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1st Edition v1.

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Neon Nights
A Cyberpunk/Dystopian Tabletop Roleplaying Game
Welcome to
Jeriko City!
Enjoy Your
Stay!
Signed,
The JCPD
Neon Nights
A Cyberpunk/Dystopian Tabletop Roleplaying Game

Written by Ethan H. Reynolds

Design by Ethan H. Reynolds

Art gathered from Canva.com

Copyright © 2021 Ethan H. Reynolds

All rights reserved. Document may be duplicated once one player of the game has purchased this document.
Customers may also alter the games rules, lore, and systems to suit their need.For editorial purposes, or
expressing concerns about the document, write to the publisher, addressed “Attention: Permissions
Coordinator,” at the email address ehreynolds1221@gmail.com

Any references to historical events, real people, or real places are used fictitiously. Names, characters, and
places are products of the author’s imagination.

CW: Drug Use, Violence, Body Augmentation, Police Brutality, Oppression

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To my family and friends who had my back the whole way. This is for you.

SPECIAL THANKS TO

All of the people who playtested this game. You mean the world to me.

Editor
Joseph Mauceri

My Patrons on Patreon
Amber Nichole
Calliope
Bogus Cheesecake
Gavin and Aine Moore
Alex Thir

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Neon Nights
A Cyberpunk/Dystopian Tabletop Roleplaying Game

Table of Contents

Acknowledgements.........................pgs. 1-2
Introduction...................................pgs. 4-15
Preface.........................pgs. 4-5
How to Play. .................pgs. 6-13
Making a Character. ......pgs. 14-15

Occupations. ..............................pgs. 16-26


Traits. ........................................pg. 27
Orgs...........................................pg. 28-30
Perks. ........................................pgs. 31-46
Close Quarters Combat (CQC).......pgs. 31-33
Gunfighting. ................pgs. 34-37
Speech. ........................pgs. 38-40
Sabotage.......................pgs. 41-43
Knowledge................... pgs. 44-46
Vitality.........................pgs. 47-49

World Stats...........................pg. 50
Wealth..................................pgs. 51-52
BioTech................................pgs. 53-55
Supplies................................pg. 56-58
Weapons..............................pgs. 59-61
Character Sheet..............................pgs. 62-63
Glossary............................... pg. 64

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Preface
After years of relative peace across Earth, a sudden nuclear apocalypse ravaged the world, leaving scars
upon the land for centuries. Once some of the radiation dissipated, humanity began to rebuild itself from
the rubble. Cities and leaders rose and fell, until finally, in the year 2700, seven megacities were built from
the technology of the past: Nagaru (Japan), Lin-Shei (China), Dyaragska (Russian, Middle East), Shangola
(Africa), Queensland (Europe), Qanxotl (South America), and Jeriko City (The U.S. and Canada). The
politics, cultures, and economies of all of these megacities are different, and all are mostly linked in some
way. The currency that interlinks all of the Megacities is the Global, a digital cryptocurrency mined in
massive factories across the wastelands in each continent. The sign "$" is used to signify this currency.

Where Neon Nights Takes Place

Neon Nights, as of the first version released, takes place in Jeriko City, located on the East Coast of the U.S.
They are currently, as of late 2700, at war with both the raiders who invade Jeriko City, as well as Lin-Shei
and Dyaragska, which are fought on the West Coast known as the Badlands.

The outside of Jeriko City, known as the Great Wastes, also house unique cultures and practices. Most of the
land is desert or forest, and there is no centralized government.

There are 5 Sectors of Jeriko, each numbered 1-5. 1 is closest to the Great Wastes, while 5 is closest to the
Atlantic Ocean. Each Sector, as the numbers rise, are congruous with wealth amounts (1 being the poorest, 3
being middle class, and 5 being the extremely wealthy). Within these Sectors are Districts, which stretch in
bordered squares horizontally over the vertical Sectors. They are mainly used for simple separators of
localities, but some have taken it further to signify gang territory, or small confederacies that have arisen in
Jeriko City.

There are many different large organizations that reside within Jeriko City, such as:

Eissen Enterprises- Owns nearly all of the pharmaceutical companies in Jeriko City. Are known to let
prescription prices skyrocket, and as a common business practice, creates loan programs for people who
are in dire need of medicine that can almost never be paid off. Known to also preform odd experiments.

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Kalagore Inc.- A brand well respected amongst the higher class of Jeriko. They are a manufacturer of luxury
clothing, accessories and jewelry, and luxury cars. Known to advertise their goods all over television
without break, causing envy to be an epidemic amongst the lower class of Jeriko City.

Lone Star- A group of militia factions within Jeriko City that are known to push forward their ideas of
returning to the "Golden Age" of the world, which was before the nuclear war occurred. Are often found
policing lower income neighborhoods against the JCPD and other organizations for a price, meaning
taxation of the neighborhoods they guard. They are also prevalent in the Great Wastes, and work with the
Lawbringers to trade goods and people to police the Badlands. They mostly sell weapons, clothes, and other
miscellaneous goods.

Indigo- The largest corporation in all of Jeriko City. They employ nearly 75% of all middle class and lower
class individuals in Jeriko City. Indigo owns "Universa", a company which ships goods, produces
entertainment content for Holoscreen and Holovision shows, builds spacecrafts that travel to Mars, and
directly funds the Office and JCPD with their excess cash flow. Are a strict monopoly that reaches beyond
Jeriko and into other Megacities. Own the Silver Serpents to assassinate competitors and rival politicians.

SythetiCorp- Works for the Office directly, and sells synthetic goods and BioTech to the general public.
Does trades with underground BioTech installers so that they can test certain equipment and can reap in
profit. Has created many humanoid service robots for the upper-class of Jeriko City, and Street Sweepers,
or robot policemen, to patrol the lower-class streets of Jeriko City. Known to experiment on the general
public, mostly the homeless or underprivileged, for synthetic augmentations, but denies that this is a truth.

The Office- The Jeriko City government who rules over Jeriko as Prime Chairman. The Chairman is usually
elected by corporations who manually force their own employees to vote for that candidate. The Office
functions as a figurehead more than an actual government. They have adopted what they call the "Old
Commandments", or an altered version of the U.S Constitution, as the main tenets of rule, with their own
amendments added in after the fact.

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How to Play
*NOTE: If there are any terms you are confused about, please use the Glossary on page 66 for more info.

On Rules, Systems, and Lore in this Handbook

In this handbook, there are only recommendations. There is no set lore, settings, people, or history to Neon
Nights or Jeriko City. If there are things, rules, perks, items, weapons, or BioTech that you want to alter,
remove, or add, please do so. This system by no means is perfect as of 1st Edition, so please make the game
as enjoyable for yourself and your players in anyway you, as Game Master, sees fit.

Dice and Rolling

In Neon Nights, all types of dice are used (4, 6, 8, 10, 12, 20, and 100 sided dice), but all Trait checks and
accuracy checks (whether you hit an enemy or not) are all done using a d20. Dice sides are denoted by a "d"
and then a number. For example, a d20 is a 20 sided die, a d12 is a 12 sided die, a d6 is a 6 sided die, and so
on. To the left of the dice side number, there usually is a number to denote how many dice need to be rolled
using that certain die. For example, "1d20" denotes that to make this roll, you need one 20 sided die. "2d20"
denotes that you need two 20 sided die, and 3d12 means you need three 12 sided die to make that roll.

You may also roll with Advantage or Disadvantage. Advantage means that you roll two dice and choose the
highest number out of the two. Disadvantage means you must roll two dice and choose the lowest number.
In Neon Nights, Advantage and Disadvantage compound and subtract one another. This means that if you
have perks that let you roll multiple times for Advantage, you add an additional d20 die and choose the
highest number. Disadvantage is the same, where you roll one additional die and choose the lowest out of
the rolls. If you are disadvantaged, an advantaged roll cancels it out as well.

You will have to roll for many things, such as whether an attack hits or misses, to succeed a Trait check, or to
determine a certain random outcome. Be sure to add or subtract any modifiers you have for these types of
rolls. These modifiers are granted by leveling up, perks, items, and random status effects, so be sure to
know what Traits do what and what bonuses/debuffs you have with your character.

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How to Play (cont.1)
Levelling

In the basic version of Neon Nights, there is no experience levelling option. Instead, in this edition, it is
purely up to the digression of the GM then and how players level up. Ways to level up can include succeeding
in missions/quests, roleplaying well, eliminating enemies, ending a session, or simply just by having fun.

Each level, you are granted an additional point to place in any Trait you desire (not exceeding +5 by
levelling). Your items/perk bonuses do NOT impact the Trait points acquired by creating your character or
levelling, so ignore those numbers when levelling up.

Every 2 levels (2, 4, 6, etc.), you are granted a roll of 1d4 for additional HP (Health Points).

Every 3 levels (3, 6, 9, 12, etc.) grants 7 additional points to take Perks with.

Perks are, as previously stated, acquired through levelling up. Each point matches the stat requirement
needed for each Perk. For example, if a Perk requires +5 Sharpshooting, choosing that perk uses 5 points,
leaving you with 2 points left to spend on Perks.

There is also no level cap or maximum level in Neon Nights, but be careful; more Perks means more to keep
up with.

Death Saves
Dying young and violently is a natural occurrence in Jeriko City. In Neon Nights, when your HP reaches
zero, you will have to succeed a roll of 10 or above using 1d20 to survive after going unconscious. To give you
a bonus to survive, you add any bonuses to your Willpower to help you survive. If someone heals you, you
automatically revive, but otherwise, you will have to wait an hour to awaken. Each time your character goes
unconscious after being revived, you roll with a-3 to your Death Saves until you have a long rest. Once you
fail the throw, you are dead. Handling death as a GM may be handled in any way they see fit.

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How to Play (CONT.2)
Combat

In Neon Nights, it is very easy to die. The world around you is ruthless, and will stop at nothing to see you in
the ground. In order to survive all of your encounters, it is imperative that you and your allies strategize.

Each round of combat in Neon Nights lasts about 4 seconds. This time limit means that your character can
only make two Actions. Actions can be shooting or striking with a weapon, reloading a weapon, moving,
speaking, using an item, jumping, pushing, tackling, and throwing items/weapons. Movement is
determined, in combat, using a 1d6 dice roll to determine how many tiles (diagonally, horizontally, or
vertically) you will move on the map, while also adding/subtracting the total with any Perks, BioTech, or
items that may impact your overall movement. You cannot go lower than 1 movement. Perks can increase
your action amount, but as a default, only two Actions are available to each character. With these Actions,
you may use them in any order, as well as multiple times (not exceeding your Actions limit). You can shoot
twice, move twice, use an item twice, and all the other Actions twice, or once, in a turn as a baseline.

Perks and modifiers from your Traits can also increase your accuracy when rolling to hit an enemy, or can
raise your AR (Attack Resist) and MR (Mental Resist) so that it is harder for you to be hit. Your AR guards
against projectile and melee attacks, while MR guards against hacking and Microwave attacks (attacks that
can damage/alter your mind). If an enemy rolls to hit and meets your AR or MR, they hit their attack. The
same goes the other way, where if you make an attack and meet or exceed the enemy's AR or MR, you
succeed in hitting your opponent. Damage rolls are made using the damage of your equipped weapon after
your succeed a hit. If you are dual wielding weapons, you roll with disadvantage to hit, but if you land a hit,
roll the damage dice of both weapons. Add ACC of both weapons, then divide by 2, rounding down.

Whenever a player rolls to make a Hacking check, they roll Intelligence for their roll, which can be halted by
an enemy’s Mental Resistance, or MR. If they fail the check, then they fail their hack attempt which is noted
on whatever hacking device you use. If you succeed, you then can do what your hacking item says it is able
to do. If it is a general hacking item, then you roll another d20 after your request to do what you ask the
enemy to do. If it fails, your hacking attempt fails, if it succeeds, then your request is granted.

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How to Play (CONT.3)
Combat (Cont.)

Range

Range in Neon Nights functions by weapon type. In order to hit any enemy, however, you need to not only be
in the appropriate tile or distance range, you also need to have direct line of sight of your target in any
direction, meaning that the enemy must be aligned with your character and must be within your weapon's
range. Also, if you decide to use a projectile weapon farther than the range listed, not only do you shoot with
disadvantage, but every tile (5 feet) past the distance listed subtracts 2 from your overall roll.

