| Difficulty | Threshold |
|---|---|
| Easy | 1 |
| Average | 2 |
| Hard | 4 |
| Extreme | 5+ |
| Task Time | Interval |
|---|---|
| Fast | 1 Combat Turn |
| Quick | 1 Minute |
| Short | 10 Minutes |
| Average | 30 Minutes |
| Long | 1 Hour |
| Consuming | 1 Day |
| Exhaustive | 1 Week |
| Mammoth | 1 Month |
| Task Difficulty | Threshold |
|---|---|
| Easy | 6 |
| Average | 12 |
| Hard | 18 |
| Extreme | 24+ |
| Physical Attributes | Mental Attributes | ||||
|---|---|---|---|---|---|
| Agility | Body | Charisma | Logic | Logic (Cont.) | Willpower |
| Archery | Diving | Con | Academic Knowledge | Software | Astral Combat |
| Automatics | Parachuting | Etiquette | Aeronautics Mechanic | VetTech |
Survival |
| Blades | Instruction | Arcana | |||
| Clubs | Reaction | Intimidation | Armorer | ||
| Escape Artist | Dodge | Leadership | Automotive Mechanic | ||
| Exotic Weapon | Pilot Aerospace | Negotiation | Chemistry | ||
| Forgery | Pilot Aircraft | Computer | |||
| Gunnery | Pilot Anthroform | Intuition | Cybertechnology | ||
| Gymnastics | Pilot Exotic Vehicle | Animal Handling | Cybercombat | ||
| Heavy Weapons | Pilot Ground Craft | Animal Training | Data Search | ||
| Infiltration | Pilot Watercraft | Artisan | Demolitions | ||
| Locksmith | Riding | Assensing | Electronic Warfare | Special Attributes | |
| Longarms | Disguise | Enchanting | Magic | Resonance | |
| Palming | Strength | Interests Knowledge | First Aid | Banishing | Compiling |
| Pistols | Climbing | Language | Industrial Mechanic | Binding | Decompiling |
| Throwing Weapons | Running | Navigation | Hacking | Counterspelling | Registering |
| Unarmed Combat | Swimming | Perception | Hardware | Ritual Spellcasting | |
| Shadowing | Medicine | Spellcasting | |||
| Street Knowledge | Nautical Mechanic | Summoning | |||
| Tracking | Professional Knowledge | ||||
| Athletics (Usually Strength) | Conjuring (Magic) | Firearms (Agility) | Outdoors (Usually Int) | Tasking (Resonance) |
| Climbing | Banishing | Automatics | Navigation | Compiling |
| Gymnastics | Binding | Longarms | Survival | Decompiling |
| Running | Summoning | Pistols | Tracking | Registering |
| Swimming | ||||
| Biotech (Logic) | Cracking (Logic) | Influence (Charisma) | Sorcery (Magic) | |
| Cybertechnology | Cybercombat | Con | Counterspelling | |
| First Aid | Electronic Warfare | Etiquette | Ritual Spellcasting | |
| Medicine | Hacking | Leadership | Spellcasting | |
| Negotiation | ||||
| Close Combat (Agility) | Electronics (Logic) | Mechanic (Logic) | Stealth (Usually Int or Agi) | |
| Blades | Computer | Aeronautics Mechanic | Disguise | |
| Clubs | Data Search | Automotive Mechanic | Infiltration | |
| Unarmed Combat | Hardware | Industrial Mechanic | Palming | |
| Software | Nautical Mechanic | Shadowing |
| Social Situation | Modifier* | Social Situation | Modifer* | Social Situation | Modifer* |
| NPC is: | Con Modifiers | Etiquette Modifiers | |||
| Friendly | +2 | Character has plausible evidence | +1 or 2 | Wrong attire or look | -2 |
| Neutral | +0 | Subject is Distracted | +1 | Character nervous or agitated | -2 |
| Suspicious | -1 | Subject has time to evaluate situation | -1 | Subject is distracted | -1 † |
| Prejudiced | -2 | ||||
| Hostile | -3 | Intimidation Modifiers | Leadership Modifiers | ||
| Enemy | -5+ | Character is physically imposing | +1 to +3 | Character has superior rank | +1 to +3 |
| Subject is physically imposing | -1 to -3 | Subject has superior rank | -1 to -3 | ||
| Desired Result is: | Characters outnumber the subject(s) | +2 | Character is an authority figure | +1 | |
| Advantageous | +1 | Subjects outnumber the character(s) | -2 | Character not part of subject's strata | -1 to -3 |
| Of no value | +0 | Char. has weapon or magic | +2 | Subject is devoted to character | +2 |
| Annoying | -1 | Subject has weapon or magic | -2 | ||
| Harmful | -3 | Character causing physical pain | +2 | Negotiation Modifiers | |
| Disastrous | -5+ | Subject is oblivious to danger | +2 † | Character lacks background knowledge | -2 ‡ |
| Char. has heavy bargaining chip | +2 ‡ | ||||
| Control Thoughts/Emotions spell | -1 per hit † | Subject has "ace in the hole" | +2 † | ||
| Character has (known) street rep | +Cred | Subject romantically attracted to char. | +2 | ||
| Subject has (known) street rep | -Cred | Character is intoxicated | -1 ‡ |
* Unless otherwise noted, these dice pool modifiers apply to the acting character's dice pool.
† These modifiers apply to the target character's dice pool.
‡ These modifiers can apply to either character's dice pool.
