Wired Neon Cities: Minimalist Cyberpunk Roleplaying

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WIRED

NEON
CITIES

MINIMALIST CYBERPUNK ROLEPLAYING

SCOTT MALTHOUSE
  ​ ​     ​ ​ WIRED NEON CITIES         

      ​ ​ inimalist Cyberpunk Roleplaying


M
 
Wired Neon Cities​ ​is a minimalist half level, rounded up. Keep highest roll. attacks in close combat get -1 penalty.
cyberpunk roleplaying game set in an 80’s
style future, for 3+ players. DRONES  MOVEMENT
Mechanics can make or recharge a number Characters and NPCs can walk 30ft per
ASSIGN ATTRIBUTES of drones per day equal to half class level turn or run 60ft as 2 actions.
Characters will split the following numbers rounded up and no more than this can
between each attribute: 5+, 4+, 4+, 3+. exist at any one time.  INJURY AND DEATH
Brawn:​ used for strength and melee. Spy Drone: ​Test Mind. Create a tiny Successful attacks do 1 damage, which is
Nimble:​ used for ranged attacks and (1inch) spy drone. It lasts for 7 hours deducted from the character or enemy’s
agility. before needing recharging. Spy drone wound score. If a character reaches 0
Mind:​ used for intelligence and science. relays video to handheld screen. Build wounds, they are unconscious and
Person:​ used for personal interactions. time: 1 hour. Cost: 40 bits unable to act. If they reach -1 wounds,
In addition, characters have an assigned Gun Drone: ​Test Mind. Create a gun they are dead. Wounds heal at a rate of 1
number of wounds and special abilities. drone, 1ftxft. Drone attacks after you and per day.
Characters start with 2d6 x 100 bits. lasts for 4 hours before needing
  recharging. Using Gun Drone stats. Build CHARACTER ADVANCEMENT
CHOOSE A CLASS time: 2 hours. Cost: 70 bits As characters go on more adventures,
Players choose a character class from the they gain more experience through
following: MAKING TESTS experience points (XP). XP can be spent
CYBERBLADE​ (6 wounds, Special:gain When a character needs to do something to level up. Gain XP as follows:
an extra melee attack equal to half level that has a risk of failure, they must roll a - Defeating opponent 1XP
rounded up). d6 on a relevant attribute. Meeting or - Completing adventure 3XP
HACKER​ ​(4 wounds, Special: Reroll a exceeding the number is a success. - Great roleplaying 2XP a network or machine. To hack, Test Mind for
number a number of hacking rolls per day Difficult tasks have a -1 to the roll and very Once a character reaches 20XP x their every number of successes required. The more
equal to half level rounded up. Keep highest difficult tasks have -2. level, they level up gaining 1 extra difficult, the more successful rolls needed.
roll.) Wound. There are a total of 6 levels. ● Simple - 1 success (eg. smart lock)
GUNNER​ ​(5 wounds, Special: :gain an COMBAT ● Advanced - 2 successes (eg. simple
extra ranged attack equal to half level Initiative:​ Each player Tests Nimble. ULTRA WEAPONS network)
rounded up). Successes act before enemies and failures Ultra weapons provide a +1 bonus to ● Complex - 3 successes (eg. android
MECHANIC​ ​(4 wounds, Special: can build act after. attack or damage rolls. These are rare brain)
drones (see Drones). Actions​:​ Characters can make 2 unique and powerful. ● Superior - 4 successes (eg. Military
DOC​ (4 wounds, Special: gain a number of actions per turn, including move, attack, satellite)
surgical actions equal to half level, rounded use science, draw weapon and use an item. HACKING Tracking: Some networks are alarmed. When a
up. A surgical action heals 2 wounds. Must Attacking:​ Attackers either Test Brawn Characters are able to hack into the fail is rolled, the network instantly tracks the
be adjacent to target.) (melee attack) or Nimble (ranged attack). GLOWNET, which everyone is connected hacker, registering their whereabouts.
FACE (​ 5 wounds, Special: Reroll any Test If successful, the attacker has scored 1 to - people and corps. There are four Firewall: A network with a firewall makes each
Person a number of times per day equal to damage against the opponent. Ranged levels of difficulty when hacking roll difficult (-1)

Wired Neon Cities copyright Scott Malthouse and Trollish Delver Games 2017. Art by JE Stock art.  
 
