Reboot Playtest Basic Rules
Cyberpunk has been living in my brain for the last few months, and I have had some thoughts how I would like to engage with the genre in a TTRPG. To that end, I wanted to spin up the essentials I need to run a session so I can start playtesting immediately!
Included here:
- Character Creation
- Combat Rules
- A small selection of character options (weapons, cybernetics, etc)
The system is mechanically inspired by by OSR/NSR games like Into the Odd and the GLOG, as well as by the Year Zero Engine (specifically Mutant Year Zero and the Blade Runner TTRPG)
Let's dive in!
Reboot Playtest Rules

The Earth is Dead
Climate change came for Earth. Coastal cities submerged, climate refugees scrambled into the cramped centers of temperate climates. The Arctic melts. The ocean boils.
There were warning signs, of course, but the world governments couldn't be bothered to regulate as corporations drained the planet dry. Of course, they wouldn't suffer with the rest of us. With the blood money extracted from the planet's flesh, the wealthy and powerful took to the stars. First colonizing the moon, then Mars, and beyond.
Those who were lucky enough to get off the dying planet were shipped off to dome city colonies. Living under the thumb of megacorporations that serve as judge, jury, landlord, boss, and whatever other authority figure you can think of.
Even among the stars, the corps won't stop drawing resources from the Earth. Importing algae for oxygen production, drilling deep for every last drop of oil, and carving out any remaining chunks of silicon and lithium. Earth is a raw wound; it would be bleeding if it had anything left to give. Whenever a scab starts to form, megacorps rip it right off.
Stems and Frames
Hundreds of years ago, engineers created a technology that changed the world. After several very public failures, MediFlux corporation launched the first (mostly) safe Stem to the public. People could migrate their knowledge, memories, and all of the self, into a small piece of twisted metal installed at the base of their brain. One could live forever, so long as they protect that little piece of metal in their head.
Stems are removable. When the body dies, a Stem can be placed in new flesh. At first, only the wealthy got Stemmed. The promise of eternal life was worth whatever the procedure cost. In time, the procedure became optimized, competitors created cheap Stems, and premium, feature-rich Stems. Everyone who didnât have some moral or philosophical opposition to the concept had a Stem planted in their head before long. Nowadays, most people are Stemmed at birth.
At the same time, the demand for synthetic bodies, chrome cybernetics, and aesthetic science spiked; a Stem is no good without something to put it in. Biological science corporations created whole programs dedicated to creating synthetic flesh and fashioning it into bodies. Replacement bodies called Frames flooded the market, bodies became aesthetic choices, death optional.
Synthetic Frames are the affordable option. They're functional, but with a deathly pallor scientists canât seem to eradicate. Most people only live in organic flesh as long as their Birth Frame lasts. The wealthy prefer organic Frames built from young flesh. Highly expensive, but it keeps them looking young and natural forever. Cybernetic companies offer trade-in discounts for organic flesh. Want a chrome arm? Let the surgeon sell the birth flesh from the arm he removes and save some Dosh. The younger and smoother the skin, the steeper the sale.

Helianthus Lunar Colonies
What do you do when you've got more money than you know what to do with? Buy the Moon and start printing your own.
Starting as a humble beverage company, Helianthus quickly moved into cyberware and space exploration, sinking its fangs into the moon before anyone else could take a bite. When smog blocked out the sun, Helianthus Corp built a virtual one on the interiors of each of its lunar dome cities. As the ravaging of Earth worsens, more and more people leave for the moon.
Citizens and refugees
The wealthy left on lavish ships with luxury homes waiting for them. Those who could scrape enough dosh together could hop on a cramped ship to the new world. The lower class wasnât so lucky. They fought over refugee visas for the right to have the contents of their brain shipped off en masse, a synthetic body to pilot waiting for them to use for their period of labor before becoming a lunar citizen.
More dome cities and towns cropped up, artificial gravity and atmosphere making for a near-perfect facsimile of Earth cities; mooncrete jungles powered by hydroponic farming and tanks of superalgae instead of trees. Each dome is run by a Helianthus subsidiary, subcontractor, or the odd Magnate with a god complex and enough cash to buy themselves a lunar playground. No two exactly alike, but all aligned in furthering the Helianthus lunar stranglehold.

Who You Are
You are a Runner. You live in the shadows of the lunar domes, doing jobs that need doing but donât get discussed in good company. You may see yourself as a revolutionary, a thrill seeker, or just a poor shmuck trying to get by, but youâll do whatever it takes to make a name for yourself in these domes, or at least get paid.
