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Wired Neon Cities

Rulebook

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Wired Neon Cities is a minimalist cyberpunk roleplaying game set in an 80’s style future, for 3+ players.

MAKING TESTS
When a character needs to do something that has a risk of failure, they must roll a d6 on a relevant attribute.

Meeting or exceeding the number is a success. Difficult tasks have a -1 to the roll and very difficult tasks have -2.

In non-combat situations, if you can justify that your past is related to the current skill roll, you can get a +1.

ASSIGN ATTRIBUTES

Characters will split the following numbers between each attribute: 5+, 4+, 4+, 3+

  • Brawn: used for strength and melee.
  • Nimble: used for ranged attacks and agility.
  • Mind: used for intelligence and science.
  • Person: used for personal interactions.

In addition, characters have an assigned number of wounds and special abilities. Characters start with 1200 bits.

CHOOSE A CLASS
Players choose a character class from the following:

  • CYBERBLADE: skilled warriors, dangerous in close combat (6 wounds, Special:gain an extra melee attack equal to half level rounded up once per combat).
  • HACKER: everyone can enter the GLOWNET but hackers excel there (4 wounds, Special: Reroll a number a number of hacking rolls per day equal to half level rounded up. Keep highest roll)
  • GUNNER: gunslingers and sharpshooters, specialists in firearms (5 wounds, Special: gain an extra ranged attack equal to half level rounded up once per combat).
  • MECHANIC: tech specialists that can create mechanical creatures (4 wounds, Special: can make or recharge a number of drones per day equal to half class level rounded up and no more than this can exist at any one time).
    • Spy Drone: Test Mind. Create a tiny (1 inch) spy drone. It lasts for 7 hours before needing recharging. Spy drone relays video to handheld screen. Build time: 1 hour. Cost: 40 bits
    • Gun Drone: Test Mind. Create a gun drone, (1 ft x 1 ft). Drone attacks after you (Skill 5+, 2 wounds, can carry up to 3 kg) and lasts for 4 hours before needing recharging. Build time: 2 hours. Cost: 70 bits
  • DOC:  those wounds from last night are no longer a problem (4 wounds, Special: gain a number of surgical actions equal to half level, rounded up, once per scene. A surgical action heals 2 wounds. Must be adjacent to target).
  • FACE: if you need something ilegal speak with one of these guys (5 wounds, Special: Reroll any Test Person a number of times per day equal to half level, rounded up. Keep highest roll).
  • SPY: stealth agents for theft and assassination (4 wounds, Wired Reflexes: Re-roll a number of Test Nimble equal to 1/2 their class level and take the best of results once per scene)
  • PSYCHIC:  Through augmentation, science has unlocked the potential of your mind and has created a psychic. (3 wounds, Special: a Psychic starts play with 1 psychic talent. Every other level, or by a means determined by the GM (training, surgery, ingesting drugs) the Psychic gains a new talent. A Psion can use most of the abilities once per Combat encounter. A sample of talents below:
    • Stun: Test Mind to freeze an opponent for a number of rounds equal to level.
    • Confuse: Test Mind to confuse an enemy. Targeted enemy takes -1 to all actions for a number of rounds equal to the Psychic's level. Penalties do not stack.
    • Heal: Test Mind to Heal target 1 wound per level. On a roll of 1, the target takes a strain point. Once the strain point reaches the target's Level +3 (i.e. a 1st level character has 4 strain points) The target can no longer take healing. Strain eases at a rate of 1 per day.
    • Bolt: This can be used once every round. Test Mind to strike a target with a bolt of pyro-kinetic or electro-kinetic energy. It deals 1 damage.
    • Ball: Lobs a ball of pyro-kinetic or electro-kinetic energy that deals damage to all targets in a Near range burst area. At the GM's discretion, tertiary targets outside of the point of impact can Test Nimble (with a -1) to avoid damage.
    • Invisibility: Test Mind to turn invisible. The target remains invisible for a number of rounds equal to their level and loses invisibility status if they deal a major offensive action- such as shooting or stabbing a target.
       

NOTE: special skills can be used usually once per scene or combat as much as the character's level allows it.

 

Notas de juego

CHARACTER ADVANCEMENT
As characters go on more adventures, they gain more experience through experience points (XP). XP can be spent to level up. Once a character reaches 20XP x their level, they level up gaining 1 extra Wound. There are a total of 6 levels.

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COMBAT

  1. Initiative: Each player Tests Nimble. Successes act before enemies and failures act after.
  2. Actions : Characters can make 2 unique actions per turn, including move, attack, use science, draw weapon and use an item. The following are a few options:
  • Attacking: Attackers either Test Brawn (melee attack) or Nimble (ranged attack). If successful, the attacker has scored 1 damage (or more) against the opponent. Ranged attacks in close combat get -1 penalty. Unarmed attacks vs armed opponents get -1.

