About this project
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STRETCH GOALS ADDED. SEE BELOW.
Cyberpunk, a retro dream of the future. Some would say a anachronistic relic, because our world today is, in some ways at least, much more advanced than any Cyberpunk author would have imagined.
Nevertheless, people dream of electric sheep, want to see adventures in rainy alleys under neon lights or in shining corporate laboratories, enhance their bodies with hidden blades and wonder if the person next to them is an android or not. While there is no consensus of what cyberpunk defines, there are 2 obvious main themes, which will be used in our setting: cyber and punk.
The cyber aspect is the technology, the alienation of your own body by implementing various cyberwares and enhancing your capabilities, and the fear that androids will replace you one day, if they haven't already begun to do so ... on the other hand, the punk aspect is the daily struggle of the people, trying to live their lives in the sprawls. Cyberpunk is indeed not science-fiction. It's dirty, gritty, rusty and full of dirt. Your tech is advanced, but not always reliable, no matter how you dress it up, you are criminals and your operations are dirty work, your friends might betray you at first chance and you know you will likely end in the gutter. But to dream of wealth, happiness and a real home, that is what drives the operators to fight against the system.
The world of Neomancer is highly advanced, but somehow still stuck in the 80s. There is every tech you could imagine and androids walk among us, without anyone noticing ... sometimes, without even themselves knowing. Technology always moves on, and people are afraid they will be made obsolete ...
The world is dark and dirty. The rich are unbelievable rich, and the poor are extremely poor, living a live in debt and pollution. Terrorists try to kill whomever they figured out as their main target this week, be it the government or the megacorporations. Or a random bunch of people in the wrong place at the wrong time. Organized crime is as powerful as ever. The government is trying to control the population, while the megacorporations work hard on getting richer and richer.
Enter the characters: with cyberware, Hackers and Riggers are able to control computers and machines, while Commandos overhaul themselves to be the most efficient killing machine on the streets. Tracers find ways to move around the city where no one else can. If you prefer to bluff your way around, the Face might be someone for you. Are you an android on the run or maybe you prefer to be completely human, to forego cyberware and trust in your skills, your talents and your connections ?
These people live between the cracks, off the grid, called operators. They are who gets called when something needs to be done and kept off the books. They are specialists, expendable, hated and hunted, but needed.
Whatever the reasons were that drove you out of the system, remember: it will cost you to stay outside. Sometimes, more that you can afford.
But then, you can never go back, anyway ...
Our game engine uses a very modern approach to storytelling, and that is what Neomancer is: Storytelling in a dystopian future.
The rules are simple, yet elegant and provide enough crunch to make every aspect of the game interesting without endless dice rolls or purely narrative mechanics.
Combat will be fast, tactical and deadly, with enough options to let everyone choose their preferred way, but without the feel of playing a board game. Both players and the GM will have options to alter combat in certain ways, making each fight interesting and different than the last.
The book will provide rules for the most common phases of a run, like the legwork, the entry and the escape, for example, without beating them down to a single dice roll. It will also take into account that - unlike you - the characters are professionals who don't forget to bring certain things to a mission ...
It will also will focus on how to incorporate standard missions against metaplot-missions or how to entangle the two. While standard missions are there to earn mostly money, the metaplot missions are the real fun of the game: driving the overall narrative forward and giving the players the opportunity to shape the campaign - by making hard decisions that might come back to haunt them.
There are other cyberpunk games out there, we know that. But our approach is a clean cyberpunk vision without an unfit twist. There are neither dragons nor talking octopi in our world, Neomancer is pure Cyberpunk, tastefully modernized, with androids, hacking, breaking into big corporations and enhancing your body to be better than the rest of the scum that surrounds you.
We will provide not only a system where all this is possible, but also a fleshed out world with big Corporations, important NPCs and endless possibilities to play. Players will have many options to chose from when creating and developing their characters without resorting to dozens and dozens of pages full of tables and special skills.
Neomancer Artwork created by Alex Gavrilas
"It's the basic condition of life to be required to violate our own identity.”
― Philip K. Dick, Do Androids Dream of Electric Sheep?
The Salvation Code is a full campaign for Neomancer emphasizing the android aspect of the game. In this campaign the operators are forced to make hard moral decisions and are confronted with facts about their world they may not like…
“In the face of pain there are no heroes.”
― George Orwell, 1984
This supplement is for gamemasters and players as well. The first section focuses on the hard work it is to be the gamemaster in a roleplaying game and gives you many tools and hints how to improve your Neomancer game.
The second part of the book is purely for the Operators and brings new gear, locations and new ideas for all phases of the game.
Risks and challenges
There are no real risks. We are experienced authors and role players, who have published before, although not in English. We need the money solely for the art in the book, which in our opinion adds tremendously to the finished result. Our goal is to release the book in December 2017.
The usual risks could be something like illness and data loss. Since we are a team of 4, the risk is very low and even if someone has to drop out, we will have 3 others who can go on with the project. Data loss shouldn't be a problem since we are working with different cloud services, so we can assure you, that no data will be lost (unless some very clever operators attack us).Learn about accountability on Kickstarter
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