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TABLE OF CONTENTS

TABLE OF CONTENTS 2

CHAPTER I: ARCHETYPES 3
Human Archetypes ................................................................................................................................................................................ 3
Non-Human Archetypes ........................................................................................................................................................................ 6

CHAPTER II: CAREER 8

CHAPTER III: SKILLS 14


General Skills ....................................................................................................................................................................................... 14
Social Skills ........................................................................................................................................................................................... 14
Combat Skills ....................................................................................................................................................................................... 14

CHAPTER IV: TALENTS 15


Tier I ..................................................................................................................................................................................................... 15
Tier II .................................................................................................................................................................................................... 17
Tier III ................................................................................................................................................................................................... 18
Tier IV................................................................................................................................................................................................... 20
Tier V.................................................................................................................................................................................................... 21

CHAPTER V: EQUIPMENT 23
New Item Qualities .............................................................................................................................................................................. 23
Weapons .............................................................................................................................................................................................. 23
Armor................................................................................................................................................................................................... 27
Gear ..................................................................................................................................................................................................... 28
Communication ................................................................................................................................................................................... 28
Cybernetics .......................................................................................................................................................................................... 28
Medical ................................................................................................................................................................................................ 29
Recreational & Entertainment............................................................................................................................................................. 29
Security ................................................................................................................................................................................................ 29
Tools .................................................................................................................................................................................................... 29
CHAPTER I: ARCHETYPES
HUMAN ARCHETYPES
AVERAGE HUMAN LABORER

Many human characters have no specific specializations Laborer characters represent the general field workforce
or tendencies toward a field of expertise. They fit in every in New Angeles. They are miners, constructions workers,
situation and are able to fill in every role to some extent. warehouse staff and the like. They are more though and
resilient but at the cost of a weaker will.
This archetype is perfect for players who want a
character without any weakness. This archetype is perfect for players who want to be able
to “tank” and bring the fight into melee.
Suggested Career: Any.
Suggested Career: Infiltrator, Soldier.

• Starting Wound Threshold:10 + Brawn


• Starting Strain Threshold:10 + Willpower • Starting Wound Threshold: 12 + Brawn
• Starting Experience:110 XP • Starting Strain Threshold: 8 + Willpower
• Starting Skills: A human starts with one rank in • Starting Experience: 100 XP
two non-career skills during character creation. • Starting Skills:A Laborer starts with one rank in
They obtain this rank before spending Athletics during character creation. They obtain
experience points, and may not increase these this rank before spending experience points, and
skills above rank 2 during character creation. may not increase Athletics above rank 2 during
• Ready for Anything:Once per session, you may character creation.
move a Story Token from the Game Master’s • Tough as Nails: Tough as Nails: Once per
pool to the Player’s pool. session, your character may spend a Story Point
as an out-of-turn incidental immediately after
suffering a Critical Injury and determining the
result. If they do so, they count the result rolled
as “01.”
ATHLETE INTELLECTUAL

Athletes are agile characters. They may be sportsman, Intellectual are characters focused on knowledge and
courier, street runners. In any case, they are fast and expertise. They may be working for corporation in
nimble. offices or even doctors. Criminal intellectual tend to be
good at making net runs against corporations.
This archetype is a solid choice for players who are
focusing on ranged combat options. This archertype is a good choices for characters who are
interested in non-combat, non-social skills, such as
Suggested Career: Soldier, Pilot. Medicine, Mechanics and Computers.

Suggested Career: Doctor, Runner.

• Starting Wound Threshold: 11 + Brawn


• Starting Strain Threshold: 10+ Willpower
• Starting Experience:100 XP • Starting Wound Threshold: 8 + Brawn
• Starting Skills: An Athlete starts with one rank • Starting Strain Threshold: 12+ Willpower
in Coordination during character creation. They • Starting Experience: 100 XP
obtain this rank before spending experience • Starting Skills: An Intellectual starts with one
points, and may not increase Coordination rank in Knowledge during character creation.
above rank 2 during character creation. They obtain this rank before spending
• Coordination Evasion:Once per session, your experience points, and may not increase
character may spend a Story Point as an out-of- Knowledge above rank 2 during character
turn incidental when being the target of a creation.
Combat check. If they do so, the difficulty of the • Brilliant!:Once per session, your character may
combat check becomes an opposed check against spend a Story Point as an incidental. If they do
the Athlete’s Coordination skill instead of the so, during the next check they make during that
normal difficulty as per the range. Other turn, you count their ranks in the skill being
modifiers, such as cover and defense still modify used as equal to their Intellect.
the difficulty.
URCHIN PUSHER

Urchin are the lowlife of the world. They live on the The Pushers represent the type of people that tend to
streets and most are workless or have a minimal wage have other do their biddings, not out of respect but
job. They depend mostly on begging to survive. Many of mostly by fear of intimidation. They could be
them tend to get on the wrong side of the law to survive. administrators as well as crime lords.

This archetype is a good choice for a player wanting to This archetype is good for players who wish to have
have his character being a criminal, stealing people and more options in encounters as their higher Willpower
making con jobs. and Strain Threshold allow to suffer more strain before
being exhausted.
Suggested Career: Infiltrator, Scoundrel.
Suggested Career: Leader, Soldier.

• Starting Wound Threshold: 10 + Brawn


• Starting Strain Threshold: 10+ Willpower • Starting Wound Threshold: 9 + Brawn
• Starting Experience:100 XP • Starting Strain Threshold: 11+ Willpower
• Starting Skills:AnUrchin starts with one rank in • Starting Experience:100 XP
Streetwise during character creation. They • Starting Skills:A Pusher starts with one rank in
obtain this rank before spending experience Coercion during character creation. They obtain
points, and may not increase Streetwise above this rank before spending experience points, and
rank 2 during character creation. may not increase Coercion above rank 2 during
• Second Chances:Once per session, your character creation.
character may spend a Story Point as an • Instill Fear:A Pusher may, once per encounter,
incidental after making a Cunning-based check. instill fear into their foes. You may spend 3
If they do so, they may reroll any number of dice strain as an action to make an opposed Coercion
that weren’t showing a t or d. vs. Discipline check. If successful, the target is
immobilized for 1 round per uncanceleds, and
you may spend t to stagger the target for 1
round).
NON-HUMAN ARCHETYPES
ARISTOCRAT BIROID

Aristocrats are people who are naturally good at Biroids are the alternate workforce proposed by Hass-
speechcraft. They tend to be in position of authority or at Biroid. They are tailoried to accomplish a certain set of
least be in the winning side of a social encounter. They task, which could be about anything. Thougher than
may either be high in a corporation hierarchy or a simple average humans, biroids are highly customizable and will
merchant. be better than humans at specific tasks, but will lack
expertise in others.
This archetype is perfect for a player who wants to focus
on social interactions. This archetype is the natural choices for players used to
“min-maxing”, as their starting XP pool is the highest.
Suggested Career: Leader, Socialite, Tradesperson.
Still, they’ll mostly end up with characteristics still at 1,
making them weak in many skills.

