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SOCIAL SKILL TESTS P.

141
COMBAT ACTIONS P. 162 CHARACTER ROLL TARGET ROLL
FREE ACTIONS Con + Charisma [Social] Con + Charisma [Social]
Call a Shot Eject Smartgun Clip Etiquette + Charisma [Social] Perception + Charisma [Social]
Change Linked Device Mode Multiple Attacks Impersonation + Charisma [Social] Perception + Intuition [Mental]
Drop Object Run Intimidation + Charisma [Social] Intimidation + Willpower [Social]
Drop Prone Speak/Text/Transmit Phrase Leadership + Charisma [Social] Leadership + Willpower [Social]
SIMPLE ACTIONS Negotiation + Charisma [Social] Negotiation + Charisma [Social]
Activate Focus Quick Draw Performance + Charisma [Social] Charisma + Willpower
Call Spirit Ready/Draw Weapon
Change Device Mode Reckless Spellcasting
Command Spirit Reload Weapon (see table)
EXTENDED TEST INTERVALS P. 48
Dismiss Spirit Remove Clip
TASK TIME INTERVAL
Fire Bow Shift Perception
Fast 1 Combat Turn
Fire Weapon (SA, SS, BF, FA) Take Aim
Quick 1 minute
Insert Clip Take Cover
Short 10 minutes
Observe in Detail Throw Weapon
Average 30 minutes
Pick Up/Put Down Object Use Simple Device
Long 1 hour
COMPLEX ACTIONS
Consuming 1 day
Astral Projection Melee Attack
Exhaustive 1 week
Banish Spirit Reload Weapon (see table)
Mammoth 1 month
Cast Spell Rigger Jump In
Fire Weapon (FA) Sprint
Fire Long or Semi-Auto Burst Summoning
Fire Mounted or Vehicle Weapon Use Skill
MELEE MODIFIERS P. 187
INTERRUPT ACTIONS
Block Hit the Dirt DICE POOL
SITUATION MODIFIER
Dodge Intercept
Attacker making charging attack +2
Full Defense Parry
Attacker prone –1
Attacker making a Called Shot –4
Character attacking multiple targets Split dice pool
SUCCESS TEST THRESHOLDS P. 45 Character has superior position +2
DIFFICULTY THRESHOLD Character using off-hand weapon –2
Easy 1 Attacker wounded –wound modifier
Average 2 Defender receiving a charge +1
Hard 4 Use the Light
Environmental modifiers
Very Hard 6 and Visibility
Extreme 8–10 Attacker has friends in melee +1 or Teamwork
Opponent prone +1
Touch-only attack +2

EXTENDED TEST THRESHOLDS P. 48


DIFFICULTY THRESHOLD
Easy 6
INITIATIVE ATTRIBUTE CHART P. 159
Average 12
INITIATIVE TYPE ATTRIBUTES BASE INITIATIVE DICE
Hard 18
Physical Reaction + Intuition 1D6
Very Hard 24
Astral Intuition x 2 2D6
Extreme 30+
Matrix: AR Reaction + Intuition 1D6
Matrix: cold-sim VR Data Processing + Intuition 3D6
Matrix: hot-sim VR Data Processing + Intuition 4D6
Rigging AR Reaction + Intuition 1D6
MATRIX ACTIONS P. 164

FREE ACTIONS SIMPLE ACTIONS COMPLEX ACTIONS


Load Program Call/Dismiss Sprite Break File Erase Matrix Signature Snoop
Switch Two Matrix Attributes Change Icon Brute Force Format Device Spoof Command
Swap Two Programs Command Sprite Check Overwatch Score Grid-Hop Trace Icon
Unload Program Jack Out Crack File Hack on the Fly Compile Sprite
Invite Mark Crash Program Hide Decompile Sprite
VARIABLE ACTIONS Send Message Data Spike Jam Signals Erase Resonance Signature
Control Device Switch Interface Mode Disarm Data Bomb Jump Into Rigged Device Kill Complex Form
Matrix Search Edit File Matrix Perception Register Sprite
Enter/Exit Host Reboot Device Thread Complex Form
Erase Mark Set Data Bomb

