Professional Documents
Culture Documents
Author
Dusk#1352 (/u/mitsayantan)
DISCLAIMER
The Neon Red Catalog is unofficial content provided under the Homebrew Content Policy
of R. Talsorian Games and is not approved or endorsed by RTG. This content references
materials that are the property of R. Talsorian Games and its licensees.
CYBERWARE
▶ Cyberware Quality ◀
Foundational Cyberware can also come in Excellent and Poor Quality variants. Excellent
Quality Cyberware has one extra Option Slot and costs one price category higher. Poor
Quality Cyberware has one less Option Slot and costs one price category lower.
Example: A standard Cyberarm costs 500eb (Expensive) and has 4 Option Slots. The
Rocklin Augmentics "Elegance" is an Excellent Quality Cyberarm, with 5 Option Slots and
it costs 1000eb (V. Expensive). Meanwhile, Techtronika "Proletariat" is a Poor Quality
Cyberarm with 3 Option Slots and it costs 100eb (Premium). Humanity Loss is the same
regardless of Quality.
Note: Multiple installations of the same Cyberware don’t stack unless mentioned otherwise.
Retinal Clinic Can copy anyone’s optical biometrics by studying it for 5 100eb 2
Duplicator minutes. Requires a Cybereye. (Premium) (1d3)
▶ Cyberarm [4 Option Slots Per Cyberarm]
Gorilla Hospital Cyberarm. Does not have to be paired. Brawling damage 1000eb 7
Arm is always at least 3d6. Can use Two-Handed Melee (V. Expensive) (2d6)
Weapons with one arm. When paired, Brawling damage is
always at least 4d6. Each Gorilla Arm has 4 Option Slots
for Cyberarm or Cyberlimb Options.
Flashbulb Clinic As an Action you can target someone within 6m/yds (3 500eb 3
squares) of you with 7 megacandela of blinding light (no (Expensive) (1d6)
Check needed). The target must succeed on a DV15 Resist
Torture/Drugs Check or suffer the Damaged Eye Critical
Injury for 1 minute. They do not take the Bonus Damage
from the Critical Injury. Runs off easily rechargeable (1
hour) battery packs that need to be replaced after 8 uses.
Extra battery packs are 50eb (Costly). Requires a
Cyberarm and takes 2 Option Slots.
Zhirafa Hospital Paired Cyberlegs. Must be installed together and counts as 1000eb 14
Digitigrade a single item for the purposes of Cost and Humanity Loss (V. Expensive) (4d6)
Cyberlegs but not Critical Injuries, repair, or upgrade. Increases MOVE
by 2. Cannot raise MOVE above 10. Each Cyberleg has 0
Option Slots for Cyberleg or Cyberlimb Options.
Fortified Clinic Reduces damage from Falling by 2d6. Requires two 500eb 3
Ankles Cyberlegs, takes up 2 Option Slots, and must be paired. (Expensive) (1d6)
Lynx Paws Clinic Dampens sound of movement, giving +2 to Stealth Checks. 500eb 3
Requires two Cyberlegs, takes up 2 Option Slots, and must (Expensive) (1d6)
be paired.
Reinforced Clinic When jumping from standing you can clear the same 100eb 3
Tendons distance that you could with a running start. Requires two (Premium) (1d6)
Cyberlegs and must be paired.
Cyberjaw Hospital Powered metal jaw with spiked teeth. Heavy Melee 1000eb 14
Weapon. In addition to Melee Attacks, if you have a target (V. Expensive) (4d6)
Grabbed, you can use your Action to Bite, dealing 3d6
damage to their body (ignores half armor), without
needing a Check. Cannot be concealed. Cannot have both
Cyberjaw and Vampyres.
Micro Clinic Automatically turns the first failed Death Save into a 1000eb 14
Defibrillator success. Has a 24 hour cooldown period. Can only be (V. Expensive) (4d6)
installed once.
▶ External Cyberware [7 Option Slots]
Dragon Hospital Skinware. Has an amount of Fireproof Coating (FC) equal 1000eb 14
Skin to the max SP of your implanted armor. If you are On (V. Expensive) (4d6)
Fire at the end of your Turn, automatically spend 1 FC to
reduce damage taken from fire, by half. Doesn’t work
against radiation. Recovers 1 FC per day of rest. Only 1
piece of Skinware can be installed at a time. Requires
Skin Weave, Subdermal Armor, or Sycust FleshWeave.
Eel Skin Hospital Skinware. Holds 8 electrical charges. If you’re Grabbed, 1000eb 14
you can use your Action to use a charge and shock your (V. Expensive) (4d6)
Grabber. Treat it as if the target has been hit in the body
by a Shock Mace. If the target takes any damage, they
must make a Concentration Check vs DV15. On a failure,
the Grab is broken. Eel Skin regains one charge per hour.
Only 1 piece of Skinware can be installed at a time.
Requires Skin Weave, Subdermal Armor, or Sycust
FleshWeave.
