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CS Allin1

The document provides a comprehensive overview of combat mechanics, including armor types, ranged and melee weapon statistics, critical hit effects, and medical treatment protocols. It details various weapon damages, cover types, and the impact of different injuries and poisons on characters. Additionally, it outlines the effects of drugs and environmental hazards on gameplay.
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0% found this document useful (0 votes)
11 views5 pages

CS Allin1

The document provides a comprehensive overview of combat mechanics, including armor types, ranged and melee weapon statistics, critical hit effects, and medical treatment protocols. It details various weapon damages, cover types, and the impact of different injuries and poisons on characters. Additionally, it outlines the effects of drugs and environmental hazards on gameplay.
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
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Armor SP Pen.

INITIATIVE = REF + 1d10

BODY ARMOR
Leathers 4 None
- Move, - Attack, Vehicles; Kevlar® 7 None
ACTIONS
- Equip/Drop, - Choke, - Get into Lt. Armorjack 11 None
- Hold Action, - Grab, - Start Bodyweight Suit 11 None
- Run, - Human Shield, - Maneuver
- Get Up, - Reload, Med. Armorjack 12 -2
- Use Skill, - Throw, Hvy. Armorjack 13 -2
- NET Actions, Flak 15 -4
- Stabilize,
Metalgear® 18 -4
RANGED COMBAT Bulletproof Shield: 10 SP
Corspe/Body: SP = BODY
REF+SKILL+1d10 vs Thick Steel (50 HP): Bank Vault Door, Engine Block, Hydrant
Thin Steel (25 HP): Car Door, Metal Door, Refrigerator, Shipping Container
DV or DEX+EVASION+1d10 Thick Stone (40 HP): Boulder
Thin Stone (20 HP): Statue
Weapon 0-6 - 12 - 25 - 50 - 100 - 200 - 400 - 800 Thick Bulletproof Glass (30 HP): Bank Window Glass,

COVER
Bulletproof Windshield
SINGLE SHOT DV

Pistol 13 15 20 25 30 30 N/A N/A Thin Bulletproof Glass (15 HP): Bulletproof Windshield,
SMG 15 13 15 20 25 25 30 N/A Prison Visitation Glass
Thick Concrete (25 HP): Data Term, Utility Pole
Shotgun 13 15 20 25 30 35 N/A N/A Thin Concrete (10 HP): -
(Slug) Thick Wood (20 HP): Bar, Log Cabin Wall, Tree
Assault 17 16 15 13 15 20 25 30 Thin Wood (5 HP): Overturned Table, Wardrobe, Wooden Door
Rifle Thick Plaster/Foam/Plastic (15 HP): Office Wall, Sofa
Sniper 30 25 25 20 15 16 17 20 Thin Plaster/Foam/Plastic (0 HP): Office Cubicle, Windshield
Rifle
Note: BODY 10+ Needed to move Thick Cover.
Bows &
Crossbow 15 13 15 17 20 22 N/A N/A
Grenade
CRITICAL HITS
Launcher 16 15 15 17 20 22 25 N/A On Box Cars, roll 2d6 for a critical and score +5 HP Damage.
Rocket F: First Aid P: Paramedic S: Surgery
Launcher 17 16 15 15 20 20 25 30
Roll Injury Effect Quick Fix Treatment
Thrown Object: DEX+Athletics+1d10 vs Grenade Launcher
No use. Drop stuff.
2 Dismembered
Arm N/A S (17)
Weapon 0-6 - 12 - 25 - 50 - 100 Death Save +1
No use. Drop stuff.
3 Dismembered
AUTOFIRE DV

SMG 20 17 20 25 30 Hand N/A S (17)


Death Save +1
CRITICAL (TO BODY)

Collapsed MOVE -2
Assault Rifle 22 20 17 20 25 4 Lung P (15) S (15)
Death Save +1
Autofire: 10 bullets needed. Damage: 2d6 x Points over P(15)/
5 Broken Ribs Move 4m+, 5 HP P (13)
S(13)
DV upto... SMGs Max: x3 or Assault Rifles: x4
NOTES

