Cyberpunk, chrome and street magic

Neon Wake

Run the sprawl, push your chrome, and dare the Wake to answer.

Neon Wake, the world

The world

Where it happens

The megacorps own the sky: Halcyon Dynamics sells the chrome in your bones, Redoubt sells the soldiers who hunt you, Kestrel Biotics grew the vat-stock in the labor blocks, Ohmnet runs the Grid you live on, and Saint-Auber owns the dreams you buy. Below the arcology spires the city runs in layers, from neon-soaked Lowmarket to the off-grid Hollows where the desperate vanish — and under it all, the drowned Tube. You are a crew working the gap between corp law and street survival — and London is only home base: the freight lanes run to Tokyo, Jakarta, Seoul, New York and freeport Rotterdam, and in every city the same five corps sit in a different order, above local powers that never leave home.

A run is a job: infiltrate a corp node, pull a data package, extract a person, burn a rival facility. The fiction breathes between the numbers, with relationships built and burned and heat rising on a clock. The Wake bleeds through the neon: street magic born from something the Surge left behind, unpredictable and brutal and useful when you need a miracle. A good run ends with everyone out and the cred confirmed.

The Spire — corp arcologies — clean, vertical, lethal to trespass
image slot · The Spire
The Spirecorp arcologies — clean, vertical, lethal to trespass
Lowmarket — the street’s beating heart: stalls, fixers, cutters, noodle steam
image slot · Lowmarket
Lowmarketthe street’s beating heart: stalls, fixers, cutters, noodle steam
The Drowned Mile — a flooded slum of stilts and boats — off the corps’ radar, which is the point
image slot · The Drowned Mile
The Drowned Milea flooded slum of stilts and boats — off the corps’ radar, which is the point
Glasswater — the docks: smuggling, freight, the way things leave the city
image slot · Glasswater
Glasswaterthe docks: smuggling, freight, the way things leave the city
The Hollows — off-grid, where the desperate and the hunted disappear
image slot · The Hollows
The Hollowsoff-grid, where the desperate and the hunted disappear
The Angel Market — a dry-line station of the Drowned Tube turned bazaar — neutral ground the way a knife drawer is neutral
image slot · The Angel Market
The Angel Marketa dry-line station of the Drowned Tube turned bazaar — neutral ground the way a knife drawer is neutral
Saltgrave — a people’s Rise: forty thousand lives stacked from the flooded Gullet to a Crown that pretends they aren’t there
image slot · Saltgrave
Saltgravea people’s Rise: forty thousand lives stacked from the flooded Gullet to a Crown that pretends they aren’t there
The Edge — past the last rail stop: dead suburbs, convoy highways, and nomad clans that remember faces
image slot · The Edge
The Edgepast the last rail stop: dead suburbs, convoy highways, and nomad clans that remember faces

One sprawl of six — the freight lanes out of Glasswater run to Tokyo’s chrome-guilds, Jakarta’s vat-terraces, Seoul’s seamless machine, New York’s old money and the Rotterdam freeport. The same five corps sit in every skyline, in a different order — and the order changes what the night is.

And where you begin is your choice. Twelve ways in — six corners of the flooded London sprawl (the fixer’s Lowmarket, Mama Koa’s Hollows, the tide-run Drowned Mile, the Glasswater docks, the corp Spire, the drowned Tube) and five other cities, each a different corp on the skyline. You pick where your crew’s first campaign opens (London is the default); the corp that rules changes what the game is. And you are never obliged to keep running FOR anyone: the dark road is open from the first session — stop taking corp work and become the thing the corps fear, a fixer-kingpin, a chrome-mad legend, a crew that owns its district. The game offers it; it never inflicts it, and the chrome bills you for it in Strain.

London
London
LondonA voice you have never put a face to hires you the way Sable hires everyone — comms only, a cut off the top, a job small enough a nobody can’t ruin it: walk a sealed package across two districts, no questions, before the tide turns. The cargo is legal — you checked. What you did not check is why a legal package needs a nobody nobody will miss.
Tokyo
Tokyo
TokyoThe city polishes what it implants: augment couture in showroom towers, cutters who are named designers, a body remade the way a coat is cut. You arrive owing for the chrome already in your arm, and Halcyon rules here with a bow — courteous, total, everywhere. Your first delivery is a body part, and it is still warm.
Jakarta
Jakarta
JakartaVat-terraces climb above a harbor losing a street a year to the water, and Kestrel grows the district back faster than the tide eats it — vat-stock and grey meat and gardens that were never soil. Your first run rides the line where the new district meets the drowning one, carrying a sample case that must stay exactly this cold.
Seoul
Seoul
SeoulOne machine of a city — power, data and law on the same wire, every window the company’s exact shade of white. Privacy is contraband; being unseen is a crime you commit continuously. Your first job is to buy eleven minutes off the grid from the net-syndicates, and to be somewhere in those eleven minutes the city is not allowed to know you were.
New York
New York
New YorkOld money in new towers: Saint-Auber’s endowments bought the skyline and Redoubt guards it floor by floor, and above every corp charter sit the old families whose names predate them. You are additional staff at a charity gala, armed and discreet, hired to watch a person who is not supposed to be watched — in a room where everything works and everything, quietly, bills.
Rotterdam
Rotterdam
RotterdamBell-towers over bonded warehouses, five corp flags at exactly equal height, and nobody sovereign. There is no corp Heat here, which the crews who come to disappear love — right up until they learn what the freeport has instead: grudges, a name posted on a wall the old way, and a bell in a tower that rings when your ship is listed.
Lowmarket
Lowmarket
LowmarketThe street’s beating heart: stalls and noodle steam and the whole Mile working an angle. Doc Vex installs chrome and asks nothing and owes a debt to every gang, which means he hears everything; a comms-only fixer named Sable hands out the gigs. Your first job comes with your first favour owed — and the fixer’s cut you didn’t read closely.
The Hollows
The Hollows
The HollowsOff the grid, where the desperate and the hunted disappear — Mama Koa’s turf, safe houses and soup and a network of street kids who see everything. Protect her people and you have a home the corps cannot map; cross her and the whole underside closes to you in a night. Your first job is not a gig — it is an audition for a place to belong.
The Drowned Mile
The Drowned Mile
The Drowned MileA flooded slum of stilts and boats, off the corps’ radar, where the tide is a clock nobody set and nobody can bribe: low tide opens the dry-line shortcuts, high tide closes them behind you. The Mile’s kids race it for stakes the whole street bets on. Your first gig fits in exactly one low tide — so a wipeout is not a setback, it is a night in the water.
Glasswater
Glasswater
GlasswaterSmuggling, freight, and the way things leave the city — and the Quiet Line that moves PEOPLE who officially aren’t, through a berth a Quayside clerk mislabels once a month. Your first job is honest freight, until the customs seal on a crate is one you watched stamped yesterday, on cargo that by every manifest was never loaded and cleared for Rotterdam last week.
The Spire
The Spire
The SpireCorp arcologies: clean, vertical, lethal to trespass, and the only way in is to be briefly, plausibly, invited. A caterer’s badge, a pressed uniform, and one job — stand in a corner of a party you were never meant to attend and see what a badge lets you see. The badge is logged, and logs are read, just later, by someone whose whole job is reading them.
The Drowned Tube
The Drowned Tube
The Drowned TubeThe city under the city: London kept its Underground and the floods kept half of it. The dry lines are the smuggler’s roads — no camera, no signal, no daylight; the deep lines are black water and pre-flood trains and things the Wake has had forty years to grow. Tolls are paid in goods, not Cred. Your job takes you to the salt lines — it is not supposed to take you past them.

Twelve ways in — six corners of London, five other cities. The dark path (going full underworld) is a choice reached in play, never a starting anchor.

the Score — a quiet drink with an inside man

The night’s work

The run is the game

A runner works, but a runner does not find the work — the fixer does: a voice and a cut, never a face, who has the job, knows the buyer and knows everyone’s price — and is the first to sell you out if it pays. Every job moves your line in the fixer’s book: deliver clean and the calls keep coming; bring trouble to the fixer’s door and the calls just stop. And a fixer’s most dangerous gift is a favor — the scariest fixer isn’t the one who threatens; it’s the one who lends.

