Metroplex RPG
Metroplex RPG
Each Statistic is generated by rolling 3d6 and noting the lowest of the three rolls. Every 2 Levels, you
may raise a Statistic by 1, to a maximum of 6, though they may be raised higher by Cyberware. There are
5 Statistics:
STRENGTH, physical health and athleticism.
AGILITY, reflexes and coordination.
PERCEPTION, aim, senses.
MIND, problem solving, factual knowledge.
CHARM, attractiveness and social skill.
SKILL
Skills are specific areas of expertise. At Level 1, your Character has 4 Skill Points to invest into a Skill.
Each Level your Character receives one skill point. No Skill may be raised above Level 4.
Whenever your Character attempts an Activity related to a Skill, roll 1d20+STAT+SKILL. If the result is
equal to or greater than the Difficulty Value (DV) set by the GM, it is a success. An Average Task has a DV
of 12̀, a Hard Task DV 15, Very Hard DV 18, and Near Impossible Tasks DV 20.
ARMOR
ARMOR DEFENSE RATING ARMOR POINTS COST SLOTS
Unarmored 10 0 &0 0
Kevlar 14 1 &120 2
SteelJack™ 18 3 &600 6
FIREARMS
WEAPON ROF DAMAGE MAGAZINE COST SLOTS
For an additional &500, any melee or ranged weapon can be modified into a Smart Weapon, linking into
the User’s Neuroplug to improve aim, granting a +2 to all Attack Rolls.
GENERAL EQUIPMENT
EQUIPMENT COST
Net-Trodes &20
Atmofilter &50
Toolkit &50
Backpack &4
HIT POINTS
Characters have Hit Points, abstract measurements of the Characters health and Stamina, reduced by
damage. Hit Points are equal to 1d6+STRENGTH, and Characters gain 1d6+STRENGTH HP each Level.
When Hit Points drop to 0, the Character is unconscious, at -1 to -4 they are bleeding out and lose 1 HP
per round, and at -5 or lower, they are dead. At ½ HP or less all checks are penalized by 2.
ROUND ORDER
Actions in a round are handled in a certain order:
● Players announce Actions, GM formulates Actions for NPCs.
● Each Side rolls 1d6, highest rollers act first.
● In a Round, a Participant may:
○ Move up to their Movement Score in feet.
○ Take an action (Attack, draw a weapon, reload a weapon, run a program, etc.)
● Round concludes, repeat starting at Step 1 until combat ends.
ATTACKING
In a Round, a Character may attack up to their weapons ROF (1 for melee weapons), to make an attack,
make a Skill Check for the associated weapon skill, treating the Target’s DR as the DV. If the Check is
successful, it is a hit, and damage is rolled, reduced by the Target’s AP.
COVER
There are 3 tiers of Cover:
LIGHT (Thin or covers less than half of the body): +1 AP
MEDIUM (Covers more than half of the body): +1 AP, +1 DR
HEAVY (Covers at least ¾ of the body): +1 AP, +2 DR
HEALING
When used on a conscious Character, a basic Medkit heals 1d6+Biotech HP, and an Advanced Medkit
heals 1d8+Biotech HP. Medkits do not work on unconscious Characters. When an Emergency Response
Kit is employed on an unconscious Character, they make a DV 12 Endurance Check, if they are
successful, they are restored to 0 HP.
MOVEMENT
Characters have a Movement Score equal to 30 +1 per point of Agility.
CYBERWARE
Cyberware is the result of centuries of human medical and biotechnology, the merging of flesh and
metal, of man and machine: cybernetic augmentation. Cyberware is expensive, and taxing to the body,
but minor implants can be found in many residents of the Metroplexes.
Characters have a limited number of Cyberware slots in each part of the body:
HEAD: 2
EYES: 1
PER ARM: 1
PER LEG: 1
BODY: 2
CYBERWARE SURGERY TYPE COST
HEADWARE
Neuroplug A &1000
EYE CYBERWARE
Infravision A &4000
Micro-Optics A &2000
SmartEyes A &3500
Eyeplugs A &3000
ARM CYBERWARE
LEG CYBERWARE
SpeedGraft B &1500
Leapers B &750
BODYWARE
Nano-Shell C &4000
SURGERY TYPES
SURGERY TYPE INSTALL COST RECOVERY TIME
A &100 1 day
B &500 4 days
C &2000 8 days
D &4000 3 weeks
HEADWARE
NEUROPLUG: Cybernetic port installed into the cranium, allowing direct neural interface to Cyberdecks,
SmartGuns and Vehicles.
