SHORTENED RULES
 
 
CHARACTER GENERATION
     
 
GENERAL PROCESS:
    - A character is generated
        using Character Points. A starting character has
        45 Character Points.
 
    - Spend the Character Points
        to buy Attributes, Skills, Wealth
        and Contacts.
 
    - Beginning players are better
        off choosing one of the pre-made character templates. The
        templates were made with 44 Character Points so
        there is 1 left for the layer for personal customization.
        Here is a list of the Character Templates.
 
    - Finalize the character.
 
     
ATTRIBUTES:
    - There are 6 Attributes:
        Strength, Dexterity, Perception, Intelligence, Technical
        and Operation.
 
    - Attributes can range
        from 1 to 5.
 
    - Each Attribute point
        cost 2 Character Points.
 
    - Recommendation: Use 36
        Character Points to build 18 points worth of Attributes
        (an average of 3 to all Attributes).
 
     
SKILLS:
    - The base level of a skill
        equals to its Attribute.
 
    - Learning a skill at the base
        level costs ½ Character Point.
 
    - Learning a skill at 1 level
        above the base level costs 1 Character Point.
 
    - Learning a skill at 2 levels
        above the base level costs 2 Character Points.
 
    - Learning a skill at higher
        level than 2 above the base level is impossible for
        beginning characters. It is possible to raise the skill
        through earned XP.
 
    - Body Resistance and Dodge
        get a rating equal to their Attribute (Strength
        and Dexterity respectively) even if no Character
        Points are spent on them.
 
    - Here is the list of Skills and their explanations.
 
    - Recommendation: Use 8 Character
        Points to learn 8 points worth of Skills.
 
 
WEALTH:
    - Each ½ Character Point spent
        on wealth is worth $25,000.
 
    - At least ½ Character
        Point must be spent on wealth.
 
    - Recommendation: Use 1 Character
        Point on wealth.
 
 
CONTACTS:
    - Each contact costs ½ Character
        Point.
 
    - Here is a sample list of Contacts.
 
    - Recommendation: If a
        contact is desired, reduce from the Character Points
        recommended to be spent on skills for this purpose.
 
 
FINALIZING
THE CHARACTER:
    - Calculate Psionics Attribute
        = average of Perception and Intelligence
        rounded down. Note that psionics is only available at
        GMs discretion.
 
    - Calculate Hits and Stuns.
        Hits = 5xStrength attribute. Stuns = 3xStrength
        attribute.
 
    - Starting Humanity is
        10. Every Cybernetic system installed reduces the
        characters Humanity. Humanity cannot
        be reduced to 0 or less.
 
    - Starting Hero Points
        is 1.
 
    - Buy equipment.
 
    - Calculate the combat
        parameters:
        Initiative = Dexterity + Cybernetics + any other
        modifier
        Hit Target Number = Body Resistance + Cybernetics
        + any other modifier
        Damage Resistance = Body Resistance + Armor +
        Cybernetics + any other modifiers 
    - Calculate the weapons
        parameters (fill the table).
 
 
 
ACTIONS AND SKILLS
 
THE SKILL ROLL (2D6+):
    - Roll 2D6 and total them.
 
    - On a total of 2, roll 1D6 and
        reduce from the total (2-1D6).
 
    - On a total of 12, roll 1D6
        and add to the total (12+1D6). If a 6 is rolled, repeat
        the process.
 
 
OPPOSED ACTIONS:
When two
characters are doing things that oppose each other.
    - Each character makes a Skill
        Roll (2D6+) and add his Attribute or Skill
        (whichever is applicable).
 
    - Add all modifiers to the
        roll.
 
    - Compare the results. The one
        with the higher result wins.
 
    - In case of a tie, reroll.
 
     
USING AN ATTRIBUTE
OR SKILL:
    - Assign a difficulty level:
 
    
        Very
            Easy (+4 modifier): Knowing that PolyGraphics is
            a famous computer company. Attaching a laser sight to
            a gun. These are actions that usually dont
            require a skill check.
         
