Two players. No GM. Shared pressure.

NEONHORIZON

A cyberpunk tabletop RPG about survival, chrome, scarcity, and consequence.

Mission-driven playGMless structureStreet survivalChrome pressure
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01

BUILD THE MISSION.
SHARE THE PRESSURE.
LET THE CITY
PUSH BACK.

Neon Horizon is a two-player cyberpunk RPG with no dedicated GM. One player drives the scene. The other pushes back with pressure, complications, and consequences. Then you swap.

It is about missions, survival, debt, augmentation, and the cost of getting through one more night. The fiction is not on the page. It is in the air between you.

Driver says “therefore.”This happened, so now this.
×
Push-back says “however.”This happened, but the ground shifts.
Dice say “no.”Neither player is the antagonist.

Drama First

If the answer is obvious and dramatic, just say it. Do not roll.

  1. Obvious? Say it. Move on.
  2. Uncertain? Roll a Check.
  3. Stuck? Ask the Oracle. Max 3 per scene.
02

The HELIX Cycle

Five phases. One session. 75–105 minutes. Swap who drives first each session.

H

Hook

~5 min

Take a job

The driver states what happened and why it matters. The other player asks one question that makes it worse.

E

Explore

20–30 min

Enter the scene

The driver frames scenes and pushes forward. The other player provides opposition and consequences. 1–2 scenes.

L

Leverage

15–20 minSWAP

Make your move

You swap. The biggest “however” of the session. Something shifts that the other player did not see coming.

I

Ignite

20–30 min

Escalate

The climax. Everything converges. The driver pushes toward the objective. Push-back throws everything at them.

X

Exhale

15–20 min

Pay the cost

Both players. No roles. Post-mission sequence:

  1. Mission Burden Check
  2. Burden Effects
  3. Faction Turn
  4. Pay
  5. Downtime
  6. Drive Progress
  7. Flags

Prep

Before Explore, each character makes one Prep Check using any Attribute + Tag and gains that much momentum.

Full Hit2 Prep
Twist1 Prep + complication
Miss0 Prep

Spend: Boost (1), Flashback (1), Mitigate (1), Activate item (1), Absorb harm (2). Lost at mission end.

Approach & Engagement

Choose: Stealth, Social, Assault, Technical, or Deception. Roll d6:

1Desperate. Threat Clock starts at 2
2–3Risky. Clocks at 0
4–5Controlled. +1 bonus Prep
6Dominant. first Check auto Full Hit

Scene Framing

Every scene: Shot (location), Cast (PCs + 0–2 NPCs), Pressure (what goes wrong), Question (what this answers). When nothing new is happening, cut.

Crossroads

Irreversible decision? Frame as a yes/no with no take-backs. The character most affected decides. No roll. The decision is the point.

The Cycle in Therefore / However

HThereforea job exists, therefore we go
ETherefore → Howeverinvestigate, learn, however it is worse
LHOWEVEReverything you built. however, the world shifted
ITherefore × 3committed, driving, every action causes the next
XThereforethe mission ended, therefore consequences
03

Make Someone Worth Hurting

Fast, readable, and charged with future problems.

01

Concept

One sentence. Who are you?

02

Attributes

Assign d10, d8, d8, d6 across GUTS, EDGE, WITS, NERVE.

GUTSForce, endurance, toughness
EDGESpeed, reflexes, stealth
WITSPerception, tech, hacking
NERVEComposure, social, deception

Variants: Gritty (d8,d8,d6,d6) · Heroic (d10,d10,d8,d6) · Prodigy (d12,d8,d6,d6)

03

Tags (Choose 3)

When a Tag applies, step one die up.

Origin. where you came fromRole. what you do nowWildcard. anything
04

Flaw

One concrete vulnerability that creates problems in play.

05

Drive

One active goal. 8-segment Progress Track.

06

Augments (Choose 2)

Max 4 over a campaign. See the full augment list.

ChromeCyberware. +1 Burden after creation. Ticks Humanity Clock.
SkillTraining, expertise. Free.
BondCompanion NPC. Has a Resource Die.
GearSignature item. Can be lost.
07

Loadout

Declare your Load Level before the mission. Do not choose specific items in advance. When you need a piece of gear, mark a slot and say you brought it. If it makes sense that you would have it, you do.

