Showing posts with label sci-fi. Show all posts
Showing posts with label sci-fi. Show all posts

27 April 2026

Campaign Pitch: Lost in Carcosa

Along the shore the cloud waves break,
The twin suns sink behind the lake,
The shadows lengthen
        In Carcosa.

Strange is the night where black stars rise,
And strange moons circle through the skies
But stranger still is
        Lost Carcosa.

Songs that the Hyades shall sing,
Where flap the tatters of the King,
Must die unheard in
        Dim Carcosa.

Song of my soul, my voice is dead;
Die thou, unsung, as tears unshed
Shall dry and die in
        Lost Carcosa.

Cassilda's Song
"The King in Yellow", Act I, Scene 2
Robert W. Chambers (1895)

Carcosa is a malignant planet 153 light years away from Earth, orbiting a nameless, dying binary star in the Hyades Cluster. Carcosa is also a foreboding city in the middle of the black lake Hali, a pallid and sepulchral metropolis of whose inchoate inhabitants one better dares not speak. Carcosa is a tale of far-future technology and magnificent, maleficent architecture and inhumanly horrific sorcery and the primitive tribes that eke out a meagre existence amongst these remnants of awesome, awful yore.
 
  
So, is this a...
Actually, I don't really have a simple reference for this setting. Carcosa mixes weird science-fantasy, Lovecraftian horror and swords & sorcery adventuring into a game of psychedelic wasteland survival in a world full of radiation, mutation, dinosaurs, mutant dinosaurs, killer droids, psionic oozes, alien martial arts, ray guns and other lost wonders of stupendous science.

Have some pictures:
 
Temple Entrance by BeastScrollGames
 
All unsourced images are from Pinterest,
where the original source was not found.
  
by Noriyoshi Ohrai
 

from Morrowind
 
by Richard Hescox
 
 
by Wayne D. Barlowe
 
from Universum: War Front
  
 
You will play as...
A wasteland scavenger and survivor, one of the rainbow-coloured "humans" that brave the death-filled wilderness sprawling between the fortified villages that dot this planet's broken landscape, searching for treasure (certainly), glory (ostensibly) and perhaps even a meaning. Any meaning at all.

There are no people except the fifteen races of Man - Alabaster, Blue, Bone, Bronze, Dolm, Fuchsia, Gold, Green, Jale, Onyx, Orange, Purple, Red, Ulfire, and the ever-elusive Space Men. Twisted by millennia of travesties and tribulations, they are a combination of hunters-gatherers, mutants, cyborgs, maddened cultists and even more peculiar folk. Some would argue that these "humans" are human no more.

Sidebar: Humanity is not native to Carcosa and there are next to no other mammals. You will find no sheep or wolves, but you might certainly encounter giant reptiles, terror-birds, weird insectoids, alien fungi, etc.

There are no classes except four: Fighter, Trickster, Tinker and Psyker. Why? Because the classes serve as merely a chassis for the tricks and talents that you will uncover during your wanderings. Indeed, this should be a game of discovery. You will be exploring the merciless expanse of Carcosa, where every path leads to danger, every crumbling monastery houses a sage and every foreboding ruin hides a secret. Butcher the dangers for their cybernetic parts, force the sages to teach you their techniques, steal the secrets to unlock phenomenal cosmic powers. You will gain abilities by travelling, training, investigating and taking a risk.

Basically, mix a bowl of grotesque horror, pulpy trappings and gonzo comedy, then sprinkle it all over a big hex map. That is Carcosa.
 

 
 
 
Do you want to...
  • Travel between xenophobic village-states ruled over by cybernetic god-kings and psionic witch-queens? Every village hoards rumours about strange Wonders - scraps and shards of alien gadgets - just waiting for someone foolish enough to try and claim them.
  • Win these Wonders and listen to their whisperings? Such whispers are said to be the blessings of the Black Monolith that bring great fortunes and far greater ruin.
  • Descry monuments that chronicle the failings of incomprehensible civilizations long extinct and their horrid rituals that could bind gods to your will, if you are willing to leave your humanity behind? You will never dream of pleasant things again.
  • Follow your nightmares towards resplendent, repugnant places where one might glean transcendental truths, such as how to punch really really hard? Insanity will nip at your heels.
  • Pretend that you are fine while getting addicted to lotus and tearing killbots apart with your bare mind? You will need someone to bring you back.
  • Deal with whatever strange forces may threaten the survival of the small village that is your newfound home, maybe improve the lives of your friends, and perhaps even lead them to a better future?
 
by Dark Fables
 
Once again, here are d20 questions and answers about the campaign and setting, courtesy of Jeff Rients:

What is the deal with my cleric's religion?
There is no divine magic, no otherworldly benevolent beings and no centralized religious organizations. Religion on Carcosa is more about awe and appeasement - some cults worship the Old Ones and their spawn, others ancient technology and AI angels, or powerful monsters and extraterrestrial entities. Sometimes, these cultists are spared, or even rewarded.

Where can we go to buy standard equipment?
The party will soon find themselves in the town of Lon Barago which houses a large market every weekend. The Bronze Women village of Jahara to the west may have other items that are trickier to track down, especially medicine and drugs.

Few people in Carcosa are interested in gold, by the way. Rather than any single currency, goods are usually bartered, with food, bullets or energy cells, and especially Wonders all being good bargaining chips.

Where can we go to get plate mail custom fitted for this monster I just befriended?
You are unlikely to find anyone who knows how to produce plate armour, even if you could find the metal to make it in the first place. Carcosa is an eclectic mix of bronze age villages and rotting alien super-tech, where few people have the time, opportunity and resources to master a skill such as armour-crafting. That being said, you could have something fashioned out of dinosaur leather, and should you be lucky in scavenging some irradiated ruins, there are many stranger armours to be had - from laser-resistant synth suits to hulking powered exoskeletons.

Who is the mightiest wizard in the land?
The most evil of all the Purple Men, Ikhon the Judge, is known for his unmatched mastery of the Four Arts: Killing, Psychic, Scientific and Sorcerous. He rules a small village far to the south-west, protected by advanced weaponry and soldiers clad in power armour. The Old Ones yield to his will.

Who is the greatest warrior in the land?
You know of no finer masters of the Killing Arts than Lon "the Brightest Terror" and Barago "the Swift and Silent Beginning", the two leaders of the town of Lon Barago. They have forged a sanctuary for escaped slaves and refugees of all kind, forming a small but growing community. This is quite an unlikely situation - people of all races living and working together, spared from the common xenophobia that permeates the wastes.

Who is the richest person in the land?
Ikhon the Judge is said to possess vast amounts of wealth.

Where can we go to get some magical healing?
You surely mean technological healing. Medical Wonders do exist, but they are not easy to come by. In all other cases, you must make do with crude surgery and lotus.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?
The many-coloured lotus can cure many ailments, but may also kill the unwary. Ask your local dealer, likely from the Red Temple near Lon Barago.

And while sorcery is usually used only for conquest and perversions, it is capable of amending afflictions that nothing else can ameliorate - at a price. For example, petrification can be undone by the Lurker Amidst the Obsidian Ruins, the dead can be raised (in a manner of speaking) by the Desiccating Slime of the Silent Halls, and radiation sickness may be lifted by the Weird God.

