This builds on the Guild Dogs-setting from:
So this is pretty much my way of shoehorning shadowrun into a fantasy setting, and by "my" I mean I stole some really good ideas from a bunch of really talented people!
Replace the Lamentations skills with these.
- Climbing - Ability to scale vertical surfaces.
- Underworld - Check to know about rumors, going ons, shady contacts, buyers, sellers etc. Reputation and Heat can both work as either a positive or negative modifier to Underworld-rolls.
- Animal Control - The ability to control animals, remote control them and see through their eyes. Divide skill points by 2 to see how many animals you can control. There are a variety of different animals that you can buy and control to help you complete jobs. Some examples are:
Rat (Small, silent, gets in anywhere) Dog (Loyal, fetches things, can be used as an alarm) Wolf (Ferocious, Vicious in a fight, Scary) Hawk (Birdseye, travels vast distances quickly, death from above). Feel free to come up with your own ideas on what you want your pet to be and suggest them to the GM.
- Quick Death - When you sneak up on, or grapple with someone a successful Quick Death roll outright kills anything up to 2HD and adds a damage multiplier equal to your skill level if they have more than 2HD. Great for being a silent killer!
- Scout - Noticing someone hiding, approaching or sneaking, spotting something out of the ordinary, finding something hidden.
- Sleight of Hand - Your ability to pickpocket, grab something before someone else manages to, swiping something unnoticed.
- Stealth - Moving silently, staying hidden, remaining unseen.
- Surgery - Stopping someone from bleeding out, stabilizing a wound.
- Tinkering - Arming and disarming traps, alarms, unlocking doors. Crafting non-magical items and equipment, given you have access to the materials needed.
- Deception - Ability to make and use disguises and act in a way such as to not appear suspicious.
- Riding- The ability to pull of crazy maneuvers while on a horse or in any kind of vehicle.
- Reputation - The first of two skills that you cannot buy with points. You get reputation for finishing jobs, and by working for the right people. Reputation helps you getting better jobs, offers, payment, ability to ask for better pay etc. A high reputation can be a good and a bad thing, depending on who you talk to.
- Heat - The second of two skills that you cannot buy with points. You get heat by messing up, killing innocents, getting captured, found out, stealing from the wrong guild etc. As long as you have at least 1 heat, do the following:
Whenever starting a mission or when engaging in criminal activities, roll heat. If it comes up high then someone might try to somehow sabotage your mission, frame you or outright kill you. High heat is never good, but you can lower your heat by laying low, successfully framing someone else, paying off the right people or by fighting back.
Laying low costs money and resources. When laying low, you mostly hang out in a secluded spot where they can’t find you. You either pay half of all your money, or 500 silver, whichever cost more. Reduce heat by one.
If you can’t afford laying low or if you value your reputation more than your life, you can fight back against a Guild or whoever is after you.
The best way of doing this is by finding out and destroying whatever information they have on you, or by attacking their balance book and by making it too expensive for them to pursue you. Paying back is often played out as a mission in itself.
- Come up with your own skill - If there’s a skill here that you think is missing, just let the GM know what you would want that skill to be, and I’m sure you can come up with something together.
If you’re in need of ideas for complications, look no further (d20)
- 1 - Dealer attempts to double cross group.
- 2 - Scorned lover shows up.
- 3 - Cover is blown due to an old member of adventurer gang.
- 4 - Rival group attempts to steal job.
- 5 - Gang members want the goods.
- 6 - Goods aren’t what was promised.
- 7 - Large Law Enforcement presence.
- 8 - Get caught up in another groups run.
- 9 - Ambush set up.
- 10 - Gang fight breaks out on escape route.
- 11 - Anonymous tip off on group.
- 12 - Character’s past catches up with them.
- 13 - Security is tighter than originally planned.
- 14 - Bounty put out on character.
- 15 - Target from previous run has hired a skilled assassin.
- 16 - The package/goods/target has a tracking device on it
- 17 - Character is confused for someone else by law enforcement
- 18 - Differences of opinion cause a barroom brawl during a meeting with contact.
- 19 - Someone isn't who they appear to be
- 20 - Someone has come to collect on a much owed debt.
(This table is stolen from this awesome Shadowrun city-kit by Mike Evans. It’s a pretty great document for inspiration on missions, situations etc, and worth checking out!)
You can (and probably will) modify your body and mind in a variety of ways. Just contact an Augmentor and you’ll get sorted out.
