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LUCKY 13 14 15 16 17 18

TENSION TRACK
FORTUNE POINTS ATTRIBUTE SAVE ZERO HIT POINTS FROM STRIKING MOVEMENT UNDERWATER CHANCE OF BEING HIT BY CAR CHASE RULES
1d6 per agent rolled secretly at the start of the mission
Attribute + Attribute + Decision Die DAMAGE PULSE SWIMMING SPEED
d4 9’ per round
SUPPRESSIVE FIRE 1. Check the gap between cars, and how fast each one is
going at the beginning of the round
PULSE DIE ROLL RATE OF FIRE (SHOTS NUMBER OF BULLETS
d6 13’ per round
DECISION DIE TABLE RESULT OUTCOME
18 17 16 15 14 LUCKY 13 PER ROUND) TO-HIT DIE THAT HIT 2. Check awareness — does each driver know it’s a chase?

GUIDELINES FOR RAISING OR LEVEL OF DIFFICULTY DECISION DIE 12 Stunned for 1 round. Roll pulse die to
regain temporary hit points. TENSION TRACK
d8
d10
15’ per round
18’ per round
3 or less 2d12, hit only if
both equal 12 1
3. Check for hazards

LOWERING DIFFICULTY DIE STEP Easy d12


11 Stunned for 1 round. Roll pulse die to d12 20’ per round 4–9 1d12, hit on 12 1
4. Declare actions (accelerate / brake / maneuver / etc)
DIFFICULTY 5. Resolve actions, update the gap
Moderate d10 regain temporary hit points. Heroic 22’ per round 10–15 1d10, hit on 10 1-2
Easy 1
Normal None
Difficult d8 10 Stunned for 1 round. Roll pulse die to
regain temporary hit points. HAND TO HAND COMBAT ACTION POINTS IN COMBAT RANGED COMBAT 16–21 (requires

Hard
Challenging d6
9 Stunned for 2 rounds. Roll pulse die to
full-auto gun,
3-round burst) 1d8, hit on 8 1d4
DRIVING CHECK
Very hard
1
2
Extraordinary d4 regain temporary hit points.
1. Choose striking or grappling distance Hand-to-hand combat 4 AP
1. Attacker rolls reflex + COMBAT + weapon BREATHING UNDERWATER 22-27 (requires Reflex + COMBAT + Vehicle handling class
8 Stunned for 2 rounds. Roll pulse die to 2. Roll to hit Melee (hand-held weapons including clubs, 4 AP 2. Defender rolls reflex + defensive modifier(s) PULSE BREATHING TIME UNDERWATER full-auto gun,
Heroic None 3-round burst)
Nearly impossible 3 regain temporary hit points. knives, etc) d4 30 seconds 1d6, hit on 6 1d6
7 Stunned for 2 rounds. Roll pulse die to 3. Successful strike = roll damage Thrown objects 4 AP Defender unaware = no reflex die d6 45 seconds Full-auto 1d4, hit on 4 2d4
HAZARD ROLL
regain temporary hit points.
4. Successful grapple = grappling table Aim and fire handgun 8 AP d8 1 minute
BURSTS AND BLOWBACK SURVEILLANCE 6 Stunned for 3 rounds. Roll pulse die to
regain temporary hit points. Aim and fire firearm larger than handgun 12 AP d10 90 seconds 1 0° 1
WHERE
City
SPEED
4–18
HAZARD PRESENT
5–6 on d6
Intellect + SIGINT + Asset EX REFLE

Highest number on attribute die = burst


Surveillant must roll higher than target
5 Unconscious for 1 round. Roll pulse die to
regain temporary hit points.
Fire any firearm without adjusting aim
Fire a bow & arrow
2 AP
12 AP
DEFENSIVE MODIFIERS d12
Heroic
2 minutes
3 minutes
2
LEX
REF -20°
REFL

