SHORTENED RULES
CHARACTER GENERATION
GENERAL PROCESS:
- A character is generated
using Character Points. A starting character has
45 Character Points.
- Spend the Character Points
to buy Attributes, Skills, Wealth
and Contacts.
- Beginning players are better
off choosing one of the pre-made character templates. The
templates were made with 44 Character Points so
there is 1 left for the layer for personal customization.
Here is a list of the Character Templates.
- Finalize the character.
ATTRIBUTES:
- There are 6 Attributes:
Strength, Dexterity, Perception, Intelligence, Technical
and Operation.
- Attributes can range
from 1 to 5.
- Each Attribute point
cost 2 Character Points.
- Recommendation: Use 36
Character Points to build 18 points worth of Attributes
(an average of 3 to all Attributes).
SKILLS:
- The base level of a skill
equals to its Attribute.
- Learning a skill at the base
level costs ½ Character Point.
- Learning a skill at 1 level
above the base level costs 1 Character Point.
- Learning a skill at 2 levels
above the base level costs 2 Character Points.
- Learning a skill at higher
level than 2 above the base level is impossible for
beginning characters. It is possible to raise the skill
through earned XP.
- Body Resistance and Dodge
get a rating equal to their Attribute (Strength
and Dexterity respectively) even if no Character
Points are spent on them.
- Here is the list of Skills and their explanations.
- Recommendation: Use 8 Character
Points to learn 8 points worth of Skills.
WEALTH:
- Each ½ Character Point spent
on wealth is worth $25,000.
- At least ½ Character
Point must be spent on wealth.
- Recommendation: Use 1 Character
Point on wealth.
CONTACTS:
- Each contact costs ½ Character
Point.
- Here is a sample list of Contacts.
- Recommendation: If a
contact is desired, reduce from the Character Points
recommended to be spent on skills for this purpose.
FINALIZING
THE CHARACTER:
- Calculate Psionics Attribute
= average of Perception and Intelligence
rounded down. Note that psionics is only available at
GMs discretion.
- Calculate Hits and Stuns.
Hits = 5xStrength attribute. Stuns = 3xStrength
attribute.
- Starting Humanity is
10. Every Cybernetic system installed reduces the
characters Humanity. Humanity cannot
be reduced to 0 or less.
- Starting Hero Points
is 1.
- Buy equipment.
- Calculate the combat
parameters:
Initiative = Dexterity + Cybernetics + any other
modifier
Hit Target Number = Body Resistance + Cybernetics
+ any other modifier
Damage Resistance = Body Resistance + Armor +
Cybernetics + any other modifiers
- Calculate the weapons
parameters (fill the table).
ACTIONS AND SKILLS
THE SKILL ROLL (2D6+):
- Roll 2D6 and total them.
- On a total of 2, roll 1D6 and
reduce from the total (2-1D6).
- On a total of 12, roll 1D6
and add to the total (12+1D6). If a 6 is rolled, repeat
the process.
OPPOSED ACTIONS:
When two
characters are doing things that oppose each other.
- Each character makes a Skill
Roll (2D6+) and add his Attribute or Skill
(whichever is applicable).
- Add all modifiers to the
roll.
- Compare the results. The one
with the higher result wins.
- In case of a tie, reroll.
USING AN ATTRIBUTE
OR SKILL:
- Assign a difficulty level:
Very
Easy (+4 modifier): Knowing that PolyGraphics is
a famous computer company. Attaching a laser sight to
a gun. These are actions that usually dont
require a skill check.
Easy
(+2 modifier): Knowing that PolyGraphics is famous
for its cyberspace simulation software. Attaching a
smart module to a weapon.
Moderate
(no modifier): Knowing that PolyGraphics was the
first megacorp to develop IC. Fixing a malfunctioning
laser sight.
Difficult
(-2 modifier): Knowing the software development
strategy of PolyGraphics. Fixing a wrecked smart
module.
Very
Difficult (-4 modifier): Suggesting a development
plan for one of PolyGraphics projects. Building a
smart module.
- Make a Skill Roll
(2D6+) and add Attribute or Skill (whichever
is applicable).
