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Neon City Overdrive vs Wushu

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

Neon City OverdriveWushu
GenreCyberpunkUniversal
TagsRules-Light, One-Shot Friendly, Fast-Paced, Low-Prep, Fiction-First, Atmospheric, Cinematic, Tag-BasedCinematic, Rules-Light, Narrative, Collaborative, Tag-Based, High-Power, One-Shot Friendly, Low-Prep, Theater of the Mind, CC-Licensed Rules
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.Players narrate actions in the present tense, and the details happen as described. Only the winner of a conflict may narrate victory. Each narrated detail earns one d6, up to a per-player limit the Director sets for the scene (usually 4–10). Players split their dice into Yang for offense and Yin for defense before everyone rolls at once. Each die at or under the most relevant Trait (rated 1–5, default 2) is a hit. Yang hits remove chips from a Threat or are cancelled one for one by an opponent's Yin hits. Hits that get past Yin are paid with Chi tokens. A hit that a character cannot cover with Yin or Chi defeats them. If a hero and a Nemesis are both defeated in the same round, the one with more uncovered hits loses, and ties go to the hero.
Diced6 dice poold6 dice pool
ComplexityVery LowVery Low
AvailabilityPaidFree core rules
Runnability3 of 5 book tools3 of 5 book tools
LicenseAll Rights ReservedCreative Commons Attribution-ShareAlike 4.0 International
Third-Party PublishingNot yet researchedCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
PublisherPeril PlanetDaniel Bayn
Year20202015
LanguagesEnglishEnglish
Best ForGroups who want fast, fiction-first cyberpunk action with minimal rules overhead and maximum style.Groups who want improvised, movie-style fight scenes in which the players describe the stunts themselves, played as one-shots or loose episodes with little preparation.
HighlightsSimple action/danger dice mechanic, fast character creation, fiction-first tags drive everything, compact 72-page rulebook, strong cyberpunk atmosphereDice pools are built from narrated details up to the scene's limit, so players are rewarded for elaborating their action rather than for their stats. Nameless mooks are a single stack of poker chips the heroes wear down, which lets players describe as many enemies falling as they like. A four-step zero-prep procedure aims to produce heroes, nemeses and a plot outline in thirty minutes or less.
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 judgmentCharacters do not gain experience or levels, and any mechanical change to a hero comes from optional Trait rules such as milestone Traits. Weapons and positioning carry no mechanical modifiers, so tactical choices count only as narrated details that earn dice. How a description is split into details, and whether it fits the agreed tone, rests on the Director's count and the table's judgment.