| Situation | Threshold |
|---|---|
| Assisted Climbing Down (Rappelling) | 2 |
| Assisted Climbing Upward | Distance in meters |
| Climbing Horizontally | Distance in meters x 1.5 |
| Climbing Upside Down (On a Ceiling or Overhang) | Distance in meters x 2 |
| Unassisted Climbing Upward | Distance in meters x 1.5 |
| Unassisted Climbing Down | Distance in meters |
| Situation | Modifier |
| Assisted Climbing | +2 |
| Surface is: | |
| Easily climbable (chain-link fence) | +1 |
| Broken (debris, tree, loose stone wall) | +0 |
| Flat (brick wall, side of old building) | -2 |
| Sheer (metal wall, seamless stone) | -4 |
| Slippery or wet | -2 |
| Greased or gel-treated | -3 |
| Restraints | Threshold | Interval |
|---|---|---|
| Ropes | 4 | 1 minute |
| Handcuffs | 4 | 1 minute |
| Straight Jacket | 6 | 1 minute |
| Containment Manacles | 8 | 1 minute |
| Situation | Modifier | |
| Character Being Watched | -2 | |
| Character carefully restrained | -Restrainer's Agility | |
| Character has keys or cutting implement | +2 | |
| Character has High Pain Tolerance/Pain Resistance | +1 per rating | |
| Jump | Threshold | Distance (Agi + Gymnastics) | Max Distance |
|---|---|---|---|
| Running Horiz. | Meters / 2* | Hits x 2 | Agility x 1.5 |
| Standing Horiz. | Meters | Hits | Agility |
| Vertical | Meters x 2 | Hits / 2* | Agility / 3* |
* round up
| Character Seeks | Threshold |
|---|---|
| General knowledge | 1 |
| Detailed knowledge | 2 |
| Intricate Knowledge | 4 |
| Obscure Knowledge | 5+ |
| Situation | Threshold |
|---|---|
| Universal concept (hunger, fear, bodily functions) | 1 |
| Basic conversation (concerns of daily life) | 1 |
| Complex subject (special/limited interest topics) | 2 |
| Intricate subject (almost any technical subject) | 3 |
| Obscure subject (deeply technical/rare knowledge) | 4 |
| Situation | Modifier |
| Speaking lingo (or variation of a particular language) | -2 |
| Using augmented reality visual display help | +1 to +4 |
| Visibility Modifiers | Normal | Low-light | Thermographic | Ultrasound |
|---|---|---|---|---|
| Full Darkness | -6 | -6 | -3 | -3 |
| Partial Light | -2 | 0 | -2 | -1 |
| Glare | -1 | -1 | -1 | 0 |
| Light Fog/Mist/Rain/Smoke | -2 | -1 | 0 | -1 |
| Heavy Fog/Mist/Rain/Smoke | -4 | -2 | -2 | -2 |
| Thermal Smoke | -4 | -2 | -6 | -2 |
| Item / Event Is | Threshold | Examples | |||
|---|---|---|---|---|---|
| Obvious/Large/Loud | 1 | Neon sign, running crowd, yelling, gunfire | |||
| Normal | 2 | Street sign, average pedestrian, conversation, silenced gunfire | |||
| Obscured/Small/Muffled | 3 | Item dropped under table, contact lens, whispering | |||
| Hidden/Micro/Silent | 5+ | Secret door, needle in haystack, subvocal speech | |||
| Situation | Modifier | ||||
| Perceiver is distracted |
-2 | ||||
| Perceiver is actively looking/listening for it | +3 | ||||
| Object/sound not in immediate vicinity | -2 | ||||
| Object/sound far away | -3 | ||||
| Object/sound stands out in some way | +2 | ||||
| Interfering sight/odor/sound | -2 | ||||
| Perceiver has active enhancements | +rating | ||||
| Perceiver using virtual reality | -6 | ||||
| Free | Simple | Complex |
|---|---|---|
| Call a Shot | Change Gun Mode | Fire Automatic Weapon |
| Change Linked Device Mode | Fire Weapon (SS, SA, BF) | Fire Mounted Weapon |
| Drop Object | Insert Clip | Fire Vehicle Weapon |
| Drop Prone | Observe in Detail | Full Defense |
| Eject Smartgun Clip | Pick Up/Put Down Object | Melee or Unarmed Attack |
| Gesture | Quick Draw | Reload Firearm |
| Intercept | Ready Weapon | Use Complex Object |
| Run | Remove Clip | Use Skill |
| Speak/Text Phrase | Sprint | |
| Stand Up | ||
| Take Aim | ||
| Throw Weapon | ||
| Use Simple Object | ||
| Free | Simple | Complex |
|---|---|---|
| Centering | Activate Focus | Astral Projection |
| Deactivate Focus | Call Spirit | Banish Spirit |
| Declare Counterspelling Protection | Command a Spirit | Cast Spell |
| Drop Sustained Spell | Dismiss Spirit | Erase Astral Signature |
| Shift Perception | Summon Spirit |
| Free | Simple | Complex | |
|---|---|---|---|
| Alter/Swap Icon | Analyze Icon/Node | Capture Wireless Signal | Jam Signals |
| Change Linked Device Mode | Call Sprite | Compile Sprite | Log On |
| Detect Active/Passive Wireless Modes | Deactivate Program | Control Device | Matrix Attack |
| Impose Reality Filter | Decrypt | Corrupt | Probing |
| Jack Out | Dismiss Sprite | Crash Node | Reboot |
| Switch Interface Mode | Encrypt | Crash Program | Redirect Trace |
| Terminate Data Transfer | Issue Command | Data Search | Repair Icon |
| Speak / Transmit Phrase | Jump into a Drone/Vehicle/Device | Decompile Sprite | Run Program |
| Log Off | Detect Hidden Node | Set Data Bomb | |
| Observe in | Disarm Data Bomb | Spoof Command | |
| Spot Trace | Disarm Program | Terminate Connection | |
| Transfer Data | Disinfect | Trace User | |
| Dynamic Encryption | |||
| Edit | |||
| Hack on the Fly | |||
| Initiate Cryptanalysis | |||
| Intercept Traffic | |||
| Metatype | Walking Rate | Running Rate |
|---|---|---|
| Humans, Elves, Orcs | 10 | 25 |
| Dwarves | 8 | 20 |
| Trolls | 15 | 35 |
| Rate | Speed |
|---|---|
| Meters / Second | - |
| Feet / Second | - |
| Kilometers / Hour | - |
| Miles / Hour | - |
| Passes | Meters per pass |
|---|---|
| 1 | - |
| 2 | - |
| 3 | - |
| 4 | - |
| 5 | - |
| Modifier | Effect |
|---|---|
| Satyr Legs (SURGE Quality) | +50% |
| Celerity (SURGE Quality) | +50% |
| Skates | +50% |
| Raptor Cyberlegs | +50% |
| Skimmer Disks | +100% |
| Movement Power (Body < Magic) | x Magic |
| Movement Power (Body < Magic x 2) | x 1/2 Magic |
| Movement Power (Body > Magic) | No effect |
| Dice Pool Modifier: | -0 | -1 | -3 | -6 |
|---|---|---|---|---|
| Short | Medium | Long | Extreme | |
| Pistols | ||||
| Taser | 0-5 | 6-10 | 11-15 | 16-20 |
| Hold-out Pistol | 0-5 | 6-15 | 16-30 | 31-50 |
| Light Pistol | 0-5 | 6-15 | 16-30 | 31-50 |
| Heavy Pistol | 0-5 | 6-20 | 21-40 | 41-60 |
| Automatics | ||||
| Machine Pistol | 0-5 | 6-15 | 16-30 | 31-50 |
| SMG | 0-10 | 11-40 | 41-80 | 81-150 |
| Assault Rifle | 0-50 | 51-150 | 151-350 | 351-550 |
