If you live to rock, this is where you belong. As a Rockerboy, you’re one of the street poets, the social conscience, and the rebels. With the advent of digital porta-studios and garage music mastering, every Rockerboy with a message can take it to The Street, put it in the record stores, or bounce it off the comsats. Sometimes, your message isn’t something the Corporations or government wants to hear. Sometimes what you say is going to get right in the faces of the powerful people who really want to run this world. You don’t care, because as a Rockerboy, it’s your place to challenge authority, whether in straight-out protest songs that tell it like it is, playing kick-ass rock n’ roll to get the people away from the TV sets and into The Streets, firing up the crowd with speeches, or composing fiery writings that shape the minds and hearts of millions.
Rockerboys have a proud history that includes Dylan, Springsteen, U2, NWA, the Who, Jett, the Stones — the legions of hard-rock heroes who told the truth with screaming guitars or gut-honest lyrics. You have the power to get the people up; to lead, inspire, and inform. Your message can give the timid courage, the weak strength, and the blind vision.
Rockerboy legends like Johnny Silverhand, Rockerboy Manson (for whom the Role is named), and Kerry Eurodyne have led armies against Corporations and governments. Rockerboys have exposed corruption and brought down dictators. It’s a lot of power for someone doing gigs every night in another city. But you can handle it. After all: you came to play!
They’re not chanting my name in giant concert halls yet, but I’ve got fans, and I don’t have to compromise my message for anyone.
1d10 | Type |
---|---|
1 | Musician |
2 | Slam Poet |
3 | Street Artist |
4 | Performance Art |
5 | Comedian |
6 | Orator |
7 | Politico |
8 | Rap Artist |
9 | DJ |
10 | Idoru |
1d6 | Reason |
---|---|
1 | You were a jerk and the others voted you out |
2 | You got caught sleeping with another member’s mainline |
3 | The rest of the group were killed in a tragic “accident” |
4 | The rest of the group were murdered or split up by external enemies |
5 | The group broke up over “creative differences” |
6 | You decided to go solo |
1d6 | Location |
---|---|
1 | Alternative Cafés |
2 | Private Clubs |
3 | Seedy Dive Bars |
4 | Guerrilla Performances |
5 | Nightclubs Around the City |
6 | On the Data Pool |
1d6 | Enemy |
---|---|
1 | Old group member who thinks you did them dirty |
2 | Rival group or artist trying to steal market share |
3 | Corporate enemies who don’t like your message |
4 | Critic or other “influencer” trying to bring you down |
5 | Older media star who feels threatened by your fame |
6 | Romantic interest or media figure who wants revenge for personal reasons |
Ask these questions to different players about their characters to build existing relationships.
Venues: Small local clubs
Single Fan: A small favor for the Rockerboy; buy a drink or meal, give you a lift somewhere.
Small Group: Ask for autographs and other personal totems; fans will stop you in streets to befriend you.
Huge Group: You’re kidding, right? You don’t have huge groups of fans yet.
Venues: Well-known clubs
Single Fan: A major favor for the Rockerboy; go to bed with you, put a good word in for you, etc.
Small Group: Fans will regularly hang out with you; provide booze, drugs, or other party favors.
Huge Group: A strong local following; fans buy your recordings and merch.
Venues: Large, important clubs
Single Fan: Commit a minor crime for you; shoplift, help out in a fight.
Small Group: Act as your personal “posse”; constantly hang out with you, do you favors, and provide things for your personal needs.
Huge Group: Fans all over the City, often in nearby cities. They are strongly loyal and will often do major favors for you in exchange for attention.
Venues: Small concert halls, local video feed
Single Fan: Willing to risk their life without question.
Small Group: Commit a minor crime for you; shoplift, help in a fight.
Huge Group: Fans are rabidly loyal. They fight with rival fan groups, support strong fan information networks, will band together to help you.
Venues: Large concert halls, national video feed
Single Fan: Commit major crime for you; steal expensive item, beat someone up
Small Group: Commit a major crime for you; steal expensive item, beat someone up.
Huge Group: Fans are a brainwashed, cult-like following; they will riot, destroy property, and even kill for you.
Venues: Huge stadiums or international video
Single Fan: Willing to sacrifice self without question.
Small Group: Risk their lives for you; to act as personal protection.
Huge Group: Worldwide following with cult-like attributes. They will do almost anything for you if asked; they are a private army based on your charisma.
PSYCHE loss: 9; Max PSYCHE reduction: