Turn STAT + Skill + 1d10
= Attack vs Defence
Move + Action or
• Move up to MOVE Stat in m/yds x 2. Action vs Diff.
• Make a Melee or Ranged Attack.
• Get into a vehicle. Condition Mod
• Get up after being Prone. Difficulty DV Night or low lighting conditions -1
• Grab an opbject of opponent. Simple 9 Have never done this before -1
• Hold an Action until later in the Round. Complex task
• Run to take an additional Move Action. Everyday 13 -2
• Stabilize a target. Don't have right tools or parts -2
Difficult 15 Slept uncomfortable the night before -2
• Start a vehicle.
• Throw a grabbed opponent or object. Professional 17 Under extreme stress -2
• Take Actions in the NET Heroic 21 Exhausted -4
• Use an object.
• Use a Skills Incredible 24 Extremely drunk or sedated -4
Trying to perform task secretly -4
Legendary 29 Task obscured by smoke, darkness -4
Skills
Body Skills Education Skills Technique Skill
Athletics (DEX) Accounting (INT) Air Vehicle Tech (TECH)
Contortionist (DEX) Animal Handling (INT) Basic Tech (TECH)
Dance (DEX) Bureaucracy (INT) Cybertech (TECH)
Endurance (WILL) Business (INT) Demolitions (x2) (TECH)
Resist Torture/Drugs (WILL) Composition (INT) Electronics/Security Tech (x2) (TECH)
Stealth (DEX) Criminology (INT) First Aid (TECH)
Cryptography (INT) Forgery (TECH)
Control Skills Deduction (INT) Land Vehicle Tech (TECH)
Drive Land Vehicle (REF) Education (INT) Paint/Draw/Sculpt (TECH)
Pilot Air Vehicle (x2) (REF) Gamble (INT) Paramedic (x2) (TECH)
Pilot Sea Vehicle (REF) Language (INT) Photography/Film (TECH)
Riding (REF) Library Search (INT) Pick Lock (TECH)
Local Expert (INT) Pick Pocket (TECH)
Fighting Skills Science (INT) Sea Vehicle Tech (TECH)
Brawling (DEX) Tactics (INT) Weaponstech (TECH)
Evasion (DEX) Wilderness Survival (INT)
Martial Arts (x2) (DEX)
Melee Weapon (DEX) Social Skills Awareness Skills
Bribery (COOL) Concentration (WILL)
Ranged Weapon Skills Conversation (EMP) Conceal/Reveal Object (INT)
Archery (REF) Human Perception (EMP) Lip Reading (INT)
Autofire (x2) (REF) Interrogation (COOL) Perception (INT)
Handgun (REF) Persuasion (COOL) Tracking (INT)
Heavy Weapons (x2) (REF) Personal Grooming (COOL)
Shoulder Arms (REF) Streetwise (COOL) Performance Skills
Trading (COOL) Acting (COOL)
Wardrobe & Style (COOL) Play Instrument (TECH)
Special abilities
Backup (pg 158) Field Expertise (bonus to Tech skill),Upgrade Expertise
Calling Help (improve tech), Fabrication Expertise (Make stuff), or Invention
Charismatic Impact (Pg 144) Expertise (Invert new stuff)
Venues Size. Impact on a Fan (DV8), a Small Group (DV10), or Medicine (pg 149)
a Huge Group (DV12) Surgery (Healing++ & Life Saving)
Combat Awareness (pg 146) Pharmaceuticals (Drugs are bad!)
Damage Deflection (2 pts per -1 Damage) Cryosystem Operation (Life on Ice)
Fumble Recovery (4 pts to ignore) Moto (pg 161)
Initiative Reaction (1 pt for +1 Initiative) Vehicle Familiarity (+ to Vehicle Control & Tech)
Precision Attack (3 pts per +1 attack) Motorpool (Vehicle Gear access + Upgrades)
Spot Weakness (1 pt per +1 Damage) Operator (Pg 159)
Threat Detection (1 pt per +1 Perception) Contacts (access to people), Reach (access to goods. Night
Credibility (pg 151) Markets, Pg 338), Haggle (Bonus to Trading), and Grease
Rumors (add to skill for rumors) & Publishing (Access to (Knowledge of the Streets, aka Local Expert)
sources, Audience reach, Believability, Impact) Teamwork (pg 153)
Interface (pg 147) Gear, Housing, Health Insurance, and Team Members.
NET Actions (2, 3, 4, or 5) to use Backdoor, Cloak, Control,
Eye-Dee, Pathfinder, Scanner, Slide, Virus, or Zap.
Maker (pg 147)