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Table of Contents
:Introduction:...............................................................................................5
::The Basics::............................................................................6
::Glossary::................................................................................9
:Character Creation:..................................................................................14
::Attributes::............................................................................15
::Abilities::...............................................................................17
::Skills::....................................................................................19
::Equipment::...........................................................................24
:::Drugs:::............................................................................25
:::Gear:::..............................................................................26
:::Implants :::......................................................................28
:::Contacts:::.......................................................................30
::Starting Heat::.......................................................................32
::Example character creation::..............................................33
:Actions:.....................................................................................................54
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:Downtime:..................................................................................................72
::Special Spends::...................................................................73
:PROTAGONIST SHEET:....................................................................................74
:MISSION SHEET:............................................................................................75
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:Introduction:
This game has been written with the idea that it will allow you to
play out cyberpunk and transhumanist adventure stories in the vein
of William Gibson, Bruce Sterling, Rudy Rucker, Neal Stephenson,
Masamune Shirow and the like.
In case you need something you can’t find here, the internet is
shock-full of examples of play (YT especially) and forums where to
debate about the finer points of Role-playing.
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::The Basics::
You will need a player to take on the mantle of the Master Control
Program (or MCP), the person in charge of the procedures of the
game and describing the world.
The other players will create and run the Protagonists, a bunch of
skillful cyberpunk characters living in the game’s imaginary world.
Protagonists try to earn a living, while keeping safe and -
hopefully- sane.
Protagonists also get to change the world around them.
After the Protagonists have been created, the players and the
MCP get down to describing the world in which the action takes
place.
They will create the locations and factions that are the focus of the
action, these are collectively known as Hubs.
Once the Hubs (and their relationship to each other and the
Protagonists) have been established, you are set up for playing.
The MCP will then set Scenes till the Mission ends, handle non-
player characters (or NPCs), put Heat on the Protagonists’ tail,
and interpret Action Rolls.
The Protagonists can, on their part, call for Interludes between
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Scenes, or pay Info to create their own Scenes that advance the
plot.
After all Scenes have been played out, the Epilogue is played out.
Once a Mission ends, and before a new one starts, Protagonists
get some Downtime to learn new things, heal, buy stuff, lower
Heat.
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::Glossary::
Here’s a list of the important terms used in this game, and what
they mean. If you get lost, come back here and see if we can shine
a light for you.
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:Character Creation:
Before creating a new Protagonist try to make up your mind on
the kind of character you want to play, it will help you navigate the
process.
Cyberpunk heroes come in all varieties and shapes: hardened
hackers, gritty mercenaries, rebellious rockers, cybernetic con
men, and so on.
• Abilities
• Attributes
• Skills
• Relationships
They also have (or would like to get) Credits, which can be spent
on:
• Contacts
• Drugs
• Gear
• Implants
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::Attributes::
First each player picks one descriptor (or makes up one) for each
of the following Attributes.
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::Abilities::
Abilities represent general areas of knowledge and competence,
all Protagonists now get to assign Advantage or Disadvantage
Dice to their Abilities. For each Advantage (mark as “A” on the
Protagonist Sheet) they pick, they must assign a Disadvantage
(mark as “D” on the Protagonist Sheet).
Each Ability may have Advantage, Disadvantage, or neither
(mark as “=” on the Protagonist’s Sheet).
In this game the MCP never rolls dice, and high rolls are good
while low rolls are bad.
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::Skills::
The third step is choosing four Skills. Each Skill applies to one of
the four main Abilities listed above. When a Skill applies to an
Action Roll, the Protagonist gets an Advantage dice.
Aircraft (Techie)
Piloting helicopters or planes, in person or by remote.
Athletics (Tough)
Running, swimming, climbing, jumping, throwing stuff
like javelins (or grenades).
Archery (Smart)
Skill with bows, crossbows and other ancient missile
weapons.
Boating (Techie)
Piloting boats and ships, in person or by remote.
Chemistry (Smart)
How to recognize, prepare and use drugs and
pharmaceutical and chemical products (like explosives)
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Cybernetics (Techie)
Analyzing, repairing, modifying and installing Implants.
Demolitions (Techie)
Recognizing and handling explosives, placing charges.
Driving (Techie)
Driving cars, bikes, trucks and other ground vehicles, in
person or by remote.
