Anarchy Threats (New)
Anarchy Threats (New)
Anarchy Threats (New)
Attributes + Skills + Shadow Amps < 28 Attributes + Skills + Shadow Amps > 48
1
BOSTON CFD THREATS HEAD CASE (MANIPULATOR)
Note: All Head Cases are Critters, are always active in AR. STR AGL WIL LOG CHA EDG RP
3 3 3 6 6 2
SKILLS: Acting 9, Close Combat 5, Firearms 5, Hacking 9,
Intimidation 9, Tasking 9
HEAD CASE (SHAMBLER) SHADOW AMPS: Essence: 6 (no penalties)
STR AGL WIL LOG CHA EDG RP • Emerged: Has access to resonance amps and uses
3 3 3 1 1 0 LOG + LOG to resist Matrix.
SKILLS: Close Combat 5, Tasking 3 • Pulse Storm (complex form): Effect. AoE distraction.
SHADOW AMPS: Essence: 6 (no penalties) Forced reroll 1 on Hacking or Tasking Tests.
• Emerged: Has access to resonance amps and uses • Infusion (complex form): Effect. Target LOG (Matrix
LOG + LOG to resist Matrix. only) +1.
• Pulse Storm (complex form): Effect. AoE distraction. • Nanohive Mind (critter power): Give +1 Plot
Forced reroll 1 on Hacking or Tasking Tests. Point/turn to ally Head Case.
• Shambling (critter power): Movement has Cool-
down 1. WEAPONS Dam Close Near Far
• Horde (critter power): Teamwork Tests may be used Unarmed 2S OK — —
in unarmed combat. Automatic +2 dice. Light Pistol 5P OK –2 —
Armor: 0
Condition Monitors (P/S): 10/10
HEAD CASE (HIDDEN)
STR AGL WIL LOG CHA EDG RP
3 3 3 5 5 2
HEAD CASE (RAGER) SKILLS: Acting 10, Close Combat 5, Stealth 8, Firearms 5,
STR AGL WIL LOG CHA EDG RP Tasking 8
6 6 3 2 2 0 SHADOW AMPS: Essence: 6 (no penalties)
SKILLS: Athletics 9, Close Combat 9, Tasking 5 • Emerged: Has access to resonance amps and uses
SHADOW AMPS: Essence: 6 (no penalties) LOG + LOG to resist Matrix.
• Emerged: Has access to resonance amps and uses • Pulse Storm (complex form): Effect. AoE distraction.
LOG + LOG to resist Matrix. Forced reroll 1 on Hacking or Tasking Tests.
• Pulse Storm (complex form): Effect. AoE distraction. • Resonance Spike (complex form): Cybercombat.
Forced reroll 1 on Hacking or Tasking Tests. Damage = 5S. Defense L + FW.
• Feral (critter power): Reroll 1 on Agility-related • Home Ground: +1 Plot Point at the beginning of
Tests. combat.
• Horde (critter power): Teamwork Tests may be used
in unarmed combat. Automatic +3 dice. WEAPONS Dam Close Near Far
Unarmed 2S OK — —
WEAPONS Dam Close Near Far Light Pistol 5P OK –2 —
Unarmed 3S OK — —
Bite 4P OK — — Armor: 6 [Armor clothing]
Condition Monitors (P/S): 10/10
Armor: 0
Condition Monitors (P/S): 11/10
2
CORPORATE THREATS MR. JOHNSON (CORPORATE)
STR AGL WIL LOG CHA EDG RP
3 3 5 4 6 3
SKILLS: Acting 9, Electronics 5, Stealth 5, Firearms 6,
COMPANY MAN/WOMAN Intimidation 8, Negotiation 10
STR AGL WIL LOG CHA EDG RP SHADOW AMPS: Essence: 5 (–1 Magic/Heal)
3 5 5 5 3 3 • Synaptic Booster 1: Bioware. +1 Attack. -0.5 Essence
SKILLS: Close Combat 7, Firearms 10, Intimidation 5, Pilot • Tailored Pheromones 2: Bioware. Reroll 2 on in-
Other 7, Stealth 7 person Charisma-related Tests. -0.5 Essence
SHADOW AMPS: Essence: 3 (–2 Magic/Heal)
• Control Rig 1: Cyberware. Control vehicles by VR WEAPONS Dam Close Near Far
(+1). Reroll 1 on Pilot and Gunnery. Unarmed 2S OK — —
