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The Neon Red Catalog

Homebrew For Use With Cyberpunk RED


Author
Dusk#1352 (/u/mitsayantan)

DISCLAIMER
The Neon Red Catalog is unofficial content provided under the Homebrew Content Policy of R.
Talsorian Games and is not approved or endorsed by RTG. This content references materials that are
the property of R. Talsorian Games and its licensees.

CYBERWARE
▶ Cyberware Quality ◀
Foundational Cyberware can also come in Excellent and Poor Quality variants. Excellent Quality
Cyberware has one extra Option Slot and costs one price category higher. Poor Quality Cyberware
has one less Option Slot and costs one price category lower.

Example: A standard Cyberarm costs 500eb (Expensive) and has 4 Option Slots. Eg: Rocklin
Augmentics "Ultimatearm" is an Excellent Quality Cyberarm, with 5 Option Slots and it costs 1000eb
(V. Expensive). Meanwhile, Dynalar "Proletariat" is a Poor Quality Cyberarm with 3 Option Slots and
it costs 100eb (Premium). Humanity Loss is the same regardless of Quality.

Note: Multiple installations of the same Cyberware don’t stack unless mentioned otherwise.

▶ Cyberoptics [Foundational Cyberware: Cybereye]


Name Install Description & Data Cost HL

Retinal Clinic Can copy anyone’s optical 100eb 2


Duplicator biometrics by studying it (Premium) (1d3)
for 5 minutes. Requires a
Cybereye.
▶ Cyberarm [4 Option Slots Per Cyberarm]
Name Install Description & Data Cost HL

Gorilla Arm Hospital Cyberarm. Does not have to 1000eb 7


be paired. Brawling (V. Expensive) (2d6)
damage is always at least
3d6. Can use Two-Handed
Melee Weapons with one
arm. When paired,
Brawling damage is always
at least 4d6. Each Gorilla
Arm has 4 Option Slots for
Cyberarm or Cyberlimb
Options.

Fingerprint Clinic Can copy anyone’s 100eb 2


Forger fingerprints by studying it (Premium) (1d3)
for 5 minutes. Can be
installed as the only piece
of Cyberware in a meat
arm.

Flashbulb Clinic As an Action you can target 500eb 3


someone within 6m/yds (3 (Expensive) (1d6)
squares) of you with 7
megacandela of blinding
light (no Check needed).
The target must succeed on
a DV15 Resist
Torture/Drugs Check or
suffer the Damaged Eye
Critical Injury for 1 minute.
They do not take the Bonus
Damage from the Critical
Injury. Runs off easily
rechargeable (1 hour)
battery packs that need to
be replaced after 8 uses.
Extra battery packs are
50eb (Costly). Requires a
Cyberarm and takes 2
Option Slots.

Picasso Mall Stabilizes your hand for 100eb 3


precision artwork. +2 to (Premium) (1d6)
Paint/Draw/Sculpt Checks.
Can be installed as the
only piece of Cyberware
in a Standard Hand.

Thief Mall Excellent Quality smart 500eb 3


lockpicks, implanted in (Expensive) (1d6)
fingers. +2 to Pick Lock
Checks. Can be installed
as the only piece of
Cyberware in a meat arm.
▶ Cyberlegs [3 Option Slots Per Cyberleg]
Name Install Description & Data Cost HL

Zhirafa Digitigrade Hospital Paired Cyberlegs. Must be 1000eb 14 (4d6)


Cyberlegs installed together and (V. Expensive)
counts as a single item for
the purposes of Cost and
Humanity Loss but not
Critical Injuries, repair, or
upgrade. Increases MOVE
by 2. Cannot raise MOVE
above 10. Each Cyberleg
has 0 Option Slots for
Cyberleg or Cyberlimb
Options.

Fortified Ankles Clinic Reduces damage from 500eb 3


Falling by 2d6. Requires (Expensive) (1d6)
two Cyberlegs, takes up
2 Option Slots, and must
be paired.

Lynx Paws Clinic Dampens sound of 500eb 3


movement, giving +2 to (Expensive) (1d6)
Stealth Checks. Requires
two Cyberlegs, takes up
2 Option Slots, and must
be paired.

einforced Tendons Clinic When jumping from 100eb 3


standing you can clear the (Premium) (1d6)
same distance that you
could with a running start.
Requires two Cyberlegs
and must be paired.

▶ Internal Cyberware [7 Option Slots]


me Install Description & Data Cost H

rjaw Hospital Powered metal jaw with spiked 1000eb 1


teeth. Heavy Melee Weapon. In (V. Expensive) (4
addition to Melee Attacks, if
you have a target Grabbed, you
can use your Action to Bite,
dealing 3d6 damage to their
body (ignores half armor),
without needing a Check.
Cannot be concealed. Cannot
have both Cyberjaw and
Vampyres.

ibrillator Clinic Automatically turns the first 1000eb 14 (


failed Death Save into a (V. Expensive)
success. Has a 24 hour
cooldown period. Can only be
installed once.
▶ External Cyberware [7 Option Slots]
Name Install Description & Data Cost HL

agon Skin Hospital Skinware. Has an amount of 1000eb 14


Fireproof Coating (FC) equal (V. Expensive) (4d6)
to the max SP of your
implanted armor. If you are
On Fire at the end of your
Turn, automatically spend 1
FC to reduce damage taken
from fire, by half. Doesn’t
work against radiation.
Recovers 1 FC per day of
rest. Only 1 piece of
Skinware can be installed at
a time. Requires Skin
Weave, Subdermal Armor,
or Sycust FleshWeave.

Eel Skin Hospital Skinware. Holds 8 electrical 1000eb 14


charges. If you’re Grabbed, (V. Expensive) (4d6)
you can use your Action to
use a charge and shock your
Grabber. Treat it as if the
target has been hit in the
body by a Shock Mace. If
the target takes any damage,
they must make a
Concentration Check vs
DV15. On a failure, the Grab
is broken. Eel Skin regains
one charge per hour. Only 1
piece of Skinware can be
installed at a time. Requires
Skin Weave, Subdermal
Armor, or Sycust
FleshWeave.

tical Camo Hospital Skinware. Takes 1 minute to 1000eb 14


engage during which the user (V. Expensive) (4d6)
must not move. The cloaking
only works if no other armor
or clothing is worn over the
skin. Once active, the user
may move and is hidden
from anyone who does not
succeed on a DV17
Perception Check, even if
they are otherwise aware of
the user’s presence. While
the user is hidden, their
Melee Attacks automatically
succeed and their Ranged
Attacks cannot be dodged by
targets. Any attempt to
specifically target the
cloaked user suffers a -4
penalty on Attack and Grab
Checks. The cloaking is
disrupted if the user deals or
takes damage. Only 1 piece
of Skinware can be installed
at a time. Requires Skin
Weave, Subdermal Armor,
or Sycust FleshWeave.
▶ Neuralware [Foundational Cyberware: Neural Link]
Name Install Description & Data Cost HL

Berserk Hospital When activated as an 1000eb 14


Action, you go into a blind (V. Expensive) (4d6)
rage against your enemies.
Must make a Concentration
Check vs DV15 to willingly
run away or move into
cover. +2 to Brawl, Melee
Weapon and Martial Arts
Skill Checks, -2 to all other
Skill Checks. +5 Temporary
HP for the duration. +2
damage to your first
successful Melee Attack or
Martial Arts Special Move,
each Round. Has a 1 minute
duration, then a 1 hour
cooldown. Requires
Neural Link.

