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PERSONAL DATA IDS / LIFESTYLES / CURRENCY

NAME/PRIMARY ALIAS_________________________________________ Primary Lifestyle Nuyen


Metatype________________________ Ethnicity_____________________ Fake IDs / Related Lifestyles / Funds / Licenses
Age__________ Sex__________ Height___________ Weight___________
Reputation____________________ Heat___________________________
Karma________ Total Karma____________ Misc____________________

ATTRIBUTES CORE COMBAT INFO


Body 4 Essence Primary Armor_____________________________________________________
Agility 5 Magic/Resonance Secondary Armor___________________________________________________
Reaction 4 Initiative Primary Ranged Weapon_____________________________________________
Strength 2 Matrix Initiative DV 4P Mode 10 Close 91 Near 19 Medium 19 Far 17 Extreme 11
Willpower 5 Astral Initiative Extras:
Logic 5 Composure Secondary Ranged Weapon__________________________________________
Intuition 5 Judge Intentions DV 4P Mode 10 Close 91 Near 19 Medium 19 Far 17 Extreme 11
Charisma 8 Memory Extras:
Edge 4 Lift/Carry
Edge Points Movement
Unarmed Defense Rating
CONDITION MONITOR
Physical Damage Track Stun Damage Track

SKILLS
Skill RGT ATT DP TYPE
Athletics 1
Biotech 1
Close Combat 2
Con 5
Electronics 2
Firearms 2
Influence 6
Perception 4
Piloting 1 Characters have 8 + (Will ÷ 2, round up)
boxes on the stun damage track; black
Stealth 2 out extra boxes.

For every 3 boxes of damage on any one


damage track, the character takes a –1 Dice
ACTUAL GEAR Characters have 8 + (Body ÷ 2, round up) boxes
Pool modifier on tests; these modifiers are
cumulative within and across damage tracks.
Item on the physical damage track; black out extra
boxes.boxes.
Erika Elite commlink DR: 4 D/F: 2/1 Active Program Slots: 2
Area Jammer (Abotoadura) Block out wireless and radio communication.
Directional Jammer Block out wireless and radio communication.
Glasses Image link, Vis enhancement, Vis magnification.
Omnidirectional microfone +1 dice to all aural Perception tests
Autopicker +1 dice to picking a mechanical lock.
Bug Scanner Locates wireless devices within 20m. Electronics + Logic
Micro-camera
Ares Light Fire 75 DV: 2P M: SA AR: 10/7/6/—/— AMMO: 16(C)
First Impression
 -12 Karma
PRIORITY  You gain 2 Edge for Social Tests during your first meeting with anyone,
A – ATTRIBUTES (24) and both your Heat and Reputation are ignored for this first encounter.
B – SKILLS (24)
C - METATYPE (9) [ELF] -4 -2 -3 Silvertongue (Homebrew)
D - RESOURCES (50,000¥)  -6 Karma
E - MAGIC OR RESONANCE (Mundane)  You gain a bonus Edge when you make any Charisma based test.

ATTRIBUTES Close Friends (Homebrew)


During character creation, only one atribute may be at the  -12 Karma
 O personagem ganha Charisma x 4 pontos adicionais para gastar em
maximum for the selected metatype.
contatos. Esses pontos devem ser gastos apenas em Lealdade. Além
disso, a Lealdade máxima dos contatos do personagem não é mais
B A R S W L I C EDGE
limitada por seu valor de Charisma durante a criação de personagem.
4 5 4 2 5 5 5 8 4
Friends in High Places (Homebrew)
Body (1-5): 4 [Impaired]  -8 Karma
Agility (1-7): 5 [3+2] Metatype  The character gets an additional Charisma x 8 points to purchase
Reaction (1-6): 4 contacts. None of these contacts can have a Connection Rating less
Strength (1-6): 2 than 8. Any leftover points that the character cannot spend is lost.
Willpower (1-6): 5
Logic (1-6): 5 Total: -20 Karma
Intuition (1-6): 5
Charisma (1-8): 8 [4+4] Metatype CUSTOMIZATION KARMA
Edge (1-6): 4 [3] Metatype
Specialization: Influence (Negotiation) -5
Active skills: Engineering (2) -15
SKILLS Total: 50 - 20 - 15 - 5 = 10 Karma
During character creation, skills can be purchased up to rank 6 (7
with the Aptitude Quality). Only one skill can be put at that LIFESTYLE
maximum level (6 or 7). Middle: 5,000 nuyen a month

