Help - Options

Cyberware

Name Description Gameplay Effect
Mantis Blades Retractable arm blades Built-in melee weapons (mono-blade damage)
Neural Antennae Expensive. Breach remotely User can breach at Close or Near, or Far with disadvantage.
Neural Jack Direct system interface Bypasses the breach roll, and allows use of uplink ports
Neural Spike Expensive. Breach directly into system. Physical contact bypasses Breach for direct subsystem hacking, for example a camera you can touch
Optic Camo Active invisibility field Invisible for one scene, or until attacking/damaged
Reflex Boosters Enhanced neural speed Always acts first in combat unless ambushed
Smartgun Link Neural-linked targeting system No penalty for ranged attacks in the dark or while moving
Subdermal Plating Under-skin armour Reduces incoming damage by 1, once per combat
Thermal Vision Heat detection optics See living targets through walls within a Close range
Time Dilation Chip Hyper-accelerated perception Once per mission, promote a bonus action to a full action
Voice Modulator Voice mimicking implant Perfectly mimic any voice for infiltration or social rolls

Gear

Name Description Attack Stat Damage Hit Damage Crit Category Notes At Character Creation?
Biofoam Injector Wound stabiliser Healing Restore 2HP instantly. Single use Yes
Medkit Various medical supplies Healing Restore 2HP. Takes 1 turn. 3 uses Yes
Mono-Blade Ultra-sharp melee weapon Muscle 1 2 Melee Ignores light armour. Can disable limbs on crit Yes
Knife Concealable combat blade Muscle 1 2 Melee Concealable. Can be used for stealth kills Yes
Combat Axe Heavy melee weapon Muscle 2 3 Melee On crit, causes intimidation check on nearby enemies. Primary weapon only No
Mono-Katana High-end bladed weapon Muscle 2 3 Melee Ignores light/medium armour. Crit can sever limbs, or slice through barriers/cover. Primary weapon only No
Heavy Pistol Medium-range high calibre pistol Muscle 1 3 Ranged Yes
SMG Auto submachine gun Cool 1 2 Ranged Can spray fire to hit nearby targets (-1 to attack roll) Yes
Sniper Rifle Long-range precision weapon Cool 2 3 Ranged Ignores cover at Far range. Cannot be used at Close range. Primary weapon only No
Shotgun Close-Near range weapon Muscle 2 2 Ranged On crit, knocks over target. -2 on attack roll at Far range. Primary weapon only Yes
Assault Rifle Near-Far range automatic weapon Cool 2 3 Ranged On crit, can hit an additional nearby target for 1 damage. -1 on attack roll at Close range. Primary weapon only No
Light Pistol Close-Near range pistol Cool 1 2 Ranged Yes
Heavy Machine Gun Near-Far range automatic weapon Muscle 1 2 Ranged Fires multiple rounds at once. Roll 4d6, can choose one or multiple targets, each roll deals 1 damage, 2 on Crit No
Taser Close-Near range weapon Mind 0 1 Ranged Stuns target, 1 damage on Crit. Always Crit on electronic targets. No
EMP Charge Electromagnetic pulse device Throwable Disables electronics in small radius for 1-3 minutes (1d6 / 2) Yes
Flashbang Blinding stun grenade Cool Throwable Blinds or disorients targets for 1 turn, unless shielded Yes
Frag Grenade Area effect explosive 2 3 Throwable Hits all targets close to impact. Use at close range can deal damage to player (1d6 roll to avoid, 4+ required) Yes
Smoke Grenade Creates dense smoke Throwable Creates cloud of smoke in Near range. -2 to attack rolls and +1 to stealth rolls in smoke Yes
Cryo Grenade Ice grenade 1 2 Throwable Hits nearby enemies. On crit, freeze enemy for 1 turn No
Incendiary Grenade Area effect explosive that produces flames 2 3 Throwable Explodes into flames covering a small area. On crit, sets enemies on fire dealing +1 damage at the end of their next turn, unless extinguished No
Tear Gas Produces irritating gas Throwable Targets in Close-Near range get -1 to all rolls for 2 rounds due to burning eyes and choking No
Throwing knife Small blade for throwing Cool 1 1 Throwable Targets enemies in Near range. Can disable limbs with a Targeted Throw (requires Cool roll) No
Grapple Gun It's a grapple hook Utility Ascend/descend quickly. No roll required if not under pressure Yes
Spider Drone Small camera scouting drone Utility Scouts within range Yes
Lockbreaker Kit Electronic or physical lockpicks Mind Utility Opens standard locks. Advanced locks require a Mind roll Yes
Tactical Shield Deployable cover Utility Grants -1 to received damage for user and nearby ally against ranged attacks No
Adrenal Booster Stimulant Utility Grants +1 Muscle for one scene. Causes 1HP damage once it wears off No
Stim Injector Stimulant Utility Restores 1HP and grants +1 Cool for one scene. Addictive with repeated use (GM decides consequences) No

Roles

Name Description
Cyber Mystic Spiritualist, blends tech with posthuman philosophy
Fixer Smooth-talking broker of jobs, info, and illegal goods
Media Spy Journalist or information thief, exposing secrets
Netrunner Elite hacker, breaching corpo systems and networks
Nomad Road-hardened survivalist, driver, and wilderness guide
Ripperdoc Underground surgeon installing and repairing cyberware
Street Samurai Cyber-enhanced warrior, close combat specialist

Special Skills

Name Description Gameplay Effect
Demo Expert Skilled with explosives Advantage setting or disarming explosives. Partial failure doesn’t cause damage to the player
Drone Swarm Controller Operates multiple drones Advantage controlling drones; Can command 2 drones with a single action
Expert Hacker Master of digital intrustion Advantage on hacking rolls (breaches, counter-ICE, stealth data retrieval)
Face Reader Detects lies and motives Advantage detecting deception or hidden intent
Fast Talker Persuasive under pressure Advantage on persuasion, bluffing, or deception in tense scenarios
Knife Fighter Expert with Knives and Short Blades Advantage with bladed weapons. Crit can disable limbs or disarm enemies.
Neurochemist Knowledge of drugs and toxins Advantage crafting, identifying, or deploying drugs/toxins. Can prep one mission-specific compound
Parkour Master Navigates the concrete jungle with finesse Advantage climbing, vaulting, rooftop chases, and escapes
Sniper Long-range precision shooter Advantage on ranged attacks from a long distance. Crit can disable limbs or deal +1 damage
Stealth Specialist Moves silently and unseen Advantage on stealth and sneaking