Cyberpunk setting

By GroggyGolem, in Genesys

So after talking with a potential player I came up with an idea for a setting yesterday, it's an amalgam of fallout and deus ex with my own twists. I'm looking for feedback.

Earth, the 23 rd century. The population of mankind has ceased to rely on governmental authority and in their ashes, corporations have risen to become the new ruling powers. The United States is no longer the United States, no longer divided by state lines. North America is now defined by alphanumerical sectors. The streets run rampant with crime and corruption, now aided by cybernetic advancements the world had never seen. Some factions used to experiment with other tech, back a century or two ago when the threat of nuclear war was still on everyone’s minds. Unfortunate for the generation they were experimenting on, unwillingly and unknowingly. A mix of radiation and dark matter altered their very cells to produce something horrifying. A large cover-up commenced, though eventually word got out about the redzones: secure areas in which the mutants are now forced to live. We are a small force, tasked with keeping the peace of our sector amidst the vast criminal activity of the slums. Our sector includes one of the corporation headquarters as well as one of the redzones and the surrounding land. Because of this, the task force includes members of all walks of life. We are the Wardens.

Genre: sci-fi (cyberpunk) with some fantasy elements

Tones: Horror, Mystery

Archetypes: Human, Mutant, Android, Clone, Splicer, Alien

Archetype definitions:

Humans are often cybernetically enhanced individuals, as cybertechnology has become a commonplace occurrence. Even if they aren’t, humans are taught from an early age how to interact with the advanced technology that now dominates the world. Humans are the ruling class of society, though Mutants and Androids aren’t really treated as parts of society anyway.

Mutants are the outcasts of society, a generation or two removed from the horrifying actions of the previous governmental authorities. Unsanctioned testing was done on small areas of the country in an attempt to create the perfect soldier. Instead, the people were disfigured, altered permanently to look sound and act different than humanity. Some even developed extranormal abilities due to the volatile mixture of radiation and dark matter. After the coverup was discovered, treatment of Mutant individuals got better.

Androids are a controversial but necessary entity in today’s society. Usually put to work in factories or as personal assistants to high class citizens, Androids can also function in any other role imaginable. That is where the danger lies, for some feel that it won’t be long before the Androids decide they are tired of being slaves. The corporations assure their populations that something so dire would never happen, as they regulate the Android workforce and ensure proper function on a strict basis.

Clones are a collection of creatures created in a lab, used for manual labor and things too dangerous for an Android to do. They are sterile and typically more physically apt than intelligent, specifically because they were designed to be that way. Clones are treated slightly better than Androids and Mutants, having the ability to live within the regular sector zones rather than the redzones like Mutants.

Splicers are humans that go against the grain, so to speak, and instead of replacing flesh with metal, fuse the genetic code of other creatures onto themselves. This is an act typically shunned by society and often but not always, you will find Splicers living in the redzones.

Aliens have the ability to shapeshift and are curiously strange individuals. Beyond that, they are a mystery (because of plot reasons).

The unique perks of each archetype:

Humans are the only achetype that can use cybernetics, as the other specie's bodies reject them. Androids do not get cybernetics created for them, as they are created to be whole and non-upgradable.

Mutants are able to use the Genesys system's magic actions (I was considering building in a sort of progression system with that, starting off with 2 magic actions and going from there, without the need to spend xp, just acquiring it as we level) At any rate, they are going to have some sort of benefit to being a magic user over the Aliens, something that gives them a more unique trait that makes the archetype desireable.

Androids have a unique way of interacting with machines ( was thinking kind of their own custom magic action unique to them that allows them to speak with machines or a technomancy sort of effect)

Clones I'm not entirely sure about yet. They are the more physically imposing archetype, suited well for melee brawling and such. I've been trying to figure out some unique perk for them but I haven't come up with one. Maybe they can resist bad environments easier or have a weak form of regeneration.

Splicers I wanted to have the ability to temporarily shift around their stats in their own unique way as well as gain some sort of natural ability like a claw/bite attack or being amphibious, something like that, based on splicing in animal dna.

