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NetBattlers

the
unofficial
mmbn rpg

By Will Uhl
For Ciro and Sam
Table of Contents
1: Pt. 1: The Basics Shot BattleChips
2: What is NetBattlers? 26: Summon BattleChips
3: The Setting 27: Support BattleChips
4: How to Play 28: Thrown BattleChips
5: Stats and Skills Wave BattleChips
6: Basics Recap 29: MegaChips
30: NaviCust Programs
7: Pt. 2: Jack In, Power Up 32: Viruses
8: Jacking In 33: Artillery Viruses
Navi Customizer 36: Disruption Viruses
9: Growing Up 38: Striker Viruses
10: Bonds 42: Support Viruses
44: Wrecker Viruses
11: Pt. 3: Combat
12: Opposed Rolls 47: Pt. 6: Game Mastering
Damage 48: GM Basics
13: The Flow of Combat 49: Session Zero
Parrying 50: Mechanics Analysis
14: BattleChips 51: Designing a Scene
52: Making a Virus Fight
16: Pt. 4: Character Creation 53: Running Combat
17: Making Your NetOp 54: Hazards
18: Starting BattleChips 55: Building a World
19: Making Your Navi 56: Hacking NetBattlers
20: Navi Powers
57: Pt. 7: Extras
22: Pt. 5: Tables 58: Credits & Thanks
23: Blade BattleChips 59: Player Cheat Sheet
Hazard BattleChips 60: GM Cheat Sheet
24: Impact BattleChips 61: Coming Next Version
25: Rush BattleChips
Part 1:
The Basics
2
What is NetBattlers?
NetBattlers is a tabletop roleplaying game meant to emulate the experience of Capcom’s Mega Man Battle
Network series. It imagines an almost utopian world in which every electronic device is controlled by networked
computers. Smartphones and PDAs have evolved into PETs, handheld devices containing personal assistants
known as NetNavis. NetNavis are artificial intelligencies with personalities and thoughts of their own. They can
perform errands, delete Viruses, and provide companionship.

The games follow a group of grade-schoolers, all around 11 years old,


and their fantastic exploits. It mixes elements of ordinary child-
hood life – field trips, parent-child relationships, and homework
­­– with extraordinary feats of courage and heroism.

NetBattlers seeks to create a rules-light gateway to role-


playing in MMBN’s world. Instead of emulating the nuts
and bolts of the games, NetBattlers focuses on creating
concise, flexible rules and letting players focus on the
fantasy first.

For this first public beta of NetBattlers, the rules are fo-
cused around the “classic” MMBN experience: playing as
kids with extraordinary digital partners, being flung into dan-
ger, and turning into heroes. Later versions will branch out from
that formula, with rules to better allow players to play as adults,
Navis without operators, and more. If you want to stay up-to-date on
the latest version, find other people to play with, and talk about all things
NetBattlers, join the Discord channel here: https://discord.gg/KfhWxpe

In the meantime, have fun fighting evil with your Navi and fellow NetOps!
Make friends, be brave, and turn in your homework on time!
3
The Setting
It’s the year 200X, and the world has developed into a technological utopia. Every house, watch, and
car has been computerized and internet-connected. And to help humans control these devices and
browse the new 3D internet, nearly everyone has an Internet Navigator - or Navi for short. People who
use Navis are called Network Operators, or NetOps.

Navis are more than helpful programs - they’re digital people with their own thoughts, feelings, and
ways of expressing themselves. While some NetOps just treat their Navis as tools, many consider them
friends, or even family.

NetOps can carry their Navis with them in PETs (PErsonal Termi-
nals) - handheld devices similar to modern-day smartphones. By
plugging their PETs into ports on all kinds of electronics (called jack-
ing in), NetOps can transport their Navis into cyberspace. Cyber-
space in the year 200X is like an alternate reality of the real world:
Navis run along twisting digital roads with equivalents of real-world
landmarks, Mr. Progs (programs) perform menial tasks, and net
cafés sell piping-hot coffee to Navis.

While cyberspace and the real world are separate, they can affect each other. A NetOp riding in a
malfunctioning car could jack their Navi in to find what’s causing the broken brakes, and a Navi jacked
into a thermostat could be frozen solid if you turn the temperature down too far! Nearly everything has
a jack-in port if you know where to look.

Despite how far the world’s come, there’s still plenty of danger! Nas-
ty Viruses roam the internet, infecting anything from towering me-
ga-servers to home appliances. No smarter than the average animal,
they steal data, sabotage equipment, and attack Navis. That’s why
everyone - even school kids - are taught Virus Busting.

NetOps are taught to work with their Navis to delete Viruses using a
combination of a Navi’s special powers and BattleChips, small data
storage devices that contain powerful tools and weapons. By slotting
BattleChips into their PET, NetOps can turn the tide of netbattles and
keep their Navis safe.

There are still many questions left unanswered. Who makes Viruses, and for what purpose? How deep
does the internet go? And who’s that strange Navi people are talking about? Be brave and work as a
team and you just might find out!
4
How to play
NetBattlers is played with a handful of six-sided dice (at least eight dice, preferably more), one Game
Master (GM), and up to four players. Like most other tabletop RPGs, the GM is responsible for describ-
ing the world, kickstarting the narrative, and controlling all non-player characters (NPCs), while the
players are responsible for describing what their characters do.

Each player has two characters: a schoolkid, called


a NetOp, and a digital partner, called a Navi. SUCCESSES and results

Each character has three stats and nine skills 0 Successes: A failed roll.
(see Stats and Skills, pg. 5). Each stat has three 1 Success: A success with complications.
related skills. For example, the stat Body has the 2 Successes: A success without complication.
skills Strength, Speed, and Stamina. Each char- 3+ Successes: Passing with flying colors.
acter has at least one point in each stat, and has
points in several skills.

When characters attempt to overcome an obsta- ROll Difficulties


cle with an uncertain outcome, they roll dice to
determine what happens. The GM determines the Easy: Dice that read 4+ are successes.
appropriate skill and the difficulty of the roll. The Players probably won’t fail easy challenges, but
player then adds together their skill and the relat- they may not fully succeed.
ed stat, then rolls that many dice. Circumstances
may make a roll harder or easier, called upshift- Normal: Dice that read 5+ are successes.
ing and downshifting a roll, respectively. Players may not succeed unless they have some
proficiency in the area.
Roll difficulties are used to reflect the difficulty of
the task at hand, irrespective of the character act- Hard: Dice that read 6 are successes.
ing. An Easy roll is Easy for everyone, and so on. Trained characters may still struggle to succeed.

example 1 example 2
basic dice pools Difficulty and success
MegaMan is trying to run under a lowering gate. The gate shut in front of GutsMan, but he wants to
The GM determines that this would be a Speed roll join MegaMan. He winds up for a punch. The GM
of Normal difficulty. MegaMan has a Body score of says GutsMan should roll for this, the relevant skill
2 and a Speed score of 1, so MegaMan’s player is Strength, and the difficulty is easy – the gate is
adds the two numbers together and roll as many only meant to keep out weak Viruses. GutsMan’s
dice: three dice. player adds his Body score of 3 and his Strength
score of 2 and rolls five dice.
The dice come out as five, two, and six. On a normal
difficulty roll, any dice that come out as a five or six The dice come out as three, four, six, one, and
count as a success. MegaMan got two successes, four. The roll was easy, so everything above three
which means the result is a full success - doing counts as a success. Therefore, the six and the
what you intended with no downsides. MegaMan fours are successes. With three successes, Guts-
slides across the floor, sparks flying as his boots Man excelled. The gate flies over MegaMan’s head
scrape across the digital metal plating. The door and slams into a Virus sneaking up on MegaMan!
shuts behind him with a clang.
5
Stats and Skills
Mind

Sense Info Coding


Study your surroundings, Possess knowledge and Program, hack, and debug
find jack-in ports, and take aim expertly wield BattleChips

BODY

Strength Speed Stamina


Lift, throw, and punch Run, jump, and roll Endure pain and danger

SOUl

Charm Bravery Affinity


Sweet-talk, feign innocence, Resist fear, intimidate enemies, Manipulate your Navi element,
and gain allies and inspire your allies and sync your NetOp & Navi
6
Basics Recap
NetBattlers uses several six-sided dice.
One person is the Game Master (GM), who controls the world and NPCs.
The players control two characters: a NetOp and a Navi.

NetOps can plug their Navis into all kinds of computers, called jacking in.
Jacked-in Navis can explore cyberspace and affect the real world.

Every character has three stats and nine skills.


To resolve conflict, roll as many dice as the relevant stat + skill.

On easy rolls, dice that read 4+ are successes.


On normal rolls, dice that read 5+ are successes.
On hard rolls, dice that read 6 are successes.

Zero successes means failure.


One success means a partial success.
Two successes means a full success.
Three or more successes means a critical
success: a success with extra benefits.

Mr. Famous's
Famous Tips

Teamwork makes the dream work!


Helping your allies can downshift their
rolls, making them easier. If you want
to get by in the darkest parts of the
net, make sure you and your friends
are supporting each other!
Part 2:
Jack In, Power Up
8
Jacking In
When a NetOp attempts to jack their Navi into an area where they’ll
be in immediate danger, the NetOp rolls Affinity to synchronize with
the Navi. On a success, the Navi may act immediately. With a partial
success, the Navi data transmits with a brief delay, reducing their
ability to react. On a failure, the Navi is given barely any time to re-
act, and is vulnerable to attack.

When the Navi returns to the PET by jacking out, under normal cir-
cumstances, it is returned to full health, all temporary skill reduc-
tions are removed, and all used BattleChips are returned to usable
condition (See Battlechips: the Folder, Page 14).

Similar to jacking into a dangerous situation, jacking out under pres-


sure requires the NetOp to make an Affinity roll. On a success, the
Navi jacks out without complications. On a partial success, the Navi may take longer to jack out, or they
may not have their health, skills, or BattleChips immediately returned to normal. On a failure, at least
one of those complications occurs, if not more.

Navi Customizer
The Navi Customizer (NaviCust) is cutting-edge technology that allows NetOps to modify their Navi by
slotting in software called Navi Customizer Programs (NCPs). These programs can improve a Navi’s
skills, increase their BattleChip folder size, grant access to special Navi powers, and more. The Navi-
Cust is the primary form of progression for Navis. Some campaigns may begin with each Navi having
a NaviCust, while other campaigns may introduce it later, or not at all.

Each NaviCust begins with 3 Exabytes (EB) of space. More space can be found from select vendors
and from dangerous or hidden corners of the internet. Each program has a certain size, such as the
small 2EB, the average 3EB, and the rare 5EB. As long as the Navi is not jacked in, a NetOp can install,
remove, and exchange a Navi’s Navicust programs. However, the total EB of installed programs cannot
exceed the Navicust’s capacity.

Some NCPs allow the user to choose from a group


of Navi Powers, skills, or stats. Instead of being example 3
named Lock On, Sense+1, or Mind+1, they will be Installing an NCP
named [MindPower], [MindSkill]+1, or [Stat+1]. So
Lan just got a NaviCust for MegaMan and got
long as it falls under the listed category, you can
two NCPs: Bravery+1 and [BodySkill]+1, both of
decide which skill to increase or power to gain.
which take 2EB. Lan decides to permanently set
The decision is permanent.
[BodySkill]+1 to Speed+1, and installs it. Since
NaviCusts start with 3EB of space, and Lan just
Using NCPs, Navi stats cannot exceed 4, and
used 2EB for Speed+1, he can’t install Bravery+1.
Navi skills cannot exceed 5. For a full list of NCPs,
Lan makes a note to buy a Memory Expansion the
see page 30.
next time he goes to Higsby’s, if he can afford it.
9
Growing Up
NetBattlers has two potential systems for NetOps to improve mechanically over time. Talk with your
group to come to an agreement as to which system you would like to use. All NetOps must use the
same progression system.

Standard lite
For roleplay enthusaists Simple & easy
The Standard progression rules are meant to encourage character The rules for Lite progression
interaction and conflict reminiscent of the Battle Network games. To are very simple, and are de-
grow, NetOps needs to make mistakes and learn from them. signed for new players, players
uncomfortable with roleplaying
When your NetOp completes these three steps: charcter development, or play-
• Shows weakness ers who want a lightweight XP
• Learns a hard truth system.
• Teaches someone a meaningful lesson
...choose one skill to increase by 1. NetOp skills cannot exceed 5. Every three sessions your NetOp
completes, pick one NetOp skill
Showing weakness and add one to it. NetOp skills
Whether you fall for the bad guy’s big lie, act selfishly when your cannot exceed five. Explain
friends need you, or give up when the going gets tough, showing to the group what your NetOp
weakness is the first step to growing up. Showing Weakness should learned.
present a meaningful complication to the group with a lasting impact.
Maybe the bad guy gets away, or you lead your friends straight into After the conclusion of a cam-
a dangerous trap. Think of why your character failed to be the hero paign arc, pick one NetOp stat
here - whether they were naive, stubborn, cowardly, etc, it should be and add one to it. NetOp stats
reflective of a fault in the character. cannot exceed three. Explain to
the group how your NetOp grew.
Learn a hard truth
Growing up isn’t just making mistakes - it’s learning from those mis-
takes as well. After someone makes a big mistake, they might be angry at themselves or trapped in
denial. To learn from the big mistake, they need to learn a hard truth from it, most likely from a friend.
Hard truths are lessons like “Sometimes you need to rely on other people”, “There’s always someone
better than you at something”, and “You don’t need to put others down to feel good about yourself” - the
kinds of lessons that people need to live to learn.

