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SUCCESS TEST THRESHOLDS P.

45
EXTENDED TEST THRESHOLDS P. 48
DIFFICULTY THRESHOLD DIFFICULTY THRESHOLD
Easy 1 Easy 6
Average 2 Average 12
Hard 4 Hard 18
Very Hard 6 Very Hard 24
Extreme 8–10 Extreme 30+

EXTENDED TEST INTERVALS P. 48


SOCIAL SKILL TESTS P. 141 TASK TIME INTERVAL

CHARACTER ROLL TARGET ROLL Fast 1 Combat Turn

Con + Charisma [Social] Con + Charisma [Social] Quick 1 minute

Etiquette + Charisma [Social] Perception + Charisma [Social] Short 10 minutes

Impersonation + Charisma [Social] Perception + Intuition [Mental] Average 30 minutes

Intimidation + Charisma [Social] Charisma + Willpower Long 1 hour

Leadership + Charisma [Social] Leadership + Willpower [Social] Consuming 1 day

Negotiation + Charisma [Social] Negotiation + Charisma [Social] Exhaustive 1 week

Performance + Charisma [Social] Charisma + Willpower Mammoth 1 month

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 SCATTER TABLE
Sniper Rifle 0–50 51–350 351–800 801–1,500 TYPE SCATTER
HEAVY WEAPONS RANGE IN METERS Standard Grenade (1D6 – Hits) meters
Light Machinegun 0–25 26–200 201–400 401–800
Aerodynamic Grenade (2D6 – Hits) meters
Medium/Heavy Machinegun 0–40 41–250 251–750 751–1,200
Grenade Launcher (3D6 – Hits) meters
Assault Cannon 0–50 51–300 301–750 751–1,500
Grenade Launcher 5–50* 51–100 101–150 151–500 Missile Launcher (4D6 – Hits) meters
Missile Launcher 20–70* 71–150 151–450 451–1,500 Rocket Launcher (5D6 – Hits) meters
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.
P.359 & 364; R&G P.197
SUCCESS / EXTENDED TEST THRESHOLDS P. 45 / P. 48 EXTENDED TEST INTERVALS DETECTORS, SENSORS & SCANNERS
DIFFICULTY SUCCESS TEST THRESHOLD EXTENDED TEST THRESHOLD TASK TIME INTERVAL Keypad/Cardreader: sequencer/keycard R vs R Pressure pad: Perc + INT [M] (3, after stepped on it: 1)
Easy 1 6 Fast 1 Combat Turn Print scanner: finger/palm/retina duplicate R vs R Press pad evade after stepped on: REA + INT - BOD (3)
Average 2 12 Quick 1 minute Voice recogn: equipment R (or skill test) vs R (x 2) Motion sensor: Sneaking + AGI - extra Init dice [P] (3)
Hard 4 18 Short 10 minutes Breath, cellular & DNA scanner: preserved sample Sound/vibration detector: Sneaking + AGI [P] (3)
Very Hard 6 24 Average 30 minutes Facial recogn: Disg + INT (+2 in crowd) [M] vs R Olfact scan: R +1: /10 ammo/grenade/1kg normal
Extreme 8–10 30+ Long 1 hour Alarm: Hardw + LOG [M] (5 or 5+, 1 min) Ext Test /2kg plastique explosive; -1: contained in plastic
Consuming 1 day Wire: Perc + INT (barbed: 1; electr: 2; mono: 3) (base threshold: 2; hermetically sealed: 3)
Exhaustive 1 week
Trip beam: Perc + INT [M] (simple: 2; infra: 3) Magnetic anomaly detector (MAD): device R (1)
Mammoth 1 month
Trip beam evade: Esc Art + AGI [P] (GM determ) Cyberware scan: R +1: 2-3 item / +2: 4-5 / +3: 6+ item
SIN verification: reader unit R x 2 (Fake SIN R) (st 'ware, weap: 1; alpha, other item: 2; beta: 3, delta: 5)
SOCIAL MODIFIERS P. 140
GENERAL MODIFIERS DICE MODIFIER GENERAL MODIFIERS DICE MODIFIER
The NPC’s attitude toward the character is: Character’s desired result is:
Friendly +2 Advantageous to NPC +1
Neutral +0 Annoying to NPC –1
P. 359
Suspicious –1 Disastrous to NPC –4 SOCIAL SKILL TESTS P. 141 LOCKPICKING
Prejudiced –2 Of no value to NPC +0 CHARACTER ROLL TARGET ROLL Key lock:
Hostile –3 Harmful to NPC –3 Con + CHA [Soc] Con + CHA [Soc] Locksmith + AGI [P] (Lock R, 1 C Turn) Extended Test
Enemy –4 Control Thoughts/Emotions spell cast on –1 per hit Etiquette + CHA [Soc] Perception + CHA [Soc] Maglock:
Impersonation + CHA [Soc] Perception + INT [Ment]
Subject has romantic attraction to +/– (Street Cred, Open case: Locksmith + AGI [P] (Rx2, 1 C T) Ext Test
+2 Character / Subject has (known) street reputation Intimidation + CHA [Soc] CHA + WILL
character see p. 372) or Break case: Attack vs Barrier R (=Lock R)
Subject has “ace in the hole” +2† Character is intoxicated –1§ Leadership + CHA [Soc] Leadership + WILL [Soc]
Disable anti-tamper sys: Locksmith [P] (anti-t sys R)
CON MODIFIERS DICE MODIFIER CON MODIFIERS DICE MODIFIER Negotiation + CHA [Soc] Negotiation + CHA [Soc]
Open lock: Locksmith + AGI [P] (Rx2, 1 C T) Ext Test
Character has plausible-seeming evidence +1 or 2 Subject is distracted +1 Performance + CHA [Soc] CHA + WILL
Close case: Locksmith + AGI [P] (Rx2, 1 C T) Ext Test
Subject has time to evaluate situation –1
ETIQUETTE MODIFIERS DICE MODIFIER ETIQUETTE MODIFIERS DICE MODIFIER HEALING MODIFIERS TABLE P. 208

