SR5 Karilap 1.8 Zoey Banshee ALAP

Download as xlsx, pdf, or txt
Download as xlsx, pdf, or txt
You are on page 1of 20

NAME: Zoey Redbird STREET NAME: Phoenix STARTING SPENT (MISC) STUN DAMAGE

ETHNICITY: Caucasian/Nat Americ SEX: female KARMA 800 KARMA


-1
STREET CRED: 0 NOTORIETY: 0 PUBLIC AWARE: 0 ¥ 94,000 ¥
AGE: 26 HEIGHT: 165 cm WEIGHT: 45 kg GAINED UNSPENT
METATYPE/ -2
Elf + Banshee (Inf) COST: 72 KARMA KARMA 0
VAR:
MAGIC/RESON: Mystic Adept COST: 35 ¥ ¥ 95
-3
SURGE: Class III COST: 30
MISC: green eyes, scarlet hair with feathers EDGE:
-4

ATTRIBUTES RACE RACE KARMA MODIFIERS LM LM LM LM LM LM


-5
NATUR AUGM MIN MAX Incr Cost Qual 'Ware Magic Gear #1 #2 #3 #4 #5/1 #5/2
BOD 1 3 1 5 2
AGI 3 3 2 5 1 15 PHYSICAL DAMAGE
REA 2 5 1 8 1 10 3
-1
STR 2 2 1 5 1 10
WILL 6 6 1 7 5 100
-2
LOG 3 3 1 6 2 25
INT 3 3 1 7 2 25
-3
CHA 6 8 4 10 2 55 2
EDG 3 3 1 6 2 25 BASE MODIFIERS SUM
-4
MAG 7 7 1 7 6 135 INITIATIVE 8 1 9
ESS 6.000 6.000 6 12 INITIAT DICE 1 D6 1 3 5 D6
-5
DEFENSE 8 1 9
ATTRIB
LIMITS BASE MOD SUM BASE MOD SUM
TESTS -6
PHYSICAL: 4 4 COMPOS: 14 14 Walk / Run / Sprint: AGI×3 AGI×6 +3m/hit
MENTAL: 5 5 JUD INTENT: 11 11 Lift/Lift above: 30 10 Carry: 20
SOCIAL: 10 2 12 MEMORY: 9 9 More: STR+BOD, +15/5/10 kg/hit OVERFLOW: 3 /

POSITIVE COST NEGATIVE BON POSITIVE METAGENIC COST NEGATIVE METAGENIC BON
QUALITIES (max 25) 29 QUALITIES (max 25) 25 QUALITIES (max 30) 30 QUALITIES (max 30) 30
Exceptional Attribute 14 Code of Honor (Shaman) 15 Metagenic CHA Improvem 15 Impaired BOD 8
Friends in High Places 8 Poor S.C: Trhill-Seeker 4 Glamour (+2 Soc L & skill) 12 Impaired AGI 8
Mentor Spirit (Phoenix) 5 (Comp (2) or risky option) Vom Org (+2 Perc, +1 Soc) 3 Impaired STR 8
(+2 Leadership, +1 Summ Did You Just Call Me Dumb 3 Critter Spook 5
DP; Comp (3) to avoid Consummate Prof (Str Cred 3 Unusual Hair (3) 1
responding to an insult) incr /2, +2 soc vs employ)
Immunity (Age, Toxins) Allergy (Sunlight, Severe)
Distinct Style (+2 to trace, 0 Infected Phys attr +2 (BOD) Vulnerabil (Silver) (+3 DV)
25-ön felüli többlet 2 -1 Memory Test Thresh) Infected Phys attr +2 (CHA) Vulnerabil (Wood) (+3 DV)

LIFE MODULES: #1: COST #2: COST #3: COST #4: COST #5/1: COST #5/2: COST
FULL COST: 0

CONTACTS FREE CONTACT UNSPENT KARMA COST CONN LOYAL LIFESTYLE #1 MONTHS: 1 ¥ COST: 1,505
Name (misc info) POINTS: 24 0 0 (max 12) (max 6) Pókerbár feletti tetőtéri lakás, Low (Renton) 1,505
Helen, dwarf female (infobroker), hobbi: betting 5 2 Options/Qualities (CRB p. 370, RF p.213, HT p.139)
John, ork male (BloodWorksNW sec.guard), hobbi: piping 2 5 C&N: 3; Sec: 3; Neighb: 3 Grid Subscription (Local)
Brienne, human female (fixer), hobbi: cooking 4 3 Cramped (-2 Limits)
Limited Building Space
Garage Obsc/D to Find (-2 Sneak)
Friends in High Places (CHA x 4 = 32 extra points) -32
LIFESTYLE #2 MONTHS: 1 ¥ COST: 1,500
Svindler, elf male (decker), hobbi: ??? 8 4 Romos ház "pánikpince", Bolt Hole (Auburn) 1,500
Nahimana, human female (talismonger), hobbi: animals 8 4 Options/Qualities (CRB p. 370, RF p.213, HT p.139)
Matthews, human male (Knight Errant Captain), hobbi: yachts 8 3 C&N: 2; Sec: 4; Neighb: 2 Dug a H (+2 Track Thresh)
Used: Household Gremlins
Not A Home (D6: on 5-6, -1 C&N)
Initiation: Masking (13 karma) Cramped (-2 LOG Limits) Safehouse (-4 Tracking)
Fetish: Nyaklánc bőrpántján lógó vörös ásványkő.
15% elf; 6% changeling; 0,8% awakened; 10% mystic adept; 0,00072%-a a népességnek
Seattle-ben 43 ilyen van összesen LIFESTYLE #3 MONTHS: 1 ¥ COST: 0