Core Mechanics
Skill Checks
Whenever a Runner takes an action with an uncertain outcome and meaningful consequences, the GM will ask their player to make a skill check, calling for the skill most relevant to the action.
The player will then check their sheet for the skill and its associated stat and roll their Runner's die for that skill and stat. These two dice are the Runnerâs Dice Pool for this check.
For Example...
Karin wants to drive like a maniac to get to a drop site before a corp officer does. The GM asks her to make a Driving roll. Karin looks at her sheet and sees that Driving is an Agility skill. Her Agility Stat is a d10, and her Driving Skill is a d8, so she picks up a d10 and a d8 and rolls them.
Sixes are successes
Any die that comes up 6 or higher is a Success; a die that comes up 10 or higher counts as two Successes. If you roll two or more Successes, you Critically Succeed.
If no die shows a 6 or higher, you fail.
When a roll Fails, the game should not come to a halt. Rather, some consequences should occur that advance the game. If an action has no potential consequences, you shouldn't call for a roll, the Runner should simply succeed if they have the means to.
For Example...
Karin's driving roll comes up 7 and 4. The 7 is above a 6, so she succeeds! Karin's player describes her weaving in and out of traffic as she gets to the drop site minutes before the opposition.
Critical Success
If you roll at least 2 successes, you don't just succeed, but do so with style, gaining some sort of additional effect or benefit depending on the roll.
For combat rolls, critical successes increase damage and inflict critical injuries.
For other skills, use some of the examples below, or suggest a new benefit or effect to your GM.
- You accomplish your goal quicker than expected.
- You accomplish your goal without being noticed by authorities.
- You provide an advantageous situation to an ally, giving them an advantage on their next roll.
- You impress an onlooker or employer.
For Example...
Karin's Driving roll comes up 10 and 4. The 10 is worth two Successes so she Critically Succeeds! As Karin swerves into the drop site, she leaves the car angled perfectly for her buddy in the passenger seat to shoot at their opposition, giving him advantage on his Ranged Combat check when the rival Runners arrive.
Advantages and Disadvantages
Typically, the dice you roll for a check are determined by your stat and skill, but sometimes a check is made in particularly difficult or particularly favorable situations, the GM can reflect this by adding Advantages or Disadvantages.
Advantage When you have an Advantage, add a third die to your Dice Pool that is the same size as the smallest die in the pool. You will roll 3 dice instead of 2 for this check.
Disadvantage When you have a Disadvantage, remove the smallest die from your Dice Pool. You will roll 1 die instead of 2 for this check.
Your Dice Pool can only benefit or suffer from 1 Advantage or Disadvantage. Even if you have several Advantages, you only add 1 die to the Dice Pool. Similarly, if you have several Disadvantages, you only remove 1 die from the Dice Pool.
If you have both an Advantage and a Disadvantage, they cancel each other out. If there are multiple Advantages and Disadvantages, one Advantage cancels out one Disadvantage until you are left with only Advantages, only Disadvantages, or neither.
Overclocking
The first roll for a skill check represents a composed effort by your Runner. If you fail, or want to push your luck for a critical success, you can Overclock your roll.
The first roll for a skill check represents a composed effort by your Runner. If you fail, or want to push your luck for a critical success, you can Overclock your roll.
When you Overclock, you push your Frame and Stem to their limits, allowing you to reroll any die that isn't showing a 1. You can choose to reroll a single success on a d10 or d12 to shoot for a double success, but be careful, you're stuck with the second result, whether it is better than the first or not.
Overclocking carries a risk. When you Overclock, you immediately take a point of damage. Additionally, take another point of damage for every die that is showing a 1 after the second roll.
You can only Overclock a roll once.
When you Overclock a roll, describe what that looks like for your Runner. It might be extreme physical exertion to the point of straining muscles, or entering a concentration so intense that your Runner's head is spinning by the end.

Original photo from Ash Kim
Runner Creation
Runners in Reboot consist of two parts: a Stem, and a Frame.
Frames are the physical bodies Stems are installed in. Since people can live in many Frames throughout their lives, physical traits associated with identity are largely treated as aesthetic. A man may choose to embody a feminine Frame, or one may be unfortunate enough to be rebooted into a Frame that doesnât express their identity.
Stems are spiral-shaped chrome installed in the base of the brain either at birth or later via surgery. Stems contain a person's memories and consciousness. Since Stems can be removed from a Frame and Rebooted in another one, Frame death is considered impermanent. As long as one's stem is intact, they are alive.