Is there a magic guild my magic-user belongs to or that I can join in order to get more spells?
There is no magic in Carcosa - in the traditional sense. Fireballs, divinations and protective wards are replaced by rocket launchers, psionic prescience and mutated bone plates. There also exist the grand rituals of the long-vanished Chirrappakka that allow a sorcerer to humble the elder gods and draw upon their powers - at a sickening price. Finally, there are many local marvels found only in a single village or cave, such as infernal pigments, sorcerous sourdoughs, or memetic chants.

Where can I find an alchemist, sage or other expert?
Ali-ilil the Apiarist is a lotus-seller, apothecary and sage who lives in the village of Jahara. He also deals in maps. He may be addicted to the philters he sells.

Specialised experts are scattered in various other villages. There is no central hub of hubbub.

Where can I hire mercenaries?
Lon Barago maintains an informal standing militia. Most of the men and women in the town know how to fight. For a good wage or a share of treasure, it should not be hard to find people willing to have an adventure.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from the Law?
Sorcery is universally considered wicked, so you are best to hide any such tendencies. Some villages broaden their idea of magic to include not just the ancient, eldritch rituals, but psionics and mutations as well. On the other hand, no villagers are likely to complain about a person carrying an axe or rifle; it's rough out there.

Bone Men are pretty much always regarded with suspicion, if not outright reviled.

Which way to the nearest tavern?
The Hole in Lon Barago serves fermented drinks and is the place to go for all sorts of shadiness.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
A large spherical hunter-killer robot stalks the wastes just south of Lon Barago. No one knows who created it or for what purpose, but it has been stealing away travellers for month now. Few have encountered the machine and lived to share their tales.

The rulers of Lon Barago will also pay for proof of any killed slaver or spawn and the town of Jahara is said to have its own share of troubles with monsters.

Are there any wars brewing I could go fight in?
She of the Lake, an up-and-coming techno-priestess, has just started assembling a petty empire for herself via brutal conquest. She lives on an island far to the east and, if rumours are to be trusted, offers great power to those who swear their fealty to her.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
A nearby castle of Jale Men runs gladiatorial games of sorts. The prize is that the winners gain the honour and privilege of being fed to the Jale Men's god.

If you wish to prove your martial prowess, a better bet would be to find a monastery and challenge the monks for the knowledge of their secret technique.

Are there any secret societies with sinister agendas I could join and/or fight?
Yes. They are exactly the kind of secret you might want to investigate should you wish to master unnatural powers.

What is there to eat around here?
Not much. Most villages subsist one stretch of bad weather away from the brink of starvation and a well of clean water is a treasure that can buy a lord's favour. Wheat and fruits are not common; people live off mushroom stew, lizard eggs and meat, fish, insect paste, sweet cacti, bitter tubers and all sorts of strange roots. Dinosaur meat is a rare feast.

On the other hand, drugs are relatively easy to acquire, with chewing lotus, worm spice and alcohol available pretty much everywhere. What is often called beer or wine on Carcosa is actually a kind of kombucha, various organic remains fermented with the help of certain yeasts and fungi.

Any legendary lost treasures I could be looking for?
The Elder Signs, rune-inscribed metametal tablets that keep the Old Ones at bay and compel b'yakhees to do your will, would probably be quite handy. Other than that, the most common reason to brave the decidedly deadly ruins of yore is a chance to find a Wonder such as a plasma blaster, holo-projector, shield generator, robot scrambler, alien mutagen injector, or a car.

Where is the nearest dragon or other monster with a hoard of treasure?
If by a dragon you mean a laser-breathing dinosaur, there are rumours of such a beast's lair to be found in the mountains to the north-west. It is questionable what kind of a treasure hoard might such a monstrosity possess, but one could tear the many alien cybernetics out of its body and instigate their own ascension into eternal chrome.
 
 
And here are d12 assorted questions from the other lists, where the answers differ significantly from my previous pitch:

What class knows the most martial arts? Are they real martial arts like kung fu, or made up ones like krav maga?
There are only four classes available, but they serve simply as a chassis for the various special techniques you can learn from masters and manuals found across the wasteland. Thus basically all of the classes, save for maybe Tinkers, have some form of martial Killing Arts to learn.

Oh, and they are real techniques like the Jedi force push.

Can I start out having already made a deal with the devil or do I have to do that in game?
As a starting boon, you can choose a sorcerous ritual capable of compelling an elder evil to do your bidding, but you have to perform it during play.

Do you want me to write an 8-page backstory? Can I write an 8-page backstory, if I want to? If I write something down in it like I'm the time-lost princess of the brass city and the daughter of the Sun and I commanded legions in the Hell War but was betrayed by my father's vizier but I don't know that, or that I'm elf Conan and cooler than everyone else, will that be true?
You don't need a backstory or character concept for this campaign, at least in the beginning. You will start as a nameless slave thrown into a dungeon of an indescribable god. Make a name for yourself during play.

On the other hand, there are no impregnable fortresses, no ancient organisation that will hunt you down with an army, should you upset the local balance of power, and no powers that be to uphold the status quo. Few things are impossible for a small, well-armed group with a plan. Few rulers are immune to being shot in the head with a laser rifle, and taking their village for yourself once you murder them is par for course. You can achieve renown, you can quickly amass power and you can start changing the world, if you are willing to take risks.

These classes are boring, can I be one from somewhere else? What about from a different system entirely?
Not at first, no. I am too invested in the theme and tone and it would ruin the discovery aspect of play. But you can always tell me what you would like to see and if it fits the flavour at least a bit, I will hide it somewhere in the world for you to find.

So anyway, how do I win in general?
That's a good question which I don't really have an answer to. Maybe you could:
  • Take over a village and build it up into a beacon of civilization and/or a military powerhouse.
  • Repair a flying saucer and leave this planet for greener pastures.
  • Wish upon a bound Outer God to have a grand palace and slaves aplenty.
  • Shed your mortal flesh and ascend to pure conceptual form, cyber-heaven or other higher sphere of existence.
  • Overdose on lotus and delve into the deepest reaches of Dreamlands.
  • Drive your tuned-up nuclear-powered car into the binary sunset, never to be seen again.

What language stands in for Common? Or what are we all talking to each other in? Like the party, mostly, but also everyone else?
Every race of Man has its own coloured language, but the most common are certainly Red, Green and Blue tongues. They are somewhat mutually intelligible, but have very different ways of writing. Speaking of which, literacy is rare on Carcosa. You are considered illiterate until you reach rank 6 in a given language.

Lon Barago is split roughly half and half between Green and Red.

What do birds know?
The bird people, Chirrappakka, have brought humanity to this planet and ruled over them for eons. It is their ruins that you are desecrating, their technology that you are stealing and their mistakes that you are paying for. They knew everything.

Is there weaponized Squid?
Given how many Lovecraftian monsters roam these lands, you can expect to encounter all manner of dangerous squids and squid-like organisms. How much they can be weaponized is entirely up to your ingenuity.

What cultures approve of cannibalism?
Many. For some, it is a matter of staving off starvation, for others a religious rite. It is polite to ask before eating someone's fallen brethren, but such a question will not spark outrage - cannibalism is uncommon but widely accepted.

Which is the Rome but with lava? Like the fire country in this world?
Mount Voormith'adreth to the far north-west.

How much money can I make inventing siege engines?
There is nobody to buy such machines, but you can certainly use them for your own enrichment by razing other villages.