Critical hit: on a roll of 6, a successful attack scores +1 damage.

  • Bull rush: Move and attack an opponent. +1 attack, but opponent gets a +1 to its next attack. Costs 2 actions.
  • Parry: Opponent gets -1 to its next attack against parrying character. Cannot attack and parry in the same turn.
  • Flee: Move twice movement away from an opponent. Costs 2 actions.
  • Two weapon fighting: if you have two weapons, you can use both for attacking with -1 penalty to the  first attack and -2 to the second.
  • Movement: Characters and NPCs can walk 30ft per turn or run 60ft as 2 actions.

INJURY AND DEATH
Successful attacks do 1 or more damage, which is deducted from the character or enemy’s wound score. If a character reaches 0 wounds, they are unconscious and unable to act. If they reach -1 wounds, they are dead. Wounds heal at a rate of 1 per day.

STATUS EFFECTS

  • Poisoned: Take 1 damage each turn.
  • Paralysed: Cannot move or act.
  • Stunned: Take a -1 to all rolls
  • Pinned: Cannot move
  • Diseased : Take 1 damage each turn and -1 to all rolls.
  • Prone: On the ground. Takes an action to stand. Attackers gain +1 to prone targets.
  • Frightened: Must move away from the source of the effect each turn.

HACKING

Characters are able to hack into the GLOWNET, which everyone is connected to - people and corps. The GLOWNET is an alternative dimension made of data and it looks the way your brain interprets those data. In the GLOWNET, everyone has an avatar which can have any form (but no special skills) and all skill rolls are done with Mind.

There are four levels of difficulty when hacking a network or machine. To hack, Test Mind for every number of successes required. The more difficult, the more successful rolls needed.

  • Simple - 1 success (eg. smart lock)
  • Advanced - 2 successes (eg. simple network)
  • Complex - 3 successes (eg. android brain)
  • Superior - 4 successes (eg. Military satellite)

Tracking: Some networks are alarmed. When a fail is rolled, the network instantly tracks the hacker, registering their whereabouts.
Firewall: A network with a firewall makes each roll difficult (-1)

COMBAT IN THE GLOWNET

It works the same but you only use Mind. Ordinary weapons do not work in the GLOWNET but some combat software can be bought.

  1. Initiative: Each player Tests Mind. Successes act before enemies and failures act after.
  2. Actions: same as ordinary combat always using Mind. Only actions allowed are Attack, Move and Flee.

Damage and death: once a character gets 2 wounds in the GLOWNET, his or her brain can't cope with the damage and switches off the GLOWNET saving his life (if he has any wounds left, of course). The character can't hack the GLOWNET in the last 24 hours and he is stunned until he recovers at least one wound.

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EQUIPMENT

 Some items are labelled as OPC (once per combat).

WEAPONRY

Close Combat Weapons

  • Melee weapon: knife, baseball bat, chain (damage 1, 100 bits)
  • Hyper-Katana (damage 2, with a roll of 6 makes a humanoid target Stunned for 1 round, 1500 bits)
  • Monofilament Whip: (damage 1, on a 6 roll makes +1d3 wounds. On a 1, you suffer 1 wound). 900 bits.
  • Chainsword / Chainaxe (damage 1, on a 6, +1 Damage). 450 bits.

Ranged Weapons

  • Pistol (damage 1, 150 bits)
  • Heavy Pistol (damage 1, on a 6, +1 damage). 350 bits.
  • Shot Gun (damage 1, with a roll of 6 makes a humanoid target prone and stunned) 300 bits.
  • Sub-Machine Gun (damage 1. 2 attacks per turn OPC) 500 bits.
  • Taser (damage: paralizes human target. On a 6, damage 1). 200 bits.
  • Assault Rifle (damage 2, +1 Nimble to attack). 1300 bits.

Heavy Weapons:

All the following are clumsy and big weapons (and very illegal) and a Nimble of 4+ or better is needed to use them. PCs without a a military background or similar have -1 to their tests when using them.

  • Sniper Rifle: (damage 1d3. On a 6, double damage. Requires aiming). 4500 bits.
  • Flamethrower: (damage 2 + Disease against living targets. On a 1, runs out of fuel) 2500 bits.
  • Rocket Launcher: (damage 8, area. Requires aiming). 8000 bits.
  • Assault Cannon: (damage 4, 3 attacks per turn OPC). 5000 bits.

Explosives:

  • Grenade (damage 1 to all in 5 feet radius, one use. 300 bits)
  • Smoke Grenade (covers the area with smoke. Everybody is Stunned except those with thermal vision). 200 bits.
  • Haywire Grenade (all high tech devices in the area stop working including augmentations. Lasts 3 minutes). 700 bits.

