Bardic Wolf Productions has released a streamlined entry point for their sci-fi setting with the Cybergothica Quick Rules Booklet.

As a cut-down version of the (not yet released) Cybergothica Core Rules, this PDF is designed to serve as a functional table reference or a system preview rather than a full introductory adventure. While it lacks the narrative fluff or character creation tools found in larger books, it presents a robust, familiar skeleton for Game Masters looking to run a game with a distinct old-school crunch.
It is worth noting that this is strictly a rules document. It explicitly excludes character creation, species data, magic, and the bestiary, pointing readers toward the core rulebook for those expanded options. However, for a group that already knows how to play or wants to test the mechanics before buying in, it offers a competent overview.
The System
At the heart of Cybergothica lies the venerable D6 system. The core mechanic will be immediately familiar to veterans of the genre: a roll consisting of a dice code and pips, expressed as the equation xD + y. Players roll a number of six-sided dice determined by their attributes and skills, add any modifiers, and aim to beat a Standard Difficulty (SD) or an Opposed Roll.
The game utilises a “Wild Die” mechanic to introduce a degree of chaotic potential to every check. One die in the pool is designated as the Wild Die; rolling a 6 triggers a Critical Success, which allows for a re-roll to add to the score, while rolling a 1 results in a Critical Failure, forcing the player to remove their highest rolled die from the total. This creates a probability curve that feels heroic but risky, fitting for a cyberpunk setting.
The difficulty scale is clearly codified, ranging from “Very Easy” (5) to “Legendary” (31 or higher). For those moments when the dice run cold, the system includes Character Tokens, which can be spent to add another Wild Die to a roll or negate a Critical Failure. It is a sturdy, time-tested engine that prioritises arithmetic clarity over narrative abstraction.
Combat and Tactical Depth
Combat in Cybergothica is granular and tactical, with 5-second rounds in which initiative is determined by the Perception attribute. The system shines in its attention to physical detail. For instance, scale modifiers apply when entities of different sizes clash, meaning a human fighting a tank or a nanite swarm faces significant adjustments to damage and evasion.
The rules offer specific consequences for “Called Shots,” moving beyond simple hit point reduction. A called shot to the eyes increases the difficulty significantly but can cause blindness, whereas a shot to the heart forces a Stamina or Strength roll to avoid immediate incapacitation.
Defensive play is equally detailed. Cover is not merely a modifier to hit but provides actual Damage Resistance (DR) that stacks with armour. This DR interacts with a durability system for items; armour and cover can be destroyed if the incoming damage exceeds the DR by 50 points. These rules suggest a game where taking fire is genuinely dangerous and equipment degradation is a real threat.
Cybernetics and Sanity
True to its name, the booklet explores the intersection of technology and mental health. Characters have a Sanity score (defaulting to 50) that erodes as they witness horrors. Hitting zero Sanity triggers a “Breakdown,” resulting in afflictions ranging from paranoia and tremors to becoming comatose. The inclusion of therapy and medication mechanics to regain Sanity suggests that managing mental health is intended to be a loop within the gameplay, not just a downward spiral.
The cyberware rules included here are primarily structural. The body is divided into slots, such as 5 for the head and 10 for the torso, limiting how much chrome a character can install. Exceeding these limits imposes penalties on medical checks and increases the difficulty of using “Gateware,” hinting at mystical or advanced-technology elements fully explored in the core book. While the full catalogue of upgrades is absent, the framework provided is logical and restricts power-gaming through hard caps on slot usage.
Conclusion
The Cybergothica Quick Rules Booklet is a functional utility document. It does not attempt to woo the reader with art or lore but serves as a mechanical reference for the D6 engine it employs. It earns praise for being a clear, concise conveyance of rules that will be useful for GMs needing a quick reference table for modifiers or hit locations, even if it lacks the “soul” of a full quick-start adventure module.