Negative Modifier Examples -1 Night or low lighting conditions -1 Have never done this before -1 Complex task -2 Don't have right tools or parts -2 Slept uncomfortable the night before. -2 Under extreme stress -4 Exhausted -4 Extremely drunk or sedated -4 Trying to perform task secretly -4 Task obscured by smoke, darkness DV Difficulty Values (DV) Difficulty Description DV (Simple) This is something most people can do without thinking, but which might be hard for a small child. = 9 (Everyday) This feat is something most people can do without a lot of special training. = 13 (Difficult) This feat is difficult to accomplish without training or natural talent. = 15 (Professional) This feat takes actual training, and the user can be considered a professional, skilled in their abilities. = 17 (Heroic) This is a highly skilled feat; one that only the best of the best can pull off. This is the level of sports stars and other highly regarded superstars. = 21 (Incredible) This is a tremendous feat. Pulling this off would rate you among the best of your class professionally. You are of truly Olympian mettle. = 24 (Legendary) An awe-inspiring feat. This is something people would author stories about; an amazing accomplishment that will be spoken of in hushed tones for years to come. = 29 Skills Concentration (WILL) Endurance (WILL) Resist Torture/Drugs (WILL) Conceal/Reveal Object (INT) Lip Reading (INT) Perception (INT) Tracking (INT) Athletics (DEX) Contortionist (DEX) Dance (DEX) Stealth (DEX) Drive Land Vehicle (REF) Pilot Air Vehicle (x2) (REF) Pilot Sea Vehicle (REF) Riding (REF) Accounting (INT) Animal Handling (INT) Bureaucracy (INT) Business (INT) Composition (INT) Criminology (INT) Cryptography (INT) Deduction (INT) Education (INT) Gamble (INT) Streetslang Library Search (INT) Local Expert (INT) Your Home Science (INT) Tactics (INT) Wilderness Survival (INT) Brawling (DEX) Evasion (DEX) Martial Arts (x2) (DEX) Melee Weapon (DEX) Acting (COOL) Play Instrument (TECH) Archery (REF) Auto fire (x2) (REF) Handgun (REF) Heavy Weapons (x2) (REF) Shoulder Arms (REF) Bribery (COOL) Conversation (EMP) Human Perception (EMP) Interrogation (COOL) Persuasion (COOL) Personal Grooming (COOL) Streetwise (COOL) Trading (COOL) Wardrobe & Style (COOL) Air Vehicle Tech (TECH) Basic Tech (TECH) Cybertech (TECH) Demolitions (x2) (TECH) Electronics/Security Tech (x2) (TECH) First Aid (TECH) Forgery (TECH) Land Vehicle Tech (TECH) Paint/Draw/Sculpt (TECH) Paramedic (x2) (TECH) Photography/Film (TECH) Pick Lock (TECH) Pick Pocket (TECH) Sea Vehicle Tech (TECH) Weapons Tech (TECH) (Your Turn): = 1 Move Action + 1 Action ▶ Actions in Brief Move Action Move up to as many m/yds as your MOVE Statistic x 2 each Turn. Attack Make a Melee or Ranged Attack. Get into a Vehicle Get into a vehicle. Get Up Stand after being Prone. Grab Grab and hold an opponent or take away an object they are holding. Hold Action Hold an Action until later in the Round. Run Take an additional Move Action. Stabilize Stabilize a target to begin the natural healing process. Starting a Vehicle Start a vehicle. Throw Throw a grabbed opponent to the ground or throw an object. Use NET Actions Perform multiple Actions inside the NET. Use an Object Manipulate an object in a way that doesn't require a Skill Use a Skill Use one of your Skills to accomplish a quick task (Trama): Traumatic Physical Incident Torture 1d6 Traumatic Mental Incident Witnessing a particularly horrific death, mutilation, etc. 1d6 Long-term Mental Stress Kidnapping, imprisonment. Long term abuse. 2d6 Long-term Environmental Stress Factors Starvation or being trapped in a war zone, experiencing devastation from a long-term disaster, or living in constant danger for a month. 2d6 (Character #1): HANDLE (Name): Gila Role: Rocker Girl Appearance: Bohemian Folksy Retro Free Spirited (Wears a vintage vibrant black leather jacket, a pressed white collar long sleeve shirt, a red unfassened tie, a checkered red & black sailor skirt, custom shoes that flashes glowing neon lights when hearing a beat.) Age: 19 Body Type: Slim Hair: Wavey, medium long, Pale Orange hair with a few bright purple streaks. Facial Hair: none Attributes: Intelligence (INT) = 8 Reflexes (REF) = 6 Technical Ability (TECH) = 2 Cool (COOL) = 8 Will (WILL) = 6 Empathy (EMP): = 4 Luck (LUCK): = 2 Body (BODY): = 5 Dexterity (DEX): = 8 Movement Allowance (MA): = 7 Skills: (List your character's skills and their respective ranks) Concentration (WILL) + 4 Endurance (WILL) Resist Torture/Drugs (WILL) Conceal/Reveal Object (INT) + 2 Lip Reading (INT) + 2 Perception (INT) + 2 Tracking (INT) + 2 Athletics (DEX) + 2 Contortionist (DEX) +2 Dance (DEX) Stealth (DEX) + 2 Drive Land Vehicle (REF) Pilot Air Vehicle (x2) (REF) Pilot Sea Vehicle (REF) Riding (REF) Accounting (INT) Animal Handling (INT) Bureaucracy (INT) Business (INT) Composition (INT) Criminology (INT) Cryptography (INT) Deduction (INT) + 2 Education (INT) + 2 Gamble (INT) Streetslang (INT) + 2 Hungarian (INT) + 4 Library Search (INT) = + 2 Your Home Science (INT) + 2 Tactics (INT) + 2 Wilderness Survival (INT) Brawling (DEX) Evasion (DEX) + 6 Martial Arts (x2) (DEX) + 3 Melee Weapon (DEX) Acting (COOL) + 2 Play Instrument (TECH) + 6 Archery (REF) Auto fire (x2) (REF) Handgun (REF) + 2 Heavy Weapons (x2) (REF) Shoulder Arms (REF) Bribery (COOL) Conversation (EMP) + 3 Human Perception (EMP) + 3 Interrogation (COOL) Persuasion (COOL) + 6 Personal Grooming (COOL) + 2 Streetwise (COOL) + 6 Trading (COOL) +2 Wardrobe & Style (COOL) + 6 Air Vehicle Tech (TECH) 6 Basic Tech (TECH) Cybertech (TECH) Demolitions (x2) (TECH) Electronics/Security Tech (x2) (TECH) First Aid (TECH) Forgery (TECH) Land Vehicle Tech (TECH) Paint/Draw/Sculpt (TECH) Paramedic (x2) (TECH) Photography/Film (TECH) Pick Lock (TECH) Pick Pocket (TECH) Sea Vehicle Tech (TECH) Weapons Tech (TECH) Cyberware: (List any cybernetic enhancements your character possesses) Chemskin (Dyes and pigments infused into the skin to permanently change its hue. +2 to Personal Grooming if user also has Techhair.) Tech Hair (Color-light-emitting artificial hair. +2 to Personal Grooming if user also has Chemskin.) Biomonitor (subdermal implant which generates a readout of vitals. Can link to Agent) x2 Cybereye (Each Cybereye has 3 Option Slots for Cybereye Options. Some options must be paired to work properly (purchased twice and installed in two different Cybereyes on a user. Humanity Loss is calculated separately for each purchase). Low Light / Infrared / UV (User can ignore penalties due to darkness, smoke, fog, etc. Requires two Cybereyes, must be paired, and takes 2 Option Slots per Cybereye) Vampyres (Excellent Quality Light Melee Weapon implanted in mouth, can be concealed, user can add Poison or Biotoxin. Deadly Biotoxin, Designer Poison, Stonefish Venom. 3d6 Damage direct to HP vs Resist Torture/Drugs DV15 ) Cyberarm (Replacement arm. Does not have to be paired. A Cyberarm has 4 Option Slots for Cyberarm or Cyberlimb Options, and each comes pre-installed with a Standard Hand that doesn't cost any Humanity Loss or take up a Cyberarm Option Slot.) +Popup Ranged Weapon(Cyberarm Option. A One-Handed Ranged Weapon (that need not be concealable before its installation) provided by the user is permanently installed into the Cyberarm (along with any weapon attachments attached to it) so that it can be successfully concealed without a Check, and can be drawn and stowed without an Action. While the weapon is “popped up,” the user can't hold anything in this arm's hand. Requires a Cyberarm and takes 2 Option Slots) Contraceptive Implant (Implant prevents undesired pregnancy.) Gear: (List your character's equipment and gear) Agent (a micro-sized communications system and computer that fits in your pocket). Computer Inflatable Bed & Sleep-bag (folds to a 6"x6" package for easy storage). A pocket-load of Memory Chips. A Cyberdeck and cables (for Netrunners). A Techtool or other tools. Easily portable food in the form of bars, squeeze tubes, foil packs, ready to eat meals (MREs), and the occasional banana (worth its weight in gold in the Time of the Red). Personal effects, like clothes, toothbrushes, etc Electric Guitar Radio Scanner/Music Player Video Camera Light Armorjack Body Armor= SP 11 (A combination of Kevlar® and plastic meshes inserted into the weave of the fabric. ) Light Armorjack Head Armor (SP11) x5 Glow Paint Glow in dark spraypaint. Lock Picking Set Pocket Amplifier Vial of Poison x2 Bohemian Shirt, pants, and shoes. Weapons: (List any weapons your character carries) Very Heavy Pistol Handgun 4d6 + 8 rounds ROF = 1 Special Abilities: (List any special abilities or unique traits your character possesses) Charismatic Impact The Rockerboy's Role Ability is (Charismatic Impact). With this ability, they can influence others by sheer presence of personality. They need not be a musical performer; they can influence others through poetry, art, dance, or simply their physical presence. They could be a rocker—or a cult leader. As they grow in skill, they can affect larger and larger groups and call on their fans for greater and greater requests of loyalty. Background: (Provide a brief background or backstory for your character) Gila was a small-town girl but grew up in a big family. The customs of this feral tribe were to eat the weak and the strongest rewarded with what mattered most, survival; Gibler, who took this title being the oldest, biggest, and with his natural stature nurturing his arrogance took no remorse on the twins of the family Gila & Lilia, the youngest & smallest of the tribe. Times were tough and so were the rations, raw potatoes dug from the ground. Fearing starvation and sacrifice for the cannibalistic ways of their natural family, the twins made their way to Night City scavenging for anything they could find. Meat was rare, good music was not; as well as skills such as hand to hand combat, persuasion, stealth, and knowing where to be at the right time. Later in life, the twins found themselves in raves & concerts; all the while, getting familiar with cybernetics, word of tongue, and on occasion if one was displaying feats of flexibility in acrobatics the other--- was diving in an unprotected purse. Eventually, they were noticed by the Philharmonic Vampyres, who took antics & theatrics as their mainline, and were promptly recruited. The twins were no stranger to firearms from then on, but even after a decade of separation from her animalistic family Gila, inherited characteristics of cannibalistic psychology, installing Vampyres cyberware and with posttraumatic trauma instilled in Gila to be the biggest from birth or die, she took on Judo becoming familiar with overthrowing strength with quick manipulation of momentum. One day, when performing a show near Heywood District for their nineteenth birthday, Gila's sister Lilia went missing and since then Gila made a vow to find her equal half. Personality: (Describe your character's personality traits, tendencies, and demeanor) Head strong, rash, and impulsive but also has the demeanor of a calculating snake. Despite having a soft side, she rarely shows it. Most often she displays harsh criticism and cunning but cruel jokes. She lives only for herself & her twin sister and it shows. 