Character is wearing the wrong attire or Character is obviously nervous, agitated, SITUATION MODIFIER
–2 –2
doesn’t have the right look or frenzied Good conditions (sterilized med facility) +0
Subject is distracted –1† Average conditions (indoors) –1
INTIMIDATION MODIFIERS DICE MODIFIER INTIMIDATION MODIFIERS DICE MODIFIER
Poor conditions (street or wilderness) –2
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
Bad conditions (combat, bad weather, swamp) –3
Character wielding weapon or obvious magic +2 Subject wielding weapon or obvious magic –2 Terrible conditions (fire, severe storm) –4
Character is causing (or has caused) Subject is oblivious to danger or doesn’t think No medical supplies –3
+2 +2†
subject physical pain (torture) character “would try something so stupid”
Improvised medical supplies –1
LEADERSHIP MODIFIERS DICE MODIFIER LEADERSHIP MODIFIERS DICE MODIFIER
Wireless medkit/autodoc +Rating
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 Applying medical care remotely through medkit/autodoc –2
Subject is a fan or devoted to character +2 Assistance As Teamwork Test (p. 49)
NEGOTIATION MODIFIERS DICE MODIFIER NEGOTIATION MODIFIERS DICE MODIFIER Uncooperative patient –2
Character lacks background knowledge of Character has blackmailed material or
–2 §
+2§ Patient is Awakened or Emerged –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. Patient has implants –1 per 2 full points of lost Essence
§ These modifiers can apply to either character’s dice pool.
SITUATIONAL MODIFIERS P. 176 DEFENSE MODIFIERS P. 189 COMBAT ACTIONS P. 162
ATTACKER SITUATION DICE POOL MODIFIERS
SITUATION FREE ACTIONS
DICE POOL MODIFIER Defender inside a moving vehicle +3
Attacker firing from Call a Shot (CRB p. 195; R&G p. 111) Eject Smartgun Clip
–3 Defender prone (within 5m, against a ranged attack) –2
cover with imaging device
Defender unaware of attack No defense possible Combat Maneuver Test Multiple Attacks
Attacker firing
–2 Defender wounded –wound modifiers Change Linked Device Mode Pre-Emptive Block / D / P (–5 Initiat)
from a moving vehicle Drop Object Run
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 Drop Prone Speak/Text/Transmit Phrase
Attacker running –2
Defender Receiving a Charge +1 SIMPLE ACTIONS
Attacker using
–2 Defender has defended against previous attack –1 per previous attack Activate Focus Quick Draw
off-hand weapon
Attacker wounded –Wound modifier Call / Command / Dismiss Spirit Ready/Draw Weapon
SITUATION DICE POOL MODIFIERS Change Device Mode Reckless Spellcasting
Blind fire –6
Attacker firing flechette shotgun on narrow spread –1 Fire Bow Remove Clip
Called shot –4
Attacker firing flechette shotgun on medium spread –3 Fire Weapon (SA, SS, BF, FA) Shift Perception
+1 Dice Pool,
Previously aimed with Take Aim Attacker firing flechette shotgun on wide spread –5
+1 Accuracy Insert Clip Take Aim
Wireless Smartgun +1 (gear)/+2 (implanted) Attacker firing burst or semi-auto burst –2
Observe in Detail Take Cover
Attacker firing long burst or full-auto (Simple Action, 6 bullets) –5
Pick Up/Put Down Object Throw Weapon
Attacker firing full-auto (Complex Action, 10 bullets) –9
Playing Possum Use Simple Device
Defender in melee targeted by ranged attack –3
MELEE MODIFIERS P. 187 Defender running +2
COMPLEX ACTIONS
Astral Projection Melee Attack
DICE POOL Defender sprinting +4
Avoid Intercept Reading the Defense
SITUATION MODIFIER Defender has Partial Cover +2
Defender has Good Cover / Defender prone and at least 20m away +4 Banish / Summon Spirit Reload Weapon (see p. 163)
Attacker making charging attack +2
Cast Spell Rigger Jump In
Attacker prone –1
Fire Weapon (Long or SA Burst or FA) Sprint
Attacker making a Called Shot –4