- Add the difficulty modifier
and any other modifiers.
- A total of 12 or more
means success.
ATTRIBUTE CHECK:
- Make a Skill Roll and
add Attribute.
- A roll of 10 or more
mean success.
HERO POINTS
- Usage of a Hero Point
in a combat turn doubles all the character Attributes
and Skills for that turn.
- Usage of a Hero Point
for a specific action doubles the Skill or Attribute
used for that action.
- A Hero Point used, is
lost for the remainder of the adventure.
- At the end of an adventure,
the character gets back his hero points.
EXPERIENCE POINTS (XP):
- To increase a Skill
spend XP equal to the current Skill level
to increase it to the next level. E.g.: increasing a
skill from 3 to 4 costs 3XP.
- To learn a new Skill -
spend XP equal to the Skills Attribute-1
to learn the Skill at a beginning level equal to
the Attribute. E.g.: A character with Dexterity 3
needs to spend 2 XP to learn Firearms for a beginning
level of 3.
- To buy Hero Points -
spend 3 XP for 1 Hero Point.
DEFAULTING TO ATTRIBUTES
- When not having a specific Skill,
the character can do things with his Attributes as
defaults.
- Using an Attribute
instead of a skill implies a -2 modifier. E.g.: To fire a
gun with no Firearms skill, use Dexterity at a -2
modifier.
- A character cant use an
Operation Skill if he has no rating in it.
COMBAT
A Combat
Turn is 5 seconds.
INITIATIVE:
- Each character rolls 1D6+Dexterity
for initiative.
- Higher numbers go first.
- Ties are resolved
simultaneously.
- The character can take
another action if his initiative is 10 or greater.
MOVEMENT:
- Walking Walk up
to 5 meters per turn. No penalty.
- Running Run up
to 10 meters per turn. Penalty of 1 to any skill
use.
- Crawling Crawl
up to 2 meter per turn. Penalty of 1 to any skill
use.
- Falling Prone
No penalty.
- Standing Up
Penalty of 1 to any skill use.
ACTIONS IN A COMBAT TURN:
- Shooting - types of
fire:
- Single Shot (SS)
Fire 1 shot per turn.
- Semi Automatic (SA)
Fire 2 shots per turn.
- Full Automatic (FA)
Fire 2 bursts (5 bullets) per turn. Penalty of
2 to attack. Damage Level is +2.
- Melee or unarmed combat
- 1 attack per turn.
- Drawing Penalty
of 1 to any skill use. The player can only make one
shot that combat turn (even if using a SA or FA weapon).
- Fast draw Make
a Dexterity Check. If successful, there is no draw
penalty. If unsuccessful, cant shoot that turn.
- Reloading It
takes 1 turn to change clips or to insert 5 bullets into
a SS firearm.
ATTACKS:
- Solved just like any Skill
usage.
- Difficulty level:
- Shooting
- range determines the difficulty level:
Short
Range (0-2m) - Easy difficulty
(+2)
Medium Range (2-20m) - Normal difficulty
(0)
Long Range (20-50m) - Difficult difficulty
(-2)
Extreme Range (50+) - Very Difficult
difficulty (-4)
- Melee or unarmed
combat - Normal difficulty (0)
- Grenades - same as
shooting.
- Hit Target Number -
this is the target number of the skill roll.
Hit Target Number = 12 + Dodge of the
target.
- Aiming Spending 1 turn
aiming adds +1 for the next shot and also scope bonus (if
using a scope).
- Other modifiers are on the
modifiers table.
Attack: (2D6+) + Skill + Difficulty
+ Modifiers = Hit Target Number (12 + Dodge)
- Grenade miss - roll 1D6 for
the distance missed (in meters), and 1D6 for direction
(1-forward, 4-backward).
TAKING
DAMAGE:
- Damage Resistance -
this is the targets resistance to the attack
damage:
Damage Resistance = Body Resistance +
Armor.
- Roll 1D6 for every Damage
Level the weapon has and reduce the damage
resistance:
Damage = 1D6 x Weapon Damage Level -
Damage Resistance
- If 0 or less, target is
stunned for 1 turn.