| Longarms | ||||
| Shotgun (flechette) | 0-10 | 11-25 | 26-40 | 41-60 |
| Shotgun (slug) | 0-10 | 11-40 | 41-80 | 81-150 |
| Sporting Rifle | 0-100 | 101-250 | 251-500 | 501-750 |
| Sniper Rifle | 0-150 | 151-350 | 351-800 | 801-1,500 |
| Dice Pool Modifier: | -0 | -1 | -3 | -6 |
|---|---|---|---|---|
| Short | Medium | Long | Extreme | |
| Heavy Weapons | ||||
| Light Machine Guns | 0-75 | 76-200 | 201-400 | 401-800 |
| Medium/Heavy Machine Gun | 0-80 | 81-250 | 251-750 | 751-1,200 |
| Assault Cannon | 0-100 | 101-300 | 301-750 | 751-1,500 |
| Grenade Launcher | 5*-50 | 51-100 | 101-150 | 151-500 |
| Missile Launcher | 20*-70 | 71-150 | 151-450 | 451-1500 |
| Ballistic Projectiles | ||||
| Bow | 0-Str | Str x 10 | Str x 30 | Str x 60 |
| Light Crossbow | 0-6 | 7-24 | 25-60 | 61-120 |
| Medium Crossbow | 0-9 | 10-36 | 37-90 | 91-150 |
| Heavy Crossbow | 0-15 | 16-45 | 46-120 | 121-180 |
| Impact Projectiles | ||||
| Thrown Knife | 0-Str | Str x 2 | Str x 3 | Str x 5 |
| Shuriken | 0-Str | Str x 2 | Str x 5 | Str x 7 |
| Thrown Grenades | ||||
| Standard | 0-Str x 2 | Str x 4 | Str x 6 | Str x 10 |
| Aerodynamic | 0-Str x 2 | Str x 4 | Str x 8 | Str x 15 |
* Grenade Launchers have a minimum range (p. 155)
| Situation | Dice Pool Modifier |
|---|---|
| Attacker running | -2 |
| Attacker in melee combat | -3 |
| Attacker in a moving vehicle | -3 |
| Attacker firing from cover | -2 |
| Attacker wounded | -wound modifiers |
| Attacker using laser sight | +1* |
| Attacker using smartlinked weapon | +2* |
| Attacker using image magnification | eliminates range modifiers |
| Attacker using a second firearm | splits dice pool |
| Attacker using off-hand weapon | -2 |
| Aimed shot | +1 per Simple Action |
| Blind Fire | -6 |
| Burst Fire (Wide Short) | -2** |
| Burst Fire (Wide Long) | -5** |
| Situation | Dice Pool Modifier |
|---|---|
| Burst Fire (Wide Full) | -9** |
| Burst Fire (Wide High Velocity) | -11** |
| Burst Fire (Wide Minigun) | -14** |
| Called shot | -variable |
| Gyro stabilization | Reduces recoil or movement modifier |
| Multiple targets | -2 per additional target that Action Phase |
| Recoil, semi-automatic | -1 for second shot that Action Phase |
| Recoil, burst | -2 (first burst), -3 (second) |
| Recoil, long burst | -5 (first burst), -6 (second) |
| Recoil, full auto | -9 |
| Recoil, heavy weapon | 2 x uncompensated recoil |
| Recoil compensation | Reduces recoil modifier |
| Target Point Blank | +2 |
| Tracer rounds with short burst | +1 |
| Tracer rounds with long burst | +2 |
| Tracer rounds with full auto | +3 |
| Visibility Impaired | See the visibility table |
| Situation | Dice Pool Modifier |
|---|---|
| Friends in the melee | +1 per friend (max. +4) |
| Character wounded | -wound modifier |
| Character has longer Reach | +1 per point of net Reach* |
| Character using off-hand weapon | -2 |
| Character attacking multiple targets | splits dice pool |
| Character has superior position | +2 |
| Opponent prone | +3 |
| Attacker making charging attack | +2 |
| Defender receiving a charge | +1 |
| Visibility impaired | See the visibility table |
| Called shot | -variable |
| Touch-only attack | +2 |
| Situation | Dice Pool Modifier |
|---|---|
| Defender unaware of attack | No defense possible |
| Defender wounded | -wound modifiers |
| Defender inside a moving vehicle | +3 |
| Defender defended against previous attacks since last action | -1 per additional defense |
| Defender prone | -2 |
| Ranged Attacks only: | |
| Defender running | +2 |
| Defender in melee targeted by ranged attack | -3 |
| Defender/Target has Partial Cover | +2 |
| Defender/Target has Good Cover | +4 |
| Attacker firing wide burst | -2 |
| Attacker firing long wide burst | -5 |
| Attacker firing full-auto wide burst | -9 |
| Attacker firing shotgun on medium spread | -2 |
| Attacker firing shotgun on wide spread | -4 |
| Attacker using area attack weapon (grenade, missile) | -2 |
| Material | Armor Rating | Structure Rating |
|---|---|---|
| Fragile Example: standard glass |
1 | 1 |
| Cheap Material Example: drywall, plaster, door, regular tire |
2 | 3 |
| Average Material Example: tree, furniture, plastiboard, ballistic glass |
4 | 5 |
| Heavy Material Example: hardwood, dataterm, lightpost, chain link |
6 | 7 |
| Reinforced Material Example: densiplast, security door, armored glass, Kevlar wallboard |
8 | 9 |
| Structural Material Example: brick, plascrete |
12 | 11 |
| Heavy Structural Material Example: concrete, metal beam |
16 | 13 |
| Armored/Reinforced Material Example: reinforced concrete |
24 | 15 |
| Hardened Material Example: blast bunkers |
32+ | 17+ |
| Weapon | DV Modifier |
|---|---|
| Melee or Unarmed | No change |
| Whip/Monofilament whip | DV of 1 |
| Projectile | DV of 1 per projectile |
| Bullet | DV of 2 per bullet |
| Explosive | base DV x 2 |
| AV Rocket/Missile | base DV x 3 |
| Combat spell | No Change |
| Vehicle | Handling |
|---|---|
| Motorcycle | +2 |
| Car | 0 |
| Sports car | +3 |
| Truck | -1 |
| 18-Wheeler | -3 |
| Autogyro | +2 |
| Utility helicopter | 0 |
| Combat helicopter | +3 |
| Single-engine airplane | 0 |
| Jumbo jet | -3 |
| Jet fighter | +3 |
| T-bird | 0 |
| Speed (mpt) | DV |
|---|---|
| 1-20 | Body / 2 |
| 21-60 | Body |
| 61-200 | Body x 2 |
| 201+ | Body x 3 |
| Situation | Examples | Threshold |
|---|---|---|
| Easy | Ground: merge, pass, sudden stop Air: normal landing |
1 |
| Average | Ground: avoid pedestrian, steer
through narrow spot, wheelie Air: takeoff on a short runway |
2 |
| Hard | Ground: hairpin turn, "stoppie",
jackknife a truck Air:landing on short runway |
3 |
| Extreme | Ground: Quick 180, jump obstacle on
a
motorbike Air: landing in a planted field |
5+ |
| Terrain Type | Examples | Threshold Modifier |
|---|---|---|
| Open | Ground: highways, flat grassy plains Water: open seas, gently flowing rivers Air: open sky at high altitude |
0 |
| Light | Ground: main street thoroughfares
(e.g., Michigan Ave.), rolling hills Water: dock areas Air: intra-city air traffic |
+1 |
| Restricted | Ground: side streets, light woods,
