You are on page 1of 9

Setting Rules

Character Creation
 Receive 20 points to purchase Equipment, Cybernetics, and Quickhacks
 All of these cost 1 point per die (1 for d6, 2 for d8, 3 for d10, and 4 for d12)
 If there is no die value, Cybernetics cost either [1 Talent or 1 point] per level
 Mods cost 1 point per level regardless
 Limitation: Cyberdecks cannot use Quickhacks with a die value higher than its own
 Cyberdecks: Program Slots is the number of programs that may be installed; each time Cyberdeck is used in a die
pool, Step down the die once; Cyberdeck resets at the beginning of a new scene
 Berserk & Sandevistan Step down their die value at the end of each action that the character takes

Cybernetics
 All Characters have a
o Cyberdeck: Fuyutsuki Electronics d4
 2 Program Slots
 Ping Grade I
Equipment
Melee Weapons
Blade d6 – d12
 Armor Piercing: Step up the Stress die once if the target uses Armor in their resistance pool
 Bleeding: If you attack roll exceeds the defense of the target by 5 or more, inflict the Bleeding Condition equal to
the Effect die stepped down once

Bludgeon d6 – d12
Pick one of these
 Heavy: Step down your Bludgeon die once to Step up the Stress die once
 Shock: Step up the Stress die once if the target is a robot, drone, or vehicle (reduce base die by one step)

Ranged Weapons
Pistol d6-d8

Shotgun d8-d10
 Slug Ammo: Step down your Shotgun die once to step up the Stress die once, or twice if you spend a Plot Point
 Buckshot: Step down your Shotgun die to add an additional Shotgun die to the dice pool and keep one additional
Stress die to inflict against a second target

SMG d6 – d8
 Burst Fire: Step down your SMG die once to include two additional SMG dice and keep one additional Stress die
to inflict against a second target

Precision Rifle d8 – d10


 Burst Fire: Step down your Precision Rifle die once to include two additional Precision Rifle dice and keep one
additional Stress die to inflict against a second target

Sniper Rifle d8 – d10


 Long Range: Step up your Sniper Rifle die if the target is more than 1 Zone away
Weapon Effect (Pick One)
Ricochet: If you attack roll exceeds the defense of the target by 5 or more, step down the Stress die and inflict it against
one other target in the same Zone
Tech: Spend an action to increase the Stress die on the next attack with the weapon
Smart: Step down your Weapon die to include two if you have a Ballistic Coprocessor

Grenade
Grenades 2d10
 Explosive: Step down Stress die to inflict against everyone in a Zone
 Expendable: Each time you use Grenades, reduce the number of dice by 1; Recover at the end of a Session or
spend a Plot Point to Recover once
Pick one of the following:
 Fire: Step down the Effect die once to cause the Stress to be inflicted as a Complication of On Fire equal to the
Stress die
 EMP: Step up the Stress die if the target is a drone, android, or mecha
 Frag: Step up the Stress die if the target does not have Armor in their defense
 Flashbang: Instead of inflicting Stress, the Effect die is inflicted as a Complication of Flashbanged

Armor
Armored Clothing d4-d8
Combat Armor d10-d12
 Impervious: Step down the Stress die once from weapons of (d6/d8) or lower

Cybernetics
Brain (3 slots)
 Camillo Ram Manager: Spend a Plot Point to Recover your Cyberdeck die once
 Ex-Disk: Your Cyberdeck may include Quickhacks that are no more than one die step higher its rating
 Heal-on-Kill: When you defeat an enemy with a Quickhack, you may heal a Stress up to the Effect die
 Mechatronic Core: Step up the Stress die of Quickhacks when used against drones, androids & mechas
 Memory Boost: When you defeat an enemy with a Quickhack, Recover your Cyberdeck die once
 RAM Upgrade: Step up your Cyberdeck die once but then step down your Effect die once
 Self-ICE: Step up your Cyberdeck die once when you are targeted with a Quickhack

Eyes (1 slot)
 Kiroshi Optics MK 1: Step up your Notice die when in any level of Darkness
 Kiroshi Optics MK 2: Spend a Plot Point to Step down a die in the GMs pool against your Notice; Include MK 1; 2 mod
slots
 Kiroshi Optics MK 3: You may make Notice checks against ‘hot’ target through a barrier; Include MK 1 & 2; 3 mod
slots

