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System Cheat Sheet v3.2 Overview

This document provides a summary of the core mechanics for a roleplaying game system, including attributes, skills, tests, combat, and recovery. It outlines how characters gain Infinity Points for special abilities by triggering traits or receiving GM awards. Tests use a 2d20 skill check against a target number. Combat uses initiative, damage, harm thresholds, and heat as a resource for complications. Character recovery depends on test difficulty and removing levels of harm over time.

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0% found this document useful (0 votes)
223 views16 pages

System Cheat Sheet v3.2 Overview

This document provides a summary of the core mechanics for a roleplaying game system, including attributes, skills, tests, combat, and recovery. It outlines how characters gain Infinity Points for special abilities by triggering traits or receiving GM awards. Tests use a 2d20 skill check against a target number. Combat uses initiative, damage, harm thresholds, and heat as a resource for complications. Character recovery depends on test difficulty and removing levels of harm over time.

Uploaded by

Adam Jackson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

SYSTEM CHEAT SHEET – v3.

COLLATED BY JUSTIN ALEXANDER


[Link]
ATTRIBUTES / CORE MECHANICS INFINITY POINTS
SKILLS SKILL TEST: 2d20 GAINING INFINITY POINTS
AGILITY  Target Number (TN): Attribute + Skill Expertise  Start of Session: Refresh to maximum points.
Acrobatics  Success: 1 success per roll ≤ TN  Triggering Trait (1/scene): 1 Momentum + large/significant action
 Skill Focus: +1 success per roll ≤ Skill Focus motivated by the trait which is dramatic, irrational, or dangerous.
Close Combat
 Difficulty: # of successes required  GM Awards Milestones, entertaining moments, roleplaying.
Stealth
 Complication: Natural 20 = Standard Complication
AWARENESS USING INFINITY POINTS
Analysis ADVANCED TESTS:  Infinity d20: Add 1d20 to skill test, automatically set to “1”.
Extraplanetary  Complex Test: Gain X Momentum before Y failed tests.  Bonus Standard Action (1/turn)
Observation  Complication Test: Automatic success.  Overcome Harm: Ignore all effects of one type of Harm until end of scene.
Survival o Failure: Generates complication.  Overcome Trait: Ignore effects of character trait (GM cannot invoke).
BRAWN  Face-to-Face: Success = Highest Generated Momentum  Quick Absterge: End duration of a status effect.
Athletics  Failsafe Test: Automatic failure.  Second Wind: Recover all damage of one type.
o Pay 1 Momentum.  Story Declaration: Add detail to current scene / encounter.
Resistance
COORDINATION o Gain 1 Infinity Point.
Ballistics  Group Test: Assistants roll 1d20. If leader generates 1 success, HEAT
assistant successes are added.
Pilot
 Untrained: +1 complication range
HEAT POOL: 3 per PC
Spacecraft  Complications: 2 Heat per complication (alternative)
Thievery COMBAT DICE (D6): 1 = 1, 2 = 2, 6 = Effect  Reactions: PCs pay 1 Heat per reaction
INTELLIGENCE  Threatening Circumstance: Foes or environmental.
 All other results = 0.
Education
Hacking
SPENDING HEAT:
MOMENTUM: +1 per success > difficulty  Complications
Medicine
 Effects: Maximum of 6 Momentum spent per action. o Minor (1 Heat): Minor action to overcome.
Psychology o Create Opportunity: +d20 to skill test (limit +3d20) o Standard (2 Heat): Standard action to overcome.
Science o Create Obstacle: Increase difficulty of opponent’s test. o Major (4+ Heat): Persist for multiple rounds or inflict damage.
Tech o Improve Quality of Success  Hazards (X Heat): 1+X[CD] damage to single target.
PERSONALITY o Improve Scope of Success o x2 damage if avoided with D2 test.
Animal Handling o Reduce Time Required o x3 damage if avoided with D1 test.
Command  Saving Momentum: Maximum of 6 per player.  Mechanical Spends
Lifestyle o Assistance: Maximum 6 saved Momentum per action. o Activating NPC Special Ability (see stat block)
o Momentum Depletion: -1 Momentum at end of each o Environmental Effects
Persuade
scene / round of action scene. o Minor (1 Heat): Add to difficulty of tests.
WILLPOWER
o Unspent NPC Momentum: Converted to Heat. o Major (2+ Heat): Significant impediment, cause damage, or inflict
Discipline  Heat as Momentum: Heat can be spent as Momentum. short-lived conditions.
o NPC Resources: 1 Heat to use reloads, serum, parts, or other
Difficulty Total Cost expendable resources. (Not tracked for NPCs.)
+1 1 Momentum o Reinforcement - Trooper: 1 Heat
+2 3 Momentum o Reinforcement – Elite: 2 Heat
+3 6 Momentum o Seize Initiative (1 Heat)

INVOKING TRAIT: Reduce Heat cost by 1.