Teach someone a meaningful lesson


Growing up isn’t just about yourself; you need to help someone else in need. The lesson you teach
someone doesn’t need to be the one you just learned, but it should be something difficult. Teaching
someone a meaningful lesson should be an emotionally intense moment for both characters. Maybe
you have a heart-to-heart talk on the docks about the time you thought you didn’t need anyone else, or
maybe you tell them just how much they hurt people with their recklessness. By teaching someone a
meaningful lesson, you’re not just helping them. Y ou’re also showing your own maturity and the prog-
ress you’ve made on the issue at hand if it’s been a struggle of your own before.

All three steps must be completed to get a skill increase. NetOps cannot “stack” steps; if a NetOp
shows weakness three times without completing the other steps, it still just counts for one.
10
Growing Up, continued
Teaching someone a meaningful lesson does not necessarily need to happen after Showing Weakness
and Learning a Hard Truth. Treat the three criteria more as a checklist than a flowchart.

In between adventures, months or even years may pass. Each player describes what they did during
that time, and taking that and the past adventure into account, they choose one NetOp stat to increase
by 1. No stat can exceed 3.

Bonds
The last thing NetOps keep track of is their Bonds. Every NetOp
starts at Bond Level 0 with everyone except one NetOp of the play-
er’s choice. NetOps increase their bond level with others in three
different ways:

• Teaching them a meaningful lesson


• Sacrificing something dear to you for them
• Reaching the end of a narrative arc with them.

Bond levels cannot exceed 3. Bond levels are shared - increasing


your bond level with a friend increases their Bond level with you.
You can use each method of gaining Bond points once per NetOp.

Spend time off with a NetOp to get bond points equal to your bond level with
them. Time off could be a lazy afternoon, a weekend event, or a trip to the beach.
You cannot have more bond points than all of your bond levels combined.

Bond points can be spent on single-use powers that affect your Navi. The number of
Bond Points you must spend to activate the power is listed in brackets. When a description lists two
things in brackets, add those things. (e.g. [NetOp Bravery + Navi Bravery] = those two skills added.)

Immediately jack in to an ally’s location. This downshifts the difficulty


Stand Together [2] of the Navi’s first [NetOp Bravery + Navi Bravery] moves if they are
protecting your ally.

Temporarily gain the powers of the Navi of a friend you have 2+


Bond level with. You get access to their element as well as your
Cross Soul [3] own, and you replace one of your stat scores with theirs. Ends after
your Navi makes 5 rolls.

Add all of your NetOp’s stats to your Navi’s. When your Navi takes
Full Synchro [4] damage, your NetOp takes half. Ends either after [NetOp Soul +
Affinity] actions, or when the NetOp hits 0 HP.

When an attack would delete you, consume all your remaining bond
Overload [1+] points. You are left with 1HP. Your next roll is easy, no matter what.
Part 3:
Combat
12
Opposed Rolls
When two or more characters directly compete with each other, everyone involved rolls the appropriate
skill. For example: two characters staring each other down would roll Bravery; three characters trying
to hack into the same device would all roll Coding; one character trying to sneak past another would roll
speed and sense, respectively.

If any characters have advantages or disadvantages, the GM may set their challenge level higher
or lower as appropriate. For example, if two characters
are arm wrestling and one is distracted, the distracted
character would have their roll upshifted to hard. If the
other character had just drank an energy drink, their roll
would be downshifted to easy.

The resolution is determined by comparing the number of successes


between characters. The character with the most successes wins,
and the character with the fewest loses. In the event of a tie, the two
characters are stuck neck-and-neck, and another character must
break the tie by aiding (or interfering) successfully.

Damage
Hit Points, or HP, measure how healthy a character is. Every char-
acter has as much HP as [2 per Body] + [1 per Stamina] + 2. When a
character’s Stamina is temporarily reduced, their HP is unaffected.

When a human’s HP hits zero, they are knocked out. When a Navi’s
HP hits zero, unless their opponent chooses otherwise, the Navi is
deleted.

There are three degrees of distance, called range bands, used to


measure distance between targets.

A character attacking another makes an opposed roll. The attack-


er rolls Sense for a ranged attack or Strength for a melee attack, Range Bands
and the defender rolls whatever is most appropriate to defend them- Close: Spitting distance
selves - typically Speed to dodge the shot, or Stamina to weather Melee strikes can land.
the blow. If the attacker has more successes than the defender, the
attacker deals damage equals the number of remaining successes.
Near: Speaking distance
For example, if the attacker has five successes and the defender
Ranged attacks can land without
has two successes, the defender takes three damage. If the attack-
extra difficulty
er is Far from their target, their roll difficulty is upshifted. All Navis
have the ability to fire projectiles.
Far: Shouting distance
Ranged attacks can land, but
will be upshifted.
13
The Flow of Combat
There is no turn order. Instead, the GM moves
from player to player, presenting specific charac- example 4
ters with challenging decisions. These decisions Combat challenges
can be specific or open-ended, but they should
• GutsMan is trying to lift this door, but a Swordy
not be overly complicated to keep things moving
Virus is just about to slash at his back! Do you
quickly.
take the hit and open the door, or fight the
Swordy and let the door fall?
Characters can make things easier for their allies,
• MegaMan sees a Fishy Virus barreling right at
potentially downshifting their rolls, preventing them
him! What do you do?
from having to make a tough decision, or allowing
them to act sooner than otherwise normal. Typi-
example 5
cally, this comes at a cost: for example, instead of
damaging a target, you disable it so your ally won’t Combat Teamwork
be hurt by it. The opportunities teamwork opens Two Swordy Viruses are rushing over to attack
up often exceed what any singular Navi or NetOp GutsMan and MegaMan. Instead of trying to
could accomplish alone - be sure to work together! dodge out of the way, GutsMan tries to slam the
ground, creating a quake that staggers them. The
While NPCs, including Viruses and enemy Navis, GM decides it’s a hard difficulty roll with Strength.
roll dice the same way players do, they do not GutsMan rolls and gets a critical success! Both Vi-
work the same way. Whereas players have to wait ruses are briefly stunned, and MegaMan can act
for their turn to act, enemies attack as part of the freely without pressure.
decision players make. And in the same way that
players can create opportunities for their allies by example 6
rolling critical successes and working together,
enemies can work together and capitalize off of things going wrong
bad player rolls. Glyde is being chased through a digital haunted
mansion by a pair of Spooky Viruses. He attempts
Most importantly, combat should be energetic and to knock over a bookcase to cut them off. The GM
cinematic. Don’t fret over precisely how far apart decides it’s a normal difficulty roll with Strength.
people are or everything’s exact position; stay cre- Glyde rolls and gets a failure! The bookcase falls
ative and have fun describing how your Navi leaps on top of Glyde, the two Spooky Viruses catch up,
from above and the Virus explodes. and they each make an attack on him.

Damage and Combat: Parrying


A character may also elect to try to counter a melee attack with a melee attack of their own, called a
parry. Both parties make an opposed roll using the appropriate skill, likely Strength. Whoever has the
most successes wins, and the loser takes a point of damage for each success rolled by the winner.
Importantly, this damage is not reduced by how many successes the loser rolled.

If both parties in a parry tie, they may elect to back out or escalate the parry. Both parties should declare
this simultaneously. If both parties back out, nobody takes any damage and the parry ends. If one es-
calates and one backs out, the parry ends and the one that backed out takes as much damage as the
enemy has rolled. If both parties elect to escalate, they make the opposed roll again, adding the new
totals to the previously accumulated damage. If the parry ties again, the cycle continues until someone
comes out on top or the parry resolves.
14
Battlechips: the basics
BattleChips are small data chips that Net Operators slot into their PETs to briefly help their Navi. Bat-
tleChips are exhausted after one use - Navis need to jack out to make that chip usable again.

When a NetOp slots in a BattleChip, it is used immediately unless otherwise listed. Most BattleChips
are designed as single-use attacks. However, some BattleChips have little to no combat utility, and a
vast number of BattleChips can be useful outside of combat.

When a Navi attacks with a BattleChip, the Navi doesn’t need to roll;
the damage value of the chip counts as the number of successes example 7
the target must defend against. Unless otherwise noted, BattleChip chip attacks
attacks cannot hit further than their listed range.
MegaMan is fighting a Mettaur
Virus. Lan slots in the BattleChip
Many BattleChips have extra effects, such as stunning or moving
Cannon, which deals 3 damage
the target. To resist these, the target must roll more successes than
to a Near target. The Mettaur
the chip has damage. If the chip has no damage, the target must roll
rolls Stamina to defend, and
a success to resist the BattleChip. When a BattleChip says it hits
gets one success, reducing the
multiple times, instead of rolling multiple times, the defender rolls
damage to two. MegaMan’s arm
once and uses that value to defend against each hit.
transforms into a bulky green
cannon and blasts the Mettaur,
Because BattleChips are physically slotted into the PET, in high-pres-
turning it into an explosion of
sure situations, a NetOp may need to make a Speed roll to slot in a
junk data.
chip in time.

Battlechips: the folder


When Navis jack in, they can only use a certain number of pre-prepared chips. When your Navi is not
jacked in, you can select which chips you want to put into your Folder for use when jacked in. Your fold-
er size is equal to your Navi’s Mind + Info + 2 . For example, if your Navi had a Mind of 2 and an Info of
1, you could prepare five chips for your Folder. Additionally, Folders cannot have duplicate BattleChips.

When you jack in, you can use the chips in your Folder in any order at any time (though, as mentioned,
you can use each chip only once before jacking out.) When you jack out, all of your chips will be re-
freshed for use the next time you jack in.

You cannot adjust your Folder while jacked in, and chips outside of your Folder are unusable. If you ac-
quire a BattleChip while jacked in, you can add it to your Folder only if you have free space remaining.

Battlechips: Tags
Some BattleChips have tags attached to them which help describe the limitations of the BattleChip.

Awkward: Using this chip while doing something else at the same time will be difficult.
Dangerous: This chip can damage things around its target, including allies and the environment.
Slow: This chip takes a while to hit the opponent, making it difficult to catch someone off-guard.
15
Battlechips: blank battlechips
Blank BattleChips are a type of BattleChip with no data stored inside them. By storing data inside of
blank BattleChips, Navis can store attacks and powers of the Viruses they defeat. Blank BattleChips do
not need to be in your Folder to be used.

After deleting a Virus, a Navi may attempt to capture its attack data. To do so, a Navi must take a blank
BattleChip and roll Coding. On a partial success, the BattleChip may not be the specific attack or ability
the Navi or NetOp were hoping for - it could be a different BattleChip, or it could simply be Zenny - the
global currency in 200X. On a success, the blank BattleChip contains the desired attack or data. On a
critical success, the Navi may get extra data with the BattleChip, or they may be able to use it instantly.

Difficulty of the roll depends on three factors:


• The blank BattleChip began to process the Virus immediately after deletion.
• The Virus was deleted quickly.
• The Virus did minimal damage.
If all three factors hold true, the roll is easy; if two, normal; and only one, hard. If none are true, the blank
BattleChip will not have enough data to piece together anything usable. Outside circumstances may
make the roll more difficult (e.g. trying to write to a blank BattleChip while in active combat.)

Battlechips: Categories

Blade Hazard Impact


These turn a part of the Navi into a These alter the environment, either by Similar to Blade chips, these melee-fo-
sword. They are simple and hard-hit- creating new obstacles or destroying cused chips do less direct damage but
ting, though they carry few extra ef- what’s already there. carry a wide array of debilitating ef-
fects. Navis can parry with these chips. fects. Navis can parry with these chips.

Rush Shot Summon


These attacks move the Navi, often These attacks are powerful projectiles. These create something to assist the
into Close range. If the attacking Navi Shot chips can be fired beyond their Navi, whether it be a tool, a specialized
is under the listed range, the defense listed range, though the defense roll is Virus, or a piece of cover.
roll is downshifted. downshifted.

Support Thrown Wave


Support chips boost the Navi’s abilities Similar to Shot chips, these attacks are These chips create wide attacks that
and create debilitating effects. more difficult to use but carry powerful cover areas. All enemies within the list-
and dangerous effects. ed range get hit.

For a full list of BattleChips, see Page 23.


Part 4:
Character
Creation
17
Making your NetOp and Navi
Every player creates a NetOp and a Navi, and the process for mak-
ing them is very similar.
Click here for a blank character sheet.

