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PVNKHACK | Alpha v1.

15 (unfinished; for playtest purposes only)


Written by Vito and ThaHummel, 2022
Illustrations and graphic design by Vito, 2022

For two to six players including a game master (GM).


This booklet is the Player’s Guide. It includes abbreviated material for
chracter creation plus a summarized version of the rules. The GM will
require a second (forthcoming) booklet for enemy stats, scenarios,
and more detailed rules.

Fonts used:
Aileron
DejaVu Sans
GauFontPopMagic
Neuropol

Pixiv: www.pixiv.net/en/users/17736845

Vito#8918
P V N K
H A C K

◼ System p. 04
◼ Characters p. 08
◼ Equipment p. 20
◼ Battle p. 34
◼ Magic p. 36
Earth (B-Side) Post Y2K
H e l lo
World
>Welcome to this crazy
time. You, tough boy.

You don’t look like you’re


from around here. You
look like a human. Did you
crash through your screen
like the others when Y2K
struck? Did you bring any
technology with you?

What did you see in the


Backrooms? You are lucky
to still be alive, you know.
You must be real tough.
Maybe we can use some-
one like you. Wanna be a
cyberpunk, kid?
● System Dice
You need at least twenty six-sided dice to play. Ideally,
every player should have a full set for their dice pools.
The dice should be color-coded to indicate whether
they are baseline dice or augment dice. Use any colors
you prefer for each.

⚀ ⚁ ⚂ ⚃ ⚄ ⚅
Dice Pool; Your dice pool is the fistful of dice you roll
when the GM tells you to make a check. This includes
both baseline and augment dice from stats, skills, etc.

Minimum; You always get at least one die.

Maximum; You can’t have more than ten dice in


your dice pool. Ignore excess bonuses.

Overflow; When you have ten dice and would add


more baseline dice, replace one with an augment
die instead.

Check; Many actions, such as attacking or hacking, call


for checks. Roll your dice and count the number of hits.
Compare hits to a difficulty rating determined by the
GM. You succeed if you roll at least that many hits.
4
Baseline
Baseline die bonuses are notated as B[X], where X is the
number of baseline dice you add to your pool. When
you build your dice pool, start with B[STAT+SKILL].
[STAT] is a character stat, such as strength, agility,
intelligence, etc. The GM will tell you which stat is
relevant to the check.
[SKILL] is a character skill, such as martial arts or
electronics.

Baseline Hits; Baseline dice hit on a roll of 5 or 6.

Augment
Augment die bonuses are notated as A[X], where X is
the number of augment dice you add to your pool. For
each augment die, subtract a baseline die. If you can’t,
add a baseline die instead.

Augment dice can be magic or cybernetic. Magic and


cybernetics are mutually-exclusive. If you have both,
choose one or the other for each dice pool.

Augment Hits; Augment dice hit on a roll of 4, 5, or 6.

5
● System Difficulty
If a check isn’t opposed, the GM decides the difficulty
rating according to the situation.
[DR 0] Guaranteed success. Conditions are ideal.
[DR 1] Routine difficulty. You’re alert, but calm.
[DR 2] Guarded difficulty. You’re worried about this.
[DR 3] Elevated difficulty. Were you spotted?
[DR 4] High difficulty. You’ve been made!
[DR 5] Severe difficulty. The situation is FUBAR.

Opposition
Sometimes your check’s difficulty is determined by
another character’s check result. This is the case if the
character is actively trying to prevent your action. You
each roll your dice pools simultaneously. Whoever rolls
the most hits wins. Highest number of 6’s breaks ties.

Glitches
Each baseline die result of 1 is a glitch. The GM can
bank glitches for future use to make things worse for
the crew. The GM may spend a glitch to:
• Make associate checks more difficult, or...
• Make a couple of goons show up, or...
• Whatever else makes sense.
6
Stats
You have eight stats. Each ranges from 1~5 (except
Magic, which starts at 0). Each stat gives you its rating
in baseline dice to dice pools for relevant actions. Stats
have additional effects as well.
[STR] Strength adds to melee weapon damage.
[END] Endurance adds to your HP.
[AGI] Agility adds to physical action points.
[REA] Reaction adds to mental action points.
[INT] Intellect determines spell range.
[CHA] Charisma determines spell damage.
[MAG] Magic adds to your MP.
[LUC] Luck lets you reroll dice.

