to an Advanced Combat and Keeping Alive skill of your choice. 
  4. Street Monk: You have a deep hooded robe and the ability to be in two nearby places at once for d6 rounds once per session. You can never use any Combat or Advanced Combat skills but have +1 to two other skills of your choice.
  5. Alien Worshiper: You know of powers that dwarf the satellite gods. As long as your shrine is maintained all Luck tests are Easy.   
  6. Datagrid Prophet: The great pattern of realities has revealed itself to you. You may re-roll d6 Digitalism skill group tests a session.
6, Outliers: 
  1. Zaibatsu Bug: Your slum attire is made of high grade duracotton and curiously well tailored. You have +1 in a skill of your choice but must check in with your Zaibatsu handler every session. 
  2. Dead Head: The brain of your physical body has been scooped out and replaced with a Datagrid device A.I consciousness. All Machines, Digitalism and Knowledge skills are Easy for you, but all other skills and Body tests are Hard. 
  3. Masked One: Your face has been replaced with a featureless sheet of smooth chrome. You can only communicate via the Datagrid and have +1 to Computing and one other Digitalism skill.  
  4. Waste Witch: Once per session you may “Augur the Effluent”, consulting industrial waste for a glimpse into the future that the referee will reveal to you privately. 
  5. Neo Barbarian: You hail from the desert of the real. All Digitalism skills are Hard for you and you have no Datagrid device/access. You have +1 to Survival and all Intimidate tests are Easy for you. 
  6. Empty Vessel: You awaken naked, cold and alone in a dark slum alley. There are no memories of you before that point. You begin the game with only 1 skill, but its value is 4. 



Tuesday, 21 April 2020

Shit Future, 36 Cyberpunk Skills

Find the core rules and introduction to Shit Future here: https://lizardmandiaries.blogspot.com/2020/04/shit-future-d6-cyberpunk.html

Creating a Player Character: 

Attributes: Player Character have three attributes. Pick which one of these attributes will have a value of 3, which will have a value of 2, and which will have a value of 1. The higher the value, the more empowered your Player Character is in that attribute.

Body: The strength and agility of your flesh.
Mind: The astuteness and perceptiveness of your brain.
Luck: The likelihood that fate will smile upon you in situations outside of your control.

Health: All Player Characters start the game with 5 health.

Skills: Pick three skills and assign a value of 3, 2 and 1 to each of those skills. The higher the skill value the more competent you are  in that skill. 

Possessions: You may hold up two times their Body attribute in possessions.

Levelling Up: If a Player Character survives a session of Shit Future, they can increase one existing skill or attribute by a value of 1, up to a value of 4. Or, they may also pick a new skill which will now have a value of 1. Or, they may pick a new augmentation to install. A Player Character can only level up 6 times.



36 Shit Future Skills: 

(Roll two d6s if you can't decide). 