CASIE Hospital Computer Assisted Social 500eb 7


Interaction Enhancer. +2 to (V. Expensive) (2d6)
Bribery, Conversation, and
Persuasion Skill Checks.
Requires Neural Link and
takes 2 Option Slots.

Cyber Cortex Hospital Microprocessor that boosts 1000eb 14


the cerebral cortex. +2 to (V. Expensive) (4d6)
Checks with any Education
Skill that you have at least
one rank in. Requires
Neural Link and takes 2
Option Slots.

Drone Link Hospital Implaned Drone Controller. 1000eb 14


Allows hands-free Direct (V. Expensive) (4d6)
Control and access to Auto
Mode. Requires Neural
Link.

Qualia Clinic Augmented Hippocampus. 100eb 3


Adds +2 to Concentration (Premium) (1d6)
Skill Checks. Requires
Neural Link.
WEAPONS
▶ Machine Gun ◀
Machine guns are heavy, high-capacity, belt-fed firearms. Machine Guns cannot take any clip or
magazine attachments and is incapable of Single Shot or Aimed Shot. Reloading a machine gun takes
two Actions, and thus can only be done over the course of two Turns. Firing this weapon requires
BODY 11 or higher unless it is mounted. A Poor Quality Machine Gun costs 500eb (Expensive) and
an Excellent Quality one costs 2000eb (V. Expensive).
Weapon Weapon Standard Rate of Hands Can be Cost
Type Skill Magazine Fire Required Concealed?
(ROF)

Machine Autofire 100 1 2 No 1000eb


Gun (Rifle) (V. Expensive)

Alt. Fire Mode & Special Features: Autofire (4) • Suppressive Fire

▶ Autofire DVs Based on Range (in m/yds)


Weapon Type 0-6 7-12 13-25 26-50 51-100

Machine Gun 25 22 17 17 20

EXOTIC WEAPONS
▶ Arasaka Ronin
Cost: 5000eb (Luxury)
An Excellent Quality Exotic Assault Rifle, incapable of Autofire or Suppressive Fire. Instead, the
weapon has the Alt. Fire Mode of Burst Fire. Making a Burst Fire attack costs an Action and 5 bullets.
If you don't have 5 bullets you cannot use Burst Fire. To attempt Burst Fire you must use the Autofire
skill and beat the appropriate Autofire Range DV [PG. 153]. Targets with REF 8 or higher can
attempt to dodge your Burst Fire. If you hit, you deal 6d6 damage, resisted by armor. Burst Fire
cannot be used to make an Aimed Shot.

▶ BudgetArms DB-2 “Boomstick”


Cost: 500eb (Expensive)
An Exotic double-barrel Shotgun with a magazine capacity of 2. It cannot take any clip or magazine
attachments. The Boomstick can only shoot Shotgun Shells of any kind. While the gun has 2 Shells
remaining you can shoot both Shells together, increasing the damage of the attack to 4d6. It takes 1
Action to reload both barrels. As an Action, you can remove the weapon’s buttstock, turning it into a
One-Handed Shotgun that uses the Handguns Skill instead of Shoulder Arms. Reattaching the
buttstock is another Action.

▶ Chain Sword
Cost: 1000eb (V. Expensive)
An amalgamation of chainsaw and sword, popular among boostergangers and grimdark cyber marine
cosplayers. The Chain Sword is an Exotic Two-Handed Very Heavy Melee Weapon. As an Action, it
can be revved up. Once revved, it will remain so until stowed or revved down as an Action. While
revved, the Chain Sword ablates 2 points of SP per hit, if it does damage.

▶ Constitution Arms “Hellfire” Flamethrower


Cost: 5000eb (Luxury)
An Exotic Shotgun with an 8 shot capacity. It is fired with the Heavy Weapons Skill instead of the
Shoulder Arms Skill. Mechanically, the Hellfire is a Shotgun that can only fire Incendiary Shotgun
Shells (same ammunition cost). On a hit, targets suffer 4d6 damage instead of 3d6 and are
automatically set on Deadly Fire [PG. 180]. If they were already on fire, this fire effect replaces one
that would deal less damage. Damage dealt by this weapon cannot cause a Critical Injury and it
cannot be used to make Aimed Shots. Reloading this weapon requires using two Actions, and thus can
only be done over the course of two Turns. Firing this weapon requires BODY 11 or higher unless it
is mounted.
▶ Eagletech “Predator” Smart Bow
Cost: 2000eb (V. Expensive)
An Excellent Quality Exotic Bow that does 5d6 damage and comes with an integrated Smartgun Link.
Despite being an Exotic Weapon, it can shoot Non-Basic Arrows. Firing this weapon requires BODY
10 or higher.

▶ Eagletech “Urban Tribal” Tomahawk


Cost: 500eb (Expensive)
An Exotic One-Handed Heavy Melee Weapon. When thrown, it still ignores half of the defender’s
armor.

▶ Kendachi Monowire
Cost: 500eb (Expensive)
An Excellent Quality Exotic Medium Melee Weapon. When you attempt to Grab someone, you can
take a -8 to your Check to grapple them with the Monowire instead. You must use two hands to Grab
someone this way. A target Choked with a Monowire suffers the Crushed Windpipe Critical Injury, if
they don’t have it already. Using a Monowire, if a target is Choked to 0 HP or for 3 successive
Rounds, they are immediately killed without the need for Death Saves.

Note: The Slice ‘N Dice cyberware can be treated as an implanted Kendachi Monowire
for the purposes of Grabbing and Choking.

▶ Magnum Opus Psycho Buster


Cost: 5000eb (Luxury)
An Exotic 2 ROF Very Heavy Pistol with a 14 shot capacity. Reloading this weapon requires using
two Actions, and thus can only be done over the course of two Turns. If fired by a user with less than
BODY 10, the weapon is restricted to 1 ROF.

▶ Militech M-31a1 Advanced Infantry Combat Weapon


Cost: 5000eb (Luxury)
An Excellent Quality Exotic Assault Rifle. It deals 4d6 damage with Single Shot and has a 150 shot
capacity. The weapon comes with an integrated Smartgun Link and a custom Underbarrel Grenade
Launcher. This Underbarrel Grenade Launcher has a 4 shot capacity and can only fire proprietary
25mm mini-grenades. 25mm mini-grenades are purchased in increments of 4, which costs 100eb
(Premium). Mini-grenades are only available in two types: Armor-Piercing and Incendiary. Each
mini-grenade deals 5d6 damage in a 6x6m/yds (3x3 square) area, following the rules for Explosives
[PG. 174]. Despite being an Exotic Weapon, the M-31a1 can fire Non-Basic Rifle Ammunition.
Credit: Surrealistik

▶ Militech PM-86 Mine Launcher


Cost: 5000eb (Luxury)
An Exotic Grenade Launcher with a 4 shot capacity. Instead of firing Grenades, this weapon shoots
Proximity Mines. Each Proximity Mine costs 100eb (Premium). On a successful Attack Check you
can attach a Proximity Mine to any cover, ceiling, floor, wall, or vehicle. Each mine gets
automatically armed when it lands, with an active motion sensor. Anyone that moves into or inside
the explosion radius of the mine causes it to explode, dealing 8d6 damage, following Explosion rules
[PG. 174] and ablating 2 SP. You can also remotely detonate any armed mines, launched by this
weapon, using an Action per mine. Individuals with REF 8 or higher can try to dodge the explosion of
a mine fired by this weapon, with an Evasion Check vs DV15. Disarming a mine, fired by this
weapon, requires succeeding on a DV13 Demolitions Check using a Mine Detector. Reloading this
weapon requires using two Actions, and thus can only be done over the course of two Turns.