Suggested Career: Any.

• Starting Wound Threshold: 10 + Brawn


• Starting Strain Threshold: 10+ Willpower
• Starting Experience: 100 XP
• Starting Skills:AnAristocrat starts with one rank • Starting Wound Threshold: 11 + Brawn
in Cool during character creation. They obtain • Starting Strain Threshold: 8+ Willpower
this rank before spending experience points, and • Starting Experience: 155 XP
may not increase Cool above rank 2 during • Special Abilities:Bioroids do not need to eat,
character creation. sleep, or breathe, and are unaffected by toxins
• Forceful Personality:Once per session, your and poisons. Bioroids do not reduce their strain
character may spend a Story Point as an threshold when they receive cybernetics (in the
incidental. If they do so, during the next skill case of bioroids, the cybernetics can represent
check they make during that turn, your upgraded mechanical components instead of
character doubles the strain they inflict or the true cybernetics).
strain they heal (you choose before making the • Inorganic:Since bioroids are inorganic, they do
check). not gain the benefits of healing wounds with
painkillers or a Medicine check. Bioroids can
heal wounds and strain naturally by resting, as
their systems attempt self-repairs. Bioroids can
also be “healed” by using the Mechanics skill
instead of the Medicine skill.

CLONE

Clones are the Jinteki’s response of the Haas-Biroid’s


workforce. Again, most are tailored for a specific
purpose. They tend to be a bit more specialized than
average humans, with less restrictive starting skills
options but they have a smaller XP pool to begin with.

This archetype is perfect for character focusing on a


smaller set of skills.

Suggested Career: Any.

• Starting Wound Threshold: 11 + Brawn


• Starting Strain Threshold: 10+ Willpower
• Starting Experience:80 XP
• Starting Skills:You may select two skills when
creating a clone character. Your clone character
starts play with two ranks in each of these skills.
You still can’t train their skills above rank 2
during character creation.
• A Face in the Crowd:Characters add b to any
checks they make to pick a clone out in a crowd.
Clones also add b to social skill checks they
make when interacting with people who don’t
know the specific clone.
CHAPTER II: CAREER
CHARMER DOCTOR

Doctor are the of course the specialist of modern


Charmers are adept at manipulation, making the best of medicine.
their talents to make victims do their biddings, and
convince them it was their idea. They could be as a corporate doctor supported by high
technological medical equipment, to the unlicensed
Charmers can be the street prostitute, the classy escort or street doctor, treating wounds in a back alley.
even a con.
Their skills are mostly oriented through Medicine and
Their skills are oriented toward getting into the intimacy scholarship, but their ability to manipulate some medical
of its victims, with complementary skills for stealing, tools grants them the Melee skill to defend themselves.
infiltrating and should their cover is blown, unarmed
combat to subdue their foes. The Doctor counts the following skills as career skills:
Cool, Discipline, Knowledge, Medicine, Melee,
The Charmer counts the following skills as career skills:
Resilience, Perception and Vigilance. Before spending
Brawl, Charm, Cool, Coordination, Deception, experience during character creation, a Doctor may
Perception, Skulduggery, and Stealth. Before spending choose four of their career skills and gain one rank in
experience during character creation, a Charmer may each of them.
choose four of their career skills and gain one rank in
each of them.
INFILTRATOR LEADER

Infiltrators are mostly support marital characters, Leaders are people who have an ability to make
wielding heavy weaponry but lack the resilience of the themselves respected by their comrades. Their abilities to
common soldiers. coordinate operations make a team to work better.

Since the heavy weaponry they use are expensive, most Leaders can be found everywhere as it is mostly a natural
Infiltrators are supported by corporations or part of ability than training. You could have a CEO of company
security force or criminal organization. being a leader, as well as some street punk.

Infiltrator’s skills are focused on getting him to a support Leaders’ skills are mostly social oriented. They lack heavy
position and making the hell rain on its foes. As a ranged weapons skills, preferring to let the soldiers do
backup solution, Infiltrators are trained with melee the hard fight. Still, they handle small guns should they
weaponry. need to get into the fight.

The Infiltrator counts the following skills as career skills: The Leader counts the following skills as career skills:
Athletics, Coordination, Melee,Perception, Ranged Charm, Coercion, Cool, Discipline, Leadership,
[Heavy], Skulduggery, Stealth,andVigilance. Before Ranged [Light], Negotiation, and Perception. Before
spending experience during character creation, an spending experience during character creation, a Leader
Infiltrator may choose four of their career skills and gain may choose four of their career skills and gain one rank
one rank in each of them. in each of them.
PILOT NETRUNNER

While everyone in the Android universe knows how to In a world where the Network is easily accessible and
drive a vehicle, Pilots are ace. Capable to piloting every connects everything, Netrunners are the cyber criminal
possible craft, they are also good for using their artillery of the universe, breaking through ICE to get personal
as well as maintaining their crafts. data and make money out of it.

Since normal driving don’t require much skills, pilot Netrunners represent mostly the intrusive portion of the
characters are mostly corporate or military staff, making Network interaction. They are mostly criminals, whether
the best or a combat vehicle. independent or associated with some outlaw group.

Pilot’s skills are about vehicle combat and make a poor Netrunner’s trademark skill is computer, but such
choices for campaign that don’t involve vehicle character are also good on the street have have a knack
encounters. Because of their military training, Pilots are for other technology domains, such as mechanics.
also proficient with small firearms.
The Netrunner counts the following skills as career skills:
The Pilot counts the following skills as career skills: Computers, Discipline, Knowledge, Mechanics,
Cool, Driving, Gunnery, Mechanics, Perception, Perception, Piloting, Streetwise, and Vigilance. Before
Piloting, Ranged [Light], and Vigilance. Before spending experience during character creation, a Runner
spending experience during character creation, a Pilot may choose four of their career skills and gain one rank
may choose four of their career skills and gain one rank in each of them.
in each of them.
SCOUNDREL SOCIALITE

Roaming the streets are the scoundrel, with a mix of The Worlds of Android are full of political intrigue, with
social, combat and deceptive skills, scoundrel are at governments and megacorporations intertwined. The
confortable everywhere. socialites are expert at maneuvering through the
complexity of the relations between all these entities.
Scum of the city, thugs, workless people that mostly live
on the streetwise, Scoundrels provide for themselves the Socialites are mostly educated people, comfortable in
best they can with their low resources. etiquette and complex machinations.

