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Chapter 21 — Neon Lockbox (Cyberpunk Demo)

Part VI — Starter Worlds

A walkthrough of the cyberpunk starter.

A rain-slicked alley in a neon-lit district. Behind a reinforced door lies a data vault protected by autonomous ICE.

ElementDescription
AlleyStarting zone — the fixer’s meeting point
Server CorridorTransition zone — exposed wiring hazard
Data VaultTerminal zone — the ICE sentry’s domain
KaelNPC — a fixer with a job offer
ICE SentryEnemy — autonomous security, guards the vault
ICE BreakerItem — bypass tool for digital security
NetrunningProgression tree — packet-sniffer → neural-boost / ice-hardening

Neon Lockbox uses the exact same engine as The Chapel Threshold. The differences are entirely in the ruleset and content:

FantasyCyberpunk
vigor, instinct, willchrome, reflex, netrunning
hp, staminahp, heat
attack, restattack, jack-in
XPstreet-cred

The cognition system works identically — the ICE sentry holds beliefs and selects intents just like the ash ghoul. The perception filter uses reflex instead of instinct and supports a network sense type alongside visual and auditory.

The environment system produces noise from combat and has a wiring hazard that damages entities when heat is high — a cyberpunk-flavored version of the vestry’s unstable floor.

Same engine. Different world. That’s the point.