Untitled - Neon Sanctum
Transcription
Untitled - Neon Sanctum
Core Rules 2 NEON SANCTUM CONTENTS INTRODUCTION4 THE WORLD HAS ENDED 5 THE CORPORATIONS 6 NEON CITY 8 MUTANTS9 TECHNOLOGY11 HOW TO PLAY 14 SKILL CARDS 23 Adam Waite & Craig Pezet Layouts by: ITEM CARDS 27 Card Layouts by: COMBAT RULES 31 Original Concept by: Adam Waite & Craig Pezet Card Design by: Adam Waite Adam Waite Proofreading by: Amy Bourke, Phill Winters, Zoe Waite, Dave Bamber, Dan Davies Setting Fiction by: Amy Bourke, Adam Waite, Craig Pezet & Dave Bamber Playtesters: David Waite, Dave Durston, Alex Thompson, Alison Walters, Christopher Graham, Dan Conyers, Tom Kewell, Dan Davies, Dave Bamber, Barry Clark, Laura Massey, CJ Adali, Amit Boparai, Aaron Gordon, Aaron Fagan, Alex Crawford, Andy Morrison, Callum Fackrell, Catherine Jack, Christian Trice, Daniel Hockley, Helen Morrison, Ian Hunter, Innes Clatworthy, Jake Ellery, Jerremy Salisbury-Jones, Justin Wyatt, Laura Costin, Marie Svaleng, Neil Lyng, Sarah Williams, Tommy Edward Armitage. and many more. Disclaimer Neon Sanctum playtest rules version 1.0 Copyright © 2014 Adam Waite & Craig Pezet All Rights Reserved. Any reproduction or unauthorised use of the artwork without permission contained herein is prohibited. This is a work of fiction. Names, characters, businesses, places, events and incidents are either the products of the author’s imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental. These rules are free so you have our permission to print them or share this file with friends. SKILL CHECK SUMMARY SKILL CHECK EXAMPLES ITEM POWERS 19 20 28 PLAYING CARDS 35 RANGE & LINE OF SIGHT 38 ABSTRACTING RANGE 40 DAMAGE41 COMBAT EXAMPLE 43 WILLPOWER47 CHARACTER CREATION 51 DM GUIDE 65 TRAITS & FLAWS 53 MUTATIONS55 CYBERNETICS56 THE PLAYER CARD 57 STARTING ITEMS 58 FINAL DETAILS 59 CHARACTER EXAMPLE 60 NPC CARDS 68 4 Grab your deck, throw some dice and let your imagination run wild. Take on the role of a heroic character living in a deadly cyberpunk world, where futuristic corporation-run cities are surrounded by mutant filled ruins. These rules will guide you on your adventures. Neon Sanctum is a Roleplaying Game (RPG) with a difference. Most RPGs provide players with character sheets to store their characters’ skills, items, life etc. Neon Sanctum uses cards to represent all these things. Neon Sanctum shares many elements that are popular in Collectable or Trading Card Games (CCG/TCG), board games, wargames and other RPGs. At the core of Neon Sanctum is the idea that the player’s character is represented by the skills that they possess. An engineer is defined by their ability to fix items; a medic to heal wounds, while a soldier will have a more violent set of skills. This use of cards means that a player can learn the basic rules and then, because the cards hold all the relevant information, interchange the cards whenever they want a new game, character, or world. This modular approach to games and character creation gives the players power over the style and flavour of game they are playing. What is an RPG? Resolving Conflict Roleplay games are about stepping into the shoes of a character that you have chosen or created. These characters are usually heroes in their world, the stars of the show. You then get to decide everything that that character says and does. These characters can be anything from a corporate assassin to waste travelling conman. The possibilities are only as limited as your imagination. Put a group of people together playing such characters, and the collaborative storytelling opportunities are endless. During the course of a game session the players will be presented with a number of challenges or conflicts. This could be a bomb that is ticking down to zero, a grumpy bouncer who won’t let them into the seedy nightclub, or combat with a deadly enemy. When conflicts arise it is important that the DM can settle these conflicts in a fair and consistent way. The game uses dice to represent the element of chance in actions. The players use the rules presented in this book along with dice to determine what happens when they try to resolve conflicts. As a player, it will be useful to know these rules so that you will know what to expect when you try to perform an action. But roleplay games are also games, and this is where the Deck Master (DM) comes in. They narrate the world the other players inhabit, embody the people the players meet and act as referee when resolving conflicts. The DM will provide the players with challenges that they will need to overcome to progress the story. Sidebars There are boxes like this throughout this book. They are used to provide you, the reader, with more information on a very specific topic. These landmarks help you find these important rules information at a glance if you need to use this book as a reference. THE WORLD HAS ENDED The world has ended, at least once, and we are all that is left. It was once a beautiful place, home to technologies that you wouldn’t believe. Humanity revelled in a golden age where magic became reality. Mankind lived in huge cities filled with shining skyscrapers, green parks and endless supplies of food. But nothing can last forever... The planet suffered a catastrophic event that left large areas of the planet lifeless and uninhabitable. The survivors, our ancestors, waited to discover who, or what, was responsible. The answers never came. The governments of the old world collapsed, technology began to break down and humanities dependance on machines was almost it’s downfall. But humans, with their limitless endurance, and ability to adapt, survived. In time they banded together and sought to conquer the new world. The lands around them had transformed into a wild and dangerous wasteland, filled with mutants, beasts and bandits looking to prey on the weak. They discovered the first Dead Zones, whole regions that could kill those who entered silently and without warning. Those who did survive entering Dead Zones were warped and changed by vicious mutations. Dead Zones prevented people from rebuilding in the cities of the old world and forced them to create new homes to shelter from the dangers of the wastes. Much of the advanced technology of the old world was lost, and the reliance of man on machines meant much of the knowledge was forgotten. In time however, certain groups of humans emerged, carrying with them crucial pieces of the old world, technologies that allowed them to transform ruins into useable resources. Mankind began salvaging whatever it could from the ruins of the old world, using it to rebuild society. Two centuries have passed since the events that wiped out the ancestors. Most of humanity now inhabits three new, smaller cities that protect them from the vast dangers of the wastes. The first is Neon City, the oldest and largest city built on the edge of a huge waterfall. The city of Haiden is dug into the rock of an inactive volcano converting its warm core into energy. The city’s halls are filled to the brim with people, and only the rich or the lucky are allow to live within its safety. Those who are rejected are left to rot in the ever-expanding shanty town outside its gates. The final city was discovered rather than founded. Eighty years ago a dropship accidently entered what was thought to be a Dead Zone. What they found was astonishing; a huge floating ancient city hidden by thick clouds. Adventurers and corporations from across the world have flocked to this new city seeking ancient technology, fame and fortune. Areas that were once Dead Zones are slowly being reclaimed by nature, with their size and potency fading gradually. Plant life is always the first to return, with most of the world outside the cities now covered with thick jungles, dense forests and sprawling plains. The wastes are as stunningly beautiful as they are dangerous. These wastes are still a wild and dangerous place but some small communities have been able to survive and defend themselves from the mutants and bandits. Those are the lucky ones. Many more communities have been left decimated, ghost towns whose only inhabitants are memories. INTRODUCTION INTRODUCTION 5 6 As the Dead Zones faded and society began to re-establish itself, numerous businesses were formed to provide the goods and services that the new societies so desperately needed. These companies braved the wastes on missions to secure the resources of the old world. They used the small amount of ancient technologies they located to increase their power and standing in the growing communities. These once small companies have since grown into huge mega-corporations that consume smaller companies without hesitation. While each mega-corporation has many different arms that specialise in unique areas, the scavenging of materials and ancient technology from old world cities is undoubtedly still the largest industry, one that all mega-corps heavily participate in. Major arms: Smaller companies do exist, but entrepreneurs are expected to build their business up to a certain level before selling to the highest bidding mega-corp. These deals tend to be highly fractious affairs and many a cocky entrepreneur has been found assassinated after haggling too hard, or making the wrong choice. In a world without any formal countries, the mega-corps are the closest thing to a government. Over 80% of people living in the cities are employed by one of the three mega-corporations. The mega-corps provide their employees with a raft of impressive benefits, from healthcare to police and fire services. There are no ‘public’ services - instead those who don’t have corporate benefits must pay extortionate insurance rates or are left to fend for themselves. Once someone has signed a mega-corp contract, they have signed for life. Major arms: There have been those who have tried to leave one mega-corp for another, but most ended up disappearing, permanently. The battle for resources, innovative tech and valuable staff has lead to a corporate cold war. Each of the megacorps has their own personal armies of spies, drones, security guards and diplomats. Industrial espionage, personnel security and data transportation are dangerous markets, but the pay is exceptional for those adventurous enough to sign up. In reality the founders did have a piece of ancient tech, but it was not the recycler (this came later.) It was a communications device. The founders were able to communicate with an artificial intelligence on board a satellite known as Sovereign. In their desperation the survivors agreed to align themselves with Sovereign in exchange for its assistance. Based in the volcanic city of Haiden, and built upon the bones of millions of dead slaves, Pantheon is the second oldest mega-corp. Pantheon’s founders were not good or moral men. In the panic after the cataclysm they used their military might to round up as many slaves as they could. Using fear and violence they forced them to dig into the side of the volcano Cacus, creating great halls for their masters. In their arrogance the slavemasters took to calling themselves “Pantheon” after ancient tales of gods who sat upon a mountain controlling the people below. Eventually the founders created an official company which has used its slaves to grow into the mega-corp we know today. The youngest mega-corp is Cháodài. Around eighty years ago an ancient floating city was discovered. Shortly after new companies began springing up offering amazing new technologies at surprisingly low prices. This included cybernetics, which prior to this time had been very basic and extremely expensive. Major arms: Secretly all of these companies were arms of a new mega-corp power, Cháodài. To this day most Neon Sanctum citizens have no idea that Cháodài exists. The other corporations however, are very interested in how Cháodài was formed and who or what might secretly be behind it. INTRODUCTION THE CORPORATIONS The oldest corporation, Sovereign, was created by the founders of Neon City. The official story is that the founders discovered a recycler, which is a piece of ancient technology that allowed them to break anything down to its raw materials. This gave them an incredible advantage over their competitors. They also created the world’s currency based on recycler access, called “scrap”. 7 8 After the cataclysm a set of survivors had taken to the safety of the river Hydra in makeshift rafts, boats and dinghies in an attempt to escape from the threat of beasts and bandits. This worked for a time, until they came to a fork in the river. Each forks led to one of a pair of huge waterfalls. Each of the falls were over a kilometre wide with a drop of hundreds of meters. An even larger island sat in the middle of the river in between the two forks. The survivors decided to explore the island for a safe way down. Over the course of a few weeks the survivors set up a base camp and fruitlessly searched for an easy way to continue their journey. With nowhere to go, and realising the defence the river offered, the survivors decided to settle on the island. On the first night they decided to settle the survivors looked around their camp, lit up with emergency lighting stolen from the old world, and dubbed their new home “Neon City”. Fast forward two centuries and that basic settlement has grown into a city that covers the island, the river and both banks for miles in either direction. The city has even expanded both below the ground, and onto the river, which is now home to thousands of floating residents and businesses. The island itself houses glistening skyscrapers sculpted from glass and steel. This is then surrounded by the river, which is covered, bank to bank in rafts, haulers and other boats. These semipermanent floating structures form pathways between the two banks. The starside bank is Neon City’s entertainment and shopping hub. This part of the city lives up to its neon moniker. The entire area is covered in various forms of pulsating lights and advertisements. Further starside live the rich and famous. The eastern most part of the city is covered in huge mansions and deluxe apartment blocks. On the opposite bank and the opposite end of the spectrum is Portbank. Home to millions of citizens Portbank is the largest district in the city. It is home to most of the city’s factories, warehouses, ports and other industrial buildings. The area has suffered due to the high concentration of industrial buildings and the pollution that accompanies them. The area is congested, dirty and covered in a thick smog. In order to meet the rapidly expanding industrial demands of the city the mega-corps have built dozens of huge housing blocks that house thousands of people in the smallest possible footprint. The buildings in Portbank are placed as close together as possible with only small alleys running between them. There are no roads in Neon City, only alleyways. Instead of cars, people use its subway system, motorbikes and hired dropships. These flying shuttles are commonly used by the rich to travel above the dangerous and dirty alleys of the city. While the majority of inhabitants of the Neon Sanctum world are humans, the dead zones that make the wastes between cities so dangerous have also caused various mutations to enter the gene pool. At first mutants were treated as simple beasts, however Minerva Science (a scientific arm of the Pantheon group) discovered that actually, mutants have the same intelligence as normal humans. They also discovered that mutants could mate with human partners, and the offspring would bear the same mutation, albeit at a slightly decreased intensity. Minerva Science has classified five different types of mutation, each with three levels of intensity. Troll mutation A common mutation is the production of tough keratin growths across the skin, giving the appearance of stone or horn. The tough growths on the skin has the effect of hampering movement as limbs are heavier and harder to bend. Those suffering from this mutation are referred to as trolls due to their large, stone-like appearance and slow hampered movement. In some cases the mutation can also result in increased size and higher levels of aggression. Cyclops mutation This mutation earned its name from the effect it had on the subjects’ eyes and size. Those with the mutation tower a couple of feet taller than normal humans. The mutation also causes deterioration in the eyes, combined with a growth of flesh over the subjects’ eye sockets causing a slow but steady decay in their vision. When the deterioration of the subjects’ vision begins they tend to experience sudden and progressive short-sightedness, and as vision fails on one side of the face (predominantly the left side) the subject loses their depth perception. The horrifying disfigurement of this mutation does come with the advantage of a larger than average frame and enhanced muscle structure. Many with this mutation pack a mean punch. INTRODUCTION MUTANTS NEON CITY 9 10Gorgon mutation The survivor’s bodies adapt to becomce one with the toxin and excrete it through the pores on their skin. Those suffering from this mutation have sickly yellow skin tinged with areas of green, jaundiced eyes and constantly sweat out a thick poisonous sticky substance. The Gorgon mutation also causes their natural healing mechanisms to slow and become resistant to most medicines. Prometheus mutation The visible symptoms of the Prometheus mutation are a complete lack of hair and what appears to be red raw skin. This mutation allows flesh to replenish and regenerate itself at an incredible rate. This allows Promethean mutants to heal wounds incredibly quickly but their flesh is always tender and new, making them susceptible to injury. In other creatures the mutation is easily identifiable, with the loss of fur and plumage being