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NAME: Samuel Black STREET NAME: Grey STARTING SPENT (misc) STUN DAMAGE

ETHNICITY: Caucasian SEX: male KARMA: 800


-1
STREET CRED: 16 NOTORIETY: 0 PUBLIC AWARE: 1 NUY (¥): 130,000 132,420
AGE: 24 HEIGHT: 186 cm WEIGHT: 78 kg GAINED UNSPENT
METATYPE/ -2
Elf - 40 KARMA: 337 20
VAR:

COST:
MAGIC/RESON: Adept 20 NUY (¥): 305,560 45,870
-3
SURGE: Class III 30
MISC: brown eyes, dark brown hair, cowboy hat EDGE:
-4

ATTRIBUTES RACE RACE KARMA MODIFIERS MODIFIERS


SUM BASE -5
AUGM NAT MIN MAX Incr Cost Qual 'Ware Magic Gear Q W M G
BOD 5 5 1 6 4 70 INITIATIVE: 17 16 1 2 stun = 1 phys ê
AGI 11 7 3 8 4 110 4 INITIAT DICE: 4 D6 1 D6 3 PHYSICAL DAMAGE
REA 10 6 1 6 5 100 4 DEFENSE: 18 16 2
-1
STR 4 4 1 4 3 45
WILL 5 5 1 6 4 70 PHYSICAL 8 8
-2

LIMIT:
LOG 4 4 1 4 3 45 MENTAL 7 7
INT 6 6 1 6 5 100 SOCIAL 6 6
-3
CHA 3 3 3 6 0 0
EDG 4 4 1 6 3 45 COMPOS: 8 8
-4
MAG 6 6 1 12 5 100 JUD INTENT: 10 9 1
ESS 6.000 6 6 6 MEMORY: 9 9
-5

SPELL RESISTANCES SUM B M Health, Negative: 5 5 Detection, Active: 9 9 +1 /BOD mins ê


Combat, Direct, Physical: 5 5 Illusion, Physical: 10 10 Manipulation, Physical: 9 9 O.FLOW: 5 /
Combat, Direct, Mana: 5 5 Illusion, Mana: 9 9 Manipulation, Mental: 9 9 Over that = R.I.P.

POSITIVE COST NEGATIVE BON POSITIVE METAGENIC COST NEGATIVE METAGENIC BON
QUALITIES (max 25) 22 QUALITIES (max 25) 25 QUALITIES (max 30) 29 QUALITIES (max 30) 29
Agile Defender (WILL->AGI) 3 Consummate Prof (Str Cred 3 Marsupial Pouch (-6 Conc) 3 Critter Spook (within 5m, 5
Hawk Eye (+1 DP Percept, 3 incr /2, +2 DP Soc vs empl) Metagenic AGI Improvem 15 react hostile, -2 to H Anim)
-1 Range category) Echo Chamber (+2 DP ext 10 Nasty Vibe (+2 DP Intimid) 5 Impaired CHA (-2 max) 8
J of All Trad Mast of None 2 Matrix Search, -1 to glitch) Thermographic Vision 3 Impaired LOG (-2 max) 8
Perceptive (+1 DP Percept) 5 Family Curse (-2 DP Addic) 5 Vomeron Organ (+2 Smell 3 Impaired STR (-2 max) 8
Perf Time (+1 F Act & Perf) 5 Prejudice (addicts, biased) 3 Percept, +1 DP Soc Tests)
Sharpshooter (Called Shot 4 P Self Contr (Thrill-Seeker) 4
-2 DP, other Ranged -1 DP) (Comp (2) or risky option)

CONTACTS FREE CONT POINTS / REMAIN COST CONN LOYAL LIFESTYLE #1 MONTHS: 7 ¥ COST: 17,710
Name (misc info) 9 + 3 = 12 / 0 0 (max 12) (max 6) Middle, Ork UG, Tourist Highwayhez közel 2,530
Alfons (arms dealer; 48/m; dwarf; married; hobby: Germany) 5 3 Options/Qualities (CRB 370, RF 213, HT 139)
Mike (mechanic; 35/m; ork; single; hobby: 20th century vehicles) 2 2 C&N: 3; Sec: 3; Neighb: 3 Grid Subscription (Local)
Rent: 74.07.01.-75.01.31. Dang Area (Neighb 4 --> 3)
Gym (-20% phys upgr time) Obsc/D to Find (-2 Sneak)
Private Room (-4 Perc) Ward (F7)
FREE CONTACTS: Garage
Leonard (Aztechnology; 38/m; human; single; hobby: animals) 7 2
Allura (fixer; 33/f; human; single; hobby: ??) 7 2 LIFESTYLE #2 MONTHS: 1 ¥ COST: 1,750
Ms. Morita (Johnson, import/export; 34/f; human; hobby: cars) 4 1 Romos ház, Bolt Hole (Puyallup) 1,750
Mike O'Donnell (street doc; 41/m; human; hobby: ??) 3 2 Options/Qualities (CRB 370, RF 213, HT 139)
C&N: 2; Sec: 4; Neighb: 2 Cramped (-2 LOG Limits)
Used: Dug a H (+2 Track Thresh)
Household Gremlins
Ward (F7) (ha kell) (D6: on 5-6, -1 C&N)
Not A Home Safehouse (-4 Tracking)

Longarms/Unarmed/Monowhip: 16/17/18(DP) + TA + SUT Lefegyv: Blast out of Hands LIFESTYLE #3 MONTHS: 1 ¥ COST: 0

Options/Qualities (CRB 370, RF 213, HT 139)


C&N: ?; Sec: ?; Neighb: ?
UNSPENT KARMA: 20 ATTRIBUTE ATTRIBUTE

Ware

Ware
Rank

Rank
Gear

Gear
Qual

Qual
Spec

Spec
Mag

Mag
Cost

Cost
INDIVIDUAL SKILLS
GROUP SKILLS & SKILL SUM & SKILL SUM
Con CHA 3 2 1 1 1 Archery AGI 11 0
ACTING

Impersonation CHA 3 2 1 1 1 Escape Artist AGI 11 1 1 1


Performance CHA 3 2 2 Exot M W (M.whip) (W. Fight) AGI 11 5 2 2 11 3
Etiquette CHA 3 2 1 1 1 Exotic Weapon (Specific) AGI 11 0
INFLUEN

Leadership CHA 3 2 1 1 1 Exotic Weapon (Specific) AGI 11 0


Negotiation CHA 3 2 1 1 1 Gunnery AGI 11 1 1 1
Gymnastics AGI 11 1 1 1 Heavy Weapons AGI 11 1 1 1
ATHLETICS

Running STR 4 0 Locksmith AGI 11 1 1 1


Swimming STR 4 1 1 1 Throwing Weapons AGI 11 1 1 1
Flight AGI 11 0 Diving BOD 5 0
Biotechnology LOG 4 0 Free-Fall BOD 5 1 1 1
BIOTECH