ACTION SCENES
INITIATIVE ATTACKS RECOVERY
PCs act first. Then NPCs act.
Basic Attack (STANDARD): Average (D1) attack skill test Recovery/Treat Tests: +1 difficulty per associated Harm
Seize Initiative: 1 Heat per NPC Defence Reaction: Face-to-Face test vs. defence skill  Treating Self: +2 difficulty
Dithering: +1 Heat if players delay declaring actions.
DAMAGE Rest (1 Hour): D1 recovery test to recover all Stress.
Recuperate (1 day if 1 Harm, 1 week if 2+ Harms): D1
SURPRISE Damage: Damage Rating + Damage Bonus - Soak
recovery test to remove 1 Harm + 1 per Momentum.
 Face-to-Face Group Test Harm: If 5+ damage or Stress ≤ 0, suffer Harm.
o Ambush (Stealth vs. Observation) Harm Effect: 1 per Harm suffered (see table). Long-Term Care: Treat test to assist Rest or Recuperate.
o Stand-Off (Ballistics vs. Ballistics) 4 Breaches / 4 Wounds: Network/physical action requires Infinity Point. Serious Treatment (1/day): D1 treat test to remove 1 Harm +
5 Breaches: System destroyed/suborned.
o Betrayal (Persuade vs. Psychology) 5 Wounds: Dead.
1 per Momentum.
 Success: Gain 1 Momentum and automatically act first.
4+ Metanoia: Effects can remove character from encounter.
(Ambushed NPCs cannot seize initiative.)
NPC HARM
ACTIONS Trooper = 1 Harm / Elite = 2 Harms / Nemesis = Per PC
 Standard Action: 1 standard action per turn.
 Minor Action: 1 minor action per turn. ATTACK TABLE
 Free Actions: Perform any number of free actions, but Type Attack Skill Range Damage Defence Skill
no free action more than once. Infowar Hacking Close Quantronic Hacking
 Reactions: 1 Heat for first, 2 Heat for second, etc. Melee Close Combat Reach Physical Close Combat or Acrobatics
Psywar Persuade Close, +1 difficulty per range category Mental Discipline
DISTANCE Ranged Ballistics Per weapon, +1 difficulty per range Physical Acrobatics
Battlefield is divided into zones by GM. category in either direction
 Reach: Close enough to touch / melee attack.
 Close: Same zone. DAMAGE TABLE
 Medium: Adjacent zone. Damage Persistent Conditional Recovery Treat
 Long: Non-adjacent zone. Type Soak Soak Stress Harm Skill Skill
 Extreme: Not on battlefield (GM discretion). Mental Courage Morale Resolve Metanoia Discipline Psychology
(Will + Discipline)
Distance Communication Perception
Close Talk normally. - Physical Armour Cover Vigour Wound Resistance Medicine
Medium Shout. +1 difficulty (Creature) (Brawn + Resistance)
Long Shout for attention (no communication) +2 difficulty Physical Armour Cover Structure Fault - Tech
Extreme Shout for attention (no communication) +3 difficulty
(Object)
Quantronic Security Interference Firewall Breach Hacking Tech
MOVEMENT (Intelligence + Hacking)
 Reach: Enter with any move ending in target’s zone.
 Close: Free Action BASIC ATTACKS BONUS DAMAGE HIT LOCATION
 Medium: Minor Action Attack Qualities Hit
 Long: Standard Action Basic Attack Type Range (1+2[CD] damage) Attribute Bonus d20 Location
Intrusion Infowar Close Unforgiving 1 <8 0 1-2 Head
Threaten Psywar Close Stun 9 +1[CD] 3-5 Right Arm
Thrown Object Ranged Close Stun, Subtle 1 10-11 +2[CD] 6-8 Left Arm
Unarmed Strike Melee Reach Stun, Subtle 1 12-13 +3[CD] 9-14 Torso
Infowar = Intelligence / Psywar = Personality 14-15 +4[CD] 15-17 Right Leg
Melee = Brawn / Ranged = Awareness 16+ +5[CD] 18-20 Left Leg
WARFARE
WARFARE ACTIONS WARFARE REACTIONS COMBAT ZONE EFFECTS
Typical Terrain Test: Acrobatics or Athletics
ABSTERGE (MINOR): Recovery test to end condition. COVERING FIRE (ANY TIME): +1 difficulty to attacks vs. chosen
 Difficulty: Rating of condition or Challenging (D2). ally. Cover: Provide soak to characters within Reach of cover.
 Light Cover: +2[CD] Cover Soak
ASSIST (STANDARD): Assist with specified action on ally’s GUARD (ATTACK vs. ALLY IN REACH): Challenging (D2) defence test  Heavy Cover: +4[CD] Cover Soak
turn. vs. attacker. On success, become target of the attack (attack’s  Destroying Cover: 10+ damage above rolled soak =
success depends on Momentum). cover loses a cover dice.
BRACE (STANDARD): Remove penalties from Unwieldy
weapon until it is moved again. RETALIATE (FOE LEAVES REACH/USES NON-ATTACK SKILL): Make Difficult Terrain: Requires terrain test to move into / out of /
 Unwieldy Penalty: +2 difficulty, +1 complication range melee attack. On successful attack, target’s movement within.
requires Simple (D0) terrain test.
DRAW ITEM (MINOR): Can also use item without skill test. Disappearing Zone: Characters forcibly ejected, possibly
RETURN FIRE (DECLARED TARGET OF RANGED ATTACK): Make a suffering consequences (damage, condition). May be possible
DROP ITEM (FREE): Falls within Reach. simultaneous ranged attack vs. attacker. Maximum of 1 to avoid consequences with Reaction skill test.
Reload can be spent.
DROP PRONE (FREE): Gain prone condition. Cannot drop Gravity:
prone and stand in same turn.  High-Gravity: +1 difficulty to Athletics, Acrobatics, Close
COMBAT ZONES Combat
 Prone: +1 difficulty vs. Medium ranged attacks, +2
Soak for each Effect rolled on Cover dice. Close  Low-Gravity: -1 difficult on Athletics/Acrobatics tests to
Aquatic Terrain: Difficult terrain requiring Athletics test. On jump, climb, or resist falling damage (min. D1).
attacks gain 2 bonus Momentum. complication with failure, character begins to drown.  Zero-G: Use Expertise/Focus of Extraplanetary skill for
 Drowning/Suffocation: Average (D1) Resistance test. Athletics, Acrobatics, Close Combat checks if lower.
EXPLOIT (STANDARD): Make Simple (D0) test using Failure inflicts 1 Wound. +1 difficulty each turn.
appropriate skill to generate Momentum. If performed for
an attack and test generates success, gain Piercing 2. Hazardous Terrain: Difficult terrain + consequence (damage,
Crowds: Saturation Zone + Difficulty Terrain condition, etc.).
 Panicking Crowds: Crowd panics if Effect is rolled on
READY (STANDARD): Declare action and trigger. Resolve if Cover Soak roll for crowd. Those in zone must make
trigger occurs. Obstacles: Exist between zones. Require terrain test to cross.
Average (D1) Acrobatics test or suffer 1+3[CD] On failure, remain in previous zone.
(Knockdown, Stun) physical damage.  Impassable Obstacles: Prevent all movement between
RECOVER (STANDARD): Average (D1) recovery test to regain 2
Stress + 2 per Momentum. zones.
Radiation: Resistance test (difficulty = severity – BTS) or
suffer 1+2[CD] (Radiation X) physical damage per radiation Saturation Zone: Provide soak to shots passing through.
STAND (MINOR): Lose Prone condition. rating.  Light Saturation: +2[CD] Cover Soak
TREAT (STANDARD): Average (D1) treat test to remove Harm  Heavy Saturation: +4[CD] Cover Soak
Vacuum: Average (D1) Extraplanetary or Challenging (D2)
Effect from target + 1 Harm Effect per 2 Momentum. Resistance test or suffer 1+5[CD] (Stun, Vicious 2) physical Visibility Zone: Obscure vision.
damage (ignoring all soak). +1 difficulty each turn.  Low Visibility: +1 difficulty to vision-based tests
WITHDRAW (STANDARD): Move within Close range without
being targeted by Retaliate reactions.  Poor Visibility: +2 difficulty to vision-based tests
Vertical Terrain: Difficult terrain requiring Athletics test. On  Zero Visibility: Blocks all sight, granting stealth state.
complication with failure, character falls.
 Falling Damage: 1+2[CD] (Stun, Vicious 1) per zone.
Simple Acrobatics (D0) test as Reaction to gain 1[CD]
Soak per Momentum spent.

White Noise: Zero visibility zone for multispectral visors.


INFOWAR
Basic Hacking: Simple skill tests. QUANTRONIC ZONES
AR Hacking: Quantronic attacks in Combat Zones.
LOCATING TARGET
Typical Terrain Test: Hacking, Tech, or Analysis
Remote Hacking: Full Infowar rules with Quantronic Zones. Research: Simple (D0) research tests to generate Momentum.
 Save Momentum for the run.
Data Flux Camouflage: Average (D1) Observation test to see
 Gain specific information about the target.
INFOWAR ACTIONS  Secure authentication.
the zone.

ACCESS SYSTEM / TERMINATE CONNECTION (STANDARD):  Locate an access point.