Options/Qualities (CRB p. 370, RF p.213, HT p.139)


C&N: ?; Sec: ?; Neighb: ?
VEHICLE #1 NAME UNSPENT ¥ ¥ COST HANDL SPEED ACCEL BODY ARMOR PILOT SENS SEATS
95 0
MODIFICATIONS COST (¥)
Vehicle base price

VEHICLE #2 NAME UNSPENT ¥ ¥ COST HANDL SPEED ACCEL BODY ARMOR PILOT SENS SEATS
95 0
MODIFICATIONS COST (¥)
Vehicle base price

UNSPENT KARMA: 0 LINKED SKILL KARMA MODIFIERS LM LM LM LM LM LM


SKILL GROUP SKILLS ATTRIBUTE SUM Spec Incr Cost Qual 'Ware Magic Gear #1 #2 #3 #4 #5/1 #5/2
Con CHA 8 5 1 2 1 1
ACTING Impersonation CHA 8 5 1 5 2 1 1
Performance CHA 8 5 1 2 1 1
Gymnastics AGI 3 1 1 2
ATHLETICS Running STR 2 0
Swimming STR 2 1 1 2
Biotechnology LOG 3 0
Cybertechnology LOG 3 0
BIOTECH
First Aid LOG 3 0
Medicine LOG 3 0
Blades AGI 3 0
CLOSE COMBAT Clubs AGI 3 0
Unarmed AGI 3 0
Banishing MAG 7 4 1 2 3
CONJURING Binding MAG 7 4 1 2 3
Summoning MAG 7 10 6 42 1 3
Cybercombat LOG 3 0
CRACKING Electronic Warfare LOG 3 0
Hacking LOG 3 0
Computer LOG 3 1 1 2
ELECTRONICS Hardware LOG 3 0
Software LOG 3 0
Alchemy MAG 7 3 3
ENCHANTING Artificing MAG 7 3 3
Disenchanting MAG 7 3 3
Automatics (F.fight) AGI 3 0
FIREARMS Longarms (F.fight) AGI 3 0
Pistols (Firefight) AGI 3 0
Etiquette CHA 8 5 1 2 1 1
INFLUENCE Leadership CHA 8 7 1 5 4 1 1
Negotiation CHA 8 5 1 2 1 1
Aeronautics Mech LOG 3 0
Automotive Mech LOG 3 0
ENGINEERING
Industrial Mech LOG 3 0
Nautical Mech LOG 3 0
Navigation INT 3 0
OUTDOORS Survival WILL 6 0
Tracking INT 3 0
Counterspelling MAG 7 4 1 2 3
SORCERY Ritual Spellcasting MAG 7 3 3
Spellcasting MAG 7 7 4 20 3
Disguise INT 3 4 1 2 3
STEALTH Palming AGI 3 0
Sneaking AGI 3 1 1 2
Compiling RES 0 0
TASKING Decompiling RES 0 0
Registering RES 0 0
UNSPENT KARMA: 0 LINKED KARMA MODIFIERS LM LM LM LM LM LM
SUM
INDIVIDUAL SKILLS ATTRIBUTE Spec Incr Cost Qual 'Ware Magic Gear #1 #2 #3 #4 #5/1 #5/2
Archery AGI 3 0
Escape Artist AGI 3 0
Exotic Melee Weapon (Specific) AGI 3 0
Exotic Melee Weapon (Specific) AGI 3 0
Exotic Melee Weapon (Specific) AGI 3 0
Exotic Ranged Weapon (Specific) AGI 3 0
Exotic Ranged Weapon (Specific) AGI 3 0
Exotic Ranged Weapon (Specific) AGI 3 0
Gunnery AGI 3 0
Heavy Weapons AGI 3 0
Locksmith AGI 3 0
Throwing Weapons AGI 3 0
Diving BOD 3 0
Free-Fall BOD 3 0
Pilot Aerospace REA 5 0
Pilot Aircraft REA 5 0
Pilot Exotic Vehicle (Specific) REA 5 0
Pilot Exotic Vehicle (Specific) REA 5 0
Pilot Exotic Vehicle (Specific) REA 5 0
Pilot Ground Craft REA 5 0
Pilot Walker REA 5 0
Pilot Watercraft REA 5 0
Animal Handling CHA 8 0
Instruction CHA 8 0
Intimidation CHA 8 3 1 2 1 1
Artisan (Specific) INT 3 0
Artisan (Specific) INT 3 0
Artisan (Specific) INT 3 0
Assensing INT 3 0
Perception (Smell +2) INT 3 1 1 2
Interest Knowledge (Classic music) INT 3 1 1 0
Interest Knowledge (Singing) INT 3 1 1 0
Interest Knowledge (Specific) INT 3 0
Interest Knowledge (Specific) INT 3 0
Interest Knowledge (Specific) INT 3 0
Street Knowledge (Specific) INT 3 0
Street Knowledge (Specific) INT 3 0
Street Knowledge (Specific) INT 3 0
Street Knowledge (Specific) INT 3 0
Street Knowledge (Specific) INT 3 0
Language (English) (NATIVE) INT 3 0 N 0
Language (Japanese) INT 3 2 2 0
Language (Sperethiel) INT 3 2 2 0
Language (Specific) INT 3 0
Language (Specific) INT 3 0
Academic Knowl (Magical Theory) LOG 3 4 4 0
Academic Knowledge (Specific) LOG 3 0
Academic Knowledge (Specific) LOG 3 0
Academic Knowledge (Specific) LOG 3 0
Academic Knowledge (Specific) LOG 3 0
Professional Knowledge (Specific) LOG 3 0
Professional Knowl (Psychology) LOG 3 1 1 0
Professional Knowledge (Specific) LOG 3 0
Professional Knowledge (Specific) LOG 3 0
Professional Knowledge (Specific) LOG 3 0
Arcana LOG 3 0
Armorer LOG 3 0
Chemistry LOG 3 0
Demolitions LOG 3 0
Forgery LOG 3 0
Astral Combat WILL 6 1 1 2
RES 0 0
RES 0 0
RES 0 0
WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL

RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter)
ACCESSORIES

WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL

RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter)
ACCESSORIES

WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL

RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter)
ACCESSORIES

WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL

RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter)
ACCESSORIES

WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL

RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter)
ACCESSORIES

WEAPON NAME D POOL ACC REACH DAMAGE AP MODE RC (=BASE+WEAP) AMMO CONCEAL

RANGE (DP mod) Short (0) Medium (-1) Long (-3) Extreme (-6) AMMUNITION TYPES DAM AP BLAST
Distance (meter)
ACCESSORIES

ARMOR NAME BOD ARMOR CAPACITY ARMOR NAME BODY ARMOR CAPACITY
M of Lond - Argentum Coat 3 12/+4 14 Berwick Dress 3 8 4
MODIFICATION CAP Social Limit +1 × MODIFICATION CAP Social Limit +1 ×
Fire Res (R6), Noncond (R6) 12 -3 Concealability × -2 Concealability ×
Wireless: +1 Social Tests × Wireless: +1 Social Tests ×
(+2 Soc Lim for Intimid) × (+1 Soc Lim for Intimid) ×

ARMOR NAME BODY ARMOR CAPACITY ARMOR NAME BODY ARMOR CAPACITY

MODIFICATION CAP MODIFICATION CAP


KARMA TO NUYEN (¥) ¥ COST UNSPENT ¥ ¥ COST ESSENCE
GEAR CYBER-, BIO-, & ANYWARE
47 ( 94,000 ¥ ) 90,900 95 0 0.000
Fake SIN (Stacey Montgomery) (R4), fake lic. Spellcast (R4) 10,400
Renraku Sensei (R3) (+Sim module, Receiver) 1,500
Trodes 70

Berwick Dress 2,300


Mortimer of London, Argentum Coat 3,600
-F Res (R6), Noncond (R6) 3,000
Napszemüveg 2x 30

Power focus (F3) 54,000


Sustaining focus - Health (F2) 8,000
Fetish (-2 Drain) 2,000
Shamanic lodge, F7 3,500
Reagent 25x 500

Survival kit (1x) 100


Medkit (R6) 1,500
Medkit supplies (1x / ) 100
Biomonitor* 300

* = addit wireless funct / " = not always on person

PP COST
ADEPT POWERS
7.00
Att Boost (REA) (LV1) (act: S A; MAG+LV: hits=incr=2x CT;
0.25
Drain=LV)
Authoritative Tone (LV1) (+1 social skills) 0.50
Body Sculpt (+2 Disg, act: 1min; change 1h; dur=MAG hrs) 1.00
Combat Sense (LV1) (+1 Def Test, always all Perc to surpr) 0.50
Facial Sculpt (LV1) (+1 Disg; act: C A; change: 1min; dur=MAG hrs) 0.25
Improved Reflexes (LV3) (+3 REA, +3D6 Initiative Dice) 3.50
Melanine Control (activation: C A; dur=MAG hrs) 0.50
Voice Control (LV1) (Imperson + LV + CHA vs Rx2 or Perc + INT) 0.50

FOCI BONDING, SPELLS, ADEPT POWER POINTS COST


& OTHER MAGIC-RELATED 118
Power focus (F3) (-2 karma Phoenix) 16
Sustaining focus (F2) (-2 karma Phoenix) 2

Healt: Heal, Alleviate (Sunlight Allergy) 10


Manipulation: Turn to Goo (Fet), Influence, Alter mem, Levitate 20
Detection: Mind Probe, Analyze Truth 10
Combat: Fireball (Fet), Stunbolt 10
Illusion: Improved invisibility, Trid Phantasm, Sound Barrier 15

