All Roads Lead To Chrome
All Roads Lead To Chrome
All Roads Lead To Chrome
Made by
All Roads Lead to Chrome is an independent production by WillGriff and is not affiliated
with Stockholm Kartell. It is published under the CY_BORG Third Party License.
CY_BORG IS ©2022 STOCKHOLM KARTELL.
Will Griff
What is this?
All roads lead to Chrome is a supplement for
CY_Borg that expands upon the base cybernetic
system. It is meant to bring a risk/reward mechanic
to using cyberware, along with more options for
different playstyles.
There is only so much chrome a body can take. The exact Mule Pocket 0
science behind Cy_Rage and Chrome Fever are
unknown, but we know that the more you replace flesh for Subdermal Shockers 1
machine, the more at risk you are of succumbing from such Autocamo 1
a fate.
Additional Joints 1
>>// - - - - - - - - - - - Buzzeyes 1
Strangler 1
Each piece of cyberware will increase your Breaking
Point. This value is indicated under the ‘BP Skinhard 2
Increase’ column.
Deserter Fangs 1
Whenever you use your cybernetics, roll a d20. If you roll SmartJack 0
equal to or under your breaking point you suffer a
Muscle-Ups 1
malfunction.
PulseWires 1
If your breaking point is 5 or more, and you take 5+
BodyGun 2
damage in one turn, you will also suffer a malfunction.
Taurs 0
The table on the right shows the breaking point increase Sonic Blaster 2
for the base Cy_Borg cyberware. Stats and prices can be
found on page 68. Handy Bot 1
Smarthair 0
Skinslot 0
Skeleplating 3
Brainbox 2
> Cyberware
# Name BP Increase Description Cost
1 Tail 0 D2 damage to 3 enemies. 1.5k¤
2 Optic Light 0 Make your eyes glow different colours. Can be overclocked and used as a flashlight in a pinch. 500¤
Pneumatic Pistons and Micro-Thrusters hidden in the femur. Allow you to jump twice as high and twice as far. Launching yourself into an enemy while
3 Kangas 1 2k¤
using a melee weapon allows you to deal d3 extra damage.
4 SynthSampler4000™ 1 Replace your throat with digital synth software to replicate any sound or voice you have heard in the past. DR12 presence for believability. 1.3k¤
Extra eyes that can be installed anywhere on your body. It's hard for you to be blind-sided, when rolling to see who goes first in combat, roll with a +1.
5 Chakraz 1 3k¤
-2DR to checks that rely on sight.
Arcs of electricity jump between your fingers. Electrify a melee weapon to deal an extra d4 damage, or a weapon to fire an electrifying bullet for an
6 Carpal-Coils 1 2k¤
extra d2 damage. Both options cause d4 damage to yourself.
7 Modular Limb System 1 All of your limbs are now detachable. The cost of replacing destroyed appendages is now halved, and all cyberware is now 10% cheaper. 1k¤
9 Manta Blades 2 Razor-sharp blades that extend out from your arms. The speed at which you can use these allows you to attack with them twice per turn (d6). 5k¤
10 Octo Arms 2 2 bionic arms that are double the length of your own. When using them, test strength at -2DR and escape from being grappled or restrained with -4DR. 3k¤
11 Bio-Sprayer 2 Filters out Nano from the air and condenses it into a lethal concoction. Cause a target of your choice to suffer a Nano infestation. Re-charge after rest. 8k¤
12 Shutter-Shield 2 A portable ballistic shield that unrolls from your arm. Provides Heavy cover to start with. Can be repaired for 100¤. 12k¤
13 PCIE Brain-Slot 2 Let the computer do the thinking. -2DR to Knowledge rolls, Once per day you can re-roll for any APP usage. 8k¤
14 Quantum Tunnel-Vision † 2 Two gold lenses mounted on your face like goggles. They mostly display random noise but occasionally give out useful info. +d2 glitches per rest. 7.5k¤
Black box mounted on the wrist that provides real time scans of the environment and calculates aiming vectors. -2DR when using presence to shoot,
15 Aim Assistant 2 10k¤
upon rolling 20 or more, the bullet ricochets and you repeat the attack against another enemy.
16 Cyber Wings 3 Allows basic flight and gliding. Roll for use every turn you end in the air. 2k¤
A mane of tangled wires and cables, starting from the back of your skull and leading to each major joint. When using melee, add dX damage where X is
17 Ratel Motors 4 20k¤
half your breaking point (rounded down).
A spider like shell that clings to the back of your skull. Temporarily doubles your brain and body’s speed, allowing you to take a second turn on use.
18 Synapse Excelerator 5 50k¤
After each use, it temporarily increases your breaking point by 3, with it resetting after a rest.
