Basic Rules - Core Mechanics

Sep 27, 2021 3:54 pm
B:> TAKINGˍANˍACTION.exe
In the neon-lit year 2020, things are not always easy. You play competent individuals, but the Corps have their own cyber-enhanced individuals, security drones, attack programs and hirelings to get in your way.

When you attempt something risky, sum 2d6 and add the grade of applicable gear based on the action you're taking. (The GM will tell you the possible consequences before you roll so that you can decide if it's worth the risk or if you want to revise your action.)
• A total of 6 or less is a miss; things don't go well and the risk turns out badly. GM may add complications (see hazard pay). High chance of harm.
• A total of 7-9 is a partial success; you do it, but there's some cost, compromise, retribution, harm, etc.
• A total of 10 or 11 is a full success; you do it without complications.
• A total of 12 or more is a critical success; you do it perfectly to some extra benefit or advantage.
Sep 27, 2021 3:54 pm
B:> SKILLS.exe
If you have an applicable skill, you can't miss. You're a pro at this. A roll or 6 or less counts as a partial success, but with a bigger compromise or complication than a 7-9.
Sep 27, 2021 3:55 pm
B:> GEAR.exe
Only gear matters to your performance ---and when everyone is enhanced, the grade of gear you have matters. The more cutting edge the better.

Grades are a shorthand way of grouping gear levels.
Baseline: +0. This is what a normal human is capable of, even at peak conditions.
Street: +1. Enhancements that can be acquired on the market. Not the best, but make a big difference. Most are obvious. Almost all bear corporate logos and brand names.
Cutting Edge: +2. Top-end stuff. Custom jobs. Million ¥€$ gear. Bells, whistles, razors, and shielding.
Bleeding Edge: +3. Seldom legal. Best of military grade. Prototype. Black market. Mad science.
Hampered -1. If you're acting at a severe penalty (tied up, badly wounded in the leg while trying to run, etc.) and you have no applicable chrome to outclass or bypass the problem, you act at -1.

Grades applied from gear are most often from cyberware (also called chrome, metal, cyber, etc.), but it can also come from programs in the net, advanced weapons and other things. Think about what applies to the roll and suggest what you're rolling with. If there's a question about which gear grade is applicable to a roll, the GM has final say.
Sep 27, 2021 3:55 pm
B:> DIEˍOFˍFATE.exe
Sometimes the GM will roll the die of fate (a single d6) to see how the situation is established. Low numbers are ill-fortune for the players, high numbers are good fortune (or at least not misery), with the scale appropriately getting better or worse from one to six.

The die of fate might be rolled to establish the weather, indicate a random NPCs general attitude, or to determine if a patrolling guard or an ICE program appears. The GM may also roll the die of fate if the PCs take some action for which sheer chance is the only factor in the outcome.
Sep 27, 2021 3:56 pm
B:> DAMAGE.exe
When you take a hit, the GM will tell you what to roll (usually 1d6). Subtract that from your hit points (hp), or rez (in the net). When you hit opponents, roll your damage, and the GM will subtract it from your opponent's hp/rez.

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