cy_borg character generator

cy_borg

Result

{# VARIABLE SETUPS #}

{%_class = {CHART("Character class")}%}
{% modifiers = [-3, -3,-3,-3,-2,-2,-1,-1,0,0,0,0,1,1,2,2,3,3,3,3] %}
{%if _class == {SHUNNED NANOMANCER}%}
{% _agility = {3d6}%}
{% _knowledge = {3d6}%}
{% _presence = {3d6 + 2}%}
{% _strength = {3d6}%}
{% _toughness = {3d6 -2}%}
{% _hp = {{{modifiers.$_toughness}} + {1d4}}%}
{% _glitch = {1d2}%}
{%_prefixOrig= {You got infected when}%}
{%_origin = {"You spent a wild night with a group of neo-pagan cultists, performing profane rites to some snake god"|"A star fell close to your building, and you were a curious child."|"You found drugs. Free drugs. They were neither drugs nor entirely free."|"You were kidnapped and subjected to horrible experiments."|"A G0 rat bit you."|"You were born."}%}
{%_prefixSpec= {You also have one of these:}%}
{%_special = {"A strange leaf-looking knife. Deals d4 damage, and victims have to test Toughness or bleed 1 HP for d6 rounds."|"Milkwhite eyes that see through lies. Once per day, when you believe you've been lied to, test Presence DR8. On a success, you can tell whenever the target lies for the rest of the day."|"Burnt orange, stone-like skin. ⁄d4 damage taken, not subject to being reduced on a defense fumble. Instead, you take an additional d8 damage as part of your skin is ripped off."|"A second mouth where your navel used to be. Any food or drugs consumed with your navel-mouth are twice as effective."|"An elongated, pointed and semi-translucent skull. Your brain shines underneath, emitting light like that of a candle."|"Scales cover most of your body Any roll to resist cold, heat or radiation is −4DR."}%}
{%_weapon = {CHART(name="Weapon", dice="1d6")} %}
{%_armor = {CHART(name="Armor", dice="1d2")}%}
{%_special2 ={You have a nanopower CHART("Nano")}%}
{%end%}

{%if _class == {BURNED HACKER}%}
{% _agility = {3d6}%}
{% _knowledge = {3d6+2}%}
{% _presence = {3d6 }%}
{% _strength = {3d6-1}%}
{% _toughness = {3d6 }%}
{% _hp ={{{modifiers.$_toughness}} + {1d6}}%}
{% _glitch = {1d2}%}
{%_prefixOrig= {On a deep dive of the Cyber Cosmos, you’ve found a terrible truth}%}
{%_origin = {The public faces of the UCS board are fabricated. They don’t exist. Who’s running UCS\?|Stealth carrier drones are offloading large amounts of something in G0 on rainy nights.|Rogue AI are flocking to Cy, more so than than anywhere else in the world.|Nanobacteria is seeping into the Net. What does that even mean\? Who’s covering it up\?|Two AIs have merged into a two-headed sentience. Its intelligence is beyond our comprehension.|An unknown collective has opened backdoors in Cy’s major data nodes.}%}
{%_prefixSpec= {You built an App:}%}
{%_special ={You built an App: {Borgtrigga-0.5. Provoke a Cy-rage test for one nearby target.| Law1. Parallaxes imagery around you, making you invisible to all tech (except true AI) for 10 minutes.|Boomboom. d4 nearby simple devices (lamps, monitors, cameras, etc.) explode. d6 damage to up to d4 targets.| CopySwappy. For d10 rounds, all tech will mistake you for another person within 30m and vice versa.|tError. Target’s RCD renders subliminal, personalized nightmare imagery that distorts reality. Test Presence DR14 or unable to act for d4 rounds. DvG-sling. Deal damage to a cybered target or drone/vehicle/mech based on their size. Dog-sized targets take d6 damage, human d10 car 2d8, and larger targets take 2d12.}}%}
{%_weapon = {CHART(name="Weapon", dice="1d8")} %}
{%_armor = {CHART(name="Armor", dice="1d2")} %}
{%_special2 ={You have cyberdeck with {{{modifiers.$_knowledge}} +4} and
CHART("Apps")}%}