• Plastic Bone Lacing 1: Cyberware. Damage Stun Baton 7S OK — —
Reduction 1. –1 Essence Heavy Pistol 6P OK –2 —
• Spy Drones 2: +2 to Perception. [A3, D0, M3]
• Team Player: May freely share Plot Points and Edge Armor: 6 [Armor clothing]
with other players. Condition Monitors (P/S): 10/11
CORPORATE SUIT
STR AGL WIL LOG CHA EDG RP
2 2 2 3 2 2
SKILLS: Electronics 5, Negotiation 4, Pilot Ground 3
SHADOW AMPS: Essence: 5 (–1 Magic/Heal)
• Datajack and Headware: Cyberware. May access the
Matrix via full VR. +1 to Matrix Tests. –1 Essence
WEAPONS Dam Close Near Far
Unarmed 1S OK — —
Taser 5S OK –2 —
3
CRITTERS GHOUL
STR AGL WIL LOG CHA EDG RP
6 4 3 2 2 2
SKILLS: Acting 4, Athletics 9, Close Combat 7, Firearms 7,
BARGHEST Intimidation 4
STR AGL WIL LOG CHA EDG RP SHADOW AMPS: Essence: 6 (no penalties)
8 4 4 2 3 1
• Critter: Has access to critter amps.
SKILLS: Athletics 11, Close Combat 7, Intimidation 6, Tracking
• Feral (critter power): Reroll 1 on Agility-related
7
Tests.
SHADOW AMPS: Essence: 6 (no penalties)
• Blind: Not affected by visual environment.
• Critter: Has access to critter amps.
• Dietary Requirement (Metahuman Flesh)
• Enhanced Senses (critter power): +3 to Perception.
• Paralyzing Howl (critter power): +3 to Intimidation,
WEAPONS Dam Close Near Far
targets must roll 3 hits on CHA+WIL or target cannot
Unarmed 3S OK — —
move. Close or Near only.
Bite* 4P OK — —
• Fear (critter power): Reroll 2 on Intimidation. *Blurred Vision: -1 to all Tests until medical help.
WEAPONS Dam Close Near Far Armor: 0
Bite 6P OK — — Condition Monitors (P/S): 10/10
Armor: 3 [Natural armor]
Condition Monitors (P/S): 12/10
HELL HOUND
STR AGL WIL LOG CHA EDG RP
6 4 4 2 3 1
DEVIL RAT SKILLS: Athletics 9, Close Combat 7, Intimidation 6, Projectile
STR AGL WIL LOG CHA EDG RP Weapons 8, Stealth 9, Tracking 7
2 5 2 2 2 1 SHADOW AMPS: Essence: 6 (no penalties)
SKILLS: Acrobatics 10, Close Combat 8, Stealth 10,
• Critter: Has access to critter amps.
Tracking 7
• Elemental Attack (Fire) (critter power): Combat.
SHADOW AMPS: Essence: 6 (no penalties)
Damage = 6P/AA. Defense = A + L. +2 damage to
• Critter: Has access to critter amps.
Armor. Close only.
• Animal Control (ordinary rats, critter power): May
• Enhanced Senses (critter power): +3 to Perception.
give order to up to 25 rats. Close or Near only.
• Fear (critter power): Reroll 2 on Intimidation.
• Concealment (critter power): Reroll 3 on Stealth
• Immunity (Fire) 4 (critter power): Damage
when not moving.
Reduction 4.
WEAPONS Dam Close Near Far
WEAPONS Dam Close Near Far
Bite 2P OK — —
Bite* 5P OK — —
*Fiery Maw: +1 damage to Armor.
Armor: 0
Condition Monitors (P/S): 9/9
Armor: 3 [Natural armor]
Condition Monitors (P/S): 11/10
4
CRITTERS (Cont.) YOUNG DRAGON
STR AGL WIL LOG CHA EDG RP
15 10 9 9 9 6
VAMPIRE SKILLS: Astral Combat 15, Close Combat 16, Conjuring 15,
STR AGL WIL LOG CHA EDG RP Intimidation 13, Projectile Weapons
5 5 5 5 5 3 15, Sorcery 15
SKILLS: Astral Combat 9, Athletics 8, Close Combat 8, SHADOW AMPS: Essence: 6 (no penalties)
Conjuring 11, Firearms 8, Intimidation 9, Negotiation 10,
• Critter: Has access to critter amps.