rocky mountain slopes, light traffic Water: shallow water zones, gentle rapids Air: heavy air traffic, Nape-of-earth (NOE) flying over normal traffic |
+2 |
| Tight | Ground: back alleys, heavy woods,
very
steep slopes, high traffic streets, mud, swamp, sand Water: confined spaces (e.g, inside a pipe), heavy rapids Air: canyon gorges, flying at street level |
+4 |
| Type | Scatter |
|---|---|
| Standard Grenade | 1D6 meters -1 per net hit |
| Aerodynamic Grenade | 2D6 meters -2 per net hit |
| Grenade Launcher | 3D6 meters -2 per net hit |
| Rocket | 4D6 meters -1 per net hit |
| Missile | 4D6 meters -1 per net hit (- Sensor rating) |
| Airburst | 2D6 meters -1 per net hit (- Sensor rating) |
| Type | Damage | Armor | Secondary Effects |
|---|---|---|---|
| Acid | Physical | 1/2 Impact + Chem Protection | Continues for a number of turns equal to the power of the attack (unless from an instant combat spell). Could cause clouds of noxious gas. |
| Blast | Physical | 1/2 Impact | Add Force for determining knockdown. Objects with structure ratings less than the Force may be knocked over or broken. |
| Cold | Physical | 1/2 Impact + Insulation | May damage gear by freezing liquids, gumming lubricants, or making parts brittle. |
| Electricity | Stun | 1/2 Impact + Nonconductivity | Metallic armor does not help, and lack of grounding or immersion in water may change the resistance further. A target must make a Body + Willpower + 1/2 Impact (3) test or be incapacitated for 2 + Net Hits turns. Success still inflicts -2 dice for the same period. Electronic targets roll Body + Armor (vehicles) or Armor x 2 (other objects). If they get equal or more hits than the attack they are unaffected. Failure shuts them down for 2 + net hits turns. |
| Fire | Physical | 1/2 Impact + Fire Resistance | Make a damage resistance test using the item's Armor x 2, or just Armor if they are vulnerable. Failure catches it alight with a damage rating equal to the original DV. |
| Ice | Physical | 1/2 Impact + Insulation | Crossing an icy surface requires an Agility + Reaction (net hits) Test. Vehicles must make a Crash Test. |
| Light | Physical | 1/2 Impact | Targets without flare compensation suffer glare penalties for one turn. Highly flammable materials may ignite. |
| Metal | Physical | Impact + 5 | As flechette ammunition. May cut or shred materials. |
| Radiation | Physical | None (Radiation shielding helps) | Immediate symptoms include nauseau (if the damage taken exceeds the target's Willpower), headaches, and blindness. |
| Sand | Physical | 1/2 Impact | May jam or damage machinery that is not fully sealed. |
| Smoke | Stun | As inhalation toxin | Causes Heavy Smoke visibility modifiers for a full combat turn. |
| Sound | Stun | None (sound dampers help) | If the target takes more damage than his Willpower he suffers nauseau for 10 minutes. |
| Water | Physical | 1/2 Impact | Add Force for determining knockdown. Reduce fire DV in the area by the attack's DV. May short out electronics. |
| Visibility Modifiers | Normal | Low-light | Thermographic | Ultrasound |
|---|---|---|---|---|
| Full Darkness | -6 | -6 | -3 | -3 |
| Partial Light | -2 | 0 | -2 | -1 |
| Glare | -1 | -1 | -1 | 0 |
| Light Fog/Mist/Rain/Smoke | -2 | -1 | 0 | -1 |
| Heavy Fog/Mist/Rain/Smoke | -4 | -2 | -2 | -2 |
| Thermal Smoke | -4 | -2 | -6 | -2 |
| Category | Threshold |
|---|---|
| Natural Objects (Trees, Soil, Unprocessed Water) |
1 |
| Manufactured Low-Tech Objects and
Materials (Brick, Leather, Simple Plastics) |
2 |
| Manufactured High-Tech Objects and
Materials (Advanced Plastics, Alloys, Electronic Equipment) |
3 |
| Highly Processed Objects (Computers, Complex Toxic Wastes, Drones, Vehicles) |
5+ |
| Unbound | Bound |
|---|---|
| Combat | Any Unbound Spirit Service |
| Continuous Use of a Power | Aid Sorcery |
| Perform Physical Task | Aid Study |
| Remote Service | Loaned Service |
| Spell Binding |
|
| Spell Sustaining |
| Hits | Information Gained |
|---|---|
| 0 | None |
| 1 | The general state of the subject's health (healthy, injured, ill, etc.). The subject's general emotional state or impression (happy, sad, angry). Whether the subject is mundane or Awakened. |
| 2 | The presence and location of cyberware implants. The class of a magical subject (fire elemental, manipulation spell, power focus, and so on). If you have seen the subject's aura before, you may recognize it, regardless of physical disguises or alterations. |
| 3 | The presence and location of alphaware cyber-implants. Whether the subject's Essence and Magic are higher, lower, or equal to your own. Whether the subject's Force is higher, lower, or equal to your Magic. A general diagnosis for any maladies (diseases or toxins) the subject suffers. Any astral signatures present on the subject. |
| 4 | The presence and location of bioware implants and betaware cyberimplants. The exact Essence, Magic and Force of the subject. The general cause of any astral signature (combat spell, hearth spirit, etc.). |
| 5+ | The presence and location of deltaware implants, genetreatments, and nanotech. An accurate diagnosis of any disease or toxins which afflict the subject. The fact that a subject is a technomancer. |
| Condition | Threshold Modifier |
|---|---|
| Each hour passed since astral link was active | +1 |
| Target behind mana barrier |
+Force of barrier |
| Tracking master by spirit: |
|
| Bound spirit | No modifier |
| Unbound spirit | +2 |
| Attack | Damage |
|---|---|
| Magician | Charisma / 2 (rounded up) |
| Magician w/ Weapon Focus | By weapon type |
| Spirit | Force / 2 (round up) |
| Watcher Spirit | 1 |
| Spell | Type | Test | Range | Damage | Duration | Drain | Effect | Page |
|---|---|---|---|---|---|---|---|---|
| Acid Stream (Indirect, Elemental) | P | O (REA) | LOS | P | I | (F ÷ 2) + 3 | ||
| Ball Lightning (Indirect, Elemental) | P | O (REA) | LOS (A) | P | I | (F ÷ 2) + 5 | ||
| Blast (Indirect) | P | O (REA) | LOS (A) | S | I | (F ÷ 2) + 2 | ||
| Clout (Indirect) | P | O (REA) | LOS | S | I | (F ÷ 2) | ||
| Corrode [Object] (Indirect, Elemental) | P | S (OR) | T | P | I | (F ÷ 2) | ||
| Death Touch (Direct) | M | O (WIL) | T | P | I | (F ÷ 2) - 2 | ||