Aliens are going to be shapeshifters who can also use the game's array of magic but their primary focus would be towards shapeshifting (I was thinking of having all their shifting be towards things from their world, to keep it more alien and not step on the Splicer's stuff). For this I would create some unique alien creatures and that list would be available to the alien players.

Sorry if it's just mostly flavor at the moment, I won't have my copy of the book until the 19th, so I can't start building the archetypes yet. Any feedback is welcome.

Snow Crash by Neal Stephenson is a really good inspirational source for how a de-federalised United States could look. However, taking into account Paul Kennedy's theory of Empires, and the slow but observable collapse of the American Empire now, you'd have to work on the assumption the United States is no longer a super power or even world power. It will likely be a middle tiered power and probably under heavy influence from whatever hegemony could viably be a world power in 300 years time. Not China; its time will have been and gone. Possibly Germany, possibly say, Brazil.

I bring this up because having that foreign influence/meddling could be a good plot angle in the same way the Japanese zaibatsu of the William Gibson Sprawl novels were such a good hook. Think how the defection from Maas Biolabs to Hosaka drives the plot of Count Zero as an example.

Hm. Interesting, you know in Cyberpunk settings that I've seen there is a heavy foreign influence on the society and culture, though usually it's influence from Asian culture and society.

I was looking at things more like there's less of a cultural difference and things are a bit uniform, maybe more based on the megacorporation's origins.

To compare to FFG's Android universe, while the United States still holds some amount of influence via its claims on Luna and Mars to some extent, it's definitely due to its residuals from occupying New Angeles (home of Earth's only space elevator) and the torrent of economic development being the only gateway off-planet brings. Clearly the Weyland Consortium is the actual primary player from a corporate standpoint, but as they are still nominally an American-owned business, their fate is linked to the fate of the lease of that sizeable chunk of Ecuador, which (in terms of the plot being driven by the rerelease of the Android Netrunner core set) is set to expire in a few years. This is further complicated by the plans of another construction company to build a competing space elevator in East Africa (floating in the center of Lake Victoria), which we all know Weyland is probably seeking any and all means both fair and foul to inhibit.

The other players end up being Japan (via Jinteki which has a grip on Mars) and Germany (via Haas-Bioroid who is now headquartered on Luna). China is still a big player but their corporate influence is in cheap firearms and broad PMC services, and a bigger table at the UN (which now includes reps from the moon and Mars but who are hopelessly beholden to HB & Jinteki for their survival, an ongoing source of strife which may bubble up again as a second Martian Civil War).

Edited by Big Head Zach
3 hours ago, Big Head Zach said:

To compare to FFG's Android universe, while the United States still holds some amount of influence via its claims on Luna and Mars to some extent, it's definitely due to its residuals from occupying New Angeles (home of Earth's only space elevator) and the torrent of economic development being the only gateway off-planet brings. Clearly the Weyland Consortium is the actual primary player from a corporate standpoint, but as they are still nominally an American-owned business, their fate is linked to the fate of the lease of that sizeable chunk of Ecuador, which (in terms of the plot being driven by the rerelease of the Android Netrunner core set) is set to expire in a few years. This is further complicated by the plans of another construction company to build a competing space elevator in East Africa (floating in the center of Lake Victoria), which we all know Weyland is probably seeking any and all means both fair and foul to inhibit.

The other players end up being Japan (via Jinteki which has a grip on Mars) and Germany (via Haas-Bioroid who is now headquartered on Luna). China is still a big player but their corporate influence is in cheap firearms and broad PMC services, and a bigger table at the UN (which now includes reps from the moon and Mars but who are hopelessly beholden to HB & Jinteki for their survival, an ongoing source of strife which may bubble up again as a second Martian Civil War).

This is great info. I take it you have Worlds of Android? It is on my list of things to buy. In the mean time, can you tell me if they have discussed psionics much? How common are they? What types of abilities do they have (precognition, mind blast, whatever)? What is their position in society?