Sorcery 11, Stealth 10
• Immunity (Normal Weapons) 3 (critter power):
SHADOW AMPS: Essence: 6 (no penalties)
Damage Reduction 3.
• Awakened: Has access to magical amps.
• Elemental Attack (Fire) (critter power): Combat.
• Immunity (Age, Pathogens, Toxins)
Damage of 6P/AA. Defense = A + L. +2 damage to
• Essence Drain (critter power): If used on Armor. Close or Near only.
incapacitated enemy, permanently lowers essence
• Natural Weapon (critter power): Weapon (claws,
of target by 1.
teeth, tail) STR/2 +3P
• Infection: If an Essence Drain action would take the
• Animal Control (critter power): Mundane animals
target to 0 Essence, target is infected with the same
obey simple commands. Limited to swarm of tiny
virus as the attacker.
creatures, three dozen small creatures, or six large
• Mist Form (critter power) creatures.
• Regeneration (critter power): Every combat turn, • Dragonspeech (critter power): May speak and be
Critter regains 2 points of damage, in the following understood without the use of audible words.
order: Stun, Physical, Armor (if Natural armor).
• Enhanced Sense (critter power): +3 to perception.
• Control Thoughts (critter power): Effect. +3 to
• Terror (critter power): +3 to Intimidation, melee
Intimidation and Negotiation.
opponents must roll 3 hits on CHA+WIL or run away.
• Animal Control (critter power): Mundane animals
• Dragon Sorcery: Dragons may choose from any spell
obey simple commands. Limited to swarm of tiny
in the list of Spell Amps.
creatures, 3 dozen small creatures, or 6 large
creatures.
WEAPONS Dam Close Near Far
• Vampire Sorcery (critter power): Optional. Vampires Unarmed 8S OK OK —
may choose from any spell in the list of Spell Amps. Claw/Bite 11P OK OK —
• Weaknesses (Sunlight): When in sunlight, vampires
take 4 damage/turn, which cannot be regenerated. Armor: 15 [Natural armor]
• Weaknesses (Wood): When attacked with wooden Condition Monitors (P/S): 16/13
weapons, add 4 damage, which cannot be
regenerated.
• Dietary Requirement (Metahuman Blood)
5
MAGIC THREATS ENEMY MAGE
STR AGL WIL LOG CHA EDG RP
3 3 6 5 4 2
SKILLS: Astral Combat 8, Conjuring 9, Firearms 5, Sorcery 11,
BUG QUEEN Stealth 5
STR AGL WIL LOG CHA EDG RP SHADOW AMPS: Essence: 6 (no penalties)
9 5 6 4 2 4
• Awakened: Has access to magical amps.
SKILLS: Athletics 12, Close Combat 11, Intimidation
Choose two:
8, Sorcery 9, Stealth 7, Tracking 7
• Control Thoughts (spell): Effect. +2 to Intimidation
SHADOW AMPS: Essence: 6 (no penalties)
and Negotiation. Mind Control.
• Critter: Has access to critter amps.
• Fireball (spell): Combat. Damage = 6P. Defense = A +
• Immunity (Normal Weapons) 5 (critter power
L. AoE, Fire effects, Cooldown 1.
Damage Reduction 5.
• Invisibility (spell): Effect. Invisibility. Reroll 2 on
• Acid Spit (critter power): Combat. Damage = 6P/AA,
Stealth.
Defense = A + L. +2 damage to Armor.
• Confusion (spell): Effect. Confusion. Target takes -2
• Insect Chemicals (critter power): Give +1 Plot
to all Tests, Drain 1.
Point/turn to ally Bug Spirit.
WEAPONS Dam Close Near Far
WEAPONS Dam Close Near Far
Unarmed 2S OK — —
Claws 5P OK — —
Knife 3P OK — —
Mandibles 8P –2 — —
SMG 6P OK OK —
Armor: 12 [Natural armor]
Armor: 9 [Lined coat]
Condition Monitor (P/S): 13/11
Condition Monitors (P/S): 10/11
6
SPIRITS SPIRIT OF AIR
Note: For Greater Spirits (Very Hard), increase all Attributes STR AGL WIL LOG CHA EDG
by 2, increase Immunity by 2, and increase damage of all 3 9 5 5 5 2
attacks by 2. SKILLS: Astral Combat 3+W, Close Combat 3+A, Projectile
Weapons 3+A
Note: For Lesser Spirits (Easy), decrease all Attributes by 2, SHADOW AMPS: Essence: 6 (no penalties)
decrease Immunity by 2, and decrease damage of all attacks • Critter: Has access to critter amps.
by 2. • Immunity (Normal Weapons) 3 (critter power):
Damage Reduction 3.