Frame Creation
A Runnerâs Stats and Durability are determined by their Frame, these can be enhanced by their stem or by replacing flesh with cybernetic chrome.
Stats
All Runners begin play with a non-premium Frame. To determine your Frame's stats, roll 1d6.
- Brawn 1d10 Agility 1d8, Wits 1d6
- Brawn 1d10 Agility 1d6, Wits 1d8
- Brawn 1d8, Agility 1d10, Wits 1d6
- Brawn 1d6, Agility 1d10, Wits 1d8
- Brawn 1d6, Agility 1d8, Wits 1d10
- Brawn 1d8, Agility 1d6, Wits 1d10
Each Frame has a starting Health of 3+1d4.
A Runner can carry up to 5 Items, not counting the clothes they are wearing, or a small bag to hold their things.
Looks
During Runner creation, you can choose the appearance of your Frame. If you need a new one later, either because your Frame suffers lethal damage or you just want an upgrade, highly customized Frames are expensive. You can save some Dosh by taking whatever random Frame a shop has lying around, but you wonât be able to choose your appearance.
Frames are made of either organic or synthetic flesh, or occasionally, metal. Synthetic flesh is functionally identical to organic, but has a corpse-like grey pallor to it. Synthetics are mass-produced for consumers. Organic flesh is the kind you are born with. Most people only live in organic flesh once, though designer Frames are often stitched together from organic flesh. Organic flesh Frames are expensive and a sign of status.
Consider these questions when deciding on your appearance:
- Does your Frame's outward appearance reflect your Runner's internal identity? Did it ever?
- Is there anything about your Frame that stands out? How does your Runner feel about that?
- How has your Runner customized their Frame? Have they dyed or straightened its hair, or tanned their skin?
- Does your Runner like their frame? Do they want a new one?
Stem Creation
A Runner's Stem is who they are. It holds their memories, Skills, personality, and knowledge. Frames can be replaced, but if your stem gets totaled, that's the end of your Runner.
Stat Adjustment
Choose 1 Stat as your area of expertise. Increase that stat by 1 die size. Apply this bonus any time you Reboot in a new Frame.
Skills
Skills represent your aptitude for various activities. Each skill is associated with a Stat. Skills include:
Brawn: Melee Combat, Athletics, Intimidation
Agility: Stealth, Ranged Combat, Driving
Wits: Pathology, Tech, Manipulate
Starting Skills
Start with a d6 in each skill, apply 5 Boosts to any combination of skills, a Boost increases the skill's die size by 1 (e.g. d6 -> d8), up to a maximum of a d12.
Background
Your background determines your starting gear and Dosh, and may inform your Runnerâs Identity and Personality. Choose your Background randomly (1d4).
1. Moonman
Youâve always lived on the Moon. Earth, greenery, national governments, and natural death are fairy tales you heard before sleep, or details on history exams. Your parents immigrated early, got a good deal on travel and lodging, and sent you to one of Helianthusâ private schools.
Starts with
- 1,000 Dosh
- Private school uniform
You became disillusioned with the system when⌠(1d4)
- Your parents died in strange circumstances while working for a Helianthus subcontractor. A sham investigation found no wrongdoing.
- Starts with a childhood home in a middle-class area.
- You couldnât stand corpo work after finishing school, wanted something more exciting.
- Starts with an extra 500 Dosh.
- You worked for a corp and were asked to do something horrible. When you tried to report it, the company fired you and tarnished your official record.
- Starts with a USB containing footage of a corpâs illicit behaviour.
- You started your rebellious phase at birth and never grew out of it.
- Starts with dyed hair, a piercing, a cool tattoo, and a tattoo you regret.
2. Refugee
You escaped Earth to the moon as a refugee. Helianthus shipped your stem to the moon and stuck you in a new Frame to complete a period of labor before becoming a citizen. A serial number etched into your wrist identifies your Frame as either current or former property of Helianthus Corp.
Your work assignment wasâŚ
- Corporate Enforcer. You protected corporate assets and âtook careâ of liabilities.
- Starts with a standard-issue Sunflower-brand Shotgun (see weapons) an expired corporate ID card, and an old buddy on the force.
- Hydroponic Farmer. You worked on hydroponic farms growing vegetables and fruits for sale or used for food cloning tech.
- Starts with enhanced capacity lungs (see Chrome).
- Mining Labor. You performed physical labor and operated machinery to mine regolith.
- Starts with industrial-strength cybernetic arms (see Chrome).
