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NAME: Kyle STREET NAME: Cage PHYSICAL DAMAGE STUN DAMAGE

OVERFLOW
ETHNICITY: Caucasian SEX: male TRACKER TRACKER
STREET CRED: 2 NOTORIETY: 0 PUBLIC AWAR: 0 -1 -1 MAXIMUM
AGE: 21 HEIGHT: 182 cm WEIGHT: 82 kg -2 -2 4
METATYPE/
Ork - ( COST: 50 ) -3 -3 CURRENT
VAR:
MAGIC/RESON: Nope ( COST: 0 ) -6 -4
SURGE: Nope ( COST: 0 ) -5
MISC: human-looking -6 EDGE: 4 4 4 4 4 4 4 4

NAT AUG RACE RACE KARMA MODIFIERS LM LM LM LM LM LM STARTING


ATTRIBUTES
SUM SUM MIN MAX Incr Cost Qual 'Ware Magic Gear #1 #2 #3 #4 #5/1 #5/2 KARMA 800
BOD 4 4 4 7 ¥ 470,000
AGI 6 8 1 6 5 100 2 GAINED
REA 5 8 1 6 4 70 3 KARMA 20
STR 3 3 3 6 ¥ 18,740
WILL 5 5 1 6 4 70 UNSPENT
LOG 3 3 1 5 2 25 KARMA 1
INT 5 7 1 6 4 70 2 ¥ 1,350
CHA 3 3 1 5 2 25
EDG 4 4 1 6 3 45 DEFENSE BASE MODIFIERS TOTAL
INITIATIVE
ESS 6.00 1.13 6 6 REA+INT 15 15 1 1 17
MAG 0 0 0 0 Synch +1 INITIATIVE BASE ADDITIONAL TOTAL
RES 0 0 0 0 DICE 1 D6 1 D6 2 D6

BASE MODIF TOTAL BASE MODIF TOTAL BASE MODIF TOTAL


PHYSICAL LIMIT: MENTAL LIMIT: SOCIAL LIMIT:
6 6 6 6 5 -1 4

POSITIVE COST NEGATIVE BON POSITIVE METAGENIC COST NEGATIVE METAGENIC BON
QUALITIES (max 25) 25 QUALITIES (max 25) 25 QUALITIES (max 30) 0 QUALITIES (max 30) 16
Prototype Transhuman 10 Tough and Targeted 10 Impaired (BOD) 8
Biocompatib (Bioware) 5 Impass (-1 Soc L, exc Int) 7 Impaired (STR) 8
Perceptive (+1 Perc) 5 Poor Self Cont (Thrill-Seek) 4
Quick Healer (+2 to heal) 3 (Comp [2], +1 Init Score)
J of All Trades, M of None 2 Dead Emotion (anger) (5) 4

Insomnia (INT+WILL [4]) 0


Fail: no Edge regain 24 h,
stun dam recovery time 2x

LIFE Module Life Module #1 Life Module #2 Life Module #3 Life Module #4 Life Module #5/1 Life Module #5/2
MODULES Name:
COST: 0 Karma:

CONTACTS FREE CONTACT UNSPENT KARMA COST CONN LOYAL LIFESTYLE #1 MONTHS: 2 ¥ COST: 5,900
Name (misc info) POINTS: 9 1 9 (max 12) (max 6) Pókerbár feletti tetőtéri lakás, Low (Renton) 2,950
Francis (fixer; 37 yo; human male; single; hobby: smoking) 6 4 Options/Qualities (CRB p. 370, RF p.213, HT p.139)
Willy (arms dealer; 44 yo; human male; drone GF; hobby: movies) 6 2 C&N: 3; Sec: 3; Neighb: 3 Cramped (-2 Limits)
Jonny (technomancer, 14 yo; human male) 1 2 Rented: 2072.03-2072.04 Limited Building Space
Grid Subscription (Local) Obsc/D to Find (-2 Sneak)
Dev Private Room (-4 Perc)) Safehouse (-4 Tracking)
Loki
Markus LIFESTYLE #2 MONTHS: 1 ¥ COST: 3,500
Romos ház "pánikpince", Bolt Hole (Auburn) 3,500
Options/Qualities (CRB p. 370, RF p.213, HT p.139)
C&N: 2; Sec: 4; Neighb: 2 Dug a H (+2 Track Thresh)
Used: 1 Household Gremlins
Not A Home (D6: on 5-6, -1 C&N)
Ingyenes kontaktok (pontok) -3 Cramped (-2 Limits) Safehouse (-4 Tracking)

Taxiutalvány: 220 ¥ / ¥ LIFESTYLE #3 MONTHS: 1 ¥ COST: 0


Mike: 4 sikeres álca
Options/Qualities (CRB p. 370, RF p.213, HT p.139)
C&N: ?; Sec: ?; Neighb: ?
VEHICLE NAME UNSPENT ¥ ¥ COST HANDL SPEED ACCEL BODY ARMOR PILOT SENS SEATS
1,350 0
MODIFICATIONS COST (¥)
Vehicle base price