Adept Power Points (7) 35


SOCIAL MODIFIERS (CRB p.140) PC's/PC's targ Street Cred + -X INTIMIDATION MODIFIERS SOCIAL TESTS (CRB p.141)
PC's target has romant attract +2 NPC has “ace in the hole” +2 PC physically imposing +1-3 PLAYER CHAR TARGET (=NPC)
PC's target is Friendly +2 PC/NPC is intoxicated -1 PC' target is physically impos -1-3 Con+CHA [Soc] Con+CHA [Soc]
PC's target is Neutral 0 CON MODIFIERS PCs outnumber the subject(s) +2 Etiq+CHA [Soc] Perc+CHA [Soc]
PC's target is Suspicious -1 PC has "good evidence" +1-2 PCs outnumbered by subj(s) -2 Imper+CHA [Soc] Perc+INT [Ment]
PC's target is Prejudiced -2 PC's target is distracted +1 PC wield weap/obv magic +2 Intim+CHA [Soc] WILL+CHA
PC's target is Hostile -3 PC's targ has time to think -1 PC's targ wield weap/obv mag -2 Lead+CHA [Soc] Lead+WILL [Soc]
PC's target is Enemy -4 ETIQUETTE MODIFIERS PC is causing pain (torture) +2 Negot+CHA [Soc] Negot+CHA [Soc]
PC's goal to NPC is Advant +1 PC has wrong attire -2 NPC is oblivious to danger +2 Perf+CHA [Soc] WILL+CHA
PC's goal to NPC is No Value 0 PC is obviously nervous -2 LEADERSHIP MODIFIERS ATTRIBUTE ONLY (CRB p.152)
PC's goal to NPC is Annoy -1 NPC is distracted -1 PC/PC's target has higher rank + -1-3 JUDGE INTENTIONS
PC's goal to NPC is Harmful -3 NEGOTIATION MODIFIERS PC is obvious authority figure +1 INT+CHA WILL+CHA
PC's goal to NPC is Disastr -4 PC/NPC lacks knowl of sit -2 PC not part of NPC soc strata -1-3 MEMORY
PC's targ is spell influen (/hit) +1 PC/NPC has "bargain chip" +2 PC's target is fan or devoted +2 LOG+WIL p.149

DEVICE RATINGS (CRB p.421) CONCEALABILITY MODIFIERS (CRB p.420)


DR TYPE EXAMPLES -6 RFID tag, bug, slap patch, microdrone, contact lenses
1 Simpl General appliances, public term, entert sys -4 Hold-out pistol, monowhip, clip, credstick, chip, autopicker, 'link, glasses
2 Aver Standard electronics, residential sec devic -2 Light pistol, knife, minidrone, microgrenade, flash-pak, jammer, cyberdeck
3 Smart Alphaware, corp sec devices & vehicles 0 Heavy pistol, machine pistol (coll), grenade, goggles, ammo belt/drum, club
4 Adv Betaware, High-end sec devic, Milit vehicles +2 SMG, machine pistol (ext), medkit, small drone, stun baton
5 Cutt Edg Deltaware, ¥sticks, Black-ops devic & vehic +4 Sword, sawed-off shotgun, bullpup assault rifle
6 Bleed Edg Billion-¥ experimental devices, space craft +6 Katana, monosword, shotgun, assault rifle, sport rifle, crossbow
+8 Sniper rifle, bow, grenade launcher, medium drone
Surpr: REA+INT (3), +3 if alerted, +6 if ambusher (CRB p.192) +10 Machine gun, rocket/missile launcher, staff, claymore, metahuman body
DAMAGE
FIRING MODE DEFENSE MODIFIE # OF MULTIPLE Hiding Gear: Palming + AGI v. Perc + INT + modif (CRB p.419)
ACTION
(CRB p.178, R&G p.119) MODIFIERR ROUNDS ATTACKS
Single-Shot (SS) Simple 0 0 1 with 2 weap PERCEPTION MODIFIERS & THRESHOLDS (CRB p.135, 136)
Semi-Automatic (SA) Simple 0 0 1 with 2 weap PC specifically look for +3 Targ stands out +2
Double-Tap (SA) Complex 0 +1 2 (2×1) nope PC distracted -2 Targ not immed vicin -2
Semi-Auto Burst (SB) Complex -2 0 3 (3×1) multipl targ Interfering sight/sound -2 Targ far away -3
Burst Fire (BF) Simple -2 0 3 multipl targ Obvious/Large/Loud (Neon sign, yelling, gunfire) 1
Aimed Burst (BF) Complex 0 +1 3 nope Normal (Street sign, conversation, silenced gunfire) 2
Long Burst (LB) Complex -5 0 6 (2×3) multipl targ Obscured/Small/Muffled (contact lens, whispering) 3
Full Auto (FA) Simple -5 0 6 multipl targ Hidden/Micro/Silent (Secret door, subvocal speech) 4
Brain Blaster (FA) Complex 0 +2 6 nope
Full Auto (FA) Complex -9 0 10 multipl targ 10m wide; until end of C Turn; in zone: DP pen = succ; not behind
Suppressive Fire Complex succ 0 20 cover/prone or moving into area: REA+EDG [succ] or take dam = weapon+ammo