ENEMIES ITEMS AUGMENTATIONS
Opponents have one number they roll Armour (+2 wounds while worn, 1000 Characters can have a number of
against for tests and combat. Many also bits) augmentations equal to 2 + level. Some are
have special actions Melee or ranged weapon (100 bits) labelled as OPC (once per combat).
Android: ​A humanoid robot. 5+, 3 Fake ID (100 bits) Air tank:​ You can breathe underwater
wounds, special action: none. Adrenaline (+1 to Brawn for 1 hour, 50 for 2 hours before needing to recharge.
Biker Monk: ​Pray and slay. 4+, 5 bits) Cost: 300 bits
wounds, special action: if another Biker Surgical kit (heals 2 wounds, 80 bits) Arm blades:​ Make a melee attack with a
Monk is adjacent, get +1 to next melee Food pills (1 day) (5 bits) +2 bonus. OPC. Cost: 500 bits
attack. 50ft rope (10 bits) Climbing arms​: You can scale vertical
Cyberninja​:​ Street vigilante with sword. Grappling hook (30 bits) surfaces. Cost: 400 bits
3+, 6 wounds, special action: May make a Helmet (+1 wound while worn, 400 bits) Derma shield:​ Increase your maximum
second melee attack. ICE (removes firewalls, 1500 bits) wounds by 2 for 1d3 rounds. OPC. Cost:
Drone, Gun:​ A little spherical robot with 1000 bits
a repeater gun. 5+, 2 wounds, special ADVANCED COMBAT Disguise​: You can alter your face to any
action: may carry an item weighing 5lbs or Bull rush:​ Move and attack an other face you have seen within 24 hours.
less. opponent. +1 attack, but opponent gets a Lasts for 4 hours before it needs charging
Electro Kiddie:​ Thug with shocking +1 to its next attack. Costs 2 actions. for 7 hours. Cost: 800 bits
powers. 4+, 5 wounds, special action: Parry​:​ Opponent gets -1 to its next attack Eagle eye:​ Make a ranged attack with a
Opponent must Test Brawn or become against parrying character. Cannot attack +2 bonus. OPC. Cost: 500 bits
stunned for 1d3 rounds. and parry in the same turn. Eye projector:​ Your eye can project a
Ganger:​ Gangland mook. 4+, 4 wounds, Flee:​ M​ ove twice movement away from moving image from your memory onto a
special action: Opponent must Test Nimble an opponent. Costs 2 actions. surface for 1 minute. Cost: 200 bits Reflexes:​ You cannot be given the
or become stunned for 1 round. Two weapon fighting:​ make a Flamer​: You shoot fire from your hands. prone or pinned effects. Cost: 900 bits
Hulk Sentry:​ Huge armoured guard. 3+, second attack with -2 penalty. Make a +1 ranged attack. If it hits, the Stealth Mod:​ Attacks against you have
10 wounds, special action: If Hulk Sentry Unarmed​:​ Unarmed characters have -1 opponent takes 1 wound and is stunned for a -1 for 1d6 rounds. OPC. Cost: 1000 bits.
hits, target must Test Brawn or become to attacks. 1d3 rounds. OPC. Cost: 1000 bits Telescopic vision: ​You can see
pinned. Head jack:​ You can plug your mind details up to 1 mile away. Cost: 400 bits.
Juicer:​ Drugged-up psycho. 5+, 5 STATUS EFFECTS directly into the GLOWNET. +1 when Thermal vision: ​You can see the heat
wounds, special action: Make a Test. If Poisoned:​ Take 1 damage each turn. hacking. Cost: 200 bits signatures of anyone within 100ft, even
successful, Juicer regains 1 wound. Paralysed:​ ​Cannot move or act. Hidden pocket:​ You have a small skin through walls. Cost: 600 bits.
Police:​ Corp-hired security. 4+, 4 Stunned:​ Take a -1 to all rolls pocket that can carry a small item (i.e. a Translator: ​Sits in your ear. Allows
wounds, special action: Make a Test to gain Pinned:​ Cannot move knife). Cost: 150 bits you to understand any spoken language.
+1 to next ranged attack. Diseased​:​ Take 1 damage each turn and Night vision:​ You can see clearly in Cost: 400 bits
Ravager:​ Augmented assassin. 3+, 9 -1 to all rolls. pitch darkness up to 80ft. Cost: 400 bits Voice modulator: ​You can mimic
wounds, special action: Opponent must Prone:​ On the ground. Takes an action to Poison claws​: Make a +1 melee attack. adult male, adult female, boy or girl voices
Test Nimble or be paralyzed for 1d3 stand. Attackers gain +1 to prone targets. If it hits, the opponent takes 1 wound as is by changing pitches. Cost: 600 bits.
rounds. Frightened:​ Must move away from the poisoned for 1d3 rounds. OPC. Cost 1000
source of the effect each turn. bits.