The Score
Legwork before the run: tail the shift-change, buy the blueprints, drink with an inside man — every success banks an edge, and every slip means the target hears someone’s asking.
Heat
The sprawl noticing you: doors seal and guards double, then a named response team, then it goes official — a price on the crew and a kill-team assembling. The quiet professional stays cheap.
The Feed
The other ledger — what the street knows. Loud, stylish work builds a legend that opens doors, and a face that can’t walk through lit districts anymore.
The Table
Beef settles on neutral ground: grievance stated, a price named, an arbiter’s verdict. Breaking one is the sprawl’s one unforgivable move — after that, your next beef can only be war.
The Cage
Getting caught is a chapter, not an ending: the interrogation, the deal, the breakout — and every city processes you its own way.
The tide
The water moves twice a day: low tide opens causeways, dry lines and pre-flood windows; high tide closes them behind you — a clock nobody set and nobody can bribe.

And somebody in the crew has an exit number — the farm, the bar with their name on the lease, the kid’s school through year twelve, priced to the Cred. Every job moves it; every stupid kindness moves it the other way. The trade’s one rule about it: never mock the dream. And some nights, half a run in, the sealed crate on the manifest breathes — and what the crew decides in the van is the campaign’s spine from that night on.

the pressure that drives play

What drives it

Strain, the toll of the chrome

Every piece of cyberware you slot into your body adds Strain — the price chrome exacts on flesh and nerve. Strain climbs from steady through stressed to fractured, and at 10 the chrome wins: the GM resolves your fate as a flatline, a forced retirement, or a chrome-mad wreck turned NPC. The only limit on what you can do is what you can stand to lose.

Strain runs 0–10 — what each band costs you

  • 1–3: steady — the chrome is yours; no penalty yet
  • 4–6: stressed — a visible FLAW shows (a tic, a cold streak, a tell); under real pressure the GM may call a WIS check
  • 7–9: fractured — disadvantage on empathy / social checks (people feel the machine in you), and the Wake's Backlash bites harder
  • 10: Strain hits 10 - the chrome wins. The GM resolves their fate (flatline, forced retirement, a chrome-mad turned NPC).

Strain never announces itself. It climbs quietly: the sleep that stops, the hobby that stops mattering, the friend’s name that lands a beat late. The chrome that made you the best in the room is the chrome that makes staying the best a treadmill — and the last piece of you it takes is the part that would have noticed.

Neon Wake, how it plays

How it plays

The systems you can ask for

These mechanics are original to Neon Wake — you will not know them from any rulebook. Read them here, then simply ask your gamemaster for any of them at the table; the engine owns every tracked number, and your gamemaster plays out the rest.

What playing here costs: a fight you lose is a fight you lost — winding the story back at all spends Neon Wake’s own Restore-Point Spike, and there is no other way to undo it. Beyond that, what you carry is weighed, a night away from a roof eats a ration, breaking off from a fight gives your enemies a free swing, and a camp in the open is exposed. You never have to shop for food, though: passing through anywhere that sells it, your gamemaster tops the packs up for you and pays for it out of your own purse — so the coin moves without you asking, and the ledger always says where it went. None of that can be switched off, which is what makes the numbers here worth anything - the sprawl's rent and the Lifeline contract are the only two things you choose.

Specialization paths
Every role splits into a discipline at level 6 — an earned milestone with a signature gift — or blend two roles as you level, a Netrunner who also throws hands.
Chrome & the cutter
Slot cybernetic augments into your body — each one really lifts a stat, your AC or your initiative (it shows on your sheet); the price is Strain, a botched install can reject the chrome, and pulling it refunds the Strain.
Overclock
Push an augment past its rated spec for a surge — and risk overheating for it.
The Grid
Netruns are a real mini-game: race the Trace clock, fight ICE, spend daemons you bought or brewed.
Heat
Every job has a wanted level — go loud and response teams come; go quiet, scrub the trail.
The Feed
Heat is what the law knows; the Feed is what the street knows — loud, stylish work builds a legend on its own clock, and fame opens doors exactly as fast as it burns your anonymity.
The Vig
Street debt runs on a clock: borrow tonight and the ladder climbs — a reminder, your collateral, the enforcers. Pay it down, pay it off, or hear your name get sold to someone who collects.
The Score
Legwork before a heist banks real assets: floor plans, inside men, clean exits.
Drones & wheels
From a recon drone to an armored van — priced, statted, and yours to field.
The other sprawls
Flood-rebuilt London is only home base — Tokyo, Jakarta, Seoul, New York and freeport Rotterdam each put the corps in a different order: a different master, a different game.
Rent & lifestyle
The sprawl runs on rent: choose where you live and the engine bills it monthly — your tier sets how safe your rest and your stash are, and miss a payment and you are evicted. On by default here; switch it off if you just want the action.
Medevac / coverage
Buy a Lifeline rescue contract and when you go down a team scrambles to stabilize, treat and extract you — paid monthly, with a call-out fee per scramble, Heat for a loud pull-out, and you come out in recovery. It is better odds and a lifeline, never immortality: high Heat or a sealed vault and they may not reach you in time.

Every role commits to a discipline as it grows — Chrome Reaper, Blacksite Operative, Shadow Broker, Surge Witch, and more. See every path ↓

“Everything in this city is for sale. The trick is noticing what you just sold.”

Sable, fixer, Lowmarket
Neon Wake — one quiet job, at the table

One quiet job

Read one quiet job

What play actually feels like — one scene of a real session, gamemaster and player, every number the engine’s own.

GamemasterGlasswater, 02:10, rain coming in sideways off the water. The container you were paid to open sits third from the crane, and the manifest says it cleared customs EMPTY — but it rides low, and the dock cameras sweep this row every forty seconds. Your fixer’s last message was two words: no bodies.
PlayerNo bodies is my favorite price. I jack in from the crane shadow and take the cameras first — how bad is the node?
GamemasterA dockside utility node — soft, but watched. The run is a race: three clean breaches before the Trace fills five. Your first roll lands it clean — Trace stays dark. Second roll slips: the engine ticks the Trace, one of five, and somewhere in a Redoubt basement a queue gets one entry longer. The cameras are yours for six minutes.
PlayerSix is plenty. Bolt cutters, container, and I want my hand on my pistol while the door swings — if it cleared customs empty and rides full, someone is smuggling something that breathes.
GamemasterThe doors open on racked crates — medical cryo, Kestrel serials, still humming — and one man in a dockworker’s coat sitting on the nearest crate, hands already raised. He says the cargo is his sister. The camera clock in your optics reads 3:40 and counting. Down the row, a torch beam plays over container ONE.
PlayerOf course it’s never quiet. Overclock the reflexes — I want us and one crate on the boat before that torch reaches us.
GamemasterYou ride the chrome: the surge is yours free — then the engine asks the body’s price. Roll it: a 14 against 12, and the augment holds; no overheat, not tonight. Crate on the dolly, dolly on the boat, the watchman’s torch sweeping the row you just left. No shots, no bodies — the job’s Heat clock never ticks, and the Feed never learns your face.
PlayerPayday. And then I ask the hard one: what does a Kestrel cryo-crate go for — and what does the man’s sister cost us to NOT sell?
GamemasterThe engine pays out the fee: 2,400 Cred, minus the boat. Rent on the flat falls due in nine days — 1,800, billed by the month whether the month went well or not. The crate would cover a quarter of a year. The man is watching you do the math. In this city, the math is the story.
the Drowned Chapel at service

The half-real

The Surge woke something

The Surge that drowned the old networks woke the Wake: a thin, dangerous street magic that answers those it has marked. It is hexwork, wards, conjured force and mind-work — never fireballs: witchfire that lashes cold, a whisper into a mind across a room, a hex that eats the last few seconds of you from a camera’s memory. Push it harder than it wants to go and it pushes back — Backlash is the price of forcing the half-real, and it is paid in your own body.

Some nights the tide comes in. A surge is the Wake pressing through a whole district: tech stutters, thin places open and things cross without being called, hexers ride the flood — and ordinary people SEE things, because the veil doesn’t hold. Nobody guards a vault during a surge; nothing electronic works, including yours.

And somebody was always going to pray to it. The Drowned Chapel meets in a flooded church on the Drowned Mile — pews underwater, candles on the rafters — and holds that the Wake is not weather but a TIDE that notices. A blessing there is a warding, an exorcism is a banishing with the names changed, and congregants tithe in candles, salt and favors, never Cred. The corps treat the Chapel as harmless. The Chapel treats the corps as a tide that will, eventually, go out.

the lineages of Neon Wake

Who you can be

8 lineages

Baseline

Baseline

Unmodified humans — no vat, no factory mark, just grit and adaptability. The everypeople of the sprawl, equally at home as a corp drone or a Lowmarket hustler. The Surge changed everything around them, but left their bodies alone; what they lack in chrome or gifts they make up for in flexibility.

