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CBR+PNK
De The cabinet of curiosity, criado por Finkelstein

CBR+PNK is a tabletop RPG for one-shot sessions of cyberpunk action. Player characters are a team of RUNNERS — mercs, criminals, activists living on the edge and running in the shadows of a gritty, ultraviolent world.

In each game we play an entire new cast of characters making their LAST RUN.

System Mods

The game uses a minimalist version of the acclaimed Forged In The Dark system to produce cinematic action.

  • Approaches and Skills instead of Attributes and Actions.

  • No playbooks: characters are differentiated by their combination of approaches, skills and gear.

  • Cyberware is a special kind of Gear activated using a Push action. It can give special permissions, increase Effect or reduce Threat.

  • Glitches: a discernible dice rolled when using certain gears or approaches. It brings additional complications when 1-3 is rolled.

  • Because it's more action oriented, there is no Downtime and Stress is relieved by a special action during the Run.

This work is based on Blades in the Dark, product of One Seven Design, developed and authored by John Harper, and licensed for our use under the Creative Commons Attribution 3.0 Unported license.

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Teste este sistema com diferentes temas e idiomas

Approach:

Skill:

Glitch dice are normal dice but they can bring more complications, don't forget to count them in ACTION ROLLS

Hunted

Convey what ultimately you run for :

GET OUT

MAKE THEM PAY

LOOK AFTER THEM

UPGRADE LIFE

LEARN THE TRUTH

TAKE A STAND

DEBT

CRED

APPROACHES

AGGRESSIVE

Glitched

SMART

Glitched

EMPATHIC

Glitched

STEALTHY

Glitched

SKILLS

EXPERTISES don't add [+] to a roll, but allow you to trade [+] for an EDGE - and vice-versa - when they are applicable

In this sheet, you can only trade [+] for an EDGE (not vice-versa)

ANALYSE

ATHLETICS

CLOSE COMBAT

CODING

INFLUENCE

PILOTING

RANGED COMBAT

RIGGING

SCIENCES

STREETWISE

ATTUNE ^

^ Refer to the +Weird /plugin to learn about this Skill.

AUGMENTATIONS

Mark 1 Stress to activate an enhanced capability (e.g. therma-vision, wired reflexes, augmented strength) or produce/conceal an specific compact asset (chemicals, blade, nanobots). Can be combined with a Push.

Mark SPECIAL RESISTANCE to wield it against a fitting type of Consequence (e.g. neural firewall, behavioral analyzer, toxin neutralizer, fireproof coating, etc).

LOAD / GEAR

During the Run you may declare gear on-hand by marking it on your list—up to a number of items equal to your LOAD level. If an item is depleted, destroyed, or lost, cross it off the list.

Move freely, blend in easily.

Look ready for a job.

Loud or slow, very conspicuous.

MASK, RATION, WATER / AIR PURIF

EMP / GAS / STUN / INCEND. / FRAG.

Gear and Augmentations are Mid-Grade by default.
When comparing gear between opposing sides, the highest-graded model has an EDGE for their better features. UPGRADE gear with FLASHBACKS.

STRESS

PUSH - Mark 2 Stress or add a Glitch / ASSIST - Mark 1 Stress / FLASHBACK - Mark 1 OR 2 Stress

[%]

OVERLOAD When you mark your last Stress, an Approach of your choosing becomes permanently GLITCHED and immediately incurs a complication, such as:
- You are taken out of action.
- You expose the team’s weakness.
- You make the team lose an advantage.
- You damage or overlook something crucial.
While OVERLOADED you can’t perform actions that would require Stress. TAKE A BREATHER to relieve Stress and clear this status.

RESISTANCE / ARMOR

Convey how you are RESISTING to reduce the severity of a Consequence or, at the GM’s discretion, avoid it entirely. Then choose a method:

MARK AND DEPLETE EITHER:

A FITTING TYPE OF ARMOR
What does it look like ?

ROLL THE APPROPRIATE APPROACH (DON’T ADD SKILL THIS TIME), [+] IF YOU OPT TO DEPLETE A RELEVANT GEAR:

- 6, 6 2EZ. THAT'S IT.
- 6 SOLID. MARK 1 Stress.
- 4/5 NOT BAD. MARK 2 Stress.
- 1-3 CLOSE. MARK 3 Stress.

HARM

If you take Harm of a Level already filled, move it on to a greater Harm Level. Whenever a HARM would hinder an action, apply its designated PENALTY—when OUT, you can act only if ASSISTED or making a PUSH.

TIME TO DIE