Cyborgs
The planet’s population makes heavy use of cybernetics, with many of the inhabitants possessing at least a cosmetic amount of chrome. This may be the result of a strong local cyber tech base, a religious injunction, or simply a necessary measure to survive the local conditions.
Enemies
dice: [[cyborgs^enemies]]
| dice: 1d4 | Enemies |
|---|---|
| 1 | Ambitious hacker of cyber implants |
| 2 | Cybertech oligarch |
| 3 | Researcher craving fresh offworlders |
| 4 | Cybered-up gang boss |
Friends
dice: [[cyborgs^friends]]
| dice: 1d3 | Friends |
|---|---|
| 1 | Charity-working implant physician |
| 2 | Idealistic young cyber researcher |
| 3 | Avant-garde activist |
Complications
dice: [[cyborgs^complications]]
| dice: 1d3 | Complications |
|---|---|
| 1 | The powerful and dangerous come here often for cutting-edge implants |
| 2 | The cyber has some universal negative side-effect |
| 3 | Cyber and those implanted with it are forbidden to leave the planet as a tech security measure |
Things
dice: [[cyborgs^things]]
| dice: 1d4 | Things |
|---|---|
| 1 | Unique prototype cyber implant |
| 2 | Secret research files |
| 3 | A virus that debilitates cyborgs |
| 4 | A cache of critically-needed therapeutic cyber |
Places
dice: [[cyborgs^places]]
| dice: 1d3 | Places |
|---|---|
| 1 | Grimy slum chop-shop |
| 2 | Bloody lair of implant rippers |
| 3 | Stark plaza where everyone is seeing things through their augmented-reality cyber |