Appendix G

Appendix G
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Friday, June 23, 2017

More urban blight for All Your Houses (Dagger 9)

MOAR 0 level scrubs to die for you, all shiny chrome

Cop - You are a filthy stinking pig;  roll again because that’s your undercover.  DON’T BLOW YOUR COVER - Ever seen Reservoir Dogs?
Starting - whatever your cover starts with, minus one random item, constant unending tension. Heatburn


Biker Nun - For some reason the City has a number of, sometimes competing, sometimes cooperating, but always inscrutable gangs of biker nuns.  Some are actual members (or former members) of one of the Catholic Churches; many are not.  Some come from the vinyl & leather scene;  and some honoring an ancient tradition of Perpetual Indulgence.
Starting - An electric neo chopper that needs work; jump battery with 45 minutes of go-juice; nun outfit (specifics provided by player), 1d4 items of use in religion, drugs, or sex work. Switchblade or collapsing baton (1d4 crit on 20 either way)

Gogo cage dancer - You shake your groove thang in one of the sweaty clubs of the flesh district;  
Starting - thong, chaps, 5d100 sweat-soggy chits, hat of the player's choosing, glitter, implanted thumblade (see below)

Filthy mutie - you are a registered human (or worse, animal) mutate; you probably live on a protected farm or reservation...which might just be a corp 99 story highrise with blacked out windows.  At best you are on the public dole and watch a lot of bad television in lieu of socialization.
Starting - Distinctive appearance, obvious visible tattoo or stamp, Condition chip, one minor not very useful side effect type mutational "ability."

Baby brat of influential feuding house - as Families That Matter have done since the dawn of time, they war on one another and have a bunch of kids to carry on the feud;  you are one of those child soldiers-to-be in the family business, whatever it is. Right now no one older than you gives a damn however.
Starting - large but casual wardrobe, strictly theoretical access to your family's large stockpile of guns, cars, and other valuables; the enmity of a rival house for things you had nothing to do with, a slight tendency towards drama.
Oh, and roll all the dice you have.  You probably have about that many chits on you right now. Just randomly. Shh. Don't tell anyone

E.G.I.  - By discharge or by AWOL you were recently an indentured member of the city’s Urban defense Force; better known as the EGI - the Easy Going Infantry.  
Starting - Juice Box implant, dog tags, single syllable nickname that you respond to better than your own actual name, and your personal "quality blend" of narcotics, stimulants, tranquilizers, and hallucinogens (or whatever) set to constant slow drip.
  (Likely much of your casual  conversation is limited to comparing  "mix loads" with similarly  minded people for some reason.   Peppered with meaningless phrases like OPLAN, ‘theatre of
 operations’ and ‘ JAFO’)

Ghoul - Either you were exposed as a child or managed to evade the ghoul round up of 2115; you are one of the “few” remaining carriers of the Moltz-Smeltzovich Adaptive Necrophagic Viral Parasite;  Well, that or you are just a cannibal.  Either way, protein sniffers can smell the man-meat on your breath; even with gold credit you will not be permitted to dine anywhere public in the city;  
Starting - deep freezer somewhere with a month’s worth of … rations.   1d4 complete wardrobes of random missing people, 1d4x5d12 credit chits,  Carbon fiber hacksaw.  Job in waste reclamation.


TESTED GENETIC POTENTIAL TABLES
What? Someone’s missing the Birth Augur table?  I got you covered!  Every baby is genetically tested on birth.
As these are a skosh more powerful than in normal DCC, they may not(save where noted) kick in until you level.
WHAT IS YOUR UNLOCKED GENETIC POTENTIAL
(archetypes instead of zodiac - sometimes in game these CAN change)

