iendjinn

1. Character Creation

1.1 Attributes

Characters have four attributes:

Strength Strike, push, carry, lift, drag
Dexterity Dodge, climb, balance, throw, shoot
Intelligence Understand, decipher, calculate, remember
Presence Convince, Intimidate, Resist Fear, Inspire

For each attribute roll a D4-1. After rolling you may swap two of the scores.

1.2 Hit points and Luck

Characters start with 9 + D6 hit points and D4 Luck.

1.3 Appearance and Background

Roll or pick from the tables.

D100 Clothing/Accessory In your pocket is
0-3 Mirrored Aviators Flick knife
4-7 Branded baseball cap Etched Zippo lighter
8-11 String vest Harmonica
12-15 Bomber jacket Paracord bracelet
16-19 Combats Pair of fine cigars
20-23 Steel capped boots
Fake ID
24-27 Band T-Shirt Designer watch
28-31 Chequered flannel shirt Political pamphlet or takeaway menu
32-35 Designer shirt Bobby pins
36-39 Overalls Pack of Smokes
40-43 Flip flops Hip flask (strong spirit)
44-47 Blue Jeans City Metro Travel Card
48-51 Bandana Multi-tool
52-55 Field jacket Lucky eight ball
56-59 Tactical shirt Cherry bomb
60-63 Trench coat Pair of loaded dice
54-67 Ushanka Small bag of MDMA2
68-71 Welding goggles Data cassette (music demo)
72-75 Cargo pants Games console
76-79 Tattered uniform Data cassette (holo-porn)
80-83 Board shorts Altoid tin full of blue pills
84-87 Yellow anorak Data cassette (data bomb)
88-91 Neon jumpsuit Untraceable cred stick (400 credits)
92-95 Beanie hat Can of spray paint
96-99 Rebreather Prime Energy Drink
D20 Distinctive Feature
1 Facial scars
2 Gang tatoos
3 Barcode tatoo
4 Loveheart tatoo
5 Smiley face pin
6 ACAB pin
7 Piercings
8 Golden tooth
9 Cleft chin
10 Extreme haircut
11 Fibre optic hair
12 Unusually tall
13 Unusually short
14 Cauliflower ear
15 Surgically sculpted facial features
16 Badly set broken nose
17 Knuckle tatoos
18 Prostethic arm/leg/eye
19 Unusually thin
20 Unusually broad

1.4 Credits and the Net

All characters start with an implanted data link called a remote communication device (RCD). RCDs provides biometric identification, stores credit information and provides a data connection to the net. A cyberdeck is required to interface with the deep net.

Roll D10 x 100 for starting credits.

At any point your character may go into negative credits by taking on debt. Negative credit balances double whenever you take downtime. High levels of debt may lead to random purchase refusal or debt collection visits.

1.5 Class and Starting Equipment

D6 Class Equipment
1 Merc Assault rifle, ammo, flak jacket, pack of protein bars
2 Netrunner Knife, cyberdeck, little snitch, MDMA 2
3 Fixer Pistol, ammo, mesh armor, Yehuan smokes
4 Booster Crowbar, noise maker, smoke grenade, toolkit
5 Street Samurai Monoblade, instant ramen, adrenochrome, climbing gear
6 Hacker Stun grenade, cyberdeck, data cassette (random program), faceblocks

1.6 Cyberware

Roll for a random piece of cyberware

D44 Name Notes
11 Mollies/Logans Retractable claws in each hand (Light)
12 Bulletproof skin +1 Armor
13 Ikons X10 Optical Zoom, Night Vision, Short Range X-Ray Vision
14 Reinforced Rib Cage +2HP
21 Hydraulic Muscles +2 Strength
22 Neurodeck Inbuilt cyberdeck
23 Overdriven Nerves +2 Dexterity
24 Switch Tweak your biometrics to match someone you have a DNA sample of (takes 10 minutes, wears off after 6 hours)
31 Shocker Deliver an electric shock from palms (Medium)
32 Datasoft Port +2 Intelligence
33 Personal ICE Prevents hacking of cyberware
34 Screamer Artificial voice box capable of sonic attacks (Light, Blast, Stun)
41 Drone Hand Detachable, remote control hand. Range 100m
42 Holo Skin Emits holographic projections up to 1cm from your skin
43 Jackhammer Concealed pneumatic spike (Heavy)
44 Hypnos +2 Presence

2. Inventory

2.1 Inventory Slots

Characters have the following slots:

Items on your body may be freely swapped to and from hand slots before you take an action in combat.

Most items take 1 slot, however some larger items may take 2.

While a character is carrying more equipment than they have inventory slots strength and dexterity saves will be hard and all attacks they make are impaired.

2.2 Usage

Consumable items, and those subject to wear and tear have 3 usage points. Each time one of these items is used it loses a usage point. Once all usage points have been used the item is used up, or damaged too much to use.