You cannot acquire more than one specialization in a skill at


character creation, and you cannot acquire an expertise. GEAR Total Cost:
Erika Elite commlink
Athletics 1 DR: 4 D/F: 2/1 Active Program Slots: 2 COST: 2,500¥
Biotech 1
Close Combat 2
Con*5
Actioneer business clothes
Electronics 2 DEF R: +2 CAP:6 AV:2 COST: 1,500¥
Firearms 2 This is the fancy armored suit popular among Mr. Johnsons, faces, and fixers
Influence* 6 (Negotiation) looking for a little protection coupled with style. It features a concealable
Perception 4 holster (see p. 259) in the jacket.
Piloting 1
Stealth 2
 Concealable holster
A small holster worn just about anywhere on the body it can’t be
QUALITIES seen, attached with a smart adhesive. It increases the
The limit on qualities at character creation is this: You can’t select more than Concealability threshold
six total qualities at character creation, and the net bonus Karma cannot be of the weapon inside by 1. Only pistols (including machine
more than 20. pistols) and tasers fit in a concealable holster.

Honorbound (Família) Wireless bonus: Sensors, smart-fabric, and active adhesive allow
 +10 Karma the holster to alter color and move small amounts in real time,
 You cannot spend or earn Edge for twenty-four hours after you break a increasing the Concealability threshold by an additional 1.
tenet of your code. If the same tenet is broken multiple times or broken
again during the twenty-four hour period, each infraction adds another Jammer (Area and Directional)
forty-eight hours onto the initial twenty-four. If a different tenet is AV: 4(L) R: 6 COST: 2,400 (1200 x2)¥
broken, it’s twenty-four hours for that one added to any current This device floods the airwaves with electromagnetic jamming signals to
infractions, and the same rules apply for additional violations. See the block out wireless and radio communication. The jammer generates noise
Honorbound sidebar for some sample codes and tenets. equal to its Device Rating. The area jammer affects a spherical area—its
rating is reduced by 1 for every 10 meters from the center. The directional
Impaired (Attribute: Body) jammer affects a conical area with a thirty-degree spread—its rating is
 +8 Karma reduced by 1 for every 30 meters from the center. The jammer only affects
 For each level, the character’s maximum for the chosen attribute devices that are within the jamming area, but it affects all of them. Walls
decreases by 1, to a minimum of 2. and other obstacles may prevent the jamming signal from spreading or
reduce its effect (gamemaster’s discretion). Jammers are available with
ratings from 1 to 6.

Wireless bonus: You can set your jammer to not interfere with devices and
personas you designate.
Glasses Ares Light Fire 75
AV: 1 CAP: 4 R: n/a COST: 1,175¥ DV: 2P M: SA AR: 10/7/6/—/— AMMO: 16(C) AV: 3(L) COST: 400¥
Glasses are lenses contained in lightweight frames worn on the bridge of Silencer (Barrel-mounted) - 500¥
the nose and include numerous cosmetic styles. Vision enhancement-  Increases the threshold on Perception tests by 2 to notice the weapon’s
equipped glasses are hard to distinguish from prescription glasses or use or locate the weapon’s firer, not cummulative with smartlink
sunglasses at a glance. modifiers.
 Wireless bonus: The silencer features systems and simple software that
 Image link [1]: This lets you display visual information (text, pictures, alerts you via AR if someone nearby moves quickly in response to the
movies, the current time, etc.) in your field of vision. sound of the silenced weapon.
 Vision enhancement [2]: This system gives a +1 dice pool bonus to all
visual Perception tests. Laser sight - 125¥
 Vision magnification [1]: Attack Ratings for Medium, Far, and Extreme  Attack Rating +1 (Minor Action)
ranges are increased by 2, assuming the attack being used has a non-  Wireless bonus: The bonus to the Attack Rating increases to 2. You gain
zero Attack Rating in those categories. a bonus Minor Action on a turn when you activate or deactivate the
laser sight.
Omnidirectional microfone
AV: 1 CAP: 1 R: n/a COST: 550¥
A standard audio pickup device that is usually incorporated into, connected
to, or wirelessly linked with a commlink or other recording device.

 Audio enhancement [1]: This system gives a +1 dice pool bonus to all
aural Perception tests.

Olfactory booster
AV: 3 ESSENCE: 0,2 R: 3 COST: 12,000¥
This cybersnout enhances, identifies, and records smells, and can play them
back later. The massively enhanced olfactory capabilities of a sniffer open Honda Spirit
up a whole new world of sensory data to you—you’ll be able to sense things HAND (ON/OFF ROAD): 4/5 ACCEL: 15 SPEED INTERVAL: 20
that ordinarily only a scenthound would. You can smell people’s emotions TOP SPEED: 150 BODY: 10 ARMOR: 3 PILOT SENSOR: 1 SEAT: 4
in their sweat (and if applicable, the maker’s mark of their tailored AVAIL: 2 COST: 13,000¥
pheromones), traces of ammunition propellant, explosives, or biological
and chemical warfare compounds—the list goes on and on. A cut-off
function allows you to completely ignore intense odors, possibly the most
convenient feature for use in your daily life. The olfactory booster can even
be used in VR to create an even more immersive experience. The user gains
a bonus Edge for all scent-based Perception tests, but it goes away if they
do not use it on that test.