Light3 slots. Fast, inconspicuous.
Normal5 slots. Standard kit.
Heavy7 slots. Disadvantage on stealth/mobility.

Named items (signature weapon, cyberdeck, forged ID) are listed on your sheet separately. Programs take 1 slot each. The Supply Die covers mundane consumables.

08

Connections

One trusted (Willingness d8). One who wants something (d6). Roll Willingness for degradation (1–2: shrinks) each time you call.

09

Tracks

BODY: 6 boxes. NERVE: 6 boxes. Burden: 1. Supply: d8. Momentum: 0. Drive: 0/8. Humanity Clock: 0/8.

Example Characters

KIRA VASQUEZ
Former Ferrik bodyguard. Got her principal killed. Drinks.
GUTS d10EDGE d8WITS d6NERVE d8

Tags: Ferrik Corporate Security Training · Close Protection Specialist · I Can Read a Room Before the Door Opens

Flaw: The bottle calls every night. Without a drink, my hands shake.

Drive: Find who set up the ambush that killed my principal.

Augments: Dead Eye (Skill), Subdermal Plating (Chrome)

ZERO
Seventeen. Self-taught netrunner. Runs data for food.
GUTS d6EDGE d8WITS d10NERVE d8

Tags: Grew Up in the Flooded Undercity · Self-Taught Netrunner on Salvaged Gear · I Can Disappear in Any Crowd Under Twenty

Flaw: Will not ask for help even when drowning.

Drive: Find my sister, who vanished into a Solvane recruitment program.

Augments: Scrap Hound (Skill), Neural Interface (Chrome)

03b

Augments

25 structured abilities across four types. Each has a starting ability and two upgrades.

Neural Interface

Chrome. Standard

Basic jack behind the ear. Required for netrunning.

Starting: Step up WITS when interfacing with digital systems or jacking into the Net.
Upgrade 1: First action in any hacked system never triggers Detection Clock.
Upgrade 2: Once per session, act in the Net AND meatspace in the same Exchange.
Burden: +1 post-creation · Humanity: 1 tick

Reflex Booster

Chrome. Military

Nerve-splicing along arms and spine.

Starting: Step up EDGE when speed and reflexes matter.
Upgrade 1: Once per session, act first in any Exchange regardless of fiction.
Upgrade 2: When enemy at Close misses you, free counterattack.
Burden: +1 · Humanity: 2 ticks

Optical Suite

Chrome. Standard

Replacement eyes. Zoom, low-light, recording.

Starting: Step up WITS when observing, surveilling, or reading a scene.
Upgrade 1: Thermal vision. see heat signatures through walls at Near range.
Upgrade 2: Target lock. spend one Exchange aiming, next ranged Twist becomes Full Hit for damage.
Burden: +1 · Humanity: 1 tick

Mantis Blades

Chrome. Military

Retractable forearm blades.

Starting: Built-in weapon: d8 damage, Concealable, Close Only. Step up EDGE in melee.
Upgrade 1: Damage steps to d10. Monofilament. ignores armor below Heavy.
Upgrade 2: On Full Hit: deal damage OR disarm OR impale (GUTS Check to break free).
Burden: +1 · Humanity: 2 ticks

Subdermal Plating

Chrome. Standard

Armor mesh beneath the skin.

Starting: Permanent Light armor (+2). Undetectable.
Upgrade 1: Upgrades to Medium (+3). Skin looks normal.
Upgrade 2: Once per session, reduce Severe to Major.
Burden: +1 · Humanity: 1 tick

Synthetic Heart

Chrome. Military

Mechanical heart.

Starting: Step up GUTS for endurance and stamina. BODY track becomes 7 boxes.
Upgrade 1: Once per session, when BODY Broken, stand up at 1 box. No cost. No Scar.
Upgrade 2: Immune to poisons, drugs, and chemical weapons.
Burden: +1 · Humanity: 2 ticks

Ghost Module

Chrome. Experimental

Full-body signal suppression.