VEHICLE NAME UNSPENT ¥ ¥ COST HANDL SPEED ACCEL BODY ARMOR PILOT SENS SEATS
1,350 0
MODIFICATIONS COST (¥)
Vehicle base price

UNSPENT KARMA: 1 LINKED SKILL KARMA MODIFIERS LM LM LM LM LM LM


SKILL GROUP SKILLS ATTRIBUTE SUM Spec Incr Cost Qual 'Ware Magic Gear #1 #2 #3 #4 #5/1 #5/2
Con CHA 3 1 1 2
ACTING Impersonation CHA 3 1 1 2
Performance CHA 3 0
Gymnastics AGI 8 1 1
ATHLETICS Running STR 3 1 1 5
Swimming STR 3 1 1
Cybertechnology LOG 3 0
BIOTECH First Aid LOG 3 0
Medicine LOG 3 0
Blades AGI 8 1 1 2
CLOSE COMBAT Clubs AGI 8 0
Unarmed AGI 8 1 1 2
Banishing MAG 0 0
CONJURING Binding MAG 0 0
Summoning MAG 0 0
Cybercombat LOG 3 0
CRACKING Electronic Warfare LOG 3 0
Hacking LOG 3 0
Computer LOG 3 1 1 2
ELECTRONICS Hardware LOG 3 0
Software LOG 3 0
Alchemy MAG 0 0
ENCHANTING Artificing MAG 0 0
Disenchanting MAG 0 0
Automatics (F.fight) AGI 8 6 2 4 7 2
FIREARMS Longarms (F.fight) AGI 8 6 2 4 57 2
Pistols (Firefight) AGI 8 6 2 4 7 2
Etiquette CHA 3 0
INFLUENCE Leadership CHA 3 0
Negotiation CHA 3 1 1 2
Aeronautics Mech LOG 3 0
Automotive Mech LOG 3 0
ENGINEERING
Industrial Mech LOG 3 0
Nautical Mech LOG 3 0
Navigation INT 7 0
OUTDOORS Survival WILL 5 0
Tracking INT 7 1 1 2
Counterspelling MAG 0 0
SORCERY Ritual Spellcasting MAG 0 0
Spellcasting MAG 0 0
Disguise INT 7 6 2 4
STEALTH Palming AGI 8 2 2 15
Sneaking AGI 8 2 2
Compiling RES 0 0
TASKING Decompiling RES 0 0
Registering RES 0 0
UNSPENT KARMA: 1 LINKED KARMA MODIFIERS LM LM LM LM LM LM
SUM
INDIVIDUAL SKILLS ATTRIBUTE Spec Incr Cost Qual 'Ware Magic Gear #1 #2 #3 #4 #5/1 #5/2
Archery AGI 8 0
Escape Artist AGI 8 1 1 1
Exotic Melee Weapon (Specific) AGI 8 0
Exotic Melee Weapon (Specific) AGI 8 0
Exotic Melee Weapon (Specific) AGI 8 0
Exotic Ranged Weapon (Specific) AGI 8 0
Exotic Ranged Weapon (Specific) AGI 8 0
Exotic Ranged Weapon (Specific) AGI 8 0
Gunnery AGI 8 0
Heavy Weapons AGI 8 3 1 1 2
Locksmith AGI 8 2 2 4
Throwing Weapons AGI 8 1 1 1
Diving BOD 4 0
Free-Fall BOD 4 0
Pilot Aerospace REA 8 0
Pilot Aircraft REA 8 0
Pilot Exotic Vehicle (Specific) REA 8 0
Pilot Exotic Vehicle (Specific) REA 8 0
Pilot Exotic Vehicle (Specific) REA 8 0
Pilot Ground Craft REA 8 1 1 1
Pilot Walker REA 8 0
Pilot Watercraft REA 8 0
Animal Handling CHA 3 0
Instruction CHA 3 0
Intimidation CHA 3 2 2 4
Artisan (Specific) INT 7 0
Artisan (Specific) INT 7 0
Artisan (Specific) INT 7 0
Assensing INT 7 0
Interest Knowledge (Security Proced) INT 7 4 4 0
Interest Knowledge (Small Unit Tact) INT 7 6 6 0
Interest Knowledge (AR/VR games) INT 7 2 2 0
Interest Knowledge (Specific) INT 7 0
Interest Knowledge (Specific) INT 7 0
Street Knowledge (Specific) INT 7 0
Street Knowledge (Specific) INT 7 0
Street Knowledge (Specific) INT 7 0
Street Knowledge (Specific) INT 7 0
Street Knowledge (Specific) INT 7 0
Language (English) (NATIVE) INT 7 0
Language (Japanese) INT 7 2 2 0
Language (Sperethiel) INT 7 2 2 0
Language (German) INT 7 2 2 0
Language (Specific) INT 7 0
Perception (Vis: +4(+5"), Hear: +4) INT 7 7 4 19 1 2
Academic Knowledge (Specific) LOG 3 0
Academic Knowledge (Specific) LOG 3 0
Academic Knowledge (Specific) LOG 3 0
Academic Knowledge (Specific) LOG 3 0
Academic Knowledge (Specific) LOG 3 0
Professional Knowledge (Specific) LOG 3 0
Professional Knowledge (Specific) LOG 3 0
Professional Knowledge (Specific) LOG 3 0
Professional Knowledge (Specific) LOG 3 0
Professional Knowledge (Specific) LOG 3 0
Arcana LOG 3 0
Armorer LOG 3 0
Biotechnology LOG 3 0
Chemistry LOG 3 0
Demolitions LOG 3 0
Forgery LOG 3 0
Astral Combat WILL 5 0
RES 0 0
RES 0 0
WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
Defiance EX Shocker 16 (+1) 5 (7) × 10S(e) -5 SS × × × 4(m) -4/-6
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter) 0-5 6-10 11-15 16-20
ACCESSORIES
Personalized Grip Concealed holster (-2 Conceal)
Smartgun system, external Style: Close Quarter Firearms

WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
Savalette Guardian 16 (+1) 6 (8) × 8P -1 SA/BF 4 2 2 12 (c) -2/-4
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter) 0-5 6-20 21-40 41-60 Regular Ammo, Hand Loads 9P -1 ×
ACCESSORIES APDS, Hand Loads 9P -5 ×
Electr Firing (-1 to sound Percept) Suppressor (-4 to sound Percept) Gel Rounds, Hand Loads 9S 0 ×
Personalized Grip Smartgun system, internal
Concealed holster (-2 Conceal) Style: Close Quarter Firearms

WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
Ingram Smartgun X 16 (+1) 5 (7) × 8P 0 BF/FA 6 2 4 32 (c) +2/0
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter) 0-10 11-40 41-80 81-120 Regular Ammo, Hand Loads 9P 0 ×
ACCESSORIES APDS, Hand Loads 9P -4 ×
Electr Firing (-1 to sound Percept) Suppressor (-4 to sound Percept) Gel Rounds, Hand Loads 9S +1 ×
Fold stock (motoriz) (fold= Free Act) Gas-Vent 2, Smartgun sys, internal
Personalized Grip Style: Mult Opp Def (Friends in Mel)

WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
Cavalier Arms Crockett EBR 16 (+1) 7 (9) × 12P -3 SA/BF 4 2 2 30 (c) +7/+5
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter) 0-50 51-350 351-800 801-1500 Regular Ammo, Hand Loads 13P -3 ×
ACCESSORIES APDS, Hand Loads 13P -7 ×
Electr Firing (-1 to sound Percept) Suppressor (-4 to sound Percept) Explosive Rounds, Hand Loads 14P -4 ×
Shock pad, Personalized Grip Smartgun system, external Gel Rounds, Hand Loads 13S -2 ×
Extended clip (R1) Easy breakdown (manual) (3 Comp A)

WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
Grenade Launcher 11 (+1) 5 (7) × grenade grenade SS × × × 6 (c) +7/+5
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter) 5-50 51-100 101-150 151-500 High explosive 16P -2 -2/m
ACCESSORIES Gas thrown grenade (Pepper Punch) 11S 0 10m Rad
Airburst link (scatter = 3D6-2m×hit) Speed: 1 Comb Turn; Nausea: doubles all wound mod for 10 mins;
after Res Test: Power > WILL = incap (no actions) for 3 Comb Turn
Attack: Heavy Weapons + AGI (3) Test Succ: it hits right where you wanted

WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
Thrown Grenade 9 (+1) Phys Lim × grenade grenade × × × × × 0/-2
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter) 0-8 9-16 17-24 25-40 Gas thrown grenade (Pepper Punch) 11S 0 10m Rad
ACCESSORIES Speed: 1 Comb Turn; Nausea: doubles all wound mod for 10 mins;
0-STRx2; STRx4; STRx6; STRx10 after Res Test: Power > WILL = incap (no actions) for 3 Comb Turn
Therm smoke standard thrown grenade × × 10m Rad
Attack: Throwing Weap + AGI (3) Test Succ: it hits right where you wanted

ARMOR NAME BODY ARMOR CAPACITY ARMOR NAME BODY ARMOR CAPACITY
Big G H (+Ball Mask & F.arm Guards) 4 16 (+2+1) 18 Globetrotter Jacket (+Ball Mask) 4 14 (+2) 15
MODIFICATION CAP Forearm Guards (Shock W: × MODIFICATION CAP Holster (-1 Concealability) ×
Chem Prot (R6+3), Fire Res
Chem Seal, Fire Res (R6+2) 6 Grappl/Clinch or Block with × 12 Electrochrom modification ×
(R6+2)
Insulat, Rad Shiel (R6) 12 2(1*) hit = 8S(e) to oppon × Insulat (R4) ×
+1 Surv*, (+2 Soc Lim for Inti) × Electrochrom modification × +1 Surv*, (+2 Soc Lim for Inti) ×