What is the most significant tree to the economy of the starting place?
All quality wood is precious. While firewood can usually be gathered easily enough from the brittle wasteland bushes, forests are deadly hives of horrors and wood logs are thus hard to come by. Villages are built from adobe or stone and clay, and instead of wooden furniture, you can expect sitting mats of reed and tables of stone.
  
by Don Lawrence
  
 
Beast of Burden Parasaurolophus by Raphael Meireles
 
 
 
by Tim Molloy, from Empire of Bones
 

Insectoid Statue by macteg
 
from Valerian

from Barry Sonnenfeld's Dinosaurs vs Aliens

Lost Carcosa by Laura Mazza

13 February 2025

Class: Necanthrope

This wizarding tradition is based on SLA Industries, but tweaked and reflavoured to better fit the magic punk of the Wizard City.
 
From SLA Industries
 
Sixty seven years ago, a massive dimensional rift opened above the town of Krew, spewing hell-flames and alien debris for seven nights and days before collapsing on itself. The resulting wasteland was named Chiaroscuro, after the strange chiaroscuro-like glow it emits during the night. From the wreckage came innumerable monsters, but also people wearing strange armour of chitinous plates and metallic barbs and twitching tubing. They called themselves the necanthropes, they claimed to have escaped from a world of untold brutalities and they turned out to be potent mages - unless deprived of their necrosuits.

In time, Chiaroscuro became a new resource - deadly but gladly exploited - and necanthropes started to recruit new members, teaching others how to use a necrosuit. While no one currently has the technology to manufacture a new necrosuit, there are plenty to be found in Chiaroscuro, buried in debris along with their unfortunate former users. The few original necanthropes who survived falling through the rift formed a not so secret cabal, the Teeth, that ostentatiously serves to police its own members and is rumoured to slowly consolidate power for inscrutable reasons.

Xenomorph Cobra by cgfelker
 
You are an Outsider.

Items: necrosuit

Perks & Flaws:
You must be wearing your necrosuit to use magic.

Necrosuit is a semi-living biomechanical marvel of magitech from another universe, brought Around Here by extradimensional refugees. It forms a symbiotic bond with its wearer, allowing them to store and channel magical energy even if their own talents are rather lacking. It also serves as a spellbook, storing up to 20 spells.

Necrosuits' designs vary wildly, but they are always unsettling, alien and very, very conspicuous. A necrosuit cannot be worn alongside an armour, but grants the wearer AC equal to twice their unspent MD.

Cantrips:
  • Imperfection: Crack any glass, crystal or ice you can see with a thought.
  • Notice Me: A creature you can see is forced to acknowledge you.
  • Becoming: Alter your necrosuit. This allows you to clean, mend or reshape it. However, it will always be an obvious, grotesque, Gigeresque biomagical monstrosity. You cannot make it look "normal".

Bio-Gothique by EnergyJones

Spell List:

1. Gore Cannon: Celrydreahad
R: 60'; T: creature
Momentarily transform your arm into a huge cannon that spews a torrent of psychoactive gore.

The target gets to choose to
  • either take [sum]+[dice] acid damage,
  • or suffer a detrimental effect of the caster's choosing.

The effect can be anything that could justifiably be caused by the aforementioned psychoactive gore. For example, the target gets glued in place, or blinded, or drugged, or the gore is acidic and dissolves their armour, or it attracts a swarm of biting vermin, etc. The target knows the exact effect before choosing.

2. Ebb Enhancement: Seven Senses
R: self; D: [sum] minutes
Choose [dice] modifications to your necrosuit's sensory processing. For example: infrared vision, night vision, 360° vision, see invisible things as faint outlines, see magic auras, scent tracking, detect poison or disease via smell, heightened hearing, etc. Your necrosuit mutates to reflect the effects, e.g. growing a hundred tiny eyes.

3. Ebb Enhancement: Necro Mod
R: self; D: [sum] minutes
Choose [dice] modifications to your necrosuit. Most can be chosen multiple times.
  • Grow any kind of melee weapon.
  • Grow a new, fully functional limb of any kind.
  • Gain resistance to one type of damage.
  • Your suit seals all orifices and provides you with oxygen. You don't need to breathe and ignore airborne toxins.
  • Sticky leakage allows you to easily climb on any surface.
Your necrosuit's AC is also maxed (as if all your MD were unspent) for the duration of this transformation.

4. Kinetic Ebb Force: Burst
All creatures and loose objects within [dice] spaces of the caster are knocked back [dice]×2 spaces, save negates. Everything affected takes falling damage.

5. Ebb Electricity: Bioluminescence
R: 60' (for shot orbs)
Conjure [dice] crackling orbs of electricity that slowly float around you for [sum] hours. As another action, shoot one of the orbs to stun a creature or disable an appliance, save negates.

6. Choose one of:
Blue Thermal: Glacial Ebb
R: touch; D: concentration
Freeze water or reshape snow and ice.

At 1 [dice], you can only roughly move, bend and twist ice, or freeze a barrel of water over the course of a minute.
At 2 [dice], you can craft elaborate objects out of ice, though they will be very brittle, or freeze a barrel of water in seconds.
At 3 [dice], you may enhance the properties of objects you shape. For example, a crowbar or armour made of ice can be used as if they were iron, or a gown of snow will not fall apart. However, your creations are no more resistant to thawing than normal ice.
At 4 [dice], you can affect glass and crystal, too.

Creatures resist the effects - water in or directly around them cannot be affected.

Red Thermal: Infernal Ebb
R: 100'; T: [dice]×5' radius
All water in the area is rapidly heated up, boiling in seconds. Creatures resist the effects, only taking [sum] damage.

7. Medical Ebb: Biomanipulation
With a touch, restore [sum] HP, or [dice] attribute points, or a Wound up to [dice]×2 severity.

8. Voice of the Ebb: Syndicate
The caster and [dice] touched creatures who share a language can speak in thoughts for [sum] hours. The spell is unreliable over vast distances and doesn't work across dimensional boundaries.

The caster can dismiss anyone from the syndicate and it ends altogether should they fall unconscious or asleep. Other targets remove themselves when they fall unconscious or asleep, or at will.

9. Kinetic Ebb Force: Field
R: 30'; D: concentration
Create a shimmering square of ebb force (10' × 10'), or a sphere around the caster (large enough for the caster and one other person). The force field has [sum] HP. It can move [dice] spaces per round and can support a person's weight.

10. Kinetic Ebb Force: Focus
R: 30'; T: creatures or objects; D: concentration
You can remotely manipulate targets as if with [dice] invisible hands of your own strength. Each "hand" can move [dice] spaces per round, independently. Creatures can wiggle free of your telekinesis with a successful save, but it takes their action. Telekinetic crushing or choking deals [dice] damage per round.
 
Gore Cannon: Celrydreahad
From SLA Industries
 

Emblem Spells:

11. Ebb Enhancement: Death Guardian
R: self; D: [sum] minutes
Animate your necrosuit to work as an independent entity. It shares your HP, MD, abilities and consciousness, but acts on its own (and gets its own action in combat). You can use your spells normally even outside of your necrosuit while this spell lasts.

With no Doom, the suit collapses on the ground once duration runs out. With the first Doom, you have to return to your suit before the duration runs out or die of sudden hemorrhage.

