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Action/Attack
1 Movement (Close to Near = 1 move, Near to Far = 3 moves)
1 Attack Action
Modifiers
Consider All Assistance, Effects, Environment, Injuries, Qualities, or Range modifiers.
Multiple Targets -2 to attack two targets at half damage each (rounded down).
Forfeit Effect -2 to forfeit a Shadow Amp effect (AA, AoE, Extra Effect or Damage).
Shadow Amps
Add/Subtract a number of extra dice.
Reroll a number of failed/successful dice.
Edge Effects
Before Test Add +1 extra die and count 4, 5, and 6 as hits.
After Test Reroll all failed dice.
Sorcery/Tasking (Overcasting/Overthreading)
Exploit Increase damage by half or increase effect by 1.
Glitch Drain/Fading Take 1 Stun damage.
Spellcasting or Threading
Amp Level 1-4 No Drain/Fading.
Amp Level 5 + After Test, suffer Drain/Fading Take 1 Stun damage.
Summoning or Compiling
Lesser/Simple No Drain/Fading.
Average/Basic After Test, suffer Drain/Fading Take 1 Stun damage.
Greater/Advanced After Test, suffer Drain/Fading Take 3 Stun damage.
SKILL TESTS
Weapon Attack
Test Weapon Skill + Agility vs. Agility + Logic
Damage Weapon damage or [Strength/2]S; net hits increase damage.
Spell Action
Test Sorcery + Willpower vs. 8 (average) or Resist [Type] Test
Effect Add an effect; one effect sustained at a time.
Spell Attack
Test Sorcery + Willpower vs. A + L, or S + W, or Sorcery + Willpower (Take the Hit)
Damage 6P or 5S/AA; net hits increase damage; AA = net hits bypass armor instead.
Matrix Action
Test Hacking + Logic vs. 8 (average) or Logic + Firewall (Matrix only)
Effect Control a device, file, program, or signal; place Mark on Host (1-3 needed).
Matrix Attack
Test Hacking + Logic vs. Logic + Firewall (Matrix only)
Damage [Logic/2]S; net hits increase damage.
Threading Action
Test Tasking + Logic vs. 8 (average) or Logic + Firewall (Matrix only)
Effect Add an effect; one effect sustained at a time.
Threading Attack
Test Tasking + Logic vs. Logic + Firewall (Matrix only)
Damage 5S; net hits increase damage.
Dispel Action
Test Sorcery + Willpower vs. Sorcery + Willpower (spell effect only)
Effect End a spell effect.
Astral Attack
Test Astral Combat + Willpower vs. Logic + Willpower (astral only)
Damage Spell damage or [Charisma/2]S; net hits increase damage.
Summon Action
Test Conjuring + Willpower vs. 6 (lesser), 8 (average), 12 (greater)
Effect Summon a spirit; one spirit sustained at a time.
Banish Attack
Test Conjuring + Willpower vs. Willpower + Willpower (spirits only)
Damage [Willpower]S; net hits increase damage.
Compile Action
Test Tasking + Logic vs. 6 (simple), 8 (basic), 12 (advanced)
Effect Compile a sprite; one sprite sustained at a time.
Decompile Attack
Test Tasking + Logic vs. Logic + Logic (sprites only)
Damage [Logic]S; net hits increase damage.
ATTRIBUTE TESTS
Lifting/Breaking Strength + Strength Perception Logic + Willpower
Falling Strength + Agility Remembering Logic + Logic
SKILLED DEFENSE
Scaling Defense for Advanced Skillsets
Players may use an Attribute-related Skill in lieu of an Attribute for a Skilled Defense Test. Examples:
Close Combat + LOG to defend vs. melee attacks.
Acrobatics + LOG to defend vs. melee attacks.
Astral Combat + LOG to defend vs. attacks from spirits.
Athletics + LOG to defend vs. ranged attacks when running.
Stealth + LOG to defend vs. ranged attacks when concealed.
Pilot Ground + LOG to defend vs. ranged attacks when piloting.
Hacking + Firewall (or LOG) to defend vs. cybercombat attacks when in VR (Technomancer).
After using a Skilled Defense, the player narrates last on the next Turn.