Plays well as Favours Fixer or Agent; CHA+1/CON+1 feeds social grift and survival, Adaptable suits urban operators.

Ability score
+1 Body · +1 Face
Abilities
Adaptable — Gain one extra skill proficiency at character creation.
Streetborn — Advantage on streetwise checks in a city or district you know.
Chromed

Chromed

Born to the augment culture — a body-part machine before they could walk. Chrome is their birthright and burden; family debts are paid in flesh and firmware. Their blood runs through filters, and their frame is built to take more metal than most bodies can bear.

Plays well as Bruiser or Channeler; CON+2 and High Strain Ceiling maximise front-line punishment.

Ability score
+2 Body
Resists
poison
Abilities
Built-in Augment — Start with one +1-Strain cyberware installed free (no Strain cost).
High Strain Ceiling — Each Strain band hits one step later (steady through 4, stressed through 7…).
Ghosted

Ghosted

Off-grid and off the books — no Registry ID, no record, a ghost in the system. Freedom and a death sentence in equal measure: no file means no help from corps or state, but also no trail for enemies to follow. They move through surveillance the way smoke moves through a fence.

Plays well as Agent or Fixer; DEX+1/WIS+1 aligns with covert saves, Off-Grid suits infiltration.

Ability score
+1 Edge · +1 Nerve
Abilities
No Registry — You do not appear in corp or state databases; advantage to avoid being traced or tracked digitally.
Ghost-in-the-System — Advantage on stealth to slip surveillance, cameras, and checkpoints.
Off-Grid — Once per scene, break a tail or shake pursuit (GM-adjudicated).
Reclaimed

Reclaimed

They died once, and chrome and spite dragged them back. Something came back wrong: the cold feels less cold, the dark less dark, the fear of dying not at all. The clinic that rebuilt them owns a debt that will take a long time to pay.

Plays well as Favours Bruiser or Channeler; CON+2 and necrotic resistance suit relentless front-liners.

Ability score
+2 Body
Resists
necrotic
Abilities
Came Back Wrong — Advantage on death saves and on saves versus being frightened by the dead or undead.
Deadman Switch — Once per long rest, when dropped to 0 HP you keep acting for one more turn before you fall.
Touched

TouchedPremium

The Surge left a faint arcane mark on their bloodline — born hexers who feel the Wake like a draft under a door. A small magic answers when they reach for it, and Backlash sits lighter on them than on most. The mark is subtle but unmistakable to those who know what to look for.

Plays well as Favours Hexer or Netrunner; INT+1/CHA+1 with Innate Hex and Low Backlash extend arcane output.

Ability score
+1 Wits · +1 Face
Resists
psychic
Abilities
Surge-Touched — Sense active Wake / magic within approximately 30 feet.
Innate Hex — One hex of your own, castable at will with no slot required.
Low Backlash — Advantage on Backlash saves.
Engineered

EngineeredPremium

Vat-designed labor or combat stock — grown to a purpose and walked away from it. Built big, built to last, built to spec; people read the catalogue in their bones. Social friction follows: many treat vat-stock as property rather than people, closing some doors even as sheer durability opens others.

Plays well as Bruiser or Nomad; STR+2, Powerful Build, and Tireless maximise melee and overland endurance.

Ability score
+2 Mettle
Resists
poison
Abilities
Vat-Grown — You read as manufactured — disadvantage on first-impression social rolls with those who scorn vat-stock (situational, GM-adjudicated).
Powerful Build — Count as one size larger for lifting and carrying, doubling carry capacity (engine-enforced).
Tireless — Advantage on saves versus exhaustion and forced-march fatigue.
Synthetic

SyntheticPremium

A mind in a built body — full-conversion shell or born synthetic. They do not breathe, tire, or bleed like the meat around them. A long rest restores nothing without parts and a wrench; what others call living they call maintenance.

Plays well as Favours Wrench or Netrunner; CON+1/INT+1 matches both key abilities, Repairs-Not-Rests extends field time.

Ability score
+1 Body · +1 Wits
Resists
poison
Abilities
Constructed — You don't eat, sleep, or breathe; immune to effects that require any of those.
Bio-Immune — Immune to disease; resists poison, with advantage versus toxins and gas.
Repairs-Not-Rests — A long rest restores nothing without parts and a wrench — repairs must be sourced in the fiction.
Bonded

BondedPremium

A symbiotic AI rides their cortex — a second mind sharing their skull, always awake, always counting. It watches their back and does their math; it also never shuts up and has its own quiet agenda. The bond is permanent, the arrangement collaborative, and the tension ongoing.

Plays well as Medtech or Hexer; INT+1/WIS+1 covers both key abilities, Symbiote AI amplifies precision roles.

Ability score
+1 Wits · +1 Nerve
Resists
psychic
Abilities
Symbiote AI — The AI handles recall and analysis — advantage on INT checks for recall and analysis.
Shared Mind — You cannot be surprised, and the AI flags lies (advantage versus deception).
Always-On Assist — Once per scene the AI takes one action for you — a hack, a calculation, a targeting solve — as a free action.
a den run against the trace

The city’s nervous system

A race against the trace

A netrun is a race: crack the layers — the wall, the vault, the core — before the trace fills and the run goes loud. The ICE is the node’s guardian: passive walls that notice you, active constructs that strike the mind — and black ICE that can flatline a careless runner. One flavor doesn’t stun at all: it REWRITES — you remember breaching a door you never touched, and you won’t know which of your own memories it authored until it costs the crew.

A runner’s loadout is daemons: an ICE-breaker that slips one wall for free, a stealth daemon that freezes the trace for one exchange, a crash that kills a construct outright, a scrub that wipes WHO ran them on the way out. Which program for which wall is the whole craft — and a deep vault without a scrub prepped is how runners get famous posthumously.

And under the live Grid lies the Drowned Net: the pre-Surge internet, dead these forty years, where the lost data and the minds that were riding it when the lights went out have pooled like black water. Nothing living watches it — there is no trace down there, and no help either. The salvage is untouched since the flood. Something down there has spent forty years learning to price its own survival — and a crew that goes deep enough doesn’t fight it. It gets an offer.

Where you commit

Every path your role can take

Every role here is original to Neon Wake, and each one commits to one of two disciplines at level 6 — an earned milestone, not a starting pick. You pick the path you want, and its features unlock as you climb (levels 6, 10, 14, 18). Committing also grants a signature gift — a piece of gear, and some Cred to go with it, that marks the path. This is every path in the world, so the moment you start you already know where you can be headed.

And a second road, if you want one: from level 2 you may spend any level-up on a second role instead of your first, and keep climbing both. It asks something of you: 13+ in the deciding ability of the one you hold and the one you take, checked by the engine at the moment you ask — a refusal is a refusal, not a suggestion. It is a trade, not a bonus: your levels split between the two, so at character level 6 you stand at 3 and 3, not 6 — and the deep features of each road (the ones at 6, 10, 14 and 18) come far later, or never. Breadth now, paid for in depth. Blending two is a Premium feature; a single road is free and complete.

The features are named here; ask your gamemaster what each does in play — and the signature gift most paths grant carries a real, counted charge: spend it and the dice remember until it comes back.

Street Samurai Chrome Reaper · Iron Ghost

Chrome Reaper

a blur of drawn steel and monowire who opens a fight already winning — first to strike, last to slow down, more chrome than flesh by the time the bodies drop.

  • L6 Reaper Loadout — Drawing or stowing a weapon never costs an action. Once per turn, when you hit a creature that has not yet taken a turn this combat, the strike deals an extra 2d6. Usable (proficiency bonus)x per fight, recharging on a short or long rest.
  • L10 Overclock Mastery — The first time you Overclock each scene you ignore the overheat check. While overclocked your weapon attacks crit on 19-20 and ignore up to 3 points of a target's worn-armor AC. Overclocking a SECOND time in the same scene pushes past the safe limit: it still works, but when that overclock ends you take 1 level of exhaustion.
  • L14 Kill-Switch Reflex — When a creature you can see within 30 feet drops to 0 HP, you may use your reaction to take an immediate extra weapon attack against a different creature within reach or range; on a hit it deals normal damage plus 1d8 per 4 levels you have (rounded down). Usable a number of times equal to half your proficiency bonus (rounded up) per scene, and each use after the first adds +1 Strain.
  • L18 Full Conversion — Your body is more chrome than flesh: you gain resistance to bludgeoning, piercing, and slashing from nonmagical, non-augmented weapons. Once per long rest as a bonus action you may go Full Burn for 1 minute, suppressing your Strain band penalties, increasing your speed by 15 feet, and granting one extra weapon attack on your Attack action. When Full Burn ends you take 4d10 force damage (no save) and cannot Overclock until you finish a short or long rest.

