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Neon City Overdrive
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Neon City Overdrive

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The rain-slick streets gleam like silver on a circuit board and holographic signs paint the metroplexes in a river of neon. The city stretches as far as the eye can see, from the toxic coast to the city limits where the walls keep the wasteland from encroaching. Despite advances in technology most people continue to live as cogs in a machine, distracted from their ineffectual lives by slick consumerism and invasive media. 

You are a cyberpunk, a desperate individual with valuable skills, willing to put your life on the line in return for a little cash, reputation or leverage. With a lot of effort and a little luck you may survive the dangerous streets long enough to fulfill your goals and escape this life of violence and trouble.

NEON CITY OVERDRIVE is a fast-playing RPG of cyberpunk action. With a focus on story and action, character creation is fast and the rules are intuitive. Create any kind of cyberpunk character you want and throw them into the action within minutes. 

  • Simple, intuitive D6 dice pool system
  • Create any kind of cyberpunk you can imagine
  • Broad sandbox setting and random tables help make the setting your own


Skinjobs: Rules and information about ghost chips and re-skinning in the neon city.

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Reviews (16)
Discussions (43)
Customer avatar
Richard H January 10, 2022 3:27 pm UTC
This game is quite possibly the best Cyberpunk game out there; it's awesome.

Are there any plans to release any further material for it and, if so, what's on the horizon?
Customer avatar
Nathan R January 10, 2022 9:35 pm UTC
Thank you so much for your positive comments. I'd like to do a supplement about life beyond the city - the No Zone, Orbitals and Mars. It is on the schedule, but there are a number of other projects ahead of it at the moment. What else would people like to see for supplements?
Customer avatar
Jeremy P December 18, 2021 7:47 pm UTC
I don't get chances to write reviews but found myself using this companies cyberpunk/NCO stuff more than most. Easy to read, some interesting ideas, and overall excellent quality in writing as well as design. Would love to see me NCO stuff from them.
Customer avatar
Nathan R December 18, 2021 8:59 pm UTC
Thank you so much for the kind words!
Customer avatar
Dillard R December 12, 2021 9:13 pm UTC
Before writing a question I read through the below comments. I am glad I did b/c they explained the answer to what has bugged me the most about NCO. Triggers. I have played FATE for years now and that system has some pretty specific language for mechanical effects in the game. I can see the DNA in the rules. Please when you do a re-write explain that Triggers grant "permissions". I was very confused. I thought they were somehow descriptors without mechanical consequence...fluff. I am going to run a Grim City/SR style campaign combining all the supplements to date. Love the game! I just was having a hard time figuring out the point of triggers and in turn that really led me astray during character creation. Cheers!
Customer avatar
Nathan R December 18, 2021 8:59 pm UTC
Thank you for the feedback, I really appreciate it. The role of triggers has been addressed more specifically in the games I am currently working on.
Customer avatar
Chip C December 02, 2021 4:53 pm UTC
Question about handling area attacks against players in this and FU2... Do you make all players involved build a pool and roll to avoid a bazooka blast? Since building the pool is kind of a conversation, this seems slow and clunky.
Customer avatar
December 10, 2021 12:26 pm UTC
Yes and no depending on setting. have players defend against **bazooka blast** (2 to 6 danger dice). Either by **diving for cover** or being **armored** or something similar (telekinetic push! Or Cyberarm ricochet!). Partial success could cause immediate trauma (instead of hits). Failure cause immediate death (refer to automatic success and failure rules). The system is Intuitive enough to make these tweaks fit your gaming table. As always go with Fiction First when it comes to rules.
Customer avatar
December 10, 2021 1:33 pm UTC
As an example, say that the first cyberpunk wanted to deflect the rocket with a cyberarm and got a partial success. Instead of applying hits or trauma to the player or other PC's, they were successful in deflecting the rocket...but it blows up something else causing collateral damage. Then the other PC's wouldn't have to defend against the rocket...but have to deal with the collateral damage (innocent bystanders, alerts law enforcement etc.). Fiction first.
Customer avatar
Joshua G November 15, 2021 5:04 am UTC
I have got the hardcover coming and have already got the pdf but I am curious with the other books.
Are there any plans to have hardcover versions of those or will they only be paperback?
I would love hardcover versions but I understand if it is unavailable.
Customer avatar
Jordi F November 09, 2021 8:47 am UTC
I really want to try this game as it sounds awesome, but I have a pair of questions ...