- Bio Science Assistant. You worked as an assistant to scientists working on cutting-edge frames.
- Starts with an organic flesh designer Frame you swiped, and beef with a corporation that wants it back.
Your work assignment endedâŚ
1-3. Amicably enough. You did your time, and now youâre done. Youâve saved up a bit from your meager pay.
- Starts with 100 extra Dosh.
4-6. Badly. Something went wrong, or you got tired of forced labor. Either way, someone helped you escape your corp before your time was up.
- Starts with a helpful contact and a 2,000 Dosh bounty on your head.
3. Cyborg
Your body is entirely mechanical; it looks human at a glance, but a close look reveals the gaps between its parts, and a touch reveals your cold metal exterior.
Starts with
- Mechanical Frame (you donât need to eat, drink, or breathe. You still need to enter sleep mode for 6 hours a day to recharge)
You Got Your Body By⌠(1d4)
- Signing up for a military experiment to see if chrome bodies were cost-efficient compared to flesh soldiers.
- Starts with a standard-issue Sunflower-brand revolver (see weapons) and dog tags denoting former Helianthus military service.
- Youâre good friends with a surgeon who wanted to see how far he could push chrome enhancements. You volunteered as his test dummy.
- Starts with a friendly surgeon as a contact. When you visit them, you get 20% off any cybernetic hardware or installation you purchase from them.
- Youâre not sure. You were kidnapped and knocked out. When you woke up, you were in a fully metal body.
- Starts with a brand name etched the metal on the sole of your foot that you donât recognize, and a microcamera installed in your eye (See Chrome).
- You bought it. Flesh always felt more like a prison to you, so you replaced it.
- Starts with 400 Dosh
4. Punk
You barely made it to the moon and spent most of your time in the slums, scraping by on shit jobs and canned cloned meat. No way youâre moving up in the world legit, time to take matters into your own hands.
Starts with
- A leather or Denim Jacket
- A baseball bat or switchblade (See weapons)
Your first Run involved⌠(1d4)
- Snagging valuable data from a biotech company and selling it to their rivals.
- Starts with 500 Dosh,
- Hacking security cameras used to catch Runners and spy on the lower class.
- Starts with a USB containing video of a gang plotting to rob a corp (decide which gang randomly).
- Whacking a Corp Officer to prove your worth to other Runners.
- Starts with a stolen Corp Officer uniform and badge, and a standard issue Sunflower brand revolver with the serial number filed off (see weapons).
- Graffitiing Helianthus property.
- Starts with 2 cans of green spray paint and a serrated knife
Identity and Personality
While your Frame presents you to onlookers, your internal identity reflects how you feel about yourself and the world around you. Answer the following questions.
- What is your Runner's gender and sexuality? Runners find themselves all over the gender spectrum, while some reject the concept outright.
- How important is it for your Runner's external presentation to match their internal understanding of themself?
- Does your Runner have a racial or cultural identity? What does it mean to them?
- How has technology improved your Runner's ability to express their identity? How has it hindered it?
- Are there parts of your identity you keep a secret? What and why?
Chrome

Frames can be customized for more than just aesthetics. Cybernetics, commonly referred to as Chrome, allow the human body to perform tasks thought impossible years ago.
Acquiring Chrome is a two-step process. First, getting the hardware itself, and second, getting it installed. Legit hardware can be purchased from corps, but you might be able to get a discount from street dealers or bootleggers. Just beware of neuroviruses.
Chrome is installed by surgeons, who have rates for each part of the body, though many offer discounts if you trade in organic flesh with your upgrade.