▶ Militech “Urban Fighter” Assault Carbine


Cost: 2000eb (V. Expensive)
An Excellent Quality Exotic Assault Rifle. It has a 40 shot capacity and an integrated Smartgun Link.
The weapon uses SMG Range DVs for Single Shot and Autofire. Despite being an Exotic Weapon, it
can fire Non-Basic Ammunition.

▶ Militech “X-Caliber” Anti-Material Rifle


Cost: 10,000eb (Super Luxury)
An Excellent Quality Exotic Sniper Rifle that deals 6d6 damage. It comes with an integrated Bipod
and Sniping Scope weapon attachments. Despite being an Exotic Weapon, it can fire Non-Basic
Ammunition. Firing this weapon requires BODY 11 or higher unless it's mounted.

▶ Militech XM9 Modular Smart Rifle


Cost: 2000eb (V. Expensive)
An Excellent Quality Exotic Assault Rifle with an integrated Smartgun Link. As an Action, you can
extend the barrel of the gun, turning the weapon into a modified Sniper Rifle. In this mode, the
weapon cannot Autofire and uses Sniper Rifle Range DVs when making Single Shots. The weapon's
magazine size remains unchanged. The weapon remains in the Sniper Rifle mode until the user spends
an Action to switch it back to an Assault Rifle. Despite being an Exotic Weapon, it can fire Non-Basic
Rifle Ammunition.

▶ Net Launcher
Cost: 100eb (Premium)
An Exotic Grenade Launcher that does not deal damage and cannot fire grenades. Instead it shoots
nets at a single target for purposes of incapacitation and capture. Upon a successful hit, the target is
Grabbed [PG. 177]. Escaping the net requires using an Action to succeed on a DV15 Contortionist
Check at a -2 penalty, due to being Grabbed. The net can also be destroyed by using two Actions to
either tear (requires BODY 10 or higher) or cut the net, using a sharp Melee Weapon. Each net costs
50eb (Costly) and can be reused. Destroyed nets can be repaired and reused.

▶ Nomad Smart Boomerang


Cost: 100eb (Premium)
An Exotic One-Handed Medium Melee Weapon. When thrown, the weapon does 3d6 damage instead
of 2d6. If you miss a Ranged Attack with this weapon, it automatically flies back to you (you need an
empty hand to catch it) at the end of your Turn. Targeting Scope Cyberware is required to make full
use of this weapon. When thrown by a user without Targeting Scope Cyberware, the Boomerang does
not return on a miss.

▶ Nomad Smartwhip
Cost: 1000eb (V. Expensive)
An Excellent Quality Exotic One-Handed Heavy Melee Weapon. It comes with an integrated
Smartgun Link, adapted for this melee weapon, which must be connected (via Interface Plugs or a
Subdermal Grip) for the weapon to operate. Attacks with this weapon are made with a bonus of +2.
The whip has a reach of 4m/yds or 2 squares.

▶ Rhinemetall LKW-08 Heavy Laser


Cost: 5000eb (Luxury)
An Excellent Quality Exotic Assault Rifle incapable of Autofire or Suppressive Fire. It is fired with
the Heavy Weapons Skill instead of the Shoulder Arms Skill. Treat all shots fired by this gun as both
Armor-Piercing and Incendiary Ammunition. Ammunition is costless, as it runs off easily
rechargeable (1 hour) battery packs that need to be replaced after 8 shots. Extra battery packs are 50eb
(Cheap). The weapon cannot use any other type of ammunition and cannot take any clip or magazine
attachments. Firing this weapon requires BODY 11 or higher unless it is mounted.

▶ Shishkebab
Cost: 1000eb (V. Expensive)
The Shishkebab is an Exotic Heavy (One-Handed) or Very Heavy (Two-Handed) Melee Weapon that
can hold 8 units of CHOOH2. When you declare your Attack with the weapon, you can choose to
expend 1 unit of CHOOH2 to make a fiery attack. If you hit, your target is set on Mild Fire (in
addition to taking damage). Without CHOOH2, the weapon just deals the standard damage. Refueling
the weapon takes 1 Action and costs 50eb (Costly).

▶ Shock Mace
Cost: 500eb (Expensive)
An Exotic Two-Handed Heavy Melee Weapon. If damage dealt by it would reduce a target to under 1
HP, they are instead Unconscious at 1 HP. Damage dealt by this weapon cannot cause a Critical
Injury and doesn't ablate armor.

▶ Skunker™ Pepper Spray Gun


Cost: 500eb (Expensive)
An Exotic Very Heavy Pistol that is only capable of firing its own unique Pepper Spray Ammunition.
Treat any Attacks made by this weapon as a Shotgun Shell that deals no damage. Instead, anyone with
meat eyes hit by this Attack must succeed on a DV15 Resist Torture/Drugs Check. Anyone who fails
suffers the Damaged Eye Critical injury for 1 minute. They do not take the Bonus Damage. Pepper
Spray Ammunition costs the same as Basic Shotgun Shells and can only be fired by a Pepper Spray
Gun.

▶ SlamDance Hyper Hammer


Cost: 5000eb (Luxury)
A Two-Handed Exotic Very Heavy Melee Weapon. This rocket-boosted, solid-tungsten
sledgehammer deals 5d6 damage. When the weapon would cause a Critical Injury, it also knocks the
target Prone. When you attack with this hammer, you can choose to activate the rocket, boosting the
damage to 6d6 and knocking the target prone on hit. Once activated, the rocket needs to be refueled
using an Action, before it can be rocket-boosted again. Each refuel of CHOOH2 costs 20eb
(Everyday). Using this weapon requires BODY 11 or higher. Using this weapon One-Handed requires
BODY 13 or higher.

▶ SoundWave™ Banshee
Cost: 1000eb (V. Expensive)
An Exotic Shotgun that can also be played like a normal Electric Guitar. It is fired with the Play
Instrument (Guitar) Skill instead of the Shoulder Arms Skill. Whenever a user fires this weapon
without some form of ear protection, they suffer the Damaged Ear Critical Injury. Treat all Attacks
made by this weapon as a Shotgun Shell that deals no damage. Instead, on a hit it forces all targets in
the 6x6m/yds (3x3 square) area to succeed on a DV15 Resist Torture/Drugs Check. Targets that fail,
suffer the Damaged Ear Critical Injury. Ammunition is costless, as it runs off easily rechargeable (1
hour) battery packs that need to be replaced after 4 shots. Extra battery packs are 50eb (Costly). The
weapon cannot use any other type of ammunition and cannot take any clip or magazine attachments.