  1. Unnatural hair colour.  Can be whatever is desired on reaching level 1. +1 to Pers rolls involving cool hair.  Character will be noticeable.
  2. IN your blood lies the last genetic material of the CHUD.   Your complexion takes a nose dive and you might secretly like to live in filth.  You will never have health coverage or get a good job you freak.   However add your luck bonus to your con, one time only, on reaching first level.  Yes really.
  3. Pretty pretty eyes - Personality rolls
  4. Actual Mutant - character’s bodily fluids are mildly caustic; this does not do damage but they wear through their clothes much much faster than anyone should.   As  a side effect, the character also sweats profusely when warm or (worse) when humid. In the City, this is all the time.  Hydrate.  ANY luck modifier (high or low) means the character may inflict 1d5 points of damage to anyone they can trick into drinking their blood (or whatever).
  5. Primal Aggression Response - Attack rolls
  6. Twin Aptitudes of Art and Surgery - luck adds to Melee attack rolls
  7. Potential sniper -luck mods  Firearms attack rolls
  8. Skittish - luck alters AC
  9. Genetic Predisposition to Ruthlessness - Critical hit tables
  10. Hand/eye Coordination - Fumble tables
  11. Knack for Precision - Damage rolls
  12. Active Curiosity - Search rolls
  13. Product of their Environment - Attack and damage for starting weapon
  14. Coolness under fire - Initiative
  15. Will Not Die  - luck mods Hit Points
  16. Parent dodged a literal bullet - luck affects Reflex saves
  17. Toxic Environment - luck alters Fort saves  
  18. Lesion affecting cortical development - luck mods Will saves
  19. Natural Linguist - Number of languages
  20. Born track star - Speed (each one adds 5”)
  21. Altered Immune System (Healing) - luck modifies results of diced healing effects.
  22. Odd Joints - luck mods Escaping traps
  23. Of Hardy Stock - Saves v poison & drugs
  24. Knack of Cleverness - Saves v. Traps




MOAR Cybernetics for those who want a higher tech game
(that pro’lly won’t break it)
Optional - start everyone with a single one of these, at 0 or 1st level, depending on Referee Sassiness Index.
Note I didn't say super powerful. Or necessarily useful.

  1. Implanted thumblade (retractable 1d4+str tho crits on a 19-20; d4 on table III)
  2. Implanted tracker and Tracker Plus- lucky you;  you’re a revolutionary that knows things or a sex pervert...something someone thinks is just wrong. Valuable but wrong.  Someone knows where you are at all times and may know more. Optionally you may be a member of the Glasshole Guild and  fully aware of this and broadcasting your life as performance art / guerilla surveillance of everything around you.  (Why would you want this?  If you’re employed you’ll likely get a weekly stipend or such depending on the nature of your ‘performance.’)
  3. Juice Box (Implanted drug autoinjector) a small dedicated autodoc implanted in the torso; allows auto injection of onboard drug load with a thought or other designated trigger.  Character is probably HiAF all the damn time.  
  4. Head(or hand or arm; conceivably anywherE) Phone - Aside from a pleasingly interlaced / interlocking pattern of tiny metal “wires” embedded in the upper external spine (back of the neck) no one can tell you have a phone on board. At the least, capable of anything a smartphone can do now….just in your head (or wherever)..  Videos plays by brain direct interface or projecting micro holograms onto the eye itself.  Almost certainly giving yourself cancer.  Will certainly show up on detectors and scanners. (So much for them not knowing huh?)   Sometimes you get bizarre satellite communication in your sleep in a variety of foreign languages.
  5. Neo-martian Plug Worm - okay, don’t tell anyone you have this.  At some point you volunteered (or were volunteered) for Project Silkworm - millions volunteered (millions wanted to eat that winter). A permanently implanted cloned martian slugworm lodges in the character’s anus and consumes all waste material; they need never poop again.  Every week the slugworm tail (it’s exit tendil extends out of the body) can spin up to the character’s body weight in super silk fibers.  The incredible tensile strength of your secret shame can hold INSANE amounts of weight (you’ve not found just how much yet, you can hang from the ceiling though...as long as you wear no pants)   Every week, roll a d4, on a 4 the slugworm gets cranky and stops taking your shit until you feed it tequilla.  Lots and lots of tequila.   And mescaline. WARNING: Plug Worms find a compound contained in the drug Zip to be HIGHLY ADDICTIVE. Combine these at your peril.......
  6. Biofilm eye camera - a parasitic contact lens that bonds with your eyeball and allows the capture of visual images and about a terabyte of onboard storage (protein memory).  Memory can be downloaded with a protein sequencer - download will take the form of particularly epic eye boogers*.  ANYTHING your character can see can be recorded.  Storage can be single images or as ‘video’ - storing full eye quality memory images eats memory and no more than three minutes of “full sense video” (eyesight level quality) can be captured without requiring memory discharge   Illegal as fuck without the proper paperwork. You don’t necessarily have that.  Also they have a reputation for giving people bothersome allergies while in use.  
*Likely, you will have to pull it out yourself. Remember, no one wants to watch you do this.  Speakng of people, once they know you have a camera...no one will talk to you. Promise.  You Glasshole. 


