Wolves Of
Polished Chrome
Werewolves of the neon future.
Compatible with CY_BORG.
Writing, Editing, Design, Playtesting, Layout, And Publishing - Richard
Kelly
Artwork - Illustrations from freesvg.org, pixabay, and rawpixel, all in the
public domain and with no known copyright claims. Ink blots by Bumiputra
and CreatureSH on pixabay, covered for unattributed commercial usage
under the pixabay license.
CW - The usual CY_BORG grimness, plus harm to animals and humans.
Recommended Safety Mechanics - Whatever your group is most
comfortable with. If you don't have or typically use safety mechanics, X-
Card by John Stavropoulos (http://tinyurl.com/x-card-rpg) is this game's
default.
Rights - Wolves Of Polished Chrome's text, save for the parts that are
already covered under the CY_BORG Third Party License, is CC BY NC
Richard Kelly. If you want to make something based on this, you'll still need
to comply with the CY_BORG Third Party License, but you can reach out
@SprintingOwl and I'm happy to give advice or provide support.
CY_BORG Third Party License - Wolves Of Polished Chrome is an
independent production by Richard Kelly and is not affiliated with
Stockholm Kartell. It is published under the CY_BORG Third Party License.
CY_BORG is copyright Stockholm Kartell. For further details about the
CY_BORG Third Party License, see https://morkborg.com/cb-license/
Colors Used - If you wish to duplicate the colors used here, they were color
picked out of CY_BORG and are Blue (RGB 0,0,255), Red (RGB 244,14,0),
Pink (RGB 255,65,180), and Yellow (RGB 255, 233, 0.)
1
Table Of
Contents
Your Mongrel Mind……………………………………….…………………………………….3
Packs Discarded In The Gutter………………………………………………..…………6
Wear Wolf…………………………………………………………………………..……………….10
Lycanthrotypes……………………………………………………………………………………12
Festering Wolfborg…..………….…………………………………………….…..………….16
Unwitting Mortal Who Has Taken You In………………..………….17
Specialties……………………………………………………………………………….18
Your
Mongrel
Mind
There's a sickness in the streets of CY.
Rain drips like a broken IV. Dying adverts flicker in sallow
shades.
They say the world is ending. Has ended. Will end.
They say the howls at night are Cy-Ragers. NanoPhreaks.
Nothing to worry about. Nothing abnormal.
The water is poison, but it always has been. The air is poison,
but how bad can it be? It churns through your lungs all day and
hasn't killed you yet.
There's nanites in the trash, nanites growing like mold on the
walls, nanites in the blood and bones of regular citizens, but all
of this is familiar misery.
Last night you stared blearily at your face in the bathroom
mirror, watching it change. Watching it become something
new.
As you did, your cybernetics clicked like beetle legs, like teeth
shuffling in the mouth of a cannibal. They squirmed and
contorted to match your new flesh.
You vomited your whole stomach lining into the sink, then
washed it out with a swig of cheap ethanol.
But the disinfectant didn't purify you.
It just made you worse.
Tonight, the glitching moon hangs low over the skyline and
your body is wrong.
Wrong for the city. Wrong for the life that clings to it. Wrong
for the alien gods that have touched its streets.
You hate them all, and that hate pours out of you in a howl.
Packs Discarded In
The Gutter
Werewolves are new to CY.
They are not a nano-infection, not an invasive cybertech
overhaul, and they were not here the last time the world ended.
Most werewolves are newly awakened and have no shared
lexicon or understanding of their powers. Some are convinced
they are in the middle of a particularly vivid CyRage, or that they
slapped the wrong stimjector into their thigh. Some have decided
that they are gods, but none consider themselves Alien Daemons.
Transformed werewolves attack Alien Daemons on sight.
Anyone may become a werewolf. The prerequisites are simple.
The first time they survive being mauled by another werewolf,
they may permanently reduce their Glitches per day by -1 (if this
would give them negative Glitches the GM gains those Glitches
to use against them) and gain a Stress Trigger (roll a d6 below).
1 Blood
2 Being threatened
3 Being drenched in water
4 Loud noises
5 Pain
6 Cats
When the Stress Trigger is met, the werewolf rolls Strength DR
13. If they try to fight the change, they may add +2 DR, and if they
give in they may gain -2 DR.
If they fail, they do not enter Murderform and cannot enter
Murderform for the rest of the next hour.
If they succeed, they destroy their equipped armor, immediately
enter Murderform for the next d20 minutes, cannot enter
Murderform again for the rest of the next 24 hours, and loudly
announce their presence to everything in the vicinity.
While in Murderform, werewolves gain +6 max and current HP,
+2 Strength, and VolfKlaws d6a damage. The HP that
werewolves gain while in Murderform is ablative, so a 6 HP
werewolf that enters Murderform, takes 6 damage, and leaves
Murderform will be at 6 HP at the end, not 0 HP. Werewolves can
wield other weapons while in Murderform, but VolfKlaws are
automatic and, being their hands, do not need reloading.
Werewolves in Murderform must actively pursue or
premeditate murder. They may choose their targets, and are
capable of distinguishing friend from foe, but they cannot
intentionally flee or try to deescalate situations.
There is no currently known cure for the werewolf condition
short of a high caliber lead injection.
Wear Wolf
For unknown reasons, a surprising number of werewolves seem to
be tailors, fashionistas, armor cra�ers, or VR model sculptors.
This has resulted in a strange outpouring of new Murderform-
friendly techwear.