Luck
You start each scenario with a number of luck points
equal to your luck stat. Unspent luck points don’t roll
over to the next scenario. Use them three different ways:
• Spend a luck point before your roll to add a B[Luck]
bonus to your pool, or...
• Spend a luck point after your roll to reroll one or
more baseline dice, or...
• Spend a luck point to negate a glitch.

7
● Characters Substats
In addition to your stats, you also have derived substats.
[HP] Health Points equals 5+[END]. When you take
damage, subtract it from your HP. When your HP = 0,
you are KO’d (or killed if your luck points run out).
[MP] Mana Points equals [MAG]. Spend it on spells.
[MAP] Mental Action Points equals [REA]. Spend
MAP at the start of a pass to use a mental action.
[PAP] Physical Action Points equals [AGI]. Spend
PAP at the start of a pass to use a physical action.
Carry equals [STR+END]. You can carry this many
things (or groups of things, like ammunition).

Creation
To create your own character, print out a character
sheet, grab a pencil, and follow these steps. Their order
is just a suggestion, and you might need to revisit some
as your priorities change.
1. Get inspired. Think of a concept.
2. Select a metatype and trait.
3. Assign priorities.
4. Select one to three jobs.
5. Make up some contacts.
6. Buy some equipment.
7. Learn some magic.
8
Metatype
The metatypess and their stats are on pages 10~11.
Choose human, dwarf, elf, or orc. Then select a special
trait. Record your base stats.

Priority
Rank your five priorities from A to E, where A is highest
and E is lowest.

• Education for Intellect/Reaction


• Training for Strength/Agility
• Relationships for Charisma/Endurance
• Magic for... Magic!
• Career for jobs and funds

Skills: Priorities modify your stats and also determine


ranks for your job’s physical, social, tech, and magic
skills. Make a note of these skill ranks. After you select
your jobs and find out their skills, plug in the skill ranks.

>It looks like you are trying to make a


character. Can I help you with that?

Yes No Cancel
9
● Characters STR END
Humans
AGI REA INT CHA MAG LUC
1 1 1 1 1 1 0 2

The humans that escaped the


Backrooms after the Y2K event
now reside in Neocity.
Choose a trait:
Talented; Any stat +1
Gain +1 rank in any two skills.
Tech; 50% discount on one item.
Underdog; Any stat +1
Gain A1 in untrained skills.

Dwarves
STR END AGI REA INT CHA MAG LUC
1 2 1 1 2 1 0 1

The dwarves dug too deep and


tunneled into the Backrooms.
Choose a trait:
Clan Dwarf; END +1, INT +1
Gain an extra contact at rating 3.
Gnome; INT +1, CHA +1
Gain A1 in all technical skills.
Kobold; END +1, AGI +1
10 You can see in the dark.
Elves
STR END AGI REA INT CHA MAG LUC
1 1 2 1 1 2 0 1

The long-lived elves are powerful


influencers in Neocity.
Choose a trait:
Beastkin; STR +1, AGI +1
You can see in the dark.
Dryad; CHA +1
MAG +2, but only in sunlight.
High Elf; AGI +1, CHA +1
Gain an extra contact at rating 3.

Orcs
STR END AGI REA INT CHA MAG LUC
2 2 1 1 1 1 0 1

The orcs are free from the Demon


Kings’s control.
Choose a trait:
Giant; STR +1, END +1
Carry up to STR x2+END things.
Goblin; STR +1, AGI +1
You can see in the dark.
Demonkin; END +1
MAG +2, but only at night. 11
● Characters Education
Priority in education gives bonuses to INT and REA and
skill ranks for your job’s technical skills.
Priority INT REA Tech Skills
A +2 +2 5
B +2 +1 4
C +1 +1 3
D +1 +0 2
E +0 +0 1

Training
Priority in training gives bonuses to STR and AGI, and
skill ranks for your job’s physical skills.
Priority STR AGI Phys Skills
A +2 +2 5
B +2 +1 4
C +1 +1 3
D +1 +0 2
E +0 +0 1

12
Skills
Skills have ranks from 0~5. Pro Tip: You don’t
[0] Untrained have to constantly
[1] Beginner check Stealth every
[2] Professional five minutes to stay
[3] Expert hidden. Check results
[4] Master stand until the situa-
[5] World-class tion changes.

A relevant skill adds its rank in baseline dice to your


dice pool. If more than one skill applies, then each
trained skill you have after the first adds one additional
baseline die to your pool.