        Easy
            (+2 modifier): Knowing that PolyGraphics is famous
            for its cyberspace simulation software. Attaching a
            smart module to a weapon.
         
        Moderate
            (no modifier): Knowing that PolyGraphics was the
            first megacorp to develop IC. Fixing a malfunctioning
            laser sight.
         
        Difficult
            (-2 modifier): Knowing the software development
            strategy of PolyGraphics. Fixing a wrecked smart
            module.
         
        Very
            Difficult (-4 modifier): Suggesting a development
            plan for one of PolyGraphics projects. Building a
            smart module.
         
    
    - Make a Skill Roll
        (2D6+) and add Attribute or Skill (whichever
        is applicable).
 
    - Add the difficulty modifier
        and any other modifiers.
 
    - A total of 12 or more
        means success.
 
     
ATTRIBUTE CHECK:
    - Make a Skill Roll and
        add Attribute.
 
    - A roll of 10 or more
        mean success.
 
     
HERO POINTS
    - Usage of a Hero Point
        in a combat turn doubles all the character Attributes
        and Skills for that turn.
 
    - Usage of a Hero Point
        for a specific action doubles the Skill or Attribute
        used for that action.
 
    - A Hero Point used, is
        lost for the remainder of the adventure.
 
    - At the end of an adventure,
        the character gets back his hero points.
 
     
EXPERIENCE POINTS (XP):
    - To increase a Skill
         spend XP equal to the current Skill level
        to increase it to the next level. E.g.: increasing a
        skill from 3 to 4 costs 3XP.
 
    - To learn a new Skill -
        spend XP equal to the Skills Attribute-1
        to learn the Skill at a beginning level equal to
        the Attribute. E.g.: A character with Dexterity 3
        needs to spend 2 XP to learn Firearms for a beginning
        level of 3.
 
    - To buy Hero Points -
        spend 3 XP for 1 Hero Point.
 
     
DEFAULTING TO ATTRIBUTES
    - When not having a specific Skill,
        the character can do things with his Attributes as
        defaults.
 
    - Using an Attribute
        instead of a skill implies a -2 modifier. E.g.: To fire a
        gun with no Firearms skill, use Dexterity at a -2
        modifier.
 
    - A character cant use an
        Operation Skill if he has no rating in it.
 
     
     
COMBAT
 
A Combat
Turn is 5 seconds.
 
INITIATIVE:
    - Each character rolls 1D6+Dexterity
        for initiative.
 
    - Higher numbers go first.
 
    - Ties are resolved
        simultaneously.
 
    - The character can take
        another action if his initiative is 10 or greater.
 
     
MOVEMENT:
    - Walking  Walk up
        to 5 meters per turn. No penalty.
 
    - Running  Run up
        to 10 meters per turn. Penalty of 1 to any skill
        use.
 
    - Crawling  Crawl
        up to 2 meter per turn. Penalty of 1 to any skill
        use.
 
    - Falling Prone 
        No penalty.
 
    - Standing Up 
        Penalty of 1 to any skill use.
 
     
ACTIONS IN A COMBAT TURN:
    - Shooting - types of
        fire:
 
    
        - Single Shot (SS)
             Fire 1 shot per turn.
 
        - Semi Automatic (SA) 
            Fire 2 shots per turn.
 
        - Full Automatic (FA)
             Fire 2 bursts (5 bullets) per turn. Penalty of
            2 to attack. Damage Level is +2.
 
    
    - Melee or unarmed combat
        - 1 attack per turn.
 
    - Drawing  Penalty
        of 1 to any skill use. The player can only make one
        shot that combat turn (even if using a SA or FA weapon).
 
    - Fast draw  Make
        a Dexterity Check. If successful, there is no draw
        penalty. If unsuccessful, cant shoot that turn.
 
    - Reloading  It
        takes 1 turn to change clips or to insert 5 bullets into
        a SS firearm.
 
