Recently started watching edgerunners and I’m loving it, so since my players are now entering the second main city of the campaign B3N34TH, I decided to go full cyberpunk. The city is run by a super intelligence named Q.U.E.E.N and her semishared consciousness android workers called H.I.V.E. For organics as well as non H.I.V.E androids, you are required to augment as a form of identification. Neathers (people from the city) without augments exist, but do so in hiding and are usually unable to access things like medical care.
An augment gives you an immediate 5 hero points to spend on any 1 skill, spell, or ability you want. This is flavored as an augment giving this ability. You must also take the augmented flaw. You may take as many augments as you can afford, but the downsides begin to add up. If one wishes they may use more than 5 hero points on an augment, but they must take the augmented flaw enough times to equal the hero point total, rounding up if required.
Augmented: Everytime you use your augment you must roll a d20, if you roll a nat 20 you must roll on the Cyberpsychosis table*. Additionally you may interact with computers directly bypassing the need for sight, and you can do so from up to FAR if you pass a difficulty 6 roll. every augment you take makes it easier to go Cyberpsycho, with your second augment a failure becomes 19-20, the third 18-20; after three the numbers double so 4 is 16-20, etc.
- Brain-Bleed: Blood begins to drip from your nose as you lose consciousness, you will die if you do not recieve medical attention in d4 hours
- Broken: 1 random skill is lost for d2 days
- Seeing Red: Immediately attack your nearest ally
- Snapped: Immediately attack the nearest target regardless of whether they are friend or foe
- Fog of War: All rolls are HARD untl a successful RECOVERY
- Cope: Laugh to cope and draw attention for D4 rounds
- Second Wind: Gain 1 hero coin
- Rub Some Dirt On It: Heal 1 FLESH attrition