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ENCOUNTERS BASICS

Street Scum
EZ REFERENCE
INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP Skill Checks Opposed Skill Checks
3 4 7 3 2 4 0 4 4 2
Character’s STAT + SKILL + 1d10 Attacker’s STAT + SKILL + 1d10
STARTING HITS SERIOUSLY WOUNDED DEATH SAVE
20 10 4 vs vs
SKILLS
Marksmanship Melee Weapons Difficulty Value (DV) Defender’s STAT + SKILL + 1d10
(REF) +3 (DEX) +3 None

NAME DAMAGE ARMOR Head Armor 0 Ranged Attacks Melee Attacks


Body Armor 0
WEAPONS Heavy Pistol 3d6 Attacker’s REF + Marksmanship + 1d10 Attacker’s DEX + Brawling + 1d10 or
Ripper 2d6
vs DV Based on Range & Weapon Attacker’s DEX + Melee Weapon + 1d10
Rippers
CYBERWARE Three inch carbo-glas claws in your fingers for cutting, stabbing or if Defender REF > 9 vs
Defender’s DEX + Evasion Skill + 1d10 Defender’s DV Based on Range & Weapon
Booster
INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP
4 6 8 3 4 4 0 4 6 3 Hit Points (Death Save is equal to BODY)
Body 2 3 4 5 6 7 8 9 10
STARTING HITS SERIOUSLY WOUNDED DEATH SAVE
Starting
30 15 6 10 15 20 25 30 35 40 45 50
Hit Points Hit Points
Marksmanship Evasion Melee Weapons Seriously
SKILLS (REF) +3 (DEX) +3 (DEX) +3 Leathers Wounded
5 8 10 13 15 18 20 23 25

NAME DAMAGE ARMOR Head Armor 4


Seriously Wounded Mortally Wounded
Body Armor 4 Wound (1/2 Starting Hit Points) (0 Hit Points)
WEAPONS Very Heavy Pistol 4d6
Slice & Dice 2d6
State When you reach 1/2 your Starting Hit Points (rounded At 0 Hit Points you enter Death State and are mortally
Effects up) you are seriously wounded. You take a -2 to all wounded. You take a -5 to all Actions but not to your
Actions. Death Save, which you make at start of your Turn.
Reflex Boost
Slice & Dice
(Speedware)
Mono-filament wire mounted in one finger cuts
CYBERWARE through any organic material or plastics. Can be
User is boosted for five full turns (+3 to Initiative
used as a garrotte, cutter or slicewhip.
rolls) before the boost cuts out. He must then wait Ranged To Hit Difficulty
2 turns before reboosting
Range to Target in Meters and DV at that range
Weapon 0-12m 13-25m 26-50m 51-100m 101-200m 200-400m 400-800m
Private Security Pistols 15 20 25 30 30 NA NA
INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP SMGs 15 15 20 25 25 30 NA
5 6 8 3 5 4 0 4 5 3 Shotguns 15 20 25 30 35 NA NA

STARTING HITS SERIOUSLY WOUNDED DEATH SAVE Rifles 15 10 10 15 20 25 30

25 13 5 Rockets 15 15 15 20 20 25 30

Marksmanship Driving
SKILLS (REF) +3 (REF) +3 Kevlar Automatic Fire
NAME DAMAGE ARMOR Head Armor 7 Range in Meters and DV at that Range Damage Effect
Body Armor 7 Weapon 0-12m 13-25m 26-50m 51m-100m >100m For every point above the
WEAPONS Very Heavy Pistol 4d6
3 Round DV, roll 1 extra damage roll
Assault Rifle 5d6 Burst SMG 12 15 22 28 NA up to a maximum of 3. Each
roll is opposed by armor
Cyberaudio Assault Rifle 12 10 12 18 NA seperately.
Cyberoptics
(Radio)
(Low Light) Instead of aiming against range, you will make the attack against the enemy’s
CYBERWARE Can see clearly in dim light (faint moonlight, distant
Micro radio implant gives you the ability to talk to Supressive
any receiver on the same band frequency for up to WILL+Concentration+1D10; each enemy within 25 meters who isn’t behind cover that fails the roll
streetlamps)
1 mile/1.6km Fire must use their next Move Action to get to cover (page 38 of the Rulebook).
BASICS NETRUNNING
EZ REFERENCE
Brawling Damage Modifier Examples Resolving NET Actions
Netrunner Abilities
Body 3-4 5-6 7-8 9-10 Condition Mod Value Character’s Interface Level + 1d10
Ability Effect
Damage 1d6 2d6 3d6 4d6 Unfamiliar tools -4 vs Find out location of systems in an area.
Lack of instructions -2 Scanner The Higher you are, more you spot. GM
Lack of parts -2 Difficulty Value (DV) to determine how much you learn.
Typical Weapon Damage Complex task -3 Allows you to break through a Password.
Backdoor If you already know the Password you
Weapon Special Effect Damage don’t need to use this.
Never done task before -1
Cyberarm Melee 1d6 Under stress/attack -3
NETRUNNING
Redeye’s Cyberdeck Reveals the “map” of the network Archi-
Knife Melee 1d6 tecture. The higher you are, the more
Drunk/drugged/tired -4
Big Knucks Melee 2d6
MODEL Kendachi 22342 Pathfinder you know of the "map." This tells you
generally what is in the system you have
Trying to hide task -4
just broken into. It is up to the GM's Des-
Medium Pistol NA 2d6 No visibility -4 cretion to determine how much you find.
RATING Standard
Medium SMG Automatic Fire 2d6 Allows you to attempt to flee a conflict with
Rippers Melee 2d6 a Black ICE program. If you are able to
Slice & Dice Melee 2d6
Armor Stopping Power SLOTS 6 Slide roll a successful Slide check against the
programs Perception + 1d10 you escape
Heavy Pistol NA 3d6 Armor Stopping Power and move on to an adjacent floor.