P(15)/
Arrows: No Reload needed. 6 Broken Arm No use. Drop stuff P (13)
S(13)
Suppressive: 10 bullets needed.
Concentration vs Autofire or hide. 7 Foreign Object Move 4m+, 5 HP P/FA (13) Quick Fix
Shotgun Shells: Shoulder Arms vs DV 13. P(15)/
8 Broken Leg MOVE -4 P (13)
For 3d6 to all withing 6m. S(13)
Explosives *: Hit all within 5m (10x10 square) 9 Torn Muscle Melee -2 P/F (13) Quick Fix
Weapon Skill Dam. Mag. ROF Hands Conc. Lose next Action.
10 Spinal Injury P (15) S (15)
Death Save +1
Medium Pistol Handgun 2d6 12 2 1 Y Crushed
11 Fingers -4 with that hand P (13) S (15)
Heavy Pistol Handgun 3d6 8 2 1 Y Move -6. No Dodge. Death
12 Dismembered N/A S (17)
V. Heavy Pistol Handgun 4d6 8 1 1 N Leg Save +1
SMG Handgun 2d6 30 1 1 Y Roll Injury Effect Quick Fix Treatment
WEAPONS

-4 Ranged Attacks, Vision.


Heavy SMG Handgun 3d6 40 1 1 N 2 Lost Eye N/A S (17)
Death Save +1
-2 all Actions.
Shotgun (Slug) Shoulder Arms 5d 4 1 2 N 3 Brain Injury N/A S (17)
Death Save +1
CRITICAL (TO HEAD)

MOVE -2
Assault Rifle Shoulder Arms 5d6 25 1 2 N 4 Damaged Eye P (15) S (15)
Death Save +1
P(15)/
Sniper Rifle Shoulder Arms 5d6 4 1 2 N 5 Concussion -2 all Actions P (13)
S(13)
Bows & P(15)/
Archery 4d6 N/A 1 2 N 6 Broken Jaw -4 Speech P (13)
Crossbow S(13)
Grenade Hwy Wp 6d6* 2 1 2 N 7 Foreign Object Move 4m+, 5 HP P/FA (13) Quick Fix
Launcher
Rocket P(15)/
Hwy Wp 8d6* 1 1 2 N 8 Whiplash Death Save +1 P (13)
Launcher S(13)
Head shots x 3.
State Threshold Effect Stabil. 9 Cracked Skull P/F (13) Quick Fix
WOUNDS

Death Save +1
Light < Full HP None DV 10 Move > 4m, loose next move.
10 Damaged Ear P (15) S (15)
-2 Hearing.
Serious < 1/2 HP -2 DV 13 Crushed
11 Windpipe No Speak. -4 with that hand P (13) S (15)
Mortally < 1 HP -4 DV 15
Move > 4m, loose next move.
Dead Failed Save Dead No! 12 Lost Ear N/A S (17)
-4 Hearing. Death Save +1
MELEE COMBAT TRAUMA MEDICINE
Cybertech:
DEX+MELEE+1d10 vs - Not for Wounds. Can Quick Fix Cyberware.
First Aid:
DEX+EVASION+1d10 - Can Stabilize Wounds and Quick Fix Common Injuries.
Paramedic (x2):
Weapon Dam. ROF Hands Conc. - Can Stabilize Wounds, apply Quick Fix, and treat Critical Injuries.
Surgery (aka Medicine):
MELEE WEAPONS

Light Melee 1d6 2 Var. Y - Medtech only. Can treat all Critical Injuries.
S State Threshold Effect Stabil.