SOCIAL MODIFIERS P. 140


GENERAL MODIFIERS DICE MODIFIER GENERAL MODIFIERS DICE MODIFIER
The NPC’s attitude toward the character is:
Friendly +2 Neutral +0
Suspicious –1 Prejudiced –2
Hostile –3 Enemy –4
Character’s desired result is:
Advantageous to NPC +1 Of no value to NPC +0
Annoying to NPC –1 Harmful to NPC –3
Disastrous to NPC –4 Control Thoughts/Emotions spell cast on –1 per hit
+ (Street Cred, – (Street Cred,
Character has (known) street reputation Subject has (known) street reputation
see p. 372) see p. 372)
Subject has romantic attraction to
Subject has “ace in the hole” +2† +2
character
Character is intoxicated –1§
CON MODIFIERS DICE MODIFIER CON MODIFIERS DICE MODIFIER
Character has plausible-seeming evidence +1 or 2 Subject is distracted +1
Subject has time to evaluate situation –1
ETIQUETTE MODIFIERS DICE MODIFIER ETIQUETTE MODIFIERS DICE MODIFIER
Character is wearing the wrong attire or Character is obviously nervous, agitated,
–2 –2
doesn’t have the right look or frenzied
Subject is distracted –1†
INTIMIDATION MODIFIERS DICE MODIFIER INTIMIDATION MODIFIERS DICE MODIFIER
Character is physically imposing +1 to +3 Subject is physically imposing –1 to –3
Characters outnumber the subject(s) +2 Subjects outnumber the character(s) –2
Character wielding weapon or obvious magic +2 Subject wielding weapon or obvious magic –2
Character is causing (or has caused) Subject is oblivious to danger or doesn’t think
+2 +2†
subject physical pain (torture) character “would try something so stupid”
LEADERSHIP MODIFIERS DICE MODIFIER LEADERSHIP MODIFIERS DICE MODIFIER
Character has superior rank +1 to +3 Subject has superior rank –1 to –3
Character is an obvious authority figure +1 Character not part of subject’s social strata –1 to –3
Subject is a fan or devoted to character +2
NEGOTIATION MODIFIERS DICE MODIFIER NEGOTIATION MODIFIERS DICE MODIFIER
Character lacks background knowledge of Character has blackmailed material or
–2§ +2§
situation heavy bargaining chip

* Unless otherwise noted, these dice pool modifiers apply to the acting character’s dice pool. † These modifiers apply to the target character’s dice pool.
§ These modifiers can apply to either character’s dice pool.
RANGE TABLE P. 185
SHORT MEDIUM LONG EXTREME
DICE POOL MODIFIER
+0 –1 –3 –6
PISTOLS RANGE IN METERS
Taser 0–5 6–10 11–15 16–20
Hold-Out Pistol 0–5 6–15 16–30 31–50
Light Pistol 0–5 6–15 16–30 31–50
Heavy Pistol 0–5 6–20 21–40 41–60
AUTOMATICS RANGE IN METERS
Machine Pistol 0–5 6–15 16–30 31–50
SMG 0–10 11–40 41–80 81–150
Assault Rifle 0–25 26–150 151–350 351–550
LONGARMS RANGE IN METERS
Shotgun (flechette) 0–15 16–30 31–45 45–60
Shotgun (slug) 0–10 11–40 41–80 81–150
Sniper Rifle 0–50 51–350 351–800 801–1,500
HEAVY WEAPONS RANGE IN METERS
Light Machinegun 0–25 26–200 201–400 401–800
Medium/Heavy Machinegun 0–40 41–250 251–750 751–1,200
Assault Cannon 0–50 51–300 301–750 751–1,500
Grenade Launcher 5–50* 51–100 101–150 151–500
Missile Launcher 20–70* 71–150 151–450 451–1,500
BALLISTIC PROJECTILES RANGE IN METERS
Bow 0–STR To STR x 10 To STR x 30 To STR x 60
Light Crossbow 0–6 7–24 25–60 61–120
Medium Crossbow 0–9 10–36 37–90 91–150
Heavy Crossbow 0–15 16–45 46–120 121–180
IMPACT PROJECTILES RANGE IN METERS
Thrown Knife 0–STR To STR x 2 To STR x 3 To STR x 5
Shuriken 0–STR To STR x 2 To STR x 5 To STR x 7
THROWN GRENADES RANGE IN METERS
Standard 0–STR x 2 To STR x 4 To STR x 6 To STR x 10
Aerodynamic 0–STR x 2 To STR x 4 To STR x 8 To STR x 15