Wired Neon Cities copyright Scott Malthouse and Trollish Delver Games 2017. Art by JE Stock art.  
WIRED NEON CITIES
CHARACTER SHEET  
 
CHARACTER NAME:
CLASS:
LEVEL:

BRAWN:
NIMBLE:
MIND:
PERSON:
WOUNDS:

SPECIAL ABILITY:
AUGMENTATIONS:
 
EQUIPMENT

Wired Neon Cities copyright Scott Malthouse and Trollish Delver Games 2017. Art by JE Stock art.  
WIRED NEON CITIES​: INTRODUCTORY SETTING 
 
Welcome to the world of ​Wired Neon CITY LOCATIONS The Iron Maidens:​ This all-female
Cities​. This is a cyberpunk game by way of Sushi Quarter:​ This is the place for biker gang is the bane of the Block
the 1980s. Think chiptune, Genesis games less-than-fine dining - grimy street food Quarter. They carry chains to whip and
and bright colours. sizzling in hot pans line the streets as choke their enemies.
people sit slurping synth noodles and Sick Boyz:​ A gang of psycho juicers
GLOW CITY cramming down fish pills. who love nothing more than chugging
The main setting for ​Wired Neon Cities Neon Quarter:​ The bright lights of the adrenaline and shooting up stores. They
is Glow City - a 100 mile neon-drenched Neon Quarter attract a nightlife that never have very little motivation other than
metropolis of mega corporations and tech seems to end. Clubs, bars and adult acquiring more drugs.
squalor. Everyone and everything in the establishments are the name of the game The Reapers:​ An extremely organised
city is connected by the GLOWNET, either here - there’s never a dull moment when gang of assassins who take payments from
with a personal deck or jacked directly into you mix drink, drugs and weapons. corps to take down their opponents.
the brain. Glow City is run by three Corp Quarter:​ Exactly how it sounds.
megacorps - government doesn’t exist. blood, having hired an elite team of Gleaming towers - the headquarters of the
assassins, sentries and police for security. most important companies in the city.
MEGACORPS Those who have been bold enough to hack Heavy security patrol the area - any
Pink Cat:​ The corp with the cutest Pineapple have found themselves in a body low-lifes dealt with swiftly and brutally.
veneer - Pink Cat produces all bag within a few days. Block Quarter: ​This is where the
entertainment in Glow City. From majority of people live - all crammed into
producing the ever-popular Zazz vids to LIFE IN THE CITY huge block towers. Most are disgusting and
managing the best musical talent in the The majority of people in Glow City are squalid, with apartments being mainly
city, Pink Cat’s much-loved smiling feline not rich. The 1% live high in their towers one-room affairs. Typical rent is 100 bits
face can be found everywhere. Despite above the smog, served by android butlers per month.
being a favourite among the populace of and paying blood money to get rid of their The Hive:​ While the Block Quarter is
Glow City, the corp owners are ruthless enemies. The 99% are down on the streets, bad, it doesn’t reach the level of poverty
business people who aren’t against where gangers roam, augment vendors that the Hive manages. This is the home of
cold-blooded murder if it means profit. flog their wares and murder is only a block many of the gangs in the city. They say that
Zing!​: This corporation has the monopoly away. Those who can afford it head to the if you live in the Hive and don’t belong to a
on food in the city. Whether it’s the chop shop for a new arm, telescopic eye or gang, then you’re a corpse.
sugar-packed Zing Cola, or the food pills head jack. Depending on the surgeon’s
dispensed throughout the streets, Zing! has reputation, some don’t not survive the GANGS
its clammy hands on it. While people love procedure. The Livewires:​ A gang identified by
sugar and fat, there are certain ingredients their bright yellow jackets and colourful
that are kept back from public viewing due It’s no wonder so many people turn to mohawks, the Livewires are the biggest
to their distasteful nature. crime. A mixture of anger at the elite and gang in the Hive. Most members are fit out
Pineapple:​ Pineapple is synonymous boredom leads some to take on freelance with thermal vision and night vision,
with tech. From decks and head jacks to the jobs, becoming privateers for the corps or making them the rulers of the night.
very GLOWNET that everybody uses on a the criminal underbelly of the city.
daily basis. By far the biggest corp,
Pineapple is also the most hungry for

Wired Neon Cities copyright Scott Malthouse and Trollish Delver Games 2017. Art by JE Stock art.  
 

Wired Neon Cities copyright Scott Malthouse and Trollish Delver Games 2017. Art by JE Stock art.  

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