N.4 - Patch Notes
Alpha State
This game system, and the setting in which it takes place, are both in active development. Everything on this site is subject to change.
N.41 - New Alpha Patch Notes
These patch notes are a running list of updates made since moving from GM Binder to a website format.
- 2025.06.03
- Updated STK Check values for damage tables in the combat system. It should now be slightly less lethal for players and a bit more lethal for enemies.
- Expanded some of the details for things that can reduce damaging attacks, and made them into their own section.
- 2025.06.02
- Added details about the "dead," "shut down," and "destroyed" damage categories. Talked a little about how unlikely it is to come back from those states, and if I ever create rules for that it'll be included in the technology and priced higher than any player can likely ever achieve.
- 2025.06.01
- Added info for "dying" and "shutting down," espeically rules for making Death Measures to stay alive. Heavily inspired by "last stand" movies like "Kate."
- Prior to 2025.06.01
- Made a number of changes that I don't remember because I hadn't yet decided how I want to handle these patch notes. Sorry.
N.42 - Old Alpha Patch Notes
These patch notes are transcribed from the old GM Binder format. This old format ended when my laptop died, because during the interim between computers I started moving things over to this website.
A.20250208
- New body font! I've gone from Rajdhani to Futura! I think it works really well, we'll see how I feel about it long term.
- New border art! A continuation of Rey's great work on the game logo and background, he was kind enough to give me options for the page border, number, and footnotes.
- Added a table for rolling damage values, gonna test that out instead of individualized weapon table values.
- Updated the way Advantage Ranks are generated, based on how many total Struggle Ranks you have.
- Agoraphobia Trait is now correctly listed as a Struggle, not an Advantage. Oops.
- Updated the Housing Table to remove all options for the top three social levels.
A.20250208
- New body font! I've gone from Rajdhani to Futura! I think it works really well, we'll see how I feel about it long term.
- New border art! A continuation of Rey's great work on the game logo and background, he was kind enough to give me options for the page border, number, and footnotes.
- Added a table for rolling damage values, gonna test that out instead of individualized weapon table values.
- Updated the way Advantage Ranks are generated, based on how many total Struggle Ranks you have.
- Agoraphobia Trait is now correctly listed as a Struggle, not an Advantage. Oops.
- Updated the Housing Table to remove all options for the top three social levels.
A.20250111
- New Year New Logo!!! There is now an official logo for NeoNeuro, as well as a new page background. And more is yet to come! This art was developed by Rey Pina (Twitter, Insta)
- I've gone back to Rajdhani for body text. I got too excited before, and shouldn't have used my NeoNeuro font for body. It's now only headers and other special places.
- Updated housing costs on the randomized housing options table, based on a new formulae I've started using.
- Expanded some of CodeBlock 3.1 - Telling Stories in NeoNeuro; added a bit about how much you can make based on Rep, and started sections for more stories.
- Made some tweaks to encryption/decryption.
A.20241228
- Codeblock 2.2 - Telling Stories in NeoNeuro is now codeblock 3.2. I think section 2 should be entirely about game mechanics, and section 3 should be about the setting, including the themes and stories within it.
- Codeblock 2.21 - Running a Scene is now codeblock 2.19 for organizational purposes. It's a game mechanics chapter, doesn't belong in the stories chapter.
- Reorganized and cleaned up the way Paths and Hussles were organized. Also added two new Paths, Personality and Salt, and one new Hussle, Face.
- Changed Difficulty Value to Difficulty Number because I don't want the abbreviation "DV" all over my work.
- Added Encrypting Software to Codeblock 2.4 - Computers and the AC. It's currently just kinda tacked onto the end, because I need to overhaul that chapter, but I'm pretty happy with this little ruleset.
- Added a new Trait People, and new Interest Intimidation.
- Finally finished 3.45 - Social Levels! This provides a description of all the different social levels, and helps define the structure of SB65.
- Updated the descriptions, stats, and tables for Courier, Cowboy, Deadwalker, Gambler, and Gangster.