Their diverse skills selection makes the Scoundrel a good Their social skills make them the perfect face character.
addition to any group as he can always contribute to the Outside of combat though, socialites are mostly limited
team, whether it’s combat, infiltration or social since they don’t possess much other skills.
encounters.
The Socialite counts the following skills as career skills:
The Scoundrel counts the following skills as career skills: Charm, Cool, Deception, Knowledge, Negotiation,
Charm, Cool, Coordination, Deception, Ranged Perception, Streetwise, and Vigilance. Before spending
[Light], Skulduggery, Stealth, and Streetwise. Before experience during character creation, a Socialite may
spending experience during character creation, a choose four of their career skills and gain one rank in
Scoundrel may choose four of their career skills and gain each of them.
one rank in each of them.
SOLDIER SYSOP

Soldier is a common term for military trained characters. The Worlds of Android are ones of high technology.
In a world where there are conflicts, there is a need for Mainting this technology requires skills and Sysop are
armed forces and Soldiers are the main part of it. there to provide it, especially security.

Everyone with military training can be of the Soldier Sysop are the legal counterpart of Netrunner, which their
career; whether the character is from a private security main purpose is keeping security programs activated and
force, government army or even police enforcement unit. personal data protected. Mostly all Sysops are working
for companies, whether for small business or
Soldiers generally favor keeping foes at bay, making their megacorporations.
weapon rain over them. With Gunnery and Ranged
[Heavy] as career skills, Soldiers tend to wield the Like the Netrunner, Sysop are focused on technology.
deadliest weapons. In case they need to engage the Still, they differ in their approach and relationships,
enemy, they still have access to melee skill so they’re not having Cool and Leadership instead of Perception and
caught by surprise. Streetwise.

The Soldier counts the following skills as career skills: The Sysop counts the following skills as career skills:
Athletics, Coercion, Gunnery, Melee, Perception, Computers,Cool,Discipline, Knowledge, Leadership,
Ranged [Heavy], Resilience, and Vigilance. Before Mechanics, Piloting, and Vigilance. Before spending
spending experience during character creation, a Soldier experience during character creation, a Sysop may
may choose four of their career skills and gain one rank choose four of their career skills and gain one rank in
in each of them. each of them.
TRADESPERSON

Where there is civilization, there is work. The


Tradesperson could be a craftsman, a merchant, or both.

Tradesperson can be found everywhere in the Worlds


and can be from any social rank, making them available
for any kind of team.

The Tradesperson skillset allows for a vast array of


character types. One could be focused mostly on trading
while other could be more skilled with Mechanics or
other labor work.

The Tradesperson counts the following skills as career


skills: Athletics, Brawl, Discipline, Mechanics,
Negotiation, Perception, Resilience, and Streetwise.
Before spending experience during character creation, a
Tradesperson may choose four of their career skills and
gain one rank in each of them.
CHAPTER III: SKILLS
Here is the list of skills used in Android Universe.

DRIVING
While Driving is a common sci-fi skill, in Android
universe, most vehicles are air born thanks to meg-lev
technology. Considering the few other vehicles that are
wheeled, everything have been included within the
Piloting skill.

SURVIVAL
Since Android Universe mostly focus on city-based
environments, Survival skill isn’t going to be used in this
setting.

GENERAL SKILLS
Atheltics, Computers, Cool, Coordination, Discipline,
Knowledge, Mechanics, Medicine, Perception, Piloting,
Resilience, Skulduggery, Stealth, Streetwise, Survival and
Vigilance.

SOCIAL SKILLS
Charm, Coercion, Deception, Leadership and
Negociation.

COMBAT SKILLS
Brawl, Gunnery, Melee, Ranged [Heavy] and Ranged
[Light].
CHAPTER IV: TALENTS
Here is the list of available talents. Before your character heals strain at the end of an
encounter, if their strain is more than half of their strain
TIER I threshold, they heal two additional strain.