▶ Sternmeyer 1216 Tactical


Cost: 2000eb (V. Expensive)
An Excellent Quality Exotic Shotgun with an integrated Smartgun Link. The weapon has 4 integrated
magazines, each of which can hold 4 shots, for a total of 16 shots. You can load different types of
ammunition in each magazine. Switching between different magazines has no Action cost but the
weapon must be connected via Interface Plugs or a Subdermal Grip. The weapon cannot take any clip
or magazine attachments. Reloading this weapon requires using two Actions, and thus can only be
done over the course of two Turns. Despite being an Exotic Weapon, it can fire Non-Basic
Ammunition.

▶ Techtronica EMP Rifle


Cost: 1000eb (V. Expensive)
An Exotic Shotgun fired with the Heavy Weapons Skill instead of the Shoulder Arms Skill. Treat all
Attacks made by this weapon as a Shotgun Shell that deals no damage. Instead, on a hit it forces all
targets in the 6x6m/yds (3x3 square) area to succeed on a DV15 Cybertech Check. Any targets that
fail, the GM chooses two pieces of their Cyberware or carried electronics to become inoperable for 1
minute. The effects are similar to that of a Microwaver [PG. 348]. Ammunition is costless, as it runs
off easily rechargeable (1 hour) battery packs that need to be replaced after 4 shots. Extra battery
packs are 50eb (Costly). The weapon cannot use any other type of ammunition and cannot take any
clip or magazine attachments.

▶ Tsunami Arms “Fujin” Automatic Shotgun


Cost: 5000eb (Luxury)
An Exotic Shotgun with a 32 shot capacity. The weapon is capable of Autofire and Suppressive Fire
along with standard single shot and shotgun shell capability. If you hit, you roll 2d6 for damage, and
multiply it by the amount you beat the DV to hit your target, up to a maximum of 4 for Slugs or 3 for
Shells. Damage from Autofire Shells applies to everyone in front of you within 6m/yds (3 squares).
The weapon uses the same Range DVs as SMGs for Autofire using Slugs and DV17 for Autofire
using Shells.

▶ Tsunami Arms Typhoon


Cost: 5000eb (Luxury)
An Excellent Quality Exotic Machine Gun. When you hit with an Autofire Attack using this weapon,
do not roll 2d6 for damage. Instead, multiply 2 by the amount you beat the DV to hit your target, up to
a maximum of 4. Then roll that many d6 (maximum 8d6 damage).

WEAPON ATTACHMENTS
▶ Bipod
Cost: 100eb (Premium) • Eligible: All Non-Exotic Two-Handed Ranged Weapons.
A retractable two-legged stand that eliminates the weapon's weight on the user’s arms and increases
accuracy. Deploying the Bipod and/or crouching does not require an Action. As long as you are in the
Crouched/Lying-Down position, the Bipod-deployed weapon counts as mounted, until you stand up
as a Move Action or the Get Up Action. While in the Crouched/Lying-Down position, you can Crawl
which costs 2 m/yds of movement for every m/yd traveled (2 squares for every 1 square). When you
take Extra Time [PG. 130] to make an Attack with a Bipod-deployed weapon, you get a +2 bonus to
your Attack Check, instead of a +1.

▶ Choke
Cost: 500eb (Expensive) • Eligible: Non-Exotic Shotguns.
Optimizes the spread of pellets and cones of fire. Increases the range of Shotgun Shells [PG. 174] to
an area 8m/yds long x 6m/yds wide (4x3 squares) but increases the attack DV to 15. The shotgun is
unable to fire slugs as long as the choke is attached.

▶ Holographic Sight
Cost: 500eb (Expensive) • Eligible: All Non-Exotic Ranged Weapons.
A non-magnifying sight with a holographic reticle. Perfect for mid range combat but isn’t good at
either close or long distance. When attacking a target that is between 13-50m/yds away, with either a
weapon's Single Shot firing mode or an Aimed Shot, you can add a +1 to your Check.

▶ Laser Sight
Cost: 500eb (Expensive) • Eligible: All Non-Exotic Ranged Weapons.
A precision laser dot that increases your accuracy at short range, but fades away over longer
distances. When attacking a target no more than 12m/yds away with either a weapon's Single Shot
firing mode or an Aimed Shot, you can add a +1 to your Check.

▶ Smart Scope
Cost: 500eb (Expensive) • Eligible: All Non-Exotic Ranged Weapons.
Contains two Option Slots for Cybereye options. You can use the weapon to gain access to the
benefits of these options. All options count as if they were paired, and it costs the same as installing
the option once in a cybereye. Requires 2 Attachment Slots.
▶ Suppressor
Cost: 100eb (Premium) • Eligible: All Non-Exotic Ranged Weapons fired with the Handguns or
Shoulder Arms Skill.
Allows a firearm to be shot quietly. When a suppressed weapon is fired, anyone outside a 6m/yds
radius, must succeed on a Perception Check vs a DV based on range to hear the gunshot.

Ranged (m/yds) 6-12 13-25 26-50 51-100 101-200 <200

DV 15 17 21 24 29 Impossible

AMMUNITION
▶ Armor-Piercing Incendiary Ammunition
Cost: 500eb (Expensive) • Ammo Types Available: Bullets, Rockets and Slugs.
Expensive bullets with an incendiary tip and an armor-piercing core. Counts as both an Armor-
Piercing and Incendiary round, ablating 2 SP when it deals damage to HP and setting the target on
Mild Fire.

▶ Explosive Ammunition
Cost: 50eb (Expensive) • Ammo Types Available: Arrows only.
Arrows that explode on contact, dealing 5d6 damage in a 6x6m/yds (3x3 square) area, following the
rules for Explosives [PG. 174], and ablates 2 SP. Each purchase of Explosive Ammunition gives one
arrow, which isn’t reusable.

▶ Molotov Cocktail
Cost: 20eb (Everyday) • Ammo Types Available: Grenades only.
A cheap, homemade Incendiary Grenade that can only be Thrown. On a successful hit, it deals 3d6
damage in a 6x6m/yds (3 square) area. Targets that take damage through armor are set on Mild Fire.
Multiple instances of this effect cannot stack.

▶ Rubber Grenades
Cost: 20eb (Everyday) • Ammo Types Available: Grenades only.
This ammunition does not explode. Damage dealt using this ammunition cannot cause a Critical
Injury. Additionally, attacks made with this ammunition cannot ablate armor. If damage dealt by this
ammunition would reduce a target with more than 1 HP to less than 0 HP, they are instead left at 1
HP. Cannot be thrown or be used with an Aimed Shot.
ARMOR
▶ Amphibious Armor
Cost: 1000eb (V. Expensive)
Scuba diving suit armored at SP7. The armor comes with the Web Foot and Independent Air Supply
Cyberware, which can be accessed while the suit is worn. Amphibious Armor isn't bought in two
pieces, and must always be worn on both your body and head location. Each location has its own SP7.
There is no Armor Penalty for wearing this armor. You cannot wear any other armor, while you are
wearing Amphibious Armor.

