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The Future Is Now Old Man

Cyberpunk-esque V5

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Marcel Martins
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100% found this document useful (2 votes)
723 views11 pages

The Future Is Now Old Man

Cyberpunk-esque V5

Uploaded by

Marcel Martins
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Cybernetics: Explores cybernetic implants, functions, and their potential in the context of the World of Darkness setting.
  • Network Combat: Discusses the mechanics of network-based combat and strategy including conflict resolution and dice pools.
  • Future Tech: Explores emerging technologies, new damage types, and non-lethal weaponry within the realm of futuristic tech.
  • Droids, Robots and AI: Covers advancements in robotics and AI, focusing on their roles and capabilities in future scenarios.
  • Discipline Powers: Provides insights into new discipline powers, adaptations, and mind-machine interfacing tactics.

1

WRITTEN BY:
Sharei Faedrawolf, Claire deLune and Alratan, along with
others who gave advice or critique along the way.

Join the discussion on Discord: https://discord.gg/UeKHRW

ART
All the images were obtained from White Wolf Wikia or Prexels.

2
TABLE OF CONTENTS
Cybernetics ....................... 4
Stress ...................................... 5
Network Combat .............. 7
Network Conflict Pool ........... 7
Winning Network Combat .... 7
Droids, Robots and AI ..... 8
Future Tech ...................... 8
New Types of Damage .......... 8
Shields .................................... 8
EMP device ........................... 9
Non-lethal weapons ............... 9
Glass bottles ........................... 9
Discipline Powers ........... 10
Level 1 (Auspex) ................ 10
Interface mind-machine .... 10
Levinbolt ............................... 10
Undead Cybernetics ............. 10
Discipline Adaptations ......... 10

3
The World of Darkness has always had
an undertone that certain of its supernatural Cybernetics
components have access to new technologies, Cybernetics implants, biotics or
things that nowadays we associate with cyberware are terms referring to artificial
futuristic/cyberpunk settings. This document components that are installed into one's body
contains rules for playing in that line. If you're to replace or enhance existing parts – to
searching for tips on how to manage a provide additional functionality, improve
cyberpunk-themed campaign, check out for resilience, or generally make mortals more
free World of Future Darkness, its sister doc. skilled at what they do.
Perhaps one of the branches of the
Technocracy is employing implants that give A Cybernetic, mechanically speaking, is
individuals who have them the strength of a constituted of three parts: Infrastructure,
Brujah. Maybe robots and AI are not that far Quality and Reliability. Each element has its
away and the military is using this technology own separated rating and thus has a specific
for certain operations. Maybe using a melee cost attached to it. They count as Advantages
weapon that spews fire should not be reserved in terms of experience expenditure (3 points of
for magic users. Whatever it is “The Future is experience per dot).
Now old Man”.

4
◼ The Infrastructure of a cybernetic At Stress 5, you can't benefit from any
determines what it does. For the most part, on-use cybernetics and suffer a -2 penalty to all
they mirror the powers of the vampiric checks which would benefit from passive
Disciplines or modify the body based on benefits. Stress 4+ can also risk Fury Frenzies
what is achievable with the Vicissitude as the Beast rebels against your modified
power (V5 Companion pag 27). In case intrusions to its body (for humans, this
said power needs Rouse Checks, they are probably still applies, but can lead to both
instead replaced with Stress Checks, which Terror and Fury frenzies as the fight-or-flight
work similarly. For each Infrastructure a reflex is activated).
given character installs, they receive a Stain Lots of cybernetics installed means
or more (even mortals). The experience reduced Stress Pool like with high Blood
cost of this part is directly related to the Potency. With 5 Infraestructures, the minimum
level of the power it mimics. Stress pool becomes 2 and with 8 it becomes 3.
◼ Quality regulates the potency or Discipline Cybernetics can directly be damaged
Rating of the cybernetic and goes from 1 to with a successful Called shot or enemy hacking.
5. Implants derived from Vicissitude-like
modifications have the same limitations as Suffice to say any changes to a
said power. Implants from powers that do character cybernetics, such as installing or
not involve a Discipline rating default to repairing require a specialized type of doctor
Quality 1 for the purpose of experience (and the use of certain powers for Kindred).
expenditure.
◼ Reliability represents how safe is a given EXAMPLES OF CYBERNETICS:
piece of tech and goes from 1 to 3.
Cyberlegs with pneumatic power

