You are on page 1of 22

NAME: Charles Butler STREET NAME: Silver STARTING SPENT (misc) STUN DAMAGE

ETHNICITY: Caucasian (+1/8 Amerind) SEX: male KARMA 800


-1
STREET CRED: 11 NOTORIETY: 2 PUBLIC AWARE: 1 NUY (¥) 116,000
AGE: 28 HEIGHT: 182 cm WEIGHT: 84 kg GAINED UNSPENT
METATYPE/ -2
Human + Vampire (Hum) (Inf) 27 KARMA 1
VAR:

COST:
MAGIC/RESON: Adept 20 NUY (¥) 70
-3
SURGE: Nope 0
MISC: silver eyes, light brown hair EDGE:
-4

ATTRIBUTES RACE RACE KARMA MODIFIERS LM LM LM LM LM LM


-5
NATUR AUGM MIN MAX Incr Cost Qual 'Ware Magic Gear #1 #2 #3 #4 #5/1 #5/2
BOD 3 4 1 7 2 25 1 2 stun = 1 phys ê
AGI 6 7 1 6 5 100 1 PHYSICAL DAMAGE
REA 4 7 1 8 3 45 1 2
-1
STR 3 3 1 7 2 25
WILL 5 5 1 7 4 70
-2
LOG 3 3 1 6 2 25
INT 5 7 1 7 4 70 2
-3
CHA 3 3 1 8 2 25
EDG 4 4 2 7 2 35 BASE MODIFIERS SUM
-4
MAG 6 6 1 8 5 100 INITIATIVE 14 1 4" 15
ESS 6.000 6.000 6 12 INITIAT DICE 1 D6 1 2 4 D6
-5
DEFENSE 14 3 17
ATTRIB
LIMITS BASE MOD SUM BASE MOD SUM
TESTS -6
PHYSICAL: 6 6 COMPOS: 8 8 Walk / Run / Sprint: AGI×2 AGI×4 +2m/hit
MENTAL: 6 6 JUD INTENT: 10 10 Lift / Lift above: 45 15 Carry: 30 +1 /BOD mins ê
SOCIAL: 6 -1 5 MEMORY: 8 8 More: STR+BOD, +15kg / +5kg / +10kg /hit OVERFLOW: 4 /
Over that limit = R.I.P.
POSITIVE COST NEGATIVE BON POSITIVE METAGENIC COST NEGATIVE METAGENIC BON
QUALITIES (max 25) 17 QUALITIES (max 25) 25 QUALITIES (max 30) 0 QUALITIES (max 30) 0
Dual-Natured Defender 5 Echo Chamber (+2 DP ext 10
(act: F A, max 6 m /24 hrs) Matrix Search, -1 to glitch) [Inf] Phys attrib +1 (BOD)
Perf Time (+1 F Act & Perf) 5 Impassive (-1 Soc L exc Int) 7 [Inf] Phys attrib +1 (REA)
Sharpshooter (Called Shot 4 Big Regr (Vamp) (-3 Soc L) 5 [Inf] Phys attrib +2 (INT)
-2 DP, other Ranged -1 DP) P Self Contr (Thrill-Seeker) 3 Dual Natur, Imm (Age, Tox)
Agile Defender (WILL->AGI) 3 (Comp (2) or risky option) Infection, Nat Weap: Bite [Inf] Allergy (Sunlight, Sev)
((STR+1)P, AP -1, Reach -1) [Inf] Allergy (Wood, Sev)
ESS Drain (Ext CHA + MAG Sev: -4 all Test, 1 DV/min
(10 - targ’s ESS, 1 min) Test Mod/Mild: -4/-2 Phys Test