Chrome Hardware
| Chrome | Body Part | Function | Appearance | Cost |
|---|---|---|---|---|
| Industrial Strength Arms | Arms | Your unarmed attacks have a 1d12 Crit die. You gain advantage on Athletics checks made to lift or break something. | Grey or copper, bulky shoulders and piston powered fists. | 750 Dosh |
| Razor Nails | Arms | You have extendable, razor sharp nails that function as knives. | Invisible when retracted, long, sharp, and metallic when extended. | 500 Dosh |
| Leg Thrusters | Legs | You can expel compressed air from canisters in your legs to launch yourself 20 feet into the air. This feature takes 20 minutes to recharge. When you launch yourself in the air you can shoot around cover that does not cover the top of the target. | Cushioned metal knees and ankles. Small round canisters on either side of your hips. | 1,000 Dosh |
| Heavy Duty Legs | Legs | Your carrying capacity increases by 5. | Thick, heavy steel. All steps sound like stomps if you arenât walking carefully. | 1,500 Dosh |
| Reinforced Steel Chassis | Torso | When you take damage, roll your Brawn Die. For each Success, reduce damage taken by 1 | Thick, heavy steel. All steps sound like stomps if you arenât walking carefully. | 1,000 Dosh |
| Shimmer Generator | Torso | You can activate the Shimmer Generator to mask your location for 3 minutes by predicting what your surroundings would look like without you in them, and projecting that image around you. While the Generator is running, you can hide even if there's nothing to hide behind, and you gain an advantage on Stealth Checks. The generator needs to be recharged for 4 hours between each use. | Carbon fiber material with several round openings. When activated, polycarbonate projector tubes extend from the holes. | 2,000 Dosh |
| Enhanced Capacity Lungs | Lungs | You can store enough air in your lungs to survive up to three days without breathing. You must be in an oxygenated area for 24 hours to refill your oxygen storage. | Three extendable balloons attached to the lungs with metal clamps. | 300 Dosh |
| Microcamera | Eye | You have a camera in your eye that can store up to 1 hour of footage. You can empty the footage onto a storage device using a computer, or record over old footage. Someone paying close attention or speaking with you 1 on 1 can make an Observation Check to notice that you are recording. | Three extendable balloons attached to the lungs with metal clamps. | 300 Dosh |
Chrome Installation
| Body Part | Cost |
|---|---|
| Arm | 600 Dosh |
| Leg | 800 Dosh |
| Torso | 1,000 Dosh |
| Eye | 400 Dosh each |
| Internal Organ | 600 Dosh |
Weapons
Small arms and common melee weapons can be purchased from legitimate dealers for self-defence. Unusual or more dangerous weapons may be available to corps, but citizens must rely on illicit dealers.
â
Weapons can be modified with attachments. Adding or removing an attachment from a weapon takes an action. All attachments are illegal for civilians.
Ranged Weapons
| Weapon | Min Range | Max Range | Damage | Crit Die | Cost | Attachment Slots | Legal? |
|---|---|---|---|---|---|---|---|
| Pistol | Short | Medium | 1 | 1d8 | 100 Dosh | 1 | Yes |
| Revolver | Short | Medium | 2 | 1d10 | 500 Dosh | 1 | No |
| Shotgun | Short | Medium | 3 | 1d12 | 1,000 Dosh | 2 | No |
| Rifle | Medium | Far | 3 | 1d12 | 1,500 Dosh | 2 | No |
Ranged Weapon Attachments
| Attachment | Function | Cost |
|---|---|---|
| Silencer | Gunfire from a silenced weapon cannot be heard further than the one Zone away from the where the weapon is fired. | 300 Dosh |
| Scope | Increases the weapon's minimum and maximum range by 1. | 500 Dosh |
Melee Weapons
| Weapon | Damage | Crit Die | Cost | Attachment Slots | Legal? |
|---|---|---|---|---|---|
| Unarmed | 1 | 1d8 | - | 1 | Yes |
| Baseball Bat | 2 | 1d10 | 30 Dosh | 0 | Yes |
| Switchblade | 2 | 1d10 | 50 Dosh | 1 | No |
| Serrated Knife | 2 | 1d12 | 75 Dosh | 2 | No |
Melee Weapon Attachments
| Attachment | Function | Cost |
|---|---|---|
| Neurotoxin | A button on the weapons handle coats the blade in a neurotoxin. Anyone stabbed with the blade must Succeed at an Athletics Check or lose their next turn. | 200 Dosh Per Use |
| Launcher Handle | A button on the weapons handle that propels it up to a Short distance. A propelled weapon deals damage as normal. The blade must be reattached as an action before it can be used again. | 150 Dosh |
Skills
Below is a description of each Skill and its uses.
Athletics (Brawn)
Roll for Athletics when performing feats of strength or endurance. Examples include climbing, swimming, breaking down doors, and long-distance running.
Intimidation (Brawn)
Roll for Intimidation when you threaten someone to get them to bend to your will. If you succeed, they acquiesce to your demands within reason. If you fail, you anger the target. You may not Intimidate or Manipulate them again, and they may attack you or call for help.
âIntimidated people cannot do anything impossible and wonât perform a task that is directly against their own interests. An intimidated person may return to working against you once they are far enough away to feel secure.
For exampleâŚ
You can use intimidation to get a guard to look the other way while you enter a building, but you canât use it to make a corp CEO sign over his business to you.