     
ATTACKS:
    - Solved just like any Skill
        usage.
 
    - Difficulty level:
 
    
        - Shooting
            - range determines the difficulty level:
                Short
                Range (0-2m) - Easy difficulty
                (+2)
                Medium Range (2-20m) - Normal difficulty
                (0)
                Long Range (20-50m) - Difficult difficulty
                (-2)
                Extreme Range (50+) - Very Difficult
                difficulty (-4)
            
         
        - Melee or unarmed
            combat - Normal difficulty (0)
 
        - Grenades - same as
            shooting.
 
    
    - Hit Target Number -
        this is the target number of the skill roll.
        Hit Target Number = 12 + Dodge of the
        target. 
    - Aiming  Spending 1 turn
        aiming adds +1 for the next shot and also scope bonus (if
        using a scope).
 
    - Other modifiers are on the
        modifiers table.
 
Attack: (2D6+) + Skill + Difficulty
+ Modifiers = Hit Target Number (12 + Dodge)
    - Grenade miss - roll 1D6 for
        the distance missed (in meters), and 1D6 for direction
        (1-forward, 4-backward).
 
     
TAKING
DAMAGE:
    - Damage Resistance -
        this is the targets resistance to the attack
        damage:
        Damage Resistance = Body Resistance +
        Armor. 
    - Roll 1D6 for every Damage
        Level the weapon has and reduce the damage
        resistance:
        Damage = 1D6 x Weapon Damage Level -
        Damage Resistance 
    - If 0 or less, target is
        stunned for 1 turn.
 
    - If more than 0:
 
    
        - Stun attack (unarmed
            combat):
            Stuns = Damage
            Hits = ½ Damage 
        - Physical attack
            (weapon attack):
            Stuns = Damage
            Hits = Damage 
    
    - Explosives - all
        targets in the area of effect suffer damage (no attack
        roll needed):
 
    
        - Fragmentation Grenades -
            damage reduced by 1 level for every 2 meters
            distance.
 
        - Concussion Grenades -
            damage reduced by 1 level for every 1 meters
            distance.
 
        - Plastique - damage
            reduced by 1 levels for every 2 meters distance.
 
    
    
         
         
    
ATTACK MODIFIERS TABLE:
    
        
            | Description | 
            Modifier | 
        
        
            | Running | 
            -1 | 
        
        
            | Crawling | 
            -1 | 
        
        
            | Stunned
            or Wounded | 
            -1 | 
        
        
            | Drawing
            (without fast draw) | 
            -1 | 
        
        
            Darkness: 
            Partial 
            Total | 
             
            -1 
            -2 | 
        
        
            Cover: 
            50% 
            75% | 
             
            -1 
            -2 | 
        
        
            Target
            Size: 
            Very Small (10cm) 
            Small (50 cm) 
            Large (3 m) 
            Very Large (10m) | 
             
            -2 
            -1 
            +1 
            +2 | 
        
        
            | Using
            smart weapon | 
            +1 | 
        
        
            | Using
            laser sight* | 
            +1 | 
        
        
            | Using a
            scope** | 
            +2 | 
        
        
            | Aiming | 
            +1 | 
        
    
     
    
        
            
            * Only for non automatic fire.
            ** Only applicable if the attacker was Aiming.
        
    
 
 
WOUNDS AND HEALING
 
WOUNDS:
    - A character who suffered
        either Hits or Stuns is wounded and at -1 to all actions.
 
    - A character whos Stuns
        reach 0 falls unconscious.
 
    - A character whos Hits
        reach 0 is bleeding to death and looses 1 Hit and 1 Stun
        per minute.
 
    - A character whos Hits
        reach -Strength is dead.
 
     
FIRST AID:
    - Use the Medicine skill
        at Normal Difficulty (0).
 
    - Success can:
 
    
        - If the character is not
            bleeding to death then cure 1D6 Hits.
 
        - If the character is
            bleeding to death, he stops bleeding.
 
    
    - A doctor with proper medical
        equipment can make another Medicine use to stop a
        bleeding character.
 
     
NATURAL HEALING:
    - Stuns are raised by Strength
        every minute of rest.
 
    - Hits are raised by Strength
        every day of rest.
 
    - Recovering from
        unconsciousness:
 
    
        - When Stuns are
            raised above 0.
 
        - If the character was
            bleeding to death a Body Resistance check (10)
            must be made. If failed the character will wake up
            only after Hits are raised above 0.
 
    
    
         
    
FALLING:
    - Damage level of a falling
        character equals to:
 
    
        
            | Height
            (meters) | 
            Damage | 
        
        
            | 1-10 | 
            (Height) | 
        
        
            | 11- | 
            2x(Height) | 
        
    
     
    - If a character has Climbing/Jumping
        skill, he reduces his skill level from the damage level
        of the fall.
 
 
 
COMPUTERS
 
A Cyberspace
Turn is 1 second of real time but is felt like 5 seconds by
the netrunner (time flows slower).
 
GENERAL:
    - Searching for systems:
        The difficulty depends on the security of the system. The
        time it takes to find a system is 20 turns minus 1 turn
        for each number rolled higher than needed.
 
    
        - Public systems  Very
            Easy difficulty (+4).
 
        - Minor security (like
            systems with a monthly fee)  Easy difficulty
            (+2).
 
        - Normal security (most
            megacorps systems)  Normal
            difficulty (0).
 
        - Heavy security (highly
            classified systems)  Difficult difficulty
            (-2).
 
    
    - Searching for a specific
        file in a database: The difficulty level is Normal
        (0). The time It takes is 20 turns minus minus 1 turn for
        each number rolled higher than needed.
 
    - Activating a system
        operation: Use the CyberDeck skill. The
        difficulty level is Normal (0).
 
    - Tracing another
        runners signal: Make an opposed action test
        between the trackers CyberDeck skill and the
        targets CyberDeck skill.
 
    - Decrypting data: Make
        an opposed action test between the decrypter Computer
        skill and the encrypter Computer skill (or CPU/4
        level if no encrypter).
 
     
COMBAT STATISTICS:
    - Runner:
        Hits = 5xCPU
        Stuns = 3xCPU
        Dodge = CyberDeck skill
        Damage Resistance = CPU + defense software skill
        Damage level = attack software level + Computers
        skill 
    - ICE:
        Hits = 5xICE level
        Stuns = 3xICE level
        Dodge = ICE level
        Damage Resistance = CPU
        Damage level = ICE level 
     
CYBERSPACE COMBAT:
    - Initiative: 
 
    
        - ICE initiative: 1D6+ICE
            level
 
        - Runner initiative: 1D6+CyberDeck
            skill.
 
    
    - Target number is 14+Dodge.
        ICE attacks with its level. Netrunner attack with
        the attack programs skill + Computers skill.
 
    - Damage is reduced from both Hits
        and Stuns. Any damage done to a Netrunner also
        inflicts ½ damage of real Stuns.
 
    - When Stuns are reduced
        to 0, the Netrunner or ICE are frozen until raised above
        0 (1 Stun per turn).
 
    - When Hits are reduced
        to 0, the Netrunner or ICE are aborted from cyberspace.
        Any excess damage a Netrunner takes under 0 Hits
        are suffered as real Hits.
 
     
     
VEHICLES
 
CONTROL CHECKS:
Roll the
appropriate vehicle skill with a target number of 5+Speed/10.
 
PURSUITS:
    - A driver can choose one of
        the following maneuvers:
 
    
        - Escape  Trying to
            evade a vehicle.
 
        - Pursue  Trying to
            keep close to another vehicle.
 
        - Ramming  Trying to
            force the other vehicle to crash.
 
    
    - Roll an opposed action check
        between the two drivers. Add the speed difference to the
        skill of the faster car (+1 per 10 km/h).
 
    - The driver that wins the
        contest succeeds in what hes doing.
 
