Cyberpunk horror roleplaying
v0.3
Roll 3d10*2 for: Strength, Speed, Intellect, and Combat.
You start with 1d5 Hits.
This is the body you (currently) inhabit.
Adjust your Stats according to the Stat Adjustment column below and then note down your Frame's starting Saves.
Finally, note down how many Skills and Skill Points (SPs) you have as well as how many Contacts you start with.
FRAMES | ||||
---|---|---|---|---|
Frame | Stat Adjustment | Saves | ||
Sanity | Grid | Body | ||
Human | +5 to any Stat. | 75 | 50 | 25 |
Sleeve | +1d10 to highest stat, -1d10 to lowest stat. | 25 | 50 | 50 |
Android | +5 Intellect, +5 Speed, Armor +2. | 50 | 25 | 75 |
Frame | Skills | Contacts | ||
Human | 1 Trained Skill, +3 SP | 1d5 | ||
Sleeve | 1 Expert Skill, +1d5 SP | None. | ||
Android | Computers, +2 SP | 1d5-2 |
d100 | Background |
---|---|
0-4 | Renegade Replicant |
5-9 | Oldtech Greaser |
10-14 | Off-World Operator |
15-19 | Cybermod Reaper |
20-24 | Escaped Panzergeist |
25-29 | High-end Shinobi |
30-34 | Corporate Dissident |
35-39 | Devout Lazarus |
40-44 | Syndicate Enforcer |
45-49 | Bothead |
50-54 | Hunter-killer |
55-59 | Netrunner |
60-64 | Fixer |
65-69 | Refugee |
70-74 | Covert Union Organizer |
75-79 | XP Streamer |
80-84 | Decadent |
85-89 | Sleevejacker |
90-94 | Dark Marketeer |
95-99 | Gutterpunk |
Trained skills cost 1 SP and Expert skills cost 2 SP.
Expert Skills can only be taken if the pre-requisite Trained Skill is first acquired.
SKILLS TABLE | |
---|---|
Trained Skills (+10) | Expert Skills (+15) |
Athletics | > Evasion |
Computers | > Big Data |
> Hacking | |
> Slickware | |
Close Quarters Combat (CQC) | > Mech-to-Mech CQC |
Corpwise | > C-Suite Ettiquette |
Motor Vehicle Operation | > VTOL Piloting |
Firearms | > Mech Gunnery |
First Aid | > Biotech |
> Pharamceuticals | |
Forensics | > Paper Trail |
Repair | > Oldtech |
Robotics | > Cybernetics |
> Mech Operations & Piloting | |
Scavenging | > Streetwise |
Stealth | > Pickpocketing |
When attempting an action and the outcome is uncertain, roll d100 equal to or under the appropriate Stat. If you do, you succeed. If you roll over your Stat, you fail and the Warden determines the consequences. Rolling doubles means that you have scored a Critical Success (if under your Stat) or a Critical Failure (if over your Stat). Saves work the same as Stats, however, you do not choose when you roll them. Instead, the Warden will occasionally ask you to roll under a Save in an attempt to avoid some kind of danger or damage.
If you have a situational advantage (for example, you have a skill appropriately suited to the task at hand, or an ally is assisting you), then you roll d100 twice and take the better result. If you have a situation disadvantage (for example, the action requires a high degree of technical knowhow you do not posses, or you are inebriated or otherwise not in full possession of your faculties), then you roll d100 twice and take the worse result.
When attacking an opponent, roll d100 equal to or under your Combat stat. If you succeed, you deal 1 Hit of damage.
Whenever you take damage, roll 1d10 on the Wounds table. If you have no remaining Hits and you take damage, you die.
Armor adds additional Hits to soak up damage. When Armor is lost you do not have to roll on the Wounds table, however, it is destroyed until it can be purchased again, or in the case of Androids, repaired.
Some cover may provide additional armor, which when used up, no longer protects the defender.
WOUNDS TABLE | ||
---|---|---|
1d10 | Wound | Effect |
0 | Concussed | Actions for the next 1d5 rounds are made at Disadvantage |
1-3 | Sprained | Combat checks at Disadvantage for the remainder of encounter. |
4-6 | Fractured | Checks using this limb at Disadvantage until repaired. |
7-8 | Bleeding | If a second Bleeding wound is rolled, you die. |
9 | Fatal | Make a Body save or die. |
Vehicles don’t have Hits, they only have Armor. Any time a Vehicle takes damage, everyone inside must make a Body Save or suffer 1 Hit of damage.
If the vehicle has no Armor remaining, then it is destroyed and everyone inside must make a Body Save at disadvantage or be killed. Those who survive are reduced to 1 Hit and must make a roll on the Wounds table.
Players may install one piece of Cybernetic Hardware (Cyberware) for every 10 points of Strength they have and may install one software program (Slickware) for every 10 poings of Intellect they have.
Players may upload their memories into a cloned synthetic body called a “Sleeve,” through the use of a Neural Montioring (NeMo) Machine. This takes 24 hours and a successful Sanity save or else the player loses the memory of the past 1d10 days (with a critical failure indicating total amnesia). The “re-sleeving” procedure then takes another 24 hours after which all rolls are at disadvantage for 1d10 days.
EXPERIENCE TABLE | |
---|---|
Level | XP Required |
1 | 10 |
2 | 30 |
3 | 60 |
4 | 100 |
5 | 150 |
Experience points (XP) are earned through the successful completion of freelance missions for powerful Clients representing the various factions in the Megacity. At the end of every session the Warden awards XP as follows:
When you level up you may pick two (2) of the following: