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Writing, & Layout

Christian Eichhorn

N E O N BORG 1.0

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RULE 0: NO SAVE SLOTS

NEON BORG is rot, chaos, death, home.


Millenia ago, ‘twas a fortress standing firm against the demon hordes.
Then, the demons ate the humans and the world ended.
When times began anew, NEON BORG became prison for the most feared.
The kind of irredeemably debased scvm for which a death sentence was by
far too lenient.
Today, NEON BORG is subsidized housing. Filled to the rafters with
aged corpkillers, filthy nanomancers, burned hackers, and you.
NEON BORG is an independent production by Christian Eichhorn and is not affiliated with Stockholm
Kartell. It is published under the CY_BORG Third Party License. CY_BORG IS ©2022 STOCKHOLM KARTELL.
QUICK RULES

TESTS d20 + Ability [e.g. Strength] > DR = SUCCESS

INITIATIVE d6 + Agility: 1-3 enemies act first, 4+ you act first.

COMBAT d20 + { Melee: Strength Ranged: Presence Defend: Agility } > 11

FUMBLES Attack: Your weapon breaks. Defense: Your armor breaks.

You get one free attack against enemies without guns.


GUNS Guns with autofire (a) make 1, 3, or 2d6 attacks (your choice.)
Guns with auto-only (A) always make 3d6 attacks.

AMMO No weight but limited: Count and conserve bullets!

CARRY CAP. Strength + 1 LARGE ITEMS (L) Ì Strength + 6 ITEMS

YOU ARE...
ZAP RAD0N. An indebted PVNK on the run from corp_harvesters. They are here
to get you. Well, not all of you. Your liver, your spleen, lungs, heart,
brain. Essentially, they want everything but your gall and cecum. You begin
with 8 HP , an RCD , and 50¤ stored on a filthy credstick.

ABILITIES

AGILITY: +2 KNOWLEDGE: -1 PRESENCE: +1 STRENGTH: +0 TOUGHNESS: -1

EQUIPMENT

Roll d6. On a 6, you own a (kind of) bulletproof vest (L) (-d2 damage).

You own a gun (d4) and 3d6 bullets:


[1] 9 mm | d4 | UCS STANDART ISSUE [2] 10 mm | d6 | H.K. RANCOR
[3] 12 mm | d6+1 | ACGS PEACEMAKER [4] SMG+ | d6a | VIPER SVPER//7

You own a melee weapon (d6):


[1] Broken bottle (d2) [2] Table leg (d2+1) [3] Spiked club (d3)
[4] Grim machete (d6) [5] Chainsaw (d6+1) [L] [6] Monosword (d8) [L]

You own something useful (d6):


[1] Micro torch cutter [2] Lockpick {mech.} [3] Lockpick {el.}
[4] Painkiller {heal d6} [5] Paracord {rope} (L) [6] Optic camo suit (L)

YOU CAN GENERATE YOUR OWN PUNK WITH THE OFFICIAL CY_BORG RULES!

LEVEL UP!
You increase in level when:
► You kill/destroy 6 things. ► You scrounge up 1,000¤ .

Benefits: +2d4 max HP OR +1 on one ability score OR +1 STEP (see next page)
........ on the lam from

◙ corp_harvesters
You have to escape. What stands between you and
safety are dozens of floors, hundreds of rooms,
and thousands of hobos. Oh, and the elevators
were sold for scrap centuries ago.

⧐ At the start, the harvesters are 6 STEPS


behind you.
⧐ When the harvesters are 13 STEPS behind,
you escape and WIN the day. They’ll return.

Wake up Zap. They


⧐ Every time you fight or search a room,
roll a die. ODD: -1 STEP.
are here. A unit of
harvesters tripped your ⧐ You die and LOSE when the count reaches
cy_wire. I’ll help you 0 STEPS. Or you stand and fight—and die.
get out of here, but
it’ll be a close call. >> FIGHT 10 corp_harvesters
Wait. They brought a ⧐ You owe 3d6 x 1,000¤ . You WIN if you
nanohac̸̠͇͔̈́͑k̵̢͙̾͛̐͜e̵̺͎̫͐̕r̴̢̺̻̀̚͠! S̵̺͇͔̐̈́̓o̵̘̝͚̐̀͌r̸͓̟̞̐͠͝r̸͚̟̾̿͝y̵͇̦̻͊̾,̸̼͓̪͆͛̾ g̸͚͉̾̕͝ö̴͉͙͍́̽̐ö̸̡̘́͜͝d̴̘͉͚͋̓͒ l̸̡̢͖͆͋͛u̵̢͙̪̒́̀ “find” the credits and pay up.
...
c̴̺̟̘̿̀͒k̴̼̘̾͒͆.̸̦͇̝̐́͝ Ḯ̵̠͎͚͐̓ l̵̙̪͇̒̚͝o̵͙̻͚͌́͠
%

THE HUNT BEGINS...


You grab your gear and leave your decrepit apartment. Draw a corridor with 2d4
doors. Every time you open a door, roll for a ROOM and [d4-1] to determine
the room's door count. Draw it. If you have nowhere left to go, the new room
must have at least one door {THE SHOW MUST GO ON}.

DOORS FLOORS Start a new map whenever you descend a level.


