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There are 2 parts to your character. The first part is the framework. This tells us what your character can do. This is what the rules allow and don't allow. The second part is what that looks like. So let's take the cyborg. We'll give her a (+3) dex. The player could say 2 points of that are cybernetic dex boosters. The Wizard took a dex of (+1). She has an amulet that grants the bonus. The super hero has flight. He flies on flames. The flames have no game effect, but they look cool. When a player says they want a bonus for their character don't add this to their abilities. Instead use it to describe the abilities they have. Let's say a character plays a giant and they feel this should add to their ability to intimidate. In reality this would explain whatever points they played no result in a bonus.

 

Most people have between a (+1) and (-1). These are ordinary people. A (+3) would be much rarer. A (+4) would be an Olympian or professional athlete.

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Experience is measured in xp. Players should get 3 character points per 4-hour session and a bonus point or 2 for completing extra objectives. PCs get power every session and they can spend them immediately or even during the game session. power also is the number of resources. At the beginning of each session everything resets; resources. Spell points, life points. This keeps game play simpler. All players get the power regardless if they are present. 

 

Players buy stats, skills, and items just as in character creation. 

 

PCs are ordinary people that do extraordinary things.


New powers cost 5 points. But maybe you spend 10 to do it in the first place? But this

​​ All Players start with one stat at (+2), one stat at (+1), and one at (-2) and three at (+0). 

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The GM decides the power level of the campaign. This is done by assigning a number of experience points (xp) that can be used to modify stats, skills, or items. Experience points are also earned in play. 10 xp would be typical to start.

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Players can use xp to increase stats, skills and items. To do this for stats is the same as for skills and items.  To increase a stat from 0 to 1-4 use the following reference.

Stat = XP cost​

1 = 1

2 =  4

3  = 9

4 = 16

 

If you already have above a 0 you use the above cost, and subtract the cost of your existing stat. For example, from 2 to 4 takes the cost of 4 minus the cost of 2: 16-4=12xp.  

 

To increase a stat from a negative value to 0 cost the following

 

-4 = 16

-3 = 9

-2 = 4

-1 = 1


If you are improving a stat, but it is stating negative you use the above cost, and subtract the cost of your existing stat. For example, from -4 to -2 takes the cost of -4 minus the cost of -2: 16-4=12xp.  â€‹

Stats (St)

Strength - this represents activities requiring brute force. Ex, weapons, hand to hand, break something, or climbing, or surviving some powers.  (any athletic task). Players can choose this as a combat stat.

 

Dexterity - this represents activities requiring physical finesse. Ie. Ranged combat, vehicles. Players can choose this as a combat stat.

 

Endurance - this represents a character's ability to handle physically grueling tasks and affects life points. Ie. Life points, staying alive below 0 life points.

 

Intuition - this represents knowing things outside your education. This is that gut feeling you get or the ability to take disparate pieces of information and draw a conclusion. Ie. Initiative, solving problems.

 

Education - this is what you have learned in life. It could be a college education or things learned by experience. Ie. Knowledge skills, 

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​Influence - this is your ability to use your personality to get people to do your bidding. Ie. Fast talk, intimidate, contacts,

Talents
Talents are a specific effect like flying, healing, or buffing a skill. The control skill manipulates the talents. Control works like any other skill. The player gets a control of (0). The player chooses any stat to pair with this. This stat becomes the combat stat. The player can modify the control skill as per standard rules. The PC also gets energy (10 + power stat) x level. It costs 1xp to gain the control skill. 
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Talents are run off the following chart.;

1/1

2/4

3/9

4/16 

The number on the left is the force level and the number on the right is the cost in energy points. Force level reflects the strength of the talent. If you run out of energy points, you can substitute hit points. Hit points lost this way can only be regained by natural healing. You refresh your energy points at dawn each day.

 

Talents cost 3 XP per talent.

 

Permanent Energy points cost 2xp per 1 energy point.

 

Talents last force level in turns. You can double that by paying 2 extra energy points.

 

Talents are obvious, but players get to choose the visible effect (buff). Players can pay 2 energy points to make the talent undetectable. 

 

Talents can function like area attacks using an auto attack.

 

Talents have a range of 50. They can be extended to 200 feet by expending an additional energy point and 2 energy points for unlimited range. This lasts the duration of the talent.

 

Talents take one action to activate and always succeed. Attack talents require a control skill roll to hit. You can use the attack talent on the turn you activate. The spell description will tell you how to manipulate the talent. 