    - Ramming: The other
        vehicle must make a control or the vehicle crashes.
 
     
CRASHING:
    - Make damage roll on both the
        vehicle and the passengers.
 
    - Damage level is Speed/10.
 
    - Seatbelts half the damage.
 
     
ATTACKS AND VEHICLE DAMAGE:
    - Make a normal attack roll.
        Apply a modifier of 1 for each 10 km/h speed
        difference between the attacker and the target.
 
    - Roll for weapon damage.
        Explosive attacks double their damage level.
 
    - Damage is the same as
        for characters, only the vehicles Body is
        used for Body Resistance and for Strength:
 
    
        - Vehicle Hits are
            equal to 5xBody. Vehicles Stuns
            are equal to 3xBody.
 
        - Damage is reduced from
            both Hits and Stuns.
 
        - When Stuns are
            reduced to 0, the vehicle stops functioning.
 
        - When Hits are
            reduced to 0, the vehicle is destroyed.
 
    
    - Damage Resistance:
        Just like with characters: Damage Resistance = Body
        + Armor.
 
     
HITTING CHARACTERS INSIDE A VEHICLE:
    - When attacking characters
        inside a vehicle, use the vehicles armor as
        characters armor. If the armor roll is sufficient
        to reduce all the damage, then the character is not even
        stunned.
 
    - When a vehicle is hit by a
        vehicle attack and the attack reduces Hits from
        the vehicle, the passengers also take damage (like they
        themselves were hit by the attack):
        Damage Level = Weapons Damage Level  Vehicle
        Armor. 
 
 
PSIONICS
 
GENERAL:
    - Can use psionics on a number
        of targets equal to skill. 1 per target affected
        after the first.
 
    - Range of effect is 100m per
        skill level.
 
    - Touching the target gives a
        +1.
 
    - A repeated attempt at the
        same task is at a cumulative 1.
 
 
ANTIPSI:
    - Directed interference:
        Every psionics usage of the target requires an opposed
        roll between the skill level of psionics to be used and
        the AntiPsi skill level. Difficulty to start
        activating is Very Easy (+4).
 
    - Global psi
        static: Every psionics usage within range requires an
        opposed roll between the skill level of psionics to be
        used and the AntiPsi skill level. Difficulty to
        start activating is Normal (0).
 
 
BODY MANIPULATION:
Making contact:
This is needed to activate all body manipulations on others.
Willing targets are Very Easy (+4) difficulty, unwilling
targets are Normal (0) difficulty.
    - Block pain: Difficulty
        level is Normal (0). A new check is needed
        whenever the character suffers new wounds.
 
    - Cure disease:
        Make an opposed action between the disease level and the Body
        manipulation skill level. Disease is cured in 1D6
        hours.
 
    - Detoxify poison:
        Make an opposed action between the poison level and the Body
        manipulation skill level. Poison is detoxified in 1D6
        minutes.
 
    - Heal: Cure
        up to 5*level Hits in 24 hours. Difficulty level
        is Easy (+2).
 
    - Hibernate:
        Difficulty level is Difficult (-2). Can remain
        hibernated for (level)days.
 
    - Remain
        conscious: Difficulty level is Normal (0). A
        new check is needed whenever the character suffers new Stuns
        or Hits.
 
 
ESP:
    - Clairaudience:
        Difficulty is Easy (+2).
 
    - Clairvoyance:
        Difficulty is Normal (0).
 
    - Object reading:
        Difficulty is Normal (0). If the object is very
        old, modify by years/25. This skill can also be activated
        passively in a place or item with strong presence - the
        difficulty is Difficult (-2) modified by years/25.
 
    - Precognition:
        Time for precognition is (level2)days.
        Difficulty is Normal (0). This skill can also be
        activated passively - the difficulty then is Difficult
        (-2).
 
    - Psi Sense:
        Difficulty is Very Easy (+4). When trying to
        detect the exact nature of the psionics, roll again with
        difficulty level Normal (0). This skill can also
        be activated passively - the difficulty then is Easy
        (+2).
 