Mods
 Explosives Analysis: Step up your Athletics die once when using Grenades
 Target Analysis: non-lethal to all damage, no headshot bonus, smart weapons target limbs
 Threat Detectors: You become aware of enemies that are aware of you
 Trajectory Analysis: When making a called shot to the head, Step down your Skill die once to Step up your Effect
die twice
 Trajectory Generator: requires Ballistic Coprocessor; When using a Ricochet weapon and you trigger its property:
Step down the Stress die once more and inflict it against a second target in the same Zone
 Weakspot Detection: Targets Step down either their Armor or Scale die once against your weapon attacks

Cardiovascular (3 slots)
 Adrenaline Boost: When you defeat an enemy, Step up your next Effect die once; this effect does not stack
 Bioconductors: You may spend a Plot Point to Step up your Quickhack die once
 Biomonitor: Once per Scene, when your Physical Stress would be increased to d12, Spend a Plot Point to ignore that
Stress
 Bioplastic Blood Vessels: Once per Scene, you may Step Down your Physical Stress once, but not in response to
damage
 Feedback Charge: When you fire a weapon after using its Tech ability, you may Step down one of your Stress Tracks
once
 Microgenerator: When you Physical Stress is increased to d12 or above, spend a Plot Point to make a Stamina +
Labor + Cyberdeck attack against everyone in the same Zone
 Second Heart: Once per Session, when you would be Taken Out by Physical Stress, you may spend a Plot Point to
instead be at d12 Physical Stress
 Syn-lungs: Once per Round, when you would take a d4 Mental Stress, ignore it
 Tyrosine Injector: When using hacking, Step up your Tech die once

Immune System (2 slots)


 Cataresist: When resisting Chemical, Electrical, EMP, Fire, or Poison damage, Step up your lowest die once
 Detoxifier: Immunity to Poison damage
 Inductor: After you take EMP or Electrical damage, Step down the next Physical Stress you take
 Metabolic Editor: When you take Poison damage, instead of inflicting Physical Stress, Recover your Physical Stress
once
 Pain Editor: Spend a Plot Point to Step down Physical Stress you are taking

Peripheral Nervous System (2 slots)


 Kerenzikov d6: may be added to all actions, Step down at the end of a round
 Maneuvering System: Once per round, increase the lowest die in your Defense pool
 Medifibers: Once per Scene, you may spend a Plot Point to ignore a d6/d8/d10 Physical Stress
 Nanorelays: Once per Scene, the first time you would Step down Sandevistan or Kerenzikov, ignore it
 Reflex Tuner d8: may be added to all actions, Step down at the end of a round, cannot recover until end of a Scene
 Synaptic Accelerator: When Stealth is broken, add d6 to your next action

Skin (2 slots)
 Fireproof Coating: Immunity to Fire damage and the On Fire Condition
 Grounding Plate: Immunity to Electrical & EMP
 Heat Converter: While you are affected by the On Fire Condition, add the Condition to all Melee Attack pools
 Optical Camo: Once per Scene, increase your Stealth die twice
 Subdermal Armor: Gain d6/d8/d10/d12 Armor that can be combined with worn Armor
 Supradermal Weave: Immunity to Bleeding Condition

Skeletal (2 slots)
 Bionic Joints: Once per attack, when your Shoot dice pool would have a die Step down once, ignore it
 Bionic Limb: Once per round, ignore d4 Physical Stress
 Dense Marrow: When making a melee attack, you may Step up your Effect die once by taking d4 Physical Stress
 Synaptic Signal Optimizer d6/d8/d10/d12: Add to rolls to resist damage; each time it is used in a Scene, Step down
once
 Microrotors d6/d8/d10/d12: Add to rolls when attacking with a melee weapon; each time it is used in a Scene, Step
down once
 Microvibration Generator: Spend a Plot Point to Step up the Effect die from a melee attack once
 Titanium Bones: Step up your Labor die twice when performing feats of strength

Skeletal, Hands (1 slot)


 Ballistic Coprocessor: Reduce Ricochet to needing 3 to cause a Ricochet
 Smart Link: Can use the Smart property of Smart weapons

Skeletal, Legs (2 slots)


 Fortified Ankles: Step up your Athletics die when attempting to jump
 Lynx Paws: Step up your Stealth die when attempting to move silently
 Reinforced Tendons: Spend a Plot Point to make two consecutive Athletics checks and combine their Effect dice

