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null.hack RPG

Null.hack RPG is a cyberpunk horror roleplaying game for use with the Mothership RPG (and using the Panic! Engine). It is currently in beta. You can visit it's website here.

Null-hack-logo-header.svg

Cyberpunk roleplaying v0.3

Hello world

Step 01. Roll Stats.

Roll 3d10*2 for: Strength, Speed, Intellect, and Combat. Each character starts with 3 Hits.

Step 02. Choose a Frame

This is the body you (currently) inhabit.

  • Human: Sanity Save 75, Grid Save 50, Body Save 25.

    Skills x3. Contacts x3 +5 to any 1 Stat.

  • Sleeve: Sanity Save 25, Grid Save 50, Body Save 50.

    Skills x4. Contacts x2. Hits +1. +5 Strength, +5 Combat.

  • Android: Sanity Save 50, Grid Save 25, Body Save 75. Armor +2.

    Skills x2. Contacts x1. +5 Intellect, +5 Speed.

Step 03. Choose your Skills.

Expert Skills can only be taken if the pre-requisite Trained Skill is first acquired.

SKILLS TABLE
Trained Skills Expert Skills
Athletics > Evasion
Computers > Big Data
> Hacking
> Slickware
Close Quarters Combat (CQC) > Mech-to-Mech CQC
Corpwise > C-Suite Ettiquette
Motor Vehicle Operation > VTOL Piloting
Firearms > Mech Gunnery
First Aid > Biotech
> Pharamceuticals
Forensics > Paper Trail
Repair > Oldtech
Robotics > Cybernetics
> Mech Operations & Piloting
Scavenging > Streetwise
Stealth > Pickpocketing

Let's Play A Game

When attempting an action and the outcome is uncertain, roll d100 equal to or under the appropriate Stat. If you do, you succeed. If you roll over your Stat, you fail and the Warden determines the consequences. Rolling doubles means that you have scored a Critical Success (if under your Stat) or a Critical Failure (if over your Stat). Saves work the same as Stats, however, you do not choose when you roll them. Instead, the Warden will occasionally ask you to roll under a Save in an attempt to avoid some kind of danger or damage.

If you have a situational advantage (for example, you have a skill appropriately suited to the task at hand, or an ally is assisting you), then you roll d100 twice and take the better result. If you have a situation disadvantage (for example, the action requires a high degree of technical knowhow you do not posses, or you are inebriated or otherwise not in full possession of your faculties), then you roll d100 twice and take the worse result.

Combat

When attacking an opponent, roll d100 equal to or under your Combat stat. If you succeed, you deal 1 Hit of damage.

  • All weapons deal 1 Hit of damage.
  • Unnarmed attacks deal 0 Hits of damage unless the defender fails a Body Save. This penalty is removed if they attacker has the CQC skill.
  • Explosives, extremely powerful weapons, and mech or vehicular weaponry deal 1d10 Hits of damage.

Whenever you take damage, roll 1d10 on the Wounds table. If you have no remaining Hits and you take damage, you die.

Armor adds additional Hits to soak up damage. When Armor is lost you do not have to roll on the Wounds table, however, it is destroyed until it can be purchased again, or in the case of Androids, repaired.

Some cover may provide additional armor, which when used up, no longer protects the defender.

WOUNDS TABLE
1d10 Wound Effect
0 **Concussed** Actions for the next 1d5 rounds are made at **Disadvantage**
1-3 **Sprained** Combat checks at **Disadvantage** for the remainder of encounter.
4-6 **Fractured** Checks using this limb at **Disadvantage** until repaired.
7-8 **Bleeding** If a second **Bleeding** wound is rolled, you die.
9 **Fatal** Make a Body save or die.

Vehicles

Vehicles don’t have Hits, they only have Armor. Any time a Vehicle takes damage, everyone inside must make a Body Save or suffer 1 Hit of damage.

If the vehicle has no Armor remaining, then it is destroyed and everyone inside must make a Body Save at disadvantage or be killed. Those who survive are reduced to 1 Hit and must make a roll on the Wounds table.

Cybernetics

Players may install one piece of Cybernetic Hardware (Cyberware) for every 10 points of Strength they have and may install one software program (Slickware) for every 10 poings of Intellect they have.

Sleeves

Players may upload their memories into a cloned synthetic body called a “Sleeve,” through the use of a Neural Montioring (NeMo) Machine. This takes 24 hours and a successful Sanity save or else the player loses the memory of the past 1d10 days (with a critical failure indicating total amnesia). The “re-sleeving” procedure then takes another 24 hours after which all rolls are at disadvantage for 1d10 days.

Leveling Up

EXPERIENCE TABLE
Level XP Required
1 10
2 30
3 60
4 100
5 150

Experience points (XP) are earned through the successful completion of freelance missions for powerful Clients representing the various factions in the Megacity. At the end of every session the Warden awards XP as follows:

  • +10xp for suriving the session.
  • +5xp for completing the primary objective of a Run.
  • +5xp for completing all secondary objectives in a Run.
  • +5xp for investing over 50% of a Run’s rewards back into the player’s local community.

When you level up you may pick two (2) of the following:

  • Raise a Stat or Save by 5 (Max 89).
  • Increase a Contact’s loyalty by 7.
  • Gain a Skill.
  • Increase your Hits (Max 5).
  • Increase your reputation with a Faction by 1.

Welcome to Megacity 21

City-scape-v4.png

01. Trinidad Tower

02. Bahala Na Gang Combat Zone

03. Panaad Stadium

04. NQPD HQ

05. Port of Davao

06. Bagong Silangan Slums

07. Augstin Heights

08. The Luneta

09. Batasang Pambansa Complex (BPC)

10. Pangulo City Park

Copyright © 2020 Tuesday Knight Games, LLC | Null.hack by Sean McCoy

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