WOUNDS
Medium Melee 2d6 2 Var. N TABILIZE
Heavy Melee 3d6 2 Var. N Use First Aid or Paramedic. Light < Full HP None DV 10
Lightly: DV10 to Heal Serious < 1/2 HP -2 DV 13
V. Heavy Melee 4d6 1 Var. N Seriously: DV13 to Heal
Mortally: DV15 for 1 HP & Mortally < 1 HP -4 DV 15
Light Melee: Combat Knife, Tomahawk,
Scratchers*, Talon Foot* unconscious. Dead Failed Save Dead No!
Medium Melee: Baseball Bat, Crowbar,
Machete, Big Knucks*, Rippers*, Slice ‘N
TREAMENT
Dice* Quick Fix (with First Aid or Paramedia):
Heavy Melee: Lead Pipe, Sword, Spiked - Takes 1 minute. You can treat yourself. Remove the Injury Effect for the
Bat, Wolvers* rest of the day.
V. Heavy Melee: Chainsaw, Treatment (with Paramedic or Surgery):
Sledgehammer, Helicopter Blades, - Each attemp takes four hours. Can’t treat yourself. Removes Injury Effect.
Naginata Hospital: For a 4 hour treatment in a day
* Cyberware - DV17+: 1,000eb/Day (V. Expensive)
- DV15: 500eb/Day (Expensive)
H2H - DV13: 100eb/Day (Premium)
BODY Dam. - DV10: 50eb/Day (Costly)
Minimum Damage for a Cyberarm is 2d6. - An overnight bed. 100eb/Day (Premium)
1-4 1d6 Grab (& Hold): -2 to all Actions for both of you
Body Banks:
5-6 2d6 Choke: Requires Hold, Ignore armor, BODY in damage. - They are not taking bodies, as vat grown limbs are too cheap.
Throw: Requires Hold, Ignore armor, BODY in damage,
7 - 10 3d6 Target is Prone. POISONS
11 + 4d6 Intensity Example DV Effect
- Recovery [Any]: DV 13, Get Up for free (ie don;t cost a Move Action). Mild Belladonna, Toxic Waste 11 1d6
Aikido
- Disarming Combination [Hit with Brawl & MA]: DV15 to Disarm. Strong Arsenic 13 2d6
- Iron Grip [Only once]: DV15 for an extra -2 on escape Grapple.
Deadly Biotoxin, Designer Poison, Stonefish Venom 15 3d6
MARTIAL ARTS

