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Wired Neon Cities - Ultimate Edition
Wired Neon Cities - Ultimate Edition
neon
CITIES
Ultimate Edition
SCOTT MALTHOUSE
WIRED
neon
CITIES
Ultimate Edition
Dean Spencer
Climbing arms: You can scale
vertical surfaces. 3 resources
Derma shield: Increase your
maximum wounds by 1. 7 resources.
Disguise: You can alter your face to
any other face you have seen in the
last span. Lasts for a span. 6 max wounds. 8 resources.
resources. Stealth skin: One per span turn
Eagle eye: Make a ranged attack invisible for a shift. 8 resources.
with a +1 bonus once per shift. 5 Syringe finger: Once per shift you
resources. may heal a target 2 wounds. 6
Eye projector: Your eye can project a resources.
moving image from your memory System flush: Once per span
onto a surface for 1 minute. 2 remove a disease from yourself. 5
resources. resources.
Flamer: You shoot fire from your Telescopic vision: You can see
hands. Make a +1 ranged attack clearly up to 1 mile away. 3
within close. If it hits, the opponent resources.
takes 2 damage and is stunned for a Translator: You can understand any
round. Once per shift. 8 resources. language. 3 resources.
Gyroscope: You can move from Voice modulator: Mimic any voice. 4
prone to standing without spending resources.
an action. 4 resources. Wired legs: A run action requires
Hard skin: When not wearing just 1 action. 7 resources.
armour you have 3 armour
protection. 8 resources. Conditions
Hidden pocket: You have a small Diseased: All attributes increase by
skin pocket that can carry a small 1.
item (i.e. a knife). 4 resources.
Frightened: You cannot be in the
Night vision: You can see clearly in same zone as the source of
pitch darkness. 4 resources. frightened.
Manual override: Once per span Invisible: Attacks against you and
remove paralysis from yourself. 6 tests to see you are difficult.
resources. Paralysed: You cannot take actions.
Poison claws: Make a melee attack. Pinned: You cannot move.
If it hits, the opponent takes 1
damage as is poisoned for 3 rounds Poisoned: Take specified poison
8 resources.. damage each turn.
Reboot: Once per span after Prone: Attacks against you are +1.
reaching 0 wounds, return to half Standing requires a move.
Stunned: All tests are difficult.
Earning resources enemies
Resources are abstracted money, Enemies roll against the number in
information and benefits offered by brackets for everything.
those bidding on Jacks’ work. A
short job is generally 1-2 resources, Android (5): A humanoid robot. Dam:
a medium job is 3-4 resources and 1, AP 2, Wounds: 2. Special: Gain +2
a complex job is 5-6. to hacking tests once per span.
Biker Monk (4): Pray and slay. Dam
progression 2, AP 1. Wounds: 4. Special: Once per
Jacks receive Progress Points (PP) shift after dealing damage knock
on their jobs. A short job is worth 1 the target prone.
PP, medium 2PP and complex 3PP. Cyberninja (3): Street vigilante. Dam
After gaining 5PP a Jack levels up, 2. AP 1, Wounds 8. Special: May
increasing max wounds by 2. The move after a successful attack.
max level they can reach is 5. Dog droid (4): Robot pooch. Dam 1,
AP2, Wounds 4. Special: If an
Downtime opponent moves out of its zone the
Between jobs, Jacks can take part dog droid may follow.
in a downtime activity, working out Electro Kiddie (4): Thug with
at around a week. shocking powers. Dam 1, AP 2,
Wounds 5. Special: Attack with
Chop shop: You may have an shock weapon. If hit, target is
augmentation removed and pinned for a round.
replaced with one of equal or lower Ganger (4): Gangland mook. Dam 2,
resource value. AP1 , Wounds 6. Special: While
Corpo spy: Spy on a certain sharing a zone with another ganger
corporation to gain secrets. Gain 1 gain +1 to attacks.
extra resource the next time you Goon (5): Expendable. Dam 1, AP1,
take on a job against that Wounds 3. Special: If within short of
corporation. their boss +1 dam.
Earn side income: Choose a way to Gigarachnid (3): Huge robot spider.
receive income and make a relevant Dam 3, AP3, Wounds 15. Special:
test. If successful gain 1 resource. Anyone who moves out of short
Grow herbs: Gain 3 herbs, each of from the gigarachnid is attacked by
which may either remove poison, spider missiles.
remove disease or heal 1 wound. Hulk Sentry (4): Armoured guard.
Infiltrate gang: Test person or mind. Dam 3, AP3, Wounds 7. Special: If
If successful, you gain 1 resource Hulk Sentry hits, target must test
and pertinent information about a brawn or become stunned for a
gang. If failed, members of the gang round.
come after you. Juicer (5): Drugged up psycho. Dam
Lay low: You go into hiding until 3, AP1, Wounds 4. Special. Once per
gang or corpo heat is off you. shift Juicer regains all wounds.
