Professional Documents
Culture Documents
OVERFLOW
ETHNICITY: Caucasian SEX: female TRACKER TRACKER
STREET CRED: 1 NOTORIETY: 0 PUBLIC AWAR: 0 -1 -1 MAXIMUM
AGE: 26 HEIGHT: 176 cm WEIGHT: 52 kg -2 -2 4
METATYPE/
Elf - ( COST: 40 ) -3 -3 CURRENT
VAR:
MAGIC/RESON: Adept ( COST: 20 ) -6 -4
SURGE: Class III ( COST: 30 ) -5
MISC: -6 EDGE: 3 3 3 3 3 3 3 3
POSITIVE COST NEGATIVE BON POSITIVE METAGENIC COST NEGATIVE METAGENIC BON
QUALITIES (max 25) 25 QUALITIES (max 25) 25 QUALITIES (max 30) 28 QUALITIES (max 30) 28
Prototype Transhuman 10 Code of Hon (Akichita) 15 Keen-Eared (+1 hear Perc) 3 Impaired (STR) 8
Nat Athl (+2 Run, Gym) 7 Day Job (2500¥/month, 10 Thermographic vision 3 Impaired (LOG) 8
Mentor Spirit (Horse) 5 20 hrs/week, Tai chi train) Biosonar (+1 hear Perc) 4 Impaired (CHA) 8
Quick Healer (+2 to heal) 3 Celerity 6 Critter Spook (5) 4
Corrosive Spit (6P acid) 5
Vom Org (+2 Perc +1 Soc) 3
Defensive Secretion 4
Allergy (comm, mild), cats 0 (-1 to all, for 24 hours)
(-2 to Phys Tests)
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: 5,400
Name (misc info) POINTS: 9 3 0 (max 12) (max 6) Garzonlakás, Low 2,700
"Nezumi", Yakuzás informátor, 29 yo, hobbi: harci motorversenyek 5 4 Options/Qualities (CRB p. 370 & RF p.213 & HT p.139)
C&N: 3; Sec: 3; Neighb: 3 Garage
Jonny (technomancer, 14 yo; human male) 1 1 Rented: 2072.03-2072.04 Angry Drunk Reputation
Cramped (-2 Limits)
Obsc/D to Find (-2 Sneak)
Celerity: Walk AGI×3; Run AGI×6; Sprint +3m/hit (1m/s = 3,6 km/h) LIFESTYLE #3 MONTHS: 1 ¥ COST: 0
Corrosive Spit: Range: BOD meter; 6P acid dam & -1 Armor; next turn: 5P & -1 Armor; etc...
Horse Mentor Spirit: Movement power (CRB 399); Compl Act; Movem rate × Magic; (3/day)
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
Ford Americar 17,620 20,000 4/3 3 2 11 6 1 2 4
MODIFICATIONS COST (¥)
Vehicle base price 16,000
Morphing licence plate 1,000
Spoof chip 500
Smuggling Compartment (-6 Perc) 1,500
Gridlink override 1,000
VEHICLE NAME UNSPENT ¥ ¥ COST HANDL SPEED ACCEL BODY ARMOR PILOT SENS SEATS
17,620 0
MODIFICATIONS COST (¥)
Vehicle base price
WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
Monofilament Whip 16 5 (7) 2 12P -8 SA/BF × × × × -4
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter) × × × ×
ACCESSORIES
secondary effect: electricity Technique: Hammerfist (Called Shot
(-5 Initiative Score; -1 DP on actions [Blast Out of Hands] only -3 DP)
& Defense Test for 1 Combat Turn)
WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
Ingram Smartgun X 10 5 (7) × 8P 0 BF/FA 6 2 4 32 (c) +2
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) Explosive Rounds, Hand Loads 10P -1 ×
Fold stock (motoriz) (fold= Free Act) Smartgun system, external Gel Rounds, Hand Loads 9S +1 ×
Personalized Grip
WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
Thrown grenade 8 Phys Lim × 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–STR x 2 To STR x 4 To STR x 6 To STR x 10 High explosive 16P -2 -2/m
ACCESSORIES Thermal smoke × × 10m Rad
Gas thrown grenade (Pepper Punch) 11S 0 10m Rad
Speed: 1 Comb Turn; Nausea: doubles all wound mod for 10 mins;
after Res Test: Power > WILL = incap (no actions) for 3 Comb Turn
WEAPON NAME D POOL ACC REACH DAMAGE AP MODERC (=BASE+WEAP) AMMO CONCEAL
× × ×
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter)
ACCESSORIES
WEAPON NAME D POOL ACC REACH DAMAGE AP MODERC (=BASE+WEAP) AMMO CONCEAL
× × ×
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter)
ACCESSORIES