Skeletal, Arms (2 slots)


 Gorilla Arms d8/d10/d12
o 1/2/3 Mod Slots
o Knockdown Blow: When making a melee attack, Spend a Plot Point to Step down your Effect die and inflict Stress
and the Knocked Down Condition

Mods
 Battery d6/d8/d10/d12: Step down after being used; Recover at the beginning of a Scene
 Battery, RIN3U: Once per Scene, when you kill an opponent with this melee attack, remove all physical Stress
 Knuckles, Animal: If you attack roll exceeds the defense of the target by 5 or more, inflict the Bleeding Condition
equal to the Effect die stepped down once
 Knuckles, Chemical: damage becomes Chemical; Enemies cannot apply Armor or cybernetic Armor to resist
damage
 Knuckles, Electrical: damage becomes Electrical; Step up the Stress die if the target is a drone, android, or mecha
 Knuckles, Thermal: damage becomes Fire; If you attack roll exceeds the defense of the target by 5 or more,
inflict the On Fire Condition equal to the Effect die stepped down once

 Mantis Blades d6/d8/d10


o 1/2/3 Mod Slots

Mods
 Edge, Chemical: damage becomes Chemical; Enemies cannot apply Armor or cybernetic Armor to resist damage
 Edge, Electrical: damage becomes Electrical; Step up the Stress die if the target is a drone, android, or mecha
 Edge, Thermal: damage becomes Fire; If you attack roll exceeds the defense of the target by 5 or more, inflict the
On Fire Condition equal to the Effect die stepped down once
 Rotor d8/d10/d12: May add to an attack if the target makes a defense roll; Step down after being used; Recover
at the beginning of a Scene

 Monowire d12
o 1/2/3 Mod Slots
o Armor Piercing: Targets cannot add worn Armor to the dice pool to resist attacks with this weapon
o Limited Power: Step down each time the weapon is used; Recover if you do an action that does not add
Monowire to the die pool

Mods
 Battery d6/d8/d10: Step down after being used; Recover at the beginning of a Scene
 Cable, Chemical: damage becomes Chemical; Enemies cannot apply Armor or cybernetic Armor to resist damage
 Cable, Electrical: damage becomes Electrical; Step up the Stress die if the target is a drone, android, or mecha
 Cable, Thermal: damage becomes Fire; If you attack roll exceeds the defense of the target by 5 or more, inflict
the On Fire Condition equal to the Effect die stepped down once

 Projectile Launcher System d6/d8/d10/d12


o 1/2/3 Mod Slots

Mods
 Rounds, Chemical: damage becomes Chemical; Enemies cannot apply Armor or cybernetic Armor to resist
damage
 Rounds, Electrical: damage becomes Electrical; Step up the Stress die if the target is a drone, android, or mecha
 Round, Explosive: Physical Damage; Spend a Plot Point to inflict the Stress against all targets in the Zone
 Rounds, Thermal: damage becomes Fire; If you attack roll exceeds the defense of the target by 5 or more, inflict
the On Fire Condition equal to the Effect die stepped down once
 Rounds, Tranquilizer: Stress is inflicted to Mental Stress instead of Physical

Universal Weapon Mods


 Sensory Amplifier: If you attack roll exceeds the defense of the target by 5 or more, Step up the Effect die once

Operating System (1 slot)


Berserk
 Moore Tech Berserk d6
 Biodyne Berserk d8
o While active, once per round, you can Recover your Physical Stress once
 Militech Berserk d10
 Zetatech Berserk d12
o 3 Mod slots

Mods
 Armored: While active, Step up your lowest die once when resisting damage
 Beast Mode (counts as 3): Gain the effects of Armored, Bruising, and Invigorating
 Bruising: While active, Step up melee Effect die once for each attack
 Chained: You may spend a Plot Point to recover Berserker to the higher of d6 or one step higher than its current
value; This can only be done when not active
 Devastating: Reduce the required attack roll to exceed defense roll to 3 for Sharpened
 Extended: Once per Scene, when you would Step down your Berserk, ignore it
 Focused: While active, once per attack, when your Shoot dice pool would have a die Step down once, ignore it
 Invigorating: While active, once per round, you can Recover your Physical Stress once
 Sharpened: While active, if you attack roll exceeds the defense of the target by 5 or more, Step up your Effect die
once