Doors are figurative. Roll 2d4 for each door to determine its type:
(2) Rickety bridge [25% chance to break {you die}; use paracord for +2 STEPS]
(3) LASER gate [Test DR12 Toughness or take d4 damage when passing through]
(4-6) Regular door (7) Throughput (8) Vent [may pass through next room unseen]

MONSTERS [d12]
HP A M
01 Junky 3 0 4 Dagger {d2} || 50% chance to loot d2 painkillers
02 Muscle 5 -d2 8 iClub {d4} || Makes d2 attacks
03 Pimp 4 0 6 10 mm {d6} || d6 bullets, 2d6 x 100¤
04 K9//CY-DOG* 7 -d4 — Bite {d4} || Scrap worth d4 x 100¤
05 Shaky veteran 8 -d2 5 Shotgun {d6} || d6 bullets
06 Oppressor* 2 -d4 — Sonic blast {d6} || No defense, no damage reduction
07 Tech%Mobster 7 -d2 7 CY-CLAWS {d4} + 9 mm {d4} || d6 bullets
08 corp_harvester 9 -d2 7 Railgun {d8+1} || d6 bullets, 2d6 x 100¤
09 Grunt 12 0 9 One-shot rocket launcher {d12} [d4 targets]; knife {d4}
10 Abomination 22 0 10 Meaty fists {2d8} || Eating the flesh heals 2d6 HP
11 Gaus Turret 17 -d4 — Coilgun {d10+1} || Makes two attacks, 2d6 bullets
12 LMG Turret 10 -d6 — LMG {d10A} || 10d6 bullets

NAME|HP|ARMOR|MORALE[ROLL 2d6 when the monster falls below 50% HP: Result > Morale = RUN]

{* = drone; you can expand this table with CY_BORG monsters}


Test DR16 Agility to run through. Test DR13 Agility to run back.
ROOMS [d20]

{you can carry chests; 75% chance a room is looted or vacated when you return later}
SEARCHING: You can search any room for items. Test DR12 Presence and roll for d2 items
but reroll items higher ranked than your test result.
CHESTS: Chests contain d4 items and one weapon but never anything (L). Chests (L)
contain d6 items and d2 random weapons. Always 50-50 chance if melee or ranged weapon.
01. Two monster (Monster table results 8-12).
02. Two monster (Monster table results 5-9).
03. d4+1 monsters (Monster table results 2-6).
04. Laboratory with d2 abominations. The scientist cackles.
05. Sarine gas trap (Trigger: DR15 Agility Damage: DR14 Toughness or 3d6)
06. Mustard gas trap (Trigger: DR14 Agility Damage: DR10 Toughness or 2d6)
07. One monster (table 1-4). Test DR14 Presence to {ally}.
08. Shabby flat. Has d4 MRE in the fridge. Nothing else to find.
09. A drug den! d6 junkies and d3 muscle. Sell d6 roids [50¤].
10. A brothel! d4 pimps. Pay 10¤ to heal d12 (only one time).
11. A locked (mech.) chest and d2 monsters (Monster table results 1-6).
12. A locked (el.) chest and one d2 monsters (Monster table results 1-4).
13. A locked (mech.) chest (L) and d2 monsters (Monster table results 4-11).
14. A locked (el.) chest (L) and d2 monsters (Monster table results 5-11).
15. Weapon locker (locked el.). Contains d2 ranged weapons.
16. Item shop! Sells d6 random items, three of each.
17. Weapon shop! Sells d4 random weapons (1 melee, 3 ranged).
18. A corp_harvester with an uplink. DR13 Knowledge or noisemaker {+3 STEPS}
19. Room with a window. Use a paracord or test DR14 Agility {+2 STEPS}.
20. Empty elevator shaft. Use a paracord or test DR12 Agility {+2 STEPS}.

WEAPONS [2d8] | [d6] ITEMS/CONSUMABLES [d20]

02. IX Phaser* {d12+2} [2,000¤] 01. Bullet (d8 found in chests) [3¤]
03. Coilgun {d10+1} [1,000¤] 02. MRE ration {heal 1} [5¤]
04. Railgun {d8+1} [550¤] 03. Paracord {rope} (L) [10¤]
05. Shotgun {d6} (two targets) [350¤] 04. Painkiller {heal d6} [15¤]
06. 12 mm PEACEMAKER {d6+1} [250¤] 05. Lockpick (mech.) {1 use} [25¤]
07. 10 mm H.K. Rancor {d6} [100¤] 06. Flashbang {-2 DR in combat} [25¤]
08. 9 mm MK ULTRA {d4+1} [30¤] 07. MedPen {heal d10} [40¤]
09. 9 mm UCS S.I. {d4} [20¤] 08. Roids {+d6 me.dama 1 fight} [50¤]
10. SMG Pitbull {d4a} [150¤] 09. Grenade {d6 to d3 targets} [45¤]
11. SMG+ SVPER//7 {d6a} [250¤] 10. Noisemaker [65¤]
12. Assault rifle {d8a} [400¤] 11. Breathing mask (vs. gas) [70¤]
13. Dual-synch SMG {2d4a} [550¤] 12. Bugbuster {reroll 1 die} [100¤]
14. LMG Kobold {d10A} (L) [750¤] 13. Light armor (-d2) (L) [100¤]
15. GAU9 Minigun {d12A} (2L)[1,000¤] 14. Micro torch cutter [150¤]
16. H.A.R. SKVLL {d10a} (L) [1,500¤] >> Opens everything (-1 STEP)
15. Rough armor (-d4) (L) [250¤]
01. Combat knife {d4} [5¤] 16. Lockpick (el.) {3 uses} [300¤]
02. Machete {d6} [20¤] 17. Medium armor (-2d2) (L) [350¤]
03. Chainsaw {d6+1} [40¤] (L) 18. A.I. gunsight (+1 Ranged) [350¤]
04. Monosword {d8} [200¤] (L) 19. Oppressor drone {ally} [375¤]
05. Powerhammer {d8+1} [400¤] (2L) 20. Optic camo suit (L) [400¤]
06. Bulletstar {d8+d4} [500¤] (L) >> 3 uses of near invisibility to
↳ Consumes one bullet for the d4! avoid or escape a fight

{* = no ammo needed, 4 shots per combat, ignores 2 points of damage reduction}

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