With 3+ [dice], if the caster's flesh body dies while this spell is active, the necrosuit will store their soul and will remain animated indefinitely.

12. Ebb Enhancement: Demon Form
R: self; D: [sum] rounds
Mutate your necrosuit into an unstoppable demon of utter destruction:
  • It grows [dice]+1 times larger;
  • its AC is maxed (as if all your MD were unspent);
  • gain [dice] damage reduction;
  • all of your attacks are enhanced.
At 2 [dice], take 2 actions per round.
At 4 [dice], take 3 actions per round.

When the spell ends, due to extreme strain you take [sum] irresistible damage and cannot use magic for [sum] hours.
 
I'm In Love With Your Darkness by DarthNeph
   
Dooms:
  1. Your necrosuit painfully and permanently bonds with your body. You no longer have skin, only necrosuit. On the bright side, duration of your Ebb Enhancement spells is now in hours.
  2. You lose consciousness and only wake up a day later. In the meantime, your necrosuit has gone on a murderous rampage.
  3. You are now biologically immortal. Once you die, likely violently, you will mutate into a murderous monstrosity that seeks to feed on magic, grow and evolve. It is quite likely, however, that the Teeth will find you first and offer that you join their ranks. They will not take no for an answer.

You can reset your Dooms by surgically removing the suit, regrowing your skin and starting over with a new necrosuit. Alas, you cannot be permanently rid of your Dooms.

22 June 2022

QHW, Day 22: ...in SPACE!!!

Oort

  • Knot of long, multi-limbed insectoid limbs with no central body. Silicon based.
  • Every joint is covered in sensory whiskers. Extremely sensitive to electricity and vibrations.
  • They communicate via bioelectric signals. Can interface directly with their organic-electronic technology.
  • They live off thermoelectricity. To feed, they lie down with one limb in sunlight and the other in darkness.
  • Vacuum-proof, cannot survive in planetary gravity.
  • Their kilometre-long ships are actually their females.
  • Merchants. They fill their ships with cargo and travel at sub-light speeds to new systems.
  • Due to their slow travel, they often have strange technologies and ancient objects for sale.


Zeno
They have nothing in common with humans, not even a distant space-faring ancestor, yet they are completely human looking. On the outside.

On the inside:

  • Two hearts.
  • Rib plates.
  • Nictitating membrane.
  • Don't sleep, they enter a trance for two hours a day.
  • Extremely long, prehensile tongue.
  • Can see in infra/ultra, but only black and white. Thus they have trouble understanding human art and fashion.
  • When pregnant, can hold an embryo in stasis for years.
  • Long lived, don't shrivel and wrinkle, but instead loose pigmentation. Old Zeno are albino.

18 June 2022

QHW, Day 18: Post-Apocalyptic

Humanity used to stand proud and tall. We transformed matter atom after atom with nanotechnology. We created AIs that thought at the speed of light. We made our children healthy and beautiful and clever and immortal. We reached for the stars. That was the Light.

But pride comes before a fall and the higher you rise, the harder your fall. Maybe it was a war. Maybe a natural disaster. An alien invasion. An insane omega psion. A simple mistake that turned the ubiquitous nanite clouds at us. We fell, and no one remembers the fall today. That was the Dark.

But now, the Dark is in the past and a bright future of reclamation and re-discovery looms near. People emerge from ancient vaults and arcologies, or finally dare to venture away from their hidden villages and sheltered towns. That which was lost will be found again.

What once were the city spires that reached so high above now all lies buried in toxic muck, yet both the treasures and the defenders of yore remain. Radiation and bioengineered super-plagues and insane medical nanites and other horrors released by a million past accidents and catastrophes threaten the intrepid pioneers. The land at large is ruled by mutants and insane technology, full of danger and wonder and excitement. Death is always near, but so is endless fame and untold riches.

What awaits in this brave new world? In the After-Dark?

The truth is, this was not the first time. There was another apocalypse before the last one, and more before then. If you dig deep enough, you will find ruins of hundreds, thousands fallen civilizations. Buildings buried by continental drift. No one remembers the years any more, as they no longer make sense to human mind. No one remembers the true cause for the cataclysms, for every time it was something different that brought humanity to its knees.

There was Dark, and there will be again. We shall rise and we shall fall, until the very ashes of past civilizations smother the Sun, already tinged red.

13 June 2020

Ancient Artifacts of Stupendous Science

There are interesting gadgets that your players can find when prowling the wasteland, and then there are these things. They were rare and expensive before the Turn, and now they are the most prized possessions of the most powerful water barons, the sacred relics of hidden arcologies, or long lost in forgotten vaults.

Some might be a treasure in the big bad's lair, some a treasure the big bad seeks. Some will be the crux of their evil master plan.

All can surely be used for many a shenanigan.
  
A cruciform.
I've stolen this one wholesale from the Hyperion Cantos.
If you haven't read it, I highly recommend that you do.
 
d20 Artifacts
  1. Bioprinter: From a single droplet of blood, this device can recreate and clone any creature. An adjustable fast-time field will even age the subject appropriately.
  2. Recoiler: A piece of jewellery (normally a ring, bracelet or a brooch) that can be activated to instantly return the wearer to the safety of a pre-defined receiver chamber. Its range is long enough to bring one from Earth to the Moon.
  3. Transmat cannon: During the Turn, these weapons were used to instantly teleport an armed antimatter bomb onboard an enemy vessel. It has a range of about a light second, a projectile chamber large enough to fit several people inside, and cannot be blocked by anything short of very advanced force shields.
  4. Hypnolearning bay: A comfortable coffin where one can lie down to sleep and learn a new skill overnight*.
  5. Phylacterion: A throne of chrome and wiring. When a creature is strapped into it, the phylacterion can either scan their brain and create a new mindstate disc, or download a mindstate disc into the creature's brain, overwriting their whole psyche with another person.
  6. Cruciform: A cybernetic symbiont that bonds with the user and makes them nigh immortal. No matter how grisly their injuries or how little remains from their dead and destroyed body, the symbiont will eventually reconstitute them to full (physical) health. It's impossible to deactivate or detach, so users tend to be dealt with by chucking them into a volcano.
  7. Becoming nook: Lie down into this surgery station and close your eyes as it anaesthetises you. One quick implantation later, you will be on your way to bionic ascension. No surgery roll is required and the recipient gains +4 bonus to their post-surgery Con Save if the becoming nook is used to add a new augmentation.
  8. Warp star: A miniature black hole trapped in an indestructible crystal. Serves as an infinite power cell, capable of powering a whole city alone.
  9. Gravity cannon: An unassuming platform that can nonetheless accelerate anything up to the size of a spaceship to a good fraction of c.
  10. Phase gate: A cannon-like device that will charge up with 5D energy, then blast a hole to the next dimension over.
  11. Nulltime tank: Inside, the time itself stands still. The grieving might keep their loved ones alive, for a certain measure of "life", while the decadent will always have their meals fresh and warm.
  12. Replicator: A cloud of nanites in a box will break down matter on atomic level, then rebuild it into whatever their owner desires. While pretty much anything can be quickly fabricated, one still needs the materials and blueprints.
  13. Matrix: There are many people with access to the Matrix, but this is the Matrix. Destroy this core, and the Matrix is gone. Or reprogram it to change literally anything inside. You can be a virtual god.
  14. Humongous mecha activation codes: The chrome colossi of yore have lain dormant since time immemorial, but this could bring them back to life.
  15. Sensory deprivation tank: The resting place for powerful psions. See here.
  16. Regeneration tank: A sarcophagus-like medical device that can heal any injury, and even bring back the recently dead. Minor injuries disappear within ten minutes, a lost limb would regrow in an hour, while a resurrection might take half a day. When used to bring back the dead, however, they must Save with a penalty equal to the number of hours since their demise, or gain an insanity. Corpses that already started to rot cannot be brought back at all.
  17. Time machine: When you climb inside, you can travel anywhere along the machine's own timeline, from the first moment it was activated to a split second before it will be rendered inoperable.
  18. Docility drug formula: Dulls emotions, squashes all defiant thoughts. Easily spread through water supply. With a passable chemical lab, it wouldn't be hard to mass-produce the drug.
  19. Small spaceship: One planet is not enough.
  20. Stargate: Actually, you don't need a spaceship.
 