Karate
- Armor Breaking Combination [Hit with Melee & MA]: DV 15 for 2 more
armor damage. DRUGS
- Bone Breaking Strike [WILL 8+]: One attack only, but adds the Broken Intensity Example DV Effect
Rib Crit, or Cracked Skull for Head shots.
Judo Mild Alcohol 11 Inebriation
- CounterThrow [Dodged all attacks]:DV15 to auto throw a target. Strong Sodium Pentothal 13 Suggestibility
- Grab Escape [Grapples & Hit with 2 Melee attacks]: DV15 to escape
grab and give a Broken Arm Critical. Deadly Designer Drug 15 Designer's Intention
Taekwondo
- Pressure Point Strike [WILL 8+]: Make single attack, if hit add Spinal STREET DRUGS
Injury Critical. Head shots, get a Brain Injury Critical. Resist Torture/ Drugs vs DV to avoid Secondary Effects.
- Flying Kick [MOVE 8+, & move 4m]: Single attack, Move towards target, Black Lace (50eb) - Pg 227.
do damage, and knock Prone. - Main Effects: 24 hrs, 2d6 HL for duration, Ignore Seriously Wound State.
MORE HURT - Side Effects (DV17): addicted (Black Lace)m HL permanent, -2 REF when
not using.
Fire: Blue Glass (20eb) - Pg 228.
- Mild (Wood Fire): 2 Damage direct to HP/Turn - Main: 4 hrs. Will "flashing out" with hallucinating colours & shorts, and will
- Strong (Gasoline Fire): 4 Damage direct to HP/Turn lose an Action
- Deadly (Thermite): 6 Damage direct to HP/Turn - Side Effects (DV15): Addicted (Blue Glass). Typically will flash out each
Drowning: hour. Primary effect now stops flashing out and is used for stability.
- Hold breath for BODY in minutes, then BODY in Damage/Turn. Boost (50eb) - Pg 228.
Asphyxiation (Space): - Main: 24 hrs, INT +2
- Drowning plus, 1d6 to INT, REF, and DEX. If INT reaches 0, Your - Side Effects (DV15): Addicted (Boost), -2 INT.
Dead. You recover if you breather air. Smash (10eb) - Pg 229.
Electrocution: - Main: 4 hrs, euphoric,+2 to the
- 6d6/Turn, soaked by armor following Skills: Dance, Contortionist,
Exposure: Conversation, Human Perception,
- 1d6/Day (Direct). While exposed to extreme elements, you cannot heal Persuasion, and Acting.
naturally. Proper equipment for environment, no risk of exposure. - Side Effects (DV15): Addicted
Falling: (Smash), dysphoria, -2 to the
- Fall 40 m/ Turn. One chance to grab a ledge with DV15 Athletics. No following Skills: Dance, Contortionist,
Check for a Grapple Hand, Grapple Gun, etc. Conversation, Human Perception,
- NB: Ignore the first 10m or 2 Cyberlegs ignore the first 30m. Persuasion, and Acting. Craves more
- Take 2d6 for every 10m fallen and suffer Broken Leg Critical. Smash.
- Common sense. EG. Fall of Skyscraper = dead Synthcoke (20eb) - Pg 229.
Radiation: - Main: 4 hrs, +1 REF, paranoid
- Low level radiation: GM interpret. ideation
- High level radiation: Equivelent to Mildly On Fire - Side Effects (DV15): Addicted
- Extremely Hot Zone: Equivelent to Deadly On Fire. (Synthcoke), -2 REF, crave more
Synthcoke
Information R. Talsorian Games Inc. All Rights Reserved.
Addition Character Art: Alex Pascenkoent
NETRUNNING
INTERFACE+1D10 VS DV
HARDWARE
Cyberdeck Quality Slots Option Details

CYBERDECK
Basic Actions Interface Actions
- Move in NET. Poor Cyberdeck 5 Standard deck Unchanged
Net ACTIONS

1-3 2 Standard deck 7 Bodyweight Suit SP 11, +1 Slot


- Saving a Copy of a File
- Jack In/Out 4-6 3 Excellent deck 9 Cyberarm Builtin In Cyberarm +1 Slot
- Activate/Deactivate Program 7 - 9 4
- Miscellaneous Actions 10 5
UPGRADES OPTIONS (PG 208)
Use Interface Backup Drive (2 Slots):
- Scanner (Meat Space): Better result = See Further. - Saves Non-Black ICE Attackers, Defenders, or Boosters.
- Backdoor (NET): Bypass a password. - Destoried programs can be restored as a Meat Action.
- Cloak (NET): Hide from Black ICE & Netrunners. DNA Lock (2 Slots):
- Control (NET): Takeover a Control Node. - Unlocked with thumbprint, blood sample, or other Biometric.
- Eye-Dee (NET): What’s in the file? - DV17 Electronics/Security Tech Check.
- Pathfinder (NET): Map the current NET Architecture. Hardened Circuitry (1 Slot);
- Slide (NET): Flee Black ICE. Interface vs Perception. - Immune to EMP effects
- Virus (NET): Once at the core, change upto 2 things Insulated Wiring (1 Slot);
- Zap (NET): Hit something, softly. Interface vs - Can’t catch fire.
DEF, or I/face vs I/face for 1d6 damage. KRASH Barrier (2 Slots):
- Immune to forced Jackout.
NET COMBAT Range Upgrade (1 slot):
INTERFACE+ATK+1D10 - 8m range.
VS
INTERFACE+1D10 OR DEF+1D10
SOFTWARE
Derezzed at 0 REZ. All programs have 0 Interface, except Demons.
Program ATK DEF REZ Effect
Booster 0 0 7 See below
BOOSTERS

Eraser: A pink glob exuding tiny soap bubbles.