BOUGHT INFO DUELIST


Tier: 1 Tier: 1
Activation: Active (Action) Activation: Passive
Ranked: No Ranked: No
When making any knowledge skill check, your character Your character adds b to their melee combat checks
can instead use this talent to spend an amount of while engaged with a single opponent. Your character
currency equal to fifty times the difficulty of the check adds b to their melee combat checks while engaged with
and automatically succeed on the knowledge check with three or more opponents.
one uncancelled s (instead of rolling). At your GM’s
discretion, your character may not be able to use Bought DURABLE
Info if the information is particularly sensitive or Tier: 1
difficult to find, or buying it doesn’t make narrative Activation: Passive
sense. Ranked: Yes
Your character reduces any Critical Injury result they
CLEVER RETORT suffer by 10 per rank of Durable, to a minimum of 01.
Tier: 1
Activation: Active (Incidental, Out of Turn) FORAGER
Ranked: No Tier: 1
Once per encounter, your character may use this talent Activation: Passive
to add automatic hhto another character’s social skill Ranked: No
check. Your character removes up to bbfrom any skill checks
they make to find food, water, or shelter. Checks to
DEFENSIVE SYSOPS forage or search the area that your character makes take
Tier:1 half the time they would normally.
Activation: Passive
Ranked: No GRIT
When attempting to defend a computer system against Tier: 1
intrusion (or when someone attempts to hack a computer Activation: Passive
owned or programmed by your character) your character adds Ranked: Yes
bb to their opponent’s checks. If your character has access to Each rank of Grit increases your character’s strain
the computer system when the intrusion takes place, they are threshold by one.
automatically aware of the intrusion.
HAMSTRING SHOT
DESPERATE RECOVERY Tier: 1
Tier: 1 Activation: Active (Action)
Activation: Passive Ranked: No
Ranked: No Once per round, your character may use this talent to
perform a ranged combat check against one non-vehicle
target within range of the weapon used. If the check is QUICK DRAW
successful, halve the damage inflicted by the attack Tier: 1
(before reducing damage by the target’s soak). The target Activation: Active (Incidental)
is immobilized until the end of its next turn. Ranked: No
Once per round on your character’s turn, they may use
JUMP UP this talent to draw or holster an easily accessible weapon
Tier: 1
or item as an incidental. Quick Draw also reduces a
Activation: Active (Incidental) weapon’s Prepare rating by one, to a minimum of one.
Ranked: No
Once per round during your character’s turn, your QUICK STRIKE
character may use this talent to stand from a prone or Tier: 1
seated position as an incidental. Activation: Passive
Ranked: Yes
KNACK FOR IT Your character adds for each rank of Quick Strike to
Tier: 1
any combat checks they make against any targets that
Activation: Passive have not yet taken their turn in the current encounter.
Ranked: Yes
When you purchase this talent for your character, select RAPID REACTION
one skill. Your character removes bb from any checks Tier: 1
they make using this skill. Each additional time you Activation: Active (Incidental, Out of Turn)
purchase this talent for your character, select two Ranked: Yes
additional skills. Your character also removes bb from Your character may suffer a number of strain to use this
any checks they make using these skills. You cannot talent to add an equal number of s to a Vigilance or
select combat or magic skills when choosing skills for Cool check they make to determine Initiative order. The
this talent. number may not exceed your character’s ranks in Rapid
Reaction.
KNOW SOMEBODY
Tier: 1 SECOND WIND
Activation: Active (Incidental) Tier: 1
Ranked: Yes Activation: Active (Incidental)
Once per session, when attempting to purchase a legally Ranked: Yes
available item, your character may use this talent to Once per encounter, your character may use this talent
reduce its rarity by one per rank of Know Somebody. to heal an amount of strain equal to their ranks in
Second Wind.
LET’S RIDE
Tier: 1 SURGEON
Activation: Active (Incidental) Tier: 1
Ranked: No Activation: Passive
Once per round during your character's turn, your Ranked: Yes
character can use this talent to mount or dismount from When your character makes a Medicine check to heal
a vehicle or animal, or move from one position in a wounds, the target heals one additional wound per rank
vehicle to another (such as from the cockpit to a gun of Surgeon.
turret) as an incidental. In addition, if your character
suffers a short-range fall (see page 112) from a vehicle or
animal, they suffer no damage and land on their feet.
SWIFT COUNTEROFFERT
Tier: 1 Tier: 2
Activation: Passive Activation: Active (Action)
Ranked: No Ranked: No
Your character does not suffer the penalties for moving Once per session, your character may use this talent to
through difficult terrain (they move through difficult choose one non-nemesis adversary within medium range
terrain at normal speed without spending additional and make an opposed Negotiation versus Discipline
maneuvers). check. If successful, the target becomes staggered until
the end of their next turn. At your GM’s discretion, you
TOUGHENED may spend ton this check to have the adversary become
Tier: 1 an ally until the end of the encounter. However, the
Activation: Passive duration of this may be shortened or extended
Ranked: Yes depending on whether your GM feels your offer is
Each rank of Toughened increases your character’s appealing to the adversary and whether your character
wound threshold by two. follows through on their offer!

UNREMARKABLE DARING AVIATOR


Tier: 1 Tier: 2
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: Yes
Other characters add f to any checks made to find or Before your character makes a Driving or Piloting
identify your character in a crowd. check,they may add a number of hto the results to use
thistalent to add an equal number of s. The number
TIER II may not exceed your character’s ranks in Daring Aviator.

BASIC MILITARY TRAINING DEFENSIVE STANCE


Tier: 2 Tier: 2
Activation: Passive Activation: Active (Maneuver)
Ranked: No Ranked: Yes
Athletics, Melee (Light) and Resilience are now career Once per round, your character may suffer a number of
skills for your character. strain no greater than their ranks in Defensive Stance to
use this talent. Then, until the end of your character’s
COORDINATED ASSAULT next turn, upgrade the difficulty of all melee combat
Tier: 2 checks targeting your character a number of times equal
Activation: Active (Maneuver) to the strain suffered.
Ranked: Yes
Once per turn, your character may use this talent to have
DEFENSIVE SYSOPS (IMPROVED)
a number of allies engaged with your character equal to Tier:2
your ranks in Leadership add a to all combat checks Activation: Active (Incidental)
they make until the end of your character’s next turn. Ranked: No
The range of this talent increases by one band per rank Prerequisites: Your character must have purchased the
of Coordinated Assault beyond the first. Defensive Sysops talent to benefit from this talent.
Before adding bb from Defensive Sysops to a check,
use this talent to add fh to the results of the check
instead.
DUAL WIELDER devices that they have heard described but have not seen
Tier: 2 and do not have any kinds of plans or schematics for.
Activation: Active (Maneuver)
Ranked: No
LUCKY STRIKE
Tier: 2
Your character may use this talent to decrease the
difficulty of the next combined combat check they make Activation: Active (Incidental)
during the same turn by one. Ranked: No
When your character purchases this talent, choose one
FAN THE HAMMER characteristic. After your character makes a successful
Tier: 2 combat check, you may spend one Story Point to use this
Activation: Active (Incidental) talent to add damage equal to your character’s ranks in
Ranked: No that characteristic to one hit of the combat check.
Once per encounter before making a combat check with
a pistol (your GM has the final say on whether a weapon
SCATHING TIRADE
Tier: 2
is a pistol or not), your character may use this talent to
add the Auto-fire quality to the pistol when resolving the Activation: Active (Action)
check. If your character does, the weapon runs out of Ranked: No
ammo exactly as with an Out of Ammo result (see page Your character may use this talent to make an Average
104 of the Core Rulebook). (dd) Coercion check. For each s the check
generates, one enemy within short range suffers 1 strain.
HEIGHTENED AWARENESS For each a, one enemy affected by Scathing Tirade
Tier: 2 suffers 1 additional strain. Target must be able to
Activation: Passive understand the language you're speaking.
Ranked: No
Allies within short range of your character add b to
SIDE STEP
their Perception and Vigilance checks. Allies engaged Tier: 2
with your character add bb instead. Activation: Active (Maneuver)
Ranked: Yes
INSPIRING RHETORIC Once per round, your character may suffer a number of
Tier: 2 strain no greater than their ranks in Side Step to use this
Activation: Active (Action) talent. Until the end of your character’s next turn,
Ranked: No upgrade the difficulty of all ranged combat checks
Your character may use this talent to make an Average targeting your character a number of times equal to the
strain suffered.
(dd) Leadership check. For each s the check
generates, one ally within short range heals one strain.
For each a, one ally benefiting from Inspiring Rhetoric TIER III
heals one additional strain.
BARREL ROLL
INVENTOR Tier: 3
Tier: 2 Activation: Active (Incidental, Out of Turn)
Activation: Active (Incidental) Ranked: No
Ranked: Yes Your character can only use this talent while piloting a
When your character makes a check to construct new starfighter or airplane of Silhouette 3 or less. When your
items or modify existing ones, use this talent to add a vehicle suffers a hit from a ranged combat check, after
number of b to the check equal to ranks of Inventor. In damage is calculated but before armor is applied, your
addition, your character may attempt to reconstruct character may have their vehicle suffer 3 system strain to
use this talent. Then, reduce the damage suffered by a take their maneuvers first, your character is the final
number equal to their ranks in Piloting. arbiter.