a reliable indicator. In the case of birds and other feathered flying creatures the Prometheus mutation is devastating as the loss of plumage hampers or prohibits their ability to fly. Creatures with this condition can become the target of predators that find the mutant’s tender flesh appealing. Pegasus mutation The Pegasus mutation causes growth vestigial wings. In the majority of cases the wings do not support actual flight as they are part-formed and weak. Throgh athletic training some Pegasus mutants have managed to gain some momentary lift allowing them to glide over short distances. The downside to this mutation is the cumbersome nature of the new limbs, and the constant pain caused by their growth. This makes it harder for those with this mutation to conceal themselves especially during combat. In the wild, creatures that suffer from this mutation adapt to make use of it as quickly as possible. The advantage the condition gives predators is immense, making them valuable providers for their social groups. For prey, the mutation makes them easier to spot, causing the mutation to thrive in those creatures that rely on speed to escape their pursuers. TECHNOLOGY The Net Each of the three major cities have their own networking solution. These networks are incredibly sophisticated, however without the ability to reliably secure radio antennae they do not extend very far past the city boundaries. Satellite technology does exist, but the cost involved means that it is limited to the very important and the very rich. Outside the cities, communication tends to fall back on basic radio technologies. Inside the cities the net is everywhere, and everything from the subway to entertainment services are run via the city network. This has led to a huge rise in cyber warfare, with skilled hackers using their abilities to take control of systems, or delve into the records of corporations. This data cold war is very real, with every corporation hiring thousands of counter-hacking employees in an attempt to keep their data secure. For those who can get in and out having avoided detection, the rewards are astronomical. For those who fail, the penalties are deadly. Visually, the net is very basic, and while hacking in Virtual Reality (VR) is possible most find it inefficient. Those who are able to handle the bombardment of information that VR brings however, are often some of the most proficient hackers in the business. In the real world, talented hackers are like wizards, able to manipulate the world around at will, shutting down systems such as lights, drones and alarms. Cybernetics Roughly eighty years ago an ancient floating city was discovered and with it came a great leap forward in technology. One of the most significant advances was the ability to merge man and machine. Within the ancient city’s vaults were documents on how to use technology to make mankind better; faster, stronger and smarter. Basic cybernetics had existed before this point but they were simplistic and prohibitively expensive. Suddenly, new companies such as tech giant Songtek sprung up, and within a decade they were offering cybernetic implants at affordable prices. Skip forward to today and there are cybernetic centres in every city, ranging from the expensive designer clinics with their sleek implants to the back alley chop shop with their rusty second hand goods. Any part of the human body from feet to the brain can be upgraded if you have the scrap. INTRODUCTION Many who first start to show the symptoms of Gorgon mutation quickly succumb to its deadly nature. This is due to the build-up of toxins that flood their system and destroy the internal organs. 11 12 Robotics This has lead to a large amount of discontent with huge amounts of human workers being forced out of a job and onto the streets because of the advances in technology. In recent years the situation has gotten so bad that various human groups have performed terror attacks against drone control centres and riots of over 100,000 people have taken place. While the use of robots seem to be causing huge problems, the mega-corps do not seem set to stop any time soon. In fact the mega-corp Sovereign has been pressing robotics more and more. Robots are becoming so cheap that it’s estimated that in the next fifty years every family in Neon City will have some form of robot in their household. Darker yet are the rumours that Printech are spending millions of scrap a year researching the concept of uploading the human mind. Transport Land Because the buildings are so close together in Neon City, the only vehicles that can get between them are motorbikes, hoverbikes and bicycles. Often however people tend to walk for short journeys, and for anything longer than a few kilometres they take the subway. The subway is a huge network of railways built into the rock under the city. The subway goes across the whole city, including under the river. For deliveries between businesses, the City has a second subway, built even deeper than the public subway. If a building wishes to accept deliveries they either have to build their own station, or purchase space at various hub warehouses at a public station. Elevators from this industrial train line then take the goods directly to street level, where the business owner can transport them to their business via a cart or trailer. The fall of Karl Xin Karl sat on the floor in his darkened bedsit, chugging bootleg whiskey. His hands were shaking, his fingers straining to clutch the neck of the bottle through their trembling. The room stank of sweat and fear. Drops of whiskey dribbled through Karl’s three-day stubble as he rocked back and forth, and moaned. “What have I done? What the hell have I done?” Stumbling forward he wrapped a finger around the musty brown curtain and pulled it aside by a quarter of an inch. He couldn’t see much from the eightieth floor – some sky, some electric gulls - but he could hear the sirens and the choppers. They were looking for him alright. But did they know it was him they were looking for? Writing the code had been a job. A job with a hefty pay packet that could have seen him out of this place. Sharing a bedsit in the sky meant for one, with nine other no-hopers. With no prospects and nowhere to go. Of course, he’d known what the code was meant for. He was told the parameters, and he had delighted in crafting a list of ones and noughts which could evade security, dodge the loopholes, confound the system and cause a little chaos. There was a certain amount of egotism to it. They’d asked for a code which interfered with Songtek cybernetics. He’d delivered a code which would cause Songtek cybernetics to fail. Permanently. Sea He should have foreseen how much trouble it was going to cause. He should have foreseen that, panicked, his employer would flee without paying the funds. Leaving Karl trapped with nowhere to go and no-one to turn to. Air When the marching of thirty heavy-booted, armed Cháodài soldiers came up the stairs, it was almost a relief. Karl opened the window, leaned out and breathed in the smog. He had nowhere to go… but down. The river is a huge part of Neon City. Thousands of people live, work and play on the river, and the huge dams that control the flow of the falls. There are dozens of different boat types that allow travel across or around the river, including everything from dinghies to speedy jet skis. Since the invention of hoverbikes and antigrav dropships, travelling by air has become a popular, if expensive, form of getting around Neon City. At any time, day or night, a citizen can call an automated dropship cab to pick them up from their roof and deliver them near their destination. Hoverbikes are very expensive to purchase but probably the quickest form of transport available. INTRODUCTION Robots are extremely common in Neon City, and most of the mega-corps utilise them for a large variety of purposes. Robotics can be used for anything from automated transport vehicles to personal defence drones. Robots are regularly used to perform menial tasks, more efficiently and for less money than a human ever could. Because of this, a lot of low end jobs such as cleaning, security and transport have been entirely taken over by robots leaving those humans trained in those areas out of a job. 13 14 Not all of the players’ problems can be solved within story scenes. If a scene requires the players to engage in combat then the game switches to the combat rules. These rules are specified in the Combat Rules chapter on page 31. The rules in Neon Sanctum are built in layers, with the rules becoming more complex the deeper you explore. The foundation of the game is the core mechanic, and all the other rules in the game are built upon this simple rule. If you only learn one rule, make sure this is it. Whenever you are unsure of how to deal with a situation, just use the core mechanic as a fallback. Combat scenes can also be used during life and death challenges or events. For example if the players are defusing a bomb or running from an impending explosion, then the DM may decide that the slower pace of a combat scene would be more suitable. Core Mechanic The core mechanic uses two ten sided dice (2D10). The player rolls these dice and adds the results together to create their Player Score (PS). The DM will have set a score which is applicable for the difficulty of the task. If the PlayerScore equals or beats the difficulty, the player’s character succeeds in the action they were attempting to perform. To reiterate: •Player Score (PS) = the sum of 2D10 •Difficulty = score set by the DM •If the Player Score is equal to or more than Difficulty Score then the player succeeds. If the Player Score is less than the difficulty score then the player’s character will fail at that action. The difficulty for an average difficulty action is 11. The DM can increase or decrease the difficulty if they feel that the task should be easy, or if circumstances around the action make it more or less difficult. For example, stitching a wound might be easy for a skilled doctor. But doing it in a moving vehicle will be a bit trickier. Core rules As well as the core mechanic the following rules apply across the entire game: • Always round down: If any action requires a number to be rounded, it should be rounded down. • Skills overrule: If a card states a rule, stat or effect then the player should use that instead of anything presented in this book. • DM veto: The DM can overrule any rule in this book, but should inform their players of such changes. Scenes When playing games in Neon Sanctum the events, challenges and conflicts that the DM will present are split into “scenes.” There are two types of scene; story and combat. Each of these scenes have a different focus and use different sets of rules. Whenever players start a new scene any cards that are in a player’s cooldown deck are automatically returned to the players’ hands. These basic scene types are explained below: Story Scenes Story scenes are the core of Neon Sanctum, and the majority of scenes within an adventure will be a story scene. Any scene that does not involve combat or requires precision over time, is likely to be a story scene. Story scenes use the basic skill check rules set out in this chapter. When using these rules some of the player’s cards may be placed into the cooldown deck for the rest of the scene. At the beginning of a new scene (whether story or combat) these cards are returned to the player’s hand. When healed cards in a player’s damage deck do not return to the player’s hand but go to the cooldown deck. A story scene should be entirely based around a single conflict, challenge or event. This means that as soon as the players have solved the conflict, defeated the challenge or have experienced the event, the scene is over and a new scene should begin. During combat scenes a player’s cards come to life. It is here where the special abilities and powers that are listed on the player’s skill cards can be activated. At the end of a combat scene the players may be injured and in possession of some broken items. Rather than letting players continue using the combat rules to try to heal wounds and fix items, the DM should move the game into a story scene. Skill Cards In Neon Sanctum players’ characters are represented by a hand of cards. These cards are called skill cards and they perform several different functions. Outside of combat the cards also represent the character’s proficiency in both an ability area and a specific skill. It is here, on the edge of these falls, we take our stand. This island is the last, best hope for survival as a species. Not through arms, but through our ability to work as one, for a brighter future. - Neon City Founder HOW TO PLAY HOW TO PLAY Combat Scenes 15 16 Combat Shooting, Melee, Brawl Engineering Mechanical, Electrical, Hacking Medical First aid, Pharmacy, Holistic Physical Athletics, Acrobatics, Endurance Science Biology, Chemistry, Physics Social Empathy, Performance, Tactics Survival Awaremess, Nature, Subterfuge An ability is a broad area of expertise such as science, combat or survival. There are seven ability areas in Neon Sanctum; combat, science, physical, engineering, survival, social and medical. The more cards a character has of one ability, the more likely they are going to be able to succeed in related challenges. As well as representing an ability, skill cards also represent a more defined area of an ability. For example chemistry, physics and biology are all skills within the science ability. When making checks, if the character has a card in the right ability and skill, then they are more likely to succeed than a character with a card relevant to the ability but not the skill. Skill cards come in many different levels, which represent the characters’ expertise in a skill. For example a character with a level 2 skill card is more skilled than a character with a level 1 skill card (or no skill cards at all). During combat each card represents an exceptional action or attack that the player’s character can perform. It could be anything from hacking a drone to repairing a broken weapon. Finally, a player’s skill cards represent their health. When taking damage characters lose skill cards and are unable to use them (in or out of combat) until they are healed. If a player loses all of their skill cards due to damage, they begin to die. Performing actions When performing actions a player will use skill cards to boost their chances of success. Using a skill card to try and perform an action is called a skill check. When initiating a skill check the player tells the DM exactly what they want to do. The DM will then inform the player what skill (and therefore ability) the action requires and a difficulty score. Using Skill Cards in skill checks If the player has at least one card of the relevant skill type then they can play this card to add the card’s level as a bonus to their dice roll. Once Difficulty Scores When a player makes a skill check they are rolling against a difficulty which is determined by the DM. Below are some example difficulty scores and the level of challenge they represent. Score Difficulty 7 9 11 13 15 Effortless Easy Average Challenging Difficult the check has been completed (regardless of success or failure) the card is placed into the player’s cooldown deck and cannot be used again that scene. This is known as a skill check. If the player does not have any cards in the relevant skill but does have cards in that ability they may still play a card from that ability and roll the dice without any penalty. As with skill checks, the card played is placed into the player’s cooldown deck. This is known as an ability check. Even if the player has no cards or chooses not to use any, they can still attempt to perform an action. However, they suffer a -2 penalty to their dice roll. This is known as an unskilled check. Actions requiring items As well as using skill cards in their skill check, sometimes an item will be required to perform the required action. For example it is hard to hack into a network without a computer. The DM can decide that an item card (see page 27) is required for the player to perform an action, that action cannot be performed unless the player has an applicable item card. In many instances there may be many different item cards that could be applicable. For exam- ple if the DM decides the player needs a blade to cut the bonds on a hostage, any bladed item (a knife, a sword etc) could be used. The DM should also be prepared to allow players to use their imagination and come up with alternative ways to use an item. For example a player could suggest that their first aid kit item may have some scissors that whilst they are not suitable for combat, could be used to free the hostage. Making the roll Once a player has declared what cards they want to use it is time to roll dice. The player should roll two 10-sided dice (2D10) and add the results together. They then add any bonuses or penalties that are applicable to create their player score. If this Player Score is equal to or greater than the difficulty then the player is successful. Repeating skill checks Once a skill check has been performed the same skill check cannot be performed unless the player can play another skill or ability card. If the player made an unsuccessful, unskilled check then the player cannot attempt to solve the same challenge using the same action again that scene. Players can try to achieve the same results by performing a different action. This rule does not apply during combat due to its frantic nature. HOW TO PLAY Skill List 17 18 If the player equals or beats the difficulty score they have successfully completed the action. Scales of success Sometimes the player doesn’t want to just know that