A phase gate, from Stranger Things.

*) Still subject to the limits on Memory.

23 May 2020

Post-apocalytic Adventure Quickstart

  
Pick your favourite OSR hack and roll for stats, then roll for starting gear:

d20 Weapons
  1. Knuckleduster (1d6 unarmed dmg, concealable)
  2. Combat knife (1d6 dmg, throwable)
  3. Chain (1d6 dmg, at max damage foe Saves vs trip or disarm)
  4. Machete (1d6 dmg, at max damage foe Saves vs bleeding)
  5. Barbed wire bat (1d6 dmg, step up damage die if two-handed)
  6. Crowbar (1d6 dmg, advantage on breaking things)
  7. Fire axe (1d6 dmg) and scrap metal shield (+1 Def)
  8. Knife spear (1d8 dmg, two-handed, extended reach)
  9. Sledgehammer (1d10 dmg, two-handed, at max damage foe Saves vs knockdown)
  10. Bow (1d6 dmg, range 100 m, two-handed, silent) and a quiver of arrows
  11. Twin revolvers (1d6 dmg, 6 shots, range 100 m, noisy, 2 attacks/round)
  12. Semi-automatic pistol (1d8 dmg, 10 shots, range 100 m, noisy)
  13. Hunting rifle (1d10 dmg, 5 shots, range 300 m, two-handed, noisy)
  14. Sniper rifle (1d12 dmg, 1 shot, range 500 m, two-handed, noisy)
  15. Shotgun (3d4 dmg, 2 shots, range 30 m cone, two-handed, noisy)
  16. Flamethrower (2d6 fire dmg and foe Saves vs catching aflame, range 30 m cone, two-handed)
  17. Overloaded laser pistol (1d8+2 radiant dmg, 6 charges, range 200 m, explodes on critical miss)
  18. Stun baton (1d4 dmg and foe Saves vs stun) and riot shield (+1 Def)
  19. Vibrokatana (1d10 dmg, step up damage die if powered)
  20. Chainsaw (2d6 dmg, two-handed, noisy, foe Saves vs dismemberment at 10+ dmg)

If you rolled a ranged weapon, you also start with a (roll d4, all deal 1d4 dmg):
  1. Big wrench
  2. Kitchen knife
  3. Lead pipe
  4. Sharpened screwdriver

If your ranged weapon has a number of shots listed, you need to take a turn to reload it once you use the shots up.
  
  
d20 Armours
  1. Full body tattoos (Def 10): What do they depict? Why are you so proud of them to wear no armour?
  2. Tattered formal wear (Def 10): It used to be really expensive. Who were you, once?
  3. Wrapped in rags (Def 10): Each rag seems to come from a different clothes, different place. What have you seen on your travels?
  4. Leather jacket (Def 11): It's black, spiked and has a skull on the back.
  5. Padded jacket (Def 12): Bright, colourful and in a surprisingly good condition.
  6. Hide armour (Def 12): You tracked it, killed it, flayed it, tanned it and sewn it.
  7. Patchwork armour (Def 12): Pieces of metal, plastic and leather mish-mashed to guard your limbs.
  8. Flak jacket (Def 12): Inherited from your great-grandfather, yet it still serves you well.
  9. Hardshell parka (Def 12): Warm and stab-proof!
  10. Sports gear (Def 12): You know, real men don't need body armour to play football...
  11. Camo suit (Def 12): Camouflage jumpsuit made of pre-Turn reinforced cloth.
  12. Fireproof bodyglove (Def 13): You won't burn, but should still be careful about smoke inhalation.
  13. Arachnofiber shirt (Def 13): Thin, light and skintight, it makes for an ideal concealed armour.
  14. E-tex dress (Def 13): The celebrities of yore used to wear something like this. It still plays old ads.
  15. Tire tread armour (Def 14): Old truck tires are surprisingly durable.
  16. Chitin breastplate (Def 14): Some mutated insect carapace repurposed as armour.
  17. Ballistic vest (Def 14): Faded inscription on the back reads P( _'CE.
  18. Mesh armour (Def 15): Modern equivalent to a chain mail. Made of a fine mesh of plasteel wires sewn into nanofibre coat.
  19. Liquid armour (Def 15): Trendy jacket filled with antikinetic smartgel that becomes harder than steel on impact.
  20. Full metal jacket (Def 16): Enhanced exoskeleton scavenged from a dead soldier. When powered, grants advantage on athletic checks.

Choose one of the benefits below:
  1. Cybernetic
  2. Gadget
  3. Mutation
  4. Psionic
  5. Vehicle
  6. Small but vicious dog (HD 1, 1d6 bite)

And also start with enough water and rations for two days.
  
  
Finally, what's happening that requires your immediate attention?
  1. The daughter of your village's leader had been betrothed to a powerful water baron, and thanks to his help everyone is happy and thriving. The daughter will soon be departing for the nuptials and you have been chosen to escort her as a honour guard. Just as you're leaving the village, the daughter's supposedly former lover attempts to get to her, but is stopped and dragged away. He vows to rescue her before the wedding.
  2. You have learned about an armed convoy of a nomadic tribe that will go past your village in a few days. They might have ammo, slaves, cisterns with fresh water, or even medical supplies. You know of a bottleneck on the road that they must pass.
  3. The local water baron announced a high bounty on the head of a woman who insinuated herself into his bedroom and then made off with his technological artifact of stupendous science. Was she working alone? Did someone send her? Will you keep the artifact for yourself if you find her?
  4. As every autumn, the emissary of the Flaming Telepath has come to your village to claim some of the produce and youths. Your people are forced to hold a feast for her tonight, and in the morning, she will choose who will be dragged away to slavery.
 

22 March 2020

Augmentations, Bionics, Bodymods, Cybernetic Implants

When delving through a zombie-infested underground lab in the post-apocalyptic wasteland, you might come upon still-operational auto-doc bodymod station. Or you could kill a gang leader in the cyberpunk ghetto and butcher their body for implants. Or maybe your space ship was hijacked by transhumans who wish to augment you beyond your obsolete baseline humanity.
  
Monocle by yvanquinet
 
These are simple, minimalistic bionics, so each implant is assumed to have an internal power source, barring any special limits noted in their description. There are also no prices listed, as I like games with randomized, scavenged resources more than ones where you can buy your way to min-maxing. Everything should be more or less compatible with any sci-fi OSR, though you might find some GLOG-specific terms.