and of course MOAR GENERATORS


d8 gangs found walking after midnight
(You know who they are)
  1. Inquisitors - red robed jacks and jills who are violently opposed to anything fun. Most go about armed with replica DCC melee weapons.  Unpleasant. Almost no one will come to their defense.
  2. Clowns - bikes, speed, and melee weapon laced street violence.
  3. The Jackholes - a mob of up to sixteen brawny, not too bright folk banded together to dress like firemen and beat the shit out of anyone who doesn’t look like them.  Kind of like City cockroaches in that they are EVERYWHERE.  
  4. Mutants - wanna be morlocks who disfigure themselves with razor blades and wear a very….off mock up of 1980s punk couture. Also talk funny.  They like to stick things with knives a lot. (Sons of Batman optional.  Gotham 9mm is another thing ENTIRELY)
  5. A bunch of stupid “post structuralist, nationalist neo-Objectivist  revisionists”  They’re nazis, hoping to start the Fifth Reich.  (The Fourth is so passe)  Beat their ass.  
Armed with untested baseball bats and shitty knives. Totally
collapse in a real fight.
  1. Neighborhood Watchmen - costumed fuckos here to “protect the neighborhood”  most of them are exhibitionists who use this a pretext to be nose fux.  Mostly harmless.   Not a real gang.
  2. The Boleros - a group of competition ballroom dancers (dressed like bullfighters!) who move in groups and are trained in self defence to keep folk from picking on them.  Generally middling to expert martial artists.  Will leave you alone unless you are obviously bringing the rent down locally.
  3. 1d12 random boosters looking for a little mega violence. . USe the hobgoblin stats from DCC core and assume they are armed with the largest machetes you can find.  Roll initiative.   
Ref is urged to wing or go easy on the cybernetics unless they
want a tpk.  Which is their prerogative.



d6 random witness & bystanders
  1. Slack jawed corporate drone in a stained pollencock t-shirt and chinos; in fact this is Linus the Swill, legendary computer hacker and until five minutes ago consultant for a local mob bank.  Now he is on the run with the entire outfit’s account codes with intent to drain them and run somewhere VERY far away.  Just standing next to him will probably get you shot at. A lot.
  2. Exquisitely dressed suit, very lean, unreadable poker face.  She is probably with the mob (one of them) or one of those “Special Government Contractors” that fill out kick murder squads.  In fact she’s just another wage slave, putting on her best “Do not talk to me” face so she can just get to work without your bullshit.  Unlikely in the extreme to get involved in much of anything voluntarily.  
  3. Orange Splice - Sneering bored rich kid with rodent and kangaroo gene mods.  Carres no chits as “he’s not a pleb.”  Might decide one of the characters is cool and start following them around as an act of tweenage rebellion.   Absolutely useless in a fight save as a hostage or irritating asshole you feel compelled to defend.   
  4. A modestly dressed High Priest of the local Church of Sutekh Final Redeemer.  Also an academic authority on black magic. If black (or other) magic works in your game, he might be a very good friend to have.  Quite sincere in his faith that “The Destroyer is coming and we should all look forward to it.”  Relentlessly cheerful.   Happy to help.
  5. Sierra - gender bendy  6’2” street samurai with more cybernetics than God.  Will likely resent, violently, being dragged into someone else’s bullshit.   Easily capable of taking the entire party while taking a booty call on their mastoid phone.  Will not arbitrarily take life unless the life has levels or there’s a hefty paycheck in it.  Bright bright blue hair.  Modest stim addiction.
  6. Iago Antagonist - teenage bike messenger, private courier, and pizza delivery boy. Working off a 10 year indenture to the Generalissimo of the City’s Defense force.  Might approach characters looking for people to rub his master out. If you have magic in your game, his ...hobbyist interest in ancient Sumerian may be handy


d7 worst times for a drug flashback
  1. Landing a space shuttle can’t be that hard….
  2. “And the Final key sequences is Alpha Golf Tango7...um….shit.”
  3. “What seems to be the problem officers?”
  4. While getting jumped on by a particularly irate grizzly bear who escaped their habitat to go tear shit up.
  5. “Okay so the file says your reali identity was…….Bob are you okay?”
  6. While undercover to infiltrate the cult.  
  7. A gun or knife fight (see below)