The ranges weapons can have are as follows unless otherwise specified:

CQC- Close Quarters Combat damage type. Range is up to 1 tile away. Melee weapons only. Limb weapons
count in this category. Bare fists do 1 flat damage.
Short Range- Typically the range of pistols and shotguns. Range is 5 up to tiles away.
Long Range- Typically the range of rifles and sniper rifles. Range is up to 10 tiles away, sometimes 15.

Weapon/Damage Types

Weapons in Neon Nights also have categories of weapon/damage types. They usually are attributed to either
the weight of the weapon or the caliber of the weapon.

They are as follows:

Light- A lighter weapon or calibered weapon.


Medium- An average weight weapon or calibered weapon.
Heavy- A heavy weight weapon or calibered weapon.
Explosive- A weapon, or weapon with a projectile, that explodes.
Microwave- A weapon that uses microwaves to deal damage. Uses MR instead of AR to hit.

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How to Play (CONT.4)
Status Effects

In Neon Nights, there are many ways to inflict damage or effects onto yourself other than just decreasing
your HP. Weapons and items can have the ability to inflict a Status Effect, an effect that impacts you until
your Willpower roll meets/exceeds the GMs established number.

The status effects in Neon Nights are as follows:

Addicted- Whenever you take a drug of any kind (Haze, alcohol, nicotine, etc.) roll a Willpower check. This
will determine if you are addicted to the drug you have ingested. When addicted, all Traits, as well as your
ACC, are decreased by -2. This status effect can only be healed by a clinic, in which you will have to pay a
large amount of money to be cured.

Blinded- You have been blinded by either a weapon, object, or chemical. All attacking rolls are modified
with negative debuff to your ACC stat which will be determined by your GM. Roll Willpower to resist this
effect. Amount needed to meet or surpass number to resist effect is determined by the GM.

Paralyzed- You have been paralyzed by either a weapon, object, or chemical. You cannot move or act until a
successful roll to resist this effect. Roll Willpower to resist this effect. Amount needed to meet or surpass
number to resist effect is determined by the GM.

Poisoned- You have been poisoned by a chemical in any shape of matter. You will take damage every turn
until poison is resisted or cured. Roll Willpower to resist effects each turn. Amount needed to meet or
surpass number to resist effect is determined by the GM. Damage is also determined by GM or enemy
weapon.

Stunned- You have either been stunned by a weapon, object, or mental fear which does not allow you to
move. You may still act, but movement is disabled. Roll Willpower to resist this effect. Amount needed to
meet or surpass number to resist effect is determined by the GM.

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How to Play (CONT.5)
Running a Game

Neon Nights is a game meant to be played with a GM (Game Master), and 2-8 other players. You can
technically play with more, or even solo, but the experience may differ very greatly than with the suggested
range.

This game is also very open ended with its suggestions on how to run a game. There is no set geography for
Jeriko City (as of this version) so feel free to design your own Jeriko or other worlds using this system for any
purpose.

When designing NPC's, having their AR, MR, and HP at the ready is a must. Things such as weapons,
abilities, and Traits can be added as well for extra information. It is recommended that for all common
enemies that are not bosses or important characters that they have around the same possible HP, AR, and
MR of the players at that level. Bosses can have any stats you want, but you want to be sure that common
enemies match the common level of the characters (unless they are facing a higher-level NPC at a low level
which negates this suggestion). Also, matching the AR, MR, and HP with certain character archetypes is
good as well (for example, scientists having high MR, soldiers having high AR and/or HP, and machines
having high AR).

For levels 1-3, it is recommended enemies to have 1-12 HP, 5-10 AR, and 7-18 MR.

For levels 4-9, it is recommended enemies to have 12-50 HP, 8-20 AR, and 10-22 MR.

For levels 9-15, it is recommended enemies to have 20-100 HP, 10-24 AR, and 15-25 MR.

Above level 15, it is recommended enemies to have 30-200 HP, 14-30 AR, and 15-25 MR.

Also, give enemies standard "Skills", like "Three-Actions", "Increases all allies' ACC by +2 next turn" or
"Invulnerable to critical hits". These, instead of standard Perks, will help when managing combat as a GM.

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How to Play (CONT.6)
Creating the World

Sometimes, a GM may need a little help with creating the world for a game, and since, as of 1st Edition,
there is no maps, below will be a table of possible settings, objectives, and antagonists to choose from.

Setting (Roll 1d6 to determine the setting)

1. Sector 1- Poorest district in Jeriko City, high crime and gang activity.
2. Sector 2- District of poverty, but not as bad as District 1, filled with small businesses and many cultures.
3. Sector 3- Middle class district, where the smallest majority of people live, filled to the brim with
company buildings and less-than-savory business practices.
4. Sector 4- Upper middle class, 2nd largest population live here. Many malls and stores, and the hub for
all JCPD operations.
5. Sector 5- Highest of the high classes live here, your billionaires, politicians, world-renowned scientists
and BioTechnicians all reside in the smallest district in Jeriko. Closest to the Atlantic Ocean.
6. The Great Wastes- Beyond Sector 1, a land that is slightly irradiated and filled with small villages and
ruthless raiders. Also home to the Waste Rangers, the Great Wastes law force.

Objective (Roll 1d6 to determine the party's main objective)

1. Seek out a target who is in a place of high authority (The Office, Sibryx, Gang Leader, etc.)
2. Destroy a laboratory that contains a terrible secret (A biological warfare weapon, rogue synthetic
humans, a government-employed war weapon, a covert operation unveiled, etc.)
3. Help start a revolution against the powers that be, wherever they be.
4. Figure out what really happened at a crime scene, or discover the true inner workings and motivations
of the JCPD or another lawbringer organization.
5. Help gather resources for a high-profile individual for any given task (creating a superweapon,
creating new BioTech, rob a bank for drug lords, etc.)
6. Be under the employment of any organization, and complete the tasks assigned by them.

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How to Play (CONT.7)
Creating the World (Cont.)

Antagonist (Roll 1d6 to determine antagonist)

1. A business mogul who manipulates the market in unfair ways, does business with horrible separate
cooperate entities, and/or treats their employees horribly. Revenge is the only way to shut them down.
2. A gang leader who took everything from the party and will stop at nothing to retrieve money, drugs,
items, and/or their heads to get what they want.
3. A police chief who has unlawfully commanded his police force to harass, beat, arrest, and kidnap
innocent civilians off the street.
4. A mercenary, either known to the party or not, gone rogue who is attacking your allies or close friends
for an unknown reason.
5. A secret, synthetic creature who has escaped the confines of a lab, and now is sought after by many
parties.
6. A politician who has done nothing but subjugate the people of Jerko City to horrible living conditions
and is uncaring to the general populace, all without a care in the world as long as their pocket is filled
with cash.

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making a character
*NOTE: All players start with a natural 5 AR, 20 MR, and 1d4 HP.

1. Choose Your Occupation- Choose one occupation that you have done in the past or currently do. These
occupations will both impact the Traits of your character, as well as some roleplaying aspects in-game. Your
Occupation will also have a Skill which will aid you in various ways.

2. Put 4 Points Into Any Trait(s) of Your Choosing- Traits add a certain amount to rolls in each of the trait
categories. Use 4 Modifier points when making your character. Every +1 to a Trait uses 1 point. Every level
after 1 adds +1 to any Trait of your choice.

3. Choose an Organization (if any)- Choosing your organization will open you up to unique story elements,
both positive and negative. If you choose none, you choose to be fully independent, for better or for worse.

4. Use 7 Perk Points to Choose Perks- The modifier that is shown next to what Perk you choose signifies
both the required amount needed to unlock that perk, as well as the amount of points it uses when choosing
it. For example, a Perk that says “Requires Investigation +5” means you must have +5 Investigation and that
it uses 5 points to acquire. You may also acquire perks that are added into that amount, for example, a
Dexterity Perk that requires +2 and a Strength Perk that requires +3. Every 3rd level lets you acquire perks
with a 5-point cap as well. If you cannot find a Perk to choose at the moment, you may save those Perk
Points until your next 3rd level.

5. Put 8 Points Into any World Stat(s)- These stats determine what the world sees your character as. You
have 8 points to put in any of them to begin with. These World Stats may increase during your story if the
Gm decides to do so.

6. Roll for Wealth and Health- Each character must roll (unless otherwise specified) their Wealth and
Health. The character, when rolling, can either choose the number they are given, or any other options that
are below their roll. With Health, you just roll a 1d4 to reveal what Health you start with. Every 2 levels lets
you increase your HP by 1d4.

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7. Choose Your BioTech and Supplies- When creating your character, you have 10 points to buy BioTech
with money you rolled in the Wealth section. Each BioTech has a specific point amount. Also, BioTech has
an MR penalty attached noted by an "-". You cannot go below 1 MR. Also, you are allotted 6 points for
supplies at the start of the game. Each item is 1 point unless otherwise specified. Your character will NOT
always start with a weapon, transportation, or residence. You must choose the "x1 Weapon" option on the
Supplies page in order to obtain weapons. You can choose any item as many times as you desire, as long as
they do not exceed the point total of 6.

8. Write Your Background- This is entirely up to the player’s discretion. Make sure that your background
makes sense within the world and how you build your character. Your background can affect story elements
throughout your campaign.

These rules are set to change at any moment. The GM can also change these rules as they see fit.

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Occupations
Actor- You are/were a performer, big or small, looking to make it big time on the Holoscreen, or in a show
in the poshest Sector's of Jeriko City. You have a knack for improvisation and have a yearning for fame and
fortune. While it's hard in Jeriko City to get gigs, that won't stop you from achieving your dreams. (+2
Persuasion, +2 History, +1 Investigation, -1 Willpower, -1 Mental Fortitude)

Actor Skill: Improvise


Whenever you improvise a skit, dance, song, or any other kind of entertaining action to influence a roll in
Amicability, Persuasion, or Diplomacy, roll with an added +3 to your roll.

Assassin - You are/were a sneaking assassin, whether for hire, or for revenge. You prefer the shadowy cover
of a rooftop or alleyway to the loud and in-your-face attitudes of other mercs. (+2 Sneaking, +2
Sharpshooting, +1 Melee Fighting, -2 Physical Fortitude)

Assassin Skill: Light Steps


When failing a Sneaking check, you are not discovered immediately, and may redo one failed Sneaking roll
per long rest.

Athlete- You are/were an athlete, hardy and focused, looking to make it big in the many sports that give
both the spectators and players an escape from the hells of Jeriko City. (+2 Physical Fortitude, +2 Mental
Fortitude, +1 Strength or Dexterity, -2 History, -1 Strength or Dexterity)

Athlete Skill: Special Training


Choose an action (grappling, running, jumping, lifting/carrying, throwing) and roll +3 on all rolls where you
do that specified action.

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Occupations (cont. 1)
Bodyguard- You are/were a bodyguard, protecting either a person of interest, or a building that needs
people to stay out, or in of its doors. You know the ins and outs of dealing with people, but prefer to deal
with them with an iron will. (+2 Intimidation, +2 Physical Fortitude, +1 Melee Fighting, -2 Amicability)

Bodyguard Skill: Let Me In, or Keep You Out


When rolling to move past a group of people standing in your way, or when rolling to guard something or
someone from inquiring parties, roll with a +3 to your Intimidation rolls.

Celebrity- You are/were a celebrity, big or small, for one of the many entertainment corporations that
scatter Sector 5 of Jeriko City. Whether you are in the biz or out, your life has been filled with appeasement
and speeches, both of which have given you a knack for making a good first impression and to bend the will
of those you speak to. (+2 Amicability, +2 Willpower, +1 Persuasion, -2 Mental Fortitude)

Celebrity Skill: Instant Notoriety


On your World Stats, raise your Fame stat instantly to 8 when creating your character. Now, by default,
nearly everyone in Jeriko City knows your name.

Dancer- You are/were a dancer for reasons of your own. Maybe you are/were a ballet dancer in the finest of
the old opera halls in Sector 5, or maybe you are/were a dancer for the many nightclubs that shine bright
with neon hues in the lower sectors. Either way, you are flexible, nimble, and make a good first impression
on those you meet. (+2 Dexterity, +2 Amicability, +1 Willpower, -2 Investigation)

Dancer Skill: Fluid Movements


Gain +2 to all movement rolls.