LIFE MODULES: #1: COST #2: COST #3: COST #4: COST #5/1: COST #5/2: COST
FULL COST: 0

CONTACTS FREE CONT POINTS / REMAIN COST CONN LOYAL LIFESTYLE #1 MONTHS: 3 ¥ COST: 4,515
Name (misc info) 9 + 14 = 23 / 0 3 (max 12) (max 6) Pókerbár feletti tetőtéri lakás, Low (Renton) 1,505
Francis (fixer; 37/m; human; single; hobby: smoking) 4 2 Options/Qualities (CRB 370, RF 213, HT 139)
Arnold (arms dealer; 44/m; human; drone GF; hobby: old movies) 4 2 C&N: 3; Sec: 3; Neighb: 3 Grid Subscription (Local)
Rent: 74.01.01-75.03.30. Cramped (-2 Limits)
ESS: 10 (march) Limited Building Space
William "Bull" MacCallister (fixer/decker; ??/m; orc; ??; hobby: ??) 2 2 Garage Obsc/D to Find (-2 Sneak)
Theodore "Tosh" Athack (KE officer, ??/m; troll; ??; hobby: ??) 1 1
Karen King (Johnson, Ares Seattle exec vice presid, 50+/f; human; ??) 7 1 LIFESTYLE #2 MONTHS: 1 ¥ COST: 1,500
Romos ház "pánikpince", Bolt Hole (Auburn) 1,500
Options/Qualities (CRB 370, RF 213, HT 139)
C&N: 2; Sec: 4; Neighb: 2 Dug a H (+2 Track Thresh)
Used: Household Gremlins
Not A Home (D6: on 5-6, -1 C&N)
Vampire Code Of Honor: Cramped (-2 LOG Limits) Safehouse (-4 Tracking)
#1 A HMHVV terjesztése semmilyen körülmények között nem engedélyezett.
#2 Esszenciaszívással csak gyilkosok és más súlyos bűnt elkövetők ölhetőek meg.
#3 Az Esszenciavesztést okozó képességek csak direkt életveszély esetén használhatóak. LIFESTYLE #3 MONTHS: 1 ¥ COST: 0

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


C&N: ?; Sec: ?; Neighb: ?
VEHICLE #1 NAME UNSPENT ¥ ¥ COST HANDL SPEED ACCEL BODY ARMOR PILOT SENS SEATS
Suzuki Mirage 70 13,500 5/3 6 3 5 6 1 1 1
MODIFICATIONS COST (¥) Anti-Theft System (R2) 1,000
Vehicle base price 8,500
Morphing licence plate 1,000
Spoof chip 500
Smuggling Comp (-6 Perc,Thresh: 4) 1,500
Gridlink override 1,000
VEHICLE #2 NAME UNSPENT ¥ ¥ COST HANDL SPEED ACCEL BODY ARMOR PILOT SENS SEATS
70 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 Rank Cost Qual 'Ware Magic Gear #1 #2 #3 #4 #5/1 #5/2
Con CHA 3 0
ACTING Impersonation CHA 3 0
Performance CHA 3 1 1
Gymnastics AGI 7 1 1 2
ATHLETICS Running STR 3 0
Swimming STR 3 0
Biotechnology LOG 3 0
Cybertechnology LOG 3 0
BIOTECH
First Aid LOG 3 0
Medicine LOG 3 0
Blades AGI 7 0
CLOSE COMBAT Clubs AGI 7 0
Unarm (Brawl Box) AGI 7 3 2 3 19
Banishing MAG 6 0
CONJURING Binding MAG 6 0
Summoning MAG 6 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 6 0
ENCHANTING Artificing MAG 6 0
Disenchanting MAG 6 0
Automatics (F.fight) AGI 7 6 2 5 37 1
FIREARMS Longarms AGI 7 0
Pistols AGI 7 1 1 2
Etiquette CHA 3 1 1 2
INFLUENCE Leadership CHA 3 0
Negotiation CHA 3 0
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 2 1 2 1
Tracking INT 7 2 1 2 1
Counterspelling MAG 6 0
SORCERY Ritual Spellcasting MAG 6 0
Spellcasting MAG 6 0
Disguise INT 7 3 2 1
STEALTH Palming AGI 7 3 2 15 1
Sneaking AGI 7 3 2 1
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 Rank Cost Qual 'Ware Magic Gear #1 #2 #3 #4 #5/1 #5/2
Archery AGI 7 0
Escape Artist AGI 7 0
Exot M W (Monowhip) (Whip Fight) AGI 7 4 2 3 19 1
Exotic Melee Weapon (Specific) AGI 7 0
Exotic Melee Weapon (Specific) AGI 7 0
Exotic Ranged Weapon (Specific) AGI 7 0
Exotic Ranged Weapon (Specific) AGI 7 0
Exotic Ranged Weapon (Specific) AGI 7 0
Gunnery AGI 7 0
Heavy Weapons AGI 7 2 1 2 1
Locksmith AGI 7 1 1 2
Throwing Weapons AGI 7 1 1 2
Diving BOD 4 0
Free-Fall BOD 4 0
Pilot Aerospace REA 7 0
Pilot Aircraft REA 7 0
Pilot Exotic Vehicle (Specific) REA 7 0
Pilot Exotic Vehicle (Specific) REA 7 0
Pilot Exotic Vehicle (Specific) REA 7 0
Pilot Ground Craft REA 7 1 1 2
Pilot Walker REA 7 0
Pilot Watercraft REA 7 0
Animal Handling CHA 3 1 1
Instruction CHA 3 0
Intimidation CHA 3 1 1 2
Artisan (Specific) INT 7 0
Artisan (Specific) INT 7 0
Artisan (Specific) INT 7 0
Assensing INT 7 1 1 2
Perception (Vis: +1 / +1", Hear: +1) INT 7 4 3 12 1
Interest Knowledge (Classic music) INT 7 1 1 0
Interest Knowledge (Magical Theory) INT 7 1 1 0
Interest Knowledge (Infected) INT 7 1 1 0
Interest Knowledge (Paracritters) INT 7 1 1 0
Interest Knowledge (Specific) INT 7 0
Street Knowledge (Small Unit Tactics) INT 7 6 6 0
Street Knowl (Security Procedures) INT 7 3 3 0
Street Knowledge (Seattle) INT 7 3 3 0
Street Knowledge (Seattle Gangs) INT 7 1 1 0
Street Knowledge (Specific) INT 7 0
Language (English) (NATIVE) INT 7 0 N 0
Language (Japanese) INT 7 1 1 0
Language (Sperethiel) INT 7 1 1 0
Language (Or'zet) INT 7 1 1 0
Language (Specific) INT 7 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
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 1 1 2
Armorer LOG 3 0
Chemistry LOG 3 0
Demolitions LOG 3 0
Forgery LOG 3 0
Astral Combat WILL 5 3 3 12
RES 0 0
RES 0 0
RES 0 0
WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
Unarmed / Kick (Boots) / Shock Gloves 12/12/14 6/5/6 0 3S/5P/8S 0/-4/-5 Compl A × × × × / × / 10 × / × / -2
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter) × × × ×
ACCESSORIES
Style: Boxing (Brawler style); Tech: Full Offense (+2 attack DP; cant use
Def Int Act in that Act Phase & -5 Init) Touch-Only Att: +2 DP (CRB p.187)

WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
Monofilament Whip 13 6 (8) 2 12P -8 Compl A × × × × -4
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter) × × × ×
ACCESSORIES
Style: Whip Fighting; Tech: Multiple Hidden Arm Slide (-1 Conceal)
Opponent Defense (Friends in Melee) Personalized Grip
(-1 F in M modif for the attackers)

WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
Remington Suppressor 15 8 × 7P -1 SA/BF × × × 12 0
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter) 0-5 6-15 16-30 31-50 APDS, Hand Loads 8P -5 ×
ACCESSORIES Gel Rounds, Hand Loads 8S 0 ×
Electr Firing (-1 to sound Percept) Concealable Holster (-2 Conceal)
Suppressor (-4 to sound Percept) Gas-Vent system R3, Personaliz Grip
Holographic sight Tech: Close Quart Def Against F.arms

WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
Ares Alpha 15 7 × 11P -2 SA/BF/FA 6 2 4 42 (c) +4
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter) 0-25 26-150 151-350 351-550 APDS, Hand Loads 12P -6 ×
ACCESSORIES Gel Rounds, Hand Loads 12S -1 ×
Electr Firing (-1 to sound Percept) Shock pad, Personalized Grip
Suppressor (-4 to sound Percept) Easy breakdown (manual) (3 C Act)
Holographic sight Tech: Close Quart Def Against F.arms

WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
Underbarrel Grenade Launcher 9 5 × grenade grenade SS × × × 6 (c) +4
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 grenade 16P -2 -2/m
ACCESSORIES Gas grenade (Pepper Punch) 11S 0 10m Rad
Speed: 1 C Turn; Nausea: 2x all wound mod for 10 mins; if after Resist
Motion Sensor/Wireless Link Mode Test (BOD+WILL): Power > WILL = incapac (no actions) for 3 C Turns
Attack: Heavy Weapons + AGI (3) Test Scatter: 3D6-hits

WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL
Thrown Grenade, aerodynamic 8 Phys Lim × grenade grenade × × × × × 0
RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter) 0-6 7-12 13-24 25-45 Gas grenade (Pepper Punch) 11S 0 10m Rad
ACCESSORIES Speed: 1 C Turn; Nausea: 2x all wound mod for 10 mins; if after Resist
0-STRx2; STRx4; STRx6; STRx10 Test (BOD+WILL): Power > WILL = incapac (no actions) for 3 C Turns
Motion Sensor/Wireless Link Mode Therm smoke grenade × × 10m Rad
Attack: Throwing Weap + AGI (3) Test Scatter: 2D6-hits

ARMOR NAME BOD ARMOR CAP ARMOR NAME BOD ARMOR CAP
Globetrott Jacket (+B Mask+F.arm G) 4 12 (+2+1) 10 Catsuit 4 9 15
MODIFICATION CAP Holster (-1 Concealability) × MODIFICATION CAP
Fire Res (R5), Insulat (R4) 5 Forearm Guards (Shock W: × Noncon (R6), Ther Dam (R4) 10
Electrochrom modification × Grappl/Clinch or Block with × Medkit (R6) 5
+1 Surv*, (+1 Soc Lim for Inti) × 2(1*) hit = 8S(e) to oppon ×

ARMOR NAME BOD ARMOR CAP ARMOR NAME BOD ARMOR CAP
Full Body Armor (+ Full Helmet) 4 15 (+3) 23
MODIFICATION CAP Shock Weave 3 MODIFICATION CAP
Fire Res (R6), Insulat (R6) 12 Grappl/Clinch or Block with ×
Ruthenium polymer coat (R4) 4 2(1*) hit = 8S(e) to oppon ×
Radiation Shielding (R4 4
KARMA TO NUYEN (¥) ¥ COST UNSPENT ¥ ¥ COST ESSENCE
GEAR CYBER-, BIO-, & ANYWARE
58 ( 116,000 ¥ ) 96,415 70 0 0.000
Fake SIN (Scott Sanders) (R4) 10,000
-Fake license: bodyguard; poss & carry f.arm; foci (R4) 3,200