ARMOR NAME BODY ARMOR CAPACITY ARMOR NAME BODY ARMOR CAPACITY
Catsuit 4 11 15
MODIFICATION CAP MODIFICATION CAP
Noncon (R6+2), Ther Dam (R2) 8
Medkit (R6), Auto-Inj 7
KARMA TO NUYEN (¥) ¥ COST UNSPENT ¥ ¥ COST ESSENCE
GEAR CYBER-, BIO-, & ANYWARE
235 ( 470,000 ¥ ) 125,340 1,350 352,650 4.87
Fake SIN 2x (Michael Ehrmantraut / Nicolaus Bonn) (R4) 20,000 Prototype Transhuman 0 -1.00
-Fake license 2x (priv invest), (firearm), (cyberwares) (R4) 4,800 Metatype modification (ork -> human) 20,000 0.00
Trans Aval (+sim mod) (R6) (S 6; D 6; F 7) Noise 5 to 'link) 5,100
-Stealth Dong (R1); P Carr: Virt M; Encryption; Smoke&Mirr 4,400 Muscle toner (Used) (R2) (+2 AGI) 48,000 0.44
-Apps: Diagnostics (PAN "Biomonitor"), AR Games (4 fun) 160 Cerebellum booster (Used) (R2) (+2 INT) 75,000 0.44
Renraku Sensei Commlink (R3) (D 3, F 3, Agent 3) 1,000 Orthoskin (Alpha) (R2) (+2 Armor) 14,400 0.35
-Program Carrier: Agent 3 1,400 -Dragon hide (Alpha) (+2 BOD vs fire damage) 2,400 0.07
Jammer, area (R4) (4 Noise, -1 for every 5 meters)* 800 -Insulation (Alpha) (+2 BOD vs electrical damage) 9,600 0.07
Micro-transceiver with subvocal mic (-4 Perc) (1km/ww*) 100 Boosted reflexes (Alpha) (+1D6 Initiative Die) 12,000 0.70
Trenchcoat (-2 Conceal); Concealed Holster (-1/-2* Conc) 350 Hearing enhancement (Alpha) (+1 Hearing Perc) 4,800 0.07
Glasses (Capacity 4) 400 Nictitating membr (Alpha) (+2 vs eye irr, flare comp) 1,200 0.03
-Th vis, Vis enh (R1) (+1 Perc L, Perc*), Vis mag, US Sens
1,450 Nephritic screen (Alpha) (R4) (+4 Tox & Disease Resist) 19,200 0.14
(R2)
Ear buds (Capacity 3) 150 Symbiotes (Alpha) (R3) (+3 on Healing Tests) 12,600 0.42
-Audio enhancement (R3) (+3 Perc Lim, Perc*) 1,500 Platelet factories (Used) (2 or 2+ phys dam -> red by 1) 12,750 0.22
Ballistic Mask (custom) (Capacity 8) 300 Sleep regulator (Used) (3h sleep/day, 2x awake time) 9,000 0.11
-G Mask, Im Link, Therm v, V Enh (R2*), V Mag, US Sen (R2) 2,475
Forearm Guards 300 Thickened digest tract lining (-10% LS cost, +1 Tox Res) 8,000 0.10
-Shock W (Grapple/Clinch or Block with 2(1*) hit = 8S(e)) 1,000 Double elastin (Used) (2 or 2+ stun dam -> reduc by 1) 13,500 0.25
Catsuit 900 Synch (Used) (+1 Perc, all combat test after 1st attack) 10,500 0.12
-YNT Softweave Arm, Auto-Inj, Noncon (R6), Ther Dam (R2) 4,900 Tetrachromatic vision (Used) (+3 visual Perception) 6,000 0.12
-Medkit (R6)* (6x / ), Stim Injection (5x / ) 2,250 Reaction optimization (Used) (+1 Initiative) 4,950 0.12
Ares Victory Big Game Hunter 5,000 Enhanced symbiosis (Alpha) (no monthly symb cost) 4,800 0.08
-YNT Sw A, Chem Seal, Fir Res, Insul, Rad Shiel (R6), El mod 11,200
Ares Victory Globetrotter Jacket 1,300 Damper (Alpha) (+2 vs Sonic attacks, flashbangs) 2,700 0.07
-YNT Sw A, Chem Prot, Fir Res (R6), Insul (R4), Electro mod 4,800 Datajack (Alpha) (Rating 1 Noise reduction*) 1,200 0.07
Lapel dagger (nonmet, -4 Conc), ACC 4, DAM STR+1P, AP -
100 Smartlink (Alpha) (+2 ACC, attack*) 4,800 0.14
1
Defiance EX Shocker (with external smartgun+pers grip)* 550 Attention co-processor (Alpha) (+1 Perc Lim, Perc*) 3,600 0.14
-Taser dart, Hand Loads (20x / ) 125 False face (+4 Disguise, 1 min/half min*) 20,000 0.45
Spare clips 31x (9, 11, 11) 155 Gastric neurostimulator (Alpha) (immune to Nausea) 2,400 0.14