FULL-AUTO SUPPRESSIVE AREA


X

20°
REF
2
LEX City
Highway
19+
4–25
4–6 on d6
12 on d12
Lowest number on attribute die = blowback
Stakeout: Opposed roll, once per hour 4 Unconscious for 5 rounds. Roll pulse die Snap shot 4 AP Partial concealment d4 Highway 26+ 10–12 on d12
Burst: roll again and add result, extraordinary success to regain temporary hit points.
Tailing: Opposed roll, once per hour or when target
TO HIT Full concealment* d10 SEMI-AUTOMATIC
SUPPRESSIVE AREA
Blowback: Character is saddled with a dilemma, tension
track goes up by one
changes direction, enters new location, or another agent
takes over the tail.
3 Unconscious for 10 rounds. Roll pulse die
to regain temporary hit points. Attacker: Reflex + COMBAT + fighting style*
Most other non-combat actions take 2 action points. Partial cover d8 DROWNING -60° 60°

2 Unconscious for 20 rounds. Roll pulse die


Defender: Reflex + COMBAT + fighting style*
Players may change their stated action at the cost of 4 AP. Full cover** d12 An agent who stays underwater longer than they can hold MANEUVERS
to regain temporary hit points. Moving at a steady pace d4 their breath begins to drown.
EXTRAORDINARY SUCCESS OPPOSING HACKER TECH RATING 1 Damage is real, agent is dying (see death Attack roll must beat defense roll to hit INITIATIVE Moving erratically d8 Agent will lose 1 pulse every round until fully drowned.
MANEUVER
J-turn
FAILURE RESUL
Roll on crash table
& dying, p. 62)
TARGET NUMBER SUCCESS BOON DIE TYPE DESCRIPTION *Fighting style die may only be used at appropriate distance. 1. Players declare actions for the round, slowest Wind at medium range d4 Handbrake turn Roll on crash table
Burst 1x Extraordinary Player rolls 1 on their
next tradecraft test, or d4
Script kiddie: A wannabe hacker with few
skills of their own who relies on prefab DEATH & DYING
characters declare first Heavy wind at medium range
Wind at long range
d6
d6
AUTOMATIC WEAPON FIRE Bootlegger reverse Roll on crash table
the group may reduce software and tools DAMAGE 2. Administrator resolves all actions, beginning Drifting Roll on crash table
the tension track by one. ARC OF FIRE PENALTY TO ATTACK ROLL
At zero hit points, roll pulse + COMBAT to survive, dazed with the fastest characters Heavy wind at long range d8 Donut Car spins to a halt. Roll 1d4 to
Amateur coder: Competent, sticks to small- 0°–20°
Burst 2x Remarkable Player rolls 2 on their d6
time jobs and simple security Roll pulse + asset vs. pulse + asset* Shooter is in a high-stress
1 determine final direction.
Otherwise, death occurs per table below. Dying characters
next tradecraft test, and
group may reduce the Security expert: This hacker works for a
corporation or government agency. They’ve
are unconcious, and lose 1 hp per minute unless stabilized. Attack roll vs. defense roll = damage
situation
Defender is wearing body armor
d8
See armor, page 84
21°–40° 2 THREE ROUND BURST 1 = forward
tension track by one. d8 41°–60° 2 = face left
been around the block, know all the best
practices, and can think on their feet
PULSE HP AT FULL HEALTH DEATH OCCURS AT Minimum damage = 1 hit point TRADECRAFT TASK: “LUCKY 13” 3 ATTACK MINUS DEFENSE ROLL NUMBER OF HITS 3 = face right
4 = reverse
d4 4 -4 HP 1-3 1
Any target in the range of automatic fire takes
Cybersecurity master: An incredibly Striking damage is temporary, weapon damage is real
Attribute + Tradecraft + Asset Driver can continue
INTERROGATION d10 experienced security master, fast on their
toes, thinks at right angles, has invented
d6 10 -6 HP
*Attacker may use asset for both weapon and fighting style
(or decision die)
2 to their reflex or defensive roll, spreading
across both if either die is too low to step down
4-6
7+
2
3
after spinout ends.
d8 18 -8 HP (striking), defender may use asset for both armor and fighting
Opposed roll: Nerve + HUMINT many of the tricks and tools of the trade style (striking). twice. PIT maneuver Pursuer fails to make contact with
Telling the truth: Detainee will lie on 13 or higher, roll d12 Wizard: The most elite of all hackers, nearly
d10 28 -10 HP
13 or greater = success Any target in the range of a three-round burst
target, no effect
detainee’s nerve + HUMINT + decision die impossible to outsmart or outmaneuver d12 40 -12 HP Number of hits = attack roll – defense roll takes 1 to their reflex roll.
Ski Rollover. See crash table for details.

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