Cybertechnology LOG 4 0 Pilot Aerospace REA 10 0


First Aid LOG 4 0 Pilot Aircraft REA 10 1 1 1
Medicine LOG 4 0 Pilot Exotic Vehicle (Specific) REA 10 0
Blades(Gun K) (+1ingy) AGI 11 2 2 2 1 Pilot Ground Craft REA 10 1 1 1
COMBAT
CLOSE

Clubs AGI 11 0 Pilot Walker REA 10 0


Unarm (Tae Kwon Do) AGI 11 4 2 4 27 Pilot Watercraft REA 10 1 1 1
Automatics AGI 11 1 1 1 Animal Handling CHA 3 -1 -1
FIREARM

Longarms (Gun Kata) AGI 11 5 2 4 27 1 Instruction CHA 3 0


Pistols AGI 11 1 1 1 Intimidation CHA 3 5 2 4 3
Banishing MAG 6 0 Artisan (Woodcarving) INT 6 1 1 1
CONJUR

Binding MAG 6 0 Assensing INT 6 4 2 4 2


Summoning MAG 6 0 Perception (Vis; Hear; Smell) INT 6 8 2 2 11 4 2
Alchemy MAG 6 0 Arcana LOG 4 3 3 9
SORCERY ENCHANT

Artificing MAG 6 0 Armorer LOG 4 1 1 1


Disenchanting MAG 6 0 Chemistry LOG 4 0
Counterspelling MAG 6 0 Demolitions LOG 4 0
Ritual Spellcasting MAG 6 0 Forgery LOG 4 0
Spellcasting MAG 6 0 Astral Combat WILL 5 0
Drain/Fading Resist WILL + BOD 10 0 × × Interest Knowl (Magic Theory) INT 6 1 1 0
Compiling RES 0 0 Interest Knowl (Mag Threats) INT 6 1 1 0
TASKING

Decompiling RES 0 0 Interest Knowl (Parazoology) INT 6 1 1 0


Registering RES 0 0 Interest Knowl (Infected) INT 6 1 1 0
Cybercombat LOG 4 0 Interest Knowl (Forensics) INT 6 1 1 0
CRACK

Electronic Warfare LOG 4 0 Street Knowl (Small Unit Tact) INT 6 4 4 0


Hacking LOG 4 0 Street Knowl (Security Proced) INT 6 1 1 0
Computer LOG 4 1 1 1 Street Knowl (Police Proced) INT 6 1 1 0
ELECTRO

Hardware LOG 4 0 Street Knowledge (Seattle) INT 6 2 2 0


Software LOG 4 0 Street Knowl (Seattle Gangs) INT 6 2 2 0
Aeronautics Mechanic LOG 4 0 Street Knowl (Crime Syndic) INT 6 1 1 0
ENGINEER

Automotive Mechanic LOG 4 1 1 1 Street Knowledge (Specific) INT 6 0


Industrial Mechanic LOG 4 0 Language (English) (NATIVE) INT 6 0 N 0
Nautical Mechanic LOG 4 0 Language (Linguist: Japanese, INT 6 1 1 0
Navigation INT 6 1 1 1 Mandarin, Korean, Hindi, INT 6 1 1 0
OUTDRS

Survival WILL 5 1 1 1 German, Russian, Italian, INT 6 1 1 0


Tracking INT 6 1 1 1 French, Spanish, Portugese, INT 6 1 1 0
Disguise INT 6 3 2 1 Swedish, Finnish, Norwegian, INT 6 1 1 0
STEALTH

Palming AGI 11 3 2 15 1 Turkish, Greek, Arabic, INT 6 1 1 0


Sneaking AGI 11 2 2 Dakota, Salish, Siouian, INT 6 1 1 0
Sperethiel, Or'zet, Latin) INT 6 1 1 0
LIFTING: 120 +30kg /hit WALK/RUN: AGI×2 AGI×4 +2m/hit Language (Aztlaner Spanish) INT 6 2 2 1
CARRY: 80 +20kg (STR + SWIM: (AGI + STR)/2 +2m/hit RES 0 0
L ABOVE: 60 +15kg BOD) FLIGHT: AGI×? AGI×? +?m/hit RES 0 0

VEHICLE #1 NAME & TYPE UNSPENT ¥ ¥ COST HANDL SPEED ACCEL BODY ARMOR PILOT SENS SEATS
C-N Jackrabbit Vehicle 45,870 29,250 3/2 3 2 8 4 1 2 2
MODIFICATIONS COST (¥) CONDIT MONIT: 1 2 3 4 5 6 7 8 9 #############################################
Vehicle base price 10,000 Vehicle tag eraser 750
Morphing licence plate 1,000 Smug Comp - Shielding (MAD) 3,000
Spoof chip 500 Smug Comp - Shielding (mm wave scan) 3,000
Smuggling Comp (-6 Perc, Thresh: 4) Hailey Smug Comp - Shielding (olfactory scan) 3,000
Gridlink override Hailey
Anti-Theft System (R2) Hailey
Chameleon Coating 8,000
VEHICLE #2 NAME & TYPE UNSPENT ¥ ¥ COST HANDL SPEED ACCEL BODY ARMOR PILOT SENS SEATS
Vehicle 45,870 0
MODIFICATIONS COST (¥) CONDIT MONIT: 1 2 3 4 5 6 7 8 9 #############################################
Vehicle base price

WEAPON: Unarm / Shock Gloves D POOL: 17/19 CONC: × / -2 AMMO: × / 10 AMMO TYPE DAM AP BLAST
ACC: 7 REACH: 0 DAM: 4S/8S AP: 0 / -5 RC (base+weap): × × × Unarmed 4S 0 ×
RANGE: Short (0) × Med (-1) × Long (-3) × Extr (-6) × Shock Gloves 8S (e) -5 ×
ACCESSORIES & NOTES
Tech: Flying Kick (+1 DP & B-B Tact Combat Boots (ACC 5) 6P -4 ×
Reach; -1 Def if not hits)

WEAPON: Monofilament Whip D POOL: 18 CONC: -4 AMMO: × AMMO TYPE DAM AP BLAST
ACC: 6 (9) REACH: 2 DAM: 12P AP: -8 RC (base+weap): × × × Standard attack 12P -8 ×
RANGE: Short (0) × Med (-1) × Long (-3) × Extr (-6) ×
ACCESSORIES & NOTES Tech: Mu Opp Def (Frie in Mel)
Personalized Grip
Conc holster (-1/-2* Conc)

WEAPON: Altmayr SPX2 D POOL: 16 CONC: 1 (0) AMMO: 8 (c) AMMO TYPE DAM AP BLAST
ACC: 5 (8) MODE: SS/SA DAM: 10P AP: -1 RC (base+weap): 3 0 3 Explosive rounds, Hand Loads 12P -2 ×
RANGE: Short (0) 0-5 Med (-1) 6-20 Long (-3) 21-40 Extr (-6) 41-60 Regular ammo, Hand Loads 11P -1 ×
ACCESSORIES & NOTES Person Grip, Holograph Sight Tech: Mu Opp Def (Frie in Mel) Gel Rounds, Hand Loads 11S 0 ×
Stock removal Melee Hard, Ch Coat (-1 Conc) (wireless change gun mode &
Electr Firing (-1 to sound Perc) Retr Bayonet (Act: S A / F A*) eject clip funkcio kiszerelve) Retractable Bayonet 4P -1 Reach: 1