{%end%}

{%if _class == {CORP KILLER}%}
{% _agility = {3d6}%}
{% _knowledge = {3d6-1}%}
{% _presence = {3d6 -1}%}
{% _strength = {3d6}%}
{% _toughness = {3d6+2 }%}
{% _hp = {{{modifiers.$_toughness}}+ {1d8}}%}
{% _glitch = {1d2}%}
{%_prefixOrig= {Your deployment}%}
{%_origin = {Urban infiltration in Cy Central. You know the area well.|Orbital station grunt. Zero-G wall breaches and airlock executions were your idea of fun.|Maritime raider. Blowing up drilling rigs, underwater labs and the occasional ship.|Mobile wasteland rig corps. Mowing down roadrunners, sabotaging rival infrastructure, burning what little nature was left.|Periglacial SecCorp. Plundering released gas and bioweapons for your employer.|Didn’t get that far. Washed out.}%}
{%_prefixSpec= {You took something from your employer when you left the force:}%}
{%_special = {Old-school heavy machine gun. d12a damage, but breaks down after a damage roll of 1. You can fix it if you get 10 minutes of quiet time.| Prototype Smart™ assault rifle (d10a damage). Aroundthe- corner shooting, camera sight, grenade launcher, the works. |{{{modifiers.$_toughness}}+5} hand grenades and 5 flashbangs. You throw grenades with -2DR. |Heavy laser cannon. d12 damage, Presence DR14 against people, bots and animals. 3d12 damage, Presence DR10 against vehicles, turrets or similar targets. |Crowd-control air cannon. d6 damage, can hit up to d3 targets close to each other. |I ncendiary shotgun. d10 damage and test Agility DR12 or flammable materials are ignited for +d6 damage the following round.}%}
{%_weapon = {CHART(name="Weapon", dice="1d12")} %}
{%_armor = {CHART(name="Armor", dice="1d4+1")} %}
{%_special2 ={Your autofire tests are always −1DR. The Corp wants you dead}%}
{%end%}

{%if _class == {ORPHADED GEAR HERO}%}
{% _agility = {3d6}%}
{% _knowledge = {3d6+2}%}
{% _presence = {3d6 -2}%}
{% _strength = {3d6}%}
{% _toughness = {3d6 }%}
{% _hp = {{{modifiers.$_toughness}}+ {1d8}}%}
{% _glitch = {1d4}%}
{%_prefixOrig= {You trusted them, and then they}%}
{%_origin = {Disappeared in G0. Looking for an advanced lab rumored to have survived the Incident. |Were proclaimed dead. But you know their soul lives on inside something else. |Were dragged off to a Corp blacksite by an anonymous killteam. |Left you to join up with a roadrunner outfit. They scavenge scrap on the rivers up north.|Bugged out, pursued by rival droners and bots. Waiting out the heat. | Got laid up, comatose in a Central Cy hospital. Allegedly a workshop accident. They’re fine as long as there’s ¤ on their account}%}
{%_prefixSpec= {You pilot:}%}
{%_special = {A SEMI-AUTONOMOUS QUAD-BOT with tools including a health scanner and torch. Loyal but with an attitude. Bites for d4 damage, {{{modifiers.$_knowledge}}+{1d8}} HP and -d2 Armor. |A FLYING DRONE. Follows basic commands.{{{modifiers.$_knowledge}}+{1d12}} HP, −d6 Armor, and an assault rifle (d8a).|THREE FLY-SIZED SURVEILLANCE DRONES equipped with a camera, 3D scanner and heat sensor respectively. Incredibly fragile. An expected corporate espionage tool.| A PROTOTYPE CRAWLER DRONE with a laser turret (d12a). {{{modifiers.$_knowledge}}+{1d10}} HP, -d6 Armor. Can follow advanced commands. Needs a hard reboot after dealing max damage.|AN ARMORED VAN. Five seats and lined with junk. Has a smuggler’s hatch underneath it all. Once a day, test Knowledge DR8 to find the spare part you need to fix any broken tech. |A WALKING WEAPONS PLATFORM. Nigh-indestructible, large enough to ride and janky as hell. Anti-materiel battery (2d10) destroys most walls, doors and vehicles with a shot. Has a 2-in-6 chance of breaking down after firing. Takes d4 hours to repair.}%}
{%_weapon = {CHART(name="Weapon", dice="1d12")} %}
{%_armor = {CHART(name="Armor", dice="1d3")} %}
{%_special2 ={You test Knowledge DR10 when you try to repair a piece of tech or to pilot a vehicle, drone or other machine.}%}
{%end%}