Data Tunnel: Average (D1) Hacking test to access zone at
Appear within Reach of known access point or leave from Access Point: Security Rating + Remote Access Point Table - other end of tunnel even if it’s a secured zone.
anywhere within the system. Momentum on Simple (D0) Analysis/Hacking test.
REMOTE ACCESS POINT HighSec: Provides soak to characters with proper
RESET (STANDARD): Average (D1) Hacking test. authentication. Average (D1) Hacking test to gain benefit
 Full recovery Firewall. Distance Access Point
without authentication.
 +4 difficulty to all actions requiring comlog / Same Building -1 zone
 Commercial HighSec: +2[CD] Interference Soak
augmented reality. (Decreases by 1 per round + 1 per Same City +0 zones
 Military HighSec: +4[CD] Interference Soak
Momentum spent,) Same Continent +1 zone
 Shut Down: Cannot be targeted by Infowar attacks, Same Planet +2 zones
Intrusion Countermeasures (IC): Moving into, out of, or
but cannot use network or Expert systems; +1 Same System +3 zones
through IC zone requires Hacking test. On failure, remain in
difficulty on any test using equipment without Non- Wormhole +4 zones previous zone (and possibly additional effect).
Hackable quality. Minor Action to come back online. (requires Metatron or Dârâo access)
 Concealed IC: Analysis test to detect.
Combined Army Network +2 zones
TRANSMIT (MINOR): Sending information anywhere within Secured Zone: Firewall score. Cannot be entered without
connected datasphere. AUTHENTICATION authentication. If the zone suffers a Breach it is no longer
Authentication Types considered Secured.
USE PROGRAM (STANDARD): Unless specified otherwise.
 User: Limited access. Can’t alter system.
 Superuser/Security: Control and create other user CREATING QUANTRONIC ZONE EFFECTS
INFOWAR REACTIONS accounts. Install utility programs. Can’t make system- (Standard Action)
wide changes (like altering zone effects).
LINK (FOE LEAVES REACH): Average (D1) Hacking test to move  Admin: Complete control over the system.
with enemy, remaining within Reach. Link dissolves at end Zone Effect Hacking
of the enemy’s turn. Authentication Methods Data Flux Camouflage Challenging (D2)
 Knowledge Factor: Passkey, encoded image, etc. Data Tunnel Average (D1)
 Ownership Factor: Physical device or object. HighSec, Commercial Challenging (D2)
 Biometric Factor: Fingerprint, retinal scan, DNA, etc. HighSec, Military Dire (D3)
 Two-Factor Authentication: Multiple factors required. IC Requires Program
 Cube Scan: Requires VoodooTech or AI / Cube Bank. Secured Zone Simple (D0)
Gaining Authentication +2 Firewall per Momentum
 Spoofing: Hacking test (sniffing traffic), Tech test No Authentication +1 difficulty (noisy action)
(physical access), or Breach Effect. Remote Zone +1 difficulty per zone
 Authentication Hack: Breach Effect on security server.
 Quality: Default to 0. +1d20 per Quality on Stealth tests. Destroying Quantronic Zone Effect: Same test as creation.
 Ownership/Biometric Factors:: +1 difficulty to Enemy hackers can use Reaction to make it an opposed test.
spoof/hack.
AUTHENTICATION QUALITY Hiding Quantronic Zone Effect: Challenging (D2) Hacking
Quality Total Cost test to hide zone with difficulty 0. (Momentum can be spent
+1 1 Momentum to increase difficulty modifier normally.)
+2 3 Momentum  Detecting Hidden Effect: Analysis test to detect.
+3 6 Momentum
PSYWAR
Conversations: Simple skill tests or 1 Metanoia Effect. PSYWAR TECHNIQUES SOCIAL ZONE EFFECTS
Battlefield Psychology: Psywar actions in Combat Zones. (Persons, Groups, Locations, Events)
Psyops: Full Psywar rules with Social Zones. Typical Terrain Test: Social Skill Test
Name Skill Damage
Coax Persuade 1+4[CD] Accessibility X: Succeed at terrain test (difficulty X) to access
SOCIAL SKILL TESTS Deceive Persuade 1+4[CD] a dyadic link to the social zone.
Analysis, Command, Discipline, Lifestyle, Persuade, Influence Persuade / Any 1+4[CD]
Antagonistic: Entering, passing through, or starting turn in
Psychology Intimidate Persuade or Per unarmed
zone requires social skill test as Free Action. On failure,
Weapon Skill attack / weapon
suffer consequence.
Negotiate Persuade 1+4[CD]
PSYWAR ACTIONS Order Command 1+4[CD] Enmity X: Target of Psywar attack which would benefit
Rumour Lifestyle 1+4[CD] person or group zone has Enmity against gains +X Morale
BOLSTER (MINOR): Average (D1) social skill test to grant Soak.
Seduce Persuade 1+4[CD]
+1[CD] Morale Soak to other characters in zone for 1
round. (+1[CD] additional Morale Soak per Momentum.) Insular X: Target of Psywar attack originating in or passing
Deceive: Psychology can be used as a Defence Reaction. through zone gain Morale Soak +X. (Insular rating can be
DISENGAGE (STANDARD): Beginning of next turn, can no Order: Can only be used if character has authority over the reduced as Metanoia Effect.)
longer be targeted by Psywar actions. target (or target believes they do). Loyalty X: Target of Psywar attack which would harm, hinder,
 Psyop: Affected character returned to zone they came or otherwise be against the wishes of the character or group
Seduce: If seduction attempt is not sincere, Psychology can
from and dyadic link is severed. the zone has Loyalty to gains Morale Soak +X.
be used as Defence Reaction.
 Preventing Disengage: Requires Metanoia Effect.
 Disengage Intransigence: Character performing NAVIGATING SOCIAL ZONES
Disengage action can attempt a Simple (D0) social HUMAN TERRAIN MAPPING
skill test to increase intransigence. Navigating Social Zones: Generally whole group moves
Research: Simple (D0) research tests to generate Momentum. together.
DISENGAGE INTRANSIGENCE  Save Momentum for the run.  Dyadic Link: Connection from one social zone to
Intransigence Momentum Cost  Gain specific information about the target. another.
 Secure authentication.  Access: Must have access to dyadic link to move.
+1 Intransigence 1 Momentum
 Locate an access point. (Metanoia Effect on NPC, dealing with social terrain
+2 Intransigence 3 Momentum
effect, or alternative methods like hacking.)
+3 Intransigence 6 Momentum
Contact Point: Base distance of 4 zones.  Reach: Does not exist for social zones.

IMPLY (MINOR): Taken in concert with other Psywar action.  Analysis or Lifestyle (D1) test to find contact point. Social Observation: Can “see” any social zone you’re aware of
Psychology (D1) test; on failure, target doesn’t understand  1 Momentum = -1 zone (minimum 1) in the social network.
(associated technique fails). On success, target  Momentum spent to find alternative contact points,
dyadic links, or social zones. Social Stealth:
understands meaning.  Most Psywar attacks are not noisy.
 Other characters can attempt face-to-face Psychology  Detected characters are added to the social network.
test to understand. CONTACT DISTANCE TABLE
 Avoiding Suspicion: Increase difficulty of Psywar action
Distance Contact Point
to similarly increase difficulty of Observation tests to
RALLY (STANDARD): Average (D1) social skill test. On success, Same City +0 zones
detect it.
allies gain 2 Resolve + 2 per Momentum. Same Continent +1 zones
 Counterintelligence: Use normal rules for detecting.
 1 Momentum = 1 additional zone Same Planet +2 zones
Same System +3 zones COUNTERINTELLIGENCE
Different System +4 zones Level Frequency
PSYWAR REACTIONS Paranoid Every 1 round
Suspicious Every 1d3 rounds
COUNTER-ARGUMENT (PSYWAR ATTACK): Challenging (D2) Cautious Every 1d6 rounds
social skill test. On success, use Momentum to defend as Routine Every 3d6 rounds
per Defence Reaction. On failure, original target defends.
Naïve Never checks
HARM EFFECTS
WOUND EFFECTS BREACH EFFECTS METANOIA EFFECTS
(NEURAL: Target must have equipment with Neural quality.) (INTRANSIGENCE: # of Metanoia Effects required to achieve a specific effect.)
Bleeding: Target gains Bleeding condition.
Blind (NEURAL): Target must make Resistance/Tech test Break Social Connection: Remove dyadic link.
Cripple: +1 difficulty on Agility-, Brawn-, Coordination- (difficulty = # of Breaches) or gain Blind quality.
based actions. Create Social Connection: Add dyadic link.
Brain Blast (NEURAL): Inflict 1+5[CD] (Stun, Vicious 1) physical
Dazed: Target gains Dazed condition. If already Dazed, damage. Emotional State: Common options include panic, suspicion,
become Staggered.
Command System: Target system executes one command. trust, lust, etc.
Horrific Wound: The target suffers 2[CD] Resolve damage. (Complicated instructions may require multiple Breach
Effects.) Force an Action: Forced, convinced, or otherwise compelled
Knockout: Target makes Resistance test (difficulty = to take some specific action. (Longer-term services generally
Wounds suffered) or falls unconscious. Data Manipulation: Delete, alter, hide, or copy files. have higher intransigence.)

Disable Function: One program or piece of equipment ceases Gain Information: Target may not realize they have done so.
to function.
FAULT EFFECTS Gain/Lose Access: Gain (or lose) access to dyadic link.
Lock Connection: Prevent target from disconnecting. (Can be
Compromised: Not fully disabled, but functionality limited. removed with Absterge action.)
Influence Belief: Convince target something is (or is not)
(GM may require multiple Fault Effects for specific effect.)
Revoke Authentication: Target loses an authentication. true.
(Cannot be treated, but does not prevent target from gaining
Damaged: +1 difficulty to tests using item.
a new authentication.) Monitor: Learn what actions the target is taking in the “real
world” by collecting gossip, having them followed,
Disable Function: Disable one function on multi-function System Disruption: +1 difficulty to any action requiring questioning their associates, etc.
items. comlog or personal area network (including Expert items).