The following factors grant an Advantage on Intimidation Checks:
- You outnumber the targetâs group
- The target has seen you kill or harm someone
- The target is injured
The following factors grant a Disadvantage on Intimidation Checks:
- You are outnumbered by the targetâs group
- The target has seen you lose a fight
- You are injured
Melee Combat (Brawn)
Roll for Melee Combat when you attack with a Melee Weapon. See Combat for more details.
Ranged Combat (Agility)
Roll for Ranged Combat when you attack with a Ranged Weapon. See Combat for more details.
Stealth (Agility)
Roll for Stealth when trying to move undetected, or swipe something without other noticing. Roll again whenever you enter a new area, or when a new person or technology searches for you.
The following factors grant an Advantage on Stealth Checks:
- The area is dimly lit or has low visibility
- There is a crowd you can blend into
- The observer is distracted
- You are not in the same Zone as your observer
The following factors grant a Disadvantage on Stealth Checks:
- Your observers knows that you are here somewhere
- Multiple observers are searching for you
- You try to move into Engaged range with your observer
- You try to take something from your observer
You cannot attempt a Stealth Check if there is nothing to hide behind. Even the sneakiest Runner canât hide in plain sight.
A note on Observation
There is no Observation Skill. This is an intentional omission. When Runners search a room, they simply find what there is to find, including hidden NPCs.
Driving (Agility)
Roll for Driving whenever you are trying to make a difficult maneuver in a vehicle, trying to escape another vehicle, or trying to race to a destination fast.
Pathology (Wits)
Roll for this skill to identify evidence related to medicine, such as determining cause of death, or reading tox screens. You can also use this skill to get a broken Runner back up or care for a Frameâs injuries (See combat).
Manipulation (Wits)
Roll for Manipulation when you try to convince someone to bend to your will using logic or deception. If you fail, you upset the target. You may not Intimidate or Manipulate them again, and they may attack you or report you to their superiors.
Manipulated people cannot do anything impossible and wonât perform a task that is directly against their own interests.
The following factors grant an Advantage on Manipulation Checks:
- You outnumber the targetâs group
- The target doesnât have anything to lose by helping you
- You have helped the target out previously
The following factors grant a Disadvantage on Manipulation Checks:
- You are outnumbered by the targetâs group
- The target has nothing to gain by helping you
- Youâve asked the target for help before without compensating them
Tech (Wits)
Roll for Tech whenever you try to bypass digital security or use technology that requires specialty knowledge.
Combat
Zones
Locations in Reboot are divided into Zones. A Zone represents a discrete area up to around 25 meters in size. Usually, a Zone represents a single room, but cramped or cluttered rooms may be divided into multiple zones.
For exampleâŚ
The GM is making a map for an illegal casino. They divide it into 5 zones: The entrance, The Gaming Floor, the VIP Suite, the Bathrooms, and the Managerâs office.
Zone Features
Zones may have features that impact Characters or Actions. Some examples include:
- Smoke. The Zone is filled with smoke. Shooting through the zone is impossible, and Melee Combat Checks in the zone have a Disadvantage.
- Debris. The zone is covered in debris. Characters must either make a successful Athletics Check to move into or out of the zone, or spend their entire turn to make the Movement. â
- Flaming. The zone is on fire. A character ending their turn in this zone takes 1 damage.
Distances
- Engaged: The target is close enough for you to touch
- Short: The target is in the same Zone as you
- Medium: The target is in an adjacent Zone
- Long: The target is 1 - 4 Zones away from you
- Extreme: The target is more than 4 Zones away from you, maximum 1 KM.
Initiative
When combat begins, each Runner and any NPC allies they have roll 1d12. On a 6 or higher, they act before their enemies. Otherwise, they act afterwards.
In some circumstances, such as when a Runner sneaks up on their enemies or attacks through a smokescreen, the GM may say that the Runner Surprises their enemies. A Runner who surprises their enemies automatically succeeds on their initiative roll and gains an Advantage on any roll they make during their first turn.
Actions and Movement
A character can take one Action and make one Movement per turn.
Free Actions
Free Actions are quick Actions that donât count as your standard action for the round. Free Actions include:
- Dropping to a prone position
- Dropping something you are holding
- Pressing a button within armâs reach
- Crouch behind cover
- Get into or out of an unlocked vehicle
- Talking
The GM may limit Free Actions if a Runner makes several of them in a single turn.
Movement
During each turn, a Character can make a Movement in addition to their action.