Obviously your players have a bunch of ideas on how they want to modify their characters and in what way. So you want to graft that piece of armor to your chest for extra defence? Sure! You want to have knives that comes out of your hands at will? Ok!
Most of the time you can come up with your own augmentations and rules for them, but for a couple of ideas, see below.
Fighters automatically start with one Augmentation of choice (GM’s discretion).
Remember that some augmentations are exclusive to one bodypart. You can’t, for instance, have two different augmentations for your eyes.
- Exoskeleton (Rating 1-3) +1 to AC/Rating
- Built in weapon: A sword, claw, dagger or something that comes out of your hand/arm at will. Changes your unarmed damage die depending on the size and type of the weapon. Unless someone tears your arm off or breaks your weapon, you can’t be disarmed.
- Pheromone Gland (Rating 1-3) - Use 1/day per rating to add 1/rating to a social roll.
- Adrenaline Gland Pump (Rating 1–3) Once a day/rating, get a +1/rating to initiative roll.
- Bone Density Augmentation (Rating 1–4)
- Cat’s Eyes - As long as there is a light source, no matter how small, you can see in the dark. They do however glow faintly. Oh, and your real eyes are coming out! Sorry about that!
- Chemical Gland - The Chemical Gland can be used to store chemicals for exhalation, spitting, or for coating a weapon, object, surface etc. Users gain a partial immunization against the compound produced by the gland gaining +2 to resist attacks of the same type. 1D6 1-2 Poison, 3-4, Hallucinogenic, 5-6 Sleep inducing.
- Gland, Spit - You can spit whatever is in your mouth as long as you could shoot a small bow.
- Echolocation - By emitting a high pitched sound you can “see” in the dark. Your ears also grow massive.
- Elastic Joints - Your joints bend in impossible ways. You get positive modifiers when trying to get out of grapples, and other physical bondage. You can also squeeze through holes you otherwise couldn’t.
- Extended Volume (Rating 1–3) Your lungs capacity doubles for every rank, increasing your ability to hold your breath.
- Gecko Hands - Things stick to your hands easily, and you also have less of a problem scaling vertical surfaces.
- Gills - You can breathe underwater for up to an hour.
- Hand and Foot Webbing - You can travel underwater at twice the speed you can on land.
- Hawk Vision - Increases the maximum distance at which you can clearly make out things and shapes with 100 meters.
- Hearing Enhancement - You can hear even the faintest of whispers and make out conversations on the other side of thin walls.
- Muscle Augmentation (Rating 1–3) - Once per day/ration, Increase Strength by 1/rating
- Muscle Toner (Rating 1-3) - Once per day/rating, Increase Dexterity by 1/rating.
- Electro-skin - On a successful Constitution check your skin can give off an electric shock, which can stun an enemy grappling you for 1d3 turns.
- Replacement Limb - You can replace a lost limb with a vat-grown one.
The standard price for an augmentation ranges from 500-1000 sp, but prices differ greatly depending on the skill of the person performing the augmentation and the materials used.
Pretty much just grab an augmentation from here and make it fit. If something seems like it would be out of place, skip it or make it work. Remember that the people performing the augmentations are 50% doctors and 50% wizards, so anything should be possible, as long as it generates fun and interesting options for your players.
Also note that most, if not all augmentations are very expensive.
When the player has decided on what he wants, roll on the augmentation table.
- 14-18: Sucess
- 11-13: Sucess/Cosmetic Mutation
- 8-10: Sucess/Minor Mutation
- 5-7: Failure/Cosmetic Mutation
- 1-4: Failure/Minor Mutation
On top of the base cost for performing the augmentation, a player can also choose to pay more money to decrease the risk of suffering a failed “operation”. This money goes into spell components, better equipment, gear, drugs to stabilize the hands on the Augmenter etc. The Augmenter handles all of that, don’t worry!
If the augmentation fails… too bad! The money has been spent and the part of your body that got augmented will probably work a little bit differently than before the augmentation. Not to mention your newly developed mutation. Try to save up a little bit more money next time, ok?
Every 100 sp = increase by 1
Depending on the cleanliness of the operation you might also have to roll to see if you contracted any infections or, god forbid, a disease!
To reflect that your body is a temple, that is getting more and more desecrated every time you chose to augment it, you get -1 to the augmentation roll for every augmentation you have already performed.