Optical Hospital Skinware. Takes 1 minute to engage during which the 1000eb 14
Camo user must not move. The cloaking only works if no other (V. Expensive) (4d6)
armor or clothing is worn over the skin. Once active, the
user may move and is hidden from anyone who does
not succeed on a DV17 Perception Check, even if they are
otherwise aware of the user’s presence. While the user
is hidden, their Melee Attacks automatically succeed and
their Ranged Attacks cannot be dodged by targets. Any
attempt to specifically target the cloaked user suffers a
-4 penalty on Attack and Grab Checks. The cloaking is
disrupted if the user deals or takes damage. Only 1 piece
of Skinware can be installed at a time. Requires Skin
Weave, Subdermal Armor, or Sycust FleshWeave.
▶ Neuralware [Foundational Cyberware: Neural Link]
Berserk Hospital When activated as an Action, you go into a blind rage 1000eb 14
against your enemies. Must make a Concentration Check vs (V. Expensive) (4d6)
DV15 to willingly run away or move into cover. +2 to Brawl,
Melee Weapon and Martial Arts Skill Checks, -2 to all other
Skill Checks. +5 Temporary HP for the duration. +2 damage
to your first successful Melee Attack or Martial Arts
Special Move, each Round. Has a 1 minute duration, then a 1
hour cooldown. Requires Neural Link.
WEAPONS
▶ Machine Gun ◀
Machine guns are heavy, high-capacity, belt-fed firearms. Machine Guns cannot take any
clip or magazine attachments and is incapable of Single Shot or Aimed Shot. Reloading a
machine gun takes two Actions, and thus can only be done over the course of two Turns.
Firing this weapon requires BODY 11 or higher unless it is mounted. A Poor Quality
Machine Gun costs 500eb (Expensive) and an Excellent Quality one costs 2000eb (V.
Expensive).
Weapon Weapon Standard Rate of Hands Can be Cost
Type Skill Magazine Fire Required Concealed?
(ROF)
Alt. Fire Mode & Special Features: Autofire (4) • Suppressive Fire
Machine Gun 25 22 17 17 20
EXOTIC WEAPONS
▶ Arasaka Ronin
Cost: 5000eb (Luxury)
An Excellent Quality Exotic Assault Rifle, incapable of Autofire or Suppressive Fire.
Instead, the weapon has the Alt. Fire Mode of Burst Fire. Making a Burst Fire attack costs
an Action and 5 bullets. If you don't have 5 bullets you cannot use Burst Fire. To attempt
Burst Fire you must use the Autofire skill and beat the appropriate Autofire Range DV
[PG. 153]. Targets with REF 8 or higher can choose to attempt to dodge your Burst Fire. If
you hit, you deal 6d6 damage, resisted by armor. Burst Fire cannot be used to make an
Aimed Shot.
▶ Chain Sword
Cost: 1000eb (V. Expensive)
An amalgamation of chainsaw and sword, popular among boostergangers and grimdark
cyber marine cosplayers. The Chain Sword is an Exotic Two-Handed Very Heavy Melee
Weapon. As an Action, it can be revved up. Once revved, it will remain so until stowed or
revved down as an Action. While revved, the Chain Sword ablates 2 points of SP per hit, if
it does damage.
▶ Kendachi Monowire
Cost: 500eb (Expensive)
An Excellent Quality Exotic Medium Melee Weapon. When you attempt to Grab someone,
you can take a -8 to your Check to grapple them with the Monowire instead. You must
use two hands to Grab someone this way. A target Choked with a Monowire suffers the
Crushed Windpipe Critical Injury, if they don’t have it already. Using a Monowire, if a
target is Choked to 0 HP or for 3 successive Rounds, they are immediately killed without
the need for Death Saves.
▶ Net Launcher
Cost: 100eb (Premium)
An Exotic Grenade Launcher that does not deal damage and cannot fire grenades.
Instead it shoots nets at a single target for purposes of incapacitation and capture. Upon
a successful hit, the target is Grabbed [PG. 177]. Escaping the net requires using an
Action to succeed on a DV15 Contortionist Check at a -2 penalty, due to being Grabbed.
The net can also be destroyed by using two Actions to either tear (requires BODY 10 or
higher) or cut the net, using a sharp Melee Weapon. Each net costs 50eb (Costly) and
can be reused. Destroyed nets can be repaired and reused.
▶ Nomad Smartwhip
Cost: 1000eb (V. Expensive)
An Excellent Quality Exotic One-Handed Heavy Melee Weapon. It comes with an
integrated Smartgun Link, adapted for this melee weapon, which must be connected (via
Interface Plugs or a Subdermal Grip) for the weapon to operate. Attacks with this
weapon are made with a bonus of +2. The whip has a reach of 4m/yds or 2 squares.
▶ Shishkebab
Cost: 1000eb (V. Expensive)
The Shishkebab is an Exotic Heavy (One-Handed) or Very Heavy (Two-Handed) Melee
Weapon that can hold 8 units of CHOOH2. When you declare your Attack with the
weapon, you can choose to expend 1 unit of CHOOH2 to make a fiery attack. If you hit,
your target is set on Mild Fire (in addition to taking damage). Without CHOOH2, the
weapon just deals the standard damage. Refueling the weapon takes 1 Action and costs
50eb (Costly).
▶ Shock Mace
Cost: 500eb (Expensive)
An Exotic Two-Handed Heavy Melee Weapon. If damage dealt by it would reduce a target
to under 1 HP, they are instead Unconscious at 1 HP. Damage dealt by this weapon cannot
cause a Critical Injury and doesn't ablate armor.