1, Machines: 
  1. Pilot: You can pilot flying vehicles.
  2. Drive: You can drive land bound vehicles. 
  3. Mechanics: You can build and modify mechanical equipment. 
  4. Heavy machinery: You can operate large scale industrial machinery. 
  5. Electronics: You can build and modify electronic devices. 
  6. Civil Engineering:You can modify, rebuild and manipulate the built environment. 
2, Digitalism: 
  1. Computing: You can operate, program and reprogram computer software. The computing skill adds to a Player Characters cyber health, up to a value of 5. 
  2. Hack: You can seize control of digital entities using the Datagrid. When a Player Characters Hacks a digital entity to 0 cyber health, they gain control of that digital entity for their Hack skill value in rounds. To Hack a Player Character tests their Hack skill. If successful the target reduces their cyber health by 1. 
  3. Firewall: You can protect against hacking.  A Player Character may erect a firewall around a digital entity target by spending a round doing a Firewall test. If successful the target is immune to hacking for the next round. If the test is a failure there is no protection granted. 
  4. Datagrid Search: You can find information and digital entities on the Datagrid. 
  5. Drones: You can build, rebuild, modify behavior of, etc, of drones. Requires a drone or drone parts
  6. Robots: You can build, rebuild, modify behavior of, etc, robots. Requires a robot or robot parts. 
3, Knowledge: 
  1. Pharmaceuticals: You understand drugs. And, how to make and mix them. 
  2. Zaibatsu Knowledge: You understand family run megacorporations. Their rules, history, politics, etc. 
  3. Gang knowledge: You understand slum bound organisations. Their rules, history, politics, etc.  
  4. Slum Knowledge: You understand the workings of the slum environment. 
  5. Slum Navigation: You know the quickest and easiest way to get places in the slum. 
  6. Economics: You understand how money and exchange work. And, how to use it to your benefit. 
4, Combat (Player Characters start the game with any weapons they are skilled in): 
  1. Auto Pistol: Ranged, Attack tests are Easy if the target is in the same room (within reason). 
  2. Jack Rifle: Ranged, A successful attack can hit up to 2 targets or 1 target twice. 
  3. Scope Rifle: Ranged, On a successful attack, you hit the target in a location of your choice. The Referee decides the impact of this. Attacks are also possible from great distances. 
  4. Heavy Repeater: Ranged, A successful Body test is required before an attack test can be attempted. A successful attack can hit up to 6 targets (or less than 6 targets hit up to 6 times total). Takes d6 rounds to reload. 
  5. Nano Edge: Melee, On a successful attack, you may remove a limb or appendage of choice from the target. The Referee decides the impact of this. 
  6. Electro Club: Melee, after the first successful attack against a target, they can only act every second round for d6 rounds. 
5, Advanced Conflict: 
  1. Grenades: Ranged, A successful attack can hit up to d6 targets. Individual grenades must be found, purchased, or made using the Explosives skill. 
  2. Unarmed Combat: Melee, When a target drops from 1 to 0 health from an Unarmed Combat attack, then they may be unconscious rather than dead.  
  3. Poison: You can poison people, outside of combat. Requires poisonous material, which you also know how to scrounge together. 
  4. Explosives:  You can blow stuff up, outside of combat. Requires explosive material, which you also know how to scrounge together. 
  5. Diplomacy: You can convince people to do things they wouldn’t normally do.  
  6. Intimidate: You can terrify people into doing things they wouldn’t normally do. 
6, Keeping Alive: 
  1. Survival: You know how to overcome the elements to ensure continued existence. 
  2. Hide: You can quickly disappear from view. 
  3. Sneak: You can sneak around if you have not already been seen. 
  4. Lock smith: You can open and manufacture physical, non electronic, locks. 
  5. First Aid: You can increase a target’s health by 1 per turn, to a maximum of 4.  
  6. Contacts: You know people who can help you with supplies, intel, backup, etc.  

Sunday, 19 April 2020

Shit Future, d6 Cyberpunk

The gods watch the earth once again, floating slow time in twinkling satellites. Inside the brown choked atmosphere, mountain ranges have been ousted by feudal zaibatsu arcologies. Deep in their halls, utopia machines eliminate all scarcity. But, a  hierarchy is demanded by the lords of the zaibatsus, as is loyalty and the future of their subjects. There is no questioning the wisdom of ancient bloodlines. Leave the fortress walls of the arcologies and see the endless lawless streets, the no-corp lands. You are here, in the underworld, a place of freedom and death. You are less than the most despicable bug to the corporate pantheon, but what is a god to a non believer?  


Rule: Tests are resolved by rolling a d6. Rolling equal to or less than the value of Ability or Skill score being tested is a success. This means something good happens, or something bad is averted. Rolling above the Ability or Skill score being tested is a failure. This means something bad happens. 

Easy and Hard tests: If a test is particularly easy or hard, the player whose character is being tested rolls two d6s. If the test is easy use the lowest result. If the test is hard they use the highest result.

Combat: One Player and The Referee both roll a d6. Highet roll wins, re-roll on ties. All the entities on the winning side all have a turn to act, then all the entities on the other side have a turn to act. Repeat until combat is over.