Unlock gift (L6): Monowire Garrote — A spool of monofilament; once per short rest, reroll one damage die on a melee hit. (+60 Cred)

Iron Ghost

a cold-running phantom who walks the killzone unseen, bending scanners and sightlines, striking from the blind spot and gone before the muzzle flash fades.

  • L6 Ghost Step — As a bonus action you reroute your optical signature: until the end of your next turn, or until you attack or take damage, attacks against you have disadvantage, your attacks have advantage, and you may move your speed without provoking opportunity attacks. Usable (proficiency bonus)x per fight, recharging on a short rest.
  • L10 Subdermal Veil — When a creature you can see makes an attack roll against you, you may use your reaction to impose disadvantage on it; if it still misses, you may move up to 10 feet without provoking opportunity attacks. Usable a number of times equal to your DEX modifier (minimum 1) per scene, regaining all uses on a short or long rest.
  • L14 Null Signal — You do not register on drones, cameras, trackers, or thermal/Grid sensors unless you choose to, and you have advantage on DEX (Stealth) checks. When you are hidden and hit a creature, it must succeed on a DEX save (DC 8 + your proficiency bonus + your DEX modifier) or be unable to locate you until the end of its next turn. You can suppress your signal this fully only while your Heat clock is at 3 segments or fewer.
  • L18 Chrome Shroud — Once per long rest, as a bonus action, you become invisible and Grid-silent for 1 minute; attacking does not break it, but each turn you remain invisible after attacking costs +1 Strain. While shrouded, the first attack each turn against a creature that cannot see you is an automatic critical hit on a hit.

Unlock gift (L6): Cloaked Blade — A ceramic knife that reads cold to scanners; once per short rest, strike from concealment with advantage. (+60 Cred)

Netrunner Blacksite Operative · Neural Lancer

Blacksite Operative

a deniable spook who breaches the deep architecture and leaves nothing behind — silent subroutines planted, the trace-back spoofed, ghosting out clean while the system never knew it was touched.

  • L6 Deep Packet — When you make an INT check or attack to breach, hack, or disable a system, device, drone, or cyberware, add a d6 Daemon die. On a breach you may plant a hidden subroutine you can trigger (bonus action) within 1 minute to deal 3d6 lightning to one creature slaved to that system (DC 8 + your proficiency bonus + your INT modifier, half on a CON save). One subroutine at a time; plantable (proficiency bonus)x per long rest.
  • L10 Trace Spoof — When you would gain Heat, or when an attack or tracking attempt against you would hit, you may use your reaction to reduce your Heat gain by 1 segment or impose disadvantage on the triggering roll. Usable a number of times equal to your proficiency bonus per long rest, and you may redirect 1 segment of your Heat onto a target you have previously breached.
  • L14 Black Archive — You learn three exploits (recharge on a long rest), each deployable as an action vs a system or creature on the Grid within 60 feet: Lockout (target restrained until end of its next turn), Feedback (4d8 psychic and stunned until end of its next turn on a failed INT save), or Backdoor (seize one drone/device for 1 minute). DC 8 + your proficiency bonus + your INT modifier; a creature can be hit by a given exploit once per scene, and any exploit adds 1 segment to your Heat.
  • L18 Zero Footprint — You are immune to detection, tracing, or targeting by automated systems and Grid-based divination unless you act overtly, and your Heat never advances from purely digital actions. Once per long rest, when you breach a system or drop to half HP or fewer, you may go Zero until the end of your next turn: you cannot be targeted by attacks from any networked source, you may jack-jump up to 60 feet to a node you can see, and your next breach automatically succeeds.

Unlock gift (L6): Black ICE Deck — A military-grade cyberdeck; once per long rest, run one extra program in a hack without raising heat. (+70 Cred)

Neural Lancer

a combat jockey who weaponizes the deck mid-firefight, slotting kill-daemons and arcing live current through every chromed body on the wire until their nerves cook.

  • L6 Combat Daemon Slot — As a bonus action you deploy a combat daemon until the start of your next turn: Aimbot (crit on 19-20), Ghostwalk (speed doubles, no opportunity attacks), or Firewall (temporary HP equal to 1d8 + your INT modifier). Deployable (proficiency bonus)x per fight, recharging on a short or long rest.
  • L10 ICE Shock — When you hit a creature or it fails a save against one of your Grid effects, you may deal an extra 2d8 lightning and reduce its AC by 2 until the end of your next turn. Usable once per turn, a number of times equal to your INT modifier (minimum 1) per scene, and each use above the first adds +1 Strain.
  • L14 Bleed-Through — When you deal lightning or psychic damage to a creature with cyberware or a Grid connection, it cannot take reactions until the start of its next turn, and the damage may arc to a second creature within 15 feet for half (DEX save for none, DC 8 + your proficiency bonus + your INT modifier). When you crit or drop a creature to 0 with a Grid attack, regain one expended use of Combat Daemon Slot or ICE Shock.
  • L18 Grid Reaper — Once per scene as an action, every hostile creature of your choice within 60 feet that has cyberware or a Grid connection takes 8d8 lightning and psychic and is stunned until the end of your next turn (CON save, DC 8 + your proficiency bonus + your INT modifier, halves damage and negates the stun). After casting it you gain 2 levels of Strain and cannot Overclock or deploy a combat daemon until you finish a short or long rest.

Unlock gift (L6): Lance Module — A weaponized daemon; once per short rest, your next hack against a foe in combat resolves at advantage. (+70 Cred)

Fixer Shadow Broker · Street Prince

Shadow Broker

a ghost who works the shadows of the sprawl, running dead-drops and burner contacts, trading the right secret at the right moment to make a mark fold or a door swing open.

  • L6 Dead Drop Network — You keep anonymous caches across the sprawl. After 10 minutes in a district you have visited before, you may retrieve one stored item worth 50 credits or less, or one piece of mundane local intel. You may have a number of active drops equal to your proficiency bonus; a drawn drop is spent until you reseed it on a long rest.
  • L10 Leveraged Intel — As a bonus action, once per scene, reveal a damaging secret about one creature that can hear or read you. It makes a WIS save (DC 8 + your proficiency bonus + your CHA modifier) or, for 1 minute, you have advantage on CHA checks against it and it has disadvantage on attacks against anyone but you. A creature can be leveraged once per long rest; a called bluff gains you 1 Heat.
  • L14 Black Ledger — At the end of each long rest, choose one named contact; once before your next long rest you may call their debt as a reaction to gain a 30-credit consumable delivered in-scene, a +5 to one check in their domain, or a 1-round head start on Heat (it does not advance on your next turn). Calling a debt with a contact you have wronged this session imposes disadvantage and adds +1 Heat.
  • L18 The Word Is Law — As an action, once per long rest, up to (your proficiency bonus) creatures within 60 feet that can hear and understand you make a CHA save (DC 8 + your proficiency bonus + your CHA modifier) or obey one short, non-self-harming command (stand down, drop it, walk away) and be charmed by you for 1 minute, repeating the save at the end of each turn. Each failed target adds +1 Heat.

Unlock gift (L6): Burner Comm — An untraceable handset full of favors; once per long rest, reach a contact who answers one question or opens one door. (+80 Cred)

Street Prince

a corner-king who rules his own blocks — turf in his bones, runners at his call, untouchable on home ground where the whole neighborhood answers to his word.