 
MATTER MANIPULATION:
    - Levitate: Same as
        Telekinesis but skill level counts as 5 higher.
 
    - Pyrokinesis/Cryokinesis:
        Can affect (level)kg for 50oc
        increase/decrease. For smaller objects heating/cooling is
        increased and for heavier object heating/cooling is
        lowered. Difficulty is Normal (0) with a negative
        modifier of weight/25. Humans unconsciousness is at
        50 oc, paper burns at 250 oc,
        wood burns at 300 oc, metal melts at 1500
        oc.
 
    - Telekinesis:
        Can move (level2)kg 1 m/s. For smaller object,
        the speed is increased and for heavier objects the speed
        is lowered. Difficulty is Normal (0) with a
        negative modifier of weight/25. Any action taken with the
        levitated object is at 2 to the skill level.
 
 
MIND MANIPULATION:
Making mind contact:
If the target doesnt have Mind Manipulation skill,
task is Very Easy (+4). If the target has Mind
Manipulation, making contact is an opposed action between the
attacker and the target.
Feeling the contact:
A character with Mind Manipulation can feel if someone
else is in his mind. Difficulty is Easy (+2) when
searching actively. When used passively the difficulty is Normal
(0). When trying to identify what the attacker does, the
difficulty is Easy (+2) with a -1 for every level of the
attacker.
Breaking mind
contact: A target that wishes to break the mind contact must
roll an opposed action between the attackers Mind
Manipulation skill and his Mind Manipulation skill.
There is a cumulative 1 for each failure to break contact.
    - Emotion reading: Need
        to make mind contact. Difficulty is Normal (0).
 
    - Memory
        manipulation: Need to make mind contact:
 
    
        - Complete memory
            erasure: Difficulty is Difficult (-2).
            Takes 1 hour.
 
        - Tamper with memory:
            Need to successfully mind read first. Difficulty
            number for changing the memory is from Very Easy
            (+4) to Very Difficult (-4) according to the
            memorys importance. Takes 1D6 minutes for a
            simple memory and up to 10D6 for a complicated
            memory.
 
        - Detecting memory
            manipulation: Difficulty is Normal (0).
            Takes 1D6 minutes. This skill is also activated
            passively when someone contacts a mind  the
            difficulty then is Difficult (-2).
 
        - Undoing memory
            manipulation: Difficulty is Difficult
            (-2). Takes 10 times longer than it took to make the
            change.
 
    
    - Mental blow: Need to
        make mind contact. Difficulty is Normal (0). Stuns
        the target for a number of turns equal to amount by which
        the roll was made. If 5 or higher the target falls
        unconscious for 1D6 minutes.
 
    - Mind control:
        Need to make mind contact. Difficulty is Very Hard
        (-4). The target doesnt remember anything.
 
    - Mind reading:
        Need to make mind contact. Difficulty is Difficult
        (-2).
 
    - Telepathy:
        Need to make mind contact. Difficulty is Very Easy
        (+4) for willing targets and Normal (0) for
        unwilling targets.
 
 
 
EXPERIENCE POINTS
(XP)
 
Awarding XP
is done at the end of each adventure (or each episode if the
adventure is too long). XP is given for each player separately.
    - How difficult was the
        adventure: Award up to 5 XP for the adventure
        difficulty. A simple delivery should be worth 1 XP,
        stealing an item should be worth 3 XP, and an extraction
        from a highly guarded megacorp is worth 5 XP.
 
    - How well did the players
        do: Award up to 5 points for a VERY good adventure
        turnout, and 0 points if they really blew it. An average
        of 2-3 points is recommended for this criterion for a
        successful adventure.
 
    - Exceptional role: If a
        specific player took an exceptional role in the adventure
        or did something heroic or brave (not foolish) that
        contributed to the group, award him up to 2 XP.
 
    - Role playing: Award up
        to 1 XP for good role playing. Award 2 XP for
        exceptionally good role playing.
 
     
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