You are a group of operatives in Neon City. You take shadowy jobs the corporations cannot do themselves. Create a team and get involved in crazy cyberpunk adventures!
Your leader Dar-C has been infected with a strange techno-virus which has shut down his implants and left him unconscious, leaving you to take the next job by yourselves while he recovers at the local vat clinic.
Rockerboys & Vending Machines is a (two-sided) one-page cyberpunk hack of John Harperâ€™s Lasers & Feelings.
Rolling the dice
When you do something risky, roll 1d6 to find out how it goes. Roll +1d if youâ€™re prepared and +1d if youâ€™re an expert. (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 youâ€™re using Machine (science, reason), you want to roll under your number.
If youâ€™re using Rock, (rapport, passion) you want to roll over your number.
If none of your dice succeed, it goes wrong. The GM says how things get worse somehow.
If one die succeeds, you barely manage it. The GM inflicts a complication, harm, or cost.
If two dice succeed, you do it well. Good job!
If three dice succeed, you get a critical success! The GM tells you some extra effect you get.
If you roll your number exactly, you are Hardwired. You get a special insight into whatâ€™s going on. Ask the GM a question and theyâ€™ll answer you honestly.