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Occupations (CONT.2)
Educator- You are/were an educator of one of the many public institutions of Jeriko City. Whether you
taught small children, or young adults, you use your intellect and want to learn and teach to your advantage.
(+1 Mental Fortitude, +1 History, +2 Intelligence, +1 Diplomacy, -1 Sharpshooting, -1 Melee Fighting)

Educator Skill: Gift of Knowledge


Once per long rest, give the party a lesson in one of these Traits (History, Intelligence, Bartering,
Diplomacy) and raise the party's modifier in that Trait by +1 until the next long rest.

Farmer- You are/were a farmer, either packed within the very small confines of the greenhouses within
Jeriko City, or settled in the vast, open soil of the Great Wastes. You are tough, strong, and knowledgeable
in the many ways of growing and tending crops, even in the harshest of conditions.
(+2 Strength, +2 Physical Fortitude, +1 Intelligence, -2 History)

Farmer's Skill: Seeds of Life


Start with x5 seeds of any plants you choose when creating your character. They go for a high price, and, if
tended to, can grow into organic plants that cost a fortune on the market.

Gangster- You are/were a member of a gang known or unknown on the streets of Jeriko City, or in the sandy
dunes of the Great Wastes. Your street smarts and tough outer shell are an excellent resource when
surviving in the harsh cityscape. (+2 Intimidation, +2 Persuasion, +1 Intelligence, -2 Diplomacy)

Gangster Skill: Loyal Ties


Create a name for a gang, or choose one from the Organizations List. Whenever a member of the gang
interacts with you, gain advantage on all Persuasion, Amicability, Bartering, and Diplomacy rolls. If they
are in combat with you, gain +1 ACC for each member of that gang in your party that combat.

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Occupations (cont.3)
Hacker- You are/were a hacker, whether for a corporation, gang, or just in your free time. You love to mess
with computers and devices, finding new ways to program and deconstruct all sorts of machines. Your
abilities are priceless when in need of someone who needs a password busted, or a device rewired.
(+2 Intelligence, +2 Reflexes, +1 Sneaking, -2 Melee Fighting)

Hacker Skill: Coding Cushion


If you are locked out of a computer due to too many failed attempts, or if your hack is unsuccessful, you may
have an additional roll for every hacked machine after your first failure.

Historian- You are/were an historian, keen of the times before Jeriko City was founded, and keen of it's
founding and creation. Whether taught by the finest institution in all of Jeriko City, or by books at the
library, your knowledge of the world and the records of its past are astounding. (+2 History, +2
Investigation, +1 Bartering, -2 to Sneaking)

Historian Skill: Historical Applications


Choose a topic (CQC, Gunfighting, Speech, Sabotage, Knowledge). Whenever you read a book in that field,
double all benefits gained from it.

Homebody- You are/were someone who chose a simpler life rather than that of the typical mercenary or
drug dealer; you became a stay-at-home caregiver. This could either be a sophisticated ruse to protect your
identity, or it could be your genuine lifestyle, but either way, you know how to take care of people, and that's
a fine skill to have in a group. (+2 Reflexes, +2 Willpower, +1 Mental Fortitude, -2 Persuasion)

Homebody Skill: Caregiver's Comfort


Tell your group a story before a long rest or tend to their needs, such giving them food or lending an ear to
one who needs it. Whenever your party takes a long rest after doing one of these things, add an additional
1d4 HP for the rest of the following day.

19
Occupations (cont.4)
Lawbringer- You are/were a Lawbringer, or a deputized lawperson that seeks to stop all crime in Jeriko
City, or in the Great Wastes. To whatever end, you swore an oath to keep the peace, no matter the harm you
may cause. (+2 Diplomacy, +1 Reflexes, +1 Sharpshooting, +1 Melee Fighting, -2 Mental Fortitude, -2
Sneaking)

Lawbringer Skill: Good Cop, Bad Cop


Choose one of two perks to start with, free of any Perk Point usage:
Arrest- Gain the ability to use an attacking action to roll Diplomacy to Stun a target to subdue them if you
are holding a Long or Short-Range weapon. Success depends on GM.
Desperado- If you are using a pistol in battle, add +5 to your initiative.

Mechanic- You are/were a machinist, capable of fixing and breaking down all sorts of machinery. Nuts and
bolts are your cup of tea, and the smell of gasoline and oil fills your heart with joy. With skills as practical as
a mechanic's, almost any group of misfits could use you on their team. (+2 Perception, +1 Investigation, +1
Intelligence, +1 Bartering, -1 Persuasion, -1 Dexterity)

Mechanic Skill: If It's Broke, Fix It


Choose a type of item (Weapons, Armor, Vehicles), and roll with advantage when attempting to fix a broken
item in the chosen category.

Medico- You are/were a specialist in the medical field in any meaning of the word. Your knowledge of
anatomy and physiology know no bounds, and with someone like you on a team, they can count on you to be
their guardian angel in the most horrible of situations. (+2 Intelligence, +2 Mental Fortitude, +1 Reflexes,
-2 Intimidation)

Medico Skill: Breath of Life


Three times per long rest, wake someone up from falling unconscious in battle. Once per long rest, roll
Intelligence to save someone from death.

20
Occupations (cont.5)
Mercenary- You are/were a gun for hire under a specific organization, or for anyone who pays well.
Nevertheless, you spend no time getting down and dirty using your weapons, not your words. You are
skilled at combat of all forms, and will stop at nothing to accomplish a goal that involves money. (+2 Melee
Fighting, +2 Sharpshooting, +2 Reflexes, -2 Amicability, -2 Diplomacy)

Mercenary Skill: Headhunter


At the beginning of the game, roll a 1d20 to determine how high a profile target you will start with at
character creation. Ask the GM who the bounty is for, and how much the bounty is worth. (Decision on both
is made by GM).

Musician- You are/were a musician of great skill, whether famous or not. You pride yourself in the arts of
music in whatever genre you play in, while also applying them in the real world through either gigs or
simply lifting spirits. (+2 Amicability, +2 Reflexes, +1 Bartering, -2 History)

Musician Skill: The Gift of Music


First, your character starts with any instrument that can be carried at the start of the game. Second, you
may play a song twice per day for the following purposes: +5 on a Diplomacy roll with groups of people, +3
Initiative at the start of a battle (Must sing for your first two turns once battle begins, taking all actions to do
so on your turn), or +4 ACC for all allies for one turn (must use all actions on a turn to activate).

Nightrider- You are/were a street racer who dared to violate the rule of law. Tires screeching, the shouts
from the crowd, and the rush of winning gives your life purpose. The law be damned as long as there is a
race to win. You are invaluable as a driver for any situation, be it to get away, or to chase someone down. (+2
Willpower, +2 Reflexes, +1 Dexterity, -1 History, -1 Diplomacy)

Nightrider Skill: Faithful Steed


When starting the game, roll with a +4 to your Transportation roll in the Wealth section, also, your vehicle
costs no money or item points at the beginning of the game.

21
Occupations (cont.6)
Nomad- You are/were a wanderer of either the streets of Jeriko City, or the sands of the Great Wastes.
Staying in one place has never been in your blood. Seeing new sights, smelling new scents, and hearing new
sounds is imperative to live your life in the fullest way possible. The road is your ally, and your toughness
and skills in trading while on the road will serve you well. (+2 Physical Fortitude, +2 Bartering, +1
Perception, -2 Persuasion)

Nomad Skill: Toughin' It


Choose a type of area (City, Wasteland, Water). Every short rest you take you regain 1d8 HP back in that
area.

Office Worker- You are/were the employee of one of the many offices scattered throughout Jeriko City.
Your boss was likely cruel, your hours likely awful, and your mind likely in tatters from seemingly endless
labor. No human should look at a Holoscreen for that long. With this, however, you have become resilient in
your will, and know how to calm fellow peers, even though they might not be working with or for you. (+2
Willpower, +2 Diplomacy, +1 Bartering, -2 Mental Fortitude)

Office Worker Skill: Long Shifts


You may use all Perks that say "once per long rest" another time per long rest, but at a disadvantage,
whether that be through disadvantage dice, or a subtraction to your roll. It is up to the GM to decide.

Pickpocket- You are/were a thief with quick hands and quick thinking. The amount of Globals you have
stolen is countless, and whether you worked for an Org. or for yourself, your hustle is quite skillful on the
streets of Jeriko City. (+2 Dexterity, +2 Reflexes, +1 Intelligence, -2 Strength)

Pickpocket Skill: Known Fence


Your character knows a fence in the setting your are playing in. Any stolen goods may be sold at this fence,
and items can also be bought as well. It is up to the GM to assist in creating this character.

22
Occupations (cont. 7)
Raider- You are/were a raider in the Great Wastes. You rolled with a group of people that stopped at
nothing to take land and goods from the people in the wasteland. Whether you are still terrorizing the
Wastes, or have retired from a life of plundering, your blood still boils with rage and a lust for brutal
combat. (+2 Melee Fighting, +2 Physical Fortitude, +1 Intimidation, -2 Persuasion)

Raider Skill: Flaming Rage


Three times per long rest, go into a bloodthirsty rage where you roll a disadvantage dice on all strikes for the
entire combat, and have -3 to hit, but all damage is doubled, and on critical hits, your damage is tripled.

Politician- You are/were a politician for whatever end goal you seek. Maybe your quest for power was
stumped by a rival competitor, or maybe you are a fighter for the people, seeking to directly inspire people
to believe in your cause. Whoever you are, you are a natural diplomat, and know how to make a good first
impression. (+2 Amicability, +2 Diplomacy, +1 Persuasion, -1 Strength and Dexterity)

Politician Skill: Vox Populi


Whenever you give a speech to a crowd of 5 people or more, roll advantage on all Persuasion, Intimidation,
and Diplomacy rolls targeted toward the crowd.

Priest- You are/were a priest/figurehead for a religion of your choice. People look to you for guidance on
many different issues that plague the populace of Jeriko City, and almost always, you have the answer. You
are a master of the arts of speech, for good or otherwise, and seek to assist those in and out of your party
with whatever spiritual ailments they may have. (+2 Persuasion, +2 Diplomacy, +1 History, -2
Investigation)

Priest Skill: Divine Intervention


All who hear whatever prayer or partake in any ritual you perform can negate one failed roll per long rest.

23
Occupations (cont.8)
Pugilist- You are/were a fighter of your own chosen skill level. Guns and grenades never suited your flavour
of combat, rather it is your balled fist, or stiff knee, or swift kick that deals the final blows to your enemies.
You also, through intense training, have heightened your other physical attributes to be as strong and quick
as you can be. (+2 Melee Fighting, +1 Strength, +1 Dexterity, +1 Reflexes, -1 Mental Fortitude, -1
Amicability)

Pugilist Skill: Martial School


Choose a trait to add an additional natural +2 to (Intelligence, History, Reflexes, Willpower). Decrease one
of those traits by -1.

Revolutionary- You are/were a person who fights for the cause you believe in that is separate from the
state. Whether you are a member of the Cyan Sun, Sibryx, or any other movement, your passion for change
is a fire that can never be burnt out. Your skills in speech and close combat fighting are invaluable both in
and out of combat. (+2 Diplomacy, +1 Persuasion, +1 Melee Fighting, +1 Sneaking, -2 Bartering)

Revolutionary Skill: Fight the Power


When fighting against any servant of the State (Police, Executives, Corporations, Mercenaries for the Office
or professional Org.), gain +3 to initiative, +1 Movement, and +1 ACC for the entire battle.

Scavenger- You are/were a scavenger of either Jeriko City or the Great Wastes. Whether you did it for
survival or just for a hobby is irrelevant, because your tendency to stay out of the eye of those who might
judge you, paired with your keen eye for what you seek has made you an excellent scout and finder of loot.
(+2 Sneaking, +2 Investigation, +1 Strength, -2 Bartering)

Scavenger Skill: Eye for Gold


Whenever looting a body, roll Investigation to find better loot. Higher numbers should lead to better loot.
The loot discovered is up to the GM.

24
Occupations (cont.9)
Scientist- You are/were a scientist of a chosen field of study. Throughout the years, you have yearned to find
answers to problems in life using numbers and code, and with it has come some successes, and some
failures. Your skills of using knowledge gained from years of study will come in handy in all knowledge-use
situations in your party. (+2 Intelligence, +2 History, +1 Mental Fortitude, -2 Intimidation)

Scientist Skill: Scientific Method


Once per long rest, you may redo any non-combat-based roll.