DISTINCTIVE STYLE FORGOT TO COUNT?


Tier: 3 Tier: 3
Activation: Active (Incidental) Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: No
When making a Computers check to hack a system or When an opponent makes a ranged combat check, you
break into a secured network, before rolling, your can spend hh from that check to use this talent to
character may use this talent to add sshh to the cause their weapon to run out of ammunition (see page
results. 104), as long as the weapon can normally run out of
ammunition.
If you are using the optional hacking rules on page232 of
the Core Rulebook and your check generates hh, your FULL THOTTLE
GM should spend it on the I Know You! option in Table Tier: 3
I.2-22 on page 234 of the Core Rulebook. Activation: Active (Action)
Ranked: No
DODGE While driving or flying, your character may use this
Tier: 3 talent to make a Hard (ddd) Piloting or Driving
Activation: Active (Incidental, Out of Turn) check. If successful, the top speed of the vehicle increases
Ranked: Yes by one (to a maximum of 5) for a number of rounds
When your character is targeted by a combat check equal to your character’s Cunning.
(ranged or melee), they may suffer a number of strain no
greater than their ranks in Dodge to use this talent. The specifics of this talent require the optional vehicle
Then, upgrade the difficulty of the combat check rules, on page 220 of the Core Rulebook. If your game
targeting your character a number of times equal to the does not use these rules, this talent simply makes the
strain suffered. vehicle go much faster than normal, with the specifics up
to your GM.
EAGLE EYES
Tier: 3 GRENADIER
Activation: Active (Incidental) Tier: 3
Ranked: No Activation: Active (Incidental)
Once per encounter before making a ranged combat Ranked: Yes
check, you may use this talent to increase your weapon’s When your character makes a ranged combat check with
range by one range band (to a maximum of extreme a weapon that has the Blast item quality, you may spend
range). This lasts for the duration of the combat check. one Story Point to use this talent to trigger the weapon’s
Blast quality, instead of spending a(even if the attack
FIELD COMMANDER misses). In addition, your character treats grenades as
Tier: 3 having a range of medium.
Activation: Active (Action)
Ranked: No HEROIC WILL
Your character may use this talent to make an Average Tier: 3
(dd) Leadership check. If successful, a number of Activation: Active (Incidental, Out of Turn)
allies equal to your character’s Presence may Ranked: No
immediately suffer 1 strain to perform one maneuver When you purchase this talent for your character, choose
(out of turn). If there are any questions as to which allies two characteristics. You may spend a Story Point to use
this talent to have your character ignore the effects of all
Critical Injuries on any skill checks using those two from applicable talents or abilities. Your character can’t
characteristics until the end of the current encounter. use this talent if the original attack incapacitates them.
(Your character still suffers the Critical Injuries; they just
ignore the effects. SCATHING TIRADE (IMPROVED)
Tier: 3
INSPIRING RHETORIC (IMPROVED) Activation: Passive
Tier: 3 Ranked: No
Activation: Passive Prerequisite: Your character must have purchased the
Ranked: No Scathing Tirade talent to benefit from this talent.
Prerequisite: Your character must have purchased the Enemies affected by your character’s Scathing Tirade add
Inspiring Rhetoric talent to benefit from this talent. b to all skill checks they make for a number of rounds
Allies affected by your character’s Inspiring Rhetoric add equal to your character’s ranks in Coercion.
b to all skill checks they make for a number of rounds
equal to your character’s ranks in Leadership. TIER IV
NATURAL CAN’T WE TALK ABOUT THIS?
Tier: 3 Tier: 4
Activation: Active (Incidental) Activation: Active (Action)
Ranked: No Ranked: No
When your character purchases this talent, choose two Your character can use this talent to make an opposed
skills. Once per session, your character may use this Charm or Deception versus Discipline check targeting a
talent to reroll one skill check that uses one of those two single non-nemesis adversary within medium range. If
skills. the check succeeds, the target cannot attack your
character (or perform hostile actions against your
PAINKILLER SPECIALIZATION character) until the end of their next turn. You may
Tier: 3 spend aa to increase the length of the effect by one
Activation: Active (Incidental, Out of Turn) additional turn, and spend t to extend the benefits to
Ranked: Yes all of their identified allies within short range. The effect
When your character uses painkillers (or their ends immediately if your character or a known ally
equivalent, depending on the setting), the target heals attacks the target. In addition, your GM may rule that
one additional wound per rank of Painkiller some targets are immune to this ability. An automated
Specialization. The sixth painkiller and beyond each day sentry turret, for example, has no interest in resolving a
still has no effect. conflict through talking, nor would someone consumed
by rage and the desire for revenge against your character.
PARRY (IMPROVED)
Tier: 3 DEADEYE
Activation: Active (Incidental, Out of Turn) Tier: 4
Ranked: No Activation: Active (Incidental)
Prerequisite: Your character must have purchased the Ranked: No
Parry talent to benefit from this talent. After your character inflicts a Critical Injury with a
When your character suffers a hit from a melee combat ranged weapon and rolls the result, your character may
check and uses Parry to reduce the damage from that hit, suffer 2 strain to use this talent. Then, you may select any
after the attack is resolved, you may spend d or hhh Critical Injury of the same severity to apply to the target
from the attacker’s check to use this talent. Then, your instead.
character automatically hits the attacker once with a
Brawl or Melee weapon your character is wielding. The
hit deals the weapon’s base damage, plus any damage
DEFENSIVE INSPIRING RHETORIC (SUPREME)
Tier: 4 Tier: 4
Activation: Passive Activation: Active (Incidental)
Ranked: Yes Ranked: No
Each rank of Defensive increases your character’s melee Prerequisite: Your character must have purchased the
defense and ranged defense by one. Inspiring Rhetoric talent to benefit from this talent.
Your character may choose to suffer 1 strain to use the
DEFENSIVE DRIVING Inspiring Rhetoric talent as a maneuver, instead of as an
Tier: 4 action.
Activation: Passive
Ranked: Yes OVERCHARGE
Increase the defense of any vehicle your character pilots Tier: 4
by one per rank of Defensive Driving. Activation: Active (Action)
Ranked: No
ENDURING Once per encounter, your character may use this talent
Tier: 4 to make a Hard (ddd) Mechanics check and choose
Activation: Passive one of their cybernetic implants that grants them one of
Ranked: Yes the following: +1 to a characteristic rating,+1 rank to a
Each rank of Enduring increases your character’s soak skill, +1 rank of a ranked talent. If your character
value by one. succeeds, until the end of the encounter, the chosen
cybernetic instead provides +2 to the affected
FIELD COMMANDER (IMPROVED) characteristic rating (to a maximum of 7), skill (to a
Tier: 4 maximum of 5), or ranked talent.
Activation: Passive
Ranked: No Your GM may spend d or hhh from the check to
have the overcharged cybernetic short out at the end of
Prerequisite: Your character must have purchased the
the encounter; it provides no benefit until your character
Field Commander talent to benefit from this talent.
When your character uses the Field Commander talent, spends several hours making an Average
your character affects a number of allies equal to twice (dd)Mechanics check to repair it.
the character’s Presence. In addition, you may spend t
to allow one ally to suffer 1 strain to perform an action,
SCATHING TIRADE (SUPREME)
instead of a maneuver. Tier: 4
Activation: Active (Incidental)
HOW CONVENIENT! Ranked: No
Tier: 4 Prerequisite: Your character must have purchased the
Activation: Active (Action) Scathing Tirade talent to benefit from this talent.
Ranked: No Your character may choose to suffer 1 strain to use the
Once per session, your character may use this talent to Scathing Tirade.
make a Hard (ddd) Mechanics check. If successful,
one device involved in the current encounter (subject to TIER V
your GM’s approval) spontaneously fails. This can be
because of your character’s actions, or it can simply be DEDICATION
incredibly convenient timing! Tier: 5
Activation: Passive
Ranked: Yes
Each rank of Dedication increases one of your additional strain per s. Your character heals strain
character’s characteristics by one. This talent cannot equal to the strain inflicted. If incapacitated due to this
increase a characteristic above 5. You cannot increase the talent, the target could flee the scene in shame, collapse
same characteristic with Dedication twice. in a dejected heap, or throw themselves at your character
in fury, depending on your GM and the nature of your
INDOMITABLE character’s witty barbs.
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per encounter, when your character would be
incapacitated due to exceeding their wound or strain
threshold, you may spend a Story Point to use this talent.
Then, your character is not incapacitated until the end of
their next turn. If your character reduces their strain or
wounds to below their threshold before the end of their
next turn, they are not incapacitated.