▶ Optical Camo Suit


Cost: 2000eb (V. Expensive)
Skintight bodysuit armored at SP11. The armor has built-in optical camouflage that takes 1 minute to
engage during which the user must not move. The cloaking only works if no other armor or clothing is
worn over the suit, and the armor has at least 1 SP left. Once active, the user may move and is hidden
from anyone who does not succeed on a DV17 Perception Check, even if they are otherwise aware of
the user’s presence. While the user is hidden, their Melee Attacks automatically succeed and their
Ranged Attacks cannot be dodged by targets. Any attempt to specifically target the cloaked user
suffers a -4 penalty on Attack and Grab Checks. The cloaking is disrupted if the user deals or takes
damage. An Optical Camo Suit isn't bought in two pieces, and must always be worn on both your
body and head location. Each location has its own SP11. There is no Armor Penalty for wearing this
suit. Because it's skin tight, you cannot wear any other armor under the suit.

TOOLS
▶ ArmorSaver® Drink
Cost: 50eb (Cheap)
Over the course of 1 minute, you can drink a can of this flavored drink. Once drunk, the smart
proteins and nanites restore 2d6 lost SP to your Skin Weave or Subdermal Armor. You can only
benefit from one ArmorSaver® Drink per day.

▶ Audio Bug
Cost: 50eb (Costly)
A dime-sized, adhesive audio device that can be attached to any solid surface. The Audio Bug's signal
can be tuned in using a Radio Scanner/Music Player for remote listening from up to 300m/yds away.
The bug's frequency can also be scrambled, requiring a Scrambler/Descrambler to decode the signal
before it can be heard on a Radio Scanner/Music Player. The bug has a 7 day battery life. It can be
hidden using a Conceal Object Check. Finding the exact location of the bug requires beating the roll
with a Reveal Object Check or using a Bug Detector (no roll needed), when within 2m/yds of the bug.

▶ Bionic Boot
Cost: 500eb (Expensive)
A high-strength plasteel boot that reaches up to your knee. Each Bionic Boot contains 2 Option Slots
for Cyberleg options. When worn, the options stored in the boots can be accessed. Putting on a Bionic
Boot or taking one off is an Action (this it takes two Action to wear or take off a pair). The cost to
purchase and install a Cyberleg option into the Bionic Boot is the same cost as doing so in a Cyberleg.
Options that must be paired need to be purchased twice and added to two different Bionic Boots. Any
options stored in a Cyberleg or meat leg that the Bionic Boot is being worn over are inaccessible
while the boot is being worn.

▶ C-4 Plastic Explosive


Cost: 100eb (Premium)
A block of plastic explosive that can be attached to any solid surface. Arming the explosive requires
using an Action to make a Demolitions Check vs DV15. If you succeed, multiply 2 by the amount you
beat the DV, up to a maximum of N, where N is 3 + the number of C-4 units used. Then roll that
many d6 as damage. The damage follows the rules of Explosions and ablates SP equal to the number
of C-4 units used.

Eg: Bob the demolitions expert rolled 22 on his Demolition Check. He beats DV15 by 7. But, Bob
used only three units of C-4, limiting his maximum multiplier (N) to 6. The explosive does 2x6 =
12d6 damage and ablates 3 SP.

C-4 can be detonated using a timer or remotely, via a linked Agent. Setting the timer or detonating
remotely requires another Action but no Check. The user can attempt to hide the explosive while
setting it up, using an Action to make a Conceal Object Check. Defusing an armed C-4 requires
beating the Demolitions Check made to arm the explosive. Individuals with REF 8 or higher, who can
see the explosive, can try to dodge its explosion with an Evasion Check vs the Demolitions Check
made to arm the explosive.

▶ Excellent Quality Video Camera


Cost: 500eb (Expensive)
Can take photos or record up to 12 hours of audio and video on a single memory chip. +1 to
Photography/Film Checks made with this camera.

Note: Shoulder Cam can be upgraded to Excellent Quality using Upgrade Expertise.

▶ Geiger Counter
Cost: 500eb (Expensive)
A small device that can sample an area of 50m/yds radius around the user and will alert the user to
dangerous radiation. It cannot tell the direction of the radiation reading, but the beeping and visual
indicator will intensify as the user gets closer to a radiation source along with giving a precise reading
in mR/hr.

▶ Micro Audio
Cost: 1000eb (V. Expensive)
A pair of wireless earbuds that contains 2 Option Slots for Cyberaudio options. When the pair is
worn, Micro Audio gives the user access to the benefits of these options. You can only wear a single
pair of earbuds at a time. Can be worn with Auto Level Dampening Ear Protectors.

▶ Mine Detector
Cost: 500eb (Expensive)
A small hand-held device that can be used to detect and disarm mines from a safe distance of 8m/yds
(4 squares), using directed radiation. The tool also gives you +2 to Reveal Object Checks made to
detect concealed mines. Disarming a mine requires using an Action to succeed on a Demolitions
Check vs a DV based on the mine.

▶ Musical Instruments
Name Description & Data Cost

Poor Quality Musical Instrument Malfunctions whenever you roll a 100eb


Critical Failure, requiring you to use (Premium)
an Action to reverse the malfunction
before they can be used again.

Excellent Quality Musical +1 to any Play Instrument Checks with 1000eb


Instrument it. (V. Expensive)
Synthlink Smart Link attachment for Musical 500eb
Instruments. Needs to be connected (Expensive)
using Interface Plugs to operate. When
connected, +1 to any Play Instrument
Checks with it. Requires Neural
Link.

▶ Parachute
Cost: 100eb (Premium)
Someone falling from a height of 100m/yds or higher and wearing a parachute may, as an Action,
attempt to beat a DV13 Athletics Check to deploy it. Strong winds or a crowded/congested
environment imposes a -2 penalty to the Athletics Check while a storm imposes a -4. If successful,
they descend at a rate of 20m/yds per Turn and take no falling damage or Broken Leg Critical Injury
at the end of the fall. While falling with a deployed parachute, a person cannot dodge Ranged
Attacks, even if they have REF 8 or more.

Spare parachutes are sold for an additional price of 50eb (Costly). A parachute that has a spare may,
as an Action, attempt to beat a second DV13 Athletics Check if the first one is unsuccessful. You
cannot wear more than 2 parachutes at a time. Each parachute can be used once and then discarded.
Parachutes have 10 HP. If reduced to 0 HP, the parachute is destroyed and the user starts falling.

▶ Proximity Mine
Cost: 100eb (Premium)
A small explosive device, with a motion sensor, that can be attached to any solid surface. Attaching a
mine requires an Action to succeed on a DV15 Demolitions Check. Arming the mine requires another
Action but no Check. The mine can be armed from up to 12m/yds away, using a linked Agent. Once
armed, anyone that moves into or inside the explosion radius of the mine causes it to explode, dealing
8d6 damage, following Explosion rules [PG. 174] and ablating 2 SP. The user can attempt to hide the
mine while setting it up, using an Action to make a Conceal Object Check before arming. Disarming a
mine requires succeeding on a DV15 Demolitions Check using a Mine Detector. A concealed mine
must be detected before it can be disarmed. Individuals with REF 8 or higher, who can see the mine,
can try to dodge its explosion with an Evasion Check vs DV17.