• Movement (critter power): Effect. Using Double-
Note: For Blood Spirits, add 1 Edge and the following Shadow Time it does not cost target a Plot Point.
Amps: Choose one:
• Essence Drain (critter power): Permanently lowers • Elemental Attack (Cold) (critter power): Combat.
essence of incapacitated target by 1. Damage = 6S/AA. Defense = S + W. +2 damage to
• Blood Drain (critter power): Regain 2 points of Armor.
Physical damage with each melee. • Elemental Attack (Electricity) (critter power):
Combat. Damage = 6P/AA. Defense = S + W. Reroll 1.
Note: For Toxic Spirits, add 1 Edge and the following Shadow • Engulf (critter power): Combat/Effect. Damage =
Amps: 4S/AA. Defense = S + W. Target cannot move. Reroll
• Elemental Attack (Acid) (critter power): Combat. 1. Close only.
Damage = 6P/AA. Defense = A + L. +2 damage to
Armor. WEAPONS Dam Close Near Far
• Nausea (critter power): Effect. Targets in Close Unarmed 2S OK — —
range reroll 1 success per Test.
Armor: 0
Note: For Shadow Spirits, add 1 Edge and the following Condition Monitors (P/S): 10/11
Shadow Amps:
• Control Shadows (critter power): Effect. Increase all
Close range light penalties to -3. SPIRIT OF EARTH
• Shadow Blend (critter power): Effect. Reroll 2 on STR AGL WIL LOG CHA EDG
Agility-related defense. 9 3 5 5 5 2
• Weaknesses (Sunlight): When in sunlight, shadow SKILLS: Astral Combat 3+W, Close Combat 3+A, Projectile
spirits take 4 damage/turn. Weapons 3+A
SHADOW AMPS: Essence: 6 (no penalties)
• Critter: Has access to critter amps.
• Immunity (Normal Weapons) 3 (critter power):
Damage Reduction 3.
• Binding (critter power): Effect. Target’s movement
gains Cooldown 1.
Choose one:
• Elemental Attack (Earth) (critter power): Combat.
Damage = 7P. Defense = A + L.
• Engulf (critter power): Combat/Effect. Damage =
5S/AA. Defense = S + W. Target cannot move. Close
only.
7
SPIRITS (Cont.) SPIRIT OF WATER
STR AGL WIL LOG CHA EDG
5 7 5 5 5 2
SKILLS: Astral Combat 3+W, Close Combat 3+A, Projectile
SPIRIT OF FIRE Weapons 3+A
STR AGL WIL LOG CHA EDG SHADOW AMPS: Essence: 6 (no penalties)
5 7 5 5 5 2 • Critter: Has access to critter amps.
SKILLS: Astral Combat 3+W, Close Combat 3+A, Projectile • Immunity (Normal Weapons) 3 (critter power):
Weapons 3+A Damage Reduction 3.
SHADOW AMPS: Essence: 6 (no penalties) • Concealment (critter power): Effect. Reroll 3 on
• Critter: Has access to critter amps. Stealth when target not moving.
• Immunity (Normal Weapons) 3 (critter power): Choose one:
Damage Reduction 3. • Elemental Attack (Water) (critter power): Combat.
• Immunity (Fire) All (critter power): Damage Damage = 7S. Defense = A + L.
Reduction All. • Engulf (critter power): Combat/Effect. Damage =
Choose one: 4S/AA. Defense = S + W. Target cannot move or
• Elemental Attack (Fire) (critter power): Combat. breathe. Close only.
Damage = 6P/AA. Defense = A + L. +2 damage to
Armor. WEAPONS Dam Close Near Far
• Engulf (critter power): Combat/Effect. Damage = Unarmed 3S OK — —
4P/AA. Defense = S + W. Target cannot move. +2
damage to Armor. Close only. Armor: 0
Condition Monitors (P/S): 11/11
WEAPONS Dam Close Near Far
Unarmed 3P* OK — —
*Fire Aura: +2 damage to Armor.