they succeeded at something but how well they performed the action. The difficulty scores discussed above represent the minimum possible level of success. The more the player’s score beats the difficulty, the more successful they have been. For example, if the player is performing a speech to motivate a crowd of troops, they would make a social-performance roll. For each point over the difficulty the more motivated and inspired the troops become. Failure If the player gets a score which is less than the difficulty, then they fail in their attempts to complete the action. SKILL CHECK SUMMARY Scales of failure Unskilled Check The counter to scales of success are scales of failure. This means that the more the player’s score is below the difficulty, the worse the player’s character has performed that action. This helps both the player and GM narrate how badly the characters have messed up. For example: The player is trying to jump between two buildings. They will make a physical-athletics roll. For each point below the difficulty, the worse the jump. One point below might allow the character a chance to grab the ledge, but a roll of five points below will definitely see the character fall to the ground. Ability Check Skill Check Play 1 skill Card of the relevant ability type Play 1 skill Card of the relevant skill area Play any required item cards Roll 2d10 - Add them together Add the skill card level to the roll minus 2 from the roll Healing outside of combat Scale of success can also have important gameplay effects. If a player needs to heal a wounded character they should make an average difficulty medical skill check. If they score an 11 (the difficulty) then the wounded player receives a single point of healing. The point can be used to retrieve a single card from their damage deck and place it into their cooldown deck. This single point represents the bare minimum level of success when treating wounds outside of combat. For each point over 11 the wounded player should receive an additional point of healing, allowing them to retrieve more cards. Fault rolls Any time a player uses an item card there is a chance that the item will develop a fault. Every item card has a fault value displayed in the broken star icon located in the the top right corner of the card. When making any check in which the item is played, if the result of either (or both) of the 2D10 that are rolled is a 10 (before any modifiers), then that dice must be rerolled. The result of this re-roll is then compared to the fault value. If the result is lower than the fault value, then the item has developed a fault and cannot be used again until fixed. If the character succeeded in the action they were attempting when the fault roll occurred, then the action is deemed to have succeeded, regardless of the result of the fault roll. This means a player can succeed in overcoming a challenge and break an item in the same action. Compare total to difficulty Equal/Beat the difficulty Success! Less than the difficulty Failure Place played skill card into cooldown deck HOW TO PLAY Success 19 21 20 Skill Checks Jake’s character Smithy is trying to defuse a bomb and only has a few seconds left. The DM informs him that he needs to make an Engineering-Mechanical check and reach a difficulty of 12. Fortunately Smithy has a level 1 card, Juryrig, which is a mechanical skill, so he plays that in front of him. The DM informs him that for this task he will need to use tools. Smithy has the Tool Kit item card, which he also plays. He then rolls 2D10 and gets a combined score of 11 (9 and a 2). He then adds the level of the skill card for a total of 12, which equals the DM’s Difficulty. Smithy breathes a heavy sigh of relief as he cuts the right wire and the clock hits 00:01. Ability Checks Sarah’s character Jones is trying to fix a broken elevator before it starts crashing to the ground. The DM informs her that she needs to make a Mechanical Engineering check. Jones doesn’t have any cards in the mechanical skill type, but she does have one in the Hacking skill, “Dominate 1.0”. Hacking skills are under the same ability as mechanical engineering, so she plays that in front of her to avoid receiving a penalty to the roll. She rolls 2D10 and gets a combined score of 8 (3 and a 5). She does not add any bonuses to the roll. Her final player score of 8 is 4 less than the DM’s difficulty of 13, meaning that she has failed. Jones is unable to fix the elevator and has to dive for the door before it falls! Unskilled Checks Amit’s character Damson is trying to hack an attack drone before it activates and attacks him. The DM informs him that he needs to make a Mechanical-Hacking check. Unfortunately Damson has no cards in the engineering ability at all. This means Amit will be at a disadvantage when making the check. Amit rolls 2D10 and gets a combined score of 8. He then has to subtract 2 from this roll. This makes a total of 6 which is 6 under the DM’s difficulty of 11. Damson has failed very badly. All that is left is to describe what happens as the attack drone powers up and attacks Damson. HOW TO PLAY SKILL CHECK EXAMPLES 22 The gang boss She scooped the brown package from her desk, locking it in the fancy antique mechanical safe. No need for this bunch to get any ideas about the cargo she was shifting, that wasn’t their department. She had a problem though. Thanks to Rotten Barry’s raid on her A crew, she had no money right now to pay these guys for the job they just pulled. They’d be pissed. Level SKILL CARDS SKILL CARDS Nits liked being a gang boss. It paid well, men were lining up for her attention and she was never bored... if only she could stop the young’ers from bringing back headlice from every dive and sidejob they went on. She can see another bunch now, traipsing up the corridor on the security cam, probably infested with the buggers. 23 Skill Tree Type Range Details Name She opened the desk drawer to her Hasta Sawn-off Shotgun, checking the ammo clip was full and the chambers loaded with shells. Nits scratched her head. She reckoned she could talk it out, especially since the A-crew spot was up for grabs, she had a risky big score available for the enthusiastic, or the usual array of odd jobs and delivery escorts. By the time they’d be back, she’d be in the money again, and looking for some payback on Rotten Barry. And if they weren’t co-operative, well... a few close shaves said she could handle that as well. She stowed the Hasta on the special clip under the desk for easy access, and hit the buzzer to open the door. Nits scratched her head, wondering if she could get anymore of that lice shampoo. Buyback Locked Box Unlock Box Skill Tree The skill tree is a text path that shows the different abilities and skill types a card belongs to. The tree contains the ability and skill type of the card. The tree works like a set of nested folders, so there can be many skill types within an ability. A skill type can contain many cards. Ability Skill 24 A card’s level is a numerical representation of how powerful it is, how talented the character is in that ability and how many action points it costs to play in combat. Skill cards range between levels 1 and 5, with 5 being the most powerful. Details This area of the card stores the main details needed to use the card in combat. The player should read the card from top to bottom following the different fields. As they move down, the card will guide the player through the process of using the card. Attack Defence Utility Range Range is used in combat to show the maximum distance away in squares on the battle map that the target of a card can be positioned. Range comes in 6 types; Standard, Touch, Mental, Item, AoE and Blitz. Range types are covered in more detail on page 38. Standard Item Touch AOE Mental Blitz Buyback The buyback area shows how many action points a player must pay to return the card from the cooldown deck back into their hand. The difficulty field states the difficulty the player needs to roll to activate the card. If the field states “automatic” then the player does not need to roll to see if they succeed. The card may also include this icon. If the player sees this icon they should refer to the defence value of the target (found on NPC and player cards) and adjust that value as described. Referring to item cards Some skill cards require the player to refer to an item card: Range For example if the enemy has a defence of 12 and the skill card lists the difficulty as -1, the difficulty the player needs to reach is 11. Type Skill cards come in three types, attack, defence and utility. These skill types are used during combat. Attack cards can be used in the attack phase and defence in the defence phase. Utility cards can be be used in either the attack or defence phase. Difficulty Effect Requires This field lists any items that are required to use the item card. The field will contain an item tree that must match that of the item used. Item trees are covered in the item card chapter. Between entries will be the word “AND” or “OR”. This denotes whether the card requires all the Items listed, or just some portion of them. If the player does not have all of the items required equipped, then it cannot be played. Target The target field states who the card can be used on. This could be any number of allies, enemies, the player or specific items. The player can choose to affect less targets than listed, but they cannot target more. The player can only target characters that are within the range of the card. Scared, of me? Why? My power is derived directly from control over your assets, If i don’t have you, I have no power. - SOVEREIGN This field lists what occurs if the player successfully activates the card. This can be damage (see combat chapter) and/or a specified effect. OR Effect If this icon appears then the player should find the item’s effect as shown in the sidebar to the right. Some cards have two possible effects. In this case the player must always choose between either this effect or the one in the effect field. This second effect works in the same way as the effect field above. Special Rules stated in the special field occur regardless of whether the player has successfully activated the card or not. Sustain box Some cards include the effect “card is locked.” When this happens the player should turn the card sideways. The player should then apply the effect listed in the sustain box upon the targets of the card. While the card remains locked the effects listed in this box remain in place, and it is not placed into the players cooldown deck. However, the player must also pay the card’s sustain cost (shown in the icon in the top right) at the start of each turn, or it unlocks and moves into the cooldown deck. Unlock box Once locked, a card can be unlocked in several ways. These include; the effect of another skill card, failing to pay the card’s sustain cost or if all characters affected by the card pays the cards unlock cost (listed in the icon in the top right). Occasionally the text in the unlock box will state additional ways in which the card can be unlocked. SKILL CARDS Level 25 26 A bomb went off in the Portland district this afternoon, and why is it news? Bombs go off every week in Neon City, but this one supposedly claimed a celebrity scalp. Julienne Jace, the city’s most popular virtual reality model was reported to have been visiting friends in a nearby mega block. One of the richest stars visiting friends in a lowly Portland apartment blocks staggers belief. A bomb went off at 592 Mycroft street at 4:32pm, and how do I know? I was there. I know the truth about happened to Julienne Jace, who planted the bomb, and why. I know her sordid drug-filled story of sex, CEO’s and the scandal that led to the death of five dozen innocent lives (...ha, in this town!) But you knew all that. No-one gets to the third paragraph of an article these days, not unless they know there is a pay off. Well not yet my pretty followers, not until this blog reaches 5,000,000 hits. In the neon age clicks mean cash, and with a story this good, I deserve to get paid. - Hashtag Superstar blogger Equipment plays a critical role in any hero’s life. A sniper is nothing without his high calibre rifle and a hacker is useless without a top of the range rig. Some items are represented by an item card; every item card has the following information displayed: Name Range Item Tree Fault Item Powers Item Tree The item tree is a text path that shows the skill type and item type of the card. The tree works like a set of nested folders; there are many item types within a skill. Item Type Skill Skill Every item has a skill that it is directly linked to. This helps the player and DM identify what items may help with certain skill checks. These skills match up directly with the skill cards. The colour of the bar along the top also shows the ability that this skill type belongs to. Item Type The item type is the broad genre of item that the card falls within, so in this example a gun is the type of shooting item. ITEM CARDS ITEM CARDS A bomb went off... A bomb went off in Neon City today. It struck down 64 citizens with another dozen rushed to their nearest corporate clinic for treatment. Before the dust had settled, 17 different terrorist organisations had claimed responsibility. Seven Mutant rights groups, four Corporation reform organisations, three religious cults, two anti-mutant factions and a child trafficking ring, making their claims through blogs, VR’s or even micro-blogging site Flutter. They say even bad news is good PR... well, it seems in this city, terrible news makes terrific news. 27 28 Range is the maximum distance away in squares that the target of the card can be positioned on the battle map. Range can also be shown in four other ways: Touch, AoE, Blitz and Mental. The different range types are covered on page 38. Standard Fault Difficulty Whenever an item card is used, there is a chance that it may break in some way. When the player uses an item in any way, they must re-roll any dice that rolls a 10. The results of these re-rolls are then compared to the item’s fault value. If the result of the dice is lower but not equal to than the fault value, then the item is faulty and cannot be used until it has been repaired. AOE Touch Blitz Mental ITEM POWERS Every item card has at least one power that players can activate during combat in place of a skill card. These powers work in much the same way as skill cards, and they are listed on item cards as below: Level Target Difficulty Level The power level represents both how powerful it is and how many action points it costs to use when used in place of a skill card during combat. Item cards can have multiple powers all with different power levels. Type Item powers come in the same types as skill cards. These are attack, defence and utility. When used in place of a skill card the type icon shows what phase the power can be used in. Additionally some items will have the mini type, which is denoted by this symbol. This type of action does not Effect Type use a phase to perform and can be performed at any time, even if it is not the player’s turn. Details Each item power has a variety of details that allow the player to use it in place of, or alongside a skill card. These details are similar to those on skill cards and are used in the same way. Targets The target states who the power can be used on. This could be allies, enemies, the player or other items. The player can choose to target less enemies or allies than is listed but not more. This field tells the player what the difficulty score of attempting to use the item power is in the same manner as the difficulty field on the skill cards (see page 25). Effect If the player passes the relevant check, this field tells the player how much damage the item inflicts on the targets of the power, or states what happens if the power is used successfully. In some circumstances this effect may be modified when used with a skill card. For example, some healing skill cards will double the healing caused by a first aid kit item. Special Rules Some items have special rules that are applied when the power is used. These are stated in the special rules field. ITEM CARDS Range 29 30 “Waaaaahooooo,” screamed Johnson. He hung out of the side of the dropship as it glided just a few metres from the vine covered windows of an ancient, towering skyscraper. “Sit down and shut up you rookie asshole,” said Tyrrell, the stern leader of the expedition. “You will alert the wildlife.” “Wildlife? Won’t they notice the half a dozen dropships flying overhead? Besides I think I can handle a few dumb muties,” said Johnson patting his rifle as he took his seat. I don’t even think the idiot noticed the expression on Holtz’s face; the troll had been part of this mercenary company since before Johnson graduated from high school. As Holtz stood up and approached Johnson’s seat, it hit, a rock the size of a hovercycle, smashing into the side of the dropship. I woke to the sound of gunfire and the smell of burning flesh. Tyrrell was barking out orders: “Johnson get up, cover the wounded...Johnson! Get the hell up, Johnson there’s one right be...” Tyrrell stopped, it was obviously too late. And then it was on me. I had barely enough time to force it’s fangs away as it snapped at my face. Twenty thousand scrap that gun cost, a top of the line Mars Arms sniper rifle just gone as it’s huge teeth crunched through it like bamboo. It’s fist came down upon my legs like a sledgehammer crushing them. One strike and I needed hours of surgery and thousands in cybernetics just to let me walk again. I’m not ashamed to say I blacked out, who wouldn’t? I came to just in time to catch a fleeting glance of the beast as Holtz dragged me towards the rescue dropship. I