DRUGS
▶ Rage
Cost per Dose: 100eb (Premium)
Primary Effect
● Lasts 1 Minute.
● User takes 2d6 Humanity Loss upon taking a dose, which is returned if the user isn't affected
by Rage's Secondary Effect.
● For the duration of the Primary Effect, +2 to Brawl, Melee Weapon and Martial Arts Skill
Checks but -2 to all other Skill Checks. Also, +5 Temporary HP for the duration. +2 damage
to your first successful Melee Attack or Martial Arts Special Move, each Round.
● For the duration of the Primary Effect, the user must make a Concentration Check vs DV15 to
willingly run away or move into cover.
● Doesn't stack with Berserk.

Secondary Effect (DV17)


● Humanity Loss from Primary Effect isn't returned.
● If the user wasn't already addicted to Rage, they are now. While addicted, unless the user is
currently experiencing the Primary Effect of Rage, they take a -2 penalty to all Skill Checks.
▶ Roid
Cost per Dose: 100eb (Premium)
Primary Effect
● Lasts 24 Hours.
● For the duration of the Primary Effect, the user gains +1 BODY (doesn’t affect HP), +5
Temporary HP, and +2 to Athletics Checks. This can raise your BODY above 8.
● For the duration of the Primary Effect, your GM will occasionally tell you when you feel
agitated or angry. You should do your best to roleplay accordingly.

Secondary Effect (DV15)


● If the user wasn't already addicted to Roid, they are now. While addicted, they suffer -2
BODY (doesn’t affect HP) and -2 to Athletics Checks, unless the user is currently
experiencing the Primary Effect of Roid.
● While addicted to Roid, your GM will occasionally tell you when you crave more Roid, and
you should do your best to roleplay accordingly.

▶ Truth Serum
Cost per Dose: 100eb (Premium)
Primary Effect
● Lasts 1 Hour.
● For the duration of the Primary Effect, all Social Skill Checks made by the target suffer from
the effect of a Critical Failure, regardless of the roll. This effect doesn’t happen twice if the
target rolls a 1 on their d10.

Secondary Effect (DV13)


● If the user wasn't already addicted to Truth Serum, they are now. While addicted, their COOL
is lowered by 1 point.

PERSONAL DRONES
Personal drones [Interface Red Vol. 1, PG. 61] don’t use a NET Architecture. Countering a personal
drone requires 5 minutes and the counterer must stay within 6m/yds of the drone the entire time. If
countered, the drone can be linked to a new Agent or Drone Controller with an Action.
▶ Controlling Drones ◀
Operating a personal drone requires you to have an Agent or Drone Controller. Unlike Agents,
Drone Controllers are specialized for drone control. These handheld platforms come with a video
screen, multiple buttons and thumbsticks for controlling a drone. While an Agent can only control
these drones up to 25m/yds, a Drone Controller can do so at a maximum range of 50m/yds. Venturing
further causes the drone to lose connection and become inactive. Drone Controllers cost 500eb
(Expensive).

Each Agent or Drone Controller can only control a single drone at a time, which must first be linked.
Linking an Agent or Drone Controller to a drone takes 5 minutes. You need two free hands to Direct
Control a drone.

▶ Using Drones ◀
Personal drones can be controlled in two ways. Switching between modes doesn’t cost an Action.
Drones don’t roll initiative. They act during or immediately after your Turn. Drones can use any
Skill associated with a weapon they have equipped, Evasion, Perception, and Stealth. Some
drones can also use other Skills.

▶ Standby Mode: The default mode when the drone is not being controlled and has no valid
command to follow. In this mode, the drone cannot move or dodge Attacks.
▶ Direct Control Mode: You can use your Action to manually control a drone via a linked Agent or
Drone Controller. Taking the Direct Control Action gives you one Move Action and one Action as the
drone. You can use your Move Action while controlling a drone. In this mode, the drone cannot
dodge Ranged Attacks, regardless of the user’s REF. Using a Drone Controller adds +1 to all Skill
Checks made using the drone. You cannot use a drone to make a Skill Check that it's incapable of,
even if you have the Skill.

▶ Auto Mode: In this mode, you can use your Move Action to command a linked drone. The drone
acts immediately after your Turn. Only a single command can be issued per Move Action. Once you
issue a command, the drone can take one Move Action and one Action. Instead of your Skill Base, the
drone uses a Combat Number of 10 to make all Skill Checks. Any gear bonuses are added to the
Combat Number. In Auto Mode, the drone cannot move or dodge Attacks. Drones can only accept
simple commands like:
● Attack a designated target/area. The drone keeps attacking unless told otherwise, moving
when necessary. You must specify which Weapon/Skill to use.
● Move to a designated spot. The drone will take the Run Action if necessary.
● Follow the user.
● Use a Skill on a designated target or area. A drone possessing that Skill will use its Combat
Number.
You need a Drone Link to be able to use Auto Mode.

▶ Drones ◀
All personal drones listed below, come with an integrated Video Camera that transmits the drone’s
SDP SP, ammo count and live video feed to the user’s Agent or Drone Controller. If you have Chyron
[PG. 360], all this data gets transmitted to a sub-screen in your visual feed. Drones carry a limited
amount of ammunition (whatever is loaded in the weapon). Reloading must be done manually by the
user. Drones have 8 hours of operational time before they need to be recharged for an hour. Personal
drones cannot dodge any Attacks in Standby or Auto Mode. They cannot dodge Ranged Attacks
in Direct Control Mode.

Drones cannot be affected by Drugs, Poisons, Toxins, or Suppressive Fire. They can be affected
by EMP, and resist with your Cybertech Skill Base (irrespective of whatever mode it's in). On a
failure, the drone becomes inactive for 1 minute. Drones have the following information categories:

▶ SDP: Structural Damage Points. The drone’s Hit Points. As long as the drone has at least one SDP,
it can still move and act. When it has no SDP left, the drone is considered Destroyed and cannot move
or act unless it's repaired. A drone can be fully repaired in one day, with an Electronics/Security
Tech Check vs DV17. Repairing a drone restores all SDP, SP and functionality. Drones are immune
to most Critical Injuries. They only suffer Critical Injuries involving eyes (camera) and limbs (if
the drone has any).
▶ SP: Stopping Power of the drone’s armor. How many points of damage from an attack the armor
can stop before it starts to deplete its HP.
▶ Type: Drones can either be Air (flying), Wheeled (land based with wheels), Walker (land based
with legs) or Water (water based drones can also work underwater).
▶ Speed (Combat): The drone's MOVE for use in combat.
▶ Speed (Narrative): The drone's top speed in Miles Per Hour and Kilometers per Hour. Useful for
knowing how fast it is outside of combat.
▶ Weapon Mounts: How many weapons can be mounted on the drone.
▶ Cost: The price of the drone in Eurobuck.
▶ Compatible Weapons: The type of weapons that can be mounted on the drone. Drones don’t
usually come with weapons, they must be purchased separately. Drones cannot mount weapons that
have a BODY requirement.
▶ Description: A simple overview of the drone.