Drugs

Drugs are very common in Glow City. They are easy to find, very addictive and usually illegal. All positive effects last for an scene. Negative effects can last from a few minutes to a week and can be supressed with another dose (removes the malus) or two (to have the bonus). Adiction should be something to be roleplayed. The prices are for 5 doses.

  • STIM (Adrenaline). Pain resilience. +1 to Brawn. -1 Person y Mind.  Negative effect lasts one day. 50 bits.
  • Detachment: Improves focus. +1 Nimble. -1 a Person. Negative effect lasts one day. 150 bits.
  • Black Lotus. Expands your mind. +1 Mind.  (-1 a Brawn y Nimble). Negative effect lasts one day. Very addictive and popular between glowrunners and students during exam periods. 100 bits.
  • Novocaine.  Makes you more interesting to other people. +1 Person. Negative effect lasts one day and is -1 Mind. 120 bits.
  • Ultralcohol. The booze of Glow City. Very easy to get (even in packs of six!) and legal almost everywhere. +1 Brawn, -1 to all the rest plus users can´t get FRIGHTENED. Negative effect takes one day to start. 25 bits (to start).
  • Tempo. A drug of military use. Ignore FRIGHTENED, PRONE, STUNNED and DISEASED. Negative effects last a day and include -1 Nimble and Mind. 100 bits.
  • Kamikaze. Ultra-resilience inducer plus berserk rage. Not suitable for family dinners. User gains 2 extra wounds ignores FRIGHTENED, STUNNED and DISEASED, has to charge to close combat whenever possible and always performs 2 close combats attacks. Negative effect is PARALIYZED for 6 hours. 300 bits.
  • Shiva. High reflexes inducer. You always win initiative. Inmune to all status but POISONED and DISEASED. Crash lasts for a week with -1 to all rolls. 200 bits. 

Armour:

  • Flak Jacket +1 Wound. 400 bits.
  • Heavy Armour +2 Wounds. 2500 bits.
  • Helmet +1 Wound 250 bits.

Other items:

  • Fake ID (100 bits)
  • Surgical kit (heals 2 wounds, 80 bits)
  • Food pills (1 day) (5 bits)
  • 50ft rope (10 bits)
  • Grappling hook (30 bits)

Software

  • ICE (removes firewalls, 1500 bits)
  • Offensive Software (+1 Damage in GLOWNET, 900 bits)
  • Defensive Software (+2 Wounds when in GLOWNET, 1500 bits)
  • Improved Data Conection (+1 Mind when in GLOWNET, 2500 bits)

AUGMENTATIONS

Characters can have a number of augmentations equal to 2 + level. Some are labelled as OPC (once per combat).

  • Air tank: You can breathe underwater for 2 hours before needing to recharge. Cost: 300 bits
  • Arm blades: Make a melee attack with a +2 bonus. OPC. Cost: 500 bits
  • Climbing arms : You can scale vertical surfaces. Cost: 400 bits
  • Cyber Arm: +1 damage in close combat OPC. 450 bits
  • Cyber legs: add +15 ft to your movement. 400 bits  
  • Derma shield: Increase your maximum wounds by 2 for 1d3 rounds. OPC. Cost: 1000 bits
  • Disguise: You can alter your face to any other face you have seen within 24 hours. Lasts for 4 hours before it needs charging for 7 hours. Cost: 800 bits
  • Eagle eye: Make a ranged attack with a +2 bonus. OPC. Cost: 500 bits
  • Eye projector: Your eye can project a moving image from your memory onto a surface for 1 minute. Cost: 200 bits
  • Flamer : You shoot fire from your hands. Make a +1 ranged attack. If it hits, the opponent takes 1 wound and is stunned for 1d3 rounds. OPC. Cost: 1000 bits
  • Head jack: You can plug your mind directly into the GLOWNET. +1 when hacking. Cost: 200 bits
  • Hidden pocket: You have a small skin pocket that can carry a small item (i.e. a knife). Cost: 150 bits
  • Memory implant : +1 to your knowledge rolls. 400 bits. 
  • Night vision: You can see clearly in pitch darkness up to 80ft. Cost: 400 bits
  • Poison claws : Make a +1 melee attack. If it hits, the opponent takes 1 wound as is poisoned for 1d3 rounds. OPC. Cost 1000 bits.
  • Reflexes: You cannot be given the prone or pinned effects. Cost: 900 bits
  • Stealth Mod: Attacks against you have a -1 for 1d6 rounds. OPC. Cost: 1000 bits.
  • Skills chip: choose an extra professional past. 500 bits 
  • Telescopic vision: You can see details up to 1 mile away. Cost: 400 bits.
  • Thermal vision: You can see the heat signatures of anyone within 100ft, even through walls. Cost: 600 bits.
  • Translator: Sits in your ear. Allows you to understand any spoken language. Cost: 400 bits
  • Voice modulator: You can mimic adult male, adult female, boy or girl voices by changing pitches. Cost: 600 bits.