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Neon City Overdrive / 狂飙霓虹城
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剧透 - 更新记录: 2023-03-15 开贴，翻译简介
2023-04-10 翻译角色章第 1 页
2023-05-05 翻译走上街头章第 1-2 页
灵感来源：《阿基拉》（动画电影）、《铳梦》（电影）、《碳变》（电视剧）、《银翼杀手》和《银翼杀手 2049》（电影）、《赛博朋克2020》（桌面角色扮演游戏）、《新特警判官》（电影）、《隐蚀期》（桌面角色扮演游戏）、《极乐空间》（电影）、《攻壳机动队》（动画）、《疾速追杀》三部曲（电影）、《特警判官》（漫画系列）、《Max Headroom》（电视剧）、《全面回忆》（电影）、《镜膜》（短篇小说集）、《神经漫游者》三部曲（小说）、《机器战警》（电影）、《雪崩》（小说）、《黑色孤儿》（电视剧）、《黑客帝国》（电影）、《Transmetropolitan》（漫画）。
剧透 - 原文: WELCOME TO THE CITY
NEON CITY OVERDRIVE is a game of cyberpunks and the neon-lit sprawl they run jobs in. It is a game inspired by the attitude, style and action of classic fiction, films and other media of the genre. It is a world of gleaming sky scrapers and sprawling urban labyrinths where people eke out whatever existence they can claw from the next guy. It is a world of hard choices, high risks and limitless danger dressed in chrome and lit in neon.
AT A GLANCE
GENRE: Science fiction / cyberpunk
TONE: Grim and gritty
TOUCHSTONES: Akira (anime), Alita: Battle Angel (film), Altered Carbon (TV), Blade Runner & Blade Runner 2049 (film), Cyberpunk 2020 (RPG), Dredd (film), Eclipse Phase (RPG), Elysium (film), Ghost in the Shell (anime), John Wick trilogy (films), Judge Dredd (comic series), Max Headroom (TV), Total Recall (film), Mirrorshades (short story anthology), Neuromancer & the Sprawl trilogy (novels), RoboCop (film), Snow Crash (novel), Orphan Black (TV), The Matrix (film), Transmetropolitan (graphic novel)
 译注：由于果园无法修改文字的背景，下面把黑骰子写作 ，白骰子写作 (1)。
D66：骰两个 D6，把其中一个当作十位数，另一个当作个位数。例如，出目为  和 (3) 的骰子读作“53”。
D3：骰一个 D6，然后除以 2，向上取整。这样会产生一个 1 到 3 之间的数字。1 或 2 = 1 | 3 或 4 = 2 | 5 或 6 = 3。
你将扮演一个坚忍的赛博朋克。你会生动地描述他们的行动，说出他们说的话，用逻辑和想象力来刻画他们。你会与其他玩家和 GM 一起，讲述一个老练的赛博朋克在庞大而冷漠的城市中为生存打拼的故事。
游戏在对话中展开，GM 描述场景，而玩家则回答他们的角色要做什么。当一个角色尝试某种有风险的行为时，你就需要做检定（check），这需要掷两个骰池，分别是行动骰（action dice）和威胁骰（danger dice）。威胁骰可以抵消出目一致的行动骰，而剩下的最高点数的行动骰就是你的结果。点数越高，角色得到的结果就越好。
例子：Cryo 想黑进一个电脑系统，于是做了一个检定。她掷了三个行动骰和两个威胁骰。行动骰的点数分别是 (3)、(5) 和 (6)，威胁骰的点数分别是  和 。威胁骰中的  抵消了行动骰中的 (6)，所以 Cryo 剩下的最高点数的行动骰是 (5)。
 译注：TRPG 术语，原文为 fictional positioning。
玩家和 GM 要一起探索故事，所以不要规划得太远。当情况变得棘手或者你不知道接下来该发生什么时，可以提一个问题，然后掷骰子来决定你的故事会如何变化。玩在当下，让情境随着情节需要展开，拥抱游戏中涌现出的机会。
[*]为行动授权。要想对敌人远程攻击，你需要合适的武器或能力。要想进入 Oni*Corp 的总部，你需要一张安全通行证。
[*]X 卡片是 John Stavropoulos 创造的一种工具，可以让任何人删除或者否决游戏中让他或者其他人不适的内容。可以在 http://tinyurl.com/x-card-rpg 了解更多。
[*]Brie Sheldon 的脚本修改提供了倒带、快进、暂停等工具来帮助玩家处理游戏中出现的内容。可以在 http://briebeau.com/scriptchange 找到这套工具用法的详细解释。
增益（boon）：当检定结果中有多个 6 时，你得到的好处。
大失败（botch）：当你所有的行动骰都是 1 或者都被威胁骰抵消掉。
非玩家角色（non-player character，NPC）：GM 控制的角色。
剧透 - 原文: THE BASICS
WHAT YOU NEED
Gather a group of friends and prepare to play. You also need:
DICE: A whole bunch of six-sided dice in two different colors. Six-sided dice are referred to throughout the rules as D6.