2.3 Weapons

When rolling damage with a ranged weapon add your dexterity. When rolling damage with a melee weapon add your strength.

Unarmed D4 damage.
Light D6 damage (Main/off hand). If two light weapons are used roll both dice and keep the best result.
Medium D6/D8 damage (Main/off hand). D8 damage when used in both hands.
Heavy D10 damage (Both hands).

Certain weapons may have additional effects:

2.5 Armor

Armor reduces damage taken by the number of points the armor provides. A character may wear one type of armor at a time and armor uses body slots while worn.

3. Playing the Game

3.1 Saves

To make a save roll a D20 and add the relevant attribute (strength, dexterity, intelligence, or presence) to equal or beat the save difficulty:

A roll of 20 is a critical success.

A score equal or above the difficulty is a success.

A score below the difficulty is a success with a consequence, e.g. it takes longer, you hurt yourself doing it, equipment is damaged or resources used up.

A roll of a 1 is a critical fail.

Expend a point of luck before making a save to gain +4 to your roll.

3.2 Combat

Combat takes place in rounds, with each round representing roughly 10 seconds. In each round each character may make one action:

If one side surprises the other then they act first, otherwise player characters make a dexterity save to act before non player characters. Order is preserved between rounds.

Attacks always hit, roll damage for the weapon being used, adding strength for melee attacks or dexterity for ranged weapons. Characters that take damage lose hit points equal to the damage taken, with armor reducing damage.

Attacks may be impaired or enhanced, e.g. a ranged attack against a target in cover would be impaired.

Impaired attacks always roll D4 for damage.
Enhanced attacks always roll D12 for damage.

At 0HP a character is incapacitated and may take no action until they receive emergency medical treatment. An incapacitated character will die after 60 minutes if not treated.

If a character drops below 0HP they are dead.

Expend a point of luck before making an attack to gain +4 to your roll.

Expend a point of luck after taking damage to reduce damage taken by 4.

3.3 Recovery and Downtime

Rest Get some sleep - restores all luck.
Downtime Lie low for a week - restores all HP and luck.

When you take downtime their is a chance that your luck may change based on where you’re staying. Role the dice size for the chosen accommodation, on a 1 your max luck decreases by 1 (min 0), on a 6+ your max luck increases by 1.

Accomodation Dice
Slum apartment D4
Arcology apartment D6
Hills apartment or villa D10

3.3 Netrunning

The surface net that most people interact with is a locked down set of walled gardens. It’s only by using a cyberdeck that net runners can access the troves of data and private networks of the deep net.

A netrun requires a cyberdeck and D3 hours. Depending on the level of the dive a save may also be required. The deeper the dive and the more well defended the target, the bigger the risk to the net runner.

Type of Run Save Required Potential Consequences
Surface level data gathering No None
Deep net research Yes Detection by data daemons or net sentries or other runners
Data fortress Yes Psychological damage from ICE

Cyberdecks can also be used to prepare malware and viruses in advance for rapid deployment. These programs must be saved to a data cassette and are deployed via a cyberdeck to a nearby system. Once used the program must be rewritten as it’s signature will have been saved into an ICE database and a counter measure developed.

Preparing a program takes 1 hour and an intelligence save. A military grade variant can be produced by passing a hard save.

D12 Program Effect
1 Data Bomb Forces a system to reboot, takes D4 minutes
2 Knock Knock Opens digital locks
3 Jammer Blocks Comms for D10 minutes
4 Lockdown Disables cyberware for D6 rounds
5 Crypt Cracker Decrypts encrypted data
6 False Flag Triggers a spoofed security alert
7 Pocket Snoop Allows tracking of a device until the program is removed
8 VIP Pass Inserts fake information into a database
9 Sleeper Agent Provides a back door for netruns
10 Blink Loops surveillance feeds for D10 minutes
11 Landmine The next user to connect to the systems RCD overheats causing D10 armour piercing damage
12 Clean Slate Deletes all data on a topic from the target system

4. Equipment

4.1 Weaponry

Name Notes Slots Credits
Pistol Light 1 500
Assault Rifle Heavy 2 5000
Shotgun Heavy 2 500
Minigun Heavy, Automatic 2 5000
Incinerator Medium, Blast 1 500
Frag Grenade Light, Blast 1 100
Molotov Light, Blast 1 100
SMG Medium 1 500
RPG Heavy, Blast, Armor Piercing 2 5000
Stun Grenade Light, Blast, Stun 1 500
Marksman’s Rifle Heavy, Armor Piercing 2 5000
IED Heavy, Armor Piercing, Blast 1 1000
Knife Light 1 100
Monoblade Heavy 2 100
Crow Bar Medium 1 100
Shock Stick Light, Stun 1 500

