rules

Chrome & Code: Core Mechanics Rules Write-Up

This system uses the World of Darkness (WoD) 10-sided dice pool mechanic, where a result of 6 or higher is a success.

I. Character Power & Progression

Cyber Rating (CR)

(Analogue to Blood Potency)

Your Cyber Rating (CR) measures the sheer power and complexity of your integrated hardware, neuralware, and bio-mods. It dictates your raw augmented power and the resources required to sustain it.

CR Signal Surge (Bonus) Lethal Damage Heal Cost (Decay) Feeding/Maintenance Requirement
1-3 +1 1 Decay heals 1 Lethal Damage Basic power source (low cost).
4-6 +2 1 Decay heals 2 Lethal Damage Requires specific/rare components (Moderate cost).
7-10 +3 1 Decay heals 3 Lethal Damage Requires high-grade, illegal prototype fuel (High cost/risk).

Signal Surge: You may spend Decay to add your current CR rating to a roll involving a Specialization or a Physical Attribute (Strength, Dexterity, Stamina).

Decay

(Analogue to Rouse Checks/Hunger)

Decay is the core resource used to power high-level abilities. It is also the measure of strain on your augmented systems. You track Decay from 0 up to 5.

II. Moral and Systemic Stability

Humanity

(Analogue to Humanity)

Your Humanity score (10 down to 1) is a separate track that measures your moral connection to the empathetic, organic self.

Bane Severity

(Clan/Archetype Weakness)

Every Archetype has a fundamental weakness that imposes a dice penalty on rolls when under duress.

III. Specializations and Abilities

Specializations

(Analogue to Disciplines)

Specializations (e.g., REFLEX-SHIMMER, NET DOMAIN) are your integrated supernatural powers.

Glitched Implant

(Flaws and System Failure)

Glitched Implant is a common Flaw or consequence of system strain. It imposes a -1 dice penalty on all rolls using the Attribute linked to that failing augment until the flaw is permanently resolved. It's the physical, painful manifestation of losing control of your highly augmented body.

That is an excellent idea. The standard Vampire: The Masquerade term Coterie—which defines the group of players—needs a strong cyberpunk re-flavor to match the grim, hard-edged aesthetic of Chrome & Code.

The term Crew works perfectly. Here is a write-up detailing how the Coterie mechanics (Goals, Flaws, Predator Types, etc.) are re-flavored for a Crew in your system.


The Crew: Group Identity and Mechanics

In Chrome & Code, the players are not a Coterie; they are a Crew—a loose collection of specialized talent held together by mutual need, shared risks, and a common goal. Your Crew is your only safety net in a city that wants you dead, indebted, or exploited.

1. Defining the Crew's Foundation

Instead of a Coterie's Type (e.g., Blood Cult, Sheriff), a Crew defines itself by its primary Hustle and its Turf.

V5 Coterie Analogue Chrome & Code Crew Mechanic Description
Coterie Type Crew Hustle The primary, often illegal, means by which the Crew generates income, resources, or political leverage.
Coterie Locus Crew Turf The physical location or digital network the Crew claims as their base of operations and primary source of power.
Coterie Flaw Crew Complication A persistent, external threat or internal liability that targets the entire Crew and creates story conflict.

Crew Hustle Options (Examples)

Hustle Name Focus Core Objective
Data Broker Information and Subterfuge Selling, manipulating, or weaponizing stolen digital secrets (corporate, political, personal).
Augment Runner Smuggling and Force Moving high-value, illegal goods (chrome, weapons, drugs) across hostile territory.
System Scavenger Technology and Repair Salvaging high-grade materials from dangerous, abandoned, or guarded sites to fund the group.
Digital Samaritan Social/Support Using tech and influence to help the disenfranchised, often fighting corps through activism or protection.

Crew Complication Options (Examples)

2. Shared Backgrounds and Resources

All members of a Crew pool their collective power through two shared, critical Backgrounds:

Crew Cache (Analogue to Shared Resources)

This is the pooled physical wealth, equipment, safehouses, and maintenance parts the Crew possesses.

Crew Network (Analogue to Shared Contacts/Allies)

This is the collective pool of favors, contacts, and allies the Crew can call upon.

3. The Crew's Role in Session Play

The Crew's defined identity allows the Storyteller to tailor challenges specifically to the group's makeup:

  1. Hustle Focus: Challenges should frequently force the Crew to execute their Hustle in high-stakes situations. (e.g., A Data Broker Crew must breach a network before a timer runs out).

  2. Complication Activation: At least once per session, the Crew Complication should manifest, forcing the players to abandon their immediate goal to deal with the threat to their existence.

  3. Moral Cost: The actions required to maintain the Crew's power often directly test the individual Humanity scores of its members, forcing them to commit acts of callousness or violence to keep the group alive.