Magical Physical Social Technical


Combat All-nighter Con B&E
Control Firearms Defuse Drive
Divination Gymnastics Intimidate Hacking
Healing Martial Arts Linguist Hardware
Illusion Stealth Negotiate Medicine
Summon Swimming Seduce Software

Most jobs have at least one skill each from the physical,
social, and technical categories. The NEET and Savant
jobs give you free choices (2 and 3 respectively) from
among skills in any categories (including magic).
13
● Characters Relationships
Priority in relationships gives you bonuses CHA, END,
social skill ranks, and three starting contacts.
Priority CHA END S Skill Contact
A +2 +2 5 3/4/5
B +2 +1 4 2/3/4
C +1 +1 3 1/2/3
D +1 +0 2 1/1/2
E +0 +0 1 1/1/1

Contacts
Even before play starts, you have relationships with
useful NPC’s. Each of these contacts has a connection
rating from 1~5 representing a tier of goods or services
they can hook you up with.

[0] Readily Available Pro Tip: If the cops catch


[1] Legal you with contraband, you
[2] License Required can check B[CHA+Defuse]
[3] Restricted +A[Cop contact rating] to
[4] Illegal avoid confiscation.
[5] Very illegal Difficulty = item availability
14
Select three contacts. Assign them connection ratings
according to your relationship priority. Recommended
contacts include:
• Fixer for work and information
• Barkeeps for drinks and rumors
• Cops to accept bribes
• Chop Shop for vehicles and drones (p.28)
• Gun Runner for weapons/armor (p. 22)
• PirateVPN for software (p.20)
• Street Doc for drugs and cyberware (p.26)
• Spirit for spells (p.31)

Magic
Priority in magic gives bonuses to MAG and ranks in
your job’s magical skills.
Priority MAG M Skill
A +2 5
B +2 4
C +1 3
D +1 2
E +0 1
15
● Characters Career
You start with up to three jobs. You can select a job
more than once (their trait bonuses are cumulative).
Career priority determines how many jobs you may se-
lect from among the basic and advanced categories. if
career priority is E, you can only select the NEET job.

Priority Basic Adv. ¥


A 0 3 2,000,000
B 1 2 1,500,000
C 2 1 1,000,000
D 3 0 750,000
E NEET only 500,000

Basic: NEET, Delinquent, Driver, Hacker, Medic, Salary-


man, Thief
Advanced: Idol, Mage, Ninja, Otaku, Samurai, Savant

Your Education, Training , and Relationship priorities de-


termine how many ranks you get in your job’s technical,
physical, and social skills respectively.

16
Jobs
NEE T [Basic]
Skills: Any two ( p.11).
Trait: Luck +1

Delinquent [Basic]
Skills: Drive, Gymnastics, Intimidate, Martial Arts
Trait: Max HP +3

Driver [Basic]
Skills: Defuse, Drive, Hardware, Stealth
Trait: Start with one vehicle (p.32).
Driver I: Motorcycle or Sedan
Driver II: Van
Driver III: 18-Wheeler

Hacker [Basic]
Skills: All-nighter, Con, Hacking, Software
Trait: Your datablaster has System +1.

Medic [Basic]
Skills: All-nighter, Defuse, Drive, Medicine
Trait: When you heal an ally, heal +1.

17
● Characters Jobs
Salaryman [Basic]
Skills: All-nighter, Defuse, Negotiate, Software
Trait: Gain an extra rating 3 contact.

Thief [Basic]
Skills: B&E, Con, Gymnastics, Stealth
Trait: You may conceal items; concealed
items get avail -1 for purposes of avoid-
ing confiscation (p. 14).

Idol [Adv]
Skills: All-nighter, Defuse, Gymnastics,
Negotiate, Seduce, Software
Trait: Your contacts get rating +1.

Mage [Adv]
Skills: One magic skill per spirit contact.
Trait: Max MP +1
You can see spirits (p.33).

18
Ninja [Adv]
Skills: B&E, Con, Gymnastics, Martial
Arts, Seduce, Stealth
Trait: MAP +1

Otaku [Adv]
Skills: All-nighter, Con, Drive, Hacking,
Hardware, Software
Trait: You are a living datablaster with
System 1, Signal [INT], and Firewall
[CHA] (p. 20). Learn a rating 1 program;
you can use it mentally.