Starting: Step up EDGE against electronic detection. Invisible to sensors.
Upgrade 1: Invisible on the Net. Hackers and trackers cannot target you.
Upgrade 2: Extend suppression to one ally at Close range.
Burden: +1 · Humanity: 3 ticks · Cannot use Net while active

The Rolodex

Skill. Social

You know people. They owe you.

Starting: 2 extra Connections at d8. Advantage on NERVE to find contacts.
Upgrade 1: Once per session, spend 1 Momentum to declare an NPC owes you.
Upgrade 2: On Twist gathering info, still get full intel. Complication is something else.

Steady Hands

Skill. Medical

You keep people alive.

Starting: Field Treatment Twists still clear 2 boxes. Complication unrelated to your work.
Upgrade 1: Self-surgery.
Upgrade 2: Once per session, spend 1 Momentum to negate harm that would Break an ally.

Dead Eye

Skill. Combat

You do not miss when it matters.

Starting: On Spark with any ranged weapon, attack a second target in the same zone.
Upgrade 1: Ranged weapon Damage Die steps up by one in your hands.
Upgrade 2: Once per session, first ranged attack is automatic Full Hit.

Shadow Step

Skill. Stealth

People do not see you unless you want them to.

Starting: From hidden, a Twist counts as Full Hit for damage.
Upgrade 1: After attacking, spend 1 Momentum to vanish.
Upgrade 2: Against unaware targets, Full Hit damage rolls three times, take highest.

Scrap Hound

Skill. Salvage

If it is broken, you can use it.

Starting: Scavenge Full Hits: roll loot table twice, take both. Repair: +3 steps instead of +2.
Upgrade 1: Once per session, field-mod a weapon: add or remove a Tag until Quality degrades.
Upgrade 2: One maintained item's Quality Die never drops below d8.

Silver Tongue

Skill. Social

They believe you because you make them want to.

Starting: On NERVE Twist to persuade/deceive, they always believe you. Complication is never doubt.
Upgrade 1: Entering a social scene, ask one power-dynamics question. Truthful answer.
Upgrade 2: Once per session, NERVE Check to flip an NPC's allegiance for the scene.

Iron Will

Skill. Endurance

You have been broken before. You got back up.

Starting: When your Flaw is invoked against you, gain 1 Momentum even if you resist it.
Upgrade 1: NERVE harm from social pressure or fear is reduced by 1 box.
Upgrade 2: Once per session, when you would gain a Scar, choose which attribute it affects.

Wheel Artist

Skill. Transport

If it moves, you can drive it.

Starting: Step up EDGE for vehicle Checks. Chases never start at Desperate position.
Upgrade 1: Vehicle takes one less severity step of damage from collisions and gunfire.
Upgrade 2: Once per session, auto-succeed an escape or pursuit Check.

Street Kid

Bond. Companion

Resourceful, small, overlooked.

Starting: Scout: Advantage on WITS Checks for recon.
Upgrade 1: Carry 2 extra items. Deliver messages without Check.
Upgrade 2: Fight dirty: d6 Check, d6 Damage.
Resource: Loyalty (d8). Shrinks when endangered, promises broken, neglected.

Attack Drone

Bond. Machine

Eyes in the sky. Teeth when you need them.

Starting: Surveillance: cannot be surprised while deployed.
Upgrade 1: Armed: d6 Check, d8 Damage.
Upgrade 2: Hacking: independent Net actions at Low–Medium security.
Resource: Power (d8). Recharge at any power source.

AI Fragment

Bond. Digital

Salvaged code. Functional. Opinions.

Starting: Data analysis: once per scene, WITS Check with Advantage on tech questions.
Upgrade 1: Direct interface: Advantage on breach Checks.
Upgrade 2: Independent action: d8 Check in Net while you act in meatspace.
Resource: Stability (d8). Shrinks from ICE, EMP, or ignoring its advice.

Stray Dog

Bond. Animal

Loyal. Loud. Willing to die for you.

Starting: Alert: cannot be ambushed while dog is present.
Upgrade 1: Tracking: Advantage on WITS to locate or follow.
Upgrade 2: Attack: d6 Check, d6 Damage. Full Hit knocks prone or disarms.
Resource: Loyalty (d8). Shrinks when hurt, starved, or left behind.