If you think that the mutations below are boring? Check out this collection of mutations.
Just have in mind that a mutation should be a bad thing for your character. Make it hurt a little bit!
Cosmetic Mutations (Most often affects the part of the body you had augmented, GM’s discretion.)
- 1. - Skin turns milky white and pale to the point of translucency.
- 2. 1d4 small horns or bony growths pop through your skin.
- 3. You permanently lose all hair.
- 4. Your nails or teeth turn black.
- 5. Your skin becomes extremely dry and patches keep falling off.
- 6. Your eyes become unblinking and bulging.
- 7. Your blood turns 1d6: 1. Green 2. Blue 3. Black 4. Orange 5. Yellow 6. White
- 8. Your skin starts glowing faintly.
- 9. Your tongue turns into a tentacle-thing. It sometimes seems to have a will of its own.
- 10. Your hair growth goes out of control and the body part gets covered in thick, wild hair. Roll 1d6 for color. 1. White 2. Grey 3. Black 4. Blonde 5. Brown 6. Red.
- 11. Your eyes turn blood red.
- 12. Small antennae starts growing from your body part. They don’t seem to do much.
- 13. Your teeth becomes sharp and long. (1d4 damage)
- 14. The bones in the body part starts growing and will eventually protrude out of your skin.
- 15. Your sweat, saliva and tears turns black and slick like oil.
- 16. Your skin loosens somewhat, making you covered in wrinkles and folds.
- 17. The fingers or toes closest to this body part grows together as one.
- 18. Wart like growths cover most of your body part.
- 19. Your skin turns lizard/snake like.
- 20. Your eyes emit a bright glow.
Minor Mutations (Most, if not all of these are stolen shamelessly from Mutant Future’s list of physical mutation drawbacks. You can find out more about Mutant Future by clicking here) Take note that most of these mutations also “only” affect the body part that was augmented, GM’s discretion.)
- 1. You suffer from albinism which prevents the formation of melanin. Your hair and skin turns white and due to lack of pigments in the eyes, you suffer a -2 penalty to hit when in daylight.
- 2. Your facial features take on a bizarre, threatening appearance. Describe it!. -2 penalty to all Charisma checks when trying to act charming or convincing. +2 for when you want to appear threatening.
- 3. The epidermis in your body become defective in some way, either causing 1d6 damage for coming in contact with usually harmless substances (such as water), or adding +1 per die of damage caused by specific injury, such as fire, slashing, blunt or penetrating weapons. You do get to chose though, so thats… good.
- 4. You have brittle bones or susceptibility to bruising which increases damage by falls or other blunt force trauma. +2 damage per damage die from all sorts of blunt attacks.
- 5. Your white blood cells are diminished in count preventing you from healing more than 1 flesh/day. If something causes you injury you also lose hitpoints at a rate of 2 per round until you can stop the bleeding.
- 6. You need to eat twice the normal amount of food/day. After doing something physically demanding (climbing, fighting, running, having sex) you start losing 1 flesh and 1 strength either until the activity stops. Points lost this way can be regained by 1 for every turn spent eating.
- 7. Your body becomes more and more obese resulting in you weighing up to twice that of an average person. It’s possible to choose one body location where all the fat accumulates, which gives it a grotesque, bloated shape compared to that of the rest of the body.
- 8. You are more or less insensitive to pain and lack the awareness that most living creatures normally possess with regard to their bodies and immediate surroundings. You don’t feel pain when injured and will not be able to tell how much damage you have sustained without making a visual checkup of your entire body. The GM will keep track of your flesh from now on.
- 9. You are extremely sensitive to pain, which means that all damage to you is doubled.
- 10. Your body ages rapidly, and gives you the appearance of being much older than you actually are. Your natural lifespan is decreased to 40-50 years. Make them count, old fella!
- 11. You are much more vulnerable to poisons which means a -4 to all saving throws versus poison.
- 12. When stressed, nervous or under pressure, your body starts giving off waves of scent that will attract predators. The GM may increase the occurrence of wandering monsters at his discretion.
- 13. Whenever you fall ill, whether it is from infection or airborne infectious disease, you suffer an additional 1d6 damage to flesh per day. You also get -4 to all throws to avoid infection, sickness, disease etc.
- 14. You have reduced oxygen efficiency which makes it harder for you to get oxygen into the circulatory system. This means that, after any amount of extended physical activity lasting more than 5 rounds, you must rest or fall unconscious for 3d6 rounds.