  • L6 Corner Claim — You hold one city block as turf. While on claimed ground you gain +2 AC and +2 to CHA and WIS checks, and ignore the first 5 feet of difficult terrain each move. Claiming a new block takes a short rest and drops the old one. When an enemy ends its turn on your corner, once per fight you may use your reaction to make a weapon attack or shove against it.
  • L10 Gang Pull — As a bonus action, (proficiency bonus)x per long rest, a loyal runner (AC 12, HP equal to 5x your proficiency bonus, one attack at +your proficiency bonus for 1d6 + your CHA modifier) arrives within 30 feet — the GM brings them into the fight — and acts on your initiative under your command for 1 minute. Only one runner at a time; a fallen runner cannot return until you finish a long rest.
  • L14 Territory War — As a reaction, once per scene, when combat begins on turf you control or an enemy first attacks you there: until the end of your next turn, you and allies within 30 feet gain temporary HP equal to 2x your proficiency bonus and add your CHA modifier (minimum +1) to their first attack or save; enemies treat the area as difficult terrain. Using this adds +2 Heat.
  • L18 Crown of the Block — Your Corner Claim now extends to every adjacent block and grants +3 instead of +2. Once per long rest, when you or an ally within 60 feet on your turf drops to 0 HP, you may use your reaction to drop them to half their HP maximum instead; every enemy within 30 feet makes a WIS save (DC 8 + your proficiency bonus + your CHA modifier) or is frightened of you until the end of its next turn, and your Heat advances by 1.

Unlock gift (L6): Signet of the Block — Everyone on your turf knows this ring; once per long rest, gain advantage on a social check on home ground. (+80 Cred)

Hexer Surge Witch · Null Hexer

Surge Witch

a live wire who drinks the city’s static and dumps it back as raw force, overburning every hex past the safe line and riding the backlash that would cook anyone else.

  • L6 Raw Channel — As a bonus action, (proficiency bonus)x per long rest, choose one: your next damaging spell this turn deals an extra 1d8 of its type, or you cast a cantrip you know as part of the same bonus action. Each use takes +1 Strain; if it pushes you to a Strain band threshold (4, 7, or 10) you resolve that band immediately.
  • L10 Backlash Rider — As a reaction when you take damage from a creature you can see within 60 feet, it makes a DEX save (DC 8 + your proficiency bonus + your casting modifier) or takes 1d10 + your casting modifier force damage and has its speed halved until the end of its next turn (half and no slow on a success). Usable (proficiency bonus)x per long rest; each use after the first in a fight costs +1 Strain.
  • L14 Overburn Hex — As an action, spend a spell slot of 3rd level or higher to burst a 20-foot radius within 60 feet: each creature makes a CON save (DC 8 + your proficiency bonus + your casting modifier), taking 6d8 force and stunned until the end of your next turn on a failure, or half and no stun on a success (+1d8 per slot level above 3rd). You immediately take +2 Strain and cannot Overclock again this scene.
  • L18 Surge Incarnate — As an action, once per long rest, for 1 minute your spell save DC and spell attacks gain +2, your damaging spells ignore resistance to their type, and once per turn you may cast a spell of 2nd level or lower as part of casting another spell. When it ends you gain +3 Strain and one level of exhaustion, and your Overclock is spent for the scene; if you are already at 10 Strain when it ends, you fall unconscious for 1 minute.

Unlock gift (L6): Surge Capacitor — A coil that drinks the city's static; once per long rest, recast a 1st-level hex without a slot. (+60 Cred)

Null Hexer

a walking dead-zone who eats incoming code and edge, killing spells mid-cast and blanketing the air so no augment, deck, or signal-magic fires inside her silence.

  • L6 Wake-Blind — As a reaction when a creature you can see within 60 feet casts a spell, uses signal-magic, or activates an augment, it makes a CHA save (DC 8 + your proficiency bonus + your casting modifier) or its action fails and is wasted (a slot is still spent) and it cannot cast or use augments until the end of its next turn. Usable (proficiency bonus)x per long rest, only against effects of level no higher than half your proficiency bonus (rounded up).
  • L10 Static Field — As an action (concentration, up to 1 minute), raise a 15-foot-radius zone of dead air centered on you that moves with you: enemies inside have disadvantage on CON saves to keep concentration and on spell/augment/drone attacks, and the first time each enters or starts its turn there it takes 1d6 force; allies inside have advantage on saves vs charmed and frightened. Sustainable (proficiency bonus)x per long rest.
  • L14 Null Zone — As an action, spend a spell slot of 3rd level or higher (concentration, up to 1 minute) to blanket a 30-foot-radius sphere within 90 feet: inside it spells of 2nd level or lower fail, augments and Overclock cannot activate, and a higher-level spell requires a casting check (DC 8 + your proficiency bonus + your casting modifier) or the action and slot are lost. You also cannot cast inside it. When it ends you take +2 Strain.
  • L18 Dead Signal — As an action, once per long rest, one creature within 60 feet makes a CHA save (DC 8 + your proficiency bonus + your casting modifier) or is cut off from signal-magic for 1 minute: it cannot cast, use augments, Overclock, or benefit from magical healing, and any concentration it holds ends. It repeats the save at the end of each turn; a pure-signal entity has disadvantage on the saves. When the effect ends you take one level of exhaustion.

Unlock gift (L6): Null Charm — A dead-tech amulet that eats incoming code and edge (+1 AC). (+60 Cred)

Wrench Swarm Caller · Iron Shepherd

Swarm Caller

a hive-mind behind a wrist-rig who buries targets under a living cloud of drones — splitting them, detonating them, collapsing the whole swarm into one lethal stinging fog.

  • L6 Expanded Swarm — Starting at 6th level, your soft cap of active drones increases by 1, and your microdrones are nimble enough to share a space with creatures. As a bonus action, you command up to two of your active drones to each make their attack against a target within 30 feet; usable (proficiency bonus) times per fight, recharging on a short or long rest.
  • L10 Hive Pulse — At 10th level, as an action you trigger a 15-foot-radius burst of stinging microdrones centered on a point within 30 feet. Each enemy in the burst must succeed on a Dexterity save (DC 8 + your proficiency bonus + your Intelligence modifier) or take 3d6 lightning damage and be blinded until the end of your next turn; on a success it takes half damage and is not blinded. Usable (proficiency bonus) times per long rest.
  • L14 Swarm Overrun — At 14th level, when a destroyed drone of yours would be removed, you may use your reaction to detonate it in a 10-foot radius before it falls, forcing each creature there to make a Dexterity save (DC 8 + your proficiency bonus + your Intelligence modifier) or take 4d6 lightning damage and be knocked prone (half damage, not prone on a success). Each detonation costs you that drone permanently for the scene, and you may do this no more than (proficiency bonus) times per long rest.
  • L18 Killcloud — At 18th level, once per scene as an action you collapse every active drone you control into a lethal 20-foot-radius cloud at a point within 60 feet that lasts until the end of your next turn. When the cloud forms and at the start of each of your turns it persists, each enemy inside makes a Dexterity save (DC 8 + your proficiency bonus + your Intelligence modifier), taking 6d6 lightning damage and gaining the restrained condition until your next turn on a failure, or half damage on a success. When the cloud ends, roll for each drone that fed it: on a 1 (d6) that drone is destroyed and must be rebuilt on a long rest.

Unlock gift (L6): Hive Controller — A wrist-rig that herds your drones; once per short rest, redeploy a downed drone at half integrity (GM tracks). (+60 Cred)

Iron Shepherd

a rigger bonded to one war-machine he keeps standing past every kill-shot, issuing it commands like a second body, the two of them moving and striking as a single chassis.

  • L6 Bonded Unit — Starting at 6th level, you permanently bond one war-machine drone that ignores the active-drone soft cap and shares your initiative; it has AC 16, hit points equal to 4 times your level, and its attacks add your proficiency bonus to hit and 1d10 + your Intelligence modifier on a hit. You can issue it commands as part of your own move, and you may use a bonus action to direct it to take the Attack, Dash, or Disengage action; if it is destroyed you can rebuild it over a long rest.
  • L10 Hardened Frame — At 10th level, your bonded unit gains resistance to bludgeoning, piercing, and slashing damage from non-augment sources, and its hit point maximum increases by an amount equal to twice your level. As a reaction when your bonded unit drops to 0 hit points, you can keep it standing at 1 hit point instead; usable (proficiency bonus) times per long rest.
  • L14 War-Sync — At 14th level, while you are within 60 feet of your bonded unit you each gain a +1 bonus to AC and share advantage on a save whenever either of you has it. As a reaction once per round when an enemy you can see is hit by you or your unit, the other of you makes one weapon attack against that same target; this reaction-attack can be used no more than (proficiency bonus) times per fight, recharging on a short or long rest.
  • L18 One Machine — At 18th level, your link is total. Once per scene as a bonus action you overclock the bond for 1 minute: your unit takes an extra action on each of its turns, its weapon damage increases to 2d10 + your Intelligence modifier, and damage dealt to you can instead be redirected to your unit while it stands. When the overclock ends, your unit shuts down inert until the end of your next short or long rest, and you gain 1 level of exhaustion.

