Professional Documents
Culture Documents
By Archon’s
Court
Checks When a PC uses a gun, they are
immediately made Visible.
Roll 1d20 and attempt to get below the
Stat being used for the check.
Hacking
Weapon Concealment Checks When hacking, a Tech chooses a
When searching for a weapon, the GM Program, invests a chosen amount of
rolls a Wisdom check for your Computing Dice (removing them from
character, adding the weapon’s their total Computing Dice), and
concealability to your roll. rolling them. Computing Dice that roll
1-3 are returned to your total.
Stealth
There are 2 states of concealment:
Hidden and Visible. When the PCs are
Hidden and seen by an enemy, they
make a Dexterity check: on a success,
the enemy is suspicious, but doesn’t
know where they are.
Level 0 Stalker
Characters start at level 0, with 1d4
HP: 1d6 per template
health, no class, and $200.
Practiced Eye: A fter missing a target Adrenaline Pump: O nce per day, the
with a ranged weapon, you gain a +2 mechanical pump next to heart injects
bonus to hit that target on the next you with a cocktail of chemicals. While
turn. the chemicals run through your veins,
your Strength score is changed to 18,
Long Trajectory: All ranged weapons and you gain +1 to hit and +1 damage
gain 2 range while you use them. with all melee attacks. However, while
the pump is active, you don’t t hink,
Insult to Injury: R
anged attacks deal you solve everything with force.
+1d4 damage if the target has been
damaged this turn. The pump stays active for 5 rounds,
but you can attempt to deactivate it
Hold Still: Your ranged weapons have early, with a 2-in-6 chance of success.
+2 to hit on targets with less than 50%
of their health. Augmented Musculature: +1 to
Strength. Once per day, overcharge
Know Thy Enemy: As an action, the servomotors to deal 3 damage on a
observe an opponent, then make an melee attack.
Intelligence check. If you succeed, your
next ranged attack against that Cybernetic Nerves: A second set of
creature does 6 damage. If your check nerves activates when the Adrenaline
succeeds, you cannot use this ability Pump turns on: while the Pump is
for the rest of the encounter. active, you can move twice as far as
normal.
Synthetic: Lockdown
Drawback: When hit with a crit, your
R: 80' T: Synthetic creature D: [dice]
Remote Interface is damaged. It
rounds
automatically reboots itself in 1d6
Target a Synthetic opponent. They
turns; if you manually fix it, it takes 1d3.
must save or be unable to move or act
for [dice] rounds as their servomotors
Cantrip-type Programs
halt violently.
1. Turn an electronic device (lightbulb,
computer, etc.) on or off.
Synthetic: Hallucination
R: 80' T: [dice] Synthetic creatures D:
2. F
lash colors into a Synthetic or
[dice] turns
Hybrid character's face, giving them a
Target [dice] Synthetic or Hybrid
-1 to hit on their next attack.
creatures. They must save or begin
hallucinating copies of you and the
3. Change the image on a screen to
other PCs. Each turn, they get another
anything you want. This does not take
save.
an action.
Device: Honeytrap
Program List
R: 80' T: Electronic device D: [dice]x10
minutes
Terminal: Collect
The next person to use a Program on cameras, computer terminals, it's all
the target device suffers a Mishap, and yours.
you are given their location. If more
than 3 dice are used, the effect never Synthetic: Dominate
times out. R: touch T: Synthetic creature D:
concentration, must stay within 10' of
Door: Force Open the target
R: 50' T: one mechanical door D: 0 Physically wire yourself into a
A targeted door is forced open. Synthetic creature. The target must
Save or be completely controlled by
Door: Lock the PC. The PC must end their turn
R: 50' T: one mechanical door D: 10 within 10' of the target, or the
minutes connection is broken.
A door closes and locks itself, requiring
a Str check equal to 10+[dice] to open. Mishaps
If someone is standing the door 1. You accidentally ran into a
countervirus. It's filling your vision with
Door: Electrify nonsense, giving you a -2 to hit and to
R: 50' T: one mechanical door D: [sum] Perception for the rest of the day.
minutes 2. Your Remote Interface sparks. Your
Reroute power into a target door; program fails, and drains the rest of
anyone touching it during the your CD.
duration of the effect takes [sum]x2 3. You're hit with biofeedback, your
damage. If [sum] is above 12, the door Remote Interface electrocuting your
audibly crackles. brain. Take 2d6 damage.
Scalpel-9 PDW: 45 meter effective The Rogue-2C is the newest model of
range, +1 to hit, 4 damage, Sunspot Defense’s longest-range
Concealability 2. $200 offering, prized by hunters (and
assassins) for its compactness.
The Sunspot Defense Scalpel-9 is a
common sight among the police Eye of Nisaba Anti-Materiel Rifle:
forces of the world. With a large frame, 1000 meter effective range, +6 to hit, 16
it’s harder to conceal than the Talon-4, damage. Concealability -2. $2750
but makes up for it in range, damage,
and accuracy. Ashur Technology’s Eye of Nisaba fires
staggering 14mm armor-piercing
God Hand Assault Rifle: 1 00 meter rounds designed to cut through
effective range, +2 to hit, 4 damage, armored vehicles. The advanced
Concealability 1. $300 recoil-control systems, rocket-assisted
projectiles, and targeting processors
built into it make it prohibitively
expensive and almost impossible to
hide.
“Cyberpunk”: GogOsWorld
(https://www.deviantart.com/gogoswo
rld/art/cyberpunk-103315523)