Dystopian Edition

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This work is based on the System Reference Document 5.1 (SRD 5.1) by Wizards of the Coast and is used under the Creative Commons Attribution 4.0 International License.

By adhering to these guidelines, Role-Finale Dystopian ensures full compliance with the legal framework of the SRD 5.1 and the associated Creative Commons license.

What is Role-Finale: Dystopian Edition?

Role-Finale: Dystopian Edition is an adaptation of the Role-Finale Lite ruleset, tailored for adventures set in grim and neon-lit dystopian worlds. Whether you’re navigating crumbling megacities, hacking into heavily fortified systems, or surviving corporate warfare, this version provides streamlined mechanics to immerse players in a dark future where technology and humanity collide.

With simplified rules adapted to the chaotic nature of dystopian environments, Dystopian Edition encourages fast-paced storytelling and creative problem-solving. It retains the accessibility of Role-Finale Lite while introducing unique elements like hacking, cybernetic enhancements, and the moral dilemmas of a world on the brink of collapse.

Dive into a high-tech, low-life universe with Role-Finale: Dystopian Edition—where survival is not just a challenge, but a way of life.

Dystopian Edition Introduction

Role-Finale Dystopian is a streamlined tabletop role-playing game system set in a dystopian, cyberpunk-inspired future. It’s designed to let you dive into a world of neon-lit cities, corporate intrigue, hacking, and cybernetic enhancements with minimal preparation and maximum action.

Why Choose Role-Finale Dystopian?

  • Fast and Simple: Create a character and jump into the action in just a few minutes. The rules are concise and beginner-friendly.
  • Cyberpunk at Heart: Explore a dark future where megacorporations rule, hackers infiltrate firewalls, and mercenaries navigate shadowy alleys.
  • Flexible Gameplay: Whether you want to focus on combat, hacking, or storytelling, Role-Finale Dystopian adapts to your style.
  • Instant Adventures: Includes pre-built enemies, gear, and scenarios to start playing immediately.

What Makes Role-Finale Dystopian Special?

  • Streamlined Cyberpunk Mechanics: Familiar d20 rolls paired with hacking, cybernetic implants, and dystopian storytelling.
  • Customizable Gear: From basic firearms to high-tech augmentations, tailor your loadout to your style.
  • Fast-Paced Action: Combat, hacking, and roleplay are designed for quick resolution, keeping the game flowing.

Rules of Role-Finale Dystopian

Chapter 1: Creating Your Character

Step 1: Establish Attributes

Every character has six core attributes: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). These represent your character’s physical, mental, and social capabilities.

  • Roll 3d6 six times and assign the scores to your attributes in any order.
  • Use this table for modifiers:
Score Modifier
3 -2
4–6 -1
7–14 0
15–17 +1
18 +2

Step 2: Choose a Role (Race)

Each role represents the type of person your character is in this dystopian world:

  • Human (Baseline): +1 to any attribute. Adaptable and versatile.
  • Augmented: Enhanced with cybernetic implants. Gain advantage on Strength or Dexterity rolls (choose one) but suffer disadvantage on social checks due to their obvious mechanical nature.
  • Synth: A synthetic being or android. Immune to poison and disease but suffers a -1 penalty to Wisdom saves.
  • Splicer: Genetically enhanced humans. Gain advantage on Constitution saving throws and an additional +5 movement speed.

Step 3: Select a Class

Your class defines your character’s role in the dystopian society:

  • Street Samurai (Fighter): Masters of melee or ranged combat. Gain Second Wind (recover 1d10 + level HP once per short rest). Hit Die: d10.
  • Netrunner (Wizard): Hackers who manipulate the digital realm. Cast “spells” representing hacking abilities (e.g., Override Firewall, Digital Assault). Hit Die: d6.
  • Fixer (Rogue): Information brokers and infiltrators. Gain Sneak Attack (1d6 extra damage when attacking with advantage) and advantage on Persuasion or Deception rolls. Hit Die: d8.