1 Played a small local gig. 200eb 300eb 600eb 2 No gigs or jobs to be had this week. 0eb 100eb 300eb 3 Played a big gig for a rich Corporate or Local Personality. 300eb 500eb 800eb 4 Got some royalties in for your most recent Data Pool download. 300eb 500eb 800eb 5 Opening act for a Big-Name group. 300eb 500eb 800eb 6 Personal appearance netted you a large fee. 200eb 300eb 600eb JOBS: Easy Job: Armed resistance is not expected. But you never know. Protect this VIP from a possible threat to their life. = 500eb Typical Job: Armed resistance is expected, but you can be prepared for it. Every four hours the guards change their patrols. I need that diamond. = 1,000eb Dangerous Job: Armed resistance is overwhelming. Without heavy preparation, you die. Sneak into the military facility and blow up the armory, then escape. = 2,000eb LIFEPATH Cultural Origin: Scandinavia Personality: moody, rash, and headstrong ClothingStyle: Bohemian (Folksy, Retro, Free-spirited) Hairstyle: Striped What Do You Value Most?: Love Feelings About People?: People are things to destroy if they cross me. Most Valued Person: My sister Most Valued Possession: Lucky Lizard tail Family Background: Urban Homeless You lived in cars, dumpsters, or abandoned shipping modules. If you were lucky. You were usually hungry, cold, and scared, unless you were tough enough to fight for the scraps. Education? School of Hard Knocks. Childhood Environment: In the ruins of a deserted town or city taken over by Reclaimers Family Crisis: cannibals Friends: Vid Tritten, like an older brother. TragicLove Affairs: Lucky, imprisoned or exile. Castor, was killed in a fight. Jamila, committed suicide. Inflatable Bed & Sleep-bag (folds to a 6"x6" package for easy storage). Personal Agent (a micro-sized communications system and computer that fits in your pocket). A pocket-load of Memory Chips. A Cyberdeck and cables (for Netrunners). A Techtool or other tools. Easily portable food in the form of bars, squeeze tubes, foil packs, ready to eat meals (MREs), and the occasional banana (worth its weight in gold in the Time of the Red). Personal effects, like clothes, toothbrushes, etc AGENT , an Agent gives the user +2 to their Library Search Skill and +2 to their Wardrobe & Style Skill, but only if you wear the clothes your Agent suggests for you, which change every season. Multiple Agents don't multiply these bonuses. Body 1#( 2 3 4 5 6 7 8 9 10 11 12 13 14 15) (2 20 25 25 30 30 35 35 40 40 45 45 50 50 55 3 25 25 30 30 35 35 40 40 45 45 50 50 55 55 4 25 30 30 35 35 40 40 45 45 50 50 55 55 60 5 30 30 35 35 40 40 45 45 50 50 55 55 60 60 6 30 35 35 40 40 45 45 50 50 55 55 60 60 65 7 35 35 40 40 45 45 50 50 55 55 60 60 65 65 8 35 40 40 45 45 50 50 55 55 60 60 65 65 70 9 40 40 45 45 50 50 55 55 60 60 65 65 70 70 10) 40 45 45 50 50 55 55 60 60 65 65 70 70 75 #2 WILL Literal Movement: a measurement of actual distance, used in combat and when using character. Every Turn, a Character gets a [Move Action]: which can only be used to move a number of m/yds equal to their MOVE x 2 Throw:Ranged Attack using DEX + Athletics + 1d10, up to a maximum of 25m/yds, using the Grenade Launcher DV entry on the range table CHOKE: Choke ◀ If you are currently the Attacker in a Grapple, you can use an Action to Choke the Defender you are grap pling, dealing your BODY STAT directly to their Hit Points in damage. If damage dealt by a Choke would reduce a target with more than 1 HP to less than 0 HP, they are instead left at 1 HP and are Unconscious. This damage ignores the Defender's armor and doesn't ablate it. Additionally, if you Choke the same target for 3 successive Rounds, they go Unconscious regardless of their Hit Point total. Style Bag Lady Chic = Homeless Ragged Vagrant Gang Colors = Dangerous Violent Rebellious Generic Chic = Standard Colorful Modular Bohemian Folksy = Retro Free-Spirited Leisurewear = Comfort Agility Athleticism Nomad Leathers = Western Rugged Tribal Asia Pop = Bright Costume-like Youthful Urban Flash = Flashy Technological Streetwear Businesswear = Leadership Presence Authority High Fashion = Exclusive Designer Couture Melee ROF Light Melee Weapon Combat Knife, Tomahawk Varies by type 1d6 2 Concealed YES Medium Melee Weapon Baseball Bat, Crowbar, Machete 2d6 2 NO Heavy Melee Weapon Lead Pipe, Sword,Spiked Bat 3d6 2 NO Very Heavy Melee Weapon Chainsaw, Sledgehammer, 4d6 1 NO Martial Arts Attacks /Special ROF = 2 Move Resolutions are made using: DEX + That Form's Skill + 1d10 vs.Defender's DEX + Evasion + 1d10 or DV* BODY 4 or Under 5 to 6 7 to 10 11 or Higher Damage 1d6 2d6 3d6 4d GRAB: both you and your target within your reach roll DEX + Brawling Skill + 1d10. Range Weapon Type 0 to 6m/yds, 7 to 12m/yds, 13 to 25 m/yds, 26 to 50m/yds, 51 to 100 m/yds, 101 to 200 m/yds, 201 to 400 m/yds, 401 to 800 m/yds Pistol 13 15 20 25 30 30 N/A N/A SMG 15 13 15 20 25 25 30 N/A Shotgun (Slug) 13 15 20 25 30 35 N/A N/A Assault Rifle 17 16 15 13 15 20 25 30 Sniper Rifle 30 25 25 20 15 16 17 20 Bows & Crossbow 15 13 15 17 20 22 N/A N/A Grenade Launcher 16 15 15 17 20 22 25 N/A Rocket Launcher 17 16 15 15 20 20 25 30 cover Steel 50 HP 25 HP Stone 40 HP 20 HP Bulletproof Glass 30 HP 15 HP Concrete 25 HP 10 HP Wood 20 HP 5 HP Plaster/Foam/Plastic 15 HP 0 HP (Not