saw what can only be described as a giant silver ape pounding Johnson’s body into the ground, it’s hand covered with blood. As we lifted off, I heard it scream out a roar, one that I’m destined hear every night for the rest of my life. I’ll never volunteer for a scavenging trip again, nor will anyone I care about. We were under one hundred miles from Neon City when they attacked, do you even understand how close that is? COMBAT RULES So far we have explored the out-of-combat rules of the game. This chapter sets out the rules of the game that are used in life and death situations such as combat. Due to the fast-paced nature of such instances, these are the most complicated rules in the game. Combat The real world is fast and hectic; unfortunately the speed of combat does not translate well onto a tabletop game. If everyone had to shout over each other to declare their actions to the DM it would get pretty loud, and wouldn’t be much fun. In order to get around this problem we use a turn-based system that means that each player and Non Player Character (NPC) get a turn. A round is the period of time in which every player takes a single turn. Initiative River Before a player can take their turn, it needs to be decided in which order the players and NPCs should act. In order to do this all the players must hand the DM their player cards. The DM will take them and add them to the cards of any NPCs involved in the combat. These will then be shuffled and laid out in a river face down. The cards are then turned over to reveal the order of play with the leftmost card showing the player or NPC who acts first. Some traits and powers allow players to modify the order of the river or even perform an action before anyone else. Regardless of how a player is moved up or down the river, they may never take more than one turn per round. Ambush Rounds Sometimes the players will ambush or be ambushed by enemies in combat. To represent this, the DM should allow the ambushing side an entire round in which their opponents will not act. However, the ambush round should end as soon as one of the ambushing characters makes an attack action. In this instance the combat will continue on in initiative order, but all characters can act. Initiative example First Second Third COMBAT RULES The expedition 31 32 1 Sustain Phase • The player’s AP pool returns to maximum • The player must pay the sustain cost in AP for any locked cards or it becomes unlocked 1 Attack Phase In any order • Play an attack skill card • Play a utility skill card • Use an attack item power from an equipped item card • Use the basic attack power on the player card 1 Defence Phase • Play a defence skill card • Play a utility skill card Unlimited Mini Phases • Talk (for roughly 5 seconds) • Use a mini item power from an equipped item card • Perform minor actions such as dropping prone, pressing buttons, opening doors, etc. 1 Movement Phase • Run squares equal to your speed • Sprint, for 1AP add 1 to your speed (can be done multiple times) • Crawl move squares equal to half your speed (round down) • Jump squares equal to half your speed vertically or diagonally • Get up from being prone • Climb squares equal to half your speed vertically 1 Cooldown Phase • Purchase any cards back from the cooldown deck by paying in AP the number noted in the bottom left of the skill card. • Place any skill cards that were played or unlocked this turn into the cooldown deck When the initiative river reaches a player, they can begin their turn. At the beginning of their turn they are refreshed back to the maximum number of action points (AP) listed on their player cards (see the character creation chapter, page 51). Sustain phase Before they can perform any action the player must deal with their sustain phase. In this phase the player must pay the number of action points of any locked cards they wish to keep in effect. The player can choose not to pay the sustain cost of any of their locked cards, doing so unlocks the card which disables its effect. At the end of the player’s turn, unlocked cards are placed into the cooldown deck. Movement phase The movement phase differs to the other combat phases as it does not involve the use of cards. Combat in Neon Sanctum is played on a battle map made up of 1 inch squares. In the game world each square represents a 5 foot square. To activate the movement phase players must pay a single action point. Once this point has been paid the player’s speed is changed into speed points which are used to move in various ways. Once out of speed points the player cannot run any further. Players cannot split their movement to move twice in a turn or pay AP to have additional movement phases. For example a player may not move, attack, and then move again. Run Running is the standard move action during combat. Running allows the player to move as many squares as his movement speed. This can be in any direction including diagonally. Entering a square counts as using up one point of the player’s speed that turn. Sprinting Sometimes a player needs to get somewhere in a hurry and running doesn’t quite cover it. A player can spend action points as a mini action (see page 37) before their movement phase in order to increase their speed until the end of the turn. The players speed increases by the total number of action points spent. COMBAT RULES Turn Order Combat turn 33 34Prone The effects of being prone are: • +2 to defence from ranged attacks • -2 to defences vs attacks from adjacent enemies • You may only crawl Getting up If a player is prone it will cost 1AP and take their entire movement phase to get back onto their feet. If a player is prone and in tough terrain they must spend 2 AP and their entire movement phase to stand up. Alternatively, an ally can spend 2 action points to help an ally to their feet as a mini action. If the ally is in tough terrain the action point cost for an ally is 4 points. Tough Terrain Falling There are many things that constitute tough terrain; it could be unstable rocks, muddy banks, sheets of ice or piles of junk. Anything that the DM denotes as tough terrain costs double to enter the square. If the player does not have enough speed remaining they cannot enter the square. Any time that a player falls from a height higher than a single square, they take damage and fall prone. For each square over the first, the player takes 1 damage. Involuntary movement There are some skills and items that when used, cause the target to be moved involuntarily. The player activating the item power or skill card decides how the player is moved. Crawl If a player is prone then they can move half their current speed. However, when crawling players ignore tough terrain, the effects do not stack. Players can spend AP via sprinting to increase their speed that turn and crawl further. Players can use the sprint mechanic to increase their crawl distance. Jumping Instead of running players can use their speed points to can make a jump action. Players pay 2 points of speed to jump a single square. All jump movement is counted as being one square above the ground and where applicable ignores terrain, where it is less than one square high. Players can also jump vertically or diagonally upwards, which costs 2 points of speed for each square of movement. A push move must move the target in a straight line away from the player. Climbing Sometimes a player needs to scale a sheer slope or cliff. Players can make one square of vertical movement for every 2 points of speed they spend. If the player does not have enough speed remaining they cannot enter the square. If a player ends a turn midway up a climb then they are at threat of falling. If the player takes any damage whilst in this situation they fall. A pull is where the target must be moved in a straight line towards the player. Involuntary moves can be used to force a target to fall or move into an allys danger zone. Danger Zone The 8 squares directly adjacent to a player or NPC is known as their danger zone. Entering an enemy’s danger zone allows them to take their next turns attack phase immediately. This is known as an early attack (see page 37). PLAYING CARDS Using skill cards To use an skill card a player must have it in their hand, have enough action points remaining to activate it and have an action of the relevant phase available (attack or defence). They must also have any Item Cards that are listed in the required field on the card equipped. Once the player has confirmed that they can play the card, they place it in front of them and pay the level of the card in action points. At this point the player also needs to select any equipped item cards that they are using. Once the cards are played the next step is to check that the card’s target is in range (see page 38). If the player is not within range of the tar- get then the player may play a different card. Next the player must activate the card’s effects. Unless the difficulty field states “automatic” the player rolls 2D10 and adds any modifiers provided by locked cards or items. Once the player has rolled the dice they are unable to cancel and choose a different action. The player’s result is compared to the difficulty listed on the card, and if it was equal or greater than this difficulty, then the effects listed in the effect field are activated. If the card has an OR field, then the player must choose between this effect or the one in the effect field. If the card has a special field, this effect comes into play regardless of whether the player sucessfully activated the card or not. COMBAT RULES A player may want to lay on the ground, for example to avoid gunfire or to reach under something. Going prone counts as a mini action with a one action point cost, and does not count as part of the movement phase. A player can go prone at any point during their turn so long as they can pay the AP cost. Being prone has some effects on the player’s movement and defences. 35 36Locked Cards Equipped Items During combat players may have up to three item cards equipped at any time. They may also hold an additional three in their hand, but players cannot use the item powers of cards in their hand, nor can they used them alongside skill cards. Players can swap an equipped card with one in their hand as a mini action, for a single point of AP. Using the basic attack becomes unlocked for any reason the card is moved to the cooldown deck at the very end of their turn (after the cooldown phase). Using item powers Using an item power is very similar to using a skill card. The player must pay the AP cost of the power and have a phase of the correct type available. The item range and the power target, difficulty and effect fields are then used in the same way as a skill card. When using an item card it is not placed into cooldown at the end of the turn. However, the player does risk having to make a fault roll. Every player in Neon Sanctum has a basic attack that they can always use. The power listed on the player card lists the level, range, target, difficulty and effect of this ability. These fields are used in the same ways as a skill card. The player card is not placed into cooldown at the end of the turn. Early attacks / Danger zone Every character in Neon Sanctum has a “danger zone” around them; the 8 squares directly adjacent to the character. If an enemy enters a player’s danger zone the character can make an early attack. An early attack is, as an interrupt action, made using the normal rules for making attacks, but the target must be the enemy that entered their danger zone. The interrupting player gets to attack before their enemy can perform any actions. Making an early attack consumes the players attack action from their next turn. If a player makes an early attack they may only make a single defence or utility action in their next turn. Players may choose to not make an early attack. Once the attack is completed the enemy can continue with its turn, however if an attack has forced them to be involuntarily moved, they will not be able to continue moving that turn. Danger Zone Multiple targets If a skill card indicates several targets then the player should make a single attack roll adding the normal bonuses. The result is compared to the difficulty score based on each target’s defence score individually. If a card with multiple targets has a difficulty that is not a modifier of the target’s defence, the player should make a single skill check. The result determines whether the effect of the card applies to all targets or none. Item and skill card conflicts Sometimes when using an item power alongside a skill card, the information provided on one card can conflict with the other. In such instances the skill card will always be correct. In some instances this may mean that the player may choose to not use the skill card, as it doesn’t provide the end result the player desires. For example: a skill card may specify that an attack does stun damage whilst the weapon would normally do 3 standard damage. The skill card always overrides the information on the item card; so the attack does 3 stun damage. Mini Phases There are some actions that are so minor that they don’t fall under the normal phases of attack, defence or utility. These actions are known as mini actions. Some mini actions are completely free, they do not cost any action points to perform. Others have a small action point cost. This means the player can make as many mini actions as they can afford and at any point during their turn. Mini Action AP Costs Action Talk Drop an Item Drop prone Equip 1 item Sprint (+ 1 speed) Press button / use lever etc Oepn/Close door Pick up item in same square Pick up item in adjacent square Flip furniture to create cover Awaken an unconscious ally Help prone ally to their feet Stabilise a dying ally AP Cost 0 0 1 1 1 1 1 1 2 2 2 2 5 If the player wants to make a small action that would not be worthy of an attack or defence action then the DM can allow them to perform it as a mini action. The DM should decide how many action points the action should cost. Below is a list of common mini actions and their AP costs. Interrupt powers Some item powers are designed to be used to interrupt an enemy’s attacks or actions. These item powers will be level 0 and require a mini phase. This means that at any time the player can activate this item power and its effects will come into play. For example the item power above can be activated at any time by the player. The example power does not require a skill check to activate. This means that as an interrupt action, the COMBAT RULES If the effect field states that the card is locked then the player should turn the card as shown in the diagram below. The effect stated in the card’s green sustain box takes place immediately. This effect will then continue to work for as long as the card remains locked. The first turn that a card becomes locked the player does not need to pay the sustain cost of the card because the player has already paid to play the card. If the player fails to activate the card or it 37 38 The effects of a single Item are not cumulative, so the player cannot use the card twice to gain +2 to their defences against the same attack. They can however, use multiple Items against a single attack, or the same Item against multiple attacks in the same round. However, each time they use an item power, they are at risk of breaking the item via fault rolls. Cooldown phase In order to keep combat flowing, it is advisable that the next player or NPC in the initiative river order starts their turn during the previous player’s cooldown phase. This helps to speed up combat, and keeps the game moving along as other players don’t need to wait for each other and the actions in the cooldown phase don’t effect other characters. At the end of the cooldown phase the player finishes their turn by placing any skill cards played or unlocked during this turn into the cooldown deck. During the cooldown phase the player can spend any remaining action to return skill cards from their cooldown deck back into their hand. To do this the player must pay the number of action points equal to the number stated in the cooldown icon located in the bottom left corner of a skill card. Skill Cards used by a player that turn enter the cooldown deck at the end of the players turn they cannot be removed from cooldown on the same turn. Whenever the player performs an action it will have a range; this is the maximum distance at which the skill can be used. There are six range types; Standard, Touch, Item, Mental, Area of effect (AoE) and Blitz. The symbols for these range types are identified in the various card chapters. Line of sight (LOS) Being in range of an enemy is useless if the player cannot actually see their target. As well as checking that an action can reach the target we need to check that there is a line of sight. To do this the player must draw an imaginary line from the centre of their square to the centre of each target’s closest square. If this line is not blocked by any obstructions then the character has line of sight and can make the action. Obstructions are treated as cover which is detailed later in this section. Allies do not block line of Touch Touch range attacks can only reach a target that is adjacent to the character. Touch range attacks can never benefit from any effects that increase their range. Measuring Range Before a player can roll the dice to make their action, they must first check their range. In order to check the range the player uses the squares on the battle map between the character and the targets. Standard RANGE & LINE OF SIGHT Range provides the attacker with a -3 penalty. Some skills or powers will adjust the level of cover up or down. For example, if a skill boosts a player’s cover level up by one then when they are in partial cover they act as if they were in full cover. It also means that the player counts as in partial cover even when in the open. sight and are considered to be able to manoeuvre out of the way. Cover Sometimes when determining line of sight it will pass through small objects that don’t completely prohibit line of sight but would grant the target some manner of cover. When this occurs the attacker takes a penalty to their skill check. This simulates the possibility of hitting the object rather than the target. There are two levels of cover; partial and full. Partial Cover: If the cover is deemed to obscure between 25 and 60 percent of the target’s body it is partial cover. Partial cover provides the attacker with a -1 penalty to the skill check. Full Cover: Anything that covers more than 60% of the target’s body, is considered full cover and For standard and item ranges, the player should count the number of squares between the player’s square and the targets. The player should start counting from the first adjacent square to the player and end with the closest square in which the target is located. As long as the number of squares is equal to or lesser than the actions range then the target is within range. The player must then also check that the player had line of sight to this target. For the purposes of defence, any attack that is made from more than a single square away is against the target’s ranged defence. Area of effect (AOE) Area of effect based ranges do not hit a single target chosen from within the player’s range. Instead they will hit all targets within a set range. When measuring AoE range the player should count the number of squares away from the player (or origin point in blitz actions) in every direction. Walls and other full cover, blocks area of effect ranges (they do not otherwise use line of sight). COMBAT RULES player can add 1 to their defences against an attack. 