Savalette Guardian* 1,970 Reaction Enhancers (Used) (R3, +3 REA) 29,250 1.01
-Electr Firing, Pers Grip, Suppr, Conc holster (-1/2* Perc) 1,750
-Regular Ammo, Hand Loads (100x / ) 250
-APDS, Hand Loads (50x / ) 750
-Gel Rounds, Hand Loads (100x / ) 315 * = additional wireless function
Ingram Smartgun X* 800 " = not always on person
-Electr Firing, Pers Grip, Smartgun ext, Suppr 1,130
-Regular Ammo, Hand Loads (100x / ) 250 PP COST
ADEPT POWERS
-APDS, Hand Loads (100x / ) 1,500 0.00
-Gel Rounds, Hand Loads (100x / 6x ) 315
Cavalier Arms Crockett EBR* 10,300
-AB link, G L, E Fir, S pad, P Grip, SG ext, E clip, Supp, E break 6,685
-Regular Ammo, Hand Loads (200x / ) 500
-APDS, Hand Loads (100x / ) 1,500 Healing: +5 (+3 First Aid or magic) vs Toxin: +5 vs Disease: +4
-Explosive Rounds, Hand Loads (100x / ) 1,125
-Gel Rounds, Hand Loads (100x / ) 315 PERCEPTION MODIFIERS
-High explosive minigrenade (15x / ) 1,500 Spec Qual 'Ware Magic Gear1 Gear2 SUM
-Gas minigrenade (Pepper Punch) (15x / ) 675 Visual 3 1 2" 4
Gas thrown grenade (Pepper Punch) (15x / ) 675 Hearing 1 3 4
Thermal smoke thrown grenade (10x / ) 600
Trauma patch (BOD+LOG/automat stabil* (2x / ) 1,000 COST
FOCI & SPELLS
Stim patch (R6) (3x / ) 400 0
Antidote patch (R6) (4x / ) 1,200
Smart wig (simple action, 4 styles/any style*) 1,200
Lockpick set 250
Maglock passkey (R4) (+1 to Rating vs card readers*) 8,000
Sequencer (R4) (+1 to Rating vs keypads*) 1,000
Miniwelder (vágó/hegesztő) + 2x fuel canister (250+160) 410
Survival kit (1x+1x), Disguise kit (200+500) 700
Respirator (R6), Biomonitor* (300+300) 600
Medkit supplies (3x / ) 300
Ski mask (2x); Rappel gloves, Gecko gloves* (10+50+250) 310
Prepaid commlink (cheap) (R1) 5x 100
GENERAL MODIFIERS (CRB p.140) PC's/PC's targ Street Cred + -X INTIMIDATION MODIFIERS SOCIAL TESTS (CRB p.141)
PC's target has romant attract +2 NPC has “ace in the hole” +2 PC physically imposing +1-3 PLAYER CHAR TARGET (=NPC)
PC's target is Friendly +2 PC/NPC is intoxicated -1 PC' target is physically impos -1-3 Con+CHA [Soc] Con+CHA [Soc]
PC's target is Neutral 0 CON MODIFIERS PCs outnumber the subject(s) +2 Etiq+CHA [Soc] Perc+CHA [Soc]
PC's target is Suspicious -1 PC has "good evidence" +1-2 PCs outnumbered by subj(s) -2 Imper+CHA [Soc] Perc+INT [Ment]
PC's target is Prejudiced -2 PC's target is distracted +1 PC wield weap/obv magic +2 Intim+CHA [Soc] WILL+CHA
PC's target is Hostile -3 PC's targ has time to think -1 PC's targ wield weap/obv mag -2 Lead+CHA [Soc] Lead+WILL [Soc]
PC's target is Enemy -4 ETIQUETTE MODIFIERS PC is causing pain (torture) +2 Negot+CHA [Soc] Negot+CHA [Soc]
PC's goal to NPC is Advant +1 PC has wrong attire -2 NPC is oblivious to danger +2 Perf+CHA [Soc] WILL+CHA
PC's goal to NPC is No Value 0 PC is obviously nervous -2 LEADERSHIP MODIFIERS ATTRIBUTE ONLY (CRB p.152)
PC's goal to NPC is Annoy -1 NPC is distracted -1 PC/PC's target has higher rank + -1-3 JUDGE INTENTIONS
PC's goal to NPC is Harmful -3 NEGOTIATION MODIFIERS PC is obvious authority figure +1 INT+CHA WILL+CHA
PC's goal to NPC is Disastr -4 PC/NPC lacks knowl of sit -2 PC not part of NPC soc strata -1-3 MEMORY
PC's targ is spell influen (/hit) +1 PC/NPC has "bargain chip" +2 PC's target is fan or devoted +2 LOG+WIL p.149