MASTER
Tier: 5
Activation: Active (Incidental)
Ranked: No
When you purchase this talent for your character, choose
one skill. Once per round, your character may suffer 2
strain to use this talent to reduce the difficulty of the next
check they make using that skill by two, to a minimum of
Easy (◆).

OVERCHARGE (IMPROVED)
Tier: 5
Activation: Passive
Ranked: No
Prerequisites: Your character must have purchased the
Overchargetalent to benefit from this talent.
When using the Overcharge talent, your character may
spend aa or t from the Mechanics check to
immediately take one additional action. This talent can
only be used once per check.

RUINOUS REPARTEE
Tier: 5
Activation: Active (Action)
Ranked: No
Once per encounter, your character may use this talent
to make an opposed Charm or Coercion versus
Discipline check targeting one character within medium
range (or within earshot). If successful, the target suffers
strain equal to twice your character’s Presence, plus one
CHAPTER V: EQUIPMENT
Here is the list of available equipment for characters.

NEW ITEM QUALITIES


CHOKE (PASSIVE)
The target (or impact point), and all engaged characters (friend or foe), must pass a Resilience check with a difficulty equal
to this weapon’s Choke rating; those that fail they’ll suffer 2 strain damage for each f result. Wearing a breathing
apparatus of some variety, such as a gasmask, will improve the chance of success, or even negate the requirement for a
check to be made at all - this is up to the GM’s discretion.

OVERLOAD (PASSIVE)
The target (or impact point), and all engaged characters (friend or foe), suffer damage to all electronic (or electronically
enhanced) equipment they possess. The number of levels of damage suffered is equal to the weapon’s Overload rating.

SCREECH (ACTIVE)
The target (or impact point), and all engaged characters (friend or foe), must pass a Resilience check with a difficulty equal
to the weapon’s Screech rating; those that fail are Disoriented for a number of rounds equal to the weapon’s Screech
rating.

SYNTHETIC KILLER (PASSIVE)


Synthetic targets (robots and bioroids) hit by a weapon with quality, must pass a Hard (ddd) Resilience or Computers
check; those that fail suffer 2 strain damage for each f result.

WEAPONS
TABLE 5-1: RANGED WEAPONS
Name Skill Dam Crit range Encum Price Rarity Hard Special
Light Ranged Weapons
Pistol, Light R: Light 5 4 Short 1 100 3 1
Pistol, Heavy R: Light 6 3 Medium 1 300 3 2
Submachine Gun R: Light 5 3 Medium 2 400 6 1 Auto-fire
Flechette Pistol R: Light 4 2 Short 1 500 5 1 Pierce 2, Vicious 2
Flechette, Heavy R: Light 5 2 Medium 1 600 5 1 Pierce 2, Vicious 2
Pistol
Laser Pistol R: Light 6 3 Short 2 650 7 1 Accurate 1, Burn 1
Heavy Ranged Weapons
Assault Rifle R: Heavy 8 3 Long 4 1,000 7 2 Auto-Fire
Hunting Rifle R: Heavy 8 3 Long 4 750 4 2 Accurate 1, Limited
Ammo 2
Laser Rifle R: Heavy 8 3 Medium 4 900 7 2 Accurate 1, Burn 1
Shotgun R: Heavy 8 3 Short 3 500 3 2 Blast 4, Knockdown,
Vicious
Flechette R: Heavy 4 2 Medium 3 800 5 2 Blast 4, Pierce 2, Vicious
Launcher 3
Sniper Rifle R: Heavy 9 2 Extreme 4 1,200 6 2 Accurate 2, Limited
Ammo 4, Pierce 2
Gauss Rifle R: Heavy 10 2 Extreme 5 2,000 6 3 Cumbersome 3, Pierce
5, Slow-Firing 1
Flame Thrower R: Heavy 10 2 Short 4 2,550 4 2 Blast 6, Burn 4, Limited
Ammo 2
Machine Gun Gunnery 10 3 Long 6 1,500 6 3 Auto-Fire, Cumbersome
2, Pierce 2, Vicious 2
Portable Missile Gunnery 20 2 Extreme 8 100,000 8 0 Blast 10, Breach 2,
Launcher Cumbersome 3, Guided
3, Limited Ammo 1,
Prepare 1

