WELCOME TO THE METAPHYSICALLY ADVANCED FUTURE

NECROPUNK

A ROLEPLAYING GAME OF LIFE & DEATH

Play a supernatural mercenary on the streets of a futuristic, ghost-infested metropolis.

Necropunk Character Art
IN THIS GAME YOU WILL:
  • Chase fugitive spirits
  • Save lost souls
  • Repossess bodies
  • Steal corpo secrets
  • Run from paranormal cops
  • Forge Supernatural Weapons
  • Talk to gods
  • Explore the afterlife
  • Gamble with your life
Necropunk Character Art
IN DEVELOPMENT
“EVER SINCE WE DISCOVERED THE EXISTENCE OF LIFE AFTER DEATH, THE WORLD HAS GONE STRAIGHT TO HELL.”

NECROPUNK RUNS ON THE PULSE SYSTEM

The Pulse System was designed to resolve high-risk situations in Necropunk. You can think of Pulse as both a betting resource, like poker chips, and your character's momentum.

The more Pulse you have, the more cool things you can do. The less Pulse, the worse things get.

ON TILT

PULSE METER

IN THE MONEY
WIPED OUT
0
RECKLESS
12
OFF BALANCE
34
STEADY
567
NIMBLE
89
SEAMLESS
1011
ALL IN
12
0 Actions
x2 DMG in/out
-2 DMG
No effect
+2 DMG
Extra Attack
Special
Free actions only. Recover 2 Pulse next turn.
Deal double damage and take double damage.
This is a sample Pulse Meter for combat. Pulse effects can be customized during character creation and advancement.
Make a second attack with no penalties.
Bet everything you have to attempt your Past Life Ability.
12
10-11
8-9
5-7
3-4
1-2
0
ALL IN
Special
Bet everything to attempt past life ability.
SEAMLESS
Extra Attack
Make second attack with no penalty.
NIMBLE
+2 damage
STEADY
No effect
OFF BALANCE
-2 damage
RECKLESS
x2 damage in and out
Deal double damage and take double damage.
WIPED OUT
0 actions
Free actions only, recover 2 pulse next turn.

THE CORE MECHANIC

OR, HOW TO GAMBLE AND RESOLVE CONFLICT IN NECROPUNK

1 DECLARE ACTION

Say the thing you want to do.
I attack the monster. I climb the wall. I pick the lock.

2 SET DIFFICULTY

The GM assigns a Difficulty Number (DN).
You need to roll a 15 or better to pick the lock.

3 PLACE BET

You bet 1 to 3 Pulse chips, and the GM matches it.
You put 3 chips on the table; the GM does the same.

4 ROLL DICE

Roll 2d10 plus modifiers.
You fire a laser gun. You add your +3 in firearms to your roll.

IF YOU SUCCEED

You double your bet and climb up the Pulse Meter.

IF YOU FAIL

You lose your bet and fall down the Pulse Meter.

1
DECLARE ACTION
Say the thing you want to do.
I attack the monster. I climb the wall. I pick the lock.
2
SET DIFFICULTY
The GM assigns a Difficulty Number (DN).
You need to roll a 15 or better to pick the lock.
3
PLACE BET
You bet 1 to 3 Pulse chips, and the GM matches it.
You put 3 chips on the table; the GM does the same.
4
ROLL DICE
Roll 2d10 plus modifiers.
You fire a laser gun. You add your +3 in firearms to your roll.

IF YOU SUCCEED

You double your bet and climb up the Pulse Meter.

IF YOU FAIL

You lose your bet and fall down the Pulse Meter.

“IT’S ALL OVER THE NEWS, FRANK.
THEY RIPPED A HOLE IN THE GODDAMN UNIVERSE. HOW CAN YOU JUST SIT THERE EATING A SANDWICH!?”

THE SETTING

The year is 2086. The place is New Manhattan.

Fifty years ago, they tore a hole in The Veil. That’s the fabric separating the Land of the Living from the Land of the Dead.

Across the city, rifts open into the spirit world, ghosts pouring into the streets. While most rifts can be sealed, some are irreparable and must be guarded day and night.

Now there are ghost-busting police, astral junkies, and post-life insurance salesmen. They televise exorcisms and advertise cars that run on ectoplasm. Bodies get rented. Souls get rendered into currency. Mega-corps acquire pieces of heaven and sell them off to the highest bidder.

Staten Island is lost entirely, a forbidden zone where the dead now hold complete sway.

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