CHARACTER SHEETS: Each player will need a character sheet.
PENCIL & PAPER: For taking notes and keeping track of story details.
D6: A single six-sided die. You will usually roll multiples and keep the highest.
D66: Roll two D6, reading one as the “tens” and the other as the “units”. For example a roll of  and (3) would be read as “53”.
D3: Roll a D6 and halve the result (rounding up). This gives a value between one and three. 1 or 2 = 1 | 3 or 4 = 2 | 5 or 6 = 3.
WHAT YOU DO
Most of you will portray characters in the stories you are going to tell, while one person will become the game master who facilitates play.
You take the role of a tough cyberpunk. You will describe their actions in vivid detail, say the things they say, and use logic and imagination to portray them. Work with the other players and GM to create a cool story about skilled operators struggling to survive the vast, uncaring city.
AS A PLAYER YOU SHOULD:
• Portray a bad-ass cyberpunk
• Say what your character says
• Fight to survive
• Share the spotlight with the other characters
You portray the city as a living place and help each player show off the cool things their cyberpunk can do. You ask and answer questions, fill in the blanks and interpret the actions of the characters and their enemies. You are a fan of the characters, a facilitator of the action and arbiter of the rules.
AS A GM YOU SHOULD:
• Make the world feel gritty and hard
• Be a fan of the players and their characters
• Ask questions
• Do what the fiction demands
HOW YOU DO IT
The game unfolds as a conversation where the GM frames scenes and the players respond with what their characters do. When a character attempts something risky you make a check by rolling a pool of action and danger dice. Danger dice cancel out matching action dice, and the highest remaining action die is your result. The higher the number, the better the outcome for your character.
Example: Cryo makes a check to see if she can hack a computer system. She rolls a pool of three action and two danger dice. The action dice come up (3), (5) and (6). The danger dice are a  and . The  on the danger die cancels the (6) on the action die, which means Cryo’s best remaining action die is a (5).
Play in NEON CITY OVERDRIVE is built on the following concepts.
Fictional positioning is simply all the facts and details you have established in your story and being aware of how they might impact the actions of all the characters involved in a scene. It’s basically a fancy term for “common sense” as it applies to your story, the characters involved, where they are and what they are doing. Have you tripped the cyborg and now stand over it, brandishing your pistol? That’s fictional positioning. Are you faced with a sheer wall and no climbing equipment? That’s also fictional positioning.
PLAYING TO FIND OUT
Players and GM are discovering the story together, so don’t plan too far ahead. When things get tricky, or you don’t know what happens next, ask a question, roll the dice and find out how your story changes. Play in the moment, let situations unfold as they need to, and embrace the opportunities presented through play.
Tags are words or short descriptive phrases that convey significant details about the characters, locations and events of your story. A character might be quick or covered in mud, a monoblade razor sharp, and a room on fire.
Sometimes tags will be written down, either on a character sheet, a map, or a sticky note where everyone can see it. At other times, they will simply be details described during play.
TAGS DO THE FOLLOWING:
• Describe the world, its inhabitants and the features that might be interacted with. Tags help to breath life into your world.
• Grant permission to do something. To attack a foe at a distance you will need an appropriate weapon or ability. To enter Oni*Corps’ headquarters you will need a security pass.
• Make actions more or less likely to succeed. Helpful tags will add action dice to checks, while other tags might impede an action by adding danger dice.
• Inspire action and suggest ways to approach or overcome challenges. The gun is loud, the security guard angry and the laptop is precariously balanced.