TABLE 5-2: MELEE WEAPONS


Name Skill Dam Crit range Encum Price Rarity Hard Special
Brawl
Unarmed Brawl +0 5 Engaged 0 0 0 0 Knockdown
Brass Knuckles Brawl +1 4 Engaged 1 40 1 1 Disorient 3
Melee Weapons
Collapsible Baton Melee +2 3 Engaged 1 70 2 1
Stun Gun Melee 5 6 Engaged 1 100 1 1 Stun 3, Stun Damage
Stun Baton Melee 6 4 Engaged 1 160 2 1 Disorient 3, Stun
Damage
Knife Melee +1 3 Engaged 1 25 1 1
Monoblade Knife Melee +1 2 Engaged 1 240 3 1 Pierce 2
Monoblade Melee +3 2 Engaged 2 480 5 1 Defensive 1, Pierce 2
Katana

TABLE 5-9: GRENADES


Name Skill Dam Crit range Encum Price Rarity Hard Special
EMP R: Light 0 0 Short 1 50 8 0 Limited Ammo 1,
Overload 2, Synthetic
Killer
Frag R: Light 10 4 Short 1 140 7 0 Blast 8, Limited Ammo
1
Gas R: Light 0 0 Short 1 100 8 0 Choke 3, Limited
Ammo 1
Incendiary R: Light 8 5 Short 1 70 8 0 Blast 3, Burn 2, Limited
Ammo 1
Screech R: Light 0 0 Short 1 40 8 0 Limited Ammo 1,
Screech 3
Stun R: Light 10 5 Short 1 50 6 0 Blast 8, Limited Ammo
1, Stun Damage
TABLE 5-11: RANGED WEAPONS ATTACHMENTS
Name Price Rarity
Balanced Hilt 1,000 6
Bipod Mount 250 2
Extended Barrel 1,000 4
Hair Trigger 150 3
High Burn 500 6
Razor Edge
Reflex Sight 500 3
Serrated Edge 75 2
Superior Weapon 750 7
Customization
Suppressor 250 5
Telescopic Sight 200 3
Tripod Mount 400 3
Under-Barrel Flame Thrower 3,000 5
Under-Barrel Grenade 1,500 4
Launcher
Under-Barrel Shotgun 1,000 4
Weapon Sling 25 1

BALANCED HILT
This attachment represents modifying a melee weapon’s balance (particularly around the hilt or haft) to make it easier to
control.
Use With: This attachment can be applied to any weapons that use the Melee skill and to one-handed weapons that use
the Melee skill.
Modifiers: The weapon gains the Accurate 1 quality, or increases any existing Accurate quality by 1. (If the weapon has
the Inaccurate quality, it reduces that quality’s rating by 1 to a minimum of 0, instead.)
Hard Points Required: 1

BIPOD MOUNT
A bipod (a folding, two-legged stand) can be attached to the barrel of a firearm. The legs stabilize the firearm and take up some of its
weight.
Use With: This attachment can be applied to any Ranged (Heavy) or Gunnery weapon.
Modifiers: If the user spends one preparation maneuver to deploy the bipod, the weapon’s Cumbersome or Unwieldy qualities are
reduced by 2, to a minimum of 0, and the weapon’s encumbrance is reduced by 2, to a minimum of 0, while the user fires from a
crouched or prone position (or can brace the bipod against something solid).
Hard Points Required: 1

EXTENDED BARREL
This attachment extends the barrel (or makes similar modifications) to make the weapon fire farther.
Use With: This attachment can be applied to any Ranged (Light), Ranged (Heavy), or Gunnery weapons, excluding
weapons such as grenades, or weapons that fire self-propelled ammo such as missile launchers.
Modifiers: The weapon’s range increases by one range band, to a maximum of extreme range. The weapon gains the
Cumbersome 2 quality, or increases its existing Cumbersome quality by 2.
Hard Points Required: 2
HAIR TRIGGER
A “hair trigger” represents a modification that allows the user to fire a weapon very quickly, although this can be at the
expense of accuracy.
Use With: This attachment can be applied to any pistol.
Modifiers: When the user makes the first combat check with this weapon in an encounter, add sh to the results.
Hard Points Required: 1

HIGH BURN
This attachment increases a laser weapons damage output at the cost of cell charge.
Use With: This attachment can be used on any laser weapon.
Modifiers: Increase damage value by +2. GM may spend hh to have it run out of ammo.
Hard Points Required: 1

RAZOR EDGE
This attachment represents sharpening a blade to a razor edge, then reinforcing or treating that edge so that it can
withstand repeated blows.
Use With: This attachment can be applied to any close combat weapon that has a blade.
Modifiers: The weapon gains the Pierce 2 quality, or increases any existing Pierce quality by 1. The weapon also decreases
its Crit rating by 1, to a minimum of 1.
Hard Points Required: 1

REFLEX SIGHT
These simple sights allow for efficient and reliable aiming at nearby targets, without the loss of peripheral vision.
Use With: This attachment can be used with any weapon.
Modifiers: Remove h from combat check results made at target’s within short to medium range.
Hard Points Required: 1

SERRATED EDGE
Adding jagged sawteeth to a bladed weapon means the wounds it makes are particularly brutal and damaging.
Use With: This attachment can be applied to any close combat weapon that has a blade.
Modifiers: The weapon gains the Vicious 1 quality, or increases any existing Vicious quality by 1.
Hard Points Required: 1

SUPERIOR WEAPON CUSTOMIZATION


This simply represents the weapon being modified by a master craftsman to be better than other examples of its type.
Use With: This attachment can be applied to any weapon.
Modifiers: The weapon gains the Superior quality.
Hard Points Required: 1