None of these items are destroyed when a werewolf enters
Murderform.
1 Sick Faux Leather Shi� Jacket (Tier I). -d2. 600c.
2 Structurally Reinforced Elbow/Knee Pads And Belts (Tier II). -d4.
1.5k.
3 Symbio�c An�-Kine�c Weave (Tier III). -d6. 50k.
4 Lunar Resonant Nanofield (Tier IV). -d8. Permanently bonded.
Gain 2 Nano Powers. Not for sale.
360 n
10
oo
M ip !
Fl
Lycanthrotypes
Despite the name, 'werewolves' are not exclusively extinct
canids.
Some are extinct reptiles, others extinct birds, and a terrifying
few extinct insects.
All lycanthrotypes are limited by the duration of their
Murderform (d20 minutes) and revert to a Generic Gang-Goon
if they fall out of Murderform during combat.
1 - Fashionwear Death Puma
A clawed monstrosity, still clad in the dopest threads.
HP: 12, Morale: 10, Puma Claws d6a damage -1 DR to hit. If
there is a neutral crowd watching the fight, there is a 2-in-6
chance the crowd automatically sides with the puma.
2 - Bloody Clawed Crayshifter
A scourge of canals and sewers. Equally dangerous in water
and on land.
HP: 11, Morale: 9, Chitin Armor -d4, Clamp Claws d8 damage
and victim tests Strength DR 14 or may not reposition
themselves during their next action. Breathes underwater.
12
3 - Rooftop Ram
A territorial weirdo. Haunts the rooftops of high-rises, slamming
intruders off and into the void.
HP: 13 , Morale: 12, Thick Pelt -d2, Hornsmash d8 damage
and victim tests Strength DR 13 or is propelled backwards at
speed. Leaps Between Rooftops DR 4.
4 - Gun Raven
A corporate killer, enhanced with skin-shifting powers.
HP: 7, Morale: 9, Assault Rifle d8a damage, Raven Feet d4a
damage -2 DR to hit. Applies +2 DR against incoming ranged
attacks. Carries an Inferno Booster Mod and 2 Flashbangs.
Flies.
5 - Alligator Sludgereaver
Really, just don't go near the canals.
HP: 15, Morale: 7, Gator Hide -d4, CHOMP d10 damage and
victim tests Strength DR 14 or gets deathroll'd for d4 damage
and loses their next action. Can hold breath for the duration of
their Murderform.
13
6 - Freerunning Ghost Koi
A danger to itself. Should really be staying closer to the
waterfront and further from the rooftops.
HP: 13, Morale: 6, Carp Scales -d2 damage, Tail Slap d6
damage. Freerun DR 11. Suffers d2 damage bypassing armor
at the end of every Round when outside of water. Swims
effortlessly, deals +4 damage with Tail Slap, and applies +3
DR against incoming attacks while in water.
7 - Locust Orbital Flyer
A tiny black spot against the sky, but dives fast and can gnaw
a pedestrian to the bone in seconds.
HP: 11, Morale: 9, Cicada Shell -d4, Cicada Horrormouth d4a
damage maximum of 6 attacks. Flies.
8 - Trapdoor Manspider
Likely a sewer-dwelling cannibal before the supernatural powers
hit.
HP: 13, Morale: 11, Weak Chitin -d2, Envenomate d4 damage
and organic victims suffer d2 damage bypassing armor at the
end of every Round until they receive medical attention.
Presence DR 16 to spot its ambush point.
14
Festering
Wolfborg
An unchained power has awoken inside of you.
It chews at your skin, fighting to escape.
You bought cybernetics,
hoping they would keep it contained,
but your condition has simply adapted.
HP: Toughness + d10
D2 Glitches
The Moon At My Heels. You are a werewolf. Additionally, you
can enter Murderform d4 times per 24 hour period instead of
just once.
Corrupted Cybernetics. Start with no credits, but gain a random
Cybertech. If it gives you HP, reduce that amount by half (round
in your favor). If it doesn't give you HP, each time you use it you
take 1 damage bypassing armor. Removing it kills you.
Realitysickness. You have trouble differentiating between what
is real and what isn't. You suffer +2 DR to Presence tests
dealing with illusions, or to separate fact from fiction.
Unwitting Mortal Who Has
Taken You In
1 Blind landlady who makes incredible pork buns.
2 Holistic healer who insists he can balance your humours.
3 Up-and-coming drone race pilot who is also just a kid.
4 Cat leading a gang of similar strays. Somehow able to pay
rent.
5 Impoverished writer working on her manuscript.
6 Has-been hotshot hacker. They claim you're not from here,
and are researching your origin.
Specialties
1 Death-Defying Leap. You can jump improbable distances and
gain -4 DR to all tests related to jumping.
2 Killswitch. You may voluntarily enter CyRage at any time.
3 Death Shamble. Suffer -1 Presence, -1 Knowledge, and -2
max HP. From now on, damage can reduce you to 0 HP, but not
below. Taking damage while at 0 HP reduces you to 0 HP again.
4 Improved Murder Mitts. Your VolfKlaws deal +1 damage and
gain -2 DR to hit.
5 Rotten Psyche. When you would fall under someone else's
mental thrall, you may suffer 2 damage bypassing armor to
ignore it.
6 Doomsinger. When you are in Murderform and combat
begins, or when you enter Murderform during combat, pick a
target. For the duration of that combat or your Murderform,
whichever is shorter, that target takes +1 damage from all
sources.