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.

2 comments:

  1. An eventual PDF would be excellent; would fit right between WIRED NEON CITIES and chaosgrenade's REWIRED RPG.

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    Replies
    1. The PDF is being worked on at this very moment!

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