Make contacts: Forge a relationship Police (4): Fascist. Dam 2, AP2,
with a key contact. Person tests Wounds 6. Special: Spend an action
with the contact are simple. to make a prone target in close
Play gig: You use your talents to pinned.
play in front of a crowd. Person Ravager (3): Augmented assassin.
tests with those at the gig are Dam 3, AP1, Wounds 12. Special: If
simple. opponent has 1 wound remaining
they take 1 extra damage.
WIRED
neon
CITIES
Ultimate Edition
Glow city
Welcome to Glow City
An ocean of concrete and chrome
awaits those coming to the
expansive Glow City. The neon-
drenched streets are home to
Dean Spencer
gangers, chop surgeons, juicers and
a whole hive of gutterscum, while
the soaring skyscraper that
puncture the clouds are home to the
one percent - boardroom jockeys.
Most scrape a living in any
way they can, mostly illicitly
considering how little a wage the
corpos pay. Some decide to A game of boardrooms
freelance themselves out to the This is a city ruled by the
highest bidder - solving problems megacorps, where the CEO has
people wish would go away. These more power than the president of
Jacks are generally seen as any country. Some of the key corps
opporunists though some believe are as follows:
like of a Jack is a romantic one Pink Cat: Despite its cutesy veneer,
filled with high adventure. Truth us, this entertainment conglomerate is
most Jacks last a week before run by Cabel Waltz, a master
they’re found on a slab somewhere assassin augmented to become
covered in their own guts. liquid metal. While their million
Everyone, with very few employees churn out hypnotic zazz
exceptions, is hooked into the videos, the board of directors plots
Glownet - a vast digital neural cold-blooded murder.
network that plays host to shopping, Zing! There’s literally nowhere you
entertainment and pretty much can go without seeing the Zing!
everything anyone could want. Like Logo. Famed for its sugar-packed
the streets, the Glownet is riddled Zing! Cola, this corp hides a dark
with dark alleys where deckjockeys secret as to where its ingredients
ply their trade, breaking into come from. Let’s say that those who
servers and stealing valuable are fired from the company are
information to sell on. On the flip never seen again.
side, corpos track everything a
Glownet user does via the serial Pineapple: The first and last word in
code in their decks. Any deckjockey tech, Fronted by Balgu Oniroshi, an
worth their salt spoofs the code in immortal tech wunderkind,
order to carry out their illicit Pineapple are the architects of
dealings without alerting the corp Glownet along with their own brutal
police. brand of cyber warfare.
Locations in glow city motivation other than
Sushi Quarter: This is the place for acquiring more drugs.
less-than-fine dining - grimy street The Reapers: An extremely
food sizzling in hot pans line the organised gang of assassins who
streets as people sit slurping synth take payments from corps to
noodles and cramming down fish eliminate their opponents.
pills. Chrome Domes: A gang of heavily-
Neon Quarter: The bright lights of augmented humans who wish one
the Neon Quarter attract a nightlife day to become fully android. Their
that never seems to end. Clubs, leader, Vincent Eleven, forces
bars and adult establishments are members to drink oil as part of
the name of the game here - there’s initiation.
never a dull moment when you mix Net Jackals: A gang of deckjockeys
drink, drugs and weapons. using their tech skills to steal,
Corp Quarter: Exactly how it sounds. blackmail and commit fraud. Net
Gleaming towers - the Jackals have their own security
headquarters of the most important force of hacked corpo androids
companies in the city. Heavy guarding their base from intruders.
security patrol the area - any The Purists: This gang has sworn off
low-lives dealt with swiftly and any augmentations, believing the
brutally. corruption of the flesh to be a sin.
Block Quarter: This is where the To them, all augmented beings are
majority of people live - all enemies that deserve to be
crammed into huge block towers. annihilated.
Most are disgusting and squalid, Necrologists: A gang who are
with apartments being mainly one- obsessed with technological
room affairs. Typical rent is 100 bits immortality, striving to find a way to
per month. keep them alive forever. Rumours
The Hive: While the Block Quarter is are that Balgu Oniroshi has the
bad, it doesn’t reach the level of secret to eternal life through
poverty that the Hive manages. This augmentation.
is the home of many of the gangs in
the city. They say that if you live in
the Hive and don’t belong to a
gang, then you’re a corpse.
Gangs
The Livewires: A gang identified by
their bright yellow jackets and
colourful mohawks, the Livewires
are the biggest gang in the Hive.
Most members are fit out
with night vision, making them the
rulers of the dark.
The Iron Maidens: This all-female
biker gang is the bane of the Block
Dean Spencer
Vegas rise
A starter adventure