  • A Turn: An entity may move and take an action in a turn.  
  • Attacking: When a Player Character attacks, they test the combat skill of choice. If successful the target reduces their health by 1 and takes any additional effects associated with the combat skill used. The vast majority of attacks reduce health by 1.  
  • Defending: When a Player Character is attacked, they will test their Mind or Body attribute (depending on the attack). If successful, the attack does no harm. If they fail the test, they must test their Health. If successful they are unharmed. If they fail they reduce their health by 1. 
  • Death: If a Player Character or enemy target has their health reduced to 0, they are dead. 
  • Vehicular Combat: If a Player Character is attacking using the weaponry of a vehicle, they test the appropriate vehicle skill. If successful, the target reduces their health by 1 if it is also a vehicle and by 2 if it is an on foot target. If a vehicle controlled by a Player Character is attacked, test the appropriate vehicle skill. If successful, the attack does no harm. If they fail the test, they must test the vehicle’s health. If successful the vehicle is unharmed. If they fail the vehicle’s health is reduced by 1. 
  • Attacking without a combat skill: Not all Player Characters will have a specific combat skill. They may still attack with an Untrained Attack skill of 1. If successful, this attack reduces the target’s health by 1, but has no other effect. This attack is conducted with either a basic pistol or rudimentary melee weapon. 

Enemies: As all the vast majority of attacks reduce health by 1, the only attribute enemies need is health. This can be accompanied by a brief description of the enemy and the method in which they attack. Some enemies may have additional effects associated with their attacks outside of the pure loss of health.

Hazards: Player Characters may be damaged by hazards outside of combat. Generally, this will occur after a failed test. Unless particularly catastrophic, most hazards reduce health by 1. If a Player Character is in danger from a hazard they must test their Health. If successful they are unharmed. If they fail they reduce their health by 1.

The Datagrid: An ubiquitous field of data covers the earth of Shit Future. It connects and controls all electronics. It can easily be accessed and traversed, but manipulating and harnessing it is more difficult.

  • Datagrid Access: All Player Characters have a handheld device used to access the Datagrid. Their avatar has a cyber health of 1. With this device they are capable of only the most rudimentary of activities on the Datagrid. 
  • Conflict in the Datagrid: Conflict between digital entities is resolved the same way as combat in the physical world, except movement is instantaneous for digital entities in the same relative Datagrid zone and the Hack and Firewall skills are required for attack and defense. Without Hack and Firewall a Player Character avatar is defenseless in the Datagrid.  
  • Hacking: When a Player Characters Hacks a digital entity to 0 cyber health, they gain control of that digital entity for their Hack skill value in rounds. To Hack a Player Character tests their Hack skill. If successful the target reduces their cyber health by 1. 
  • Defending: When a Player Character is hacked, they will test their cyber health attribute. If successful, the attack does no harm. If they fail the test they fail they reduce their cyber health by 1. 
  • Firewall: A Player Character may erect a firewall around a digital entity target by spending a round doing a Firewall test. If successful the target is immune to hacking for the next round. If the test is a failure there is no protection granted. 
  • Computing Skill: The computing skill adds to a Player Characters cyber health, up to a value of 5.  
  • Shut Down: If a Player Character has their cyber health reduced to 0, they are locked out of the Datagrid for 24 hours. This is true for all digital entities that are avatars of NPCs. Digital entities that are not avatars (electronics control systems, databases, vehicles, security cameras, etc) will simply restart after being hacked.  
  • Digital Enemies: As all the vast majority of hacks reduce cyber health by 1, the only attribute digital enemies need is cyber health. 

Creating a Player Character: 

Attributes: Player Character have three attributes. Pick which one of these attributes will have a value of 3, which will have a value of 2, and which will have a value of 1. The higher the value, the more empowered your Player Character is in that attribute.

Body: The strength and agility of your flesh.
Mind: The astuteness and perceptiveness of your brain.
Luck: The likelihood that fate will smile upon you in situations outside of your control.

Health: All Player Characters start the game with 5 health.

Skills: Pick three skills and assign a value of 3, 2 and 1 to each of those skills. The higher the skill value the more competent you are  in that skill.

Backgrounds: At creation a Player Character may be given a random background by rolling two d6’s. Find the backgrounds here: https://lizardmandiaries.blogspot.com/2020/04/36-pc-backgrounds-for-shit-future.html

Augmentations: A creation a Player Character may pick 1 augmentation. Find the augmentations here: https://lizardmandiaries.blogspot.com/2020/05/36-cyberpunk-augmentations-for-shit.html

Possessions: You may hold up two times their Body attribute in possessions.