You can use a Movement to:
- Move from Short Range to Engaged with a Target in the same Zone as you
- Move from Engaged to Short Range with a Target in the same Zone as you
- Move into an Adjacent Zone
- Stand up from prone position
Last Licks
Whenever a Character uses a Movement to move away from an Enemy that they are Engaged with, that Enemy may make a Melee Attack against the Character.
Sprinting
You can Sprint instead of taking an Action on your turn. When you Sprint, you can make two Movements on your turn.
Melee attack
You can take the Melee Attack Action against targets that you are Engaged with. When using a Melee weapon or your bare hands, roll a Melee Combat check.
Ranged Weapons: You can attack Engaged targets with a ranged weapon. If you do, roll a Ranged Combat Attack, but with a disadvantage.
Prone vs Standing: A prone character has a Disadvantage on Melee Attacks against standing targets. Standing characters have an Advantage on Melee Attacks against prone targets.
Resolving Melee Attacks
A successful Melee attack deals damage equal to the weaponâs Damage stat.
Critical Success
An Attack Roll with 2 or more successes is a Critical hit. For each 6 rolled beyond the first, the Attackâs damage is increased by 1. Additionally, the target takes a Critical Injury (See Damage and Injuries).
Combat Maneuvers
When performing Melee Combat, you may want to achieve outcomes besides hurting your opponent. In these cases, you can attempt a Combat Maneuver. Declare what you want to achieve and roll a Melee Combat Check. On a Success, you achieve the desired result. Combat Maneuvers do not deal damage.
Some Combat Maneuvers include:
- Knocking a weapon from the targetâs hand
- Pushing the target from Engaged to Short range
- Knocking a target prone
- Grappling your opponent (neither of you can move, and you can only make Melee Attacks against each other, or break the grapple with a Melee Combat Check).
This list is non-exhaustive. If thereâs another outcome you want to achieve, discuss with your GM to determine whether it can be achieved with a combat maneuver.
Ranged attack
You can take the Ranged Attack Action against any enemy within range of one of your ranged weapons.
Range: A weaponâs Minimum and Maximum Range refer to the distances where the weapon is most effective. A weapon can be used at distances that are shorter than its Minimum Range, or one distance longer than its Maximum Range. In either case the Ranged Combat Check is made with a disadvantage.
Cover: If you are beside cover, you can duck behind it as a Free Action. Ranged attacks against targets in cover are either impossible or get a disadvantage, depending on the size and thickness of the cover.
Aim: You can spend an action to steady your aim. If you do, you gain an Advantage on any Ranged Combat checks you make before the end of your next turn.
Resolving Ranged Attacks
A successful Ranged attack deals damage equal to the weaponâs Damage stat.
Critical Success
An Attack Roll with 2 or more successes is a Critical hit. For each 6 rolled beyond the first, the Attackâs damage is increased by 1. Additionally, the target takes a Critical Injury (See Damage and Injuries).
Damage and Injuries
Incapacitated
A Runner that is reduced to 0 HP is incapacitated, either knocked out or stunned from the pain.
Pathology: A character or machine can patch an Incapacitated Runner up by making a Pathology Check. On a success, the Incapacitated character regains HP equal to the number of 6âs rolled.
Time: A character left to recover from Incapacitation on their own regains 1 HP after 6 hours, as long as they arenât harmed further.
Critical Injuries
Damage represents cuts, scrapes, bruises, and exhaustion; wounds you can push through. Critical injuries are more serious. Critical Injuries can cause longer-term complications, Frame death, or, in the worst-case scenario, Real Death.
When an attack deals a critical hit, roll that weaponâs Crit Die on the Critical Injury table to determine what injury is inflicted.
Injury Recovery
Time: Injuries include a recovery time. An injured Character can simply wait for their injury to recover.
Surgery: Impatient Characters can pay a surgeon to expedite their recovery, which usually involves replacing damaged bone and muscle with synthetic flesh and chrome. Surgery removes injuries immediately for the price listed in the Critical Injury table.
Frame Death and Real Death
Even if your Frame dies, your Stem can be placed into a new one. If your Stem gets smashed, thereâs no coming back.
An injury listed as Frame Lethal kills your body. Frame lethal injuries have an aid time associated with them. A character that is Engaged with you can attempt a Pathology Check to save your Frame. On a success, the Frame is saved, though you still suffer any effects the Injury has until it fully recovers as normal. On a failure, the Pathology attempt exacerbates the situation and the Frame dies immediately.
A Character can collect the Stem from a dead or incapacitated Frame as an action.
