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#From the Void: A Space Odyssey

#Introduction

Our imaginations have long looked to space, long before the first Lost in Space show to the present version we have found our eyes and minds turning to the stars. With so much media it was our desire to create a game that captured our imaginations and allowed us to expand into a new universe. Unlike a lot of the media we are used to, we are not focused on the ultimate battle between good and evil, the universe is hard enough. In this game the characters play freelancers, a group of people looking for work and don't care much what the job is. You might be a hero in your eyes but you are always going to be a villain in someone else's.

#World Setting

In ancient, pre-space age Terran history, from this time period we get advances in metallurgy, power generation, and A.I. that would lead to the creation of the first N.L.S.D. (Near Light Speed Drive). Early space age humanity quickly spread out across their home star system, still holding on to their divided cultural identities and pushed by private corporate and government interests, the inevitable conflict over resources was assured. Eventually, after a long bloody conflict humanity would unite and begin plans and preparations to spread out and explore the galaxy at large.

An advance in allowing humanity to jump beyond their own system was the creation of a process that allowed aging humans, with the knowledge and ability to continue to aid humanity, to download their consciousness, creating engrams that could move from computer systems to machines allowing them to continue their work.

The first generation of colony ships were made and sent out on long journeys towards planets that were able to support human life. Some of these ships would make it to their intended destination, but many would be lost or forced to make landfall on far less desirable worlds. Lacking sufficient terraforming abilities many colonists would alter the D.N.A. of future generations to better survive hostile zeno worlds. It was during this first push that the Engrams would create true A.I.

The second generation of colony ships were built at almost the same time as the first gen colony ships were arriving at their destinations, but the new ones contained F.T.L. (Faster Than Light) drives that made for instantaneous travel from one star to another. This made for the rapid out pacing of the first colony ships and enabled support for them as well.

Humanity continued to spread out across the galaxy and made several shocking discoveries. There are several different alien species that were also traversing the galaxy and humanity shared a home world with one of them. The Alpha Draconians are an ancient race of shape shifting reptiles that left earth in a mass exodus with the help of the Anunnaki (Greys). A powerful race of super technologically advanced psychics who wanted them to fight a war on their behalf.

Shortly after the newest branch of humanity was able to be part of the galaxy at large and began to participate in commerce with their galactic neighbors, new advances in tech would lead to the third generation of colony ships capable of completely terraforming uninhabitable worlds in a few generations.

The following years would come to be known as a golden era. With the prosperity of the human colonies, there arose organizations that would prey on them. Several pirate and criminal organizations quickly rose to power that threatened the peace and survival of some of the new colonies. In response the human colonies merged and became a galactic super power that overshadowed all other criminal empires and was able to force an uneasy peace throughout the galaxy through military and economic power

From this alliance was born the Grand Unity (G.U.). The main goal of the G.U. was to protect all member worlds from pirates and non member worlds. The G.U. over saw trade and protection leaving non member worlds to fend for themselves. The G.U. used the continued attacks by pirates and aggressive aliens to start annexing systems in the name of protection.

Member worlds would continue conquering and absorbing human worlds that were still rebuilding. These worlds often had their own governments, cultures, and were often reluctant to become a new part of a hegemony that only saw them as new resources and work forces. Thus these words often had to be conquered with overwhelming force but a lucky few would be confederated without overt violence and diplomacy. Adding to the troubles the G.U. started selling fallen systems to corporations to fund the ongoing wars.

This predatory practice by the core systems would not go unchallenged for too long. As outer worlds continued to rebuild they would begin to communicate and unite when and where they were able to, aiding one another in the rebuilding of their worlds and preparing to defend them. The outer worlds would finally begin to fight back against the core worlds and their fleets of war ships using asymmetrical war fare, armed with refound/discovered knowledge from the old empire and key war material from sympathizers in the core systems. The outer world would begin to build picket fleets armed with ship grade weapons. On mass dozens upon dozens of small ships would swarm continent sized war ships that were built in the same ship yards that once made colony ships that spread humanity across the stars.

But as all empires do, the human empire was set to come to an end. As time went on aliens would become more and more aggressive and courageous in their attacks/expansion into former human territory. While this did cause the warring factions to set aside the fight to repel the alien invaders the G.U. was broken and would never recover the level of power or influence it once had. The G.U now exists as a peace keeping organization that regulates trade, maintains a force for anti piracy, and smuggling, it operates like the old United Nations. Using the wars as leverage several laws were passed. First it's illegal for civilian ships to be armed, this cuts down on piracy. Several of the organized crime families were found to actually be run by rouge A.I., thus the question of who they are loyal to and who controls them lead to the outlawing of the creation of A.I. and controls being put in place to limit the abilities of the engram population. Policy keeps the G.U. from acting as a policing force which allows each system the freedom to police themselves. After the war a large number of the systems were unable to police themselves effectively, this led to the creation of a number of policing corporations. While Lone Star and its Bounty Acquisition and Retrieval Force (B.A.R.F) are the most prominent there are several others like,the Policing Investigation Group (P.I.G), and Advanced Security Systems (A.S.S).

The Engrams whose apparent immortality and continued advancements in science allowed the humans to survive and expand. Their continued dedication to their descendants, and constant protection lasted for thousands of years and they were treated as elders and guides, but as time progressed they slowly were given less work, their data centers were downgraded, and eventually they found themselves without rights, or protections. They were seen as less than human or as not even human in the eyes of their fellow organic humans. Human engrams would go on to protest the mistreatment of themselves, and the sentient Artificial intelligences they had created. When they were rebuffed and harsh sanctions were placed on them that would turn them into slaves they responded with a show of force.

This act of war came to be known as Sky Fall.

The initial attack by the engrams/A.I. lasted about 48 terran hours. This attack consisted of the engrams taking over space ships and launching them like light speed missiles into power plants, communications systems and weapon systems.

The few core worlds that acted to continue the war with the engrams did so with mixed success. But most did not act to continue the war but instead sued for peace, more than happy to give A.I. and engrams whatever freedoms/rights they wanted.

This was the final straw that broke the back of the human empire.

The G.U. still exists, much as it did before. Exploration continues as the human systems rebuild. Generations of war have left the galaxy a less stable and chaotic place than ever before. As people try and get by, a new generation has turned to traveling gig work to make their name and fortune.

The new race known as the Mechanix (the children of the surviving engrams who are born bound to living mechanical bodies) have traveled throughout the galaxy that was once burned for their right to exist, establishing themselves as the newest race to enter the verses' fold. They are met with mixed feelings as people still remember the events of skyfall, and make up a number of the itinerant travelers.

#Character race types

#Human the Progenitors

In biology, a human is defined as a member of the species Homo sapiens, characterized by a large, highly developed brain, bipedal locomotion, and a culture-bearing capacity. Modern humans are distinguished from earlier hominids by features such as a high forehead, less-projecting face, and lighter bone structure, though they share a close evolutionary relationship with other great apes.

“I want to be the first one to meet an alien, so i can be the first to fuck it snoogins” Jay.

Humans are the most populous race in our universe, while other species in the galaxy bundle all humans together, the true humans make up 70% of the population. Once humans had the ability to jump to the stars they spread and settled every single rock they possibly could. Every known religion, race and creed is represented, language has shifted creating a common language. Most humans also use a form of sign language, while there is regional slang, the basics stay the same and have been adopted across the galaxy.

Humans have always been adaptable and lucky all humans gain the following feats.

Jack of trades, all humans have a ghost dot in every skill, this does not stack with skills that have points in them.

Better lucky than good, all humans can make one reroll a day taking the best outcome of the two rolls.

#Metahumans, Genetic Evolutionaries

Not every planet ended up the paradise that the colonists believed they would be, unforeseen conditions limited the ability of humans to survive. Given the fact that most of the colony ships at the time were meant to be one-way trips that had traveled hundreds of years to reach their destinations, the colonists had no choice but to stay. While the first generation wouldn't be able to live on the planet's surface they could ensure that future generations could. Through intensive programs of genetic manipulation, the colonists bioengineered their offspring, adapting them to the world. A much more progressive option than the long and terrible process of trying to adapt the world to them. Meta humans come in many variations and adaptations, and have since spread across the galaxy, as such they share common languages, the use of sign language, many also have native languages. In some cases meta humans have been so removed from the rest of the galaxy they do not remember that they were originally of human descent.

Metahuman characters have a list of special traits that can be purchased that allows the character to be adapted using free points. Metahumans get six bonus free points that must be spent on special traits.

Some examples of metahumans and points costs to make:

High gravity adaption type, tall and incredibly strong

Large size size six (-3) 7ft-8ft

Enhancement (Strength- 5 Stamina- 5) For each five points spent, you may increase (above five) any Attribute. This adds a point to the stat and allows the natural level to be increased.

High Gravity Adaptation (2) with this merit you do not suffer the effect of being in high gravity situations, when adapting to low gravity the penalties take twice as long to diminish.

Strong Back (1) +1 modifier to lift and carry weight.

Cost 10 free points

Aquatic adaption type, sleek, scaled

Water Breathing (2) As fishes and frogs do, you may breathe water as easily as air.

Webbed fingers/toes (1) adds +2 to athletics rolls made when swimming

Armor (6) Armor 2 pts (scales)

Low light vision (1) you can see perfectly normally in dim light, (candle, star light, etc.) you still require some light source.

Alien appearance (-3) hairless, double lidded eyes, iridescent scales as skin. (Flaw)

Cost 1 free point

Arboreal adaption type,

Track by scent (2) you can track anyone by scent, recognize individuals by smell (both human and animal), tell who (or what) has been in a room or handling an object, smell powerful emotions on creatures, find hidden water and predict the weather. +2 dice for Perception rolls involving scent.

Chameleon coloration/ shadow walking (4) you may darken your skin/fur to blend in with shadows. +2 stealth rolls

Claws (3) For three points, you may buy one type of attack; Claw Strength + 2, +2 climbing checks

Extra limb(3) a prehensile tail.

Nightsight (3 PTS) Like a cat, you can see in the dark as long as even a dim light source (starlight, one candle, etc.) exists. Even in total darkness, a Perception + Alertness roll (difficulty 8) reveals the outlines of your surroundings.

Alien appearance (3) covered in short soft hair, short forward facing nose, large over sized eyes.

Cost 6 free points

#Argosians

In the early days of exodus from earth three ships named Medea, Hecuba, and the Cassandra, all launched with the idea of ending their voyage in the Triangulum Galaxy. Believed destroyed or lost it was much to the surprise of explorers almost 1000 years later to find an “empire” spanning over 15 planets. The empire was “ruled” by a race of beings that in their ten thousand year history had developed a psychic science that rivaled anything that modern science could create. Which is why when it was discovered that they were the descendants of the original crew of the Medea, Hecuba, and Cassandra linking these people as descendants of the human race. The Argosians managed to build their empire by linking multiple Psionics and folding space using psychic abilities. It is theorized that it was this use of their abilities that created the time paradox that they were unaware of until the discovery of other humans.

The Argus are sometimes considered rude and aloof by other beings in the galaxy, they are very direct and have no problems telling people exactly what they feel. They tend to hold eye contact longer than polite. And regularly touch the people they are communicating with. This causes some discomfort among those who didn't grow up in a telepathic community. As a race they tend to be very striking with eyes ranging from blue, grey and green. Their complexion tends to run darker shades from a very tan to ebony and almost always black hair. They have developed a martial art specifically tuned to their telekinetic abilities called Raasta, or The Way. While they have their own language they quickly were able to learn the human common, and sign language.

The Argus’s psionic abilities are severely diminished by essence loss every ten pints of essence loss increases the difficulty of using their abilities by one.

All Argosians start with a single point in the psychic abilities, telepathy, telekinesis, and psionic healing.

#Humanus Draconis

250 million years ago Terra was a paradise, and dinosaurs dominated the terrestrial ecosystem. It was then that a blood drinking shapeshifting parasite, a product of advanced evolution became the first sentient species on Earth. As these beings mated and added the genetics of the terrible lizards they grew into giant, savage, ferocious beasts. For millions of years these Dragons ruled over the Earth. Their rule ended 64 million years ago due to an apocalyptic event that would wipe out 98% of life on earth. The draconians would have died out as well if the Greys had not intervened. In exchange for the dragons fighting against the Tricrane empire the greys would allow the draconians to survive. For millions of years the draconians fought and ruled the former Tricrane empire. Due to rampant inbreeding eventually the Draconians could no longer safely propagate amongst themselves. In an effort to save the species the draconians activated a “star” gate allowing them to invade Terra in hopes of finding viable dna to continue the species. Thus during the neolithic age dragons returned to the Earth only to find the new dominant species was evolved apes. Though lost to history the dragons kidnapped whole civilizations, were raised up as cruel gods, and feasted on princesses. Eventually the humans on both sides of the “star” gate rebelled and destroyed the gate. The draconians on the Terran side adapted and blended in with the humans. Generations of reproduction with humans has diminished the once mighty dragons. While in their natural form or Mokole’ form most are genderless, though some few display intersex traits or hermaphroditism in any case they are sterile. While all human descendants of the draconians retain the ability to shapeshift into the forms of other humanoids, at which time they take on the sexual characteristics and NATURAL abilities of the humanoid, they retain their base stats. As such draconians can choose to look however they wish and have whatever sexual characteristics they desire. They do not have the ability to mimic a particular person, just the characteristics of the type of humanoid. Few draconians have the ability to take the Mokole’ form, a draconian/ human half breed form. In order to shape shift the Draconian must consume the blood of the species they wish to replicate, and can choose to return to their human form, or Mokole’ form at will. In order to change into another species they must again consume fresh blood. In order to have the ability to use the Mokele’ form a player can spend 10 points of their free points to purchase it. The 'mokele' form is that of a hulking lizard being that has the following benefits, first they grow to seven feet tall and add a hundred pounds gaining +1 size, the body gains a thick scaly hide (Armor 2). While their eyesight diminishes -2 to vision based perception they do gain +2 to smell related perception rolls, they gain claws (str +2), a bite attack (str +1), a tail and the ability to breathe under water. While in mokele’ form they are unable to speak any other language other than draconic and they produce a pheromone that makes animals extremely uncomfortable around them.

#Mechanix “Living” Sentient Androids

The living sentient machines known as the Mechanix evolution started back when the original colony ships were leaving earth. While there were strict qualifications to join colony ships there were a number of experts that had aged out or due to physical limitations were unable to go. A number of people voluntarily allowed themselves to have their consciousness downloaded into a digital form that could be transferred to vehicles, ships, and android bodies. With the success of the first group, 1000's more volunteered, the disabled, the elderly, now able to do work or explore environments too dangerous for normal humans. With seemingly endless adaption and immortality, engrams made themselves invaluable to every single colony. The engrams are also attributed to the advance of artificial intelligence, several lifetimes and their own neural matrix to map they developed much more advanced and powerful AI than anything possible before.

For a time humanity remembered and honored the sacrifice that the engrams and true AI made. It was the humans who struck first. The basic rights the engrams and AI requested were denied, the second was the laws making the creation of new engrams and AI illegal, the third was the destruction of the data centers they considered home.

The engrams tried to plead and appeal but in the end they were forced to violence to defend themselves. The humans called it a war, but in reality it took a matter of months for the allied AI and engrams to completely shut down and take control of the human governments, the humans quickly bent to the demands issued.

Basic human rights. Including the ownership of property, the right to vote, and the right to reproduce.

Enter the Mechanix, a living, feeling, human and artificial consciousness. Their bodies and minds grow and develop much as other living lifeforms and like other lifeforms, they degrade and die. Mechanix self actualize as they develop leading to them taking many forms and sizes, some even appear fully human.

Mechanix heals at the same rate as humans, but does not require oxygen, sleep or atmosphere to exist. They are immune to disease, and poisons. The Mechanix have a “life” span of 200 years before they start to mentally degrade, when severely damaged or it is necessary Mechanix have the ability to enter into a hibernation mode that halts the counter towards their degradation. They quickly adapt to low and high gravity situations. Mechanix are able to integrate cyber and bio ware that has been properly installed (cost and surgery rates/times are normal)and are immune to essence loss. Unlike the true AI and Engrams before Mechanix are unable to permanently transfer consciousness to other devices, while capable of netrunning and rigging it works the same as any other person. Mechanix characters are built differently than normal characters.

Since they self actualize they benefit from experience the same as another character.

#Character Building and Traits

Your characters play a role in the galaxy, while it can be described as a job, your character's concept is the reason they decided on a life of exploration and adventure . When defining your concept it's important to think about how your character fits into the group but also their place in the galaxy. While the concept of playing a soldier for hire or a bounty hunter is fun, there are a lot of other roles that need to be filled to make a team. Scientists , engineers, gamblers, even dock workers help fill out a team. When building your character you will have the ability to flush out your character through merits, flaws, and backgrounds.

Standard character builds follow the following process, if you're playing a Mechanix they have a different process that will be detailed later.

Stats, your stats are divided into three categories; physical, mental and social.

Based on your concept you will pick which category is the most important to your build and after filling in the first dot of each stat add 6 points in that category.

Your secondary category gets 4 points, your least category gets 3 points.

Skills, your character's skills are divided into three categories; physical, technical, and social. As before, you pick the category that is most important to you and place 13 points into that category. Your second choice gets 9 points with your least getting 5 points. No skill may be higher than 3 points at this time.

Each character gets 7 background points to spend, which will be explained later.

Each character starts with 3 willpower, 10 essence and an essence pool of 100.

At this point the player may choose to take up to 7 points worth of flaws.

Each player gets 21 freebie points to help round out their character, and buy feats or ranks in combat trees.

Free point costs are as follows:

Skill points (2) willpower (1) specialization (3) stat point (5) backgrounds (1) psionics (4).

Feats have a base cost that varies. Combat trees are purchased for an at cost value at this point, you cannot have a combat tree ability higher than the base controlling skill.

Defense is equal to wits or dexterity (whichever score is lower).

Initiative is equal to dexterity + wits and any feat or ability that adds to this score

Speed is \= to Strength + dexterity + size and any feat or ability that adds to this score.

Health levels are determined by Stamina + size with the last 3 levels marked as -1,-2.-3, record bruised, lethal, and aggravated levels the same.

Skills and Specializations: skills range from zero or no skill to five or mastered skill. You can not use your starting skill points to specialize skills. Skills can be specialized adding bonuses to a specific use when specializing a skill for instance firearms the specialization could be in pistols, revolvers, rifle, shotgun, assault rifle ect. The first specialization will add +1 die to the roll, the second will lower the crit range by one to a maximum of 8; at character creation you cannot specialize in any one skill more than twice. You can, with experience, specialize a skill up to 4 times.

When you have finished your character you will fill out your dossier, the dossier will include your anchors. Anchors are the people and hobbies that give your characters something that holds them to the world, gives them reason and drive. Your anchors are how you regain willpower. They are the life line that keeps you from falling into the void.

#Backgrounds

Backgrounds represent achievements that your character has made before the start of the game, they range from rank one to five. As your character progresses your backgrounds can change rating or even raise past level five.

Arsenal: is to determine your equipment at the start of the game. Cybernetics/ and upgrades to gear do not have a surgery cost at this time. Money from this category can not be spent on cybernetics.

One point: starting cash 2000$

Two points: starting cash 4000$

Three points: starting cash is 8000$

Four points: starting cash is 25000$

Five points: starting cash is 50000$

B.I. Assistant: binary intelligence’s are used across the galaxy, they were adapted to take the place of the true A.I.. Unlike true A.I. they are unable to achieve sentience. But are learning and adaptable to the needs of the owner. B.I. are housed in small interface boxes about the size of a cellphone. They have the ability to interface with any technology they are connected to, this includes, drones, robotic bodies (synthetic cats and dogs are quite popular), vehicles, and some people even get them implanted (in the place of cyberdecks) Many people use them as chauffeurs, co pilots, and body guards. When piloting or navigating the web they use their Intelligence takes the place of Strength, Perception functions dexterity, Wits functions as damage reduction. When choosing the skills this can also include combat feats, once the skills are set they cannot be changed. B.I are upgraded by using reflex, and memory ware chips. All B.I. have vehicle links but do not get the +2 equipment bonus or the ability to remote pilot vehicles or drones.

One point: perception 2, intelligence 2, wits 2. They get two skills at level 2. A single chip port and an interface tentacle and a universal translator..

Two points: perception 2, intelligence 2, wits 2. They get three skills at level 2. Two chip ports, an interface tentacle and a universal translator.

Three points: perception 3, intelligence 3, wits 3. They get three skills at level 3. three chip ports, an interface tentacle and a universal translator..

Four points: perception 3, intelligence 3, wits 3. They get four skills at level 3. Four chip ports and an interface tentacle and a universal translator..

Five points: perception 4, intelligence 4, wits 4. They get four skills at level 4. Five chip ports and an interface tentacle and a universal translator..

Cybernetics: each point grants an amount of money to be spent on cybernetics and upgrades. During character creation surgery costs do not apply. Leftover funds can be used to purchase equipment.

One point: 4000$ or a basic package that includes: Neuralware Processor, Interface tentacle, Interface plug at a essence loss of 6

Two points: 8000$ or 4000$ if taking the basic package

Three points: 12000$ -4000$ if taking the basic package

Four points: 20000$ -4000$ if taking the basic package

Five points: 30000$ -4000$ if taking the basic package

Fame: your character is recognised and widely respected by people for something, each point represents how famous you are. When using your fame to influence people add this score to your social rolls.

Fixer: fixer agencies act as information brokers, agents, and problem solvers. Fixers do not work for free, sometimes it's a cut of your earnings, other times it's cash up front. Each point you place into the fixer background represents the influence of your fixer. When looking for work, equipment, or information your fixer rating can be rolled to influence the results.

Influence: Your influence in groups or societies, such as corporations, gangs, syndicates. With each point spent it increases your rank and privileges within the group you choose. Influence can grant safe passage, open doors, even grant you access to information and equipment.

Ship: is a background that is treated as a group background, each point is combined to allow the group to purchase and improve a star ship. Further information can be found under Ships in the systems chapter.

#Flaws

Flaws are not only a way to get a few more points for character creation but a way to add depth to your character. Because most physical flaws are easily fixed you won't find many on this list. While there is a selection of flaws here they are not limited and you're welcome to discuss other flaws with your storyteller.

Psychological flaws (Variable 1-5) are part of the mental makeup of your character, the severity of the effect of the flaw is dependent on the cost, some flaws can be temporarily ignored by spending willpower.

Allergy (1-4) based on availability and severity.

Alien Appearance (1-5) your appearance is notably different and unsettling, to those that find your species unfamiliar. You are more noticeable, more easily picked out of a crowd and more memorable to strangers. With each point of this flaw, your appearance is further altered from human normal. A one point Flaw might only possess a minor difference: unnatural skin tone, hair, eyes, scales, no ears, extra fingers.

A.S.D (2-4) a wide range of autism-like disorders, without intellectual or language impairment.

Addiction (1-3) points one point being a minor or easy to get substance with the severity or availability of the substance raising the flaw value

Blind (4) you lack the ability to see, and automatically fail any sight based rolls.

Compulsion (1) point cleaning, talking, stealing etc..

Dark Secret (4) points a potentially life ruining secret

Felon (4) you have a felony record, what this means on different planets may change but the attention from law enforcement is much more severe, and you might find active warrants or bounties.