 

Attack talents are resisted by armor value (av).

 

Attack talents

 

These are talents used to create damage against your opponent. You have to tie it or beat AV. 

 

Debuff (St) - these are classic debuff talents. Pick a skill.  Pick force level and pay the energy points. The force level a negative modifier to the BaseRoll by force level x 2. This is used to make a stat less effective. I could debuff to Int. The effect could be a cone of silence, a flurry of butterflies that effect vision. Or a high keening sound.

 

Implant thought - make an attack against AV. Give a short command to the target such as, run away, let me pass, drop your weapons.  The target can not be forced to take action harming self or party members. Each force level of the talent grants another target. For a force level of 3 I could affect 3 targets. They all must be in range of the spell and visible. The talent lasts for Force turns. Each new turn the attacker must roll to hit for each affected  enemy. Once an attack fails the power ends for that enemy. The attacker can still take normal attack. Only works against sentient creatures. This power doesn't stack.

 

​Summon complex proxy - you can summon a creature, spirit or drone. You must choose which when the talent is purchased. When summoned, this proxy has your stats and skills but rearranged to suit the build. The duration is force * 3 in turns. You may modify the build as if using a buff power at the same force as the proxy.

You use your action to command it. So if you have it attack, you can still move, but you can't attack. The creature acts for you. Damage to the creature damages the player.

 

 

Mind read - roll against the targets AV. This is a complex roll. The more successes the more you learn. Caster learns surface thoughts. Each success garners additional knowledge. The player asks a question for each success. The target knows they have been violated unless the player pays to make effect unnoticeable.

 

Reduce movement - standard attack. Target loses 25% movement per level. This talent lasts according to standard rules. Can be combined with a standard attack using one roll.

 

Push - you move someone 10 feet per spell level against AV and trip them. This can be a part of a regular attack. 


 

Buffs

 

This are cast as a move.

 

Buff Talents are self only. For 2 energy points you can do the buff on someone else.

 

Ablative armor - this is armor that absorbs damage—one point per level of spell per turn. Level 3 would prevent 3 points per turn. 

 

Buff - like debuff but the force level increases modifier  by (2 x force)/ level. 

 

Multiple image - for each force level you gain an image. The image has your AV  to hit. Each attack that hits may hit you or an image. Roll randomly to determine. An image disappears when hit. Duration I s F * 2.

 

Detect talents (choose technical or magical) - this power has a range of power level squared x 10 feet. A force level 2 power would cost 4 energy and have a range of forty feet. The first round will tell you powers are present. The second round direction. The third precise distance. Duration energy *1 hour.

 

Movement - gain a movement speed of 10 plus 5 per force level. You can't sprint. At force level 2, a person can fly 20 feet. When you gain this talent, choose the type; fly, teleport, burrow, wall runner or any other movement type.

 

Run - as part of the casting action you may run 30 plus 10  per force level.

 

Temp hit points - increase hp by force level x 3. These hit points are removed first. They can't be healed and they can't be used to pay for talents.

 

Shapeshift - you can change into an animal form the size of a lion or smaller. Using your own scores. Rearrange them to build your animal form like you built your character. It has any powers you have. Modify skills by force * 2. Duration F * 3.

 

Misc

 

End talent - this talent works to end an already existing effect or stop a talent from being used  The player succeeds if he has a higher force level. 2 beats 1 ECT. Level 4 talents can't be ended. The countering player knows the opponents force level.

 

Heal - pick force level and choose a target in range. The recipient heals force level (d6) in healing. This takes 10 seconds and works in combat. For example, level 3 costs 9 points and heals 3d6. It casts as part of a move action.

 

Regeneration - heal force level hit points per turn up to full. You can't stack this talent with itself.

 

 

 

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Contacts 

 

It's been said that it's not what you know, but who you know. These are your contacts. You get 6 contacts +/- influence stat. Your contacts can provide work, information, equipment etc. You can choose them during game play.

 

Flesh them out. How do you know them? Do you owe/are owed favors? What is the nature of the relationship? 

 

Some examples are; a journalist, cop, criminal, Bartender.

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The internet
The net runs across the world. Players access it with their a hand held device, cyber implant, or
directly with their brain.
To be a hacker, you need to pay 1 XP. You get the hacker skill, hacker AV, and hacker attack at
(0). You can buy an enhancement according to the rules. You use knowledge as the stat.