{%if _class == {RENEGATE CYBERSLAYER}%}
{% _agility = {3d6}%}
{% _knowledge = {3d6-2}%}
{% _presence = {3d6 +1}%}
{% _strength = {3d6+1}%}
{% _toughness = {3d6 }%}
{% _hp = {{{modifiers.$_toughness}} + {1d10}}%}
{% _glitch = {1d3}%}
{%_prefixOrig= {You try to start each day with}%}
{%_origin = {Doing yoga and meditating. |Chugging a mix of carefully selected and measured stimulants. | Assiduously minding your three favorite plants.| Obsessively laying out your clothes and cleaning your gear.| Doing a recreational blood transfusion. 6. Strengthening your inner daemon through a chaos magick ritual.}%}
{%_prefixSpec= {Your trenchcoat hides most of your:}%}
{%_special = { Ancient blade (d8) that has claimed 1.000 souls. Or so you say. If you are the first to strike in combat, you deal double damage. |Steelcutter chainsaw (d8). Absolutely not made for combat. When hitting for maximum damage, it gets stuck for d3 rounds, dealing damage automatically as long as it remains there. |Filament zweihänder (d10) that makes everyone around you nervous. Crits hit with such a force that your target is thrown up in the air, making them an easy target (-2DR) for anyone else.| Wire-wrapped baseball bat (d8) hooked up to a battery. You can supercharge it, dealing +d4 damage to your target and to yourself. |Dual Logans (d8) that make that sound when you pop ʼem out. Once per fight, you can surprise a victim by popping out feet claws as well, attacking at DR8. |GodDAMN flail (d8). Spiked. Absolutely medieval. Crumples and shreds enemy armor a tier when you hit for 6+ damage}%}
{%_weapon = {CHART(name="Weapon", dice="1d12")} %}
{%_armor = {CHART(name="Armor", dice="1d3")} %}
{%_special2 ={You have a weapon: CHART("Weapon")}%}
{%end%}

{%if _class == {FORSAKEN GANG GOON}%}
{% _agility = {3d6}%}
{% _knowledge = {3d6}%}
{% _presence = {3d6 }%}
{% _strength = {3d6-2}%}
{% _toughness = {3d6 }%}
{% _hp = {{{modifiers.$_toughness}} + {1d6}}%}
{% _glitch = {1d3}%}
{%_prefixOrig= {Your gang}%}
{%_origin = {was taken out by a rival gang. They think you are dead too. | got hauled off. Cops thought you were just a punk kid. Nobody ratted you out. |betrayed you. Left you for dead in the gutter. They don’t know you survived. | wandered off into G0 with a newfound religious fervor. They left you and a few other skeptics behind. | broke the only rules that separate a criminal from a monster. You left on bad terms. | threw you out for breaking the code. They’ll kill you if they see you again.}%}
{%_prefixSpec= {Your specialty was:}%}
{%_special = {HITS. When attacking from surprise, test Agility DR10. On a success, you hit once with a melee weapon, dealing normal damage +3. |BRAWLS. Test Agility DR14 to sucker punch an opponent in melee. Deal normal damage and give all allies -2DR on their next attack against the same enemy. |BnE. You have a talent for opening doors and getting inside buildings. Test Agility DR10 to pick any mechanical lock or Knowledge DR10 for any electronic lock. You begin with toolsets for both mechanical and electronic lockpicking. |FENCING. You know potential buyers for almost anything. Once per day, you can test Presence DR12 to remember the name of a person in Cy who might be willing and able to buy whatever illicit goods have fallen into your hands. |CLEANUP. You know how to clean up evidence from a crime scene. Start with two DNA bombs and a large bottle of acid.|ASSAULTS. You always liked it old school: both hands raised, running straight at the enemy. Whatever weapon you begin with, you start with one for each hand. You can use it to make a second attack each round at DR14.}%}
{%_weapon = {CHART(name="Weapon", dice="1d6")}%}
{%_armor = {CHART(name="Armor", dice="1d2")} %}
{%_special2 ={All Presence and Agility tests are –2DR.}%}
{%end%}