WEAPON: Onotari Arms JP-K50 D POOL: 16 CONC: 8 (7) AMMO: 25 (c) AMMO TYPE DAM AP BLAST
ACC: 8 (10) MODE: SA/BF DAM: 12P AP: -3 RC (base+weap): 3 2 5 APDS, Hand Loads 13P -7 ×
RANGE: Short (0) 0-50 Med (-1) 51-350 Long (-3) 351-800 Extr (-6) 801-1,5k Regular ammo, Hand Loads 13P -3 ×
ACCESSORIES & NOTES Shock Pad Easy br.down (manual, 3 CA) Gel Rounds, Hand Loads 13S -2 ×
Electr Firing (-1 to sound Perc) Person Grip, Holograph Sight Tech: Mu Opp Def (Frie in Mel)
Suppressor (-4 to sound Perc) Melee Hard, Ch Coat (-1 Conc) (no w.less ch mode & ej clip)

WEAPON: U.barrel Gren Launcher DICE P: 12 CONC: 8 (7) AMMO: 6 (c) AMMO TYPE DAM AP BLAST
ACC: 5 MODE: SS DAM: gren AP: gren RC (base+weap): × × × High explosive grenade 16P -2 -2/m
RANGE: Short (0) 5-50 Med (-1) 51-100 Long (-3) 101-150 Extr (-6) 151-500 Gas grenade (Pepper Punch) 11S 0 10m Rad
ACCESSORIES & NOTES Throwing DP: 12 Speed: 1 C Turn; Nausea: 2x wound modif for 10 mins; if
Att: Heavy Weap + AGI (3) Test Throw distance: 8/16/32/60m Damage > WILL = incapac (no Act) for 3 C Turn
Scatter: 3D6-hits Scatter: 2D6-hits Flash-bang (throwing) 10S -4 10m Rad

WEAPON: D POOL: CONC: AMMO: AMMO TYPE DAM AP BLAST


ACC: MODE: DAM: AP: RC (base+weap): × × ×
RANGE: Short (0) Med (-1) Long (-3) Extr (-6)
ACCESSORIES & NOTES

ARMOR BOD ARMOR CAP ARMOR BOD ARMOR CAP


Big Game H (+Ball Mask & Forearm G) 5 14 (+2+1) 18 Globetrotter Jacket (+B Mask & F.arm G) 5 12 (+2+1) 10
MODIFICATION CAP Forearm Guards (Shock W: × MODIFICATION CAP Forearm Guards (Shock W: ×
Chem Seal, Fire R (R6), Ins (R2) 8 Grappl/Clinch or Block with × Chem P, Fire Res (R6), Ins (R2) 10 Grappl/Clinch or Block with ×
Rad Sh (R6), R Poly Coat (R4) 10 2(1*) hit = 8S(e) to oppon) × Electrochrom mod (S A / F A*) × 2(1*) hit = 8S(e) to oppon) ×
Gear Acc, Holster (-1 Conc) × +1 DP Surv*, (+1 Int Soc L) × Holster (-1 Concealability) × +1 DP Surv*, (+1 Int Soc L) ×