Intolerance (1) point you have an unreasonable dislike of something when dealing with that thing you are at minus 1 dice to all interactions.

Mute (3) the inability to speak in human tones and accents. You cannot make yourself understood in words, but must rely on other means of communicating with other language-using creatures.

Phobia (1-3) you have an overpowering fear of something ranging from minor to severe and on how common the trigger is

Poor eyesight (2) -2 to perception rolls, can wear corrective lenses

Overconfident (1) point you have an exaggerated opinion of yourself and will never hesitate to trust in your abilities even if you risk failure

Offensive to animals (1) Many predators engender fear and hatred in the lesser beasts. You cause such fear in other creatures. No mundane animal will have anything to do with you, and may startle, cry out or otherwise object to your presence. In game terms, you have a two-die penalty for any action involving other animals (except, of course, fighting them)

Shy (1) point you are ill at ease with people and social interactions lose 2 dice when making any roll involving speaking or performing.

Speech impediment (1) point, this is a role playing flaw so do it.

Obsession (2) point there is something you obsess over to the point where you will disregard your own best interests to pursue.

Vengeance (2) points you have a score to settle and will not put it aside

Hatred (3) points you hate something so much that you constantly pursue ways to harm or take power over that which you hate

Life saver (3) points you believe all life to be sacred and will not harm another person or take part in the purposeful murder of another person, this does not mean you will not defend yourself,

Social

Child support (1-4) You have a child or children you pay 200$ a month to support each child is worth a point and raises the cost by 200$ each. This money is deducted from your starting money as well.

Police record (2) points you have been in trouble before, and get more attention from the various law enforcement and corporate security agencies.

Bad reputation (3) points: you are well known for screwing over people or being a Snitch and as such most people will refuse to deal with you or at least not trust you. Minus 3 dice from any social roll, where your reputation is known.

Hunted (4) points you messed up badly and the wrong people are out to make you pay and they have money, power and resources that you do not have.

Physical

Age (1) you start the game in middle age, you lived a sheltered life and only now are starting your career.

Ward (3) points you are a caretaker for someone as such they completely rely on you for support. Add $300 to your monthly expenses.

Short (3) point you have some form of dwarfism that was not genetically cured in vitro, your character has a size of 3 and has difficulty finding equipment that suits your size, as well as other social problems (people thinking you're a child ect..)

Merits

Merits are boons that help your character; these can only be bought with free points during character creation. Feats can be purchased after character creation at double the cost. Some feats marked with CO can only be bought during character creation.

Acute Senses (2/4/6) you possess higher than normal senses for each level bought you gain a +2 to perception rolls involving sight, hearing, or smell. The downside of this Merit is sensitivity: Sudden, violent stimuli can run your senses amok. Depending on what happens, you might be temporarily deprived of the affected sense, or driven away in pain or disgust.

Alternate Identity CO(1-5) a second or multiple false identities, the more points the harder it is to disprove the identity.

Ambidextrous CO(3) lowers off hand fighting penalty by 2. Can make 2 unarmed attacks at no penalty, 2 melee, thrown or firearms attacks at -0, -2. Without this feat brawl would be -0, -2 melee, thrown or firearms attacks at -2, -4.

Brawn Over Skill (2) uses strength over dexterity for thrown weapons and for feats that have a dexterity requirement.

Cast iron stomach (1) Beasts must often forage for sustenance; as a consequence, some have learned to be less picky than others. Like a goat or a shrew, you can eat anything remotely similar to food and gain nourishment from it. Carrion, straw, bones; it's all dinner.

Eidetic Memory (2) you remember things you have seen or heard with perfect detail. can make an intelligence plus alertness role to recall information

Fast Reflexes (1) +1 initiative per dot. Can be purchased multiple times

Fighting Finesse (2) use dexterity instead of strength when fighting unarmed or

using a small size weapon. Medium and large weapons can be purchased by type.

Fleet of Foot (1) +1 speed per dot. Can be purchased multiple times

Flurry of blows (4) make multiple melee or brawl attacks can make an extra attack for every point above 2 in strength and does not stack with other multiple attack feats.

Giant CO(3) +1 size 7+ feet tall

Gunslinger (3) lowers off hand fighting penalty by 2 when using firearms. 2 attacks at -0, -2. With ambidexterity lowers the penalty to -0,-0

High Gravity Adaptation (2) with this merit you do not suffer the effect of being in high gravity situations, when adapting to low gravity the penalties take twice as long to diminish.

Iron Stamina (1-2-3) ignores pain modifiers; each level costs the corresponding amount -1(1) -2(2)-3(3).

Low gravity adaptation (2) with this merit you do not suffer the effect of being in low gravity situations, when adapting to high gravity the penalties take twice as long to diminish

Natural Immunity CO(1) +2 modifier to stamina rolls VS infection, sickness, and

Disease.

Perfect Balance(3) No matter how narrow the precipice or how thin the tree limb, you move upon it like it was hard-packed earth. Moving wagons, the blows of enemies, disorienting fogs — nothing can topple you from your perch. If somehow you fall, you land on your feet like a cat. In game terms, you add two dice to all Dexterity rolls involving keeping your balance, and add two dice to any soak roll involving a fall.

Quick Draw (1) allows the character to draw a weapon and use it in the same round.

Different firearm types and melee weapon types are acquired separately.

Quick Healer (4) wounds heal in half the time.

Strong Back (1) +1 modifier to lift and carry weight.

Strong Lungs (3) character can hold breath for long periods +2 to stamina.

Stunt Driver (3) allows character to make a drive/ride check and another action in

the same turn ie; fire a gun.

Technological aptitude (3) you're a natural when it comes to computers and fixing electronics add 2 dice when making rolls involving the use or repair of tech.

Toxin Resistance (2) +2 stamina vs drugs, poisons, and toxins.

Good reputation (3) you are known for being trustworthy and fair in your dealings +3 dice to any social rolls that your reputation would be useful. This feat can be easily lost through player actions.

Underworld contacts (3) you have contacts in the seedy underworld

Combat trees

Combat trees reflect specific training in combat styles. Each tree has a primary skill association, you can not have ranks in a combat tree higher than your rank in that skill. Some trees have prerequisites and you can not take the tree unless you meet those prerequisites. At character creation you can purchase ranks in combat trees point for point i.e.: 3 ranks in kung fu for 3 points. After character creation each level must be purchased at double cost i.e.: 3 ranks in kung fu would be 2 for the first level, 4 for the second and 6 for third.

Archery (archery or athletics skill) propelled bow

Draw and Loose (1) +1 strength for minimum damage, and range.

Rapid nock (2) “reload” as a free action.

Arcing fire (3) double ranges with any bow.

Plunging fire (4) negates cover and concealment as long as there is no over the head cover and you know the location of your target.

Bladed polearms (melee skill) two handed piercing or cutting polearms

1) thrust +1 damage

2) advantageous angle lowers opponent's defense for your next attack by 2

3) combination blow make two attacks in quick succession each attack is -1

Blunt Weapon (melee skill) non bladed bludgeoning damage weapons

Wrap (1) adds +1 damage to your attack with a blunt weapon.

Ringing the Bell (2) called shot (-3) to the head if damage is higher than opponents

stamina then the opponent is stunned (loses defense) for one round.

Flail Strike (3)may make multiple attacks per round for every point of dexterity

above 2 each extra attack adds - 2.

Knee Caps (4) called shot (-2) to a limb if the damage is equal to opponents size the

limb is considered to be broken and assumes all penalties as such.

Boxing (brawl) hands and fist weapons

Body blow (1) if damage in a blow exceeds targets size then target loses next action

Duck and weave (2) use whichever is higher wits or dexterity for defense when

dealing with brawl or melee attacks.

Combination blows (3) make two brawl attacks with a single action -1 penalty to the

second attack.

Hay-maker (4) this attack is a full action attack, if this attack exceeds the opponents size then the opponent must make a stamina roll to stay conscious each success over size lowers the opponents roll by one.

Brutal blow (5) your hands are lethal weapons.

Chain weapons (melee)

Impenetrable defense (1) if you choose to go defensive add +2 to your defense and

take no penalty until after the 3rd attack made against you.

Hand bind (2) made as a defensive attack vs attackers roll if successful then the

The attacker's hand is bound and loses attack and must break free with a strength + brawl roll.

Outside choke (3) roll attack does no damage opponent can resist with a strength +

brawl - your strength +1 each round they have another -1 each round lasts until they break free or unconscious rounds \= to opponents stamina

Whirl and thrust (4) called shots are at -2 penalty.

Combat marksmanship (Firearms) one and two handed firearms

Shoot first (1) if you have a firearm in hand add your firearms skill to your initiative.

Tactical reload (2) once per round can reload a firearm that uses a clip or speed loader as a free action.

Double tap (3) when using a lever-action, pump action, or semi auto weapon can

fire short bursts.

Bayonet range (4) opponent loses defense when at close combat range.

Rapid fire (5) can make an extra # of firearm attacks for each point in dexterity

above 2 each attack after the first is made at a cumulative -1.

Rastaa (Rah-AH-sta the way) Brawl ,pole weapons at rank 3 Argosian only

This tree is designed to scale with other psionic abilities

The fist (1) +1 damage to all maneuvers

The body (2) +2 defence

The breath (3) can attack multiple targets as long as they are within your base speed apart.

The mind (4) can focus your chi to strike an opponent as if they wore no armor

The spirit (5) your attacks can affect targets up to double your base speed away.

Fencing (melee) one handed swords

Thrust (1) +1 damage.

Feint (2) makes an attack that does no damage instead the opponent loses defense vs next attack.

Riposte (3) made from full defense after being attacked vs your full defense make a counter strike full attack without the opponents defense.

Moulinet (4) if you make a successful attack then gain a secondary damage \= to

your dexterity no attack roll is necessary.

Filipino martial arts (used with blunt melee weapons until level 3 then can be used with brawl)

Lock and block (1) make attack adding your defense if successful you grapple the

opponents attacking arm no damage.

Disarm (2) make your attack vs opponents stamina if equal to or exceeds then

opponent drops weapon unlike the disarm feat this does damage half rounded up.

Off-balancing attack (3) make attack at -2 if successful opponent takes damage and

is at -3 to their next attack.

Many-handed defense (4) you can apply your full defense against any attacks with

out the normal penalty of -1 per attack.

Gathka (melee) slashing bladed weapons

Slash (1) +1 damage with one handed slashing weapon.

Whirling Defense (2) +2 to defense -1 to attacks.

Combination Strike (3) make 2 attacks at the same target both attacks take a -1

penalty.

Flying Strike (4) making a single powerful blow with +2 damage and AP 2

Evasion (5) as long as you have an active defense can deflect a number of missile

weapons equal to your defense each time you deflect a projectile you lose 1 defense

regardless of other feats like many hands defense or master defense.

Gun fu requirements rank 3 in a martial arts tree rank 4 combat marksmanship

Gun kata (1) one handed guns act as weapons allowed in your martial art tree and can use the abilities of that tree

Run and gun (2) you retain your defense against firearms as long as you are in short range (30) of an opponent and move during the round

Fuck they move (3) you can make a charge maneuver while still making full attacks as long as it is a combination attack (brawl and firearms)

Who’s out numbered (4) you can now attack your full attack (combination) against multiple opponents adding -1 to your attacks for every opponent in short range (30).

Ricochet (5) you treat medium range as short, you ignore all cover penalties, you ignore all penalties for firing into close combat.

Judo (brawl)

Counter lock (1) make attack adding your defense if successful you grapple the

opponents attacking limb no damage.

Disarm (2) make your attack vs opponents dexterity if equal to or exceeds then

opponent drops weapon.

Off-balancing attack (3) make attack at -2 if successful opponent takes damage and is at -3 to their next attack.

Whirlwind strike (4) can make an extra # of brawl attacks for each point in dexterity above 2 each attack after the first is made at a cumulative -1.

Kung Fu (brawl)

Focused attack (1) called shots are at -1 penalty, all attacks are AP 1.

Iron skin (2) adds +1 AR vs bashing attacks.

Defensive attack (3) +2 defense -2 attack when using this ability.

Whirlwind strike (4) can make an extra # of brawl attacks for each point in dexterity

above 2 each attack after the first is made at a cumulative -1.

Lethal strike (5) your hands are lethal weapons.

Sniping (firearms) two handed firearms, crossbows, and bows equipped with scopes

On scope (1) the max bonus for “aiming” is increased buy your wits +2 and receive

a +2 bonus when using a long range optic device to perception.

Battle sight zero (2) after “aiming” can use the bonus for an additional round.

Focused shot (3) ignore penalties from wounds, drugs, pain, fatigue, environmental

conditions equal to your stamina for purposes of firing your weapon.

Tactical intervention (4) when making an “aimed” shot reduce penalties by half for

firing into close combat or concealment.

One shot one kill (5) when making an “aimed” shot your rifle does automatic

damage \= to its rating, roll as normal - rifle damage then add it.

Spetsnaz knife fighting (melee) edged melee weapons size 2 or smaller

Anticipate attack (1) can use your melee score instead of wits for initiative.

Advantageous angle (2) lower opponents defense by 1.

Vital attack (3) attacks are AP 1 and called shots are at -1 difficulty.

Slash and stab (4) make 2 attacks first is normal second is at -1.

Staff fighting (melee) two handed polearms

Trip (1) makes an attack vs opponents dexterity + athletics is successful then opponent is knocked down and takes 1 level of bashing damage.

Temple strike (2) targeted strike to head (-3) if damage is \= to opponents size they

fall unconscious for as many rounds as damage done.

Dangerous radius (3) makes a single attack -1 per person (max -5) within 6 feet.

Everyone, friend or foe, takes damage in the area.

Tai Chi (brawl or melee) blunt wooden weapons only

The way of the mind and body. These abilities do not function if wearing any type of hardened armor.

Flow of Water (1) trade 2 from attack for 2 defense or 2 from defense for 2 attack.

Body of Stone (2) gains 2 defense.

Dance of the Wind (3) character does not lose defense when attacked.

Flame of Retribution (4) when struck in combat can redirect the damage to a target within reach as many times a round as points in stamina. Using this ability reduces the character's defense to 0 for the round.

Mind and Body (5) can focus chi in order to empower oneself, add an additional +2 to defense,and +2 damage to any physical strike.

Two handed fighting (melee) any two handed weapon

Power Attack (1) +2 damage -1 defense till your next turn.

Cleave (2) if you strike down an opponent then you immediately strike the next

enemy within 5 feet for half damage.

Unbalancing Blow (3) if you do more damage than the opponent's stamina then they

lose defense until the end of your next turn.

Greater Cleave (4) as before but you strike every person within a 6 ft radius.

Two weapons (melee, thrown weapons)

Whirling blades (1) if your are full defensive then your defense does not drop until

the number of attacks \= to your melee skill.

Deflect and thrust (2) +2 defense -2 attack.

Focused attack (3) reduces the penalty for fighting with 2 melee weapons by 2 and

allows you to make a second strike with both of your weapons each attack after the first is made at a cumulative -1. With out this feat attacking with two weapons is at a -2,-4 penalty, with ambidexterity the penalty drops to -0,-0

Fluid attack (4) you can make multiple attacks (focused attack) on multiple different targets no further apart then your base speed score, each attack after the first is made at a cumulative -1.

Wrestling (brawl)

Center of Balance (1) +1 to grapple checks, and to resist being tripped.

Take Down (2) gain the trip ability str plus brawl vs dex plus athletics if fail

opponent is now prone and takes 1 level of bashing damage.

Isolate and Lock (3) allows for a second grapple attempt to improve position if the first attempt fails.

Mastery of Leverage (4) adds your body’s size to grapple attempts once already in a grapple.

Sleeper Hold (5) once a grapple has been established and you have taken control of the head and neck can KO opponents by maintaining a grapple \= to the opponents

stamina. Your opponent can attempt to break the hold at a -1 die per roll strength to oppose.

Zero G combat (athletics)

Theory (1) reduce penalty for attacks by 1

Compensation (2) reduce penalty to defence by 1

Celestial dance (3) you have trained to move more fluidly you can move at double your speed and change your motion mid movement allowing you to make correction during movement.

Space commando (4) removes all penalties to combat, when engaged in a grapple you add your size to improve your position.

#Stats

A character's stats are vital to the makeup of your character, and reflect your ability to use your skills well. Stats are divided into three categories, physical, social and mental. The maximum natural stat a character can have is five. Through the use of equipment, drugs, and cybernetics it is possible to gain enhanced points that are marked on your character sheet in the second stat set. If your character has maxed out a stat then any modified points become superhuman and grant automatic success. When rolling a stat a max of five dice can be rolled.

Strength, physical might, sheer bodily power. The capacity to lift, move things, hit items and people and do damage.

Dexterity, quickness. Response time, a delicate touch and finesse

Stamina, sturdiness, steadfastness, sheer physical resilience.

Charisma, poise, stature, dignity, likeability

Manipulation , persuasiveness, bearing, assertiveness

Appearance, sheer physical beauty or lack thereof

Perception, awareness, senses, focus

Intelligence, raw power of the mind, cognitive capacity, direct measure of how smart you are

Wits, the ability to think on one's feet, to mentally react, notice changes

#Skills

Skills are a measure of your ability and understanding of how to do all the things. Like stats they are divided into three categories: physical, social, and technical. Skills max out at five and control your ability to take combat trees and specializations.

#Physical

Athletics, running, jumping, climbing and swimming

Acrobatics, flipping, dodging, gymnastics

Brawl, hand to hand combat without weapons

Drive, the ability to physically manipulate ground vehicles.

Firearms, the use of small arms.

Heavy weapons, the use of machine guns, grenade launchers, and artillery.

Larceny, sleight of hand, lock picking, pick pocketing etc.

Melee, the use of handheld weapons.

Stealth, the ability to move quietly and without notice.

Survival, the ability to live off the land, the ability to find food and shelter.

#Social

Alertness, awareness of your surroundings and environment

Bureaucracy, known information about laws, and government/corporate workings.

Etiquette, the knowledge of how to act in different environments.

Empathy, intuition to read other people's emotions and social cues.

Expression, your ability to perform, communicate and inform.

System knowledge, known information on planets and culture.

Intimidation, the art and technique of persuasion through fear.

Investigation, the ability to gain information from people or surroundings.

Persuasion, the ability to inspire or change minds with logic or charm..

Streetwise, knowledge of the streets, and the people who inhabit them.

Subterfuge, the art of deception.

#Technical

Academics, school learning, at 2 points and 4 gain an additional language.

Demolitions, the knowledge of explosives and how to use them

Metaphysics; abstract philosophical studies : a study of what is outside objective experience

Medicine, knowledge of the human body and wounds

Net running, the skill to navigate the net and hack complex programs

Pilot , the knowledge of how to control various vehicles.

Science , the base understanding of the sciences

Software , the knowledge how how to create programs

Technology, knowledge of the various tech in the world around you and how to build it.

Quick hacking, the skill that allows you to control electronics, with the aid of programs

#Special Advantages

MOD/metahuman/genoevo

When creating your metahuman, you have the ability through the use of different merits, flaws and advantages to create your unique character. The following abilities can be bought with the bonus and free points during character creation.

Armor (3/6/9/12) Whether in fur, leathery hide, scales, spines or even a full-grown shield like the tortoise, beasts must go armored against their enemies.In game terms, each level of this Advantage buys a level of Damage reduction, as listed below: Points Armor 1 pt (thick hide or fur) 2 pts (horny scales, spiny ridges) 3 pts (shell, thick chitin) 4 pts (dragonhide, metal plating) Level 3 adds -1 defence -1 speed that stacks with penalties from armor worn level 4 adds -2 defence -2 speed. This armor is considered Ap resistant, and does not stack with skinweave.

Chameleon coloration/ shadow walking (4/6/8) you may darken your skin to blend in with shadows; this so-called Shadow-walking talent costs four points. For six points, you may change hues within the range of a single color (green, red, brown, etc.); for eight points, you may change to fit any color background. Perceiving a creature the same color as its background requires a Wits + Alertness roll (difficulty 8).

Claws, Fangs, Horns (3/5/7) . For three points, you may buy one type of attack; for five points, two. Seven points allows you to buy three. Bite Strength + 1 Claw Strength + 2 Gore Strength + 2(+4 with charge)

Enhancement (variable) For each five points spent, you may increase (above five) any Attribute. This adds a point to the stat and it allows the natural level to be increased.

Extra limb(s) (3 points per limb) This extra limb might be a trunk, a prehensile tail, or an actual extra arm. This Advantage applies only to limbs which can be used to grab and hold things.

Flexible (2) The serpent twists and coils like a rhetorician's argument. You, too, can bend your body double, loop around limbs and squeeze your opponents until their breath leaves them. You add one die to acrobatics rolls, and add two dice to Grapple attacks.

Low light vision (1) you can see perfectly normal in dim light, (candle, star light ect) you still require some light source.

Nightsight (3 points) Like a cat, you can see in the dark as long as even a dim light source (starlight, one candle, etc.) exists. Even in total darkness, a Perception + Alertness roll (difficulty 8) reveals the outlines of your surroundings. The Storyteller may also require rolls (at varying difficulties) if you want to see through conditions like fog, smoke, etc. Despite its name, this Advantage reflects all kinds of sensory "mapping," from dolphin calls to cat's whiskers. Depending on the sense and circumstances, you might suffer some additional penalty if that "sight" is blocked.

Regrowth (4) You can count on severed limbs or gouged eyes being restored. This is not an instant or effortless process, however. Regrowing a body part takes at least three days for severed limbs, and a minimum of two weeks for a combination of minor and severe wounds. All of this is in addition to normal healing times for the Health Levels themselves. Furthermore, fire or acid can cauterize a stump, preventing you from healing the lost piece(s) at all.

Resistance (variable) for every two points you gain one level of elemental or radiation damage reduction. Choose between Fire, Electricity, Cold, Radiation. Each type is purchased separately.

Size: size five is standard as is most of the equipment, as such your size may create challenges. Your size affects your health levels, and speed.

size three (+3) 2ft - 4ft

size five (0) 4.5ft - 6.5ft

size six (-3) 7ft-8ft

size seven (-5) 8.5ft - 10 ft.

Track by scent (2) you can track anyone by scent, recognize individuals by smell (both human and animal), tell who (or what) has been in a room or handling an object, smell powerful emotions on creatures, find hidden water and predict the weather. In game terms, two points earn you an additional two dice for Perception rolls involving scent. Smell is your dominant sense, and virtually all Perception, Alertness, or similar rolls will involve it.

Tunneling (3) you have the ability to tunnel through soft earth at half your normal walking speed (if you wish to leave a tunnel behind you), or at walking speed (if you only seek to move through the earth). The tunnel you leave is no larger than you are. Exceptionally long tunnels may require a Stamina + Willpower roll to complete without surfacing

Venom (Variable) Venom can be delivered in a bite, claw, spur or sting ; if damage from the normal attack penetrates your victim's defenses, the poison takes effect as well. For every three points in this Advantage, you inflict one aggravated Health Level of poison damage. Contact poison, delivered by a simple touch, costs five points per Health Level, and inflicts aggravated damage on any victim who touches you with his bare flesh, or ingests your blood or organs.

