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P=] 8 « dt) ia! ea SSS) faa aeRO) 6 SIDED BP? orce @1. Convey a vibrant world with neon lights, loud Music, greedy corps, high tech and low life. @2. Provide opportunities, play to find out. @3. Build upon their choices and follow the fiction. el When a Player Character faces a risky situation, the outcome is determined by the Action Roll. @1. The player describes what they want to accomplish and what fiporoach, Skill and Sear they will employ to do so. There is no “wrong” approach to a situation, but some may have reduced effect or even increase the danger, prompting the Player to rethink their course of action to improve their positioning. @2. The GM assesses if any or both sides have Edge. If so, they will then inform what |) 009) @ and | ject @® Levels can be expected. @3. The Player can then raise or lower both °o and e@ simultaneously to improve thetr impact at the cost of a harder consequence or vice-versa. OY. The Player gathers their dice: >) A number equal to @peroscheshil) ratings. >) Adds bonus dice from - or --i>. NAA sai a ia The Player rolls all the dice and reads the Player and GM work together narrating the action, but the latter has final say over the outcome and is the one declaring the Consequences. Cam critical: PER success PEER Partial Success me> Fail [ CBRSPNA:RPE) END.FILE >< Thts work is based on Bl Design, developed and au use under the Creative Commons in the Dark, product of One Seven y John Harper, and licensed for ou Attribution 3.8 Unported license VM MT MH MT MT a a ‘Seb eeebtithihtttithtitthitbtti DRT .c0srrrrrwewwe, Threat Level (@) informs the danger posed by the situation and what¢how much the PC can lose on a bad roll. Effect Level| «@) gauges how much is accomplished on a favorable roll. They are both set to Level 2| by default. Each side may have = from how they are using ‘opposition weakness to their advantage — only the most significant factors should be considered. === can increase (A) or decrease (¥) both levels tn the respective sides favor: O1. If the Threat has an (ooo that allows them to respond more effectively, ad. An fdge that could improve their defenses or diminish the PC efforts might V®. @2. If the PC has an © that can avoid or mitigate retaliation from the Threat, vO. An -00= that increases their action effectiveness might a@. ) Using an Expertise, they can trade one die for an fdge. >) They can choose to Push themselves for a@. | CONSEQUENCES | MT aaa > Reduced Effects 4 thetr @ is reduced. > = ¢ deal Harm to the runners involved. >) -- 5) css a5 4 create and/or advance a danger’s Progress Bar, deplete resources (e.g. ammo). > .--58 S55) t a9 ¢ remove one of their advantages or put them on a bad spot. > Jeu 4 circumstances shift. They must change their approach to the situation. The Threat Level informs the © level, the ticks on a flanger Bar or the severity of the Comelicatian. Combine these as the fiction dictates. E.g. a Runner truing to fight a Level 3 Threat rolls a 2. As a consequence, The GM could deal a Level 3 Harm or Level 1 Harm plus give the Threat an Edge aver them. Each Consequence can be Resisted separatelu. Li SMM MAAMAa MaMa aa Ms darn ts a lasting condition or injury. If a PC takes Harm and there is no slot left to fill, it is TIME TO DIE. Level 4 harn is GNGMNN if not Resisted and should be dealt only when the stakes are clear. THIS TS THE GM'S PAMPHLET. OOWNLOAD THE FULL GAME AT 1 ENANOELMELMIT1CHIO Ow SEVRNDELHELO Aa’ Me we He He He HM Mm Mm Mm A Player Characters (PCs) are a team of hardened (MUMSTS - nercs, criminals, activists living on the edge and running in the shadows of a gritty, ultraviolent world. Their fixer is an anonymous figure with a flat voice known as {i@aiiiii. The Operator believes that Runners are expendable — if one dies, another one will come along and finish the job. The [ail can be any, as long as you abuse of the genre elements: 24/7 busy, loud, over- crowded high tech corporatocracy, powered by privatized low-grade services, painted with neon lights, intrusive ads, class struggle, bad weather due to climate crash and so on. Each game we play an entire new cast of characters doing their [GEREETh This gig should be a big, important operation, designated for veteran runners. Have a few Run for the Players to choose fron. Detail a couple of locations, potential assets and 8-12 obstacles that may be encountered. Use the tables below for inspiration. Take note of the PC’s Angles and Hunted statuses. Ask them about enemy gangs, corps, allies — use those to make the Run personal. When everyone is ready, state the Run’s OBJECTIVE and GuLNeoNeheNMsctION. Assassinate Tag Escort Protect Steal Extract OBJECTIVE Smuggle Courier Raid Defend Plant Sabotage Corporate officer Missing Celebrity Hostage aad aii es} Scientist Institutionalized ALI. Retired 7 7 7 © ® a) Political leader Undercover ® <7 ® White Hat Refugee | OM MFA MPAEMBDAEMDABRBDBMABABB Se 0 0 AE A A aaa Detail the circumstances the PCs start in — they already successfully dealt with legwork, minor inconveniences and now engage their first significant obstacle. This situation must call for immediate action: a shooting, chase, unexpected checkpoint, etc. During the scene, have the OPERATOR checking in with them for status updates (plan on the fly). PETAL O CMS SSCL yr sr ar ar ar ar ar ar a Complicate things by subverting the main elements, possibly changing the PCs’ priorities or interests. This is an especially good opportunity to bring up their ANGLES. Maybe the data they were stealing is the first known awakened AI; The rogue synthetics show empathy towards their creators; The client is revealed to be the Runners’ common enemy; Some shady organization is also interested in the target. The final obstacle is resourceful, powerful, resilient ea ag a a aaa When the Run’s OBJECTIVE ts concluded (successfully or not) and there are no more tmmediate threats, it may be time to montage out. Wrap the current scene up and go around the table letting each Player narrate their character’s prelude. Ask them to convey a brief scene detailing how that Run changed their lives. Highway Corporate tower Docks ? Underground facility Slums é Apartment complex Street markets Luxury gardens OS Mattie aie Entertainment zone Biological matter Data Weapon(s) Rare artifacts PAYLOAD 7 ORIGIN Energy source Unique prototype é Powerplant. é Nightclub ? Monorail train Offworld Corporate Crowd-sourced é é é é Paramilitary ¢ Governanental é Syndicate wee LL a a a a a a a a a a a a Threats and dangers are represented by Progress Bars. They are mostly used when the GM needs to track something over time. e.g. the endurance of an obstacle (like an enemy’s stamina or a system’s integrity) or impending dangers (a time bomb, reinforcements arrival). tuo opposed bars to represent a race, e.g. one ticks while the other represents security closing in the hacker. with 4, 6 or 8 segments. towards hacking a terminal, When progress is made, tick a number of segments in (when the Threat advances) or e@ (When PCs advance). the Progress Bar equal to [ MOST GOONS CAN BE TAKEN QUT WITH A SINGLE SUCCESS, WHILE NESTED BARS MAY REPRESENT MORE COMPLEX THREATS. HING iit tN) aa SAMPLE THREATS a ee 7 : re The GM can also set Enhanced bouncer. A greedy bastard. A small gang armed with guns & a SMG. Vet hacker with a neural- linked defensive deck & light weaponry. A few detachments. Crowd control Light armor, guns and rifles. Paramilitary elite squad. Heavy armor and weaponry. Loads of enhancements. Enforcer bipedal [rone. Heavlyu armored, arms as machine guns. Basic defensive progran. Barrier protocol, traces and blocks intruders and deploys an I.C.P. Intrusion Countermeasure Protocol, attacks the hacker’s brain directly. eZ)

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