NEON // PUNK
Neon Punk is a rules lite Cyberpunk game where you as a player take control of a
Punk looking to bring chaos to a world dictated by corporations and militant
police force.
Thi s game is meant to be hacked, as a table you are more than welcome to add or
licensed under the Creative Commons (CC-BY 4.0) so any hacking of this game is
remove rules as you see fit to create a more engaging story. Neon Punk is
open to sharing as long as attribution is given.
Written & Edited by Mitch Smith
Illustrations by Mitch Smith w/ contribution from royalty free images
Thi s game takes inspiration from Mork Borg / CyBorg, Cyberpunk 2077,
Cyberpunk Edgerunners, Shadowrun, Cyberpunk Red, Blade Runner, and
Neuromancer.
The rules of this game were hacked from Mork Borg by Stockholm Kartell & Cairn
by Yochai Gal
GAMEPLAY MECHANICS
GLITCH MASTER & PUNKS
The Glitch Master (GM) is responsible
from a d20 roll. The glitch die can be
rolled after finding out the result of the
for describing the world and d20.
controlling the Non-Player Characters
(NPCs) that fill that world. HEALING UP
taken, a Punk can heal a d4 worth of
Any time a short breather can be
The Punks are the players at the
table. As the player your job is to HP.
bring that Punk to life and describe
d10
how they interact with the world A full night's rest (8 hrs) will heal a
created by the GM. HP.
ACTION ROLLS
Whenever an action is deemed
Taking a full day off (24 hrs) will heal a
Punk back to max HP.
BANGED UP & DEATH
uncertain of success, an action roll is
needed. To make an action roll the
player rolls a single d20, trying to roll If a Punk’s HP is taken to exactly 0
must roll on the table below (roll a
at or under the stat that best suits the they are considered banged up and
d4). If a Punk’s HP is ever taken
action being attempted.
ADVANTAGE & DISADVANTAGE below 0 they are dead.
Advantage: Roll 2d20 and take the
lower of the two. 1 Unconsci ous: You’re out cold
for d4 rounds. Wake up with d4
Disadvantage: Roll 2d20 and take
the higher of the two. HP.
CYBERWARE THRESHOLD 2 Broken or Severed Limb: Can’t
act for d4 rounds. Come back
Every Punk has a limit to how much
they can use their cyberware. Once with d4 HP.
d10
that threshold is expended, any use of
the cyberware deals damage to 3 Bleeding Out: You have d2
hours to get help. All rolls
the Punk.
going forward have
ENCUMBRANCE disadvantage.
A Punk can carry as many pieces of
4 DEAD : They got ya, your toast.
ADVANCEMENT
gear as their Muscle score halved and
rounded down. Carrying any more
than allowed causes disadvantage on After a job has been successfully
all Muscle and Precision rolls. completed choose one of the
GLITCH DICE
At the start of every job a Punk is
following.
● Raise HP by a d6roll
● Raise a Stat by 1
d6
given two glitch dice. A glitch die is
& the result of that die roll is
subtracted
● +1 Cyberware Threshold (max 6)
● Pay 1000 Creds to choose a new
piece of cyberware or swap an
old one out. (max 3)
COMBAT MECHANICS
INITIATIVE
At the start of combat each player
CRITICAL SUCCESS ( NAT 1 )
When Attacking: You deal double
rolls a d6. If the result is a 1-3 the damage and any armor worn by the
player acts before the enemy. If the enemy is reduced by 1 tier (ex. 2→1)
result is a 4-6 the player acts after the When Defending: You gain a free
enemy. attack against the enemy.
WHAT CAN I DO?
On a player’s turn they can make 2
CRITICAL FAILURE ( NAT 20 )
When Attacking: Your firearm jams
actions. These actions can be or you drop your melee weapon.
moving, melee or ranged combat, Spend the next round clearing the jam
interaction with the environment, or or picking the weapon up (if you
any other combination of two actions. choose to).
ATTACK ROLLS
When Defending: You take 2x
damage and your armor if you’re
Melee Attacks: Any unarmed or wearing any is reduced by 1 tier.
melee weapon attacks are made (ex. 2→1)
rolling the Muscle stat.
Ranged Attacks: Any attacks with a BULLET CONSUMPTION
After combat, if the player used any
ranged weapon are made with the
Precision stat. firearms roll a d6 for each one used.
Spray & Pray: When attacking with a On a 1-2 that weapon is now out of
firearm you can choose to Spray & ammo.
Pray which means you can make two
ranged attacks at disadvantage (the If a weapon used Spray & Pray that
target does not have to be the same combat, roll a d4 instead.
one for each roll)
DEFENSE ROLLS GLITCH MASTER TIPS
Enemies do not roll to hit when
attacking, instead the GM declares
MARKET PRICES
Simple daily items cost on average
the enemies target and the player
between 10-100 Creds.
then rolls a defense roll for the Punk
using the Precision stat. On a
Weapons and armor will cost
success the attack misses but, on a
anywhere between 1000-10000 Creds
failure the attack lands as intended.
based on damage and tier.
ARMOR
Armor has three ratings (1,2, or 3).
