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sprawl goons

A cyberpunk hack of Nate Treme’s


TUNNEL GOONS
http://natetreme.com/tunnelgoons

by Paul D. Gallagher

http://neuralarchive.blogspot.com

https://creativecommons.org/licenses/by/4.0/legalcode
CHARACTER CREATION
• Name your character
• Resilience Points are 12
• Inventory Score is 10
• Distribute 4 points between the stats below (a stat may
have a score of 0)

Morphology
Good at melee, brawling, climbing, feats of strength
Reaction
Good at sneaking, aiming, shooting, balancing
Cognition
Good at hacking, perception, speaking, learning
Equilibrium
Good at keeping your nerve, resisting stress, maintaining
your cool

STARTING ITEMS
Choose 3 Starting Items (examples):
• Melee Weapon (specify)
• Ranged Weapon (specify)
• Armour (specify)
• Implant (specify)
• Cheap Sanyo Cell Phone
• Ono-Sendai Cyberspace Console and ‘trodes
• Toolkit
• IR Goggles
• Stolen Credit Card (2d6 uses)
• Half-bottle of Moskovskaya Vodka
• 3 Doses of Brazilian Hyperdex (+1 Morphology)
• Capsule Hotel Key
• Yeheyuan Cigarettes
• Fake ID (specify)
• Handcuffs
• Mirrorshades
• Palm-sized A/V drone
• Blister of d6 Lazarus Patches

Roll 2d6x100 for starting cash

GAME STRUCTURE
A referee controls and describes the world to the players,
who then describe how their characters (PCs) act in the
world. The referee will then call for an Action Roll should
the situation warrant it.

THE ACTION ROLL


When an action’s success is uncertain, a player rolls
2d6 and adds points from the relevant stat and a point for
each relevant item used (referee’s decision). If the total is
equal to or greater than the action’s Difficulty Score (DS),
it is successful.

DANGEROUS ACTION ROLL


If an Action Roll has a risk of physical danger, such as in
combat, the difference between the dice roll and Difficulty
Score (DS) is the amount of damage the endangered
participant takes.
Examples
As an action, Tanner (a PC) gets into close combat with
a member of the Zone Bosses gang who has a Difficulty
Score of 10. The player rolls 2d6 and adds 2 from the
character’s Morphology score, 1 for Tanner’s katana, and
1 for his kevlar jacket. Tanner’s Action Roll total is 12.
The difference between 12 and 10 is 2, so the Zoner
takes 2 damage. A non player character’s DS is also their
Resilience Points, so now the enemy’s Difficulty Score is
8. If the player’s roll had been a total of 8 (2 less than the
DS of 10), then Tanner would have lost 2 Resilience
instead of the Zone Boss.

Elsewhere, another PC, Katya Kaiser, fires her Hideyoki


shard gun at a Genexus agent shooting at her (DS10).
Katya’s player rolls 2d6, adding 1 for her Reaction, 1 for
the shard pistol, another 1 for the explosive flechettes
it fires, and 1 for her spiderweave armour vest. She rolls
10 on the dice, adds the 4 points for a total of 14, so the
Genexus goon takes 4 points of damage. Next round, the
NPC agent’s DS will be down to 6. If Katya’s player had
attained a total Action Roll score of 7 (3 less than the DS
of 10), it would have been Katya that received damage
(3 points) from the agent’s shots instead.

DIFFICULTY SCORE GUIDELINES


Easy: 8 | Moderate: 10 | Challenging: 12 | Hard: 14
| Formidable: 16 | Extreme: 18 | Impossible: 20
GLITCH and UPGRADE DICE
These are extra dice added to the Action Roll by the
referee, depending on the circumstances during the
game. Only the referee can determine if and when a
player needs to roll the Glitch or Upgrade dice.

The GLITCH dice is a third d6 rolled during an Action


Roll, requested by the referee when they feel the
character is at a disadvantage. From the three dice
rolled, keep the two worst scores for the Action Roll
result.

For example, a character may have faulty or damaged


implants, or has sustained a wound that may affect the
chances of their action’s success.

The UPGRADE dice is a third d6 which the referee


will ask the player to roll when performing an action,
when they think the character has gained a situational
advantage. From the three dice rolled, keep the best two
scores as the result of your Action Roll.

For example, a character may have prepared well, set


a solid ambush, done in-depth research, or brought the
most suitable gear for the job, increasing their chances
of success.

INITIATIVE ROLL
To determine who goes first in a combat situation, roll a
d6 for initiative, adding the Reaction stat, and 1 for any
relevant speedware augmentations, such as a a Reflex
Booster, or performance enhancing drugs, such as
‘Dorph.

D6 + REACTION [+ ANY AUGMENTS + ANY DRUGS]

CHARACTER DEATH
When a character’s Resilience reaches zero, they will
begin to take critical damage.

Critical damage represents serious wounds, shock and


blood loss. The referee will roll 2d6 (one for wounds, one
for location) to determine both the severity of the injuries
and the body location affected.

Critical Injuries Table (d6)


1. Drop weapons, superficial cuts, wind knocked out of
you, bruised, dazed, knockdown
2. Dislocations, shattered or broken weapons, numbed
limbs or body parts
3. Incapacitated limbs, deep wounds, smashed teeth,
broken bones
4. Severed arteries, internal bleeding, spine injuries,
gouged eyes
5. Portion of a limb lost, organs ruptured, bleeding out,
artery severed, stunned
6. Entire limb lost, body parts hacked in half, shock and
blood loss, edge of consciousness
7+ Eviscerated, flying body parts, arterial spray, death in
1 round
Body Locations (d6)
1. Leg (nearest or most logical)
2. Torso
3. Torso
4. Torso
5. Arm (nearest or most logical)
6. Head

If a character has already taken critical damage, the next


roll on the injury table is rolled with a +3.