- Made a few tweaks and changes.
- Updated the colors for the NN Logo so it finally matches the rest of the document theme.
A.20241026
- Updated links so they glow gold on hover.
- Added some Character Traits and tweaked others.
- Completely overhauled codeblock 2.1 - Game System Rules, including removing the redundant descriptions of how to use Styles, Skills, and Humanity, and a new version of the Rule of Cool that includes a new improved version of Negative States.
- Tweaked all of codeblock X.2 - Glossary of Terms.
A.20240921
- Updated all existing Origin tables to better reflect the current ideals for character generation.
- Updated the Table of Contents to include some new Origins (Corporate Zone and Hatchtown) and Paths (Deadwalker). These will be developed.
- Renamed Origin: Shelby to Origin: Free Zone. This is intended to be more broadly applicable.
- Tweaked the d100 ranges and generated values for the Sector Generator.
A.20240706
- Cleaned up codeblock 1.2 - What Do You Do? to (1) better reflect how I see the different stats, (2) adjust the Interests list and clarify Interest use, and (3) move rules for how to use Checks, Measures, Styles, Skills, Interests, and Humanity stat into this codeblock. Rather than have the rules for these systems split into different sections, seems a lot better to have it all in one spot.
- Updated, improved, and integrated the rules for stat increases! They're in 1.2 - What Do You Do?, described under each relevant stat group (Styles, Skills, etc).
- Reality is now Clarity! For now. We'll see how I like it.
- Further clarified how Humanity stats are measured, and how that whole system works. Look, this is an alpha, things are going to change a lot.
- Updated and expanded codeblock 1.14 - Personal Details to include rules for your starting Humanity during character creation.
A.20240518
- Added 3.23 - Weapons! Finally setting down solid rules for weapons and how to use them. This is progressing in chunks, but it's progress.
- Also added an AI Companion app, as equipment for now but we'll see how I end up grouping it.
- Updated Codeblock 2.4 - Computers and the AC. I've refined the interface types and brought the chapter's descriptions more in line with other things I've been building. Also started working on ICS Power, which is something very important to anyone that wants to be good at computers, and NetNinjas in particular.
A.20240406
- Renamed Rules: Fighting the System, Cyberhuman Soul, and Tools to Get Shit Done to Game System Rules, Cyberware, and Markets and Equipment, respectively, in an effort toward clarity.
- Reworked block 3.2 - Markets and Equipment, stream-lined the whole section, trimmed it down, and hopefully made the NeuroIndex system easier.
- Changed Disconnect to Dissonance for the time being. May change again, trying to find the best word.
- Moved some codeblocks to make way for 2.2 - Telling Stories in NeoNeuro! This is the start of a section that will help Narrators give structure to the games they run, and help players as a whole tell stories that feel like they're part of NeoNeuro as a game and a setting.
A.20240316
- GIxef apnr ypy9d,
- Updated and expanded 2.22e - Neuralware.
- Did some more work on the random housing options.
- Reworked the character creation section, trying to both streamline it for clarity, and include a lot of the new elements since I last reworked it.
- Added 3.44 - Building SB65 Sectors for rules to build and develop custom places on station.
- Renamed X.21 from Slang to Terms; also updated and expanded the codeblock.
- Renamed Agent to Fixer, and Bruiser to Heavy. The latter just because I think it works better, and the former because I decided to embrace that genre norm instead of trying to buck it.
- Added 2.34 - Veracity of Knowledge because finding the truth is difficult in a post-truth age.
A.20240127
- Updated Codeblock 2.33 - Online Profiles. It's now info about which of your personal info can be found online, and what you can do with it.
- I'm overhauling the table for player housing! It's going to be a tool to help give a sense of world, as well as provide players with emotional resources to fight their Apathy or Dissonance.