- 15. You suffer from some sort of sensory deficiency which either causes blindness or deafness (50%)
- 16. Your appearance is altered and you start developing the characteristics of an ape. Your legs grow shorter and your arms longer, knuckles touching the ground. This makes you move at roughly ⅔ of your normal speed, unless all 4 limbs are used when moving. You are better at grappling and climbing, especially while barefoot. You need to buy custom armor if you want protection that fits your unusual body, which is more expensive.
- 17. Whenever you are stressed, under pressure or other types of situations when you need to keep cool, roll under Intelligence. Failure means you suffer from crippling fits and seizures that stuns you for 1d4 rounds.
- 18. Your brain has atrophied in certain areas which makes you suffer a permanent, one time -2 reduction of intelligence and dexterity due to deterioration in mental capacity and coordination.
- 19. You unknowingly send out waves of negative mental energy, causing anyone with less than 17 intelligence within a 3 meter radius to have a 15% probability of attacking you, until they are outside of your negative energy field.
- 20. You are extremely susceptible to heat or cold (50%). Such energy based attacks deal 2 extra points per die of damage in addition to the regular damage inflicted. You are also almost always either too hot, or too cold.
If you want to, and you think it makes sense, use these mutations on a result of 1-4.
Normal weapon tables can only scratch so much of an itch. For that extra edge, look no further than this.
Depending on how well stocked a shop is, roll a die (d4 for a crappy vendor, d20 for someone with a huge warehouse full of stuff) and then generate that many items. Those are the items for sale right now.
Neighbourhood where the action will take place
- 1 - Rich
- 2 - Poor
- 3 - Squatter
- 4 - Heavily guarded
- 5 - In ruins
- 6 - Ganglands
- 7 - Rebuilding
- 8 - Mostly commercial
- 9 - Moderate-to-lower class
- 10 - Large amount of population is d6 1-2 - augmented, 3-4, mutated, 5-6 heavily criminal.
What’s so dangerous about this environment?
Roll multiple times to make it even more dangerous.
It is safe to assume that the people normally operating here are well equipped to handle the hazards.
- 1 - Animal infestation. D6 1-2 Rats, 3-4 Dogs 5-6, Insects
- 2 - The floors collapse easily.
- 3 - Overall construction is poorly made and prone to collapsing.
- 4 - Heavy machinery is being operated here. Massive cargo is being suspended from cranes throughout the area.
- 5 - Unstable chemicals/substances are kept here.
- 6 - Floor is slick with blood, oil or other slippery substance.
- 7 - Many surfaces are highly flammable and lanterns, torches or other fire source is in abundance.
- 8 - Floor has been badly repaired and is riddled with holes and pits.
- 9 - Maze like catwalks with many levels. No railings to be seen.
- 10 - Huge, hazardous machinery being operated here. Lots of gears, pumps and/or pistons.
- 11 - Strong winds or hot steam is coming from from huge vents.
- 12 - Poor light source. Everything is pitch black!
- 13 - Place consist of network of moving platforms.
- 14 - Place is riddled with traps.
- 15 - Fungal outbreak.
- 16 - Sub-zero climate. Risk of slipping and freezing to death.
- 17 - Place riddled with rubble, rusty spikes sticking out from everywhere.
- 18 - Vast vats containing acid, molten steel or other extremely dangerous substance.
- 19 - Platforms kept afloat by great, hot air balloons.
- 20 - Guardians automatons (golems, robots, animated dead) are scattered throughout area.
The weather? It’s...
- 1-5 - Cloudy
- 6 - There actually are blue skies!
- 7-10 - Thick smog coming from the industrial districts.
- 11-15 - Muggy and humid
- 16-18 - Raining
- 19 - Sun is peaking through the clouds and the pollution.
- 20 - Acid rain or toxic levels of pollution (wear protection)
What type of guild is it?
- 1 - Illegal (drug dealing/manufacturing, organized crime)
- 2 - Media (news, entertainment, erotica)
- 3 - Religious (church, cult, monks, nuns, blasphemy)
- 4 - Military (technology, operations, security)
- 5 - Primary Resources (mining, spice, agriculture, chemicals)
- 6 - Transportation (cargo haul, waste disposal)
Quick mission generator
Group of Thugs
Is actively (ing)
Is actively (ing)
Is being coerced to
Is being coerced to
Is fighting against
Is fighting against
Is actively (ing)
Is fighting against
Transport goods to
Gather goods from
Transport contra. to
Gather contra. from
Group of thugs
Steal information: Guild agent looking for Guild Dogs to obtain rival guild experimental weapon schematic.