{$_class}

Resolve: {Roll on "Style" styled with Roll on "Feature" that wants Roll on "WANTS", likes Roll on "Quirk" and obsessed with Roll on "Obsession".}
{$_prefixOrig}: {$ _origin}
You have a DEBT of {%if _class == {BURNED HACKER}%} Roll 6d10*1000 {%else%} Roll 3d6*1000 {%end%} creds to Roll on "Debt"


  • Hit Points {$_hp}
  • Glitch {$_glitch}

Agility Knowledge Presence Strength Toughness
{$_agility}({{modifiers.$_agility}}) {$_knowledge} ({{modifiers.$_knowledge}}) {$_presence} ({{modifiers.$_presence}}) {$_strength} ({{modifiers.$_strength}}) {$_toughness} ({{modifiers.$_toughness}})

  • Special: {$_special2}
  • {$_prefixSpec} {$_special}

Subcharts

Character class (d6)

d6 Result

1

SHUNNED NANOMANCER

2

BURNED HACKER

3

CORP KILLER

4

ORPHADED GEAR HERO

5

RENEGATE CYBERSLAYER

6

FORSAKEN GANG GOON

Armor (d6)

d6 Result

1

No armor

2

StyleGuard -d2. Looks just like clothes!

3

Rough -d4. A heavy-duty jacket or full kevlar.

4

SmartWear -d4. Equipped with Adrenachrome_HST autoinjector that fires if the wearer is Battered.

5

Combat Armor -d6. With A_HST auto-injector as above +2DR on Agility tests including Defense.

6

EndGame-Class ExoSuit −d8. Equipped with multiple customizable injectors, jump jets, motorized joints and more. Not for sale. +4DR on Agility tests. Defense is +2DR, Toughness and Strength are −2DR. Can jump 4× regular height and length.

Weapon (d12)

d12 Result

1

BROKEN BOTTLE d3 damage

2

MACHETE d6 damage

3

TOO MANY THROWING KNIVES d4 damage Two attacks/round

4

ANCIENT REVOLVER d8 damage

5

SMARTGUN™ d6a damage d10a damage with SmartJack

6

TWO SMALL SMGS d6a damage Only autofire

7

SHOTGUN d8 damage

8

MONOSWORD d8 damage

9

ASSAULT RIFLE d8a damage

10

ASSAULT RIFLE d8a damage . WITH A GRENADE LAUNCHER d6 damage Up to d3 targets

11

PULSE RIFLE d10a damage

12

SNIPER RIFLE 2d10 damage ×3 crit damage. When aiming for 2 rounds: -4DR and +2 damage

Gear1 (d8)

d8 Result

1

Mirrorshades

2

CWPC Metro card, Roll 1d8 trips left.

3

Hangover.

4

Pack of realTobacco™ smokes.

5

Roll 1d4+1 flashbangs, test Toughness DR14 or +4DR on everything for d4 rounds.

6

Roll 1d4 hand grenades, d6 damage to up to d3 targets.

7

Old-school motorcycle. Fuel is hard to come by.

8

Stolen taxi. Faked or removed transponders. May trigger alarms when entering high-sec areas.

Gear2 (d12)

d12 Result

1

Paracord, 30m.

2

Micro torch cutter, power for Roll 1d4 uses.

3

Bio/ID scanner, can track a person within 50m.

4

Breathing mask, provides oxygen in gas or underwater.

5

Collapsible ladder, 5m.

6

First aid kit, d3 uses. Stops bleeding/infection and heals d6 HP

7

Crowbar, d4 damage.

8

Superlube.

9

Grappling-hook crossbow, d4 damage.

10

Small bottle of pulverized acid.

11

Crime scene kit.

12

{%if _class == {SHUNNED NANOMANCER}%}

Roll on "Nano"
{%elif _class == {BURNED HACKER}%}

Roll on "Apps"
{%else%}

Roll on "Cybertech" (dice="1d10")

{%end%}

Gear3 (d12)

d12 Result

1

Red-juice stimjector, Roll 1d4 doses. Heals d10 HP.

2

Adrenachrome_HST, Roll 1d3 doses. Heals d6 HP, +1 on all abilities for d6 rounds, then -1 until rest.

3

Drone suit. Slow but quiet flight. Attack and defense tests are +4DR while flying.