Very Heavy Pistol NA 4d6 Leathers 4 Allows you to make an attack against a
Program or or enemy Netrunner. If you
Assault Rifle Automatic Fire 5d6 Kevlar 7 Actions in a Turn Zap are able to roll a successful ZAP check
Bodyweight Suit 11 against the programs Defense Value +
Shotgun NA 5d6 Interface Actions 1d10 you deal 1d6 REZ Damage to the
Missle Launcher Explosive 7d10 Light Armorjack 11 1-3 1 Program or Netrunner’s brain.
C9 Explosive Pack Explosive 8d10 Heavy Armorjack 15 4-6 2 Allows you to know what a found piece of
Eye-Dee data (like a File) is and its value.
7-9 3
This is the ability to control things that
10 4 are either attached to the system using
a Control Node. Operating something
Cyberware Control attached to a Control Node requires a
separate NET Action after the Control
Cyberware Description Damage check is made.
Example Local NET
Reinforced knucklebones, giving fists the impact value of Once you have reached the last level
Big Knucks (paired) 2d6 Level Encounter Ability (DV) in the elevator you can leave your own
brass knuckles.
Virus to act as you want, within reason.
Cyberarm (Rippers) Rippers concealed in a cyberarm. 2d6 Backdoor You must roll an Interface check and the
1 Password
(DV11) higher your check the more impressive
Cyberaudio (Amped Hearing) Adds +1 to any sound-related Task check. NA the effect of your virus can be and the
Virus
Control Node Control shorter time it takes you to write it. The
Micro radio implant gives you the ability to talk to any receiver 3 DV to destroy your Virus is equal to the
Cyberaudio (Radio Link) NA Surveillance Camera (DV11)
on the same band frequency for up to 1 mile/1.6km Interface check you made to create it.
You can leap 6 m/yds straight up, or make a running jump of Backdoor This ability can require as many actions
Cyberlegs (Paired Jump Boosters) NA 4 Password as the Gm determines based on the
up to 8 m/yds. (DV13)
check you made.
Cyberoptic (Camera) Images can be recorded on the built-in chip and downloaded. NA The ability to hide traces of your pres-
5 Hellhound NA
Can see clearly in dim light (faint moonlight, distant street- cence and any Viruses you left in the
Cyberoptic (Low Light) NA system. The Pathfinder DV for another
lamps). Eye Dee Cloak
6 File Netrunner to overcome your Cloak and
A built in targeting sight allows you to add +1 to ranged (DV14) discover your actions is equal to the
Cyberoptic (Targeting) NA Cloak check you made to create it.
attacks.
Sockets that allow user to interface with machines and
Interface Plugs NA
cybertech.
User is boosted for five full turns (+3 to Initiative rolls) before
Programs
Reflex Boost (Speedware) the boost cuts out. He must then wait 2 turns before NA Name Class ATT DEF REZ Effect
reboosting
Speedy Gonzalvez Booster 0 0 7 Increases SPD by +4
Three inch carbo-glass claws in your fingers for cutting,
Rippers (paired) 2d6
stabbing Banhammer Attacker 2 0 0 3d6 REZ to Hellhounds. 2d6 REZ to other programs
Mono-filament wire mounted in one finger cuts through any Stops first successsful non-Hellhound attack from dealing
Slice & Dice (single) organic material or plastics. Can be used as a garrote, cutter 2d6 Flack Defender 0 0 1
damage. Derezzes after use.
or slicewhip.

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