▶ SoundWave™ Banshee
Cost: 1000eb (V. Expensive)
An Exotic Shotgun that can also be played like a normal Electric Guitar. It is fired with
the Play Instrument (Guitar) Skill instead of the Shoulder Arms Skill. Whenever a user
fires this weapon without some form of ear protection, they suffer the Damaged Ear
Critical Injury. Treat all Attacks made by this weapon as a Shotgun Shell that deals no
damage. Instead, on a hit it forces all targets in the 6x6m/yds (3x3 square) area to
succeed on a DV15 Resist Torture/Drugs Check. Targets that fail, suffer the Damaged Ear
Critical Injury. Ammunition is costless, as it runs off easily rechargeable (1 hour) battery
packs that need to be replaced after 4 shots. Extra battery packs are 50eb (Costly). The
weapon cannot use any other type of ammunition and cannot take any clip or magazine
attachments.
WEAPON ATTACHMENTS
▶ Bipod
Cost: 100eb (Premium) • Eligible: All Non-Exotic Two-Handed Ranged Weapons.
A retractable two-legged stand that eliminates the weapon's weight on the user’s arms
and increases accuracy. Deploying the Bipod and/or crouching does not require an
Action. As long as you are in the Crouched/Lying-Down position, the Bipod-deployed
weapon counts as mounted, until you stand up as a Move Action or the Get Up Action.
While in the Crouched/Lying-Down position, you can Crawl which costs 2 m/yds of
movement for every m/yd traveled (2 squares for every 1 square). When you take Extra
Time [PG. 130] to make an Attack with a Bipod-deployed weapon, you get a +2 bonus to
your Attack Check, instead of a +1.
▶ Choke
Cost: 500eb (Expensive) • Eligible: Non-Exotic Shotguns.
Optimizes the spread of pellets and cones of fire. Increases the range of Shotgun Shells
[PG. 174] to an area 8m/yds long x 6m/yds wide (4x3 squares) but increases the attack
DV to 15. The shotgun is unable to fire slugs as long as the choke is attached.
▶ Holographic Sight
Cost: 500eb (Expensive) • Eligible: All Non-Exotic Ranged Weapons.
A non-magnifying sight with a holographic reticle. Perfect for mid range combat but isn’t
good at either close or long distance. When attacking a target that is between
13-50m/yds away, with either a weapon's Single Shot firing mode or an Aimed Shot, you
can add a +1 to your Check.
▶ Laser Sight
Cost: 500eb (Expensive) • Eligible: All Non-Exotic Ranged Weapons.
A precision laser dot that increases your accuracy at short range, but fades away over
longer distances. When attacking a target no more than 12m/yds away with either a
weapon's Single Shot firing mode or an Aimed Shot, you can add a +1 to your Check.
▶ Smart Scope
Cost: 500eb (Expensive) • Eligible: All Non-Exotic Ranged Weapons.
Contains two Option Slots for Cybereye options. You can use the weapon to gain access
to the benefits of these options. All options count as if they were paired, and it costs the
same as installing the option once in a cybereye. Requires 2 Attachment Slots.
▶ Suppressor
Cost: 100eb (Premium) • Eligible: All Non-Exotic Ranged Weapons fired with the
Handguns or Shoulder Arms Skill.
Allows a firearm to be shot quietly. When a suppressed weapon is fired, anyone outside
a 6m/yds radius, must succeed on a Perception Check vs a DV based on range to hear
the gunshot.
DV 15 17 21 24 29 Impossible
AMMUNITION
▶ Armor-Piercing Incendiary Ammunition
Cost: 500eb (Expensive) • Ammo Types Available: Bullets, Rockets and Slugs.
Expensive bullets with an incendiary tip and an armor-piercing core. Counts as both an
Armor-Piercing and Incendiary round, ablating 2 SP when it deals damage to HP and
setting the target on Mild Fire.
▶ Explosive Ammunition
Cost: 50eb (Expensive) • Ammo Types Available: Arrows only.
Arrows that explode on contact, dealing 5d6 damage in a 6x6m/yds (3x3 square) area,
following the rules for Explosives [PG. 174], and ablates 2 SP. Each purchase of Explosive
Ammunition gives one arrow, which isn’t reusable.
▶ Molotov Cocktail
Cost: 20eb (Everyday) • Ammo Types Available: Grenades only.
A cheap, homemade Incendiary Grenade that can only be Thrown. On a successful hit, it
deals 3d6 damage in a 6x6m/yds (3 square) area. Targets that take damage through
armor are set on Mild Fire. Multiple instances of this effect cannot stack.
▶ Rubber Grenades
Cost: 20eb (Everyday) • Ammo Types Available: Grenades only.
This ammunition does not explode. Damage dealt using this ammunition cannot cause a
Critical Injury. Additionally, attacks made with this ammunition cannot ablate armor. If
damage dealt by this ammunition would reduce a target with more than 1 HP to less
than 0 HP, they are instead left at 1 HP. Cannot be thrown or be used with an Aimed Shot.