Fire Mounted or Vehicle Weapon Use Skill
Attacker attacking multiple targets Split dice pool PERCEPTION TEST MODIFIERS P. 13 5
INTERRUPT ACTIONS
Attacker has superior position +2
SITUATION DICE POOL MODIFIER Block / Dodge / Parry (–5 Initiative) Dive for Cover (–5 Initiative)
Attacker using off-hand weapon –2
Perceiver is distracted –2 Full Defense (–10 Initiative) Hit the Dirt (–5 Initiative)
Attacker wounded –wound modifier
Perceiver is specifically looking/ Intercept (–5 Initiative) Run for your Life (–5 Initiative)
Attacker has friends in melee +1 or Teamwork +3
listening for it
Use the Light
Environmental modifiers Object/sound not in immediate vicinity –2
and Visibility
Opponent prone +1 Object/sound far away –3 ENVIRONMENTAL COMPENSATION P. 175
Touch-only attack +2 Object/sound stands out in some way +2 COMPENSATION EFFECT
Interfering sight/odor/sound –2 Flare Compensation Glare conditions shift two rows up
Perceiver has active enhancements + (Rating) Image Magnification Reduce Range conditions by one category
Visibility and Light Environmental Factors Low-Light Vision Treat Partial Light and Dim Light as Full Light
Thermographic Vision Visibility and Light conditions shift one row up
ENVIRONMENTAL MODIFIERS P. 175
Wind in rows below Light Winds and Range
VISIBILITY LIGHT/GLARE WIND RANGE MODIFIER Tracer Rounds (FA)
in rows below Short shift one row up
Clear Full Light/No Glare None or Light Breeze Short —
Light Rain/Fog/Smoke Partial Light/Weak Glare Light Winds Medium –1 Smartlink Wind shifts one row up
Moderate Rain/Fog/Smoke Dim Light/Moderate Glare Moderate Winds Long –3 Glare conditions shift one row up
Sunglasses
Heavy Rain/Fog/Smoke Total Darkness/Blinding Glare Strong Winds Extreme –6 Light conditions shift one row down
Combination of two or more conditions at the –6 level row –10 Visibility shifts one row up
Ultrasound
Ignore Light conditions (within 50 meters)
P. 282
RANGE TABLE P. 185
BARRIER RATINGS P. 19 7 SPELL TYPES & RESISTING Area: F meter radius
SHORT MEDIUM LONG EXTREME BARRIER STRUCTURE ARMOR Physical (affects Living & Non-living); Mana (affects Living & Astral)
DICE POOL MODIFIER
+0 –1 –3 –6 Fragile 1 2 COMBAT Direct: Physical: vs BOD / Mana: vs WILL; DV = net hits
PISTOLS RANGE IN METERS Indirect: vs REA + INT; DV = F + net hits; AP = -F; Area: scatter 2D6-1m/hit
Example: standard glass
Taser 0–5 6–10 11–15 16–20 DETECTION Dir.-nal: like sight; Area: like hearing; Psychic: extra sense
Hold-Out Pistol 0–5 6–15 16–30 31–50 Cheap Material 2 4
Range: F x MAG (x 10) Active: vs WILL + LOG (+C.spell) / F × 2 / Obj Res
Light Pistol 0–5 6–15 16–30 31–50 Example: drywall, plaster, door, regular tire
HEALTH Most Health spells have individual Resist Test. See spell.
Heavy Pistol 0–5 6–20 21–40 41–60 Average Material 4 6 Essence: -DP = (6-target's ESS, round up) Negative: vs BOD
AUTOMATICS RANGE IN METERS
Example: furniture, plastiboard, ballistic glass ILLUSION Obvious; Realistic; Single-sense; Multi-sense
Machine Pistol 0–5 6–15 16–30 31–50
Heavy Material 6 8 Physical: vs INT + LOG / Object Resistance Mana: vs WILL + LOG
SMG/Carbine 0–10 11–40 41–80 81–150
Assault Rifle 0–25 26–150 151–350 351–550 Example: tree, hardwood, dataterm, light post, chain link MANIPULATION Physical: vs BOD + STR / Object Resistance
LONGARMS RANGE IN METERS Damaging: vs BOD + Armor; DV = F; AP = 0 Environ: affect area, not targets
Reinforced Material 8 12
Shotgun (flechette) 0–15 16–30 31–45 45–60 Mental: vs WILL + LOG; Complex Act (WILL + LOG - Force) on their turn
Example: densiplast, security door, armored glass,
Shotgun (slug) 0–10 11–40 41–80 81–150 to continue resisting; every hit = -1 caster’s net hits; 0 net hits = spell ends
Kevlar wallboard
Sniper Rifle 0–50 51–350 351–800 801–1,500
