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Neon City Overdrive vs NewEdo

Compare Neon City Overdrive and NewEdo side by side. See differences in complexity, dice, genre, cost, and more.

Neon City OverdriveNewEdo
GenreCyberpunkCyberpunk, Fantasy
Play StyleRules-Light, One-Shot Friendly, Fast-Paced, Low-Prep, Fiction-First, Atmospheric, Cinematic, Tag-BasedCinematic, Character Building, Crunchy, Classless, Faction Play, Heroic, High-Power, Urban Fantasy, Tactical
Core MechanicRoll a pool of action dice (d6s) based on advantages, then roll danger dice for obstacles. Danger dice cancel matching action dice. Your result is the highest remaining action die.Contests use a dice pool combining Core Trait d10s plus Skill dice (d4, d6, d8, or d12 depending on Focus) against a Target Number, with d10s exploding on 10s. Before each contest, the player Rolls their Fate on a d100 and resolves any matching lines on their personal Fate Card, which fills up with triggered effects as the character develops through Path abilities and in-game choices. Legend is the character's reputation and acts as a resource pool: spending up to 5 points of Temporary Legend per Round adds that total to a dice pool for cinematic stunts, and Legend is regained by doing memorable things.
Diced6 dice poold4–d12 dice pool
ComplexityVery LowHigh
AccessibilityMediumMedium
RunnabilityLowVery High
LicenseAll Rights ReservedAll Rights Reserved
Cost$$$
PublisherPeril PlanetSalty Games
Year20202022
Best ForGroups who want fast, fiction-first cyberpunk action with minimal rules overhead and maximum style.Groups who want deep character customization across magic, cybernetics, and skills in a near-future city drawn from Japanese folklore and samurai fiction, with heavy factional politics and larger-than-life heroes fueled by their growing reputation.
HighlightsSimple action/danger dice mechanic, fast character creation, fiction-first tags drive everything, compact 72-page rulebook, strong cyberpunk atmospherePriority Buy character creation distributes uneven resources across Backgrounds, Magic, Augmentations, Skills, and Core Traits so that no two builds share the same shape. Ten playable Lineages are drawn from Japanese folklore (bakeneko, kappa, karasu, kitsune, oni, saru, tanuki, usagi, human, and the cybernetic half-machine hisanaka), each with two Cultures. Seven Factions and their Paths tie every character to a political stance in the Empire. Magic is built around Shinpi and Rotes granted by tiers of kami: casters negotiate with spirits rather than memorizing spell slots.
ConsiderationsTag-based characters can feel mechanically samey, limited advancement system, danger dice can stack to make rolls feel futile, short rulebook leaves many situations to GM judgmentDense interlocking subsystems (Legend, Fate Card, Trait Noise, Shinpi, Priority Buy, Derived Traits, Wound tiers, and four Soak types) take significant time to internalize before first play. Core rulebook runs over 300 pages and is paid only, with no free quickstart or SRD. The setting mixes cyberpunk, samurai fiction, and yokai folklore in a single package, which may not suit groups looking for a pure take on any one genre.