Smuggler- You are/were a smuggler of some kind. Whether you worked on your own volition on a hustle of
your own, or you worked with corporations to bypass Office law, you know the art of stealth and bribery,
two useful skills on the streets of Jeriko City and beyond. (+2 Sneaking, +2 Dexterity, +1 Bartering, -2
Willpower)

Smuggler Skill: Smuggled Goods


Add 3 more points to choose items when you reach the Supplies page. Also, choose one to automatically
start with: 3 bags of Haze to be sold, an extra weapon to be sold, or any set of armor to be sold (cannot use
item that you choose, as they are solely to be sold).

Soldier- You are/were a soldier under the employment of the JPC, or the Jeriko Peace Corps. Life in the
military was rough, and when you were deployed in either Dyaragska or Lin-Shei, you learned a thing or
two about the cruelty of war. Now, your skills as an operative for the State will serve you well on the streets
of Jeriko City or in the harsh sands of the Great Wastes. (+2 Sharpshooting, +2 Melee Fighting, +1
Intimidation, -2 Willpower)

Soldier Skill: This Weapon is Mine


Choose a weapon type (CQC, Light, Medium, Heavy), gain a permanent +2 ACC with your chosen weapon
type.

25
Occupations (cont.10)
Spy- You are/were a spy for a certain organization that employed you as a secret operative to go behind
enemy lines. Whether you were a spy working for a corporation looking to steal another company's secret
documents, or for the Office as a double agent in Dyaragska or Lin-Shei, or simply for a low-level gang, it
matters not, for your skills in sabotage and deception are priceless. (+2 Investigation, +2 Sneaking, +1
Persuasion, -2 Bartering)

Spy Skill: Master of Espionage


When in hostile territory, gain +3 on all Sneaking, Persuasion, and Investigation rolls.

Street Punk- You are/were a street punk, a denizen of the streets by day and night. You are familiar with all
the slang slung in tongues across the city, and know what alley's to travel and at what time. You've seen
what the JCPD do to innocent people, and have seen first-hand the apathy of politicians and the Office
which sits in the prettiest parts of town. Your knowledge of the streets and its denizens are unfathomably
useful in a place like Jeriko City. (+2 Persuasion, +1 Dexterity, +1 Melee Fighting, +1 Investigation, -2
Diplomacy)

Street Punk Skill: Street Sage


Instantly raise your Street Smarts world stat to 8.

Trader- You are/were a merchant by trade. You live and breathe the many arts of many deals, and have sold
countless items in your lifetime. Whether you are a wealthy entrepreneur, or a hot-dog vendor, your
knowledge of your market and of people's likings is great to have as someone who can strike a good deal. (+2
Bartering, +2 Amicability, +1 Perception, -2 Intimidation)

Trader Skill: Deal Artiste


Make a sweet deal with the patron/buyer of your goods. If it's a good pitch, roll with advantage and +2 to
your roll. If it's not, roll with only an extra +2 to your roll.

26
TraIts
**When making a character, allot 4 points into any Trait(s) of your choosing. At every new level, add 1 point to a
Trait of your choosing.**

Amicability- Used when making first impressions. Usually rolled when encountering a character who does
not like you or when you seek to make a good impression.
Bartering- Used when making deals, whether it be buying, trading, or selling.
Dexterity- Used when doing acrobatic feats, such as jumping, running, or balancing.
Diplomacy- Used when solving conflicts or persuading large groups of people.
History- Used when making checks about knowing information about different groups, companies, and
organizations. Also used to analyze historical items, weapons, and languages, and to succeed in healing.
Intelligence- Used when hacking, rewiring, and making BioTech or explosives.
Intimidation- Used when scaring others to persuade or cause them to flee.
Investigation- Used when analyzing objects up close, or for signs of a person’s character through
observation.
Melee Fighting- Adds +1 ACC with Melee Fighting weapons for every point in Melee Fighting.
Mental Fortitude- Used to resist Microwave damage, raises MR by +1 for every level in Mental Fortitude.
Perception- Used when scoping out a large area for notable items, landmarks, or other things.
Persuasion- Used when persuading another character.
Physical Fortitude- Used to resist damage, adds +1 to your HP and AR for every point in Physical Fortitude.
Reflexes- Used when lockpicking and using sleight of hand, dodging attacks, or driving cars.
Sharpshooting- Adds +1 ACC with Sharpshooting weapons for every point in Sharpshooting.
Sneaking- Used when hiding and staying hidden from characters.
Strength- Used when doing strength-related feats, such as climbing, lifting, and carrying. Roll as a
modifier to hit when throwing any weapon.
Willpower- Used when sustaining an action for a long period of time, resisting the negative effects of
drugs, alcohol, and poisons, and resisting death.

27
organizations (orgs.)
Cyan Sun- The Cyan Sun is a revolutionary group of mostly anonymous individuals who seek to fight the
powers that be to create a new anarchist utopia for the city. They are known to start riots with thousands of
members, and have even gone to war with the JCPD on some occasions, but have always ended in failure.
They are constantly fighting against JCPD and other police forces occupation of some Districts while also
working with local gangs and confederacies to try and overthrow the corrupt powers in the city.

Dragon Tongue- The Dragon Tongue are a group of hired mercenaries and assassins that exist separate
from any corporate entity. They mainly take jobs from denizens of Jeriko City who want revenge for a
murder that the JCPD dismisses or does not investigate, but are also sometimes hired by small businesses
or high profile individuals. The Dragon Tongue are not stealthy when they complete their jobs, often
resulting in mass casualties or arrests, but their prices reflect that.

Government- Within Jeriko City are three types of government: District, Sector, and City. District
governments are in charge of the separate blocks within Jeriko City. They are usually run by either a police
force ran by a corporation, or are under the rule of gangs. Sectors contain all of the Districts, and Sector
governments usually are headed by politicians who are subservient to Indigo and their corporation. The
City government is run by the Prime Chairman who is almost always a puppet for corporations. Prime
Chairmen are often removed almost at a whim, but are almost always replaced.

High Riders- The High Riders are a group in Jeriko City that solely focus on various drug distributions.
They are directly funded by Eissen Enterprises to sell either expired medicine to people on the streets or
experimental drugs to try out on the general population. They are not a group that seeks conflict, but they
are known to stick together in clicks to make sure dealings go well. They are mostly known for their
mainline drug "Haze", a powdered drug which creates a euphoric high paired with extreme energy.

Jeriko Peace Corps (JPC)- The JPC is a well trained army and are routinely suited with the best equipment
on the entire planet. Scientists in Jeriko City also inject many different experimental and dangerous
chemicals into the bodies of military personal to both make them more formidable and subservient. As of
the late 2700s, the JPC has been at war with Dyaragska and Lin-Shei, sighting in both the Great Wastes to
the west of Jeriko City, and abroad.

28
organizations (orgs.) (Cont.1)
Medicina Inc.- Medicina Inc. is the child company of Eissen Enterprises that is known to do direct business
with the High Riders.

Police- The many police departments in Jeriko City have varying different levels of corruption and
brutality, but nearly all of the police departments are filled with untrained, power-hungry citizens looking
for a good paying job and a quick high off of authority. The normal patrolling forces of the many police
departments are the worst offenders, but typically the detectives who work to solve cases are known to be
well-respected amongst the populace, but inside police departments they are shamed for their affiliation
with the citizenry.

Red Scar- The Red Scar is the largest mainstream gang in all of Jeriko City. Their influence spreads even to
Sector 3, but after that, they have been pushed back by the JCPD and other police forces. Their emblem is a
red streak that either painted or tattooed across the right eye. They are known to sometimes assist the local
populations with things like food drives and charity funds, but always at cost of either recruitment or by
taxation.

Sibyrx- The second most populated gang in all of Jeriko City. They are usually decked-out with homemade
BioTech and are nearly drawn to losing their humanity with all of their mechanical augmentations. Their
main mission is to overthrow the Office and the JCPD to install what they call as the "Overarch", an AI held
in a secret location said to bring about an age where robots and humans can converge into beings they call
"The Underarchs". They are mostly filled with revolutionaries who defected from the Cyan Sun, as well as
people who have gotten addicted to augmenting their bodies with BioTech.

29
organizations (orgs.) (Cont.2)
Silver Serpents- The Silver Serpents are a group of mercenaries and assassins who strictly work with
contracts from high profile clients. They are mostly known for their extremely efficient methods of
assassination of political figures, CEOs, and leaders of rival gangs. They rely mostly on stealth and
professionalism when they complete their contracts, and because of this, many assignments completed by
this organization are never linked to the Silver Serpents. If you see a Silver Serpent, you'd best be careful.

Sports Teams- In Jeriko City, sports are a massive business. Universities and global leagues compete every
year in various sports, such as Passball (a derivative of the pre-war game "football"), cage fights, mech-
fighting, and BioTech-assisted lifting and boxing.

SynthetiCorp- SynthetiCorp is known as the prime manufacturer of all "approved" synthetic goods in
Jeriko City and around the world. Their main accomplishment was the invention of BioTech and synthetic
housekeeping androids. They are known to be quite secretive in their innerworkings, but very proudly
advertise their new products on the Holoscreens scattered across Jeriko's many billboards and screens
pasted on skyscrapers.

Waste Rangers- The Waste Rangers are a loose police force in the Great Wastes. While filled with some
rejects from the JCPD, many of the Waste Rangers are citizen-militias who seek protection from the many
raider groups that inhabit the Great Wastes. Their equipment is usually antiquated, as many don't travel to
Jeriko City to trade, but their training and skills with firearms is quite formidable.

30
Perks
Close Quarters Combat

Harder Hitter- Strike with +2 ACC to hit when dealing CQC damage (Requires Melee Fighting +1)
Close Combat- Add an additional CQC attack per attacking action, with the second strike modified with -5
ACC (Requires Melee Fighting +2)
CQC Senses- If there are two or more other individuals in a 3x3 area around you, add +4 ACC when dealing
CQC damage (Requires Melee Fighting +3)
Heavy Strike- Take two actions to hit and deal triple damage if the strike hits (Requires Melee Fighting +4)
Relentlessness- If an attacking roll is a natural 18 or higher, strike again with your weapon (Requires Melee
Fighting +5)

Gliding Feet- When wielding a CQC weapon on your turn, add an extra +1 to movement after your perform
a single attacking action if you choose to move after an attack (Requires Dexterity +1)
Swift Dodges- AR is raised by +2 when being struck with CQC damage (Requires Dexterity +2)
Sliding Step- After an enemy attempts its strike and either misses / deals damage to you, you may roll
movement and move after their turn (Requires Dexterity +3)
Long Reach- Extend your reach of CQC weapons by 10 feet (additional 2 tiles) (Requires Dexterity +4)
Bobber and Weaver- Enemy rolls with disadvantage to hit when dealing CQC damage to you (Requires
Dexterity +5)

Elbow Strike- After dealing CQC damage, roll to attack again to add 1 CQC damage with your elbow,
damage cannot be increased by any means (Requires Strength +1)
Power-Strikes- If you are using no weapon (only your Fists or Legs), your attacks now do 1d6 damage
(Requires Strength +2)
Grapple- Allows ability to grapple if you have either a fist weapon or no weapon equipped, which is your
Strength vs. the enemy's to disable them from attacking next turn, each turn decreases grappling change by
-3 (Requires Strength +3)
Staggering Strike- If using a fist weapon, every 3rd strike doubles your damage dice (Requires Strength +4)
Bone Break- If you are using a fist weapon, you crit on natural 19s and 20s (Requires Strength +5)

31
Perks (CQC 2)
Blinding Speed- Add +2 to your movement rolls if wearing Light Armor and wielding a CQC weapon
(Requires Reflexes +1)
Dual Duelist- You may wield two Light CQC weapons without any penalty to dual wielding (Requires
Reflexes +3)
Swift Strikes- You may add a single CQC damage attacking action alongside a movement action (Requires
Reflexes +4)
High Technique- Add another action on your turn while wielding a CQC weapon (Requires Reflexes +5)

Sneak Submission- Add +3 ACC to a sneak attack with CQC damage (Requires Sneaking +2)
Fell Strike- Deal double damage on your sneak attacks with CQC weapons, on a natural 20 roll, add another
damage roll (Requires Sneaking +4)

Pressure Points- On a 19 or 20 with CQC damage, deal 1d10 extra damage (Requires Intelligence +3)
Paralyzing Points- On a natural 20, stun an enemy for an entire turn when striking with a CQC weapon
(Requires Intelligence +5)