Samurai [Adv]
Skills: Defuse, Drive, Firearms, Gymnas-
tics, Intimidate, Martial Arts
Trait: PAP +1

Savant [Adv]
Skills: Any three (p.11).
Trait: Select up to [MAG] points worth of
powers (p. 32).

19
● Equipment Equipment
Spend ¥ to buy items. If an item has [Avail] listed, you
need a contact with an equal rating or better to buy it.

Some items have ratings. Ratings multiply base cost.


Item rating may affect availability.

You can carry up to [END+STR] items without penalty.


PAP -1 and -1 to all physical skills for each excess item.
Groups of little items, like bullets, count as one item.

Items
Bolt Cutter [2,000¥] [Avail 0]
Burner Phone [25,000¥] [Avail 3]
Electronic Lockpick [25,000¥] [Avail 1]
Extension Cord, 10m [1,500¥] [Avail 0]
Fake ID [50,000¥] [Avail 3]
Flashlight [1,500¥] [Avail 0]
Grappling Hook [1,000¥] [Avail 0]
Laser Microphone [65,000¥] [Avail 1]
Plastic Restraints x10 [1,500¥] [Avail 0]
Rope, 10m [1,000¥] [Avail 0]
Tag Eraser [20,000¥] [Avail 1]
Voice Mask [15,000¥] [Avail 0]
White-Noise Generator [10,000¥] [Avail 0]
20
Lifestyle
Lifestyle determines how much HP you H i -te c h
heal per 8 hours of rest. If your HP is full, re-
cover MP instead. Cost is monthly.
Lo - L i f e
These are just a few
Homeless [0¥] 0.5
[Avail 0] things you
Poor [80,000¥] 1
can buy in Neocity
Middle [160,000¥] 1.5
for under 1000 ¥.
Rich [320,000¥] 2
Beer, Import [550¥]
Medi-Kit Beer, Local
Hamburger
[450¥]
[200¥]
Medi-Kit [5,000¥] [Avail 1]; As a physical InstaRamen [100¥]
action (PAP 1), Check B[INT+ Medicine] Manga [700¥]
+A[Rating]. One ally heals 1 per net hit. Mask x50 [900¥]
Can be used 3 times. Metro Ticket [200¥]
Milk, Carton [150¥]
Medi-Kit Refill [1,000¥] [Avail 1] MiniDisc [250¥]
Neocola [150¥]
Auto-Doc [20,000¥] [Avail 2]; Use built-in RFID Tag [10¥]
medi-kit once per round as a free action. Taxi, 1km [600¥]
Video Rental [400¥]
Bio-Monitor [2,500¥] [Avail 1]; This wrist- Water Bottle [100¥]
watch displays vitals and ECG’s.

21
● Equipment Datablaster
A good data blaster should be your first purchase. A
data blaster has the following statistics:
System [Sys]; Max total rating of running programs,
and max total number of connected devices.
Signal [Sig]; Range increment; connect to a device
within [Sig x20] meters at no dice pool penalty.
Firewall [FrW]; If someone tries to hack your datab-
laster, its firewall sets the difficulty rating.

Basic Datablaster [20,000 ¥]; Sys 0, Sig 0, FrW 0


Each point of [Rating] increase Sys, Sig, or FrW by one.
[Avail] equals of the highest of these three stats.

Optics
Optics [10,000 ¥] [Avail 1]; Binoculars, glasses, visors,
etc. For each point of [Rating], add a feature: anti-glare,
magoscope, magnification, night vision, smartgun,
thermal vision, or VR headset.

Power Glove
Power Glove [15,000 ¥] {Avail 1]; It’s normally a
mental action to use a datablaster (MAP 1 in battle).
With a power glove, it’s a physical action instead.
22
Programs
[Program Availability = Rating]
Store programs on a datablaster or disc.

MedLab [1,000 ¥]; Medicine skill +A[Rating].


Use a medi-kit as a mental action.

Pilot [1,000 ¥]; Check B[REA+Drive] +A[Rating]


to control a drone.

PortScan [1,000 ¥]; Check B[INT+Hacking]


+A[Rating] to hack a device in range.

NetMap [1,000 ¥]; Check B[INT+Software]


+A[Rating] to locate devices in range.

SmartGun [20,000 ¥] [Avail Rating+2];


Firearms skill +A[Rating]. Requires a
Smartgun enabled gun and optics
connected to your device.