An injury listed as Real Death destroys the Characterâs stem immediately, killing them.
Injury Table
| Crit Die | Injury | Lethal? | Aid Time | Effect | Recovery Time | Surgery Cost |
|---|---|---|---|---|---|---|
| 1 | Broken Jaw | No | - | Disadvantage on Manipulation and Intimidation Checks | 1 Month | 700 Dosh |
| 2 | Sprained Ankle | No | - | You canât Sprint, Disadvantage on Athletics Checks | 1 Month | 700 Dosh |
| 3 | Cracked Ribs | No | - | Reduce your Agility by 1 Die size (Minimum 1d6) | 2 Months | 1,000 Dosh |
| 4 | Torn Muscle | No | - | Reduce your Brawn by 1 Die size (Minimum 1d6) | 2 Months | 1,000 Dosh |
| 5 | Damaged Brain/Stem Connection | No | - | Reduce your Wits by 1 Die size (Minimum 1d6) | 2 Months | 1,000 Dosh |
| 6 | Concussion | No | - | You automatically fail all Initiative rolls | 1 Month | 800 Dosh |
| 7 | Eye Gouged | No | - | Disadvantage on Ranged Combat Checks | 2 Weeks | 600 Dosh |
| 8 | Internal Bleeding | Frame | 10 Rounds | Disadvantage on everything | 1 Week | 900 Dosh |
| 9 | Punctured Lung | Frame | 5 Rounds | Disadvantage on all Brawn Skill Checks. | 2 Months | 1,500 Dosh |
| 10 | Severed Limb (roll 1d4 to pick which one) | Frame | 3 Rounds | Disadvantage on any check that benefit from the limb, Actions requiring the limb are impossible. | - | Cost of Chrome Hardware and Installation |
| 11 | Stopped heart | Frame | 1 Round | No long term effect | - | - |
| 12 | Shattered Stem | Real | Instant | Real death, roll a new Runner | - | - |
Frame Death and Trauma
While a Stem can be Rebooted in another Frame, the experience of Frame death remains traumatic. A character whose Frame dies experiences a natural death, upon rebooting they are often emotional, angry, or confused.
Whenever a characterâs Stem is Rebooted after Frame death, they gain one of the Flaws below. If they roll a flaw they already had, the flaw intensifies. If you have two flaws that seem contradictory, consider how they might manifest in different ways, or at different times. When in doubt, more recent flaws should manifest more intensely than older flaws. (roll 1d6):
- Soft: You shy away from risks you used to smile at and flinch at punches. If you werenât afraid to die before, you are now, and if you were, youâre terrified.
- Reckless: You looked death in the eye and came back, youâre god damn bulletproof.
- Death Obsessed: The moment of your death was a sensation youâve never felt before, a strange mix of fear and calm as all your muscles relaxed at once. Youâre chasing that high.
- Sacrificial: You know what it feels like to die, and you donât want any of your friends to experience it, even if that means you put yourself at risk.
- Merciful: Youâve lost your killer instinct, you prefer to leave enemies alive, even if itâs not in your best interest.
- Paranoid: There are threats everywhere. A mugger down every street, a neurotoxin in every piece of chrome. Only you can see how dangerous the world truly is.
Flaws are meant to be role-playing nudges. You can act against your flaws when you deem it appropriate for your Runner, but it should be a struggle for them to do so. You have a disadvantage on any Check that your flaws would complicate.
Losing It
Frame death isnât just traumatic, itâs damaging to the Frameâs Stem. Whenever a Stem is Rebooted for the first time after it experiences Frame Death, roll a number of d6âs equal to the number of times the Stem has experienced Frame Death. If any die comes up 6, the Stemâs logic is Fractured.
A Fractured Stem behaves irrationally, misremembers past events, and becomes easily frustrated. Fractured Stems rapidly oscillate between fear and anger, often resulting in violence.
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If a Runnerâs Stem is fractured, they become an NPC controlled by the GM, and may act as a complication, connection, or obstacle in the future.
That's it for now!
I think there's enough here for me to start playtesting! There's a lot more to write and think about, but I can make a one shot and see what players like about this as I build out more. I like to start playtesting early because the core rules are the foundation the whole system is based on. If I build out stuff like complex weapon tables, encounter rules, or drug tables, and then I change the core rules, all of those will have to change as well. Best to make sure the core concepts are fun as soon as possible!
Image Credit
All images that are not credited directly beneath them are public domain images. All images have been edited via data bending, hex editing, or both.