Core Rules
Attributes
Each of the three Attributes are used in different circumstances. (See Saves, below.)
-
Agility (AGL): Used for saves requiring poise, speed, reflexes, dodging, climbing, sneaking, balancing, etc.
-
Body (BOD): Used for saves requiring physical power, like lifting gates, breaking doors, resisting drugs, etc.
-
Control (CTR): Used for saves to persuade, deceive, keep composure, interface with technology, etc.
Saves
A save is a roll to avoid negative outcomes from risky choices. Characters roll a d20 and compare the results to the appropriate attribute. If they roll equal to or under that attribute, they succeed. Otherwise, they fail. A 1 is always a success, and a 20 is always a failure.
If two opponents are each trying to overcome the other, whoever is most at risk should save.
If two characters need to take an action together, whoever is most at risk should save (usually the character with the lowest relevant Attribute).
Difficulty
Sometimes a situation or circumstance may influence the difficulty of succeeding, affecting a PCs chance of success. In these cases, the Admin may describe the task as Easy or Hard.
-
Easy saves roll a d20 twice and take the best result.
-
Hard saves roll a d20 twice ans take the worst result.
Time, Tools, and Training
If a PC wants to perform a task, use the “time, tools and training” framework to determine when a save may be required. If none or one of three requirements are met, the task is usually impossible. When two requirements are met, request the most applicable save roll. If all three requirements are fulfilled, the PC succeeds automatically.
- Time: there is no urgent time pressure on the PC to complete the task quickly.
- Tools: the PC has access to the typical tools for the task.
- Training: the PC has the relevant background or specific training to do the task.
Stamina
Roll 1d6 to determine your PC’s starting Stamina (ST), which reflects their ability to avoid damage and endure stress. It does not indicate a character’s health or fortitude, nor do they lose it for very long. See Healing & Recovery.
Healing & Recovery
Resting for a few minutes restores lost ST but may leave the party exposed. Medkits can stabilize a character that has taken critical damage. Drugs can stabilize a character that has taken critical stress.
Attribute loss can usually be restored with a week’s rest, facilitated by an appropriate source of expertise. See Attribute Loss.
Recovering slowly at home is free, while more expedient means of recovery such as hospitals come at a cost.
Deprivation & Fatigue
A PC that lacks a crucial need (such as food or rest) is Deprived. Anyone Deprived for more than a day adds Fatigue to their inventory, one for each day. A Deprived PC cannot recover ST, Attributes, or item slots from Fatigue.
Each Fatigue occupies one slot and lasts until the PC is able to recuperate (such as with a full night’s rest in a safe spot).
If a character is forced to add Fatigue to their inventory but they have no free slots, they must drop an item from their inventory.
Reactions
When the PCs encounter an NPC whose reaction to the party is not obvious, the Admin may roll 2d6 and consult the following table:
| 2 | 3-5 | 6-8 | 9-11 | 12 |
| Hostile | Wary | Curious | Kind | Helpful |
Morale
Enemies must pass a CTR save to avoid fleeing when they take their first casualty and again when they lose half their number.
Some groups may use their leader’s CTR in place of their own. Lone foes must save when they’re reduced to 0 Stamina.
Morale does not affect PCs.
Contractors
Crews can recruit contractors, relying on their unique skills, knowledge, and training to aid in completing jobs.
To create a contractor, choose an appropriate role from the Contractors table in the Marketplace. Roll 3d6 for each attribute and 1d6 for their Stamina. Give them equipment appropriate to their station, then roll on the Character Traits tables to further flesh them out.
Die of Fate
Optionally, roll 1d6 whenever the outcome of an event is uncertain or to simulate an element of randomness and chance.
A roll of 4 or more generally favors the PCs, while a roll of 3 or under usually means bad luck for the PCs.
Cyberware
Cyberware can be installed to grant characters unique abilties, reducing max CTR by one. It does not occupy an inventory slot once installed.
Most cyberware has passive effects, providing a constant benefit to characters. Some cyberware have Triggers for active effects, at the cost of taking Stress.
See Cyberware for more.
Hacks
Modules contain a single hack and take up one slot. They cannot be easily copied or created; instead they are recovered from corporate datastores or purchased from blackmarket dealers.
Deploying Hacks requires a Cyberdeck, taking 10 seconds to activate the Module. Deploying hacks inflicts Stress on the user equal to a roll of the Module’s die.
Hacks will attract the attention of NetCops and other hackers, and it is considered dangerous to use them openly.
If the PC is deprived or under extreme pressure, the Admin may require a PC to make a CTR save to avoid any complications from deploying the hack. Consequences of failure are on par with the intended effect and may result in added Strain, the destruction of the Module, injury, and even death.
See Hacks for more.
Prototypes
Prototypes are one-of-a-kind items of significant power or unique capability. Prototypes usually have limited use, as well as a Recharge condition. Typically created by corporations, it is likely they will take efforts to reclaim them.