P. 170
HEAVY WEAPONS RANGE IN METERS Structural Material 10 16 ELEMENTAL DAMAGE
Light Machinegun 0–25 26–200 201–400 401–800 Example: brick, plascrete ACID: P; -1 Armor; if stays: -1 Armor & damage with -1 DV /C Turn
Medium/Heavy Machinegun 0–40 41–250 251–750 751–1,200 Heavy Structural Material 12 20 COLD: P; Armor test: if the Armor gets no hits, it breaks; glitch: Ø repair
Assault Cannon 0–50 51–300 301–750 751–1,500
Example: concrete, metal beam ELECRICITY: S/P; -5 Init & -1 DP to all actions & Def test for 1 C Turn
Grenade Launcher 5–50* 51–100 101–150 151–500
Armored/Reinforced Material 14 24 drone/device: +half Matrix damage, vehicles do not take 2ndary effect
Missile Launcher 20–70* 71–150 151–450 451–1,500
BALLISTIC PROJECTILES RANGE IN METERS FIRE: P; AP: natur: -2, weapon: -6; Catch fire: Arm+Fire Res-AP (net hits)
Example: reinforced concrete
Bow 0–STR To STR x 10 To STR x 30 To STR x 60 base DV = 3, +1 DV /Combat Turn; AGI+INT to reduce DV = hits
Hardened Material 16+ 32+
Light Crossbow 0–6 7–24 25–60 61–120 P. 295
Medium Crossbow 0–9 10–36 37–90 91–150
Example: blast bunkers OBJECT RESISTANCE TYPE DP
Heavy Crossbow 0–15 16–45 46–120 121–180 Tree, soil, unprocess. water, hand-carved wood Natural objects 3
IMPACT PROJECTILES RANGE IN METERS Brick, leather, simple plastic Manufact low-tech 6
Thrown Knife 0–STR To STR x 2 To STR x 3 To STR x 5
Advanced plastic, alloy, electr equipm, sensor Manufact high-tech 9
Shuriken 0–STR To STR x 2 To STR x 5 To STR x 7
Computer, vehicle, drone, complex toxic waste Highly processed 15
THROWN GRENADES RANGE IN METERS
Standard 0–STR x 2 To STR x 4 To STR x 6 To STR x 10 Test: Perception + INT (+2 if spotter has MAG related Active of Knowledge skill) [Mental] P. 280
Aerodynamic 0–STR x 2 To STR x 4 To STR x 8 To STR x 15
NOTICING MAGIC Threshold: Caster's skill - Force (-3 if caster has Mentor's Mask) / Adept with Mentor's Mask: 6 - (PP x 4)
* See Launcher Minimum Range, p. 182
ASSENSING TABLE P. 313
HITS INFORMATION GAINED
P. 182
SCATTER TABLE 0 None
The general state of the subject’s health (healthy, injured, ill, etc.). The subject’s general emotional state or impression (happy, sad,
TYPE SCATTER 1
angry, etc.). Whether the subject is mundane or Awakened.
Standard Grenade (1D6 – Hits) meters The presence and location of cyberware implants. The class of a magical subject (fire elemental, manipulation spell, power focus, curse
2
Aerodynamic Grenade (2D6 – Hits) meters 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
Grenade Launcher (3D6 – Hits) meters
3 own. Whether the subject’s Force is higher, lower, or equal to your Magic. A general diagnosis for any maladies (diseases or toxins)
Missile Launcher (4D6 – Hits) meters the subject suffers. Any astral signatures present on the subject.
Rocket Launcher (5D6 – Hits) meters 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.
CONCEALABILITY MODIFIERS
MODIFIER* EXAMPLE ITEMS
–6 RFID tag, bug slap patch, microdrone, contact lenses
–4 Hold-out pistol, monowhip, clip, credstick, chip, sequencer/passkey, autopicker, lockpick set, commlink, glasses
–2 Light pistol, knife, sap, minidrone, microgrenade, flash-pak, jammer, cyberdeck, rigger command console
0 Heavy pistol, machine pistol (stock collapsed), grenade, goggles, ammo belt/drum, club, extendable baton (collapsed)
+2 SMG, machine pistol (stock extended), medkit, small drone, extendable baton (extended), stun baton
+4 Sword, sawed-off shotgun, bullpup assault rifle
+6 Katana, monosword, shotgun, assault rifle, sport rifle, crossbow
+8 Sniper rifle, bow, grenade launcher, medium drone
+10/Impossible Machine gun, rocket launcher, missile launcher, staff, claymore, metahuman body
*Applies to observer