4.2 Armor

Name Notes Armor Points Credits
Mesh Armor Can be worn discreetly under clothing 1 1000
Flak Jacket   1 500
Personnel Armor Includes thermal vision and target finder in helmet HUD 3 5000
Ballistic shield Must be in hands to benefit, doubles armour points when held in both hands 1 500

4.3 Equipment

Name Notes Slots Credits
Grappling Gun   1 100
Cyberdeck   1 1000
Hi-beam Flashlight   1 100
Flares   1 100
Toolkit   1 500
Adrenochrome Restores D4HP 1 500
Cutting Torch   1 100
Nail Gun   1 100
Pack of Protein Bars Restores 1HP 1 100
Box of Instant Ramen Restores 1HP 1 100
Data Cassette Robust and encrypted storage for digital data and programs 1 100
Yehuan Smokes Restores 1 luck 1 100
Pack of Bud Heavy Restores 1HP 1 100
Collapsible Stretcher   1 100
Smart Goggles X10 optical zoom, night vision, IR target finder 1 5000
Combat Drone Equipped with SMG, crude AI 2 5000
Recon Drone Remote control, includes headset to receive footage, has X2 optical zoom, temperature sensor and geiger counter 1 500
Maintenance Drone Remote control, includes headset to receive footage, built in cutting torch and manipulation arms 2 1000
Rope   1 100
Climbing Gear   1 100
Zip ties   1 100
Tracker Pill sized tracker with terminal, signal range of a hundred miles 1 500
AG Harness   1 5000
Mentat +1 Intelligence for an hour 1 500
Ammo   1 100
Buff +1 Strength for an hour 1 500
Whizz +1 Dexterity for an hour 1 500
MDMA 2 +1 Presence for an hour 1 500
Pack of Prime Energy Drinks Restores 1 luck 1 100
DNA bomb Covers 20 square metres with random DNA 1 5000
Little snitch Copies data from nearby devices 1 1000
Noise maker Produces strong electronic interference for 30 seconds in 20 square metre area 1 500
Spray paint   1 100
Faceblocks Prevents automated facial recognition for 6 hours 1 1000
Smoke grenade   1 100
Rebreather   1 100

4.4 Recreational Drugs

Name Effect Street Price
Sunset Chalk Relaxant - euphoria 50
Rattle Stimulant - conversation 20
Vortex Relaxant - creativity 100
Pink Ooze Sensory overload 200
Miura Stimulant - violence 50
Vurt Hallucinogen 400

4.5 Ranged Weapon Upgrades

Name Notes Credits
Suppressor
  1000
Underslung grenade launcher   1000
Extended magazine Automatic weapons fire does not cost an additional use of ammo 1000
Armor piercing rounds Attacks from weapon are armour piercing 5000
Laser sight Attacks at short range are enhanced 5000

5. Data

5.1 Cost of Living Dying

Item Notes Cost
Coffin Hotel Per Night 50
Hotel Room Per Night 500
Hotel Suite Per Night 2k
Slums Apartment Per Week 1k
Arcology Apartment Per Week 5k
Hills Apartment or Villa Per Week 20k
Street food and cheap beer Restores 1HP 10
Sit in meal Restores D2HP 50
Haute Cuisine Restores D4HP 500
Metro Ticket Per Trip 10
Motor Rickshaw Ride Per Trip 50
Gyrocab Ride Per Trip 500
Emergency Medical Treatment Backstreet clinic, restores 5HP, reduce max HP by 1. 500
Emergency Medical Treatment Hospital, restores 5 HP. 5k
Steroid Cycle +1 strength until next downtime 1k
Data Dreams +1 intelligence until next downtime 1k
Plastic Surgery   2k
New Identity   10k
Trauma Team CASEVAC Armed team of medics deliver you to hospital 5k

5.2 I search the body

D100 Item
1-3 Ammo
4-6 Shiv
7-9 Grub bug burger
10-12 Data Cassette (SIM STIM)
13-15 GPS Locator
16-18 Ring with two headed demon
29-21 Bag of white powder
22-24 Adrenochrome
25-27 Job advert
28-30 Half Eaten Protein Bar
30-32 Data Cassette (Unmarked)
33-35 Glowing Seeds
36-38 Matchbox of Teeth
39-41 Fake ID
42-44 IOU for D100x10 credits
45-47 Comb
48-50 Plastic Figurine
51-53 Pair of Black Candles
54-56 Zippo Lighter
57-59 Cigar
60-62 Data Cassette (Music Demo)
63-65 Designer Watch
66-68 Data Cassette (Encrypted)
69-71 Yehuan Smokes
72-74 Hip Flask
75-77 Pass for the exclusive an exclusive club
78-80 A Novelty Coin
81-83 Prime Energy Drink
84-86 Bag of blue pills
87-89 Metro Pass
90-92 Tickets to a Concert
93-95 Anonymous credit stick (D10x100 credits)
96-99 Access Card for a lockup
100 Grenade (No Pin!)