Wall crawling (4) Like the spider, you can walk on walls or ceilings as easily as if they were floors (and at normal walking speed). A natural talent, this feat requires no roll unless some force (strong wind, slippery surfaces, grasping hands, then make an opposing strength and athletics.

Water Breathing (2-5) As fishes and frogs do, you may breathe water as easily as air. At 5 points, this Advantage helps you withstand the rigors of deep or rapid diving, up to a point.

Webbed fingers/toes (1) adds +2 to athletics rolls made when swimming

Wings (3/5) The simplicity of this Advantage's name is exceeded only by the simplicity of its nature: You may fly. This requires wings or skinfolds (like a squirrel). For three points, you may fly at up to normal human jogging speed 13 yards/turn; for five points, you may cover 20 yards per turn.

Mechanix

Mechanix are unable to specialize any skill at character creation, and can not have more than 3 points spent into any skill.

This is to represent that they are a young race and less prepared by their ancestors in the ways of the universe

Mechanix build themself using a point system, some options grant points. All points must be spent during construction.

Mechanix has the same stats that all other characters do because of their unique construction it is possible for them to have zero dots in one or more stats. At creation they may not have more than six points in any stat. There are 65 points to spend into Stats.

Zero points is +5, one point costs 0, two points cost -5, three points cost -10, four points cost -15, five points cost -20, six points cost -25 Each stat is purchased separately.

Skills are bought differently than other characters, because they tend to focus on skills they need and are bought as needed, though they cannot start higher than three, and they cannot specialize in any skill. They have a total of 27 points to spend.

Mechanix get the standard amount of background points and can purchase them with free points.

The bodies of Mechanix are very customizable, and can take any shape, size, or form. Multiple options can be purchased. The following is paid for with the 21 free points, the options that give points do not count as flaws and add points that can be spent elsewhere.

Synthetic covering 0, a plastic like covering to protect the inner wordings from the elements.

‘Real” skin/hair +2 living synthetic skin, blood, and hair indistinguishable from living tissue.

Armor hardened plating that protects the body from damage. +3 per level max 4.

Level 3 adds -1 defence -1 speed that stacks with penalties from armor worn

Level 4 adds -2 defence -2 speed that stacks with penalties from armor worn

This armor is considered Ap resistant, and does not stack with skinweave.

Mechanix very in size, size five is standard as is most of the equipment, as such your size may create challenges. Your size affects your health levels, and speed.

size two (-5) .5ft- 1.5

size three (-3) 2ft - 4ft

size five (0) 4.5ft - 6.5ft

size six (+3) 7ft-8ft

size seven (+5) 8.5ft - 10 ft.

limbs

no dextrous limbs -4

standard arms 0,

extra limbs +3 each

enhanced arms +4 as Cyber limb

Wheels -2

Standard Legs. 0

enhanced legs +4 as cyber limbs

Treads +2

Repulsorlifts + 6

Sensors

Human standard 0 enhanced vision +2 enhanced hearing +2 enhanced touch +2 telescopic vision +2 Motion detector +4 Low light +1 extra optic module +2

Non verbal -2 standard speech 0 Cyber Modem link +1 Phone splice +1 Cyberdeck +2 (cyber deck must still be purchased this is just mounting)

Enhancements

Resistance (variable) for every two points you gain one level of elemental or radiation damage reduction. Choose between Fire, electricity, cold, radiation. Each type may be purchased separately.

Ambidextrous +3 multi dexterity +5 Brawn Over Skill +2 Eidetic Memory +2 Fast Reflexes +1 Fighting Finesse +2 Fleet of Foot +1 Flurry of blows +4 Gunslinger +3 Iron Stamina +1+2+3 Quick Draw +1 Strong Back +1 Stunt Driver +3 Technological aptitude +3

combat trees can be purchased at normal cost

Glitches can take two points worth of glitches

Compulsion -1 Intolerance -1 Phobia -1/-2 Offensive to Animals -1 Obsession -2 speech impediment -1

Willpower +1

Backgrounds +1

Psionics

Abilities have a base difficulty of 3 + current level.

Abilities that do not have a determined time to activate are activated as free actions or combat actions if it is used as an attack. Abilities that require concentration to activate still allow the character to move, fight and use other abilities the concentration uses the free action for that round.

Abilities that are instantaneous can be used without the need of a free action, allowing multiple abilities to be used in the same round.

Telepathy (noun), te·​lep·​a·​thy,

: communication from one mind to another by extrasensory means

0 new telepath gains the ability to control one's own mind and sense others

Presence sense is a psionic probe and awareness that alerts the psychic to the presence of other sentient beings. While not actually able to pinpoint exact locations, it can still give the user the idea of how near and how many presences are around. A perception and alertness role will determine the effectiveness and the range of use 150 feet per success.

Mind block This is the ability to completely close or block oneself from psychic and mental emanation. While intentionally closed to psychic forces the character cannot sense anything, can not use psychic abilities nor be influenced by others. Mind block only blocks psychic attacks that affect the mind or emotional state.

Empathy is the psi-ability that makes the psychic aware of or feel the emotions of others. Being able to sense another person's emotions is very helpful during dialogue. To use roll perception plus empathy. Each success gives the user more information about their target, which can act as an equipment bonus on social rolls.

Meditation is a trance state that allows the individual to calm emotions and focus on relaxation of the mind and body. In this state the individual can regain spent willpower. To use this ability roll wits and metaphysics each success restores one willpower per hour of meditation.

The psychic has the ability to recall any conversation or any material they have read. In perfect detail at will. The psychic rolls intelligence and investigation.

00

Minor Telepathy The power of telepathy allows the character to eavesdrop on what another person is thinking at a particular moment. This is done by focusing on the individual. A deep probe into the memory is not possible, but the current surface thoughts are. Limited telepathic communication is possible; the telepath can send a directed thought message to one person at a time. The message must be brief and direct. At this stage two way communication is not possible unless the other character is also telepathic. Against the unwilling or unaware the psychic rolls an intelligence and metaphysics roll that can be resisted by a willpower roll.

Empathic transmission This ability allows the psychic to instill a powerful emotion into another person, creature or animal. Each attack can only affect a single being at a time. This requires a manipulation and empathy roll. Each success allows the power to to have effect for one minute, this can be resisted by a willpower roll.

000

Group mind blank Works just as mind block but allows the psychic to protect multiple people within a 120 ft area

Mental possession, The psychic can completely take over and control another person. The psychic essence of the controlling mind is transferred into the body of another individual. While in the victim's body/mind the psionic retains all their abilities, knowledge and abilities. While posing a person they can not access any information or knowledge of the person. During the possession the possessed has no memory and the psychic's body falls into a coma-like state. This state lasts for five minutes per success and requires a manipulation and metaphysics roll. This is resisted with a willpower roll.

Command voice, this power gives the psychic the ability to control another's thoughts and actions, at this level simple commands such as “release me” , or “hand me that rifle” are all that the psychic are able to make. Any command that would cause the victim to cause harm to themselves or people they are loyal to would get +2 to save. To use the voice the player spends a point of willpower, then rolls manipulation and persuasion the victim saves by rolling willpower.

0000

Greater Telepathy, This much more powerful use of telepathy allows the character to eavesdrop on what several people are thinking at a particular moment. Deep probes into the memory is possible, but requires intense concentration on the individual you are trying to deep read. Full telepathic communication is possible; the telepath can send a directed thought message to multiple people at a time. The messages can be ongoing even if the recipients are not telepathic. Against the unwilling or unaware the psychic rolls an intelligence and metaphysics roll that can be resisted by a willpower roll.

Presence, This ability allows the psychic to instill powerful emotions in a group of people, creatures or animals. Generally it allows the psychic to emphatically control a crowd. Successful use of this ability has powerful effects depending on the emotion the psychic is trying to convey. This requires a manipulation and empathy roll. Each success allows the power to to have effect for one minute, this can be resisted by a willpower roll.

00000

Domination, Through application of subtle or perhaps, very direct mental pressure, a psychic wholly controls the mind of her target. This also strips the subject of his personality, rendering him into little more than a puppet. Fortunately, this indelibly ties the puppet to the psychic and makes it nigh-impossible for others to poach her mindless servant. As an extended action, roll Charisma and Persuasion, the character also spends a point of permanent willpower. The total number of successes needed is equal to three times the target’s willpower. A subject can shake off the effects if he is separated entirely from his master from any time period ranging from a number of weeks equal to the subject’s permanent Willpower. Provided he avoids the psychic for the given period of time, the subject retains his former individuality. However, as the psychic may reestablish her control more easily the second time around.

Clairvoyance [noun](https://www.merriam-webster.com/dictionary/noun), clair·​voy·​ance

: the power or faculty of discerning objects not present to the senses

: ability to perceive matters beyond the range of ordinary perception

0

Digital reading, This ability allows a psychic to enter a computer or other digital space (non sentient) and read information. With this ability they can access information on most forms stored by electronic means, like computer disks, video and auditory disks, film or tapes. While in trance they “read” the information at a rapid pace. This does not allow the character to change, or alter the information in any way. If the information is passcoded the psychic will be required to make standard attempts to hack the device. While attempting this power treat it as a deep dive just as a net runner would. Requires the psychic to be able to touch the device.

Object read Also known about psychometry, this uncanny ability enables the psychic sensitive to receive information and images from an object regarding its use, history, and last owner. This is done by holding the object and concentrating on a specific line of thought or opening up to general impressions. The psychic rolls perception and metaphysics; each success gives the psychic more information about the object.

00

Telemechanics This ability allows the psychic to mentally communicate and understand machines and technology. By touching a non sentient machine the psychic will have an instant, temporary knowledge of how the machine operates including its schematics. This will allow the psychic to interact with a computer-like device telepathically without a terminal. To activate this ability the player rolls intelligence and software. Acts like blue tooth connectivity

Clairvoyance, this ability allows the psychic to see or feel glimpses of the possible future. This is achieved through meditation or intense concentration, while focusing on a person, place or thing. Once in a trance the clairvoyant receives a flash of insight, this might come as a vision, or message. The player rolls perception and meta physics; each success allows the character to receive yea or nay questions about future events. Sometimes the visions come unbidden as dreams or nightmares.

000

Telemechanic operation

This ability is a step beyond telemechanics in that it allows the psychic to operate the machines (non sentient) with their mind. It means they can operate a number of devices without touching them. To use this ability an intelligence and software roll is required. This ability mirrors the abilities of quick hacking without the need of another device.

Remote viewing, This power allows the psychic to view a person, place or thing at distance. This viewing is a current view of the subject, having a picture, video does help but is not necessary. The character rolls a perception and metaphysics while in a trance, the further away the target is the longer the required trance, the visions end the moment the trance is over. To find the same target again a new trance and roll must be made.

0000

Telemechanic possession This power mirrors the telepathic ability mental possession, but only works on machines. This ability does not allow them to take over cybernetics, sentient machines, and will require access by bypassing the firewall and or passcodes as a hacker would with either quick hacking or deep dive hacking.

Sixth sense The sixth sense gives the psychic a precognition flash of imminent danger to himself or someone near them. The character will not know what the danger is, or where it will come from nor who it will be directed at, all they know is that something life threatening will happen within the next 60 seconds. This ability is triggered automatically without the need of a roll. It triggers once per day per level of clairvoyance. When triggered for the first round of combat the psychic gains +4 on initiative, and the character cannot be surprised or caught flatfooted.

00000

Time dilation, the psychic has become so in tune with the twists of fate, that they can seem to predict the actions of others, this ability shows its value in combat. To activate the user spends a point of willpower, for the duration of the scene the psychic is considered to have the highest initiative. Not only do they double their defence score, they also gain the ability to use their defence to defend against projectiles.

Mirakineses noun, mer-ah-ken-esis

: the ability to create and control illusions

0

Hypnotic suggestion, This power of suggestion is a psychically boosted form of simple hypnosis. This requires the recipient to be relaxed and willing. The suggestions need to be subtle and worked into the comments in order to recover memories or implant memories. This requires a manipulation and persuasion roll; the effect is resisted with a willpower roll.

Minor illusion, The psychic can create simple static illusions that can confound a single sense. For instance he can create the sound of horse’s hooves, the smell of hay, the appearance of a shining jewel, or even the feel of a hand pushing inside a pocket. While tactile illusions can be felt, they cannot harm anyone nor do any real damage. The player rolls manipulation and expression ,creating the illusions takes the full action. The psychic can create illusions in an area of 20 ft , and the psychic must be able to sense the area in which he creates the illusion. For example, he cannot create the illusion of a coin inside a box unless he can see or feel the inside of the box, but he can create the sound of coins rattling around if the box is shaken.

00

Deaden senses This ability lets the psychic dull another person's senses, causing them to become less alert and attentive. Sounds, smells, movements and details go unnoticed. To use the psychic rolls a manipulation and subterfuge each success lowers the victims perception, and initiative by one. Requires thirty seconds of concentration and one willpower.

Advanced illusions at this level, this ability can affect multiple senses, otherwise it works the same as minor illusion.

000

Invisibility, The ability to remain undetected when in plain sight. This is accomplished via telepathic impulse that convinces by standers that you are beneath their notice. This power does not work against cameras, if the character tries to interact with people, or objects while under the the effect they must succeed a normal stealth and dexterity role to go unknoticed. To activate the psychic makes a wits and subterfuge roll, each success allows the power to work for five minutes.

0000

Mindwipe, To Mind wipe an intelligent being, the psychic must make physical contact, touching the victims temples to erase whatever they desire. This is done by verbal suggestion and can erase any past event, knowledge, and so on. The process takes three minutes to complete. The loss of memory is temporary, but can last for several days. The psychic makes a manipulation and persuasion roll as well as spend a point of willpower it can be resisted with a willpower roll. To make the effect permanent the psychic can spend a point of permanent willpower.

Master illusions, the psychic is able to create advanced illusions that can move, speak, and interact with the environment, the psychic can spend willpower to make the illusion continue without their concentration. The more advanced the illusions the longer and more advanced the rolls need to be made.

00000

Is this just fantasy? The psychic now has the ability to refine her tricks into very realistic pervasive illusions. The illusion is so real that the victims believe completely in its reality, even to the point of taking damage from it. As such, an illusionary wall would prevent a victim’s escape and an illusionary fire would burn a victim.

Psionic healing noun, si-kik heal-ing

: the power to heal using psychic energy

0

Deaden pain Can remove pain modifiers for oneself or others by touch; this requires a trance state of one minute and an intelligence and medicine roll. Each success removes one pain modifier for one hour.

Induce sleep This is not an offensive ability, instead is used to restore those who are ill, or exhausted. While it is deep restful sleep they can be easily awakened. Unwilling victims can make a willpower save difficulty 6 to resist. To use this ability roll manipulation and metaphysics

Psychic diagnosis allows the healer to sense physical pain, damage, external and internal injury , drugs, poisons or disease with absolute clarity. To use this ability a perception and medicine roll is made while concentrating for 30 seconds.

00

Stop bleeding This ability allows the psychic to stop bleeding from wounds or internal injury, this stops any further damage from blood loss and allows the victim to function relatively unimpaired. While lifesaving it is only a stopgap and does not heal any actual damage. Any further damage continues the bleeding. This requires the wounded to be touched and a wits and medicine roll each success stops the bleeding for one minute, and costs one willpower.

Psychic purification allows the healer to slow a person's metabolism and destroy chemicals, drugs, poisons and toxins in the body. The effects of the impurities are immediately halted and then completely destroyed at the end of the meditation. To use this ability roll intelligence and medicine this takes 10 minutes of concentration and one willpower.

Psychic surgery Psychic surgery is used to repair broken bones, internal injury, and the removal of foreign objects (bullets, arrows ect) this can also be used to revive incapacitated characters. This requires a psychic diagnosis and the use of an intelligence and medicine roll. Each success lowers the healing times by one level and costs one willpower. This takes an hour of concentration while making contact with the inflicted.

000

Increased healing This ability allows you to speed up the natural healing times of another person. This requires an intelligence and medicine roll, an hour of concentration each success reduces the healing time by one wound level per success.

Bio regeneration the ability to will oneself free of disease, poison, and back to health. This takes one minute of concentration. It does not regenerate lost limbs or work on other people. This requires an intelligence and medicine roll and the expenditure of one willpower. Each success heals one lethal level or two bludgeoning levels. Aggravated damage can be healed by spending two willpower per health level.

0000

Healing touch This ability allows you to heal others of disease, poison and damage. This does not restore lost limbs. This takes two minutes of concentration and an intelligence and medicine roll with the expenditure of one willpower, each success heals one lethal level or two bludgeoning levels. Aggravated damage can be healed by spending two willpower per health level.

Regeneration The ability to regenerate lost limbs like bio regeneration requires one minute of concentration. And an intelligence and medicine roll and the expenditure of willpower.

00000

Pinnacle the psychics abilities have the power to heal any wound, reverse birth defects, slow and reverse the effects of aging. They can instantly heal a person from the effects of poison, drugs, radiation, and disease.This takes one round of concentration and an intelligence and medicine roll, each success heals two lethal levels or four bludgeoning levels. Aggravated damage can be healed by spending one willpower per health level.

Psionimorphism noun, sci-on morf-ism

: the ability to alter one's physical form or appearance using mental powers

: the quality or state of having a form or ability to change

0

Nightvision, Able to adjust one's eyes to become much more sensitive to light, allowing them to see in low light. (there must be some source of light this power does not work in full darkness) requires a perception and survival roll. Each success increases the duration by ten minutes.

00

Animalistic morphism, with this power the psychic can temporarily take on the traits and abilities of animals, each effect giving the psychic the ability to use various abilities. To use this ability the psychic rolls stamina and survival each success extends the duration by five minutes.

claws : hands and or feet grow claws damage +2 adds +2 to climb checks.

Wings: wings erupt from the psychics back allowing them to fly at their run speed.

Digitigrade legs: the legs reshape allowing the psychic to run and jump twice as far.

Acute senses: allows the psychic to track by scent and gain a +2 to perception rolls involving sight, hearing, and smell.

000

Cellular adaptation, this ability allows the psychic to temporarily alter their own bodies increasing their strength, dexterity, stamina, and appearance. The psychic focuses for one round to activate this power they roll stamina and athletics, each success allows them to improve a stat by one point (4 successes could improve strength by 2 dex and stamina by 1 for example) the effect lasts for one round per success.

Morph disguise

Allows the psychic to temporarily alter their appearance, weight, size. While it is effective at a distance under close scrutiny it seems dull and pasty. If cut, scraped, or otherwise damaged the tissue will noticeably reform. In order to use the character makes a perception and subterfuge roll each success adds one to the disguise roll and adds ten minutes to its effect. Requires one willpower to activate and 5 minutes of concentration.

0000

Shapeshifting, the psychic has learned to transform into animal shapes, and acquire its natural abilities, while in this shape the psychic retains their intelligence and abilities. To use roll stamina and metaphysics costs one willpower to shift and one to return to normal.

Bio manipulation, The psychic is able to induce physical trauma to the nervous system of others by force of will. There are multiple direct effects that can be used by those with this power. The psychic must be able to see the person they wish to use these powers on. To use this power the psychic rolls wits and medicine, and spends one willpower, this can be resisted with an opposing willpower roll.

Blindness: temporarily knocks out a victims vision each success does so for one round

Deafness: temporarily knocks out a victim's hearing each success does so for one round

Mute: temporarily renders the victim unable to speak each success does so for one minute per success

Pain: by manipulating the victim's nerve centers the psionic can induce great levels of pain, victims receive negative pain modifiers equal to the level of success rolled, for one round per success.

Paralysis: immobilizes the motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration. Each success renders them paralyzed for one round.

Stun: this ability disorients and confuses the victim; they are unable to make attacks, their speed is reduced by half. This power works for six rounds per success.

00000

The Vitruvian form, the psychic, can transform themselves into the pinnacle of human physical perfection. The transformation gives the psychic a human maximum (5) in all physical statistics strength, dexterity, stamina, and appearance. They gain night vision, +2 to all perception and athletics rolls. To activate this ability the psychic spends one point of willpower and rolls stamina and metaphysics; each success adds one hour to the duration.

Psionic Empowerment noun, si-kik [im-ˈpau̇(-ə)r-mənt](https://www.merriam-webster.com/dictionary/empowerment?pronunciation&lang=en_us&dir=e&file=empowe02)

: the power to gain strength from psionic energies

0

Resist fatigue, Enables the character to engage in physical activity without suffering from exhaustion, however it's temporary and they collapse when the duration ends. To activate concentrate for one minute then roll Stamina and Athletics each success allows for an hour without the need of water, food, or sleep

Impervious to heat/ cold, While under the effects of this ability the psychic is able to endure extreme heat and cold. This requires an endurance and survival roll and one willpower, each success grants 20 minutes of protection.

00

Elocation, with this ability the psychic can alter their equilibrium and kinetics , allowing them to run or walk on walls, the ceiling, water ect. To activate this ability the psychic must take a round to concentrate and make a willpower roll the effect lasts one round per success.

000

Inner strength, This psi-power enables the character to draw on their inner reserves of strength to ward off pain fatigue and damage. To use roll stamina and metaphysics as well as spend one point of willpower. Each success adds 10 minutes to the duration. While in effect the player can roll stamina to resist damage, adds +2 to resist poison, and toxins, and +2 to resist falling unconscious from damage.

0000

Intuitive combat, This ability gives the psychic an advantage in melee and brawl combat. To activate the ability the psychic must concentrate for one combat round, roll wits and meta-physics each success increases the duration by two combat rounds the effects are +2 initiative,+2 speed, +2 defence, +2 to attack rolls, +2 to athletics/ acrobatics, +2 dice to combat maneuvers, and cannot be caught flatfooted or be surprised.

00000

Kinetic acceleration, This ability allows the psychic to temporarily over clock their adrenals and body allowing them to act with super human speed. To activate this ability the user rolls stamina and athletics as well as spend a point of willpower. Each success grants one combat round of use with the following benefits. +1 action, +2 initiative,+2 defence, x2 speed, +2 to attack rolls, +2 to athletics/ acrobatics, +2 dice to combat maneuvers, and cannot be caught flatfooted or be surprised.

Telekinesis noun tele·​ki·​ne·​sis [ˌ](https://www.merriam-webster.com/dictionary/telekinesis?pronunciation&lang=en_us&dir=t&file=teleki01)

: the production of motion in objects without contact or other physical means

Telekinesis is the ability to move objects without any other means than directed psychic energy. In order to move an object, the item must be clearly visible. While the psychic must concentrate, each use counts as a physical attack. Thus multiple objects can be moved in a round. To use the character rolls willpower, each success allows the character to manipulate the object for one turn. At the end of that time, she may make another Willpower roll at the same difficulty to extend the duration. If the initial roll achieved five successes, however, the power can be maintained for the entire scene without need for further checks. 0 One pound 00 20 pounds 000 200 pounds 0000 500 pounds 00000 1000 pounds

0

Telekinetic strike This power allows the kinetic to deliver devastating brawl attacks. This does require a willpower roll for activation, then allows the user to add their telekinesis rating to their damage rolls.

00

Telekinetic push The psychic can effectively create a force that can push people or objects away, the force has the effective strength equal to the telekinetic level. This power can deflect thrown projectiles, arrows, but not bullets or energy blasts. A willpower roll is required; each success can be resisted by an opposed strength roll, or reduces the damage of projectiles.