| Demolish [Object] (Direct) | P | S (OR) | LOS (A) | P | I | (F ÷ 2) + 2 | ||
| Fireball (Indirect, Elemental) | P | O (REA) | LOS (A) | P | I | (F ÷ 2) + 5 | ||
| Firewater (Indirect, Elemental) | P | O (REA) | LOS | P | I | (F ÷ 2) + 5 | ||
| Flamethrower (Indirect, Elemental) | P | O (REA) | LOS | P | I | (F ÷ 2) + 3 | ||
| Knockout (Direct) | M | O (WIL) | T | S | I | (F ÷ 2) - 3 | ||
| Lightning Bolt (Indirect, Elemental) | P | O (REA) | LOS | P | I | (F ÷ 2) + 3 | ||
| Manaball (Direct) | M | O (WIL) | LOS (A) | P | I | (F ÷ 2) + 2 | ||
| Manabolt (Direct) | M | O (WIL) | LOS | P | I | (F ÷ 2) | ||
| Melt [Object] (Indirect, Elemental) | P | S (OR) | LOS | P | I | (F ÷ 2) + 2 |
| Spell | Type | Test | Range | Damage | Duration | Drain | Effect | Page |
|---|---|---|---|---|---|---|---|---|
| Napalm (Indirect, Elemental) | P | O (REA) | LOS (A) | P | I | (F ÷ 2) + 7 | ||
| One Less [Metatype/Species] (Direct) | M | O (WIL) | T | P | I | (F ÷ 2) - 3 | ||
| Powerball (Direct) | P | O (BOD) | LOS (A) | P | I | (F ÷ 2) + 3 | ||
| Powerbolt (Direct) | P | O (BOD) | LOS | P | I | (F ÷ 2) + 1 | ||
| Punch (Indirect) | P | O (REA) | T | S | I | (F ÷ 2) - 2 | ||
| Ram [Object] (Direct) | P | S (OR) | T | P | I | (F ÷ 2) - 2 | ||
| Shatter (Direct) | P | O (BOD) | T | P | I | (F ÷ 2) - 1 | ||
| Shattershield (Direct) | M | O (Force) | T | P | I | (F ÷ 2) - 3 | ||
| Slaughter [Metatype/Species] (Direct) | M | O (WIL) | LOS (A) | P | I | (F ÷ 2) + 1 | ||
| Slay [Metatype/Species] (Direct) | M | O (WIL) | LOS | P | I | (F ÷ 2) - 1 | ||
| Sludge [Object] (Indirect, Elemental) | P | S (OR) | LOS (A) | P | I | (F ÷ 2) + 4 | ||
| Stunball (Direct) | M | O (WIL) | LOS (A) | S | I | (F ÷ 2) + 1 | ||
| Stunbolt (Direct) | M | O (WIL) | LOS | S | I | (F ÷ 2) - 1 | ||
| Toxic Wave (Indirect, Elemental) | P | O (REA) | LOS (A) | P | I | (F ÷ 2) + 5 | ||
| Wreck [Object] (Direct) | P | S (OR) | LOS | P | I | (F ÷ 2) |
| Spell | Type | Test | Range | Duration | Drain | Effect | Page |
|---|---|---|---|---|---|---|---|
| Analyze Device (Active, Directional) | P | O (WIL) | T/D | S | (F ÷ 2) | ||
| Analyze Magic (Active, Directional) | M | O (WIL) | T/D | S | (F ÷ 2) | ||
| Analyze Truth (Active, Directional) | M | O (WIL) | T/D | S | (F ÷ 2) | ||
| Animal Sense (Active, Directional) | M | O (WIL) | T/D | S | (F ÷ 2) - 1 | ||
| Area Thought Recognition (Active, Psychic) | M | O (WIL) | T/A | S | (F ÷ 2) + 2 | ||
| Astral Clairvoyance (Passive, Directional) | M | S | T/D | S | (F ÷ 2) - 1 | ||
| Astral Window (Active, Directional) | M | O (Force) | T/D | S | (F ÷ 2) | ||
| Borrow Sense (Active, Directional) | M | O (WIL) | T/D | S | (F ÷ 2) | ||
| Catalog (Active) | P | S (OR) | T/A | S | (F ÷ 2) + 2 | ||
| Clairaudience (Passive, Directional) | M | S | T/D | S | (F ÷ 2) -1 | ||
| Clairvoyance (Passive, Directional) | M | S | T/D | S | (F ÷ 2) -1 | ||
| Combat Sense (Active, Psychic) | M | O (WIL) | T/A | S | (F ÷ 2) + 2 | ||
| Detect Enemies (Active) | M | O (WIL) | T/A | S | (F ÷ 2) + 1 | ||
| Detect Enemies, Extended (Active) | M | O (WIL) | T/EA | S | (F ÷ 2) + 3 | ||
| Detect Individual (Active) | M | O (WIL) | T/A | S | (F ÷ 2) - 1 | ||
| Detect Life (Active) | M | O (WIL) | T/A | S | (F ÷ 2) | ||
| Detect Life, Extended (Active) | M | O (WIL) | T/EA | S | (F ÷ 2) +2 | ||
| Detect [Life Form] (Active) | M | O (WIL) | T/A | S | (F ÷ 2) -1 | ||
| Detect [Life Form], Extended (Active) | M | O (WIL) | T/EA | S | (F ÷ 2) +1 |
| Spell | Type | Test | Range | Duration | Drain | Effect | Page |
|---|---|---|---|---|---|---|---|
| Detect Magic (Active) | M | O (WIL) | T/A | S | (F ÷ 2) | ||
| Detect Magic, Extended (Active) | M | O (WIL) | T/EA | S | (F ÷ 2) + 2 | ||
| Detect [Object] (Active) | P | S (OR) | T/A | S | (F ÷ 2) -1 | ||
| Diagnose (Active, Directional) | M | O (WIL) | T/D | I | (F ÷ 2) | ||
| Enhance Aim (Passive, Directional) | P | S | T/D (V) | S | (F ÷ 2) - 1 | ||
| Eyes of the Pack (Passive, Directional) | M | S | T/D (V) | S | (F ÷ 2) + 1 | ||
| Hawkeye (Passive, Directional) | P | S | T/D (V) | S | (F ÷ 2) - 1 | ||
| Mana Window (Active, Directional) | M | O (Force) | T/D | S | (F ÷ 2) | ||
| Mindlink (Active, Psychic) | M | S | T/A (V) | S | (F ÷ 2) + 1 | ||
| Mindnet (Active, Psychic) | M | S | T/A (V) | S | (F ÷ 2) + 3 | ||
| Mindnet, Extended (Active, Psychic) | M | S | T/EA (V) | S | (F ÷ 2) + 5 | ||
| Mind Probe (Active, Directional) | M | O (WIL) | T/D | S | (F ÷ 2) + 2 | ||
| Night Vision (Passive, Directional) | P | S | T/D (V) | S | (F ÷ 2) - 1 | ||
| [Sense] Cryptesthesia (Passive, Directional) | M | S | T/D | S | (F ÷ 2) | ||
| Spatial Sense (Passive) | P | S | T/A | S | (F ÷ 2) + 2 | ||
| Spatial Sense, Extended (Passive) | P | S | T/EA | S | (F ÷ 2) + 4 | ||
| Thermographic Vision (Passive, Directional) | P | S | T/D (V) | S | (F ÷ 2) - 1 | ||
| Thought Recognition (Active, Psychic/Directional) | M | O (WIL) | T/D | S | (F ÷ 2) | ||
| Translate (Active, Psychic/Directional) | M | O (WIL) | T/D | S | (F ÷ 2) |
| Spell | Type | Test | Range | Duration | Drain | Effect | Page |
|---|---|---|---|---|---|---|---|
| Alleviate Addiction | M | S | T | S | (F ÷ 2) - 4 | ||
| Alleviate Allergy | M | S | T | S | (F ÷ 2) - 4 | ||
| Antidote | M | S | T | P | (Toxin DV) - 2 | ||
| Awaken | M | S | T | S | (F ÷ 2) - 4 | ||
| Crank P S T (V) P (F ÷ 2) Cure Disease | M | S | T | P | (DV) - 2 | ||
| Decrease [Attribute] (Negative) | P | O (ATTR) | T | S | (F ÷ 2) + 1 | ||
| Decrease Reflexes (Negative) | P | O (REA) | T | S | (F ÷ 2) + 1 | ||
| Detox | M | S | T | P | (Toxin DV) - 4 | ||
| Enabler (Negative) | M | O (BOD) | T | S | (F ÷ 2) | ||
| Fast | M | S | T (V) | S | (F ÷ 2) - 5 | ||
| Heal | M | S | T | P | (Damage) - 2 | ||
| Healthy Glow | P | S | T | P | (F ÷ 2) - 1 | ||
| Hibernate | M | S | T (V) | S | (F ÷ 2) - 3 | ||
| Increase [Attribute] | P | S | T (V) | S | (F ÷ 2) - 2 | ||
| Increase Reflexes | P | S | T (V) | S | (F ÷ 2) + 2 | ||
| Intoxication (Negative) | M | O (BOD) | T | P | (F ÷ 2) | ||
| Nutrition | P | S | T (V) | P | (F ÷ 2) | ||
| Oxygenate | P | S | T (V) | S | (F ÷ 2) - 1 | ||