Sentient AIs have a presence on the net. They are built like PCs or quick build. The AIs protect system
cores and can't be hacked. They can in some cases be reasoned with using influence skills.


Movement on the net is simulated and 3D. Players can move as needed without spending an action. Attacks have no range. Players can choose to act inside the net or outside. Player still
has a move action outside the net.

 

While on the net I could make an attack in the net or in the real world. I can switch back and forth without penalty. If an action takes longer than one turn,
the player can pause the attempt but only to act in the real world. If a player failed an attempt other than an attack by 5 or more security is called.
The net has a substantial visual presence. Players can assume any look they want. Colors are
vivid and bright. No one would mistake the net for reality. You are still limited to one move action. Hackers see the net presence layed over the meat space world. Seeing the net world is
an observation check.


There are two systems in place in the net; the private and public nets. Anyone can access the
public net. It is where companies do business. The private net is hidden to be used only by the owner and hackers. The private net contains
security protocols and information. Hackers subvert this.


Private nets have a systems rating of (-2) to (+4). This acts as a basic TN and AV.


Some systems can only be hacked from a specific location.


To get on the private network, it is S11 test. Once on, you can do the following activities. If you
fail the roll by 5 or more, security is called. It takes 1 turn to accomplish this
The structure of the net is:


1. Access net - this is to get on the net. This is based on net AV. You can make 3 attempts before being shut out.


2. Access Node - a node is a clustered group of programs operating in a particular system. A node contains; files, security protocols like camera, locks, information on physical

security, passwords, email, verbal communications, codes. Access is Security level +/- situational modifiers. There can be nodes inside of nodes which creates greater security. Some files may have there own security.


3. Once through the access Node a hacker can access all information in the system.


4. Some items in the node and the node itself are further protected by ICE (intrusion countermeasures electronics). Beating ICE requires cyber combat.


5. Once through ICE the hacker can do the following:


Analyze - this is a C11 role. Each success will answer one question about what you see in your
location.


Find information - this is all about obtaining specific data. The number of turns is equal to 5 - the number of successes you exceed the c12 roll by.


Open file - once you find the file you use this command. this takes a turn. The response will depend on the system.

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Read file - no roll needed, but reading raw data can take a few turns to a few hours. To be determined by gm.


Loop cameras - the base is C11. Every success above 1 is additional camera beyond the first. This will allow the players to operate in front of a camera without being seen. The loop lasts 3d6
minutes plus an additional turn for each camera subverted. The players are aware of which cameras are effected, but not for how long. 


Download file - this takes d3 turns. It takes one turn to execute. A player may take other actions during down load


Upload file - this takes d3 turns. It takes one turn to execute. A player may take other actions during upload.


Trace - Black ICE does this automatically . Useful to locate the physical location of the hacker 


Sleaze - uses sneak and successes increase TN to spot by 1 per success.


Attack - use attack skill (specific to hacking) to attack.


Spoof - this allows the hacker to intercept A/V files and alter them as well. It is a c14 roll.


Man in the middle - s14 modified down by number of success on a spoof. Spoof gets you in the
door man in the middle allows you gather data between 2 sources.

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Enemies are built like everything else and assigned weapon types. Enemies can exceed SA of
(+4). Many systems will have negative numbers. Dangerous systems will be a plus.


System reboot - this pits the hacker against the system. The hacker rolls the skill and must beat
a C14 plus system rating * security level as an opposed check. The system has a C14 test and
add system and security level to the roll. You must net at least one success.

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Net combat

 

There are two types security; active and passive. Security is rated on HP (6/security level), AV, and attack. Passive security is hacked using a standard attack against system AV. The player continues attacking until the security is breached by hitting (0) HP. Passive security becomes active if the player fails the attack by more than 5. At that point standard combat ensues.

 

 


The player pits AV and computer attack(which are bought through standard purchase) against
the ICE. There are several layers xxx, the most feared is Black Ice. Black ICE does damage but
also traces your hack to the physical location of the hacker if the hacker is reduce to at least (0)
life points.
Damage is d6. No range. Player Level based on out of net combat LP.
There are several types of attack similar to regular combat:


Brute Force - this an aggressive attack which reduces the AV for both parties by (-2).


Exploit - this is a standard attack with no bonuses or penalties.

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Phishing - this is a subtle attack. Both parties get a (+2) to AV.


It takes a turn to exit the net. You can jack out as a move action but take d3 damage. This
would stop your signal from being traced.

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