DEVICE RATINGS (CRB p.421) CONCEALABILITY MODIFIERS (CRB p.420)


DR TYPE EXAMPLES -6 RFID tag, bug, slap patch, microdrone, contact lenses
1 Simpl General appliances, public term, entert sys -4 Hold-out pistol, monowhip, clip, credstick, chip, autopicker, 'link, glasses
2 Aver Standard electronics, residential sec devic -2 Light pistol, knife, minidrone, microgrenade, flash-pak, jammer, cyberdeck
3 Smart Alphaware, corp sec devices & vehicles 0 Heavy pistol, machine pistol (coll), grenade, goggles, ammo belt/drum, club
4 Adv Betaware, High-end sec devic, Milit vehicles +2 SMG, machine pistol (ext), medkit, small drone, stun baton
5 Cutt Edg Deltaware, ¥sticks, Black-ops devic & vehic +4 Sword, sawed-off shotgun, bullpup assault rifle
6 Bleed Edg Billion-¥ experimental devices, space craft +6 Katana, monosword, shotgun, assault rifle, sport rifle, crossbow
+8 Sniper rifle, bow, grenade launcher, medium drone
Substituting Active to Knowledge: -3 DP penality (CRB p.130) +10 Machine gun, rocket/missile launcher, staff, claymore, metahuman body
DAMAGE
FIRING MODE DEFENSE MODIFIE # OF MULTIPLE PERCEPTION MODIFIERS & THRESHOLDS (CRB p.135, 136)
ACTION
(CRB p.178, R&G p.119) MODIFIERR ROUNDS ATTACKS PC specifically look for +3 Targ stands out +2
Single-Shot (SS) Simple 0 0 1 with 2 weap PC distracted -2 Targ not immed vicin -2
Semi-Automatic (SA) Simple 0 0 1 with 2 weap Interfering sight/sound -2 Targ far away -3
Double-Tap (SA) Complex 0 +1 2 (2×1) nope Obvious/Large/Loud (Neon sign, yelling, gunfire) 1
Semi-Auto Burst (SB) Complex -2 0 3 (3×1) multipl targ Normal (Street sign, conversation, silenced gunfire) 2
Burst Fire (BF) Simple -2 0 3 multipl targ Obscured/Small/Muffled (contact lens, whispering) 3
Aimed Burst (BF) Complex 0 +1 3 nope Hidden/Micro/Silent (Secret door, subvocal speech) 4
Long Burst (LB) Complex -5 0 6 (2×3) multipl targ
Full Auto (FA) Simple -5 0 6 multipl targ Surpr: REA+INT (3), +3 if alerted, +6 if ambusher (CRB p.192)
Brain Blaster (FA) Complex 0 +2 6 nope
Full Auto (FA) Complex -9 0 10 multipl targ 10m wide; until end of C Turn; in zone: DP pen = succ; not behind
Suppressive Fire Complex succ 0 20 cover/prone or moving into area: REA+EDG [succ] or take dam = weapon+ammo

ENVIRONMENTAL MODIFIERS (CRB p.175) ENVIRONMENTAL COMPENSATION (CRB p.175)


VISIBILITY LIGHT/GLARE WIND RANGE MOD Flare Compensat Glare conditions shift 2 rows up
Clear Full Light/No Glare None/Breeze Short 0 Image Magnificat Range conditions shift 1 row up
Light Rain/F/Sm Partial L/Weak G Light Winds Medium -1 Low-Light Vision Treat Partial and Dim Light as Full Light
Moderate R/Fog/S Dim L/Moderate G Moderate W Long -3 Thermogr Vision Visibility and Light conditions shift 1 row up
Heavy R/F/Smoke D.ness/Blinding G Strong W Extreme -6 Tracer Rounds (FA) Wind & Range below Light & Short shift 1 row up
Combination of two or more conditions at the -6 level row -10 Smartlink Wind shifts 1 row up
Thermographic, Low-Light, Sunglass, Trac Rounds, Image Magnif, Sunglasses Glare/Light conditions shift 1 row up/down
Ultrasound Thermogr, U-sound Smartlink Tracer Rounds Ultrasound Visibil shift 1 row up, ignore Light cond (max 50m)