TacNet [20,000 ¥] [Avail Rating+2];


Requires connections to [Rating] other
devices running TacNet programs of
equal or greater [Rating]. You and each
connect ally get A[Rating] to all checks.
23
● Equipment Armor
Each point of an armor’s defense [Def] converts a point
of incoming damage into stun; subtract excess defense
from stun. Subtract remaining damage from current HP.
Subtract stun from current MAP or PAP.

Powered armors give you A[Pow] on STR and END


checks. You can carry [Pow x2] more things.
(Armor is worn, not carried).

Armor Avail. ¥ Def Pow


Plain Clothes 0 1,000 0 0
Trenchcoat 1 40,000 1 0
Riot Gear 2 80,000 2 0
Exoskeleton 3 160,000 2 1
Battle Dress 4 240,000 3 1
O-Yoroi 5 360,000 3 2

Chameleon Cloak [500,000 ¥] [Avail 3]; Add [Rating] to


Stealth skill checks. Whenever you are the target of an
attack or spell, add [Rating] to its check difficulty.

Riot Shield [10,000 ¥] [Avail 2]; Defense +1. You need a


free hand to hold it.
24
Melee
Hold up to two weapons (or one weapon and a shield).
Attack as a physical action. Check B[AGI+Martial Arts].
You may move up to 10 meters into reach of your target
as part of the same action.
Physical Action Point Cost [PAP]; Spend this many
physical action points to attack. Or, spend 1 PAP and
subtract the difference from your dice pool.
Attack [ATK]; Melee attacks deal damage equal to
[weapon ATK+STR +net hits].

Weapon Avail. ¥ PAP ATK


Unarmed — 0 1 1
Baseball Bat 0 6,500 1 2
Knife 1 15,000 1 3
Chainsaw 1 20,000 2 5
Stun Baton 2 6,500 1 5S
↳ Inflicts stun instead of damage.
Katana 3 30,000 1 4
Mono-wire 4 60,000 1 5
Pistol Whip — — 2 3
↳ Requires an equipped gun (p.27)
25
● Equipment Guns
Attacking with a gun calls for an B[AGI+Firearms] check.
Damage = [ATK + net hits] (don’t add STR).
Magazine [Mag]; The number of bullets a gun can
load. Reload as a physical action. The PAP to reload
is listed in parenthesis with weapon PAP.
Range Increment [Rng]; You can attack without
penalty within this distance. Subtract a die for each
range increment beyond that.

You can aim a gun as a mental action for extra dice:


Aim [Mental Action, X]; Your gun attack gets B[X].

You can upgrade your gun. Some come included.


Burst-Fire [BF] [100,000¥]; PAP cost +1, Spend [X]
bullets, and choose one:
• Split your dice pool into [X] attacks against that
many targets; Check +A1 per target.
• Or, attack one target with Check +A[X].

Scope [50,000¥]; Each point of [Rating] gives the


gun an optics option (p.20) and Rng +25%. Also,
aiming gives you augment instead of baseline dice.

SmartGun [50,000¥]; Enables the gun to connect


to a device and benefit from the SmartGun program.
26
Availability 2
Firearm ¥ PAP Mag Rng ATK
Taser 60,000 1(1) 10 10m 5S
↳ Inflicts stun. Ammo is battery charges.

Availability 3
Firearm ¥ PAP Mag Rng ATK
Handgun 120,000 1(1) 9 10m 5
Holdout 100,000 1(1) 6 3m 4
Revolver 100,000 1(2) 6 10m 5
Shotgun 120,000 1(1) 2 12m 9
↳ ATK -1 per Rng increment after 1 . st

Hunting Rifle 150,000 1(1) 8 24m 7

Availability 4
Assault Rifle 250,000 1(1) 9 10m 7
↳ BF (PAP 2)
Sniper Rifle 200,000 1(1) 8 30m 7
↳ Scope 1 (Rng increase included)
Submachine 450,000 1(1) 30 10m 5
↳ BF (PAP 2)
27
● Equipment Bombs
You can throw melee weapons or bombs as a physical
action (PAP 1). Check B[AGI+Martial Arts]. Split your
bomb’s dice pool among all targets within their blast
radius, and add A1 to each dice pool.
Range Increment [Rng] =[STR+3] meters