+2 Cloak while Rezzed
See Ya: Shimmering silver magnifying glass spinning slowly in place.
+2 Pathfinder while Rezzed
Speedy Gonzalvez: A trail of dust appearing behind the Netrunner as
they move.
+2 Speed while Rezzed
Worm: A golden mechanical worm with neon green eyes.
+2 Backdoor while Rezzed
Program ATK DEF REZ Effect
ANTI-PERSONEL
DEFENDERS

Program PER SPD ATK DEF REZ Effect Defender 0 0 7 See below
Asp 4 6 2 2 15 Destory’s Program on Deck Each program can only be used once per Netrun. Can’t run multiples.
Armor:Transparent golden armor worn by the Netrunner.
Giant 2 2 8 4 25 3d6 Dam & Jacked Out! -4 Brain Damage
2d6 Dam. Deck on fire & take 2 Flak: A cloud of blinding, glowing, multi-colored lights swirling around
Hellhound 6 6 6 2 20 the Netrunner.
HP/Turn
Reduces ATK of Non-Black ICE to 0
Kraken 6 2 8 4 30 3d6 Dam & No move or Jackout Shield: Flickering silver energy barrier surrounding the Netrunner.
BLACK ICE

-1d6 to INT, REF, DEX for 1 Stops first Non-Black ICE from doing Damage, then Derezzes.
Liche 8 2 6 2 25
hour. Program ATK DEF REZ Effect
Derezzes a defender Prog, 1d6
ATTACKERS (GREY ICE)

Raven 6 4 4 2 15 Attacker * 0 0 See below


Dam.
Scorpion 2 6 2 2 15 -1d6 Move for 1 hour.
Skunk 2 4 4 2 10 -2 Slide. Diff Skunks can stack.
1d6 Dam. -1 NET Action next
Wisp 4 4 4 2 15
Turn (Min 2)
ANTI-PROGRAMS
Program PER SPD ATK DEF REZ Effect
Dragon 6 4 6 6 30 6d6 to Prog. Destorys Prog.
Killer 4 8 6 2 20 4d6 to Prog. Destorys Prog
Sabertooth 8 6 6 2 25 6d6 to Prog. Destorys Prog.
DEMONS
NET Combat
Program REZ Interface
Actions Number
Imp 15 2 2 14
Efreet 25 4 3 14
Balron 30 7 4 14
HOME SECURITY SYSTEMS