CHIP SLOTS: 4 Slots installed behind the left ear allowing use of Neurochips
PAIN EDITOR: +1 to all Endurance Checks. Negates check penalties from low HP.
COGNITIVE PROCESSOR: Processor wired into the brain. +2 Mind.
DRONE LINK: Allows mind-control of a linked Drone out to 300’ away.
EYE CYBERWARE
INFRAVISION: Cybereyes allowing toggleable infrared vision.
MICRO-OPTICS: Cybereyes with 10x optical zoom. +1 on Awareness Checks.
SMARTEYES: Cybereyes with built-in targeting. +1 on SmartGun attacks.
EYEPLUGS: Cybereyes with built-in Neuroplugs.
ARM CYBERWARE
CYBERBLADES, MK 1: Retractable blades in arm. 1d8 damage.
CYBERBLADES, MK 2: Cyberblades with monomolecular edges, 1d12 damage.
HYDRAULIC RAMS: +1 to melee damage for attacks with the arm.
IRONKOR CYBERARM: Cybernetic arm. +3 Maximum HP. +1 to unarmed damage for attacks with the
arm.
KINZOKU CYBERARM: Cybernetic arm, covered in synthetic flesh. +5 to Maximum HP. Storage space in
the upper arm.
HANDPLUG: Neuroplug installed in the palm.
RETRACTABLE GUN: Retractable gun, takes 5 minutes to reload. Can be any Gun, costs 50x standard
cost.
LEG CYBERWARE
PROMETHEUS CYBERLEG: Cybernetic leg replacement. +2 Maximum HP. +5 movement.
SPEED GRAFT: +5 movement.
LEAPERS: If leapers are installed into both legs, the User may jump up to 20’ longwise and 10’ high.
BODYWARE
SUBDERMAL PLATING: +1 AP.
SKIN WEAVING: Skin reinforced through nanolacing. +2 DR.
MUSCLE GRAFTS: Vat-grown muscle grafted onto existing muscle. +2 Strength.
BONE LACING: +5 maximum HP. Bones reinforced.
REFLEX WIRES: Most nerves replaced. +2 Agility.
NANO-SHELL: New organ installed into the body, producing nanites. +1 HP per day of rest.
ENHANCED ANTIBODIES: +1 Endurance for checks related to toxins or diseases.
NEUROCHIPS
Neurochips are layered microchips containing data or skills, usable via Chip Slots. Neurochips can store
caches of information, or can replicate a skill up to Level 2. A Level 1 Skill Chip costs &750, and a Level 2
costs &2000. Neurochips for Skills requiring physical action cost twice as much. Skill Points cannot be
spent to enhance a Skill from a Neurochip.
THE NETVERSE
The Netverse is a worldwide information network used by billions daily. The Netverse is a virtual world,
beamed directly into the brains of Users using Net-Trodes or cybernetic Neuroplugs. The Netverse is
algorithmically abstracted from the data in every computer in the world. The Netverse is rendered on a
grid, proportional to the real world, each device rendered at its location of connection. In The Netverse,
Users are represented by their Avatars, an Avatar may be anything, as long as it is humanoid in shape
and less than 9’ tall. A Netverse account costs &50 a month. In The Netverse, Users on the Public Grid
may teleport instantly to any location using the Menu. When a User connects to a System, they
descend into the Private Layer, wherein Systems are abstracted and unfold into Nodes.
When in a System without proper authorization, you have 3d6 (3d6+5 if a physical connection is
employed) rounds before the System will kick the intruder and will shut down all external
communications for 1d6 hours. Systems are divided into Nodes, each Node represents a connected
device (or groups of similar devices) on the Network. Nodes are connected to at least one other Node in
the System. Nodes may have ICE (Intrusion Countermeasure Executions), defensive programs that
trigger whenever an unauthorized account attempts to enter the Node. There are various types of ICE:
WHITE ICE DEFENDER: 4 Avatar HP, 14 DR, +2 To Hit, 1d6 Avatar damage.
WHITE ICE WALL: Wall that prevents entry. ICEBreaker required to bypass. DV 14.
GRAY ICE WALL: Functions as a White ICE Wall, but will trigger alarms if failed to bypass.
GRAY ICE DEFENDER: 8 Avatar HP, 14 DR, +2 To Hit, 1d6 Avatar Damage.
RED ICE TRACER: Intruder must make a DV14 Hacking Check or have their real world location
tracked and the Police called.