1.- On the combat section you can read that you can make a move and an attack or a precise shot, what is a precise shot?

2.- How do I interpret some gear tags like "deadly", "area of effect", "explosive", etc?

Like imagine the following group:
Player 1 : Have a big revolver with the "Deadly" tag, as he want to really pack a punch with it.
Player 2 : Wants to use a submachinegun because she loves shootings tons of bullets, she decides her weapon has the "Area of effect" tag to represent his ability to attack multiples targets at once.
Player 3 : Want to use an automatic shotgun with "explosive ammo" as a tag.
Player 4 : Decides she wants to be close and personal, so she chooses a switchblade with the tag "venomous".

How do I use those tags? How do I differentiate them? What could...See more
Customer avatar
Nathan R November 10, 2021 8:46 am UTC
Hey, thanks for getting in contact. I will try to answer your questions as best I can. :)

1 - A precise shot is a catch all for being careful / taking aim / attacking a vital or specific area. You might require a player to take a long action if they want to attack a specific body part on a target, for example. At my table it is mostly used when a player says they are carefully aiming before firing, and I add an Action die to their dice pool for the effort.

2 - Weapon tags are primarily story tools, helping you understand what potential actions / implications using the weapon might introduce to a scene. You should always fall back on the fiction first - "My weapon has the incendiary tag. Does that mean it will ignite the gas in the room?"

With deadly weapons I like to just add an Action die to the character's pool as it is a simple way of representing the potential extra damage. An area effect tag would let the player attack multiple targets at the same time, as...See more
Customer avatar
Jordi F November 11, 2021 1:57 pm UTC
It does, thanks. I even had a short session with the group yesterday and it's been the most fun I had in months. It still was a bit rough because I was improvising and have to accommodate to the system, but it was a blast nonetheless.

Its really taking a warm place in ma heart.

Now, if you don't mind, I'm gonna go buy all the NCO supplements.
Customer avatar
Homard C September 21, 2021 4:55 pm UTC
Great game, this is about to be my go-to system for generic play. Can't wait to see more from Nathan Russell.

One small question: how do opposite tags work ?
For example, attacking an NPC with an armor tag, with a weapon with the armor-piercing tag: should we add one action die and one danger die, or should we consider that the tag from the weapon cancels the tag from the NPC?
Customer avatar
Nathan R September 21, 2021 8:51 pm UTC
Hi Homard, thanks so much for the feedback. Technically, with “opposite” tags, you should add one danger die and one action die, but if you want to cancel out before rolling your pool of dice, that works fine.
I didn’t include that option as I wanted to keep it simple and avoid needing lots of clarifications on what tags cancel what, or when to cancel vs when to add more dice. But if you prefer to do it that way, the game will work just as well.
I hope that helps.
Cheers, Nathan
Customer avatar
Homard C March 09, 2022 5:25 pm UTC
If I may ask another question:
Can you accumulate tags (especially on gear or story tag)? For example, you have a heavy armor and give it the tags "bullet-proof", "heavy", and "deflective". Can you use the three tags when shot at with this armor? Similarly, imagining that a psion buffs somebody or creates a psionic shield that he makes permanent, can he creates multiple shields (whether by boons, multiple actions or story points) to stack shields on one person (using the same tags or slightly different ones) ?