ARMOR BOD ARMOR CAP ARMOR BOD ARMOR CAP


Catsuit 5 9 15 Summit Suit 5 8 6
MODIFICATION CAP MODIFICATION CAP
Noncon (R5), Ther Dam (R3) 8 Chem Prot, Fire Res (R0) 0
Medkit (R6), Auto-Inj 7 -2 Concealability, Electr mod ×
+1 DP Social Tests & Soc Lim ×
KARMA TO NUYEN (¥) ¥ COST UNSPENT ¥ ¥ COST ESSENCE
GEAR CYBER-, BIO-, & ANYWARES
65 ( 130,000 ¥ ) 208,560 45,870 0 0.000
Fake SIN (Michael Smith) (James Miller) (R6) (2x) 30,000 ××
-Fake lic: ex-Wolv priv inv; poss & carry f.arm; foci (R6) (2x) 9,600
Fairlight Cal (+sim mod) (R7) (S 5; D 7; F 8) Noise 5 to 'link) 8,100 ×
-Receiver (-2 Noise); P Carr: Virt M: Encrypt, Smoke&Mirr 1,800
-Apps: Diagnostics (PAN "Biomonitor"), Ticker (Johnsons) 40
Nixdorf Sekretär (R4) (D 6; F 2; Agent 3) (+Wrapper) 5,400
Prepaid commlink (cheap) (R1) (5x / 1 ) 100
Micro-transceiver with subvocal mic (-4 Perc) (1km/ww*) 100
Backpack, Surv kit, Disguise kit (2x+1x+1x) (40+200+500) 740
Ski mask (2x), Trode patch, Smart wig + trodes (S Act)* 2,810
Rappeling gl, Gecko gl*, Disposable gloves (20x / ) 320
Climb gear, Catal stick, Stealth rope (3x) (200+120+255) 575
Reinforced standard rope (100m, 600kg --> 18m, 900kg) 100 CALLED SHOTS:
Bug scan (R6), Tag eraser, Electronics kit, Duct tape (2x) 1,570 Blast out of Hands: -4 DP; DV Lim: 0; Type: any
Lockpick set, Miniweld, 1x fuel canist, Lighter, Low-l flashl 615 Effect: Disarming; item lands [net hits-1] meters away
Ultrasonic noise gen (R4) (+4 DP vs u.sound detectors) 240 Bulls-Eye Dbl Tap/Burst: -4 DP; DV Lim: No; Type: APDS
Headjammer (R6); Jammer, area (R4) (R = Noise, -1 /5m)* 1,700 Effect: AP incr = base weapon AP x bullets (max: x3)
Met restr, Cont manacl (Arm 16, Str 2, thresh 3, 5) (4x+1x) 330
Handheld hous (Rad Sens R3), Coat (-2 Conc), Snake boots 3,550 Healing: Natural: +0 / First Aid: +0 / Magical: +0
Ear buds (CAP 3)* 150 vs Toxin: +0 vs Disease: +0
-Aud enh (R2) (+2 Perc L, Perc*), Damper (+2 vs sonic att) 1,300
Glasses (CAP 4)* 400 PERCEPTION MODIFIERS
-Fl comp, S Sens (R2) (3x) (Cyberw. scan, U.sound, Camera) 1,200 Spec Qual 'Ware Magic Gear1 Gear2 SUM
Forearm Guards 300 Visual 2 2
-Shock W (Grapple/Clinch or Block with 2(1*) hit = 8S(e)) 1,000 Hear 2 2
Ballistic Mask (CAP 8)" (Cyberw. scan, U.sound, Camera) 150 Smell 2 2
-Gas M, R Pol (R4), Fl comp, Voic W (R6), S Sens (R2) (3x) é 6,700
Summit Suit (+Chem Prot, Fire Res (R0), Electrochr modif) 3,000 * = addit wireless function / " = not always on person
Catsuit 900
-YNT Softweave Arm, Auto-Inj, Noncon (R5), Ther Dam (R3) 5,150 MAGIC INITIAT PP MISC PP COST
ADEPT POWERS
-Medkit (R6)* (6x / 1 ), Stim Inject R6 (10x / ) 3,000 6 4 1 11.00
Ares Victory Globetrotter Jacket 1,300 Astr Perception (act: SA; -2 to act on the physical plane) (Way) ¤ 0.50
-Chem Prot, Fire Resist (R6), Insulat (R2), Electrochr modif 3,000 C Sense (LV2) (+2 DP Def Test, always all Perc to surpr) (2x Hawk) 0.00
Ares Victory Big Game Hunter" (+YNT Softweave Arm) 10,000 × Enhanced Accuracy (Longarms; Monowhip) (+1 ACC) 0.50
-Chem Seal, F Res, Rad Sh (R6), Insulat (R2), Ruth Pol (R4) 24,700 × Enhanced Percept (LV2) (+2 DP Perc & Assens) (1x Way) (F 0,75) 0.00
Qi Focus (F3) (hawk head tattoo on the right upper arm) 9,000 Facial Sculpt (LV1) (+1 Disg; act: C A; chan: 1min; dur=MAG hrs) ¤ 0.25
Monofilament whip (+P Grip, Conc holst, Weap Foc (F3)) 31,250 Improved Physical Attribute (LV4) (+4 AGI) 4.00
Shock gloves, Lap dagg (-4 Conc, Ømet), ACC 5, STR+1P, -1 750 Improved Physical Attribute (LV1) (+1 REA) 1.00
Bates-Brown Tactical Combat Boots (+"Pers Grip") 350 Improved Reflexes (LV3) (+3 REA, +3D6 Initiative Dice) 3.50
Altmayr SPX2* (+10x spare clip) 525 Linguistics (learn language after 12-MAG hrs at Rating 1) 0.25
-Stock rem, El Fir, P Grip, H sight, M hard, Ch coat, Retr
2,945 Nerve Strike (-1 AGI or REA /net hit; recovery: 1/hr) (Way) ¤ 0.50
Bayo
-Explosive rounds, Hand Loads (100x / 2 ) 1,000 Nimble Fingers (+1 Palm; Fr: Ch G Mod, Ins/Rem Clip, Use Si Dev) 0.25
-Regular ammo, Hand Loads (100x / 1 ) 250 Sustenance (only 1/3 food and water requirement) 0.25
-Gel Rounds, Hand Loads (100x / ) 315
Onotari Arms JP-K50 + U.b. G. Launch* " (+10x spare clip) 16,050 ×
-Sh pad, El Fir, Suppr, Hol sight, P Grip, E br, M hard, C coat 3,975 ¤ = Mentor's Mask
-APDS, Hand Loads (200x / ) 3,000
-Regular ammo, Hand Loads (200x / 7 ) 500 FOCI BONDING, SPELLS, ADEPT POWER UNSPENT KARMA COST
-Gel Rounds, Hand Loads (200x / 3 ) 630 POINTS & OTHER MAGIC-RELATED 20 145
-High explosive minigrenade (12x / ) 1,200 The Beast’s Way (Mentor Spirit: Hawk: +2 Perception, +2 Combat 20
-Gas minigrenade (Pepper Punch) (12x / ) 540 Sense; Composure (3) to avoid responding to an insult in kind)
Gas thrown grenade, aerod (Pepper Punch) (12x / ) 540 Qi Focus bond (F3) (Enhanc Perc LV2) (conn to Hawk: -2 Karma) 4
Therm smoke / Flash-bang gren, aerodyn (6x+6x / ) 860 Weapon focus bonding (F3) (connected to Hawk: -2 Karma) 7
Fashion Respirator (R6), Biomonitor* (450+300) 750 Initiat #1 (Ascet; Masking: Assen vs MAG+grade; hide foci=grade) 12
Antidote patch (R6) (3x / ), Medkit suppl (3x / ) 1,200 Initiat #2 (Nine Paths: Harmony; +1 Power Point) 15
Trauma patch (BOD+LOG (3)/auto stabil* (3x / ) 1,500 Initiat #3 (Ascet; Harm Def: act: FA, C.spell DP=WILL+MAG+grade) 18
Chem patch (2x / ), Disposable syringe (4x / ) 240 Initiat #4 (Nine Paths: Control; +1 Power Point) 20
Leäl (Vect: Ing, Inh, Inj; Spd: 1 CT; Dur: 5×D6 min; Eff: 12S, 800 Initiat #5 (Ascet; +1 Power Point) 23
120-BOD, minimum 100 mins memory loss) (4x / ) Initiat #6 (Nine Paths: Spirit; +1 Power Point) 26
Soothsayer (Vect: Cont; Spd: 1m; Dur: 12-BOD, min 1h; Eff: 450 Initiat #7 (Thesis: Assensing Aelin's aura; Adept Centering)
8S, res: BOD, if not all is res: -3 WILL, -1 Soc L) (6x / )
PERCEPTION MODIFIERS & THRESHOLDS (CRB 135, 136) CONCEALABILITY MODIFIERS (CRB 420)
PC spec look for +3 PC distracted -2 Interfering sight -2 -6 RFID tag, bug, slap patch, microdrone, contact lenses
Targ stands out +2 Targ not close -2 Targ far away -3 -4 Hold-out pist, monowhip, clip, credstick, chip, autopicker, 'link, glasses
Obvious/Large/Loud (Neon sign, yelling, gunfire) 1 -2 Light pist, knife, minidrone, microgrenade, flash-pak, jammer, cyberdeck
Normal (Street sign, conversation, silenced gunfire) 2 0 Heavy/machine pistol (collaps), grenade, goggles, ammo belt/drum, club
Obscured/Small/Muffled (contact lens, whispering) 3 +2 SMG, machine pistol (extended), medkit, small drone, stun baton
Hidden/Micro/Silent (Secret door, subvocal speech) 4 +4 Sword, sawed-off shotgun, bullpup assault rifle
+6 Katana, monosword, shotgun, assault rifle, sport rifle, crossbow
Hiding Gear: Palming + AGI v. Perc + INT + modif (CRB 420) +8 Sniper rifle, bow, grenade launcher, medium drone
Teamwork: Lim: +1/assist with 1 hit, DP: +1/ass's hit (CRB 49) +10 Machine gun, rocket/missile launcher, staff, claymore, metahuman body
Defaulting: ATTR -1 DP / Substit Act to Knowl: -3 DP (CRB 130)
Comb Turn: kezdem.-től 0-ig (~3 sec); Act Phase: -10es fázisok Surprise: REA + INT (3), alert: +3, ambusher: +6; Fail: -10 Init, no Def Test (CRB 192)