ENEMY CREATION
Basic Enemies: 6-10 HP
When an enemy attack hits subtract
Hardy Enemies: 11-25 HP
the armor rating from the damage
Serious Threats: 25+ HP
rolled before taking any damage.
PUNK CREATION
ROLLING STATS
Each Punk has four main stats. To
DETERMINE HP
Your HP is the same as your Muscle
determine the stats go down the line stat.
● Muscle:
and roll 3d6 for each.
Throwing punches,
kicking in teeth, busting down
CYBERWARE THRESHOLD
To determine your starting Cyberware
● Precision:
doors, and your HP
Shooting guns,
balancing, being sneaky, and
Threshold roll a d4. The result is how
many times in a 24 hour period you
can use your Cyberware.
● Wits:
dodging
Using your brain, assessing ROLL ON TABLES
To flesh out your Punk roll on the
your surroundings, and hacking
Attitude:
systems. tables below.
● How well you can
charm, intimidate, command, or NAME YOUR PUNK
Every good Punk needs a name.
deceive others.
PERSONALITY (d12) AESTHETIC CYBERWARE (d12)
1 Smart Ass 1 Neon Filament Hair
2 Scatterbrained 2 RGB Irises
3 Charmer 3 Chrome Shark Teeth
4 Stoic 4 Neon Tattoos
5 Pessimistic 5 Metallic Skin
6 Easily Angered 6 Sunglasses Implant
7 Violent 7 Neon Limb Trails
8 Loud 8 Audio Speaker Implants
9 Mute 9 Voice Augmentor
10 Innocent 10 Synthetic Snake Tongue
11 All Business 11 Chrome Prosthetic
12 Chill AF 12 Fingertip Lighter
CYBERWARE IMPLANTS ( d12 twice )
Power Arms: When activated your unarmed attacks are a d10 instead of a d6,
and you have advantage on all Muscle rolls.
Mono-Wi re: Extruded wire that can be used as a whip in melee or at short
range for d6 damage. The wire can also be used as a garrotte and has the
ability to heat up and melt through thin metals.
Overclocked Reflexes: When activated, you always go first in combat and
have advantage on Precision rolls for that first round. Reflexes can be
activated outside of combat to gain advantage on a single Precision roll.
Sub-Dermal Armor Plating: Reduces incoming damage by 2. This can stack
with externally worn armor. (this Cyberware is a passive upgrade, it does not
count towards your threshold)
Extrudi ng Claws: You can extrude claws from your fingertips. You can make
attacks / d6 damage)
two consecutive attacks on a single target when using the claws (roll for both
Spri ngshot Legs: You can make jumps no basic human can, advantage on all
jumping actions.
Integrated Grenade Launcher: Grenade launchers housed in your forearms
that shoots a single canister grenade, deals d12 damage in a small area.
Feedback Transmitter: Hack into another piece of cyberware dealing d6
damage and making it unusable for 1 turn.
Neuroli nk Drone: A small drone that links into an implant in the brain. You can
see and hear what it sees and hears. In combat it can mark an enemy giving
the next attack against that enemy advantage.
EMP Burst: A small electrical burst from your palm. Make a melee attack and
on a success it renders the targets Cyberware useless for d4 rounds. Works
on objects like locks or cameras without a role.
Preci sion Optics: Enhanced eyes grant advantage on ranged attacks, defense
rolls & perception rolls when activated.
Tiaround
me Warp Spinal Implant: Triggering the implant allows you to slow down time
you. Advantage on attacks and dodge rolls until your next turn.
WHY ARE YOU A PUNK? (d12) WEAPONS (d12 TWICE)
1 Stick it to Corpo Schmucks 1 Semi Auto Handgun ( d6 )
2 Day job doesn’t pay the bills 2 Pump Shotgun ( d10 )
3 It pisses off your mom 3 Brass Knuckles ( d6 )
4 Indebted to Crime Syndicate 4 Burst SMG ( d8 )
5 You love violence 5 Akimbo Handguns ( d8 )
6 You’re bored 6 Machine Pistol ( d6 )
7 You did it for love (Loser) 7 Combat Knife ( d6 )
8 Ex cons don’t get hired easily 8 Grenade Launcher ( d12 )
9 Keeps the drugs flowin’ 9 Military Rifle ( d10 )
10 Corpo life was boring 10 Metallic Baseball Bat ( d6 )
11 Your WAY behind on rent 11 High Caliber Revolver ( d8 )
12 Following your siblings path 12 Katana ( d10 )
WHAT’S IN MY POCKET? (d12 TWICE)
1 d6 x 100 Creds 7 Napkin from club w/ fake # on it
2 Busted pack of cigs (no lighter) 8 Fake ID ( d6 for quality )
3 Personal Comm Device 9 Random
your gun)
Gun Magazine (not for
4 Feel Fine Pills x3 ( heals 1d6 HP) 10 Injector of Anti-Reaper (highly
valuable, 1 use, revive dead punk
with d4 HP)
5 Cyber Deck (Adv. when hacking) 11 Cool neon framed party
glasses
6 Flask of bottom shelf vodka 12 Crumbled picture of pinup
centerfold