ARMOR
▶ Amphibious Armor
Cost: 1000eb (V. Expensive)
Scuba diving suit armored at SP7. The armor comes with the Web Foot and Independent
Air Supply Cyberware, which can be accessed while the suit is worn. Amphibious Armor
isn't bought in two pieces, and must always be worn on both your body and head
location. Each location has its own SP7. There is no Armor Penalty for wearing this
armor. You cannot wear any other armor, while you are wearing Amphibious Armor.
TOOLS
▶ ArmorSaver® Drink
Cost: 50eb (Cheap)
Over the course of 1 minute, you can drink a can of this flavored drink. Once drunk, the
smart proteins and nanites restore 2d6 lost SP to your Skin Weave or Subdermal Armor.
You can only benefit from one ArmorSaver® Drink per day.
▶ Audio Bug
Cost: 50eb (Costly)
A dime-sized, adhesive audio device that can be attached to any solid surface. The Audio
Bug's signal can be tuned in using a Radio Scanner/Music Player for remote listening
from up to 300m/yds away. The bug's frequency can also be scrambled, requiring a
Scrambler/Descrambler to decode the signal before it can be heard on a Radio
Scanner/Music Player. The bug has a 7 day battery life. It can be hidden using a Conceal
Object Check. Finding the exact location of the bug requires beating the roll with a Reveal
Object Check or using a Bug Detector (no roll needed), when within 2m/yds of the bug.
▶ Bionic Boot
Cost: 500eb (Expensive)
A high-strength plasteel boot that reaches up to your knee. Each Bionic Boot contains 2
Option Slots for Cyberleg options. When worn, the options stored in the boots can be
accessed. Putting on a Bionic Boot or taking one off is an Action (this it takes two Action
to wear or take off a pair). The cost to purchase and install a Cyberleg option into the
Bionic Boot is the same cost as doing so in a Cyberleg. Options that must be paired need
to be purchased twice and added to two different Bionic Boots. Any options stored in a
Cyberleg or meat leg that the Bionic Boot is being worn over are inaccessible while the
boot is being worn.
Eg: Bob the demolitions expert rolled 22 on his Demolition Check. He beats DV15 by 7.
But, Bob used only three units of C-4, limiting his maximum multiplier (N) to 6. The
explosive does 2x6 = 12d6 damage and ablates 3 SP.
C-4 can be detonated using a timer or remotely, via a linked Agent. Setting the timer or
detonating remotely requires another Action but no Check. The user can attempt to hide
the explosive while setting it up, using an Action to make a Conceal Object Check.
Defusing an armed C-4 requires beating the Demolitions Check made to arm the
explosive. Individuals with REF 8 or higher, who can see the explosive, can try to dodge
its explosion with an Evasion Check vs the Demolitions Check made to arm the explosive.
Note: Shoulder Cam can be upgraded to Excellent Quality using Upgrade Expertise.
▶ Geiger Counter
Cost: 500eb (Expensive)
A small device that can sample an area of 50m/yds radius around the user and will alert
the user to dangerous radiation. It cannot tell the direction of the radiation reading, but
the beeping and visual indicator will intensify as the user gets closer to a radiation
source along with giving a precise reading in mR/hr.
▶ Micro Audio
Cost: 1000eb (V. Expensive)
A pair of wireless earbuds that contains 2 Option Slots for Cyberaudio options. When the
pair is worn, Micro Audio gives the user access to the benefits of these options. You can
only wear a single pair of earbuds at a time. Can be worn with Auto Level Dampening Ear
Protectors.
▶ Mine Detector
Cost: 500eb (Expensive)
A small hand-held device that can be used to detect and disarm mines from a safe
distance of 8m/yds (4 squares), using directed radiation. The tool also gives you +2 to
Reveal Object Checks made to detect concealed mines. Disarming a mine requires using
an Action to succeed on a Demolitions Check vs a DV based on the mine.
▶ Musical Instruments
▶ Parachute
Cost: 100eb (Premium)
Someone falling from a height of 100m/yds or higher and wearing a parachute may, as
an Action, attempt to beat a DV13 Athletics Check to deploy it. Strong winds or a
crowded/congested environment imposes a -2 penalty to the Athletics Check while a
storm imposes a -4. If successful, they descend at a rate of 20m/yds per Turn and take
no falling damage or Broken Leg Critical Injury at the end of the fall. While falling with a
deployed parachute, a person cannot dodge Ranged Attacks, even if they have REF 8 or
more.
Spare parachutes are sold for an additional price of 50eb (Costly). A parachute that has
a spare may, as an Action, attempt to beat a second DV13 Athletics Check if the first one
is unsuccessful. You cannot wear more than 2 parachutes at a time. Each parachute can
be used once and then discarded. Parachutes have 10 HP. If reduced to 0 HP, the
parachute is destroyed and the user starts falling.
▶ Proximity Mine
Cost: 100eb (Premium)
A small explosive device, with a motion sensor, that can be attached to any solid surface.
Attaching a mine requires an Action to succeed on a DV15 Demolitions Check. Arming
the mine requires another Action but no Check. The mine can be armed from up to
12m/yds away, using a linked Agent. Once armed, anyone that moves into or inside the
explosion radius of the mine causes it to explode, dealing 8d6 damage, following
Explosion rules [PG. 174] and ablating 2 SP. The user can attempt to hide the mine while
setting it up, using an Action to make a Conceal Object Check before arming. Disarming a
mine requires succeeding on a DV15 Demolitions Check using a Mine Detector. A
concealed mine must be detected before it can be disarmed. Individuals with REF 8 or
higher, who can see the mine, can try to dodge its explosion with an Evasion Check vs
DV17.