FIRING MODE DEF DAM # OF MULTIPL SITUATIONAL MODIFIERS (CRB 176) MELEE MODIFIERS (CRB 187)
ACT

1 C Turn; not cov/prone: REA+EDG (succ)


(CRB 178, R&G 119) MODIFIER ROUNDS ATTACKS Att firing from cover w/ s.gun -3 Att making charging attack +2
Single-Shot (SS) S 0 0 1 w/ 2 gun Att firing from moving vehicle -2 Attacker prone -2
Semi-Automat (SA) S 0 0 1 w/ 2 gun Attacker in melee combat -3 Att has superior position +2
Double-Tap (SA) C 0 +1 2 (2×1) nope Attacker running -2 Att using off-hand weapon -2
Semi-Auto Burst (SB) C -2 0 3 (3×1) yep Att using off-hand weapon -2 Att has friends in melee +1
Burst Fire (BF) S -2 0 3 yep Blind fire -6 Attacker's target prone +1
Aimed Burst (BF) C 0 +1 3 nope Take Aim (/S Act, max WILL/2) +1 Touch-only attack +2
Long Burst (LB) C -5 0 6 (2×3) yep DEFENSE MODIFIERS (CRB 189) Defender receiving a charge +1
Full Auto (FA) S -5 0 6 yep Def inside a moving vehicle +3 Def defended other attack (/att) -1
Brain Blaster (FA) C 0 +2 6 nope Def prone (within 5m if rang) -2 Def in melee & attacked by rang -3
Full Auto (FA) C -9 0 10 yep Def prone (20+m if rang att) +4 Def running/sprint (CRB 162-3) +2/+4
Suppressive Fire C 0 base 20 10m wide Att/Def longer Reach (/net R) -1/+1 Def part/good (50-/50+%) cover +2/+4

ENVIRONMENTAL MODIFIERS (CRB 175) (RANGE TABLE: CRB 185) ENVIRONMENTAL COMPENSATION (CRB 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/Fog/Sm Partial L/Weak G Light Winds Medium -1 Low-Light Vision Treat Partial & Dim Light as Full Light
Moderate R/Fog/S Dim L/Moderate G Moderate W Long -3 Smartlink Wind shifts 1 row up
Heavy R/F/Smoke D.ness/Blinding G Strong W Extreme -6 Sunglasses Glare/Light conditions shift 1 row up/down
Combination of two or more conditions at the -6 level row -10 Thermogr Vision Visibility & Light conditions shift 1 row up
Thermographic, Low-Light, Sunglass, Smartlink, Image Magnif, Tracer Rounds (FA) Wind & Range below Light & Short shift 1 row up
Ultrasound Thermogr, U-sound Trac Rounds Tracer Rounds Ultrasound Visib shift 1 row up, ignore Light cond (max 50m)

COMBAT MANEUVER SUCC DESCRIPTION (R&G p.99, SL 191)


SCATTER
Coordinated Effort 3 +2 to att (& piloting if in vehicle); must plan action and go on the same init
(CRB 182)
Crossfire 6 +3 to att; leader identify positions (solo SUT Test, Simp A); then team SUT Test
Diamond Formation 4 +1 against surprise/ambush, +2 on Initiative roll
Dog Pile var +1 to attack for every 3 SUT succ (rounded down) of the leader
Marching Fire 6 +4 for semi-auto, burst fire and full auto weapon attacks SPEED
Slicing the Pie var +1 def DP/SUT succ; until char moves & enemy stay generally where they were km/h
to m/sec: /3,6 to m/turn: /1,2;
ACTIONS (CRB 162, R&G 119)
INTER- B/D/Parry: (-5) +skill [P] to 1 Def Test Full Def: (-10) +WILL to Def Test for 1 C T Intercep: (-5) att within Reach+1m; Dam>= BOD: stops
RUPT Dive for Cover/Hit the Dirt: (-5) Drop Prone behind cover within 4m / Drop Prone Run for your Life: (-5) use Movement to run from AoE
Pre-Emptive B/D/Parry: (-5) use B/D/P for 1 C Turn C Maneuv Test: SUT + INT [M] teamw test; 1 C Turn Call Shot (CRB 195, R&G 111)
FREE
Change DNI Dev Drop Object Drop Prone Eject S.gun Clip Multiple Attacks Run Speak / Text / Transmit Phrase
Activate Focus Call / Command / Dismiss Spirit Change Device / Gun Mode Fire Bow Insert Clip Nock 1 arrow
SIMPLE Observ in Detail Pick up / Put down object Playing Possum Q Draw (R+skill) Ready Weapon Reckless Spellcasting / Summon
Remove Clip Stand Up Switch to silent Take Aim Take Cover Shift Perception Throw Weapon Use Simpl Devic
Astral Project Avoid: Gym + AGI (1 +1/oppon) [P] Banish / Summ Cast Spell Fire Mounted or Vehicle Weapon Melee Attack
COMPL
Read the Def: Mel skill + INT [M] (3); next att +3 DP Reload Weap: b, belt, cy, d, m, ml Rigger Jump In Sprint Use Skill

BARRIER RATINGS (CRB 197) STRU ARM Barrier Condition Monitor = Struct (per 10 cm thickness, per m2)
Fragile (standard glass) 1 2 If modified Damage (+ - AP) =< Armor rating: AUTOFAIL
Cheap Material (drywall, plaster, door, regular tire) 2 4 SHOOTING THROUGH BARRIERS: (Blind Fire & target unaware)
Average Material (furniture, plastiboard, ballistic glass) 4 6 Structure + Armor to resist (except if bullet or projectile)
Heavy Mater (tree, hardwood, dataterm, light post, chain link) 6 8 If unresisted Dam > Struct: remaining damage transfers to target
Reinf Mat (densiplast, sec door, arm glass, Kevlar wallboard) 8 12 If bullet or projectile: 1/2/3/4 Damage to Barrier
Structural Material (brick, plascrete) 10 16 (per 1/3/6/10 bullets) and the rest to target
Heavy Structural Material (concrete, metal beam) 12 20 DESTROYING BARRIERS: modif Damage vs Structure + Armor
Armored/Reinforced Material (reinforced concrete) 14 24 If explosive in contact with barrier or if AV rocket: 2x base DV)
Hardened Material (blast bunkers) 16+ 32+ If unresisted Dam > Struct: 1m2 hole (2m2 if double, etc.)
HTR TEAM RESPONSE TIME (CRB 352, RF 220)
ZONE RESP TIME NEIG DR TYPE DEVICE RATING EXAMPLES (CRB 421)
DESCRIPTION
AAA 1D6 min 7 Downtown, megacorp HQ, milit installation, priv islands. 1 Simple Gener appliances, publ term, entert sys
AA 1D6+4 min 6 Luxury residential and posh commercial places. 2 Average Stand electr, 'ware, veh, weap, sec devic
A 2D6+3 min 5 Mid- to high-lv residential, common corporate buildings. 3 Smart Alphaware, corp sec devices & vehic
B 1D6×5 min 4 Mid class resid & commercial places, light industr facil. 4 Advanc Betaw, High-end sec devic, Milit vehic
C 1D6×10 min 3 Low-end resid, storage areas, bodegas. Seen better days. 5 Cutt Edg Deltaw, ¥sticks, Black-ops devic & veh
D 1D6×12 min 2 Run-down business distr, aband warehouses, tenements. 6 Bled Edg Billion-¥ experiment devic, space craft
E 1D6 hours 1 Low-rent/industr distr, heavy/tox facil, SINless squatters.
Z 2D6 hours 0 Lawless area, deep in the heart of many barrens. TOX/DISEASE RESIST TEST (CRB 409, RF 142) BOD + WILL