PERCEPTION THRESHOLDS
ITEM/EVENT IS: THRESHOLD EXAMPLES
Obvious/Large/Loud 1 Neon sign, running crowd, yelling, gunfire
Normal 2 Street sign, pedestrian, conversation, silenced gunfire
Obscured/Small/Muffled 3 Item dropped under table, contact lens, whispering
Hidden/Micro/Silent 4 Secret door, needle in haystack, subvocal speech

INITIATIVE ATTRIBUTE CHART P. 159


INITIATIVE TYPE ATTRIBUTES BASE INITIATIVE DICE NOISE AND MATRIX USE P. 231
Physical Reaction + Intuition 1D6
PHYSICAL DISTANCE
Astral Intuition x 2 2D6 NOISE LEVEL
TO TARGET
Matrix: AR Reaction + Intuition 1D6
Directly connected (any distance) 0
Matrix: cold-sim VR Data Processing + Intuition 3D6 Up to 100 meters 0
Matrix: hot-sim VR Data Processing + Intuition 4D6 101-1,000 meters (1 km) 1
Rigging AR Reaction + Intuition 1D6 1,001-10,000 meters (10 km) 3
10,001-100,000 meters (100 km) 5
Greater than 100 km 8
HEALING MODIFIERS TABLE
SITUATION NOISE LEVEL
SITUATION MODIFIER
Dense foliage 1 per 5 meters
Good conditions (sterilized med facility) +0
no signal,
Faraday cage
Average conditions (indoors) –1 action blocked
Poor conditions (street or wilderness) –2 Fresh water 1 per 10 cm
1 per hit on
Bad conditions (combat, bad weather, swamp) –3 Jamming Jam Signals
Terrible conditions (fire, severe storm) –4 actions
Metal-laced earth or wall 1 per 5 meters
No medical supplies –3
Salt water 1 per centimeter
Improvised medical supplies –1 Spam zone or static zone Rating
Wireless medkit/autodoc +Rating Wireless negation
Rating
(e.g., wallpaper or paint)
Applying medical care remotely
–2
through medkit/autodoc