SPIRIT OF BEAST
Armor: 0 STR AGL WIL LOG CHA EDG
Condition Monitors (P/S): 11/11 7 5 5 5 5 2
SKILLS: Astral Combat 3+W, Close Combat 3+A, Intimidation
3+C
SHADOW AMPS: Essence: 6 (no penalties)
SPIRIT OF MAN • Critter: Has access to critter amps.
STR AGL WIL LOG CHA EDG • Immunity (Normal Weapons) 3 (critter power):
5 6 5 6 5 2 Damage Reduction 3.
SKILLS: Astral Combat 3+W, Close Combat 3+A, Sorcery 3+W • Natural Weapon (critter power): Weapon (claws,
SHADOW AMPS: Essence: 6 (no penalties) teeth, tail) STR/2 +3P
• Critter: Has access to critter amps. Choose one:
• Immunity (Normal Weapons) 3 (critter power): • Animal Control (critter power): Mundane animals
Damage Reduction 3. obey simple commands. Limited to swarm of tiny
• Accident (critter power): Effect. Each combat turn, creatures, 3 dozen small creatures, or 6 large
may add 1 Glitch die (no Exploit) to (WIL rating) creatures.
Tests. • Fear (critter power): Reroll 3 on Intimidation.
Choose one:
• Confusion (critter power): Effect. Confusion. Target WEAPONS Dam Close Near Far
takes -2 to Tests. Unarmed 4S OK — —
• Control Thoughts (critter power): Effect. +2 to Claw/Bite 7P OK — —
Intimidation and Negotiation Tests.
Armor: 3 [Natural armor]
WEAPONS Dam Close Near Far Condition Monitors (P/S): 12/11
Unarmed 3S OK — —
Armor: 0
Condition Monitors (P/S): 11/11
8
MATRIX THREATS SECURITY SPIDER
Note: For Advanced Sprites (Very Hard) and IC, increase Logic STR AGL WIL LOG CHA EDG RP
and Firewall (and Edge, for Sprites only) by 2, increase 2 3 4 5 3 2
Shadow Amp effects by 1. SKILLS: Electronics 9, Firearms 4, Hacking 10, Tracking 8
SHADOW AMPS: Essence: 5 (–1 Magic/Heal)
Note: For Simple Sprites (Easy) and IC, reduce Logic and • Cyberdeck 5: Reroll 2 on Matrix Tests, Firewall +2,
Firewall (and Edge, for Sprites only) by 2, decrease Shadow Matrix Condition Monitor 9, may run 2 program.
Amp effects by 1. • Datajack and Headware: Cyberware. May access the
Matrix via full VR. +1 to Matrix Tests. –1 Essence
Choose two:
• Armor (program): +6 Matrix Condition Monitor.
ENEMY TECHNOMANCER • Biofeedback (program): Cybercombat does Physical
STR AGL WIL LOG CHA EDG RP or Matrix damage.
2 3 4 5 3 2
• Encrypt (program): +2 to Firewall.
SKILLS: Acting 6, Firearm 4, Hacking 10, Tasking 9, Tracking 8
• Exploit (program): +2 to non-combat Hacking.
SHADOW AMPS: Essence: 6 (no penalties)
• Hammer (program): +2 damage in Cybercombat.
• Emerged: Has access to resonance amps and uses
• Signal Scrub (program): Reduce Noise by 4.
LOG + LOG to resist Matrix.
• Track (program): Reroll 2 on Tracking.
• Resonance Spike (complex form): Cybercombat.
Damage = 5S. Defense L + FW.
WEAPONS Dam Close Near Far
• Stitches (complex form): Effect. Target sprite heals 1
Unarmed 1S OK — —
damage per net hit.
Light Pistol 5P OK –2 —
Choose two:
• Diffusion (complex form): Effect. Target reduces
Armor: 6 [Armor clothing]
Logic (Matrix only) by 2.
Condition Monitors (P/S/Matrix): 9/10/9
• Pulse Storm (complex form): Effect. AoE distraction.
Forced reroll 1 on Hacking or Tasking Tests.
• Static Bomb (complex form): Effect. Invisibility to
Matrix/Drone for 2 Narrations. SPRITE (BASIC)
• Tattletale (complex form): Effect. Target rolls LOG EDG
Overwatch. 5 2
SKILLS: Hacking 3+L, Tasking 3+L, Tracking 3+L
WEAPONS Dam Close Near Far PROGRAMS:
Unarmed 1S OK — — • Emerged: Has access to resonance amps and uses
Light Pistol 5P OK –2 — LOG + LOG to resist Matrix.