RATING DESCRIPTION Allow the wearer to jump farther than they would
1 Unreliable Roll two Stress checks and pick the ordinarily be able to. Replaces both legs.
lowest
Infrastructure (Soaring Leap), Quality 3, Reliability 1.
2 Reliable Normal Stress Check
3 Very Roll two Stress checks and pick the Mantis Blades
Reliable highest Whole-arm replacement that conceals a folded

Stress blade inside the forearm. Vicious and lethal.

All implants installed take a toll on the Infrastructure (Vicissitude), Quality 2, Reliability 1
body and thus contribute to a common pool.
Acid Sack
Stress works like Hunger and goes from 0 to 5,
Artificial sack installed somewhere in the torso and
with failing a Stress check raising it, and
linked to the neck in order to spew acid on command.
repairing, hacking properly, resting for
daysleep, whatever, lowering it. Stress rating Infrastructure (Corrosive Vitae), Quality 1, Reliability 3
might replace regular die like Hunger does. If
Hypnotic pupil
choosing to do so, Storytellers should be
Eye replacement that causes anyone who looks
mindful of this as this can cause unexpected
directly into it vulnerable to mind control.
interactions between hight levels of Hunger
and Stress. Infrastructure (Mesmerize), Quality 4, Reliability 2

5
IDEAS OF HOW TO IMPLEMENT DISCIPLINES AS CYBERWARE
ANIMALISM: Pheromones and brain implants to better
understand the subtle clues of primal behavior.
AUSPEX: Cyberware that enhances the senses as well
as brain implants to connect with others or amplify
brain power.
CELERITY: Muscular replacements as well as injection of
certain substances to amplify the time perception.
DOMINATE: Ocular replacements that hypnotize people,
combined with hacking of implants in others and brain
wave jacking.
FORTITUDE: Muscular replacements, body armor
implants, metallic endoskeletons and failsafe
implanted in the brain.
OBFUSCATE: Brain implants that produce waves that
allow others to ignore the user.
OBLIVION: Nanobots that decay things, conform
seemingly solid objects or implants that change the
refraction of light. Necrotic plague might as well be a
bioweapon. Also implants that artificially connect you
to the supernatural, in specific the dead. Ceremonies
cannot be mimicked.
POTENCE: Muscular replacements, whole limb
replacement.
PRESENCE: Human pheromones and substance injecting
implants.
PROTEAN: Most powers would require whole body parts
or skeletal replacements. Shapechange would require
a whole skeleton replacement that allows changing
between two forms (animal and human) and
Metamorphosis works like a drone that you directly
control with the mind or as an exoskeleton that is
directly connected to your brain. Also, nanobots.
BLOOD SORCERY: Cyberwares that house corrosive or
poisonous substances (Cauldron of blood could fall
inside these, a venom that makes the blood boil inside
the target), tongue enhancement (for taste of Blood),
and nanobots (that make the function of Extinguish
vitae or Theft of vitae). Rituals cannot be mimicked.
THIN-BLOOD ALCHEMY: Instead of making cyberware
version of this, allow thinblood formulae to be imbibed
by others, be it from a potion (Fixatio), from a mortal
that has it inside (Calcinatio), or from the Thinblood
itself (Anathor Corporis). Additionally, many Thin-
Blood Alchemy formulae can interface with cyberware
directly, temporarily increasing Reliability or using
Stress as additional fuel for powers.