As Teamwork
Assistance
Test (p. 49)

Uncooperative patient –2
Patient is Awakened or Emerged –2
–1 per 2 full
Patient has implants points of lost
Essence
P.359 & 364; R&G P.197
DETECTORS, SENSORS & SCANNERS
Keypad/Cardreader: sequencer/keycard R vs R Pressure pad: Perc + INT [M] (3, after stepped on it: 1)
Print scanner: finger/palm/retina duplicate R vs R Press pad evade after stepped on: REA + INT - BOD (3)
Voice recogn: equipment R (or skill test) vs R (x 2) Motion sensor: Sneaking + AGI - extra Init dice [P] (3)
Breath, cellular & DNA scanner: preserved sample Sound/vibration detector: Sneaking + AGI [P] (3)
Facial recogn: Disg + INT (+2 in crowd) [M] vs R Olfact scan: R +1: /10 ammo/grenade/1kg normal
Alarm: Hardw + LOG [M] (5 or 5+, 1 min) Ext Test /2kg plastique explosive; -1: contained in plastic
Wire: Perc + INT (barbed: 1; electr: 2; mono: 3) (base threshold: 2; hermetically sealed: 3)
Trip beam: Perc + INT [M] (simple: 2; infra: 3) Magnetic anomaly detector (MAD): device R (1)
Trip beam evade: Esc Art + AGI [P] (GM determ) Cyberware scan: R +1: 2-3 item / +2: 4-5 / +3: 6+ item
SIN verification: reader unit R x 2 (Fake SIN R) (st 'ware, weap: 1; alpha, other item: 2; beta: 3, delta: 5)

P. 359
LOCKPICKING
Key lock:
Locksmith + AGI [P] (Lock R, 1 C Turn) Extended Test
Maglock:
Open case: Locksmith + AGI [P] (Rx2, 1 C T) Ext
Test
or Break case: Attack vs Barrier R (=Lock R)
Disable anti-tamper sys: Locksmith [P] (anti-t sys R)
Open lock: Locksmith + AGI [P] (Rx2, 1 C T) Ext Test
Close case: Locksmith + AGI [P] (Rx2, 1 C T) Ext
Test

P. 282
SPELL TYPES & RESISTING Area: F meter radius
Physical (affects Living & Non-living); Mana (affects Living & Astral)
COMBAT Direct: Physical: vs BOD / Mana: vs WILL; DV = net hits
Indirect: vs REA + INT; DV = F + net hits; AP = -F; Area: scatter 2D6-1m/hit
DETECTION Dir.-nal: like sight; Area: like hearing; Psychic: extra sense
Range: F x MAG (x 10) Active: vs WILL + LOG (+C.spell) / F × 2 / Obj Res
HEALTH Most Health spells have individual Resist Test. See spell.
Essence: -DP = (6-target's ESS, round up) Negative: vs BOD
ILLUSION Obvious; Realistic; Single-sense; Multi-sense
Physical: vs INT + LOG / Object Resistance Mana: vs WILL + LOG
MANIPULATION Physical: vs BOD + STR / Object Resistance
Damaging: vs BOD + Armor; DV = F; AP = 0 Environ: affect area, not targets
Mental: vs WILL + LOG; Complex Act (WILL + LOG - Force) on their turn
to continue resisting; every hit = -1 caster’s net hits; 0 net hits = spell ends

P. 170
ELEMENTAL DAMAGE
ACID: P; -1 Armor; if stays: -1 Armor & damage with -1 DV /C Turn
COLD: P; Armor test: if the Armor gets no hits, it breaks; glitch: Ø repair
ELECRICITY: S/P; -5 Init & -1 DP to all actions & Def test for 1 C Turn
drone/device: +half Matrix damage, vehicles do not take 2ndary effect
FIRE: P; AP: natur: -2, weapon: -6; Catch fire: Arm+Fire Res-AP (net hits)
base DV = 3, +1 DV /Combat Turn; AGI+INT to reduce DV = hits

P. 295
OBJECT RESISTANCE TYPE DP
Tree, soil, unprocess water, hand-carved wood Natural objects 3
Brick, leather, simple plastic Manufact low-tech 6
Advanc plastic, alloy, electr equipm, sensor Manufact high-tech 9
Computer, vehicle, drone, complex toxic waste Highly processed 15

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