- If more than 0:
- Stun attack (unarmed
combat):
Stuns = Damage
Hits = ½ Damage
- Physical attack
(weapon attack):
Stuns = Damage
Hits = Damage
- Explosives - all
targets in the area of effect suffer damage (no attack
roll needed):
- Fragmentation Grenades -
damage reduced by 1 level for every 2 meters
distance.
- Concussion Grenades -
damage reduced by 1 level for every 1 meters
distance.
- Plastique - damage
reduced by 1 levels for every 2 meters distance.
ATTACK MODIFIERS TABLE:
Description |
Modifier |
Running |
-1 |
Crawling |
-1 |
Stunned
or Wounded |
-1 |
Drawing
(without fast draw) |
-1 |
Darkness:
Partial
Total |
-1
-2 |
Cover:
50%
75% |
-1
-2 |
Target
Size:
Very Small (10cm)
Small (50 cm)
Large (3 m)
Very Large (10m) |
-2
-1
+1
+2 |
Using
smart weapon |
+1 |
Using
laser sight* |
+1 |
Using a
scope** |
+2 |
Aiming |
+1 |
* Only for non automatic fire.
** Only applicable if the attacker was Aiming.
WOUNDS AND HEALING
WOUNDS:
- A character who suffered
either Hits or Stuns is wounded and at -1 to all actions.
- A character whos Stuns
reach 0 falls unconscious.
- A character whos Hits
reach 0 is bleeding to death and looses 1 Hit and 1 Stun
per minute.
- A character whos Hits
reach -Strength is dead.
FIRST AID:
- Use the Medicine skill
at Normal Difficulty (0).
- Success can:
- If the character is not
bleeding to death then cure 1D6 Hits.
- If the character is
bleeding to death, he stops bleeding.
- A doctor with proper medical
equipment can make another Medicine use to stop a
bleeding character.
NATURAL HEALING:
- Stuns are raised by Strength
every minute of rest.
- Hits are raised by Strength
every day of rest.
- Recovering from
unconsciousness:
- When Stuns are
raised above 0.
- If the character was
bleeding to death a Body Resistance check (10)
must be made. If failed the character will wake up
only after Hits are raised above 0.
FALLING:
- Damage level of a falling
character equals to:
Height
(meters) |
Damage |
1-10 |
(Height) |
11- |
2x(Height) |
- If a character has Climbing/Jumping
skill, he reduces his skill level from the damage level
of the fall.
COMPUTERS
A Cyberspace
Turn is 1 second of real time but is felt like 5 seconds by
the netrunner (time flows slower).
GENERAL:
- Searching for systems:
The difficulty depends on the security of the system. The
time it takes to find a system is 20 turns minus 1 turn
for each number rolled higher than needed.
- Public systems Very
Easy difficulty (+4).
- Minor security (like
systems with a monthly fee) Easy difficulty
(+2).
- Normal security (most
megacorps systems) Normal
difficulty (0).
- Heavy security (highly
classified systems) Difficult difficulty
(-2).
- Searching for a specific
file in a database: The difficulty level is Normal
(0). The time It takes is 20 turns minus minus 1 turn for
each number rolled higher than needed.
- Activating a system
operation: Use the CyberDeck skill. The
difficulty level is Normal (0).
- Tracing another
runners signal: Make an opposed action test
between the trackers CyberDeck skill and the
targets CyberDeck skill.
- Decrypting data: Make
an opposed action test between the decrypter Computer
skill and the encrypter Computer skill (or CPU/4
level if no encrypter).
COMBAT STATISTICS:
- Runner:
Hits = 5xCPU
Stuns = 3xCPU
Dodge = CyberDeck skill
Damage Resistance = CPU + defense software skill
Damage level = attack software level + Computers
skill
- ICE:
Hits = 5xICE level
Stuns = 3xICE level
Dodge = ICE level
Damage Resistance = CPU
Damage level = ICE level
CYBERSPACE COMBAT:
- Initiative:
- ICE initiative: 1D6+ICE
level
- Runner initiative: 1D6+CyberDeck
skill.
- Target number is 14+Dodge.