Ghost in the Machine

Bond. Digital

Dead person's personality running in your wetware.

Starting: Memory: once per session, ask Oracle about the city's past. Filtered through Ghost's biases.
Upgrade 1: Legacy systems: Advantage on Checks involving pre-Collapse tech.
Upgrade 2: Takeover: one Exchange, use Ghost's d8 WITS and d8 NERVE instead of yours.
Resource: Stability (d8). Shrinks from EMP, neural disruption, personality conflicts.

Custom Cyberdeck

Gear. Tech

Hand-built. Overclocked. Irreplaceable.

Starting: Quality never below d8. Advantage on breach Checks.
Upgrade 1: One pre-loaded Program (no slot cost).
Upgrade 2: Once per session, ignore one Detection Clock tick.

Prototype Weapon

Gear. Weapon

One of a kind. They do not make these anymore.

Starting: Choose a weapon. Gains one extra Tag. Quality d10.
Upgrade 1: Damage Die steps up permanently.
Upgrade 2: Once per session, automatic Full Hit on damage.

Armored Coat

Gear. Armor

Looks like a coat. Stops like a wall.

Starting: Light armor (+2), fully concealable.
Upgrade 1: Upgrades to Medium (+3), still concealable.
Upgrade 2: Once per session, reduce Severe to Major.

Medkit Prime

Gear. Medical

Military-grade field surgery in a case.

Starting: Field Treatment clears 3 boxes instead of 2 on Full Hit.
Upgrade 1: Stabilize a Broken character without a Check. Scar, not death.
Upgrade 2: Once per session, remove a Scar during a downtime scene (full scene of surgery).

Forged Identity

Gear. Cover

You are someone else. The paperwork agrees.

Starting: One complete false identity with history, credstick, biometrics. Advantage on NERVE to maintain cover.
Upgrade 1: Identity has a faction connection at Goodwill d6. Real enough for favors.
Upgrade 2: Burn the identity to automatically escape pursuit or investigation. Identity is gone.

The Humanity Clock

Chrome ticks an 8-segment Humanity Clock (Standard 1, Military 2, Experimental 3). When full, roll d6:

1Rejection. Severe BODY harm. One chrome offline.
2Dissociation. lost hours. Partner narrates. 2 NERVE boxes.
3Emotional flatline. Disadvantage on NERVE for the session.
4Phantom feedback. Disadvantage on EDGE for the session.
5Chrome Scar. permanent Scar related to augmentation.
6Compulsion. chrome wants something. Pursue it or 2 NERVE boxes.

Resets to 4 (not zero). Second fill: permanent NERVE Disadvantage. Third fill: retirement.

04

The Core Mechanic

Roll your Attribute Die twice. Each die showing 5+ is a Pass.

Full Hit

You get what you wanted. You narrate.

Twist

You succeed, but there is a cost.

Miss

Situation shifts against you. Partner narrates.

Die Step Ladder

d6d8d10d12

Tags, positioning, favorable fiction step UP. Bad footing, stress, hostile conditions step DOWN. Cannot exceed d12. Below d6, die auto-fails.

SPARK. Max face on a Full Hit. Bonus effect.
CATASTROPHE. Double 1s. Fiction gets worse in a new direction.
PERFECT. Double max. Extraordinary success.

Momentum

Earn 1: play Flaw at a cost, risk pursuing Drive, do something remarkable. Cap: 5. Resets each session.

1Step Up. one die next Check
1Flashback. prior preparation
1Mitigate. shift table down 1 row
2Defy Odds. reroll a Miss
2Narrative Authority. introduce a fact
3Refuse to Fall. Broken → 1 box (1x/session)

Supply Die

Starts at d8. General readiness: food, ammo, tools, pocket money. Roll when fiction demands consumption. On 1–2, it shrinks. Below d6, out of everything basic. Need a specific mundane item not on your sheet? Oracle (d6, 5+ = yes).

Recovery

Rest (downtime, safe)Clear 2 boxes
Full Recovery (days, medical)Clear all
Field Treatment (WITS)Clear 2 on one track. Miss = Minor.