- Added 1.15a - Bio-Cycles. 1.15d - Manufactory, and 1.15f - Print Line! These are fun new origins, because they're the game's first non-humans. Bio-Cycle farms produce vat-grown humans, with no parents, who come out of the vats as grown adults. Manufactories assemble androids that could pass for human if not for the visible markings, and Print Lines assemble bots that are human-shaped but do not at all look human.
- Removed the option to start with averaged Style dice. Was never part of my original ideas, I just got talked into it and now it's gone.
- Whole bunch of little tweaks.
- Added a new Patron! Thank you Geraldo Nascimento!
A.20231021
- Changed the cover page to depict NeoNeuro's first ever concept art! This is just the first concept image, but it's a step toward finally being able to see this world that exists in my head. I'm not crazy, I swear!
- Updated the look of our documents by shading the background circuitry a shade of purple. I'm leaning toward this color scheme for NN as a whole.
- Updated and streamlined the Rule of Cool.
- Added codeblock 1.3 - Who Do You Run With? A whole new chapter! This introduces group dynamics, which is a stat system for an entire group of players. It's an idea I've had in mind for years, and I'm excited to add it to NeoNeuro!
- Updated the cover logo to use the new typeface.
- Added 2.17 - Managing Disconnect! This is a small bit of rules, but is huge for NeoNeuro as a whole. Part of the concept is about the mind being torn between real and illusion, and this is part of that.
A.20230923
- Added codeblock 2.18 - Physical Dangers, specifically a section about falling damage. Gravity!
- Updated the table of random backgrounds; (1) added an option for retirement, and (2) turned background entries into links to each entry.
- Also turned the header for every background element into a link to the Randomized Backgrounds table.
- Added rules for heightened or dulled SSI checks.
- Updated the rules for static DVs, and included a WIP table of example DVs.
- Added 2.22e - Neuralware to start a collection of cyber brain implants. Adjusted the placement of successive cyberware entries accordingly.
- Replaced Gamblers' Pistols Skill option (which is an Interest, not a Skill), with Awareness.
- Renamed Space Sweeper to just be Sweeper.
- Replaced all those little random tables with a table to determine your character's housing situation.
A.20230520
- The first NeoNeuro Typeface is here! I'll be tweaking the way it looks over the next few weeks or so, trying to find exactly the right font sizes and other layout details, but it's here! I hope folks like it as much as I do.
- Cleaned up Patreon sections.
- Updated and expanded Influences & Inspirations, as well as adding a Styles & Vibes section! In the absence of any concept art to give people an idea of what NeoNeuro feels like (which is absolutely coming), these will do for now.
- Tweaked and adjusted and retweaked and readjusted the entire document, trying to find just the right feel for the new typeface.
- Updated 1.24 - Humanity to reflect the changing ideals of how Humanity works in NeoNeuro.
- I've removed all art that I didn't create myself. This was painful, because for me the art of a project is a big draw for me. But that's also why it needed to happen, because (1) the old art didn't fit the direction NeoNeuro is now going, and (2) my love of art could potentially steer me in the wrong direction if it's not the right tone, aesthetic, style, etc.
- Experimenting with a logo for the book cover. This logo will change significantly as I refine it and change my mind, and it'll also be replaced by actual cover art eventually. The logo itself will still be used, just not as a cover image.
A.20230513
- Updated the method of tracking $Index rating, now you just roll the difference and it moves up or down depending on whether Assets or Liabilities are higher.
- Updated 1.15a - Cyberstar Wastes to the new style and format of background origin.
- Corrected an error in previous patch notes: all to some. Sorry about that.
- Updated 2.22b - Cyber-Arms! This is the beginning of a change to how cybernetics function, which I hope will be a lot easier, more versatile, and more fun.
- Updated 2.22c - Cyber-Legs! Still don't have as many upgrade options as I'd like, but I'm working on some ideas in the background. Lightwalkers will forever be my favorite tho.
A.20230506
- Added a circuitry background page element.
- Updated the background features for 1.17d - Hussle: Superstar.
- Updated some backgrounds with new $Index Portfolio data, and added Subscribers data to each.
