| Difficulty | Always 8. Every die at 8+ is a success. |
| 10-again | Standard — a 10 adds a die (can explode again). |
| (9) weapons | Explode on 9+. |
| (8) blasters | Explode on 8+ (energy weapons). |
| Ones | Each 1 cancels a success. |
| Botch | More 1s than successes and no net hits. |
| Chance | Pool 0 → roll 1 die; only a 10 succeeds. |
| Willpower | Spend 1 → +3 dice to a roll. |
| Auto-success | Enhancement above a maxed 5 = flat successes; pure stat rolls cap at 5 dice. |
| Defense | lower of Dexterity / Wits |
| Initiative | Dexterity + Wits (+1d10 to order) |
| Speed | Strength + Dexterity + Size |
| Health | Stamina + Size boxes |
| Willpower | starts at 3 (Composure-based) |
| Size | most adults 5; Mokolé/large +1 |
| Marks | / bashing · ✕ lethal · ✳ aggravated |
| −1 | 3rd-from-last box filled |
| −2 | 2nd-from-last box filled |
| −3 | last box filled → also down / incapacitated |
| Penalty | applies to all actions; use the worst that applies |
| Attack | Attribute + Skill (+bonuses) vs difficulty 8; Defense subtracts dice for close combat |
| Defense | drops as attacks pile up on you (−1 per attack after the first, unless a tree says otherwise) |
| Extra actions | Speedware, Kinetic Acceleration, Time Dilation grant +1 action & doubled Defense |
| Multi-attack | some trees: extra attacks = Dexterity above 2, cumulative −1 |
| Armor Piercing | AP X ignores X points of the target's Armor |
| Aiming | bank bonus dice by spending actions aiming |
| Called shot | take a penalty to hit a location for a special effect |
Everyone but Mechanix starts at 100 Essence (score 10). Each implant subtracts its loss. Alpha-ware halves the loss (×2 cost).
| Argosian | +1 power difficulty per 10 Essence lost |
| Mechanix | immune — no loss, no psychosis, no ceiling |
| Rage check | under stress, roll your Essence score; fail (or more 1s than hits) → cyberpsychotic rage |
| In rage | attack the nearest being; bleed 1 Willpower/round, then permanent WP; death if it runs out |
See the Chrome Shop for a live rage-risk read.
| Difficulty | 3 + power level (successes needed) |
| Essence pen. | +1 per 10 Essence lost |
| Start | Telepathy, Telekinesis, Psionic Healing at 1 |
| Fuel | many powers spend Willpower; keep it high |
Full effects on the Psionics page (with a live resolver).
| Roll | Wits + Quick Hacking + Spike vs target Firewall |
| Counter | Wits + Quick Hacking + Firewall |
| Portable deck | RAM 6 / Firewall 5 (2500$) |
| Phones | RAM 1/FW 0 up to RAM 5/FW 4 |
| Effect | activates next round; RAM budgets the program loadout |
Program table + resolver on the Quick Hacking page.
| Human | balanced; Jack of Trades, Better Lucky Than Good |
| Metahuman | +6 Special-Advantage points (predator kits) |
| Argosian | psionic; Essence-sensitive; Raasta (The Way) |
| Draconian | blood-shapeshifter; Mokolé form; bioware only |
| Mechanix | machine; Essence-immune; 65/27/21 build; skill cap 3 |
| Attributes | 6 / 4 / 3 (first dot in each free) |
| Skills | 13 / 9 / 5 (max 3 at creation) |
| Backgrounds | 7 points |
| Freebies | 21 (stat 5 · skill 2 · bg 1 · spec 3 · WP 1 · psi 4) |
| Flaws | up to 7 points back |
| Mechanix | 65 stat · 27 skill · 21 body points |