The rain-slick streets gleam like silver on a circuit board and holographic signs paint the metroplexes in a river of neon. The city stretches as far as the eye can see, from the toxic coast to the city limits where the walls keep the wasteland from encroaching. Despite advances in technology most people continue to live as cogs in a machine, distracted from their ineffectual lives by... [click here for more]
Psychic powers, psionics and the untapped powers of the mind have long been a staple of science-fiction - cyberpunk included. In this supplement for NEON CITY OVERDRIVE these ideas are explored, providing both players and GMs with tools to add amazing powers to their games.
This book includes:
Incorporating psionics: Advice and ideas to help you incorporate psionic powers... [click here for more]
Skinjobs. Artificial humans. Dolls. Skin-jumpers. Digital ghosts. The invention of the ghost chip was a game changer for those who could afford to re-skin, promising virtual immortality.
This supplement for NEON CITY OVERDRIVE describes ghost chips and skins, integral technologies of the setting. It provides material for both players and game masters, including rules on re-skinning... [click here for more]
The grid - the endless runway of neon-lit data that hackers, codeslingers and A.I.s call home. It has invaded every part of modern life and made itself an unavoidable spectre that watches, listens and controls the lives of the careless and unwary. In this supplement for NEON CITY OVERDRIVE the grid is explored and explained, providing you the tools to take your games off the street and into... [click here for more]