39 40Blitz DAMAGE Mental Mental ranged actions use the standard range measurement rules but ignore the line of sight rules below. Damage in Neon Sanctum comes in three different forms; standard, critical and stun damage. Standard ABSTRACTING RANGE Some DM’s cannot, or do not want to use a battle map for every combat. In this circumstance players can use abstraction rules. This means that the players and DM must use their imaginations to keep track of where they are on the battlefield. Each square is then translated into 5 feet of range. So an action with a range of 6 squares becomes a range of 30 foot. In many circumstances the players may want to ignore range entirely with the DM deciding whether a player is close enough to their target when using skill cards in combat. In this circumstance the range on the cards can act as a guide, helping the DM determine if a player can use the card or not. Using this translation, the game can be played entirely without a battle map & miniatures. When a player takes damage, cards will be moved from the player’s hand or cooldown deck. The type of damage determines who chooses how much damage is taken and where these cards are moved to (see page 41). Most damage in Neon Sanctum is standard damage. When a player character takes standard damage they must move cards equal to the amount of damage onto their damage deck. The level of a card does not have any affect - a level 2 card is worth the same as a level 1 card. The player chooses which cards they place into the damage deck, and from where. The player can choose cards from their hand, cooldown deck or locked cards. Against NPCs, standard damage will reduce the NPCs health permanently. If an NPC has no health remaining then they lose AP instead. If an NPC’s AP is reduced to zero they die. Critical Battle map vs abstraction When planning a combat a DM should decide whether they want to use a battle map or not. Both battle map and abstraction rules have their pros and cons: Abstraction: These rules are a lot quicker to run and do not require as much time to prepare. They also do not need miniatures or nearly as much space to run. Battle map: These rules are more complex meaning that battles will normally take a bit longer. The battles are more tactical giving the players more information to work with. Critical damage is the most potent type of damage. When a player takes critical damage their opponent gets to choose which cards are lost. The enemy can choose to either take a random card from the players hand or any specific card that the player has locked or is in their cooldown deck and then move them to the damage deck. If an enemy deals more than one point of critical damage they are free to split the damage between these various methods. For example, an enemy dealing 2 points could take one card from the player’s hand or a known one from the cooldown deck. Against NPCs, critical damage will reduce the NPC’s AP permanently. If an NPC’s AP is reduced to zero then they have died regardless of any health they have remaining. Stun Stun damage is the least deadly form of damage in Neon Sanctum. Stun damage only causes death through prolonged attacks. When a player takes stun damage they place cards into their cooldown deck rather than their damage deck. The player can choose which cards they move in the same way as standard damage. Players may unlock cards and move these. If a player has no cards left to move into the cooldown deck then any further stun damage becomes standard damage instead. If an NPC takes stun damage then their AP is temporarily reduced by that amount during their next turn. If at any point a NPC’s AP is temporarily reduced to zero then the NPC is knocked unconscious. Any damage that takes the NPC into negative AP temporarily is changed into standard damage. At the end of the NPCs next turn any temporary AP reduction ends, and the NPC returns to their maximum permanent AP. Soak Damage Some skill cards or item powers can grant the player the ability to soak damage . This is presented as the word “soak” and then a number e.g. soak 1, soak 2 etc. When a player with soak is attacked they take less damage than normal. For each point of soak the player may choose to disregard up to that amount of damage per attack. Unless the player receives more damage than their current soak score they take no damage. Resistance and Vulnerability Characters can also become resistant or vulnerable to damage. If a player is resistant to a damage then whenever they take damage it moves down the damage ladder one step (see below). If the character is vulnerable then the damage type moves up the damage ladder one step. Resistance and vulnerability are not cumulative, COMBAT RULES Blitz attacks are made from two components, X/Y. The X is a standard range measurement which allows the player to set an origin point. The Y uses the AoE rules to see which targets are in range of this origin point. 41 42 For example when a character who is vulnerable to damage takes regular damage, instead they take the same amount of critical damage. If the player was resistant to damage in the same example they would take the same amount of stun damage instead. Damage Ladder Unconscious There are several ways in which a player’s character can become unconscious. Firstly if at the very end of a player’s turn (after the cooldown phase) all of their cards are in either the cooldown or damage decks, they slip into unconsciousness. Players can also be knocked unconscious due to the effects of skill cards, item powers or NPC attacks. When a character becomes unconscious they fall prone and miss any following turns until they are awoken. Players can be awoken by an adjacent ally spending 2AP as a mini action, or through the effects of skill cards and item powers. Death If a player takes enough damage that all of their skill cards are placed into the damage deck they start to die. Dying players fall unconscious and therefore cannot take any actions. When a player starts dying during combat their card remains in the initiative river. At the start of their next turn they should flip the card over (so the back is showing). If the player starts their turn with their player card already flipped over, the character dies and their card is removed from the initiative river. Healing As well as inflicting wounds, there are many skills cards and item powers that heal wounds too. When a player performs healing they provide the target with a number of healing points. For each point of healing that a player receives, they are able to move a single skill card from their damage deck into their cooldown deck. The player still needs to pay AP to move them from the cooldown deck back into the player’s hand during their cooldown phase. If a player receives more points of healing than they can use, then the remaining healing points are discarded. To prevent death the character’s allies need to stabilise them. A player can stabilise an ally as a mini action, but doing so costs them 5 action points. There are also skill cards and item powers that can stabilise the character. When a character is stabilised they flip their player card face up. Until they are healed back to a single card they will continue to flip the player card facedown at the start of each turn. A player can stabilise themselves at any time by expending one point of willpower (page 47). A player that is dying at the end of a combat scene is considered to be automatically stabilised as long as a single ally survives the combat. COMBAT EXAMPLE Our heroes Jason and Danny have been cornered by an armed gunman looking to rob them. The gunman started the fight by shooting and killing their friend Steve. In the resulting exchange of fire, both Danny and the gunman are wounded. Jason is in a great position to take down the gunman, as he has an open shot. He is also aware that his ally Danny has been shot and could use some patching up. During a player’s turn they can perform movement, defence and attack phases. The player can also use a utility card in place of the attack or defence phases. These phases can be taken in any order. For example Jason can use a utility phase and then an attack phase, or even two utility phases, but he could not take two attack phases. Initiative river COMBAT RULES so a player or NPC can only ever move up or down the ladder by one step. 43 45 44 Playing a skill card costs action points to play, the big coloured number icon in the top left of a skill card is both the cards level and its cost to play in action points. Jason has six action points each turn so he can easily afford to play aimed shot, which is a level 1 card so costs 1 AP. Once they have played the card, they need to activate it to make it work. In the centre of the card is a selection of different fields. If they work down these fields the card will guide them through activating the card: Because Olivia rolled a 10 she must check to see if Jason’s gun has developed a Fault. She takes the D10 that rolled a 10 and then re-rolls it. She then must compare this second result with the field on the item in the broken star symbol, in this case it is a four. She rolls a 2 which is smaller than the number on the Pugio 17, which means it develops a fault. Jason still has several phases and lots of action points left to spend, so Olivia decides that he will now try to heal Danny. A standard move action costs 1 action point and can be taken once per turn. Olivia spends 1 Action Point, a mini sprint action to increase Jason’s speed (in this case 5.) Olivia then spends an additional point to move Jason six squares to position himself behind Danny. Jason does not have any medical-first aid cards, but he does have a First Aid kit item card, and Olivia chooses to use this item card to heal Danny. The first aid kit has a Level 0 power and a Level 1 power. In this case Olivia will use the Level 0 power to heal Danny because Jason does not have any level 1 skill cards, meaning he cannot use that item power. Requires: The card needs a working Item-gun, Olivia places the pugio 17 card in front of herself. Target: The target needs to be one enemy in range, the range of the card is the third icon down on the left. This is the item icon, which means Olivia needs to refer to the range on the item being used to find the range. The gunman is easily within the gun’s range of eight. Difficulty: This field states that the difficulty that Olivia needs to roll to activate the card. In this instance the difficulty is the target’s defence minus two. Olivia refers to the gunman’s defence and subtracts two to find the difficulty. Olivia must now roll 2D10 to see if she can equal or beat the difficulty. The gunman has a defence of 12 so Olivia needs to get 10 or over. Fortunately Olivia is lucky and rolls a 10 and a 1 making 11. Because she rolled a 1 she instantly receives a point of willpower. She now has three points of willpower. She then checks the effect of her card. It states that she should do damage. So she refers to the effect field on the Pugio 17 card. As Aimed Shot is level one, she checks the level one item power and finds the effect to be 3 damage. So the gunman suffers 3 points of damage reducing his health to 2. Olivia could uses her three points of willpower to increase the damage, but this would still not be enough to defeat the gunman, so she decides to save it. COMBAT RULES Olivia, the player controlling Jason, plays the Aimed Shot card in front of her. Just like with skill cards, the level of an item power also indicates the number of Action Points required to perform the action. In this instance the item power’s level is zero which means it costs zero AP and the action is free. The symbol at the other end of the power indicates that this power is a Utility Action so Jason can use it during his remaining defence phase. Target - The first field in the item power indicates the target, in this case 1 ally or self. So the target is Jason’s ally Danny. Difficulty - This is the score that Olivia must roll in order to activate the item power’s effect. Effect - The final field on this item details the effect that occurs upon its successful use. In this case the effect is that Danny is healed 1 Damage, just enough to treat his wounds. Olivia rolls the 2D10 and gets a 9 and a 6 making a score of 15. The difficulty was 12 so Jason successfully uses the first aid kit to heal Danny’s wounds. 46 Smithy hid in the darkness of the store room as the sound of the pounding feet retreated. He resisted the urge to chuckle, hiding in the cupboard, what a bloody cliché. He checked his pistol, 6 bullets left. He sighed, closing his eyes & pinched the bridge of his nose. He had to be the unluckiest soul the world had ever seen. It was supposed to be a simple job. Disable the alarms, sneak in, retrieve the package and get out. How was he supposed to know that his idiot employer had hired another gang to do the same job? He was halfway through the facility when the sound of a small explosion filled the air, and it was not long before the alarms were blaring. He should have just turned around then and there, pulled out and played it safe. But he needed this job, his finances were low and he had a reputation to maintain. He should have known lady luck would continue to kick him while he was down, so he was barely surprised when he ran around the corner and almost collided with a group of guards heading the opposite way. How he hadn’t been shot he didn’t know, he had led them a merry chase through the facility, taking pot shots and heading towards the source of the explosion. He had managed to lose them by ducking into this store room. The security personnel were now the gangs problem. He grinned, perhaps his luck was changing after all. “Security protocol D5 activated,” came the impartial electronic voice over the facility’s loud speakers. Smithy swore to himself. That meant robot drones would soon be sweeping the facility, eliminating any intruders they could find. Pushing the door closed, he turned around just in time to see the darkness begin to be illuminated by rows of red glowing eyes slowly blinking into life. “Oh come on!” he exclaimed as the drones activated around him. WILLPOWER There is a big difference between being a part of a story and being the protagonist of that story. In Neon Sanctum players use points of willpower to give them the edge over normal characters. Players can spend these points to help them overcome challenges, activate traits and push the story in the direction they want. rewards are only one point and should never be more than three points. A player with too many points may be able to dominate the game and could lead to other players feeling left out or the game lacking challenge. Willpower is normally represented by physical tokens (such as glass beads or poker chips) that can be handed between the players and the DM. Earning Willpower Spending Willpower A player always starts each game session with an amount of willpower equal to their unspent Skill Points plus one (see page 51). During gameplay if a player rolls a natural 1 on any dice when performing a skill check then they gain a point of Willpower per natural 1 they have rolled. Willpower can also be given out by the DM as a reward for performing outstanding actions. Below are suggestions for when a DM could give out willpower points: • Roleplaying - Character interaction or roleplay the DM thinks is worth rewarding. • Cool Ideas - An idea the DM thinks is outside the box, exceptional or amusing. • Stunts - Describing the awesome action their character is performing in such high detail that the DM believes it is worth rewarding. • Achievements - When the player achieves a long term goal such as finishing a storyline the DM may want to reward the players. • Flaws - Receiving the willpower payout from the DM triggering one of your flaws. As well as these