ENVIRONMENTAL MODIFIERS (CRB p.175) (RANGE TABLE: CRB p.185) ENVIRONMENTAL COMPENSATION (CRB p.175)
VISIBILITY LIGHT/GLARE WIND RANGE MOD Flare Compensat Glare conditions shift 2 rows up
Clear Full Light/No Glare None/Breeze Short 0 Image Magnificat Range conditions shift 1 row up
Light Rain/Fog/Sm Partial L/Weak G Light Winds Medium -1 Low-Light Vision Treat Partial and Dim Light as Full Light
Moderate R/Fog/S Dim L/Moderate G Moderate W Long -3 Thermogr Vision Visibility and Light conditions shift 1 row up
Heavy R/F/Smoke D.ness/Blinding G Strong W Extreme -6 Tracer Rounds (FA) Wind & Range below Light & Short shift 1 row up
Combination of two or more conditions at the -6 level row -10 Smartlink Wind shifts 1 row up
Thermographic, Low-Light, Sunglass, Trac Rounds, Image Magnif, Sunglasses Glare/Light conditions shift 1 row up/down
Ultrasound Thermogr, U-sound Smartlink Tracer Rounds Ultrasound Visibil shift 1 row up, ignore Light cond (max 50m)

SITUATIONAL MODIFIERS (CRB p.176) MELEE MODIFIERS (CRB p.187) DEFENSE MODIFIERS (CRB p.189)
Attacker firing from cover w/ imag devic -3 Attacker making charging attack +2 Defender inside a moving vehicle +3
Attacker firing from a moving vehicle -2 Attacker prone -2 Defender prone (only melee or 5m or less) -2
Attacker in melee combat -3 Attacker has superior position +2 Defender unaware of attack NO
Attacker running -2 Attacker using off-hand weapon -2 Attacker has longer Reach (per net Reach) -1
Attacker using off-hand weapon -2 Attacker has friends in melee +1 Defender has longer Reach (per net Reach) +1
Blind fire -6 Attacker's target prone +1 Defender receiving a charge +1
Take Aim (/Round) +1 Touch-only attack +2 Defender has defended other attack (per att) -1
Defender in melee & targeted by ranged att -3
HEALING MODIF (CRB p.208) Bad c (combat, swamp) -3 Remote (through a.doc) -2 Defender running +2
Good condit (steril) +0 Terrible c (fire, storm) -4 Uncooperative patient -2 Defender sprinting (CRB p.162-3) +4
Average cond (indoors) -1 No medical supplies -3 Awak or Emerg patient -2 Def has Partial (25-50%)/Good(50+%) Cover +2/+4
Poor cond (street/wild) -2 Improvised med suppl -1 Implants (/2 ESS loss) -1 Defender targeted by area-effect attack -2
First Aid (Stun or Phys): F Aid + LOG [Ment] (2) Test, +/- Healing Mods; Net hits = Healed boxes = Comb Turn to finish; spend Compl Act in every C Turn
Stabilize: First A/Medic + LOG (3); Nat Recov: Stun: BOD + WILL (1 hour) Extended Test. Hit = 1 box heal; Phys: BOD x2 (1 day) Ext Test. Hit = 1 box heal
COMBAT MANEUVER SUCC DESCRIPTION (R&G p.99)
Crossfire 6 +3 to attack; leader identify positions (solo SUT Test, Simp A); then team SUT Test
Diamond Formation 4 +1 against surprise/ambush, +2 on Initiative roll
Dog Pile var +1 to attack for every 3 SUT succ (rounded down) of the leader
Marching Fire 6 +4 for semi-auto, burst fire and full auto weapon attacks VEHICLE DAM (CRB p.205)
Slicing the Pie var +1 def bonus/SUT succ; until char moves & enemies stay generally where they were if mod DV < Armor: FAIL

BARRIER RATINGS (CRB p.197) STRU ARM Barrier Cond Monitor: Struct × 10 cm thickness (per m2)
Fragile (standard glass) 1 2 SHOOTING THROUGH BARRIERS: (Blind Fire & target
Cheap Material (drywall, plaster, door, regular tire) 2 4 unaware) Structure + Armor to resist
Average Material (furniture, plastiboard, ballistic glass) 4 6 If Stru < unresisted Dam: remain dam transfers to target
Heavy Material (tree, hardwood, dataterm, light post, chain link) 6 8 If modified Damage (+ - AP) < Armor rating: AUTOFAIL
Reinforced Mat (densiplast, sec door, armored glass, Kevlar wallboard) 8 12 DESTROYING BARRIERS: modif Damage (explosive in cont
Structural Material (brick, plascrete) 10 16 with barrier / AC rocket: 2x base DV) vs Structure + Armor
Heavy Structural Material (concrete, metal beam) 12 20 If unres Dam > Struct: 1m2 hole (2m2 if double, etc.)
Armored/Reinforced Material (reinforced concrete) 14 24 If bullet or projectile: 1/2/3/4 Damage to Barrier (per
Hardened Material (blast bunkers) 16+ 32+ 1/3/6/10 bullets) and the rest to target