Kidnapping: Wizard is forced to research a dangerous spell and is looking to somehow get away..
Wetwork: Guild agent looking for group to execute high guild member for selling secrets.
Revenge: Haggard and betrayed ex-wife looking for Guild Dogs to break her cheating ex-husbands knees.
Warning: Smuggler on the run, needs to be reminded of obligations.
Shakedown: Many of the bar owners in downtown have not paid protection money. Teach them a lesson!
Robbery: Agent looking for runners to rob the Smiling Gnome Opium den. Make it seem as though it was robbed by the Dark Daggers gang.
Baggage run: Agent needs group to take vial with unstable substance from downtown to harbour for pick up.
Item grab: Dogs needed to pick up spell component from contact at the Laughing Harlot brothel.
Investigation: Guild agent is looking for Dogs to gather info on the cleric tower on Rat’s Square and what has been going on in there.
Infiltration: Looking for Dogs to infiltrate new cult called Howling Void and gain info on leader and cult’s principles, structure and motives.
Data extraction: Someone desires account info on a guild’s black market financing and spending.
Kidnapping: Guild Agent seeking Dogs to kidnap son of Noble (treat extremely well) during negotiations.
Revenge: Johnson looking for runners to plant fungi spores in rival Guilds drug manufacturing warehouse in retaliation for similar occurrence.
Warning: Need talented individuals to sneak into nobles family home while target is away, bind, gag and shave wife and children bald.
Shakedown: Snooty nobleman's daughter owes money to lowlife gambler. Remind her that debts need to be paid.
Robbery: Guild Dogs needed to rob high society party. Cover for real target- a black, magically sealed chest containing crucial information.
Baggage Run: Guild Agent looking for Dogs to escort contraband from Slaughterhouse district docks to famous Inn.
Investigation: Guild Dogs with experience in supernatural needed to investigate terrible murders on guild territory.
Wetwork: Someone desires the leader of the Blood Moon gang taken out. Without a leader the group will eat itself.
If you can’t make it up yourself, roll on this table to find out it’s difficulty and roughly how much money you should reward your players with. Adjust the competition accordingly.
Add reputation as a positive modifier to this table if it makes sense to the person offering the job. Same thing goes for heat, but as a negative multiplier.
- 0-1 - Client doesn’t want to be involved with the Guild Runners
- 2-4 - Easy, 50-100 sp/person
- 5-8 - Moderate, 100-200 sp/person
- 9-10 - Hard, 200-500 sp/person
- 11 - Very Hard, 500-1000 sp/person
- 12- Suicide, 1000-5000 sp/person
After the mission is over and you go to get paid by an employer, roll on this table.
Positive and negative multipliers can get added to the roll depending on if the mission was a success, if there was any hitches, if the players are under a lot of heat etc.
- 16-18: You get paid more money than you thought!
- 11-15: You get paid the agreed amount.
- 8-10: You get paid less than the agreed amount.
- 5-7: Employer is nowhere to be found/meeting attracts unwanted attention. (50%).
- 1-4: You’ve been set up/ambushed!
What are they smuggling?
This is a list of substances, items and other junk that might just be what’s inside of that crate that you have been assigned to haul from downtown to the docks.
- 1 - Dragon’s blood. Highly valuable spell component.
- 2 - An ooze, slime or other type of sentient goop.
- 3 - A small container of a really dangerous virus, disease or similar.
- 4 - Fungi spores. They are 1d6: 1. Very poisonous 2. Severely hallucinogenic 3. Raises a random attribute score by 1. 4. Lowers a random attribute score by 1. 5. Causes strange and harmful mutations. 6. Puts you in a deep, coma-like sleep.
- 5 - A strange, experimental, eldritch weapon-prototype. It possesses strange, magical powers coming from a crystal or orb embedded into it. 1d6 1. Lightning 2. Fire 3. Poison 4. Water 5. Ice. 6. Corrosive.
- 6 - Illegal substance. Probably drugs, spell components, human cargo or something.
- 7 - Experimental equipment. Something like an armor prototype or other kind of powerful gear. Powerful but unstable.