- Updated info on the NeoNeuro Intro Sheet.
- Brightened table font slightly.
- Removed the whole social alignment section, that shit doesn't fit with my vision at all.
- Assets and Liabilities are now measured as integers instead of die values, and the difference is rolled as a Measure to adjust $Index value. This should prove to be easier and quicker at the table.
A.20230318
- GIxef apnr ypyod,
- New page borders! I'm updating the art style, one bit at a time. I really like this border, it really brings every page closer to what I'm feeling.
- New header typeface and style! This is temporary, I'm working to have a new typeface made specifically for NeoNeuro, but this will hold for now. I like it!
- Finally actually added the splash page for CodeBlock X.0. Dunno why I never did before.
- Health is no longer part of the Humanity System. Instead, I'm creating a new Health System which will encompass both physical and mental health.
- Updated character sheets for the example characters.
- Deleted a lot of the random tables, I need to rework that concept.
- Removed Health from the Humanity system. It just felt tacked on, and I'd rather do it justice in a system that tracks both physical and mental health as one whole. It also makes Apathy feel more relevant.
- Removed the content warning page, I'll write a better one later. Turned it into a "this is alpha" warning.
- Created an Intro Sheet for alpha testers! I'm getting closer every day to playtests!
A.20230304
- Adjusted some of the doc formatting styles, including bullet points which you can see here.
- Removed the height & weight table. That was a relic of the over-detailed ways in which I tend to approach my D&D work, and has no place here.
- Rebuilt the table of contents, it's so pretty now!
- Finally set up a system where you can click on the footnote of any page to go back to the TOC.
- Extended elements are now listed an alphabetic character suffix, rather than numerical. I think this will help them stand out a bit more from other entries.
- Updated, expanded, and streamlined the Humanity stat into an entire Humanity system! Health, Identity, and Empathy, all supported by Resolve, are a system that can be overcome by Apathy.
- Added the character sheets for CHO Sun Hee and Gaspar Fabre, and updated Ruby Violet's character sheet! These are concept work only, but they're and important step in development.
A.20220903
- Fixed some internal links that didn't work right.
- Changed the way gold text formats again, because I keep changing my mind about how I want to use it. This won't affect the front end, so I'm not sure why I keep mentioning it.
- Changed standard naming from NeuroIndex to $Index. Because.
- Adjusted the Complexity of Cyber-Arms and Cyber-Legs from 10 down to 5, to make them less annoying and more appealing.
- Adjusted Ruby's stat blocks to reflect changes.
- Updated the cover logo! I think I'm getting a little better with shoop.
- Added a new intro scene, Trembling visibly, which gives an idea of what trying to sleep on SB65 is like when you don't have many resources.
- Removed codeblock Bleeders and Heaters because I hate the name and I'm still not sure how I want weapons to operate in the game.
- Reworked codeblock 3.23 - Money and Morality. The thematic intent should hopefully be a little more clear, and the numbers should be easier.
A.20220730
- Added a new Patron! Thank you Ima Ishtar!
A.20220723
- Added 2.41 - Telling Stories. Adjusted 2.42 to match the additional codeblock.
- Described some of the elements of NeoNeuro stories; specifically, the people of the setting, and the way violence is intended to be portrayed. I'll expand on this segment with info about Tone, Pacing, and more.
A.20220716
- GIxef apnr ypyos,
- Tweaked the streetracer "wins & losses" table again.
- Added codeblock X.1 - People of NeoNeuro. Updated other System Update codeblocks to reflect this.
- Added codeblock X.11 - The Cyberpunks! First up is Ruby Violet, one of the characters I'm using to help define the setting of NeoNeuro.
A.20220709
- Added 3.3 - Vehicles: Freedom for Sale! This is just a start, but I'm getting an idea for how I want them to work in this system.
- Updated codeblock numbers to adjust.
- Clarified the titles of codeblocks 2.1 and 2.4.