Making Your NetOp


Creating a NetOp takes five simple steps:
1. Pick a name, personality, and appearance
2. Set your stats and skills
3. Pick your starting BattleChips
4. Pick your starting bond
5. Pick a special item

Name, personality, appearance


Think of a name for your NetOp, their appearance and a basic per-
sonality. NetOps are normally all fifth-graders going to the same
elementary school, so your character should be roughly 10 or 11
years old. Be sure to give them some color!

Stats and skills

NetOp stats start at 1 by default. Choose one stat and set it to 2.


NetOp skills start at 0 by default. Choose four skills and set them
to 1. Choose one skill and set it to 2.

starting BattleChips
Every NetOp gets to start with a few BattleChips. Add your Mind and
Info score together, then add two to the total. Pick that many starter
BattleChips (see the next page) to begin with. You cannot pick mul-
tiple of the same BattleChip. Your GM may allow you to forgo one or Reminder:
more starting BattleChips for 500 Zenny per chip.
Skills
Mind skills:
starting Bond Sense, Info, Coding
Choose another player’s NetOp to have a Bond Level with (page
10). Because Bond Levels are two-way, this will also give them a Body skills:
Bond Level with you. Think of what history your characters share. Strength, Speed, Stamina
You cannot get a Bond Level of 2+ in character creation.
Soul skills:
Charm, Bravery, Affinity
Pick a special item
Think of a special item your NetOp has that carries some senti-
mental significance. It should not be terribly useful.
18
Starting BattleChips

Sword Plasma DashAttack


3 Damage, Close [Blade] 2 Damage, Close [Impact] 3 Damage, Near [Rush]
Transforms a part of the Navi into a blade. Two orbs of electricity orbit the Navi, striking Moves you into Close range with your target.
every available target

AirShot Bubbler Cannon


1 Damage, Near [Shot] 2 Damage, Near [Shot] 3 Damage, Near [Shot]
Pushes the target back one range band on hit. Creates a cloud of soaking bubbles around the Transforms a part of the Navi into a cannon and
target. fires.

HeatShot ZapRing RockCube


2 Damage, Near [Shot] 1 Damage, Near [Shot] Close [Summon]
Creates an explosion of flame around the target. Stuns the target for one second. Summons a large cube of stone in front of the
Navi.

Attack+1 Barrier Repair


[Support] [Support] [Support]
Add one success to your next non-BattleChip Negates the next time you take damage. Fix a broken structure.
attack.

example 8
Picking starting BattleChips
Yai has a Mind of 2 and an Info of 1. Adding those with the base
number of starter BattleChips (2), Yai can pick 5 BattleChips from
the list of starter BattleChips.
19
Making Your Navi

Creating a Navi takes four simple steps, similar to NetOps:


1. Pick a name, personality, and appearance
2. Set your stats and skills
3. Pick your Navi Powers
4. Choose an element

Name, personality, appearance


Think of a name for your Navi, their appearance and a basic person-
ality. Navi behave in all different kinds of ways: mentors, siblings,
pals, or even emotionless tools! Consider how your Navi relates
with your NetOp, and how they get along with each other (or don’t!)

Stats and skills


Set one stat to 1, one to 2, and one to 3.
Navi skills start at 0 by default. Choose two skills and set them to
1. Choose two skills and set them to 2. Set another skill to 3.

Navi powers
All Navis have Navi Powers: special abilities they can use when-
ever they like. Powers have no limits to how many times they
can be used overall, though some powers can only be used a
few times before needing to jack out. Choose any three Navi
powers (see next page) for your Navi to wield.

example 9
choosing an element
model elements
Choose an element for your Navi. The element can be straightfor- • Plants: Spreading spores,
ward (ice, fire, wind) or abstract (love, wealth, division), but it should creating vines, sowing seeds
be something that could affect things in the digital world.
• Sun: Blind enemies, brighten
areas, charge up in sunlight
When Navis make Affinity rolls, they control a tangible aspect of
their element. All Navis can also roll Affinity to create their element • Data: Confound monitors,
around themselves. Think of what it looks like to make your element. change displays, tweak signs
• Sea: Create crashing waves,
If an element seems too powerful, make sure it has limitations or summon fish, turn the tides
drawbacks. A Navi with the element Time should not be able to • Weights: Pin things, create
rewind time at will (too powerful), but they can probably speed up quakes, anchor yourself
or slow things down. A Navi with the element Acid may be able to
• Greed: Create a temptation,
summon searing acid at will, but it should be risky to use. Be sure to
learn what someone desires.
run things by your GM to find a happy medium.
20
Navi Powers
There are two types of powers:
◊ Cost powers - reduce the relevant skill by one to use them. No roll is required. Cost powers cannot
be used if the skill is 0. All reduced skills are restored to normal on a successful jack out.
• Free powers - roll the relevant skill to use them. Roll difficulty depends on the circumstances.

◊ Lock On ◊ ◊ Volley ◊
Sense Your next attack is easy difficulty, no
matter what
Roll the next attack three times and
take the best outcome

• Blind Mode • • Splash • • Tracker •


Find a target with extrasensory means Roll once to attack a Near target. Ev- Find and identify trails and footprints
(e.g. thermal imaging, echolocation) erything Close to the target is also hit.

◊ Refresh ◊ ◊ Reconfig ◊
Info Pick a used BattleChip in your folder.
It is now usable again - once per chip.
Switch out unused chips in your folder
for ones in your pack

• Analyze • • Foresight • • Extend •


Learn one per success: The target’s You can dodge an attack with Info if The next BattleChip’s effects (e.g. stun,
skills, BattleChips, powers, and NCPs. you’ve seen this enemy use it before. one upshifted roll) last twice as long

◊ MapEdit ◊ ◊ Hotswap ◊
Coding Generate a simple structure that is ei-
ther hard, large, or hidden.
Change your NaviCust setup without
jacking out

• Disruption • • Firewall • • NoClip •


Disable a Near target’s Power for a few Put a temporary door over an entrance Pass through a thin object (e.g. a wall)
moments that known enemies cannot enter
21
◊ BreakCharge ◊ ◊ Followthrough ◊
Strength Your next attack reduces the target’s
Body by 2 [Max HP unaffected]
Add another target to any melee attack
or strength move

• Gutsy • • Shockwave • • Shatter •


Knock an enemy one range band away Make a ranged attack on a grounded Destroy a Close structure or piece of
from you target in Near range terrain

◊ Warp ◊ ◊ Afterimages ◊
Speed Instantly move one range band Upshift the difficulty of the next 3 at-
tacks on you

• Jump Jets • • Sneakrun • • Artful Dodger •


Launch a range band in any direction Slip past an inanimate threat (e.g. Distract a group of enemies with quick
from the ground traps, sensors) movement

◊ Regenerate ◊ ◊ Clear ◊
Stamina Roll Stamina [before skill reduction],
heal 3 HP per success
Dispel negative effects and stat/skill re-
ductions from enemy attacks

• Kinetic Armor • • Reflect • • Hyper Armor •


Move a range band after being hit Use parry rules for a projectile attack Become immune to mobility impair-
ment.

◊ Overwrite ◊ ◊ ModelEdit ◊
Charm Tempt a hostile Virus to help you Look like a Virus or Navi you’ve met
(appearance only)

• Playback • • Harmless • • Hypnotize •


Imitate someone else’s voice Avert hostile attention from yourself Gradually lull someone to sleep

◊ Rally ◊ ◊ Bodyguard ◊
Bravery Add two dice to someone else’s Soul
roll
The next time an ally of your choice is
attacked, you are attacked instead.

• Vengeance • • Glare • • Duel •


Attack a Close target that recently at- A Close target cannot move range Convince an enemy to take you on
tacked an ally bands until eye contact breaks one-on-one

◊ Save ◊ ◊ Code Injection ◊


Affinity If your element is present, heal some-
one for 3 HP
Your next attack covers the target with
your element

• Shift • • Control • • Alt •


Swap places with an abundance of Attack with your element if it is present Consume all of your element to create
your element in line of sight a minion with one purpose
Part 5:
tables
23
Blade Battlechips

AirSword AquaSword BambooSword


3 Damage, Close 3 Damage, Close 3 Damage, Close
Push away 1 range band, even on miss. Slashes the target with a watery blade Slashes the target with bristling bamboo

CustSword DoubleEdge ElecSword


1 Damage, Close 4 Damage, Close 3 Damage, Close
Sacrifice unused BattleChips to add You also take 4 damage if the enemy Slashes the target with crackling electricity
+1 damage per chip is not deleted by your attack.

FireSword Slasher Sword


3 Damage, Close 5 Damage, Close 3 Damage, Close
Slashes the target with burning flames If you stand still and don’t move, parry the next Transforms a part of the Navi into a blade.
melee attack. Cannot attack outside a parry.

TurboSlice VarSword VesselBlade


2 Damage, Close 2 Damage, Close 4 Damage, Close
Reduce Speed by 1 for double damage Sacrifice 1 Info point to hit twice, make the Sacrifice 1 Affinity point. Infused with your
range Near, or make the defense harder. element.

Hazard Battlechips

AreaGrab BurnSquare Geddon1


A forcefield briefly stops enemies 3 Damage, Near, Dangerous Surfaces begin to crack, quickly
from moving a range band away A nearby surface shatters as flames erupt spreading from your feet.
from it, burning anyone Near it

Geddon2 Geyser GrassSeed


Near, Slow, Dangerous 3 Damage, Close, Awkward Near
Structures around you crack A nearby surface shatters as a Throws a grass-spreading seed
and then shatter, one by one geyser erupts out of it

GrassStage IceSeed IceStage


Grass spreads over every surface and plants Near, Awkward Awkward
begin to sprout Throws an ice-spreading seed A sheet of ice quickly spreads over every
surface

LavaSeed LavaStage MagSeed


Near, Dangerous Dangerous, Slow Near, Awkward
Throws a lava-spreading seed Lava begins to rise from the ground Throws a seed that turns a surface
magnetic on contact

MetalStage PoisonSeed SandRing


Floor and walls quickly turn to metal Near, Dangerous 1 Damage, Close, Slow
Throws a seed that spreads damaging poison A hidden pitfall trap forms in front of you
24
SandSeed SandStage WaterSeed
Near, Awkward Awkward Near, Awkward
Throws a sand-spreading seed The floor quickly turns to sand Throws a water-spreading seed

WaterStage Whirlpool WhiteWeb


Awkward Close, Slow Close
Water begins to rise from the ground Summons a vortex to slowly drag in targets. Shoots a large, sticky web

Impact Battlechips

ColdPunch DizzyHit DrillArm


3 Damage, Close, Slow 2 Damage, Close 2 Damage, Close, Awkward
Chills enemy with frozen impact, A concussive slam that reduces the target’s A piercing blow that reduces enemy Stamina
upshifting their next Body move. Mind by 1. by 2.

FireHit GutPunch GutStraight


2 Damage, Close 3 Damage, Close 1 Damage, Near
Slams the target with two fiery punches A massive punch that reduces enemy Stamina Fires a fist through the air that upshifts
by 1. the enemy’s next Stamina roll

Hammer MagCoil Plasma


4 Damage, Close, Awkward Near, Awkward 2 Damage, Close
Summons a shattering hammer for one strike Brings enemies into Close range Two orbs of electricity orbit the Navi, striking
and stuns them every available target

PressurePoint Uninstall Windrack


1 Damage, Close Close 1, Close
+1 damage per point in Info your Navi has Disables a random Navicust part on the target Blows all Close targets back a range band,
regardless of hit
25

Rush Battlechips

AquaWhirl Arrow Condor


2 Damage, Near 4 Damage, Near, Dangerous 2 Damage, Near
Moves you into Close range, leaves a trail of You dash forward, skewering all Dash into Close range. Can be used from Far
water behind enemies in a line until you hit a wall. range for double damage.

CurseShield DashAttack IronShell


Near 3 Damage, Near 2 Damage, Near, Awkward
Nullify a ranged attack and zoom into Close Moves you into Close range of your target. Roll into Close range and collide. Your next
range with attacker defense roll is downshifted.

LineOut Quake RocketTackle


2 Damage, Near, Dangerous 2 Damage, Near, Dangerous 2 Damage, Close, Awkward
Dash into Close range. If you dash through an The Navi leaps into the air and slams down in Move yourself and the target a range band
object, it is destroyed. Close range, staggering anyone around. together

StepCross StepSword Vault


3 Damage, Near 3 Damage, Near Launch yourself two range bands
Teleports you forward to parry a melee attack, Teleports you forward for a single slice, then
then you go back you go back

Shot Battlechips

AirShot Boomer Bubbler


1 Damage, Near 2 Damage, Near 2 Damage, Near
Pushes the target back one range band on hit. Targets up to three enemies Near or Close to Creates a cloud of soaking bubbles around the
each other target.

Cannon CornShot CrackShot


3 Damage, Near 3 Damage, Near, Awkward 3 Damage, Near
Transforms a part of the Navi into a Fires a high-impact cob of corn. Breaks and tosses the floor in front of you
cannon and fires.