methods the DM can award willpower for anything they like. For example, a well written character background, or helping push the story forward in some way. A DM can reward a player with as many willpower points as they feel is deserved for each action. However, it is suggested that most Once a player has willpower points, the next step is to spend them. Using willpower can have different effects depending on whether the player is using them in or outside of combat. If the player wishes to use a point of willpower, all they need to do is let the DM know. The player can spend willpower at any time, meaning for example that the player can spend a point when being attacked to raise his defences, or after a missed attack to reroll the dice. WILLPOWER Just my luck 47 48Using willpower in combat Bonus - A point of willpower may be used to add one to any of the following: • Player’s defence vs an attack. • Player’s speed for a turn. • Player’s action points for a turn. • Any dice roll that has been made. • Damage inflicted by an attack by the player • Healing performed by the player. Traits - Some traits require the player to spend a specified amount of willpower points to activate them. Stabilise - A player may use point of willpower to stabilise their character for a turn. Using willpower out of combat Below is a list of how you can use Player Points out-of-combat: • Bonus - A point of willpower may be used to add +1 to a the Player Score for a skill check that a player has just made. • Common sense - A point of willpower may be spent to ask the DM a question that would help you further the story. Sharing Willpower As willpower represents a character’s internal strength, players are not allowed to share or gift willpower points. Some skill cards and traits, such as the born leader trait, however, make this possible. WILLPOWER Below is a list of how you can use willpower during a combat: • Traits - Some traits require the player to spend a specified cost in willpower to activate them. • Narrative control - The player may pay a point of willpower to attempt to narrate something small that happens to the players character. If the DM decides that what has been described is not appropriate then they can adjust either the description that has been given, or increase the amount of willpower that is needed for the described events to take place. In the event that the DM wants to veto the event that the player described, then they should explain why and return any offered willpower points back to the player. • Retcon- The player may pay a point of willpower to retroactively change something small, such as forgetting an item. 49 51 50 I know it’s been a long time since I left, and Aunt Kay must have been worried sick, but i just wanted you to know that I’m OK! I’m better than OK, I live in the bright lights of Neon City and you wouldn’t believe the things I have seen. A waterfall five times the size of sleepy old Drill Town, buildings that reach up into the sky and the people...! Let me tell you about the people, I met Tommy only a few hours after I entered the city. Everything seemed so different then, the city was dark and wet and no one cared that I existed at all. That was when Tommy found me, crying into a cocktail in some dive bar. He took me in and introduced me to all of his friends. Tommy and his friends are so close, they are like a family! They even dress like one another. Tommy opened up his home to me, and opened my eyes to the world. He showed me the sights and the sounds of this fantastic city. Last night he took me to the floating lights, a floating marketplace where ships drift along offering you their wares. Tommy bought me the most beautiful red dress. It’s a bit more revealing than the clothes we wore in Drill town, but everyone said I looked great. With my new dress on Tommy said he was going to take me somewhere special. We arrived at some abandoned dock with nothing around, I was really confused and then a boat rose up out of the water, actually from under the water. We climbed aboard and inside was a secret nightclub. Tommy spent ages talking to this horribly ugly old guy who kept staring at me, but the lovely barman kept serving me these delicious cocktails. Once Tommy was back he told me that he had arranged to take me to an EVEN MORE secret club. And that’s tonight! I’m so excited. I spent the last of the money I borrowed from you to hire a data courier to deliver this mail to you. But Tommy says that I don’t have to worry about money when I’m with him. I’m so lucky. I hope you can find it in your hearts to forgive my sins, and that you are happy that I have found love (yes, I think I love him!) in this big city. Love, Sarah CHARACTER CREATION Before playing Neon Sanctum, each player must create a character. The player gets to decide everything about the character they will be playing. This chapter covers both the basics of creating a character, as well as some tips on how to make an effective character. Skill Points When creating or upgrading a character, all the elements that make up a character are purchased with skill points. Each character has a starting pool of skill points with which to buy skills, traits, mutations and cybernetic implants. The more experienced or powerful a character is, the larger their starting pool of skill points will be. Below is a set of skill point pool sizes for starting characters with different levels of experience. It also shows a set of restrictions on what Skill Card levels a player of certain experience can take. However, the table is only a guide. The DM can choose to start the players with any restrictions or skill pool size they wish. Experience Skill Points Rookie 20 Adult 30 Pro 40 Veteran 60 Hero 80 Legend 100 AP 6 6 7 8 9 10 Levels 1-2 1-2 1-3 1-4 1-4 1-5 Content of a character During the character creation process, players can spend or earn skill points by choosing from the following elements of a character. It’s important to consider all of these elements when making a character so that the player doesn’t overlook any area. Skill Cards (page 23) Traits & Flaws (page 53) Mutations (page 55) Cybernetics (page 56) Skill Cards Purchasing Skill Cards Once they have determined how many skill points they may spend on their character and what level skill cards they can buy, the player needs to know how much each skill card will cost. The table below shows the cost of skill cards at different levels. Skill Card Level Level 1 Level 2 Level 3 Level 4 Level 5 Skill Point Cost 2 points 3 points 5 points 8 Points 12 Points Note that although higher level cards are more powerful they still only count once when a character receives damage. When constructing a character the player should decide between a highly focused character with less health, or a broadly skilled but tougher hero. CHARACTER CREATION Dear Uncle... 52 For example a player cannot take a 4th level skill of the “First Aid” type without first having cards of levels 1, 2 and 3 of the same type. When making a character a player should also be aware of the card types they are choosing. It is possible for a character to take only cards of, for example, the attack type. This would seriously limit the character’s ability to function efficiently during combat. The player should also consider that the cards they choose have an effect on the character’s abilities, both in and out of combat. A character with only physical and combat cards may be very effective during combat, but they are far less likely to be useful (and therefore have fun) outside of combat. Some skill cards will require a character to have access to certain pieces of equipment to activate them. When taking these skill cards the player may want to discuss with the DM what kind of item cards will be made available to the player. It may be sensible to take a mixture of cards. Finally the player should be aware that they can also spend points on traits, and gain them through taking flaws. Traits and flaws are covered later in this chapter (see page 53). Character Tips When making a character keep in mind the following tips: • You have two phases a turn, make sure you don’t focus too much on any one card type. • Try to look for ways in which you can combo cards, especially during a single turn. • Don’t forget to check the traits and flaws, these really add interest to a character. • Think about cooldown. A card will always spend at least one turn in cooldown, so plan this when building a character deck. Advancement Skill cards At the end of a session of Neon Sanctum the DM should assign the players a skill point. If the game has been especially long then the DM should assign a second point. Additionally, when a character completes a story arc, then they are rewarded with an additional point. These skill points are used in exactly the same way as the skill points the player has used to create their initial character. Items Another way to provide the player with a feeling of progression is to provide them with more powerful items. The DM can identify the power of an item by the level of the item’s powers. Assets As the players complete various quests and story arcs they are normally rewarded with assets such as money, vehicles housing etc. This may not be the case in all games and is completely up to the DM to reward the players with whatever makes sense in their world. Traits and flaws Normally, traits can only be purchased at character creation, however in some situations the DM may choose to allow a player to purchase a trait with experience in between sessions if they feel it is appropriate. Flaws may also be assigned to a player during sessions by the DM due to events that may have occurred in the game. When this occurs the player still receives the increase to their Skill Point Pool as if they had purchased the flaw at character creation. TRAITS & FLAWS Traits Characters are not just made up of skills, they also have habits and characteristics that set them apart from one another. Beneficial characteristics are known as traits. The traits listed here are shown with a Skill Point Cost that is required to be paid when the trait is purchased during character creation. Traits come in two different types; activated and passive. Passive traits provide bonuses or effects that always apply. Activated traits have effects that are only activated when the player pays a certain amount of willpower points. Lightning reflexes Type: Activated Willpower Cost: 1 Skill Point Cost: 1 When triggered the player can move themselves up or down the initiative river 1 place. Memory of a machine Type: Activated Willpower Cost: 1 Skill Point Cost: 1 When triggered the player can remember up to a single A4 page worth of data and recall it at any time with 100% accuracy. Troll skinned Type: Activated Willpower Cost: 1 Skill Point Cost: 2 When triggered the player becomes resistant to the next attack. Natural Talent Type: Passive Willpower Cost: N/a Skill Point Cost: 1 Choose an ability. Unskilled checks made on that ability only suffer a -1 penalty. Lucky Type: Activated Willpower Payout: 1 Skill Point Benefit: 1 Re-roll a skill check and keep the best result. Intimidating Type: Activated Willpower Cost: 2 Skill Point Cost: 2 One enemy may not directly attack the player this turn if there are other viable targets. Pack mule Type: Passive Willpower Cost: N/a Skill Point Cost: 1 Players may carry four item cards in their hand rather than the normal three. Born Leader Type: Passive Willpower Cost: N/a Skill Point Cost: 1 The player may gift their own willpower points to other players. Observant Type: Passive Willpower Cost: N/A Skill Point Cost: 1 The player gains +2 to all awareness skill checks made outside of combat. CHARACTER CREATION Players cannot take a skill card above the first level, if they do not have a skill card within the same skill in the level below. 53 54 Some of the most interesting characters aren’t those with traits, but flaws. Setting guides may also introduce additional flaws the player may select. The flaws listed here have skill point benefits. This is the amount of skill points the player receives for taking the flaw. These skill points can then be spent in the usual ways, i.e. on skill cards, traits etc. Flaws come in both passive and activated types. Activated flaws differ from activated traits in that they are not triggered by the player. Instead the DM may trigger a character’s flaw at any time. When a character’s flaw is triggered, the character receives an amount of willpower equal to the willpower payout listed on the flaw. Unfit Type: Activated Willpower Payout: 1 Skill Point Benefit: 1 DM may reduce a player’s speed by 1 until the end of the encounter. Clumsy Type: Activated Willpower Payout: 1 Skill Point Benefit: 1 Player must drop an item of the DM’s choice. Aggressive Type: Activated Willpower Payout: 2 Skill Point Benefit: 2 DM may force the player to attack an NPC of the DM’s choosing. Unlucky Type: Activated Willpower Payout: 1 Skill Point Benefit: 1 Re-roll the last check and keep the worst result. MUTATIONS Level Soft Penalty Benefit Type: Activated Willpower payout: 2 Skill Point Benefit: 1 Player becomes vulnerable to the next attack. Weakling Type: Activated Willpower payout: 2 Skill Point Benefit: 1 Players attacks do half their normal damage (rounded down) for this round. By default characters in Neon Sanctum are considered to be human, however, players can also choose to play mutant characters. In order to become a mutant the player should look at the mutant card and choose a mutation level. The player must pay that many skill points to make their character a mutant of that level. Hesitant Type: Activated Willpower payout: 1 Skill Point Benefit: 1 DM may move player down the initiative river 1 space (see page 31 for details on initiative). Oblivious Type: Passive Willpower payout: N/A Skill Point Benefit: 1 The player subtracts 2 from all awareness skill checks made outside of combat. Criminal Record Type: Activated Willpower Payout: 2 Skill Point Benefit: 1 When triggered an NPC recognises the player and either reports them to the local authorities or tries to arrest them. Create your own The traits and flaws listed here are just examples. If you want to give your character a trait or flaw that isn’t listed here then raise it with your DM. Working together you should be able to agree on the mechanical effects, but be flexible. If after a few sessions it isn’t working as planned, revisit it. After the cataclysm huge areas of the world became uninhabitable by any animal life. These dead zones have slowly faded over time, becoming both smaller and less potent. In the last century or so, entering a dead zone has not been a guaranteed death sentence. Instead many have survived, albeit with horrible mutations. These mutations are hereditary, with the children of mutants having a chance of possessing the same mutation as one of their parents. Mutants are classified into three levels of power, each one more mutated than the last. Level 1 - Level 1 mutants are the most minor mutations. These mutations are often small enough to be hidden under clothing or via make up. The effects of the mutation are minimal. Level 2 - Level 2 mutants often have mutations that are too large to be easily hidden. The mutation provides fairly significant effects. Level 3 - Level 3 mutants find it almost impossible to hide their affliction. The potency of the mutation however, provides serious effects. Once the player has chosen a level, their character suffers the benefit and penalty listed in both boxes connected with that level’s number. These are permanent passive effects that constantly apply to the player’s character. Mutant discrimination In the world of Neon Sanctum not all people are treated as equals. Since their first discovery, mutants have been treated with fear, mistrust and outright hostility. After decades of fighting for fair treatment and the dream of equal rights, all three cities allow mutants to become citizens of the city. Ingrained discrimination is still everpresent, so you won’t find many mutants holding even mid level jobs in any of the major corporations. Instead, mutants are expected to perform menial tasks such as construction, factory labour or dock work. CHARACTER CREATION Flaws 55 56 THE PLAYER CARD The Player Card is used to store the key details of the player’s character. It has spaces for the player to record the characters name, sex, race and many other vital statistics you will need to reference whilst playing (see below). The Player Card is not just for reference however, it also provides the player with a basic attack skill for use during emergencies. In the world of Neon Sanctum, technology plays an essential part of everyday life. Cybernetics started off as a way of aiding the disabled, but has since dropped in price to such an extent that parts of the population willingly undergo cybernetic surgery in an attempt to improve their bodies. Be it Ultra-Legs to make them run faster, or just electronic tattoos that animate. Player name Character name Traits Flaws Notes Cybernetics provide players with a permanent passive boost to stats or skill checks. This boost is shown in the green box on the card. If a cybernetic card is the target of a skill card or power that causes the card to become faulty then the card stops providing the bonus shown in the green box. Instead the penalty shown in the red box with the fault icon comes into play. This penalty is a permanent penalty that remains in place until the cybernetic card is fixed. Cybernetic cards also follow the following rules: • Players are limited to a maximum of 3 Cybernetic items at once. • Cybernetic cards follow the same fault roll rules as a normal item card. • Cybernetic cards are always equipped. • Cybernetic cards do not contribute to player’s