SITUATIONAL MODIFIERS (CRB p.176) MELEE MODIFIERS (CRB p.187) DEFENSE MODIFIERS (CRB p.189)
Attacker firing from cover w/ imag devic -3 Attacker making charging attack +2 Defender inside a moving vehicle +3
Attacker firing from a moving vehicle -2 Attacker prone -2 Defender prone (only melee or 5m or less) -2
Attacker in melee combat -3 Attacker has superior position +2 Defender unaware of attack NO
Attacker running -2 Attacker using off-hand weapon -2 Attacker has longer Reach (per net Reach) -1
Attacker using off-hand weapon -2 Attacker has friends in melee +1 Defender has longer Reach (per net Reach) +1
Blind fire -6 Attacker's target prone +1 Defender receiving a charge +1
Take Aim (/Round) +1 Touch-only attack +2 Defender has defended other attack (per att) -1
Defender in melee & targeted by ranged att -3
HEALING MODIF (CRB p.208) Bad c (combat, swamp) -3 Remote (through a.doc) -2 Defender running +2
Good condit (steril) +0 Terrible c (fire, storm) -4 Uncooperative patient -2 Defender sprinting (CRB p.162-3) +4
Average cond (indoors) -1 No medical supplies -3 Awak or Emerg patient -2 Def has Partial (25-50%)/Good(50+%) Cover +2/+4
Poor cond (street/wild) -2 Improvised med suppl -1 Implants (/2 ESS loss) -1 Defender targeted by area-effect attack -2
First Aid (Stun or Physical): First Aid + Logic [Mental] (2) Test, +/- Healing Modifiers. Each net hit over the threshold removes 1 box of damage
Natural Recovery: Stun: Body + Willpower (1 hour) Extended Test. Hit = 1 box heal; Physical: Body x2 (1 day) Extended Test. Hit = 1 box heal
COMBAT MANEUVER SUCC DESCRIPTION (R&G p.99)
Crossfire 6 leader identify positions (solo SUT + INT Test, Simple Action); then normal Combat M Test; +3 to attack
Diamond Formation 4 +1 against surprise/ambush, +2 on Initiative roll
Dog Pile var for every 3 SUT roll successes (rounded down) of the leader, team members receive +1 attack bonus
Marching Fire 6 +4 for semi-auto, burst fire and full auto weapon attacks
Slicing the Pie var bonus lasts until character moves and enemies stay generally where they were; +1 defensive bonus/SUT success

BARRIER RATINGS (CRB p.197) STRU ARM Barrier Cond Monitor: Struct × 10 cm thickness (per m2)
Fragile (standard glass) 1 2 Shooting through barriers: (Blind Fire & target unaware)
Cheap Material (drywall, plaster, door, regular tire) 2 4 Structure + Armor to resist
Average Material (furniture, plastiboard, ballistic glass) 4 6 If Stru < unresisted Dam: remain dam transfers to target
Heavy Material (tree, hardwood, dataterm, light post, chain link) 6 8 If modified Damage (+ - AP) =< Armor rating: AUTOFAIL
Reinforced Mat (densiplast, sec door, armored glass, Kevlar wallboard) 8 12 Destroying barriers: modified Damage (2x base DV if
Structural Material (brick, plascrete) 10 16 explosive) vs Structure + Armor
Heavy Structural Material (concrete, metal beam) 12 20 If Damage >= Structure: 1m2 hole (2m2 if double, etc.)
Armored/Reinforced Material (reinforced concrete) 14 24 If bullet or projectile: 1 or no Damage to Barrier (per
Hardened Material (blast bunkers) 16+ 32+ bullet) and the rest to target

EDGE COST EDGE EFFECT (CRB p.56, R&G p.126) BUYING & FENCING (CRB p.418)
Push the Limit 1 add Edge to Dice Pool; reroll every 6; ignore limits Negotiation+CHA [Soc] vs Avail
Second Chance 1 reroll all dice that did not hit; can't negate a glitch or a critical glitch +25% price = +1 die on the test
Seize the Initiative 1 move to the top of the initiative order; lasts for the entire Combat Turn
Selling to contact: Loy×5% value
Blitz 1 roll five Initiative Dice for a single Combat Turn By self: Extended Etiq+CHA [Soc]
Close Call 1 negate the effects of a glitch or turn a critical glitch into a glitch vs 10, interval = deliv times; then
Dead Man’s Trigger 1 BOD + WILL (3) test; if success, do a single action before you black out Opposed Negot+CHA [Soc], 25%
orig value + - 5% /net hits
Smackdown 1 burn automatically succeed in an action with 4 net hits (must have ranks)
Not Dead Yet 1 burn not dying (very) Cost (¥) Deliv time
Lucky Move 1 use a Martial Arts technique once per Combat Turn 1 - 100 6 hours
Miracle Shot 1 remove 4 points of Called Shot penalties for any Called Shot 101 - 1 000 1 day
Lucky Duck 2 make the attack miss a teammate 1 001 - 10 000 2 days
Sixth Sense 1 unaware character can roll a Defense Test 10 001 - 100 000 1 week
Lucky Cover 1 can find cover More than 100 000 1 month

ACTION NAME NOTES (CRB p.162, R&G p.119)


