Oh, you know, sandbox, player driven, cyber-sorcery, game. Rules that get out of the way.
I wanted choices to be the main focus. I wanted it to be classic, not traditional.
You alternate between building up and taking over the city, and running shadow operations.
The quickstart can get your group up and running in about 15 minutes (that's the kickstarter)
It's all emergent stuff, people with plots, play to find out what happens.
Integrated chase mechanics, that work with the standard rules, because how do you have a heist game without a way to have a car chase, that you could win or lose?
Elegant solution to action economy issues. Die pools power both offenses and defenses, meaning you're really making choices each round. Unified battle field and emergent tactical terrain: Ley lines and network access nodes create different priority for different people.
Operations are objective. No wishy-washy flashback mechanics. There are a set number of pieces of information about each operation (along with guidance on how to make those operations) that players either find out or don't.
I drew so many fucking awesome pictures. Just take a look.
Because you can take the results of the operation and use them to fund the sector turn, and the sector turn gives you new gear/options/upgrades for operations, people seem to get *really* invested. After all, they own that bank (or whatever).
I know how to do math, hire an editor, and playtest what I write before I put it into print.
The CRB is a technical manual and reference.
Face characters and contacts are a completely viable playstyle due to assets, which are people or groups that become available for hire that you need the appropriate etiquette to use.
The rules are logical and simple, allowing you to resolve conflicts quickly and clearly. It's hardly ever a question of how, but rather what. You don't have to stop play every time someone throws a grenade or breaks down a barrier.
It's all very clear, and the game provides guidance for all the things you need to resolve. What if someone gets assassinated, how do you prevent people from finding out who you are, how do you create a false persona to sneak onto the site, what if you want to use bricolage during a mission to attach a weapon you found to your van.
It's got a retro-future (1977-1984) aesthetic, but is a true cyberpunk game.
You can be human, or have mythological features of your choice, or you can be an uplifted animal, or a synthetic.
Brains in jars, bear wizards, Troll hackers, sky's the limit.
Character creation is flexible.
The pushbutton random mission software is going to be complete very soon. We'll have a web app.
Open license is coming, with no fee to publish for Sinless (but it will have a morality cause-No missions about killing jewish ghosts and stealing their gold, thank you very much onxy path.)
There's a forum.
We've got a discord that I'm on all the time.
Japan and Brazil fucking love it.
If you like having a pre-planned plot to follow, you are going to have a bad time. This is a player driven game everyone plays together to find out what happens. Players have tools to drive play.
It's cheaper on Kickstarter than it is/will be at retail.