* See Launcher Minimum Range, p. 182

ASSENSING TABLE P. 313


HITS INFORMATION GAINED
0 None
The general state of the subject’s health (healthy, injured, ill, etc.). The subject’s general emotional state or impression (happy, sad,
1
angry, etc.). Whether the subject is mundane or Awakened.
The presence and location of cyberware implants. The class of a magical subject (fire elemental, manipulation spell, power focus, curse
2
ritual, and so on). If you have seen the subject’s aura before, you may recognize it, regardless of physical disguises or alterations
The presence and location of alphaware cyber implants. Whether the subject’s Essence and Magic are higher, lower, or equal to your
3 own. Whether the subject’s Force is higher, lower, or equal to your Magic. A general diagnosis for any maladies (diseases or toxins)
the subject suffers. Any astral signatures present on the subject.
The presence and location of bioware implants and betaware cyber implants. The exact Essence, Magic, and Force of the subject.
4
The general cause of any astral signature (combat spell, alchemical combat spell, air spirit, and so on).
The presence and location of deltaware implants, gene treatments, and nanotech. An accurate diagnosis of any disease or toxins
5+
which afflict the subject. The fact that a subject is a technomancer.
ENVIRONMENTAL MODIFIERS P. 175
VISIBILITY LIGHT/GLARE WIND RANGE MODIFIER
Clear Full Light/No Glare None or Light Breeze Short —
Light Rain/Fog/Smoke Partial Light/Weak Glare Light Winds Medium –1
Moderate Rain/Fog/Smoke Dim Light/Moderate Glare Moderate Winds Long –3
Heavy Rain/Fog/Smoke Total Darkness/Blinding Glare Strong Winds Extreme –6
Combination of two or more conditions at the –6 level row –10

SITUATIONAL MODIFIERS TABLE DEFENSE MODIFIERS TABLE P. 189


P. 176
SITUATION DICE POOL MODIFIERS
ATTACKER
SITUATION Defender inside a moving vehicle +3
DICE POOL MODIFIER
Attacker firing from Defender prone –2
–3
cover with imaging device Defender unaware of attack No defense possible
Attacker firing Defender wounded –wound modifiers
–2
from a moving vehicle Attacker has longer Reach –1 defense per point of net Reach
Attacker in melee combat –3 Defender has longer Reach +1 defense per point of net Reach
Attacker running –2 Defender Receiving a Charge +1
Attacker using Defender has defended against previous attack –1 per previous attack
–2
off-hand weapon
Attacker wounded –Wound modifier SITUATION DICE POOL MODIFIERS
Blind fire –6 Attacker firing flechette shotgun on narrow spread –1
Called shot –4 Attacker firing flechette shotgun on medium spread –3
+1 Dice Pool, Attacker firing flechette shotgun on wide spread –5
Previously aimed with Take Aim
+1 Accuracy
Attacker firing full-auto (Complex) –9
Wireless Smartgun +1 (gear)/+2 (implanted)
Attacker firing long burst or full-auto (Simple) –5
Attacker firing burst or semi-auto burst –2
Defender in melee targeted by ranged attack –3
Defender running +2
NOISE AND MATRIX USE P. 231
Defender/Target has Good Cover +4
PHYSICAL DISTANCE Defender/Target has Partial Cover +2
NOISE LEVEL
TO TARGET Targeted by area-effect attack –2
Directly connected (any distance) 0
Up to 100 meters 0
101-1,000 meters (1 km) 1
CASH REWARDS P. 376
1,001-10,000 meters (10 km) 3
10,001-100,000 meters (100 km) 5 BASE COST 3,000¥
SITUATION MODIFIERS
Greater than 100 km 8
Highest opposing Dice Pool + (Dice Pool / 4)
Runners were outnumbered three to one in a combat situation +1
SITUATION NOISE LEVEL
Runners were outnumbered two to one in a combat situation by NPCs
Dense foliage 1 per 5 meters
with Professional Rating 4 or higher (not cumulative with modifier listed +1
no signal, above)
Faraday cage
action blocked Runners faced a pack of at least six critters +1
Fresh water 1 per 10 cm Runners encountered at least three different spirits (besides watchers) in
+1
1 per hit on a single encounter
Jamming Jam Signals Runners accomplished the task with impressive speed and/or subtlety +1
actions
Runners risked public exposure or a raised profile as a natural part of the
Metal-laced earth or wall 1 per 5 meters +1
run*
Salt water 1 per centimeter Job brings runners into direct contact with a notably dangerous part or
Spam zone or static zone Rating element of Sixth World lore (the Red Samurai, a Mitsuhama Zero Zone, +1
Wireless negation etc.)
Rating COST MODIFIERS
(e.g., wallpaper or paint)
Standard run 0%
(nothing special, normal work for a runner)
Run will make you a cold-hearted bastard +10-20%
(wetwork, helping corps oppress people, drug running, human
trafficking)
Run has good feelings as part of its reward –10-20%

493
(hooding, helping the little guy, taking some “dys” out of “dystopia”)
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