Step 4: Choose a Background

Your background adds flavor to your character and grants extra proficiencies:

  • Ex-Corp: Gain proficiency in Insight and Persuasion. Start with a high-tech datapad.
  • Street Rat: Gain proficiency in Stealth and Sleight of Hand. Start with a small knife and 10 credits.
  • Rebel Hacker: Gain proficiency in Hacking and Investigation. Start with a basic hacking rig.

Step 5: Calculate Stats

  • Hit Points (HP): Maximum roll of your class's hit die + Constitution modifier at level 1.
  • Armor Class (AC): 10 + Dexterity modifier, modified by armor worn.
  • Speed: 30 feet for all roles unless stated otherwise.

Step 6: Purchase Equipment

Roll 3d6 × 10 credits to determine starting funds. Use these to purchase weapons, armor, and gear from the equipment table.

Chapter 2: Core Mechanics

Ability Checks

To resolve actions, roll a d20 and add the appropriate attribute modifier. The result must meet or exceed the Difficulty Class (DC):

  • Standard DCs:
    • Easy: 10
    • Moderate: 15
    • Hard: 20

Advantage and Disadvantage

  • Roll 2d20 instead of 1.
    • With advantage, take the higher roll.
    • With disadvantage, take the lower roll.

Combat Basics

  • Initiative: Roll a d20 + Dexterity modifier to determine turn order.
  • Attacking:
    • Roll a d20 + proficiency bonus + relevant modifier.
    • If the roll meets or exceeds the target’s AC, the attack hits.
  • Damage: Roll the weapon’s damage die and add the relevant modifier.

Chapter 3: Hacking and Technology

In a dystopian cyberpunk world, hacking is as essential as combat. Netrunners use their skills to infiltrate systems, disable security, and gather data, while others rely on advanced technology to survive.


Hacking Mechanics

Hacking actions work like casting spells in a traditional fantasy setting. Each hacking attempt requires a Hacking Rig (or similar device) and consumes one of the Netrunner's "slots" (like spell slots). These slots refresh after a short or long rest.

  • Hacking DCs:
    The GM sets the Difficulty Class (DC) for hacking attempts based on the system’s security level:

    • Basic System: DC 10
    • Standard Firewall: DC 15
    • High-Security Node: DC 20
  • Hacking Tools Proficiency:
    If you have proficiency in hacking tools, add your proficiency bonus to the roll.

Example Hacking Actions

  1. Override Firewall (Basic Hacking Action):

    • Cost: 1 slot
    • Effect: Gain access to a protected system for 1 hour.
    • Roll: d20 + Intelligence modifier + proficiency bonus (if applicable) vs. DC.
  2. System Lockdown (Advanced Hacking Action):

    • Cost: 2 slots
    • Effect: Shut down a specific system (e.g., cameras, turrets) for 10 minutes.
  3. Digital Assault (Offensive Hacking):

    • Cost: 1 slot
    • Effect: Deal 2d8 damage to the target system or device. If used against an NPC (e.g., a security drone), they must succeed on a DC 15 Constitution saving throw or take full damage.
  4. Data Extraction:

    • Cost: 1 slot
    • Effect: Retrieve sensitive information or bypass a restricted area digitally.

Cybernetic Enhancements

Cybernetic implants grant characters special abilities but often come at a cost (e.g., lower social standing, risk of malfunction).

Installing Cybernetics: Requires a skilled technician and costs credits. Some advanced upgrades may require rare materials or favors.

Example Cybernetic Enhancements

  1. Ocular Enhancer:

    • Grants advantage on Perception checks involving sight.
    • Cost: 500 credits.
  2. Cyber Arm:

    • Adds +2 to unarmed strike damage. Can crush small objects with ease.
    • Cost: 1,000 credits.
  3. Neural Interface:

    • Grants proficiency in Hacking Tools.
    • Cost: 750 credits.
  4. Reflex Booster:

    • Adds +1 to Initiative rolls.
    • Cost: 800 credits.
  5. Dermal Plating:

    • Grants +1 to AC (armor class).
    • Cost: 1,200 credits.

Chapter 4: Enemies and Encounters

Enemy Stat Blocks

Enemies in a dystopian setting range from gang members to corporate enforcers and high-tech drones. The following stat blocks provide examples for encounters.