Thanks for anything you can share.

On 12/7/2017 at 1:02 PM, TheSapient said:

This is great info. I take it you have Worlds of Android? It is on my list of things to buy. In the mean time, can you tell me if they have discussed psionics much? How common are they? What types of abilities do they have (precognition, mind blast, whatever)? What is their position in society?

Thanks for anything you can share.

Psionics is almost unheard of except deep within the files of Jinteki (the bioengineering megacorp that provides cheap labor solutions in the form of humanoid clones, as an alternative to Haas-Bioroid's mechanical androids, but both of whom use braintaping as a means of fast-tracking their assembly). Each clone line (whether it is a variation of human, or some genetic hybrid with other animals and original gene sequences) shares a common surname, and the Nisei (literally "second generation") line is the one that is purported to have psychic abilities. The only one in public service is named Caprice and is currently licensed property of the New Angeles Police Department and serves in the role of Detective Investigator. Her "sisters" are kept in a nutrient-bath gestalt (a-la Minority Report), with whom she privately converses in her quiet moments. She experiences emotional acuity and response on a scale unknowable to normal humans, a concern that worries her as she fears being returned / retired if she disappoints either the NAPD or Chairman Hiro (chief executive at Jinteki). Meanwhile, a legal advocacy group called the Liberty Society works to expand the rights of both clones and androids, and hopes Caprice's case for achieving full New Angeles citizenship will gain a momentum for bioroid rights.

As for her powers, they are demonstrated in the books to be largely ESP and precognition, but it's within the realm of the way she's written that she could possibly turn her powers outward and invade the minds of others. Not so much in terms of telekinesis, though.

Edited by Big Head Zach

That is super helpful! Thanks so much.

I was going to comment on how this has gotten off-topic but that's actually somewhat helpful for my setting. I already have both androids and manufactured humans used as a workforce but I don't want this to be too similar to the Netrunner universe. I'll have to ponder on ways to adjust.

On ‎9‎/‎12‎/‎2017 at 6:14 AM, GroggyGolem said:

I was going to comment on how this has gotten off-topic but that's actually somewhat helpful for my setting. I already have both androids and manufactured humans used as a workforce but I don't want this to be too similar to the Netrunner universe. I'll have to ponder on ways to adjust.

I know in general there is this assumption that America will retain its power, but Paul Kennedy's thesis was that over time you can observe stages in Empire and historically, overreach has lead to collapse. We saw this with Britain following WWII; by the time of Suez, Britain was relegated from greatest empire the world had ever seen and will ever see, to middle power.

The US is in that post-WWII, pre-Suez equivalency phase and arguably is closer to the latter than former. The way in which the post-11 Sept 2001 goodwill politically was squandered with Iraq (rightly or wrongly is not for me to decide; objectively, it was squandered, because it existed beforehand in a tangible way and by 2004 firmly did not) saw to that. I'm not intending on starting a political debates about the merits of the actions; I'm merely pointing to what happened.

As I said earlier, if you look to Snow Crash you see some excellent ways in which that plans out. The US$ is hyperinflated. The Government has no power. Income inquality creates prolific blackmarkets and lots of little franchise fiefdoms. If you want to run a run down feeling world, then this would be the book I'd recommend to get some great ideas. And it's not a slight on America; the ways in which shadow groups seek to both preserve and disrupt the status quo (which, in this case, would be the foreign meddling) could be ripped from today's headlines.

As for the way in which Androids are treated; have you seen Blade Runner 2049 ? The way the LAPD rank and file treat replicants is a great starting spot. Otherwise, the book and Netflix adaptation of The Expanse is a good starter for the way Belters are seen on Earth, and Earthers on Mars (except in the books belters have a distinctly different, lanky physiology as a result of living in zero-G). ****, even half-elves in some D&D settings (Forgotten Realms) are perfect. IRL, I abhor racism - the first defence of a tiny mind. But, in dystopian scenarios, it becomes a good tool for driving narrative conflict and also to give the players something they may aspire to rebel against and even try to change.