RED ICE DEFENDER: 16 Avatar HP, 16 DR, +4 To Hit, 1d8 Avatar Damage.
RED ICE RIPPER: Intruder must make a DV12 Hacking Check or be disconnected forcibly.
BLACK ICE KILLER: 24 Avatar HP, 16 DR, +6 To Hit, 1d8 True Damage.
In a Private System, Users may use one of the following actions each round:
● Move to an adjacent connected node.
● Modify or delete an accessible file
● Copy an accessible file to save to accessible memory.
● Jack Out of the Netverse, DV 14 Hacking to successfully disconnect.
● Run a Program.
Gijutsu X1 2 15 14 &1000 3
ThetaNet 5 30 18 &9000 4
Screamer
Avatars have 15 HP. True Damage inflicts damage directly on the real body of the User through neural
biofeedback from the Neuroplug.
Each Program stored on the Cyberdeck or Computer of a User consumes Storage. Programs may be
used an unlimited number of times. Cyberdecks add Processing to the number of rounds before an
intruder is removed from The Netverse. Being forcibly disconnected from the Netverse deals 1d4 True
Damage. Processing is added to Initiative rolls in the Netverse.
When ICE Attacks a User, it rolls 1d20+To Hit Bonus, and must roll equal to or greater than their
Cyberdeck DR to deal damage. When a User attacks another User or ICE, they must make a Hacking
Check using the DR of the Target as the DV, if successful they inflict damage.
ICEPICK, $200
5 STORAGE
A digital pickaxe forms and hammers away at an ICE Wall. Roll a Hacking Check against the Wall’s DV.
CODE-KATANA, $600
5 STORAGE
LASTS 1d6 ROUNDS
Weapon capable of attacking ICE or other Users on the same Node. 2d4 Avatar damage.
BITGUN, $1400
8 STORAGE
LASTS 1d8 ROUNDS
Weapon capable of attacking ICE on the same or an adjacent Node. 2d6 damage.
SELF-ICE, $2000
8 STORAGE
LASTS 1d4 ROUNDS
Defense Program. Reduces incoming True and Avatar damage to the User by 1.
CHROME-CRACKER, $3500
10 STORAGE
LASTS 1d6 ROUNDS
A target within 30’ of the User in realspace must make a DV12 Endurance Check or have a piece of
Cyberware temporarily disabled. Chrome-Cracker does not stack multiple times on the same Target.
BRAINBURNER, $6000
12 STORAGE
A target within 30’ of the User with a piece of Headware has their central nervous system attacked,
they must make an Endurance Check with DV 14 or take 1d8 damage, ignoring armor.
OVERTAKE, $3500
10 STORAGE
LASTS 1d4 ROUNDS
Attempt to take control of a Netverse-connected device within eyesight, making a Hacking Check
treating its Defense Rating as DV to determine success.
INVISIBILITY, $2500
18 STORAGE
LASTS 1d6 ROUNDS
Account signature hidden, preventing White and Gray ICE from activating.
VEHICLES
Most Punks don’t wanna take the bus forever. This section contains rules on owning, fueling and
repairing vehicles. When vehicular chases occur, use the Vehicle Chase rules.
Motorcycles can hold 6 gallons of gas, each gallon gets you 50 miles.
Hovercrafts can hold up to 20 gallons of gas, each gallon gets you 70 miles.
In a Chase, a vehicle's max speed is 50mph + 30 per point of speed. To lose a pursuer in a vehicle chase,
the fleeing party and the pursuing party both make a Driving Check and add Speed, if the fleeing party
gets 3 successes they escape, if the pursuing party gets 3 successes they corner the vehicle.
DRONES
Drones are remotely controlled robotic beings, Drones can be controlled by Remote Control Units
(allowing control of the drone at the cost of movement during combat) or cybernetic Drone Links
allowing direct control of the Drone with the mind at no penalty. Drones add their Pilots Robotics Skill
to their attack rolls.
DRONE HP DEFENSE RATING MOVE COST
EXOTIC WEAPONS
These weapons are highly limited in use, either due to lack of relevance or legality.
EXPLOSIVES
WEAPON RANGE DAMAGE AREA COST
HEAVY WEAPONRY
WEAPON ROF DAMAGE MAGAZINE COST SLOTS
PROJECTILE WEAPONRY
WEAPON ROF DAMAGE MAGAZINE COST SLOTS
Bow 1 d6 - &150 2
Crossbow 2 d4 5 &200 2