EDGE COST EDGE EFFECT (CRB p.56, R&G p.126) BUYING & FENCING (CRB p.418)
Push the Limit 1 add Edge to Dice Pool; reroll every 6; ignore limits Negotiat+CHA [Soc+Conn] vs Avail
Second Chance 1 reroll all dice that did not hit; can't negate a glitch or a critical glitch +25% price = +1 DP on the test
Seize the Initiative 1 move to the top of the initiative order; lasts for the entire Combat Turn
Selling to contact: Loy×5% value
Blitz 1 roll five Initiative Dice for a single Combat Turn By self: Extended Etiq+CHA [Soc]
Close Call 1 negate the effects of a glitch or turn a critical glitch into a glitch vs 10, interval = deliv times; then
Dead Man’s Trigger 1 BOD + WILL (3) test; if success, do a single action before you black out Opposed Negot + CHA [Soc], 25%
orig value + - 5% /net hits
Smackdown 1 burn automatically succeed in an action with 4 net hits (must have ranks)
Not Dead Yet 1 burn not dying (very) Cost (¥) Deliv time
Lucky Move 1 use a Martial Arts technique once per Combat Turn 1 - 100 6 hours
Miracle Shot 1 remove 4 points of Called Shot penalties for any Called Shot 101 - 1 000 1 day
Lucky Duck 2 make the attack miss a teammate 1 001 - 10 000 2 days
Sixth Sense 1 unaware character can roll a Defense Test 10 001 - 100 000 1 week
Lucky Cover 1 can find cover More than 100 000 1 month

ACTION NAME NOTES (CRB p.162, R&G p.119)


Block/Dodge/Parry (-5) add Unarmed Combat/Gymnastics/Melee Weapon skill to the Defense Test [Physical Limit]
Dive for Cover/Hit the Dirt (-5) Drop Prone behind any cover within 4 meters / Drop Prone
Interrupt
Full Defense (-10) add WILL to the Defense Test
Run for your Life (-5) use available Movement to move away from incoming AoE attack
Pre-Emptive B/D/Parry use Block/Dodge/Parry for an entire Combat Turn (only self’s Action Phase)
Combat Maneuver Test Small Unit Tactics + INT [Mental] teamwork test; success lasts entire Combat Turn
Free
Call Shot (CRB p.195, R&G p.111) Change Linked Device Mode Drop Object Drop Prone
Eject Smartgun Clip Multiple Attacks Run Speak/Text/Transmit Phrase
Quick Draw (Weapon Skill) + REA [Physical] (3) Test
Take Cover +2 or +4 to Defense Test for Partial (25-50%) or Good (50+%) Cover
Activate Focus Call Spirit Change Device Mode Change Gun Mode
Simple Command Spirit Dismiss Spirit Fire Bow Insert Clip
Nock 1 arrow Observe in Detail Pick up / Put Down Object Ready Weapon
Reckless Spellcasting Reckless Summoning Remove Clip Shift Perception
Stand Up Take Aim Throw Weapon Use Simple Device
Astral Projection Banish Spirit Cast Spell Fire Mounted or Vehicle Weapon
Complex Melee Attack Melee Attack Reload Weapon (belt, cylinder, drum, internal, muzzle)
Rigger Jump In Sprint Summoning Use Skill

HTR TEAM RESPONSE TIME (CRB p.352, RF p.220)