A.20220702
- Way, way, way overdid it with a new table for random height and weight. Like, I spent way too much time and effort on that thing.
- Built a website! Not much there yet, but I have big ideas for it in future: PlayNeoNeuro.com
- Also built an animated gif to advertise the site.
- Fixed some broken formatting.
- Clarified some wording in 2.14 - Negative State.
A.20220625
- GIxef apmr ypyos,
- Did some more work on the sections for character creation, ever-polishing.
- Added Path: Cowboy! Now you can be Spike!
- Adjusted some background element tables.
- Spent a lot of time recreating some of my art assets.
A.20220618
- Added a Social Alignment section to the character creation section. You can be a cyberpunk, edgerunner, or flatliner. These largely equate to fighting against the system, fighting to survive the system, and fighting for the system.
- Successfully managed to lose all my art assets for the game. Every template, every background image, every page border, every color palette, every test project, all of it. It's just gone. This has sapped my motivation for the week. I'm sorry, I'll try again next week.
A.20220611
- Added a new patron! Thank you Msrq33!
- Added the bodymask, body tracker, ip crawler, and ip mask apps, because I've been thinking about how stealth works in a system with the Adam Cloud.
- Did a lot of work in the background that, sadly, won't mean much on the front end. Sorry about that. I cleaned up a lot of my code formatting, and changed how I handle internal links. This will make things easier for me in future as the doc continues getting bigger, but it doesn't show up visually for you folks.
- Added Computers Interest, cause computers run every single thing and some people are interested in stuff like that, I dunno.
A.20220604
- Added LightWalker Enhancements to cyber-legs.
- Changed the year back to X606. I'm indecisive.
- I did a shitload of math, and researched some physics, and talked to some people who know about physics, to figure out how to structure Starbase 65.
- SB65 is now a Niven Ring! No longer five habrings around a central structure, it's just one giant ring (for context, it's bigger than a Halo ring, but narrower).
- There are now two train types on SB66; the monorail and the lightrail, which is not what we normally think of when we say "light rail!"
- Updated the description of Judges to add history.
- Tweaked some wording about the SB65 legal system.
A.20220528
- Added a news blurb thingy to 0.2 - Day in the Dystopian Life.
- Added a piece about a street racer to 0.2 - Day in the Dystopian Life.
A.20220521
- Completely revamped the presentation of cyberware, removing the old lists and replacing them with a new layout.
- Pretended my artistic abilities are up to the task of making art for my cyberware pages.
- Didn't do much else, cause this has been a big project.
- Added a section to 1.13 - Cyberware and Gear called Starting ICS, which stands for Internal Computer System. Literally everyone had a brain computer now.
A.20220514
- Changed cruelty to apathy. The terms we use to describe shape the way we think and feel about them, so I want to be very precise about the direction I take with this game mechanic.
- Updated the section about money and morality into its own codeblock, 3.22, and updated the rate at which $ affects Humanity.
- Added rules for capped Skills and Interests, which means a Skill or Interest that's limited by a paywall.
- Added rules for what I call the Negative State, which is basically the opposite of the Rule of Cool.
- Speaking of which, I further developed the definition of the Rule of Cool a little.
- Added Fashion Interest, cause everybody wanna look good yaknow.
- Tweaked the ending of Deckie's intro story slightly, to be less declarative and more evocative. Also added some world-building about what happens when you commit a crime on SB65.
- Removed Cyberpunk, Edgerunner, and Flatliner from the slang section for now, cause I'm reworking what those are going to be.
- Added NC3 to slang section.
- Added a text box describing cloudsites, which are the websites of the cyberstar wasteland.
A.20220507
- FIxef apmr ypyos,
- Evened out the table chances for all Paths.
- Evened out the table chances for all Hussles!
- Changed the year NeoNeuro takes place, from X606 to X66. It'll matter as I begin building out the history and more of the setting.
- Changed the Money entry in each background element to NeuroIndex Portfolio, as part of moving to the new financial concepts.
- Added a function where negative $ counts as a Liability in your $I portfolio.