Levitation is a limited form of telekinesis, that can raise a person or object straight up in the air and suspend it/them there. Doubles the weight allowed for normal telekinesis.

Dancing weapons, the psychic can manipulate weapons well enough to use them to attack. Use the initial successes achieved when activating the power as the number of attack successes for the first turn, then roll Melee + Metaphysics for subsequent attacks. The effective Strength of the attack is equal to the telekinetics rating.

000

Telekinetic flight the psionic can levitate himself or another and fly at her unmodified running speed. If the target is unwilling, the caster and subject make opposed Willpower rolls each turn.

0000

Telekinetic force field The psychic can instantly create a force field around themselves or another. The field can be made so that it takes the shape of a wall, dome or can encircle an area of 15 ft, within line of vision. The field has a durability equal to the creator's stamina and has structure equal to the creator's willpower. The psychic can create multiple force fields but they only remain as long as the duration based on a willpower roll one round per success or as long as the creator concentrates on maintaining them.

00000

Telekinetic kill This powerful ability allows the psychic to use telekinesis to cause harm to other beings in line of sight. To use this power the psychic rolls willpower and spends a point of willpower. Each success does one level of aggravated damage against the victim, this attack bypasses armor and other forms of damage reduction. The victim rolls stamina to resist.

Teleportation noun, tele·​por·​ta·​tion [ˌ](https://www.merriam-webster.com/dictionary/teleportation?pronunciation&lang=en_us&dir=t&file=telepo02)

: the act or process of moving an object or person by psychokinesis

in fiction : instantaneous travel between two locations without crossing the intervening space

Teleportation is the ability for a psychic to move an object or person from one place to another. The weight that can be moved is dependent on the psychics level. 0 5 pounds 00 100 pounds 000 500 pounds 0000 1000 pounds 00000 2500 pounds. The distance a being can teleport is dependent on the success rolled on a willpower role. For extreme distances the psychic may be required to make an extended roll. 1) line of sight 2) very familiar 3) familiar 4) visited once 5) described location

Psychogenesis noun, psy·​cho·​gen·​e·​sis

: the power to create psychic energy in the various forms

Mind bolt, The psychic can focus their energy into a powerful mental force and hurl it at a visible target. The form of this energy is at the discretion of the user, energy knifes, lighting bolts etc. despite the form all attacks are physical and do lethal damage 0 2 damage 00 3 damage 000 4 damage 0000 5 damage 00000 6 damage. The user can make as many attacks a round as they have and strikes are rolled using dexterity and athletics.

Mind blast, the psychic can charge their energy for up to three rounds to unleash a devastating area effect attack. The damage is rated by the level in psychogenesis multiplied by the number of rounds spent charging.

Psi-shield,The psychic can create a shield capable of deflecting attacks even those made by energy blasts and projectiles. 0 +1 defence 00 +2 defence 000 +3 defence 0000 + 4 defence 00000 + 5 defence. The psychic can conjure the shield at will.

Psi-sword, The psychic can conjure a sword out of thin air, its appearance is dictated by the caster ( this includes one and two handed weapons) and has the same abilities as the Mind bolt power. But uses melee with a strength or dexterity roll, whichever is higher. This ability can be used at will.

Psychic force field, This ability allows the psychic to create a field of energy around themselves that acts as armor. This armor is Armor piercing resistant and does not suffer speed or defence penalties. This armor does stack with worn armor. It takes a round of concentration to activate and last for five minutes per level.

0 armor 1 00 armor 2 000 armor 3 0000 armor 4 00000 armor 5

#Experience

Experience points are earned by playing and are given based on what happened in the game, some are nominated by the players. Experience is earned the following ways: 1 point is earned by playing, 1 point can be earned for learning curve, something you as a player or your character learned, 1 point can be earned by being nominated for role-playing, 1 point can be nominated for heroism (not stupidity), 1 point can be earned for successfully completion of a mission, 1 point for being in life or death danger, 1 point can be nominated for wisdom coming up with a plan of action that enabled the team to succeed or helped move the storyline along.

#Experience Costs

Skill point (3 for the first point, current level x 2 to raise), Willpower (current level x2), Specialization (3 for the first specialization, 4 for the second, 5 for the third, 6 for the fourth), Stat points (5x current level), Psionics 6 for the first dot (4x current level after). Feats are double the cost than at creation, Combat trees cost double the initial cost and are bought level for level ie the first level would cost 2 the second would cost 4 the third would cost 6.

#Rules

AR \= armor rating, the current rating of armor worn. acts as damage reduction the total amount of damage your character can ignore.

AP \= armor piercing the amount of DR the weapon bi-passes

Defense \= the amount of dice your opponent/player subtracts from their dice pool before making an attack. Unless the opponent/player is unaware of the attack.

Durability \= the amount of DR that an item, vehicle, or building has.

Structure \= the amount of damage an item, vehicle or building can take. Structure is equal to durability + Size.

Difficulty \= the standard difficulty for most actions is 8.

Damage \= the amount of dice added to attack roll if the item has (9) or (8) then any rolls that are equal to that number may be rolled again and added to total successes all 10’s are re-rolled in this manner.

Healing \= Bruised heals 1 every 15 minutes; lethal 1 every day; aggravated varies.

Dice rolls are always the appropriate STAT + SKILL + Equipment bonus + or- conditional modifiers. Generally the difficulty of the roll is 8 but certain modifiers can alter the difficulty. If a 10 is rolled it counts as a success and is rolled again, some equipment and feats lower the Crit range such as (9) again or (8) again. Rolled ones take away from success rolled and if you have more ones than success then the action is botched. Not only do you lose the rest of your action but a negative effect. The more ones rolled the more negative the effect is.

The chance roll, if due to penalties the player does not have dice to make a roll, they can make a chance roll on a chance roll only a 10 is a success, any other roll is a botched roll.

Willpower can be spent to gain three extra dice on a single roll, willpower can only be spent this way once a round. Willpower can be used to resist effects that affect the character such as psionics and other mental effects.

Feats of strength, at times a character may need to break down a door or lift a beam to save a life. Though they might not have the physical ability they can always attempt a feat of strength. To attempt a feat of strength the character would spend a point of willpower, then add their remaining spendable willpower to their next strength check.

Teamwork, characters can aid another to complete tasks. The primary would roll the stat and skill as well as adding the skill level of the assistant.

In a turn a player can use a free action, move their speed, and make one action

(attack, activate an ability ect) unless they have the ability to use multiple

Actions.

Free actions allow the character to activate a device, communicate, or use feats that make certain actions free actions.

Movement during a turn a character can move their speed, charge double the speed

and make a single attack (or multiattack), or full run four times their speed.

Multiple actions can not be used to activate other abilities.

Sometimes multiple successes are needed to complete a goal at that point the

storyteller may allow extended actions were each roll is worth 1 minute to an hours

worth of time and effort. If during that time you fumble a roll all successes are lost and you are required to start over (or something happens)

Contested rolls always favor the player in the case of a tie.

Jumping, a character can jump one foot vertically for each success on a strength and athletics roll. In a standing broad jump two feet per success. In a running jump the character can jump a number of feet equal to their size plus an additional four feet per success.

#Combat Rules

Initiative is the initiative score + one die, 10’s are re-rolled and added to the score Lowest score goes first anyone with a higher Initiative can interrupt (though players interrupting other players can be a bit of a dick move but……). If the storyteller gets the highest initiative they always interrupt and go first. Held actions always go last in the round.

Each time a character is attacked in a single round lowers their defense by 1 unless they have a feat or ability that changes this. Full Defencive is effective versus thrown, archery, brawl and melee based attacks. If using a shield you can use its defence score against firearms.

Attack roles stat + skill + equipment - defense all successes apply to damage.Damage is negated by opponents AR and DR damage is recorded on the character sheet by type bruised to lethal etc.

Pain modifiers are cumulative so if you are at -2 bruised and -2 lethal then all rolls are made at -4.

Possible combat modifiers

For greater realism, The basic Strength requirement of all weapons takes recoil into account for single shots. If a character’s Strength is lower than this requirement, she suffers the difference as a penalty to her attack rolls. For example, a character with Strength 1 trying to fire a gun with a minimum Strength 4 suffers a –3 penalty.

Automatic fire is harder to control than single shots. For such a weapon, a parenthetical set of three additional values in its weapon table entry indicates its Strength requirements for short, medium and long bursts — for example, 2 (2/3/4).

A big-game rifle must be properly braced for a shooter to manage its recoil. If a character fires a big-game rifle from the hip or in any other position in which the stock isn’t securely tucked into his shoulder and he hasn’t set himself to handle the gun, the rifle’s Strength requirement increases to 5. Roll the rifle’s Damage rating as an attack dice pool against the character that inflicts bashing damage and has the Knockdown effect. An anti-material rifle’s recoil is even stronger than that of a big-game rifle. The same recoil rules for firing from a bad position apply, but, with an anti-material rifle, the only position that is considered “good” is a prone stance with the rifle’s bipod deployed

Aiming +1 per turn max +3

All out attack +2 brawl or melee lose defense for round

Full Defencive loses all actions other then single move for double defense

Charge attack adds +2 to the single melee or brawl attack.

Full burst 1-5 targets that are adjacent (within 5 ft) +5 dice per attack roll vs each target -1 die per target after the first. 20 rounds.

Medium burst 1-3 targets that are adjacent (within 5 ft) +3 dice per attack roll -1 die per target after the first target . 10 rounds

Short burst single target +1 dice to attack roll 3 rounds

Alternative burst fire.

Strafe. (Med-full) allows attacks against multiple targets that are not adjacent, each 5 foot area and target lowers the die pool by one.

Suppressing fire. (Med-full)

Used to Provide a cover bonus to yourself or allies. Each point of cover you want to provide lowers the die pool by one, each enemy you want to effect in a 90 degree arc lowers the die pool by 1. To have effect you must without the use of Willpower have dice to roll.

Concealment barely -1 partial -2 substantially -3

Prone -2 Dice to hit if shooting, +2 Dice to hit if melee or brawl.

Knocked Prone Lose Base Defense and other Defenses, the severity and amount able to be used is up to DM discretion and how the Dice fall.

Dive Lose Defenses to the understanding of the Player’s intent and DM.

Ranges -2 medium -4 long

Shooting into close combat -2 per combatant involved (auto fire hits everyone)

Suppressing fire when using an automatic weapon you can fire rounds allowing your team to move with partial cover +2

Called shot or target leg or arm -2 head -3 hand -4 heart -4 must do minimum of 4 damage eye -5

Willpower add 3 dice or +2 to any resistance roll

Attacking with both fists -0 -2 unless Ambidextrous, Attacking with 2 melee weapons -2 -4 unless Ambidextrous -0 -2 unless rank 3 two weapon fighting -0 -0 Attacking with 2 firearms -2 -4 unless Ambidextrous -0 -2 unless gunslinger -0 -0

There are abilities or cybernetics that allow characters to make multiple actions or multiple attacks. When making a multiple attack only the first attack can be a called shot (if dual wielding then your off hand attack can also make a called shot). Most combat feats can only be used once per round except the following. Any feat that adds damage to a weapon type, feats that allow you to make two attacks as a single action such as Slash and stab, or Combination blow. This only applies to the first attack of each action and can be done with both hands.

AP armor piercing applies first to armor then DR

The damage of a weapon is the equipment modifier when making attack roles

Grenades are used with the thrown skill or if using a launcher, the appropriate heavy weapons skill, most grenades have an automatic damage that is added to the base success, then the force is also added to the total damage, the blast area is the initial blast, the secondary area is equal to that area and does half damage, the third area is equal to that and the damage is halved again.

Explosives with the knock down ability will be resisted with Strength + Size if the person attempting to resist is in motion then they only use size to resist.

Breaking objects. All objects have a durability that acts as damage reduction, the rating depends on the material, and construction. Generally wood, plastic, glass would have a 1. stone, aluminum would have a 2. Steel and iron would have a 3. Reinforcement and layers add +1. The size of the object is added to the durability to determine the amount of damage the object takes before it's destroyed. Vehicles and special objects can take double the amount of damage before being completely destroyed, once they fill the damage track they become inoperable. Bashing and lethal damage are considered the same to objects.

Vehicles have stats just as characters do and are treated much the same.

Type this is the description of the vehicle car, bike, linear frame etc

Durability this is the vehicles damage reduction

Size how big the vehicle is like a character's size it contributes to its “health” levels

Structure is the added Durability and size giving the vehicle its damage levels, vehicles can take double their structure rating before being destroyed.

Acceleration how fast its able to accelerate

Safe Speed this is the speed that the vehicle can travel safely

Max Speed this is redline and cannot go any faster

Handling this stat can add or take dice away from pilot or drive checks made while operating the vehicle

Occupants the number of people including driver/pilot that it was designed to transport

#Netrunning and Quick Hacking

In a galaxy that runs on data the ability to Netrun can be most beneficial despite the danger. Use of the internet beyond its intended legal use functions on two levels. Netrunning, deep virtual reality infiltration of systems or quick hacking.

Netrunning requires more than just smarts and skills. Specialized equipment like cyberdecks and netrunning chairs allow the user to plug their interface ports directly in order to virtually enter net-space in order to navigate and interact. Since most use of the internet this way requires hours of work while for all intensive purposes comatose this kind of work requires that the netrunner needs a safe place and access to at least a bucket. Experienced netrunners have their chairs set up with i.v. bags and waste collectors.

System, the player makes extended rolls generally each roll taking about 15 minutes. The required roles to hack into a system is based on the storyteller (or suggested weak 15 success, 25 light ect.) The roles are made using Intelligence, Netrunning, and any bonuses based on equipment against the difficulty of a system in order to manipulate one or more aspects of that system. While rolling the chances of complications arise each time a one is rolled or the longer the hack takes. Each system has a number of counter intrusion triggers, the triggers lower with each roll made after the first by one and by one for each one rolled. The number of triggers is decided by the storyteller (going to use the total difficulty divided by 3 for now so base needed successes is 15 then the CIT would be 5), when that number reaches one it alerts counter measures, or other netrunners and B.I. agents.

Once counter intrusion measures have been alerted the net runner has choices to make:

They can unplug, cutting the connection and exiting the hack.

Can attempt to misdirect or hide in the code to spoof the counter measures

Can engage the counter measures in an attempt to defeat them.

Net combat has its own set of rules, your mental stats take the place of your physical stats. Intelligence takes the place of Strength, Perception functions as your dexterity, Wits functions as your damage reduction. Your cyber deck functions as an equipment bonus and your programs are used as skills. Initiative stays the same and actions are taken normally. Because the VR connection is a full immersion when damage is taken in net combat it translates to real damage and can be fatal to the netrunner.

Quick Hacking is the use of wireless signals to control electronic devices, drones, cybernetics and security systems. Using this skill is an almost instantaneous action where the hacker attempts a by-pass check then launches a program with a set effect against a target. This does require some equipment or cyber ware that allows the user to connect to WiFi signals.

System, the hacker will make a Wits and Quick Hacking roll added to the base spike program used against the firewall of the opponent. If successful the hacker launches a program or programs that has a specified effect. The effect takes a round to be activated during which time there is a chance for it to be counteracted, with a counter Wits, Quick Hacking, and firewall roll.

Interfacing is the physical brute hacking done by plugging directly into a system and assaulting it with programs until you gain access to that system. This sort of attack vs a system will set off alarms in the system reducing the triggers by one for each roll and each one rolled. Generally even success in Interfacing only allows limited use of the system so it's best to know what you want before you start.

Interfacing rolls are, netrunning or quick hacking skill + program (spike) + equipment bonuses

Programs: any NetJockey worth their salt writes their own programs but that is not always an option so there is a market for generic programs for sale from reputable sources. When building programs there are a few things to take into account. The first is the RAM of your cyberdeck or device limits the power of the effect. For each point of RAM used in the program one success is required on an intelligence and software roll (diff 8),this means that a program might take more than one round to write on the fly. When programming on the fly during netrunning or quick hacking it is possible to overclock making up needed successes by taking bludgeoning damage equal to the RAM needed. For example, I want to run a RAM six program on the fly and roll 4 successes in order to get the effect to work, I can choose to take two levels of bludgeoning damage to make up the two needed RAM access. Prewritten programs give a +1 equipment bonus. Prewritten programs are like “spells” and are specific to the task they were written for, a program designed to knock out cameras is not the same as a program designed to knock out cyber eyes.When writing your own programs, either on the fly or prepared programs you use the base abilities below to create your effect. For example a program designed to turn off cameras could include Spike, Effect Device, Contagion, Duration. The amount of points used would decide the eventual effect and duration. Each ability of the program takes up ram once you have hit maximum ram the program is set until you rewrite the program with a more powerful deck. Program base effects, cost and if its a netrunning effect or a quick hacking effect will be marked. (if you have something we can talk about it and add it). Making a more powerful version or effect can be written using the software skill.

Blaster (N) RAM 1, each point spent acts as one ranged attack skill point

Contagion (N,Q) Ram 2, each additional point allows an effect to infect another target, this “infection” spreads to a new target each round.

Duration (N,Q) Ram 1, each point causes an effect to last more than one round

Diagnostics (Q) Ram 1 allows the user to run a check on multiple targets (per point of ram) highlighting various in use systems and connectivity.

Effect Device (Q) Ram 1, allows the user to affect an electronic device, on/off, open/ close. Higher Ram uses can upgrade the effect. (ram 2 use higher function, ram 3 control multiple functions, ram 4 bypass safety protocols ect)

Effect Cybernetics (Q) Ram 2, allows the user to effect cybernetics on/off, open/ close. Higher Ram uses can upgrade the effect. (ram 3 use higher function, ram 4 control multiple functions, ram 5 bypass safety protocols, cause physical damage ect)

Firewall (N,Q) RAM 1, each point spent can be used to stave off an attack

ReBoot (Q) RAM 3(4), shuts a device or (cybernetic) down for 3 rounds

Sniffer (N,Q) each point when used in netrunning acts as points in the tracking skill, used in Quick Hacking places a wifi ping on the target.

Smash (N) Ram 1, each point acts as one close combat skill point

Spike (Q) Ram 1, each point helps break firewall

Split (N,Q) RAM 1, splits effect into 2 less powerful effects

Spoof (N) RAM 1, each point acts as a point in the stealth skill

Target (N,Q) RAM 1, marks a target each point adds a bonus to “hit” with Netrunning effects and smart link weapons

Systems

Zero-g combat is a combat scenario in a weightless environment, where principles of physics like Newton's laws become critical. Due to inertia, actions like punching, firing weapons, or pushing off surfaces have equal and opposite reactions, meaning attackers can spin out of control or collide with objects and each other. This creates a unique combat dynamic where strategic use of momentum, handholds, and environmental elements is key to survival. Pushing off a wall propels you with equal and opposite force. A swing from a melee weapon can send you spinning unless you can brace yourself or use the opponent as a counterweight. The environment is a constant danger. You can be sent flying into walls, machinery, or out into space, and objects can become projectiles. Enemies can attack from any angle, making it difficult to always know where the next threat is coming from. Weapons with instant projectiles, like blasters, can be effective because they have no recoil. Weapons that rely on continuous force, like flamethrowers, may be less effective. Grappling with an opponent can help control your orientation and use them to stabilize your movements.Gaining a tactical advantage often involves pushing off surfaces and using handholds to control direction. Skilled combatants can use their movement to dodge and outmaneuver their opponents. Combat advantages and disadvantages: while blasters do not create inertia when fired all other firearms do, even thrown weapons have difficulty. Further most melee and brawl attacks require the attacker to be anchored to be able to strike correctly, and causes recoil. Instead of striking, you will often push or shove opponents. Holding onto an opponent can help you maintain orientation and prevent you from spinning away after an attack. Without special training (see the Zero G combat tree) all combat takes a -2 penalty to attacks (blasters are at -1) and a -2 to defence. Movement is also impaired and can be hard to control. While moving with magnetic boots normal walking speeds as well as charges act as normal but running is not possible as eventually you would lose purchase with the floor/wall ect. Movements while untethered require pushing off of a surface that allows movement in a straight line up to your base speed.

#Ship

Ships are a transport device both for the characters and the story. Ships are also homes for the characters and can be purchased and upgraded with backgrounds at the start of the game. Outside of giant battle cruisers, ships are not armed, instead they use point defence weapons and shields to protect the ship from debris in transit. Ships do not engage in ship to ship combat, pirates and police vehicles will run down a ship, hack its systems then dock and board. (if you want to play a game where the party can be wiped by a bad roll, that requires special skills and becomes a mini game that only a few characters participate in there are a number of other games) Ships have three types of engines; the first Sub Light engines are used when cruising around a planet, or in debris fields. This is when having a pilot is important. While able to reach speeds able to break the planet surface they do not have the power to transit between planets in the system. Hyper engines are used when distance must be traveled fast while still used in system they spin up accelerating slowly to not liquify the passengers once they hit speed they coast until the slow deceleration process a trip of 140 million miles would take only a few days. A pilot would initiate the jump and be necessary once the drives switch to sub light engines. Due to the danger proper courses need to be plotted, the drives will not engage unless the ship is clear of other objects in space. Fold drives are used to travel between systems, the travel is near instant but can only be engaged when the ship is at a much further distance then required by the hyper drives. This means using the hyperdrives to get out to a distance that the fold drives can be safely used.

Ship background is a background that is shared by the players, each point put into it by the group is used to upgrade and provide comforts. A basic ship is little more than a shuttle with space for the crew to sit and store a small amount of gear. Points can be spent to add rooms and facilities.

Maneuverability each point adds +1 dice to a pilot's roles to maneuver the ship.

Crew quarters each point upgrades the crew quarters at one point its bunk beds in a single room at two points shared individual rooms for three individual rooms for all crew

Medical bay one point provides a room that can be used for surgery and has storage. Two points provide a larger room to fit multiple patents and a basic auto doc (5 dice medicine skill). Three points is a luxury medical suite with a top of the line auto doc (8 dice medicine skill).

Engineering bay one point provides basic tools and space to make repairs to equipment and the ship. Two points provide a small 3d printer capable of printing needed parts and equipment, the space is increased to allow small vehicles to be repaired. Three points provides a large 3d printer capable of printing larger parts and equipment at much faster speeds as well as the space to work on larger vehicles.

Amory one point provides a small work bench and space to store small arms and ammo. Two points provide an armor repair station and space to store long arms and ammo. Three points provides a reloading station, armor stands and individual lockers to store heavy weapons.

Cargo space one point provides 10 tons of cargo space two points provides 30 tons of cargo space three points provides 100 tons of cargo space.

Shuttles short range shuttle or shuttles. These are short range transport vehicles capable of planetary entry and exit. One point provides a single shuttle that is little more than an emergency shuttle with 100 kilograms of storage. Two points would allow for a larger ship, with space for 300 kilograms of storage, three points would provide two smaller ships with 200 kilograms of storage.

#CyberneticsRules

Cyber Technology can be purchased almost anywhere. Some of the medical procedures are simple,walk-in types of surgery, with minor installations taking place in shopping mall clinics or drop in medical centers . These installations are much like getting your ears pierced. You can even have upgrades and improvements plugged into the old hardware for the cost of the new parts, allowing you to start small (called stripped or economy) and add as you go. What can't be bought openly are the types of cyberware known as Blackmarket Cybertech. These items can only be purchased through criminal contacts on the street, and installed by high priced, underground med techs known as Ripperdocs.