Choose one:
Armor: 6 [Armor clothing] • Courier (complex form): Reroll 2 on Tracking.
Condition Monitors (P/S): 9/10 • Crack (complex form): +2 to non-combat Hacking.
• Fault (complex form): Effect. Target rerolls 2
successful Firearm, Matrix or Pilot dice.
INTRUSION COUNTERMEASURES (IC) • Machine (complex form): Effect. Target gains
Damage Resistance (Matrix) 2.
FW LOG EDG
10 5 0
Condition Monitors (Matrix): 9
SKILLS: Hacking 3+L, Tracking 3+L
PROGRAMS:
Choose one:
• Black IC (program): Damage is Physical.
• Grey IC (program): Reroll 2 on Cybercombat.
• White IC (program): +2 to non-combat Hacking.
• Trace IC (program): Reroll 2 on Tracking.
• Patrol IC (program): +2 to Perception.
9
MILITARY THREATS ARMORED PERSONNEL CARRIER
STR AGL WIL LOG CHA EDG
10 3 0 6 0 2
SKILLS: Pilot Ground 7, Gunnery 6
SOLDIER SHADOW AMPS: Essence: 0 (cannot be targeted with WIL or
STR AGL WIL LOG CHA EDG RP be healed)
4 5 5 3 2 2 • Armor Plating 4: Damage Reduction 4.
SKILLS: Athletics 6, Close Combat 8, Firearms 10, Intimidation • Smartlink 3: +3 to Gunnery.
4, choose two of: Engineering 6, Heavy Weapons 8, Pilot • Troops: Surprise Threat once per Scene.
Ground 8, Tracking 6 • Mounted Weapon (choose one)
SHADOW AMPS: Essence: 4 (–1 Magic/Heal)
• Aluminum Bone Lacing 2: Cyberware. Damage WEAPONS Dam Close Near Far
Reduction 2. –1 Essence Mach. Gun 8P –2 OK OK
• Pain Inhibitor: Cyberware. Ignore injury modifiers. Launcher 12P OK* OK* OK
–1 Essence
Armor: 21 [Natural armor]
WEAPONS Dam Close Near Far
Unarmed 2S OK — —
Knife 3P OK — —
Heavy Pistol 6P OK –2 —
LIGHT-ASSAULT COPTER
Assault Rifle 8P –2 OK –2 STR AGL WIL LOG CHA EDG
10 6 0 6 0 2
Armor: 12 [Armor jacket] SKILLS: Pilot Other 9, Gunnery 9, Tracking 9
Condition Monitors (P/S): 10/11 SHADOW AMPS: Essence: 0 (cannot be targeted with WIL or
be healed)
• Armor Plating 3: Damage Reduction 3.
• Remotely Rigged 1: Controlled by VR, +1 to Vehicle
SOLDIER (ELITE) Tests. Reroll 1 on Vehicle Tests.
STR AGL WIL LOG CHA EDG RP
• Flying
5 6 6 4 2 3
• Mounted Weapon (choose one)
SKILLS: Athletics 8, Close Combat 10, Firearms 12,
Intimidation 4, Projectile Weapons 8, Stealth 10, Tracking 6
WEAPONS Dam Close Near Far
SHADOW AMPS: Essence: 4 (–1 Magic/Heal)
Mach. Gun 8P –2 OK OK
• Titanium Bone Lacing 3: Cyberware. Damage
Launcher 12P OK* OK* OK
Reduction 3. –1 Essence
• Pain Inhibitor: Cyberware. Ignore injury modifiers. Armor: 15 [Natural armor]
–1 Essence
WEAPONS Dam Close Near Far Note: For Corporate Security Copters, increase effects of
Unarmed 3S OK — — Remotely Rigged by 1 and reduce Armor Plating by 1.