| Prophylaxis | M | S | T (V) | S | (F ÷ 2) - 2 | ||
| Resist Pain | M | S | T | P | (Damage) - 4 | ||
| Stabilize | M | S | T | P | (Overflow) - 2 | ||
| Stim | M | S | T (V) | S | (F ÷ 2) - 5 |
| Spell | Type | Test | Range | Duration | Drain | Effect | Page |
|---|---|---|---|---|---|---|---|
| Agony (Realistic, Single-Sense) | M | O (WIL) | LOS | S | (F ÷ 2) - 2 | ||
| Bugs (Realistic, Multi-Sense) | M | O (WIL) | LOS | S | (F ÷ 2) | ||
| Camouflage (Realistic, Single-Sense) | M | O (WIL) | LOS | S | (F ÷ 2) - 2 | ||
| Chaff (Realistic, Multi-Sense) | P | O (INT) | LOS | S | (F ÷ 2) | ||
| Chaos (Realistic, Multi-Sense) | P | O (INT) | LOS | S | (F ÷ 2) + 1 | ||
| ChaoticWorld (Realistic, Multi-Sense) | P | O (INT) | LOS (A) | S | (F ÷ 2) + 3 | ||
| Confusion (Realistic, Multi-Sense) | M | O (WIL) | LOS | S | (F ÷ 2) | ||
| Double Image (Realistic, Multi -Sense) | M | O (WIL) | T | S | (F ÷ 2) - 3 | ||
| Dream (Realistic, Multi-Sense) | M | O (WIL) | LOS | S | (F ÷ 2) - 1 | ||
| Entertainment (Obvious, Multi-Sense) | M | O (WIL) | LOS (A) | S | (F ÷ 2) + 1 | ||
| Flak (Realistic, Multi-Sense) | P | O (INT) | LOS (A) | S | (F ÷ 2) + 2 | ||
| Foreboding (Realistic, Multi-Sense) | M | O (WIL) | LOS (A) | S | (F ÷ 2) + 2 | ||
| Hot Potato (Realistic, Single-Sense) | M | O (WIL) | LOS (A) | S | (F ÷ 2) - 1 | ||
| Hush (Realistic, Single-Sense) | M | O (WIL) | LOS (A) | S | (F ÷ 2) + 2 | ||
| Improved Invisibility (Realistic, Single-Sense) | P | O (INT) | LOS | S | (F ÷ 2) + 1 | ||
| Invisibility (Realistic, Single-Sense) | M | O (WIL) | LOS | S | (F ÷ 2) | ||
| Mask (Realistic, Multi-Sense) | M | O (WIL) | T | S | (F ÷ 2) | ||
| Mass Agony (Realistic, Single-Sense) | M | O (WIL) | LOS (A) | S | (F ÷ 2) | ||
| Mass Confusion (Realistic, Multi-Sense) | M | O (WIL) | LOS (A) | S | (F ÷ 2) + 2 | ||
| Mass [Sense] Removal (Realistic, Single-Sense) | P | O (INT) | LOS (A) | S | (F ÷ 2) + 1 |
| Spell | Type | Test | Range | Duration | Drain | Effect | Page |
|---|---|---|---|---|---|---|---|
| Orgasm (Realistic, Single-Sense) | M | O (WIL) | LOS | S | (F ÷ 2) - 2 | ||
| Orgy (Realistic, Single-Sense) | M | O (WIL) | LOS (A) | S | (F ÷ 2) | ||
| Phantasm (Realistic, Multi-Sense) | M | O (WIL) | LOS (A) | S | (F ÷ 2) +2 | ||
| Physical Camouflage (Realistic, Single-Sense) | M | O (WIL) | LOS | S | (F ÷ 2) - 1 | ||
| Physical Double Image (Realistic, Multi -Sense) | P | O (INT) | T | S | (F ÷ 2) - 2 | ||
| PhysicalMask (Realistic, Multi-Sense) | P | O (INT) | T | S | (F ÷ 2) + 1 | ||
| [Sense] Removal (Realistic, Single-Sense) | P | O (INT) | LOS | S | (F ÷ 2) - 1 | ||
| Silence (Realistic, Single-Sense) | P | O (INT) | LOS (A) | S | (F ÷ 2) + 3 | ||
| Sound Barrier (Realistic, Single-Sense) | P | O (INT) | LOS (A) | S | (F ÷ 2) + 3 | ||
| Stealth (Realistic, Single-Sense) | P | O (INT) | LOS | S | (F ÷ 2) +1 | ||
| Stench (Realistic, Single-Sense) | M | O (WIL) | LOS | S | (F ÷ 2) | ||
| Stink (Realistic, Single-Sense) | M | O (WIL) | LOS | S | (F ÷ 2) - 2 | ||
| Swarm (Realistic, Multi-Sense) | M | O (WIL) | LOS (A) | S | (F ÷ 2) + 2 | ||
| Trid Entertainment (Obvious, Multi-Sense) | P | O (INT) | LOS (A) | S | (F ÷ 2) + 2 | ||
| Trid Phantasm (Realistic, Multi-Sense) | P | O (INT) | LOS (A) | S | (F ÷ 2) +3 | ||
| Vehicle Mask (Realistic, Multi-Sense) | P | O (INT) | T | S | (F ÷ 2) - 2 |
| Spell | Type | Test | Range | Duration | Drain | Effect | Page |
|---|---|---|---|---|---|---|---|
| Alter Memory (Mental) | M | O (WIL) | LOS | P | (F ÷ 2) + 2 | ||
| Alter Temperature (Environmental) | P | S | LOS (A) | S | (F ÷ 2) + 1 | ||
| Animate (Physical) | P | S (OR) | LOS | S | (F ÷ 2) | ||
| Armor (Physical) | P | S | LOS | S | (F ÷ 2) + 3 | ||
| Astral Armor (Mana) | M | S | LOS | S | (F ÷ 2) + 2 | ||
| Bind (Physical) | P | O (STR) | LOS | S | (F ÷ 2) + 1 | ||
| Calm Animal (Mental) | M | O (WIL) | LOS | S | (F ÷ 2) – 1 | ||
| Calm Pack (Mental) | M | O (WIL) | LOS (A) | S | (F ÷ 2) + 1 | ||
| Catfall (Physical) | P | S | LOS | S | (F ÷ 2) | ||
| Clean [Element] (Environmental) | P | S | LOS (A) | P | (F ÷ 2) + 2 | ||
| Compel Truth (Mental) | M | O (WIL) | LOS | S | (F ÷ 2) – 1 | ||
| Control Actions (Mental) | M | O (WIL) | LOS | S | (F ÷ 2) | ||
| Control Animal (Mental) | M | O (WIL) | LOS | S | (F ÷ 2) + 1 | ||
| Control Emotions (Mental) | M | O (WIL) | LOS | S | (F ÷ 2) | ||
| Control Pack (Mental) | M | O (WIL) | LOS (A) | S | (F ÷ 2) + 3 | ||
| Control Thoughts (Mental) | M | O (WIL) | LOS | S | (F ÷ 2) + 2 | ||
| [Critter] Form (Physical) | P | S | LOS (V) | S | (F ÷ 2) + 1 | ||
| Deflection (Physical) | P | S | LOS | S | (F ÷ 2) + 1 | ||
| [Element] Aura (Environmental) | P | S | LOS | S | (F ÷ 2) + 3 | ||
| [Element] Wall (Environmental) | P | S | LOS (A) | S | (F ÷ 2) + 5 |
| Spell | Type | Test | Range | Duration | Drain | Effect | Page |
|---|---|---|---|---|---|---|---|
| Fashion (Physical) | P | S | T | P | (F ÷ 2) | ||
| Fix (Physical) | P | S (OR) | T | P | (F ÷ 2) + 1 | ||
| Fling (Physical) | P | S | LOS | I | (F ÷ 2) + 1 | ||
| Gecko Crawl (Physical) | P | S | T | S | (F ÷ 2) – 1 | ||
| Glue (Physical) | P | S (OR) | LOS | S | (F ÷ 2) + 1 | ||
| Glue Strip (Physical) | P | S (OR) | LOS (A) | S | (F ÷ 2) + 3 | ||
| Ice Sheet (Environmental) | P | S | LOS (A) | I | (F ÷ 2) + 3 | ||
| Ignite (Physical) | P | O (BOD) | LOS | P | (F ÷ 2) | ||
| In&uence (Mental) | M | O (WIL) | LOS | P | (F ÷ 2) + 1 | ||
| Interference (Environmental) | P | S | LOS (A) | S | (F ÷ 2) + 3 | ||
| Levitate (Physical) | P | S | LOS | S | (F ÷ 2) + 1 | ||
| Light (Environmental) | P | S | LOS (A) | S | (F ÷ 2) – 1 | ||
| Lock (Physical) | P | S (OR) | LOS | S | (F ÷ 2) | ||
| Magic Fingers (Physical) | P | S | LOS | S | (F ÷ 2) + 1 | ||
| Makeover (Physical) | P | S | T (V) | P | (F ÷ 2) | ||
| Mana Barrier (Environmental) | M | S | LOS (A) | S | (F ÷ 2) + 1 | ||
| Mana Bind (Mana) | M | O (STR) | LOS | S | (F ÷ 2) | ||
| Mana Net (Mana) | M | O (STR) | LOS (A) | S | (F ÷ 2) + 2 | ||
| Mana Static (Environmental) | M | S | LOS (A) | P | (F ÷ 2) + 4 | ||
| Mass Animate (Physical) | P | S (OR) | LOS (A) | S | (F ÷ 2) + 2 | ||
