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