4

Small but jailbroken Robo-K9. Roll 1d6+2 HP, bite d4, only obeys you

5

Tiny surveillance drone, 300m range.

6

Optic camo suit.

7

Noisemaker. Floods 20m area with fake data for d4 minutes, making remote communication and surveillance impossible

8

Fake ID. Good enough to pass a random check, might not work if they are looking for you.

9

Visionvisor. Zoom, camera, heat/night vision, ultrasound.

10

{%if _class == {SHUNNED NANOMANCER}%}

Roll on "Nano"
{%elif _class == {BURNED HACKER}%}

Roll on "Apps"
{%else%}

Roll on "Cybertech" (dice="1d10")

{%end%}

11

{%if _class == {SHUNNED NANOMANCER}%}

Roll on "Nano"

{%elif _class == {RENEGATE CYBERSLAYER}%}

Roll on "Cybertech"
{%else%}

Cyberdeck with Roll 1d3 slots

Apps:
 -Roll on "Apps" 2 times (unique results only)

{%end%}

12

{%if _class == {RENEGATE CYBERSLAYER}%}

Roll on "Cybertech" 
{%elif _class == {BURNED HACKER}%}

Roll on "Apps" 
{%else%}

Roll on "Cybertech" (dice="1d10")

{%end%}

Cybertech (d20)

d20 Name Desc

1

Retracting cyberclaws

Mollies or Logans, d6 damage.

2

Mule pocket

Big enough for a SmartGun™.

3

Subdermal shockers

d4 damage to anyone grabbing or hitting you in melee. +2DR to avoid electrical damage

4

Autocamo

Subdermal projection of ever-changing anti-facial-recognition patterns.

5

Additional joints

-2DR to all grapple-related tests, able to fit into small spaces

6

Buzzeyes

Fly-like eyes with 360-vision capabilities.

7

Strangler

Filament wire hidden in a finger, d6 damage each round when grappling

8

Skinhard

Hardened skin providing -d2 armor

9

Deserter fangs

DR10 bite attack, d6 damage. 2-in-6 risk of a free attack against you

10

SmartJack

Enhanced cerebral/RCD-links enabling you to use Smart™-tech* to its full potential.

11

Muscle-ups

+1 on tests of raw strength such as crushing, lifting, pulling. +4 carrying capacity.

12

PulseWires

+1 Agility, Presence, Strength, or Toughness for 2 hours. Each Pulse costs 75¤.

13

BodyGun

Hidden, single shot, large-caliber gun, 2d10 damage

14

Taurs

Horns, d4 damage.

15

Sonic blaster

Deafening sonic wave hitting up to d3 targets for d6 damage. Recharges automatically after 6 hours.

16

Handy bot

Detachable drone hand with a 50m range.

17

Smarthair

Change hairstyle at will.

18

Skinslot

Extra App slot for your deck, hidden beneath your skin.

19

Skeleplating

Skeleton covered in a thin metal layer, +10 HP.

20

Brainbox

Black box for your brain. As long as it remains intact at the point of death, the user’s mind can be restarted in another brainbox. Cloning or otherwise getting a new body comes with additional costs and is highly illegal unless you already are rich beyond the reach of the law.

Apps (d12)

d12 Name Desc

1

WEIAN-Hammer

Nearby devices are triggered to perform their function, i.e. open/close unlocked doors, trigger sprinklers, start a camera recording, adjust the AC. You can trigger 5 devices as you

choose over the next 5 rounds.

2

RCDOvrChargr

One target gets +d6 on all Agility and

Strength tests for Resolve: {{{modifiers.$_knowledge}}+3} rounds.

3

Nok_Nok

Open a nearby locked door. Failure may trigger an alarm.

4

False Flagger

Fake an alarm or the location of a triggered alarm. Any response to a real alarm is delayed by 2d6 minutes.

5

SigilTag

This location and nearby systems are tagged with your invisible sigil, enabling you to remotely activate

Apps as if you were present.  Only two locations can be tagged at the same time.

6

eRase

Cut or copy the latest 10 minutes of stored information from any type of recording/surveillance device.

7

De-fenc/der

Take control of a nearby turret, drone

or similar defense system for d6 rounds.

8

Blood Snoot

Tracks down an enemy hacker and deals d4 damage each round until they pass a DR12 Knowledge test or die.