Injury: Object inflicts damage on user (defaults to 2[CD]). Spoof/Sniff: Duplicate system ID of target, gaining
authentication for one system used by the target.

Tag: Track tagged target. Can use tagged target as repeater.

CONDITIONS
Bleeding: Suffer 3{CD] physical damage, ignoring Soak, at Fatigued: +1 complication range on all skill tests. Prone: Also Hindered.
beginning of each turn.  Multiple instances stack.  Ranged attacks at Medium+ vs. target at +1 difficulty.
 Cannot be cleared with Absterge.  +2 Soak for each Effect rolled on Cover dice.
Blind: 3[CD] mental damage. +2 difficulty to sight-based  After 8 hours of rest, remove with Resistance (D1)  Attacks at Close range vs. target = +2 bonus Momentum.
tests. recovery test. (One additional Fatigued condition per
Momentum.) Staggered: Must pay 1 Momentum to perform standard
Burning X: X[CD] mental and physical damage at end of action. Must pay Infinity Point to perform reaction.
turn. Helpless: Cannot take reactions. Exploit actions targeting
 Duration: # rounds equal to Effects rolled on attack. character are at -1 difficulty and +1 bonus Momentum. Stuck: Cannot move away from object/location stuck to.

Checked: Cannot move in that checked direction. Hindered: -1 zone on movement actions and +1 difficulty of Unconscious: Cannot take any actions. Also Helpless.

Dazed: +1 difficulty on all tests. all terrain tests.


 Cannot move as free action.
Deafened: 3[CD] mental damage. +2 difficulty to hearing-
based tests. Marked: Ranged attacks vs. marked target can reroll d20s.
ACTION SCENE MOMENTUM
Momentum Spend Cost Scene Effect
Bonus Damage 1 +1 damage per momentum
Called Shot 2 Warfare Choose hit location on successful attack.
Change Stance 1 Warfare Stand up or drop prone.
Confidence 1 Psywar Gain +1[CD] Morale Soak until start of the next term.
Disarm 2 Warfare Target of successful attack drops one item.
Inspire 2 Psywar Allies within Close range gain +1[CD] Morale Soak until start of next term; +1 Momentum per additional zone.
Penetration 1 Ignore 2 points of Soak.
Quick Entry/Exit 1 NR Vehicle Enter/exit vehicles as free action.
Ram Through 2 Vehicle After failing terrain test, continue moving as if it hadn’t, but vehicle suffers damage determined by GM.
Re-Roll Damage 1 Reroll any number of damage dice.
Second Wind 1 Recover 1 Stress.
Secondary Target 2 Second target within Reach of primary target suffers ½ damage.
Subdue 1 Attack gains Nonlethal quality.
Stealthy 2 Reduce noisy action to a sneaky action; sneaky action to silent.
Stubborn 3 Psywar +1 Intransigence for a specific Metanoia Effect
Swift Action 2 NR Take additional Standard Action (+1 difficulty to skill tests on action).
Target Passenger 2 Vehicle Attack vs. vehicle can also target a passenger in Exposed vehicle.
Trigger Program Varies Infowar Trigger effects of a program (see Gear).
Withdraw 1 Leave Reach of an enemy without triggering Retaliate Reactions.

NPC PROGRAM TEMPLATES


Assault Hacking Device Hacking Device
 Black Hat: IC-1 Black ICE, CLAW-1 Blackout, CLAW-3 Total Control  Combat Support: CLAW-1 Spotlight, GADGET-1 Controlled Jump, GADGET-1 Fairy Dust, SHIELD-1 U-Turn
 TAG-Killer: IC-1 Countermeasures, CLAW-2 Expel, CLAW-2 Oblivion, CLAW-3 Basilisk  Infiltrator: CLAW-1 Blackout, CLAW-1 Overlord, GADGET-1 Lockpicker, SWORD-1 Slasher
 Wight: IC-1 Hivemines, CLAW-2 Oblivion, CLAW-3 Carbonite  Lurking Admin: CLAW-1 Brain Blast, IC-1 Deadfull, IC-1 Redtape, SWORD-1 Slasher
 Remote Jockey: GADGET-2 Assisted Fire, GADGET-2 Enhanced Reaction, SHIELD-1 Exorcism
Defensive/White Hat Device
 Meticulous Admin: IC-3 Crybaby, IC-3 Redtape, SHIELD-3 Counterstrike Hacking Device Plus
 Rook: IC-3 Countermeasures, SHIELD-1 Exorcism, SHIELD-1 U-Turn, SHIELD-3 Counterstrike  D.F.A.: IC-2 Back ICE, CLAW-2 Expel, GADGET-1 Controlled Jump, SHIELD-2 Breakwater
 White Hat: IC-3 Countermeasures, SHIELD-1 Exorcism, SHIELD-2 Breakwater, SHIELD-3 Zero Pain  Grey Hat: CLAW-2 Oblivion, IC-2 Gaslight, SHIELD-2 Breakwater, SWORD-1 Brain Blast
 Infiltrator Plus: CLAW-2 Oblivion, IC-2 Gaslight, SHIELD-2 Breakwater, SWORD-1 Brain Blast
EI Hacking Device
 Halo Hunter: CLAW-2 Oblivion, SWORD-1 Slasher, SWORD-2 Redrum, SHIELD-2 Breakwater Killer Hacking Device
 Mindworm: CLAW-2 Oblivion, IC-3 Mirrormaze, SWORD-2 Trinity  MIRV: IC-1 Hivemines, IC-1 Deadfall, SWORD-2 Skullbuster
 Pax: CLAW-2 Expel, SHIELD-1 Exorcism, SHIELD-1 U-Turn, SWORD-2 Redrum  Redcap: IC-1 Red Tape, SWORD-1 Slasher, SWORD-2 Redrum
 Czar: IC-1 Black ICE, SWORD-2 Trinity
VEHICLES
VEHICLE TYPES VEHICULAR ATTACKS VEHICLE ACTIONS
 Enclosed: Passengers cannot be targeted / cannot use Passengers: Passengers can attack normally out of an ASSUME ROLE (MINOR): Assume role operating the vehicle.
their personal weaponry. Exposed vehicle.
 Exposed: Passengers can be targeted (may benefit ENTER / LEAVE EXPOSED VEHICLE (MINOR)
from Cover) / can use personal weaponry. Mounted Weapons: A vehicle’s gunners make attacks with ENTER / LEAVE ENCLOSED VEHICLE (STANDARD)
 Ground: Moves across land. mounted weapons.  Characters may assume a vehicle role as part of this
 Hands: Has manipulators that act as hands. Pilot can  Can be mounted with any weapon. action.
make melee/ranged attacks with weapons held by  Vehicles with Hands: Can use 1H, 2H, Unbalanced, or
vehicle; make unarmed strikes with damage equal to Unwieldy weapons in one hand. Can use Massive
weapons in two hands. VEHICLE REACTIONS
vehicle’s Impact rating.
 Hover: Ignore all zone effects caused by surface Ramming: If vehicle moved during its turn, pilot can attempt EVASIVE ACTION (PILOT - MELEE/RANGED ATTACK vs. VEHICLE OR
conditions / obstacles shorter than human height. melee attack using Pilot skill vs. target within Reach. PASSENGERS): Attack becomes face-to-face vs. Pilot skill.
 Rugged: -1 difficulty to repair tests.  Damage: Impact rating.  Difficulty of Pilot test modified by Vehicle’s Scale.
 Single-Seat: Pilot can act as gunner with no penalty.
 On failure, if attack was targeting passenger/crew other
 Walker: Moves on legs. -1 Scale for Evasive Action or Targeting Vehicles: Vehicles suffer Structure and Faults.
than pilot, the original target can attempt a defence
terrain tests.  Fault Threshold: Suffer Fault if suffering physical
reaction normally.
 Watercraft: Moves across water. damage equal to 5 + Scale or when Structure = 0.
 Wheeled: +1 Speed if no difficult terrain in any zone.
VEHICULAR MOVEMENT VEHICLE HARM EFFECTS
VEHICLE PROFILE (maneuvers available to Pilot)
(in addition to normal Fault/Breach Effects)
Armour: Subtract from physical damage applied to vehicle. MANOEUVER (FREE): Move within Close range.
Gain Access: A Breach Effect against unattended vehicle
Brawn: Used to calculate heavy loads, brute force, bonus CAREFUL PILOTING (MINOR): Move # of zones = ½ Speed allows character to fake authorization.
damage from melee attacks. (round down, minimum 1).
 Superhuman Brawn X equal to Vehicle’s Scale.
HASTY PILOTING (MINOR): Move # zones = Speed.
BTS: Applies to both vehicles and its passengers.  +1 difficulty to all tests made by passengers/crew
(including terrain tests) until pilot’s next turn.
Firewall: Used when vehicle is unattended. (Operated
vehicles use Pilot’s Firewall.) FLAT OUT (STANDARD): Pilot (D1) test to move # zones = Speed
+1 per Momentum.
Impact: Damage rating. (Includes vehicle’s Brawn.)
 +1 difficulty to all tests made by passengers/crew
Scale: Each Scale is x2 size of previous scale. (including terrain tests) until pilot’s next turn.
 Scale 0: Same size as human
VEHICULAR ZONES
Speed: Vehicle’s effective speed in action scenes.
Vehicle Terrain Test: Pilot’s Pilot skill. Difficulty increased by
VEHICLE ROLES Scale.