Endurance (Tough)
Resisting fatigue and lack of food or sleep, enduring
torture.
Engineering (Techie)
Planning, building and repairing structures.
Electronics (Techie)
Understanding, creating, repairing and modifying
electronic devices like computers.
Etiquette (Cool)
Who’s who among the higher-ups and the corporate
elite, the skill of behaving in polite company.
Gaming (Smart)
How to play (and win) at cards, dice, chess, mahjong,
and a variety of other games. Includes the skill at
cheating.
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Genetics (Smart)
Understanding, creating, repairing and modifying
genomes.
Hacking (Techie)
Coding, manipulating computer networks, forcing
firewalls and databases.
Intimidate (Tough)
Using fear to manipulate people’s reactions and
demeanor.
Linguistics (Cool)
The knowledge of different languages, how they relate
to one another, how words are born and how people use
them.
Mechanics (Techie)
Understanding, creating, repairing and modifying
mechanical devices, like cars and bikes.
Media (Techie)
Skill at taking and editing, pictures, audio or video.
Medicine (Smart)
Healing living creatures, diagnosing illness or poisoning.
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Perform (Cool)
How to entertain (and misdirect) people by acting,
singing, playing, dancing. Can be used to disguise
oneself.
Persuasion (Cool)
This skill covers rhetorics and the ability to change
people’s minds with arguments.
Psychology (Cool)
Insight and understanding people’s behavior.
Robotics (Techie)
How to create, repair and modify robots and drones.
Spacer (Techie)
Piloting spaceships, donning spacesuits for EVA,
safeguarding space environments.
Stealth (Smart)
Moving silently and hiding, very useful to shadow
people.
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Streetwise (Cool)
Knowing Who’s who in the streets, and where to go if
you want to buy illegal stuff. The low-life etiquette.
Wherewithal (Cool)
Perseverance in the face of hardship, willpower, used to
resist intimidation or persuasion.
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::Equipment::
All Protagonists get 4 Credits, each Credit can be spent for a
Contact, a piece of Gear, a dose of Drugs, or an Implant.
Credits can be kept in a reserve called Stack.
Each Protagonist starts the game with 1 Credit in their Stack.
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:::Drugs:::
Are everywhere in Cyberpunk worlds.
Why renounce the benefits of chemistry, especially if the corps say
it’s harmless?
A dose of Drugs is always connected to one of the four basic
Abilities. If you consume a dose of drugs, all the Ability rolls
connected to the chosen Ability receive an Advantage dice for
the rest of the current Mission.
However, either your current Glitch or Trauma score (more on
that later) raises by 1. The more drugs you take, the more your
Health deteriorates.
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:::Gear:::
Can basically be anything: software, portable computers, guns,
vehicles, whatever.
By default, unless in-game events somehow change this, all
characters are expected to always have the necessary equipment
for all their activities, at least all those they have a Skill in: Hackers
will have cyberdecks to connect to the net, people with driving will
have a bike or a car to drive, Small arms specialists guns to shoot.
Basic Gear can be obtained through a Contact at 1 Credit cost.
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Should the character have been deprived of even the most basic
equipment, the MCP can either deny some courses of action, or
impose 1 Disadvantage dice.
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:::Implants :::
Implants are high tech enhancements that a character can get
implanted in his body.
Implant Effect
Audio Chip 1 Smart Advantage when listening for things
Combat Reflexes Always act before people without the same
Implant, compare Initiative with others
Dynalegs The character can move two Ranges per
Round
Gun implant Allows shooting at Far Range even when
unarmed
Gun link 1 Smart Advantage with Heavy Weapons or
Small Arms
Nanodocs Recover 1 degree of Trauma between
scenes
Nanoprocessor Can record what vision and audio chips
perceive
Neo Muscle 1 Tough Advantage for athletic tasks
Panzerboy Chip 1 Techie Advantage when Driving
Pheromone Emitter 1 Cool Advantage when persuading or
intimidating
Rippers 1 Tough Advantage in melee combat
Skill Processor Has the same effects of a Skill, can be
changed in-between Scenes for 1 Glitch
Subdermal Plating 1 Tough Advantage when resisting Trauma
Virtuality Chip 1 Techie Advantage when Hacking
Vision Chip 1 Smart Advantage when looking around
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:::Contacts:::
How do Contacts work? Protagonists can go talk with each of
their Contacts free of charge once per Mission. Any further visit
costs a Credit, or the Protagonist may burn the Contact in order
to get this little extra help, remove it from your Protagonist sheet.