d6 awesome places for a gunfight
  1. The Opera
  2. The top (of course) of a hydroelectric dam
  3. Inside a moving city bus
  4. Water Parks
  5. A sinking ship at sea.
  6. A drug lab


d7 awesome places for a knife fight
  1. The loo
  2. A sex toy shoppe
  3. Inside a moving car
  4. Inside an automated assembly factory (just picture the last five minutes of the Terminator and you’re good) - such factories can be assembling ANYTHING desired - toy guns, cybernetic implants, hoverboards, robotic back hoes, ground effect vehicles, whatever.
  5. On the docks during a hurricane
  6. Underwater inside a water reclamation tank
  7. Micronized and injected into a corp exec’s brain stem


D14 reasons why the Heist went bad
  1. Is one of you playing a cop? No, really.  Check.
  2. “Left for Now.”
  3. Sold out - someone, likely someone central to planning the job, set you up or sold you out. Either way, when you got the place, both Johnny and Joan Q. Law are there...laying in wait.
  4. McGuffin Tease - the goal of your heist is not there.  The rest of the heist may run smoothly but the goal, the target is simply Not Where IT IS Supposed to Be.
  5. One of you has been implanted with a chip that records all you see and do; the hacker responsible contacts you the day after the heist with intent to blackmail your party. Find them.
  6. Mob - The person who gave you the job or the information owned a tremendous amount of dosh and credit to someone with “the” as a middle name.   They may attempt to interfere with or prevent the heist...or arrange to aid the characters in exchange for a cut.  Which mob?
  7. Another heist - Someone else is there for the same thing you are.  Possibly another group of the same size with roughly the same or somewhat better capabilities.
  8. There is a stage 2 e-viral alert ten minutes into the job. All of your phones, and other wearable / implantable communications technology began ringing at top volume simultaneously. Could make it difficult to sneak around.  Will not be silenced or muted short of removing the device battery.  Persists for ten minutes.  Note that this will affect EVERYONE not just the PCs
  9. During the job, UN declares a twenty block radius to be under Human Environmental Containment - a stage two biohazard cordon is set up around the area where the job takes place.   Getting out of the area may be difficult, moreso as shooting your way out will put you on every digital screen from Kinshasa to Lunar One.   At least for a few days.  Also why is the UN there? Are they covering up a corp weapons or drug test?   Possibly they also want the Mcguffin.
  10. The Empire Never Ended - one of your team mates has “a moment.”  Referee selects the player. The player names who is affected.   The affected believes that they have been struck by an information dense, bright pink alien communications laser from some mysterious satellite.    After an ayahuasca-like religious experience that seems to go on for d12 hours (actually 1d5 rounds) the character will be compelled to explore their new religious truth.   No matter what the new religious conviction shall be as unshakable as it will be….unique.   The new convert is likely going to not shut up about their newly derived universal truths.   Should the team survive the complication, player should be encouraged  to develop their new wacky religious belief - the nuttier the better.  
  11. Someone, chosen at random, shouldn’t have eaten those noodles.  With a burble of tummy noise and drama, character doubles over to puke and starts firing out of both ends.   This may make things…..difficult.  Body will attempt to purge itself of basically everything for the next four to six hours.  Do not bitch when the player asks you why you hate their character.
  12. A key to time - The Mcguffin isn’t.  Once acquired, the Mcguffin stands revealed as actually something WHOLLY different from what they thought it was (this could be simple misinformation or it could be a thing that actually changes its shape).  Likely whomever stashed it here knows precisely what it really is...and is going to be unhappy with you.   Bonus points for making the true nature of the Mcguffin the ‘unfound quest object from that other game you are running.’
  13. MUCH Better than Life - There was no heist.   In 1d6 hours (game time or real) the drug trip will end and everyone will find themselves in one character’s living domicile or arrangements, with all the signs that the party has been hanging out doing designer drugs for the weekend.   On the plus side, no one is dead or shot or bleeding out.  On the downside, none of the money, loot, or XP are real either.  Life is hard.
  14. Red Pill - As above but the characters are awake only briefly, as they are disconnected from their legally mandated Two Day Holiday Sim and are now going back into CryoMax Super Prison for another 99 years REF NOTE: If you are  running this game and you go all the way with this, I hope you are not playing in meatspace because otherwise, when the players are done with you your body will never be found.

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