Pilot (1/vehicle): Optional Vehicular Terrain (GM’S Discretion):


 May take actions to move vehicle.  Terrain only affects vehicle of Scale > X.
 Make movement-related action tests (with Pilot skill).  Terrain only affects vehicle of Scale < X.
 Vehicle without pilot automatically fails all terrain  Terrain only affects vehicles of certain type.
tests.  Terrain has D0, only affecting vehicles with increased
difficulty on terrain tests (like those moving fast).
Gunner (max. 1/weapon): Operates mounted weaponry.
 Splitting Focus: Pilot can attempt to also assume
Gunner role, but attack rolls and Pilot tests are made
at +1 difficulty.
OTHER RULES
STEALTH PERSUASION / DECEPTION TABLE
Stealth State Test: Average (D1) Stealth test Difficulty Interaction Lies
Detection Reaction: vs. Observation/Analysis Simple (D0) Requires little time or effort; within target’s normal activities; doesn’t impact Simple
Failure: Decreases stealth state by 1 step. Any opponent their lives; otherwise trivial.
can spend 2 Momentum to decrease additional step. Average (D1) Requires a small amount of effort; a simple favour; no significant risk. Plausible
Challenging (D2) Requires some degree of effort or risk; could impact target’s life. Believable
Become Hidden (MINOR): Requires stealth state test.
Daunting (D3) Requires both risk and effort; will definitely impact target’s life. Unlikely
Scanning (STANDARD): Force face-to-face stealth state test.
Dire (D4) Requires massive effort or serious risk; will significantly impact target’s life. Improbable
Epic (D5) Requires both serious risk and massive effort; target’s life permanently altered Far-Fetched
STEALTH STATES for the worse.
 Revealed: Attack/react normally.
 Detected: Approx. location known. Attack/react at +2 DISCIPLINE / PSYCHOLOGY TABLE
difficulty. Difficulty Interaction
 Hidden: Location unknown. Cannot attack/react. Simple (D0) Target has a bad history with the character or considers them an enemy.
Average (D1) Target is suspicious of or distrusts the character.
STEALTHY ACTIONS (2 Momentum Reduces by 1 step) Challenging (D2) Target has no particular opinion of the character.
 Silent: Does not change stealth state. Daunting (D3) Target is a friend of the character, or regards them as trustworthy or authoritative.
 Sneaky: Requires stealth state test. Dire (D4) Target is particularly naïve.
 Noisy: Simple (D0) Observation test to reduce stealth
Epic (D5) Target would honestly consider buying the Acheron wormhole from a stranger he just met on the
state by one step. On success, can perform reaction to
street.
force additional opposed stealth state test.
PERSUASION FACTORS TABLE
BASIC INTERACTIONS Modifier Additional Factor
GUIDELINES -1 Target is on friendly terms with the character
0 Target is indifferent to the character
Persuasion: Persuade vs. Discipline test
+1 Target is unfriendly to the character
 Success: Target complies with request
+2 Target regards the character as an enemy
 Failure: Target will not consider same request again
 Complication: Trigger a negotiation, or permanently +1 Target is of a different Social Status
shift relationship with target +1 Target is of a different Faction
+1 Request violates the target’s ethics or morals
Deception: Persuade vs. Psychology test +1 Request is shameful or embarrassing
 Success: Reduce difficulty of Persuasion +2 Request is illegal
 Failure: Increase difficulty of future deceptions
 Complication: Permanently shift target’s attitude DECEPTION FACTORS
Modifier Additional Factor
Negotiation: Clearly establish current positions; Persuade
-1 Character’s appearance (clothing, etc.) backs up their story.
vs. Persuade test.
+1 Character’s appearance is inconsistent with their story.
 Buyer’s Difficulty: Determined by how reasonable the
-1 Character has appropriate documentation (IDs, official forms, etc.)
offer is
-1* Character has failed to lie to the target during the scene (cumulative)
 Seller’s Difficulty: As per basic Persuasion
-1* Lie contradicts another already told to the target.
Intimidation: Persuade vs. Discipline test -1 Lie is based mostly in truth, with some facts omitted or reinterpreted.
 Intimidating with Weapon: Use weapon skill instead of -2* Lie reinforces the target’s existing perceptions, assumptions, and world view.
Persuade -1* Lie is convenient for the target to believe.
+1* Target has identified proof used by the character as suspicious.
One Metanoia Conversation: Simplified Psywar scene in
-2* Target’s judgment is impaired (drugged, hypnotised, etc.).
which each character’s goal is defined as a Metanoia
* These modifiers apply in reverse to the Pyschology test used to oppose the deception.
Effect.
GEAR
LIFESTYLES ACQUISITIONS
SOCIAL CLASS TABLE PURCHASING POWER MONEY MANAGEMENT
Social Status Earnings Recovering Cashflow: Start of each session.
Earnings: Regular income.
Underclass 1
Cashflow: Short-term resources Asset Management: Spend Asset to make Lifestyle (D0) test.
Demogrant 2
 Start of Session: 5+ Earnings + Lifestyle Expertise  Additional Assets: +1d20 per Asset.
Middle 3
 Maintenance: If an item’s Maintenance > Earnings,  1 Momentum = +2 Cashflow or -1 Shortfall
Upper 4
subtract difference from Cashflow.
Elite 5 Selling Items: Make acquisitions test at +1 difficulty.
Assets: Extra cash, valuable items, favors, etc.
Hyper-Elite 6+  On success, determine Total Cost, subtract Earnings,
Shortfalls: +1 difficulty on acquisition/asset management
Lifestyles (p. 388) and add to Cashflow.
tests.
 Clothing & Fashion  If 5+ Cashflow restored or Cashflow restored to
maximum, remove 1 Shortfall or gain 1 Asset (max. 2
 Entertainment FACTIONAL CURRENCIES
 Food & Drink Aridnan Ruble (ARU) Tohaa – Tael (TOT)
Assets per sale).
 Housing & Property Haqqislam – Dinar (HAD) Ur Hegemony – Standard  Default Complication: -1 Total Cost. If Cost at 0, -1[CD]
Nomad Nation – Skënder (SKR) Morat Standard - Krut Cashflow.
O-12 - Sol
Lifestyle Rating: If character has Earnings ≥ Lifestyle rating PanOceania – Oceana (POC)
of an expense, they can acquire it without paying Cost. Yu Jing – Yuan (YJY) BUYING IN BULK
 Acquisition Test: Not required unless character is # of Items Difficulty
suffering Shortfall or in unusual circumstances. (If test ACQUISITIONS 1-3 +0
is required, a complication may require them to pay Acquisition Test: Lifestyle test; difficulty = Restriction 4-7 +1
Cost.)  Assets: Spent before test. +1d20 per Asset. 8-15 +2
 Failure: Item cannot be found (retries allowed). Spent 16-31 +3
Lifestyle Maintenance: Pay Maintenance for Lifestyle
Assets are lost. 32-63 +4
ratings higher than your Earnings.
 1 Momentum: +1 effective Earnings. 64+ +5
 Living Below Your Means: Gain +1d20 per session on
asset management tests to recover from Shortfalls per Total Cost: On successful acquisitions test, roll item’s Cost and Bulk Acquisition: Increase difficulty of acquisition test.
Lifestyle category lower than Earnings. subtract Earnings.  Determine Total Cost using a single die roll.
 Tariffs: Add item’s Tariff per Effect rolled.  Subtract Earnings from each item separately.
Lifestyle Cost: Individual items associated with a given
 Purchase: If purchased, subtract Total Cost from
Lifestyle can be purchased at cost.
Cashflow. (Purchases which would reduce Cashflow to THEFT & EXTORTION
Social Mobility less than 0 cannot be completed.) Theft / Extortion Test: GM decides based on approach.
 Social Climbing: 1/month, Lifestyle (D5) test to gain  Shortfalls: If 5+ lost Cashflow or Cashflow ≤ 0, suffer  Pickpocketing: Thievery vs. Observation
+1 Social Status. -1 difficulty per Lifestyle maintained Shortfall.  Quantronic Theft: Hacking vs. Analysis
above current Social Status; +1 difficulty per Lifestyle  Extortion: Persuade / Close Combat vs. Discipline
Incidental Purchases: If acquisition test difficult is D0 and
below current Social Status.  Add Nonlethal quality to physical theft for +1
item has no Tariff.
 Social Decline: 1/month, Lifestyle test (difficulty = # of complication range.
 Total Cost = static value + ½ [CD] (round up)
Lifestyles they’re living below their means in, max. 5)
 If Total Cost ≤ Earnings, item can be purchased without
or -1 Social Status Success: Deal 1+2[CD] damage +1 per Momentum spent.
reducing Cashflow or risking Shortfall.
 +1 Asset per Harm Effect.
Adjusting Earnings
Illegal Purchases: Acquisition test using Thievery.
 Higher Earnings: Immediately adjust to new level.
 Can choose to reduce Restriction by 1-3 points. Casual Pickpocketing: Thievery (D1) test.
 Lower Earnings: 1/session, roll [CD] = difference. -1
 GM gains equal amount of Heat or Tariff to cost.  Success: +1 Cashflow, +1 per Momentum
Earnings per Effect. (Asset can be spent to reroll any
 Black Market: Access to specific market can reduce or  Reaction: vs. Observation
number of [CD].)
eliminate Restriction boost; complication may lose access
to the market.
GEAR QUALITIES
ITEM SIZES GENERAL QUALITIES ARMOUR QUALITIES
One-Handed (1H) Armoured X: Armour Soak X.
Two-Handed (2H) Adapted (Environment): -1 to Extraplanetary, Resistance,
 +2 difficulty if used 1H. Augmentation [Aug]: Cannot be removed without surgery. Survival tests in environment.
Unbalanced Comms Equipment [Comms]: Susceptible to Systems
 Brawn 9+ = 1H. Exoskeleton X: +X[CD] to melee attacks.
Disruption and non-functional without personal network.
 Brawn ≤ 8 = 2H.  Can use Unwieldy weapons without Bracing.
Unwieldy Concealed X: +X difficulty to find concealed item. Can spend  Can use 2H/Unbalanced weapons in 1H without penalty.
 +2 difficulty, +2 complication range 1 Momentum to stow item immediately after use.  +Xd20 in Brawn tests by increasing complication by +X.
 Brace action cancels penalties
Mounted Disposable: One use only. Heavy Armour: +1 difficulty to Agility-based tests.
Massive Expert X: +X bonus Momentum. Automatic Comms quality.
 Requires Monstrous special ability. Hidden Armour X: +X difficulty to Observation tests to notice.
 +2 difficulty if used 1H. Fragile: Dsiabled after 1 Fault; destroyed with 2 Faults.
Facility Kinematika: -1 Heat cost, -1 difficulty for Acrobatics Defence
Improvised X: +X complication range. Reactions (minimum 0).
 On successful Defence, can Withdraw by spending 0
ITEM STRUCTURE Negative Feedback [NFB]: Can only use one NFB item.
Momentum; 2 Momentum to move to adjacent zone.
4 Faults = Disabled
5 Faults = Destroyed
Neural: +X bonus Momentum with active use. Susceptible to
neural Breach Effects.
GM GUIDELINES Non-Hackable: Cannot be targeted with quantronic attacks
Minimum: 1 Structure or affected by Breach Effects.
Carried in 1H: 2-4 Structure  Non-Hackable (+1D): Added to equipment which is
Carried in 2H: 4-6 Structure normally hackable. Inflicts +1 difficulty.
Smaller Than Person: 6-8 Structure
Human or Larger: 8-10 Structure Repeater: User with authentication can take quantronic
Civilian Vehicles: 6-8 Structure per passenger. actions as if they were in the same zone as the repeater.
 Connecting to repeater is a standard action.
Delicate Items: ½ or ¾ Structure of similar items; no  Repeaters have Firewall/Security and can be suborned
Armour Soak. with a Breach Effect.
Tough/Hard Material: 1 Armour Soak  Reset action can reboot suborned repeater.
Rugged/Military Use: x1.5 or x2 Structure; 2-3 Armour
Self-Repairing: Recovers all lost Structure between scenes.
Soak
 -1 Fault, +1 lost Soak/BTS per day.
Teseum Items: x3 or x4 Structure; minimum 4 Armour Soak
Subtle X: +X difficulty to Observation tests to notice use.
REPAIRING ITEMS  Noisy actions are sneaky; sneaky actions are silent.
(see Treat action)
Maintenance: Tech (D0) test between scenes to recover all Supportware (Personal/Close/Long): Can only maintain one
Structure. supportware program in personal network at a time; can only
benefit from one supportware program at a time.
 Activating supportware is a minor action (automatically
deactivates current supportware).
 Allies within range automatically gain supportware; can
use minor action to switch active supportware.