| Mist (Environmental) | P | S | LOS (A) | I | (F ÷ 2) + 3 |
| Spell | Type | Test | Range | Duration | Drain | Effect | Page |
|---|---|---|---|---|---|---|---|
| Mob Control (Mental) | M | O (WIL) | LOS (A) | S | (F ÷ 2) + 2 | ||
| Mob Mind (Mental) | M | O (WIL) | LOS | S | (F ÷ 2) + 4 | ||
| Mob Mood (Mental) | M | O (WIL) | LOS (A) | S | (F ÷ 2) + 2 | ||
| Net (Physical) | P | O (STR) | LOS (A) | S | (F ÷ 2) + 3 | ||
| Offensive Mana Barrier (Environmental) | M | S | LOS (A) | S | (F ÷ 2) + 3 | ||
| Petrify (Physical) | P | O (BOD) | LOS | S | (F ÷ 2) + 2 | ||
| Physical Barrier (Environmental) | P | S | LOS (A) | S | (F ÷ 2) + 3 | ||
| Poltergeist (Environmental) | P | S | LOS (A) | S | (F ÷ 2) + 3 | ||
| Preserve (Physical) | P | S | T | P | (F ÷ 2) | ||
| Pulse (Environmental) | P | S (OR) | LOS (A) | I | (F ÷ 2) + 3 | ||
| Reinforce (Physical) | P | S | LOS | S | (F ÷ 2) + 1 | ||
| Shadow (Environmental) | P | S | LOS (A) | S | (F ÷ 2) + 1 | ||
| Shapechange (Physical) | P | S | LOS (V) | S | (F ÷ 2) + 2 | ||
| Shape [Material] (Environmental) | P | S (OR) | LOS (A) | S | (F ÷ 2) + 3 | ||
| Spirit Barrier (Environmental) | M | S | LOS (A) | S | (F ÷ 2) | ||
| Spirit Zapper (Environmental) | M | S | LOS (A) | S | (F ÷ 2) + 2 | ||
| Sterilize (Physical) | P | S | LOS (A) | I | (F ÷ 2) + 2 | ||
| Turn to Goo (Physical) | P | O (BOD) | LOS | S | (F ÷ 2) + 2 |
| Type | Rating | Examples |
|---|---|---|
| Dumb | 1 | General appliances, bodyware |
| Simple | 2 | Public terminals, entertainment systems |
| Average | 3 | Standard personal electronics, headware, vehicles, drones, home/business terminals |
| Complex | 4 | Security vehicles, alphaware, research terminals, security devices |
| Smart | 5 | High-end devices, betaware, security terminals, military vehicles |
| Cutting Edge | 6 | Deltaware, credsticks |
| Rating | Range | Examples |
|---|---|---|
| 0 | 3 m | Nanoware transceivers, cyberware, intra-PAN devices |
| 1 | 40 m | RFID tags, handheld electronics |
| 2 | 100 m | Headware transceivers, micro-drone sensors |
| 3 | 400 m | Average commlinks, residential/small business wi-fi routers, vehicular autonav sensors |
| 4 | 1 km | Crawler-drone sensors |
| 5 | 4 km | Cyberlimb transceivers, heavy drone surveillance sensors |
| 6 | 10 km | Cell-phone towers, public access wi-fi routers |
| 7 | 40 km | Targeting sensors for ground vehicle weapons (ATGMs, tank guns, etc.) |
| 8 | 100 km | Flight radar, dedicated ground surveillance radar |
| 9 | 400 km | Maritime/naval radar, commercial AM/FM radio |
| Information is | Threshold |
|---|---|
| General Knowledge or Public | 6 |
| Limited Interest or Not Publicized | 12 |
| Hidden or Actively Hunted and Erased | 24 |
| Protected or Secret | n/a |
| Information is | Modifier |
| Intricate or Specialized | -1 |
| Obscure | -2 |
| Area Searched | Interval |
| Single Node or Signal Area | Complex Action |
| All Subscribed Devices and Nodes | Complex Action |
| Entire Matrix | 1 Minute |
| Situation | Modifier |
|---|---|
| AI using Rootkit | -6 |
| Looking for a virus or trojan | Opposed by Rating x 2 |
| Scanning an icon | Opposed by Firewall + Stealth, if applicable |
| Scanning a nexus in one Simple Action | -[Processor Limit] / 10 |
| Scanning a persona | Opposed by Hacking + Stealth, if applicable |
| Sprite using Blend | -2 |
| Technomancer | +2 |
| Technomancer's signature hidden by Blur | Add [Grade] to threshold |
| Technomancer's signature hidden by Flexible Signature | Add [Grade] to threshold |
| Trojan not yet activated | -4 |
| Possible Information | ||
|---|---|---|
| Access ID of a user or independent agent | Matrix Signature (threshold is 3, you must gave Resonance) | Protection option on a program |
| Alert status of node | Ongoing trace attempt | Rating of one Matrix attribute |
| Edit date of a file | Presence of a cookie | Tapped traffic (threshold is their hits on the Sniffer test) |
| File hidden by Steganography (threshold is 4) | Presence of a data bomb | Type (file, user, agent, program type, etc.) |
| Function of a control icon | Presence of a virus, trojan | Usage (or lack) of a Passkey |
| Hidden access to another node | Presence of IC in an encrypted archive | Whether a file or node is encrypted |
| Matrix damage taken by icon | Programs run by persona or agent | Whether a Trace is running |
| Hacker Services | Availability | Cost |
|---|---|---|
| Hacking a passcode | 12R | Hacking skill x 500¥ |
| Setting up a hidden account | 16F | Hacking skill x 1,000¥ |
| Copying a certified credstick | 24F | 1/2 (in real ¥) |
| Spoofing a lifestyle (1 month) | 16F | 1/2 cost of lifestyle for 1 month |
| Jacking a vehicle or drone | 8R | Skill x 200¥ |
| DOS attack on an individual (1 hour) | 8F | Skill x 200¥ |
| Tracing a datatrail | 6R | Skill x 100¥ |
| Renting a botnet | 10F | # of bots x Cost of bots x 0.5¥ an hour |
| Buying a botnet | 15F | # of bots x Cost of bots x 5¥ |
| Anonymizing proxy service | 4 | # of reroutes x 10¥ per day |
| Anonymized commcode (calls/messaging) | 4 | # of reroutes x 5¥ per day |
| One-time disposable commcode | 4 | 10¥ |
| Numbered credit account | 4R | 100¥/month |
| One-time disposable credit account | 6R | 10% of the deposited amount |
| Escrow service | 8R | 10% of the deposited amount |
| Home Brewed Hacker Service Costs | ||
| Clean a Burned SIN | 12F | 75% of the value of the SIN |
| Crack Copy Protection | 12R | Hacking skill x 100¥ |
| Situation | Modifier |
|---|---|
| Conditions | |
| Good (sterilized med facility) | +0 |
| Average (indoors) | -1 |
| Poor (street or wilderness) | -2 |
| Bad (combat, bad weather, swamp) | -3 |
| Terrible (fire, severe storm) | -4 |
| No medical supplies / medkit | -3 |
| Medkit / autodoc | +rating |
| Applying medical care remotely through medkit / autodoc | -2 |
| Assistance | +1 per skilled assistant (max +3) |
| Uncooperative patient | -2 |
| Patient is magician, adept, or technomancer | -2 |
| Patient has implants | -1 per 2 points of lost Essence |
| Gear | Protects Against | Protection |
|---|---|---|
| Chemical Seal | Contact, Inhalation | Immunity |