normal equipped item card capacity. Purchasing Cybernetics Basic cybernetic items can be purchased with Skill Points during character creation. The cost of the implant is listed in skill points (SP) in the box in the top left of the card. Basic Attack Defence Health When purchasing cybernetics after character creation the DM decides what facilities are available to undertake the surgery. Depending on the available facilities the DM will make adjustments to the cost in Scrap (J) to purchase and install the device. The amount listed in the icon in the top left is the cybernetic’s base value; this is the minimum a player should pay to have the implant installed on their character. Fixing cybernetics Cybernetics are much more complicated than normal items. This, and the way they interact with a character’s body, means they cannot be fixed during combat. Once out of combat a cybernetic item can be fixed by making an engineering-electrical check equal to 11 (average difficulty) plus the skill point cost of the implant. This is found in the box in the top left. XP Gender Race Name Traits Race Flaws Every wannabe hero needs a name, even if nobody knows what it is yet. This is where the player records the name of their character. It also lets the DM know whose player card it is they are actually dealing with. In some settings, there may be a whole variety of different races or mutations available. This is where a player can record the race of their character. Gender Sometimes people find it rewarding to play a character of a different gender, so the gender of the player is not always the gender of the character. Speed Action Points Some people have characteristics or traits that do not fall under specific skills. This could be anything from a strong focus to a great memory. If selected they are recorded here on the Player Card for reference. Flaws can encompass things such as poor eyesight or a nervous disposition. Once selected they are recorded here on the Player Card for reference. XP Any skill points that the player has remaining after making their character, or are earned through playing can be recorded here. CHARACTER CREATION CYBERNETICS 57 58Notes Wild Swing Skill Sometimes there is nothing a character can do but lash out with their fists. Even those not skilled at brawling can make a wild swing. The skill shown here can be used in place of a skill card during a player’s turn. This skill is used in the same manner as an item power (see page 28 ) using the stats provided. Speed Speed denotes the number of squares that a character can move as part of their move action during combat (see page 33). Every character has a base speed of 5 which can be increased or decreased. Defence Health This area can be used to record any health points that the player may have received from traits or similar. Health can be discarded in place of taking normal damage. Health cannot be returned by normal healing. Action Points (AP) This is the amount of energy that a player starts their turn with. This energy is referred to as Action Points or AP and is required to be expended in varying amounts in order to perform an action. Action Points are used during in combat to use skill cards, item powers, move or recover skill cards from the cooldown deck. They can also be used to perform other miscellaneous actions. More details on action points can be found in the combat chapter (see page 31). Tip: If you are having trouble keeping track of how many action points you have spent or have remaining, you can set aside a dice to show your remaining action points. Every character has a base defence of 12. This is the basic difficulty that NPCs and other players need to beat. Like speed, this value can be modified by skills cards, items powers etc. When the player has chosen their cards and filled out the player card, the only thing remaining is to do is choose some items. Item cards are a vital part of Neon Sanctum with many skill cards requiring a type of item to work. Depending on the game, the DM may decide how many items the a player’s character will sensibly start the game with. There are two major ways for a DM to allow players to choose items. The easiest way for a DM to provide players with items is for the DM to assign the player with item cards. This could be anything from zero items to an entire arsenal. It is up to the DM to determine what items a player’s character would sensibly own at the start of a story. A player may own as many items as they wish but they may only ever carry a maximum of ten item cards at any one time. This may be a broad simplification but it allows for a simple rule that all players should be able to remember when dealing with their inventory. FINAL DETAILS Key information is recorded on the Player Card or through Skill Cards, but there is a lot more information that can help add depth and detail to any character. The more information a player can provide, the better the story will be. Below are some examples of the kind of information a DM might want to know about a player’s character. Profession Most people have a job or profession. Why should your character be any different? Defining what does your character does for a living can help give you inspiration for selecting skill cards, traits and flaws. Appearance STARTING ITEMS DM assigns Items Item limits Buying Items An alternative to having the DM assign all the items, the DM can give the players a list of items and their prices. The DM would then give each player a set amount of money that the players would be free to spend on any items they desire. The Neon Sanctum setting guide provides the DM with an extensive price list for all items in the game. It is a good idea to know what your character looks like, so that you can describe them to the DM and other players. There is no need to specifically store this information anywhere but many players enjoy creating or finding images or models that represent the character. There is no restriction on how beautiful or hideously ugly your character can be. Back Story Where was you character born? Where did they grow up? What were the significant events of your character’s life as they were growing up? What are their hopes and dreams? These sorts of questions help to build up a rich history for a character making them more than a two dimensional puppet that the player controls. This is not a requirement for creating a character, but a player who spends time giving their character an back story often finds playing the character easier and more rewarding. Loved Ones Giving the character ties to other people in the world gives their actions greater meaning. Normally this would include some family members, but it can also include lovers, friends or even pets. Contacts As well as people the character loves, characters of a certain age and experience will probably have formed a long list of colleagues, acquaintances and contacts. A list of contacts should be submitted to the DM during character generation so that they aware of any contacts a player may want to call upon during a game. In some circumstances a DM may ask a player to remove contacts from the list. Enemies As well as having friends, some characters may have made enemies. These can be great for DMs as they can provide an immediate link between a player and certain events, factions or NPCs. Allowing the DM to use a character’s enemy in a game can really help a player to become more immersed in their character. On the fly Sometimes you just don’t have time to make a character background. No worries, you can always make it up as you go along. If you want to add something to your background during a game just ask your DM. If they are ok with it just note it down and carry on as if it was always that way. Some of the best characters are made this way! CHARACTER CREATION This is the part of the Player Card where people can record additional info not covered elsewhere. Examples include the amount of currency a character has, or items that are not represented by Item Cards. 59 61 60 David is creating a new character to play in his friend Kim’s new campaign. Kim has told David to make a rookie character which means David has twenty skill points to spend on his character. Kim also lets David know that the characters should all be members of a special asset retrieval division attached to one of the major corporations. The first thing David does is work on a concept for a character. He decides to go with the following: Diana is the smart and savvy leader of the retrieval team. She has great social skills which dovetail with her years of corporate sponsored training as a special operative. Diana is bold and decisive and acts best as a support in combat. Diana’s number one priority is to make sure that her team acts efficiently and remains in combat for as long as they are needed. Of course during her many years of service she has become known for being able to handle herself during combat situations. Skill Cards So far David has bought two level 1 cards for a total of 4 skill points. this means he has 16 skill points to spend on Diana. David decides that as well as using the rally card to stabilise her allies Diana would also have a very basic healing skill to tie in with her role as an all-round support character. He chooses Apply Stick & Go, which is a first aid skill. While the card only provides a small amount of healing, it activates automatically and unlike all the other first aid skill cards does not require a first aid kit item. As a utility card it can combo with Rally which could potentially allow her to rescue two allies from the jaws of death in a single turn, The card has an average buyback cost of two. Next David decides that Diana should be expertly aware as she is always on the lookout for ways to improve team efficiency and weaknesses in her enemies. The first thing David wants for Diana is some social skills, and he decides that he wants her to be skilled to a basic level in both tactics and empathy. The tactics are for when planning missions and the empathy is for when she’s performing investigations and boosting the morale of her team! He decides to take both a level one and a level two awareness skill card. for the level one card he chooses lookout as it provides all of Diana’s nearby allies with a buffer to attacks. He decides to go for the Rally card in the tactics skill as it allows her to make sure that none of her team perish during combat. Her end of year bonus relies on her mission statistics! Rally does have a high buyback cost of three, however, hopefully Diana’s allies won’t be dying often enough that this will become a major issue. Next up she chooses the empathy skill, in this case the Read Tactics card. This card allows her to read her opponents and provide her team with the best instructions postion. This skill allows her to modify the initiative order and give her team the upper hand. The card has an average buyback cost making it a decent choice if David wants to use the skill multiple times during the same combat. The card has a high buyback cost of three, however it is also designed to be locked. The cost to sustain its effects is only a single AP per turn. It is likely that David will want to activate the power early in a combat and then keep the power active until the danger subsides. For the level two card he thought it was about time Diana had some form of defence. Combat Wary provides her with an excellent +2 to all defences. Again this card becomes locked when activated. However its sustain cost however is two AP. This means that if active at the same time as Lookout Diana will be spending half her AP per turn sustaining her effects. This is something David will need to consider when activating Diana’s different skill cards. CHARACTER CREATION CHARACTER EXAMPLE 62 The level one card he chooses is Quick Shot. This basic shooting skill card allows Diana to make standard shooting attacks. The benefit of taking Quick Shot however, is that using the card costs 1AP but the cards special effect provides 1 AP. So using this card to make an attack is basically free, letting Diana spend her AP points elsewhere. With a buyback cost of 2, the card is easy to retrieve from the cooldown deck when needed. For the level two card David decides to pick a skill card that packs a real punch. He chooses Point Blank. This attack may have a very short range but if it hits it does double damage to the unlucky enemy. David plans to have Point Blank in Diana’s arsenal for when her enemies try to get up close and personal. David likes the idea of using Point Blank as an early attack. The buyback of 3 is expensive however, meaning David must be careful when deciding when to use the card. David has just four points left. He checks the type of cards that he has purchased so far. Diana has four utility, two attacks and just one defence. He decides another defence card is in order. He decides to go for the Dodge card. This card provides a bonus to Diana’s ranged defence while sustained. The sustain cost is only one AP so it is a cheap source of extra defence. The card is also an acrobatics skill card, providing Diana with some exttra flexibility outside of combat. David has two skill points left which he wants to spend on some traits. The trait that has caught his eye is the born leader trait. This trait allows Diana to give her willpower points to other players. This trait can really swing the game in the player’s direction when used right. Rather than spending the final skill point on another trait, or taking a flaw to earn more skill points, David decides to save the point as it will allow Diana to start games with a point of willpower, which will combine well with her born leader trait. Miscellaneous details The last thing David needs to do is to fill out the player card for Diana. He adds his name, Diana’s name and the born leader trait. He also notes down her 1 point of remaining skill points in the XP field. Next he notes Diana’s female gender and human as her race (as she is not a mutant). The last thing to do is to enter numbers in the icons in the bottom right of the card. Humans have a basic defence of twelve, a speed of five and six action points. They do not start with any health points. CHARACTER CREATION David now has 9 points left to spend on his character Diana. He decides to invest a good chunk of his remaining points on some combat skills. He wants Diana to use guns so he focuses on shooting skill cards. He uses five points to purchase a level one and a level two card. Traits and flaws 63 64 Sync sauntered her way into the lobby, the lobby of one the most powerful corporations in the world. Suddenly realising the difficulty of the task she was about to undergo, she glanced towards the exit, contemplating taking the easy way out. She had spent too long on this, racked up too much debt and too many favours. She moved through the structure towards the libraries. The data vaults there store the kind of data that were worth millions to the right bidder. Hannico corporation are on the line, waiting for her to open a data stream. She floated past, unobserved by the automated drones stationed all around the library. It took exactly 32 seconds after she had opened the stream for the red flashing of alarms to fill her senses. The ignorant guards sprung into life as previously unseen walls materialized between the exit and her. If she could make it just ten seconds...ten seconds before they were upon her and she would be cleared of her debts permanently. Nine seconds, she let rip, blowing the first wall into tiny voxel pieces. Six seconds, she leapt through the air, spinning to dodge a volley of fire from the guards. Their erratic firepower smashed the second wall down. Four seconds, she turned a corner and found a final wall, out of power and out of time. Three seconds, out of hope. Two seconds, out of nowhere, the wall fell. One second, out of there. Shenna “ Sync” Basset ripped the data link from her head, falling out of her chair and onto the floor. Shit, she had nothing....nothing. All she had was a price on her head and a head full of questions. Who fucked up? Who betrayed her? Who saved her? Why? DM GUIDE In order to play Neon Sanctum, one of the players must take on the role of Deckmaster. Being the Deckmaster comes with a very different set of challenges and responsibilities than playing a character. As the Deckmaster, a player takes charge of the world that the other players will explore. They must become every Non Player Character (NPC) that the players come into contact with. Before the game the DM will normally spend some time preparing. Game preparation The first step of game preparation is to decide what type of game the DM would like to run. Game Type When creating a game it can be useful to focus on a certain game type or element. The four main game elements are investigation, action, exploration and politics. A game can include all of these elements, but usually a game will be more strongly focused towards one of these elements than another. Below is a brief explanation of each of these game elements. Investigation and mystery: An investigation game will see the party presented with a mystery of some sort. During the course of the game they will use their various skills to overcome challenges and uncover clues. Once they have enough clues the players can put them together to solve the mystery. Investigation games are very good for horror themed games as the tension slowly ramps up as the players find new clues. The most important thing for a DM to create when running an investigation game is a set of interesting clues that interact. It should be a challenge for the players to put the various clues together correctly. Action and adventure: Action games are usually very simple and will involve a lot of combat. Although