No quick recovery during missions.

Drive Progress

Minor (intel, connection)+1 segment
Significant (related mission)+2
Breakthrough (pivotal discovery)+3

Drive Check: roll d10 vs filled segments. ≤ segments = Resolved. Over by 1–2 = Almost. Over by 3+ = Path changes.

Clocks

Threat Clocks count toward bad. Progress Tracks count toward good. Sizes: 4 (urgent), 6 (standard), 8 (long-term). Full Hit toward Progress: +2. Twist: +1. Miss: +1 Threat Clock. Use 4 instead of 6 for two-player games.

Consequence Tables

On Twist or Miss, partner invents a consequence or rolls d8:

d8TwistMiss
1Position exposedFlanked or surrounded
2Collateral damageAlly hit instead
3Weapon issue. roll QualityWeapon knocked away
4Reinforcements coming. tick ClockReinforcements arrive now
5Enemy counterattackEnemy double attack
6Driven from positionEnvironment turns hostile
7Connection strainedNPC ally turns/flees
8Take Minor harmTake Major harm
d8TwistMiss
1They believe you but want somethingThey see through you
2Info gained but overheardYou offend. future Disadvantage
3They agree with conditionsThey alert someone unwanted
4You revealed too muchThey manipulate you. 1 NERVE
5Deal worse than hopedDeal falls through
6Connection implicatedConnection Willingness ticks
7You owe a favorBridge burned
8Flaw triggeredDrive complicated. Progress -1
d8TwistMiss
1Left evidence. tick ClockSpotted. combat or chase
2Security activates behindAlarm. Threat +2
3Partner exposedSeparated from partner
4Gear abandoned/damagedTrapped
5Took too long. tick ClockPatrol catches you
6Saw something badHidden countermeasure. Minor
7Disguise strainedIdentity compromised
8Unexpected NPCTarget moved/changed
d8TwistMiss
1Detection +1Detection +2
2Partial accessLocked out
3ICE activatesBlack ICE. Major NERVE
4Data encrypted/incompleteTrace on location
5Deck overheatsNeural spike. Minor NERVE
6Silent alarmCounterattack. jack out or Severe
7Another netrunnerAI fragment notices you
8Detection +1 and ICEFull lockdown
d8TwistMiss
1Route longer. tick ClockLost. waste a scene
2Hazard. Minor BODYHazard. Major BODY
3Found but guardedLocation picked clean
4Supply Die rollsSupply auto-degrades
5Unexpected NPCAmbush
6Conditions worsenStructural failure. Severe or flee
7Gear stressedGear lost
8Find something unexpectedPath requires sacrifice
05

Fast. Dangerous. Positional.

Describe situation. Declare intent. Roll. Resolve the exchange.

Attack Sequence

  1. Check (Attribute ×2, 5+ passes, Tag steps one up)
  2. Full Hit: weapon die ×2 take higher. Twist: weapon ×1. Miss: none.
  3. Compare to thresholds + armor. Mark harm boxes.

Harm Tracks

BODY (6 boxes) and NERVE (6 boxes). Minor = 1. Major = 2. Severe = 3.

Broken: Blaze of Glory (auto Full Hit + Spark, then out) | Hold On (Scar) | Burn Permanent (back at 1).

Scars: Inverse Tags. step a die DOWN when triggered.

Armor & Damage Thresholds

Base thresholds: minor damage <4 is Major (2 boxes), damage <8 is Severe (3 boxes). Below both thresholds is Minor (1 box). Armor raises both thresholds.

ArmorBonusMajor AtSevere At
None+048
Light+2610
Medium+3711
Heavy+4812

When damage bounces off armor: change tactics. Hack their systems. EMP their chrome. Flank. Not every fight is won with bigger guns.