| Chemical Protection | Contact, Inhalation | +Rating |
| Digestive Expansion | Ingestion | +2 |
| Dwarf Natural Resistance | All toxins, diseases | +2 |
| Gas Mask | Inhalation | Immunity |
| Internal Air Tank | Inhalation | Immunity |
| Pathogenic Defense | Diseases | +Rating |
| Respirator | Inhalation | +Rating |
| Toxin Extractor | All toxins | +Rating |
| Tracheal Filter | Inhalation | +Rating |
| Situation | Modifier |
|---|---|
| Every 10 rounds of ammunition | +1 |
| Every grenade | +1 |
| Every 30 grams of standard (non-plastique) explosive | +1 |
| Every 100 grams of plastique | +1 |
| Explosives/ammo contained in plastic | -1 |
| Condition | Modifier |
|---|---|
| Character exertion (lifting, running, fighting) | +2 |
| Menstruating (females only) | +2 |
| Item | Threshold |
|---|---|
| Standard cyberware, weapon | 1 |
| Alphaware, other items | 2 |
| Betaware | 3 |
| Deltaware | 5+ |
| Situation | Modifier |
| 2 or more implants/items | +1 |
| 4 or more implants/items | +2 |
| 6+ implants/items | +3 |
| Situation | Karma |
|---|---|
| Character survived the adventure | 1 or 2 |
| Permission objective group fulfilled | 1 |
| Overall adventure challenge/threat level | 1 to 4 |
| Character was particularly brave or smart | 1 or 2 |
| Good roleplaying | 1 or 2 |
| Character pushed the storyline forward | 1 |
| Character had the right skills at the right place and time | 1 |
| Player impressed group with humor or drama | 1 or 2 |
| Improvement | Karma Cost |
|---|---|
| New Specialization | 2 |
| New Knowledge/Language skill | 2 |
| New Active skill | 4 |
| New Active skill group | 10 |
| Improving a Knowledge/Language skill by 1 | New rating |
| Improving an Active skill by 1 | New rating x 2 |
| Improving an Active skill group by 1 | New rating x 5 |
| Improving an attribute by 1 | New rating x 5 |
| New positive quality | BP Cost x 2 |
| Removing a negative quality | BP Cost x 2 |
| New spell | 5 |
| New complex form | 2 |
| Improving a complex form by 1 | New Rating |
| Rating | Description |
|---|---|
| 1 | Knows very few people and has practically no social
influence. Many are useful only for their Knowledge skills. Examples: squatter, manual laborer, academic graduate assistant. |
| 2 | Knows some people but doesn't have a lot of personal
pull. Examples: gang member, bartender, mechanic, mob soldier, corner hustler, corporate wageslave. |
| 3 | Meets people on a regular basis and has some personal
pull. Examples: beat cop, private investigator, street doc, corporate secretary, club owner, street-level fixer or fence. |
| 4 | Knows many people or may be in a leadership position. Examples: gang boss, mob lieutenant, police detective or sergeant, corporate middle manager, low-level Mr. Johnson, fixer or fence with regional ties. |
| 5 | Knows lots of people over a larger area, or holds a
senior leadership position. Examples: police captain, corporate division manager, high-level Mr. Johnson, fixer or fence with national ties. |
| 6 | Well-connected individual who knows people all over the
world, or holds a key executive position. Examples: mob boss, corporate executive, Mr. Johnson or fixer or fence with international ties. |
| Rating | Description |
|---|---|
| 1 | Just Biz. The character and contact have a purely mercenary relationship. Interactions are based solely on economics. They may not even like each other, and will not offer any sort of preferential treatment. |
| 2 | Regular. The relationship is still all business, but contact at least treats the character with a modicum of respect, like regulars or favored clients. |
| 3 | Acquaintance. A friendly relationship exists between character and contact, though it would be a stretch to call it a friendship. The contact is willing to be inconvenienced in small ways for the character, but will not take a fall for her. |
| 4 | Buddy. A friendship or solid level of mutual respect exists. The contact would be willing to go out of his way for the character if necessary. |
| 5 | Got Your Back. The contact and character have an established relationship and level of trust. The contact will back the character even in risky situations. |
| 6 | Friend For Life. The contact will do whatever he can for the character, even if it means putting his own life on the line. |
| Rating | Description |
|---|---|
| 1 | Minor. Deliver a message to someone. Provide access to a low-level restricted security area (airport boarding area, police station). |
| 2 | Low Risk. Loan use of specialized equipment (up to 5,000¥ in value). Corporate action requiring the signature of a first-line supervisor. |
| 3 | Medium. Provide access to a mid-level restricted security area (standard corporate research lab). |
| 4 | Moderate Risk. Loan use of specialized equipment (up to 50,000¥ in value). Corporate requisition requiring the signature of a middle manager. |
| 5 | Serious. Provide access to a high-level security area (FBI offices, AA megacorporate headquarters, AAA regional headquarters). |
| 6 | Major Risk. Loan use of specialized equipment (up to 500,000¥ in value). Corporate requisition requiring the signature of a senior manager or junior executive. |
| Modifier | Examples |
|---|---|
| -6 | RFID tag, bug, slap patch, micro-electronics, microdrone |
| -4 | Hold-out pistol, monowhip, ammo, credstick, chips/softs, sequencer/passkey |
| -2 | Light pistol, knife, sap, microgrenade, flash-pak, jammer, minidrone |
| +0 | Heavy pistol, taser, grenade, goggles, commlink |
| +2 | Machine pistol, medkit, club |
| +4 | SMG, stun baton, sword |
| +6 | Assault rifle, katana |
| Item Cost | Interval |
|---|---|
| up to 100¥ | 12 hours |
| 101¥ to 1,000¥ | 1 day |
| 1,001¥ to 10,000¥ | 2 days |
| 10,001¥+ | 1 week |
| Situation | Cost Adjustment |
|---|---|
| Item counterfeit | -20% |
| Item stolen | -20% |
| Item used | -20% |
| Item used in a crime under investigation | -10% |
| Price war between rival dealers | -10% |
| Market flooded | -10% |
| Distribution channels monopolized | +20% |
| Law enforcement crackdown on item | +50% |
| Market dry | +20% |
| Name | Delay | Init | Roll | Passes | Surprise | Notes |
|---|