Martial Focus- Take a turn, raise CQC accuracy by +3 for three turns (Requires Willpower +3)
Martial Will- Roll advantage to hit on each enemy in combat once when using a CQC weapon (Requires
Willpower +5)

Confident Stance- Only on the first round of combat, raise your AR by +5 if wielding a CQC weapon
(Requires intimidation +1)
Serpent Stance- Anyone who strikes you with CQC damage rolls with -2 damage (Requires Intimidation +3)
Dragon Stance- All enemies who strike you with CQC damage roll disadvantage on damage rolls (Requires
Intimidation +5)

Martial Artist- Specialize what body part you fight with (Fists, Legs) with no added weapon attachment, roll
with an added +3 to hit with that body part (Requires History +2)
Manual Memory- When fighting with a bare body part, double your damage die (Requires History +4)

32
Perks (CQC 3)
Competitive- After an enemy strikes you with CQC damage, roll with +5 ACC next turn (Requires
Amicability +1)
Respected- For the first turn of combat (unless Targeted or are the only one fighting), all damage is halved if
wielding a CQC weapon (Requires Amicability +3)
Sensei- Cannot be crit by CQC damage (Requires Amicability +5)

Strong Arm- When wielding a two-handed CQC weapon, add +2 to hit (Requires Physical Fortitude +1)
Crushing Blow- When using a two-handed CQC weapon, you may roll to Stun an enemy three times before
a long rest (Requires Physical Fortitude +2)
Heavy Handler- Receive no accuracy debuffs if you wield a two-handed CQC weapon that has one (Requires
Physical Fortitude +3)
Frothing Bellow- While wielding a two-handed CQC weapon, you may increase your temporary HP by 1d4
(Requires Physical Fortitude +4)
Stone Skin- All CQC damage is halved against you (Requires Physical Fortitude +5)

Peacekeeper- When wielding a Light CQC weapon, gain +2 to Diplomacy rolls (Requires Diplomacy +1)
Justiciar- When wielding a Medium CQC weapon, gain +3 to your Diplomacy rolls (Requires Diplomacy +3)
Paladin- When wielding a Heavy two-handed CQC weapon, gain +3 to your Diplomacy rolls with advantage
on your rolls as well (Requires Diplomacy +5)

33
Perks (gunfighting 1)
Gunfighting

Keen Eye- Gain +2 to hit with Short-Range / Long-Range weapons (Requires Sharpshooting +1)
Steady Aim- Aim for one turn, then roll with triple advantage next turn to hit (Requires Sharpshooting +2)
Pacing Shots- Every 2 turns in combat, you may add another attacking action when using Short or Long-
Range weapons (Requires Sharpshooting +3)
Quick Reload- No longer takes a turn/turns to reload your weapon (Requires Sharpshooting +4)
Bang for Your Buck- Choose a range type (Short, Long), then a size (Light, Medium, Heavy), double your
damage die when using that combination of weapon (Requires Sharpshooting +5)

Heavy Weapons Handler- Gain +1 ACC with Ranged Heavy Weapons for every point in Strength (Requires
Strength +2)
Heavy Weapon Specialist- Add 1d10 extra damage with Ranged Heavy Weapons (Requires Strength +4)
Dual Wielder- Dual wield all non-Heavy Gunfighting weapons without rolling disadvantage to hit (Requires
Strength +5)

Pistoleer- When using pistols, gain +3 to hit (Requires Dexterity +1)


Cowboy- Shoot an additional shot with pistols in one hand with -2 to hit on the second shot (Requires
Dexterity +2)
Guns Akimbo- When dual wielding pistols, gain +4 ACC and no disadvantage to hit (Requires Dexterity +4)

Scope Sight- If 10 or more tiles (150 ft) away from a target with a sniper rifle, add +3 to hit (Requires
Perception +1)
Sniper Sense- When using a sniper rifle, gain +5 ACC to hit (Requires Perception +3)
Kill Shot- Roll advantage to hit with every shot with a sniper rifle (Requires Perception +5)

Duelist- Add your Reflexes modifier to your initiative when using a Short or Long-Range weapon (Requires
Reflexes +1)
Fast Shooter- Gain another shot on your attacking action with disadvantage to hit (Requires Reflexes +2)
Tool for the Job- Swap weapons without an action to do so (Requires Reflexes +4)

34
Perks (Gunfighting 2)
Shadow Shot- Add your Sneaking modifier to hit with Short or Long-Range weapons (Requires Sneaking
+1)
Shock Shot- When stealthed, on your first shot that hits, roll an additional damage die that matches your
weapon (ex. 3d6 weapon adds 1d6 damage with this skill) (Requires Sneaking +3)
Drop Shot- Always critical strike when shooting from stealth; if you roll a natural 20, triple your damage
(Requires Sneaking +5)

Gun Savant- Gain +1 ACC with all Gunfighting weapons (Requires Intelligence +2)
Trajectory Master- Gain 15 feet of shooting range without rolling disadvantage to hit (Requires Intelligence
+4)

Arrest- Gain the ability to use an attacking action to roll Diplomacy to Stun a target to subdue them if you
are holding a Long or Short-Range weapon (Requires Diplomacy +3)
Rally Arms- Everyone who has a Short or Long-Range weapon in your party receives +2 to their ACC
(Requires Diplomacy +5)

Gun Nut- Choose a weapon weight (Light, Medium, Heavy), add +2 to your ACC when using this weapon
(Requires History +1)
Oldhead- When using lever action, bolt-action, or break action weapons, roll with an added +4 ACC
(Requires History +3)
Firearms Expert- Choose a weapon range (Short-Range, Long-Range), add your History modifier to your
ACC (Requires History +5)

Called Shot- Call a shot. If you land it, deal double damage. If not, roll disadvantage to hit on the next three
turns (Requires Persuasion +1)
Show Off- Gain +5 to hit on your first turn of combat (Requires Persuasion +3)
Cruel Smile- If you have killed or harmed an individual with a Long or Short-Range weapon before talking
to an NPC that day, roll +4 on all Persuasion rolls after those acts (Requires Persuasion +5)

35
Perks (gunfighting 3)
Firearms Instructor- Choose a gun type (Short, Long), all allies carrying those weapons have an +1 to hit
(Requires Amicability +1)
Allies in Arms- Before combat, increase all allies initiative by 2 if they are using a Short or Long-Range
weapon (Requires Amicability +3)
Commander- Before battle, you and your allies can choose to position yourselves on the battle-map
wherever the owner of this perk tells them if they have a Short or Long-Range weapon, otherwise, they are
positioned where the GM states (Requires Amicability +5)

Unwavering Focus- Once per combat, choose a target, roll with +2 to hit against them until you are either
hit or you attack another target (Requires Willpower +1)
Target Acquired- Once per battle, choose a target, roll advantage to hit them until you are either hit or you
attack another target (Requires Willpower +3)
Stand Your Ground- When standing still after one turn, roll with an added +5 to hit with any Ranged
weapon as long as you do not move from that position (Requires Willpower +5)

Gunner- Choose a type of Heavy weapon (Short, Long-Range), add +3 to hit with it (Requires Physical
Fortitude +1)
Shredder- When using any automatic Heavy Long or Short-Range weapon, roll advantage on your damage
dice (Requires Physical Fortitude +3)
HWC- Roll advantage to hit with any Heavy Long or Short-Range weapon (Requires Physical Fortitude +5)

Soldier- When using a Long or Short-Range weapon, enemies roll with -2 to hit you with a Long or Short-
Range weapon (Requires Mental Fortitude +1)
Battle-Hardened- When using a Long or Short-Range weapon, enemies cannot disarm you (Requires
Mental Fortitude +3)
Battle Focus- When using a Short or Long-Range weapon, enemies roll disadvantage to resist all status
effects you inflict (Requires Mental Fortitude +5)

36
Perks (gunfighting 4)
Threatening- Raise your initiative by +1 (Requires Intimidation +1)
Operator- If you have a Medium Long or Short-Range weapon equipped, roll with an added +4 to your
initiative (Requires Intimidation +2)
Towering Force- If you have a Heavy Long or Short-Range weapon equipped, add +4 to your initiative
(Requires Intimidation +3)
Desperado- If you are using a pistol in battle, add +5 to your initiative (Requires Intimidation +4)
Slayer- If you have a Short or Long-Range weapon equipped, roll advantage on Initiative rolls (Requires
Intimidation +5)

37
Perks (Speech 1)
Speech

Deceiving Smile- When deceiving someone, add +2 to your Persuasion roll (Requires Persuasion +1)
Seducing Aura- When seducing an NPC, add +3 to your Persuasion roll (Requires Persuasion +2)
Liar, Liar- Roll advantage on your Persuasion roll when deceiving someone (Requires Persuasion +3)
Eye Contract- Gain +2 to any Persuasion roll (Requires Persuasion +4)
Smooth Talker- Roll advantage on all Persuasion rolls (Requires Persuasion +5)

Orator- When speaking to a crowd more of 5 people, roll with an additional +3 to Diplomacy (Requires
Diplomacy +2)
Leader- Give your each member of your party +4 to any single roll once per short rest (Requires Diplomacy
+4)
Cult of Personality- Any roll below a 10 in Diplomacy is always a ten (Requires Diplomacy +5)

Two of a Kind- When investigating someone within your organization, roll with an added +3 to
Investigation rolls (Requires Investigation +1)
Insight- When rolling to find out who or what a person is or what they do, roll with an added +3 to
Investigation (Requires Investigation +2)
Looker- Add your Amicability modifier to all investigation rolls (Requires Investigation +3)
True Colors- When rolling to find out who or what a person is or what they do, roll with advantage
(Requires Investigation + 4)
Detective- When investigating any PC or NPC, roll with advantage (Requires Investigation +5)

Loving Smile- When you meet a new NPC, gain advantage to your Amicability roll (Requires Amicability +2)
Encouraging Spirit- When meeting or interacting with another NPC from your chosen organization or lack
thereof, roll with an added +4 to Amicability (Requires Amicability +4)
Entertainer’s Gift- Whenever you perform in any way, gain advantage and +3 on your Amicability roll
(Requires Amicability +5)

38
Perks (speech 2)
Buyer’s Bid- Whenever you buy an item, lower the price by 10% automatically (Requires Bartering +1)
Merchant Cant- When rolling to lower a price by 20% or less, roll with an additional +3 to your Bartering roll
(Requires Bartering +2)
Art of the Sale- When selling items, receive 30% more money (Requires Bartering +3)
Money Shark- Gain an additional +4 to all Bartering rolls (Requires Bartering +4)
Expert Haggler- Roll advantage on all Bartering rolls (Requires Bartering +5)

Smart Speak- When speaking to any STEM related worker, add +4 to your Bartering roll (Requires
Intelligence +2)
Aura of intellect- When speaking about scientific topic to other people, roll an added +5 to your Intelligence
and Persuasion rolls (Requires Intelligence +4)

Intimidating Presence- When meeting someone for the first time, add +2 to your Intimidation rolls
(Requires Intimidation +1)
Fire-Eyes- If you’re talking to a member of a military force, add an extra +3 to your Intimidation rolls
(Requires Intimidation +2)
Threat-Maker- When making a threat against someone, roll with an added +3 to your Intimidation rolls
(Requires Intimidation +3)
Ruthless Trader- If you are intimidating a merchant or a seller of any kind, add +4 to your Intimidation roll
(Requires Intimidation +4)
Aura of Authority- Add your Intimidation Trait modifiers to any Bartering, Diplomacy, and Persuasion roll
(Requires Intimidation +5)

Teddy Bear- If you are wearing Heavy armor, roll with an added +2 to Amicability, Persuasion, and
Diplomacy (Requires Physical Fortitude +2)
Big Heart- Add your bonus AR to one of these Traits as a modifier (Amicability, Persuasion, Diplomacy)
(Requires Physical Fortitude +5)

39
Perks (speech 3)
Perky- Whenever you succeed a Persuasion, Amicability, or Diplomacy roll, raise those modifiers by +1
(successes stack, all effects in this Perk reset after Long Rest) (Requires Mental Fortitude +2)
Positive Outlook- Add your MR as a modifier to Amicability, Persuasion, or Diplomacy twice per short rest
(Requires Mental Fortitude +4)