- Updated the section about renting vs. buying to include the requirement and regulation of Purchasing Licenses, without which you can't purchase something (literally anything).
- Added a table with the costs of some Purchasing Licenses.
- Added the Rule of Cool, which is twofold; (1) if a thing is cool, do it, and (2) if your Style die rolls well enough, cool shit automatically happens.
- Added 0.2 - A Day in the Dystopian Life to the front of the doc. This will contain a series of short stories and vignettes, intended to help people get a feel for what it's like to live on SB65.
A.20220430
- Tweaked the random height table.
- Started the process of evening out table chances in each of the background elements (Origins are done).
- Looked pretty. But like... really pretty you guys.
A.20220423
- FIxef spmr ypyos,
- Huge news! Officially changed the name of the project from Neo:Neuro to NeoNeuro! Okay I doubt anybody but me really cares, but I care.
- Tweaked the way tables are formatted, which should make it easier to implement some future ideas I have brewing in my pretty head.
- 2.41 - Themes is now 2.41 - Telling Stories. Themes are still a thing, but they're on the back burner now. First I want to develop this system for generating personal story hooks.
A.20220416
- Changed 65PD to SBPD because it feels better to say verbally, and because it allows me broader application for conflict and other corps when I start introducing other starbases to the setting.
- Added more specific info for SBPD. Including the fact that most cops are robots, and the only human cops are the most corp-loyal people around.
- Tweaked and polished info about warrants to reflect some of the slight changes made to SBPD.
- Tweaked layout formatting a bit; specifically, upped the number of paragraphs available to each color category (this is an ongoing thing).
A.20220409
- FIxef spmr tpyos,
- Added 2.13 - Using Skills and Interests to give a little more info on how they're applied. I may expand this later as I playtest the game and see how it reads to different people.
- Added some info about check complications.
- Did some other shit in Block 2.1 but I don't remember what it was cause I'm pretty drunk.
- Added info about warrants, and what they do.
A.20220402
- Reworked the concept for NeuroCoin; now it's more like a market indicator than a literal currency. I mean it is still a currency, but that currency is an indicator of how well you're doing in the market.
- Created the NeuroIndex, which is the marketplace where all cryptocoins and UCTs are traded. It'll get more complex as I develop the setting, but for now it should be pretty straightforward.
- Finally added specific rules detailing that gaining more money starts to cost you Humanity.
- Realized that I don't need to kill myself about small patch notes. I'm not an entire dev team working full time; I'm one woman, working weeknights and any other place I can fit it. (That's what she said.)
- Spent entirely too much time working on a new logo, including potentially an animated one. Not done yet, but I'll be updating the game's title slightly.
A.20220326
- Added a Hussle: Courier! Now you can play as Johnny Mnemonic, except legally distinct!
- Added some in-world terms to X1.
- I fucking suck.
A.20220319
- Changed chokers and cookers to bleeders and heaters because I dunno.
- Weaved more chances for cruelty and inhumanity in each of the background elements. This is because I want to depict a horrible world where it's difficult to even reach adulthood without doing, seeing, or being subjected to some type of atrocity.
- Added a table in character creation to determine a random amount of cruelty that any character can start with. For the same reason as above.
- Added two new apps: consecrator and desecrator. These apps sound cool, and they build or destroy firewalls, respectively.
- Tweaked how some of the apps function
- Updated and streamlined 1.1 - Who Are You a bit.
A.20220312
- Changed Willpower to Resolve; I think this reflects my vision a little more accurately.
- Adjusted the rate of recoverity for Humanity. The idea for this is to make recovering from cruelty and inhumanity much more difficult, so as to better depict a hopeless dystopia in which losing oneself is the default, and surviving is the exception.
- Added some new in-world terms: Choker is any type of melee weapon, and Cooker is any firearm.
- Removed a Gameplay term: Edgerunner. I'm moving away from that, and using it for something else.