Bomb Avail. ¥ Radius ATK


Flash-bang 2 6,500 10m 2d6S
↳ Stun. Negated by anti-glare optics.
Smoke Bomb 2 6,500 10m 1d6S
↳ Stun. Until the smoke clears, checks
made in the radius get difficulty +1.
Frag 3 6,500 10m 2d6
↳ Damage -1 per m from blast center.
EMP Grenade 4 20,000 20m —
↳ Disables electronics
Incendiary 4 10,000 10m 1d6
↳ +1 damage per round for 1d6 rounds

You can connect bombs to your datablaster. This lets


you detonate them remotely as a mental action (MAP 1).
28
Bows
Bow [5,000¥] [Avail 1]; Attack with a bow as a physical
action (PAP 1). Check B[AGI+Martial Arts]. You can’t
shoot a bow unless your Strength is equal to the bow’s
[Rating] or higher.
Range Increment [Rng] = [20+(Rating x10)] meters
Attack [ATK] =[Rating+1]

Ammo
Any
Basic [100¥] [Avail 3]; No special effect.
AP [250¥] [Avail 3]; Each 6 rolled negates 2 defense.
Hollowpoint [250¥] [Avail 3]; Damage +1 per 6 rolled.
RFID [200¥] [Avail 3]; Can be tracked with a datablaster.
Stun [300¥] [Avail 2]; Convert damage to stun.
Tracer [300¥] [Avail 3]; +A1 per target on full auto as
long as 50% of the fired rounds are tracers.

Shotgun Shells
Birdshot [250¥] [Avail 2]; +A1, Damage -2
Flare [250¥] [Avail 1]; Illuminate 10 meter radius.
Slug [250¥] [Avail 3]; Dice pool -1, Damage +2

29
● Equipment Drugs
Take a drug as a physical action (PAP 1).
[Fast] drugs wear off after 10 minutes (or 60 rounds).
[Lasting] drugs wear off after [8-END hours].
When a drug wears off, its after-effects set in:
• [Disorient X] Subtract X dice from all of your dice
pools for the drug’s duration.
• [Burnout X] inflicts X damage.
Check B[END+All-nighter]; net hits reduce after-effects.

Crunch [2,000¥] [Avail 3] [Fast] [Disorient 3]


REA +1 (MAP +1), PAP +1

Fight Milk [2,000¥] [Avail 3] [Fast] [Burnout 1d6*]


END +1, heal 1d6* HP (burnout = 1 per HP healed).

Kamikaze [5,000¥] [Avail 5] [Fast] [Burnout 5]


STR +2, AGI +1 (PAP +1), END +1

Lollipop [2,000¥] [Avail 3] [Lasting] [Disorient 5]


END +1, REA +1 (MAP +1), CHA +2

Overchannel [5,000¥] [Avail 4] [Fast] [Burnout 1d6*]


MAG +1, restore 1d6* MP (burnout =1 per MP restored.)

Voodoo [3,000¥] [Avail 4] [Lasting] [Disorient 2]


INT +1, You can see spirits.
30
Cybernetics
[Cybernetics Availability = Rating]

[Stat] Augment [300,000¥]; Choose STR,


END, AGI, REA, INT, or CHA. Chosen [stat]
gets +A[Rating]. Limit 1 augment per stat.

[Skill] Augment [100,000¥]; Add A[Rating]


to chosen [skill] checks. Limit 1 aug per skill.

Bone Reinforcement [250,000¥]; Max HP


+[Rating], unarmed ATK +[Rating], carry
+[Rating] more items.

Cortical Modem [150,000¥]; MAP +[Rating]


Connect devices to your brain.

Cyber-Eyes [50,000¥]; As Optics (p.20)


+A[Rating] on checks related to sight.

Metastatic Platelets [50,000¥]; Whenever you


heal, heal +[Rating].

Subdermal Armor [100,000¥]; DEF +[Rating]

Wired Reflexes [250,000¥]; PAP +[Rating]


31
● Equipment Vehicles
Drive a vehicle as a physical action (PAP 1).
Check B[REA+Drive] to pull off turns and stops at full
speed or to perform stunts.
Speed [Spd]; The number indicated is top speed in
kmh. Acceleration, noted in parenthesis, is the num-
ber of rounds it takes to reach top speed.
Defense [Def]; Protects driver and passengers.
Passengers [Pax]; Some vehicles carry passengers.

Smart Wheels [100,000 ¥ each] [Avail 2]; Wheels con-


tract to avoid bumps and debris. Ignore speed penalties.