Have a conversation about expectations before play. You never know what will confront or upset someone and sometimes stories go in unexpected directions. Investigate the below options and implement the one(s) you feel will work best for your group. Always aim to be respectful of others.
• Lines and veils are a way to flag what you don’t want included at all (lines), and what you don’t want described in detail or would prefer to happen “off screen” (veils).
• The X-Card is a tool created by John Stavropoulos that allows any person to edit-out or veto content that makes them or someone else uncomfortable during a game. Learn more at http://tinyurl.com/x-card-rpg.
• Script change by Brie Sheldon helps players tackle content as it arises by using tools such as rewind, fast forward and pause. Find a detailed explanation of how to use this tool at http://briebeau.com/scriptchange.
ACTION DIE: A die you add to a check when things are in your favour.
BOON: An advantage you get when a check result has multiple 6’s.
BOTCH: When all your action dice are 1’s or cancelled out by danger dice.
CHECK: Rolling dice to see what happens next.
CONDITION: A physical, mental, social or emotional status.
DANGER DIE: A die you add to a check when things are not in your favour.
DRIVE TRACK: A series of boxes you mark to indicate progress towards a goal.
EXPERIENCE POINTS (XP): A reward for playing your character.
GAME MASTER (GM): The player who facilitates the game.
HIT TRACK: A series of boxes you mark to indicate damage suffered.
NON-PLAYER CHARACTER (NPC): A character controlled by the GM.
PLAYER CHARACTER (PC): A character controlled by a player.
STUNT POINTS: A resource players spend for a variety of cool effects.
TAG: A word or statement that describes an aspect of the imagined world.
TRAUMA: A serious injury.
每个标志都有一个名字和一些特质（trigger）。它们代表有这个标志的人会拥有的技能、知识或特征。在游戏中可以依据它们来做决定。这些特质列表并没有穷尽所有可能，你应该把它们调整到符合你对角色的构思。如果要做较大的改动，应该跟 GM 和其他玩家讨论。最后，每个标志都有几个范例缺陷（用 [-] 标记），可以作为创建角色的后续步骤中的灵感来源。
[-] 肾上腺素成瘾，旧伤，偷来的车 都市居民：没于人海，低头躲避，小心注意，斗殴，白嫖，讲价
 译注：原文是 snitch，不确定这里想表达什么意思。
 译注：原文是 hotwire，指偷车时，在没有钥匙的情况下，通过连接汽车的电线来启动引擎。
[-] 附带伤害，偷来的车，路怒症 执行者：勒索，武力威胁，搏斗术，破坏，肉盾，皮下护甲，迫人凝视，手枪，地下联系人
 译注：原文是 sentimental ride，不确定这里想表达什么意思。
 译注：原文是 calling card，应该指的是总是使用公用电话，很难让别人联系到。
--- 引述: 边栏 ---创造自己的标志
--- 引用结尾 ---
[-] 动物本能，不可信，狂野 愉悦：美丽，灵活，共情矩阵，强化抗体，摄像眼，扑克脸，灵魂芯片
[-] 不为人知的疾病，逃脱的克隆体 悬浮车：会飞，飞速，两座，敏捷，花哨
 译注：全称是 Big Fucking Gun，出自《毁灭战士》。
[-] 发出噪音，非人类结构 植入刺针枪：隐藏，无声，奇袭，带毒
 译注：原文是 slice & dice，指把敌人切成千层酥。
负债偿还我欠刀锋女孩（Razr Girls）的债找回我从欧西里斯（Osiris）偷的东西赎清我和泰拉制药（Tyla Pharma）的合同付清波鲁克斯（Pollux）救我命的账贿赂安保公司（Corp Sec）删除我的档案还清我兄弟赌博欠下的债生活方式搬到轨道上住和猩红帮（Red Gang）搞好关系埋葬我过去生活的一切踪迹保护 B13 街区的居民恢复我的家族的名声赚到足够的钱，退休过上奢侈的生活求生拆除我大脑皮层上的炸弹找到我丢失的出生记录证明我没有杀梆梆乌鸦（“Bam Bam” Crow）和欧西里斯（Osiris）和好治疗我恋人感染的纳米病毒换一个顶级的皮囊复仇毁掉我家族的名声向沃伦·福斯塔夫（Warren Falstaff）证明我的价值曝光元集团（Yen Group）的罪行找到杀死我姐妹的凶手推翻狐妖媒体公司（Kitsune Media Group）拿到家族企业的权柄
--- 引述: 边栏 ---所有人决定好决心之后，互相询问一些问题。为什么这个目标如此重要？元集团是什么？你为什么欠下了刀锋女孩的债？充实你角色的背景故事。