- 8 - Bodies, animal, human or monstrous. Living, but in set in magic sleep or dead, for a necromancer to work on. (50%)
- 9 - Augmentation components, and lots of them!
- 10 - A rare, and probably really dangerous creature.
- 11 - Slave labour. 1d6 1-2 Human, 3-4 Severely mutated humans, 5-6 Golem or other type of construct.
- 12 - Riches, be it gold, jewelry or something else that is really, really valuable.
- 13 - Sentient piece of equipment or weapon. Will try to talk it’s way out of new ownership.
- 14 - Heavily mutated organs on ice. Used for research to further improve augmentation.
- 15 - Several mysterious masks, all of them soaked in blood that never seems to coagulate.
- 16 - Container is empty. 50% chance it’s a way to double cross the Guild Dogs.
- 17 - Pitch black, crystal formation that is cold to the touch. Whispers horrible telepathic suggestions to random Guild Dog.
- 18 - Shape-shifting creature carrying strange, contagious disease.
- 19 - Gun with extremely odd patterns and markings on it. Doesn’t look like anything the players have ever seen before. Is actually a gun salvaged from secret spacecraft hidden underneath the city.
- 20 - Glass 2d6 class cylinders containing what looks like human brains. They emit a strange, pale green glow. Sometimes small objects begin to hover when near containers.
The cargo is (1d6)
- 1 - Stable
- 2 - Unstable
- 3 - Fragile
- 4 - Extremely Dangerous
- 5 - Not what it seems to be! (Roll on the above table again)
- 6 - Possessed, cursed or dangerous in a supernatural way.
What happened between sessions?
- 1 - Times are tough. (Something bad happened that either messed you, or someone you know up.)
- 2 - Paydirt! (Something positive, new and exciting has happened.)
- 3 - Have you met my new... friend? (You’ve made a new connection. Who is it and where does he operate?)
- 4 - The job went to hell. (A job you took got too complicated for you to handle.)
- 5 - Sometimes it’s good to be a Guild Dog. (You successfully finished a mission/task and you got away clean.)
- 6 - You set me up! (You either betrayed someone, got betrayed or otherwise did something you shouldn’t have)
Guild Agent/Merchant/Augmenter/Smuggler description
Fat, surly man that distrusts women. Not very good prices.
Stern, frail, sickly body. Decent prices, but will hold vendetta against anyone who tries to haggle.
Likes hearing stories about before the guilds established control. Good prices. Hires for easy jobs that are usually legitimate.
Overweight, bedridden old man. Collector of rare antiques. Quite wealthy. Outrageous prices. Has strong connections with organized crime.
High end, guild owned shop. Woman working there is concerned with protocol and image. Will offer fair prices but will be concerned about backlash and double cross.
High prices for not very good merchandise. Will pay well for illicit jobs, but will double cross to save own ass. Ferret-looking.
Extremely nervous but extremely strong, and tough looking man. Can be bullied into lower prices.
Wants to hear about Guild Dogs adventures. Quite lonely. Fair prices.
Rich merchant, high prices. Served in the military and believes in rigid formality. Has access to some high end military equipment.
Beautiful, pale woman with a haunted look in her eyes. She has pictures of death and destruction over the walls of the shop. Talks quietly. Decent prices.
Young man with squeaky voice. Continuing family business and has self-doubt issues. Can be convinced easily to lower prices.
Widow. Her husband died working as a Guild Dog. She hooked up many of his jobs. Feels guilty he died on a mission she organized.
Wizard who is utterly boring. Operates store that is front for black market. Access in basement.
Ex-prostitute. Has set up shop to help those in need. Will barter or hire as she can. Uses her connections from her prostitution days
Member of big gang with quirky sense of humor. Bad prices. Jobs often involve high risk.
Heavily augmented ex-Guild Dog. Dead end career, but won’t accept it. Organizes runs based on command from superiors.
Sweet old woman that sells drugs and spell components to keep afloat.
Filthy woman obsessed with collecting junk. Sometimes the information/job is well worth the high price of acquiring it.
Extremely friendly street surgeon. Front for extreme cult. Pays decent.
Here’s some more, in-depth tables of job types, complications etc
And here’s a good couple of ideas to mash it all together:
If you want something that’s even faster, use this generator and just change everything that doesn’t make sense into something that fits the setting better.
A bioengineered lifeform is now a rare monster or a slime. A rare piece of advanced weaponry is a magic infused weapon, a gun that shoots lightning etc.