ZONE RESP TIME NEIG DESCRIPTION
AAA 1D6 min 7 Downtown Seattle, megacorp HQ, military installation, skyraker condos, private islands.
AA 1D6+4 min 6 Luxury residential and posh commercial places. If you ask the price, you can’t afford to live here.
A 2D6+3 min 5 Mid- to high-level residential, common corporate buildings.
B 1D6×5 min 4 Middle class residential, along with the commercial places they use and the occasional light industrial facility.
C 1D6×10 min 3 Low-end residential, storage areas, small bodegas. The district has seen better days.
D 1D6×12 min 2 Run-down business district, abandoned warehouses, forgotten tenements, old cemeteries, large parking lots.
E 1D6 hours 1 Low-rent/industrial districts, heavy or toxic industrial facilities, mostly filled with SINless squatters and the homeless.
Z 2D6 hours 0 Lawless area, deep in the heart of many barrens. Chicago Containment Zone, Redmond Barrens.
Defaulting: ATTR -1 DP / Substituting Act to Knowl: -3 DP (CRB p.130) Teamwork: Lim: +1/assist with 1 hit, DP: +1/a's hit (CRB p.49)
Firing: 1) Take Aim (-1 Range, +1 DP & ACC) (Simp); 2) Short B/FA (Simp) Combat Turn: kezdeményezéstől kezd.-ig; Action Phase: -10es fázisok
MATRIX ACTIONS (CRB p.238) MARKS SKILLS DP COUNTER PROGRAMS (CRB 245, DT 56) EFFECT
Brute Force Complex 0 C. comb + LOG 17 WILL + F Decrypt, Hammer, Biof, Fork +Mark, 1 Matrix Dam/2 hits, Grid Hop
Crack File Complex 1 Hacking + LOG 17 Prot R x 2 Decryption Remove protection from file
Crash Program Complex 1 C. comb + LOG 17 INT + F Decryption, Tarball Disable target program
Data Spike Complex 0 C. comb + LOG 17 INT + F Decrypt, Hammer, Biof, Fork Matrix Damage=[Attack], +1/hit +2/mark
Erase Mark Complex 3/Owner Comput + LOG 17 WILL + F Decryption, Paint Job Remove Mark from target
Jam Signals Complex Owner El. warf + LOG 15 × Decryption Add hits to Noise within 100 meters
Check Overw Score Simple 0 El. warf + LOG 17 6 dice Stealth/ Smoke & Mirrors The gamemaster tells you your OS
Control Device as Action 1/2/3 El. warf + INT 13 INT + F Stealth/ Smoke & Mirrors Perform action via controlled device
Format Device Complex 3 Comput + LOG 17 WILL + F Stealth/ Smoke & Mirrors Device shuts down when it would reboot
Garbage In/Out Complex 3 Software + LOG 17 LOG + F Stealth/ Smoke & Mirrors Change a single input for another
Hack on the Fly Complex 0 Hacking + LOG 17 INT + F Stealth/Exploit/S & M, Fork +Mark, 1 Matrix Perc/2 hits, Grid Hop
Hide Complex 0 El. warf + INT 13 INT + D Stealth, S & M, Sneak, Target stops spotting you
Set Data Bomb Complex 1 Software + LOG 17 DR x 2 Stealth, Demolition, S & M Attach (R)D6 Damage Data Bomb to file
Snoop Complex 1 El. warf + INT 13 LOG + F Stealth/ Smoke & Mirrors Intercept Matrix traffic to & from target
Spoof Command Complex 1 Hacking + INT 13 LOG + F Stealth/ Smoke & Mirrors Give Device/Agent command as Owner
Change Icon Simple Owner × × × Toolbox, Wrapper Change target Icon
Control Device as Action 1/2/3 as normal var as norm Toolbox Perform action via controlled device
Edit File Complex 1 Comput + LOG 17 INT + F Toolbox, Edit, Shredder (del) Create/Change/Copy/Delete/Protect File
Enter/Exit Host Complex 1 × × × × Enter/Exit Host if you have a Mark
Grid Hop Complex 0 × × × × Move to Grid to which you have access
Invite Mark Simple Owner × × × × Allow a Mark on your device, file, etc.
Matrix Perception Complex 0 Comput + INT 12 LOG + S Toolbox Find/Analyze Matrix objects
Matrix Search Special 0 Comput + INT 12 × Toolbox, Browse, Search Search Matrix for information
Reboot Device Complex 3 Comput + LOG 17 WILL + F Toolbox Force Reboot on non-Link Locked Device
Send Message Simple 0/1 × × × × Send short text/audio messages
Switch Interf Mode Simple Owner × × × × Switch from AR to VR or vice versa
Trace Icon Complex 2 Comput + INT 12 WILL + S Toolbox, Track Find physical locat of Device/Persona
Trackback (DT 178) Extended Owner Comput + INT 12 10 + S Toolbox Find Matrix location of a Mark's owner
Disarm Data Bomb Complex 0 Software + INT 12 Rx2 Encrypt, Armor, Shell, Defuse Remove and delete Data Bomb (1 net hit)
Full Matrix Defense Interrupt Owner × × × Encrypt, Armor, Shell, Biof Filt +WILL to Defense, -10 Initiative
Jack out of Matrix and reboot device
Jack Out Simple Owner Hardw + WILL 10 LOG + A Encryption
(dumpshock in VR)

Matrix Spotting Table (CRB p.241) Fail an Attack action: Net hits on target's defense test: 1 box unresistable Matrix damage.
Target is... ...Not Run Silent ...Run Silent Fail a Sleaze action: The target detects the intrusion and places a mark on you. (CRB p.231)
...a Host Automatic Comp + INT [D]
...within 100m Automatic vs Device Mental attribute = owner's or Device Rating
...outside 100m Comp + INT [D] LOG + S Illegally change owner: Hardware kit & Extended Hardware + Logic [Mental] (24, 1 hour)

MATRIX PERCEPTION can reveal: (CRB p.235) HOST RATINGS (CRB p.247) & FREQUENCY OF MATRIX PERCEPTION TESTS (DT p.86)
Grid: if an icon is running silent within 100m 1-2 Personal sites, pirate archives, public education 1 C Turn
Host: if there is an icon runs silent in the host 3-4 Low-end commercial, private business, public libraries, small policlubs 1D6 CT
Spot a target icon you’re looking for 5-6 Social media, small colleges/universities, local police, internat policlubs 1D6+2 CT
Spot an icon running silent if you know about it 7-8 Matrix games, local corp hosts, large universities, low-level government 2D6 CT
The target’s commcode 9-10 Affluent groups, regional corporate hosts, major government, secure sites 2D6+2 CT
The target’s device rating 11-12 Megacorporate headquarters, military command, clandestine head office 3D6 CT
One of the target’s Matrix attribute rating Host Matrix attributes, in any order: Rating+0, R+1, R+2, R+3
Matrix damage on the target A Host can launch one IC per Combat Turn; Max number of IC = Host R ÖSSZEFOGL. TÁBL.:
The programs being run by a persona IC Matrix attributes = Host Matrix attributes & 4D6 Initiative Dice CRB p.474
The last Matrix action an icon did, and when
The marks on an icon, but not their owners INITIATIVE (CRB p.159, 231) SUCC TEST (CRB p.45) EXT TEST (CRB p.48)
The type of icon (host, persona, device, file) Physical REA+INT +1D6 Easy 1 Easy 6
The most recent edit date of a file Matrix AR / Rigging AR REA+INT +1D6 Average 2 Average 12
The presence of a data bomb on a file Matrix: cold-sim VR D+INT +3D6 Hard 4 Hard 18
Whether a file is protected, and at what rating Matrix: hot-sim VR D+INT +4D6 Very Hard 6 Very H 24
The grid a persona, device, or host is using Astral INT×2 +2D6 Extreme 8-10 Extreme 30 / 30+