Knife 4P OK — —
Heavy Pistol 6P OK –2 —
Assault Rifle 8P –2 OK –2
Frag Grenade 12P OK* OK* —
10
SECURITY THREATS RENT-A-COP
STR AGL WIL LOG CHA EDG RP
4 4 4 3 2 2
SKILLS: Athletics 7, Close Combat 8, Firearms 8, Intimidation
CORPORATE SECURITY 6, Pilot Ground 8
STR AGL WIL LOG CHA EDG RP SHADOW AMPS: Essence: 5 (–1 Magic/Heals)
4 4 3 3 3 2
• Reaction Enhancers: Cyberware. +1 Plot Point at the
SKILLS: Acting 5, Athletics 8, Close Combat 8, Firearms 8,
beginning of combat. –1 Essence
Intimidation 5, Pilot Ground 6
SHADOW AMPS: Essence: 4 (–2 Magic/Heal)
WEAPONS Dam Close Near Far
• Cybereyes 1: Cyberware. Ignore vision modifiers, Unarmed 2S OK — —
reroll 1 on ranged attacks. –1 Essence Stun Baton 7S OK — —
• Reaction Enhancers: Cyberware. +1 Plot Point at the Heavy Pistol 6P OK –2 —
beginning of combat. –1 Essence
Armor: 12 [Armor jacket]
WEAPONS Dam Close Near Far Condition Monitors (P/S): 10/10
Unarmed 2S OK — —
Stun Baton 7S OK — —
SMG 6P OK OK — Note: For AAA Rent-a-Cop, add appropriate Attribute, Skill,
or Shadow Amp (4 points).
Armor: 9 [Armor vest]
Condition Monitors (P/S): 10/10
RENT-A-COP (HTR)
Note: For AAA Corporate Security, add appropriate Attribute, STR AGL WIL LOG CHA EDG RP
Skill, or Shadow Amp (4 points). 6 5 5 3 2 3
SKILLS: Acting 3, Athletics 9, Close Combat 10, Firearms 10,
Projectile Weapons 10, Intimidation 6
SHADOW AMPS: Essence: 4 (–1 Magic/Heals)
CORPORATE SECURITY (ELITE) • Smartlink 2: Cyberware. +2 to Firearms and Heavy
STR AGL WIL LOG CHA EDG RP Weapons. –1 Essence
5 5 4 4 3 3
• Wired Reflexes 2: Cyberware. +1 Attack. +1 Plot
SKILLS: Acting 4, Athletics 8, Close Combat 10, Firearms 10,
Point at the beginning of combat. –1 Essence
Intimidation 8, Stealth 10
SHADOW AMPS: Essence: 4 (–1 Magic/Heal)
WEAPONS Dam Close Near Far
• Cybereyes 2: Cyberware. Ignore vision modifiers, Unarmed 3S OK — —
reroll 2 on ranged attacks. –1 Essence Stun Baton 7S OK — —
• Wired Reflexes 2: Cyberware. +1 Attack. +1 Plot Heavy Pistol 6P OK –2 —
Point at the beginning of combat. –1 Essence Assault Rifle 8P –2 OK –2
Stun Grenade 8S OK* OK* —
WEAPONS Dam Close Near Far
Unarmed 3S OK — — Armor: 12 [Full body armor]
Stun Baton 7S OK — — Condition Monitors (P/S): 11/11
SMG 6P OK OK —
11
SHADOW THREATS RAZOR
STR AGL WIL LOG CHA EDG RP
6 6 3 3 3 3
SKILLS: Athletics 10, Close Combat (swords) 10 (12), Stealth
COMBAT MEDIC 10
STR AGL WIL LOG CHA EDG RP SHADOW AMPS: Essence: 4 (–1 Magic/Heal)
3 3 5 5 5 6 • Cyber Arms 2: Cyberware. Reroll 2 on Agility-related
SKILLS: Athletics 5, Biotech 10, Close Combat 5, Firearms 5, attacks. –1 Essence
Negotiation 6 • Wired Reflexes 3: Cyberware. +1 Attack. +2 Plot
SHADOW AMPS: Essence: 6 (no penalties) Points at the beginning of combat. –1 Essence
• Team Player: May freely share Plot Points and Edge • Mono-Swords: +2 damage with swords.
with other players.