DRUGS
▶ Rage
Cost per Dose: 100eb (Premium)
Primary Effect
● Lasts 1 Minute.
● User takes 2d6 Humanity Loss upon taking a dose, which is returned if the user
isn't affected by Rage's Secondary Effect.
● For the duration of the Primary Effect, +2 to Brawl, Melee Weapon and Martial
Arts Skill Checks but -2 to all other Skill Checks. Also, +5 Temporary HP for the
duration. +2 damage to your first successful Melee Attack or Martial Arts Special
Move, each Round.
● For the duration of the Primary Effect, the user must make a Concentration Check
vs DV15 to willingly run away or move into cover.
● Doesn't stack with Berserk.
▶ Truth Serum
Cost per Dose: 100eb (Premium)
Primary Effect
● Lasts 1 Hour.
● For the duration of the Primary Effect, all Social Skill Checks made by the target
suffer from the effect of a Critical Failure, regardless of the roll. This effect
doesn’t happen twice if the target rolls a 1 on their d10.
PERSONAL DRONES
Personal drones [Interface Red Vol. 1, PG. 61] don’t use a NET Architecture. Countering a
personal drone requires 5 minutes and the counterer must stay within 6m/yds of the
drone the entire time. If countered, the drone can be linked to a new Agent or Drone
Controller with an Action.
▶ Controlling Drones ◀
Operating a personal drone requires you to have an Agent or Drone Controller. Unlike
Agents, Drone Controllers are specialized for drone control. These handheld platforms
come with a video screen, multiple buttons and thumbsticks for controlling a drone.
While an Agent can only control these drones up to 25m/yds, a Drone Controller can do
so at a maximum range of 50m/yds. Venturing further causes the drone to lose
connection and become inactive. Drone Controllers cost 500eb (Expensive).
Each Agent or Drone Controller can only control a single drone at a time, which must
first be linked. Linking an Agent or Drone Controller to a drone takes 5 minutes. You
need two free hands to Direct Control a drone.
▶ Using Drones ◀
Personal drones can be controlled in two ways. Switching between modes doesn’t cost
an Action. Drones don’t roll initiative. They act during or immediately after your Turn.
Drones can use any Skill associated with a weapon they have equipped, Evasion,
Perception, and Stealth. Some drones can also use other Skills.
▶ Standby Mode: The default mode when the drone is not being controlled and has no
valid command to follow. In this mode, the drone cannot move or dodge Attacks.
▶ Direct Control Mode: You can use your Action to manually control a drone via a linked
Agent or Drone Controller. Taking the Direct Control Action gives you one Move Action
and one Action as the drone. You can use your Move Action while controlling a drone. In
this mode, the drone cannot dodge Ranged Attacks, regardless of the user’s REF. Using a
Drone Controller adds +1 to all Skill Checks made using the drone. You cannot use a
drone to make a Skill Check that it's incapable of, even if you have the Skill.
▶ Auto Mode: In this mode, you can use your Move Action to command a linked drone.
The drone acts immediately after your Turn. Only a single command can be issued per
Move Action. Once you issue a command, the drone can take one Move Action and one
Action. Instead of your Skill Base, the drone uses a Combat Number of 10 to make all
Skill Checks. Any gear bonuses are added to the Combat Number. In Auto Mode, the
drone cannot move or dodge Attacks. Drones can only accept simple commands like:
● Attack a designated target/area. The drone keeps attacking unless told otherwise,
moving when necessary. You must specify which Weapon/Skill to use.
● Move to a designated spot. The drone will take the Run Action if necessary.
● Follow the user.
● Use a Skill on a designated target or area. A drone possessing that Skill will use
its Combat Number.
You need a Drone Link to be able to use Auto Mode.
▶ Drones ◀
All personal drones listed below, come with an integrated Video Camera that transmits
the drone’s SDP SP, ammo count and live video feed to the user’s Agent or Drone
Controller. If you have Chyron [PG. 360], all this data gets transmitted to a sub-screen in
your visual feed. Drones carry a limited amount of ammunition (whatever is loaded in
the weapon). Reloading must be done manually by the user. Drones have 8 hours of
operational time before they need to be recharged for an hour. Personal drones cannot
dodge any Attacks in Standby or Auto Mode. They cannot dodge Ranged Attacks in
Direct Control Mode.
Drones cannot be affected by Drugs, Poisons, Toxins, or Suppressive Fire. They can be
affected by EMP, and resist with your Cybertech Skill Base (irrespective of whatever
mode it's in). On a failure, the drone becomes inactive for 1 minute. Drones have the
following information categories:
▶ SDP: Structural Damage Points. The drone’s Hit Points. As long as the drone has at
least one SDP, it can still move and act. When it has no SDP left, the drone is considered
Destroyed and cannot move or act unless it's repaired. A drone can be fully repaired in
one day, with an Electronics/Security Tech Check vs DV17. Repairing a drone restores all
SDP, SP and functionality. Drones are immune to most Critical Injuries. They only suffer
Critical Injuries involving eyes (camera) and limbs (if the drone has any).