NOTICING MAGIC (CRB p.280) Perception + INT [Mental]; Tresh: Skill Rating-F (or 6-F if no skill involved) INTERVALS
MOD: Spotter has mag-relat skill: +2 Caster Mentor's Mask: Thresh -3 Adept Ment. Mask (FA p.182): Thresh = 6-(PP x 4) Fast 1 C Turn
Quick 1 min
SPELLS & RESISTING (CRB p.282) Physical (affects Living & Non-living); Mana (affects Living & Astral) Short 10 mins
COMBAT Direct: vs BOD (Physical) / WILL (Mana); DV = net hits Indirect: vs REA + INT; DV = F + net hits; AP = -F Average 30 mins
DETECTION Active: vs WILL + LOG (+Counterspelling) [Ment] / F × 2 / Object Resistance Long 1 hour
ILLUSION Mana: vs LOG + WILL Physical: vs LOG + INT / Object Resistance Consum 1 day
MANIPULAT Damaging: vs BOD + Armor; DV = F Physical: vs BOD + STR / Object Resistance Exhaust 1 week
Mental: vs LOG + WILL (Compl Act: LOG + WILL - Force on their turn to continue resist; every hit = -1 caster’s net hits; 0 = end Mammot 1 month
ATTRIBUTES METATYPES MAGRES
BOD - 0 Nope 0
AGI Human 0 Adept 20
REA Dwarf 50 Aspected Magician 15
STR Elf 40 Magician 30
WILL Ork 50 Mystic Adept 35
LOG Troll 90 Technomancer 15
INT Centaur 60
CHA Cyclops 100
MAG Dryad 90 SURGES
RES Fomorian 100 Nope 0
Giant 90 Class I 10
RECCOMP Gnome 50 Class II 20
× Hanuman 100 Class III 30
0 Hobgoblin 40
1 Koborokuru 70
2 Menehune 50
3 Minotaur 100
4 Naga 95
5 Nartaki 40
6 Nocturna 60
7 Ogre 40
8 Oni 50
9 Pixie 70
10 Sasquatch 90
11 Satyr 50
12 Wakyambi 70
13 Xapiri Thëpë 80
14 Shapeshifter [Bovine] 100
15 Shapeshifter [Canine] 110
Shapeshifter [Equine] 120
Shapeshifter [Falcon] 110
Shapeshifter [Leonine] 160
Shapeshifter [Lupine] 120
Shapeshifter [Panth] 150
Shapeshifter [Tigrine] 150
Shapeshifter [Ursine] 160
Shapeshifter [Vulpine] 100
+ Cyclopean (S.shift) 15
+ Dryad (S.shift) 2
+ Dwarf (S.shift) 8
+ Elf (S.shift) 5
+ Fomorian (S.shift) 18
+ Giant (S.shift) 20
+ Gnome (S.shift) 0
+ Hanuman (S.shift) 13
+ Hobgoblin (S.shift) 10
+ Human (S.shift) 0
+ Koborokuru (S.shift) 8
+ Menehune (S.shift) 10
+ Minotaur (S.shift) 20
+ Nartaki (S.shift) 0
+ Nocturna (S.shift) 5
+ Ogre (S.shift) 13
+ Oni (S.shift) 10
+ Ork (S.shift) 10
+ Satyr (S.shift) 20
+ Troll (S.shift) 20
+ Wakyambi (S.shift) 15
+ Xapiri Thëpë (S.shift) 3
+ Bandersnatch (Inf) 22
+ Banshee (Inf) 32
+ Dzoo-noo-qua (Inf) 43
+ Fomóraig (Inf) 22
+ Ghoul (Inf) 29
+ Gnawer (Inf) 35
+ Goblin (Inf) 27
+ Grendel (Inf) 32
+ Harvester (Inf) 29
+ Loup-garou (Inf) 30
+ Mutaqua (Inf) 54
+ Mutaqua (Aw) (Inf) 44
+ Nosferatu (Inf) 48
+ Nosferatu (Aw) (Inf) 38
+ Vampire (Hum) (Inf) 27
+ Vampire (N-h) (Inf) 37
+ Wendigo (Inf) 47
+ Wendigo (Aw) (Inf) 37
LINKED ATTRIBUTE
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
#N/A 0
#N/A 0
#N/A 0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
#N/A
#N/A
#N/A

You might also like