Weapons

Fists / improvisedd6Close Only
Knife / mono-bladed6Concealable, Close Only
Light pistold8Concealable, Ammo
Heavy pistold8Loud, Ammo
SMGd8Loud, Ammo, Area
Shotgund10Loud, Messy, Slow, Ammo
Assault rifled10Loud, Ammo
Sniper rifled12Loud, Precise, Slow, Ammo
Frag grenaded10Area, Loud, Messy

Weapon Tags

Concealable Hidden unless searched
Loud Everyone nearby knows. May generate Burden.
Messy Collateral damage
Precise On Spark, choose which harm track
Area Hits everyone in a zone
Slow Reload/recharge between uses
Unreliable On Catastrophe, breaks or jams
Brutal Severe harm also inflicts a Scar
Armor-Piercing Ignore 2 points of armor bonus
EMP Disable one chrome/powered armor for 1 Exchange
Shock NERVE harm instead of BODY
Monofilament Ignores armor below Heavy

Range Zones

CloseArm's reach
NearSame room
FarDown the block
DistantSniper range

Sketch 3–5 named zones for physical scenes.

NPC Threat Tiers

Gangerd6 / d6–d8 / 1 hit
Professionald8 / d8–d10 / 4 boxes
Elited10 / d10 / 6 boxes
Bossd12 / d10–d12 + Tags / 8+ boxes

NPC Action (d6)

1Retreat/regroup/backup
2Cover/defend
3Press. flank, close, target gear
4Attack most exposed
5Attack most threatening
6Unexpected. roll Oracle
06

The Net

Neural Interface + Cyberdeck. WITS Check to breach. Hacking runs alongside meatspace.

Security Levels

Low (2–3)
Full Hit: Full accessTwist: Trace, Detection +1Miss: Locked out
Medium (4–5)
Full Hit: Clean actionTwist: Detection +1 or partialMiss: ICE, NERVE harm or Detection +2
High (6–7)
Full Hit: Success, Detection +1Twist: Partial, Detection +2Miss: Black ICE, Major NERVE
Extreme (8–9)
Full Hit: Partial, Detection +1Twist: Minimal, Detection +2, ICEMiss: Trace, Severe NERVE, Lockdown

Detection Clock: 4–6 segments. When full: active countermeasures.

ICE

Watchdogd6/d6. Alerts, Detection +2
Barrierd8/d6. Blocks subsystem
Trackerd8/d8. Traces location
Black ICEd10/d10. Lethal feedback
Phantomd12/d12. Adaptive, calls more

Programs (1 loadout slot)

CloakPrevent 1 Detection tick
Hammerd10 vs ICE, skip Check
Skeleton KeyBypass one Barrier
Ghost ProtocolDetection -2
SiphonCopy file without Check
Feedback LoopTurn defeated ICE against another
07

Burden

Debt, heat, attention, economic precarity. A 0–4 scale.

0Comfortable

No effects. Rare.

1Getting By

Roll 1d6. On 5+: shock.

2Precarious

Roll 2d6. Each 5+ = shock. Disadvantage on money. Contacts degrade.

3Struggling

Roll 3d6. Each 5+ = shock. 1 downtime lost. Disadvantage NERVE (status).

4Destitute

Auto shock. 2 downtimes lost. Disadvantage NERVE/WITS. Chrome malfunctions.

Goes Up

Chrome install (+1), messy jobs, economic shocks that escalate, safe house lost, Connection burned, choosing money over morality.

Goes Down

Well-paying jobs (-1), faction support (-1), downtime working (-1), paying debts. Partner support: if both ≤2, effects 1 step lower.

Economic Shock (d8)

1Rent hike. lose safe house unless 1 downtime
2Chrome lapse. one piece stops
3Credstick frozen
4Medical debt. Burden +1 or owe NPC
5Fixer's cut. Supply -1
6Repo. lose gear or Supply -2
7Favor called in. hooks next mission
8The squeeze. two shocks, roll twice
08

Meridian Sprawl

Fourteen million people. Three corporations. A drowning city with secrets.

S7

The Narrows

Working-class. Community self-governance. Solvane buying buildings.

Crowded · Rooftop Gardens · Everybody Talks
S12

The Drain

Undercity. Flooded. Canal Rats territory.

Flooded · Dark · No Law
S3

The Strip

Entertainment. Neon. Memory Market. Orchid Syndicate.

