Dystopian Misfits; A Cyberpunk Roleplaying Game- The Statement of Intent
By: William Patrick
Theme: Every action has a consequence
Mood: Dark, grim, depravity
Here is a short synopsis of the game:
-First, the game is called Dystopian Misfits. It is a cyberpunk game set in and around 2100.
-It uses the Consequence System.
-There will not be ‘magic’ of any kind, the closest thing to magic are some psychonetic augments.
-The electronic internet system is called The Syphon.
-Every character has two traits. A Cyber trait and a Punk trait. Ex- The cyber trait could be Hacker and the Punk
trait could be Criminal.
-Cyber traits range from Meatcan (a person who keeps replacing flesh for metal) to Syons (people who are
completely at home in the Syphon’s syreality and I don’t know if Syreality is a good term, it needs a
better ring to it).
-The Punk trait is what kind of anti-hero your character is. Addict, fence, bandit, deserter, traitor, spy, criminal,
outcast, visionary, rebel, mercenary, dissenter, smuggler, and misfit are all examples of Punk traits.
-Traits determine the types of augmentations your character may choose.
-There are four types of augmentation: Natural, Bionetic, cybernetic, and psychonetic.
-Natural augmentations are learned things that come without enhancement from technology. Someone may
be really good at drive cars without being syphoned into the car or with bionetically enhanced reflexes,
though it helps.
-Bionetic augmentations range from cultured sinew and hearts to the modification and addition of existing
fleshy bits. Think replicants from Bladerunner or the premise of The Island.
-Cybernetic augmentations range from metal plating and reinforcement to the replacement of limbs and
organs with metal counterparts. Think the razorgirl Molly from neuromancer.
-Psychonetic augmentations deal with the human mind. Tweaking and probing until people can do things
that their flesh and/or metal cannot do. Doing anything extreme that a body cannot normally handle falls
under psychonetic augmentations. Psychonetic augments also covers psychokinesis such as
telekinetics and telepathy.
-There would not be any more ‘magic’ than this, and it is not an extensive separate system.
-Skills will be rated from 1 to 8, the number indicating the number of dice in the dice pool. a 6,7,8 is a success.
-Score more successes than the GM to get a better result.
-The Skill list includes close combat skills (body, steel, vibro), ballistic combat skills (non-lethal, slug, charge),
physical skills like parkour, leap, climb, dodge, and swim; social skills like deceive, seduce, and barter;
knowledge skills like Sewer-smart, street-smart, et cetra; syphon skills like hack, program, wall, virtual, and port.
-There are no ‘base attributes’
-Skill caps are based on the number of augments your character has.
-There is one level of success, and multiple levels of failure and consequences.
-Characters have karma(tokens of some sort) to use to lower the effect of consequences.
-Characters gain karma(tokens) by increasing the effect of consequences.
-Advancement is given for completing challenges and each player besides the GM gets nominated for awards.
-Awards give points that lead to purchasing an enhancement.
-Enhancement gives skill points and an augment.
That is the basics. I’m done about a fifth of the game so far.
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