▶ SP: Stopping Power of the drone’s armor. How many points of damage from an attack
the armor can stop before it starts to deplete its HP.
▶ Type: Drones can either be Air (flying), Wheeled (land based with wheels), Walker (land
based with legs) or Water (water based drones can also work underwater).
▶ Speed (Combat): The drone's MOVE for use in combat.
▶ Speed (Narrative): The drone's top speed in Miles Per Hour and Kilometers per Hour.
Useful for knowing how fast it is outside of combat.
▶ Weapon Mounts: How many weapons can be mounted on the drone.
▶ Cost: The price of the drone in Eurobuck.
▶ Compatible Weapons: The type of weapons that can be mounted on the drone. Drones
don’t usually come with weapons, they must be purchased separately. Drones cannot
mount weapons that have a BODY requirement.
▶ Description: A simple overview of the drone.
Compatible Weapons: Pistols (any), SMG/Heavy SMG, Assault Rifle, Shotgun, Sniper Rifle.
Description: Medium-sized, police drone that can carry shoulder weapons.
DV17 Electronics/Security Tech, 5 min to counter.
Compatible Weapons: Pistols (any), SMG/Heavy SMG, Assault Rifle, Shotgun, Sniper Rifle, Grenade
Launcher, Rocket Launcher.
Description: Heavy SWAT drone. Comes equipped with 2 Bulletproof Shields that can be used as cover
by anyone behind the drone. The shields can be repaired or replaced.
DV21 Electronics/Security Tech, 5 min to counter.
▶ Cyber Horse
A rideable robot horse that's driven using the Riding Skill. All other vehicle rules apply. It
has 4 Option Slots for installing Cyberleg or Cyberlimb Options. All options count as if
they were paired, and it costs the same as installing the option once. Cyber Horses can
only take these Nomad Vehicle Upgrades (one of each): Armored Chassis, Enhanced
Interface Plug Integration, NOS, Onboard Machine Gun, Onboard Melee Weapon,
Security Upgrade, and Smuggling Upgrade.
▶ Overlander
CHOOH² powered RV/Truck. It can take all Land Vehicle upgrades except AV-4 Engine. It
can take multiple Vehicle Heavy Weapon Mounts and the Housing Capacity upgrade.
Each additional room, after the first, adds a separate trailer to the vehicle. Each
additional trailer has the same SDP and SP as the main vehicle and can be used for living
or to transport cargo. Overlanders have customized rooms.
Moto Speed Speed
Name SDP Seats Cost
Rank (Combat) (Narrative)
▶ Sea Vehicles ◀
▶ Submarine
CHOOH² powered sea vehicle that can travel on or underwater. Can store 24 hours of
breathable air. Air tanks are refilled in 1 hour when the vehicle resurfaces. Submarines
can take multiple Vehicle Heavy Weapon Mounts, the Housing Capacity upgrade, and all
other upgrades that a Sea Vehicle can have. While submerged, submarines cannot fire
any Onboard or mounted Ranged Weapons except Crossbows and Rocket Launchers.
Submarines have customized rooms.
50,000eb
2 per 25 MPH / (Super Luxury)
Submarine 9-10 80 15 MOVE
room 40 KPH per room below deck
(minimum four rooms)
MARTIAL ARTS
BOXING
An ancient art of pugilism and the most popular combat sport in human history. Many
people underestimate this fighting style in favor of more flashy martial arts. But the
grace and power behind a Boxer’s punch can quickly remind those people of its
effectiveness and storied history. Boxing is unique in that unlike other martial arts, it
doesn’t involve attacking with legs, only fists.
▶ Haymaker
Requirement: WILL 8 or higher.
Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to
make a Haymaker. Use your Action to use the Martial Arts Special Move Resolution
against a single target in Melee range. If you hit, your target suffers the Collapsed Lung
Injury in addition to your Martial Arts Attack damage. If they already had this Critical
Injury, they don’t suffer the same Critical Injury again.
If you take a -8 to your Check, you can instead use this Special Move to target your
opponent's head location just like making an Aimed Shot, declaring you are doing so
when you roll. If you hit, your target instead suffers the Damaged Ear Critical Injury in
addition to your Martial Arts Attack damage and Aimed Shot effects. If they already had
this Critical Injury, they don’t suffer the same Critical Injury again.
▶ Uppercut Combo
Requirement: You hit the same target with a Brawling Attack and a Martial Arts Attack
this Turn.
Once per Turn when you fulfill this requirement, you can use the Martial Arts Special
Move Resolution to attempt to beat a DV15. If you succeed, the target you hit twice this
Turn suffers the Broken Jaw or Whiplash Critical Injury (your choice). If they already
have either Critical Injury, they don’t suffer the same Critical Injury again.
CAPOEIRA
Capoeira is a Brazilian martial art that blends fighting with acrobatic dancing.
▶ Evasive Dancing
Requirement: Dance 6 or higher. You are not in a grapple.
Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to do
Evasive Dancing. Use your Action to use the Martial Arts Special Move Resolution against
a single target in Melee range. If you hit, your target suffers your Martial Arts Attack
damage and you gain +2 to Evasion Checks till the start of your next Turn.