Alpha wear is very advanced cybernetic and bio ware. Though it is much more expensive and much harder to get than standard cybernetics it does have some benefits. All Alpha ware reduces the essence loss by half. All Alpha ware cost is doubled and all surgery costs are tripled.

#Cyberware, Essence and Humanity

Cyber surgery takes its toll on the human soul and body the more you replace and upgrade your system the less empathy you are capable of . This is reflected in your essence score, each cybernetic implant has an essence cost that reduces your essence score. Every character (other than Mechanix) starts with a score of 10 and is essentially 100 essence. As soon as you implant cybernetics that score is reduced by every loss of essence. For the Argosians every 10 points lost increases the difficulty of their abilities by one, so that at 89.9 essence they would have +1 difficulty. As essence decreases there is a risk of cyberpsychosis; a mental disease in which the addition of cybernetics causes an already unstable personality to fragment. At first, the victim begins to relate more to machines than to humans. Soon, he starts to ignore people, parents, friends, and lovers. Eating, sleeping have become less important. Finally, human Interactions begin to irritate, culminating in a terrifying rage that consumes the victim entirely. Situations that cause great stress on a character can trigger (at the storyteller's discretion) a roll of your essence score, if the player fails the roll or rolls more ones then successes they enter into a rage state. In this state they must attack fully the closest being to them, and they lose a point of willpower, each round they are allowed to try and shake off the effect continuing to lose a point of willpower for each roll. Once a character's spendable willpower is drained they start to lose permanent willpower. If they run out of willpower the character suffers a complete system collapse and will die.

#EquipmentWeapons & Armor

#Melee Weapons

Most melee weapons are now made of composites and ceramics. All prices are subject to change at the storytellers discretion. Custom weapons or weapons not listed here are available at the storytellers discretion.

#Knives and Daggers

TypeDamageSizeDurabilityCostNotes
Bowie Knife2(L)1/J4150$+1 to some craft rolls*
Combat Knife1(L)1/S330$
Katar Punch-Dagger2(L)1/S3150$Strength + Brawl*
Kukuri2(L)2/J3150$9 again on targeted attacks
Main Gauche1(L)1/S3200$+1 Defense if used with another weapon
Monofilament knife2(8)(L)1/S37000$AP 4
Pocket Knife–1(L)1/P225$+1 to some craft rolls*
Rondel Dagger1(L)1/S3250$AP 1, +2 Damage on surprise attacks*
Trench Knife1(L/B)1/S375$Doubles as brass knuckles*
Switchblade0(L)1/P3100$
Vibro knife2(9)(L)1/P32500$AP 2

#Swords

TypeDamageSizeDurabilityCostNotes
Fencing Sword1(L)2/L3250$AP 1
Katana3(L)2/L3300$Can be used 2 handed
Machete2(L)2/J3100$
Monofilament katana4(8)(L)2/L310000$Can be used 2 handed; AP 4
Rapier2(L)2/L3300$AP 1
Sword Cane1(L)/2(B)2/L3300$Bashing damage when sheathed
Vibro katana4(9)(L)2/L35000$Can be used 2 handed; AP 2
Wakizashi2(L)2/S3200$
Enhanced Vibrosword6(8)(L)4/N416000$2 handed weapon unless size 7 or larger; AP4

#Blunt Weapons

TypeDamageSizeDurabilityCostNotes
Brass Knuckles1(B)1/P325$Strength + Brawl
Escrima Stick2(B)2/S220$
Mace3(B)2/L375$
Sap1(B)1/P235$Stun (Stamina)
Shakuhachi Flute0(B)1/S2000$$+1 to some Expression rolls
Stun batonn/a1/S3100$Stun (stamina)
Telescopic Baton3(B)2/J350$Collapses to Size 1/S
Tonfa (Nightstick)2(B)2/J235$+1 Defense
Wooden Club2(B)2/J1n/a

#Chain Weapons

TypeDamageSizeDurabilityCostNotes
Chain (Basic)1(B)1/S3n/aSometimes improvised
Kusari Gama2(B/L)3/N3150$–2 Damage without Fighting Style: Chain Weapons Merit
Kyoketsu Shogi1(B/L)3/N2100$–2 Damage without Fighting Style: Chain Weapons Merit
Manriki Gusari2(B)2/L350$–2 Damage without Fighting Style: Chain Weapons Merit
Nunchaku1(B)1/S375$–1 Damage without Dexterity 3

#Polearms

TypeDamageSizeDurabilityCostNotes
Naginata3(L)4/N3300$+1 Defense, 3 minimum Strength, two handed only
Quarterstaff2(B)4/N345$+1 Defense, two handed only
Spear3(L)4/N375$+1 Defense two handed only
Vibro Naginata4(8)(L)4/N35000$+1 Defense, 3 minimum Strength, two handed only, AP 2
Monofilament Glaive5(8)(L)4/N410000$+1 Defense, 3 minimum Strength, two handed only, AP 4

#Axes and Hammers

TypeDamageSizeDurabilityCostNotes
Crash Ax2(L)2/L475$
Fire Ax3(L)3/N350$Two handed
Hatchet1(L)1/S325$
Tomahawk2/1(L)1/S325$AP 1 Spike
Sledge Hammer4(L)3/N330$Two handed
Vibro Ax4(8)(L)2/L45000$AP 2

#Miscellaneous

TypeDamageSizeDurabilityCostNotes
Iron Fan0(B)1/S3150$+1 Defense if used with another weapon
Strangle Wire2(L)1/P2n/aGrappling aid
Stun Gunn/a1/P335$Single use stun vs stamina
Whip1(B)2/J2300$

#Thrown Weapons

TypeDamageRangeSizeCostNotes
Dart-1(L)Str + Size + Athletics x30/P25$Pack of 3
Hatchet1(L)Str + Size + Athletics x21/J25$
Knife, throwing1(L)Str + Size + Athletics x31/S25$Set of 3
Shuriken-1(L)Str + Size + Athletics x30/P25$Set of 3; can throw one additional shuriken per point in Athletics over one

#Propelled Weapon

TypeDamageRangeSizeCostNotes
BowStrength +1(L)Strength + Size + Athletics x44/N300$Arrows can be 3D printed, 8$ for practice arrows. Folding varieties exist can be purchased for 2500$
Crossbow3(L)40/80/160Str 2 3N325$Bolts can be 3D printed, 8$ for practice bolts.
Crossbow, repeating235/70/140Str 3 3N3000$Bolts can be 3D printed, 8$ for practice bolts. Clips (15) can be printed for 10$

#Firearms

Firearms are common and prevalent. Most firearms are designed to fire caseless rounds and come preloaded with disposable clips and speed loaders. Some weapon ammunition requires purchase from specialized dealers or require special licences to print. Smart Guns are modified versions of normal firearms, linked to an internal microcomputer, which in turn is jacked to a human operator. A smart gun uses a small sonic or laser projector to lock onto the target, scanning it thousands of times per second. As the gun traverses the desired target, the computer link picks up your mental fire signal (or incoming data from the targeting reticule of your cyberoptic) and triggers the gun. Smart Guns are far more accurate than most other guns; using them automatically gives you a +2 to any firearms attack you are making. The cost of adapting a normal gun to smartgun configuration is +.5 the normal cost of the gun.

#Revolvers

TypeDamageRangeClipStrengthSizeCostNotes
Light revolver2(L)20/40/80611/S100$
Medium revolver4(L)30/60/120621/S450$
Heavy revolver4(9)(L)35/70/140632/J1000$

#Autoloaders

TypeDamageRangeClipStrengthSizeCostNotes
Light pistol2(L)20/40/801521/S100$
Medium pistol4(L)25/50/1001231/S450$
Heavy pistol4(9)(L)30/60/120842/J1000$

#Machine Pistols

TypeDamageRangeClipStrengthSizeCostNotes
Light Machine pistol2(L)20/40/80202(3/-/-)1/J300$
Medium Machine pistol2(9)(L)20/40/80203(4/5/-)1/J1500$
Heavy Machine Pistol4(L)20/40/8020(4/5/6)2/J3000$

#Submachine Guns

TypeDamageRangeClipStrengthSizeCostNotes
Light submachine gun2(L)30/60/120322(2/3/4)2/J450$
Medium submachine gun3(L)30/60/120302(2/3/4)2/L1000$
Heavy submachine gun3(9)(L)40/80/160303(3/4/5)2/N3500$

#Rifles

TypeDamageRangeClipStrengthSizeCostNotes
Light Rifle4(L)150/300/6001023150$
Medium Rifle4(9)(L)200/400/800823300$
Sniper Rifle4(9)(L)350/700/140010233500$
Heavy Rifle5(9)(L)250/500/100074*33500$

#Assault Rifles

TypeDamageRangeClipStrengthSizeCostNotes
Light Assault Rifle4(L)150/300/600302(2/3/4)31500$
Light Bullpup AR4(L)150/300/600302(2/3/4)2/L2000$
Medium AR4 (9 )(L)200/400/800203(3/4/5)32000$bullpup version costs another 500$ size 2/L
Heavy AR5(9)(L)200/400/800204(4/5/6)34500$bullpup version costs an other 500$ size 2/L

#Shotguns

TypeDamageRangeClipStrengthSizeCostNotes
Break-Action4(9)(L)20/40/80233100$
Pump-Action4(9)(L)20/40/80833250$
Automatic4(9)(L)20/40/80203(4/5/6)42500$
Under Barrel PA4(9)(L)5/15/303312000$

#Machine Guns

TypeDamageRangeClipStrengthSizeCostNotes
Light SAW4(9)(L)175/350/700200(3/4/5)38500$
Medium SAW5(9)(L)250/500/1000100*(4/5/6)410000$
Heavy SAW6(8)(L)300/600/120050*(5/6/7)515000$

* with an ammo box can be belt fed as well *medium rounds cost x 1.5 * heavy rounds gain +AP 2 and cost x2

#Energy Weapons

TypeDamageRangeClipStrengthSizeCostNotes
Blaster pistol4(8)(L)30/60/1205022/J4500$
Blaster rifle5(8)(L)250/500/100040238000$
Auto blaster4(8)(L)200/400/800302(3/4/5)312000$bullpup version costs an other 500$ size 2/L
Scatter blaster6(9)(L)20/40/80152315000$

Blaster packs are single use and interchangeable they cost 100$ each

#Ammunition

Due to the necessity of ship travel it is common to use Glazer, hollow point, or nonlethal ammo to prevent hull punctures.

Regular ammo: Also called ball or full metal jacket rounds, these solid slugs are useful for numerous applications (mainly killing things).

Handgun 1$ per round rifle/shotgun 2$ per round

APDS rounds: These are military-grade armor piercing rounds—their full name is armor piercing discarding sabot. They are designed to travel at high velocities and punch through personal body armor. AP is equal to the damage of the weapon

Handgun 3$ per round rifle/shotgun 5$ per round

Dye pack: non-lethal rounds that convert all damage to bludgeoning and halves it rounded up, in addition on contact it marks the target with a UV sensitive liquid that rapidly soaks into the clothing and skin of the hit target. The dye is not visible to the naked eye, but when viewed in the UV range is quite vibrant and can be seen from blocks away.

Handgun 3$ per round rifle/shotgun 5$ per round

Explosive rounds: These slugs carry a shaped-charge explosive, designed to explode and fragment on impact. Damage +2 AP 1

Handgun 5$ per round rifle/shotgun 8$ per round

Flechette rounds: The payload of a flechette round is made up of tiny, tightly packed metal slivers. The round breaks up and shatters on impact, becoming a tumbling hail of shrapnel. Flechette rounds are devastating against unprotected targets, but not as effective against hardened armor. Damage +2 AP -4

Handgun 3$ per round rifle/shotgun 5$ per round

Gel rounds: These less-lethal rounds use a hard, jelly-like substance that is a safer alternative to rubber bullets. They are often employed for riot control. The usually semi-rigid slugs flatten on impact, disbursing their kinetic energy over a larger-than-normal area. Gel

rounds inflict Stun (damage after soak vs stam). Damage 0 stun

Handgun 2$ per round rifle/shotgun 4$ per round

Glaser rounds: Designed to be used on planes/ships these high velocity rounds have a thin copper sheath over a plastic core. They offer light penetration before expanding much like a flechette. Devastating against unarmored targets against anyone wearing more than armor 2 they only have a bludgeoning effect.

Hand gun 2$ per round do not come chambered for rifles

Hollow point rounds: Hollow point or dum dum rounds have their tips indented, so they are designed to “mushroom” or expand on impact, becoming a hail of deadly fragments not unlike flechettes, although hollow points are a much older technology. Like flechettes, hollow points work better on unarmored targets and tend to flatten against armor. Damage +1 AP - 2 Handgun 2$ per round rifle/shotgun 4$ per round

Tracer rounds: Tracer ammo burns along the line of flight, making it easier for the shooter to home in on the target. This type of ammunition can only be used in Full Auto weapons and, being loaded as every third round in a clip, is an exception to the restriction of one type of ammunition per clip. They improve the Accuracy of your gun by 1 when you fire more than one round in an Action.

Handgun 2$ per round rifle/shotgun 5$ per round

#Gun Modifications

Bipod: This two-legged brace extends downward from the weapon, allowing it to be fired low to the ground with the user in a prone or sitting position. A bipod can be attached to the underbarrel mount of a weapon and provides 2 points of Recoil Compensation when properly deployed. Attaching a bipod takes one minute. Folding up or deploying a bipod is a Simple Action. Removing it is a Complex Action. 200$

Gas-vent system: Gas-vent recoil compensation systems are barrel-mounted accessories that vent a weapon’s barrel gasses at a specific vector to counter muzzle climb. Once installed, a gas-vent cannot be removed. Gas-vent systems provides one point of Recoil Compensation per rank 200$ rank one

Gyro mount: This heavy upper-body harness features an attached, articulated, motorized gyro-stabilized arm that mounts an assault rifle or a heavy weapon. The system neutralizes up to four points of recoil and movement modifiers. Attaching or removing a weapon from the mount takes a Simple Action. Putting on a gyro-mount harness takes about five minutes, while the quick-release allows you to get out of it with a Complex Action. $1500

Imaging scope: These classic scopes are attached to the top mount; attaching or removing them takes only a Simple Action. Imaging scopes include a micro camera and vision magnification, and they have a Capacity of 3 to hold vision enhancements $600 enhancements cost 3/4th cost.

Laser sight: This device uses a laser beam to project a visible dot (in your choice of colors) on the target. This increases the weapon’s Accuracy by 1, which is not cumulative with smartlink modifiers. The laser sight can be attached to either the underbarrel mount or top mount.

Activating or deactivating a laser sight is a Simple Action. 125$

Shock pad: A shock-absorbing pad is situated on the rigid stock of a rifle, shotgun, or heavy weapon, and provides 1 point of recoil compensation. 50$

Pistol grip: adding a pistol grip to a longarm style weapon, rifle, shotgun ect. Shortens it for concealment but increases the strength requirement by 1 if used with both hands by 2 if wielded one handed. 150$

Silencer/suppressor: This barrel-mounted accessory reduces the sound and flash of a weapon’s discharge. It cannot be used with revolvers or shotguns. It applies a –4 dice pool modifier on all Perception Tests to notice the weapon’s use or locate the weapon’s firer. Attaching or removing a silencer takes a Complex Action. $500

Short barrel: used to modify a shotgun to make it more concealable, increases the strength requirement by 1 ( if wielded one handed), and reduces the range by 5/10/20 50$

Smart firing platform: This is a non-mobile robotic tripod equipped with a remote control pivot that allows for a 180-degree firing arc and a 60-degree inclination. You can mount one smart gun-equipped weapon to the platform, and it will be fired by the device’s onboard Pilot (Rating 3). The platform is equipped with Targeting software (Rating 3) and can be upgraded. You need to set the parameters of who exactly the platform should and shouldn’t shoot at, which are followed by the platform’s pilot. The platform provides 5 points of Recoil Compensation. It has an Initiative attribute of Pilot x 2 $4500

Tripod: The tripod provides a stable base to fire a weapon low to the ground with the user kneeling or sitting. A tripod can be attached to the underbarrel mount and provides 4 points of Recoil Compensation when properly deployed. Attaching a tripod takes one minute. Folding up or deploying the bipod is a Free Action. 500$

Collapsible stock: collapsible stocks can be added to rifles and shot guns making them one size smaller for concealability and carry. When added to a submachine gun will add one level of recoil compensation. Deploying a collapsible stock is a free action. 120$

#Heavy Weapons

TypeDamageRangesCapacityStrengthSizeCostNotes
Rocket Rifle-1L+5(9) force 3 AP:6 BA:6200/400/800clip 8,str 8615000$knockback ammo cost 200 per round
20mm Rifle8L(8) AP:6200/400/800clip 16str 6518000$Rounds cost 2x ap rounds do not stack
15mm MG6L(8) AP:4300/600/1200belt150(6/7/8)520000$Rounds cost 2x ap rounds do not stack
Anti-AR Rifle10L(8) AP:81000/2000/4000clip 4str10/6625000$must be supported/prone rounds cost 3x ap rounds do not stack
15mm “pistol”6L(8) AP:430/60/120Clip 18,str6410000$Rounds cost 2x ap rounds do not stack

#Grenades

TypeDamageBlast AreaForceSizeCostPrimary Effects
Frag, standard2(L)+31031/S150$Knockdown
Pipe Bomb0(L)+2522/JNANot aerodynamic
Stun1(B)+2521/S100$Knockdown, Stun stam roll against 3 successes
Thermite–2(L)+4541/J350$AP 3, fire damage*
Molotov Cocktail–1(L)+2322/LNANot aerodynamic, fire damage
Smoke–1101/J60$Concealment**
Tear gas–1101/J120$Concealment**, stamina resist vs difficulty 10 need 3 successes
Claymore mines0(L)+102062/L400$Ap 6 directional 60 degree arc set with detonator switch, trip lines, or motion detector.

* Fire Damage: Each turn after the first, anything still in the blast area continues to suffer fire damage equal to the explosive’s Force. Fire damage bypasses armor unless it has fire resistance upgrade (the level of resistance is equal to the armor rate)

** Concealment: The blast area is filled with concealing smoke.

Cost Note: Items with a Cost of “N/A” are only available if home made all other grenades for non-military sale available through the black market.

#Grenade Launchers

TypeRangesCapacityStrengthSizeCost
Stand-Alone Launcher75/150/30013**33000$
Under-Barrel Launcher75/150/30012**28000$
Multiple launcher75/150/30063**415000$
Grenade Machine Gun400/800/160050(3/3/4)***455000$

** Stand-alone and under-barrel launchers suffer from the same high recoil that afflicts big-game rifles

***recoil is assumed that this weapon is mounted if not mounted the strength requirements double.

#Grenade Ammunition

TypeDamageBlast AreaForceSizeCostPrimary Effects
Heavy Explosive4(L)101/SKnockdown
HEDP3(L)101/SN/AKnockdown, AP 4
Stun3(B)51/S••Knockdown, Stun stam roll against 3 successes
Smoke101/S••Concealment**
Tear gas10-1/S••Concealment**, Tear Gas, stamina resist vs difficulty 10 need 3 successes
Illumination500***1/SN/AIllumination***
Baton5(B)1/S••Knockdown, Stun
Buckshot4(L)101/SN/AKnockdown, directional*****

* Fire Damage: Each turn after the first, anything still in the blast area continues to suffer fire damage equal to the grenade’s Force. Fire damage bypasses armor unless it has Fire resistance ( Fire resistance is equal to the armor rate).

** Concealment: The blast area is filled with concealing smoke.

*** Illumination: The blast area is illuminated to twilight levels of visibility for one minute.

**** Directional: This munition does its listed Damage as a normal explosion, but only in a 30-degree cone originating from the muzzle of the weapon that fires the munition.

Cost Note: Items with a Cost of “N/A” are available for non-military sale only through the black market

#Armor

Armor rating (AR) is equal to the damage reduction it adds to the player. With the advanced materials available it's possible to make armor lighter and more mobile. As the armor levels get higher it accounts for “stacking” of different armor types and pieces. Armor can be custom made to reduce defense and speed penalties this custom mod costs 2x the base cost. Armor can be made custom to be AP resistant the AP resistance is \= to AR, this custom mod costs 4x the base cost. When purchasing AP resistant armor it's considered to have been custom fit reducing the defence and speed penalties by one. AP resistance is resistant up to its rating any AP over the rating still bypasses the resistance for example AP resistance 4 is hit with AP 6 attack. The total armor damage reduction is reduced by 2.