More generally, how to handle tags that represent effects that increase over time (burn, poison, or different degrees of spells (e.g., invisibility for spell-singlers)) ? Or should we consider that all effects/spells are full-force (e.g., invisibility means really invisible rather than slightly less visible with +1 boost die) ?
Customer avatar
Nathan R March 16, 2022 6:23 am UTC
You can certainly accumulate/stack tags if it makes sense to the story you are telling and the situation a character is in. This is especially true of gear a character has spent slots on - if they want super-protective armour that is "reinforced", "bullet proof" and "kinetic absorption", then go ahead and let them roll 3 extra Action dice when the bad guy shoots at them! I guess I would allow the stacking of the psionic shield if the player wanted to spend their time/resources on it, but it depends on how you want to represent the psionic powers in your game.

In regards to your second question, some things represented by tags might simply persist (a character who is "poisoned" might continue to be poisoned and perhaps continue to lose hits). Other tags might change - for example, a "burning curtains" tag might become "room ablaze" if the fire was not dealt with satisfactorily.

For psionic powers and the like, by default I consider...See more
Customer avatar
Aaron K July 17, 2021 4:58 am UTC
As a "publisher," I can't leave a review. But this game is awesome for cyberpunk and easily hacked for other genres. It is an awesome outgrowth of FU and FU2. The theme and the flexibility of NCO is great. And Dungeon Crawlers is great, too. If anyone want to see it in action, I posted a play through and a TL;DR review on my channel. This is a great game!
Play session:
Much shorter review:
Customer avatar
Nathan R July 18, 2021 9:40 am UTC
Thank you so much for the kind words. As a small indie publisher it really means a lot to get this kind of feedback.
Customer avatar
Aaron K May 20, 2021 4:37 pm UTC
Does this use the FU rules, or something similar?
Customer avatar
Nathan R May 20, 2021 9:04 pm UTC
It uses a dice mechanic similar to those presented in the FU send Ed beta doc, but does not use Yes/No/And/But. There are other similarities to FU variants, too, such as trademarks. I would say the rules are “inspired” by FU, but not 5th same.

Please let me know if you have any other questions.
Customer avatar
April 06, 2021 6:17 pm UTC
Hi Nathan, I have been playing D&D for years and I have recently discovered your game, I want to be a GM and try something different, but some things are not clear to me (partly I think it is the fault of the fact that I have never played narrative games. Can you help me? Here are my questions.

1) Page 15 says: "You are not restricted to a specific selection or type of Trademarks." Does this mean that I can choose as Trademarks two Roles and two Skins at the same time during character creation?

2) Do the characters’ Drives have to be part of the Job (so this allows you to tick or cross out during the mission itself) or are the Drives designed only to be tick or cross out during the Downtime (spending experience)?

3) Was your design goal that each Job contain within it every single characters' Drive as hook for them to get involved (in order to tick or cross out boxes)?

4) If I understand correctly, is a Boss stronger and tougher than a Big Bad...See more
Customer avatar
Nathan R April 06, 2021 9:41 pm UTC
Thanks for the questions. I’ll do my best to answer them / clarify.

1) Yes, you can take any combination that makes sense to you and your group. Totally take two or three roles if you wish. I would restrict to only one skin, as this is a representation of the physical body your character has.

2) Drives don’t need to be incorporated into every job (or can be left out of jobs entirely and just dealt with in downtime if you wish). I like incorporating character drives into jobs, but would not do more than one or two character’s in any job.

3) You might sometimes use drives to hook a character into a job on a personal level, but most of the time fall back on the old cyberpunk trope of “you get hired/threatened/coerced into doing a job”.

4) Ah, good question! They certainly will be most of the time. For me, the big bad is a mastermind who will probably try to get away once they start taking trauma. What I failed to explain on page 55 was my intention that...See more
Customer avatar
May 21, 2021 2:10 pm UTC
WOW! Thanks for your mega answers!

Only one thing is not clear to me. It's about you answer number 4).

Normally a Boss can assume the status of "Bloodied", but it seems that a "Big Bad" can't (because after a number of traumas equal to their standard hit value they are automatically defeated). For example a Big Bad with 2 hits box is automatically defeated (without being "Bloodied") after suffer 2 hits and 2 traumas.

