Showing posts with label Cyberpunk Tables. Show all posts
Showing posts with label Cyberpunk Tables. Show all posts

Thursday, December 19, 2019

Secret Santicorn 2019: Sci-Fi Dungeon Fill

BlueWolf from the OSR Discord requested: "General sci-fi dungeon room fills. Encounters, tricks, traps, treasures, details for ""empty"" rooms or means of travel between far reaches of the dungeon. One line per fill is fine. As many as you feel like. Gonzo is fine, doesn't have to be hard sci-fi."

1d6 Generic SF Dungeon Fill
1: Three small cone-shaped maintenance robots scoot past you, beeping. If you grab one, you can steal its tools.
2: A sec-droid questions one of you - they've mistaken you for a smuggler operating in the area.
3: In front of the locked exit is a slow pressure plate - you can walk over it safely, but if you stand on it for long enough to do anything, it electrifies the floor.
4: This room is dominated by a giant communications console, where you can contact the creators of the dungeon - this is only an outpost.
5: A research area for man-scale hyperspace travel. The prototype teleporter can be used to skip to any area of the dungeon, but it might not bring all of your stuff with you.
6: The door opens to a landing pad, with automated cargo ships landing, being unloaded, and taking off. The cargo lies abandoned (but watched) on the floor.

excuse me sir
1d6 Cyberpunk Dungeon Fill
1: An "outdoor" office, with floors covered in plastic grass and a blue-painted ceiling.
2: An autotherapist, charging $1 a minute for its mechanized discussion.
3: Three medical robots carry a man on a stretcher, who desperately attempts to fall off and avoid the hospital and the debt it will bring.
4: A bioprinter used to mass-produce nutrient paste. If hacked, it can create other organic compounds.
5: A VR work farm, filled with dozens of workers. Stay completely silent - they are not used to sound, and panic will quickly turn them into a mob.
6: A prototype nanoplague held in a boxy cryocontainer. Want to touch it?

don't touch it


Sunday, August 11, 2019

Cyberpunk Tables 2: Cosmetic Modifications

Otherwise, it's just Cyber.
Cosmetic Modifications
1. All of the character's augmented limbs have been skeletonized, keeping only the bare minimum of components the augment requires.
2. Transparent skin replacements in intricate, curving designs loop across the character's entire body.
3. The character replaced their hair with thin, color-changing wires extending from the top of their head.
4. A nonfunctional, creepily biological third eye has been placed in the character's forehead.
5. Two long, angular metal horns emerge from the front and back of the character's head.
6. The character's otherwise standard leg replacements both bend backwards at the knees.
7. A wide space on the character's torso has been replaced with an advertisement.
8. The character's joints are covered in deep circular scars from the installation of an old I-Pattern exoskeleton, which has since been removed.
9. On the character's back is a ring of damaged robotic arms, constantly shifting through a set of complex poses.
10. The character's veins and arteries have been replaced with a web of plastic tubes above their skin.
11. The character's face is covered in a glass mask displaying a looping video of the night sky.
12. Some parts of the character's skin are dry and mummified, kept under a translucent blue plastic covering.  

Friday, July 26, 2019

Cyberpunk Vent Obstacles

This post is from back in January, when I made Artifcial Sky. I'd like to make a few posts of little cyberpunk resources like this.
Get crawling.

Given how much time cyberpunk protagonists spend in vents, why not start with that. Roll 1d4 for civilian buildings, 1d6 for defended structures, and 1d8 for those run by the truly paranoid.

1. A fan spins. Dex check to disable, Str to dismantle (loud). Take 1d2 damage on a failure, and make noise.
2. A grate blocks your path. Str+3 to dismantle (loud). Held in by screws.
3. The vent emerges from a wall into a room. Dex+3 to move through quietly, Wis to hear outside. Staying still is silent.
4. A small maintenance robot is looking around the vent for damage.
5. A tripwire is stretched across the center of the vent. If it's set off, it activates an alarm.
6. The vent transitions into small pipes you can't fit through.
7. The vent turns right - on the other side is an active gun turret (1d8 HP, 13 AC, ATK 1d6 ranged)
8. You emerge into a small, cramped room with a wall of monitors: some executive's secret hiding spot. A small safe holds food, money, and a handgun.

Sunless Horizon Beta 2.3 Release

Commissioned from Scrap Princess excited screeching I've been posting about  Sunless Horizon  for about a year, and after finally gettin...