Levelling Up: If a Player Character survives a session of Shit Future, they can increase one existing skill or attribute by a value of 1, up to a value of 4. Or, they may also pick a new skill which will now have a value of 1. Or, they may pick a new augmentation to install. A Player Character can only level up 6 times.



36 Shit Future Skills: 

(Roll two d6s if you can't decide). 

1, Machines: 
  1. Pilot: You can pilot flying vehicles.
  2. Drive: You can drive land bound vehicles. 
  3. Mechanics: You can build and modify mechanical equipment. 
  4. Heavy machinery: You can operate large scale industrial machinery. 
  5. Electronics: You can build and modify electronic devices. 
  6. Civil Engineering:You can modify, rebuild and manipulate the built environment. 
2, Digitalism: 
  1. Computing: You can operate, program and reprogram computer software. The computing skill adds to a Player Characters cyber health, up to a value of 5. 
  2. Hack: You can seize control of digital entities using the Datagrid. When a Player Characters Hacks a digital entity to 0 cyber health, they gain control of that digital entity for their Hack skill value in rounds. To Hack a Player Character tests their Hack skill. If successful the target reduces their cyber health by 1. 
  3. Firewall: You can protect against hacking.  A Player Character may erect a firewall around a digital entity target by spending a round doing a Firewall test. If successful the target is immune to hacking for the next round. If the test is a failure there is no protection granted. 
  4. Datagrid Search: You can find information and digital entities on the Datagrid. 
  5. Drones: You can build, rebuild, modify behavior of, etc, of drones. Requires a drone or drone parts
  6. Robots: You can build, rebuild, modify behavior of, etc, robots. Requires a robot or robot parts. 
3, Knowledge: 
  1. Pharmaceuticals: You understand drugs. And, how to make and mix them. 
  2. Zaibatsu Knowledge: You understand family run megacorporations. Their rules, history, politics, etc. 
  3. Gang knowledge: You understand slum bound organisations. Their rules, history, politics, etc.  
  4. Slum Knowledge: You understand the workings of the slum environment. 
  5. Slum Navigation: You know the quickest and easiest way to get places in the slum. 
  6. Economics: You understand how money and exchange work. And, how to use it to your benefit. 
4, Combat (Player Characters start the game with any weapons they are skilled in): 
  1. Auto Pistol: Ranged, Attack tests are Easy if the target is in the same room (within reason). 
  2. Jack Rifle: Ranged, A successful attack can hit up to 2 targets or 1 target twice. 
  3. Scope Rifle: Ranged, On a successful attack, you hit the target in a location of your choice. The Referee decides the impact of this. Attacks are also possible from great distances. 
  4. Heavy Repeater: Ranged, A successful Body test is required before an attack test can be attempted. A successful attack can hit up to 6 targets (or less than 6 targets hit up to 6 times total). Takes d6 rounds to reload. 
  5. Nano Edge: Melee, On a successful attack, you may remove a limb or appendage of choice from the target. The Referee decides the impact of this. 
  6. Electro Club: Melee, after the first successful attack against a target, they can only act every second round for d6 rounds. 
5, Advanced Conflict: 
  1. Grenades: Ranged, A successful attack can hit up to d6 targets. Individual grenades must be found, purchased, or made using the Explosives skill. 
  2. Unarmed Combat: Melee, When a target drops from 1 to 0 health from an Unarmed Combat attack, then they may be unconscious rather than dead.  
  3. Poison: You can poison people, outside of combat. Requires poisonous material, which you also know how to scrounge together. 
  4. Explosives:  You can blow stuff up, outside of combat. Requires explosive material, which you also know how to scrounge together. 
  5. Diplomacy: You can convince people to do things they wouldn’t normally do.  
  6. Intimidate: You can terrify people into doing things they wouldn’t normally do. 
6, Keeping Alive: 
  1. Survival: You know how to overcome the elements to ensure continued existence. 
  2. Hide: You can quickly disappear from view. 
  3. Sneak: You can sneak around if you have not already been seen. 
  4. Lock smith: You can open and manufacture physical, non electronic, locks. 
  5. First Aid: You can increase a target’s health by 1 per turn, to a maximum of 4.  
  6. Contacts: You know people who can help you with supplies, intel, backup, etc.