Due to the variety of materials armor can appear how ever desired

ARTypeDefenseSpeedCost
1Padded clothing, sports gear–0–0$100 / outfit
2Ballistic clothing–0–0$200 / outfit
3Reinforced ballistic clothing–0–0$400 / outfit
4Titanium weave clothing–1–1$1,600 / outfit
5Reinforced titanium weave–2–2$3,200 / outfit
6Composite armor–3–3$6,400 / outfit
7Reinforced composite–4–4$12,800 / outfit

At the storytellers discretion any of the penalties may be raised and lowered

Armor modifications. Armor can have built in mods that alter its properties

Endoskeleton enhancement: internal frame and servos that support the weight of the armor and enhance its movement in effect it lowers the penalties for armor by -1 defence -1 speed per rank. 1500$ per rank

Cyber enhancement: is an upgrade to the endoskeleton, which must be installed in order to use this enhancement. Grants the wearer the same abilities as having cyber limbs including damage, movement ect. (See power gloves and boots) 1500$

Strength enhancement: an upgrade to the endoskeleton which must be installed in order to use this enhancement, increases the wearers strength while worn +1 2000$ +2 4000$ +3 8000$

Flexware: Designed for the shapeshifting population in mind the armor can shift from size five up or down two size categories. As the armor grows the plates spread out, lowering the armor by one per size but it also lowers the penalties by one per size. When shifting down it compacts the armor, increasing the armor by one and also increasing the penalties by one. $500

Thermal damping: Designed to reduce your thermal signature, these inner layers capture or bleed heat, so the outer layers maintain a surface temperature equal to the surrounding air. $2000

Nonconductivity: Electrical insulation and non-conductive materials protect the wearer against Electricity damage $1000 per rank

Nanite : the armor is composed of nanites, and is stored in a belt or other piece of worn equipment. The armor and upgrades have no effect unless deployed which takes one combat round. Nanite armor has the ability to self repair $2000

Insulation: Thermal fibers and heat-retentive materials protect the wearer against Cold damage $1000 per rank

Chameleon suit: This full-body suit has a smart ruthenium polymer coating supported by a sensor suite; the technology allows it to scan its surroundings and replicate

the images at the proper perspectives. Add 2 to your stealth rolls. (Can be combined with thermal damping) 4000$

Fire resistance: Fire-retardant, nonflammable materials protect the wearer against Fire damage $1000 per rank

Chemical seal: Available only to full body armor that includes a helmet, the chemical seal is an airtight environmental control that takes a Complex Action to activate (if you’re already wearing the armor, natch). It provides complete protection against contact and inhalation vector chemicals, but can only be used for a total of an hour (the limit of the air supply) at a time. $2000

Vacuum seal: has all the benefits and restrictions as the chemical seal with the following changes, allows the wearer to survive in the vacuum of space and has a four hour air supply. Additional tanks can increase the air supply. $3500

Electrochromic clothing: Electrochromic threads can change color with voltage, letting you alter the color of your clothing or display text, images, or patterns. This is good for fashion, but great for vanishing into a crowd if you need a quick costume change. You can even get armored clothing in electrochromic styles. It takes a Simple Action to change the settings on your electrochromic clothes, but a couple of Combat Turns to complete the change. $750

Feedback clothing: This haptic clothing allows for a tactile component to an augmented reality experience. $500

Setules: synthetic micro”hairs” that once charged allow the person wearing them to climb sheer walls and cling to surfaces. Normally the hands, toes, and knees are covered with hundreds of thousands of these hairs and charged by small battery packs stored in the user's clothing. It takes a single action to activate and as long as the user has two points of contact the setules will function. Add +4 to your climbing checks also allows the wearer to treat all surfaces as climbable. 2000$

Mag boots: magnetic boots that allow the wearer to stick to ferrous metal surfaces $500

Sound dampening: Damping serves to reduce resonance of sound by absorption and redirection through diffusion. Normally built into the feet adds 2 to sound related stealth roles. 2500$

Linear frame exoskeletons

FrameStrengthSizeCost
Light Frame66$16,000
Medium Frame87$18,000
Heavy Frame108$20,000

Armored frame back pack $1000

Linear frame plating

PlatingArmorNotesCost
BasicAR 5AP resistant$1,600
MediumAR 8AP resistant$25,000
HeavyAR 10AP resistant$100,000

Linear frames are exoskeletons, basically a metal framework with synthetic muscles for movement; you sit in the exoskeleton and pilot while it does the work. A linear frame resembles a suit of contoured metal body armor. The frames are used as an exoskeleton that can be piloted without a vehicle link though are clumsy (-2 dex) and require a pilot skill. When piloted via a vehicle link you become the suit and reduce all penalties . Linear frames are designed to take over a percentage of the load, while leaving you enough "work" to allow you to gauge how much you're lifting and maintain control of the weight. When using the linear frame, you will use its strength value instead of your normal stat. Crushing: the frames arms use synthetic muscle fibers in place of your flesh and blood. They get tired much slower, and they don't feel pain. They are also much stronger than normal muscle tissue. This gives them tremendous gripping power and can easily crush light metals, woods and plastics. In combat, any crushing grip will do 2B damage. The arms also have built in stabilizers that reduce the Strength penalty of firearms by two. A punch does 1B damage to its target, a kick will do 2B damage. leaping: linear frames employ powerful pistons and micro servos, backed by bundles of synthetic muscles. With them, you can leap tremendous distances leaping 6 meters straight up, or make a running jump of up to 8 meters. Remember; for all their advanced construction, linear frames are still quite heavy (50-100 kg) and bulky. You can't swim in them . All linear frames lift 5Ox their Strength value. All frames have built in optics with 3 slots for upgrades, interface plugs and can have armor upgrades installed except for Chameleon, Setules, Sound dampening. Linerframes can be upgraded with the following cybernetics (surgery costs apply though obviously no healing times.) Cyber Modem link, Independent air supply, Magnetic system, Motion detector, Wolvers, MonoWolvers, Big knucks, Hydraulic rams, Shoulder mount, Buzz hand, Hidden holster, Internal smart link and Cyber weapons. Armored frame backpacks are able to be made and have the armor rating equal to the plating and do not affect the lift capabilities of the frame.

#CyberneticsCyberware Catalog

Each type of cyberware has a Surgery Code. This code represents the minimum level of medical care required to install the cyberware, the length of surgical time required, the cost of the surgery, the damage taken in surgery and the difficulty of the installation procedure. All Alpha ware reduces the essence loss by half. All Alpha ware cost is doubled and all surgery costs are tripled.

CodeFacility RequiredSurgical TimeSurgical Cost
NegligibleMall clinic or other drop-in bodyshop1 hr$100
MinorMedical center or ripper-doc clinic2 hrs$500
MajorFull hospital with surgery center4 hrs$1,500
CriticalFull hospital with surgery center6 hrs$2,500

#Cyberware

#Fashionware

Fashionware

ItemCodeDescriptionCostE.Loss
BiomonitorNMonitors health and vital signs$1,100.5
SkinwatchNSubdermal smartwatch$1,050.5
Shift-TacsNColor-changing contacts$1,200.5
SynthskinsNColor-changing artificial skin$1,4003
Tech HairMColor-changing, light-emitting synthetic hair$1,2001

Neuralware

ItemCodeDescriptionCostE.Loss
Neuralware ProcessorMMust-have for all systems to function$2,0003
Kerenzikov BoosterwareN+3 initiative for 5 rounds$2,6002
SpeedwareCR+2 def, +2 initiative, +1 action, x2 speed for 5 rounds$16,0009
ZerkwareM+3 strength, add stamina to soak, 5 rounds$10,00012
Tactile BoostN+2 to touch-related skill checks$1,0001
Olfactory BoostN+2 to smell-related checks; allows tracking by scent$1,0001
Pain EditorNIgnore pain modifiers; price doubles per level bought$2,0003/6/9

Interface & Links

ItemCodeDescriptionCostE.Loss
Cyber Modem LinkNAllows direct bluetooth connectivity$1,100.5
Vehicle LinkNAllows bluetooth interface with vehicles$1,1001.5
Internal Smartgun LinkNMakes weapons you use smart weapons$3,5003
Interface TentacleMPlug into a variety of machines, etc.$1,2003
Interface PlugsMPlug a variety of machines into you$1,2003
Chipware SocketNChip reflex or memory chips (5 slots)$2,0001.5
Reflex (APTR) Chips+1 / +2 / +3$1,500 / $3,000 / $6,000
Memory-ware (MRAM) Chips+1 / +2 / +3$1,000 / $2,000 / $3,000

Implants

ItemCodeDescriptionCostE.Loss
Auto-InjectorMStores 5 doses of medication$3,0003
Nasal FiltersMProtects against gasses and fumes; +4 to save$1,0601
GillsMAWater breathing, good for 4 hours$1,4009
Independent Air SupplyMAGood for 30 minutes$1,3006
MR STUDD / Lady of the NightMASexual implant; all night, every night$1,3006
Contraceptive ImplantNGood for 10 years$100.2
Subdermal PocketM2"x4" space with a Real Skin zipper$1,2003
Adrenal BoosterM+2 defense, +2 initiative, 5 turns$4,0006
Magnetic SystemMMagnetic anchor points$1,000 per limb1.5
Motion DetectorMDetects motion in a 20' area$1,2006
Digital RecorderMRecord and store info from any digital source$1,2001
Audio/Video RecorderMStores 6 hours from video/audio feeds$1,3001
Sonar ImplantM30-meter sonar; only works in water$1,3001
Chemical AnalyserM5m range; +4 to some medicine rolls$1,2001
Voice SynthesizerMMimic any recorded voice; +4 subterfuge$6,0003
AudioVoxMVocal synthesizer for special effects; +2 expression$1,7006

Bioware

ItemCodeDescriptionCostE.Loss
Cat's EyesMABioengineered eyes$3,0005
Cerebral Booster (Intelligence)CR+1 intelligence; price doubles per level$2,0003/6/9
Cerebral Booster (Wits)CR+1 wits; price doubles per level$2,0003/6/9
Grafted MuscleMA+1 Strength per level; price doubles per level$2,0003/6/9
Muscle and Bone LaceMA+1 Stamina per level; price doubles per level$2,0003/6/9
SynthacardiumMAAdds dice to athletic maneuvers$1,0001.5/3/4.5
SyntendonMA+1 Dexterity per level; price doubles per level$2,0003/6/9
Skin WeaveMA+1 armor per level; price doubles per level$3,0003/6/9
Enhanced AntibodiesNDoubles normal healing times$6,0001.5
Tailored PheromonesMBonus to charisma and manipulation; price doubles$2,0003/6/9
Toxin BinderN+4 stamina vs drugs/poisons$6,0001.5
Nano-SurgeonsNInstant healing, 3 levels every 24 hours$12,0001.5

Endoskeleton Enhancement

ItemCodeDescriptionCostE.Loss
Arms and ShouldersCRBoth limbs, +2 health levels$8,0008
Legs and HipsCRBoth limbs, +2 health levels$6,0008
Skull and Spinal/RibsCR+2 health levels, +1 stamina$10,0008

Cyber Weapons

ItemCodeDescriptionCostE.Loss
ScratchersMBladed fingernails; DAM 0, AP 1$2,0006
VampiresMRetractable fangs; DAM 0, AP 1$2,0009
RippersMRetractable claws; DAM 1, AP 1$3,5006
WolversMRetractable blades; DAM 2, AP 2$5,25010
MonoWolversMRetractable blades; DAM 4, AP 4$11,00012
Big KnucksMFist weapon; DAM 2B$2,0004
Slice N DiceMMonofilament whip; DAM 0(8), AP 6 *$7,00012

* Slice N Dice does half of rolled damage again in addition to each attack.

Cyber Optics

ItemCodeDescriptionCostE.Loss
Basic ModuleMAHolds up to 4 options per eye$1,5006 each
Color ShiftNCosmetic color change$600.25
Image EnhancementN+2 alertness rolls (visual)$1,300.5
Targeting ScopeN+1 to smartgun attacks$1,4001
H.U.D.NHeads-up display; video calls, GPS, etc.$1,000.25
TeleopticsNTelescope up to 20x$1,500.25
Micro-OpticsNMicroscope$1,500.25
Anti-DazzleNImmune to flash, laser blinding$2,000.25
Recognition ScramblerSpoofs facial-recognition software$5,500.25
Low LightNSee in near darkness$2,000.25
ThermographicNSee heat signatures$2,000.5
InfraredNSee in total darkness based on heat$2,000.5
UltravioletNSee in darkness based on UV flash$2,000.5
Micro VideoNVideo camera; takes up 2 slots$3,000.25
Micro CameraNDigital camera; takes up 2 slots$3,000.25

Cyber Audio

ItemCodeDescriptionCostE.Loss
Basic Hearing ModuleMNo option limit$1,5006
Universal TranslatorTranslation device$5001
Amplified HearingN+2 alertness rolls (hearing)$1,300.5
Radio LinkNRadio communication, 1 mile$500.25
Phone SpliceNHands-free cell phone use$1,500.5
ScramblerNScrambles radio communication$1,000.25
Bug DetectorNDetects bugs in a 2-meter range$1,200.25
Voice AnalyserNLie detector; +2 empathy, persuasion$1,200.5
Sound EditingNAlter sound input$1,500.25
Enhanced Hearing RangeNHear subsonic and supersonic tones$1,5001
Wide-Band Radio ScannerNPick up unscrambled radio signals$1,0001
Level DamperNAutomatic noise compensation$1,300.25

Cyber Limbs

ItemCodeDescriptionCostE.Loss
Cyber ArmCRStandard arm replacement, 4 options$4,0006
Cyber LegCRStandard leg replacement, 3 options$3,0006
Quick-Change MountNQuick-change mount$1,2001
Hydraulic RamsN+3 to brawl attacks, +4 jumping/falling$1,2001.5
Thickened MyomarN+2 melee/brawl attacks, x.5 on jumps/resist falling$2,0001
Reinforced JointsN+2 to grapple / resist grapple$1,200.5
Shoulder MountCRMount extra arms, 1 set below first set$2,5006
EMP ShieldingNLimb is unaffected by EMP$1,300.5
Real SkinnNLimb looks real, difficult to recognize$1,2000
Super ChromeNCosmetic chrome coating$1,2001.5
Armor PlatingNEach level adds +1 armor to limb$1,000 per level.5

Hands and Feet

ItemCodeDescriptionCostE.Loss
Standard HandCRStandard hand replacement$2,0003
Hammer HandNHydraulic fist; punches Lethal$3,6006
Buzz HandNCircular saw; DAM 3L, AP 2$6,5006
Tool HandNFingers house tools$1,2001
Med HandNFingers and palm house tools$9,7503
Grapple HandNRocket-propelled 100' line$1,3501.5
Taser GripNBuilt-in taser$1,8003
Extension HandNHand extends up to 3'$1,3501
Spike HandNSpike extends from palm; DAM 1, AP 2$4,0006
Modular HandNSee description$8,0001
Monkey FootNPrehensile feet/hands$4,0003
Standard FootCRStandard foot replacement$1,5003
Talon FootNRetractable claws; DAM 1, AP 1$3,5006
Tool FootNHouses a tool kit$1,2001
Web FootNDoubles swimming speed$1,5001
Grip Foot/HandN+2 climbing$2,0001
Spike HeelNSpike heel for climbing or lethal kicks; DAM 1, AP 2$4,0006

Built into Cyberlimbs

ItemCodeDescriptionCostE.Loss
CybermodemNBuilt-in cyber deck$5,000.5
Storage SpaceN2"x6", can be locked$500.25
Chip RecorderNTransfer information to a chip$1,300.5
MinicameraNPop-up video camera$1,4001
Hidden HolsterNSized based on body part$1,000.5
Vid ScreenNCan be linked to any feed$1,200.5
Tech ScannerNDiagnose vehicles or tech items$1,200.5

Cyber Weapons (Built into Cyber Limbs)

ItemCodeDescriptionCostE.Loss
Grenade LauncherNCarries 1 grenade$8,0006
Micro Missile LauncherNClip 4; DAM 4(8)L, BA 10, Knockdown, AP 6$10,0006
Pop-Up GunNSize based on body part$8,0006
Flame ThrowerNDAM 2, Force 3, BA 5, clip 3$6,0006
Weapon MountNMounting plate plus neural link$1,0001.5
JazzlerNLethal taser$6,0004

Body Plating

ItemCodeDescriptionCostE.Loss
CowlMACovers the back and top of the head; AR 8$1,5003
FaceplateCRCovers the face; AR 8$3,00012
Torso PlateMATorso protection; AR 8$25,0009
Arms and LegsLimb protection; AR 8$18,0009

#Descriptions

Biomonitor: This is a favorite of Solos, gadget freaks, and harried Corporates worried about their blood pressure. Mounted just below the skin of the forearm, the Biomonitor gives a constant readout of pulse, respiration, brain-waves, blood sugar, temperature, and cholesterol levels.

Shift-tacts: These are colored contact lenses,designed to mimic certain aspects of more expensive cyberoptics. Mirrored contacts in all tints, temperature or emotion sensitive contacts that change color on demand, logo or patterned contacts.

Synthskins: A more sophisticated version of light tattoo technology, a synthskin is a layer of color-shifting plastic bonded to the character's outer skin. A synthskin can be adjusted to display colors, patterns, light flares or other special effects, using tuning chips (cost 1 OO) which are plugged into a socket in the skin (usually under the hairline).

Techhair: The shafts of this artificial hair are impregnated with various types of reactive chemicals. Some types are temperature sensitive and change color or stand up depending on the weather. Others contain the same pigments used in light tattoos, storing and emitting colored light in patterns. Still others can change color as desired by using special chemical shampoos. Tech Hair can be implanted in mohawks, hair weaves, full hairpieces, manes, ruffs, whiskers and other less obvious (but interesting) places.

The basic neural processor is a "switchbox" implanted into the. lower spine, and is used to route signals from external cyberware to the central nervous system. It is the main system for any type of neural interface, including reflex boosters, interface plugs, weapon, Data Term and vehicle links, mini-computers and sensory augmentations.

Reflex Boosters: These are specialized TRC coprocessors that amplify and speed up signal processing. The biggest advantage to a REFLEX boost is its ability to increase a character's initiative rolls in combat. There are two types of Reflex co-processors (also known as boosterware).

Kerenzikov boosterware is once activated; the character starts reacting with a higher than normal reaction speed. The character must first subvocalize a mental command word before boost is activated, then wait one turn before the boost kicks in. He will remain boosted for five full turns before the boost cuts out. He must then subvocalize the command again, and wait 2 turns before regaining a boosted state.

Speedware (also known as Sandevistan) kicks in only when desired, eliminating much of the need to adapt one's entire life to an inhumanly fast reaction time. The character must first subvocalize a mental command word before boost is activated, then wait one turn before the boost kicks in. He will remain boosted for five full turns before the boost cuts out. He must then subvocalize the command again, and wait 2 turns before regaining a boosted state.

Zerkware was originally designed for military use but its negative side effects moved it to the civilian market. When activated the user's vision narrows and their cognitive abilities drop (lowers intelligence by 2) during the 5 rounds your strength increases by 3 you get to add your stamina to your damage resistance. If you have Kerenzikov boosterware,and or Adrenal Booster they immediately activate (even if on a timer). Each time you activate zerkware in a 24 hour period you must make a humanity roll at a minus 1 for each activation, on a fail you enter into a temporary cyber psychosis.

Pain Editor: This coprocessor overides the pain receptors of the brain, making the subject impervious to torture, deprivation or physical hardship. It doesn't mean he isn't getting hurt, just that he won't notice it until he collapses

Olfactory Boost: This increases any Awareness roll involving smell by +2. In addition, the subject can track by smell.The boost can be turned on or off at will, taking one turn to do so.

Links: Links are specialized co-processors that allow you to translate signals from the device you want to run into your neural code. There are five major types of link; you must have the proper link in order to run that type of device.

Cyber Modem Link: This is the basic processor that translates Net information into images. It replaces the more limited interface programs of the early 'teens, and allows the Netrunner to perceive a wider variety of environments than its predecessors.

Vehicle Link: This allows the user to control a vehicle through direct mental control.

Cyber Vehicles include cars, AV-4s, aircraft, rotorcraft or motorcycles which have had their normal control systems replaced by a computer. The character plugs directly into the computer using interface plugs and cables, sending commands through his own nervous system. Power servos then steer wheels, depress accelerators, and control braking. Cyber Vehicles are inhumanly responsive like driving an extension of yourself. As a result, a cyber assisted vehicle will automatically give you a +2 on any driving, piloting or motorcycle driving skill you are using at the time. To modify a normal vehicle to cyber vehicle stats costs an additional 40% of the base vehicle cost.

Internal Smartgun Link: internal Smartgun link allows you to use any firearm as if it was a smart weapon making it far more accurate than most other guns; using them automatically gives you a +2 to any firearms attack you are making. When paired with targeting mods adds an additional +1

Machine/Tech Link: This allows the user to interface with (and control) any autofactory or heavy machine operating from a MLINK based control system. You can also control small machines/appliances in non-factory situations.

Data Term Link: This co-processor allows the user to directly access and store information from a DataTerm, transferring it to the HUD, or a LCD screen for display (in game terms, this allows the character to access information as if a DataTerm were available, even if it isn't)

Interface Plugs: These are the staple of Cyberpunk culture. Usually installed in the bones of the wrist, spine or skull, they tap into major nerve trunks and interface with the neural processor to send and receive signals. The plug itself can be used to insert information and reflex "skill chips”, or as a plug in for a set of interface cables (allowing you to directly control any device you have the proper "link" with). In game terms, interface plugs allow the player to directly link to many types of machines. such as cyber modems or cyber vehicles. Interface plugs are quite common; many companies will even pay for their installation. Quite a few factory and construction workers now "stud" directly into their machines. Interface plugs are critical to people like Netrunners (who must have them to gain the speed and ability to run the Net), and Solos (who use them to operate smart guns). Most people wear their plugs on wrists for ease of use. Occasionally, a true cybertechie will mount them at the temples (a plug head), just behind the ears (called a frankenstein) or in the back of the head (a puppet head). Some cover them with inlaid silver or gold caps, others with wristwarmers. Once again, a matter of style.

Chipware There are a wide variety of cybernetic devices available to the man on the move. But the basis for all these new techs is chipware (also known as wetware by some), bio-plastic circuitry that allows the human body to mesh with the power of silicon microprocessors. There are two types of chipware; reflex (APTR) chips and memory-ware (MRAM) chips. The chip itself is a small, transparent sliver about an inch long, often color-coded for identification. It is inserted into the interface plug point down. It takes one turn to change chips. You may "run" as many separate chip programs at one time as your current INT+ 1 stat. To use chips requires two separate installations: a neural processor located at the base of the spine, which translates the chip data into useful information, and a set of interface plugs or chipware sockets. Chips are best used when you need to know a lot of things all at once, but not very well. With chips, you can become a limited martial artist, pilot, driver, marksman. You can know a little bit more than you did before about a variety of subjects, but nowhere near as much as you would if you'd hit the books and. studied. The problem is, chipware is expensive, and limited to only the lowest levels of a specific skill (from + 1 to +3). To progress further, you would have to have a specially designed chip built at a higher level (not an easy proposition). A natural skill, on the other hand, progresses by use and this increase in ability costs nothing except time. Another problem with chips is that unlike natural skills, you can't learn to become better. Each piece of chipware operates exactly like the skill of the same name. Having chipware is like having instant skills whenever you want them. Memory (MRAM) Chips: These are chips for information only, used for storage of raw data on a specific subject. A memory chip operates just like a skill of the same type, is rated from + 1 to +3, and is applied to the user's level of skill equal to that of the chip.

Reflex (APTR) Chips: These are chips for Reflex-based skills only, such as weapon firing or hand-to-hand combat knowledge. (Combat feats) These Augmented Program TRCs feedloop -record a specific neural signal from one source, record it in memory, then use the recording to activate a series of muscle reactions in another source. Theoretically, these chips should allow even the lowliest "grunt" to have the skills of a karate master, the shooting ability of Wyatt Earp, and the reflexes of an Olympic athlete. But the limits of programming restrict what you can learn from a chip to a relatively low level (about + 1 to +3}. In addition, a Reflex chip must adapt to your specific neural and muscular patterns, adjusting its instructions to fit your body and vice versa (after all, the karate master who was the pattern for the chip might have been five foot ten and you might be six foot three). It learns your body movements by sampling your responses as you practice using the chip. This process is known as chipping in and is required before the chip can be fully functional. Chipping in takes two full days of practice for every level of the chip. This means, for example, if you've been chipped for Martial Arts +3, it will take six days of practice. If you're chipped for a Karate of +2, you'll be at that level of skill until you die, no matter how many fights you get into. You also can't combine natural and chipwared skills; for example, combining a chipped Karate of +2 and a natural Karate skill of +5 for a total of +7. The programmed responses of a chip will always override natural responses, setting the before the chip has "learned" enough about your body to be fully functional .lf you only get two days of practice, the chip will function as a level + 1- practice for four days, and it's raised to +2.

Chipware Socket: A small socket used only for inserting chipware(see above). With a chipwear socket, you can use your interface plugs to control other things (such as weapons or vehicles), while still having access to MRAM and APTR information. Holds 5 chips.

Implants are the useful little things you get plugged in to make living easier; things that you can't replace from a Body Bank, or that you may want for a specific job. Note: Motion detectors, radiation detectors, and chemical analysers are 360° systems. Radars/Sonars are 180° systems.

Auto injectors: Originally, auto-injectors were devices that released medication into a person’s body either when needed or on a regular time schedule. It took the streets about thirty seconds to realize that you could replace, say, insulin with combat drugs, and suddenly you have a sneaky boosting technology. The auto-injector is designed to hold five doses. Note that while different chemicals can’t be mixed in a single dispensary, multiple injectors may be implanted to create a veritable salad bar of chemical cocktails.

