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+
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:
NOTE: special skills can be used usually once per scene or combat as much as the character's level allows it.
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.
COMBAT
Critical hit: on a roll of 6, a successful attack scores +1 damage.
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
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.
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.
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.
EQUIPMENT
Some items are labelled as OPC (once per combat).
WEAPONRY
Close Combat Weapons
Ranged Weapons
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.
Explosives:
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.
Armour:
Other items:
Software
AUGMENTATIONS
Characters can have a number of augmentations equal to 2 + level. Some are labelled as OPC (once per combat).