Drone SDP SP Type Speed Speed Weapon Cost


(Combat) (Narrative) Mounts

ing Eye 15 0 Air 8 MOVE 40 MPH / 64 0 100e


KPH (Premiu

patible Weapons:
iption: Small aerial drone with a 360° rotating, spherical camera. Great for recon and paparazzi. Powered by one rotor.
ronics/Security Tech, 5 min to counter.

ornet 20 4 Air 8 MOVE 40 MPH / 64 1 500e


KPH (Expens

patible Weapons: Pistols


iption: Medium-sized, aerial combat drone. Powered by two rotors.
Electronics/Security Tech, 5 min to counter.

alcon 25 7 Air 8 MOVE 40 MPH / 64 1 1000e


KPH (V. Expen

patible Weapons: Pistols (any), SMG/Heavy


iption: Large aerial assault drone. Powered by four rotors.
Electronics/Security Tech, 5 min to counter.

aladin 30 7 Wheeled 5 MOVE 25 MPH / 40 1 1000e


KPH (V. Expen

patible Weapons: Pistols (any), SMG/Heavy SMG, Assault Rifle, Shotgun, Sniper
iption: Medium-sized, police drone that can carry shoulder weapons.
Electronics/Security Tech, 5 min to counter.

obodoc 30 7 Wheeled 5 MOVE 25 MPH / 40 0 1000e


KPH (V. Expen

patible Weapons:
iption: Medium-sized, medic drone with two robotic limbs. It has 2 Option Slots for installing Cyberarm or Cyberlimb Options. All o
as if they were paired, and it costs the same as installing the option once.
s Skills: First Aid, Paramedic. DV17 Electronics/Security Tech, 5 min to counter.

aterbug 30 7 Water 5 MOVE 25 MPH / 40 1 1000e


KPH (V. Expen

patible Weapons: Pistols (any), SMG/Heavy SMG, Assault Rifle, Shotgun.


iption: Medium-sized, nautical attack drone. Can move on water surface and underwater without penalty. Comes with an integrated
ight.
Electronics/Security Tech, 5 min to counter.

ardian 40 11 Wheeled 5 MOVE 25 MPH / 40 2 5000e


KPH (Luxur
patible Weapons: Pistols (any), SMG/Heavy SMG, Assault Rifle, Shotgun, Sniper Rifle, Grenade Launcher, Rocket Lau
iption: Heavy SWAT drone. Comes equipped with 2 Bulletproof Shields that can be used as cover by anyone behind the drone. The s
repaired or replaced.
Electronics/Security Tech, 5 min to counter.

Hound 35 11 Walker 8 MOVE 40 MPH / 64 1 5000e


KPH (Luxur

patible Weapons: Pistols (any), SMG/Heavy SMG, Assault Rifle, Sh


iption: A large, quadrupedal drone that comes with a Heavy Melee Weapon implanted in its jaws. It has 4 Option Slots for inst
leg or Cyberlimb Options. All options count as if they were paired, and it costs the same as installing the option once.
Electronics/Security Tech, 5 min to counter.

oldier 35 11 Walker 5 MOVE 10 MPH / 16 0 5000e


KPH (Luxur

patible Weapons: Any weapon without a BODY require


iption: Anthropomorphic drone with two legs, two arms, torso and head. It has no weapon mounts but can operate most weapons
n-like hands and can reload them. Cannot wear armor except shields. It has 2 Option Slots for installing Cyberarm Options and 2 Option
stalling Cyberleg Options. All 4 Option Slots can also take Cyberlimb options. All options count as if they were paired, and it costs the
installing the option
s Skills: Athletics, Brawling (BODY 5). DV21 Electronics/Security Tech, 5 min to counter.

warm 25 0 Air 8 MOVE 40 MPH / 64 0 5000e


KPH (Luxur

patible Weapons:
iption: Tiny flying drones, with nanowire cutting surfaces. Each Swarm spreads over a 10x10 m/yds (5x5 square) area. Treat the clou
entity wielding a Very Heavy Melee Weapon. Each attack affects all entities in the 5x5 square area, with each defender rolling Ev
tely against a single attack. DV21 Electronics/Security Tech, 5 min to counter.

VEHICLES & UPGRADES


▶ Land Vehicles ◀
▶ Cyber Horse
A rideable robot horse that's driven using the Riding Skill. All other vehicle rules apply. It has 4
Option Slots for installing Cyberleg or Cyberlimb Options. All options count as if they were paired,
and it costs the same as installing the option once. Cyber Horses can only take these Nomad Vehicle
Upgrades (one of each): Armored Chassis, Enhanced Interface Plug Integration, NOS, Onboard
Machine Gun, Onboard Melee Weapon, Security Upgrade, and Smuggling Upgrade.

Mount Moto SDP Seats Speed Speed Cost


Rank (Combat) (Narrativ
e)

Cyber 1-4 35 2 15 MOVE 50 MPH / 10,000eb


Horse 80 KPH (Super
Luxury)

▶ Overlander
CHOOH² powered RV/Truck. It can take all Land Vehicle upgrades except AV-4 Engine. It can take
multiple Vehicle Heavy Weapon Mounts and the Housing Capacity upgrade. Each additional room,
after the first, adds a separate trailer to the vehicle. Each additional trailer has the same SDP and SP as
the main vehicle and can be used for living or to transport cargo. Overlanders have customized rooms.

Speed Speed
Name Moto Rank SDP Seats Cost
(Combat) (Narrative)

30,000eb
Overlande 50 MPH / (Super
7-8 100 2 per room 15 MOVE
r 80 KPH Luxury) per
room

▶ Sea Vehicles ◀
▶ Submarine
CHOOH² powered sea vehicle that can travel on or underwater. Can store 24 hours of breathable air.
Air tanks are refilled in 1 hour when the vehicle resurfaces. Submarines can take multiple Vehicle
Heavy Weapon Mounts, the Housing Capacity upgrade, and all other upgrades that a Sea Vehicle can
have. While submerged, submarines cannot fire any Onboard or mounted Ranged Weapons except
Crossbows and Rocket Launchers. Submarines have customized rooms.

Speed Speed
Name Moto Rank SDP Seats Cost
(Combat) (Narrative)

50,000eb
(Super
Luxury)
25 MPH /
Submarine 9-10 80 2 per room 15 MOVE per room
40 KPH
below deck
(minimum
four rooms)

MARTIAL ARTS
BOXING
An ancient art of pugilism and the most popular combat sport in human history. Many people
underestimate this fighting style in favor of more flashy martial arts. But the grace and power behind
a Boxer’s punch can quickly remind those people of its effectiveness and storied history. Boxing is
unique in that unlike other martial arts, it doesn’t involve attacking with legs, only fists.

▶ Haymaker
Requirement: WILL 8 or higher.

Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to make a
Haymaker. Use your Action to use the Martial Arts Special Move Resolution against a single target in
Melee range. If you hit, your target suffers the Collapsed Lung Injury in addition to your Martial Arts
Attack damage. If they already had this Critical Injury, they don’t suffer the same Critical Injury
again.

If you take a -8 to your Check, you can instead use this Special Move to target your opponent's head
location just like making an Aimed Shot, declaring you are doing so when you roll. If you hit, your
target instead suffers the Damaged Ear Critical Injury in addition to your Martial Arts Attack damage
and Aimed Shot effects. If they already had this Critical Injury, they don’t suffer the same Critical
Injury again.
▶ Uppercut Combo
Requirement: You hit the same target with a Brawling Attack and a Martial Arts Attack this Turn.

