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