▶ Whirlwind Kick
Requirement: REF 8 or higher.
Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to
make a Whirlwind Kick. Use your Action to use the Martial Arts Special Move Resolution
against any number of targets in Melee range. Each target you hit, suffers your Martial
Arts Attack damage. Any Critical Injuries are rolled individually.
JIU JITSU
A martial art based on grapples and submission holds. It focuses on the skill of taking an
opponent to the ground, controlling one's opponent, gaining a dominant position, and
using a number of techniques to force them into submission via joint locks or chokeholds.
▶ Grab Reversal
Requirement: You hit a target that is grappling you with 2 Melee Attacks this Turn.
Once per Turn when you fulfill this requirement, you can use the Martial Arts Special
Move Resolution to attempt to beat a DV15. If you succeed, you are no longer grappled
by the target you hit twice. Instead you are the one Grappling them, provided you have a
free hand.
▶ Submission Hold
Requirement: WILL 8 or higher. You have a target successfully Grabbed and you Choked
them this Turn.
Once per Turn when you fulfill this requirement, you can use the Martial Arts Special
Move Resolution and attempt to beat a DV15. If you succeed, the target suffers the
Crushed Windpipe or Torn Muscle Critical Injury (your choice). If they already have either
Critical Injury, they don’t suffer the same Critical Injury again.
KENJUTSU
An umbrella term for the various schools of martial art that together form the popular
Japanese swordsmanship style.
▶ Iaijutsu
Requirement: You dodged all Melee Attacks that were targeted at you since your last
Turn. You have a holstered katana or similar sword (Two-Handed Heavy or Very Heavy
Melee Weapon).
Once per Turn when you fulfill this requirement, you can use the Martial Arts Special
Move Resolution to attempt to beat a DV15. If you succeed, you can draw your holstered
sword and make a single Melee Weapon Attack with it, against a target whose Melee
Attack you dodged to satisfy this move's requirement. This attack doesn't cost an Action.
▶ Seigan Tsuki
Requirement: WILL 8 or higher. You hit a target with a Melee Weapon Attack this Turn
using a Katana or similar sword (Two-Handed Heavy or Very Heavy Melee Weapon).
Once per Turn when you fulfill this requirement, you can use the Martial Arts Special
Move Resolution to attempt to beat a DV15. If you succeed, the target suffers the Foreign
Object Critical Injury. If they already had this Critical Injury, they do not suffer another
Critical Injury.
MUAY THAI
Also known as Thai boxing, the martial art uses stand-up striking along with various
clinching techniques. This discipline is known as the "Art Of Eight Limbs" as it is
characterized by the combined use of fists, elbows, knees and shins.
▶ Crippling Strike
Requirement: WILL 8 or higher.
Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to
make a Crippling Strike. Use your Action to use the Martial Arts Special Move Resolution
against a single target in Melee range. If you hit, you deal your Martial Arts Attack
damage to your target. In addition, your target suffers the Broken Leg Critical Injury if
they have any legs left that aren't broken.
If you take a -8 to your Check, you can instead use this Special Move to target your
opponent's head location just like making an Aimed Shot, declaring you are doing so
when you roll. If you hit, your target instead suffers the Concussion Critical Injury in
addition to your Martial Arts Attack damage and Aimed Shot effects. If they already had
this Critical Injury, they don’t suffer the same Critical Injury again.
▶ Ti Khao
Requirement: MOVE 8 or higher. You must have moved at least 4m/yds already this
Turn.
A knee strike to the ribs made as a reckless jump attack or from a grapple. Instead of
making 2 Attacks with your Martial Arts Attack Action you can choose to make a Ti Khao.
Use your Action and all your remaining movement this Turn to fling forward in a straight
line toward your target that can be up to 4m/yards away from you. Use the Martial Arts
Special Move Resolution against that target. If you hit, the target suffers the Broken Ribs
Critical Injury in addition to your Martial Arts Attack damage. If they already had this
Critical Injury, they don’t suffer the same Critical Injury again. If you miss, you fall Prone.
If you have the target in a Grab, you can use Ti Khao against them without moving and
you don’t fall Prone on a miss.
NINJUTSU
A stealth based fighting, guerilla warfare and espionage style used by shinobis, feudal
Japanese covert operatives. As mythical as they were historic, their arts were later
adapted and improved upon by the Arasaka Ninjas.
▶ Assassinate
Requirement: Stealth 6 or higher. A target within melee range is unaware of you.
Once per Turn when you fulfill this requirement, as an Action you can use the Martial
Arts Special Move Resolution to attempt to beat a DV15. If you succeed, your target
suffers a random Critical Injury to their body in addition to your Martial Arts damage.
Also, any of the damage that gets through their armor is multiplied by 2.
If you take a -8 to your Check, you can instead use this Special Move to target your
opponent's head location just like making an Aimed Shot, declaring you are doing so
when you roll. If you hit, your target suffers a random Critical Injury to their head in
addition to your Martial Arts damage. And any damage that gets through their armor is
multiplied by 3. After this move your target is aware of you, whether you succeed or fail.
▶ Ninja Throw
Requirement: REF 8 or higher.
Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to
make a Ninja Throw. Use your Action to make a Martial Arts Special Move Resolution
against a single target within 25m/yds to Throw a Melee Weapon. If you hit, the target
takes damage as if hit by your Martial Arts Attack.