Cover) Talents: Perception, weapon and melee skills, athletics, persuasion - most of the skills which players are required to invest 2 points into are "talents" that will usually be rolled for at least a few times a campaign, if not a few times a session. Training: There is some overlap here. Athletics is a talent, something everyone is capable of, and a sought-after skill that you can train for by going to the gym. Generally speaking though, these are things related to learning: playing an instrument, going to cosmetology school, learning to drive, learning interrogation techniques, so on. These checks should be substituted for the above talent checks when possible, possibly for an easier DV to reward the player for specializing. Conversation, perception and interrogation are sometimes interchangeable, for example. Drive Land Vehicle, though it might not give a wealth of mechanical knowledge, could be used to read another driver's actions instead of perception. Specializations: Overlap here from 2. These are fringe checks that might not come up very often, but should still be utilized. Accounting, Science, Library Search, Photography. Many would still need education (personal grooming, fashion, education skills in general) but aren't always directly applicable. How to Use EVERYTHING Every skill has a place, however, so long as you as the GM are aware the player has it. Using Skills VS Task Talents: These skills translate directly to the DV table in the rulebook, possibly even upping the difficulty for relying on a basic feature of most characters and to counter virtually everyone having at least a couple of points in them. Athletics is a good example: climbing a 5-to-7-foot high fence is an everyday challenge - climbing higher than that, though, would be considerably more difficult to do quickly without practice, no matter how much athletic stamina your character has. Similarly, trying to persuade a person based entirely on your charm and charisma (persuasion) is a tall order if the person being charmed isn't very interested in conversation. Training: Those difficult challenges become substantially easier, however, if the character relies on related training instead. Climbing a fence would be much easier for someone trained as an acrobat (dance, performance/acting - wherever that training might be accounted for from your player) or someone used to mounting a horse or other animal (riding). Talking to a businessman would be much easier if you had training in business-related matters. Specializations: These aren't directly applicable, but can always offer bonuses - use them in conjunction with other checks, instead of as substitutions, and let your players get creative: a criminology check won't physically help you climb the fence, but it does mean you've studied crime... and how people get away. Roll well enough, and get a +1 or +2 bonus to the athletics check by recalling how you've seen it done. Don't use DVs here as the GM, instead just ask for the roll and apply a bonus as you think might be necessary based on it and its applicability. Awareness Skills Concentration..................................... WILL Skill of focus and mental control, encompassing feats of memory, recall, and physiological control. At a Base 10, you've got a pretty solid memory and can keep your head in a firefight against the local boosters. At a Base 14, you've trained your mind to retain knowledge, and probably meditate regularly. It takes a fair amount to shake you. At a Base 18, your mind is like a steel trap with a 24/7 lock down. You can walk through gunfire and never flinch. Conceal/Reveal Object..........................INT Skill for hiding objects and finding objects that have been hidden. This is the Skill used for concealing weapons under clothing and detecting concealed weapons. At a Base 10, you've got some experience with street magic and maybe you know a few common hiding places. At a Base 14, you've learned the most common hiding places and can slip small items past customs. Maybe you work as a smuggler or an inves tigator part-time. At a Base 18, you are seasoned in the art of concealment. It's rare that anything goes unnoticed, and you could smuggle a handgun into President Kress' office. Lip Reading ...........................................INT Skill of reading someone's lips to tell what they're saying. At a Base 10, you've spent enough time snooping on conversations to pick up a few words here and there. At a Base 14, you can read all sorts of people includ ing those with heavy accents and partially obscured mouths. At a Base 18, you could dictate a conversa tion from 10m/yds away through a snowstorm, with one eye closed. Perception.............................................INT Skill of spotting hidden things, like clues, traps, and people using the Stealth Skill, but not objects hidden with the Conceal/Reveal Object Skill.At a Base 10, you know how to keep an eye out and your spatial awareness is better than the average person. At a Base 14, you always know roughly what's going on around you and only trained profes sionals can sneak up on you. At a Base 18, you are trained to scan rooms for traps, you can spot tiny clues like scratches on door knobs, and you can predict who is entering a room by how they turn that knob. Tracking ................................................INT Skill of following a trail by observing tracks and other clues left behind.At a Base 10, you've done some hunting (whether that's animals or people is up