Two players. No GM. Shared pressure.
NEONHORIZON
A cyberpunk tabletop RPG about survival, chrome, scarcity, and consequence.
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.
Drama First
If the answer is obvious and dramatic, just say it. Do not roll.
- Obvious? Say it. Move on.
- Uncertain? Roll a Check.
- Stuck? Ask the Oracle. Max 3 per scene.
The HELIX Cycle
Five phases. One session. 75–105 minutes. Swap who drives first each session.
Hook
~5 minTake a job
The driver states what happened and why it matters. The other player asks one question that makes it worse.
Explore
20–30 minEnter the scene
The driver frames scenes and pushes forward. The other player provides opposition and consequences. 1–2 scenes.
Leverage
15–20 minSWAPMake your move
You swap. The biggest “however” of the session. Something shifts that the other player did not see coming.
Ignite
20–30 minEscalate
The climax. Everything converges. The driver pushes toward the objective. Push-back throws everything at them.
Exhale
15–20 minPay the cost
Both players. No roles. Post-mission sequence:
- Mission Burden Check
- Burden Effects
- Faction Turn
- Pay
- Downtime
- Drive Progress
- Flags
Prep
Before Explore, each character makes one Prep Check using any Attribute + Tag and gains that much momentum.
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:
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
Make Someone Worth Hurting
Fast, readable, and charged with future problems.
Concept
One sentence. Who are you?
Attributes
Assign d10, d8, d8, d6 across GUTS, EDGE, WITS, NERVE.
Variants: Gritty (d8,d8,d6,d6) · Heroic (d10,d10,d8,d6) · Prodigy (d12,d8,d6,d6)
Tags (Choose 3)
When a Tag applies, step one die up.
Flaw
One concrete vulnerability that creates problems in play.
Drive
One active goal. 8-segment Progress Track.
Augments (Choose 2)
Max 4 over a campaign. See the full augment list.
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.
Named items (signature weapon, cyberdeck, forged ID) are listed on your sheet separately. Programs take 1 slot each. The Supply Die covers mundane consumables.
Connections
One trusted (Willingness d8). One who wants something (d6). Roll Willingness for degradation (1–2: shrinks) each time you call.
Tracks
BODY: 6 boxes. NERVE: 6 boxes. Burden: 1. Supply: d8. Momentum: 0. Drive: 0/8. Humanity Clock: 0/8.
Example Characters
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)
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)
Augments
25 structured abilities across four types. Each has a starting ability and two upgrades.
Neural Interface
Chrome. StandardBasic jack behind the ear. Required for netrunning.
Reflex Booster
Chrome. MilitaryNerve-splicing along arms and spine.
Optical Suite
Chrome. StandardReplacement eyes. Zoom, low-light, recording.
Mantis Blades
Chrome. MilitaryRetractable forearm blades.
Subdermal Plating
Chrome. StandardArmor mesh beneath the skin.
Synthetic Heart
Chrome. MilitaryMechanical heart.
Ghost Module
Chrome. ExperimentalFull-body signal suppression.
The Rolodex
Skill. SocialYou know people. They owe you.
Steady Hands
Skill. MedicalYou keep people alive.
Dead Eye
Skill. CombatYou do not miss when it matters.
Shadow Step
Skill. StealthPeople do not see you unless you want them to.
Scrap Hound
Skill. SalvageIf it is broken, you can use it.
Silver Tongue
Skill. SocialThey believe you because you make them want to.
Iron Will
Skill. EnduranceYou have been broken before. You got back up.
Wheel Artist
Skill. TransportIf it moves, you can drive it.
Street Kid
Bond. CompanionResourceful, small, overlooked.
Attack Drone
Bond. MachineEyes in the sky. Teeth when you need them.
AI Fragment
Bond. DigitalSalvaged code. Functional. Opinions.
Stray Dog
Bond. AnimalLoyal. Loud. Willing to die for you.
Ghost in the Machine
Bond. DigitalDead person's personality running in your wetware.
Custom Cyberdeck
Gear. TechHand-built. Overclocked. Irreplaceable.
Prototype Weapon
Gear. WeaponOne of a kind. They do not make these anymore.
Armored Coat
Gear. ArmorLooks like a coat. Stops like a wall.
Medkit Prime
Gear. MedicalMilitary-grade field surgery in a case.
Forged Identity
Gear. CoverYou are someone else. The paperwork agrees.
The Humanity Clock
Chrome ticks an 8-segment Humanity Clock (Standard 1, Military 2, Experimental 3). When full, roll d6:
Resets to 4 (not zero). Second fill: permanent NERVE Disadvantage. Third fill: retirement.
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
Tags, positioning, favorable fiction step UP. Bad footing, stress, hostile conditions step DOWN. Cannot exceed d12. Below d6, die auto-fails.
Momentum
Earn 1: play Flaw at a cost, risk pursuing Drive, do something remarkable. Cap: 5. Resets each 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
No quick recovery during missions.