Drones
Connect a drone to your datablaster to remotely control
it as a mental action (MAP 1). Check B[REA+Drive].

Drone devices come with Sys 0, Sig 0, Frw 0 (upgrade-


able as a datablaster). Drones include built-in rating 1
optics (also upgradeable).

Drone Conversion [50,000 ¥] [Avail 3]; You can drive a


vehicle remotely as a drone.

32
Vehicle Avail. ¥ Spd Def
Skateboard 0 6,500 150 (1) 0
Wheelchair 1 100,000 120 (2) 1
↳ Comes with built-in auto-doc (p.19).
Motorcycle 2 500,000 360(2) 1
↳ PAX 1; w/ sidecar [+50,00¥], PAX 2
Sedan 2 500,000 320 (3) 5
↳ PAX 4
Van 2 1,000,000 220 (3) 7
↳ PAX 6
18-Wheeler 2 9,999,999 220 (5) 10
↳ PAX 1 (cab), comes with a trailer.

Drone Avail. ¥ Spd Def


Doggy-bot 1 50,000 1(1) 0
Fly-bot 2 150,000 150 (3) 1
↳ Can fly up to max altitude of 10 km.
Battle-bot 3 250,000 120 (3) 2
↳ Attach a melee weapon; STR 5
33
● Battle Battle
Battles are organized into rounds and initiative passes.
• Mental and physical action points refresh at the
start of each round.
• Rounds are divided into initaitve passes.
• Everyone may take one physical and one mental
action per initiative pass (plus any number of free
actions, like talking or looking around.)

Mental actions, such as using a datablaster or a spell,


cost one or more mental action points.
Physical actions, such moving or attacking, cost one
or more physical action points.

Once actions are declared, everyone resolves their


mental actions in order of highest remaining MAP to
lowest. Then they do the same for physical actions in
order of highest remaining PAP to lowest. If the battle
isn’t over yet, and someone has action points left, do
this again with another initiative pass.

Damage
Attacks deal damage equal to their [ATK +net hits]
+[STR] for melee, +[CHA] for spells. Defense converts
damage to stun (p. 24). Subtract remaining damage
34 from the target’s HP.
Actions
Aim [Mental, X]; Your next gun attack gets B[X].

Attack [Varies]; Check B[Varies]. You may move up 10


meters when you use a melee attack.

Dodge [Physical, 1]; Check B[REA+Gymnastics] against


an incoming attack. If successful the attack misses.

Ready [Physical or Mental, X]; Set aside [X] PAP or MAP


to use during the next initiative pass.

Run [Physical, 1]; Move up to 30 meters.

Range
Datablasters, spells, and guns have range increments.
Your checks have no penalty if your target is within this
distance; subtract a die for each increment past the first.

Death
While your HP equals 0 or less, you are KO’d and you
can’t take actions. You don’t die unless you are both
KO’d and out of Luck points.
35
● Magic Learn Spells
Spirits are the source of spells. For each spirit you have
as a contact, choose a magical skill. For each point of
connection, the spirit teaches you one spell that uses
that skill.

Spellcasting
To cast a spell, first pay its MP cost. Cast as a mental
action. Spend MAP equal to the MP cost. You must be
able to see the target with your own eyes. Your spell’s
range increment equals your [INT] in meters.

Check B[Magic+Skill].

Focus
Spend 1 MAP to focus as a mental action. Some spells
remain in effect for as long as you stay focused. You can
only focus on one spell at a time.

Trance
You may enter a trance as a free action. While trancing,
reduce your PAP to 0 and double your MAP.
36
Spirits
You can summon a spirit by drawing a pentagram and
making a B[Magic+Summon] check. Your net success
determines the spirit’s rating. You can negotiate with
the spirit for services or try to win it over in battle.

Spirits are hard to fight. They’re invisible except


to mages or magoscope optics, and only spells
or magic weapons can damage them.

Spirits can provide these services temporarily


or permanently.

Contact; The spirit takes you under its wing.


Available at character creation.

Digital Devil; The spirit enters your datablaster


and functions as software of equivalent rating.
It gives you A[Rating] to a single magical skill.

Magatama; The spirit possesses your body


and gives you its rating in savant powers (p.35).

Magic Weapon; The spirit bonds to your


weapon. Your attacks get A[Spirit Rating].

