CYBER//PUNK is a hack of John Harper’s Lasers & Feelings, inspired by works like Blade Runner, Neuromancer, Ghost in the Shell, and Shadowrun. Play a grizzled ex-police hacker, an unhinged sexbot turned living weapon, or any number of other characters. Infiltrate megacorps, outwit the yakuza, and steal top-secret AIs. All the rules fit on one page, and the game is released under a Creative Commons BY-NC-SA 4.0 License.
A game of CYBER//PUNK requires:
- 1 Game Master (GM) to narrate the story, play allies & enemies, and administer the rules
- 2-6 Players to play the main characters
- 3 or more 6-sided dice
- No preparation – the story is improvised based on player choices and dice rolls
For additional ambience, stream the soundtrack here.
When you do something risky, roll 1d6 to find out how it goes. Roll +1d for a favorable situation and +1d if you’ve got the right skills/equipment. (The GM tells you how many dice to roll, based on your character and the situation.) Roll your dice and compare each die result to your number.
If you’re using CYBER (tech, rationality), you want to roll your number. If you’re using PUNK, (intuition, recklessness) you want to roll your number.