9

PathMapper

Uses nearby sensors, cameras and public information to create a detailed

3D map of the surrounding ~100m.

10

CTechAttak

d3 nearby cybered targets lose a total of 4d10 HP.

11

beaconworm

Place a tracker into a device or cybertech, enabling you to track its movements in realtime for the coming d4 weeks.

12

TrolleySkipper

Automated defenses have trouble tracking a person of your choice and prioritize other available targets.

Nano (d12)

d12 Name

1

Benevolent suturedroids. d2 people regain d10 HP each. A roll of 6 or greater comes with a free migraine.

2

Pineal gland stimulation. For d4 rounds, you can feel nearby data flows. You can hear a short conversation or message, sense the direction of a large data source or see the last few seconds of the most recently recorded information on a device.

3

Cosmic dust bots. An area of up to 20m in diameter is covered in dust and darkness for the duration of a fight or for 10 rounds. It tastes like stained, rusted metal.

4

Psychic scalpels. A living target of your choice tests Presence DR14 or loses d10 HP. Their eyes bleed, and their ears ring.

5

Bent prism. A person becomes invisible and attacks and defends at DR6. The effect lasts for d6 rounds or until you are hurt.

6

Crawling carapace. d4 targets gain −d6 armor for 4 rounds. Sometimes it feels as if this thing has a will of its own, but that’s probably just your imagination.

7

Chill of the void. Up to d4 targets test Toughness DR14 or take d4 damage. The next round, the test is DR16 and the damage taken is d8. In the third and fourth rounds, the test is DR16 and the damage is 2d10.Frost covers the area, and snowflakes float in the air.

8

To dust. Half a cubic meter of inorganic matter turns to dust. If the target is attached to or in the hands of a conscious creature, the test to activate the power is DR14.

9

Dead cell spirits. By consuming a handful of something dead, you can relive their last moments as if through a hazy and distorted lens. Test Presence DR14 to avoid taking d6 damage from ego death.

10

Lifetap. Choose two targets, one to heal and one to hurt. The healing target tests Presence DR10 to heal d6 damage, while the second target is dealt d6 damage. Failure deals both targets d3 damage. A translucent, oozing bridge of blood and energy flows between the creatures, like oil in water.

11

Remote control. A target within spitting range must obey a single command. You will forever hear their wordless voice faintly echo in your mind.

12

Swarm trip. Your mind is transferred to a flying swarm of bacteria for 10 minutes. You can move through any crack or hole, and you can see whatever the swarm sees but not hear or interact with anything. If your body is killed or if you are not back at your body when the 10 minutes are up, you are stuck in the swarm forever.

Style (d50)

d50 Result

1

0core

2

Acid panda

3

Beastie

4

Bitcrusher

5

Bloodsport

6

Cadavercore

7

Codefolk

8

Converter

9

Corpodrone

10

Cosmopunk

11

Cvlt

12

Cybercrust

13

CyPop

14

Daemonista

15

Deathbloc

16

Doomtroop

17

Ghoul

18

Glitchmode

19

Goregrinder

20

Gutterscum

21

Hexcore

22

Hype street

23

Kill mode

24

Meta

25

Mimic

26

Minimal

27

Minotaur

28

Mobwave

29

Monsterwave

30

Murdercore

31

Necropop

32

Neurotripper

33

NuFlesh

34

NuGoth

35

NuPrep

36

Oceanwave

37

OG

38

Old-school cyberpunk

39

Orbital

40

Postlife

41

Pyrocore

42

Razormouth

43

Retro metal

44

Riot kid

45

Robomode

46

Roller bruiser

47

Technoir

48

Trad punk

49

Wallgoth

50

Waster

Feature (d50)