Once per Turn when you fulfill this requirement, you can use the Martial Arts Special Move
Resolution to attempt to beat a DV15. If you succeed, the target you hit twice this Turn suffers the
Broken Jaw or Whiplash Critical Injury (your choice). If they already have either Critical Injury, they
don’t suffer the same Critical Injury again.

CAPOEIRA
Capoeira is a Brazilian martial art that blends fighting with acrobatic dancing.

▶ Evasive Dancing
Requirement: Dance 6 or higher. You are not in a grapple.

Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to do Evasive
Dancing. Use your Action to use the Martial Arts Special Move Resolution against a single target in
Melee range. If you hit, your target suffers your Martial Arts Attack damage and you gain +2 to
Evasion Checks till the start of your next Turn.

▶ Whirlwind Kick
Requirement: REF 8 or higher.

Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to make a
Whirlwind Kick. Use your Action to use the Martial Arts Special Move Resolution against any
number of targets in Melee range. Each target you hit, suffers your Martial Arts Attack damage. Any
Critical Injuries are rolled individually.

JIU JITSU
A martial art based on grapples and submission holds. It focuses on the skill of taking an opponent to
the ground, controlling one's opponent, gaining a dominant position, and using a number of
techniques to force them into submission via joint locks or chokeholds.

▶ Grab Reversal
Requirement: You hit a target that is grappling you with 2 Melee Attacks this Turn.

Once per Turn when you fulfill this requirement, you can use the Martial Arts Special Move
Resolution to attempt to beat a DV15. If you succeed, you are no longer grappled by the target you hit
twice. Instead you are the one Grappling them, provided you have a free hand.

▶ Submission Hold
Requirement: WILL 8 or higher. You have a target successfully Grabbed and you Choked them this
Turn.

Once per Turn when you fulfill this requirement, you can use the Martial Arts Special Move
Resolution and attempt to beat a DV15. If you succeed, the target suffers the Crushed Windpipe or
Torn Muscle Critical Injury (your choice). If they already have either Critical Injury, they don’t suffer
the same Critical Injury again.

KENJUTSU
An umbrella term for the various schools of martial art that together form the popular Japanese
swordsmanship style.

▶ Iaijutsu
Requirement: You dodged all Melee Attacks that were targeted at you since your last Turn. You
have a holstered katana or similar sword (Two-Handed Heavy or Very Heavy Melee Weapon).
Once per Turn when you fulfill this requirement, you can use the Martial Arts Special Move
Resolution to attempt to beat a DV15. If you succeed, you can draw your holstered sword and make a
single Melee Weapon Attack with it, against a target whose Melee Attack you dodged to satisfy this
move's requirement. This attack doesn't cost an Action.

▶ Seigan Tsuki
Requirement: WILL 8 or higher. You hit a target with a Melee Weapon Attack this Turn using a
Katana or similar sword (Two-Handed Heavy or Very Heavy Melee Weapon).

Once per Turn when you fulfill this requirement, you can use the Martial Arts Special Move
Resolution to attempt to beat a DV15. If you succeed, the target suffers the Foreign Object Critical
Injury. If they already had this Critical Injury, they do not suffer another Critical Injury.

MUAY THAI
Also known as Thai boxing, the martial art uses stand-up striking along with various clinching
techniques. This discipline is known as the "Art Of Eight Limbs" as it is characterized by the
combined use of fists, elbows, knees and shins.
▶ Crippling Strike
Requirement: WILL 8 or higher.

Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to make a
Crippling Strike. Use your Action to use the Martial Arts Special Move Resolution against a single
target in Melee range. If you hit, you deal your Martial Arts Attack damage to your target. In addition,
your target suffers the Broken Leg Critical Injury if they have any legs left that aren't broken.

If you take a -8 to your Check, you can instead use this Special Move to target your opponent's head
location just like making an Aimed Shot, declaring you are doing so when you roll. If you hit, your
target instead suffers the Concussion Critical Injury in addition to your Martial Arts Attack damage
and Aimed Shot effects. If they already had this Critical Injury, they don’t suffer the same Critical
Injury again.

▶ Ti Khao
Requirement: MOVE 8 or higher. You must have moved at least 4m/yds already this Turn.

A knee strike to the ribs made as a reckless jump attack or from a grapple. Instead of making 2
Attacks with your Martial Arts Attack Action you can choose to make a Ti Khao. Use your Action
and all your remaining movement this Turn to fling forward in a straight line toward your target that
can be up to 4m/yards away from you. Use the Martial Arts Special Move Resolution against that
target. If you hit, the target suffers the Broken Ribs Critical Injury in addition to your Martial Arts
Attack damage. If they already had this Critical Injury, they don’t suffer the same Critical Injury
again. If you miss, you fall Prone. If you have the target in a Grab, you can use Ti Khao against them
without moving and you don’t fall Prone on a miss.

NINJUTSU
A stealth based fighting, guerilla warfare and espionage style used by shinobis, feudal Japanese
covert operatives. As mythical as they were historic, their arts were later adapted and improved upon
by the Arasaka Ninjas.

▶ Assassinate
Requirement: Stealth 6 or higher. A target within melee range is unaware of you.

Once per Turn when you fulfill this requirement, as an Action you can use the Martial Arts Special
Move Resolution to attempt to beat a DV15. If you succeed, your target suffers a random Critical
Injury to their body in addition to your Martial Arts damage. Also, any of the damage that gets
through their armor is multiplied by 2.

If you take a -8 to your Check, you can instead use this Special Move to target your opponent's head
location just like making an Aimed Shot, declaring you are doing so when you roll. If you hit, your
target suffers a random Critical Injury to their head in addition to your Martial Arts damage. And any
damage that gets through their armor is multiplied by 3. After this move your target is aware of you,
whether you succeed or fail.

▶ Ninja Throw
Requirement: REF 8 or higher.

Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to make a Ninja
Throw. Use your Action to make a Martial Arts Special Move Resolution against a single target
within 25m/yds to Throw a Melee Weapon. If you hit, the target takes damage as if hit by your
Martial Arts Attack.
GAME MECHANICS
▶ Temporary HP: Extra HP that's added on top of your current HP without changing your max HP
and lasts for a given duration. Temp HP can take your current HP beyond your Max. Temp HP is
depleted before your actual HP is touched. Any remaining Temp HP after the duration is over,
vanishes. Temp HP without a duration lingers till it's fully depleted. Temp HP doesn’t stack. A higher
value replaces the older, lower value. Eg: If you have a current Temp HP of 4 and you get a Temp HP
of 6 later; the 6 replaces the 4, instead of becoming a 10. Since it's not actual HP, a mortally wounded
character doesn’t stop making death saves if they gain Temp HP without being stabilized.

▶ 2000eb (V. Expensive): A new price category that falls between 1000eb (V. Expensive) and
5000eb (Luxury). Despite twice the price, the items are still classified as Very Expensive for the
purposes of Fixers being able to source them and Repair/Upgrade/Fabricate/Invent DV/Time. When
Fabricating a 2000eb (V. Expensive) item, the Tech must purchase 1000eb worth of materials.

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