RULES & HOW TO PLAY

Everything you need to know about playing in our Cyberpunk RPG campaign.

Core Rules

Character Creation

# Character Creation Creating a character in our Cyberpunk RPG involves several steps: 1. **Choos...

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Core Rules

Character Creation

# Character Creation Creating a character in our Cyberpunk RPG involves several steps: 1. **Choose a Role**: Each role has unique abilities and skills. - Solo (Combat specialist) - Netrunner (Hacker) - Techie (Technical specialist) - Medtech (Medical specialist) - Media (Journalist) - Rockerboy (Charismatic performer) - Corporate (Business executive) - Fixer (Dealer/smuggler) - Nomad (Outsider/traveler) 2. **Assign Statistics**: Distribute points among your basic attributes: - INT (Intelligence) - REF (Reflexes) - TECH (Technical ability) - COOL (Self-control) - ATTR (Attractiveness) - LUCK (Fortune) - MA (Movement ability) - BODY (Physical capability) - EMP (Empathy) 3. **Select Skills**: Each character has skills based on their role and personal choices. 4. **Choose Cyberware**: Select technological enhancements that fit your character's concept. 5. **Define Background**: Create a personal history, connections, and motivations for your character.
Core Rules

Combat Basics

# Combat Basics Combat in our Cyberpunk RPG is fast, lethal, and tactical. ## Turn Order 1. **Ini...

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Core Rules

Combat Basics

# Combat Basics Combat in our Cyberpunk RPG is fast, lethal, and tactical. ## Turn Order 1. **Initiative**: Roll 1d10 + REF + applicable modifiers to determine turn order. 2. **Actions**: On your turn, you can move and take one action. 3. **Reactions**: Some abilities allow you to react to events outside your turn. ## Attack Resolution 1. **Attack Roll**: Roll 1d10 + Applicable skill + Attribute + Modifiers 2. **Defense**: Target's applicable defense value 3. **Damage**: If attack is successful, roll weapon damage and subtract armor ## Critical Events - **Critical Success**: Natural 10 on attack roll doubles damage - **Critical Failure**: Natural 1 on attack roll causes weapon jam or fumble ## Cover and Concealment - **Partial Cover**: +2 to defense - **Full Cover**: Cannot be targeted directly