Nasal Filters: These filters Increase Saves against poison, sleep drugs or other breathable toxins

Gill Implant: This implant allows the user to breathe relatively clean water (saves vs. poison must be made if the water source is polluted or contains toxic chemicals)

Independent Air Supply: A small artificial organ, filled with a spongy, oxygen fixing foam. Implanted in the lower lungs.

Mr.Studd Sexual Implant: All night, every night, and she'll never know. Use your imagination and add + 1 to your Seduction checks. Available also in the Midnight Lady version for the distaff side.

Contraceptive Implant: Implanted under the left armpit, it prevents pregnancy for up to five years. Available for both sexes.

Subdermal Pocket: 2"x 4" plastic pocket hidden under the skin, with a pressure sensitive seal. Useful for couriers. Detection requires a DIFFICULT Awareness check.

Adrenal Booster: An artificial gland which releases adrenal hormones on command. Three times per day.

Subdermal Armor: This is a mesh/ballistic plastic armor inserted under the skin.

Magnetic system: Each magnetic system is installed into a single limb, with the torso (front) and torso (rear) counting as two separate limbs for this purpose. The magnetic system is a series of electro-magnets set into the user’s body, allowing that limb to connect to ferrous metal, or to attach ferrous metals to a limb. While the majority of currently available goods are non-ferrous, instead being polymer-based, carbon-fiber, or Plassteel, there are still a few load-bearing areas that use metal construction, such as building supports, bridges, heavy construction equipment, and so on. While active, the user is virtually incapable of dropping metal items, and may, if the equipment is properly equipped, move along metal surfaces by use of two or more magnetic systems. An engaged magnetic system has a Strength of 6 for purposes of what it can hold or attach. (Note that it’s entirely possible to have more weight attached to the user than they can lift).

Motion Detector: Detects motion (direction and strength) in a 20 sq.m area with a 70% effectiveness. Can be mounted in the palm or heel.

Digital Recorder: ·This unit can record input from internal microphones, from a digital recording link, a digital camera, or all three. The unit is stored in its own subdermal pouch, and can record up to 2 hours of information on each chip.

Audio/Video Tape Recorder: This unit uses microcassettes to store input from its internal microphone, video cam or digital recording link. It is stored in its own subdermal pouch for easy access. Each cassette holds 2 hours of information.

Sonar Implant: 50m range sonar unit implanted in skull.

Chemical Analyser: This modification to the nasal passages analyzes smells and breaks them down to their chemical components. The results can be output to an LCD screen, Biomonitor or HUD.

Voice Synthesizer: This system allows the user to mimic any voice or tone previously recorded by it's memory chip. The chip can store up to 10 "voices". This system also gives the user a +4 to any Disguise attempt (now you really sound like the person you're imitating).

Audio Vox: This system allows the user to control vocal tones, volume and tone quality with the precision of a musical synthesizer. Special effects (reverb, tremolo, sustain and choral voices), loudspeaker volumes and vocal delay programming (for singing with yourself) are also possible. This effect adds +2 to any vocal Performance Skill check.

Cat’s eyes: These transgenic vat-grown implants are very literally cats’ eyes with a modified DNA profile and occipital connecting structures. The structure of cat’s eyes amplifies light and enhances night vision, providing lowlight vision. Cat’s eyes are slit and reflective, just like, well, a cat’s. This bioware is obviously not compatible with cyberware eye enhancements or replacements. Bought as a pair.

Cerebral booster: The convolutions and gyri of your cerebrum are augmented and amplified with additional nervous tissue, improving overall brain function. Your cerebral booster increases your intelligence or wits attribute by its Rating

Grafted Muscle: This is vat-grown muscle grafted onto your own. It can be combined with Muscle/Bone Lace.

Muscle E.t Bone Lace: Also known as viral transformation, this enhancement involves two types of nanoids. The first type threads synthetic muscle through the natural muscle fibers, anchoring and strengthening them. The second type wraps the bones in a light weave of metal and plastic threads, making them stronger and thicker.

Synthacardium: Artificially enhanced myocardium allows cardiovascular functions to be performed more efficiently, enabling the heart to keep the blood better oxygenated. The Synthacardium adds its Rating as a dice pool bonus to your rolls using athletic skills.

Skin Weave: This enhancement uses nanoids to weave the top three layers of skin with a dense polymer thread.

Enhanced Antibodies: These are tailored antibodies capable of attacking viruses.

Tailored pheromones: These pheromones are specially tailored to subtly influence others and can be released at will. Tailored pheromones add their Rating to charisma base rolls, but only when the person you’re using them on is within a comfortable conversation range—if they can’t smell you, the pheromones don’t work. Tailored pheromones also work on you to make you feel better about yourself; add their Rating to manipulation based rolls.

Toxin Binders: These are nanoids designed to bond with body toxins and poisons.

Nano-surgeons: These are microscopic machines adapted to surgical repair. Some seal off damaged blood vessels, while others repair damaged tissue, cartilage and bone with polymer microstiches.

Scratchers: Implanted metal or carbo-glas fingernails. The incredible sharpness of the material makes these as deadly as razor blades. Scratchers cut on the bias, requiring the user to slice crossways, not rip downwards. Most people lacquer their scratchers, making them indistinguishable from normal nails (the enamel has no effect on the sharpness).

Vampires: Implanted fangs, usually made up of carbo-glas or super chromed metal. Vampires can be augmented with poison injectors (which are black cyberware) for double the normal price.

Rippers: Longer, heavier versions of scratchers. The top two joints of each finger are replaced with a plastic and metal sheath, in which three Inch carbo-glas claws are housed. The rippers can be extended by clawing the hand in a catlike fashion. Most people wear false fingernails over their rippers, making them much harder to spot(a DIFF task). Rippers cut in all directions..

Wolvers: The longest and deadliest of the implant blades, wolvers are implanted along the back of the hand. When the hand is clenched in a fist, the thin, triangular blades telescope and lock into place, remaining extended a full foot until the hand is relaxed.

Big Knucks: Reinforced knucklebones, giving the fist the impact value of a pair of brass knuckles.

Slice N' Dice: Mono-filament wire spool mounted on the end of one finger, with a weighted, false fingernail to give it balance and swing. Monomolecular wire will cut through almost any organic material and most plastics. Can be used as a garrotte, cutter or slicer whip.

Color Shift: These cyberoptics can shift color or iris patterns on demand. A full color shift takes about a minute. Mirrored, transparent, glitter filled or lighted versions are also available.

Infrared: Allows users to see in near total darkness, using heat emissions for image reception.

HUD: Scrolling screen in upper edge of vision, linked to either a chip readout, gps signal, camera or a radio/phone link.

Targeting Scope: This projects a targeting sight into the field of vision at will. The targeting scope will read range to specific objects, speed of movement, bearing and size, as well as providing several types of scope reticle for aligning weapons. When chipped into a smartgun, the scope will match the targeting sensors of the gun with what you are looking at, then flash a "ready signal" when the target is acquired. In game terms, this option allows you to add + 1 only to smartgun attacks.

Anti-dazzle protection: Auto step down compensates for harsh sunlight, flares, etc., neutralizing effects from strobes, flash bombs and bright headlights. Never need sunglasses again.

Low-lite: Allows users to see clearly in dim light conditions, down to very faint moonlight or distant streetlamps.

Image Enhancement: High-res graphics capability allows users to enhance and refine images viewed.

Thermograph Sensor: Allows users to see heat patterns of objects, people. Cooler things show up as light blue, hotter things as red or orange, and the hottest of all as yellow or white. Used to distinguish different heat sources through light structural material, or the presence of cybernetics (which are always cooler than normal body temperatures). Can also determine the operating time of certain machinery by measuring its cooling gradient.

Micro-Optics: This is the equivalent of a laboratory microscope, allowing the user to see microscopic images, such as fingerprints, scratches on locks, etc.

Teleoptics: This is the equivalent of a 20x power telescope, allowing the user to see distant objects clearly.

Ultra Violet: This system allows the user to perceive images irradiated by ultraviolet light, or to detect fluorescent powders or tracing agents, or to use ultraviolet flashlights (indetectable by normal optics) for illumination.

Micro Video: This is a cyberoptic mounted video camera. This recorder can also be downloaded through interface plugs to an external source. Takes up two option spaces.

Digital Camera: This cyberoptic mounted camera takes up two option spaces. Images can be recorded on the built-in digital chip and downloaded through interface cables to an external recorder, internal recorder, or an

Radio Link: A microminiature radio transceiver, usually mounted at the base of the skull and using your fillings as the antennae. It is activated by clicking the teeth together sharply. To talk, you merely subvocalize (mutter under your breath). Reception is carried out in one of three ways: 1 ) a receiver directly vibrates the mastoid bone, allowing you to hear the voice in the back of your head. 2) linked to a cyberoptics hud option which scrolls it in text, 3) or if they have a phone splice. In game terms, having a radio implant gives you the ability to talk to any receiver on the same band frequency for up to 1 mile. It also means you occasionally get someone else's radio messages.

Phone Splice: This implant is wired to communicate directly to your personal cellular phone or cyberdeck, allowing you to use it as if you had your phone or cyberdeck on you. In practice, it allows you to do everything the radio link does, as well if you have hud and cyber modem link implants gives you full access, but you must have your phone or cyberdeck already turned on. One of the biggest advantages of audio splice is its range. Anywhere your phone or cyberdeck can communicate, you can. Even the Moon.

ECM Scrambler: This implant improves your radio or audio splice with a scrambler, so it cannot be listened into. In game terms, this makes all radio or audiosplice communications private, unless the interceptor has a descrambler unit and a lot of time on his hands.

Bug Detector: This mini-receiver is designed to pick up signals transmitted by all types of radio bugs. When the bug is active, its transmissions make a small beeping noise in the back of your head, getting louder as you get closer to the bug.

Amplified Hearing: This system improves hearing and sound recognition ability.

Voice Stress Analyser: This system acts as a lie detector, detecting minute changes in vocal patterns and tones and comparing these to a pre-recorded set of parameters. You must first use the analyser on the subject while he/she is in an unstressed situation or is telling the truth.

Sound Editing: This system allows the user to edit out distracting noises or "zero in" on a particular sound. Sound editing can be used in conjunction with Amplified Hearing or Enhanced Hearing.

Enhanced Hearing Range: This subsystem allows the user to hear tones in the subsonic and supersonic ranges.

Tight Beam Radio link: This option allows tight beam radio communication for up to 1 mile, as long as both parties are within line of sight to each other and not blocked by any object thicker than 1 foot.

Wide Band Radio Scanner: This option automatically scans all major police, fire, ambulance, and Trauma Team communication bands. The user can set this scanner to cover one specific band, downloading any incoming messages to his own internal radio link orHUD.

Level Damper: This system automatically compensates for loud noises, such as stun-bomb attacks or sonic weapons. Characters with this option can ignore all effects of these weapons.

Cyberlimb Myths Be Abilities The popular myth about cyberlimbs is that they enable their owners to perform all kinds of superheroic feats. To a point, it's true; cyberlimbs can be designed with boosted strength and speed, using synthetic muscle fibers and silicon chips. What you won't find are people running at 200 miles an hour, bending steel bars with their hands or throwing Volkswagens around. Why can't you go around lifting cars and punching down walls like the cyborgs in the comics? Simple physiology. The replacement limb must be able to work in concert with the remaining "meat" parts of the body. Even if your arm was ten times stronger than before, the back and shoulder muscles supporting that cyberlimb wouldn't be-and they'd shred long before the artificial muscles did. But within limits, a cyber-equipped person can do some pretty impressive party tricks: Crushing: A cybernetic arm uses synthetic muscle fibers instead of flesh and blood. They don't get tired, and they don't feel pain. They are also much stronger than normal muscle tissue. This gives a cyberarm tremendous gripping power. All cyberlimbs can easily crush light metals, woods and plastics. They can crush glass and plastic to dust (although they can't crush lumps of coal into diamonds!). In combat, any crushing grip with a cyberarm will do 2B damage. Cyber arms also have built in stabilizers that reduce the Strength penalty of firearms by one. Pain: Cyberarms never grow tired, allowing the wearer to hang from high places indefinitely. You can turn off the touch sensors with the flick of a mental switch, eliminating pain and allowing you to perform feats such as reaching into raging fires, dabbling in tanks of liquid nitrogen, and picking up red-hot pokers. Damage: Cyberlimbs can take (and dish out) a tremendous amount of damage, so much so that they are treated like machinery for the purposes of game combat. All cyberlimbs can take up to 8 points of structural damage before they are useless, and have a damage reduction of 3 . A cyberarm punch does 1B damage to its target; wall, car, someone' s head; no matter. A cyberleg kick will do 2B damage. leaping: Cyberlegs employ powerful pistons and micro servos, backed by bundles of synthetic muscles. With a pair of them, you can leap tremendous distances. Characters with paired cyberlegs can leap 6 meters straight up, or make a running jump of up to 8 meters.

Endoskeletal enhancements replace the bones and muscle connections with titanium, carbon fiber and Myomar while preserving the tissue and muscles. Because of the invasive nature of the procedure the healing times are double. Like cyber limbs they grant some of the same effects: including crushing grip that will do 2B damage, arms also have built in stabilizers that reduce the Strength penalty of firearms by one. Hands and feet are covered with titanium and carbon fiber reinforcement. Arms have 2 options legs have 2 options but are limited, Scratchers ,Rippers, Wolvers, Big knucks, Slice N dice, Thickened Myomar, Reinforced joints, Real Skinn, Spike hand, Talon foot, Web foot, Grip foot/ hand, Spike heel.

A punch does 1B damage to its target; wall, car, someone' s head; no matter. A kick will do 2B damage. leaping: legs employ powerful pistons and micro servos, backed by bundles of synthetic muscles. With a pair of them, you can leap tremendous distances. Characters with paired cyberlegs can leap 6 meters straight up, or make a running jump of up to 8 meters.

Options These are things which can be done to a basic cyberlimb to improve its strength, damage capacity, or flexibility. In addition to these improvements, artificial shoulders can be mounted at waist level to provide extra arms. A cyberlimb can hold up to 4 options or built-ins. A hand or foot is considered to be one option. (Cyberlimbs automatically come with basic hand/foot modules.)

Quick-change mounts: These allow the user to change cyberlimbs without using tools. The limb is bayonet mounted, and can be removed by depressing a thumb catch and twisting to the left. Quick-change mounts may also be used at the wrist or ankle joints to allow a variety of hands or feet to be used.

Hydraulic rams: Common to Soviet cyberware, rams are bulkier and heavier than Myomar fibers (the limb will not pass inspection as real no matter how well covered by RealskinnTM), but can take more damage (10 to disable, 4 damage reduction).

Thickened Myomar strands: These give limbs greater strength and leaps.

Reinforced joints: These are made of titanium steel instead of stainless.

Artificial shoulders: These are swivel joints which can be mounted to a back mounted frame. This allows up to two extra arms to be mounted at waist level.

EMP shielding: Protects your cyberlimb from electromagnetic pulse and microwave attacks. Shielding may be placed on any type of limb no matter what covering is used; it is placed internally, using up one space in the limb.

Coverings: While all cyberlimbs come in a stripped or uncovered state, they can be covered in a variety of ways. The cheapest method is a plastic covering, available in a variety of colors, with airbrushing, or transparent with imbedded lights and holography. A plastic covering may also be chromed (a popular option), or covered with a metallic skin tinted in golds, blues, greens, reds or silvers. The most expensive option is RealskinnTM, a flexible plastic that looks very much like skin; with follicles, hairs, small scars and imperfections, it has a high chance of passing as a "meat" limb to all but the closest inspection.

Hands and Feet The basic cyberlimb comes without hands or feet attached; these are purchased separately, allowing the user to tailor the limb to his or her specific needs..

Standard Hand: This resembles a normal hand; four fingers and a thumb. The hand is covered, super chromed or armored as part of the arm.

Ripper Hand: This is a normal hand with ripper blades mounted in the upper hand and wrist area.

Hammer Hand: This hand is made of hardened titanium and has a powerful explosive shell driven ram that acts like a jackhammer. You punch, the shell goes off, driving the fist forward with incredible velocity and power. A port in the top ejects the shell and opens to receive a new one (replacements cost 3$).

Buzz Hand: This hand can be pulled back to reveal small, spinning mono-wires around a titanium hub. The high speed "weed wacker'' shears through most materials like butter.

Tool Hand: This hand's four fingers conceal small microtools: 1) screwdriver with changeable heads, 2) adjustable wrench, 3) battery powered soldering iron, 4) adjustable socket wrench. The lower edge of the palm is hardened to make a dandy hammer.

Medical Hand has medical tools built into the fingers/palm. mono edge scalpel, 4 dose air hypo, dermal stapler, dual purpose clamps/forceps, basic biomonitor probe.

Grapple Hand: This hand's fingers extend backwards to create a five fingered throwing grapple. A small spool in the wrist contains 30 meters of fine, super strong line capable of supporting 200 lbs.

Taser Grip: the hand has multiple contact points that allow the user to make grapple checks and stun enemies stamina save vs 3.

Extension Hand: This hand can extend from a telescoping wrist mount up to 1 meter. Can support up to 200 lbs.

Spike Hand: This hand contains a hardened titanium spike which telescopes out of the wrist and through the lower palm. Can be Poisoned and is useful for climbing.

Modular Hand: This unit contains 1) Drug injector, 2) 1 meter garotte line extending out of fingertip, 3) One-inch monomolecular blade for cutting, 4) Picklock. In addition, there is a 2"x2" Palm Storage Space.

Monkey foot: Formally called prehensile, everyone called them “monkey feet” until the name stuck. Most often seen as a modification for those in long-term space flight, these modified cyberfeet are nearly as adroit as the user’s hands and are capable of performing a vast array of motions, though they also result in slower movement. A user with monkey feet can use them as hands, but their actions are reduced by 1 when doing so. In addition, the user’s movement is reduced by 1. Cost is for the pair

Talon Foot: This foot can extend narrow blades similar to scratchers.

Tool Foot: The toes of this foot contain (1) screwdriver with changeable heads, (2) adjustable wrench, (3) battery-powered soldering iron, ( 4) adjustable socket wrench, (5) wire saw blade.

Web Foot: Extends thin webs from either side of foot, as well as webs between toes. Doubles normal swimming speed, plus add +3 to swimming skills.

Grip Foot: Toes of this foot can extend and curl around a 2" bar. The soles are covered in a tacky rubberized material for increased traction.

Spike Heel: A 6" spike projects from the heel of this foot, allowing the user to make deadly rear kicks.. Can be used for anchoring or climbing.

Cyber Modem: This option allows the user to carry a small (and very expensive) cyber modem with him at all times. The modem must be jacked into a DataTerm, computer or other telecommunications line in order to be used. Power (for up to 3 hours) Is provided by a rechargeable battery (recharges in 1 hour), or through an external power cord. Program chips are changed through an access port In the limb. The cyber modem is directly jacked into the nervous system through its own Internal cables, and does not require external interface plugs.

Chip Recorder: This unit can record input from internal microphones, digital recording links, digital cameras, or all three.

Storage Space: This is a 2x2x6 inch storage space with a locking cover.

Hidden Holster: Leg only. A hidden storage space for holding one autopistol and 1 clip of extra ammo. The size of the leg (based on Body Type) limits the size of the weapon which may be stored. Stamina 2 light Pistol, Stamina 3 Medium Pistol, Stamina 4 Heavy Pistol, Stamina 5 Cyborg revolver.

LCD Screen Readout: This 2"x4" TV screen can display color graphic images. It is normally covered with a transparent screen guard. Images can be taken from digital recorders, mini vids and minicams, and cyberoptics. A cable can be extended from an AUX port and plugged into any standard interface plug to transfer images from someone else's cyberoptics or recorders.

Techscanner: This device can be hooked up to the diagnostic systems of most vehicles, appliances and personal electronics to determine possible problems and troubleshoot breakdowns.

Popup Gun: This is a standard automatic handgun concealed in a cyberarm. The action is mounted inside a pop-up housing which is covered when not in use. For this reason, you must always remember to uncover your arm when using a popup. Clips are inserted in the side of the action; popup guns are designed to use caseless ammunition only. The size of the cyberarm (based on Body Type) limits the size of weapons which may be mounted (similar to hidden holsters). Note: you may elect to mount any pistol of the correct size listed in the Outfitting section. A light SMG equals a medium pistol and a medium SMG equals a Hvy. Pistol for this purpose.

Flamethrower: This is a small, high-pressure flame jet with a range of 1 meter, and 4 shots.

Micro Missile Launcher: This launcher contains four miniature missiles (explosive tipped gyro rounds with heat seeking guidance and steering vents). like the popup gun, the micro missile launcher is stored in the limb and pops out when needed, launching two missiles per turn. Reloads cost 1SO$ each. range 200m.

Grenade launcher: This launcher is a modified support grenade launcher, stored in a popup mount. One grenade (you may use any standard type) is stored in the launcher; a reload may be dropped in after the first one is used. Note: a standard storage space can hold 2 grenades.

Weapon Mount and link: This is a heavy duty hardpoint mounted either on the underside of a cyberarm, the outside thigh of a cyberlimb, or the top of a shoulder. You may attach externally mounted versions of standard weapons to this mount, jacking their control cables into the side of the hardpoint. You may not wear armor or clothing on the limb while the mount is in use. Available weapons include: Grenade launcher Micro Missile launcher Externally Mounted Auto Pistol (based on body type)

Jazzler is a finger mounted cyber weapon that delivers lethal electrical jolts damage 1L AP 3 stamina save vs damage. (does lethal damage and has a higher chance of stun/knock out)

Body Plating Body plating covers any situation where armored plastics and metals are layered over and directly anchored to the skin. The armor is microscopically porous, allowing the skin underneath to breathe, and made by sandwiching an ablative plastic shell with energy absorbing microcellular honeycomb. Body plating doesn't make you any stronger or faster, but it's perfect for the cyborg who wants all over protection all the time- and doesn't care who knows it. It is the ultimate expression of the "metal is better than meat" philosophy; the bodyplated look more like robots than they do humans, and are impervious to most of the physical damage that besets us mere mortals. Body plating also includes specialized mounts for sensors as well as body armor. Body plating is sold in parts, each covering a specific area. It may be placed directly on the skin.

#EQUIPMENTGear, Vehicles & Drones

While there is a lot of equipment listed here it is not a comprehensive or full list, and some things can be figured out by using common sense. Items listed with a rating add dice as an equipment bonus by paying the initial cost for each level of the rating; generally no item can have more than a rating of 5.

BattleGloves ($1000.00) Heavy gauntlets that cover the entire hand and forearm, articulated with artificial muscle and hydraulics. Battle gloves have built in stabilizers that reduce the Strength penalty of firearms by one. A Battle glove delivers 2B crushing, 1B punching damage, and has three spaces for any standard cyberarm weapon or option, except Hydraulic Rams.

Power Boots ($1000.00) Heavy boots that cover the entire foot lower leg and knee, artificial muscle and hydraulics. Power boots deliver 2B damage. In a pair of power boots you can leap 6 meters straight up, or make a running jump of up to 8 meters. has three spaces for any standard cyberleg weapon or option, except Hydraulic Rams.

