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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.
⚀ ⚁ ⚂ ⚃ ⚄ ⚅
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.
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.
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.
Yes No Cancel
9
● Characters STR END
Humans
AGI REA INT CHA MAG LUC
1 1 1 1 1 1 0 2
Dwarves
STR END AGI REA INT CHA MAG LUC
1 2 1 1 2 1 0 1
Orcs
STR END AGI REA INT CHA MAG LUC
2 2 1 1 1 1 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.
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.
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.
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.
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.
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.
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
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
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.
Drones
Connect a drone to your datablaster to remotely control
it as a mental action (MAP 1). Check B[REA+Drive].
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.
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].
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.
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.
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.
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.
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.
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.