to you). At a Base 14, you could be a professional bounty hunter, with enough knowledge to track people who are actively covering their tracks. At a Base 18, you are almost impossible to shake. Once you get a trail, you can follow it to the ends of the earth. Body Skills Athletics ...............................................DEX Skill of jumping, climbing, throwing, swimming, lifting weights, etc. It combines the basic elements of any high school-level sports program. This Skill also covers thrown weapons.At a Base 10, you are the equivalent of a real high school "jock," able to run long distances and lift a respectable amount. At a Base 14, you can perform in college-level competitions and hold your own in all sorts of athletic challenges. At a Base 18, you are of Olympic or professional caliber and it's rare you meet someone who matches your skill. Contortionist ........................................DEX Skill of manipulating your body to get out of handcuffs or other bindings and to fit yourself into otherwise inaccessible places or spaces.At a Base 10, you can slip out of handcuffs sometimes and fit yourself into slightly tight spaces. At a Base 14, you have practiced your contortion and yoga is probably part of your daily ritual. You can slip out of handcuffs and bindings with relative ease and fit yourself into small cupboards. At a Base 18, you could be traveling with a circus. You can touch your toes to your head, slip out of complex rope bindings, and squeeze your body into spaces that would make an octopus sweat. GETTING IT DONE Dance...................................................DEX Skill of dancing at a professional level.At a Base 10, you've practiced some moves and could dance at a wedding and impress the bride and groom. At a Base 14, you could compete in one of Ziggurat's sponsored dance competitions and prob ably make it to the semi-finals. At a Base 18, you are probably well known for your dance moves and may even get requests from Corps for you to perform at their social functions. Endurance .......................................... WILL Skill of withstanding harsh environmental conditions and hardship. This is also the ability to withstand pain or discomfort, particularly over long periods of time, by knowing the best ways to conserve strength and energy. Endurance Skill Checks are made whenever a Character must continue to be active after a long period without food, sleep, or water or after prologed activity..At a Base 10, you are generally a tough customer. Maybe you grew up in the outskirts or traveling with a Nomad pack. At a Base 14, you are trained in surviving harsh conditions and capable of living on the streets with no home or shelter, though not com fortably. If need be, you could flee to the badlands outside the City to escape trouble. At a Base 18, you are well accustomed to dangerous terrain and long-term hardship. You can live for long periods of time with minimal nourishment, live entirely alone in the Badlands and stay alert while on the run with no problem. Resist Torture/Drugs .......................... WILL Skill of resisting painful effects, including interrogation, torture, and drugs.At a Base 10, you've probably had some experi ences with interrogation or hard drugs, and it's given you some knowledge of how to handle them. At a Base 14, you've trained yourself to withstand the garden-variety interrogation of the NCPD and several different poisons and drugs. At a Base 18, you're extremely hard to crack and you can shake off the effects of most poisons and drugs. You can withstand even the torture of psychos like the Iron Sights gang. Stealth .................................................DEX Skill of moving quietly, hiding, doing an action discreetly, or otherwise evading detection. Other Characters can try to find you with their Perception Skill. At a Base 10, you can get past most guards, or your parents if you've been grounded. At a Base 14, you are good enough to slip smoothly from shadow to shadow and not make any noise. You can avoid guards and lose pursuers easily. At a Base 18, you are the equal of the corporate ninja employed by Arasaka. If you want to go unnoticed, there are few people who can spot you. Control Skills Drive Land Vehicle.................................REF Skill of driving and maneuvering land vehicles.At a Base 10, you are the equal of a very good nonprofessional driver. You know how to handle yourself on the road and deal with road rage. At a Base 14, you are the equal of a moderately skilled race car driver. You can make bootlegger turns, jump small gaps, and drive in dangerous terrain. At a Base 18, you have the skill to be nationally known as a racer and probably can score a sponsorship deal with some of the biggest vehicle manufacturers out there.Pilot Air Vehicle (x2)..............................REFSkill of piloting and maneuvering air vehicles.At a Base 10, you are a trained pilot, able to engage in most combat situations or pilot an AV through bad weather. At a Base 14, you are a veteran pilot with a lot of time in the cockpit. You can handle yourself in almost any situation, including making complicated aerobatic maneuvers. At a Base 18, you have the skills to be widely known among the piloting community for having the "right stuff." You can fly through storms and thread the needle between buildings in an AV-4. Pilot Sea Vehicle ....................................REF Skill of piloting and maneuvering sea vehicles.At a Base 10, you have piloted