Drain Grappler HeatShot


2 Damage, Near 1 Damage, Near 2 Damage, Near
Fires needles that heal for damage done Drags the target into Close range on hit Creates an explosion of flame around the target.

MarkCannon Thunder ZapRing


3 Damage, Near 1 Damage, Near, Slow 1 Damage, Near
Targeted shot upshifts difficulty if target tries to A sluggish thunderball that upshifts Stuns the target for one second on hit.
evade with Speed the target’s next action
26

Summon Battlechips

AirRaid Anubis Candle


Near Near Close
A little fighter plane fires on enemies, Summons a dark statue in front of you. All in Creates a large candle that heals you
adding +1 damage to your attacks. range of its evil upshift all defence rolls. 1HP every time you’re attacked

Catcher Decoy ElecReel


Close, Slow Near 2 Damage, Close
Sends a small UFO to steal BattleChip data Summons a hologram of your Navi directly in Summons an electric tripwire
from the target until either you or they jack out. front of you in any pose that shocks any it touches

FireRat GhostGloves Guardian


4 Damage, Near Close 4 Damage, Close
Light the fuse with fire to send it zooming Floating gloves mimic your hands. Summons a tiny statue that zaps
across the ground at the target. They’re too weak to harm others. the first thing to damage it

IceCube IronShield Meteors


Close Close 2 Damage, Far, Dangerous
Summons a large cube of ice in front of the Summons a wide, unmovable iron barrier in Creates a scepter which periodically
Navi. front of the Navi. calls fiery meteors down, up to 5 total

Mine MokoRush Mole


5 Damage, Close 2 Damage, Close, Slow Close, Slow
Places a pressure-activated mine in front of you Summons a cute ram with soft, bouncy wool to Summons a mole which digs a tunnel
charge ahead. to a simple, nearby destination.

PopUp RainyDay Ratton


Creates a foxhole right beneath your feet Near 2 Damage, Near
Calls down a torrential downpour from a solid, Summons a homing rat bomb, upshifting
squishy raincloud difficulty of dodging with speed.

Recall RiskyHoney RockArm


Close 2 Damage, Close 4 Damage, Close, Slow
Summons the last Virus you deleted to help you Summons a beehive that attacks and A hefty, inert Virus falls from the sky
out. It has 1hp. makes noise when approached and slams in front of you

RockCube Rook Rope


Close Close 1 Damage, Near, Slow
Summons a large cube of stone in front of the Creates a six-foot, heavily armored tower for Summons a briar patch to ensare any that step
Navi. cover. in it.

Sensor Silence SnakeCharmer


1 Damage, Close, Awkward Near, Awkward 2 Damage, Close
Creates a motion-sensing eye that stuns the Summons a musical Virus that silences For every Charm point you sacrifice,
first enemy it sees and alerts your Navi. all noise when it’s alive an extra snake chases an enemy

TimeBomb Totem Wind


1 Damage, Close 3 Damage, Near, Dangerous Near
Summons a bomb on a three-second Deploys a motion-sensing turret that breathes Summons a gust of wind to
countdown fire at the first thing it sees blow targets towards or away you
27

Support Battlechips

AirShoes Attack+1 Barrier


Fly several feet off the ground for the next Add one success to your next non-BattleChip Negates the next time you take damage.
minute attack.

Blinder BraveHeart BubbleStar


Close, Dangerous Recover HP equal to points Near, Awkward
A bright light blinds enemies for a moment in Bravery + Soul Seals an enemy in a floating bubble

CopyDamage Dropdown Fanfare


Near Allows you to reverse your gravity for up to a Near
The next attack on another enemy also hurts the minute One ally is invincible for their next action
target. if your Navi sings loudly

Guard HolyPanel Insert


Close Creates a damage-halving tile underfoot Close, Slow
Nullify an attack on yourself or a Close-range Creates a large amount of an ally’s element
ally

Interrupt Invis Recover3


Near Renders the Navi invisible for several seconds. Recover three HP
Instantly interrupts an enemy’s attack.

Recover5 Reflex
Recover five HP Act immediately the next time you take damage

Repair Shadow
Near For a minute, you’re impossible to detect
Fix a broken structure when in darkness.

StoneBody Sweetheart
For a minute, you cannot move, but all Near
damage over 1 is reduced to 1. Heal an ally’s HP equal to your points
in Charm + Soul

Timpani TimeStopper
Close Near
Summons drums. As long as you beat them, Freezes time for two seconds.
upshifts enemy speed rolls. Only you are able to act.
28

Thrown Battlechips

AirBomb AirSpin BlackBomb


2 Damage, Near, Awkward, Dangerous 2 Damage, Near, Awkward 5 Damage, Near, Dangerous, Awkward
Moves the target and everyone around them Throws a disc-shaped fan that blows a Light the fuse with fire to detonate.
one range band - choose the direction. powerful whirlwind gust upwards

Cactiball FlashBomb IceBall


3 Damage, Near, Slow Near, Slow 2 Damage, Near
On a hit, bounces to one other enemy in Near Tosses a blinding bomb on a Freezes the target on impact,
range. three-second timer creates a sheet of ice on miss

Kunai Lavaball LogicBomb


3 Damage, Near 3 Damage, Near, Slow, Dangerous 1 Damage, Near
Flies silently through the air Coats the floor in a pool of lava on a miss. +1 damage for each point your
Navi has in Coding

MagBomb Magnum Mudball


1 Damage, Near 3 Damage, Dangerous 2 Damage, Near, Awkward
Magnetizes the target’s feet to the floor The Navi leaps into the air and throws down a Upshifts the target’s next two Sense or Speed
powerful explosive rolls on hit

SeekBomb TreeBomb VesselBomb


2 Damage, Near 4 Damage, Near, Awkward 4 Damage, Near, Slow
If target tries to evade with Speed, upshift Throws a massive seed that needs water to Sacrifice 1 Affinity point. Spreads your
difficulty sprout and explode. element on impact.

Wave Battlechips

AquaTower BigWave FireBurner


4 Damage, Close, Awkward 3 Damage, Near, Dangerous 3 Damage, Near, Dangerous
Creates a towering geyser around the Navi. A massive shockwave cracks surfaces as it Your Navi spurts flames that crack
travels and destroy structures

FireTower IceWave MudWave


4 Damage, Close, Dangerous 2 Damage, Close, Slow 2 Damage, Near, Awkward
Creates a wild pillar of flame around the Navi. Creates a wave of ice that freezes the ground in Creates a wide mudslide. Everyone who
its wake gets hit upshifts their next speed roll.

Pulsar RedWave Spice


1 Damage, Near, Awkward 2 Damage, Near, Dangerous Near
Fires a sonic blast that disorients targets Creates a wide lava wave, leaving pools of lava Fires a cloud of spores that temporarily
on hit, making their next move harder. behind. reduce targets’ Mind by 1.

TidalWave Tornado WoodTower


2 Damage, Near 2 Damage, Near, Slow, Dangerous 4, Close, Dangerous
Creates a wide tidal wave Creates a swirling cyclone that rolls forward, Sharp logs erupt around the Navi.
flinging everything in its path
29
MegaChips

MegaChips are impossibly rare, exceptionally powerful, one-of-a-kind BattleChips. It takes more than
Zenny to get your hands on a MegaChip - collecters spend years forging connections and travelling to
the shadiest parts of the net to get their hands on just one.

Due to their power, all Folders can only hold one MegaChip at the same time. Refresh does not work
on MegaChips.

Attack+3 Aura Balance


[Support] [Support] Close [Support]
Add three successes to your next non-Battle- Repels attacks under 3 damage, Both you and the target have your remaining
Chip attack. dissipates after pierced. Lasts a minute. HP halved

GaiaSword Jealousy Muramasa


2 Damage, Close [Blade] 1 Damage, Near [Support] Close [Blade]
If the hit connects, sacrifice unused Target takes one extra damage for each A sword that deals damage equal to how
BattleChips to add their damage to your hit unused BattleChip in its Folder. much HP your Navi is missing.

Phoenix Recover10 SuperVulcan


3 Damage, Far [Summon] [Support] 2 Damage, Close [Shot]
Hits all enemies with a blast of fire that Recover ten HP Fires five times
heals you for their damage taken
30
NaviCust Programs

NaviCust Programs are used to power up Navis. See Page 8 for a basic rundown on how NCPs work.
There are four kinds of NCPs. The number of exabytes they require are in brackets after their name:
• Skill+1 [2] NCPs, which increase the listed skill by 1. (e.g. Strength+1, Bravery +1)
• Stat+1 [5] NCPs, which increase the listed stat by 1. (e.g. Mind+1, Body+1)
• Navi Power [3] NCPs, which grant the listed Navi Power. See Page 20 for the list of Navi powers.
• Unique NCPs, which can change many aspects of a Navi. They are listed in full below:

Asynchronous I/O [2] Attack+1 [2] Bladerun [2]


You can make one action while jacking in When attacking successfully, deal 1 more You can attack with a Blade chip while mov-
or out. damage. ing a range band if you start or end in range.

Collect [2] Dual Pipeline [2] HP+2 [2]


When you download a deleted Virus into a Can use two Shot BattleChips at the same +2 maximum HP.
blank BattleChip, downshift the roll. time. Counts as two separate attacks.

Super Armor [2] UnderShirt [2]


When using a Slow-tagged BattleChip, A lethal hit leaves you at 1 HP if you have
your attack cannot be interrupted. over 1 HP.

Wave Rider [2] Barrel Processor [3]


When you use a Wave-type BattleChip at Near You can use Shot BattleChips at Far range
range, you can enter Close range of a target. with no penalty.

Custom+2 [3]
+2 maximum chips in your folder.

Diffusal [3]
When something reduces your Affinity by
1, your element appears around you.

EnergyChange [3]
Sacrifice an unused chip to spawn your
element around you.

Execution Unit [3]


When you delete a Virus or Navi, heal 2
HP.

FirstBarrier [3]
The Navi has a barrier active upon jacking
in that nullifies the first attack.
31
NaviCust Programs, continued

Float Shoes [3] HP+4 [3] Press [3]


The Navi always floats a few inches above +4 maximum HP. The Navi can shrink to 1/10th normal size.
the ground. Your attacks are upshifted when shrunk.

SetElement [3] Trailblazer [3] Volatile Memory [3]


When you first jack in, your element ap- When you succeed a roll to move range When using cost powers, you can reduce the
pears around you. bands, you leave your element behind you. stat instead of the skill. 1 is the minimum.

Zero Wait State [3] Kernel Panic [4] Overwrite [4]


Downshift all jack-in affinity rolls. When you lose more than half your health When you delete a Virus or Navi, your
in a single hit, downshift your next attack element appears in their place.

Proxy [4] HP+7 [5] Mega+1 [7]


Support chips that affect your Navi can +7 maximum HP. +1 maximum MegaChips in your folder.
affect another Navi instead.
32
Viruses
As described in the Setting Basics on Page 2, Viruses are programs with simple, animal-like intelligenc-
es that wreak havoc across the internet. They are common enough on the internet that everyone, from
office workers to school children, are taught to fight them using their Navis.

Viruses frequently work together, synergizing with different Virus types to make formidable threats.
Depending on their purpose, they may modify their environment to set up traps, entrench themselves,
or simply to cause as much destruction as possible. Viruses often work in the interests of evil Navis.

Not every Virus is up to no good - some are simply programmed to act as private security. The majority,
however, are dangerous. If you see a Virus roaming about, be on your guard.

Viruses Categories
Artillery: These Viruses deal high amounts of damage at range, typically using Sense or Affinity.
Disruption: These Viruses hinder Navis to make them vulnerable to other attackers.
Striker: These Viruses are durable and melee-focused, needing to get up close to be a threat.
Support: These Viruses aid other enemies, protecting them and boosting their abilities.
Wrecker: Wrecker Viruses introduce environmental obstacles and threats.

Anatomy of a Virus
Tags are one-word descriptors like “Hovering”, “Inanimate”, or “Fly-
ing” that color how the Virus behaves. Tags can affect many situa-
tions - a hovering Virus may not be hit by a shockwave, and a Navi
may be able to hack into an inanimate Virus.
These are the Virus’s stats, Virus and Navi elements work the same.
skills, and HP. They function the Many Viruses have no element.
same as with Navis. If a skill is Drops show what BattleChips Navis may get if they capture the Vi-
not listed, its value is zero. rus’s data to a blank BattleChip.

Jelly
Mind 1 Body 2 Soul 3 Tags Hovering
Skills Stamina 1, Speed 1, Affinity 2 Element Water
HP 5 Drops TidalWave
Control Free Affinity Attack with your element if it is present
Waveform Passive Attacks hit all targets in Near range
A large, floating blue jellyfish that undulates with the tide of whatever body of water it’s near.