Unsubtle X: -X difficulty to Observation tests to notice use.


Silent actions are sneaky; sneaky actions are noisy.
ATTACK QUALITIES
Anti-Materiel X: Destroy X points of Cover or Soak per Immobilising: Athletics test vs. difficulty = Effects or Radiation X: Ignore all non-BTS Soak. Gain Terrifying X and
Effect vs. structures and vehicles. Hindered. (If already Hindered or 1 Momentum, target Stuck.) Vicious X qualities.
 If Soak already 0, +1 damage per Effect.  Radiation Wound: +1 difficulty on Agility, Brawn,
Incendiary X: Target gains Burning X for 1 round per Effect. Coordination actions. Requires Serious Treatment to
Area (Close/Medium/Long): +1 target within range per remove.
Momentum (starting with nearest to original target). Indiscriminate (Close/Medium/Long): Affects all characters in
 Defence Reactions of additional targets are vs. D2. target zones. Reflective X: As per Smoke, but impenetrable to modern
 Complication: May be used to target ally within area.  Defence Reactions made vs. D2. optics and sensors (including multispectrals).

Backlash X: X damage to user per Effect (ignores Soak). Knockdown: Acrobatics or Athletics test vs. difficulty = Salvo X (Quality): Gains quality when using X Reloads (not
Effects or knocked prone. counting Munition-required Reloads).
Biotech: Uses target’s BTS as soak instead of Armour.
Monofilament: Ignores Armour Soak. +2 complication range. Smoke X: +X difficulty to Observation tests, decreasing by 1
Blinding: As Effect, target makes Resistance (D3) test or
Does not gain bonus damage from attributes. every 1d6 rounds.
Blinded. Lasts 1 round per Effect rolled.
 1 Momentum: +1 zone affected
MULTI (Light/Medium/Heavy): Fire any standard ammo in
Breach Effect [BE]: Inflicts special Breach Effect. (Do not
primary mode; swap modes as free action. Secondary modes: Speculative Fire: Can target foes without line of sight at +1
count as Breaches for the purpose of
 Light MULTI: Specific type of Special ammo (DA by difficulty. Can choose additional +1 difficulty to ignore Cover
disabling/compromising target.)
default), with Burst 1 and Munition quality. Soak entirely.
Breaker: Inflict one special Fault Effect per Effect, causing -  Medium MULTI: Specific type of Special ammo (DA by
1 BTS (minimum 0). default). Use normal Burst. Spread X: X additional hits at ½ original damage per Effect.
 If BTS already 0, +1 damage per Effect.  Heavy MULTI: Specific type of Heavy ammo (EXP by Determine location randomly for each. Each separately
default), with Burst 1 and Munition quality. reduced by Soak.
Deafening: As Effect, target makes Resistance (D3) test or  Add all damage together to determine if cover is
Deafened. Lasts 1 round per Effect rolled. MULTI Light Mod: Can install adhesive launcher, light degraded.
shotgun, light flamethrower, or light grenade launcher as
Electromagnetic [E/M]: Made as physical attacks, but inflict secondary weapon with Tech (D1) test. Operates as Stun: Target Staggered 1 round per Effect.
quantronic damage. Non-Hackable items are immune. appropriate MULTI weapon.
 Automatic Breaker quality. Terrifying X: X mental damage per Effect.
 Breaches must inflict System Disruption. MULTI Heavy Mod: As per MULTI Light Mod, but can also
 On 4th or 5th Breach, spend 2 Momentum to destroy include heavy flamethrowers and heavy grenade launchers. Thrown: Use Athletics skill for ranged attack.
target’s Cube.  Close range unless otherwise specified.
Munition: Can only use specific type of ammunition. Expends
Extended Reach: Attacker can Withdraw as free action if no 1 Reload whenever fired (providing no additional benefit). Torrent: Cannot affect targets further than optimal range.
enemy combatants within reach have Extended Reach. Ignore all Cover Soak. (Otherwise treat as Area attack.)
 Non-Extended Reach melee attacks vs. target with Nanotech: Uses target’s BTS instead of Armour / Security.
Extended Reach attack are made at +1 difficulty.  Nanotech Effects: Usually inflict special Harm Effects by Toxic X: On Harm, Harm Effect causes target 1+X[CD]
spending Momentum. Targets with BTS are immune to (Vicious 1) damage at end of each turn.
Frangible: After resolving attack, permanent -1[CD] nanotech effects from Momentum spends, but may
damage from item per Effect. If [CD] reduced to 0, item suffer them if they suffer a Harm effect normally. Unforgiving X: When using Exploit action, gain Vicious X.
cannot be used until replaced/replenished.
Nonlethal: Harms inflicted are removed with resting. Targets Vicious X: +X damage per Effect.
Grievous: If Harm inflicted, deal +1 Harm. cannot die as a result of nonlethal Harms.

Guided: If target Marked, ignore all penalties to hit due to Parry X: +X[CD] Cover Soak vs. melee attacks.
range, visibility, concealment. With Analysis (D1) test,
attack also ignores conditional soak. Piercing X: Ignore X Soak per Effect.
 Automatic Comms quality.
GEAR RULES 1
AMMUNITION CONTAGIONS EXPLOSIVES
Buying Ammunition: -1 difficulty buying in bulk. Contagion Tests: Use recovery skill for type of damage Converting to/from Ammo: Tech (D2) test, +2 complication
inflicted. Other characters can assist using the treat skill. range. Add Improvised 1.
Swapping Ammo Types: Minor Action
Type X (Y Momentum)
Identify Fired Ammo: Awareness+Ballistics (D2) test Setting Explosive:
 Difficulty X to avoid contagion; Y Momentum to recover.
 Timer: Tech (D1) test, failure = doesn’t explode
Ammunition Categories  Instant: One-time effects. Single contagion test.
 Network Control: Tech (D0) test, exposed to quantronic
 Standard  Complex: Make tests once per Term. Each failed test
detection/attacks
 Special: Weapon must be designed for it. inflicts contagion’s effect; tests continue until Y
 Heavy: Only weapons with Munition quality. Momentum generated.
Disabling Explosive: Tech (D0) for your own explosives.
 Arrows: Only bows.  Progressive: As Complex, but +1 difficulty per failed test.
 Face-to-face test vs. check to originally set explosives.
 Shells: Only shotguns.  Chronic: Remain dormant after resolution. GM can cause
 Breach Effect (for quantronically-controlled explosives)
relapse with X Heat.
ARMOUR Vector X: Character can be exposed as Harm Effect or by Charges: Placed on target within Reach (melee attack vs.
Donning Armour: 2+4[CD] rounds. spending X Heat. Make contagion test vs. contagion’s target that can defend itself). Multiple charges triggered
 Agility (D0) test, -1 round per Momentum. difficulty (on failure, does not inflict effect; this only simultaneously combine qualities, Effects, and damage into a