SUPPRESSOR
This attachment greatly dampens the sound of a weapon’s shot.
Use With: This attachment can be used with any slug weapons.
Modifiers: Shots can’t be heard by ear at long to extreme range. At shorter ranges, bb is added to any checks to detect
the sound of the weapon.
Hard Points Required: 1
TELESCOPIC SIGHT
A telescopic sight magnifies a target, allowing the user to shoot targets that they could normally barely be able to see
(futuristic versions may use special enhanced optics, rather than simple lenses).
Use With: This attachment can be applied to any ranged weapon that could logically benefit from the addition of a
telescopic sight.
Modifiers: The user reduces the difficulty of ranged combat checks made with this weapon at long and extreme range by
1.
Hard Points Required: 1

TRIPOD MOUNT
Like a bipod, the tripod mount is a set of three folding legs that deploy from the center of the weapon to provide a stable
stand to fire from.
Use With: This attachment can be applied to any Ranged (Heavy) or Gunnery weapon with an encumbrance of 4 or more.
Modifiers: If the user spends two preparation maneuvers to deploy the tripod, the weapon’s Cumbersome or Unwieldy
qualities are reduced by 3, to a minimum of 0, and the weapon’s encumbrance is reduced by 4, to a minimum of 0. The
weapon may not be moved (except to pivot on the tripod mount) once it has been set up. The user must spend two
preparation maneuvers to take the tripod down.
Hard Points Required: 2.

UNDER-BARREL WEAPON ATTACHMENT


Modern firearms sometimes have secondary weapons attached under the barrel, allowing the wielder to effectively carry
two weapons in one.
Use With: This attachment can be applied to any rifle-sized Ranged (Heavy) weapons.
Modifiers: When installed, the user chooses one of the following secondary weapons. The weapon can then fire using the
associated secondary profile.
• Flamethrower: (Ranged [Heavy]; Damage 10; Critical 2; Range [Short]; Blast 6, Burn 4, Limited Ammo 2).
• Grenade Launcher: (Ranged [Heavy]; Damage 8; Critical 4; Range [Medium]; Blast 6, Limited Ammo 1).
• Shotgun: (Ranged [Heavy]; Damage 8; Critical 3; Range [Short]; Blast 5, Knockdown).
The weapon gains the Cumbersome 2 quality, or increases its existing Cumbersome quality by 1. The weapon also gains
the Unwieldy 2 quality, or increases its existing Unwieldy quality by 1. Finally, the weapon increases its encumbrance by 2.
Hard Points Required: 2

WEAPON SLING
A sling helps a user carry a particularly heavy weapon by taking up part of the weight.
Use With: This attachment can be applied to any Ranged (Heavy) weapon or ranged weapons that require two hands to
wield.
Modifiers: The weapon decreases its encumbrance by 2.
Hard Points Required: 1

ARMOR
TABLE 5-2: ARMOR
Name Defense Soak Encumbrance Price Rarity HARD Special
Dense Clothing 0 +1 1 50 1 0
Flak Vest 0 +2 3 475 5 2
Ghillie Suit 1 0 1 95 4 1
Riot Armor 2 +1 5 675 6 3
Plasteel Carapace 1 +2 4 750 5 2
Optical Camo Suit 2 +0 2 580 7 1
Exosuit 1 +2 10 5,000 9 5

GEAR
TABLE 5-3: GEAR
Gear
Communication Price Rarity Encumbrance

Cybernetics Price Rarity Encumbrance


Flip Switch
Shallow Cyberware
Skulljack
MEdical Price Rarity Encumbrance
Pain Killers 25 2 0
Medkit, Emergency 100 1 1
Medkit, Portable 200 4 2
Medkit, Full 400 5 2
Recreational / Entertainment Price Rarity Encumbrance

Security Price Rarity Encumbrance


Sound Supressor Field

Tools Price Rarity Encumbrance


Backpack 50 2 +4
Brain-Net 200 4 1
Extra Clip 25 2 0
Night Vision Goggles 500 5 1
PAD 75 1 0

COMMUNICATION
CYBERNETICS
Flip Switch is a modification to an existing BMI. It allows someone to switch back between his physical and cyberspace
persona with an Easy Computer check. This allows to avoid going through the login process again. This enhancement
should be used only on low-risk operation as if the character’s consciousness is within his physical body, his cyberspace
avatar is still out there, unprotected from attacks.

SHALLOW CYBERWARE
This cyberware is an add-on to a classic Skulljack. These enhancements allow a user that is within the Cyberspace some
level of alertness about his physical body.

Having your skulljack pimped with such hardware, it allows your character to be able to use its Vigilance skill even though
he’s into the Cyberware, albeit a b penalty.

SKULLJACK
A skulljack is basically a BMI implant. Favored by Netcriminaln NetSec and GlobalSec, a skulljack is more efficient than
it’s Brain-net counterpart.

Using a Skulljack adds a b on Computers checks within the Cyberspace.

If your character has a skulljack implant, they reduce their Strain Threshold by one.

MEDICAL
PAIN KILLERS
Remove up to 5 wounds. Each additional uses of painkillers removes one less wound. The count reset each day.

MEDKITS
The emergency medkit allows a character to use the Medicine skill without suffering penalties.

The portable medkit adds a a when treating wounds.

The full Medkit adds a b on Medicine checks, in addition to provide the benefits of a dose of Painkillers once per scene.

RECREATIONAL & ENTERTAINMENT


SECURITY
TOOLS
BACKPACK
Strapped on the character’s back, it increases the carrying capacity by storing items. Increase the wearer’s Encumbrance
Threshold by 4.

BRAIN-NET
A brain net is a flexible, net-like sheath that is wearable in order to access the Cyberspace, as well as experiencing next-gen
entertainments, such as sensies, gaming and such. It represents the standard Brain-to-Machine-Interface.

Using someone else’s BMI is a dangerous process. Upgrade any checks regarding using the BMI 3 times. Each h makes
the character suffering 2 strains. Each d inflicts a critical injury. Treat such critical as if the BMI had a Vicious rating of 2.
NIGHT VISION GOOGLES
These goggles allow the user to see normally in the dark.
When wearing night vision goggles, your character removes up to bb added to their checks due to darkness.

PAD (PERSONAL ACCESS DEVICE)


The PAD is a multipurpose item. It serves as a communication device, personal assistant and a tablet. The main purpose
of a PAD is granting the access to the Network. A PAD doesn’t grant access to full cyberspace. Owning a PAD also means
that the governments have access to information about you.

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