not always the case, action games tend to be very thin plot wise. All the players may want or require is a simple objective to complete. An action game will tend to have a lot less focus on roleplaying, with most of the NPCs the characters encounter being lackeys (see page 70.) The most important thing for a DM to create when running an action game is a set of thrilling and challenging combat scenes. Exploration and discovery: Exploration games can be hard to run, as by their very nature, the players are free to roam and explore. It may mean that the DM either needs to prepare a lot more, or must be happy to come up with storyline as they go. Neon Sanctum allows the DM to always have a deck of NPCs and Items at hand, making running an exploration game easier. The most important thing for a DM to create when running an exploration game is an interesting location with deep potential for intrigue. Politics and intrigue: Political games are all about how a cast of characters interact. These games naturally include a large amount of roleplaying dialogue, and usually a lot less combat. The cast of characters should all have different goals, and some of these goals should clash with each other. The DM should then use events to make the cast of characters have to interact and compromise. The most important thing for a DM to create when running a political game is a cast of intriguing NPCs, each with their own opinions and motivations. DM GUIDE The data ghost 65 66Game Themes Below are some example game themes, but the DM may want to come up with their own. Horror A horror game will deal primarily with tension and fear, placing the characters in situations where they must overcome the odds in order to survive. Horror games normally deal with the occult or dark forces. Survival A survival game can be similar to horror games, as the characters may fear for their lives. However, in survival games the source of this fear comes from the natural world. The characters could be stranded, or involved in a natural disaster. Espionage In an espionage game the characters will take on the role of spies linked to a government or a major corporation. The players will be sent on dangerous missions and will interact with highly skilled enemies, spies and villains. Crime Crime themed games deal with both cops and robbers. The players are either on the side of the law or doing their best to subvert it. Running the game Starting the game To start a game, the DM will need to find a way to get all of the players working together as a group. This can, depending on the players characters, be a challenge in itself. For example if one of the players is a thief, he may find it difficult to co-operate with another player who is a policeman. There are two broad ways of approaching this challenge. The DM can either use some kind of Try using “Yes And” A popular improvisational theatre technique is called “Yes and”. This is where one person presents a portion of story, be it dialogue, or an event etc. The second person must then accept this and add to it, bouncing it back to the first person. In this way the story grows and evolves without either person dominating the storyline. Sharing the story in this way can enable players, rather than the DM, to really feel as though they have narrative control. Once a DM starts using “yes and...” they will probably notice how often their first response to their players ideas is “no but...”. It is very easy for a DM to reject their players’ ideas in an attempt to drive the story in the direction they were expecting, but the best moments in a game can come from when the players take the story somewhere unexpected. Of course, sometimes the DM will have to tell their players no. But approaching every player’s request as a possible jumping off point for something cool, new and fun can have fantastic results. Avoid Railroading The opposite of using “yes and” is when a DM does everything they can to shackle a party of players to a linear storyline. For example, they could not allow players to perform certain actions or make such actions very difficult to perform. This is something DMs should avoid if at all possible. This is because making a story too linear removes the players’ feeling of agency, and any chance of them having any input into the direction the story takes. The best thing about any RPG is that the DM is able to respond to their parties requests allowing the players to become immersed in the world. Making NPCs on the fly In Neon Sanctum every NPC can be represented by a card during combat. The benefit of this is that a DM can easily create an NPC during a scene. For example if the players unexpectedly attack an NPC, all the DM needs to do is locate a relevant NPC card and add some item cards. NPC personalities When creating multiple NPCs it is important to provide them with diverse, deep and interesting personalities. This can be especially tough when the DM has created an NPC on the fly. The first thing the DM should consider is how much time the players will spend interacting with the NPC. If the amount is going to be very small, for example a short transaction with a barmaid or a cab driver, then there is no need to make them memorable in any way. As soon as an NPC plays an important part in a scene, or if the players are likely to interact with them several times, then the DM may want to make them more memorable. There are a few easy ways to make an NPC immediately more recognisable: Accents Traits and flaws Just like players NPCs can have physical and mental traits and flaws. The more dramatic a flaw, a more memorable they tend to be. For example a blind or deaf NPC would be very different. Tics and tells If a DM is not comfortable with accents they can get a similar effect by providing the NPC with a tic or tell. A tic or tell is an involuntary movement or action made by the NPC. For example, a shady, criminal NPC may shudder every time the police are mentioned, or repeatedly blink when discussing money. Language Structure The first way that players interact with NPCs is by talking to them. By assigning a regional accent to a single NPC, all the DM needs to do is start talking in that accent and the players will know who they are talking to. Another alternative to accents is to change the way the NPC uses language. This could be their use of slang, the order in which they use words or the pattern in which they say them. Some DMs find using accents embarrassing or even difficult. If they don’t want to use accents there are many other ways they can make an NPC unique. The last technique described here may take parts from all the others listed above. It is also really useful when DMs are creating NPCs on the fly. The animal guide technique is when, instead of trying to assign an NPC a list of various traits or accents, they assign them the personality that is traditionally associated with an animal. For example, most people would associate a mouse with someone who is quiet, meek and petite. An owl-like person would be thought of as wise, with a slow speech pattern, while a lion would be a natural leader with a deep yet calm voice. Appearance When first meeting an NPC the DM will usually describe their appearance. The more descriptive, the more likely that the players will remember that NPC. Often, players will take how the DM describes an NPC as a clue to how important that NPC will be to the story. The DM can use this as a technique to make players remember an NPC. The “modestly attractive barmaid” won’t be as memorable as the “balding, rotund barman who looked across the bar with a toothless grin, pointing the barrel of his crude cybernetic shotgun, which took up the entirety of his left forearm.” Animal guides DM GUIDE As well as choosing what game type the DM wants to create, they may also want to choose a theme. Themes are a stylistic choice which will help to set the mood of the game. For example, a horror game will have a spooky mood with creepy characters and scary locations. story event to bring the characters together, or they may decide that the players had a reason to work together before the game starts. 67 68 This is the amount of action points that a NPC starts their turn with. Action points are used in the same way as for player characters, and are required to be expended in varying amounts in order to perform the NPC’s abilities or other actions. Action points also make up part of a NPCs health and can be reduced in a permanent or temporary manner (page ). If the action points of a NPC are reduced to 0 permanently then the NPC is killed. Powers Defence Level Tree Name Speed Health Action Points Constructing each individual NPC using Skill Cards would be a time consuming and arduous task. NPC cards hold the basic information that the DM needs to use a NPC, without skill cards. squares they can move in a standard movement action (see page 33). A standard move costs one AP. This can be adjusted by other factors such as skills or items. Unlike player characters, an NPC’s name is not the name of an individual character. Instead the NPC’s name gives the DM and players a rough idea of what kind of personality and skills the NPC might have. The NPC level denotes its overall strength. The higher the NPC level, the more powerful and challenging it is. Name Tree The NPC tree provides the DM with both the type and subtype of the creature. The NPC’s type will usually be its race or species; for example human, robot or beast. The subtype refers to the NPC’s main skill type, such as melee, biology or first aid. The colour of the card (both background and the bottom bar) show what ability the NPC favours. Speed NPCs have a speed icon that depicts how many Level Defence This is the basic Difficulty Score that players and other NPCs usually need to beat in order to effect an NPC with an attack. Like speed, this value can be modified by skills, items and effects. Health As NPCs do not have Skill Cards to determine their health it is depicted as a number on their card. If this number is reduced to zero, an NPC will begin to have their action points reduced. If their action points permanently reach zero, then the NPC dies. Target Effect Type Level Difficulty Effect This details the effects the target experiences if the ability is successful in the same manner as a Skill Card. Sometimes the ability will lock and have an upkeep and unlock cost in the same manner as a Skill Cards. Type The type of ability is split into Attack, Defence, Utility and Mini and in the same way as a Skill Card or item power. The symbol for type is located on right hand side of the skill box. Range This icon denotes the range of the ability. This icon is identical to those used by the skill cards and item powers (see page 38) Sustain Box Range Sustain Unlock NPC Powers While NPCs do not have Skill Cards as standard they still have abilities to spend action points on. These abilities are indicated on the card itself and contain the information required to use the ability in a similar way to skills. Level The level of an ability functions in exactly the same way as it does on a Skill Card, denoting both the relative power of the ability and the cost in Action Points to use the ability. Target This denotes the number and type of targets that if the NPC is within range the power can affect. Difficulty When using an ability, this is the Difficulty Score the DM must equal or pass for the abilities effect to occur. Sometimes this will refer to the targets Defence in the same way as skill cards and item powers. Just like skill cards, some NPC powers can become locked. When locked the effect listed in the green box is activated. This effect remains active for as long as the card is locked. The box has a number inside, at the start of each turn the player must pay this many AP to keep the power locked. They may choose to not pay and the power unlocks. Unlock Box Again like skill cards the unlock box states how the power can be unlocked by the character(s) that the power is affecting. The unlock icon may have a number inside, if it does then anyone may pay that many AP to unlock the card. Otherwise the green box will state how the card can be unlocked. DM GUIDE NPC CARDS Action Points 69 70 Many stories will involve some kind of combat. The trick is to balance the NPCs to ensure that the combat is challenging to the players, but not too hard, and also that combats do not take longer than needed. There are two main components that the DM must create when designing a combat scene. These are the NPC enemies, and the environment in which the fight will occur. Before the DM can balance the NPC enemies that they will choose, they need to know the different NPC types available to them. NPC types There are three types of NPC in Neon Sanctum, each performing a slightly different role in a combat scene. Lackeys Lackeys are represented by the normal NPC cards and can perform any of the powers listed on the card. However, if a lackey takes a single point of normal or critical damage they are immediately removed from the game as a casualty. If a lackey suffers any stun damage they are knocked unconscious, and they will remain unconscious until the end of a combat. Lackeys should be used by a DM when they want to overwhelm the players with numbers. Lackeys are also good for combats where the DM wants to make the players feel powerful. Henchmen Normal NPCs are known as henchmen. They use the NPC cards in the same way as lackeys and can perform any of the powers listed on the card. If a henchman receives damage they remove points from the health pool. Once depleted, any further damage will take points from the henchman’s action points pool. However, if the henchman receives critical damage, they remove points from the AP pool regardless of how much health they may have. If a henchman’s AP pool is depleted they become a casualty. A henchman can, at DM’s discretion, be knocked unconscious if they have no health remaining and take more stun damage than their AP pool. Once unconscious any additional damage (even stun) will kill a henchman. Henchmen make up the mainstay of most combats, but DMs should be careful to not use too many, as they take much longer to dispatch than lackeys. Elites Elites are important story characters that the players are likely to meet time and time again. They could be a trusted friend or the villain. Because they are so important, Elites are created, and work in exactly the same way as player characters. Adding Skill cards If a DM wants to make his henchmen and lackeys more powerful he can assign them skill cards. By doing this he provides the NPC with an additional power which they can use during combat. Unlike player characters however, the skill cards will not count towards their health. Equipping NPCs As well as picking an NPC type and then either the skill cards or NPC card to represent them, NPCs can be given item cards. In some cases an NPC will require an item to use a power or skill card. As with Player Characters, NPCs may only ever carry a fixed maximum of ten items at any one time. Balancing NPCs Every NPC card has a level on it which denotes how powerful that NPC is. The higher this level the more powerful the NPC. The DM should also keep in mind that lackeys will be less powerful versions of a NPC card and that adding items and skill cards to an NPC will make it much stronger. A gunman with the best assault rifle is a lot more deadly than one with a standard pistol. Designing the environment When creating an adventure the DM should be aware of where combat scenes will be located. The amount of cover, obstructions and difficult terrain that exists in a combat environment can have a large impact on how difficult a combat scene will be. Environments can also feature other elements that will have an impact on a combat scene. For example, some combats may see the players having to deal with some kind of objective, such as hacking a console, disarming a bomb or opening a locked door. Giving the players additional objectives during combat scenes is a great way to keep the story moving during combat scenes. It also prevents combats from becoming dull and repetitive. Ad hoc balancing No matter how much time a DM spends planning a combat scene, sometimes it will be obviously unbalanced. Luckily there are some things the DM can do during a combat scene to maintain the balance between challenging the players, and the scene taking too long. Henchmen to lackeys If a combat scene is taking too long, or is proving too difficult for the players, the DM can change any undamaged henchmen into lackeys. This will help to quickly wrap up a combat and allow the story to move on. Surrender and flee Another way to end a combat scene in a hurry is to have any of the NPC enemies taking part try to surrender or flee. However, this can cause the DM additional problems if the DM has not planned for the NPCs to be captured and potentially interrogated, or used as hostages. Lackeys to henchmen If a combat scene is proving too easy or if the DM needs to keep the players busy for a little while longer, they can turn any lackeys into henchmen. Lackey reinforcements One of the great things about NPC cards is that the DM always has a supply of ready made NPCs that they can call on at any time. If a combat is not proving enough of a challenge, the DM can add lackeys. The DM can keep doing this for as long as they need the combat to last. In fact, constantly adding waves of henchmen can provide an interesting level of challenge when coupled with another objective. Add objectives The DM can also add a secondary objective during a combat scene. This might force the players to focus on more than one thing, make them move to areas they don’t want to go, or take on enemies they don’t want to face. DM GUIDE Building combat scenes 71