Street Speak- When speaking to punks, revolutionaries, gangsters, or hackers, choose a Trait to roll with an
added +2 (Persuasion, Amicability, or Diplomacy) (Requires Sneaking +1)
Criminal Mind- When speaking to criminals, roll with an added +2 to Bartering, Amicability, Persuasion,
and Diplomacy (Requires Sneaking +3)
Crime Boss- When speaking to criminals, roll advantage on all Bartering, Amicability, Persuasion, and
Diplomacy rolls (Requires Sneaking +5)

Trigger Finger- Choose a weapon damage type (Short / Long-Range), roll with +4 Persuasion and
Diplomacy when that damage type is equipped (Requires Sharpshooting +2)
Enforcer- Add your Sharpshooting modifiers to your Persuasion rolls (Requires Sharpshooting +4)

Wined-N'-Dined- When under the influence of drugs or alcohol, gain +2 to Amicability, Persuasion, and
Bartering (Requires Willpower +2)
Party Fouler- When under the influence, lower Amicability, Persuasion, and Bartering by -2, but raise
Intimidation, Reflexes, and Strength by +5 (Requires Willpower +4)
Disciple of Dionysus- When under the influence of drugs or alcohol, raise all Traits by +2, regardless of
negative drug effects (Requires Willpower +5)

40
Perks (sabotage 1)
Sabotage

Silent Steps- When equipped with Light Armor, gain an added +3 to Sneaking rolls (Requires Sneaking +1)
Dark Lurker- When hiding in shadow, roll with an added +4 to Sneak (Requires Sneaking +2)
Incognito- When in a group of people of 5 or more, roll with an added +4 to Sneak (Requires Sneaking +3)
In Plain Sight- Roll advantage on all Sneak rolls during the day (Requires Sneaking +4)
Shadowlurker- When rolling sneak, add your Dexterity, Perception, or Investigation modifier to your roll
(Requires Sneaking +5)

Bomb Expert- Whenever you create an explosive, add +3 to your roll (Requires Intelligence +2)
Boom Maker- When using Explosive Weapons, add +3 to your accuracy and damage (Requires Intelligence
+4)
Infallible Results- When using Explosive Weapons, roll advantage on your damage roll(s) (Requires
Intelligence +5)

Sticky Fingers- When pickpocketing, add +2 to your Reflexes roll (Requires Reflexes +1)
Shaker- When pickpocketing in the daytime, roll with an added +3 to your roll (Requires Reflexes +2)
Sneak Thief- When pickpocketing at night, add +3 to your roll (Requires Reflexes +3)
Stick ‘Em Up- When robbing an NPC, roll with advantage in initiative (Requires Reflexes +4)
Swift Hand- Roll advantage on all pickpocketing rolls (Requires Reflexes +5)

Scout- When surveying a large area (60 sq ft or more), roll with an added +3 to Perception rolls (Requires
Perception +2)
Dark Vision- You now do not roll disadvantage when rolling Perception in the dark (Requires Perception
+4)

41
Perks (sabotage 2)
Mine Maestro- When placing a mine, enemies roll with -3 to Investigate the mine (Requires Investigation
+1)
Trap Spotter- If you are indoors, roll with an added +3 to Investigate for traps or mines (Requires
Investigation +2)
Field Expert- If outdoors, roll with an added +4 to Investigate for traps or mines (Requires Investigation +3)
Fine Wirer- Roll advantage when dealing damage with all mines and traps (Requires Investigation +4)
EOD- Roll advantage on all Investigations searching for traps or mines (Requires Investigation +5)

Intimidating Dealer- When rolling a Barter check, you may add Intimidation to your Bartering roll as well
(Requires Bartering +2)
Tough Bargainer- When rolling Intimidation to make a deal, roll with advantage (Requires Bartering +4)

Chaser- When rolling to pursue an enemy on foot, roll with an added +3 (Requires Dexterity +1)
Escapist- When running away from an enemy, roll with advantage to escape (Requires Dexterity +2)
Assassination- You may now do 2 Sneak attacks on each enemy in combat instead of one per enemy
(Requires Dexterity +4)

Pitcher- When throwing a weapon or item, add your Sharpshooting modifier to your chance to hit
(Requires Strength +3)
Pinpoint Throws- You may throw an item or weapon up to 10 tiles (50 ft) away with no disadvantage
(Requires Strength +5)

Knife Proficiency- If using a dagger or a knife, roll with an added +3 to hit (Requires Melee Fighting +2)
Deadly Fangs- Roll advantage on damage for all strikes using a dagger or knife (Requires Melee Fighting +4)

I’m In- When entering forbidden territory, add your History modifier to all rolls when speaking to
personnel in that territory (Requires History +2)
Dedication- Choose an organization you are part of. Add your History modifier to all rolls made when
speaking to an individual in that organization (Requires History +4)

42
Perks (sabotage 3)
Sweet Talker- When talking to military personnel (Military, Guards, Mercenaries), roll with an added +3 to
persuasion (Requires Persuasion +2)
Not Me!- When being questioned or pursued by military personnel, roll with an added +5 to Persuasion
(Requires Persuasion +4)

Law Follower- When meeting any lawbringer, roll with an added +5 to all Amicability rolls (Requires
Amicability +2)
Innocent Eyes- Roll advantage on all Amicability rolls with lawbringers (Requires Amicability +4)

Wheeler- Choose a Vehicle type (Cycle, Racer, SUV, Sedan, ATV), roll with an added +3 to Willpower rolls
when steering (Requires Willpower +2)
Speedster- Choose a Vehicle type (Cycle, Racer, SUV, Sedan, ATV), roll with an added +4 to all Willpower
rolls while going above 60 MPH (Requires Willpower +4)
Street Racer- Choose a Vehicle type (Cycle, Racer, SUV, Sedan, ATV), when engaged in a street race, roll
advantage on all rolls with that vehicle (Requires Willpower +5)

Extra Pockets- You can carry 2 more grenades on your person (If no weight or item limit, gives +2 to hit
when using grenades) (Requires Physical Fortitude +1)
Lobber- When using thrown weapons, add your Physical Fortitude modifier to your ACC (Requires Physical
Fortitude +3)
Pyromaniac- Roll advantage to hit with all thrown Explosives (Requires Physical Fortitude +5)

Evader- When evading in a vehicle, roll with an added +1 to all rolls (Requires Mental Fortitude +1)
Gear Shifter- When starting your car and you roll above a 10 in initiative, add +2 to all rolls until you get out
of your car (Requires Mental Fortitude +3)
Top Gear- Roll with an added +2 to all rolls when driving (Requires Mental Fortitude +5)

One Alike- When calming criminals, roll with an added +3 (Requires Diplomacy +2)
False Word- If you intend to betray an NPC while rolling Diplomacy, roll with an added +7 to Diplomacy
(Requires Diplomacy +4)

43
Perks (knowledge 1)
Knowledge

Computer Geek- When rolling to hack a computer, add an extra +2 to your roll (Requires Intelligence +1)
Numbers Whiz- When solving a code (passwords, riddles, codewords), roll with an extra +4 to your roll
(Requires Intelligence +2)
Synthetic Smarts- When hacking BioTech, roll with an added +4 (Requires Intelligence +3)
Counter Hack- When rolling against a hack against you of any kind, roll with advantage to resist (Requires
Intelligence +4)
Savant- Roll advantage on all hacking rolls (Requires Intelligence +5)

Brand Guru- Choose/create a brand of weapons OR apparel, roll with an added +2 ACC to hit / double added
bonuses on items by this brand (Requires History +1)
Street Freak- When rolling to know different street gangs, roll with an added +3 (Requires History +2)
Corporate Knowledge- When rolling to know about certain corporations and their practices, roll with an
added +4 (Requires History +3)
One of Us- When rolling to persuade an individual that you are part of an organization you are not a part of,
roll with an added +4 and your History modifier (Requires History +4)
Professor- Gain advantage on all History rolls (Requires History +5)

Studious- When reading to gain information, roll with a +3 to retain the information (Requires Perception
+1)
Area of Expertise- Pick a land type (Water, Wasteland, City) and roll advantage on your chosen Perception
rolls three times a day in that land area (Requires Perception +3)
Book Worm- When rolling to retain knowledge, roll with advantage (Requires Perception +5)

44
Perks (knowledge 2)
Alley Cat- In alleys, roll with advantage to successfully sneak (Requires Sneaking +1)
City Rat- In cities, add an extra +3 to your Sneak rolls (Requires Sneaking +2)
Costumer- When wearing an outfit of an organization, roll advantage on all Sneak, Persuasion, and
Bartering rolls in that organization (Requires Sneaking +3)
Imposter- If you are sneaking in hostile territory, add +5 to your Sneaking rolls (Requires Sneaking +4)
Blind Spotter- If there is no surveillance, roll advantage on all Sneak rolls, and gain the ability to backstab
an enemy twice (Requires Sneaking +5)

Peoples Person- Choose an organization, roll with an added +4 in Amicability and Persuasion rolls when
speaking to others in that organization (Requires Amicability +2)
Friend’s Friend- Choose an / another organization, roll with advantage on all Amicability rolls (Requires
Amicability +4)

Tinkerer- When repairing equipment, roll with an added +3 to your roll (Requires Willpower +2)
Cybersmith- When crafting BioTech, cut production time in half (Requires Willpower +4)

Group Identity- Choose an organization, roll with an added +3 to your Diplomacy (Requires Diplomacy +2)
Identitarian- Choose an organization, roll advantage on all Diplomacy rolls (Requires Diplomacy +4)

Gun Buff- Choose a weapon type (CQC, Short Range, Long Range), roll with an added +2 to your Bartering
rolls when bartering over these weapons (Requires Bartering +1)
Selective Trader- Choose a type of merchant (Cybersmith, Dealer, Doctor, Arms Trader, Tinkerer, General
Goods), roll with an added +4 to your Bartering rolls when bartering with your selected merchant (Requires
Bartering +2)
Hypebeast- Choose a type of apparel (Light, Medium, Heavy), roll with an added +5 to your Bartering rolls
when haggling over that apparel type (Requires Bartering +3)
My Kinda Seller- Choose a type of merchant (Cybersmith, Dealer, Doctor, Arms Trader, Tinkerer, General
Goods), roll advantage on all Bartering rolls (Requires Bartering +4)
Executive Mind- When haggling with corporations or executives, roll with an added +7 to your Bartering
rolls (Requires Bartering +5)

45
Perks (knowledge 3)
Bobby Expert- When picking a physical lock, roll with an added +3 to your Reflexes (Requires Reflexes +1)
Picklock- Lockpicks only break on failed rolls at or less than 4 (Requires Reflexes +3)
Skilled Hands- Roll advantage on all lockpicking attempts (Requires Reflexes +5)

Chosen Suspects- Choose a type of PC (Civilian, Military, Trader, Tinkerer, Intellect), roll an added +5 to
Investigation against them (Requires Investigation +3)
Insider- Choose an organization, roll advantage on all Investigation rolls against them (Requires
Investigation +5)

Caregiver- Once per day, you may automatically heal another player of their Status effect (Requires Mental
Fortitude +1)
Med-Tech- When healing a body part that is Synthetic, roll with an added dice that matches the dice of the
healing item (1d4 is an added 1d4, 2d6 is an added 1d6) (Requires Mental Fortitude +2)
Counselor- Raise party MR by +3 (Requires Mental Fortitude +3)
Life Giver- Once per character, automatically revive a character from death (Requires Mental Fortitude +4)
Miracle Worker- Double all heals done by you to yourself or allies (Requires Mental Fortitude +5)

Preferred Targets- Choose a type of NPC (Civilian, Executive, Military, Trader, BioTech Mechanic,
Scientist), roll with an added +5 to hit that type of PC (Requires Sharpshooting +2)
Executioner- Choose a type of NPC (Civilian, Executive, Military, Trader, BioTech Mechanic, Scientist), add
another damage die to your attack (Requires Sharpshooting +4)

46
Perks (Vitality 1)
Hardy- Add 1d4 to your HP (Requires Physical Fortitude +1)
Tough Heart- Add 1d6 to your HP total (Requires Physical Fortitude +2)
High Pain Tolerance- Add 2d4 to your total HP (Requires Physical Fortitude +3)
Ol’ Painless- Add 2d6 to your total HP (Requires Physical Fortitude +4)
Near Unstoppable- Add 2d8 to your total HP (Requires Physical Fortitude +5)

Mind Hardy- Add +2 MR (Requires Mental Fortitude +1)


