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To complete actions which require a roll a pool of dice.

Hits: Every roll of 5 or 6 is a success.


Limits: The maximum number of Hits you can apply to a test. Determined by both abilities and gear.
Threshold: The number of Hits required in a single roll to pass the test.
1 = Easy 2 = Average 4 = Hard 6 = Very Hard 8 = Extreme
Buying successes: If your pool equals 4x the Threshold, you can succeed without a roll.
Only if there is no chance of a game-changing Glitch (GM discretion).
Glitch: If more than half the dice rolled come up as a 1, something bad happens (critical failure).
You can both Glitch and succeed at the test.
Critical Glitch: A Glitch in which none of the dice score a Hit. Lives are now in danger.

An Glitch does not necessarily cause an Extended Test to fail.

Teamwork: Players assisting make a test.


For each Hit, add one die to the
main player's dice pool for the test.
Try Again: If you fail, you can try again straight
away at a -2 dice pool penalty.

ATTRIBUTES:
Body: Physical health and resilience.
Agility: Coordination, nimbleness, balance.
Reaction: Reflexes, awareness and dodging.
Strength: Lifting, carrying and hitting.
Willpower: Resist weariness, push through adversity.
Logic: Solve puzzles, create things, hack.
Intuition: Your gut, and instinct.
Charisma: Force of personality.
Essence: Metahumanity. Your soul.
Edge: That something extra.
Magic: Your ability to use spells and powers.
Resonance: Technomancer powers.

Spend EDGE to:


Add Edge rating to dice pool, 6s explode.
Reroll any dice which did not hit.

Move to the top of the Initiative order.


Roll the max five dice for Initiative for(does
one not
turn.negate a Glitch)
Negate a Glitch, or turn a Critical into a Glitch.
Take one action before dying or falling KO.

Burn Edge to: Requries a Body+Will (3) test.


Succeed any test with four net hits.
Stop yourself from dying.
SEQUENCE: 1 - Roll Initative Roll Base initative Dice, and add Iniatice Attribute.
Break ties with Edge, Reaction, Intuitiuon then Coin Toss.
2 - Begin initative Pass Highest Initative goes first, then in descending order.
After everyone has acted, subtract 10 from all Initiative scores.
Characters with a positive score get another Action Phase, in order.
HOUSE RULE: Players with no extra passes instead get one Simple Action.
3 - Action Phase Perform either two Simple or one Complex Action.
A single Free Action can be performed at any time in the pass.
COMBAT SEQUENCE
Attacker declares an attack against a target(s)
Defender then also declares their method of defence.
Standard Defence (Reaction + Intuition) is free.
Dodge, Parry, Block or Full Defence have a price.

Attacks rolls:
COMBAT SKILL + ATTRIBUTE +/- modifiers [LIMIT]

Defender rolls:
REACTION + INTUITION +/- modifiers
If the attacker rolls more Hits, the attack succeeds.
If the Defender rolls more Hits, the attack fails.
In the case of a tie, it is a GRAZING HIT.
No damage is done, but any contact
effects (such as poison) still apply
If the attack succeeds, add the net Hits from the roll to the
Damage Value of the weapon for Modified Damage Value.

Apply the weapon's Armour Penetration (AP) to any


armour value on the target.
If the modified Damage Value is:
EQUAL or GREATER than the modified
Armour Value, deal PHYSICAL damage.
LESS than the modified Armour Value,
deal STUN damage.

Defender then rolls Body + modified Armour Value


Each Hit scored reduces the modified Damage Value by one.
Apply any remaining Damage to the target's
Condition Monitor.
Each point of Damage Value fills one box of damage.

(COMBAT SKILL + ATTRIBUTE +/- modifiers)] - (REACTION + INTUITION +/- modifiers) = MDV
MDV - (Armour - AP) = Damage
IF AP ≥ AV, then attacker = PHYSICAL, otherwise Stun.
DEFENCE Only standard (free) or Full Defence can be used to defend
against a Ranged attack.

FULL DEFENCE Take -10 to Initiative to add Willpower as a Bonus to your Defence Test pool.
PARRY If the character has a Melee weapon in their hand, they can add their relevant
Melee Weapon skill to their Reaction + Intuition test.
BLOCK If Unarmed a character can add their Unarmed Combat skill to their standard
defence test.
DODGE Roll Reaction + Intuition + Gymnastics as your Defence test.
Parry, Block and Dodge all reduce a character's Initiative by 5.