CREATING NET ARCHITECTURE DEFENSES


Step 0: The Difficulty Rating Roll Lobby Floor For everything on defenses see pages 213 - 216
- Basic DV6 Active Defenses Effect Move HP Bypass
- Standard DV8 1 File DV6
- Uncommon DV10 2 Password DV6 Air Swarm Use a V. H. Melee (4d6) 8 15 DV 17
- Advanced DV12 Use 2 of V H Pistol, SMG, or
Step1: Shape the Architecture 3 Password DV8 Ground Camera 4 30 DV 21
Step2: Fill in the Architecture 4 Skunk Large Air Use 2 of Dartgun, VHPistol with 6 20 DV 21
- Lobby is the first 2 floors AP, or Camera
5 Wisp Use 1 of Dartgun, VHPistol with
Step3: Fit the Architecture to the Mini Air AP, or Camera 6 15 DV 17
World Around it 6 Killer
Use 2 of Grenade
Spider Walking Melee Wp, H SMG, or Camera Launcher, VH 4 40 DV 21
Roll Basic Floor Standard Uncommon Advanced
(3d6) Floor Floor Floor Controller: Demon, or Netrunner.
Trigger: Target enters area without wearing proper pass or badge.
3 Hellhound Hellhound x2 Kraken Hellhound x3 Action: Attack (14) target with in the perimeter of Defended Area.
Hellhound, Hellhound, Bypass: Takes 5 minutes with Electronics/Security Tech
4 Sabertooth Asp x2
Killer Scorpion Emplaced Defenses Effect HP Bypass
Hellhound,
5 Raven x2 Skunk x2 Hellhound, Killer Resist
Auto. Blood Swarm 3d6 Dam. Torture/ Drugs vs DV15, or - DV 21
Liche
6 Hellhound Sabertooth Raven x2 Wisp x3 Auto. Melee
Damage with Melee Weapon 25 DV 17
Weapon
Hellhound,
7 Wisp Scorpion Sabertooth Auto. Turret Damage with Weaapon 25 DV 17
Sabertooth
8 Raven Hellhound Hellhound Kraken Controller: Automated, Demon, or Netrunner.
Trigger: Target enters area without wearing proper pass or badge.
Password Action: Attack (14) target with in the perimeter of Defended Area.
9 Password DV6 Password DV8 Password DV10
DV12 Bypass: Takes 5 minutes with Electronics/Security Tech.
10 File DV6 File DV8 File DV10 File DV12 H Bypass
Environmental Defenses Effect P
Control Node Control Node Control Node Control Node
11 Observation Cameras See in Low Light, IR & UV 5 DV9 (1min)
DV6 DV8 DV10 DV12
Password Tanglefoot Flooring ROF 1, -1d6 Move 20 DV13 (1min)
12 Password DV6 Password DV8 Password DV10
DV12
13 Skunk Asp Killer Giant Electrical Flooring Shock: 6d6/Turn 20 DV13 (1min)
Laser Grid Use V.H.Melee Wp. - DV17 (5min)
14 Asp Killer Liche Dragon
Tip-floor Monowire: 6d6 - DV13 (1min)
Killer,
15 Scorpion Liche Dragon
Scorpion Goop Goo: -2d6 Move 10 DV13 (1min)
16 Killer, Skunk Asp Asp, Raven Kraken Ceiling/Wall Punchers Crushing: 6d6 20 DV13 (5min)
Raven, Wisp,
17 Wisp x3 Raven x3 Dragon, Wisp Slip-floor Fall Prone 10 DV13 (1min)
Hellhound
18 Liche Liche, Raven Giant Dragon x2 Stun Panels suffer damaged Eye & Ear Crit. 5 DV13 (1min)
Sleep Gas Elevator Sleep 60 DV17 (5min)
BUYING NET ARCHITECTURE Controller: Automated, Demon, or Netrunner.
Small System: 1,000eb/floor for 3 to 6 Floors with upto 2 control nodes. Trigger: Target enters area without wearing proper pass or badge.
Portiable. Action: Attack (14) target with in the perimeter of Defended Area.
Medium System: 5,000eb/floor for 7 to 12 Floors with upto 3 control To Detect: Perception DV17
nodes. Not Portiable. Bypass: Electronics/Security Tech DV (Time required)
Large System: 10,000eb/floor for 13 to 18 Floors. Not Portiable. Laser Grid: Avoid with a DV17 Contortionist.
Passwords, Control Nodes, and Files: Tip-floor: Avoid DV15 Athletics.
- DV6 (500eb each) Slip-floor: Avoid DV15 Athletics.
- DV8 (1,000eb each) Stun Panels: Avoid DV15 Resist Torture/Drugs
- DV10 (5,000eb each) Sleep Gas Elevator: Avoid DV13 Resist Torture/Drugs
- DV12 (10,000eb each)
Demons:
- Imp (1,000eb each)
- Efreet (5,000eb each)
- Balron (10,000eb each)
Control Nodes: (EG. Cameras,
sprinklers, sirens, assembly line
conveyor belts, video display feeds,
chlorination control valves,
electronically engaged door locks,
massage chairs, soda machines, air
conditioning, and pitching machines.)
- DV9 (1500eb each)
- DV13 (1,000eb each)
- DV17 (5,000eb each)
- DV21 (10,000eb each)
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)

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