- Added three in-world terms: Cyberpunk, Edgerunner, and Flatliner (third is a WIP, may change). These aren't exactly an alignment system, but they serve the function of very broadly defining who you are. They're not rigid structures (Rick Deckard would be an Edgerunner who leaned Flatliner, and just a lttle bit Cyberpunk), they just exist as guideposts.
- Added some weapons! Specifically a pistol, heavy pistol, combat rifle, and knife. I've got rules for them in my head, but they're not written down yet. Soz.
A.20220305
- FIxef spme tpyos,
- Dropped programs for apps; no reason to start getting all luddite in this dev process.
- Tweaked IR Access for computers so that you can only move a certain distance away from your meat sack while in IR. This is to (1) require NetNinjas to join the party instead of hanging back at home, (2) make IR Access a little less OP, and (3) make more powerful computers that much more attractive.
- Defined cyber actions (changed from net actions cause reasons); described how they work and set how many you have at once.
- Changed NFTs to UCTs; Unique Containment/Control Token. Same shit, but the NFT acronym is at this point way too loaded, and I want to explore the shitty ideas of the concept without the baggage.
- Wrote a better description of what UCTs are and how they work in the setting.
A.20220226
- Simplified 1.24 - Final Stats a bit more.
- Removed the bit talking about using average die values, since I think I'm going to move away from that concept and stick to actual rolls.
- Changed NetHacking to Ripping, in line with the work I've been doing on computers and programs.
- Added Hacking Interest, again to be in line with the direction I'm going for computers.
- Added a new Path: Gambler. With this one I'm toying with the idea of making each background feature a little more mechanically inclined. We'll see if I like it.
- Changed net actions to cyber actions. Exciting!
- Tweaked some formatting (specifically the way gold text fits in the layout. This is mainly back-end prep for the ways I plan to format programs.
- Added and filled out 2.3 - Computers and the Adam Cloud! Finally! This includes info in ripping, which is the NeoNeuro version of what people think hacking is.
- Added a bunch of programs, which can be used to do things in computers. These initial programs are just basic encryption and decryption, but there's more cool things to come!
A.20220219
- Made tables to figure out your Health, Willpower, and other core stats at a glance, rather than worry about doing the math. You're welcome!
- Polished the color-coding a little, to be more clear.
- Tweaked the Romances table so it doesn't give quite so many results.
- Changed how backgrounds display their $ entries, which should make it more clear that they all add up.
- Changed Rocker & Superstar's fanbase to Stanbase (heh), and made them identical. So neither one is better than the other, but a Rocker Superstar will have double the stans.
- Added Height to 1.18 - Miscellaneous Tables.
- Tweaked some of the miscellaneous tables.
A.20220212
- Played around with some wording.
- Added a Patreon link to the credits page.
- Fixed the numbering of Block 1.0.
- Added block 1.18 - Miscellaneous Tables.
- Filled out the step-by-step section a little.
- Reduced cyberware die from 3d20 to 1d20. Just trying to keep the number of dice rolls down at the table.
- Removed references to Quick from all reflex-based cyber-implants. They still function the same way, but tying them to a single stat didn't fit my vision.
- Added some in-world terms.
- Added block 2.4 - I Want More Life, Fucker. I should note these names might change to be more clear. For now this is what I'm calling the chapter about how to run games in NeoNeuro.
A.20220205
- Tweaked the layout a bit more, specifically the way notes are formatted.
- Completely reworked the write-up for Starbase 65, in a way that will be easy to update and add to in future as I develop the setting.
- Note: If you're a physicist, please bear with me as I work through the details of how gravity works on SB65. I'll get it wrong before I get it right.
- I've updated the way I track the version numbers for the main doc. I'm keeping the primary formatting, but I've replaced the initial "0" with "A." This is because I want to differentiate between "early stages of development, not yet truly playable" and "an entirely playable game, just not finished yet." When I reach that second stage, I'll go back to using "0."
- I added Luck! This is a resource you can spend to roll extra dice for any check.