In any case, two checks are required when installing a bodymod. A surgery check vs Int by the surgeon (there's hope you won't be operating on yourself), getting bonuses from proper skills, tools, or access to an auto-doc. If this check fails, roll on the Failed Implants table instead of the main table of bionics. The recipient then rolls a Con Save to prevent post-surgery complications, taking -1 penalty for each bodymod they already have installed. If this check fails, the augmentation works normally but the body does not properly recover. The recipient takes 1d6 Con damage that can only be healed with another surgery or permanent drug regime.
  
Clone World by OmeN2501
 
d12 Failed Implants
  1. Bugged augmentation: It's not working and it's spreading! Save every day, or another implant of yours will stop working until repaired.
  2. Visual debilitator: At least it wasn't an IQ enhancement that got this badly botched. You cannot see beyond 10 m.
  3. Bionic deformity: A combination of poor surgical installation and unpleasant scarring has lead to the catastrophe you now call your face. Take -2 to Reaction rolls unless covered.
  4. Electrical drain: A malfunctioning implant that doesn't perform any useful function, but still draws on your energy reserves. When you use any other implant, it has a 1-in-6 chance of failing due to insufficient power. Tough luck if you have bionic limbs.
  5. Overstimulator: One implant backwards, two crossed wires and four burned-out capacitors later you started falling on your face and writhing around at the least convenient times. Every time you take damage, Save or loose your next action.
  6. Self-locking thumbs: They hold tight and don't let go (even when you'd rather they did). It takes you a full round to drop anything or release your grip. On the other hand, you cannot be disarmed.
  7. Squeaky joints: Your movements are annoyingly loud. Grants -4 Stealth.
  8. Voice disruptor: Something went wrong with your throat implants and now you only screech and make robotic noises instead of speaking.
  9. Endocrine enervator: A failing pharmaceutical implant makes you constantly fatigued. You don't recover Fatigue during daily rest, only stimulants or extended rest will help.
  10. Leaky implant: Whatever was this bionic supposed to do, it's instead leaking toxic fluids into your bloodstream. Unsurprisingly, that's not good for your health. Take -4 to Save vs poisons and diseases.
  11. Expired sealant: Bionics should be waterproof, but this one is pretty obviously not. When you are exposed to water (even rain will do) take 1 damage per round as the implant short-circuits and electrocutes you.
  12. Self-destruct system: Either you're mad, or you didn't know. Now there's a bomb in you head. You can be careful not to trigger it, but what if a hacker shows up?
 
Dermal plating.
 