Rested Mind- Every time you get a Long Rest, add +3 to your MR for that day (Requires Mental Fortitude +2)
Never-ending Thoughts- Every day you go without a Long Rest, add +3 to your MR until you take a Long
Rest (Requires Mental Fortitude +3)
Experienced Teacher- Add +4 MF but only for BioTech attachments (Requires Mental Fortitude +4)
Mental Professional- Add +5 MR, add +3 MF for BioTech attachments (Requires Mental Fortitude +5)

Not Yet- When rolling to survive a Death Save, add +2 to your roll (Requires Willpower +1)
Brushed with Death- Instead of -3 after surviving a Death Save, roll with a -2 (Requires Willpower +2)
Promised Damnation- If your character is a neutral to evil character, roll with +5 to your Death Save rolls
(Requires Willpower +3)
Death’s Problem Child- You may survive one extra Death Save fail (Requires Willpower +4)
Unearthly Will- You may survive extra 3 Death Save fails, but if you fall unconscious after the third, you
instantly die (Requires Willpower +5)

Quick Reactions- You may use an action to dodge a strike as you are being attacked, gaining +2 AR when
you choose this action, but you sacrifice an entire action the following turn, can use 5 times per combat
(Requires Reflexes +1)
Slow-Mo Mind- You may use an action to dodge a strike as you are being attacked, gaining +4 AR when you
choose this action, but you sacrifice an entire action the following turn, can use 5 times per combat
(Requires Reflexes +3)
The One- You may use an action to dodge a strike as you are being attacked, gaining +6 AR when you choose
this action, but you sacrifice an entire action the following turn, can use 5 times per combat (Requires
Reflexes +5)

47
Perks (Vitality 2)
Thrillmaster- If health drops below 25% your total HP, gain +4 ACC until healed above that amount
(Requires Strength +1)
Survival Instinct- If health drops below 50% your total HP, gain +4 ACC until healed above that amount
(Requires Strength +3)
Hardened Warrior- If health drops below 25% your total HP, all attacks are rolled with advantage to hit
(Requires Strength +5)

Knife Fighter- If fighting someone who wields a knife, they have a -3 to their chance to strike you (Requires
Dexterity +1)
Dagger Gladiator- If fighting someone who wields an edged weapon, they have a -4 to their chance to strike
you (Requires Dexterity +3)
Blade Duelist- If fighting someone who wields an edged weapon, they roll disadvantage to hit you (Requires
Dexterity +5)

Keen Ear- If enemy is using a Long-Range weapon, they roll with a -3 to strike you (Requires Perception +2)
Bullet Echo- If enemy is using a Long-Range weapon, they roll disadvantage to strike you (Requires
Perception +5)

Disarming Presence- At the beginning of combat, roll to Intimidate an enemy of your choice, if you
succeed, they roll with a -3 to strike you for the entire combat (Requires Intimidation +1)
Barbaric Yawp- Three times per long rest you may roll to Intimidate a chosen enemy, if succeeded, they roll
disadvantage to strike you for the entire combat (Requires Intimidation +3)
Bellowing Scream- Before every battle, roll to Intimidate the entire enemy squad (will be a high DC,
typically), if you have succeeded, roll with an added 2d8 to temporary HP for the entire combat (Requires
Intimidation +5)

48
Perks (Vitality 3)
Wound Assessment- You may take an action to roll Investigation on a wound during combat, after a
successful roll, your next heal on them is rolled with advantage (Requires Investigation +1)
Anatomical Scholar- You may take an action to roll Investigation on a wound during combat, after a
successful roll, their next heal is doubled, if healed to full, add +2 to their ACC (does not stack) (Requires
Investigation +3)
Patient’s Dream- All heals after a successful Investigation roll to assess a wound adds bonus HP if heal
reaches past user’s maximum HP, lasts 5 hours (Requires Investigation +5)

Swords Expert- If fighting against an enemy with an edged weapon and you have an edged weapon
equipped, enemy rolls with -5 to strike you (Requires Melee Fighting +2)
Parry Artist- If fighting against an enemy with a CQC weapon and you have a CQC weapon, enemy rolls
with a -5 to strike you (Requires Melee Fighting +4)

Gunslinger- If fighting an enemy with a Short-Ranged weapon and you have a Short-Ranged weapon,
enemy rolls with a -4 to strike you (Requires Sharpshooting +2)
Returning Fire- If struck at with a Sharpshooting weapon, raise ACC by +4 until end of combat for each
shot that deals damage to you (does stack) (Requires Sharpshooting +4)

Scholar of War- Choose an enemy type (Mercenary, Guard, Military, Police, Revolutionary, Commoner),
the chosen enemy type rolls with a -2 to strike you (Requires History +1)
Battle Student- Roll History before a combat encounter on a specific enemy to know their battle strategies,
if you succeed that roll, they have a -5 to their roll to strike you (Requires History +3)
I Know You- If you are fighting a well-known enemy either in the lore or in your world, they roll with -7 to
strike you (Requires History +5)

49
world Stats
World Stats

World Stats are purely for roleplaying. They do not impact combat or add bonuses to your characters
directly. However, World Stats function as determiners for interactions with the world.

Each level determines how impactful the character's presence is to the setting around them. From levels 1-3
in a World Stat, people will either not acknowledge you or will have an adverse effect to the world around
you (Level 1 Professionalism may have executives perceive you at a slob or rude, or a 1 in Public Fear means
people may treat you like a pushover). With 4-6 there are some impacts to the world around you within that
specific World Stat, 6-9 the entire city is impacted within that World Stat, and level 10 shows that your
presence is known throughout the entire world using the World Stat that reaches that amount. The
maximum World Stat level you can reach is 10.

Each of the 7 statistics impact a certain aspect of the character's life in significant ways. They are as follows.

Fame- Determines your general popularity with the general populace of your surrounding world, for better
or for worse.
Respect- Determines how well people respect your words, decisions, and skills, real or imaginary.
Professionalism- Determines how corporate entities, business owners, and other professionals perceive
you in all ways.
Street Smarts- Determines your general knowledge of the streets of cities, giving you an edge when
travelling in cityscapes.
Street Cred- Determines your respect among street dwellers rather than with the general populace.
Public Fear- Determines the level of fear the general populace has of you.
Style- Determines your level of style in any chosen field which impacts interactions with people engrossed
in style.

When creating your character, allot 8 points to any of the world stats. Points are added by the GM when they
feel necessary. The points should directly impact the ways the world revolves around your character.

50
wealth
Wealth

Your wealth is determined by rolling dice that match with the amount of options provided (8 options is 1d8,
and 12 options is 1d12). Once this number is rolled, the player may choose any option up to and below the
number rolled, but never above (unless the GM allows it).

When it comes to transportation and residences, the symbol "-" is how much money (from the roll you made
for how much cash you have) will cost. This also goes for the costs of weapons and BioTech.

More money, weapons, and property has great positives for your character, but keep in mind that many
people in the world of Neon Nights are envious, and will try anything to take a slice from you, however big
or small. More money equals more problems.

Cash (Every character rolls this) (roll d12)

1. 1,000
2. 3,000
3. 5,000
4. 9,000
5. 12,000
6. 20,000
7. 30,000
8. 50,000
9. 75,000
10. 125,000
11.250,000
12. 500,000

51
wealth (Cont.)
Transportation (If you choose this item) (roll d8)

1.Bike
2.Bus Pass
3.Railway Pass
4.Taxi Pass
5.Sedan
6.Motorcycle
7.SUV / ATV
8.Racer / Luxury

Residence (If you chose this item) (roll d12)

1.Shoddy Apartment
2.Decent Apartment
3.Good Apartment
4.Decent Townhouse
5.Luxury Townhouse
6.Shoddy House
7.Decent House
8.Good House
9.Luxury House
10.Mansion
11.Luxurious Mansion
12.Megatower

52
BioTech
BioTech

When creating a character, you will have have 10 points to spend. The stronger your BioTech is, the more
your MR gets reduced. Cannot go below 1 MR (all characters begin with 15 MR, Mental Fortitude adds MR).
Characters can start out with one free (points and Globals) BioTech installment with an extra 50% MR
Penalty to that enhancement.

AgeSLOW- Decreases your age by about 20 years, but causes heavy mental toll, increases HP by 1d8 (3
points, -9 MR), -$3,000

Aqwa-Lungz- Lets you breathe underwater for up to 2 hours. (4 points, -6 MR), -$1,500

Arclight Digits- Place small blowtorches at the ends of your fingers. Do 1d2 damage if used against an
enemy, but does 1d12 damage against structures for every minute you use it. (1 point, -4 MR) -$2,000

Awaria- Mental implant that increases your hearing, smell, and touch, adds +3 to Perception (2 points, -6 to
MR), -$1,000

BeastMODE (EXPERIMENTAL MIXTURE FOR LAB USE ONLY)- Injects naturally made steroids into your
brain 24/7 at a high cost, increase HP by 1d8, raise 4 Traits by +1, and raise AR by +3 (5 points, -12 MR),
-$5,000

BrainRAM- Adds a microchip into your brain which increases your memory, adds +1 to History and
Intelligence (1 point, -5 MR), -$1,500

BrainSTEM- Increases your IQ by 40, adds +3 to your Intelligence (2 points, -7 MR), -$2,000

BrainTRUST- Lets you have a phone in your mind, can only call and talk (1 point, -3 to MR), -$500

53
biotech (Cont.1)
BreakSHOCK- Strengthens the bones in your body, you may ignore fall damage from up to 150 ft. (5 points,
-8 MR), -$3,500

C-24 Limb-Shot- Gun barrel is attached inside of limb, lets you shoot pistol rounds (1d6, 3 shot) from your
arm (3 points, -5 MR), -$2,000

Crimson Lens- Lets you shoot a 1d20 Long Range laser for 2 seconds once a day, can cut through metal up to
1 inch thick (5 points, -9 to MR), -$3,000

Microscope Eyes- Increases your vision to view smaller objects closer, increases your Investigation by +3 (3
points, -5 to MR), -$1,000

MindHACK- Lets you hack using your mind from up to 30 ft. away (5 points, -7 to MR) -$1,500

Neural Filtration System- Makes your brain and body less susceptible to status effects, adds +2 to
Willpower (5 points, +3 extra MR, -$2,000

Night Eyes- Replaces both eyes with eyes that grants you the ability to see in the dark, any perks that add
Night Vision gives advantage to seeing at night (1 point, -2 MR), -$1,000

Owl Eyes- Increases your vision distance by 60 ft (4 points, -2 to MR), -$1,000

Ray Eyes- Replaces both eyes with eyes that can be used for x-ray vision up to 3 ft. away (3 points, -7 MR),
-$2,000

Rocket-Calves- Places small propulsion jets in your calves, allowing you to jump 10 feet higher (2 points, -5
MR) -$4,500

54
biotech (Cont.2)
Smartlink Lenses- Allows you to record video and take pictures using your eyes. Images are stored in your
brain for only 24hrs unless uploaded to a computer (3 points, -4 MR) -$5,000

SynthetiCorp Fleet-Feet™- Replaces your normal legs with robotic legs, increases movement speed by +2,
unarmed strikes with this BioTech adds an additional 1d6 damage (3 points, -6 MR), $2,000

SynthetiCorp Flexi-Spine™- Replaces much of your spinal column with a flexible resin that adds +3 to your
Dexterity (4 points, -5 MR), -$2,000

SynthetiCorp Iron-Hide™- Replaces your skin with a thin layer of steel, adds +2 AR (3 points, -6 MR),
-$1,000

SynthetiCorp Mule Muscles™- Increases your carrying capacity by 50 lbs, adds 25ft. to throwing distance (2
points, -4 MR), -$1,500

SynthetiCorp Rebar-Arms™- Replaces your arms with robotic arms that increase your Strength by +3,
makes Unarmed damage deal an additional 1d6 damage when using your arms or fists (4 points, -8 MR),
-$2,000

SynthetiCorp Synapse-Relay™- Increase the chemicals in your brain that make you more attentive, add +2
Reflexes and +2 to Initiative (2 points, -4 MR) -$2,000

T33TH- Places retractable blades in your fists, which makes your unarmed damage increase by 1d4 damage
when using your fists (3 points, -4 MR), -$1,500

