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D.

E.
Characters take the role of personality and their motives.
independent forces, often violent, Diplomacy covers the ability of a
trying to get to the end of the character to influence others in a
month with the rent paid in a friendly fashion. Intimidation
bleak cyberpunk dystopia. Usually covers the ability of a character
employed on a work-by-work basis to influence others in a
by ruthless corporations, those provocative and oftentimes violent

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who take those ungrateful and fashion. Scientific Skils are
dangerous jobs have become known Biomechanics (Q+C), Technobotics
as D.E.L.s (Disposable Electronic (T+C) and Cybertronics (S+C).
Loads), due to mostly electronic- Biomechanics covers the
heavy job they have. understanding of biology and
The only die used in the game is related tech like augments and
the d100 (represented by 2 d10, medical equipment. Technobotics
one for the tens and one for the covers the ability of the
units). Whenever you declare a character to undertake technical
non-trivial action, to decide it’s tasks, like fabricating and
outcome roll a d100: if the value modifying equipment. Cybertronics
shown is equal or less than your covers the ability of the
Skill minus the Difficulty of the character to relate and use
test (explained later) then the cybernetical and computational
action has succeeded. systems.
Characters have 4 Aspects:
AUGMENTS

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Toughness (T), Quickness (Q),
Shrewdness (S), Cleverness (C). Androiding is a special skill.
Each character has 20 points to Each point invested raises the
assign to these Aspects. Each skill by 10 and gives a special
point of damage received reduces Augment that represents cybernetic
by 1 an Aspect of the defender’s upgrades installed into the
choice, up to a minimum of 1 each; character. Augments give

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after all the Aspects are at a characters special, unique skills.
minimum of 1, a character is Androiding is tested when the
comatose and unable to act. character gets tased or similarly
Characters buy Skills and shocked, and passing the
Equipment with Wealth Points (WP). Androiding test stuns the
Each character starts with 20 WP. character and blocks his Augments

SKILLS: until he gets some proper

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manutention (both by himself or
There are 4 skill categories: others). Some examples of
Combat, Movement, Interpersonal, Augments: Bionic Eye (enhanced
Scientific. The actual value of a vision and the ability to
Skill is equal to the sum of its 2 broadcast and record images),
dominant Aspects multiplied by Hidden Compartment (can store one

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number of Skill Points possessed. small item, preventing it to be
Each Skill Point costs 2 WP. found by frisking).
Combat Skills are Hand Weapons
(S+Q), Big Weapons (S+T) and Melee
(T+Q). Hand Weapons covers the use
of small firearms usable with a
single hand and easily conceived,

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like pistols. Big Weapons covers
the use of two-handed firearms
like rifles. Melee covers close
attacks, both unarmed and with
weapons. Movement Skills are
Athletics (T+Q), Cunning (Q+C),
and Acrobatics (Q+S). Athletics

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covers the ground movement, like
climbing or running. Cunning
covers stealthy movements.
Acrobatics covers air movements,
including eventual flights, falls
and jumps. Interpersonal Skills
are Empathy (S+C), Diplomacy (Q+S)
and Intimidation (T+S). Empathy
covers the understanding a
character has of others, their

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EQUIPMENT: D.
E.
Melee weapons usually have 5
Characters always have basic Damage and don’t use ammunitions.
generic tools for their job; they They can be Powered weapons, and
only need to buy particular have a “magazine” worth 10
equipment or specialist toolkits; attacks; they inflict 10 Damage
each piece of equipment they buy while using their charge and 3
Damage while not using their

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costs 1 WP.
Equipment usually takes the form charge. Unarmed attacks, unless
of special items that allow for there are particular Augments,
particular and unusual actions; work like uncharged Powered Melee
like a Drone Remote. Equipment can Weapons (3 Damage).
also be a Specialist Toolkit, like Weapons start with 2 magazines
a Lockpicking Kit or an Assisted worth of ammo, 2 extra ones can be
Hacking Device. They allow you to bought with 1 WP.
reroll your d100 once per action
in their particular field, but
Drones
DRONES:
function as little
become unusable if both rolls are
failures. Equipment lastly can be characters on their own. Drones
bought as single-use items, like act in the same round as their
Cigarettes (-10 to the difficulty controller, and require a Drone
of an Interpersonal check) or Remote or a Drone Controller
Painkillers (instantly recover 1 Augment to be given orders (which
point of Aspect). can be specific actions or long-

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terms tasks, in which case they
WEAPONS:
Weapons are divided in categories,
don’t need to be controlled). Each
Remote or Augment can control up
with different costs: Hand and to 1 Drone by default; Remotes can
Melee Weapons cost 2 WP, while Big be upgraded to control up to 3
Weapons cost 5. Each Weapon has a with an extra WP while Augments
free Personalization, which gives require 2 extra WP to get the same