37
● Magic Spells
Area Spells [MP+2]; Every spell has an Area version for
MP +2. Split your dice pool between multiple targets
and add A1 to dice pools for each target.

Element Bolt [Combat, MP 1]; Magic attack. Deals


[CHA+MAG] damage to one enemy.
Stun Bolt [Combat, MP 2]; Magic attack. Inflict
[CHA+MAG] stun on one enemy.
Drain Bolt [Combat, MP 3]; Magic attack. One enemy
loses [CHA+MAG] points of MP.

Physical Barrier [Control, MP 1, Focus]; The target gets


Defense +1 per net hit.
Telekinesis [Control, MP 1]; Move an object mentally,
or hurl it as an attack (check B[MAG+Throw].
Fly [Control, MP 3, Focus]; The target can fly up to
[CHA+net hits] kmph as a mental or physical action.

Combat Sense [Divination, MP 1, Focus]; The target


gets MAP +[net hits].
Detect [Something] [Divination, MP 1]; Locate nearby
[somethings] (specified when spell is learned).
Telepathy [Divination, MP 1, Focus]; You and the target
can hear each other’s thoughts.

38
Brew [Drug] [Healing, MP 3]; Produce [net hit] doses of
[drug] (specified when spell is learned).
Cure [Healing, MP 1]; The target heals 1 HP per net hit.

Alter Self [Illusion, MP 1, Focus]; Target takes on some-


one else’s appearance.
Distract [Illusion, MP 2, Focus]; Magic attack. Target
takes a penalty to all dice pools equal to your net hits.
Invisibility [Illusion, MP 3, Focus]; Gain the effect of a
chameleon cloak (p. 24) of [net hits] rating.

Savant Power
The savant job gives you [MAG+Rank] points with
which to buy powers. You can buy a power a power
more than once. Their bonuses are cumulative.

[0.25] [Skill] Up; One physical or social [skill] gets A1.


[0.25] Toughness; Max HP +1
[0.50] Killing Hands; Unarmed ATK +1
[0.50] Mystic Savant; Learn one spell. Cast physically.
[1.00] Improved Reflexes; PAP+1
[1.00] Multitask; MAP +1
[2.00] [Stat] Up; Checks with the chosen [stat] get A1.

39
● Advancement Advancement
At the end of each game session, the GM should award
karma for completed objectives and excellent roleplay.
• Survival; Award 1 karma for staying alive.
• Roleplaying; 1 karma for staying in character, 2 for
driving the story forward.
• Valor; 1 karma for being brave, 2 for being heroic.
• Smarts; 1 karma for knowing when to negotiate,
surrender, or run. 2 karma for an ingenius plan.
• Objective; 2 karma for the main objective, and 1
karma for each side-objective.

Spend karma points to improve your character:


Skill Up +1 [New rating x2 Karma]
Stat Up+1 [New rating x5 Karma]
+Basic Job [5 Karma]
+Advanced Job [10 Karma]
+Racial Trait [25 Karma]

When you acquire a new job after character creation,


you gain its trait but not its skill ranks.

In addition, to karma, the GM can also award money,


items, and new contacts for successful missions. New
spirit contacts can teach spells or grant other services.

40
Roleplaying
You’re a high-tech low-life in a cyberpunk setting. The ethos is
late-nineties. You don’t want to be a cubicle-dwelling wageslave
for the rest of your life. You want to hang out with your friends at the
mall! The World Wide Web is new, and social media hasn’t taken
over yet. Plastic cases are transparent to show of the cutting-edge
technology inside. Digital art software just became accessible, and
talented artists are just starting to learn how to use it. The optimism
and psychedelia of the 1960’s are back in style, and we all want to
believe in UFO’s.

At the same time, it’s also a fantasy setting. You’re an adventurer


in a world of swords and sorcery. The elves are beautiful and the
dwarves are proud. The dragons are to be feared and the wizards
are not to be trusted.

You’re a punk. You don’t have a snowball’s chance in this crazy


world unless you and your friends together. Backstab your boss
if you need to, but never backstab your friends. It’s okay to be an
edgy dude with a trenchcoat and a katana, but it’s not okay to be
an anti-social douchebag.

Watch the Matrix, Office Space, A Scanner Darkly, Ginger Snaps,


American Psycho, and lots and lots of anime. Read Lord of the
Rings, Neuromancer, Gantz, Hellsing, and Dilbert.

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