Wireless bonus: Add the booster’s rating as a disse pool modifier to your
scent-based Perception tests.

Datajack
AV: 2 ESSENCE: 0,1 R: n/a COST: 1,000¥
A datajack gives you a direct neural interface. It also comes with a
retractable spool of micro-cable (a meter long) that lets you directly
interface with any electronic device via a universal access cable. Datajacks
are equipped with their own cache of storage memory for downloading or
saving files. Two datajack users can string a fiberoptic cable between
themselves to conduct a private mental communication immune to radio
interception or eavesdropping.

Autopicker
AV: 4(L) R: n/a COST: 500¥
This lockpick gun is a quick and effective way of bypassing mechanical locks.
The autopicker lets you add +1 as a dice pool modifier to your test when
picking a mechanical lock.

Bug scanner
AV: 3 R: n/a COST: 200¥
This device locates wireless devices within twenty meters. The scanner
measures a signal’s strength to pinpoint its location. To operate a bug
scanner, roll Electronics + Logic as an Opposed Matrix Perception test. If you
get any net hits at all, you find the device.

Wireless bonus: You gain 2 free hits on the test and only need to tie the
Opposed test, not achieve a net hit.

Micro-camera
AV: 1 CAP: 1 R: n/a COST: 100¥

Fake SIN
AV: 4(i) R: 3 COST: 7,500¥
SPANDING EDGE EDGE ACTIONS
1-Edge Boosts
• Reroll one die: Pick any die and reroll it. It can be yours or your opponent’s, • Anticipation (Multiple Attacks, Ranged Attack): You played this combat
but the result stands no matter what you roll. This is done after all rolls have like a game of chess, using each strike to direct your opponents to a
been made. particular spot. Now they’re there, and you can attack without even looking
at them, since you’re firing at a spot, not a person. When performing this
• Add 3 to your Initiative Score: This one kicks in before combat even starts. Multiple Attack, roll your full dice pool for each target. Cost: 4 Edge
You can choose to spend one point of Edge to increase your Initiative Score
by 3. It can also be used during the fight if you want to move up in the order • Big Speech (Use Skill [Influence]): A torrente of words flows from your
on the next Initiative Cycle. mouth, reaching heights of eloquence and inspiration mortals rarely hit. Roll
your Influence + Charisma test twice; the first time it counts as a Teamwork
• Use an Edge Action: You can choose to use one of the 1-Edge Actions test, meaning you can add your hits to the dice pool for the second roll. The
described in the Edge Action section. second roll acts as your hits for the test. Cost: 4 Edge

2-Edge Boosts • Bring the Drama (Use Skill [Con]): While spinning your con, you get to a
• +1 to a single die roll: You get to add 1 to a single die. Maybe that’s making part where extra drama would be appropriate, and you bring it. Maybe it’s
a 4 a 5 to get another hit, or making 1 a 2 to avoid a glitch. a dramatic speech, maybe it’s some tears or sorrowful histrionics, but
whatever the case, you take action to tug at the heartstrings of the mark
• Give ally 1 Edge: You do something that offers an advantage for another and bring them to your side. For a quick con, this can bring in 200 nuyen
member of your team. Take away two of your own Edge, and give one to a from onlookers. When used as part of a longer-term con, you can increase
teammate. your asking price by twenty percent, and the mark will agree to it. Cost: 2
Edge
• Negate 1 Edge of a foe: No sense in letting the bad guys get the best of
you if you don’t need to. You spend two of your own Edge, but one vanishes • Called Shot—Disarm (any attack): Successful hit does no damage to target,
from the opponent of your choice. but their weapon is knocked from their hands. Cost: 5 Edge.

