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FOLD

When your Runner faces a risky or troublesome


◥ Embrace the cyberpunk life. situation, make an ACTION ROLL:
Player protocols

Action roll summary


◥ Go into danger, fall in love with trouble. 01. Describe what they want to accomplish and
what Approach, Skill, and any other factor
◥ Use your Stress (Push, Assist, Resist). (gear, augment, environmental aspect) they
will employ to do so.
◥ Act now, plan (with Flashbacks) later.
There is no “wrong” approach to a situation,
◥ Build your character through play. but some may be less effective or result in
◥ Ask questions when in doubt, to bolster
more severe consequences—in those cases,
the fictional circumstances or just to
you are encouraged to rethink the course
satisfy your curiosity.
of action to improve your positioning.

02. The GM assesses the risk (Threat T) and


◥ Take responsibility as co-author of the
tells you what are the probable Consequences
game with the Game Moderator.
if they fail, as well as how much they can
◥ Play to find out what happens. accomplish (Effect E) on a success.

03. You can then raise both T and E together to


01. Enter a Handle—what they call you improve their Effect at the cost of a worse
on the Grid and streets alike. Consequence or vice-versa.
file a runner

02. Enter a few evocative words 04. Finally, gather your dice:
to describe your Look. 屒 A number equal to Approach+Skill ratings.
屒 Add bonus dice from Push and/or Assist.
03. You risk it all for a reason.
What’s in it for you? Choose an If ending up with zero or less dice, you
Angle and detail it briefly. must roll two dice and keep the lowest.
[ 2356/ FITD01020 ]

04. Assign + +, +, and + in any order


to three of your Approaches. 05. Roll all your dice at once and read the
single highest result, judging the outcome
05. Distribute 8 dice over your Skills. by the table below.
To assign an Expertise, spend a third
die on a particular Skill—choose or Work together with the GM narrating the
write the Expertise down aside. action, but the latter has final say over
the outcome and is the one declaring
06. Body modifications of all types— eventual Consequences.
Cybernetics, Biotech and others—are
widely adopted among Runners. Define
your starting Signature Augmentation 6, 6 Critical. They succeed and gain an
by writing down its model/brand extra benefit ({E, uncover a secret,
and an outline of its primary improved position, pinpoint a bounty).
feature, e.g. Ashidetm Racing Legs. 6 Success. It goes as well as intended.
[ 2022/v1.5 CYBER+PUNK ]

While taking action or resisting 4/5 Partial Success. Success, but it


Consequences, you can mark * or comes with a Consequence.
SPECIAL RESISTANCE to leverage your
Augmentation into it.
1-3 Failure. Things go bad as they fail
and also suffer a Consequence.
During the Run, you may declare
additional Augmentations or
extra functionalities of existing
Each GLITCHED factor used on an Action Roll
glitch DICE

ones as UPGRADES (panel 8).


replaces a normal die with a GLITCH die—use a
07. Don’t pick your Gear just yet— die that’s easily discernible from the rest.
you’ll decide what you are carrying
on the fly during the Run. For After judging the outcome as usual, read
] CYBER+PUNK

the lowest GLITCH separately. On a 1-3, it


now, just circle on the list
triggers a further Level 2 Consequence that
the ones you are interested in,
[ 2020/v01

can’t be Resisted; on a 4/5, the additional


for easy referencing later. Consequence can be Resisted normally.
2 4
FOLD
CUT FOLD FOLD CUT

Runner File
[ X / fitd01522 ] [ X / fitd01522 ]
Special actions Assets/Upgrades
PUSH Call for a FLASHBACK to establish how you acquired it:
Mark * * OR add a Glitch to either + to your roll ASSETS Vehicles, experts, safehouses or data. E.g.:

Id.
OR Increase Effect OR Act when OUT. cyberdeck program, building’s blueprint, info broker.
COMPOSITE

ASSIST AUGMENTATIONS Additional body enhancements with


different features from previous ones.
Player protocols

Mark 1 Stress and expose yourself to the


Consequences to + to a teammate’s Action Roll.
Only one PC may assist any given roll. UPGRADES Enhance a Gear to High-Grade or add an extra
[ C B R + P N K : R P G PMPHLT 1.5

feature to a Gear, Augmentation or Asset already in


use. E.g.: Heat-seeker projectiles; Armored wheels;
SETUP
Self-repairs with nanobots; Elite street doc.
Make an Action Roll to give an EDGE to yours or
anyone else’s future Actions. E.g. provide cover,
distract an enemy, plant evidence etc. Reduce the Flashback’s cost when declaring an Asset,
Augmentation or Upgrade by picking a fitting DRAWBACK:
LEAD GROUP
◥ It’s large and/or heavy. Mark 1 or 2 EXTRA LOAD.
All participating PCs roll for the same Action and
pick the best result among them. They all share the ◥ It is unstable or damaged beyond repair (e.g.
outcome, but the leader marks * for each FAILURE.
2 02.2

an obsolete augmentation, corrupted program,


makeshift weapon). Mark it as GLITCHED.
PROTECT
Take or Resist a Consequence in place of a teammate. ◥ It was never really paid for and now you are
being HUNTED. Who sent them after you and what Hunted
for? Whenever you attract unwanted attention, it
file a runner

FLASHBACK
Declare to have taken action in the past to impact may be their Hunter pinning you down. C+P//001 _01

the current situation—as long as you don’t “undo”


◥ You’ve made a promise or cut a deal. Name your
something already established. The action is HANDLE [PRONOUMS]
patron/sponsor and mark a DEBT.
handled just like any other and may call for a roll
[ 2356/ FITD01020 ]

if danger or trouble are involved. Also, the GM


sets a Stress cost depending on its plausibility: _02

*: A standard activity, likely to have occurred. notes


LOOK
* *+: An elaborate plan involving unlikely factors.

TAKE A BREATHER Convey what ultimately you run for:


Describe how the fiction provides you with an
opportunity to unwind—gather your thoughts, take a GET OUT UPGRADE LIFE
pill, turn up the volume, punch a wall, check in
Angle

with a loved one, patch yourself or a teammate up. MAKE THEM PAY LEARN THE TRUTH
Roll the appropriate Approach (do not add a Skill),
+ if you bring out your ANGLE, + if you deplete LOOK AFTER THEM TAKE A STAND
appropriate Gear:
_03

[ CBR / style>Substance ]
> 6,6 YOU’VE BEEN THROUGH WORSE. CLEAR ALL
C+P//002

* -OR- IGNORE BOTH LEVELS 1 AND 2 HARM


PENALTIES FOR THE REMAINDER OF THE RUN. iconography
+ add a die E Effect { increase
> 6 THAT SHOULD WORK. CLEAR * * * -OR-
IGNORE EITHER LEVEL 1 OR 2 HARM PENALTIES * Stress - remove a die T Threat } reduce
DETAILS
FOR THE REMAINDER OF THE RUN.
> 4/5 SUCK IT UP. CLEAR * * -OR- IGNORE LEVEL 1
HARM PENALTIES FOR THE REMAINDER OF THE RUN. DEBT cred
] CYBER+PUNK

> 1-3 TAKE WHAT YOU CAN GET. CLEAR *.


C+P 0.01 _
[ 2020/v01

Load
CABINETOFCURIOSITIES.GAMES / MYTH.WORKS [FITD.SYS]V1.5

3 [ CBR+PNK:RPG]

CUT FOLD FOLD CUT


CUT FOLD FOLD CUT

SYS.1028/CP
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[ 3 / fitd01522
[ 3 / fitd01522
[]3[ /3 fitd01522
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5/65/6 5/6
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