Neon City Overdrive - Quick Reference Sheet.pdf

(76 KB) Pobierz
Neon City Overdrive
Portray cool cyberpunks, dressed in chrome and lit in neon. Create a gritty world
of hard choices, high risks and limitless danger.
Create a dice pool:
Start with one
(
and add further
(
and
8
based on the
situation and action.
Add
(
for:
• A single relevant trademark
• Each relevant edge the trademark has
• Each tag that can be exploited
• Having a better position
• Each relevant tag on special gear
Add
8
for:
• Every trauma a character has
• Each hindering condition
• Each tag that increases the difficulty
• A poor position / being rushed
• Not having necessary gear
• Facing an obstacle of a greater scale
Roll the dice pool:
Each
8
cancels out
a matching
(
. The highest remaining
action die is your result
6:
Success. Additional 6’s are boons.
4 OR 5:
Partial success.
3 OR LESS:
Failure.
Botch:
If all action dice are canceled, or
the only remaining action dice are 1’s,
you have critically failed.
Boon:
Each boon lets you to increase the
effect of an action, grant a bonus to an
ally, cause +1 hit or make a declaration.
Extended checks:
Three successes are
required to complete extended tasks.
Helping:
Each helper makes a check.
Success / partial successes and boons add
(
to the leader’s roll.
CHECKS
STUNT POINTS
Spend a stunt point to:
• Use a second trademark in a check
• Soak all hits from a single source
• Change a die roll by +/- 1, or
• Add a detail / tag to the scene
Refresh:
When a flaw causes significant
trouble refresh all your spent stunt points.
COMBAT
Combat occurs in turns. Roll a D6 at the
start of each turn. 1-3 the enemy go first,
4-6 the players go first.
Ranges:
Close, Near, Far & Distant
Minions:
defeated with a single hit. Boons
deal harm to nearby minions.
Bosses:
Require 3x their hits to defeat.
HARM
When injured you might mark a hit or
suffer a condition. If you cannot mark a hit
(all hit boxes are filled) write a trauma.
Traumas:
A serious injury. When you suffer
a trauma roll a D6 - on a 1 you are dying.
Dying:
A character will die in D6 turns. A
successful check will stabilise them.
HEALING
Clear one hit box when you rest in safety.
Traumas can only be healed in downtime.
First aid:
A successful check will clear one
hit box, +1 for each boon rolled.
© 2020 by Nathan Russell
www.PerilPlanet.com
Zgłoś jeśli naruszono regulamin