Transys Aval (+sim mod) (R6) (S 5; D 6; F 7) Noise 5 to 'link) 5,100


-Receiver (-2 Noise); P Carr: Virt M: Encryption,
800
Smoke&Mirr
-Apps: Diagnostics (PAN "Biomonitor"), AR Games (4 fun) 100
Nixdorf Sekretär (R4) (D 6; F 2; Agent 3) 4,000
Prepaid commlink (cheap) (R1) (5x / ) 100
Micro-transceiver with subvocal mic (-4 Perc) (1km/ww*) 100
U.son noise gen (R4), Jammer, area (R4) (4 Noise, -1 /5m)* 1,040
Backpack, Surv kit , Disguise kit (2x+1x+1x) (40+200+500) 740
Smart wig with trodes (S Act, 4/any style*) 1,300
Trenchcoat (-2 Conceal, unarmored) 50
Ski mask, Rappel gloves, Gecko gloves* (10+50+250) 305
Lockpick set, Duct tape (2x) (250+20) 260
Miniwelder (vágó/hegesztő) + 1x fuel canister (250+80) 330
Metal restraint (Arm 16, Str 2, escape thresh 3) (2x) 40
Containment manacles (Arm 16, Str 2, esc thresh 5) 250
Ear buds (CAP 3) 150
-Aud en (R1) (+1 Perc L, Perc*), Damp (+2 vs s), Sel s filt (R1) 1,300
Glasses (CAP 4)* 400 Healing: Natural: +0 / First Aid: +0 / Magical: +0
-Vis Enh (R1*), Vis mag, Fl comp, S Sens (Ultrasound) (R2) 1,200 vs Toxin: IMM (=ESS H Arm) vs Disease: +0
Ballistic Mask (CAP 8)" (Cyberw. scanner, Olfact, U.sound) 150 PERCEPTION MODIFIERS
-Gas M, Vis mag, Vis Enh (R1*), Fl comp, S Sens (R2) (3x) é 1,800 Spec Qual 'Ware Magic Gear1 Gear2 SUM
Forearm Guards 300 Visual 1 1" 1
-Shock W (Grapple/Clinch or Block with 2(1*) hit = 8S(e)) 1,000 Hear 1 1
Catsuit 900
-YNT Softweave Arm, Noncon (R6), Ther Dam (R4) 5,900 * = addit wireless funct / " = not always on person
-Medkit (R6)* (6x / 1 ) 1,500
Ares Victory Globetrotter Jacket 1,300 MAGIC INITIAT PP MISC PP COST
ADEPT POWERS
-Fire Resist (R6), Insulation (R4), Electrochromic modif 2,000 6 0 1 7.00
Adr Boost (LV2) (act: FA; LVx2 Initiative Score for 1 CT; Drain=LV) 0.50
A B (AGI) (LV2) (ac: SA; MAG+LV: hits=incr=2x CT; Drain=LV) (Wolf) 0.00
C Sens (LV3) (+3 Def Test, alw all Perc to surpr) (Way 2x) (Qi Foc) 0.25
Facial Sculpt (LV1) (+1 Disg; act: C A; change: 1min; dur=MAG hrs) 0.25
Sustaining Focus (Health) (F2) 8,000 Heightened Concentr (act: C A; ignore single modif, up to MAG/2) 0.50
Qi Focus (F3) 9,000 Improved Physical Attribute (LV1) (AGI) (Way 1x) 0.50
Monofilament whip [+Weapon Focus (F1)] (10.000+7.000) 17,000 Improved Reflexes (LV2) (+2 REA, +2D6 Initiative Dice) 2.50
-Hidden arm slide, Personalized grip 450 Improved Sense (Low-light vision, Thermo vision) 0.50
Shock gloves 550 Nerve Strike (-1 AGI or REA per net hit with melee attack) 1.00
Bates-Brown Tactical Combat Boots (+"Pers Grip") 350 Nimble Fingers (+1 Palm; Fr: Ch G Mod, Ins/Rem Clip, Use Si Dev) 0.25
Remington Suppressor (Suppr)* (+Concealable holster*) 850 Rapid Draw (Quick Draw: Free Action, -1 threshold, any weapon) 0.50
-Hologr sight, El Firing, Gas-vent R3, Pers Grip 1,825 Sustenance (only 1/3 food and water requirement) 0.25
-APDS, Hand Loads (100x / ) 1,500
-Gel Rounds, Hand Loads (100x / ) 315

Ares Alpha + Underbarrel Grenade Launcher* " 2,650


-Hol Sight, El Fir, Suppr, Sh pad, Pers Grip, E breakd, C coat 3,525
-APDS, Hand Loads (100x / 9 ) 1,500 FOCI BONDING, SPELLS, ADEPT POWER UNSPENT KARMA COST
-Gel Rounds, Hand Loads (100x / 3 ) 315 POINTS & OTHER MAGIC-RELATED 1 39
-High explosive minigrenade (8x / 1 ) 800 The Beast’s Way (Mentor Spirit: alt Wolf: +1 Sneak, Perc, Surv, 20
-Gas minigrenade (Pepper Punch) (6x / ) 270 Track, +2 Attribute Boost (AGI), Comp (3) to retreat)
Gas thrown grenade, aerod (Pepper Punch) (6x / ) 270 Qi Focus bonding (F3) (2x C Sense) (conn to Wolf: -2 Karma) 4
Thermal smoke thrown grenade, aerodyn (6x / ) 360 Sust Focus bonding (Health) (F2) (connected to Wolf: -2 Karma) 2
Respirator (R6), Biomonitor* (300+300) 600 Weapon focus bonding (F1) (connected to Wolf: -2 Karma) 1
Medkit supplies (1x / ) 100 Initiat #1 (ascet; Masking: Assen vs MAG+grade; hide foci=grade) 12
Leäl (Vect: Ing, Inh, Inj; Spd: 1 CT; Dur: 5×D6 min; Eff: 12S, 420
120-BOD, minimum 100 mins memory loss) (2x / )
Soothsayer (Vect: Cont; Spd: 1m; Dur: 12-BOD, min 1h; Eff: 150
8S, res: BOD, if not all is res: -3 WILL, -1 Soc L) (2x / )
Working for the People (+0 Karma, -0¥)
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 (coll), grenade, goggles, ammo belt/drum, club
Obscured/Small/Muffled (contact lens, whispering) 3 +2 SMG, machine pistol (ext), 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 MULTIPLE 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 with 2 weap Att firing from moving vehicle -2 Attacker prone -2
Semi-Automat (SA) S 0 0 1 with 2 weap 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 weap -2
Semi-Auto Burst
C -2 0 3 (3×1) multipl targ Att using off-hand weapon -2 Att has friends in melee +1
(SB)
Burst Fire (BF) S -2 0 3 multipl targ 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) multipl targ DEFENSE MODIFIERS (CRB 189) Defender receiving a charge +1
Full Auto (FA) S -5 0 6 multipl targ Def inside a moving vehicle +3 Def defended other attack (/att) -1
Brain Blaster (FA) C 0 +2 6 nope Def prone (melee / 5m or less) -2 Def in melee & attacked by rang -3
Full Auto (FA) C -9 0 10 multipl targ Defender unaware of attack NO 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 (CRB 182)