 Open/close faceplate as minor action. determines if character is infected). single roll.
 Powered Armour: 1+2[CD] rounds per hit location.
Partially worn power armour adds +1 complication Harm Effect: Inflicted when contagion damage causes Harm. Grenades: Do not need to be set (although they can be).
range per missing piece. Special Effect: Unless otherwise stated, takes effect at  Thrown: Disposable, Indiscriminate (Close), Speculative
infection. Fire, Thrown.
Combining Armour: Use highest value per hit location/BTS.
 Grenade Launchers: Each grenade = 1 Reload.
BTS: DRUGS
 Bonus to Security Soak. Mines: Attacks first valid target within range. Comms,
Taking Drugs: Patch, pill, or spray is Medicine (D0) test as
 Reduces difficulty of initial Resistance tests vs. Disposable, Indiscriminate (Close).
minor action.
disease, poison.  Attack Roll: 10 + 1 per Momentum spent on Tech
 Auto-Injector: Free action, Medicine (D1) test
test to set mine.
Customising Armour Addiction X (Y Doses): If Y doses inflict Harm/Special Effect,  Conceal: Stealth vs. Observation
 Replacing: Tech test to install equipment in armour. user must make a Resistance test (DX) each time effect is  Non-Hackable: Tech (D2) to modify.
D1 if designed for armour; D2 for different kind of inflicted or become addicted.
armour; D3 and 1 Part to adapt other equipment. # of  If user goes 1 day without use, reduce current tally of
hours equal to difficulty of test. HACKING DEVICES
doses by 1 (minimum 0).
 Hot Swap: Costs 1+2[CD}, but can be installed in 10 Device Rating: Maximum program rating device can run.
minutes with Tech (D0) test. Compulsion X: Addicted character who has opportunity to
 Creating Slots: Per replacing equipment, but +1 take drug must make Discipline (DX) test. +1 difficulty if SHIELD Programs: Gain Interference Soak equal to highest
difficulty and 1 Part. suffering withdrawal; -1 difficulty per dose currently rated SHIELD program installed x2.
 Damaging Integrated Equipment: 2 Heat affecting them.
IC Programs: Installing IC requires Hacking test (difficulty =
Symbiont Armour: Withdrawal X: Once addicted, when drug effect comes to an
program rating).
 Soak/Wounds: Armour suffers damage/conditions end they must make Discipline test once per day or suffer
 Conceal: Intelligence+Stealth test
instead of character. withdrawal damage of drug.
 Vulnerability to Fire: Wearer suffers damage normally;
Overdose: Taking a dose while still affected by the previous UPGRADE Programs: Require physical component.
symbiont suffers x2 damage.
dose requires Resistance test (difficulty = number of doses  Install: Tech (D2) test
 Symbiotic Healing: 2 bonus Momentum to recovery
still active). On failure, suffer Wound.
and treat tests. Treat tests for the symbiont armour
 Wound Effect: Dazed, 1+2[CD] physical damage per hour
can use Medicine or Tech.
 2nd Wound Effect: Staggered, 2+4[CD] physical damage
 Detached Symbionts: Standard action. Armour dies if
 3rd Wound Effect: Helpless, 3+6[CD] physical damage
not reattached within 1 week.
GEAR RULES 2
REMOTES RESOURCES TOOLS
Autonomous Operation: Remote operating with native LAI Attrition (1 Heat): If 0 Resources, character completely runs Kits: +1 bonus Momentum to related skill
is treated as an NPC (Trooper, Elite, or Nemesis). out Resource (mark as -1).
 Objects: Structure score and suffer Faults. Facilities: As per kit, -1 difficulty to related skill (min. 0)
 Quantronics: If user assumes control of autonomous Oxygen Load: 1/hour make Extraplanetary (D2) or Survival
remote which suffered Breaches, they are negatively (D3) test or expend 1 load. If depleted, suffocation. Suites: Comms, Expert, -1 difficulty to specialized task.
affected by the Breach Effects when using remote.
Parts: +1 bonus Momentum to Tech tests. If depleted, +1 WEAPONS
Remote Control: Authorised user must be within Close difficulty on repair tests.
range (or repeater). Ad Hoc Specialisation: Tech (D2) test to modify Standard
 +2 complication range Picks: +1d20 to Thievery vs. physical security systems. weapon to fire Special ammunition type. +1 complication
 Connecting/Disconnecting: Standard action. (User can range and GM can use complication
still take independent action without disconnecting.) Psychotropics: +1d20 to social skills tests.
 Skill Tests: Use operator’s skills assisted by equivalent  Customising: Obtain biological profile with Medicine (D3
remote abilities as if remote had taken Assist action. genetic sample, D1 with full medical scan) test. Then
MISC. GEAR RULES
Superhhuman Attributes of remote offer normal Medicine (D2) test to modify 1 Psychotropic; gain +1 Airborne Deployment: Minor Action to activate.
bonuses. bonus Momentum vs. that target.  Altitude: # of zones above the ground
 VR Mode: -1 complication range. +1 Heat cost for  Falling: 3 zones per round. Ranged attacks vs. falling
Reactions using the operator’s own body. Reagents: +1 bonus Momentum to Science tests (require character at +1 difficulty.
laboratory). If depleted, +1 difficulty using lab.  Jump Pack: On any turn after activation, Minor Action to
Ghosting: Quantronic Jump into remote. increase or reduce falling speed by 1 zone per round.
 Connecting/Disconnecting: Standard action. (User Reloads: Specific to ammunition type. +1d20 and +1[CD]  Manoeuvre: To adjacent zones at same altitude with
must disconnect to take action with primary body.) damage. Cannot spend more than Burst value of weapon. If Pilot (D1 test); +1 zone per 2 Momentum.
 Physical Attributes: Capped by remote’s limitations. depleted, cannot fire weapon with that ammo type.  Falling Damage: Take damage as if they had fallen
distance equal to number of zones of remaining falling
Remote Limitations (GM Discretion): Some skill Serum: +1 bonus Momentum on Medicine tests. If depleted, speed.
tests/actions may be more difficult/impossible with a +1 difficulty on Medicine tests.
remote.  Specialised: +1d20 on Medicine/Resistance tests vs. Cube Scan: With access to a Cube (or backup), 1+3[CD] bonus
specific disease/condition. Momentum to social skill tests. Effect = complication.
to permanently disable weapon.
Silk: Required for Silk augmentations. If used as Serum, +1 Dumb Mode: Hacking (D1) test; opponents can make this
difficulty on test, but grants +4 bonus Momentum and +1d20 face-to-face as reaction.
on all future recovery/treat tests until fully recovered or  Comms equipment is unusable; other devices gain Non-
leave care facility. Hackable (+1D).