Street Gang Member (CR 1/8):

  • AC: 12 (Leather Jacket)
  • HP: 9 (2d8)
  • Speed: 30 ft.
  • Abilities: STR +1, DEX +1, CON +0, INT -1, WIS +0, CHA -1
  • Actions:
    • Pistol Shot: Ranged Weapon Attack, +3 to hit, range 30/120 ft., 1d6+1 piercing damage.
    • Knife: Melee Weapon Attack, +2 to hit, 1d4+1 slashing damage.

Corporate Security Drone (CR 1):

  • AC: 15 (Plated Armor)
  • HP: 22 (4d8)
  • Speed: 30 ft., Fly 20 ft.
  • Abilities: STR +2, DEX +1, CON +2, INT -3, WIS +0, CHA -3
  • Traits:
    • AI Targeting: Advantage on ranged attacks.
  • Actions:
    • Energy Blast: Ranged Weapon Attack, +4 to hit, range 60 ft., 2d6 radiant damage.

Cyber Samurai (CR 3):

  • AC: 17 (Combat Armor)
  • HP: 45 (6d10 + 12)
  • Speed: 30 ft.
  • Abilities: STR +3, DEX +2, CON +2, INT -1, WIS +1, CHA +0
  • Actions:
    • Katana Strike: Melee Weapon Attack, +6 to hit, reach 5 ft., 1d10+3 slashing damage.
    • EMP Grenade: Targets in a 10-foot radius must make a DC 14 Dexterity saving throw or take 2d8 lightning damage.

Encounter Design

  • Low Threat (Easy): A group of 2–3 Street Gang Members.
  • Moderate Threat (Medium): A mix of Street Gang Members and 1 Corporate Security Drone.
  • High Threat (Hard): A Cyber Samurai leading a squad of gang members and drones.

Chapter 5: Leveling Up

  • Experience Points (XP):
    Same as Role-Finale Lite: 300 XP for level 1, 600 XP for level 2, etc.

  • Leveling Perks:

    • Increase HP (roll hit die and add Constitution modifier).
    • Add new class abilities (e.g., higher-level hacking slots for Netrunners).

Chapter 6: Equipment and Wealth

In the dystopian future of Role-Finale Dystopian, wealth is measured in credits, and characters rely on advanced technology, cybernetic enhancements, and gritty survival gear to navigate the harsh realities of megacities and wastelands.

Currency

  • The universal currency is credits (₡).
  • Starting wealth: Roll 3d6 × 10 credits to determine how much your character has to spend on gear and weapons.

Weapons

Weapons in Role-Finale Dystopian include firearms, melee weapons, and high-tech options for both subtle and explosive approaches.

Weapon Cost (₡) Damage Properties
Combat Knife 50 1d4 piercing Light, finesse
Extendable Baton 75 1d6 bludgeoning Light
Pistol 150 1d6 piercing Ranged (30/120), ammunition (10 rounds)
Submachine Gun 300 1d8 piercing Ranged (40/160), burst fire (uses 3 ammo/shot)
Shotgun 250 1d10 piercing Ranged (20/60), scatter (hits all targets in a cone, DC 13 DEX save for half damage)
Sniper Rifle 500 2d8 piercing Ranged (100/400), heavy, requires a steady surface to fire
Energy Sword 750 2d6 slashing Finesse, energy-based, requires recharging

Armor

Armor provides protection but may reduce mobility or draw attention in certain settings.

Armor Cost (₡) AC Properties
Leather Jacket 50 11 + DEX Light armor, common among street-level fighters
Kevlar Vest 200 13 + DEX (max 2) Medium armor, grants some protection from gunfire
Combat Armor 500 16 Heavy armor, requires STR 13, disadvantage on stealth
Personal Shield Unit 1,000 +2 AC Must be activated; lasts for 10 minutes per charge

Hacking Gear

Specialized equipment for netrunners and those interacting with the digital world.

Item Cost (₡) Description
Basic Hacking Rig 250 Allows basic hacking attempts. Proficiency required.
Advanced Hacking Rig 750 Grants advantage on hacking checks.
Signal Scrambler 300 Blocks nearby devices from sending or receiving signals.
Firewall Breach Module 500 Reduces DC of hacking attempts by 2.