Contacts have specific abilities, each player gets to chose for their
Contacts three abilities from the following:
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::Starting Heat::
Player’s can give their Protagonists a little extra by awarding the
MCP some Heat to use as the game advances.
Each player chooses whether to award the MCP 1 point of Heat
(and no more) in exchange of 1 Credit, one Contact, a piece of
Gear (not Nano), one Info, a dose of Drug or Implant.
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How?
First of all, prepare the important factions and places of the world:
the Hubs of the game.
There will be at least one Hub for each Protagonist in the game,
plus one made up by the MCP.
Take turns writing down one of the Protagonists’ Phenotype near
to another one’s Origin and a third Protagonist’s Demeanor.
Remember to name each Hub and add a short description.
The Protagonists’ players and the MCP can keep adding new
made-up Hubs as long as they feel comfortable.
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All this will help later to set the first Scene, the one that kicks the
game off, and better defines the Protagonists and their motives.
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In the Prologue the MCP sets the Mission: declaring its Length,
Target, and if and how it can affect a Hub in the game’s world.
By spending one point of Info, a Protagonist can set the Mission.
Scenes advance the plot toward the Epilogue and are usually set
by the MCP. Scenes revolve around a specific and explicit goal
that requires a successful Action Roll to be passed.
When a Scene isn’t passed, the Mission gets a Setback.
If the Scene is passed, the Mission gets an Advance.
At any time the Mission has more Setbacks than Advances, it
fails and you go to Downtime.
Protagonists can spend Info to set their own Scenes, while the
MCP can spend Heat to deny an Interlude.
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::Stand-Ins::
A Stand-in can only be present in a Scene that is fictionally
appropriate (no Virtual Stand-ins in a bar fight, no Drones in the
Net).
As all Gear, Stand-ins can be damaged by Trauma, they are
useless but salvageable after 1 Trauma, and destroyed after 2
Trauma points.
When a Stand-in is destroyed, the Protagonist is out of the
Scene and may not interact anymore with it.
Action rolls through a Stand-In may still cause a Protagonist to
Glitch, and may not benefit, usually, from other kinds of Gear. If
Skills, Abilities, Attributes and Relationships apply to a roll, it’s
up to the player that has set up the Scene.
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::The Prologue::
During the Prologue the MCP states the objective of the Mission,
its length in Scenes (which is the pay it nets to each of the
Protagonists if successful) and which Hub in the game world it is
going to affect.
Otherwise, any of the Protagonists can offer to pay 1 Info and set
the Mission themselves.
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After the Prologue you play the first Interlude, and then the first
Scene, and then an Interlude and so on.
Scenes, instead, are set by the MCP. The MCP sets the Scene
and declares its location, how much time has passed since the
previous Interlude, what is the Scene’s goal and what kind of
Action Roll is required to Advance the Mission.
By paying 1 Info, one of the Protagonists can set the Scene for
themselves.
The Protagonists may chose to skip an Interlude, if they choose
so.
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At this point each Protagonist declares what they are doing for the
Scene:
• Only one Protagonist can actually roll to pass and
Advance the Mission
• Roll ONE other action that will not help Advance the
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At any moment, before or after the action to Advance (or any other
action) is actually rolled, the MCP can decide if he is going to
spend Heat to add complications, hostile NPCs, damage Gear and
so on.
Any event added by the MCP via Heat happens in the order
declared by the MCP. Always resolve each event before moving
on to the following one.
Protagonists declaring any kind of action (be it reaching for the
Scene Goal or not) can’t roll to bypass Complications that the
MCP has paid for with Heat.
As soon as the MCP inserts a NPC Squad, the Scene freezes and
goes into an Action Sequence. If no Protagonist is free when a
Squad shows up, the Protagonists are surprised.
Only once the Action Sequence has been resolved does the
Scene resume.
The Scene actually ends only after all required Action Rolls have
been made, and any eventual Action Sequence has been
completed.