19 ACGS EXP Project 55J - “GhostWeave” † 6 Genes spliced with nano-infested creatures, your body shifts in and out of reality. Ignore any damage when the damage taken is an uneven number. 200k¤
-4DR on Agility, Strength and Toughness rolls. +15hp. -d8 armour as bullets bounce off your casing. You are barely human, every time you roll a dice it
20 KayTell Full-Body Borg Kit Class “Nightmare” † 8 400k¤
counts as use of cyberware and can trigger a malfunction.
Of course, the flip-side is available too. Drugs that Full Dose: -4BP, +2DR on Strength, +1DR on Presence
accelerate your trip towards Cy_Rage but give you other
enhancements.
Lectrix - 140¤
An electrified cocktail of Adrenachrome and concrete
powder from G0. Lasts for d4 hours.
The cargo was last pinged somewhere on the outskirts of G0 before the tracker
was disabled, its believed this is the location of their lair. A team has already been LichTech
sent in to retrieve the cargo but its been days since last contact so keep an eye out Your not gonna find LichTech branded
for danger. cyberware on store shelves. The corp
specializes in experimental (and often
dangerous) cyberware that for the most part
Oh, one more thing. LichTech has pulled some strings to get you safe transport to
never leaves the unethical laboratories they
nearby the lair entrance, but when it comes to getting out again you’re on your
were created in. Their products are sold
own, so watch out for those auto-turrets yeah? directly to other major corps to outfit their
top-most assassins and regional managers
Payment is 8d12k¤ and Quantum Tunnel-Vision cyberware. with cutting edge weaponry and tech.
The Hand that Feeds is an independent production by WillGriff and is not affiliated with Stockholm Kartell. It is published under the CY_BORG Third Party License. CY_BORG IS ©2022 STOCKHOLM KARTELL.
Mechageist Lair
A sprawling underground compound comprised of caves, carved out rooms, and the
remnants of old buildings. The place has a strong smell of gasoline mixed with blood.
A: Entrance Tunnel
The entrance to the lair looks and smells like an old sewer tunnel. A large metal grate locked
with an old-school mechanical lock blocks the path forward.
The room past the sewer grate morphs into what looks like a cave carved out from heavy
explosives. It has been “decorated” with dented chairs, pieces of scrap metal, and a rusty hook
holding a set of keys that open the grate.
B: Disposal Room
The stench of rot hits your face as you open the door (Toughness DR8 or you vomit).
The room is filled with rotting carcasses, body-parts, lumps of red matter and dark-red stains.
There are also d2 bloated, dormant among the mess.
C: Ritual Display
A dim, candle lit room. The wall at the far end is decorated with chained up corpses, defiled with
cables, broken tech, and scrap metal.
The center of the room is a large console with a head in the center. Cables emerge from the
head’s eye sockets and lead upwards into the ceiling. A large red button at one side of the
console wakes up the head. The head belongs to a Galvan Helbridge, an (ex) SecOp who was
originally sent to retrieve the Cargo.
He has access to security cameras around the lair, and can give info on the location of cultists
in between the bouts of screaming.
D: Sloped Corridor
A claustrophobic, sloped, corridor that leads down at an uncomfortably steep angle.
D2 Blighthusks lurk in the shadows.
E: Raised Walkway
A large, cavernous space with a curved walkway surrounded by large pits that fade away into Hand V3CN4 | Cyberware | BP Increase [4]
Mechageist Parriarch
the darkness. Falling into the pit deals 5d10 damage as you land on sharp pieces of metal, Constructed in an experimental tech
More metal than flesh. 8 Spider-like appendages protrude
rubble, and bones. laboratory in an undisclosed blacksite.
from their back and allow them to crawl across the walls
Razor sharp claw like fingers attack for d8
d6 MechaFreaks are on the walkway. and ceiling.
damage. On a successful hit against a
G: Storage Room living creature, the hand feeds on the
F: Worship Chamber Nano Field Manipulation: Launch scrap metal (d8 damage)
A pile of old tech and discarded equipment. target’s blood to heal the user for d2 hp.
Surprisingly clean compared to other rooms. The or push around cyberware-equipped individuals.
Roll a d8 for what you find:
far end of the room has a large altar set up with MechaFreaks
offerings placed around the base. The offerings System Crash: Crits against the Mechza Parriarch trigger a
[1] Microwave covered in nano-dust random malfunction with a 50% chance of it affecting the Their bodies have been haphazardly replaced with
consist of scrap metal, body parts, and a 50% chance of contracting a nano-power scrap-metal and wires. On death deal d4 damage to all
strangely numerous amount of toasters. attacker.
nearby as electrical sparks fly out of their bodies.