Once a PC has taken a critical injury, they will be rolling


all further Action Rolls using the Glitch Dice, until they
have received medical attention.

When an NPC’s DS reaches zero, they die. The referee


may also choose to use the critical injuries for the major
NPCs in their campaign.

HEALING
Regain all lost Resilience Points by spending 8 hours
resting in a safe area. For a quick fix mid mission, apply
a Lazarus Patch to immediately recover 3 Resilience
Points. An allied character with a first aid kit who performs
a successful Cognition based Action Roll will gain the
injured PC 2 Resilience Points. Critical Injuries cannot
be healed this way and the PC must be attended by a
medical professional with the right equipment.
CHARACTER ADVANCEMENT
Level up at the end of each mission. Each level, raise a
stat score by 1, and raise either Resilience or Inventory
Score by 1.

INVENTORY
Your Inventory Score is how many bulky items you
can carry comfortably. For each item that exceeds your
Inventory Score, subtract 1 from any Morphology or
Reaction rolls.

IMPLANTS/AUGMENTATIONS
Cybernetic implants are interfaced with the PC’s meat
body, and therefore don’t count towards the Inventory
total. These can be anything from pop-out blades, to
thermal optics, amped hearing, pneumatic fists, or
jacked-up reflexes.

HACKING
Hacking attempts on systems can only be performed with
an interfaced cyberspace console, and Action Rolls utilise
the Cognition stat.

A system will have a DS, just like a non-player character,


depending on its level of security; a basic system might
be Easy (8), whereas a zaibatsu mainframe could be
Extreme (18).
Neural damage can be taken from certain secure systems,
in the same way as physically fighting with an NPC, and
iagain the damge taken is the difference between the DS
and the failed hacking roll.

Critical damage will most likely affect the nervous system


and the cognitive function of the target, leading to spasms,
nerve damage, loss of motor function, seizures, reduced
IQ, involuntary physical actions, bugs in augmentations,
ticks, bleeds and heart attacks, console burn-out,
etcetera. Go wild.

Your character’s console will add 1 to your Action Roll


(cutting-edge, faster models can add more). If you can
obtain them, specialist software or ICE-breakers, as well
as a hacker’s inventive coding, may also add further
bonuses to your hacking Action Roll. Researching a
system prior to the attack, obtaining current passwords,
or infiltrating via a back door exploit or other vulnerability,
may allow the use of the Upgrade Dice (at the referee’s
discretion).

OPTIONAL RULES
• A player rolling a double six on an Action Roll achieves an
exceptional success, and allows that player to roll another
d6 and add it to their total. If that d6 also scores a six,
it can be rolled again and added to the total. Keep rolling
those sixes, keep adding them on.
• Rolling a double one means the character has failed
spectacularly, and the player needs to pass a Moderate
Equilibrium check (10+) on 2d6 to keep their nerve and
carry on, assuming the character survives the Dangerous
Action. If they fail, they give up or bug out, depending on
the character and the situation. The referee has the final
say on the specifics of that character’s particular
calamity.
• Multiple actions attempted in one round are each rolled
using the Glitch Dice
• Full auto attacks give a +4 bonus to the Action Roll, but
empty the weapon’s magazine
• Burst fire gives a +2 bonus to the Action Roll, up to three
times before the magazine is spent

• Aiming gains a +1 bonus per round spent scoping the


target, for up to a maximum of 3 rounds
• Shotguns do +3 damage point blank, +2 close proximity,
and can hit up to 3 bunched targets at range
• Speciality munitions, such as explosive flechettes, add a
further bonus to Action Rolls (see Action Roll example)
• Throwing a grenade is a Moderate Action Roll, and uses
the Reaction stat
• Grenades do +3 damage in enclosed spaces
• Planted explosives (using detonators or triggers) do 2d6
to 3d6 damage, dependent on type
• Monofilament edged weapons negate armour (so it can’t
be added to your Action Roll total) and do +1 damage if
the target is unarmoured
• Fire inflicts repeat damage for up to 3 rounds
• Falling damage is worked out as 1 point of damage for
every 3 metres fallen (rounded up)
• Armour Can Be Slagged to negate a Critical Injury once,
but is damaged and useless next time and must be
replaced; it cannot be repaired
• Cybernetic limbs take damage as normal, but simply
break or shut down when taking Critical Injuries, and
can be repaired by a competent tech. Or you can use
the following random table:
Cyberlimb Malfunctions Due To Damage (2d6)
2. All maintenance ports and hatches pop open and will
not stay closed
3. The limb straightens out at random intervals a couple
times a day
4. Whenever the limb is moved there is audible metal on
metal grinding sound
5. All attempted movements are done at half the speed
as usual
6. All attempted movements are done at twice the speed
as usual
7. The limb trembles and shakes constantly
8. Every two hours exactly the limb shuts down and
reboots, which takes five minutes
9. Becomes exceedingly hot; unless the limb is
deactivated, it will burn up eventually
10. Continued smell of an electrical fire, after six hours
the limb is inactive completely
11. The power drains quickly and must now be manually
recharged with a plug in port
12. Catches fire internally and cannot be put out by
standard fire extinguishers
Augment your games of the dark future with over 50 random tables
especially designed to enhance your futuristic cityscapes.

Find the Augmented Reality City Kit in PDFat drivethrurpg.com


and itch.io

Also available as a 44 page print-on-demand A4 book at lulu.com

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