EDGE EDGE EFFECT (CRB p.56, R&G 126) STABILIZING: First A/Med + LOG (3) NAT RECOV: BUY & FENCING (CRB 418)
Push the Limit (1) add EDG to DP; reroll every 6; ignore limits Stun: BOD + WILL (1 h) Ext Test; Hit = 1 box heal Neg + CHA (+1 /+25% price)
Second Chance (1) reroll "no hit" dice; can't negate (crit) glitch Phys: BOD x2 (1 day) Ext Test; Hit = 1 box heal [Soc+Conn] vs Avail
Seize the Initiat (1) act first; lasts for the entire Combat Turn
To contact: LOY × 5% value
Blitz (1) roll 5 Initiat Dice for a single Combat Turn FIRST AID (Stun & Phys): F Aid + LOG [Ment] (2) By self: Etiq + CHA [Soc]
Close Call (1) negate a glitch / turn a crit glitch into glitch +/- Heal mod; Net hits = Healed boxes = C Turn (10, deliv time) Ext Test;
Dead Man’s Trig (1) BOD + WILL (3) test; succ: do a single action to finish (=spend Compl Act in every C Turn) Neg + CHA [Soc] vs same;
25% value + - 5% /net hit
Smackdown (1 b) auto succ with 4 net hits (must have ranks)
Not Dead Yet (1 b) not dying (very) HEAL MODIF (CRB 208) No medic supplies -3 Cost (¥) Delivery time
Lucky Cover (1) can find cover Good condit (steril) +0 Improvis med suppl -1 1-100 6 hours
Lucky Duck (2) make the attack miss a teammate Average c (indoors) -1 Through autodoc -2 101-1k 1 day
Lucky Move (1) use a Martial Arts techn 1 /Combat Turn Poor c (street/wild) -2 Uncooperative pat -2 1k-10k 2 days
Miracle Shot (1) -4 Called Shot penalty for any Called Shot Bad (fight, swamp) -3 Awak/Emer patient -2 10k-100k 1 week
Sixth Sense (1) unaware character can roll a Defense Test Terr c (fire, storm) -4 Impl (/2 ESS loss) -1 100k+ 1 month

LOCKPICKING (CRB 359) DETECTORS, SENSORS & SCANNERS (CRB 359, 364) Pressure pad: Perc + INT [M] (3, after stepped on it: 1)
Key lock: Keypad/Cardreader: sequencer/keycard R vs R Press pad evade after stepped on: REA + INT - BOD (3)
L.smth + AGI [P] (Lock R, 1 C Turn) Ext Print scanner: finger/palm/retina duplicate R vs R Motion sensor: Sneaking + AGI - extra Init dice [P] (3)
Voice recog: equipment R (or skill test) vs R (x 2) Sound/vibration detector: Sneaking + AGI [P] (3)
Maglock: Breath, cellular & DNA scanner: preserved sample Olf scan: R + 1: /10 ammo/grenad/1kg norm/2kg plast
Case: L.smth + AGI [P] (Rx2, 1 C T) Ext Facial recog: Disg + INT (+2 in crowd) [M] vs R explosive; -1: contain in plastic (base: 2; chemseal: 3)
or Break: Attack vs Barr R (=Lock R)
Alarm: Hardw + LOG [M] (5 or 5+, 1 min) Ext Test Magnetic anomaly detector (MAD): device R (1)
Anti-tamper sys: L.smth [P] (a-t sys R)
Lock: L.smth + AGI [P] (Rx2, 1 C T) Ext Wire: Perc + INT (barbed: 1; electr: 2; mono: 3) C.ware scan: R; + 1: 2-3 item/ +2: 4-5/ +3: 6 (st 'ware,
Case: L.smth + AGI [P] (Rx2, 1 C T) Ext Trip beam: Perc + INT [M] (simple: 2; infra: 3) weap: 1; alphaware, other item: 2; betaw: 3, deltaw: 5)
Trip beam evade: Esc Art + AGI [P] (GM determined) SIN verification: reader unit R x 2 (Fake SIN R)

SOCIAL MODIFIERS (CRB 140) PC's/PC's targ Street Cred + -X INTIMIDATION MODIFIERS SOCIAL TESTS (CRB 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-us +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 TESTS (CRB 152)
PC's goal to NPC is Annoying -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 Disastrous -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 (CRB 149)

ASSENS (CRB 313) NOTIC MAGIC (CRB 280) Perc + INT (spotter has MAG-rel skill: +2) [M] (Skill - F (-3 if caster M Mask) / Adept M Mask: 6 - (PP x 4))

SPELL TYPES & RESISTING (CRB 282) Physical (affects Living & Non-living); Mana (affects Living & Astral) Area: radius = F meters
COMBAT Direct: Physical: vs BOD / Mana: vs WILL; DV = net hits Indirect: vs REA + INT; DV = F + net hits; AP = -F; Area: scatter 2D6-1m/hit
DETECTION Range: F x MAG (x 10 if Ext) Dir.-nal: like sight; Area: like hear; Psychic: +sense Active: vs WILL + LOG (+C.spell) [Ment] / F × 2 / Obj Res
HEALTH Most Health spells have individual Resist Test. See spell description. Essence: -DP = (6-ESS, round up) Negative: vs BOD
ILLUSION Obvious; Realistic; Single-sense; Multi-sense Physical: vs INT + LOG / Object Resistance Mana: vs WILL + LOG
Damaging: vs BOD + Armor; DV = F; AP = 0 Physical: vs BOD + STR / Object Resistance Environmental: affect an area, not targets
MANIPULAT
Mental: vs WILL + LOG; Compl Act (WILL + LOG - Force) on their turn to continue resisting; every hit = -1 caster’s net hits; 0 = end