Viruses use powers just like Navis. Many Viruses


have a passive ability that describes a special
property of their attacks or movement.
33
Viruses: Artillery
Basher
Mind 1 Body 1 Soul 1 Tags Immobile
Skills Sense 4, Stamina 3 Element Explosions
HP 5 Drops Magnum, SeekBomb
Lock On Cost Sense Your next attack is easy difficulty, no matter what
Splash Free Sense Roll once to attack a Near target. Everything Close to the target is also hit.
A towering triple-barrelled turret manned by three tiny fires. Locks onto Navis and fires dangerous explosive rounds.

Beetank
Mind 1 Body 2 Soul 1 Tags
Skills Sense 2, Stamina 1 Element
HP 5 Drops BlackBomb
Roll once to attack a Near target. Everything
Splash Free Sense
Close to the target is also hit.
Roll the next attack three times and take the
Volley Cost Sense
best outcome
Beetanks are short and stout artillery units that scuttle about before lining up their arcing
explosive shots

Boomer
Mind 2 Body 2 Soul 1 Tags Inanimate
Skills Sense 2, Stamina 2 Element
HP 4 Drops Boomer
Ricochet Passive Can attack three Near targets in one roll

Boomers fire the massive boomerang they carry in their jaws, which flies around the
arena and back to their maw.

Canodumb
Mind 1 Body 2 Soul 1 Tags Inanimate; Immobile
Skills Sense 2, Stamina 2 Element
HP 4 Drops Cannon, MarkCannon
Seeking Passive Every time the Virus misses an attack, it downshifts its next attack roll.
These mounted turrets track enemies with their holographic reticules.

ColdHead
Mind 1 Body 1 Soul 1 Tags Inanimate; Immobile
Skills Sense 2, Stamina 6 Element Ice
HP 4 Drops IceBall, IceSeed
Headstrong Passive Downshifts defense rolls when not attacking
Spreader Passive Projectiles cover the target in the Virus’s element on contact
ColdHeads are armored cannons that open their guard only to lob iceballs at their target.
34
Viruses: Artillery, continued
Handy
Mind 2 Body 1 Soul 1 Tags Teleports
Skills Speed 2, Stamina 1, Affinity 3 Element Time Bombs
HP 4 Drops TimeBomb
Control Free Affinity Attack with your element if it is present
Kinetic Armor Free Stamina Move a range band after being hit
Handy Viruses meld into floors, walls, and ceilings, disappearing and reappering else-
where with bombs at hand.

HardHead
Mind 1 Body 1 Soul 1 Tags Inanimate; Immobile
Skills Sense 2, Stamina 6 Element
HP 5 Drops CrackShot
Headstrong Passive Downshifts defense rolls when not attacking
HardHeads are armored cannons that open their guard only to lob cannonballs at their target.

KillPlant
Mind 1 Body 2 Soul 2 Tags Inanimate; Immobile
Skills Affinity 2 Element Grass
HP 6 Drops CrackShot
Control Free Affinity Attack with your element if it is present
Can fire a seed which sprouts explosively
Germination Passive
after a delay
KillPlants are sizable viruses that spit huge, explosive seeds at their targets.

Metrid
Mind 2 Body 1 Soul 1 Tags
Skills Stamina 1, Affinity 4 Element Meteors
HP 3 Drops Meteors
Control Free Affinity Attack with your element if it is present
A faceless wizard in a white and red robe. It hides from sight in order to summon meteor storms over enemies with its magical staff.

NinJoy
Mind 2 Body 2 Soul 1 Tags
Skills Sense 2, Strength 2, Speed 2 Element Smoke Bombs
HP 4 Drops Kunai
Warp Cost Speed Instantly move one range band
SneakRun Free Speed Slip past an inanimate threat
ShadowStrike Passive Projectiles are silent

NinJoy viruses are short and stout. They sneak up on targets, raining kunai on them or
warping behind them for a slice.
35
Viruses: Artillery, continued

Pengi
Mind 2 Body 3 Soul 2 Tags Immobile
Skills Sense 2, Affinity 3 Element Ice
HP 6 Drops IceWave; IceStage
Code Injection Cost Affinity Your next attack covers the target with your element
IceBlocker Passive Downshifts all defence rolls when on ice.
Pengi Viruses slide around on their bellies and fire massive snowflake attacks from their beaks.

Piranha
Mind 2 Body 2 Soul 1 Tags Hovering
Skills Sense 3, Speed 1 Element Harpoons
HP 5 Drops MarkCannon
Lock On Cost Sense Your next attack is easy difficulty, no matter what
Piranhas are floating fish-like Viruses that attack with burst-fire harpoons from their mouths.

Ratty
Mind 2 Body 1 Soul 1 Tags
Skills Sense 3, Speed 2 Element
HP 3 Drops Ratton
Seeker Passive Attacks swerve over and around obstacles to home in on opponents
Frenzy Passive For each point of damage the Virus takes, add a point to Speed
Ratty Viruses move erratically, firing homing rat bombs. They move much faster when damaged.

Shrimpy
Mind 1 Body 2 Soul 2 Tags
Skills Stamina 2, Affinity 2 Element Water
HP 4 Drops Bubbler, WaterStage
Control Free Affinity Attack with your element if it is present
Shrimpy Viruses lazily bounce on their tails, tossing bouncy balls of water from their
snouts that explode in a cloud of bubbles.

Spikey
Mind 1 Body 2 Soul 3 Tags
Skills Sense 3, Stamina 2, Affinity 3 Element Fire
HP 4 Drops HeatShot, LavaStage
Roll once to attack a Near target.
Splash Free Sense
Everything Close to the target is also hit.
Code Injection Cost Affinity Your next attack covers the target with your element
Spikeys are fierce, chaotic Viruses that throw speedy fireballs from their mouths.
36
Viruses: Disruption

BugTank
Mind 1 Body 2 Soul 1 Tags
Skills Sense 2, Stamina 2 Element Junk Data
HP 6 Drops LogicBomb
Infection Passive Attacks disrupt programming, upshifting the target’s next 2 rolls on hit
BugTanks are short and stout artillery units that scuttle about before lining up their data-corrupting shots.

Bunny
Mind 1 Body 1 Soul 1 Tags
Skills Speed 2, Sense 2, Charm 3 Element Electricity
HP 2 Drops ZapRing
Zapring Passive Attacks paralyze for a moment on hit
Bunnys are cute Viruses that hop about and fire paralyzing rings from between their ears.

Cloudy
Mind 1 Body 2 Soul 2 Tags Flying
Skills Affinity 2 Element Acid Rain
HP 4 Drops RainyDay
Control Free Affinity Attack with your element if it is present
Cloudys are slow-moving Viruses that float high above the fight and shower corrosive
rain onto fighters below

EleOgre
Mind 1 Body 2 Soul 3 Tags Hovering
Skills Stamina 2 Element Electric Tripwires
HP 6 Drops ElecReel
Control Free Affinity Attack with your element if it is present
A massive, floating ogre head that fires bolt of electricity from its horns. It also lays electrified tripwires to snare intruders.

Flappy
Mind 1 Body 2 Soul 1 Tags Flying
Skills Strength 1, Stamina 1 Element Stone
HP 3 Drops Quake
Crusher Passive Upshift enemy rolls to defend with Stamina
Flappy Viruses flit about, hopping to and fro, before transforming into enormous statues
that smash into the ground.
37
Viruses: Disruption, continued

Mushy
Mind 1 Body 1 Soul 2 Tags
Skills Speed 2, Affinity 2 Element Plants
HP 2 Drops Spice; GrassSeed; GrassStage
Control Free Affinity Attack with your element if it is present
Shift Free Affinity Swap places with an abundance of your element in line of sight
Mushy Viruses wiggle around, spreading noxious spores, and hopping about with surprising agility

MuteAnt
Mind 1 Body 2 Soul 3 Tags
Skills Element Noise
HP 4 Drops Blinder
Static Blast Free Affinity Plays a melody that blinds Near Navis. Lasts ~5 seconds.
MuteAnt Viruses hop about, reel back, and play a static hiss that briefly blinds Navis. They cannot attack.

Quaker
Mind 1 Body 3 Soul 1 Tags
Skills Strength 2 Element
HP 6 Drops RockArm
Shockwave Free Strength Make a ranged attack on a grounded target in Near range
Hyper Armor Free Stamina Become immune to mobility impairment
Earthshaker Passive Stuns anyone it lands in Close range of

Quakers are hefty Viruses that leap into the air before slamming down, releasing shockwaves and stunning nearby Navis.

Sparky
Mind 1 Body 3 Soul 1 Tags Hovering
Skills Affinity 3 Element Electricity
HP 6 Drops MagCoil
Code Injection Cost Affinity Your next attack covers the target with your element
Scrambler Passive On hit, briefly disable a random power or NCP
Mechanical balls sparking with electricity, Sparky Viruses swerve erratically and slam into their targets.

Spooky
Mind 2 Body 1 Soul 3 Tags Hovering
Skills Coding 1, Strength 1, Stamina 1 Element Ghosts
HP 3 Drops Invis
NoClip Free Coding Pass through a thin object (e.g. a wall)
Recover Cost Stamina Roll Stamina, heal 3 HP per success
Spooky Passive Invisible when not attacking
Scary Passive On hit, upshifts the target’s next Mind roll
Spooky Viruses disappear from sight to sneak up behind people and shock them with
their massive tongues.
38
Viruses: Disruption, continued

Tromby
Mind 1 Body 2 Soul 3 Tags
Skills Affinity 1 Element Loud Beats
HP 4 Drops Timpani
Beat Blast Free Affinity Plays a melody that freezes Navis in place. Lasts ~5 seconds.
Tromby Viruses hop about, charge up, and emit a percussive blast that freezes Navis in place.

Tuby
Mind 1 Body 1 Soul 4 Tags
Skills Stamina 1 Element Silence
HP 3 Drops Silence
Cacophony Free Affinity Plays a melody that upshifts Navi Sense rolls. Lasts ~5 seconds.
Tuby Viruses hop about, reel back, and broadcast a cacophony that upshifts all Sense checks.

Viruses: Striker
Bladia
Mind 1 Body 4 Soul 1 Tags
Skills Affinity 2 Element Darkness
HP 8 Drops VesselBlade
Reflect Free Stamina Use parry rules for a projectile attack
MindClouder Passive On hit, upshifts the target’s next Mind roll
These shadowy knights strike terror into the hearts of Navis with devastating blows and a reflective blade

Champy
Mind 1 Body 2 Soul 2 Tags Hovering
Skills Strength 2, Affinity 2, Speed 1 Element Fire
HP 3 Drops FireHit
Warp Cost Speed Instantly move one range band
Code Injection Cost Affinity The next attack covers the target with your element
Champy Viruses warp in front of their targets before taking meaty swings with their flam-
ing hands.
39
Viruses: Striker, continued

Draggin
Mind 1 Body 1 Soul 3 Tags
Skills Speed 3, Strength 2 Element Fire
HP 3 Drops FireTower
Control Free Affinity Attack with your element if it is present
Followthrough Cost Strength Add another target to any melee attack or Strength move
Draggins are spritely draconic Viruses that dash into groups of enemies and burn them all with their bursts of flames.

Drixol
Mind 1 Body 3 Soul 1 Tags Hovering
Skills Speed 2 Element
HP 5 Drops DrillArm
Warp Cost Speed Instantly move one range band
Piercing Passive Upshift enemy rolls to defend with Stamina
Drixol Viruses sail through the air, drilling through space in order to ambush Navis with
their whirling drill heads.

EleBall
Mind 1 Body 1 Soul 2 Tags Hovering
Skills Affinity 2 Element Electricity
HP 4 Drops Plasma
Control Free Affinity Attack with your element if it is present

Eleballs bounce through the air until they’re next to their target, when balls of electricity swirl around them.

EleBee
Mind 1 Body 2 Soul 2 Tags Hovering
Skills Speed 2, Strength 3, Affinity 2 Element Lightning
HP 4 Drops Arrow
Warp Cost Speed Instantly move one range band
Code Injection Cost Affinity Your next attack covers the target with your element
Elebees are quick wasp-like Viruses that flit about before warping behind their prey and skewering them with their stinger

Fishy
Mind 1 Body 3 Soul 1 Tags Flying
Skills Speed 1, Bravery 2 Element
HP 3 Drops DashAttack
Warp Cost Speed Instantly move one range band
Fishy are aerodynamic Viruses that fly at top speed, slamming Navis and slicing them with their razor fins.
40
Viruses: Striker, continued

Fishy2
Mind 1 Body 3 Soul 1 Tags Flying
Skills Strength 2, Speed 1, Bravery 2 Element Fire
HP 4 Drops DashAttack
Warp Cost Speed Instantly move one range band
Trailblazer Passive When you succeed a roll to move range bands, you leave your element behind you.
Fishy2 behave just like Fishy, except they leave a burning trail behind to boot.

