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.
Characters start with 9 + D6 hit points and D4 Luck.
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 |
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.
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 |
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 |
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.
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.
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:
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.
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.
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.
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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!) |