sea vehicles before, and you know the ins and outs of naval travel and combat. You can handle choppy water and hold your own in a skirmish. At a Base 14, you have spent a great deal of time on the water and probably been in a few naval encounters. You know how to come out on top in an even engagement. At a Base 18, you are a veteran of the seas, able to sail a cargo freighter through a hurricane and maneuver a speedboat through a slalom of debris and enemy ships. Riding....................................................REF Skill of riding a living creature trained for the purpose.At a Base 10, you've had the rare luxury of seeing and riding a horse. You know the basics of how to keep it from haring off. At a Base 14, somehow, you've had a great deal of experience riding (whether that's horses or other animals) and you are a very compe tent rider, able to make quick maneuvers and adjust ments. At a Base 18, you can really connect with the creature you're riding to get the most out of them. You could and probably have at some point competed in Corporate dressage competitions. Horses are extremely rare and talented riders are even rarer. Education Skills Accounting ............................................INT Skill of balancing books, creating false books, and identifying them, juggling numbers, creating budgets and handling day-to-day business operations.At a Base 10, you can manage the books for a small company by yourself and rarely make any clerical errors. At a Base 14, you can manage the books for a medium-sized Corp and hide your embezzlement at the same time. At a Base 18, you're a master at double entry and offshore accounting that would make the best white collar criminals proud. You'll probably be sought out by a Corp or a Crime Family to help them with their operations. Animal Handling ...................................INT Skill of handling, training, and caring for animals.At a Base 10, you know how to approach a wild animal without scaring it off, and you've kept a pet before. At a Base 14, you have the skill to train animals for other people, and you've encountered a few different animals in your life. At a Base 18, you may have worked with Biotechnica at some point on the various synthetics and cloned animals coming out recently. You can calm down just about any animal, and can train animals professionally for groups like the NCPD. Bureaucracy..........................................INT Skill for dealing with bureaucrats, cutting red tape, knowing who to talk to in a bureaucracy, how to reach them, and how to extract information from bureaucracies.At a Base 10, you've been around the block a few times and know how to deal with bureaucrats to avoid getting trapped in red tape. At a Base 14, you've worked with bureaucracies long enough to really start unraveling an organization's secrets. You know how to expedite orders, make sure your papers end up on the right desks, and even block other people's requests with Corps and government officials. At a Base 18, you are masterful at working the system. You know how to get just about anything you need done, tie up opposition in red tape for ages, and even manipulate the bureaucracy to create false claims and paperwork. NETWORKING: No NET Architecture is immune to a crack infiltration team you didn't see coming. Anything you install for defense could be possibly turned against you by a Netrunner or Tech of sufficient skill. So, just keep that in mind. Sometimes, being subtle with your security can be advantageous. Perhaps invest in control nodes to run cameras and an alarm, and a File to store the video logs, with some nasty Black ICE protecting it. If you need to send a message, focus on a security system that kills. Buy as many short Net Architectures as your Fixer can get a hold of, and fill them up to their control node limit with two Automated Turrets. Take advantage of your Fixer's connections to get some nice rocket launchers and fancy rockets to outfit your shiny new death machines. A Netrunner can't do anything unless they can get close enough. Make sure they die trying. When you encounter enemy Black ICE lying in wait in an Architecture, you roll your Interface + any SPEED bonus you have active + 1d10 vs. the Black ICE's SPEED + 1d10. If it beats your Check, you (or one of your active Programs at random in the case of Anti-Program Black ICE) suffer its effect immediately. It is then placed into the Initiative Queue at the top, one number above the entity with the previously highest Initiative. On each of its Turns, it will attack the Netrunner (or one of their active Programs at random in the case of Anti-Program Black ICE) once, rolling its ATK + 1d10 vs the Netrunner's Interface + 1d10 (or Program's DEF + 1d10 if it's an Anti-Program Black ICE), doing its Effect should it succeed. Black ICE will chase its target through the entire Architecture until it is Derezzed or is eluded by a Netrunner who successfully used the Slide Interface Ability. Anti-Program Black ICE will continue to follow an enemy Netrunner until they are Derezzed or Slid away from even if they currently have no Programs Rezzed, as they are coded to view enemy Netrunners as a Program source. Black ICE that are eluded by a Netrunner's Slide Ability stop following their target and become a Black ICE "lying in wait" in the Architecture exactly where their pursuit ended, as described above How to Read the Black ICE Program Table Class: The type of Program. A Program whose Class specifies a type of