Flashy
Mind 1 Body 1 Soul 3 Tags Hovering
Skills Speed 3, Affinity 1 Element Electricity
HP 4 Drops FlashBomb
Control Free Affinity Attack with your element if it is present
Afterimages Cost Speed Upshift the difficulty of the next 3 attacks on you
Blinding Flash Passive Attacks daze targets, upshifting their next Sense roll

Viruses with lightbulb-esque heads that flit about at high speed before blinding their targets with static shocks

Momogra
Mind 1 Body 3 Soul 1 Tags
Skills Element Dirt
HP 4 Drops Mole; PopUp
Sneakrun Free Speed Slip past an inanimate threat (e.g. traps, sensors)
Burrower Passive Able to dig through any surface
Momogra Viruses burrow out of sight, sneaking up on targets and whacking them with their spade from behind.

Mosquirto
Mind 1 Body 1 Soul 1 Tags Hovering
Skills Strength 2, Speed 4 Element
HP 3 Drops Drain
Warp Cost Speed Instantly move one range band
Bloodsucker Passive Heals for damage it deals.
Mosquirto Viruses buzz about and embed themselves in Navis, sucking the life out of them.

Swordy
Mind 1 Body 2 Soul 1 Tags
Skills Strength 1, Stamina 2, Bravery 3 Element
HP 4 Drops Sword; AreaGrab
Can create a forcefield to briefly stop ene-
AreaGrab Passive
mies from moving a range band away
Knight-like Viruses that slide along the ground and dispatch their foes with dramatic
slices.
41
Viruses: Striker, continued

Swordy2
Mind 1 Body 3 Soul 2 Tags
Skills Bravery 2, Affinity 2 Element Fire
HP 6 Drops FireSword; AreaGrab
Code Injection Cost Affinity The next attack covers the target with your element
AreaGrab Passive Can create a forcefield to briefly stop enemies from moving a range band away
Knight-like Viruses that slide along the ground and dispatch their foes with dramatic slices from their flaming blades.

Swordy3
Mind 1 Body 3 Soul 2 Tags
Skills Stamina 1, Bravery 2, Affinity 3 Element Water
HP 7 Drops AquaSword; AreaGrab
Code Injection Cost Affinity The next attack covers the target with your element
Rally Cost Bravery Add two dice to someone else’s Soul roll
AreaGrab Passive Can create a forcefield to briefly stop enemies from moving a range band away
Knight-like Viruses that slide along the ground and dispatch their foes with dramatic slices from their watery blades.

Swordy4
Mind 1 Body 2 Soul 2 Tags
Skills Strength 3, Stamina 1, Bravery 2 Element Wind
HP 7 Drops AirSword; AreaGrab
Gutsy Cost Speed The next attack covers the target with your element
Followthrough Cost Strength Add another target to any melee attack or Strength move
Rally Cost Bravery Add two dice to someone else’s Soul roll
AreaGrab Passive Can create a forcefield to briefly stop enemies from moving a range band away

Knight-like Viruses that slide along the ground and dispatch their foes with dramatic slices from their hurricane blades.

TinHawk
Mind 1 Body 4 Soul 1 Tags Flying
Skills Bravery 3 Element Wind
HP 7 Drops Condor
Shatter Free Strength Destroy a Close structure or piece of terrain
Glare Free Bravery A Close target cannot move range bands until eye contact breaks
These enormous Viruses swoop down on their prey with massive talons, crushing whatever gets in its way

Zomon
Mind 2 Body 3 Soul 2 Tags
Skills Speed 1 Element Blades
HP 6 Drops Slasher
Afterimages Cost Speed Upshift the difficulty of the next 3 attacks on you
Blademaster Passive Downshifts all of its attacks when parrying
Samurai-esque Viruses that dazzle enemies with their masterful sword slashes.
42
Viruses: Support
Appley
Mind 1 Body 2 Soul 2 Tags
Skills Bravery 2, Affinity 2 Element Fruit
HP 4 Drops Recover3, GrassSeed
Rally Cost Bravery Add two dice to someone else’s Soul roll
Save Cost Affinity If your element is present, heal someone for 3 HP
Hardcore Passive Can use a cost power right after being deleted
Beefy-looking worm Viruses in apple armor, Appleys assist other Viruses with fruity heals
and macho encouragement.

BestPlate
Mind 1 Body 1 Soul 1 Tags Immobile
Skills Stamina 3, Bravery 3 Element
HP 5 Drops Guard
Bodyguard Cost Bravery The next time an ally of your choice is attacked, you are attacked instead.
Reflect Free Stamina Use parry rules for a projectile attack
BestPlate appears as a super-shiny plate of armor with a large, bushy mustache. It teleports onto Viruses to defend them.

BrushMan
Mind 1 Body 2 Soul 3 Tags Hovering
Skills Speed 2, Affinity 1 Element
HP 3 Drops HolyPanel; PoisonSeed
Warp Cost Speed Instantly move one range band
Brushup Free Affinity Create a dangerous hazard or damage-halving panel beneath itself
A paintbrush-like Virus that generates damage-halving HolyPanels for its allies and dangerous terrain like lava and poison for its targets

BuildaBees
Mind 2 Body 1 Soul 2 Tags Hovering
Skills Coding 4 Element Honeycomb
HP 3 Drops RiskyHoney
Firewall Free Coding Put a temporary door over an entrance that known enemies cannot enter
MapEdit Cost Coding Generate a simple structure in front of you that is either hard, large, or hidden.
A team of three bees with construction gear that assemble simple structures (laden in honey) with lightning efficiency.

Dominerd
Mind 1 Body 4 Soul 1 Tags
Skills Bravery 6 Element
HP 6 Drops CurseShield
The next time an ally of your choice is at-
Bodyguard Cost Bravery
tacked, you are attacked instead.
Kinetic Armor Free Stamina Move a range band after being hit
Lurker Passive Invisible unless counterattacking
Dominerd Viruses lurk invisibly, appearing to protect Viruses and leap into the attacker’s
face.
43
Viruses: Support, continued
Floshell
Mind 1 Body 2 Soul 1 Tags
Skills Sense 2, Stamina 3, Bravery 5 Element Steel
HP 8 Drops IronShield
Bodyguard Cost Bravery The next time an ally of your choice is attacked, you are attacked instead.
Hyper Armor Free Sta,oma Become immune to mobility impairment
Blocker Passive Upshifts all attacks on its frontal shield; protects allies behind it
A tailless mechanical lizard with a massive iron shield it can raise or lower. When its shield is down, it hurls cannonballs at targets.

10Hut
Mind 1 Body 2 Soul 1 Tags
Skills Stamina 1, Bravery 3 Element Noise
HP 4 Drops Braveheart
Vengeance Free Bravery Attack a Close target that recently attacked an ally
Rally Cost Bravery Add two dice to someone else’s Soul roll

These loud Viruses look like boots under a massive beret. They order their allies around and whip their enemies with a riding crop.

Trumpy
Mind 1 Body 1 Soul 3 Tags
Skills Element Music
HP 2 Drops Fanfare
Fanfare Free Affinity A melody makes allies invincible for 10 seconds
Trumpy Viruses hop about, charge up, and then let loose a fanfare to protect its allies.

Wandy
Mind 1 Body 1 Soul 3 Tags Hovering
Skills Coding 2 Element Magic
HP 3 Drops Decoy
MapEdit Cost Coding Generate a simple structure in front of you that is either hard, large, or hidden.
Abracadabra Free Affinity Disguises Viruses as similarly-proportioned mudane objects

Two floating white gloves. When it taps Viruses with its wand, poof! They look like mundane objects which undisguise when they attack.

Xylos
Mind 1 Body 2 Soul 3 Tags
Skills Stamina 1 Element Music
HP 5 Drops SweetHeart
Harmonizer Free Affinity Plays a melody that heals all other Viruses up to Near range for 1HP per success.
Xylos Viruses hop about, charge up, and release an invigorating tune that heals Viruses.
44
Viruses: Wrecker

EarthJelly
Mind 1 Body 3 Soul 2 Tags
Skills Affinity 1 Element Mud
HP 6 Drops MudWave
Control Free Affinity Attack with your element if it is present
Waveform Passive Attacks hit all targets in Near range
A large, brown jellyfish that undulates with the tide of whatever mud pool is near.

Flamey
Mind 1 Body 3 Soul 1 Tags Flying
Skills Affinity 3 Element Fire
HP 4 Drops LineOut
Shatter Free Strength Destroy a Close structure or piece of terrain
Code Injection Cost Affinity Your next attack covers the target with your element
A flying, flaming Virus that slams into targets and objects with its body, burning enemies
and bursting through obstacles.

Gaia
Mind 1 Body 1 Soul 1 Tags Immobile
Skills Strength 5, Stamina 5 Element
HP 7 Drops BigWave; Hammer; Stonebody
Shockwave Free Strength Make a ranged attack on a grounded target in Near range
Stonebody Passive When not attacking, all damage it takes is reduced to 1
A towering, hammer-wielding statue. It turns to stone when not attacking. Its hammer sends shattering shockwaves at foes.

HeatJelly
Mind 1 Body 2 Soul 2 Tags
Skills Speed 2, Affinity 3 Element Lava
HP 4 Drops RedWave
Control Free Affinity Attack with your element if it is present
Waveform Passive Attacks hit all targets in Near range
A large red jellyfish that undulates with the tide of whatever lava pool is near.

Jelly
Mind 1 Body 2 Soul 3 Tags
Skills Stamina 1, Speed 1, Affinity 1 Element Water
HP 5 Drops TidalWave
Control Free Affinity Attack with your element if it is present
Waveform Passive Attacks hit all targets in Near range
A large blue jellyfish that undulates with the tide of whatever body of water is near.
45
Viruses: Support, continued

Mettaur
Mind 1 Body 2 Soul 1 Tags
Skills Strength 1 Element
HP 2 Drops Guard
Shockwave Free Strength Make a ranged attack on a grounded Near target
Shatter Free Strength Destroy a Close structure or piece of terrain

Small and stout, Mettaurs mine data and Zenny with their pickaxes and hide under their
helmets at the first sign of danger.

Mettaur2
Mind 1 Body 2 Soul 1 Tags
Skills Strength 1, Stamina 1 Element
HP 4 Drops Guard
Shockwave Free Strength Make a ranged attack on a grounded Near target
Shatter Free Strength Destroy a Close structure or piece of terrain
Heads Up Passive Downshifts Stamina rolls if hiding under its helmet

Mettaur2s crop up in all sorts of places, datamining under red helmets and generally being a nuisance.

Mettaur3
Mind 1 Body 2 Soul 1 Tags
Skills Strength 2, Stamina 2 Element
HP 5 Drops Guard
Shockwave Free Strength Make a ranged attack on a grounded Near target
Shatter Free Strength Destroy a Close structure or piece of terrain
Reflect Free Stamina Use parry rules for a projectile attack
Heads Up Passive Downshifts Stamina rolls if hiding under its helmet

The blue-capped Mettaur3s lurk in the darker corners of the internet, digging up sizable chunks of Zenny and data.

MettaurΩ
Mind 1 Body 2 Soul 1 Tags
Skills Strength 2, Stamina 2 Element
HP 6 Drops BigWave; Guard
Shockwave Free Strength Make a ranged attack on a grounded Near target
Reflect Free Stamina Use parry rules for a projectile attack
Heads Up Passive Downshifts Stamina rolls if under its helmet
BreakAttack Passive Shockwave attacks shatter surfaces
MettaurΩ’s small size hides its power. Its pickaxe ripples with power, cracking surfaces
with its shockwaves.
46
Viruses: Wrecker, continued

Miney
Mind 1 Body 1 Soul 1 Tags
Skills Stamina 3, Charm 2, Affinity 3 Element Mines
HP 4 Drops Mine
Minelayer Cost Affinity Creates a mine that deals 5 damage on trigger
Miney Viruses lazily hop about, popping stealthy mines out of their slot-like mouths and laying them at key locations.

Null
Mind 1 Body 2 Soul 1 Tags
Skills Stamina 3, Affinity 4 Element Whirlpools
HP 7 Drops Whirlpool
Regenerate Cost Stamina Roll Stamina, heal 3 HP per success
Null Viruses slowly lumber, their bits regenerating over time. They summon vortexes that
slowly drag Navis in.

Protecto
Mind 1 Body 1 Soul 1 Tags Immobile, Inanimate
Skills Coding 2, Stamina 5 Element
HP 10 Drops Rook
Regenerate Cost Stamina Roll Stamina, heal 3 HP per success

A massive, unmoving pillar-like Virus that blocks access to areas and regenerates dam-
age taken. They can be hacked to be moved.

Puffball
Mind 2 Body 2 Soul 2 Tags
Skills Stamina 2, Affinity 3 Element Poison
HP 5 Drops PoisonSeed
Control Free Affinity Attack with your element if it is present
Shift Free Affinity Swap places with your element in line of sight
Mask Shield Passive Upshifts attacks on its front
Puffballs use their masks like shields and wobble their arms, spreading poison clouds.