6
CYBERNETICS AND HUMANITY Network Conflict Pool
Mortals begin play with a Humanity value of As a subset of Social Combat, the dice
10. In regular situations, that value will never be pool reflects the methods to be used on it, but
affected, since unlike vampires, mortals have no
Beast, and moral choices and actions do not really
most rolls might surely need certain levels of
impact “how human” others see us. Breaking that the skill Technology to even be attempted.
norm comes cybernetics, which on installation will One should be mindful as not to
cause a Stain (or more). overuse the Technology skill when building
The first time a mortal installs cyberware, Network conflict dice pools, as this will be
they will receive Aggravated Willpower damage as it widely used in normal resolution of hacking
will bleed from the lack of white space in the attempts. Here we present a few examples:
Humanity track. Even then, they will still have a 50%
change to stay at full Humanity. The more cyberware
• Perfectly mimicking a protocol
installed, the more stains they will receive. followed by certain corporations uses
Composure + Etiquette.
Mortal Humanity; suffers the same Social
penalties as Kindred Humanity, except with Kindred or • Understanding the weakness and
cyber-humans with same Humanity or more. When strengths of your rivals requires
portraying a mortal character who has fallen to Intelligence + Insight.
Humanity 3 or less, the V5 Companion suggests a • Boasting a higher digital firepower than
Compulsion to better represent that low state. While you really have, so that they either raise
the Companion’s take on mortal Humanity does not untimely defences or back down, uses
really match in V5 with how the mechanics really work, Wits + Intimidation.
this specific part can represent someone alienated of • Reaching a third party to aid you in a
who they were because of heavy body modifications.
joined attack, uses Charisma +
Example Compulsions can be found on the v5
Persuasion
Corebook pag 208 and come to the fore on Total
Failure.
• Double crossing a hacker so as to let
them fall prey of others, uses
Suffice to say the lesser the Humanity, the Composure + Subterfuge.
harder will be to avoid Frenzy with high Stress.
• Leveraging a bribe to buy the opposing
hacker, uses Manipulation + Finance.
Advanced Conflict: • Overcoming net traps requires
Network Combat Intelligence + Investigation.
• Passing as a hacker from a corporation
Network Combat or conflict is in truth
requires Resolve + Politics.
a variation of the Social combat presented in
the V5 Corebook on page 304. Given the wide Winning Network Combat
variety of potential conflicts involved and the Network combat against another
degrees of abstraction it also responds well to hacker usually involves the damaging of
the Three Rounds and Out structure or the Willpower and ends when one of the parties
One-Roll Conflict system. Network combat concedes defeat, usually when Impaired.
requires an opponent: someone who actively Reaching Full Aggravated Willpower in this
doesn’t want you to succeed and who attempts manner causes temporary brain damage/coma
to defeat you on the same ground on which you and immediate disconnection. Storytellers that
attack them. For hacking actions without such want a more visceral combat can use the
an opponent use normal resolution. In general, Crippling Injury optional rules (V5-Core-
network combat only works against Rulebook pag 303) replacing “Broken limb or
cybernetics-enhanced individuals, IA or other joint” to Broken Implant, affecting cyberspace
hackers. and hacking rolls using it.