Sandevistan
 Zetatech Sandevistan d6
 Dynalar Sandevistan d8
o 3 Mod Slot
 Qiant Sandevistan d10
o 3 Mod Slots
 Militech Sandevistan d12
o 3 Mod Slots

Mods
 Arasak Software: While active, enemies Step down the highest die in their Notice dice pools
 Heatsink: You may spend a Plot Point to recover Sandevistan to the higher of d6 or one step higher than its
current value; This can only be done when not active
 Micro-Amplifiers: When activated, remoses On Fire, Poisoned, and Bleeding
 Neutransmittors: While active, if you attack roll exceeds the defense of the target by 5 or more, Step up your
Effect die once
 Overclock Processor: Once per Scene, when you would Step down your Berserk, ignore it
 Prototype Chip: Reduce the required attack roll to exceed defense roll to 3 for Neutransmittors
 Rabid Bull: While active, when you defeat an enemy, Step down your Physical Stress once
 Tyger-Paw: While active, when you defeat an enemy, Step down your Mental Stress once

Cyberdecks (1 slot)
 Militech Paraline d4 (1 point)
o 2 program slots
o Program: Short Circuit d6
o Program: Reboot Optics d6
 Biodyne MK 1 d6
o 3 program slots
 Biotech MK 1 d6 (3 points)
o Once per Scene, when you Cybertech would step down, ignore it
o 3 program slots
 Seacho Electronics MK 1 d6 (3 points)
o Stealth Quickhacks do not reduce your Cyberdeck rating
o 3 program slots
 Tetratronic MK 1 d6 (3 points)
o Once per Scene, Step up the Effect die of a damaging Quickhack
o 3 program slots

 Biodyne MK 2 d8 (4 points)
o Once per Scene, when you Cybertech would step down, ignore it
o 4 program slots
 Biotech MK 2 d8 (5 points)
o Once per Scene, Step up the Effect die of a damaging Quickhack
o Once per Scene, when you Cybertech would step down, ignore it
o 4 program slots
 Seacho Electronics MK 2 d8 (4 points)
o Stealth Quickhacks do not reduce your Cyberdeck rating
o 4 program slots
 Stephenson Tech MK 2 d8 (5 points)
o Once per Scene, Step up the Effect die of a damaging Quickhack
o Step up the Effect die of Combat Qiockhacks that inflict a Complication
o 4 program slots
 Tetratronic MK 2 d8 (5 points)
o Once per Scene, Step up the Effect die of a damaging Quickhack
o Once per Scene, an Ultimate Quickhack does not reduce your Cyberdeck rating
o 4 program slots

 Arasaka MK 3 d10 (4 points)


o Stealth Quickhacks do not reduce your Cyberdeck rating
o 5 program slots, -1 RAM cost for stealth, combats have 30% increased duration
 Biotech MK 3 d10 (5 points)
o Step up the Effect die of a damaging Quickhack
o Twice per Scene, when you Cybertech would step down, ignore it
o 5 program slots
 Fuyutsuki Tinkerer MK 3 d10 (6 points)
o Twice per Scene, when you Cybertech would step down, ignore it
o Spend a Plot Point when using a Quickhack that spreads to have it spread to an adjacent Zone
o Combat Quickhacks increase their duration by 2 rounds
o 6 program slots
 Raven Microcyber MK 3 d10 (5 points)
o Twice per Scene, when you Cybertech would step down, ignore it
o Spend a Plot Point when using a Quickhack that spreads to have it spread to an adjacent Zone
o 5 program slots
 Stephenson Tech MK 3 d10 (5 points)
o Twice per Scene, when you Cybertech would step down, ignore it
o Combat Quickhacks increase their duration by 2 rounds
o 5 program slots
 Tetratronic MK 3 d10 (5 points)
o Once per Scene, Step up the Effect die of a damaging Quickhack
o Once per Scene, when you Cybertech would step down, ignore it
o 5 program slots

