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CBRPNK - PLAYER v1 PDF
CBRPNK - PLAYER v1 PDF
RUNNER FILE
C+P002
[ C B R + P N K : R P G PMPHLT 0.1
01. The player describes what they want to Push: Mark ** to either + to your roll or {E or
accomplish and what Approach, Skill and Gear Act when OUT.
COMPOSITE
they will employ to do so. There is no “wrong”
ID.
approach to a situation, but some may have Assist: Mark * and expose yourself to the
reduced effect or even increase the danger, Consequences to give + to a teammate’s Action
prompting the Player to rethink their course Roll. Only one PC may assist a given roll.
of action to improve their positioning. Setup: Make an Action Roll to give an Edge in
02. The GM assesses if any or both sides have anyone’s future Actions. E.g. provide cover,
Edge. If so, they will then inform what Threat distract an enemy, plant evidence etc.
(T) and Effect (E) Levels can be expected. Lead Group: All participating PCs make the same
03. The Player can then raise or lower both T and Action roll and pick the best result among them.
E simultaneously to improve their impact at The LEADER marks * for each PC that failed.
the cost of a harder Consequence or Protect: Take the Consequences for a teammate’s
vice-versa. failed action. You may Resist it as normal.
04. The Player gathers their dice: Flashback: Invoke to roll for an Action in the past
〉A number equal to Approach+Skill ratings. that impacts the current situation — adding, but
〉Adds bonus dice from Push or Assist.
2 02.0
not changing what is already established in the
If they end up with zero or less dice to roll, fiction. In addition to other eventual costs
(Creds, favors, Hunted status), the GM sets a
they roll 2 dice and keep the lowest.
cost depending on its plausibility:
HUNTED
05. The Player rolls all the dice and reads the
〉*: A standard activity, likely to have occurred.
single highest result. Player and GM work
〉**+: An elaborate plan, unlikely circumstances.
together narrating the action, but the latter
has final say over the outcome and is the one
TAKE A BREATHER
C+P001
C+P00X
declaring the Consequences. HANDLE
[ 2356/ FITD01020 ]
the Consequences. > 4/5 Suck it up. Clear * * -or- ignore Level 1 ONE LAST CHANCE TO CLEAR OFF YOUR DEBTS.
Harm penalties for the rest of the Run.
> 1-3 Take what you can get. Clear *.
G LITC H D IE DO YOU ACCEPT? Y/N
When a PC adds dice from a Gear, Approach or C+P00X ANGLE
Action marked as glitchy, one of the dice will
be a GLITCH (an easily discernible die). Convey what ultimately you run for:
YOU BETTER NOT GLITCH THIS UP.
〉Get out 〉Learn the truth
If the GLITCH rolls a 1-3, regardless of the 〉Make them pay 〉Push the edge
〉Look after them 〉Take a stand
C+P 0.01 _
action outcome, the PC suffers a Consequence.
C+P00X
LOAD
use under the Creative Commons Attribution 3.0 Unported license. emanoelmelo.itch.io @emanoelmelo
[ CBR+PNK:RPG]
FORCE/INTIMIDATION/DESTRUCTION WHAT YOU HAVE ON HAND GEAR [ 1 / FITD01020 ] STRESS
AGGRESSION
APPROACHES
GLITCHY HESITANT WHEN YOU PREPARE FOR A RUN, DECLARE YOUR LOAD. PUSH: * * / ASSIST: * / FLASHBACK: * OR * *+
TAKE A BREATHER TO RELIEVE STRESS.
CREATIVITY/CUNNING/PERCEPTION LIGHT [1-3] Move quickly, go through small spaces,
SMARTNESS GLITCHY DISORIENTED blend in with the crowd.
NORMAL [4-5] Look conspicuous, ready for trouble.
CHARISMA/LEADERSHIP/DIPLOMACY
EMPATHY GLITCHY COLD
HEAVY [6] Move slowly, draw lots of attention.
ACTION / HOW
DISCRETION/PRECAUTION/ACCURACY Declare a gear on hand by marking it on your list — OVERLOAD: An Approach of your choosing becomes
CAUTION GLITCHY RECKLESS up to a number of items equal to your LOAD. permanently glitchy and incurs a Complication, like:
ASSIGN ONE TO EACH APPROACH: + + / + / + / Z E R O A BLADE OR TWO AMMO > Taken out of action (while Overloaded).
GLITCHY: REPLACE ONE DIE FOR THE GLITCH DIE. > Expose a team’s weakness.
> Make the team lose an advantage.
HANDGUN SPECIAL AMMO
> Damage or overlook something crucial.
ASSIGN 8 +. A THIRD + CAN BE ASSIGNED AS AN EXPERTISE, WRITE
IT DOWN BELOW THE SKILL’S NAME. USING EXPERTISE ON AN ACTION, SUBMACHINE GUN DEMOLITION TOOLS While OVERLOADED, you gain {E but can’t make
SKILLS
YOU CAN TRADE + FOR AN EDGE. Actions that would require * or Resistance rolls.
LARGE/HEAVY WEAPON SPECIAL GRENADES
CLOSE COMBAT PILOTING EMP, GAS, FLASH [2 / FITD01020 ] RESISTANCE
EXOTIC WEAPON REDUCE OR AVOID A CONSEQUENCE (GM CALLS). DECLARE
MICROTRONICS TOOLS HOW YOU DO IT AND ROLL THE APPROPRIATE APPROACH:
ENDURANCE RANGED COMBAT
CYBERDECK
SPARE PARTS > Crit 2EZ. Clear **.
DRONE [SMALL, FAST] > 6 Solid. Mark *.
HACKING RIGGING > 4/5 Not bad. Mark **.
000- 0
SURVIVAL KIT
MASK, RATION, WATER/AIR PURIF. > 1-3 Close call. Mark ***.
DRONE
MEDIUM, VERSATILE
INFLUENCE SCIENCES [3 / FITD01020 ] ARMOR
MEDKIT MARK ARMOR TO RESIST AN APPROPRIATE TYPE OF
ARMOR CONSEQUENCE INSTEAD OF TAKING *.
ACTION / WHAT