WindBox
Mind 1 Body 1 Soul 1 Tags Immobile, Inanimate
Skills Stamina 2, Affinity 3 Element Wind
HP 6 Drops Wind; Windrack
WindBoxes are fans that can blow mighty gusts of air at Navis and suck them in.
Part 6:
Game Mastering
48
Game Mastering Basics

Playing the Game Master for NetBattlers is very similar to GMing for other systems. Your job is a mix
between narrator, worldbuilder, and referee. Using the systems explained in earlier parts, you can work
with your players to make scenes of imaginative exploration, thrilling combat, and touching emotion.

If it sounds like a lot of work, don’t be afraid! Between resources like the Virus list, tips like the next
section on Session Zero, and checklists to help you learn how to construct scenes in NetBattlers, this
rulebook’s got your back.

No two people have the exact same opinion on GMing, and NetBattlers can accomodate many different
kinds of play. However, there are a few general traits that GMs for NetBattlers should keep in common.

good Game Masters:


Are fans of the players
The players and the GM are working together to
tell a story. While the GM is responsible for intro-
ducing most of the adversity to that story, the GM
is not the enemy of the players. The GM doesn’t
“win” if the players lose - everyone wins when they
share a fun, memorable story.

Give players interesting choices


RPGs are about more than just rolling dice. Wheth-
er your players love combat or roleplay hijinks,
think about what engaging dilemmas you can give
players. Do you shoot the Virus or slide under the
door? Do you return the lost BattleChip or keep it
for yourself? What do you do with this love letter?
Interesting choices make for interesting stories.

Know when to go hard and go easy


Like any story, managing the pacing of your cam-
paign is important. Don’t be afraid to cut away from
scenes that are dragging on, and don’t be afraid to
throw a hearty challenge at your players - you can
always ease off later if it’s too much for them.

Treat everyone like adults


Sometimes, things don’t work perfectly. If you’re
having a problem with your players or your game,
speak to them about it and try to come to a bet-
ter understanding. Don’t “punish” them in-game or
make assumptions. That being said, you are not
solely responsible for the group’s social dynamic
- tell your players to speak up if there’s an issue.
49
Session Zero

Before your first session, it’s great practice to hold a “Session Zero” where you and your players can
talk about expectations, ideas, and desires. This can also be used as a time to get everyone together
for character creation, and to help create a party dynamic. Try to avoid making unilateral declarations;
instead, try to come to decisions about what everyone can enjoy. Here are some important areas to hit
on when playing NetBattlers:

Tone
It’s important to have everyone on the same page of the tone of the campaign. If you plan to match the
tone of the Battle Network games, with their cartoony sense of whimsy and wonder, having a player
character play a depressed, neglected child with a dark and reclusive Navi may be jarring. Conversely,
if you plan to have a more mature tone, a player with a goofy, wisecracking NetOp won’t have any fun.
Keeping everyone on the same page with the campaign’s tone will help everyone feel like they belong.

Goals
Get an idea of what everyone wants from the game. Some players gravitate most towards combat,
some love problem-solving, and others most enjoy role-playing. By learning what everyone in the group
wants, you can figure out what to focus on. Catering to each player’s goals will engage them in the
game more, meaning everyone has a better time.

Character creation
With those out of the way, now’s a great time for character creation.
While it can be more time efficient if people work on their characters
on their own time, spending at least part of that time together can
help forge a good group dynamic and help people avoid too much
character concept overlap.

Forming a party dynamic


Kickstarting your party dynamic in Session Zero can
help avoid first session awkwardness and get play-
ers excited to play. Use the starting bonds as a
springboard for a greater conversation about how the
different players get along.

One easy way to get things going is to every player name one or two
types of relationships. For example, players could use relationships
like “bully”, “siblings”, “best friend since pre-k”, “rivals” - the list goes
on, and entries can be as general or specific as you want. Then, let
the players take turns assigning any of the listed relationships to
two of the player characters. Keep taking turns until everyone gets
a chance to assign at least one or two. By the time your players are
finished, each character should have a tie to most of the party, giv-
ing plenty of different angles to play off of from the get-go.
50
Basics Analysis: Shifting

Shifting rolls is a powerful tool in every GM’s ar-


SUCCESSES and results
senal, both statistically and emotionally. Getting
two successes on a Hard roll is very difficult, and
0 Successes: A failed roll three is nearly impossible. Meanwhile, a character
1 Success: A success with complications. rolling six dice on an Easy has an 89% chance
2 Successes: A success without complication. of getting a success. Even if they’re not aware of
3+ Successes: Passing with flying colors. the statistical probabilities behind the dice, players
can feel the differences between Easy, Normal,
and Hard rolls.
ROll Difficulties
Downshifting a roll (changing the difficulty from
Normal to Easy or Hard to Normal) is a great way
Easy: Dice that read 4+ are successes. to reward your players. When players come up
Players probably won’t fail easy challenges, but
with clever and creative plans, be sure to down-
they may not fully succeed.
shift their roll and provide a colorful description.

Normal: Dice that read 5+ are successes. Conversely, upshifting rolls can be used as a con-
Players may not succeed unless they have some sequence for acting carelessly or to establish dan-
proficiency in the area. ger. Warning a player that their roll will be Hard
can be an effective way to encourage them to take
Hard: Dice that read 6 are successes. a situation seriously, think creatively, and collab-
Trained characters may still struggle to succeed. orate.

Basics Analysis: Difficulty


Judging the outcome of rolls can sometimes be tricky. Success is
straightforward enough, but judging what constitutes a partial suc- example 10
cess, a failure, and a critical success requires taking more than justpartial success
the task at hand into account.
MegaMan is trying to leap across
a flaming pit. He rolls Speed and
When a player rolls a partial or critical success, think about what
gets a partial success. He has to
resources they have and what resources they want. These could be
choose: does he let the fire hurt
literal resources (Zenny, BattleChips, HP) or more abstract (time,
him, or does he spend his Bub-
space/distance, allies).
bler chip to temporarily nullify the
flame? Making his choice, Me-
For partial successes, think about how you can allow them to achieve
gaMan makes it across, keep-
their goal but put those resources in jeopardy - or even better, give
ing his armor safe and using up
them a choice. The choice could either be achieving their goal or
Bubbler to keep the fire down
preserving their resource, or it could be a choice between which
just long enough to make it.
resource they would rather lose.
For critical successes, think about those same resources and reward them. Extra time for the mission,
extra distance from the enemies, or even just finding some mystery data with Zenny inside - think about
what would be useful to the players and what would make sense to get as a result from the roll.
51
Analysis: Difficulty, continued

Partial and critical successes can also affect an ally’s move. If a player gets a partial success, it could
upshift their ally’s next move, and conversely, critical successes may downshift an ally’s roll. Again,
giving players choices between which outcome they would prefer can be an interesting way to intro-
duce pressure. After rolling a partial success, would they rather take damage or upshift their ally’s next
move? For a critical success, would they rather downshift their ally’s next move or destroy the enemy
Navi’s cover? Not every roll has to result in a decision, but it’s a fun and useful tool to keep in mind.

Failure may seem like a straightforward roll, but there are times
where a player being unable to complete a task isn’t interesting, it
just means the story doesn’t move forward. In these cases, failure
doesn’t have to mean that the player failed what they attempted to
do - it could have also just come at a high price. As long as the story
keeps moving forward and it feels like there was a meaningful price
paid, it won’t feel “cheap” to the players.

Designing a Scene

1: Figure out your objective for the scene


Whether you’re setting up the opening scene of your campaign, a
hectic Virus battle, or a sunny weekend camping trip, figure out what
you want to accomplish with the scene. Objectives can be things
like introducing a character, revealing a truth, or getting the party
into trouble. Most scenes will have multiple objectives.

2: Describe the setting


Tell the players where their characters are. Sensory details are im-
portant (i.e. not just what they see, but what they hear, smell, and
feel.) This can be a great way to set the tone of a scene and give
your players a strong mental image of where their characters are.

3: Give the players things to interact with


Think of what could be found in that scene, like innocuous things
with jack-in ports and NPCs with bright personalities, and describe
them to the players - though don’t give everything away! Use these
to give the players points of interest (or threats!)

4: Ask the players what they do and be flexible


Now that you’ve set the scene, the ball’s in their court. Ask them
what they do, and don’t be afraid to deviate from your plan. A player
wants to look for a jack-in port on the statue, but you didn’t plan for
it? If it sounds like a fun idea, go for it, and see where it leads!
52
Making a Virus Fight

Creating a fun Virus fight is similar to creating a scene, though with


a few more specific steps. As you get more comfortable with the
system, feel free to play around with this formula.

1: Pick 2-4 Viruses from different categories


You can refer to the list of Viruses on Page 32. Choose a few from
different categories - they don’t all have to be from different cate-
gories, but the majority of them should be. Think of how they could
work together, what kind of environment they would work well in,
and what weaknesses they might share. In general, viruses with
more HP tend to be more difficult than viruses with less.

2: Think of a theme for the environment


Digital worlds have infinite possibilities, so let your imagination run wild in thinking of what the envi-
ronment of the fight will be like. Jacking into a Virus-infected refrigerator might have the Navis fighting
Viruses atop massive digital cheese blocks and apples. Jacking into the railway system could place the
Navis atop a speeding train. Keep it simple and creative, and don’t be afraid to think outside the box!

3: Write a few major objects and details down


A creative idea for an environment will fall flat if there’s nothing interesting to do with it. Come up with
a few (at least two) interesting and important elements to the environment. Maybe the digital cheese is
spongy, and will upshift Speed rolls for whoever’s standing on it. Maybe there’s an overpass that the
train goes under with only inches of clearance! The best objects
and details will challenge players and give them interesting
opportunities. Think quality over quantity!

4: Think of how the Viruses will use the environment


Your Viruses should be trying to take advantage of the
environment and everything in it too. Maybe a Viney
in the fridge is trying to stop Navis from getting off the
cheese, or a Bunny is trying to stun players so they get hit
by the overpass. Making the Viruses engage with the envi-
ronment will encourage the players to do the same, making
the fight feel more unique and interesting than a fight where the
setting is merely a backdrop.

5: Think of how it starts with the players in danger


Starting combat off with describing all of the above and then just ask-
ing the party “so, what do you do?” is a great way to kill tension. Plus,
it’s more satisfying for players to start on the back foot and then to
overcome adversity. Kick things off with some or all of the players
in immediate danger. It could be a Fishy Virus flying at their face,
a giant banana about to crush them, or having to cling to the
back of the train. By using the details you noted earlier to put
the players in danger early on, it gets them thinking about
how to turn the tables early.
53
Running Combat

Running combat works a little differently from more traditional role playing games. Combat in NetBattlers
is focused on maintaining a freeform, cartoony feel. For a quick refresher, see The Flow of Combat on
Page 13. Here are some further tips for running combat:

Start with multiple threats at once


As mentioned in the Making a Virus Fight section (Page 52), it’s a great idea to start with a bang and
put the players on the defensive. It’s much easier and more fun for players to think about which direct
threat they want to address, as opposed to placing Viruses in an arena and asking them what they do.

Address one or two players at a time


In low-pressure scenarios, it’s often best to ask the whole group what they’d like to do. However, when
the action ramps up, get the camera up close and ask one or two people at a time how they want to
react to the situation. This prevents people from having to worry about speaking over one another, and
it puts an extra bit of pressure on the player in the hot seat. You can treat this like an informal turn order,
but don’t be afraid to break from the order when the action dictates. If a player is unable to think of what
to do, feel free to come back to them next and ask someone else how they respond.

Present simple problems with no obviously correct solution


Combat feels good when it can move quickly, and keeping your dilemmas easy to understand is a big
part of that. You should be able to reduce the threats coming at a player to a simple list after you say it
the first time. (“The Canodumb is locking on to you, the Zomon is leaping from the treetop, and the time-
bomb’s about to explode. What do you do?”) However, don’t make the answers easy. These problems
should be interesting choices, and interesting choices have no obviously superior answers.

Make the environment just as interesting and important as the enemies


The steps to coming up with an interesting environment in the Make a Virus Fight section apply to fights
against enemy Navis too, and even fights in the real world. Introduce cover, hazards, and gimmicks,
and make them dangerous and/or useful to the players and their enemies. Along the same lines, intro-
duce secondary objectives - things like BattleChip data, Zenny, and useful information that the players
can put themselves at risk to get.

Don’t worry about exact logistics


Systems like Range Bands are a little vague for a reason - precision gets in the way of being a high-fly-
ing, catchphrase-shouting digital hero. Think dramatically: how the players look as they slot in a Sword
chip and leap through the air is much more important than if they’re 20 or 25 feet away from their target.
If a logistical question threatens to bog things down, answer whatever makes things interesting and
keep going. Keep the action colorful, and be flexible in the face of unexpected questions and answers.

