Help - GM Advice

I've included some general tips and advice for GMs running the game.

Notes for the GM

  • Focus on a cool, cinematic narration. Include a description of the environment (rain, neon, weird Kanji everywhere)
  • Use failures to push narrative forward (alarms, injuries, immorality)
  • Encourage creative use of cyberware, gear, and skills
  • Reward style and impactful role-playing with narrative, tactical advantages, or Edge Points

General Difficulty Checks

The below table offers an example setup for doing difficulty checks for all scenarios. Naturally this should be used as a guide, and not a hard rule.

Task Difficulty Target Roll (1d6 + relevant stat)
Easy 3+
Moderate 5+
Hard 7+

Enemy Examples

For some guidance, the below table contains a list of enemies that can be dropped into stories

Name HP Attack Description Special Abilities
Corpo Guard 2 Heavy Pistol (Muscle +1) Armoured tactical guard Calls backup if alarms triggered
Drone (Patrol) 2 Taser Burst (Mind +0) Small flying drone Immune to intimidation, vulnerable to EMP
Heavy Corpo Enforcer 4 Cyberarm Shotgun (Muscle +2) Heavily augmented enforcer Ignores the first instance of damage, due to armour plating. Moves slowly.
Cyber Ninja 4 Dual Mono-Katanas (Muscle +3) Stealth assassin with Optic Camo +1 stealth rolls, attacks twice if undetected
Stealth Assassin Drone 3 Neurotoxin Injector (Cool +1) Spider drone for silent kills On crit, paralyses target for 1 turn
Black ICE Avatar 4 Digital mind strike (Mind +3) Chrome demon AI Attacks hacker HP directly, ignoring armour
Cyber Cultist 3 EMP Staff (Cool +1) Augmented techno-mystic EMP disables one electronic device or cyberware on hit

Mission or Gameplay Structure

The general structure of the game and missions is up to the GM, but an example flow would be:

  1. Fixer Briefing - the fixer runs over the job and offers up some information to help
  2. Preparation - players can ready gear, do recon, and plan their mission
  3. Infiltration / Combat - players start their plan and the typical gameplay begins
    • This would be broken up into Scenes, where the set pieces prepared by the GM play out
    • Be aware that you can't account for all possible scenarios, so be flexible in your approach
  4. Climax / Boss - How you want the mission to end, the final Scene
  5. Extraction / Resolution - How the team get away, and what the outcome is
  6. Debrief / Reward - The player returns to or contacts the fixer, who rewards cred, rep, gear upgrades, and sets up the narrative for the next session.

Try not to overload players with information, and keep sessions focused without restricting creativity

Optional features / events

  • You could include vehicle chases, where the players are attempting escape and have to roll for Cool to do risky manoeuvres, or Muscle to determine damage in a crash
  • You could track their notoriety with corps or the police, to throw interesting callbacks to previous sessions

Role impacts

If a character acts appropriately to their role, you may decide to offer certain benefits. This could include:

  • Advantage on a roll
  • Automatic success for simpler actions
  • Extra information in a given situation
  • Fictional permission to do something