[2 - 4] Free Tetanus (d4 damage) HP: 14
2d4 MechaFreaks and the Mechageist Parriarch HP: 4
are worshipping at the altar. Morale: 10
[5 - 6] Random weapon Armour: -d4 (Flesh is mostly metal) Morale: 7
Arachnid arms, d6, attack twice per round, or Nano Field Armour: -d2 (Reinforced limbs and bones)
At the center of the altar, is the missing cargo, a [7 - 8] Random cyberware Weapon: Scrap-metal fashioned into knives and spears [d6]
half-mechanical, half organic hand, serial number Manipulation.
V3CN4
The Hand that Feeds is an independent production by WillGriff and is not affiliated with Stockholm Kartell. It is published under the CY_BORG Third Party License. CY_BORG IS ©2022 STOCKHOLM KARTELL.
The path out of G0 The Wall
It seems like the corp that hired you cheaped out on the transport, so you are A giant, 30 ft high concrete wall that stretches into the distance. It's unknown
stuck with making the journey back out of G0 on your own. wether the barbed wire and auto turrets are there to keep creatures inside or
keep people out…
Roll the following table twice to see what you encounter [d12]:
[1] Cluster of Headhunters
The section you arrived back at is a large metal gate with an automatic sensor to
2d4 Headhunters emerge from rubble and attack. let you through. Problem is they forgot to disable the auto-turret.
[2] Whitetail’s lair
You spot a flash of white fur dart into a nearby collapsed building. Inside you find stolen tech worth d100 ✕ To open the gate you must spend 3 consecutive rounds standing next to it to be
100¤, a random piece of cyberware, and a very angry family of whitetails (d4). scanned, and deemed as not a threat.
[3] Aftermath of battle
The corpses of dead Kergoz cultists litter the path. Among them is a battered Vindicator robot After 2d6 rounds of turret fire, d4 flyers will be dispatched and sent to
(starts combat with 3d4 less hp). investigate the commotion.
[4] Kergoz worshippers
A group of Kergoz worshippers are huddled around the charred remains of a Krok. (2d2 NanoGoons) The Aftermath
[5] Downed Mil-Corp Gunship
The still smouldering remains of a Mil-Corp Gunship at the bottom of a sizeable crater. A wounded UCS Backstabbing, deceit and lying are all commonplace when it comes to doing
operative crawls out of the wreckage and offers d8 ✕ 100¤ to be escorted out of G0 safely.
business in Cy, and this job is no different. Roll a d6 to see what happens after
[6] Bloated Herd you return.
3d6 bloated are aimlessly wandering on the road ahead. They haven't noticed you yet…
[1] Now that the cargo is outside of G0, LichTech decided they no longer need
[7] Nerve Gas
The ground beneath you rumbles and cracks. Pressurized nerve gas suddenly erupts through the gaps. Test your services and you won't be getting paid. A Skulker will be at your location
Toughness DR14 or breathe it in and start vomiting, urinating and suffer d6 damage worth of burns. soon to retrieve the cargo for them.
[8] Dead Smuggler
In the center of the road lies a dead body, remarkably intact for one found in G0. The body has a bag that [2] It seems that the fixer failed to mention that they will be taking a 60% cut of
contains d8 doses of Merc and a Blighthusk who has sampled the product. the creds (Negotiation may be possible with enough bloodshed).
[9] Car Alarm
A nearby garage suddenly starts blaring an alarm. Inside is an old white van, beat-up but still driveable (DR14 [3] You find the fixer dead with wounds and markings resembling the ones you
Knowledge to hotwire). saw in the Mechageist lair…
The sound of the alarm will attract a Cy Raging Menace
[4] An anonymous 3rd party has offered to buy the cyberware off of you for 20%
[10] Automated Security
D2 Autonomous flyers identify you as threats.
more than what LichTech offered. No doubt taking this offer would mean
LichTech wanting revenge…
[11] Net Blindspot
A writhing, artifacting, black mass is visible through your RCD. Stepping into it fills you with an euphoric sense
of calm, and quietness, and you gain -1DR to Presence rolls and -1DR to Knowledge rolls for d4 hours. [5] So it turns out your fixer was actually paid to try and get rid of you, they didnt
expect you to actually complete this gig. They pay you an extra d4 k¤ not to kill
[12] Wounded Worg them.
You hear whimpering from a nearby ditch. Inside is a Worg, malnourished with a large gash across its torso.
Its surprisingly friendly towards you.
[6] The hand-off goes well, you get what you where promised.
The Hand that Feeds is an independent production by WillGriff and is not affiliated with Stockholm Kartell. It is published under the CY_BORG Third Party License. CY_BORG IS ©2022 STOCKHOLM KARTELL.