Characters with full Stun or full Physical Condition Monitors are Staggered. Staggered characters:
May take a knee or fall prone (players choice); maintain skill or ongoing effects (GMs choice).
May not take Narrations but may spend Plot Points.
Who take further Stun damage are Knocked Out (regardless of which CM is full).
Who take further Physical damage are Knocked Out and, if their Physical CM is full, are also
Bleeding Out.
Bleeding Out: Make a Very Easy (4) Strength + Willpower Test at the end of every Turn, until healed.
Success: Character continues Bleeding Out; increase Test difficulty by one step.
Failure: Character is Killed in Action.
Knocked Out: Players may avoid being Knocked Out (healing 1 Stun) by both:
Suffering Disorientation (-1) for next 2 Narrations.
Spending all remaining Plot Points. If a player has no Plot Points to spend, they are Knocked Out.
Killed in Action: Players may avoid being Killed in Action (healing 1 Physical) by both:
Suffering Disorientation (-1) for next 2 Narrations.
Permanently reducing a random Attribute by one (roll a d6). If a characters Attribute would be
reduced to zero, they are Killed in Action.
GAME MASTER REFERENCE
Roleplay Rewards
Tag Acts as Knowledge Skill
Cue Demonstrate First Time Gain 1 Plot Point
Disposition Demonstrate Two Gain 1 Edge
Disposition Demonstrate Four Gain 1 Karma
ENVIRONMENTAL EFFECTS
Environmental Effects
Airless Hold breath for STR/3 Narrations (round up), then 1 Stun per Narration.
Acid 2 Armor or 1 Physical for 2 Narrations or until negated.
Cold 1 Stun and 1 Physical (no Armor).
Electricity 1 Stun and 1 Physical (no Armor).
Falling 2 Physical per floor (no Armor) and Prone.
Fire 2 Armor or 1 Physical for 2 Narrations or until negated.
Gas (hot or toxic) 2 Physical (no Armor).
Lava/Magma You are dead (no save).
SPECIAL NARRATIONS
FLASHBACK: Stylized Preparation
1) Player spends TWO Plot Points to invoke the Flashback (Shake it up plus Live Dangerously).
2) Describe the purpose and method of the Flashback. Test appropriate Skill and add a Glitch Die.
a) Exploit may refund a Plot Point or have an added positive effect.
b) Glitch may cause Cooldown, Stun or Physical damage, or have an added negative effect.
3) Player narrates Flashback and results but may not negate a Narration that has already taken place.
1) All players spend a Plot Point to invoke the Montage (Get a Clue).
2) Test Charisma + Willpower (for Legwork) or Logic + Willpower (for Investigation).
3) Narrate increasingly successful, non-dialogue, descriptive encounters (lowest to highest net hits).
a) Players may narrate Cue-reasonable violence but there are no further Tests and no combats.
4) Game Master may reveal Cues, Scene locations, NPC information, based on Narrations and net hits.
5) Game Master may reward Plot Point for best Narration.
ENVIRONMENTAL MODIFIERS
Environmental Modifiers
Aspect (magic) +3 (strong aspect) to -3 (strong background count)
Attitude (social) +3 (adored) to -3 (hostile)
Concealment -2 (fog or gas, foliage, smoke, etc.)
Cover -1 (crowd) to -3 (barrier)
Darkness -1 (night) to -3 (complete darkness)
Disorientation -1 (dumpshock, staggered, toxins, etc.)
Distraction -2 (astral perception, sustaining a spell, under fire, etc.)
Mobility (vehicle) +3 (very fast) to -3 (very slow)
o Some Environmental Modifiers may be offset by certain gear, magic, or natural ability.
WEAPONS
Close Combat Damage Close Near Far Conceal** Multi (-2)
Unarmed Combat (STR/2)S OK -- -- Trivial --
Knife/knucks/spurs (STR/2 + 1)P OK -- -- Very Easy --
Staff/baton/club (STR/2 + 2)P OK -- -- Average --
Sword/axe (STR/2 + 3)P OK -- -- Very Hard --
Stun baton/staff 7S OK -- -- Average --
*May damage players as well at GM discretion. **May be variable within weapon class.