d130 Bionics
  1. Prosthetic limb: A simple replacement limb capable of full range of motions and sensations. To think that in the not-so-distant past of the 21st century, this would seem like a small miracle!
  2. Cosmetic bodymod: Video-tattoos, reskins or body reconfiguration, even pseudo-animal features for the really weird fads.
  3. Optical array: Your corneas have been enhanced with an Advanced Visual Aids display. Roll for 2 settings (d10): 1) infrared vision, 2) ultraviolet vision, 3) night vision, 4) powerful zoom, 5) microscope magnification, 6) light-adaptive (protects from flashes and bright light), 7) polarised (removes reflections from glass or water), 8) x-ray vision, 9) augmented reality (including navigation, digital clock, etc.), 10) targeting cross-hair (+2 to hit).
  4. Holo-eye: One of your eyes has been replaced with a holographic projector. The projection field covers one cubic meter and cannot project farther than about 10 m.
  5. Eye-cam: One of your eyes has been replaced with a camera linked to the datasphere. Everything you see is stored in the Cloud.
  6. Finger camera: Less overt than the eye-cam and lets you see around a corner.
  7. Finger knives: Self-sharpening surgical scalpels slide out of your fingertips. You can perform a back-alley surgery at any time, or attack for d6 damage.
  8. Finger injector: A syringe under your fingernail can deliver all sorts of fun chemicals. The ampoule in your palm must be replaced after each use.
  9. Finger laser: Not of the damaging kind. It can be used as a pointer, or to measure distance.
  10. Finger hack: It used to be necessary to smuggle a flash drive through security. Now you just stick your finger into a port and start uploading malware or downloading data.
  11. Security multi-tool: Everything you could need to jimmy a lock or jam a camera, hidden in your wrist and fingers.
  12. Detachable hand: Your cybernetic hand can be detached and remote-controlled. Even better with some more augmentations packed into it.
  13. Monofilament garotte: A nanofibre wire is hidden in one of your fingers. A creature you choke in a grapple must Save each round to avoid decapitation.
  14. Palm paralyser: A creature you touch must Save or be paralysed for d4 minutes. The device will then slowly charge up over the next short rest.
  15. Electroshock emitter: Your touch can deal d12 electric damage, or short-circuit most electronics. The device will then slowly charge up over the next short rest.
  16. Force emitter: Release a kinetic blast from your palm. The target must Save or be knocked back 10 m. The device will then slowly charge up over the next short rest.
  17. EMP discharger: Release a short-range, directed EMP blast from your palm. The device will then slowly charge up over the next short rest.
  18. EMP shielding: Subdermal shielding lattice protects your implants from electromagnetic pulses.
  19. Subdermal mesh: Thin wires of plasteel were woven under you skin. Reduce physical damage taken by 1 point.
  20. Dermal plating: Skin-coloured plates of implanted plasteel make you look less human than many androids, but offer excellent protection. Grants Def as plate mail.
  21. Bionic arms: A whole limb of metal and synthetic flesh. Grants +2 Strength.
  22. Bionic legs: A whole limb of metal and synthetic flesh. Grants +2 Dexterity.
  23. Bionic heart: It never falters. Grants +2 Constitution.
  24. Cerebral booster: A cocktail of drugs constantly drips into your brain, making your synapses faster than ever. The side effects are better not even mentioned. Grants +2 Intelligence.
  25. Synaptic reinforcement: An implant monitoring your brain activity will release hormonal countermeasures whenever your determination might be compromised. Grants +2 Will.
  26. Penile erector: No more embarrassing failures or unwanted wood. Now you're in control. Grants +2 Charisma.
  27. Breast implants: Bigger, firmer, shapely, or even more of them. Grants +2 Charisma.
  28. Adrenaline pump: Intravenous injector hidden in your chest can deliver a dose of pure adrenaline when you need it. Treat your Str and Dex as 18 for a round at the cost of 1 Fatigue.
  29. Battle module: Bionic processors and databanks loaded with martial arts combat programs are integrated into your nervous system. Grants +2 to hit and Def.
  30. Matrix backdoor: Implanted into the base of your skull, this receiver lets you easily link yourself directly to the datasphere, no VR set or other interface necessary. Note that while your brain is immune to malware, your bionics might not be, and there are also memetic hazards to avoid.
  31. Kinetic shock absorber: The bones of your legs were reinforced and equipped with inertia dampers. Take no damage from falls, if you can land on your feet.
  32. Electromagnetic sensor: A simple passive EM sensor will alert you to all unshielded electronics within 10 m.
  33. Polygraphic sensor: Complex physiological sensors in the tips of your fingers allow you to detect lies of anyone you're touching.
  34. Air current sensor: Multiple microsensors in your skin grant you a +4 bonus to sense invisible creatures, secret doors and other sources of movement or draught within 10 m, but only when you skin is exposed.
  35. Tremor sensor: Implants in your feet locate the sources of tremors as faint as light steps or silenced machinery within 10 m. Double the range in water.
  36. Hyper-elastic ankle tendons: Bands of synthetic flesh reinforce your feet. Increases Movement by 50%.
  37. Visage module: Malleable synth-flesh allows for quick reformation of facial structure. Also includes polymorphic synth-hair and an iris shifter. Gain advantage on disguise checks.
  38. Twitch-mask: Neural impulses firing through your facial muscles cause constant twitching that is specially designed to befuddle face recognition software. It's also illegal as hell and makes you look unhinged.
  39. Poker face: Impulse barriers on your nerves allow you to turn off your facial expressions. Gain +4 to bluffing and against interrogation, but others will quickly figure out that something is wrong with your (e)motionless face.
  40. Aim stabilizer: Chrome clasps lock your joints in place for steady aim. Gain +4 to hit with ranged weapons if you take a round to aim and lock. Can stay completely still indefinitely.
  41. Pentaceps: The quartet of knee joint extensors gain the assistance of a synthetic fifth. Gain +4 to jump checks and double your jump range.
  42. Dopamine pump: Intravenous injector hidden in your head can deliver a dose of pure dopamine when you need it. Gain +4 to any Stress-related check at the cost of 1 Fatigue.
  43. Integrated commlink: Implanted earphone, subvocal microphone and a corneal screen linked to the datasphere allow you to always stay in touch.
  44. Integrated radio: A tiny receiver with a frequency selection is installed in your skull, the antenna interwoven into the spine. Archaic, but still useful to listen in on retro-gangs and under-equipped survivors.
  45. Intravenous port: Standardized ampoules can be prepared for later free use of medication or drugs.
  46. Motorized treads: This rather extravagant augmentation replaces your legs below the knee with a pair of tiny tank treads. You can move as fast as a car, but lack all of the normal protections and safety features of driving a vehicle.
  47. Gun rack: A special platform was fused to your shoulder bones and connected to your spine. You can use it to carry a shoulder-mounted heavy ranged weapon of your choice (rocket launchers, machine guns or laser cannons are common).
  48. Implanted weapon: One of your forearms has a light or medium weapon of your choice hidden inside (mostly duralloy claws or a ray gun).
  49. Prosthetic weapon: One of your arms was replaced with a heavy weapon of your choice (current favourites are a chainsaw, a flamethrower, or a grenade launcher).
  50. Force modulator: Microemitters in your skin synchronize your phase frequencies with the standardized band for force emissions. Walk through force fields unimpeded.
  51. Voice modulator: Your vocal cords were partially replaced with cybernetics, allowing you to mimic voices or replay other sounds.
  52. Voice amplifier: Empower your voice to boom loud enough to be heard over a noisy town square or a quiet mountain valley. You may also scream, taking 1d6 damage from the strain, but brittle object within 10 m cone will be shattered, and affected creatures must Save vs being deafened and stunned for the same number of rounds.
  53. Subsonic box: A pair of subwoofers installed in your back xx
  54. Cortical node: A small medical implant used for synchronization of other augmentations. Halve the penalty to the post-augmentation recovery check for all subsequent bodymods.
  55. Biomonitor: All your medical signs are constantly monitored. Any medical or surgical intervention on your body is done with an advantage.
  56. Databank port: A tiny socket in your skull lets you insert a miniaturized databank. One slot in your Memory becomes unavailable for knowledge learned normally, instead accessing the information on your currently installed databank. Alternately, you may save your sensory input on the databank, simulating an eidetic memory.
  57. Skillsoft port: A tiny socket in your skull lets you insert a neurocognitive chip. One slot in your Memory becomes unavailable for knowledge learned normally, instead accessing the skill on your easily swappable chip. The really fun chips are not easy to come by, though.
  58. Drone control unit: With a transmitter stuck in your brain, you can control a single drone as a free action, or multiple drones if you do nothing else.
  59. Rearwatch: Several covert cameras in your skull grant you a 360° vision without alerting others that you can see them.
  60. Spiked heel: You have a retractable plasteel spike hidden in your heel. It is strong enough to sink itself into concrete, or deal d10 damage to a creature you step on.
  61. Spring heel: Flexiweave cords in your legs thrum with tension. You can discharge them to jump 10x further than normal, and they will tense up again over the next a short rest. You should be careful about the landing, though.
  62. Camo-pseudoskin: Reactive camouflage will render you nigh-invisible as long as you remain still. Unless you cover your skin, that is.
  63. Reflec-pseudoskin: Scintillating replacement skin will turn away lasers and other ray-based attacks with a 4-in-6 chance.
  64. Enviro-pseudoskin: Durable skin replacement lets you ignore hot, cold, noxious or slightly caustic environments, and even vacuum. Extreme heat or strong acid will get through, though, and you should probably secure an oxygen supply if you wish to expose yourself to such places.
  65. Air filtration: Fine tracheal filters purify your air to prevent toxic atmosphere, dust storms, combat gases or nanite swarms from harming your lungs.