Block/Dodge/Parry (-5) add Unarmed Combat/Gymnastics/Melee Weapon skill to the Defense Test [Physical Limit]
Dive for Cover/Hit the Dirt (-5) Drop Prone behind any cover within 4 meters / Drop Prone
Interrupt
Full Defense (-10) add WILL to the Defense Test
Run for your Life (-5) use available Movement to move away from incoming AoE attack
Pre-Emptive B/D/Parry use Block/Dodge/Parry for an entire Combat Turn (only self’s Action Phase)
Combat Maneuver Test Small Unit Tactics + INT [Mental] teamwork test; success lasts entire Combat Turn
Free
Call Shot (CRB p.195, R&G p.111) Change Linked Device Mode Drop Object Drop Prone
Eject Smartgun Clip Multiple Attacks Run Speak/Text/Transmit Phrase
Quick Draw (Weapon Skill) + Reaction [Physical] (3) Test
Take Cover +2 or +4 to Defense Test for Partial (25-50%) or Good (50+%) Cover
Activate Focus Call Spirit Change Device Mode Change Gun Mode
Simple Command Spirit Dismiss Spirit Fire Bow Insert Clip
Nock 1 arrow Observe in Detail Pick up / Put Down Object Ready Weapon
Reckless Spellcasting Reckless Summoning Remove Clip Shift Perception
Stand Up Take Aim Throw Weapon Use Simple Device
Astral Projection Banish Spirit Cast Spell Fire Mounted or Vehicle Weapon
Complex Melee Attack Melee Attack Reload Weapon (belt, cylinder, drum, internal, muzzle)
Rigger Jump In Sprint Summoning Use Skill

HTR TEAM RESPONSE TIME (CRB p.352, RF p.220)


ZONE RESP TIME NEIG DESCRIPTION
AAA 1D6 min 7 Downtown Seattle, megacorp HQ, military installation, skyraker condos, private islands.
AA 1D6+4 min 6 Luxury residential and posh commercial places. If you ask the price, you can’t afford to live here.
A 2D6+3 min 5 Mid- to high-level residential, common corporate buildings.
B 1D6×5 min 4 Middle class residential, along with the commercial places they use and the occasional light industrial facility.
C 1D6×10 min 3 Low-end residential, storage areas, small bodegas. The district has seen better days.
D 1D6×12 min 2 Run-down business district, abandoned warehouses, forgotten tenements, old cemeteries, large parking lots.
E 1D6 hours 1 Low-rent/industrial districts, heavy or toxic industrial facilities, mostly filled with SINless squatters and the homeless.
Z 2D6 hours 0 Lawless area deep in the heart of many barrens. Chicago Containment Zone, Redmond Barrens.
FIREFIGHT 1) Take Aim (-1 Range, +1 DP & ACC) (Simple) Teamwork: Lim: +1/assist with 1 hit, DP: +1/a's hit (CRB p.49)
STEPS 2) Fire Short Burst/Full Auto (Simple) ÖSSZEFOGLALÓ TÁBLÁZATOK: CRB p.474
ATTRIBUTES METATYPES MAGRES
BOD - 0 Nope
AGI Human 0 Adept
REA Dwarf 50 Aspected Magician
STR Elf 40 Magician
WILL Ork 50 Mystic Adept
LOG Troll 90 Technomancer
INT Centaur 60
CHA Cyclops 100
MAG Dryad 90 SURGES
RES Fomorian 100 Nope
Giant 90 Class I
RECCOMP Gnome 50 Class II
× Hanuman 100 Class III
0 Hobgoblin 40
1 Koborokuru 70
2 Menehune 50
3 Minotaur 100
4 Naga 95
5 Nartaki 40
6 Nocturna 60
7 Ogre 40
8 Oni 50
9 Pixie 70
10 Sasquatch 90
11 Satyr 50
12 Wakyambi 70
13 Xapiri Thëpë 80
14 Sh.shifter [Bovine] 100
15 Sh.shifter [Canine] 110
Sh.shifter [Equine] 120
Sh.shifter [Falcon] 110
Sh.shifter [Leonine] 160
Sh.shifter [Lupine] 120
Sh.shifter [Panth] 150
Sh.shifter [Tigrine] 150
Sh.shifter [Ursine] 160
Sh.shifter [Vulpine] 100
+ Cyclopean (.Ss) 15
+ Dryad (S.shift) 2
+ Dwarf (S.shift) 8
+ Elf (S.shift) 5
+ Fomorian (S.s) 18
+ Giant (S.shift) 20
+ Gnome (S.shift) 0
+ Hanuman (S.s) 13
+ Hobgoblin (S.s) 10
+ Human (S.shift) 0
+ Koborokuru (S.s) 8
+ Menehune (S.s) 10
+ Minotaur (S.s) 20
+ Nartaki (S.shift) 0
+ Nocturna (S.s) 5
+ Ogre (S.shift) 13
+ Oni (S.shift) 10
+ Ork (S.shift) 10
+ Satyr (S.shift) 20
+ Troll (S.shift) 20
+ Wakyambi (S.s) 15
+ Xapiri Thëpë (S.s) 3
0
20
15
30
35
15

0
10
20
30

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