Cybernetic Enhancements

Cybernetics provide unique advantages but come at a high cost. These enhancements may be installed by a skilled technician (₡100 installation fee per enhancement).

Enhancement Cost (₡) Effect
Ocular Enhancer 500 Grants advantage on Perception checks involving sight.
Dermal Armor Plating 1,200 Grants +1 AC.
Reflex Enhancer 800 Adds +1 to Initiative rolls.
Neural Interface 750 Grants proficiency in hacking tools.
Subdermal Weapon Storage 600 Allows you to conceal a light weapon within your body.

Adventuring Gear

Essential tools for survival in a dystopian world.

Item Cost (₡) Description
Backpack 50 Holds up to 30 lbs of equipment.
Rope (50 feet) 25 Useful for climbing or securing objects.
Medkit 150 Restores 2d4 + 2 HP outside of combat.
EMP Grenade 500 Disables all electronic devices in a 10-foot radius for 1 minute.
Portable Generator 300 Provides power to one device for up to 8 hours.
Flashbang 200 Targets in a 15-foot radius must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute.

 

Chapter 7: Game Master Tips

The Game Master (GM) is the storyteller, managing the world, encounters, and challenges for the players.

Building a Dystopian World

  • Create a Megacity: Populate it with towering skyscrapers, polluted skies, and neon-lit streets. Divide the city into sectors controlled by corporations, gangs, or rogue factions.
  • Introduce Conflict: Use themes like corporate espionage, rebellion, and moral dilemmas.

Running Encounters

  • Balance Combat and Hacking: Ensure both Netrunners and combat specialists have moments to shine.
  • Environmental Hazards: Include elements like malfunctioning machinery, collapsing buildings, or security drones to add tension.

Rewarding Players

  • Provide credits, cybernetic components, or access to secret networks as rewards instead of gold or magical items.

Chapter 8: Example Adventure - The Neon Job

Synopsis:
The players are hired by a shadowy client to retrieve stolen data from a rival corporation. The data is stored on a heavily protected server deep within a corporate tower.

Setup:

  • The server room is protected by multiple layers of security, including cameras, firewalls, and armed guards.

Encounters:

  1. Street Gangs: The players are ambushed by a group of gang members hired to delay them.
  2. Firewall Challenge: A Netrunner must bypass a complex firewall (DC 15) to access the server.
  3. Corporate Enforcers: A heavily armed Cyber Samurai and two drones defend the server room.

Rewards:

  • Credits: 1,000 (split among players).
  • Hacking Rig Upgrade: An advanced hacking module granting advantage on future hacking checks.

Resolution:
Once the data is retrieved, the players must decide whether to deliver it to their client, sell it to a rival, or use it to expose the corporation's corruption.

Appendix 1: Cybernetic Enhancements in Role-Finale Dystopian

Cybernetic enhancements are powerful tools for survival and advancement in the dystopian world. They come at high costs, often both financial and social, but grant unique abilities that can turn the tide in any situation.

Cybernetic Enhancements List

Enhancement Cost (₡) Effect
Ocular Enhancer 500 Grants advantage on Perception checks involving sight.
Dermal Armor Plating 1,200 Grants +1 AC.
Reflex Enhancer 800 Adds +1 to Initiative rolls.
Neural Interface 750 Grants proficiency in hacking tools.
Subdermal Weapon Storage 600 Allows you to conceal a light weapon within your body.
Adrenal Surge Mod 1,000 Once per day, gain +2 to Strength or Dexterity for 10 minutes.
Synthetic Lung 750 Grants immunity to airborne toxins and advantage on Constitution saves against choking or gas effects.
Combat Arm (Heavy Grade) 1,500 Adds +3 damage to melee attacks and allows unarmed attacks to deal 1d8 bludgeoning damage.
Optical HUD Display 900 Grants access to augmented reality overlays, advantage on Investigation checks, and +1 to ranged attack rolls.
Subsonic Hearing Implants 500 Grants advantage on Perception checks involving sound.

Cursed Cybernetics

Some enhancements come with unexpected downsides, either due to faulty design or hidden programming.