Give everyone a time to shine


Some characters do lots of damage, and some do other things. Make sure your fights are constructed
so that everyone has a chance to do something cool. Have a Navi with 6 dice in Coding? Let them
modify the server’s code so that the tree they’re behind turns to stone. Have a Navi with 6 dice in
Bravery? Let them shout at the enemy, startling them and upshifting their next roll. Every scene should
aim to be a fun and interesting scenario for each player, and combat is no exception.
54
Hazards

Viruses won’t be the only dangers Navis face. These are example environmental challenges that players
might encounter. In all cases, consider these as guidelines that can be adapted. Maybe a normal hazard
deals less damage, but forces the player to drop something important they’re carrying. Maybe the
distraction doesn’t upshift future rolls, but instead alerts some nearby Viruses. The frequency of each
of these should be roughly relative to their difficulty. Use these in combination with other challenges to
add another dimension to your sessions.

Light hazards
Examples: burning coals, acid rain, or being thrown into a wall
Perform an easy stamina roll. On a failure, take 2 damage. On a partial success, take 1.

Normal hazards
Examples: electrified water, a flaming area, or being crushed by a boulder
Perform a normal stamina roll. On a failure, take four damage. On a partial success, take 2.

Extreme hazards
Examples: molten lava, swampy poison, or being thrown into a razor spike pit
Perform a hard stamina roll. On a failure, take six damage. On a partial, take four. On a full success,
take two.

Distractions
Examples: Strange noises in the dark; walking into an unknown threat; things start moving by themselves
Perform an easy bravery roll. On a failure, upshift the next two mind rolls. On a partial success, upshift
the next mind roll. Penalties will fade if you take time to rest and recollect yourself.

Panics
Examples: A terrifying enemy appears; Finding a horrifying scene
Perform a normal bravery roll. On a failure, upshift the next two
rolls. On a partial success, upshift the next roll. Penalties will fade
if you get away from the source of the panic, take time to rest, and
recollect yourself.

Freezes
I.e. Suddenly facing imminent, potentially devastating danger
Perform a hard bravery roll. On a failure, you freeze for several
seconds, too panicked to act. On a partial success, you hesitate for
just a moment.
55
Creating a World

The Battle Network world is full of wonder, surprises, and magic - or at least, magical technology. Your
world can be as different as you want, but if you’re interested in maintaining some of the tone of the
original series, here are a few elements to keep in mind.

Keep the world optimistic...


The Battle Network world isn’t perfect, but it’s pretty close to utopian.
Technology has solved countless problems, large and small. People
don’t struggle with modern-day problems like famine, disease, or
poverty. The greatest source of conflict comes from common criminals
- muggers, thieves, and other evildoers - who work together in shady
organizations. Taking them down might be difficult, but a team of well-
coordinated kids with the right stuff might just be able to do the job.

...And a little bit naive


Living this close to utopia has side effects. Looking throughout the Battle
Network series, there are a lot of questionable elements of the setting that
only really make sense if they assumed nobody would do anything bad.
Terroristic washing machines that clearly didn’t go through any regulation?
Security drones that are all connected to the internet? Don’t worry if it feels
silly - the fact of the matter is, the Battle Network world wasn’t made to make
perfect sense, it was made to be imaginative. Have fun with it, and don’t worry
about unforeseen ways to exploit systems... or make them a plot point.

Everything is connected
Always be thinking about how the real world and the digital world intersect - not just in your scene
building, but also when you’re building a bigger setting. How do Navis and people work together to
make this a better place? What kind of futuristic technology allows people to do fantastic things every
day? How has the world been made a better place due to connectivity? Keep those questions in mind
as you flesh out your setting, even if you don’t answer them all.

Everything (and everyone) is a little over-the-top


The Battle Network world is colorful and cartoony, and its inhabitants
are no exception. Don’t have a bored teacher, have a teacher falling
asleep at their desk next to their coffee mug. Don’t have a subway,
have a neon-studded subway system with a conductor who won’t
stop whistling. Your players are seeing everything through the eyes
of children, so feel free to indulge in childlike whimsy and wonder.

A little music goes a long way


Less of a setting note and more about ambience: try to find a way
to play the classic Battle Network soundtracks in the background
as you play. It can help tremendously with establishing the same
ambience as the games. Even if your players haven’t played the
games before, the music conveys so much personality and energy,
it’s sure to add a lot to your scenes.
56
Hacking NetBattlers

NetBattlers is meant to work as-is, but if you’re interested in bending some of the rules or making your
own content, here are some of the guidelines that helped create the original materials.

Making your own BattleChips


Try to keep BattleChip effects simple, with enough room for creative usage. BattleChips follow a simple
formula in terms of damage. If a chip does 1 damage, it carries a significant extra effect (e.g. stunning
the opponent, pulling them to Close range). If it does 2 damage, it has a situational or minor benefit, or
a significant effect with a downside (e.g. the Dangerous tag). If it does 3 damage, it has no extra effect,
or it has an extra effect and a downside. If it does 4+ damage, it has some kind of serious drawback or
limitation. If your BattleChips stick to those rules, they’ll be balanced with the rest of them. And don’t
panic if they’re a little too powerful - remember that Folders can’t have duplicate chips!

Making your own NaviCust Programs


Similar to BattleChips, NCPs are balanced around their EB cost. 2EB pro-
grams tend to either be highly situational or only slightly useful. 3EB pro-
grams are consistently handy or very useful situationally. Programs that are
4EB and more get into the range of rare, expensive, and powerful programs.
Similar to BattleChips, the best NCPs have a simple function that can  be
taken advantage of in a range of different creative ways.

Making your own Viruses


Creating your own Viruses can be as simple as changing the element
of an existing Virus or as complex as building one from scratch. Overall,
Viruses are simple to construct. Pick which category they’ll go under,
and then think about what special role they play, or what special aspect
makes them a unique challenge. That often manifests as a passive
power, though it can also work as a creative combination of pre-existing
powers. Viruses should have HP between 2 and 8, with most tending
towards 3 or 4. Viruses tend to roll 3 or 4 dice on their best skill.

Independent Navis
The next version will have complete, tested rules for independent Navis
(Navis without operators), but for those who don’t want to wait, a few
suggestions: Instead of using blank BattleChips, every time a Virus
is deleted, any Navi can make the coding roll to download the Virus’s
attack data. On a partial success, it has one use. On a full success, two,
and on a critical success, three. Navis can restore their HP, reduced
skills, and spent chips either by resting for a few hours or by drawing on
a place of power.    Focus on repurposing other rules that require jacking
out into vehicles for drama, tough decisions, and roleplay.

Hacking the setting


While the cartoony Battle Network setting tends to give the most
cohesive experience, it’s ultimately pretty flexible. If you want adult
player characters instead of preteens, giving them higher starting
skills, stats, and starting bond points should help reflect that.
Part 7:
extras
Credits and Special Thanks

Game mechanics and layout


Will Uhl

Art
Ryuji Higurashi, Shinsuke Komaki,
Yuuji Ishihara, Haruka Kaji

Capcom owns MegaMan &


MegaMan Battle Network.
Please support them!!

Special Thanks
Florian, Ciro, Nathan, Joe, Ashley, Michaela, and Sam
For your close friendship, endless support,
and heartwarming enthusiasm for this project.

Skylar, Tess, Doug, Michael, Targical Jalapeno, Ella, MajinTB, and Sherlock
I'm grateful to have had all of your voices as part of this project,
whether for a single playtest or as an active server member.
You have all helped make NetBattlers something special.
Player Cheat Sheet
Rolling (p.4) Opposed Rolls (p.12)
Roll as many six-sided dice as Two  characters competing roll the relevant skill against each other.
[skill] + [stat]. Whoever has the most successes wins. If it’s an attack, the winner
deals damage equal to how many more successes they have.
Easy: success is >3
Medium: success is >4
Hard: success is >5 Parrying (p.13)
A character can counter a melee attack with a parry. Both sides
0 Successes: Failure roll, whoever has the most successes deals damage equal to their
1 Success: Partial Success number of successes, no reduction. If it’s a tie, both parties can vote
2 Successes: Success to escalate or back out. If both back out, no damage. If one backs
3+ Successes: Critical Success out and the other escalates, the one takes the remaining damage.
If both escalate, both reroll and add the new damage values to the
remaining damage value.
Growing up(p.9)
When you do   all the below, Bonds (p.10)
choose a skill to increase by 1. Get a bond level with other netops when:
No skill can exceed 5. • You teach them a meaningful lesson
• Show weakness • You sacrifice something dear to you for them
• Learn a hard truth • You reach the end of a narrative arc with them.
• Teach someone a meaning- Bond levels cannot exceed 3, and are two-way.
ful lesson
Bond  points can be spent on the following moves:
Stand Together [2]: Immediately jack in to an ally’s location.
Jack in/out(p.8) Downshifts the difficulty of the first [NetOp + Navi Bravery] moves
protecting your ally.
NetOp Affinity roll to jack into
or out of a dangerous situation.
Cross Soul [3]: Temporarily gain the powers of the Navi of someone
Jacking out returns all Navi HP,
you have level 2+ Bond. You can use their element too. Replace
fixes skill reductions, and makes
one of your stats with theirs. Ends after you make 5 rolls.
all BattleChips usable again.
Full Synchro [4]: Add all of your NetOp’s skills to your Navi’s.
Your  NetOp takes half the damage your Navi takes. Ends either
Battlechips(p.14) after [NetOp Soul + Affinity] actions, or when the NetOp hits 0 HP.
Your Folder fits [Navi Mind] +
[Info] chips. You can’t change Overload [1+]: When an attack would delete you, erase all remaining
your Folder when jacked in. You bond points. You have   1HP. Your next roll is easy, no matter what.
can only use chips in the Folder.
Unless stated otherwise, chips
Blank Battlechips(p.15)
don’t need a roll to use - ene-
mies defend against the Dam- Slot in a Blank BattleChip and make a Navi Coding roll after deleting
age value. a Virus to get its attack data. Roll difficulty depends on three factors:
If a BattleChip has an attack and • You process the Virus right after deletion.
an effect, the defense roll needs • The Virus was deleted quickly.
to exceed the damage to resist. • The Virus did minimal damage.
If three factors are true, the roll is easy; If two, normal; and one, hard.
Game Master Cheat Sheet
Rolling (p.4) Opposed Rolls (p.12)
Roll as many six-sided dice as Two  characters competing roll the relevant skill against each other.
[skill] + [stat]. Whoever has the most successes wins. If it’s an attack, the winner
deals damage equal to how many more successes they have.
Easy: success is >3
Medium: success is >4
Hard: success is >5 Parrying (p.13)
A character can counter a melee attack with a parry. Both sides
0 Successes: Failure roll, whoever has the most successes deals damage equal to their
1 Success: Partial Success number of successes, no reduction. If it’s a tie, both parties can vote
2 Successes: Success to escalate or back out. If both back out, no damage. If one backs
3+ Successes: Critical Success out and the other escalates, the one takes the remaining damage.
If both escalate, both reroll and add the new damage values to the
remaining damage value.
roll Types (p.48)
Downshift creative or collabora-
tive rolls. Upshift rolls as a con- running combat (p.53)
sequence and to show danger. Start with multiple threats at once, like two or more enemies prepar-
ing attacks. Ask one player, maybe two, at a time what they do in re-
Failures don’t always mean the sponse. Present simple problems with no obviously correct solution.
players didn’t acheieve their
goal - it just came at a high price. Make the environment just as interesting and important as the ene-
For partial successes, think mies. Cover, hazards, gimmicks - use it all. Think about how players
about what resources players and enemies can take advantage of it. Use secondary objectives.
value (time, space, valuables,
goals, allies) and threaten them. Don’t worry about exact logistics. Be cinematic, keep the action col-
For critical successes, reward orful, and be flexible in the face of unexpected questions and an-
those same elements. swers. Give everyone a time to shine. Be a fan of your players.

Scenario building make a Virus fight (p.52)


Make the real world and digital world affect each 1. Pick 2-4 Viruses from different categories
other strongly. Mix challenge types (combat, en- 2. Think of a theme for the environment
vironmental hazards, social conflict). Make NPCs 3. Write a few major objects and details down
colorful, unique, and sometimes over-the-top. 4. Think of how the Viruses would use it
5. Think of how it starts with the players in danger
Give the players lots of elements to work with, like-
ordinary devices that hide computers, and NPCs
that can be convinced to help. Figure out what Difficulty Balance
kinds of challenges your players enjoy. Don’t be Virus fights should typically have 2-4 Viruses.
afraid to move to a new scene if it’s slowing down. Viruses with more HP tend to be more difficult.

Navi fights should have more than just one enemy,


zenny value vs item power even if it’s Viruses backing up the enemy Navi. If
500-1000z: Low-impact or highly situational. players are near starting power, 5EB of NaviCust
1000-2000z: Mostly useful or slightly situational. Memory per party member split between boss Na-
2000-5000z: Very useful or situationally awesome. vis makes a good but doable challenge.
Coming in the
Next Version

Program Advances, NaviChips,


enhanced Navi Powers,
Generation tables for
everything you can think of,
Independent Navi rules,
and more!

Don't miss it! Join the Discord server


to get the latest updates, chat with
fans of NetBattlers and MMBN, and
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