If the Scene’s goal has been reached, the Mission Advances,
otherwise it gets a Setback. If the Mission has more Setbacks
than Advances, it fails, go to Downtime now.
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::Epilogue::
In the long run, this sequence of Scenes and Interludes will move
the plot forward up to the point of bringing the Protagonists to the
last Scene whose purpose is to determine if they achieve their
Mission’s goal or not.
If the goal of the Mission’s final Scene is reached, the Mission is
successful, otherwise it fails.
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::Heat::
Heat is a resource that the MCP can use to hassle the
Protagonists, and represents the turmoil and interest that the
Protagonists raise in the game world, and the push-back from the
powers that be. Things are never static in this world!
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EXAMPLES:
“You head for Jimmy the Shark’s little redoubt in the
abandoned Medina Street Parking lot. As soon as you
reach the door one of his Muscle-girls steps out of the
shadows, a big shotgun resting comfortably on her arms:
‘Sorry mate, Mr. Jimmy is not taking calls.”
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::Info::
Info can be spent by Protagonists to set Scenes and Missions.
No dice roll is required, the MCP can (and should) not prevent this,
and once spent Info points are gone.
Info can also be spent during Interludes to cancel a Setback.
All Info not spent, but 1, is gone at the end of a Mission.
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:Actions:
During Scenes, the Protagonists have to pass a test of some kind
to Advance a Scene.
The MCP will usually call for the Action Roll, or one of the players
will have set the Scene and decided what is required to Advance.
Action Rolls could be framed like questions:
● an Ability
● a Skill
● an Implant
● a piece of Gear
● a Drug the Protagonist is on
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Scene/Interlude 1-2: DN 10
Scene/Interlude 3-4: DN 12
Scene/Interlude 5-6: DN 14
Scene/Interlude 7: DN 16
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The player who set the Scene gets the final judgment call to say if
Attributes and Relationships apply to an Action Roll, and how.
The MCP does so for Interludes.
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Other Protagonists may help, the player that set the Scene says
how many other characters can help, by rolling their own Action
Rolls and Setting up (see below, under degrees of success) the
acting Protagonist’s roll.
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::Transhuman Insight::
A Protagonist can call on Transhuman Insight, whenever he
rolls an Ability Roll, after dice for Advantage and Disadvantage
have been discarded, but before the success or failure of the
action is finally declared.
For any of the 3 dice left that is a 6, the Protagonist gets to roll a
Transhuman Dice.
Transhuman Dice explode: they are rolled and added to the total,
and for each dice that rolls a 6, the acting player may roll an
additional Transhuman Dice (which may then itself Explode).
After all dice have been rolled and the action resolved, the
Protagonist gains 1 Glitch.
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Mooks are minor NPCs that always appear and act in squads of a
number of individuals same as the Protagonists.
A group of Mooks gets +2 to its base DN as long as the group is
more numerous than the Protagonists tackling them.
When a squad of NPCs make its appearance, the player that set
the Scene must declare up to one advantaged and one
disadvantaged Ability: using those Abilities against the NPC(s)
means taking Advantage or Disadvantage to the roll.
Mook squads are always lead by major NPCs (one per squad)
known as Antagonists.
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::Action Sequences::
When the MCP introduces a Squad of NPCs the current Scene
freezes and the Action Sequence gets to be resolved first.
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When the Protagonists take an approach, and it fails, they can try
the lower one, at an increasing Disadvantage.of 1.
If Fight fails, they can try Flight, the list is a loop.
If the Protagonists flee, but fail to escape they can try Diplomacy
at 1 Disadvantage, if it fails, they can try to Fight with 2
Disadvantages, if things go South they can now try Flight at 3
Disadvantages and so on till they break the circle or are taken
Out of Action).
:::Flight:::
If the Protagonists try to evade their enemies, have all of them roll
against the highest DN of Mooks and Antagonists.
Virtual fights in cyberspace will require a Hacking Action Roll to
elude, while a rooftop brawl will require Athletics roll to escape
from.
Any Failure means that the Protagonists haven’t managed to lose
their pursuers and a round of diplomacy (or combat) ensues, with
an increasing Disadvantage to all rolls of 1.
Protagonists that succeed may chose to remove themselves from
the Scene and leave their compatriots to their enemies.