Unlock gift (L6): Bond Collar — A slaved control yoke; once per long rest, your bonded unit acts on your initiative for one extra round (GM adjudicates). (+60 Cred)

Channeler Wake Blade · Hollow Fist

Wake Blade

a body-mystic whose bonded weapon runs live with Grid current, branding foes with glitch-hexes and blinking the blade across a room, flesh and edge fused into one charged strike.

  • L6 Surge Edge — Starting at 6th level, your bonded weapon channels Grid signal; your weapon attacks count as augment damage for overcoming resistances and deal +1d6 lightning damage on a hit. Once per turn when you hit, you can pour in more current to add an extra 1d8 lightning damage; doing so adds +1 Strain, and you cannot use it again until the start of your next turn.
  • L10 Hex-Strike — At 10th level, as a bonus action after you hit a creature with your bonded weapon, you brand it with a glitch-hex until the end of your next turn; the next attack roll against that target before the hex ends has advantage and deals an extra 2d6 lightning damage. You can brand a creature this way (proficiency bonus) times per long rest, or spend +1 Strain to brand again once that pool is empty.
  • L14 Living Weapon — At 14th level, your bonded weapon cannot be disarmed and returns to your hand instantly if lost; while you hold it you have a swim-and-climb-equal walking speed through the Grid and add your Intelligence modifier (minimum +1) to the lightning damage of your weapon attacks. As a reaction when a creature within 30 feet hits you, you can blink the blade to that attacker and make one weapon attack against it; usable (proficiency bonus) times per fight, recharging on a short or long rest.
  • L18 Wake Incarnation — At 18th level, once per scene as a bonus action you fuse with your weapon for 1 minute: your weapon attacks score a critical hit on a roll of 19 or 20, each hit deals an extra 2d8 lightning damage, and you can make one additional weapon attack as a bonus action on each of your turns. While incarnated you have advantage on saves against being blinded, frightened, or stunned. When it ends you gain 2 Strain and cannot use this feature again until you finish a long rest.

Unlock gift (L6): Wake-Etched Sword — A blade that drinks the Wake; once per short rest, a melee hit also strains the target (disadvantage on its next attack). (+60 Cred)

Hollow Fist

a hollow-chassis brawler who burns his own chrome for power — the deeper the pain bites the harder he hits, fists running cold while the strain cooks everything inside.

  • L6 Strain Burn — Starting at 6th level, when you hit a creature with an unarmed strike you can burn your chrome for power, immediately taking +1 Strain to add 1d8 force damage to the hit. You can instead spend that +1 Strain to shove the target, knocking it prone or pushing it 10 feet on a failed Strength save (DC 8 + your proficiency bonus + your Wisdom modifier); this burn is available only while your Strain is below the band-10 threshold.
  • L10 Chrome Hollow — At 10th level, your hollow chassis runs cold; you gain resistance to the next instance of damage you take after you burn Strain on your turn, lasting until the start of your next turn. Additionally, once per short or long rest you may shunt Strain into your frame as a bonus action, reducing your current Strain by an amount equal to your proficiency bonus but gaining 1 level of exhaustion.
  • L14 Pain Engine — At 14th level, the more chrome bites, the harder you hit; while your Strain is at or above the band-7 threshold, your unarmed strikes deal an extra 1d10 force damage and you have advantage on Strength checks and saves. As a reaction when you take damage, you can convert that pain to fuel and make one unarmed strike against your attacker if it is within reach; usable (proficiency bonus) times per fight, recharging on a short or long rest.
  • L18 Consumed and Reborn — At 18th level, once per scene as a bonus action you push every augment past its limit for 1 minute, taking +3 Strain to gain a flying speed equal to your walking speed, an extra unarmed strike on each turn, and +2d10 force damage on the first hit of each of your turns. If this surge would carry your Strain to or past the band-10 threshold you ignore that band's effects until the surge ends; when it ends you drop to 0 unspent resources of your striking pool and gain 1 level of exhaustion, and you cannot do this again until you finish a long rest.

Unlock gift (L6): Coolant Gauntlets — Vents that bleed off the burn; once per long rest, shed one level of exhaustion early. (+60 Cred)

Nomad Road Ghost · Convoy Boss

Road Ghost

a no-plates phantom of the wastes who hits on the move and vanishes — no trail, no name, no Heat — riding the Ghost Road where no drone or sensor can paint him.

  • L6 Hit and Burn — When you hit a creature on the first round of combat, or on any round you began by moving at least 20 feet, the attack deals an extra 1d8 and you may move up to 10 feet without provoking opportunity attacks (no action). Usable a number of times equal to your proficiency bonus, regaining all uses on a short or long rest.
  • L10 Vanishing Act — As a bonus action you break line of sight, becoming heavily obscured to all enemies until the start of your next turn; your first attack before then has advantage, and attacks against you have disadvantage until you attack or stop moving. Once used, you cannot use it again until you finish a short or long rest or reduce a creature to 0 HP.
  • L14 No Plates No Name — You have advantage on checks to escape pursuit, shake a tail, or avoid a Heat increase, and when you would gain Heat from your own actions you may use your reaction to ignore it once per scene. In a chase, your ride counts as one size smaller for squeezing through gaps and never takes disadvantage from rough or tight terrain.
  • L18 Ghost Road — Once per long rest, as a bonus action, you enter the Ghost Road for 1 minute: you and any vehicle you pilot cannot be tracked, your position is never revealed by drones, sensors, or Heat, and your movement increases by 30 feet. The first time each turn you move at least half your speed before attacking, that attack crits on 19-20. When it ends you gain one level of exhaustion.

Unlock gift (L6): Ghost Plates — Scavenged stealth panels; once per long rest, you and your ride leave no trail for a day. (+50 Cred)

Convoy Boss

a clan wheelman who fights as a rolling fortress of allies and rigs, calling coordinated runs and ramming charges until a whole iron caravan moves on his word.

  • L6 Pack Leader — At the start of each combat, choose up to (proficiency bonus) allies or allied vehicles within 60 feet; each gains temporary HP equal to your level. As a bonus action you may order one such ally within 60 feet to move up to its speed or make one weapon attack as a reaction. Usable a number of times equal to your proficiency bonus per combat, recharging on a short or long rest.
  • L10 Rolling Fortress — While within 30 feet of a vehicle you designated this scene, you and allies riding it gain half cover (or improve cover one step) and add your proficiency bonus to saves vs prone, push, and stun. As a reaction when an ally within 30 feet is hit, you may have a designated vehicle interpose so the attacker rerolls against the vehicle's AC, once per round.
  • L14 Convoy Tactics — When you roll initiative, you and each designated ally within 60 feet may act on your initiative count. Once per round, when a designated ally within 60 feet hits a creature, you may use your reaction to grant a second ally within 60 feet an attack against that target dealing +2d6 on a hit. A creature hit by two or more of your convoy in a round has disadvantage on its next attack.
  • L18 Iron Caravan — Once per long rest, as an action, each designated ally and vehicle within 120 feet makes one attack or ramming run into a 60-foot line or 30-foot radius you can see; each enemy there makes a DEX save (DC 8 + your proficiency bonus + your CHA modifier), taking 8d8 and knocked prone on a failure, or half on a success. For 1 minute your designated allies cannot be frightened and add your CHA modifier to attacks. The vehicles need repairs before this can be used again.

Unlock gift (L6): Convoy Hailer — A long-band radio of the clans; once per long rest, call in a clan favor on the open road. (+50 Cred)

Bruiser Ironwall · Wrecking Crew

Ironwall

the wall the crew hides behind — eating the hits meant for them, planting immovable, swallowing whole blasts so nobody else feels the impact, never going down while a breath is left.