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a little bonus to the weapon; result. A Remote requires an
examples are Perforating Rounds Action to command a drone, while
(+1 Damage), Extended Mag (+2 for an Augment doesn’t. Both can be
Hand Weapons, +10 for Big upgraded with 1 WP to allow the
Weapons). Modifications are extra system to interface with new
upgrades, and only one can be drones in a single turn, allowing
the hacking of enemy and inactive

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applied to each weapon. Each
Modification costs 2 WP; examples drones.
include: Reinforced (can be used Drones have a single Aspect,
in Melee attacks inflicting 2 Durability, and no Skills. Drones
Damage), Electromagnetic Slug use their master’s Skills to make
Launcher (force the target an checks. Basic static Drones with 5
Androiding check, counts as a Durability cost 1 WP. They can be

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separate single-shot weapon and upgraded with wheels or tracks for
must be recharged after use), an extra WP. They can be upgraded
Compact Disassembling (can be with rotors and wings for 2 WP.
disassembled and carried around They can be given a Hand Weapon
stealthily as a briefcase or other Slot for 1 WP or a Big Weapon Slot
unsuspecting items). for 3 WP (weapons not included).
Hand Weapons have 5 Damage and a Their durability can be improved

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magazine worth 7 attacks. Examples by 5 for an extra WP.
include: Semi-Automatic Pistol
(can attack 2 times per turn),
Revolver (halves range penalties),
SMG (attacks 3 consecutive
Spaces).
Big Weapons have 10 Damage and a
magazine worth 15 attacks.
Examples include: Shotguns (Double
range penalties, double damage,
halve magazine), Assault Rifle
(can attack 2 times or attack 3
consecutive Spaces), Sniper Rifle
(Reduces to one tenth all range
penalties, but has a cooldown of a
turn between shots and requires an
additional setup turn).

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COMBAT: D.
E.
beyond that quota, the character
Combat is divided in turns, each gains a Wealth Point. Character
representing a couple of seconds. gain Credits for jobs they do,
Player characters go first, in the mainly working as independent
order they prefer, then NPC corporate agent in espionage and
actions are resolved; the only otherwise violent or dangerous
(oftentimes both) jobs. However,

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exceptions are ambushes. For
simplicity’s sake, we are going to Credits can also be obtained
assume combat is resolved on a smuggling goods, reselling
square or hexagonal grid, where corporate secrets and surveillance
each gridspace is about 1 square data, and so on. Also, Characters
meter, and shall be called from are not obliged to gain more
now on a Space. A character can Wealth, and can just save Credits
move 2 Spaces without consuming if they don’t think they can take
his action, or up to 10 Spaces. enough jobs in the following
In his turn, the main combat- month.
related actions the character can
do are: Attacking, Moving, THANKS:
Thanks to Simone D.E.L. Signore,
Reloading. For ranged attacks,
Difficulty is increased by 5 for for inspiring the game’s core.
each Space between the attacker Check out his Grand Idol
and the target, and Damage is Tournament Kickstarter soon!
reduced by 1 for each 2 Spaces Thanks to my friend, for feeding

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between the attacker and the my unhealthy habit of trying (and
target; If the target is not in so far failing) to make a living
cover (by being behind a corner or out of my games.
ducked under some object), the Thanks to mom and dad for
attack can be Lethal, inflicting believing firmly that I am wasting
10 times as much Damage, if the my time. You’re right guys!
attacker wants (usually being Thanks to the 80’s counterculture

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outright lethal). For Melee that spawned Cyberpunk and to 80’s
attacks, if the target is aware mainstream culture that spawned
and able to defend against the our current corporate present.
attack (this usually means having Thanks to you, dear reader, for
a melee weapon ready), the taking the time to check out our
Difficulty of the attack is project. Come find us on Facebook
at @BadWhiskeyGames! There will be

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increased by the sum of the tenths
of both Athletics and Acrobatics. also be more D.E.L.-related stuff
soon!
DIFFICULTY:
Difficulty is an indicator of just
how much something is hard to do.
Difficulty is subtracted from the

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Skill during a check; for example
if you have 60% Cybertronics and
the Difficulty of hacking a system
is 20, you effectively have 40%
Skill for that check. Usually,
very easy checks have a -15
Difficulty (actually improving

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your Skill), routine checks have a
-5 Difficulty, somewhat complex
checks have a 10 Difficulty, hard
checks have a 20 Difficulty, nigh
impossible checks have a 35
Difficulty.

WEALTH:

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Player characters have bills to
pay, debts to fulfill, and a
stomach to fill. Characters needs
to reach at the end of the month a
quota of Credits, equal to 1500

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Credits for each Wealth Point.
Each 1000 Credits under that
quota, the character loses a
Wealth Point. Each 2000 credits

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