If the Mission had been already been Advanced successfully, this
means that the fleeing Protagonists can secure the Mission’s
Advance.
If all the Protagonists flee the Scene before the Mission is
Advanced, the Mission gets a Setback instead. Proceed as usual
(Increase Heat for ending the Scene and check if the Mission
fails, go to the next Interlude or to Downtime accordingly).
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:::Diplomacy:::
One of the Protagonists gets singled out as the party
spokeperson,. Using either their Intimidate or Persuasion skill, the
spokeperson has to generate enough Degrees of Success as are
necessary to put the NPCs’ Disposition to Neutral.
Other characters may try to set them up as their action.
The Action’s DN is either that of the Squad or the Antagonist,
whichever is higher.
If the Action Roll fails, the party can pay as many Credits as are
the number of Disposition levels missing from Neutral (or even
Friendly).
If the Squad is still Hostile, because the roll failed or wasn’t even
tried in the first place, the Protagonists have to move one to a
Fight with an additional 1 Disadvantage.
:::Fights:::
First of all, the player who set the Scene must describe the area
surrounding the characters and describe Zones that make up the
fighting ground.
Zones are measured abstractly, a Zone is as big as the space you
can cross in a handful of seconds. So Zones of difficult terrain may
be comparatively smaller than free terrain.
• People in the same Zone are Close, they can beat the
crap out of each other in melee, talk or shoot freely.
• People 1 Zone apart are Near: these can be shot or talked
to without shouting. You can probably pick up some details
easily.
• People 2 Zones apart are Far can be shot or shouted at.
Shooting or trying to interact or detect someone at Far
range happens at 1 Disadvantage.
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• Beyond that people are Too Far. People at Too Far can
be looked at, but not shot or otherwise meaningfully
interacted with.
Zones are endless. Run out of space because the fight moved out
of the 24/7 Pakistani Deli? Let the player that controls the Scene
add and describe the new Zones in the street outside.
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The MCP chooses in which order the NPC factions act, within the
established sequence of initiative, and in which order they act
within the same group.
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Keep in mind however, that only Protagonists roll dice for actions
in this game, so an NPC’s turn ends when his actions trigger a
Protagonist action roll.
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How does the MCP make NPCs take cover or move twice? By
asking Protagonists to roll against such actions with their own
Running or Stealth.
At any moment when the Protagonists are Too Far or more from
all Hostile Mooks and Antagonists, they can chose to flee with
an increasing Disadvantage of 1.
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The MCP can still spend Heat during a Fight Sequence: they can
cause Trauma or call on new Hostile Squads or add
complications to a Protagonist’s Round, as long as they do not
spend more than 6 Heat overall for all the Scene.
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:::Trauma:::
Gear or Implants that receive physical Trauma can not be
employed till they are repaired with an appropriate Action Roll, a
second Trauma breaks them beyond repair and a replacement is
required. Trauma breaks beyond repair any non specialist
equipment that is not Gear.
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:::Glitching:::
All Protagonists have a Glitch score, ranging from 0 upwards.
When rolling for an Action roll, after all Advantage and
Disadvantage Dice have been discarded, if all your dice roll equal
to or less than your current Glitch, your Protagonist Glitches.
When a Protagonist Glitches, they are confused and will suffer a
Breakdown, the player temporarily loses control on their
character.
The character will stay in its current state for all of the current
Scene, after that the player regains control.
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:::Out of Action:::
An Out of Action Protagonist can do nothing and will recover
their senses in the next Scene.
If they get targeted by another character (be it an NPC or
Protagonist), they roll 2 Dice only for their Action Roll, without
considering any Skill or Ability for Advantage or Disadvantage
(Trauma, Gear, Drugs and Implants may still affect the roll,
though) and may not spend any of their eventual Degrees of
Success.
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:Downtime:
At the end of a successfully completed Mission, Protagonists
receive Credits equal to the Mission’s Length (1 to 7) they can put
in their Stack.
Also, each Protagonist can change a Relationship with another
Protagonist or a Hub.
If the Mission failed, the Protagonists get no Credits and Heat
raises by 1.
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::Special Spends::
Special spends are exceptional Downtime activities.
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:PROTAGONIST SHEET:
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:MISSION SHEET:
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A Cyberpunk storytelling game
2021