FASHION
▶ Cybergoth
An evolution of 1980s gothic fashion. Traditional gothic fashion involved dark (often
black) colored clothing, victorian-era style, intricately decorated hats, and accessories.
Cybergoth fashion adds-on LED patches that display grim imagery reminiscent of
Victorian horror; something straight out of Edgar Allan Poe’s work, like gravestones,
ravens, etc. Cybergoth has also absorbed elements from action-horror pop culture
where people dress up as vampire hunters in black trench coats or “nuns with guns,”
also dressed in black. While some mock this subcategory of Cybergoth fashion as
“Edgelord,” it is nonetheless an integral part of the vogue. Recently net culture has also
made it popular for Cybergoth girls to get breast implants. Apparently young men are
quite into “big tiddy Cybergoth inputs.”
▶ Elven
This fashion is a byproduct of the smash hit MMORPG, Elflines Online. Elven fashion is all
about, well, dressing up as an elf. Elegant high-fantasy clothing, shiny long hair,
medieval imagery, and bodysculpted pointy ears. Elven fashion is most common among
LARPers and cosplayers.
▶ Emo Punk
A product of an underground punk soft-rock genre. The fashion is all about tight jeans,
printed t-shirts, with patterned clothing, banged or spiky hairstyle (often with streaks of
colors contrasting with black), piercings. Emo Punk fashion is all about giving off moody
“no one understands me” vibes. However, Emo Punk is not quite moody enough to
embrace the dark and edgy aspects of Cybergoth fashion. Please note that people who
are into Emo Punk fashion are not going through a phase. It's a lifestyle choice, no
matter what their mothers say.
▶ Military
Popularized by veterans of the 4th Corporate War and the 6th Street gang, military
fashion hasn’t made this big a comeback since the Vietnam War. The fashion is iconic for
its camouflage patterned clothes with multiple pockets, integrated holsters, aviator
sunglasses, bomber jackets, cropped haircut, etc. The clothes are made from a rugged
fabric which is both comfortable and durable. Military fashion is meant to evoke a
masculine, tactical, and “I am a badass” look. Whether you are actually a badass is a
different matter altogether. It is to be noted that there is a fine line between military
fashion and Mall Ninja fashion. People who don’t know how to pull off the military look
or overdo it, often end up falling in the latter category.
▶ Workman
A recent trend inspired by the construction workers rebuilding Night City. Workman
fashion is all about necessity over style, prioritized by blue collared workers. Affordable,
comfortable, yet durable clothing and acid-resistant hardhats are staple elements of this
style. Workman clothes often have several utility options like pockets and tool belts.
Adding dirt patterns is a popular style statement in workman fashion meant to show off
the image of “I am a working man/woman.”
Name Bottom Top Jacket Footwear Jewelry Mirror Glasses Contact Hats
Shades Lenses
Cybergoth 50eb 50eb 100eb 50eb 100eb 50eb 50eb 50eb 100eb
(Costly) (Costly) (Premium) (Costly) (Premium) (Costly) (Costly) (Costly) (Premium)
Antiquated
Dark
Mysterious
Elven 100eb 100eb 100eb 100eb 100eb 100eb 100eb 100eb 100eb
(Premium) (Premium) (Premium) (Premium) (Premium) (Premium) (Premium) (Premium) (Premium)
Elegant
Fantasy
Medieval
Emo Punk 50eb 50eb 100eb 50eb 100eb 50eb 50eb 50eb 100eb
(Costly) (Costly) (Premium) (Costly) (Premium) (Costly) (Costly) (Costly) (Premium)
Moody
Punk
Tight
Military 100eb 50eb 100eb 100eb 50eb 100eb 50eb 10eb 100eb
(Premium) (Costly) (Premium) (Premium) (Costly) (Premium) (Costly) (Cheap) (Premium)
Camo
Powerful
Tactical
Workman 50eb 20eb 50eb 50eb 50eb 20eb 20eb 10eb 50eb
(Costly) (Everyday) (Costly) (Costly) (Costly) (Everyday) (Everyday) (Cheap) (Costly)
Durable
Industrial
Grungy
GAME MECHANICS
▶ Temporary HP: Extra HP that's added on top of your current HP without changing your
max HP and lasts for a given duration. Temp HP can take your current HP beyond your
Max. Temp HP is depleted before your actual HP is touched. Any remaining Temp HP
after the duration is over, vanishes. Temp HP without a duration lingers till it's fully
depleted. Temp HP doesn’t stack. A higher value replaces the older, lower value. Eg: If
you have a current Temp HP of 4 and you get a Temp HP of 6 later; the 6 replaces the 4,
instead of becoming a 10. Since it's not actual HP, a mortally wounded character doesn’t
stop making death saves if they gain Temp HP without being stabilized.
▶ 2000eb (V. Expensive): A new price category that falls between 1000eb (V. Expensive)
and 5000eb (Luxury). Despite twice the price, the items are still classified as Very
Expensive for the purposes of Fixers being able to source them and
Repair/Upgrade/Fabricate/Invent DV/Time. When Fabricating a 2000eb (V. Expensive)
item, the Tech must purchase 1000eb worth of materials.