Coordinated Effort 3 +2 to att (& piloting if in vehicle); must plan action and go on the same init
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
Slicing the Pie var +1 def DP/SUT succ; until char moves & enemy stay generally where they were

ACTIONS (CRB 162, R&G 119)


B/D/Parry: (-5) +Unar/Gym/Weap [P] to 1 Def Test Dive for Cover/Hit the Dirt: (-5) Drop Prone behind cover within 4m / Drop Prone
INTERRUPT
Full Defense: (-10) +WILL to Def Test for 1 C Turn Run for your Life: (-5) use available Movement to run away from incoming AoE att
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 Spirit Change Device/Gun Mode Command Spirit Dismiss Spirit Fire Bow Insert Clip
SIMPLE Nock 1 arrow Observ in Detail Pick up / Put down object Playing Possum Quick Draw Ready Weapon Reckless Spellc
Reckless Summ Remove Clip Stand Up Take Aim Take Cover Shift Perception Throw Weapon Use Simpl Devic
Astral Project Banish Spirit Cast Spell Fire Mounted or Vehicle Weapon Melee Attack Reload Weap: belt, cy, d, m, ml
COMPL
Reading the Def: Melee skill + INT [M] (3); +3 DP to next melee attack Rigger Jump In Sprint Summoning Use Skill

BARRIER RATINGS (CRB 197) STRU ARM Barrier Condition Monitor = Struct (per 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 (except if bullet or projectile)
Average Material (furniture, plastiboard, ballistic glass) 4 6 If unresisted Dam > Struct: remain dam transfers to target
Heavy Mater (tree, hardwood, dataterm, light post, chain link) 6 8 If modified Damage (+ - AP) < Armor rating: AUTOFAIL
Reinf Mat (densiplast, sec door, arm glass, Kevlar wallboard) 8 12 DESTROYING BARRIERS: modif Damage (explosive in cont with
Structural Material (brick, plascrete) 10 16 barrier / AC rocket: 2x base DV) vs Structure + Armor
Heavy Structural Material (concrete, metal beam) 12 20 If unresisted Dam > Struct: 1m2 hole (2m2 if double, etc.)
Armored/Reinforced Material (reinforced concrete) 14 24 If bullet or projectile: 1/2/3/4 Damage to Barrier (per 1/3/6/10
Hardened Material (blast bunkers) 16+ 32+ bullets) and the rest to target
HTR TEAM RESPONSE TIME (CRB 352, RF 220)
ZONE RESP TIME NEIG ÖSSZEFOGALÓ TÁBLÁZATOK: CRB 474
DESCRIPTION
AAA 1D6 min 7 Downtown, megacorp HQ, milit installation, priv islands.
AA 1D6+4 min 6 Luxury residential and posh commercial places. DR TYPE DEVICE RATING EXAMPLES (CRB 421)
A 2D6+3 min 5 Mid- to high-lv residential, common corporate buildings. 1 Simple Gener appliances, publ term, entert sys
B 1D6×5 min 4 Mid class resid & commercial places, light industr facil. 2 Average Stand electr/'ware, residential sec devic
C 1D6×10 min 3 Low-end resid, storage areas, bodegas. Seen better days. 3 Smart Alphaware, corp sec devices & vehic
D 1D6×12 min 2 Run-down business distr, aband warehouses, tenements. 4 Advanc Betaw, High-end sec devic, Milit vehic
E 1D6 hours 1 Low-rent/industr distr, heavy/tox facil, SINless squatters. 5 Cutt Edg Deltaw, ¥sticks, Black-ops devic & veh
Z 2D6 hours 0 Lawless area, deep in the heart of many barrens. 6 Bleed Edg Billion-¥ experiment devic, space craft