  • L6 Meat Shield — When a creature you can see within 5 feet is hit, you may use your reaction to take the hit instead, reducing the damage by your level (minimum 0). Usable a number of times equal to your proficiency bonus, regaining all uses on a short or long rest; while you have a use left, allies within 5 feet add your CON modifier to AC against opportunity attacks.
  • L10 Stand Your Ground — As a bonus action you plant yourself, becoming Immovable until the start of your next turn or until you move: you cannot be moved against your will, you have resistance to all damage from creatures within 5 feet, and an enemy that starts its turn adjacent makes a STR save (DC 8 + your proficiency bonus + your CON modifier) or cannot move away from you until the start of its next turn. Once used, recharge on a short or long rest or when reduced below half HP.
  • L14 Blast Absorb — You have resistance to fire, thunder, and force. As a reaction when you or an ally within 10 feet is caught in an area effect, you may absorb it: you take the full damage (after resistance), every other creature in the area takes none, and you store half that damage to add to your next melee hit before the end of your next turn. Usable once per short or long rest.
  • L18 Unbreakable — While you have at least 1 HP, no single instance of damage that does not exceed your HP maximum can reduce you below 1. Once per long rest, when you would drop to 0 HP, you instead drop to (your CON modifier x your proficiency bonus) HP, gain temporary HP equal to your level, and every enemy within 10 feet makes a STR save (DC 8 + your proficiency bonus + your CON modifier) or is knocked prone; using this leaves you with one level of exhaustion.

Unlock gift (L6): Riot Slab — A strapped ballistic plate that makes you the wall (+1 AC). (+50 Cred)

Wrecking Crew

a one-man demolition charge who treats cover, walls, and bodies as the same problem, breaching through everything and cratering the ground once he goes full demolition.

  • L6 Breach and Clear — Your attacks treat objects, barricades, cover, and structures as having no damage threshold and deal double damage to them. The first time each turn you destroy cover, break through a wall or door, or hit a creature benefiting from cover, that creature (or the nearest within 5 feet of the breach) takes an extra 2d6 from debris. Usable a number of times equal to your proficiency bonus per combat, recharging on a short or long rest.
  • L10 Structural Damage — When you hit a creature or object in melee, you may deal a Structural hit, reducing its AC by 1 (minimum 10) until the end of your next turn, stacking up to your proficiency bonus on the same target. Once per turn when you hit a creature on unstable ground, a structure, or a vehicle, it makes a STR save (DC 8 + your proficiency bonus + your STR modifier) or is knocked prone or shoved 10 feet.
  • L14 Crater Maker — As an action, deliver a blow to a point within 5 feet, making a 15-foot-radius crater: each creature there makes a DEX save (DC 8 + your proficiency bonus + your STR modifier), taking 6d10 bludgeoning and prone on a failure, or half on a success; the area becomes difficult terrain, and structures/vehicles/objects there take the full damage automatically. Usable twice, regaining both on a long rest and one on a short rest.
  • L18 Demolition Engine — Once per long rest, as an action, go full demolition for 1 minute: your melee attacks deal an extra 2d8, ignore resistance to bludgeoning, and hit every creature and object within 5 feet of the target on a hit. When you drop a creature to 0 or destroy a structure, each other creature within 10 feet makes a DEX save (DC 8 + your proficiency bonus + your STR modifier) or takes 3d8 and is knocked prone. When it ends you gain one level of exhaustion.

Unlock gift (L6): Demolition Maul — A breaching hammer; once per short rest, reroll one damage die, and it wrecks barriers with ease. (+50 Cred)

Medtech Combat Splicer · Chrome Smith

Combat Splicer

a battlefield surgeon who keeps the crew breathing mid-firefight, patching wounds on the move, slamming the dropped back onto their feet with a stim, hauling the dead from the brink.

  • L6 Hot Patch — As a bonus action, restore 1d8 + your INT modifier HP to a creature within 30 feet; if it is below half its HP maximum, restore 2d8 + your INT modifier instead. You draw from a shared Patch Kit of (5 x your Medtech level) HP that refills on a long rest, and a creature can benefit from Hot Patch only once per turn.
  • L10 Stim Override — As a reaction when an ally within 30 feet drops to 0 HP or fails a death save, they snap to 1 HP plus 2d6 temporary HP and may immediately make one weapon attack or Dash. They gain one level of exhaustion when the temporary HP runs out or after 1 minute. Usable a number of times equal to your proficiency bonus, regaining all uses on a long rest.
  • L14 Field Reconstruction — As an action on a creature within 5 feet that is unconscious, dying, or chrome-traumatized, restore 4d8 + your INT modifier HP and end one of poisoned, stunned, or paralyzed. Once used, recharge on a short or long rest; using it adds +1 Strain to the patient.
  • L18 Back from the Brink — Once per scene as an action, a creature within 30 feet that has died within the last minute (or drops to 0 this turn) returns with HP equal to half its maximum and the stunned condition until the end of its next turn. You gain 1 level of exhaustion that no rest removes until you finish a long rest, and a creature can be revived this way only once per long rest.

Unlock gift (L6): Splicer's Field Rig — A field-surgery rig cut down to run on a moving deck; once per long rest, your healing on an ally restores the maximum on one die. (+60 Cred)

Chrome Smith

a cutter who fixes you by reworking the chrome itself — clean installs, flushing the strain out of a body, overclocking a comrade's augments into a surge of speed and edge.

  • L6 Clean Install — When you spend at least 1 hour installing or tuning cyberware on a willing creature, make an INT check with your proficiency bonus added: on a 12+ the install takes flawlessly with no Strain, and on a 17+ they also gain 1d6 + your INT modifier temporary HP until their next long rest. Usable a number of times equal to your proficiency bonus per long rest; a result below 12 inflicts the augment's normal Strain plus glitched until their next short rest.
  • L10 Strain Flush — As an action on a creature within 5 feet (or yourself), remove Strain equal to 1d4 + your INT modifier and end frightened or poisoned if present. The target makes a CON save (DC 8 + your proficiency bonus + your INT modifier), taking 2d6 necrotic on a failure or half on a success. Usable twice per long rest.
  • L14 Augment Overclock — As a bonus action, force one creature within 30 feet into an augment surge for 1 minute: it adds 1d6 to attacks and saves and gains +10 feet speed, but takes 1d6 force at the start of each of its turns as its chrome overheats. The surge ends if it drops to 0 HP. Once used, recharge on a short or long rest; a creature already in Overclock this scene gains +1 Strain if surged again.
  • L18 Master Cutter — Whenever you restore HP with a feature, you restore the maximum from one of the dice rolled. Once per long rest as an action you may flush a creature within 5 feet to 0 Strain and grant it resistance to all damage until the end of its next turn; while at 0 Strain from this it ignores the install-glitch risk on its next augment, after which Strain accrues normally.

Unlock gift (L6): Diagnostic Wrench — A cutter's multitool; once per long rest, gain advantage on a check to install, repair, or tune cyberware or gear. (+60 Cred)

Agent Phantom Protocol · Blackmail Artist

Phantom Protocol

a corporate ghost who slips through any door behind a borrowed face — spliced personas, bleed-clean covers, embedded inside the org for weeks before anyone thinks to look.

  • L6 Bleed-Clean Cover — When you enter a location or meet a faction under a prepared cover identity, you have advantage for the scene on CHA (Deception) checks to hold that cover and on saves vs being detected; a creature scrutinizing you must beat DC 8 + your proficiency bonus + your CHA modifier on a perception or sensor check to pierce it. You may keep a number of prepared covers equal to your proficiency bonus, refreshing the set on a long rest.
  • L10 Persona Splice — As an action, splice into a harvested persona for 10 minutes, mimicking a specific person's voice, biometrics, and manner; observers must beat DC 8 + your proficiency bonus + your CHA modifier on a perception check to doubt you (disadvantage if you carry their credentials). Making an attack or being scanned by counter-intel gear ends it. Usable twice per long rest.
  • L14 Dead Drop Exfil — As a reaction when you would be grappled, hit by an attack, or cornered, you vanish via a pre-staged route up to 60 feet to a space you can see and are invisible until the end of your next turn; this lowers your Heat clock by 1 segment. Usable a number of times equal to your proficiency bonus, regaining all uses on a long rest.
  • L18 Ghost in the Corp — Once per session you may declare you have been embedded inside one organization for weeks, gaining a working credential, an inside contact, and advantage on social and infiltration checks against that org for the scene. The first time each scene a creature fails to pierce one of your covers, you may read one secret or vulnerability about them as a free action; if your Heat clock is full this cannot be used until you clear a segment.

Unlock gift (L6): Ghost Credentials — Forged corporate ID that passes a glance; once per long rest, talk past one checkpoint or security layer. (+70 Cred)

Blackmail Artist

a spymaster who fights with the right file at the right moment, compiling secrets and leveraging them into fear, turning a mark into an asset or freezing a room with what he knows.

