Rules Cheat Sheet

This page contains essential information required during a session. It can be considered the same as a physical GM screen.

Encounters

  1. The GM sets up a scene for the players.
  2. The players tell the GM what they want to do.
  3. The GM determines if a roll is required.
    • If no roll is required, the GM plays out the scene with the players.
    • If a roll is required, the GM decides if the task is best suited for Emotion, Logic, Magic or Tech.
  4. The GM helps the player determine if their character’s abilities, items, or cyberware modify their roll.
  5. The player rolls their dice pool.
  6. The GM helps the player measure the roll’s success and act out the action with the players based on the success of the roll.

The results of a roll determine whether the intended action succeeds, not the outcome the player was expecting by performing said action.

Emotion and Logic (1d6)

Magic and Tech (1d8)

Emotion

Emotion is how people extract meaning from the world using intuition, reflex and primaeval instinct. Melee combat, diplomacy and wild, passionate action rely on emotion in order to be successful.

Logic

Logic is how people attempt to make sense of the world and is fuelled by reasoning, rationality and precision. Ranged attacks, science and precise, deliberate action rely on logic in order to be successful.

Magic

Magic is an individual’s ability to comprehend and effectively control any magical powers they may have. Strength in magic means more consistent and competent magic use.

Tech

Tech is an individual’s ability to make the most of advanced technology. Computers, starships, the NET, and most widely available weapons rely on technological aptitude to operate.

The Dice Pool

Players can modify their intended action with:

Measuring Success

Complications

Drawbacks

drawbacks

Boons

Boons are granted whenever you get a critical success. You always decide your Boon, picking a single boon from the following list of options after you activate any of your relevant abilities.

Disposition

  • Companions do everything you ask of them. They risk life and limb, if necessary.
  • Friendly NPCs take into consideration what you ask of them when performing actions or making decisions.
  • Neutral NPCs do what’s best for themselves, regardless of what you ask of them.
  • Hostile NPCs don’t do anything you ask of them. They often actively antagonise you.

Injuries

Other types of NPCs may be able to withstand more or less Injuries, usually related to their size. Larger NPCs may withstand more Injuries.

Machines

Injuries and Statuses

Statuses

Unless outlined in the ability description, statuses last indefinitely. Statuses can only be removed by specific abilities. Every status except the Unstable, Haywire, and Infected statuses are removed at the end of the session.

Minor Statuses

Major Statuses

Earning Experience

Spending Experience

Legendary and Magic Levels

Magic

Gain Intuition

Sample Questions

  • What happened here recently?
  • Where should I go next?
  • What’s the most dangerous thing here?
  • What’s the most useful thing here?
  • What have I missed?

Intel

Wealth Score

Players roll their wealth score die whenever their character gains or loses credits.

Otherwise, their wealth score remains the same.

Player vs Player

Both players roll appropriate dice. Highest number of successes wins. Defender wins on ties. Attacker resolves roll as normal if they win. Attacker fails their roll and receives Complications if the defender wins. For a multi-target attack, attacker doesn’t get Complications unless they fail.

Player characters can never perform actions against other player characters with the intention of influencing their actions or decisions.

Controlled and confused player characters are treated as NPCs in all respects and so do not follow player versus player rules.

Advantage and Disadvantage

Range

It’s possible to perform actions from afar.

Character Movement

Effective range of movement while crossing difficult terrain is halved. Effective range of physical movement while in low gravity is doubled. Movement in zero gravity is achieved by pushing off surfaces. Can scramble to move faster.

Crafting Skills

Generally cannot craft legendary items or legendary cyberware.

Target Types

In or Out of Combat

Being in combat is any encounter where hostile characters or creatures are attacking. Otherwise, player characters are considered to be out of combat.

Awareness

If an NPC knows the player character exists nearby they can perceive the player character, they are aware of them. If the NPC can’t be sure the player character exists and can’t perceive them, they are unaware of them. The same is true for a player character’s awareness of NPCs.

Default Actions

Default Reactions

Shields Vehicle System

Attribute Number
Starship Max HP 60
Shuttle, Speeder, and Ground Vehicle Max HP 20

Hull Vehicle System

Attribute Number
Starship Max HP 60
Shuttle, Speeder, and Ground Vehicle Max HP 20
Tech Damage Number 2

Shield Control Vehicle System

Attribute Number
Starship Max HP 30
Shuttle, Speeder, and Ground Vehicle Max HP 10
Tech Damage Number 3

Vehicle Actions

Helm Control Vehicle System

Attribute Number
Starship Max HP 30
Shuttle, Speeder, and Ground Vehicle Max HP 10
Tech Damage Number 4

Vehicle Actions

Weapons Targeting Vehicle System

Attribute Number
Starship Max HP 30
Shuttle, Speeder, and Ground Vehicle Max HP 10
Tech Damage Number 5

Vehicle Actions

Sensors Vehicle System

Attribute Number
Starship Max HP 30
Shuttle, Speeder, and Ground Vehicle Max HP 10
Tech Damage Number 6

Vehicle Actions

Communications Vehicle System

Attribute Number
Starship Max HP 30
Shuttle, Speeder, and Ground Vehicle Max HP 10
Tech Damage Number 7

Vehicle Actions

Engines Vehicle System

Attribute Number
Starship Max HP 30
Shuttle, Speeder, and Ground Vehicle Max HP 10

Vehicle Actions

Vehicle Statuses

Space Vehicle Movement and Range

For starships and shuttles during space vehicle encounters.

Surface Vehicle Movement

For shuttles, speeders, and ground vehicles during surface vehicle encounters.