A.20220129
- FIxed spme tpyos,
- Adjusted DV values again, after getting some actual playtest time in.
- Adjusted the DV for Fame Checks, to reign in the max potential fanbase.
- Added 2.13 - Core Stats to describe the stats Health, Willpower, and Humanity. This includes what they are, how to use them, and how to recover them. Info on what happens when you lose them is forthcoming.
- Added Interests Strategy and Tactics.
- Shorter list this week, but most of the work I've been doing the last few days isn't ready to be uploaded yet. Plus I've been working and reworking the math on some of those check tables, trying to decide where I want things to land.
A.20220122
- Fixed spme tpyos,
- Tweaked DV values, probably will again.
- Added Interests Bureaucracy, Knives, and Shotguns.
- Fixed the cyber-implant glitch table.
- Tweaked the prices and installation rules of cyberware to be a little less swingy and a lot less expensive.
- Added cyberware group Cyber-Senses (Neo-Optics).
- Increased Hussle discount for cyberware groups from 30% to 40%.
- Added splash pages for the background groups (Origins, Paths, Hussles). This will hopefully clarify which ones are which, as there was confusion.
- Cleaned up the numbering for background groups.
- Added info about cyberware that doesn't need to cool down, or is always active.
- Fiddled with cyberware malfunction rules a bit.
- Added group Cosmetic Cyberware (Synth-Skin).
- Cleaned up and clarified cyberware stat blocks for activation, complexity, and cooldowns.
- Added more to X.1 - Glossary of Terms
A.20220115
- Fixed some tpyos,
- Updated some formatting (most notably; underlined all h3 headings).
- Added an oxford comma that had been missing. I'm ashamed, humiliated, and embarrassed that I let something like this happen. I just hope you can all find it in your hearts to forgive me.
- Continued work on 2.2 - CyberHuman Soul; tweaked the rules for cyberware ranks and malfunction, added rules for cyberware cooldown.
- Added the first cyberware rules! (Mechanical Musculature and SynFiber Reflexes) These are prototypes only, and may change drastically.
- Added a table to decide which implants glitch.
- Decided to call sections of play Scenes, Chapters, and Books. A Book is kind of an overarching narrative, with a defined goal and theme. By way of example; Blade Runner and Blade Runner 2049 would be separate Books, each made of different Chapters and Scenes.
- Thought up the idea of using montages as transitions between books. They'll define what your character does in their downtime.
- Added a splash page. Fun!
- Added a maturity warning! Yay!
- Tweaked Street Racer's win/loss record again, from d8s to d6s.
- Added a new Hussle: Agent.
- Changed the Speech skill to Social skill.
- Changed all instances of "fixer" to Agent.
- Added a new Path: Rocker!
- Note: I didn't consciously choose to have ALL the art be women (or women-read), but that's what seems to be happening. My bad. I'm really gay.
A.20220108
- Fixed some tpyos.
- Made minor adjustments to layout formatting.
- Added codeblock X.2 - Additional Patreon Supporters.
- Updated Tough description to better reflect how I envision the Styles system.
- Updated Fitness to remove the purely strength-based element (carrying capacity is for dungeon crawls).
- Added Interests: Cartography and Machinery.
- Added Cyberware Malfunction rating and description.
- Removed Street Racer's driving style table, replaced with Current Bounty table. I want to move away from character creation setting RP choices for the player.
- Squished some Gangoon tables and added a Current Bounty table. Hate to lose some of those options, but piling characters with debt is part of this setting.
- Added codebock 2.2 - CyberHuman Soul, as well as codeblocks 2.21 and 2.22.
- Updated Bruiser entry to reflect the changing game function of cyberware.
- Reworked Superstar to better fit the way I envision it, and fit the current direction of cyberware.
- Added Hussle: NetNinja!
- Added Cyberpunk patreon supporters to credits.
- Beefed up section 1.1 - Who Are You?
- More formatting and layout adjustments.
- Added Path: Space Sweeper! I love that movie.