 Arasaka MK 4 d12 (6 points)


o Stealth Quickhacks do not reduce your Cyberdeck rating
o Combat Quickhacks increase their duration by 2 rounds
o 6 program slots
 Netwatch Netdriver MK 5 d12 (7 points)
o Twice per Scene, when you Cybertech would step down, ignore it
o Combat Quickhacks can affect all targets in the same Zone
o Step up the Effect die of a damaging Quickhack
o 6 program slots
 Raven Microcyber MK 4 d12 (7 points)
o Twice per Scene, when you Cybertech would step down, ignore it
o Spend a Plot Point when using a Quickhack that spreads to have it spread to an adjacent Zone
o Step down the Effect die of any attempt to hack you or affect you with a Quickhack
o 6 program slots
 Stephenson Tech MK 4 d12 (6 points)
o Combat Quickhacks increase their duration by 2 rounds
o Twice per Scene, when you Cybertech would step down, ignore it
o 6 program slots
 Tetratronic Rippler MK 4 d12 (7 points)
o Step up the Effect die of a damaging Quickhack
o Once per Scene, when you Cybertech would step down, ignore it
o You may spend a Plot Point to cause an Ultimate Quickhack to affect one additional target
o 6 program slots

Quickhacks
Combat
Contagion
 d6/d8: Poisoned Condition equal to Effect die; If successful on target, step down the Effect die and apply it to one
other target in the same Zone
 d10: Do not Step down the Effect die when it spreads
 d12: Add to Cyberdeck: If a Quickhack affects one target, it now affects two in the same Zone; If it affects more
than one target, it now affects all targets in the same Zone
Overheat
 d6: On Fire Condition equal to Effect die; Step down the Effect die vs drones, androids & mechas
 d8, d10: On Fire Condition is added to opposing the afflicted character’s attacks
 d12: On Fire Condition is added to opposing the afflicted character’s cyberware
Short Circuit
 d6, d8: EMP damage; Step up Effect die vs drones, androids & mechas
 d10, d12: Step up Effect die against Minor GMCs
Synapse Burnout
 d6, d8: Add the opponents Physical Stress to you dice pool
 d10: If this kills a target, Step down and inflict the Effect die as Mental Stress to all enemies in the same Zone
 d12: Add to Cyberdeck: If any Quickhack you use kills a target, Step down and inflict the Effect die as Mental
Stress to all enemies in the same Zone

Control
Cripple Movement
 d6: Crippled Condition
 d8: Step down the Effect die and apply it to one other target in the same Zone
 d10: Crippled Condition is added to opposing the afflicted character’s attacks
 d12: Add to Cyberdeck: Inflict d4 Crippled to any target affected by your Quickhacks
Cyberware Malfunction
 d6, d8: Disabled Condition, which adds to all pools against the character using Cybertech
 d10: Step down the Effect die and apply it to one other target in the same Zone
 d12: If the Disabled Condition exceeds d12, permanently remove one random Cybertech
Reboot Optics
 d6: Blinded Condition
 d8, d10, d12: Step down the Effect die and apply it to one other target in the same Zone
Weapon Glitch
 d6: Weapon Disabled Condition
 d8: Step down the Effect die and apply it to one other target in the same Zone
 d10, d12: If the Weapon Disabled Condition exceeds d12, permanently remove one random Cybertech

Stealth
Memory Wipe
 d6, d8, d10: Forgotten Condition
 d12: Affects all enemies in the Zone
Ping
 d6, d8, d10: Inflicts Revealed Condition to all connected to the selected target
 d12: Able to use Cyberdeck actions on any target with the Revealed Condition, regardless of intervening barriers
Sonic Shock
 d6: Deaf Condition
 d8, d10: Also inflicts the Isolated Condition
 d12: Add to Cyberdeck: When afflicting a target with a Quickhack, Step down the Effect die and inflict the
Isolated Condition
Whistle
 d6, d8: Inflict the Alert and Approaching Condition
 d10, d12: No long inflict the Alert Condition

Ultimate
Cyberpsychosis
 d6, d8, d10: Berserk Condition
 d12: Add to Cyberdeck: When an enemy is afflicted with your Quickhack, enemies no longer treat them as allies
Detonate Grenade
 d6, d8, d10: Damage and effects based on the grenade the target has equipped
 d12: Add to Cyberdeck: When you defeat an enemy with a Grenade, Recover your Cyberdeck once
Suicide
 d6, d8, d10: Inflict Physical Stress based on the weapon the target has
 d12: Add to Cyberdeck: When you defeat an enemy with Suicide, your next Ultimate Quickhack does not reduce
your Cyberdeck
System Reset
 d6, d8, d10: Inflict the Unconscious Condition; any Stress or Condition done to the target will remove this
Condition automatically
 d12: Add to Cyberdeck: When you defeat an enemy with Suicide, your next Quickhack does not reduce your
Cyberdeck

You might also like