d50 Result

1

Abundance of rings

2

All monochrome

3

Artificial skin

4

Beastlike

5

Broken nose

6

Burn scars

7

Completely hairless

8

Cosmetic gills

9

Covered in tattoos

10

Customized voicebox

11

Disheveled look

12

Dollfaced

13

Dueling scars

14

Elaborate hairstyle

15

Enhanced cheekbones

16

Fluorescent veins

17

Forehead display

18

Giant RCD helmet rig

19

Glitterskin

20

Glowing respirator

21

Golden grillz

22

Headband

23

Heavy on the makeup

24

Holomorphed face

25

Interesting perfume

26

Lace trimmings

27

Laser branded

28

Lipless—just teeth

29

Mirror eyes

30

More plastic than skin

31

Necrotic face

32

Nonhuman ears

33

Palms covered in notes

34

Pattern overdose

35

Plenty of piercings

36

Radiant eyebrows

37

Rainbow haircut

38

Ritual scarifications

39

Robotlike

40

Shoulder pads

41

Subdermal implants

42

Tons of jewelry

43

Traditional amulets

44

Translucent skin

45

Transparent wear

46

Unkempt hair

47

Unnatural eyes

48

UV-inked face

49

VIP lookalike

50

War paints

WANTS (d20)

d20 Result

1

ANARCHY

2

BURN IT ALL DOWN

3

CASH

4

DRUGS

5

ENLIGHTENMENT

6

FAME

7

FREEDOM

8

FUN

9

JUSTICE

10

LOVE

11

MAYHEM

12

POWER OVER OTHERS

13

REVENGE

14

SAFETY FOR LOVED ONES

15

SAVE THE WORLD

16

SEE OTHERS FAIL

17

SELF-CONTROL

18

SELF-ACTUALIZATION

19

SUCCESS

20

TO KILL

Quirk (d20)

d20 Result

1

CHAINSMOKER

2

CHEWS ON HAIR

3

COMPULSIVE SWEARING

4

CONSTANTLY WATCHING HOLOS

5

COUGHS

6

FIDDLES WITH JEWELRY

7

FLIRTY

8

GESTURES A LOT

9

GIGGLES INAPPROPRIATELY

10

HAT/HOOD AND SHADES, ALWAYS

11

ITCHY

12

LOUDLY CHEWS GUM

13

MUST TAG EVERY LOCATION

14

NEVER LOOKS ANYONE IN THE EYE

15

NOSEPICKER

16

RAPID BLINKING

17

REEKS OF LIGHTER FLUID

18

SCRATCHES FACIAL SCAR

19

TWITCHY

20

WHEEZES

Obsession (d50)

d50 Result

1

ADRENALINE

2

AI POETRY

3

AMMONIUM CHLORIDE CANDY

4

ANCIENT GRIMOIRES

5

ARACHNIDS

6

BELTS

7

BLADES

8

BONES

9

CUSTOMIZED CARS

10

DRONESPOTTING

11

EXPERIMENTAL STIMULI

12

EXPLOSIVES

13

EXTRAVAGANT MANICURE

14

GAUZE AND BAND-AIDS

15

GIN

16

GRAFFITI

17

HAND-PRESSED SYNTHPRESSO

18

HANDHELD GAMES

19

HEADPHONES

20

HISTORY SIMS

21

INTERACTIVE HOLO-INK

22

JOURNALING

23

MASKS

24

MEDIEVAL WEAPONRY

25

MICROBOTS

26

MIXING STIMULANTS

27

MODEL MECH KITS

28

OBSOLETE TECH

29

PORCELAIN FIGURINES

30

PRINTED SHIRTS

31

PUPPETS

32

RECORDS

33

RECURSIVE SYNTHESIZERS

34

SHADES

35

SLACKLINING

36

SNEAKERS

37

STIM SMOKES

38

STYLE HOPPING

39

TAROT

40

TAXIDERMY

41

TRENDY FOOD

42

URBAN EXPLORING

43

VAMPIRES VS. WEREWOLVES

44

VINTAGE ARMY JACKETS

45

VINTAGE TV SHOWS

46

VIRTUAFLICKS

47

VIRTUAPALS

48

VOICE MODULATORS

49

WATCHES

50

WIGS

Debt (d12)

d12 Result

1

a crime syndicate.

2

an anonymous hacker collective.

3

your distant relative, a corrupt politician’s assistant.

4

a gang run by your childhood bully.

5

an unknown benefactor signing their messages with YN.

6

a death cult run by a board member from a powerful corp.

7

a roadrunner clan who may request services and housing as long as the debt is unpaid.

8

the owner of a seedy club or dive bar.

9

a fixer with cops on their payroll.

10

someone you trust, hospitalized with increasing medical bills.

11

a semi-sentient AI cluster slowly building up its influence.

12

a small but extremely violent SecCorp.