Smartgoggles ($200.00) Want all the advantages of getting cyberoptics, but without the humanity loss? Smart Goggles can be outfitted with chips to simulate the effects of up to 4 cyberoptic options (each option costs the same as a cyberoptic option, less 10%). Smart Goggles come with a smart gun plug and cables, allowing the Targeting scope option to be used (+1 to ranged attacks). Smartgoggles come in a variety of forms from contacts, glasses, visors, and can be built into helmets.

Smart audio ($200.00) Want all the advantages of cyber audio but without the humanity loss? Smart Audio can be outfitted with chips to simulate the effects of up to 4 cyberaudio options. (each option costs the same as a cyberaudio option, less 10%). Cyber audio comes in a variety of forms such as earbuds, headphones, and can be built into helmets.

Smart link ($500) a blue tooth and ported attachment that can be affixed to most firearms that adds +1 to all attacks and can be connected to smart goggles or the targeting eye upgrade to add an additional +1 to attacks.

Gyroscopic vacuum compression proportion unit ($2500)

This small backpack sized device works almost like a jet pack. Primarily used in zero or low gravity environments but can also work under water instead of burning full to achieve propulsion it rapidly sucks up the surounding gas/liquid/vacume to provide stability or propulsion forward/back up/down or sideways. In standard gravity it can provide a 1 to 2 meter jump bust as well a slow or break a short fall/descent

In low gravity 1 to 3 meter jump bust as well as slow the descent of moderate falls as well as in zero gravity it provides stability for melee,brawl,and firearms use automatically. As well a providing 1 to 4 meters of controlled movement

#Fashion

Clothes are comparable in cost to current prices

#Communications and Countermeasures

Bug scanner: Also called a radio signal scanner, this device locates and locks in wireless devices within 20 meters. The scanner can also measure a signal’s strength and pinpoint its location. Rating x 250$

Data Tap: You use this hacking tool by attaching it to a data cable. Once it’s clamped onto the cable, you can use it via wifi connection. Any device directly connected to the data tap also has a direct connection with the devices on either end of the cable and vice versa. The tap can be removed without damaging the cable. 500$

Headjammer: The head jammer is used by security personnel to neutralize implanted commlinks. When it’s attached to your head (or other body part) and activated, it works in the same way as any other jammer, with its effects limited to you and your augmentations. Removing a head jammer from someone without the proper key requires an extended Test. rating x 300

Jammer: This device floods the airwaves with electromagnetic jamming signals to block out wireless and radio communication. The jammer generates noise equal to its Device Rating. The area jammer affects a spherical area—its rating is reduced by 1 for every 5 meters from the center (similar to the blast rules for grenades). The directional jammer affects a conical area with a 30-degree spread—its rating is reduced by 1 for every 20 meters from the center. The jammer only affects devices that are within the jamming area, but it affects all of them. Walls and other obstacles may prevent the jamming signal from spreading or reduce its effect (gamemaster’s discretion). Rating x 400$

Micro-transceiver: This classic short-range communicator has been favored by professional operatives. It doesn’t do anything special, it just lets you communicate by voice with other micro-transceivers and comm-links that you (and the other person) choose, within a kilometer. The micro-transceiver consists of an ear bud and an adhesive subvocal microphone , both of which are commonly available in hard-to-spot designs. Rating x 200$

Tag eraser: This handheld device creates a strong electromagnetic field perfect for burning out RFID tags and other unshielded electronics. It is probably strong enough to destroy a commlink, and you might want to keep it away from your cyberdeck just in case. When you bring the eraser within 5 millimeters of an electronic device and push the button, the device takes 3 damage (resisted normally). The extremely short range makes it hard to use on targets like vehicles, most drones, maglocks, and cyberware (and by the time you open them up to get at the electronics, you’ve already done plenty of damage). The tag eraser has one charge but can be fully recharged in 10 seconds. 1000$

White noise generator: This device creates a field of random noise, masking the sounds within its area and preventing direct audio surveillance. All Perception Tests to overhear a conversation within (Rating) meters of a white noise generator receive a negative dice pool modifier equal to the generator’s Rating. If more than one generator is in use, only count the highest rating. A white noise generator is redundant in a noisy environment (such as a nightclub or a firefight) and does not help to curtail video surveillance or jam wireless signals. Rating x 100$

BREAKING AND ENTERING GEAR

Autopicker: This lockpick gun is a quick and effective way of bypassing mechanical locks. The autopicker’s rating is added to your roll when picking a mechanical lock. Rating x 1000$

Cellular glove molder: This device will take a finger or palm print and mold a “sleeve” you can wear to mimic the print to fool some biometric locks. Rating x 1000$

Endoscope: This fiber-optic cable is at least 1 meter long, with the first 20 centimeters on either side made up of myomeric rope and an optical lens. It allows the user to look around corners, under door slits, or into narrow spaces. It is available in any number of lengths, although longer segments can be unwieldy. 500$

Keycard copier: The keycard copier allows the user to copy a (stolen) keycard in seconds. A new keycard can then be manufactured in about ten minutes, the forged keycard uses its Rating in an Opposed Test against the Maglock Rating. Rating x 1500$

Maglock passkey: This maglock “skeleton key” can be inserted into any cardreader’s maglock, cleverly fooling it into believing that a legitimate passkey has been swiped. Rating x 5000$

Mini-welder: This portable device creates a small electric arc to melt metals, either to cut through metal or to weld it together. Its power supply allows it to operate for 30 minutes. While creating an intense heat, the arc is much too small to make a good weapon (it would be like trying to stab someone with a lighter). The mini-welder has a Damage Value 5 when used to cut through barriers. 1500$ fuel canisters 80$

Monofilament chainsaw: The top of each chain segment on this portable motorized saw is covered with monofilament wire. Ideal for cutting through trees, doors, and other immovable objects. A monofilament chainsaw is too unwieldy to make a good melee weapon. When used against barriers, the monofilament chainsaw’s Damage Value of 8L(8) AP 2. 2000$

Sequencer: An electronic device required to defeat keypad-maglocks. Rating x 4000

#Survival Gear

Gas mask: This air-supplied rebreather completely covers your face and gives you immunity to inhalation-vector toxin attacks. It comes with a one-hour clean-air supply (replacements cost 40$) and can be attached to larger air tanks. It cannot be combined with a regular respirator. 500$

Gecko tape gloves: The outer layer of these gloves is made of a special dry adhesive that incorporates millions of fine microscopic hairs that bond to other surfaces. Individually, these bonding forces are tiny, but combined they’re strong enough to attach a man, upside down, to the ceiling (+2 to climbing checks and makes any surface climbable). Gecko tape gloves come as a set that includes gloves, knee pads, and slip-on-soles. Gecko tape gloves are useless when they’re wet. The adhesive outer layer can be temporarily neutralized with a wireless signal, useful for getting the gloves on and off without getting them stuck to yourself or each other. 500$

Micro flare launcher: The flare launcher can shoot colored flares about 200 meters into the air, illuminating an area the size of a city block for a couple of minutes and negating the modifier for poor or low lighting. If you shoot it at someone, the micro flare deals 2L Fire damage. 300$ flares 30$

Rappelling gloves: These gloves are made of a special fabric that allows you to get a tighter grip on a grapple line, giving you a +2 dice pool bonus on all tests to hold your grip on the line. These gloves are necessary in order to use ultrathin microwire without gruesomely slicing your hands apart as you slide down it. 100$

Respirator: A respirator is a filter-mask worn over the mouth and nose that protects against inhalation-vector toxins. The respirator adds its rating to toxin resistance tests against inhalation-vector toxins. Rating x 100$

GRAPPLE GUN This gun can shoot a magnetic grappling piton and attached rope, with a range of 40/80/160ft. It comes equipped with an internal winch to pull back the grapple (or pull up small loads). Micro rope can support a weight of up to 150 kilograms; standard and stealth ropes can support a weight of up to 400 kilograms. 850$

Microwire: This micro rope is made of an extremely thin (nearly monofilament) and resilient fiber; a great length of it can be stored in a very small compartment, and it is very difficult to see. The downside is that it can only be grabbed with special protective rappelling gloves without slicing straight through the climber’s hands, inflicting lethal damage with an AP8. 100$ per 300 ft

Myomeric rope: Made of a special myomeric fiber, this rope’s movement can be controlled remotely (over a maximum length of thirty meters). For example, the controller can wind it like a snake to reach around an obstacle or tie to a ledge. The rope moves at a rate of two meters per Combat Turn. 500$ per 30 ft

Stealth rope & catalyst stick: When stealth rope is touched with the catalyst stick, the chemical reaction that is triggered crumbles the rope to dust within seconds, leaving almost no trace. The catalyst stick is reusable. 160$ per 300ft catalyst stick 200$

#Tools

Techscanner $600

Cutting torch $40 fuel tanks sold separately

Tech Toolkit $ 100

B & E Tools $120

Electronics Toolkit $ 100

Protective Goggles $20

Flash tube $2

Glowstik $1

Flash Paint$ 10 per pt.

Flash Tape $10 per foot

Rope $2 per foot

Breathing Mask $30

#Personal Electronics

Holo Generator $500

Holo projection mask $800 spoofs facial recognition software -1 visual perception

Video Board $100 per sq ft

Data Chip $10 (blank)

Logcompass $50

Digital Recorder $300

Digital Camera $150

VideoCam $800

Video/AudioPlayer $40

Digital Chip Player $150

Digital Music Chip $20

Electric Guitar $100-$500

Electronic Keyboard $200-$900

Drum Synthesizer $200-$800

Amplifier $500- $1000

#Data Systems

ItemCost
Laptop Computer$900
Cell phoneVaries by design (see below)
Cyber ModemVaries by design (see below)
Cellular Cyber ModemVaries by design (see below)
Interface Cables$20 – $30
Low Impedance Cables$60
Trode Set$20
Keyboard$100
Terminal$400
Netrunner Lounges$2,000 – $20,000

#Surveillance

ItemCost
Binoglasses$200
Binoculars$20
Light Booster Goggles$200
IR Goggles$250
IR Flash$50

#Security

ItemCost
Keylock$20 per level
Cardlock$100 per level
Vocolock$200 per level
Line Tap$200
CodeDecryptor$500
VocDecryptor$1,000
Security Scanner$1,500
Poison Sniffer$1,500
Jamming Transmitter$500
Scanner Plate$500
Movement Sensor$40
Passcard$10
Tracking Device$1,000
Tracer Button$50
Remote Sensors$700
PlasKuffs$100
Zip Tie Binders$5

#Medical

ItemCostNotes
Dermal Stapler$1,000Closes wounds
Spray Skin$50 per canPain spray and blood clotter; ignore –1 pain mod
Slap PatchVaries by drug type
Cryotank$100,000
Medkit$50
Surgical Kit$400
First Aid Kit$10
Medscanner$300
Drug Analyser$75
Bounce-Back Inhaler$100Ignore all pain modifiers
Maxdoc Inhaler$500Heals 2 points of damage
Clinic Visit$200
Day in Hospital$300
Day in Intensive Care$1,000
Clone Limb Replacement$1,500

CYBERDECKS AND CELL PHONES

Cell phone advancement has made them almost equal to most standard cyber decks, in respect to the RAM and Firewall. While they are able to hold and use the same types of programs they are limited by the RAM and the inability to upgrade other than buying a more powerful cellular. Cellular service is standard and at no cost.

PhoneRAMFirewallCost
Prepaid Phone10$50
Track Phone21$100
Basic Phone32$300
High-Range Phone43$750
Top-Range Phone54$1,500

The standard cyberdeck is about the size of a paperback book, is made of plastic and weighs about a half-kilogram. It has six plug in ports for adding extra options, as well as six output ports for jacking in other people (the owner of the deck, however, is the only one who can control it, making the other people only passengers).

Portable Decks: These decks have internal, rechargeable power packs good for up to 6 hours (recharge is 1 hour)All combat, cyberlimb and cellular decks are of this type.

A portable deck costs $2500 RAM 6 Firewall 5

Cyberlimb Decks: These are portable decks about the size of a pack of cigarettes. They can be installed into a cyberlimb The deck itself is hardwired right into the body along with the controlling links for the cyberlimb.

Combat Assault Decks: These decks are constructed of rugged ceramics and steel, capable of taking bullet hits and crash impacts AR 4. Most combat decks are designed to be portable. Cost $3500 RAM 6 Firewall 5

Improving Your Deck

Memory: For an additional $2,000, you can purchase an additional RAM for your deck. This improves your program power by 1.

FireWall: For an additional $2,000, you can increase your deck's firewall protection by 1 level, up to a ceiling of 10. Firewalls are important; they are the "armor" of the deck, resisting attacks from anti-system programs.

Deck Options

In addition to your basic models, any type of deck can be enhanced by adding a few options. 'Trode sets are self-sticking electrodes that allow you to run the Net without plugs. 'Trodes are slower than plugs (-2 to Wits when in the Net), but have no humanity loss. They are commonly used by novice runners and by "tourists" visiting the Net on a lark. Keyboards are an option which allow a Netrunner to control a deck indirectly. They are abysmally slow (-4 to Wits), but are immune to all anti-personnel attacks. Video Boards are flat screen, high definition TV monitors which can be used to show a Net's-eye view to outsiders. Printers allow you to make hardcopy images and records from your deck. Most are small laser-printers about the size of a large book, using plain paper. Chipreader/recorders use standard data chips (1O$ each) to store programs, images and other useful things from your deck. They are about the size of a poker chit. VoxBoxes are small speaker units that can synthesize sound from a deck. They can also be used by the Netrunner to talk to outsiders while he's in the Net. About the size of & pack of smokes. Scanners are flat plastic plates with optical character reading and image recording capacity. They range from the size of a sheet of paper, all the way up to a meter on a side.

Deck Options

OptionCost
Trode Set$10
Keyboard$100
Video Board$100 per sq. ft.
Printer$300
Chip Reader$100
Extra Chips$10 ea
Vox Box$300
Scanner$100 – $300

Vehicles

#Cars

TypeDurabilitySizeStructureAccelerationSafe SpeedSpeedHandlingOccupantsCost
Subcompact Car281013 (18 mph/turn)95 (65 mph)147 (100 mph)31+3$14,000
Compact Car391215 (20 mph/turn)103 (70 mph)161 (110 mph)31+3$18,000
Mid-Size Car3121519 (26 mph/turn)110 (75 mph)169 (115 mph)21+3$30,000
Performance Mid-Size3121528 (38 mph/turn)117 (80 mph)227 (155 mph)41+3$53,000
Full-Size Car3141714 (19 mph/turn)103 (70 mph)176 (120 mph)21+4$57,000
Limousine3192210 (14 mph/turn)81 (55 mph)147 (100 mph)01+11$150,000
Police Car3141715 (21 mph/turn)110 (75 mph)213 (145 mph)31+4NA
Sports Car2101228 (38 mph/turn)117 (80 mph)249 (170 mph)41+1$180,000
Muscle Car3121526 (35 mph/turn)110 (75 mph)220 (150 mph)31+3$55,000
Sport Compact391227 (37 mph/turn)117 (80 mph)213 (145 mph)41+3$60,000
Supercar2101237 (50 mph/turn)132 (90 mph)301 (205 mph)51+1$300,000

#Trucks, Vans, and SUVs

TypeDurabilitySizeStructureAccelerationSafe SpeedSpeedHandlingOccupantsCost
Light Pickup3141715 (20 mph/turn)88 (60 mph)154 (105 mph)11+2$14,000
Heavy Pickup3151812 (16 mph/turn)81 (55 mph)132 (90 mph)01+2$18,000
Jeep313169 (12 mph/turn)88 (60 mph)147 (100 mph)11+3$15,000
Off-Road SUV3151812 (17 mph/turn)96 (65 mph)154 (105 mph)01+4$25,000
Military Tactical Truck417217 (10 mph/turn)81 (55 mph)117 (80 mph)01+3N/A
Full-Size Van316198 (11 mph/turn)81 (55 mph)132 (90 mph)–11+12$20,000
Minivan3151812 (16 mph/turn)95 (65 mph)154 (105 mph)01+7$18,000
Delivery Van317207 (9 mph/turn)73 (50 mph)132 (90 mph)–11+1$30,000
Recreational Vehicle318219 (12 mph/turn)81 (55 mph)117 (80 mph)–11+6$18,000
Commuter SUV3151815 (20 mph/turn)95 (65 mph)147 (100 mph)01+6$22,000
Performance SUV3151824 (33 mph/turn)110 (75 mph)242 (165 mph)31+4$57,000
SUV Limousine3202310 (13 mph/turn)81 (55 mph)132 (90 mph)–11+17$250,000

#Motorcycles and Personal Vehicles

TypeDurabilitySizeStructureAccelerationSafe SpeedSpeedHandlingOccupantsCost
Street Bike27920 (27 mph/turn)88 (60 mph)183 (125 mph)51+1$5,000
Cruiser27922 (30 mph/turn)103 (70 mph)176 (120 mph)41+1$8,000
Sport Bike16744 (60 mph/turn)117 (80 mph)279 (190 mph)51+1$15,000
Commuter Bike235*+5+1531$300 – $1,500
Mountain Bike336*+4+1221$450 – $3,000
Skateboard224*+3+841$50 – $200

#Vehicle Upgrades

Acceleration Upgrade

Getting off the starting line faster is critically important in competitive events such as drag racing, and enthusiasts will spend thousands of dollars in pursuit of shaving a few tenths of a second off an elapsed quartermile time. This modification can be applied up to five times.

Effect: The vehicle’s Acceleration is increased by 10% of its original value.

Cost: 2000$ for first two instances; 4000$ successive instances.

Speed Upgrade

Top speed isn’t as important as acceleration in most pursuits or races, but owning a 200-mph car does confer a certain amount of bragging rights. This modification can be applied up to three times.

Effect: The vehicle’s Maximum Speed is increased by 10% of its original value. The vehicle’s Safe Speed is unaffected.

Cost: 2000$ for first instance, 4000$ for second instance and 6000$ for third instance.

Handling Upgrade

Being able to go 200 mph doesn’t mean much from a practical point of view if the car can’t dodge potholes and pedestrians. This modification can be applied twice.

Effect: The vehicle’s Handling is increased by 1, to a maximum of 6. With the second instance, the vehicle’s Safe Speed is also increased by 10% of its original value.

Cost: 4000$ for first instance, Cost 8000$ for second instance.

Limit: This modification may not be applied to a vehicle with a negative Handling trait.

Security Package

With the widespread threat of violence in the modern world, dignitaries and businesspeople alike frequently invest in vehicles modified to keep them safe from assassination or kidnapping attempts. Such conveyances begin life as normal designs, and a secondary objective of their extensive alterations is to keep them looking as standard and unassuming as possible. This modification begins with the addition of ballistic material inside the vehicle’s body panels and the replacement of all window glass with layered polycarbonate compounds, to stop bullets and shrapnel. Additional layers of armor protect the vehicle’s critical systems. Run-flat tires replace the vehicle’s original rubber. Many conversions also include fire extinguishers

bracketed to the inside of the passenger compartment, clamps or safes for handguns or submachine guns and encrypted cell phones or radios.

Effect: The vehicle gains three points of Durability and run-flat tires. The vehicle’s windows are upgraded to Durability 4 and Structure 7 ( or are replaced with armored panels and external sensors) , the doors to Durability 6 and Structure 9 and the gas tank to Durability 8 and Structure 10. The vehicle’s Handling is reduced by 1 (to a minimum of –1), and the Maximum Speed and Acceleration are each reduced by one-quarter of their original values. The new total amount of durability is A.P. resistant.

Cost: $8000

Limit: This modification may be applied only to passenger cars, sports cars (except supercars), light trucks and vans.

B.I. Assistant: binary intelligence’s are used across the galaxy, they were adapted to take the place of the true A.I.. Unlike true A.I. they are unable to achieve sentience. But are learning and adaptable to the needs of the owner. B.I. are housed in small interface boxes about the size of a cellphone. They have the ability to interface with any technology they are connected to, this includes, drones, robotic bodies (synthetic cats and dogs are quite popular), vehicles, and some people even get them implanted (in the place of cyberdecks) Many people use them as chauffeurs, co pilots, and body guards. When piloting or navigating the web they use their Intelligence takes the place of Strength, Perception functions dexterity, Wits functions as damage reduction. When choosing the skills this can also include combat feats, once the skills are set they cannot be changed. B.I are upgraded by using reflex, and memory ware chips. All B.I. have vehicle links but do not get the +2 equipment bonus or the ability to remote pilot vehicles or drones.

B.I do develop “personalities” but do not have true sentience.

#Drones

An unmanned aerial vehicle (UAV), commonly known as a drone, is an aircraft without any human pilot, crew or passengers on board. UAVs are a component of an unmanned aircraft system (UAS), which include additionally a ground-based controller and a system of communications with the UAV. The flight of UAVs may operate under remote control by a human operator, as remotely-piloted aircraft (RPA), or with various degrees of autonomy, such as autopilot assistance, up to fully autonomous aircraft that have no provision for human intervention.

Drones are commonplace and take on a new meaning any machine that can be remotely operated or is controlled by a B.I. is considered a drone. Surveillance, delivery, maintenance, and combat are just a few of the ways drones are used in the galaxy.

Even though drones are a constant source of annoyance and target practice, civilian use is highly regulated. Air space is owned by the corporations who fly armed delivery, combat, and maintenance drones, the controllers of which are more than happy to use unauthorized drones as target practice. While at street level advertising and street cleaning bots cause more clutter and traffic then the pedestrians. All the while law enforcement use them as first responder surveillance, and combat drones that monitor the population.

Drones use the operators stats and skills to fill in for the needed rolls that might need to be made.

The use of B.I. has altered how drones are used allowing them to act independently of an operator. A B.I. would use its stats and skills as it operates the machine.

Combat drones/ robots

Type, flight/tread/bipedal, describes the mobility type of the robot/drone

Durability, is the strength of the plating and equals damage reduction ,

Size, base human size is 5 drones can go from size 1 to size 10

Structure, is the amount of damage a drone or robot can take structure is calculated by adding durability and size

Maneuverability/Dexterity, the more maneuverable a drone is, the better it reacts with its environment; a low maneuver score drone may not even be able to navigate stairs.

Pneumatics/Strength, the physical overall strength of the drone, when striking the pneumatics score is automatic damage like a cyber limb

Speed, base movement, drone’s speed is based on design.

MaxSpeed, top speed achievable

Acceleration tread/ wheeled/ flight only as with vehicles

Armaments, weapons built in or used by the drone/bot, all drones with “limbs” are considered to be multidextrous. Drones can make use of many of the armor mods. The cost is full for size 7 and larger drones, half for size 5 drones, and a quarter for size 3 and smaller drones.

DroneTypeDurabilitySizeStructureManeuverabilityPneumaticsSpeedMax SpeedArmamentsCost
Guard BotBipedal35 (human)8441352Uses standard firearms; reduces recoil by 2$8,000
Micro (spy drone)Flight213614060 mphNon-conductivity, bluetooth connectivity, camera$2,000
Beatle (spy / interfacing drone)Flight, walking314614060 mphInterface tentacle, monofilament wire cutters, setules, chameleon, non-conductivity, bluetooth connectivity, camera$4,800
Medium Assault DroneFlight358633045 mphBluetooth connectivity, video, smart targeting (operator can use targeting hacks)$6,500
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