I've seen the first Blade Runner, not the new one. I've been meaning to look into The Expanse.

Looks to be some great ground work for you to expand on and develop. If you are looking for more insperation The Expanse is pretty interesting but still has lots of government involvement. For a more coperate control outlook dive into the world of Shadowrun . IMO you'll get the most bang for your creative buck from that setting and its source material.

I just got my hands on my copy last night. I'm currently on chapter 2. It's interesting, there are minor variations in the narrative dice rules but they are good IMO.

Looking forward to building the archetypes and careers for this setting soon!

The beginnings of the setting archetypes. Planning on only having 6 Archetypes and mostly using Careers from the book, altering the names of skills and Archetypes as necessary to fit the setting (priest druid and wizard will be healer, natural and scholar for instance). Prototype stats at the moment. I'm considering removing the mindlink thing from the base Robot archetype and replacing it with a boost towards using the hacking rules, since the setting will be including those alternate rules.

As Human and Android right now are basically copied straight from the book, I'm not including them in this post. What you will see are the custom archetypes I have built for the setting, which are mainly what I wanted feedback on since Human is the same and I'm only altering one minor ability in the robot archetype. Feedback is appreciated!

Clone

Brawn 3 Agility 2 Intellect 1 Cunning 2 Willpower 1 Presence 2

Wound Threshold 12+Brawn

Strain Threshold 8+Willpower

Starting Experience: 90xp

Starting Skills: A Clone may start with a rank in either Athletics or Resilience. They still may not train these skills beyond rank 2 in character creation.

Potent Regeneration: Once per session as an Out-of-Turn Incidental, a Clone may heal wounds equal to their ranks in Resilience. They may also regrow lost limbs, which takes roughly a month before the limb is useable.

Mutant

Brawn 2 Agility 2 Intellect 2 Cunning 2 Willpower 3 Presence 1

Starting Wounds 9+Brawn

Starting Strain 11+Willpower

Starting Experience: 90xp

Skills: Mutants start with a rank in either Brawl, Coordination or Cool. They still may not train any of these skills beyond rank 2 at character creation.

Quantum Flux: Mutants have the ability to alter reality due to a state of quantum fluctuation surrounding their very existence. With that, they have access to the powers listed starting on page 210 of the Genesys Core Rules.

Dark Vision: Mutants have excellent night vision. When making skill checks, remove up to (two setback) imposed due to darkness.

Splicer

Brawn 2 Agility 1 Intellect 2 Cunning 3 Willpower 2 Presence 2

Starting Wounds 11+Brawn

Starting Strain 10+Willpower

Starting Experience: 85xp

Skills: Splicers may start the game with a rank in Perception or Survival. They still may not train these skills above rank 2 at character creation.

Special Abilities: Splicers have altered genes and may start the game with any of the following Special Abilities that can be found on page 193 of the Genesys Core Rules: Amphibious, Regeneration, Environmentally Adapted, Dark Vision, Fearsome, Claws. Once their decision has been made, it cannot be changed.

Alien

Brawn 1 Agility 2 Intellect 3 Cunning 2 Willpower 2 Presence 2

Starting Wounds 8+Brawn

Starting Strain 12+Willpower

Starting Experience: 70xp

Skills: Aliens may start with 1 rank in Operate, Discipline or Negotiation. They still may not train these skills beyond rank 2 in character creation.

Shapeshifter: Alien physiology is different from that of humanity. These beings can alter their shape in minor ways, allowing them to make Brawl/Melee checks at short range, spend a maneuver to Grapple a target (Grapple Maneuver talent from Star Wars) and give a boost to both Coordination & Stealth checks. Any use of this ability costs 2 strain.

Quantum Control: Like Mutants, Aliens have the ability to alter reality due to a state of quantum fluctuation surrounding their very existence. Rather than because of accidental effects like with Mutants, this is due to specific advances in science that Aliens have achieved. Aliens have access to the powers listed starting on page 210 of the Genesys Core Rules.

Edited by GroggyGolem