Cursed Enhancement Effect
Bugged Neural Interface Causes disadvantage on hacking checks 10% of the time (roll a d10; on a 1, it glitches).
Malfunctioning Reflex Booster Provides +1 Initiative but imposes disadvantage on saving throws against fatigue.
Corrupted Combat Arm Occasionally (1/10 chance), the arm malfunctions and attacks an ally instead of an enemy.

Appendix 2: Dystopian Creatures and NPCs

The dystopian world is teeming with dangerous enemies, rogue AIs, and complex NPCs. Here’s a list of pre-designed characters to populate your game world.

Gang Thug (CR 1/8)

  • AC: 11 (No Armor)
  • HP: 8 (2d8)
  • Speed: 30 ft.
  • Abilities: STR +1, DEX +1, CON 0, INT -1, WIS 0, CHA -1
  • Actions:
    • Knife: Melee Weapon Attack, +2 to hit, 1d4+1 piercing damage.
    • Pistol: Ranged Weapon Attack, +3 to hit, range 30/120 ft., 1d6 piercing damage.

Security Drone (CR 1)

  • AC: 15 (Plated Armor)
  • HP: 18 (3d8 + 4)
  • Speed: 30 ft., Fly 20 ft.
  • Abilities: STR +2, DEX +1, CON +1, INT -2, WIS 0, CHA -2
  • Traits:
    • AI Targeting: Advantage on ranged attacks.
  • Actions:
    • Energy Shot: Ranged Weapon Attack, +4 to hit, range 60 ft., 2d6 radiant damage.

Corporate Enforcer (CR 2)

  • AC: 16 (Body Armor)
  • HP: 40 (5d10 + 10)
  • Speed: 30 ft.
  • Abilities: STR +2, DEX +2, CON +2, INT 0, WIS 0, CHA 0
  • Actions:
    • Shock Baton: Melee Weapon Attack, +4 to hit, reach 5 ft., 1d8+2 lightning damage.
    • Burst Fire (Submachine Gun): All targets in a 10-foot cone must make a DC 13 Dexterity saving throw or take 2d6 piercing damage.

Rogue AI Core (CR 4)

  • AC: 18 (Digital Constructs)
  • HP: 50 (8d8 + 10)
  • Speed: None (Stationary)
  • Abilities: STR 0, DEX 0, CON 0, INT +4, WIS +1, CHA +2
  • Traits:
    • Firewall: Players must pass a DC 15 Hacking check to interact with the AI.
  • Actions:
    • Digital Pulse: All players connected to the system must make a DC 15 Constitution saving throw or take 4d10 psychic damage.
    • Override Command: Targets one robotic enemy within 60 feet to join its side for 1 minute.

Appendix 3: Minor Items and Utility Gear

The dystopian world is full of small, useful items that enhance gameplay and create opportunities for creative problem-solving.

Adventuring Tools

Item Cost (₡) Description
Flashlight 25 Illuminates a 20-foot radius; batteries last 12 hours.
Grappling Hook 50 Allows climbing to higher areas with a rope.
Digital Lockpick 250 Grants advantage on attempts to open electronic locks.
EMP Device 400 Disables all electronic devices in a 10-foot radius for 1 minute.
Universal Translator 500 Decodes and translates any written or spoken language.

Traps and Gadgets

Item Cost (₡) Description
Pressure Mine 750 Explodes when stepped on, dealing 4d6 damage in a 5-foot radius.
Laser Tripwire 150 Alerts the user when crossed, requires Perception DC 13 to detect.
Nano-Repair Kit 300 Heals 1d10 HP over 1 minute when applied.

Special Narrative Gear

Item Cost (₡) Description
Encrypted Hard Drive 250 Requires a DC 15 Hacking check to access its contents.
Mysterious Keycard 100 Grants access to a restricted area, chosen by the GM.
Signal Jammer 400 Blocks all communications within a 100-foot radius for 5 minutes.

 

Here end the explanations of the rules for Role-Finale: Dystopian Edition, but the easiest way to learn is by interacting and asking the Dystopian Master—a specialized GPT designed to answer all your questions about Role-Finale: Dystopian Edition.

Tap here to access the Dystopian Master-GPT.