Illumination: Light sources illuminate one or more zones,


eliminating darkness penalties when targeting
objects/characters in those zones.
ADVERSARIES
FIELDS OF EXPERTISE FIRETEAMS COMMON SPECIAL ABILITIES
COMBAT Fireteam: Up to 5 identical Troopers. Fast Recovery (Stress X): Regain X stress at start of turn.
FORTITUDE Spend Momentum = number of Harms currently suffered to
MOVEMENT Stats: Per Troopers. remove 1 Harm.
SENSES Taking Action: Roll # of d20s = number of fireteam members. Fear X: +X bonus Momentum on fear-related Psywar attacks.
SOCIAL
TECHNICAL Action Scenes: Grasping: Spend Momentum to grab target. Target cannot
 1 turn per round. move or take any action except Acrobatics/Athletics test with
ADVERSARY CATEGORIES  1 Heat to seize initiative for entire fireteam. difficulty = Momentum spent to escape.
 Considered a single target for making attack.  Grasping character cannot attack other foes, but can
Troopers  Cannot take reactions (like other Troopers). inflict -1 difficulty for Exploit actions vs. grasped foe.
 Roll 1d20 on tests.
 Stress = ½ associated attribute (round up). Fireteam Damage: If suffering 1+ Harms, take 1 Harm and Inured to X: Immune to effects and damage of X.
 1 Wound / Metanoia before being disabled. fully replenish Stress track (additional damage applied to  Disease: Immunity does not prevent being a carrier.
 1 Breach before network disabled. replenished Stress).  Pain: Cannot be Dazed or Staggered by physical attacks.
 Cannot attempt reactions.  Wound / Metanoia: Eliminate 1 team member.
Keen Senses (sense type): -2 difficulty for Observation tests
 Breach: Network incapacitated when suffering Breaches
Elites equal to members in fireteam – 1; eliminated after one Menacing X: On entering scene, GM gains X Heat.
 Stress = associated attribute additional Breach.
 2 Wounds / Metanoia before being disabled. Mindless
 2 Breaches before network disabled. Conditions: A condition suffered by any member affects  Cannot attempt reactions.
entire fireteam. Condition can be eliminated by eliminating  Immune to mind-influencing effects.
Nemeses that fireteam member (leaving them behind).  Cannot suffer mental damage.
 Firewall: Intelligence + Technical
 Resolve: Willpower + Fortitude Monstrous
Leaders: Elite or Nemesis
 Vigour: Brawn + Fortitude  +1 difficulty to tests where size/weight problematic
 Take action with fireteam (generally leader taking
 Suffer Harm as per PCs.  Suffer Wound after 7 Vigour (instead of 5)
action, fireteam assisting).
 Can spend 3 Heat for 1 Infinity Point.  Can use Unwieldy weapons without Bracing
 Resolving Action: 2d20 + 1d20 per fireteam member
 Use 2H weapons in 1H without penalty
 Damage: Leader takes damage last and use their own
 1 Momentum: Before attack to add Knockdown for all
NPC ALLIES Stress values. (2 Momentum to make Called Shot
melee attacks in this turn.
Allied Heat: Generate Heat and Momentum as if they were against leader.)
PCs.  Data Network: Suffer fireteam’s Breach Effects. Night Vision: Do not suffer penalties from darkness.
 Eliminated Leader: Fireteam continues normally.
 Reactions: Fireteams with leaders still can’t perform Quantronic Jump: Can jump from one quantronic receptacle
Resources: Spend Momentum to expend Resources. to another. If NPC (maximum of 6 Heat spends per scene):
(Particularly significant allies might track individual reactions. Leaders can perform reactions individually,
but do so without fireteam support.  1 Heat: Reintroduce to scene after 6 rounds.
Resources like a PC.)  2 Heat: Reintroduce to scene after 4 rounds.
Fireteam Heat Spends  3 Heat: Reintroduce at end of next round.
Fireteams: PCs can become fireteam leaders, following the
normal rules for leaders.  Interpose (1 Heat): If within Reach of allied character, Superhuman Attribute X
have the attack target the fireteam instead.  X automatic successes on related tests
 Special Weaponry: 2 Heat to make attack with special  +X bonus damage (if attribute grants bonus damage)
weapon using one member of the fireteam (who acts  +X stress (if attribute grants stress)
separately from the rest of the fireteam for that round).
Threatening X: Starts scene with X Heat (which only this
specific NPC can use).

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