Neon Glow · Back Room Deals · Memory Traders
S9

The Barrens

Abandoned industrial. Iron Collective. Freedom.

Toxic Soil · Makeshift Community · No Grid
S6

The Bleed

Dead zone. Expanding. No comms, no chrome. Pattern dreams.

Dead Electronics · Deep Silence · Expanding
S1

The Pinnacle

Corporate towers. Above the smog. Invitation only.

Clean Air · Corporate Security · Glass and Steel

City Mysteries

The Vertical Farms. Veridyne's ag towers. Also the most comprehensive surveillance network in the city. The food is subsidized. Nobody asks why.
The Engineered Monsoons. Veridyne's atmospheric processors doubled monsoon intensity. Water contracts tripled. Internal docs suggest they knew.
The Memory Market. Sector 3. Buy and sell neural recordings. A real sunset costs a month's rent. Sometimes the memories do not separate.
The Whisper Rail. Undercity subway. Three lines. Maintained by nobody. Always empty. Always on time. Nobody has found the driver.

Factions

Goal, Method, Clock, Goodwill Die. Roll Goodwill as bonus die. After calling, roll for degradation (1–2: shrinks). Below d6: cut off.

Solvane IndustriesBiotech, chrome, pharma. Augmentation monopoly.Dependency Protocol (8). NPCs: Dir. Maren Vos, Dr. Emil Sato.
Ferrik GroupSecurity, military. Security monopoly.Martial Authority (6). NPCs: Cmdr. Idris Okafor, Lt. Lena Stahl.
VeridyneInfrastructure, energy, ag. Control dependence.Grid Lock (8). NPCs: CEO Priya Anand, Arch. Yuki Tanaka.
Canal RatsWaterway control. Goodwill d6.Rising Water (6)
Orchid SyndicateVice and information. Goodwill d6.Hostile Takeover (6)
Iron CollectiveMutual aid, defense. Goodwill d8.Crackdown (8)
The UnlinkedOff-gridders. Goodwill d6.Pattern Convergence (8)
The UndergroundHackers, activists. Goodwill d6.The Broadcast (8)

Timeline: 2040s Climate collapse → 2050s Corporate Accords → 2060s Reclamation Wars → 2070s Reconstruction → 2080s The Emergence → 2090s Now.

09

Oracles & Tables

When neither player knows what happens next.

Yes/No Oracle (d6)

1No, and...
2No.
3No, but...
4Yes, but...
5Yes.
6Yes, and...

Job Generator

Client (d8): Fixer, Desperate civilian, Corp contact, Gang leader, Underground cell, Anonymous, Connection on sheet, Accidental.

Target (d10): Person, Data, Place, Gear/tech, Shipment, Reputation, System, Secret, Chrome, Memory.

Complication (d12): Competition, Client lying, Target not what it seems, Friendly faction opposite, Mole, Tight window, Innocents, Non-credit pay, Powerful enemy, Setup, Drive-connected, Requires the Bleed.

NPC Generator

Want (d8): Protection, Money, Revenge, Information, Escape, Power, Connection, Absolution.

Secret (d8): Corp agent, Dying, Double-crossing, Protecting someone, Massive debt, Addicted, Used to be important, Knows something dangerous.

Demeanor (d8): Nervous, Aggressive, Charming, Cold, Desperate, Evasive, Earnest, Amused.

Starter Missions

Dead Drop: Retrieve data from a drowned server room. Pay is too good. Truth: Solvane medical records. Ferrik incoming.

The Pattern: Jack in inside the Bleed where nothing should exist to connect to. No client. No pay. Use the Oracle.

Bad Blood: Street Doc's patients went cyberpsycho on discount chrome. The chrome is not defective. It is doing exactly what it was designed to do.

Safety Tools

Lines. off the table entirely. Veils. exist but happen off-screen. Discuss before play. Add at any time, no explanation needed.

Session Zero

What kind of cyberpunk? How much chrome? What is off limits? Who are we to each other? First job? Flags (what do you want challenged)?

10

Character Generator

Fill in your character. Export a black-and-white, printer-friendly PDF.

Force / Endurance
Speed / Reflexes
Perception / Tech
Composure / Social