target (like Anti-Personnel or Anti Program) is only effective when used against its intended target. Perception (PER): How hard the Black ICE is to Slide away from. Speed (SPD): How fast the Black ICE can react. A Black ICE with high SPD lying in wait is more likely to connect with a free hit when they initially encounter a Netrunner (See Encountering Black ICE pg. 205). Attack (ATK): A number the Black ICE adds to its roll when attacking during its Turn. Defense (DEF): A number the Black ICE adds to its roll when defending against an attack. REZ: The Program's Hit Points, or the amount of damage it can sustain while Rezzed before it is Derezzed. Effect: The Effect caused when the Black ICE hits with an attack. Icon: The appearance of the Program in the NET. Many Netrunners customize the look of their Black ICE Programs. Interface Abilities ▶ Scanner Use a Meat Action to find out the Meatspace loca tion of access points to any NET Architectures in an area. The higher the Check, the more you spot from further away. It is up to the GM's discretion to deter mine how much you find. Example: The Netrunner uses their Scanner Ability to search the building for NET Architectures and their access points to hack using a Meat Action. Rolling a 1d10 and adding their Interface (7), they get a 14. With this roll, the GM determines that the Netrunner learns the Meatspace location of two of the nearby access points for the building's NET Architecture. ▶ Backdoor Allows a Netrunner to attempt to break through Passwords in a NET Architecture using a NET Action. Of course, if you knew the password already, you automatically pass through the obstruction.Example: The Netrunner encounters a particularly difficult Password of DV10 blocking their progress while in an Architecture. Using a NET Action, they attempt to Backdoor it. They roll a d10 and add their Interface (7), getting a 16. The Password blocks the Netrunner no more. ▶ Cloak Allows you to hide traces of your presence and any Virus you left in the Architecture using a NET Action. The Pathfinder DV for another Netrunner to overcome your Cloak and discover your Actions is equal to the Cloak Check you made to create the Cloak. If you do not use the Cloak Ability before Jacking Out, another Netrunner can automatically discover what actions you took in the Architecture upon using the Pathfinder Ability. Example: After leaving their Virus on the Corporation's network, the Netrunner wants to hide any traces of their presence on the Architecture along with their Virus, so they use a NET Action to use their Cloak Ability. They roll Interface (7) + 1d10, getting a 16! An enemy Netrunner will have to beat this number with Interface + 1d10 before they can discover any traces of the Netrunner or be able to roll against any Virus that they left. If the Netrunner didn't leave such a flashy Virus, maybe the Corp wouldn't have even known that their NET Architecture was compromised! ▶ Control Allows you to control things attached to the NET Architectures like cameras, drones, turrets, laser grids, elevators, sprinklers, etc., using a Control Node. Each Node has a DV required to take control of it as a NET Action. Operating each individual thing attached to the node requires a separate NET Action once you have taken hold of the Control Node, and can be done from anywhere in the Architecture as long as you are still in control of the Control Node. Each Control Node can only be activated once per Turn. The DV to wrest a Control Node currently held by another Netrunner or a Demon is equal to the Control Check they made to take control of it. You lose control of any Control Nodes you hold in an Architecture when you Jack Out. Example: In an Architecture, a Netrunner encoun ters a DV10 Control Node that manages the cameras on this floor. By using a NET Action to use their Control Ability they roll Interface (7) + 1d10 and beat the Control Node's DV by 2. Now that they've taken control of the Control Node, they use an additional NET Action to reposition the cameras so that they will not capture the Netrunner's friends while they sneak out of the fire escape. ▶ Eye-Dee Allows you to know what a found piece of data (like a File) is and its value using a NET Action. Some Files have a DV that must be beaten to learn anything from them. Example: After discovering an interestingly titled File, the Netrunner uses their Eye-Dee Ability with a NET Action. It's a DV9 File, so the Netrunner rolls Interface (7) + 1d10 and easily rolls higher than 9. Unfortunately, the File was a dummy left in the Architecture just to waste a Netrunner's time! ▶ Pathfinder Uses a NET Action to partially reveal the "map" of the NET Architecture. The higher your roll, the more you learn. This tells you generally what is in the NET 200 NETRUNNING Architecture you have just broken into, but not the DV of anything. You can see into the Architecture a number of floors equal to your Check or up to the first obstruction (usually a Password) with a DV higher than your Pathfinder Check, whichever happens first. Example: After jacking into a new NET Architecture, the Netrunner has no idea what they might be up against, so they use their Pathfinder Ability with a NET Action to find out. Rolling their Interface + 1d10, they only get a 10. The GM determines they learn only the first 3 floors of the elevator, because the third has a DV11 Password on it that blocks their view. ▶ Slide Attempt to flee combat with a single Non-Demon Black ICE Program as a NET Action. If