  66. Internal oxygen supply: An oxygen tank linked to your lungs can hold up to 30 minutes worth of air. A ventilation subsystem will refill it over a short rest.
  67. Internal storage: A cavity hidden in your body grants you 2 extra inventory slots.
  68. Utility toolset: Hammer, pliers, screwdriver and more are stored in an artificial arm.
  69. Pedal mufflers: Silencer implants in your feet let you walk without a sound. Grants +4 Stealth.
  70. Wireless eyes: Your eyes can be taken out of their sockets without loosing visual feed.
  71. Ethanol burner: With this handy stomach extension, a shot of hard liquor will serve as a ration. You also can't get drunk unless you turn this augmentation off.
  72. Rapid fire finger flexors: Your synthetic finger tendons twitch with anticipation. Make +1 ranged attack per round and type like a madman.
  73. Thermal dissipation: Internal cooling system linked to an aluminium heat sink on your back makes you immune to hot weather and halves fire damage taken.
  74. Sensory dulling: A simple neural control unit lets you switch off any of your senses at will.
  75. Smoke generator: Open your mouth and fill a 10 m radius with thick smoke from the exhaust installed under your tongue. A new cartridge must be inserted after use.
  76. Toxin exhaler: With a spray hidden under your tongue, a selection of substances can be delivered to your foes with just a breath. Remember not to breathe in. A new cartridge must be inserted after use.
  77. Blood filtration: A set of microfilters in your aorta quickly removes most toxic substances from your bloodstream. Gain +4 to Save vs poisons and intoxication.
  78. Platelet cloning system: Replacing your bone marrow with bioengineered stem cells, your blood is now oversupplied with platelets. Grants immunity to bleeding.
  79. Leukocyte breeding system: Replacing your bone marrow with bioengineered stem cells, your blood is now oversupplied with leukocytes. Gain +4 to Save vs viral and bacterial diseases.
  80. Counter-nanites: A cloud of defensive nanites makes it easier to survive in environments contaminated with cyber-plagues. Gain +4 to Save vs nanite-based diseases.
  81. Cranial flashlight: When you want night vision but cannot afford it.
  82. Integrated dosimeter: Lets you know the exact dosage of radiation you are currently exposed to. It's good to know when you're already dead.
  83. Radiation purger: A system of advanced piezomechanical filters implanted throughout your body allows you to partially purge yourself of absorbed radiation. Gain +4 to Save vs radiation.
  84. Olfactory enhancement: Why would someone enhance their nose when bioscans and drones with face recognition exist is a good question, yet this bodymod is still quite popular. Grants scent.
  85. Power armour interface: A thought-link interface allows for much finer control over the good old full metal jacket than a basic HUD. Gain advantage on all rolls while in power armour.
  86. Telescoping arms: Extendable replacements for your arm bones covered in elastic synth-flesh increase your reach to 3 m.
  87. Goo shooter: A dispenser hidden in your forearm can spray a so-called "pink goo". The goo quickly expands into a sticky containment foam and takes hours to degrade on its own. A new cartridge must be inserted after use.
  88. Grapple shooter: A miniaturized grappling hook along with 10 m of monofilament rope and a winch are concealed in your forearm.
  89. Cyber-tentacles: Four 3 m long cybernetic tentacles were welded to your spine. They are not dextrous enough to wield weapons, but are strong enough to support your weight.
  90. Remote controller: Compatible with anything from garage doors and holovision to hovercars and hacked battledroids.
  91. Stasis field generator: A fist-sized supertech capsule welded to the inside of your ribcage lets you lock your body in a nulltime field. You are immobile and inviolable for exactly 57 minutes, after which the generator needs an hour on a cable charger.
  92. Force field generator: Microemitters in your skin can cover your body in a thin sheet of protective energy. Once activated, it will completely negate the next attack to connect with you, and then slowly recharge over the next short rest.
  93. Digestive assistance: You have been outfitted with three synthetic stomachs and industrial-grade intestines. Any organic matter is digestible to you.
  94. Recycler unit: Careful re-routing of sweat glands and an upgrade to your urinary bladder allow you to survive without water for as long as without food.
  95. Nutrient tank: Intravenous feeder with a week of liquefied rations stored for emergency situations.
  96. Alarm system: A motion-detecting alarm system will notice any and all movement within a 20 m radius, and will silently alert you. Mostly useful when alone or sleeping.
  97. Electromagnetic manipulators: Powerful electromagnets in your palms allow you to attract metal items, or to stick to metallic surfaces.
  98. Integrated defibrillator: When reduced to 0 or less hp, get back to your feet with 1 hp on your next turn. Cannot be used more than once per day without electrocuting yourself.
  99. Wired reflexes: A series of independent microcontrollers implanted in each of your main muscle groups lets you react before your brain is even aware of any danger. Gain +4 to initiative and never loose your Dex bonus to Def.
  100. Black brain-box: Your skull has been converted into a duralloy safebox for your brain, including a cryo module that will keep it viable should the blood supply be cut. Unless you are completely disintegrated, you can live again once someone plugs your brain-box into a replacement body.
  101. Pain editor: A simple switch in your brain lets you turn pain on and off at will.
  102. Hydraulic legs: Ugly but strong. You never take Fatigue from long marching and gain +2 Inventory slots.
  103. Anti-psi lattice: A carefully laid out pattern of hyperfolded wiring in your skull prevents any thoughts from getting in or out. You are immune to psionics, but also cannot use thought-link interfaces or any psychic powers of your own.
  104. Pheromone repellent: Your sweat has been biochemically altered. Insects and most animals now need a successful Save to approach you.
  105. LDV audio receiver: A laser in your fingertip is used for non-contact vibration measurements of distant surfaces. Basically, you can hear what you point at. Neat!
  106. Implanted microcomputer: Everything you would want from a computer, directly in your brain. Be really, really careful about malware.
  107. Repair nanites: Unless you outright die, the nanites in your bloodstream will quickly patch you up. Minor injuries or missing fingers will be repaired in a day, while a whole limb might take a week.
  108. Locator matrix: A forearm display that offers not only geographical information, but also a compass, maps, tracking, coordinates of your present location, your velocity and altitude, the time of the day and more.
  109. Audio analyser: Record and replay what you hear, filter out background noise, amplify quiet sounds and muffle loud ones, even interpret ultrasound. Plus you get sweet robo-ears in chromed retro design.
  110. Emergency life support: Internal medical systems will keep your body going even through mortal injuries. You only die at -10 hp.
  111. Sleep regulator: You no longer experience the negative effects of sleep deprivation, but must still sleep is you want the benefits of a daily rest.
  112. Signal jammer: Interference resonator causes all tech communications within 10 m fail. This includes commlinks, remote controllers and more.
  113. Scanner scrambler: Interference resonator prevents scanners from probing your body. Useful for hiding illegal implants, except it's obvious you have something to hide.
  114. Adaptive fingerprints: Small-scale skin replacement will allow you to change your fingerprints to any of the templates stored in its database.
  115. Fortified feet: People wanted to be cool and walk barefoot like their ancestors. People were too used to their comfort to just walk barefoot. Now those people have hardened pseudoskin feet that are immune to scrapes, sores, wetness, cold, fire, electricity, blades, bullets and nanite-based disintegration.
  116. Anti-emotion implant: Who needs them, anyway? You are immune to both negative and beneficial emotional effects.
  117. Gyroscopic stabilizer: A whirling gyro in your chest keeps you from falling over. You cannot loose balance.
  118. Parabolic audio: Your ears may now look funny, but you can hear clearly from great distances.
  119. Skeletal bracing: Coating your bone structure in duralloy makes you heavy and hard to destroy. Halves all bludgeoning damage taken and prevents loosing a limb or having a bone broken due to an injury.
  120. Redundant organs: Several spare synth-flesh systems have been added to your body. Gain +1 HD to maximum hp.
  121. Phase engine: Excitation of your biodynamic field causes a dimensional leap, momentarily placing you out of phase with this universe. You will be translucent and intangible for 1d6 rounds, and then need an hour on a cable charger.
  122. Flux relocator: A quantum computer in your brain floods the local subspace with calculations complex enough to collapse your probability field, teleporting you to a random empty space within 10 m. The sudden space-folding is however very taxing on your bodily integrity, causing d6 damage on use.
  123. Gravity normalizer: Subdermal grav-mesh equalizes the effects of increased gravity or inertia on your body. High g will cause no damage or discomfort.
  124. Gravity harness: Subdermal grav-mesh adjusts your personal gravity field to your preferences. Walk on walls, fall like a feather.
  125. Antigrav array: Strong subdermal grav-mesh allows for a controlled flight, even if slow and clumsy.
  126. Rocket legs: They are clunky and more bulky than your natural legs. They need refuelling after about 10 minutes of use. The flight is hazardously fast and very loud. It's still very cool, though.
  127. Helping hands: A harness bearing two extra cybernetic arms. Linked directly to your neural cortex, they can be operated as easily as your own hands.
  128. Mnemonic enhancement: Nanogrowths reinforce your neural patterns into unalterable rigidity. Gain perfect recall and immunity to memory-altering effects (both amnestic drugs and psionic powers).
  129. Cybersymbiont: Integrated AI offers witty remarks and takes over when you cannot act (unconscious, paralysed, frozen with fear, etc). You can use all your implants and linked tech even while helpless.
  130. Full body conversion: Nothing but your brain remains from your old organic body. Change your race to a cyborg race-as-class, which I have yet to write.

One way to interpret full body conversion.
Cyborg by disse86