• Expert Medkit: +2 to Biotech. WEAPONS Dam Close Near Far
• Guts: +2 to resist Intimidation or Fear. Unarmed 3S OK — —
Swords 6P OK — —
WEAPONS Dam Close Near Far
Unarmed 2S OK — — Armor: 6 [Armor clothing]
Stun Baton 7S OK — — Condition Monitors (P/S): 11/10
Tranq Pistol 6S OK –2 —
12
STREET THREATS MR. JOHNSON (STREET)
Note: For metatype gangers, reduce Edge by 1 and increase STR AGL WIL LOG CHA EDG RP
the following Attributes: 4 4 4 3 4 3
SKILLS: Acting 6, Athletics 6, Electronics 5, Firearms 7,
• Dwarf: +1 Strength, +1 Willpower
Intimidation 8, Negotiation 7, Pilot Ground 6
• Elf: +1 Agility, +1 Charisma
SHADOW AMPS: Essence: 4.5 (–1 Magic/Heal)
• Ork: +2 Strength
• Reaction Enhancers: Cyberware. +1 Plot Point at the
• Troll: +2 Strength, +3 Armor
beginning of combat. –1 Essence
• Tailored Pheromones 1: Bioware. Reroll 1 on all in-
person Charisma-related Tests. –0.5 Essence
GANGER
STR AGL WIL LOG CHA EDG RP WEAPONS Dam Close Near Far
4 3 3 2 2 2 Unarmed 2S OK — —
SKILLS: Acting 4, Athletics 7, Close Combat 6, Firearms 6, Spike Knucks 4P OK — —
Intimidation 5, Pilot Ground 5 Heavy Pistol+ 7P OK –2 —
SHADOW AMPS: Essence: 6 (no penalties)
Choose one: Armor: 6 [Leathers]
• All the Drugs: Reroll 1 on Agility-related Tests. Condition Monitors (P/S): 10/11
• Swag Bike: Vehicle. +2 to Pilot Ground.
• Home Turf: +1 Plot Point at the beginning of combat.
• Zeal: +2 to resist Intimidation or Fear. WIZ-GANGER
STR AGL WIL LOG CHA EDG RP
WEAPONS Dam Close Near Far 3 3 4 2 2 2
Unarmed 2S OK — — SKILLS: Acting 4, Sorcery 7, Close Combat 6, Firearms 6,
Knucks 3P OK — — Intimidation 4, Pilot Ground 5
Light Pistol 5P OK –2 — SHADOW AMPS: Essence: 6 (no penalties)
• Awakened: Has access to magical amps.
Armor: 9 [Armor vest] Choose one:
Condition Monitors (P/S): 10/10
• Lightning Bolt (spell): Combat. Damage = 6P/AA.
Defense = S + W. Reroll 1 on Sorcery.
Note: For everyday Citizens, Drunks, Workers, and other • Chaotic World (spell): Effect. AoE distraction. Reroll
non-combatants, remove Skills, Shadow Amps, and Armor. 1 successful die. Drain 1.
• Invisibility (spell): Effect. Invisibility. Reroll 2 on
Stealth.
13
TECH THREATS ENEMY DRONE (SMALL)
Note: All Enemy Drones use Skill + LOG to attack rather than STR AGL WIL LOG CHA EDG
Skill + AGI. 4 8 0 6 0 0
SKILLS: Close Combat 9, Gunnery 9, Pilot (Any) 9, Stealth 10
SHADOW AMPS: Essence: 0 (cannot be targeted with WIL or
Note: For Gun Emplacements, remove Audio Analyzer and be healed)
Flying and add the following Shadow Amps: • Audio Analyzer: Interpret voice commands.
• Smartlink 2: +2 to Gunnery. • Flying (optional)
• Stationary: Agility = 0 • Mounted Weapon (choose one)
14
CYBORG TECHNOMANCER (CYTECH)
STR AGL WIL LOG CHA EDG RP
4 6 4 5 3 4 Silent,
Calculating
SKILLS: Close Combat 8, Firearm 8, Hacking 8, Tasking 8,
Tracking 8
SHADOW AMPS: Essence: 3 (-2 Magic/Heal/Task)
• Emerged: Has access to resonance amps and uses
LOG + LOG to resist Matrix.
• Resonance Spike (complex form): Cybercombat.
Damage = 5S. Defense L + FW.
• Bone Lacing 1: Cyberware. Damage Reduction 1.
• Wired Reflexes 2: Cyberware. +1 Attack.
• Cyberarms 1: Cyberware. Reroll 1 on Agility-based
attacks.
Choose one:
• Diffusion (complex form): Effect. Target reduces
Logic (Matrix only) by 2.
• Pulse Storm (complex form): Effect. AoE distraction.
Forced reroll 1 on Hacking or Tasking Tests.
• Static Bomb (complex form): Effect. Invisibility to
Matrix/Drone for 2 Narrations.
• Tattletale (complex form): Effect. Target rolls
Overwatch.
15