ICE attacks with its level. Netrunner attack with
the attack programs skill + Computers skill.
- Damage is reduced from both Hits
and Stuns. Any damage done to a Netrunner also
inflicts ½ damage of real Stuns.
- When Stuns are reduced
to 0, the Netrunner or ICE are frozen until raised above
0 (1 Stun per turn).
- When Hits are reduced
to 0, the Netrunner or ICE are aborted from cyberspace.
Any excess damage a Netrunner takes under 0 Hits
are suffered as real Hits.
VEHICLES
CONTROL CHECKS:
Roll the
appropriate vehicle skill with a target number of 5+Speed/10.
PURSUITS:
- A driver can choose one of
the following maneuvers:
- Escape Trying to
evade a vehicle.
- Pursue Trying to
keep close to another vehicle.
- Ramming Trying to
force the other vehicle to crash.
- Roll an opposed action check
between the two drivers. Add the speed difference to the
skill of the faster car (+1 per 10 km/h).
- The driver that wins the
contest succeeds in what hes doing.
- Ramming: The other
vehicle must make a control or the vehicle crashes.
CRASHING:
- Make damage roll on both the
vehicle and the passengers.
- Damage level is Speed/10.
- Seatbelts half the damage.
ATTACKS AND VEHICLE DAMAGE:
- Make a normal attack roll.
Apply a modifier of 1 for each 10 km/h speed
difference between the attacker and the target.
- Roll for weapon damage.
Explosive attacks double their damage level.
- Damage is the same as
for characters, only the vehicles Body is
used for Body Resistance and for Strength:
- Vehicle Hits are
equal to 5xBody. Vehicles Stuns
are equal to 3xBody.
- Damage is reduced from
both Hits and Stuns.
- When Stuns are
reduced to 0, the vehicle stops functioning.
- When Hits are
reduced to 0, the vehicle is destroyed.
- Damage Resistance:
Just like with characters: Damage Resistance = Body
+ Armor.
HITTING CHARACTERS INSIDE A VEHICLE:
- When attacking characters
inside a vehicle, use the vehicles armor as
characters armor. If the armor roll is sufficient
to reduce all the damage, then the character is not even
stunned.
- When a vehicle is hit by a
vehicle attack and the attack reduces Hits from
the vehicle, the passengers also take damage (like they
themselves were hit by the attack):
Damage Level = Weapons Damage Level Vehicle
Armor.
PSIONICS
GENERAL:
- Can use psionics on a number
of targets equal to skill. 1 per target affected
after the first.
- Range of effect is 100m per
skill level.
- Touching the target gives a
+1.
- A repeated attempt at the
same task is at a cumulative 1.
ANTIPSI:
- Directed interference:
Every psionics usage of the target requires an opposed
roll between the skill level of psionics to be used and
the AntiPsi skill level. Difficulty to start
activating is Very Easy (+4).
- Global psi
static: Every psionics usage within range requires an
opposed roll between the skill level of psionics to be
used and the AntiPsi skill level. Difficulty to
start activating is Normal (0).
BODY MANIPULATION:
Making contact:
This is needed to activate all body manipulations on others.
Willing targets are Very Easy (+4) difficulty, unwilling
targets are Normal (0) difficulty.
- Block pain: Difficulty
level is Normal (0). A new check is needed
whenever the character suffers new wounds.
- Cure disease:
Make an opposed action between the disease level and the Body
manipulation skill level. Disease is cured in 1D6
hours.
- Detoxify poison:
Make an opposed action between the poison level and the Body
manipulation skill level. Poison is detoxified in 1D6
minutes.
- Heal: Cure
up to 5*level Hits in 24 hours. Difficulty level
is Easy (+2).
- Hibernate:
Difficulty level is Difficult (-2). Can remain
hibernated for (level)days.
- Remain
conscious: Difficulty level is Normal (0). A
new check is needed whenever the character suffers new Stuns
or Hits.
ESP:
- Clairaudience:
Difficulty is Easy (+2).
- Clairvoyance:
Difficulty is Normal (0).