you are able to roll a successful Slide Check against the Program's Perception + 1d10 you can escape the Black ICE to an adjacent floor of the elevator, but not past a Password or other NET obstruction. A Black ICE Program that has been successfully slid away from stops following the Netrunner and becomes a Black ICE laying in wait right where it was slid away from. You can only attempt to Slide once per Turn. You can't Slide preemptively. Example: In the middle of a painful conflict with a Hellhound Black ICE a Netrunner decides that they really don't have the time to get killed right now. Using a NET Action they attempt to Slide away from the Black ICE, rolling Interface (7) + 1d10 vs. the Hellhound's Perception (6) + 1d10. The Netrunner gets 14 to the Hellhound's 13. Success! The Netrunner escapes to the next floor of the elevator... Unfortunately, there is another Hellhound waiting there. This Netrunner really should have used Pathfinder! They can't Slide again until their next Turn! ▶ Virus Once you have reached the lowest level of the NET Architecture you can leave your own Virus in the Architecture to perform up to 2 actions or changes, within reason. Using this ability is the only way a Netrunner can make a change to a NET Architecture that persists after they Jack Out. Describe to the GM what you want the virus to do, and they will assign a DV. A more powerful Virus will require a higher DV to leave in the Architecture, as determined by the GM. Depending what you want to do, this can require as many NET Actions as the GM determines. Roll a Virus Check. The DV to destroy a Virus is equal to the Virus Check made to create it. Example: After reaching the lowest level of an Architecture, the Netrunner wants to leave it worse than they found it. They explain to the GM that they want to leave a Virus in the Architecture that changes all the passwords in the Architecture every 5 minutes. The GM determines that placing such a Virus would take 9 NET Actions to leave in the Architecture and assigns a DV12. Over their next 3 Turns, the Netrunner spends all 3 of their NET Actions to complete the Virus, then rolls Interface (7) + 1d10... rolling only a 12. Their code just doesn't work so they decide to try again, spending another 9 NET Actions over another 3 Turns to try again, succeeding this time with a 15. When the Corporation later discovers the Netrunner's Virus, their Netrunner gets a headache while trying to clean up the DV15 Virus ▶ Zap Allows you to make an attack as a NET Action against a Program or enemy Netrunner. If you are able to roll a successful Zap Check against the Program's Defense Value + 1d10 or the Netrunner's Interface + 1d10, you deal 1d6 damage to the Program's REZ or directly to the Netrunner's brain. Example: A Netrunner, who already used all their Attacker Programs this Turn, still hasn't managed to finish off a Hellhound. Luckily, they have one NET Action left, so they Zap it. Rolling Interface (7) + 1d10 vs. the Hellhound's Defense (2) + 1d10 they beat the Hellhound, and deal 1d6 damage to the Hellhound's REZ, finishing it off. Gangs Jullard: INT REF TECH COOL ATTR LUCK MA BODY EMP 7 8 6 6 6 5 7 5 4 SKILLS: Perform 7, Play Instrument 7, Social 6, Human Perception 5, Awareness 4, Personal grooming 3, Wardrobe and Style 4, Submachinegun 5, Persuasion 5, Dance 3, Martial Arts 6, Dodge 4. Philharmonic Vampyres: The Vamps are a prankster gang who were dubbed the "Philharmonic Vampyres" a few decades ago when five members clad in tuxedos, capes, and vampire teeth flew up on wires behind the Night City Symphony on Halloween night. Are they artists, hoodlums, or social com mentators? Are those teeth part of the costume or not? Who knows? INT REF TECH COOL ATTR LUCK MA BODY 6 7 6 7 10 6 6 8 Starting the Game 1. Background Hooks: You can choose how you'd like to proceed. 2. Party Connection: You can choose how you'd like to proceed. 3. Campaign Themes and Tone: I would like a bit of both gritty and intense cyberpunk action and a mix of action and interpersonal drama. 4. House Rules and Additional Content: I will play it by ear if there are any rules that need to be adjusted. 5. Campaign Starting Point: You can start any way you like, surprise me. Step 2: Campaign Setting I would like the game to incorporate 4 MAIN ACTS divided amongst the span of 10 years in game : each ACT will contain 3 subplots interweaving to the FINAL ACT. Step 3: Party Relationships You can decide how Gila's party characters know each other and why they've decided to work together. Step 4: Expectations and Boundaries There are no boundaries as far as the limits of what would be expected in the cyberpunk universe. Expectation are adult content which include but are not limited to; extreme violence, sexual content, drug-use, gore, etc. Step 4: Expectations and Boundaries "Understood. We'll approach the game maturely and responsibly, ensuring that any adult content is handled with sensitivity and respect for all players' comfort levels. " No I don't want it to be approached sensitively or respectful. In movie terms I'd like it to be rated R. As far as other character and their connection with Gila, they can be any roles except for Rocker boy/girl Solo - The combat specialist and bodyguard. Nomad - The road warrior and vehicle expert. Techie - The expert in machines, computers, and gadgets. Netrunner - The hacker and virtual reality expert. Media - The journalist and influencer. That's all for now, let's start the game with Act 1 (Year 1-10):