• Use an Edge Action: You can choose to use one of the 2-Edge Actions • Called Shot—Vitals (any attack): The attack goes for the vitals, adding 3
described in the Edge Action section. extra damage if it hits (along with net hits, as usual). Cost: 5 Edge

3-Edge Boosts • Fire from Cover (Ranged Attack, must be in Cover IV): You sneak an attack
• Buy one automatic hit: You get an automatic hit. This one adds on to the out while maintaining your cover. Attacks from cover may be made without
total hits you roll. This isn’t an automatic success at whatever test you’re spending a Minor Action. Cost: 2 Edge
attempting, just another hit to add to your total.
• Knockout Blow (Melee Attack): You use your advantage to truly bring the
• Heal one box of Stun damage: You catch a second wind and clear a box hurt on an opponent. If your inflicted damage of any type is greater than
from your Stun Condition Monitor. the target’s Willpower, immediately fill up the Stun Condition Monitor.
The target is unconscious. No damage overflows to the Physical Condition
Monitor. Cost: 2 Edge
4-Edge Boosts
• Add Edge to your dice pool: Add your Edge as a dice pool bonus to your
• Shank (Melee Attack): When attacking with a blade, your advantage turns
roll, and make 6s explode. “Exploding” means that 6s count as a hit and can
into a targeted strike. Reduce the Call a Shot penalty to –2. Cost: 1 Edge
be rerolled in an attempt to get an additional hit. If another hit is scored,
tack it on; if another 6 is rolled, tack on a hit and roll it again. Keep the hits
• Sudden Insight (Any): Perform an action in which you have no skill levels
coming! If a 1 is rolled after a 6, it does not count toward your total for
without penalty. This does not allow you to use skills that cannot be
calculating glitches.
performed untrained. Cost: 1 Edge
• Heal 1 point of Physical damage: You take off a single box of damage from
• Tactical Roll (Hit the Dirt): You drop to avoid incoming fire, with an agile
your Physical Condition Monitor—your advantage over your opponents
roll that helps you make an attack as you roll. If you use a melee Attack
means they didn’t hit you quite as hard as they first thought.
action on the same combat round, you do not get the dice pool penalty that
comes with the Prone status (p. 53) or Hit the Dirt Action (p. 41). For the
• Reroll all failed dice: Pretty much what it says—after a roll is made, you
next round, you do not take the –2 dice pool penalty from Close or Near
can reroll all failed dice. This Edge Boost cannot be used if a glitch or critical
attacks that come with the Prone status. Cost: 1 Edge
glitch is rolled.
• Tumble (Melee Attack): Your advantages combine to give you the chance
• Use an Edge Action: You can choose to use one of the 4-Edge Actions
to not just hurt your opponent but bring them to the ground. If the damage
described in the Edge Action section.
being inflicted on a target is greater than the target’s Body, they are brought
down, giving them the Prone status. Cost: 1 Edge
5-Edge Boosts
• Count 2s as glitches for the target: Time to get counteroffensive! When an • Wrest (Block): When in melee combat, if you successfully Block an attack,
oponente rolls, both 1s and 2s count in their total to determine if they glitch you can use this action to wrest your opponent’s weapon away. Roll Close
or critical glitch. Combat + Agility, with the attacker’s Strength as the threshold. If you equal
the threshold, you knock the weapon out of their hands, and it falls to the
• Create special effect: Bring your creativity to the table! You spend this ground. If you get more hits, you take the weapon from them. If you get
Edge and something fortuitous happens. It’s up to you and your fewer hits, the attacker retains the weapon. Cost: 2 Edge
gamemaster to determine what it is, but it should certainly turn the tides
slightly in your favor. Burst pipes, approaching sirens, incoming DocWagon,
an angry spirit, something that adds a little more oomph to your side or puts
a little stress on the enemy.

• Use an Edge Action: You can choose to use one of the 5-Edge Actions
described in the Edge Action section.
BURNING EDGE
Smackdown: Sometimes you want—or desperately need—the blow you’re
taking to definitely hit, and hit hard. Smackdown counts as an automatic
success on whatever test you were about to make, with four net hits to
boot. This has to be a test the character is capable of performing—it cannot,
for example, be a spellcasting test for a non-Awakened character, or a skill
test involving a skill that the character does not have and that cannot be
used untrained.

Not Dead Yet: Just when it looks like you’re about to shuffle off this mortal
coil, you make a move that buys you a little bit more life. Maybe it’s the
oddly cushioned awning that saves you during a free-fall, or the implanted
cyberdeck in your head that happens to deflect a bullet just enough to keep
you alive, but something that would be about to kill you instead allows you
to live. Use Not Dead Yet when death is imminent for the character; burning
the point of Edge allows you to survive the killing blow, though it does not
necessarily remove you from the situation that put your life in danger in the
first place (if, say, you were wearing cement shoes at the bottom of the
Puget Sound, burning Edge might allow you to find an old, discarded scuba
tank, but it won’t automatically get you out from under water). Used
judiciously, Not Dead Yet can give you a chance to stay alive. Used unwisely,
and it’s just one more bit of flailing before your character goes to that big
dark alley in the sky.

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