ELEMENTAL DAMAGE (CRB 170) Acid: P; -1 Arm; if stays: -1 Arm & OBJECT RESISTANCE (CRB 295) TYPE DP
Cold: P; Arm test: if no hit, it breaks dam with -1 DV /C Turn; +Light Smoke Tree, soil, unproc water, hand-carv wood Natural 3
Electr: S/P; -1 DP to all act & Def test Fire: P; AP: natur: -2, weap: -6; catch Brick, leather, simple plastic Manuf low-tech 6
for 1 C Turn, -5 Init; vehic not take fire: Arm+Fire Res-AP (net hit); base Advanc plastic, alloy, electr equipm, sensor Manuf high-tech 9
2ndary eff; drone/devic +half M dam DV=3, +1 /C T; reduc: AGI+INT hit=-DV Computer, vehicle, drone, compl tox waste Highly proc.-ed 15
MATRIX ACTIONS MARK SKILL DP OPPOS PROG (CRB 245, DT 56) EFFECT (CRB 238, DT 178, KC 37)
Brute Force Comp 0 C.com + LOG 17 WILL + F Decrypt, Hamm, Biof, Fork +1-3 Mark, 1 Matrix Dam /2 net hits, Grid Hop
Crack File Comp 1 Hack + LOG 17 Prot R x 2 Decryption, Fork Remove protection from file
Crash Program Comp 1 C.com + LOG 17 INT + F Decryption, Fork, Tarball Disable target program
Data Spike Comp 0 C.com + LOG 17 INT + F Decrypt, Hamm, Biof, Fork Matrix Damage = A + 1/net hit + 2/Mark
Denial of Service Simp 0 C.com + LOG 17 WILL + F Decryption, Fork -2 DP with device (+2 dev/Mark) /net hit
Erase Mark Comp 3 Comp + LOG 17 WILL + F Decryption, Paint Job Remove Mark from target
Haywire Comp 0 Comp + LOG 17 WILL + F Decryption, Fork no w.less/PAN, until Ext Comp + LOG [D] (net hit, S Act)
Jam Signals Comp 4 E.war + LOG 17 × Decryption +1 Noise within 100 meters per hit
Popup Simp 1 C.com + LOG 17 WILL + F Decryption, Fork -1 DP to all act & 1 Matrix Dam /net hit
Squelch Simp 0 E.war + LOG 17 INT + S Decryption, Fork No call/send message for 1 min /net hit
Check Overw Score Simp 0 E.war + LOG 17 6 dice Stealth/Smoke & Mirr The gamemaster tells you your OS
Control Device as Act 1-3 E.war + INT 13 INT + F Stealth/S&M, Fork Perform action via controlled device
Format Device Comp 3 Comp + LOG 17 WILL + F Stealth/S&M, Fork Device shuts down when it would reboot
Garbage In/Out Comp 3 Softw + LOG 17 LOG + F Stealth/S&M, Fork Change a single input for another
Hack on the Fly Comp 0 Hack + LOG 17 INT + F Stealth/Exploit/S&M, Fork +1-3 Mark, 1 Matrix Perc /2 hits, Grid Hop
Hide Comp 0 E.war + INT 13 INT + D Stealth, S&M, Sneak Target stops spotting you
Masquerade Comp 2 / 2 Hack + INT 13 LOG + F Stealth/Smoke & Mirr Copy a persona for 1 min /net hit
Popup Simp 1 Hack + LOG 17 WILL + F Stealth/S&M, Fork -1 DP to all act & 1 Matr Perc inf /net hit
Set Data Bomb Comp 1 Softw + LOG 17 DR x 2 Stealth, Demolition, S&M Attach (R)D6 Damage Data Bomb to file
Snoop Comp 1 E.war + INT 13 LOG + F Stealth/Smoke & Mirr Intercept Matrix traffic to & from target
Spoof Command Comp 1 Hack + INT 13 LOG + F Stealth/S&M, Fork Give Device/Agent command as Owner
Subvert Infrastruct Comp 1 E.war + INT 13 INT + F Stealth/S&M, Fork Control 1 similar simple device /net hit
Watchdog Comp 0 E.war + LOG 17 LOG + F Stealth/S&M, Fork +1 Mark, know targ M act; Int: Hayw, P.up -10, Squel -5
Calibration Simp 1 E.war + LOG 17 × Toolbox +1 Init /2 hits, max D personas
Change Icon Simp 4 × × × Fork, Toolbox, Wrapper Change target Icon
Control Device as Act 1-3 as normal var as norm Fork, Toolbox Perform action via controlled device
Edit File Comp 1 Comp + LOG 17 INT + F Fork, T.box, Edit, Shredder Create/Change/Copy/Delete/Protect File
Enter/Exit Host Comp 1 × × × × Enter/Exit Host if you have a Mark
Grid Hop Comp 0 × × × × Move to Grid to which you have access
I am the Firewall C/Int 0 Comp + INT 12 × Toolbox +1 Def /hit, max D ally, until next Init Ph (Int: -5 Init)
Intervene Inter 0 Comp + INT 12 × Fork, Toolbox +1 Def /hit, to dev owner vs 1 wirel dev att (Int: -5 Init)
Invite Mark Simp 4 × × × × Allow a Mark on your device, file, etc.
Matrix Perception Comp 0 Comp + INT 12 LOG + S Toolbox Find/Analyze Matrix objects
Matrix Search Spec 0 Comp + INT 12 × Toolbox, Browse, Search Search Matrix for information
Reboot Device Comp 3 Comp + LOG 17 WILL + F Toolbox Force Reboot on non-Link Locked Device
Send Message Simp 0-1 × × × × Send text/audio messages or live feed
Switch Interf Mode Simp 4 × × × × Switch from AR to VR or vice versa
Tag Simp 0 Comp + LOG 17 INT + S Toolbox, Fork targ=net hit; no 0-2 DP Vis/Light penal, +1 F A Take Aim
Trace Icon Comp 2 Comp + INT 12 WILL + S Toolbox, Track Find Device/Persona physical location
Exten
Trackback 4 Comp + INT 12 10 + S Toolbox Find Mark's owner Matrix location
d
Disarm Data Bomb Comp 0 Softw + INT 12 Rx2 Encryp, Arm, Shell, Defuse Remove and delete Data Bomb
Full Matrix Defense Inter 4 × × × Encryp, Arm, Shell, Biof Filt +WILL to Defense (-10 Initiative)
Jack Out Simp 4 Hard + WILL 10 LOG + A Encryption Jack out of Matrix & reboot device (dumpshock in VR)