BUYING & FENCING (CRB


EDGE EDGE EFFECT (CRB p.56, R&G 126) STABILIZING: First A/Med + LOG (3) NAT RECOV: 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)
reroll all "no hit" dice; can't negate (crit) Phys: BOD x2 (1 day) Ext Test; Hit = 1 box heal [Soc+Conn] vs Avail
Second Chance
glitch
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 (1) 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)

NOTICING MAGIC (CRB 280) Perc + INT (+2 if spotter has MAG-relat skill) [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 Mana: vs LOG + WILL Physical: vs LOG + INT / Object Resistance
Damaging: vs BOD + Armor; DV = F; AP = 0 Physical: vs BOD + STR / Object Resistance Environmental: affect an area, not targets
MANIPULAT
Mental: vs LOG + WILL; Compl Act (LOG + WILL - 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: net hit vs Arm+Fire Res-AP; 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 physical locat of Device/Persona
Exten
Trackback 4 Comp + INT 12 10 + S Toolbox Find Matrix location of a Mark's owner
d
Disarm Data Bomb Comp 0 Softw + INT 12 Rx2 Encryp, Arm, Shell, Defuse Remove and delete Data Bomb (1 net hit)
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 Illegally change owner: Hardware kit & Extended Hardw + LOG [Mental] (24, 1 hour) (CRB 237)
Spot a target icon you’re looking for Matr dam resist: DR + F (CRB 228) Device Mental Attr: owner's Ment Attr or Device R (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 attributes = Host Matrix attributes & 4D6 Initiative Dice 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) (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 +2D6 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
MAG Dryad 90 SURGES
RES Fomorian 100 Nope 0
Giant 90 Class I 10
RECCOMP Gnome 50 Class II 20
× Hanuman 100 Class III 30
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 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
0 0 Start 0 1
0 0 0 0 0
0 0 1 0 0
0 0 2 0 0
0 0 3 0 0
0 0 4 0 0
0 0 5 0 0
0 0 6 0 0
0 0 7 0 0
0 0 8 0 0
0 0 9 0 0
0 0 10 0 0
0 0
0 0
0 0 HMHVV Strain I "Vampire strain"
0 0 Original ---> Infected
0 0 Dwarf ---> Goblin
0 0 Elf ---> Banshee
0 0 Human ---> Vampire
0 0 Ork ---> Wendigo
0 0 Troll ---> Dzoo-noo-qua
0 0
0 0 HMHVV Strain Ia "Nosferatu strain"
0 0 Original ---> Infected
0 0 Human ---> Nosferatu
0 0 Troll ---> Mutaqua
0 0
0 0 HMHVV Strain II "Werewolf strain"
0 0 Original ---> Infected
0 0 Dwarf ---> Gnawer
0 0 Elf ---> Harvester
0 0 Human ---> Loup-garou
0 0 Ork ---> Grendel
0 0 Sasquatch ---> Bandersnatch
0 0 Troll ---> Fomóraig
0 0
0 0 HMHVV Strain III "Krieger strain"
0 0 Original ---> Infected
0 0 Any ---> Ghoul
0 0
0 0
0 0
0 0
0 0
#N/A 0
#N/A 0
#N/A 0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
#N/A
#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 0 0 0
0 15 35 60 90 125 165 0 0
0 0 20 45 75 110 150 195 0
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
11
0
0
0
0
0
255
225
190
150
105
55

You might also like