7
Droids, Robots and AI Future Tech
Continuous improvements in the field New Types of Damage
of robotics and computation made controlling Apart from the regular mill that are
a machine via a remote control a thing of the blunt and piercing weapons from the V5
past. Now nearly every machine capable of corebook, other types of damage have become
movement either moves by themselves or is commonplace.
directly controlled by the user’s mind. ■ Caustic: Deals Aggravated Health
Treat machines as having the Damage to mortals and machines and
intelligence of animals or mortals depending
Superficial Unhalved to Kindred.
on the device and allows them to be controlled
by Animalism-like mechanics. Bond Famulus, Destroys armor equal to margin. Quite
Feral Whispers, Subsume the Spirit and Animal difficult to handle and provide in
Dominion can easily be reflavoured to be used abundance. Similar availability to
on machines. This does not mean that users of Raufoss. Melee weapons using it are
Animalism should necessarily be able to usually fragile.
control machines, but that the niche that ■ Electrical: A successful attack or a tie
animals occupy before, now it might be that of with this weapon electrocutes the
the machines (machinism). Machines with target, inflicting Impairment for a turn.
human-like intelligence might instead be Deals Aggravated Health Damage to
treated as mortals and fall prey to the uses of robots. If using the alternative rules for
Dominate or Presence at Storyteller discretion. Armor, the effect bypasses it. The
Since there are lots of forms a machine Storyteller can decide that a mortal or
can adopt, take the statblocks of animals or machine impaired by this type of
other antagonist and add the following: damage falls unconscious or
Special: Machines suffer Aggravated deactivates.
Health damage from Caustic and Electrical ■ Fire: Not really new but expanded to
weapons. They cannot heal or mend damage melee weapons. Volatile and bulky.
unless repaired. They can be affected by Can malfunction and only important
Network combat and “powers” themed to affect against Kindred, thus rare to see in the
machines. When a machine’s Willpower get mercenary world.
impaired, they begin to malfunction, receiving the
penalty to all dicepools instead. If it drops to zero, Shields
they cease to function. This equipment grants the user the
ability to block incoming attacks, requiring a
Strength + Melee roll. The shield may block
incoming ranged attacks in addition to just
close-combat ones, and if large enough,
relieves the character from suffering a two-dice
penalty to defence against ranged weapons
when out in the open.
At the Storyteller’s discretion, using a
particularly large shield may grant additional
bonuses when making an All-Out Defense
action (V5 Corebook, p.298), such as an
additional one-die bonus when blocking
ranged weapons.

8
The most commonly used are the riot Electric shock prods, Compact stun guns or
shields, which are lightweight but lack ballistic Shooting stun guns all have no damage bonus
protection, and the ballistic shields, which are (+0) but turn the damage into Electrical.
heavy and have additional modifications such
as clear armored viewing ports, ambidextrous Glass bottles
handles, and spotlights for use at night, and can The use of glass bottles as weapons is
be used either handheld or mounted on known as glassing. Usually used as makeshift
wheeled frames. They vary in size, with some clubs, the most common methods of glassing
meant to cover simply the upper torso and involves the attacker smashing an intact glass
others designed to protect the entire body. in the face of the victim. Beer bottles are strong
enough to crack human skulls (Light impact
EMP device +1), but they break in the process. The glass
The EMP (ElectroMagnetic Pulse) may be smashed before the attack as a 2 die
device creates a strong magnetic field in a coil minor action, and then gripped by the
of some sort so the nearby electronics are remaining base of the glass or neck of the
induced current from that magnetic field. bottle with the broken shards protruding
Depending on the strength this can cause from outwards (Light piercing +2)
glitches to overload of the components and
complete cease of function.
The common ones have become quite
small, the size of a handgrenade and have an
effective range of about 10 meters around
them. Any use of a device or machinery within
the range of the magnetic field generated has a
penalty from 1-3. as the electricity causes things
like systems slowdown, glitches etc. Other are
transformed into psedoguns, being able to
“shot” this magnetic field to a specific machine.
This requires a roll of Composure + Firearms
vs a Difficulty determined by the Storyteller
based on the machine's size, surge protection
and other factors, being 2 a regular laptop. In
case of portable electronics, the Storyteller can
opt to make the roll against the Resolve +
Stamina of the target. If successful, the
electricity arcs from the device, frying the
machine.

Non-lethal weapons
Non-lethal weapons are used in
policing and combat situations to limit the
escalation of conflict where employment of
lethal force is prohibited or undesirable, where
rules of engagement require minimum
casualties, or where policy restricts the use of
conventional force.

