Tiny Cyberpunk
Corporate EditionStreet rebels hack, fight, and evade megacorps in a dystopian near future
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Best For
Groups seeking quick cyberpunk missions where street-level jobs provoke escalating corporate retaliation. The included oracles also support solo campaigns.
Core Mechanic
Roll 2d6 for a Test; any 5 or 6 succeeds. Advantage raises the pool to 3d6, while Disadvantage lowers it to 1d6 and normally takes precedence.
ComplexityHow much there is to learn
Medium
The core Test changes only pool size, and combat gives each participant two actions. Hacking and vehicles add specialized uses of Tests. Heat introduces a separate campaign-facing response loop for the Director.
AvailabilityHow you get the rules
- Free to tryNothing freeNo free rules or starter
- Get it nowSold newIn print or as a legal PDF
RunnabilityWhat the book gives you to run it
- –IndexNo back-of-book index or page-keyed reference tables
- ✓GM guidanceA chapter on how to run the game
- –Examples of playNo worked examples of play
- ✓Quick referenceCheat sheet or summary tables
- ✓Cross-referencesRules point to each other by page
3 of 5 book tools found in the core book
Highlights
- Hacking uses Firewall difficulty and failure-triggered Kickbacks, giving digital intrusion distinct risks while reusing the core Test.
- Heat turns mission fallout into escalating corporate actions after rests, carrying consequences between jobs.
- A complete solo loop pairs scene procedures with oracles, supporting one-player campaigns without a Director.
Considerations
- Most Tests resolve as binary success or failure, leaving unlisted consequences to the Director.
- Long campaigns require more Director worldbuilding than one-off missions.
- The Corporate Edition includes portions of Neodinium that the publisher identified as generative-AI text; an announced Hacker Edition will replace that material.
Rules license All Rights Reserved
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