55
Supplies
Items (Spend 6 points on items to start with. Every Item is 1 point unless otherwise specified)

x1 Unclaimed Bounty (roll 1d20 to determine the profile of the target, GM decides who and where person is)

x1 Portable Lie Detector (2 points)

x1 Binoculars

x1 Weapon (Each point is one weapon. Must choose to obtain weapons)

x1 Academic Books (increases natural Trait stat by +1), (2 Points)

x1 Transportation (Roll Wealth for this) (4 Points)

x1 Bag of Haze (snorted powder used to increase ACC and Movement, roll 1d20 for strength of Haze)

x1 Pill Bottle (roll 1d20 for random effect),

x1 Medicina™ Painkillers (1d4 Temporary HP, lasts 1 hour)

x1 Residence (Roll Wealth for this) (4 Points)

x1 BioTech Parts (used to directly repair 1 piece of broken BioTech)

x1 Gun Parts (used to directly repair 1 broken firearm)

x1 Smithing Parts (used to create 1 firearm, melee weapon, or explosive)

x1 Mysterious Chemical (roll 1d20 to determine type of chemical, GM decides effect)

56
Supplies (CONT.1)
x1 Light Body Armor (Raises AR by +2)

x1 Heavy Body Armor (2 points, raises AR by +4, -1 movement, -1 Initiative)

x1 JPC Combat Armor (3 points, raises AR by +6, Heavy Armor -2 movement, -2 Initiative)

x1 Camera (video and picture)

x1 Medicina™ Stitching Gel (Heals 1d4 HP)

x1 Personal Trinket (roll 1d20 to determine strength of trinket, GM decides effects)

x1 Real / Fake JCPD Badge

x1 Skeleton Pick (can fail a lock up to 10 times)

x1 Smartphone

x1 Sticky Tracking Chip (2 points)

x1 BrainShield (raises MR by +2, can only take 1)

x1 Advanced BrainShield (3 points, raises MR by +4, can only take 1)

x1 NanoSuit (6 points, raises MR by +8)

x1 Alcohol (roll 1d20 to determine kind and quality)

x1 Sting (Injected drug that increases Intelligence, History, and Reflexes rolls by +2 for one hour)

57
Supplies (cont.2)
x1 Street Clothes (+2 to Style World Stat, Light Armor)

x1 Raider Armor (+3 AR, +2 to Public Fear World Stat, Medium Armor, 2 points)

x1 Business Suit (+2 to Professionalism World Stat, +1 to Style, Light Armor, 2 points)

x1 Small Pet (Rat, snake, small dog, small cat, lizard) (1d2 HP, gains 1 HP every 2 levels after obtaining, deals
1d2 CQC damage), costs varying amount of cash (up to GM)

x1 Medium Pet (Medium sized cat, medium sized dog, monkey, wolf, fox) (1d4 HP, gains 1d4 HP every 2
levels after obtaining, deals 1d4 CQC damage, 2 points), costs varying amount of cash (up to GM)

x1 Large Pet (horse, bear, kangaroo, large cat, large Dog) (1d8 HP, gains 1d8 HP every 2 levels, deals 1d8
CQC damage, 5 points), costs varying amount of cash (up to GM)

x1 4 Pack of Radical Flo! (Soda) When consumed, increase Reflexes, Dexterity, and Investigation by +1 for 1
hour)

x1 12 piece Pack of Indigo EnergyChew (Chewing Gum) When consumed, increase History, Intelligence,
and Amicability by +1 for 1 hour)

x1 Pack of Vegetable/Fruit Seeds (2 points)

x1 Poor Weapon Holster (+1 Initiative)

x1 Normal Weapon Holster (+2 Initiative, 2 points)

x1 High Quality Weapon Holster (+5 Initiative, 3 points)

58
weapons
Weapons

In order to attack an enemy, you must be in a direct line of sight to attack an enemy (horizontally, vertically,
diagonally). Otherwise, you roll with disadvantage that compounds if using outside of damage range. Also,
1h means 1 handed, 2h means 2 handed.

*NOTE: You must find a realistic way to store your weapons. Weapons that are also openly displayed
increase the likelihood for you to get targeted by NPC's for better or for worse.

Melee Fighting Weapons (CQC, 1 tile range)

Light
Brass Knuckles (1h)- 1d4, +2 ACC, -$100
Mechano-Fist (1h)- 1d6, -$300
Baton (1h)- 1d4, +2 ACC, -$200
Knife (1h)- 1d4, crits on 18-20 rolls, -$300
Thermal Knife (1h)- 1d10, crits on 18-20 rolls, -$10,500

Medium
Sword (Steel)- 1d8 (1h), 1d8 (2h, +2 ACC), -$1,000
Crowbar- 1d6 (1h), 1d6 (2h) (+2 ACC), -$100
Bat (2h)- 1d8, -$200
Num-chuks (2h)- 2d4 (2h), -$300
Thermal Sword- 2d8 (1h), 2d8 (2h, +2 ACC), -$15,000

Heavy
Sledgehammer (2h)- 1d12, -2 ACC, -$300
Chainsaw- 2d6, -2 ACC, -$800
Power Hammer (2h)- 2d8, -2 ACC, -$10,500
Thermal Hammer (2h)- 3d8, -2 ACC, -$25,000

59
Weapons (Cont.1)
Sharpshooting Weapons

Short-Range Sharpshooting Weapons (5 tile range)

Light
Small Revolver- 1d4, +3 Initiative, 6 Shots, -$400
Large Revolver- 1d8, +2 Initiative, 6 Shots, -$1,000
Small Semi- Auto Pistol- 1d4, +2 ACC when held with two hands, 8 Shots -$600
Large Semi-Auto Pistol- 1d8, +2 ACC when held with both hands, 7 Shots -$2,000
Thermal Pistol- 2d8, +2 ACC when held with both hands, 10 Shots -$20,000
Taser- 1d6, makes target unconscious, shot after unconsciousness can kill, 1 Shot -$300

Medium
Auto-Submachine Gun (2h)- 2d6, -3 ACC, 4 Shots, -$800
Pump Shotgun (2h)- 2d6, 4 Shots, -4 ACC 4 tiles or more, -$1,000
Double Barreled Shotgun- 1d12, 2 Shots, -4 ACC 4 tiles or more away, -$600
Sawed-Off Shotgun (1h) - 2d4, -2 ACC, 2 Shots, -$400
Thermal Shotgun- 2d12, -4 ACC four tiles or more, 5 Shots, $30,000

Long-Range Sharpshooting Weapons (10 tile range)

Medium
Semi-Auto Rifle- 1d10, 15 Shots, -$1,500
Bolt Action Rifle/ Lever Action Rifle- 1d10, 7 Shots, -$400
Automatic Rifle- 3d6, 10 Shots, -$3,000
Single-Shot Thermal Rifle- 1d12, +4 ACC, 1 Shot, -$10,000
Semi-Auto Thermal Rifle- 1d12, +3 ACC, 5 Shots, -$27,000
Automatic Thermal Rifle- 2d12, +2 ACC, 5 Shots, -$50,000

60
weapons (Cont.2)
Heavy
Heavy Bolt Action Sniper Rifle (15 Tiles)- 1d12, +2 ACC 5 tiles or more away, -4 ACC 5 tiles or less away, 1
Shot (Must use an action to chamber after every shot), -$1,500
Heavy Semi-Automatic Sniper Rifle (15 Tiles)- 1d12, +2 ACC 5 tiles or more away, -4 ACC 5 tiles or less away,
5 Shots, $2,500
Heavy Thermal Sniper Rifle (20 Tile Range)- 1d20, +2 ACC 5 tiles or more away, -4 ACC 5 tiles or less away, 5
Shots, $25,000
Light Machine Gun- 4d6, takes two turns to reload after using all shots, 20 Shots -$5,000
Heavy Machine Gun- 5d6, takes two turns to reload after using all shots, 30 Shots -$10,000
Minigun- 8d6, takes two turns to reload after using all shots, 10 Shots -$80,000
Thermal Minigun- 10d10, takes two turns to reload after using all shots, 10 Shots, $150,000

Explosives (Thrown up to 5 tiles away, 3x3 explosion radius)

Light
Hand Grenades (x2)- 1d20 in a 3x3 radius, -$1,000
Land Mines (x2)- 1d20 in 3x3 radius, -$1000
Flaming Cocktail (x2)- 1d10 in a 3x3 area, 1d4 damage for 3 turns, -$200

Hacking Tools

Small
Jammer- Can disable cameras and radars, can use up to 100 ft radius three times per Long Rest , -$600
Tracker- Can track computers and the movements and actions of the user, can use up to 100 ft radius twice
per Long Rest, -$600
Disarmer- Can cause the enemy to set down or shoot others with their weapon, can be used up to 5 tiles (25
ft) away, can use three times per Long Rest, $1,000
Disrupter- Use to corrupt or harm the user by manipulating their BioTech. Intelligence roll determines the
lethality or outcome of the user's desired action, can use 3 times per Long Rest -$2,000

61
Neon Nights
Character Sheet

NAME: LEVEL:

AR: MR: HP: CASH:


BIOTECH: EQUIPPED WEAPONS/ARMOR:

TRAITS: WORLD STATS


Amicability: Ment. Fort.:
Bartering: Perception:
Dexterity: Persuasion: Fame: Street Cred.:
Diplomacy: Phys. Fort.:
Professionalism: Street Smarts:
History: Reflexes:
Intelligence: Shrpshoot.:
Public Fear: Style:
Intimidation: Sneaking:
Investigation: Strength:
Respect:
Melee Fighting: Willpower:

BACKPACK: TRANSPORT. & RESIDENCE


PERKS/SKILLS

OCCUPATION/ORG(S).:

NOTES/EXTRA:
glossary
ACC- Accuracy. This is your hit chance. Affected by your Melee Fighting and Sharpshooting Traits, perks, and items.
AR- Attack Resistance. Allows physical attacks and projectiles to be deflected or dodged. Impacted by the Physical Fortitude Trait.
Actions- Actions can be movement, attacking, speaking, throwing, grappling, using an item, reloading, hacking, and sneaking (if
confused on what an action is besides what is listed, ask GM).
Advantage- When rolling with advantage, roll two die and choose the highest number.
BioTech- Synthetic additions to the body.
Check- A roll of a set die to determine the success or failure of an action.
CQC (Damage)- Damage dealt with melee weapons. Unless modified by perks or items, only reaches 1 tile away.
Computers- Laptops, desktops, cameras, consoles, lights, and other electrical machines.
D(4,6,8,10,12,20,100)- The number of sides on a set of dice (then, if preceded by a number, how many of those dice you will roll).
Death Save(s)- A 1d20 roll, using either you +'s or -'s in your Willpower trait, to survive after going unconscious. After every revival,
subtract -2 from your Death Save rolls until you have a long rest.
Disadvantage- When rolling with disadvantage, roll two die and choose the lowest number.
Explosive- Explosive-causing weapon (mines, bombs, launchers, grenades).
GM- Game Master. Someone who runs the game's plot, PC's, and succeeding/failing rolls.
Hacking- The act of damaging/manipulating machinery and BioTech. See the "How to Play" section for how Hacking works.
Long-Range (Damage)- Damage dealt dealt from no further than 10 tiles (50 feet) away with a Sharpshooting weapon.
Microwave Damage- Damage dealt to the brain by ways of microwave radiation. Is not a physical damage type.
Long Rest- Player regains all HP as well as any uses of any supply that limits uses until a long rest is taken.
MR- Mental Resistance. Allows hacking attempts and brainwave attacks to be deflected or dodged. Impacted by the Mental
Fortitude Trait.
NPC(s)- Non-playable character(s) (characters that are not players).
PC(s)- Playable Character(s).
Perk- An ability chosen at character creation or every 3 levels that increase your character's versatility. Gain 7 points to choose perks
when creating your character. Every 3 levels grants 7 more points.
Short-Range (Damage)- Damage dealt from no further than 5 tiles (15 feet) away with a Sharpshooting weapon.
Short Rest- Player regains 1d2 HP corresponding with player's level (Lvl. 10 gets 10d2, 5 gets 5d2, 3 gets 3d2)
Shots- Amount of shots before you take an action to reload.
Trait- Statistics for your character that impact the final number total of select rolls that coincide with said Traits. Gain 4 points to
any trait(s) when creating your character. Every level gained increases any selected Trait by +1.

64
More Games
Coming Soon...
...and more updates to Neon Nights as well!

Reilley's Road Trip, the Second Neon Nights Expansion, releases July 15th!

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