MATRIX PERCEPTION can reveal: (CRB 235) Fail A / S act: 1 unresist M dam /target Def Test net hit / Target detects & marks you (CRB 231)
If an icon runs silent within 100m / in the host Change ownership: Hardw kit, Hardw + LOG [M] (24, 1 hour) Ext, must be online (CRB 237, KC 25)
Spot a target icon you’re looking for Mat dam res: DR + F (CRB 228) Biof dam res: W + F (CRB 245) Dev M Attr: owner / DR (CRB 237)
Spot an icon running silent if you know about it
The target’s commcode HOST RATINGS (CRB 247) & FREQUENCY OF MATRIX PERCEPTION TESTS (DT p.86)
The target’s device/one Matrix attribute rating 1-2 Personal sites, pirate archives, public education 1 C Turn
Matrix damage on the target 3-4 Low-end commercial, private business, public libraries, small policlubs 1D6 CT
The programs being run by a persona 5-6 Social media, small colleges/universities, local police, internat policlubs 1D6+2 CT
The last Matrix action an icon did, and when 7-8 Matrix games, local corp hosts, large universities, low-level government 2D6 CT
The marks on an icon, but not their owners 9-10 Affluent groups, regional corporate hosts, major government, secure sites 2D6+2 CT
The type of icon (host, persona, device, file) 11-12 Megacorporate headquarters, military command, clandestine head office 3D6 CT
The most recent edit date of a file Host Matrix attributes = Rating + 0, R + 1, R + 2, R + 3 (in any order)
The presence of a data bomb on a file IC Matrix attrib = Host's attrib & 4D6 Init Dice IC Attack = Host R x 2 EXT TEST INTERVAL
Whether a file is protected, and at what rating A Host can launch one IC per Combat Turn; Max number of IC = Host R Fast 1 C Turn
The grid a persona, device, or host is using Quick 1 min
RECKLESS HACKING SUCC TEST (CRB 45) EXTEND TEST (CRB 48) Short 10 mins
INITIATIVE (CRB 159, 231, 314) (KC 37) Easy 1 Easy 6 Average 30 mins
Physical & Matrix/Rigging AR REA + INT +1D6 Average 2 Average 12 Long 1 hour
-5 /missing Mark, up
to -15;
Crit glitch: Phys
-5 /missing Mark, up
Matrix: cold-sim VR D + INT +3D6 to -15; Hard 4 Hard 18 Consum 1 day
Matrix: hot-sim VR D + INT +4D6 Crit glitch: Phys Very Hard 6 Very Hard 24 Exhaust 1 week
dumpshock dam
Astral INT × 2 +3D6 Extreme 8-10 Extreme 30 / 30+ Mammot 1 month
ATTRIBUTES METATYPES MAGRES
BOD - 0 Nope 0
AGI Human 0 Adept 20
REA Dwarf 50 Aspected Magician 15
STR Elf 40 Magician 30
WILL Ork 50 Mystic Adept 35
LOG Troll 90 Technomancer 15
INT Centaur 60
CHA Cyclops 100 SURGES
MAG Dryad 90 Nope 0
RES Fomorian 100 Class I 10
Giant 90 Class II 20
RECCOMP Gnome 50 Class III 30
× Hanuman 100
0 Hobgoblin 40 VEHICLETYPE
1 Koborokuru 70 Drone 6
2 Menehune 50 Vehicle 12
3 Minotaur 100
4 Naga 95 WEAPTYPE
5 Nartaki 40 MODE:
6 Nocturna 60 REACH:
7 Ogre 40
8 Oni 50
9 Pixie 70
10 Sasquatch 90
11 Satyr 50
12 Wakyambi 70
13 Xapiri Thëpë 80
14 Shapeshifter [Bovine] 100
15 Shapeshifter [Canine] 110
Shapeshifter [Equine] 120
Shapeshifter [Falcon] 110
Shapeshifter [Leonine] 160
Shapeshifter [Lupine] 120
Shapeshifter [Panth] 150
Shapeshifter [Tigrine] 150
Shapeshifter [Ursine] 160
Shapeshifter [Vulpine] 100
+ Cyclopean (S.shift) 15
+ Dryad (S.shift) 2
+ Dwarf (S.shift) 8
+ Elf (S.shift) 5
+ Fomorian (S.shift) 18
+ Giant (S.shift) 20
+ Gnome (S.shift) 0
+ Hanuman (S.shift) 13
+ Hobgoblin (S.shift) 10
+ Human (S.shift) 0
+ Koborokuru (S.shift) 8
+ Menehune (S.shift) 10
+ Minotaur (S.shift) 20
+ Nartaki (S.shift) 0
+ Nocturna (S.shift) 5
+ Ogre (S.shift) 13
+ Oni (S.shift) 10
+ Ork (S.shift) 10
+ Satyr (S.shift) 20
+ Troll (S.shift) 20
+ Wakyambi (S.shift) 15
+ Xapiri Thëpë (S.shift) 3
+ Bandersnatch (Inf) 22
+ Banshee (Inf) 32
+ Dzoo-noo-qua (Inf) 43
+ Fomóraig (Inf) 22
+ Ghoul (Inf) 29
+ Gnawer (Inf) 35
+ Goblin (Inf) 27
+ Grendel (Inf) 32
+ Harvester (Inf) 29
+ Loup-garou (Inf) 30
+ Mutaqua (Inf) 54
+ Mutaqua (Aw) (Inf) 44
+ Nosferatu (Inf) 48
+ Nosferatu (Aw) (Inf) 38
+ Vampire (Hum) (Inf) 27
+ Vampire (N-h) (Inf) 37
+ Wendigo (Inf) 47
+ Wendigo (Aw) (Inf) 37
LINKED ATTRIBUTE ATTR
3 11 Start 0 1
3 11 0 0 0
3 11 1 0 0
3 11 2 0 0
3 11 3 0 0
3 11 4 0 0
11 11 5 0 0
4 11 6 0 0
4 11 7 0 0
11 5 8 0 0
4 5 9 0 0
4 10 10 0 0
4 10
4 10
11 10 HMHVV Strain I - Harz-Greenbaum (a.k.a. Vampire) stra
11 10 Original ---> Infected
11 10 Centaur ---> Chiron
11 3 Dwarf ---> Goblin
11 3 Elf ---> Banshee
11 3 Human ---> Vampire
6 6 Merrow ---> Nibiinaabe
6 6 Naga ---> Lamia
6 6 Ork ---> Wendigo
6 4 Sasquatch ---> Jabberwock
6 4 Troll ---> Dzoo-noo-qua
6 4
6 4 HMHVV Strain Ia - Bruckner-Langer (a.k.a. Nosferatu) str
6 4 Original ---> Infected
6 5 Human ---> Nosferatu
5 6 Troll ---> Mutaqua
#N/A 6
#N/A 6 HMHVV Strain II - Jarka-Criscione (a.k.a. Werewolf) stra
#N/A 6 Original ---> Infected
4 6 Dwarf ---> Gnawer
4 6 Elf ---> Harvester
4 6 Human ---> Loup-garou
4 6 Ork ---> Grendel
4 6 Sasquatch ---> Bandersnatch
4 6 Troll ---> Fomóraig
4 6
4 6 HMHVV Strain III - Krieger (a.k.a. Ghoul) strain
4 6 Original ---> Infected
4 6 Any ---> Ghoul
6 6
5 6
6 6
6 6
11 6
11 6
6
6
#N/A
#N/A
Desired
2 3 4 5 6 7 8 9 10
0 0 0 0 0 0 0 0 0
10 25 45 70 100 135 175 220 270
0 15 35 60 90 125 165 210 260
0 0 20 45 75 110 150 195 245
0 0 0 25 55 90 130 175 225
0 0 0 0 30 65 105 150 200
0 0 0 0 0 35 75 120 170
0 0 0 0 0 0 40 85 135
0 0 0 0 0 0 0 45 95
0 0 0 0 0 0 0 0 50
0 0 0 0 0 0 0 0 0

eenbaum (a.k.a. Vampire) strain


Feralness Sterility
? No
50/50 No
No No
No No
? No
? No
No (Toxic) No
? No
50/50 No

er-Langer (a.k.a. Nosferatu) strain


Feralness Sterility
No No
No No

riscione (a.k.a. Werewolf) strain


Feralness Sterility
50/50 No
Mostly No
50/50 No
Mostly No
Mostly No
50/50 No

rieger (a.k.a. Ghoul) strain


Feralness Sterility
50/50 Yes
11
0
325
315
300
280
255
225
190
150
105
55

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