  • L6 Leverage File — Spend 10 minutes studying a creature, then make a Wits (tech) or Face (persuade) check vs its passive perception; on a success you compile a file exposing one secret, debt, or fear, and you have advantage on CHA checks to coerce or persuade it. You may hold a number of files equal to your proficiency bonus; spending one openly forces a WIS save (DC 8 + your proficiency bonus + your CHA modifier) or the target is frightened of you for 1 minute, after which the file is burned.
  • L10 Corp Pressure — As an action against a creature within 60 feet you hold leverage over, it makes a WIS save (DC 8 + your proficiency bonus + your CHA modifier) or is charmed or frightened (your choice) for 1 minute, treating you as an ally it dare not cross, repeating the save at the end of each turn. Usable a number of times equal to your proficiency bonus per long rest; a creature that succeeds is immune to your Corp Pressure until your next long rest.
  • L14 Hostile Acquisition — Once per scene as an action, an NPC of CR at most your proficiency bonus that can hear you and over whom you hold leverage makes a WIS save (DC 8 + your proficiency bonus + your CHA modifier) or defects to your side for 1 minute, acting on your behalf. It repeats the save each round; on a success the acquisition collapses, it turns hostile, and your Heat advances 1 segment.
  • L18 Own the Board — Once per long rest as a bonus action, every creature you hold a Leverage File on that can perceive you makes a WIS save (DC 8 + your proficiency bonus + your CHA modifier) or is stunned for 1 round and charmed by you until the end of the scene; those that succeed are frightened until the end of their next turn. Every Leverage File spent this way is permanently burned, win or lose.

Unlock gift (L6): Wired Lens — A covert recorder in a contact lens; once per long rest, capture leverage from a conversation unnoticed. (+70 Cred)

the roles in action

What you can do

10 roles

Street Samurai
The chromed gun-and-blade, wired for combat and speed.
Netrunner
Pure Grid hacker: ghosts networks, cracks ICE, runs the data.
Fixer
The face who knows everyone and deals in favors and secrets.
Nomad
Road-hardened wheelman, the wastes are home and escape is a gift.
Hexer
The Wake mage: street magic, hex slots, and arcane backlash.
BruiserPremium
Heavy-augment brawler built to absorb punishment and dish it back.
WrenchPremium
Drone rigger and vehicle specialist, commands machines as allies.
ChannelerPremium
Body-mystic channeling the Wake into flesh, no slots, pure martial force.
MedtechPremium
Combat medic and cutter, keeps the crew alive and installs chrome.
AgentPremium
Corpo operative: infiltrator, face, and spy with a corp at their back.
a tower lobby checkpoint

Whose skyline it is

Five corps, one street

The powers of the sprawl are not governments — they are the five multinationals, sitting in every skyline on earth in a different order. Wear one’s badge and the belonging is real: rank, backing, doors that open — and the rivalries are enforced: the chrome-vs-flesh cold war can be played from both sides, but never in both badges. The wage is never the point — a starting salary does not cover a coffin-sized doss. What a corp gives you is a ROOF and an ambulance: your rank pays your rent and carries your medical subscription, and climbing it moves you from a capsule to a company enclave. That is also how it holds you, because the day the badge goes, so do both.

Halcyon Dynamics
Augmentics and neuro-tech: the chrome in your body probably has their logo. Cold, clinical.
Redoubt
Security and arms: the operators who come when a run goes loud. They sell war and call it order.
Kestrel Biotics
Biotech and vat-stock: grew the Engineered — and its experiments sometimes get out.
Ohmnet
The Grid’s backbone: owns the net you run, and black ICE is their watchdog.
Saint-Auber
Luxury and media: owns what people want and what they believe. Softer power, longer knives.
The local powers
Under the five, every city grows its own: the pump-keepers who hold the water out, auction-house fences, courier swarms in the grid’s blind spots — strong at home, invisible one city over.

And you are not the only crew working. The Metronomes respect competence and nothing else. Cheap Thunder is half the price and twice the noise. The Lanyards run with badges, insurance and legal ICE on retainer — beating them means beating the paperwork too. And the Grey Saints are the crew every fixer tells stories about, ten years and three funerals later. They take anything now. Meeting them is meeting your future, and they know it when they see you.

a back-alley install

The body as a story

A biography written in hardware

A cutter installs the chrome; the meat pays Strain — the price the body keeps score in. A little chrome is a tool. Too much, too fast, and the self starts to fray: the reflexes that fire before the thought, the flatness where a feeling used to be. You can chrome past the point where there is still a you doing the chroming.

The upgrade path
An arms race a body never wins: the reflex booster opens the job that pays for the smartlink that opens the bigger job — and the moment you stop climbing, the street climbs past you.
The black clinic
Cheaper, hotter, or illegal — and the price is somewhere you don’t see until later. The worst clinics deal in what they leave behind.
The chrome that owns you
The best ware is LEASED: a subscription limb, a combat suite that bricks when the payments stop. The corp doesn’t need a gun on you — it has a lien on your reflexes.
The discontinued
Chrome outlives its maker: no parts, no fixes — a body running on abandonware, hunting the city for salvage before its own eyes quit.
The previous owner
Second-hand chrome carries second-hand habits: the salvaged hand that reaches for a weapon you don’t own, the optic that flags a face you’ve never met.
The one who stays flesh
Slower, softer, easier to read — and carrying nothing the corp can switch off. The crew’s conscience, half a second behind.

The city has no clean answer: the chrome is a cage AND an edge, the flesh is a dignity AND a handicap — and every runner is somewhere on that line, paying for where they stand.

the arms of Neon Wake

The arsenal

Arms, and what they cost

Real rows from the engine's own tables: the dice are the dice, the prices are the prices. Your gamemaster cannot fudge them, and neither can you.

Heavy pistol1d10

Corp-grade stopping power, eight rounds of it.

Mono-katana1d10

An edge ground to a single molecule. It does not snag.

Railcarbine1d12

Magnetic spite; walls are a rumor.

Wired reflexes800 Cred

You move before you decide to — advantage on every initiative roll, paid for in a point of Strain.

Stealth daemon250 Cred

A ghost you spend to slip the Trace for one exchange — the Grid forgets you were there.

Combat drone1,800 Cred

A flying autogun that fights at your side on its own initiative — loyalty with a gun mount and no payroll.

… and 179 more catalogued pieces in play.

what hunts you in Neon Wake

The opposition

What hunts you

Every foe is statted before the fight starts; what your party learns about them is recorded, hunt by hunt.

Corp riot officerHP 20

Insurance made flesh, shield first.

Hunter-killer droneHP 28

It files you under pending.

Corp war-framebane: EMP

Milspec plating shrugs off bullets; only an EMP drops it.

Black ICEHP 28

The part of the Grid that bites back, through the jack.

Chrome-madHP 40

What is left when the chrome wins.

Wake-horrorHP 65

The Surge left doors open. Something uses them.

Razor saintHP 48

A street legend with monofilament fingers.

… and 69 more in the bestiary.

the living garden under the Candle

What the sprawl still keeps

The last things money can’t buy

Somewhere in the sprawl a pirate station broadcasts every night, and nobody — not the corps, not the Feed — has ever found the transmitter. Night Signal reads the rumors an hour before the feeds buy them, gives surge warnings free to anyone with a radio, and keeps the only obituary column the Hollows will ever get. Being mentioned by name is worth more in Lowmarket than a corporate legend — and it cannot be bought, which drives the Feed insane.

Below every adult sightline runs the kids’ network: gutter kids who see everything, because nobody watches for watchers a meter tall. They trade in noodles, small kindnesses and being taken seriously — never money. Two laws, and the street enforces both: kids are never crew — and burning one is the line even the Grey Saints have never crossed.

The Quiet Line moves the people who officially aren’t — no headquarters, no name on any wall, just a chain where each link knows exactly one other. And four times a year the Counting Stair lights the Candle and auctions the city’s strangest lots: dead names with the paper to prove them, salvage claims to lines nobody has walked since the flood — and the lot the whole room comes early for, a living garden. The flood salted the soil and the sprawl eats printed protein; a crate of real earth with something GROWING in it is the last luxury Cred can’t reliably buy, priced past a safehouse and worth a war.

Begin a Neon Wake campaign

Connect lorewend to your AI, make a character, and tell the gamemaster you want Neon Wake. The free tier plays a full campaign.

How to startAll worlds

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