- Object reading:
Difficulty is Normal (0). If the object is very
old, modify by years/25. This skill can also be activated
passively in a place or item with strong presence - the
difficulty is Difficult (-2) modified by years/25.
- Precognition:
Time for precognition is (level2)days.
Difficulty is Normal (0). This skill can also be
activated passively - the difficulty then is Difficult
(-2).
- Psi Sense:
Difficulty is Very Easy (+4). When trying to
detect the exact nature of the psionics, roll again with
difficulty level Normal (0). This skill can also
be activated passively - the difficulty then is Easy
(+2).
MATTER MANIPULATION:
- Levitate: Same as
Telekinesis but skill level counts as 5 higher.
- Pyrokinesis/Cryokinesis:
Can affect (level)kg for 50oc
increase/decrease. For smaller objects heating/cooling is
increased and for heavier object heating/cooling is
lowered. Difficulty is Normal (0) with a negative
modifier of weight/25. Humans unconsciousness is at
50 oc, paper burns at 250 oc,
wood burns at 300 oc, metal melts at 1500
oc.
- Telekinesis:
Can move (level2)kg 1 m/s. For smaller object,
the speed is increased and for heavier objects the speed
is lowered. Difficulty is Normal (0) with a
negative modifier of weight/25. Any action taken with the
levitated object is at 2 to the skill level.
MIND MANIPULATION:
Making mind contact:
If the target doesnt have Mind Manipulation skill,
task is Very Easy (+4). If the target has Mind
Manipulation, making contact is an opposed action between the
attacker and the target.
Feeling the contact:
A character with Mind Manipulation can feel if someone
else is in his mind. Difficulty is Easy (+2) when
searching actively. When used passively the difficulty is Normal
(0). When trying to identify what the attacker does, the
difficulty is Easy (+2) with a -1 for every level of the
attacker.
Breaking mind
contact: A target that wishes to break the mind contact must
roll an opposed action between the attackers Mind
Manipulation skill and his Mind Manipulation skill.
There is a cumulative 1 for each failure to break contact.
- Emotion reading: Need
to make mind contact. Difficulty is Normal (0).
- Memory
manipulation: Need to make mind contact:
- Complete memory
erasure: Difficulty is Difficult (-2).
Takes 1 hour.
- Tamper with memory:
Need to successfully mind read first. Difficulty
number for changing the memory is from Very Easy
(+4) to Very Difficult (-4) according to the
memorys importance. Takes 1D6 minutes for a
simple memory and up to 10D6 for a complicated
memory.
- Detecting memory
manipulation: Difficulty is Normal (0).
Takes 1D6 minutes. This skill is also activated
passively when someone contacts a mind the
difficulty then is Difficult (-2).
- Undoing memory
manipulation: Difficulty is Difficult
(-2). Takes 10 times longer than it took to make the
change.
- Mental blow: Need to
make mind contact. Difficulty is Normal (0). Stuns
the target for a number of turns equal to amount by which
the roll was made. If 5 or higher the target falls
unconscious for 1D6 minutes.
- Mind control:
Need to make mind contact. Difficulty is Very Hard
(-4). The target doesnt remember anything.
- Mind reading:
Need to make mind contact. Difficulty is Difficult
(-2).
- Telepathy:
Need to make mind contact. Difficulty is Very Easy
(+4) for willing targets and Normal (0) for
unwilling targets.
EXPERIENCE POINTS
(XP)
Awarding XP
is done at the end of each adventure (or each episode if the
adventure is too long). XP is given for each player separately.
- How difficult was the
adventure: Award up to 5 XP for the adventure
difficulty. A simple delivery should be worth 1 XP,
stealing an item should be worth 3 XP, and an extraction
from a highly guarded megacorp is worth 5 XP.
- How well did the players
do: Award up to 5 points for a VERY good adventure
turnout, and 0 points if they really blew it. An average
of 2-3 points is recommended for this criterion for a
successful adventure.
- Exceptional role: If a
specific player took an exceptional role in the adventure
or did something heroic or brave (not foolish) that
contributed to the group, award him up to 2 XP.
- Role playing: Award up
to 1 XP for good role playing. Award 2 XP for
exceptionally good role playing.
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