ARMOR NAME BOD ARMOR CAPACITY ARMOR NAME BOD ARMOR CAPACITY
Big Game Hunter (+Ball Mask +F.arm G) 4 14 (+2+1) 12 M of Lond - Argentum Coat (+Ball Mask) 4 12 (+2) 14
MODIFICATION CAP Forearm Guards (Shock: MODIFICATION CAP Social Limit +1 ×
Fire Res (R6), Chem Seal 6 Grapple/Clinch or Block Fire Res (R4), Noncond (R3) 7 -3 Concealability ×
Noncond (R5), Insulat (R1) 6 with 1 hit = 8S(e) to oppon Chem Prot (R6) 6 Wireless: +1 Social Tests ×
+1 Surv, (+2 Soc Lim for Intim) Electrochromic modification (+2 Soc Lim for Intimid) ×
ARMOR NAME BOD ARMOR CAPACITY ARMOR NAME BOD ARMOR CAPACITY
Armor Jacket (+Ball Mask) 4 12 (+2) 12
MODIFICATION CAP MODIFICATION CAP
KARMA TO NUYEN (¥) ¥ COST UNSPENT ¥ ¥ COST ESSENCE
GEAR CYBER-, BIO-, & ANYWARE
88 ( 176,000 ¥ ) 100,950 17,620 45,750 0.00
Fake SIN (R 4) (Carol Garner) 10,000 Prototype Transhuman 0 -1.00
Fake SIN (R 4) (Debra Blair) 10,000
Credstick - silver 20 Sleep regulator (Used) (3h sleep/day, 2x awake time) 9,000 0.12
Transys Avalon Commlink (with sim module) (R6) 5,100 Nephritic screen (Used) (R1) (+1 Toxin & Disease Res) 3,000 0.06
Micro-transceiver with subvocal mic (-4 Perc) (100+50) 150 Nictit membr (Used) (+2 vs eye irritants, flare comp) 750 0.06
Bug scanner (R6) (E. Warf/R*+LOG [R] vs bug LOG+Sleaze) 600 Platelet fact (Used) (2 or 2+ phys dam -> reduce by 1) 12,750 0.25
Glasses (Capacity 4) 400
-Image Link, Smartlink, Vis Enhan (R1), Vis Magn 2,775 Tetrachromatic vision (Used) (+3 visual Perception) 6,000 0.12
Ear buds (Capacity 3) 150 Double elast (Used) (2 or 2+ stun dam -> reduce by 1) 13,500 0.25
-Sound link, Audio enhancement (R2) 1,025
Monofilament Whip 10,000 Breast impl 2.0 (Used) (change size is Simpl/Free* Act) 750 0.12
Weapon focus (F2) 14,000
Qi focus (F2+F2) 12,000
Ingram Smartgun X* 800
-Electr Firing, Pers Grip, Smartgun ext, Suppr, Low L flashl 1,130
-Regular Ammo, Hand Loads (100x / ) 250
-APDS, Hand Loads (50x / ) 750
-Gel Rounds, Hand Loads (100x / ) 315
High Explosive Grenade (5x / ) 500
Thermal smoke Grenade (10x / ) 600
Gas thrown grenade (Pepper Punch) (10x / ) 450
Survival knife, ACC 5, DAM STR+2P, AP -1 100
Ballistic Mask (custom) 300
-Gas Mask, Image Link, Smartlink, Vis Enhan (R1), Vis Magn 2,975
Armor Jacket 1,000
Mortimer of London, Argentum Coat 3,600
-Chem Prot (R6), F Res (R4), Noncond (R3), Electro modif 3,750
Big Game Hunter 5,000
-Chem Seal, Fire Res (R6), Noncond (R5), Insul (R1) 4,500
Forearm Guards 300
-Shock Weave (Grapple/Clinch or Block with 1 hit = 8S(e)) 1,000
Disguise kit 500
Smart wig (with trode net) 1,300
Ski mask (2x) 10 * = additional wireless function
Gecko tape gloves, Rappelling gloves (250+50) 300 " = not always on person
Stealth rope 2x (100 m) 170
Catalyst stick 120 PP COST
ADEPT POWERS
Respirator (R6) 300 6.00
Biomonitor 300 Combat Sense LV3 (+3 Defense, can roll Perception vs Surprise) 1.50
Medkit (R6) 1,500 Improved Physical Attribute (+1 AGI) 1.00
Trauma patch (2x) 1,000 Improved Reflexes LV3 (+3 REA, +3D6 Initiative Dice) 3.50
Stim patch (R6) (4x) 600
Antidote patch (R6) (4x) 1,200
Restraint (metal) 5x 100
Restraint (plastic) 20x 10
COST
FOCI & SPELLS
14
Weapon focus bonding (F2) 6
Qi focus bonding (F2; Elemental Weapon; electr effect; 0,5PP) 4
Qi focus bonding (F2; Facial Sculpt; LV2; +2 Disguise; 0,5PP) 4
PERCEPTION MODIFIERS
Spec Qual 'Ware Magic Gear SUM
Visual 2 3 1 6
Hearing 2 2 4
Smelling 2 2
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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