Drive Progress
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:
| d8 | Twist | Miss |
|---|---|---|
| 1 | Position exposed | Flanked or surrounded |
| 2 | Collateral damage | Ally hit instead |
| 3 | Weapon issue. roll Quality | Weapon knocked away |
| 4 | Reinforcements coming. tick Clock | Reinforcements arrive now |
| 5 | Enemy counterattack | Enemy double attack |
| 6 | Driven from position | Environment turns hostile |
| 7 | Connection strained | NPC ally turns/flees |
| 8 | Take Minor harm | Take Major harm |
| d8 | Twist | Miss |
|---|---|---|
| 1 | They believe you but want something | They see through you |
| 2 | Info gained but overheard | You offend. future Disadvantage |
| 3 | They agree with conditions | They alert someone unwanted |
| 4 | You revealed too much | They manipulate you. 1 NERVE |
| 5 | Deal worse than hoped | Deal falls through |
| 6 | Connection implicated | Connection Willingness ticks |
| 7 | You owe a favor | Bridge burned |
| 8 | Flaw triggered | Drive complicated. Progress -1 |
| d8 | Twist | Miss |
|---|---|---|
| 1 | Left evidence. tick Clock | Spotted. combat or chase |
| 2 | Security activates behind | Alarm. Threat +2 |
| 3 | Partner exposed | Separated from partner |
| 4 | Gear abandoned/damaged | Trapped |
| 5 | Took too long. tick Clock | Patrol catches you |
| 6 | Saw something bad | Hidden countermeasure. Minor |
| 7 | Disguise strained | Identity compromised |
| 8 | Unexpected NPC | Target moved/changed |
| d8 | Twist | Miss |
|---|---|---|
| 1 | Detection +1 | Detection +2 |
| 2 | Partial access | Locked out |
| 3 | ICE activates | Black ICE. Major NERVE |
| 4 | Data encrypted/incomplete | Trace on location |
| 5 | Deck overheats | Neural spike. Minor NERVE |
| 6 | Silent alarm | Counterattack. jack out or Severe |
| 7 | Another netrunner | AI fragment notices you |
| 8 | Detection +1 and ICE | Full lockdown |
| d8 | Twist | Miss |
|---|---|---|
| 1 | Route longer. tick Clock | Lost. waste a scene |
| 2 | Hazard. Minor BODY | Hazard. Major BODY |
| 3 | Found but guarded | Location picked clean |
| 4 | Supply Die rolls | Supply auto-degrades |
| 5 | Unexpected NPC | Ambush |
| 6 | Conditions worsen | Structural failure. Severe or flee |
| 7 | Gear stressed | Gear lost |
| 8 | Find something unexpected | Path requires sacrifice |
Fast. Dangerous. Positional.
Describe situation. Declare intent. Roll. Resolve the exchange.
Attack Sequence
- Check (Attribute ×2, 5+ passes, Tag steps one up)
- Full Hit: weapon die ×2 take higher. Twist: weapon ×1. Miss: none.
- 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.
| Armor | Bonus | Major At | Severe At |
|---|---|---|---|
| None | +0 | 4 | 8 |
| Light | +2 | 6 | 10 |
| Medium | +3 | 7 | 11 |
| Heavy | +4 | 8 | 12 |
When damage bounces off armor: change tactics. Hack their systems. EMP their chrome. Flank. Not every fight is won with bigger guns.
Weapons
Range Zones
Sketch 3–5 named zones for physical scenes.
NPC Threat Tiers
NPC Action (d6)
The Net
Neural Interface + Cyberdeck. WITS Check to breach. Hacking runs alongside meatspace.
Security Levels
Detection Clock: 4–6 segments. When full: active countermeasures.
ICE
Programs (1 loadout slot)
Burden
Debt, heat, attention, economic precarity. A 0–4 scale.
No effects. Rare.
Roll 1d6. On 5+: shock.
Roll 2d6. Each 5+ = shock. Disadvantage on money. Contacts degrade.
Roll 3d6. Each 5+ = shock. 1 downtime lost. Disadvantage NERVE (status).
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)
Meridian Sprawl
Fourteen million people. Three corporations. A drowning city with secrets.
The Narrows
Working-class. Community self-governance. Solvane buying buildings.
The Drain
Undercity. Flooded. Canal Rats territory.
The Strip
Entertainment. Neon. Memory Market. Orchid Syndicate.
The Barrens
Abandoned industrial. Iron Collective. Freedom.
The Bleed
Dead zone. Expanding. No comms, no chrome. Pattern dreams.
The Pinnacle
Corporate towers. Above the smog. Invitation only.
City Mysteries
Factions
Goal, Method, Clock, Goodwill Die. Roll Goodwill as bonus die. After calling, roll for degradation (1–2: shrinks). Below d6: cut off.
Timeline: 2040s Climate collapse → 2050s Corporate Accords → 2060s Reclamation Wars → 2070s Reconstruction → 2080s The Emergence → 2090s Now.
Oracles & Tables
When neither player knows what happens next.
Yes/No Oracle (d6)
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)?
Character Generator
Fill in your character. Export a black-and-white, printer-friendly PDF.