So in your example how many hits does a "Big Bad Boss" with two hits have to take to be considered "Defeated"? Does he have to suffer 8 hits (because 6 hits and take 2 traumas) or 9 hits (because 6 hits, 2 traumas and another one after being Bloodied) before being Defeated?

PS: recently I also bought all your supplements because a few sessions to get used to this new style of play we are having fun, thanks a lot!
Customer avatar
Marco E March 26, 2021 2:43 pm UTC
Hey! Re-repeating this is my favorite cyberpunk game ever, no kidding... PLEASE: do the whole world a favor and develop more games under this system!!!
Is this license-able? I would do things xD
Customer avatar
Nathan R March 26, 2021 10:10 pm UTC
Thank you very much for your kind words - I am humbled. There is indeed more games in development using the system, it is just taking me a little longer to get them done than expected! The rules are not available under any license at this time, but I appreciate your enthusiasm and support.
Customer avatar
Vincent A March 01, 2021 10:02 am UTC
Congratulation Mr Russell, your game is a very good one ! Nice rules and style. I bought the rulebook and the 3 supplements, and my question is probably a weird one : is it possible to order these books again but get them printed in ONE hardbook ?

Nevertheless, good job !
Customer avatar
Nathan R March 01, 2021 10:53 am UTC
Thanks for the kind words! Unfortunately there is no plan to combine all the books into a single volume at this stage.
Customer avatar
February 06, 2021 6:18 am UTC
Hi Mr. Nathan Russell, you make a great game, congratulations!

I would like a clarification. Let's imagine a simple scene where a PC and an NPC fight on a small platform surrounded by a lava pit. An obvious TAG of the scene is "Lava Pit". As the PC declares that he tries to attack the enemy, I declare (as a GM) that he must add a Danger Dice because he may risk having less mobility or falling down; at the same time the player declares that the same is true for the enemy in trying to dodge his attack and therefore the PC says that he add an Action dice as well for the same TAG. Is this situation possible rules as written or it is an exploit?

In other words, is it possible to add an Action Dice and a Danger Dice in the same roll and for the same single TAG, POSITION or ENEMY TAG? It is an intended way to use the rules or is an abuse?

EDIT: I ask this because in the next turn I could do the same thing when the enemy wants to attack the PC and the same PC has to dodge,...See more
Customer avatar
Nathan R February 06, 2021 10:00 am UTC
Hey, great question!
Tags should only apply Danger OR Action dice to a check, otherwise you might end up with a loop just as you describe. (Of course there may be the occasional edge case or exception to this rule.) In each situation, consider who is most affected (for better or worse) and go from there.
In the lava pit example, decide if the narrow platform hinders the attacker or defender most. For example you might decide the defender is at the biggest disadvantage, so when the player attacks they get an Action die. Then, it gets switched around when the player character becomes the defender - they are at a disadvantage now so must apply a Danger die to their check to avoid harm.

I hope that helps!
Customer avatar
Sergio T January 31, 2021 11:17 pm UTC
Help. Can I have pdf paying the difference? I bought Hard cover Premium color book without pdf... my mistake.
Customer avatar
Nathan R February 01, 2021 5:54 am UTC
Hi Sergio, can you send me an email. You can find the contact form on my website:
Customer avatar
Brega P January 22, 2021 9:39 pm UTC
Very, VERY good cyberpunk RPG.
I´m mastering cyber 2020 since 1992.
To read this one was like my first reading of the Pondsmith classic.
Very good ideias, very fast, open and consistent rules for character creation. A expetacular fast system of resolution and combat.
Really loved.

Customer avatar
Nathan R January 23, 2021 8:46 am UTC
Thanks for the positive comment!
Customer avatar
Kevin D December 01, 2020 12:13 pm UTC
Great game! Simple, easy to understand, rules lite, just what I was looking for! Thanks, Nathan!
Customer avatar
Nathan R December 01, 2020 9:01 pm UTC
Thank you!
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This title was added to our catalog on March 29, 2020.