9
Discipline Powers Discipline Adaptations
Here are some suggestions as so not to
Level 1 (Auspex) penalize the use of some powers due to the
Interface mind-machine heavy surveillance that may occur in the
The vampire mimics a pretty common augment to setting:
produce a direct communication pathway between the All users of Obfuscate and Presence
brains electrical activity and an external device, most are considered to have Ghost in the Machine
commonly a computer or robotic limb. and Star Magnetism powers. Both Chimerstry
▪ Cost: Free and Fata Morgana benefit from the latter for
▪ Dicepool: Resolve + Auspex live feeds, although any illusions are not stored
▪ System: The user can directly connect with for more than instant and are not present in
computer and other machines, using their recordings watched later. In addition,
mind to control it. Interfacing with a Dominate powers may be used over live video
protected device in line of sight requires (and audio communication technology if the
concentrating for a turn and a roll Resolve user has Irresistible Voice) and used on droid
+ Auspex roll vs a Difficulty decided by the with human like intelligence. As suggested
Storyteller based on the machine, being 2 a before, Animalism, Presence and Dominate
regular smartphone and 5 or more a really may be used on machines depending on what
guarded supercomputer. In case of statblocks they are based upon.
portable electronics, the Storyteller can opt
to make the roll against the Resolve +
Stamina of the target. Notice that the
power only gives access to the device and
properly operating it might require skill
rolls. Additionally, it allows the use of
Network Combat without a computer.
This also makes them vulnerable to outside
attacks while the power is in use.
Duration: One use.
Levinbolt
These are an entire set of powers based
around electricity. They are intended as Blood
Sorcery powers or Rituals but can also be made
a subset of Thin Blood Alchemy if the
Storyteller wishes so. They can be found on
one of my other products: Blood Sorcery Paths
Undead Cybernetics
Kindred may use Profane Hieros
Gamos to change their body to accept new
implants or cybernetics. Vicissitude and
Fleshcrafting may also be used in a similar way,
and doing so does not cause a redistribution of
Attributes, but does cause one level of
Aggravated Health damage for each additional
implant/cyberware added, which may be
healed as normal.

10
World of Darkness, Vampire: The Masquerade, Vampire: The Dark Ages, Victorian Age:
Vampire, Werewolf: The Apocalypse, Werewolf: The Wild West, Mage: The Ascension, Mage: The
Sorcerers Crusade, Wraith: The Oblivion, Wraith: The Great War, Changeling: The Dreaming,
Hunter: The Reckoning, Demon: The Fallen, Mummy: The Resurrection, Orpheus, Exalted,
Chronicles of Darkness, Vampire:The Requiem, Werewolf: The Forsaken, Mage: The Awakening,
Changeling: The Lost, Hunter: The Vigil, Giest: The Sin Eaters, Demon: The Descent, Mummy: The
Curse, Beast: The Primordial, Promethean: The Created, World of Darkness, Storyteller System™,
Storytelling System™, and Storytellers Vault™ and their respective logos, icons and symbols are
trademarks or registered trademarks of Paradox Interactive AB. All rights reserved.
This work contains material that is copyright of Paradox Interactive AB. Such material is used
with permission under the Community Content Agreement for the Storytellers Vault.
©2018 Paradox Interactive AB, Magnus Ladulåsgatan 4 SE-118 66 Stockholm
Västgötagatan 5, SE-118 27 Stockholm, Sweden

11

1
2 
 
 
 
 
 
 
WRITTEN BY: 
Sharei Faedrawolf, Claire deLune and Alratan, along with 
others who gave advice or critique alon
3 
 
 
TABLE OF CONTENTS 
Cybernetics ....................... 4 
Stress ...................................... 5 
Network Com
4 
 
The World of Darkness has always had 
an undertone that certain of its supernatural 
components have access to new techn
5 
 
◼ The Infrastructure of a cybernetic 
determines what it does. For the most part, 
they mirror the powers of the vampiri
6 
 
  
IDEAS OF HOW TO IMPLEMENT DISCIPLINES AS CYBERWARE 
ANIMALISM: Pheromones and brain implants to better 
understand th
7 
 
Advanced Conflict: 
Network Combat 
Network Combat or conflict is in truth 
a variation of the Social combat presented i
8 
 
Droids, Robots and AI 
Continuous improvements in the field 
of robotics and computation made controlling 
a machine via
9 
 
The most commonly used are the riot 
shields, which are lightweight but lack ballistic 
protection, and the ballistic sh
10 
 
Discipline Powers 
Level 1 (Auspex) 
Interface mind-machine 
The vampire mimics a pretty common augment to 
produce a d

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