--- 引用结尾 ---
决心和决心轨在第 42 页有更详细的解释。
装备（gear）就是你的角色在任务中携带的设备、义体和武器。装备分为基础装备和特化装备。基础装备（basic gear）只用名字就能描述，比如重型手枪、义眼、医疗包。特化装备（specialised gear）带有一个或以上的标签，比如狙击步枪（瞄准镜、消音器）。每个角色最多可以有四件特化装备。
例子：Cruise 想要一辆有 4 个标签的摩托车（灵活、装甲、豪华、涡轮增压）。他需要骰到 4 或更高才能得到它。如果他骰了 3 或更低，就没法得到这辆车。不管哪种情况，他都用掉了一个特化装备检定的机会。
你最多可以尝试四次检定，也就是说每个角色会有零到四件特化装备。如果一件装备的第一次检定失败，你还可以反复尝试。你也可以选择放弃一次或多次检定机会来让一次装备检定获得 +1 加值。
例子：Cruise 真的很想要那辆摩托车，所以他放弃了两个特化装备检定，换取 +2 加值。他掷了骰子，结果是 。加上 +2 加值，他的结果高于 4 个标签，所以他获得了这辆摩托车，并且还剩一次装备检定。
特化装备只能在一次任务中使用，除非 GM 允许你保留更久。
    (1)公司打手风夏威夷风(2)Synth-pop 风实用主义(3)商场休闲风高档时装风(4)时代错位风军事复古风(5)赛博哥特风生态楼学院风(6)邋遢设计师新浪潮部落风
    (1) (2) (3)坏习惯（抽鼻子，抠鼻孔/指甲，吧唧嘴，对某种常见物品成瘾）习惯性动作（把头发扎到脑后，掰手指，扭脖子，鼻孔朝天，舔嘴唇）(4) (5) (6)恼人的习惯（跟所有人称兄道弟，大笑，自以为是，过分自信）外表特征（霓虹纹身，身体改造，穿孔，装饰性义体，珠光宝气）
特技点是一种游戏资源，它可以产生一些炫酷效果，还能提升你的角色行动的成功率。每个角色的特技点池在开始时有 3 个特技点可以花费在任务中。这也是你的角色在任何时刻能拥有的特技点的上限。
剧透 - 原文: CHARACTERS
You are a skilled mercenary who plies their trade on the deadly streets of the city. Make your character by doing the following:
1 Visualize your cyberpunk. Who are they, what do they do and what trouble have they just escaped from?
2 Choose or create three trademarks. These are broad tags that describe the most important, interesting or useful things about your character.
3 Pick four triggers to become edges and write them next to the relevant trademarks. An edge is a particular focus, specialization or advantage. You can create your own edges if you wish.
4 Write two flaws for your character. These are troubles, problems or disadvantages your character must deal with.
5 Choose or randomly determine a drive for your character. What makes them keep taking dangerous jobs?
6 Write your gear. You can have any basic equipment that your trademarks would logically allow. Roll for up to four items of special equipment.
7 Round out your character by giving them a cool nickname and description. Tell the other players about your bad-ass cyberpunk.
A trademark defines your past, occupation, unique talents or special equipment. When you write a trademark you’re telling everyone “this is important!” It will become a central component of your character, defining a detail such as their background, profession, signature equipment or amazing abilities.
Each trademark has a name and a list of triggers. These are skills, knowledges or traits someone with that trademark is known for. Use them to guide decisions in play. The trigger lists aren’t exhaustive, though, and you should adjust them to fit your particular vision of a character. Discuss major changes with the GM and other players. Finally, each trademark has a few example flaws (indicated with [-]) to inspire you later in the character generation process.
The below examples are arranged in categories but you can choose or create any trademark that makes sense for your character. You are not restricted to a specific selection or type of trademarks.
ARCOLOGY BRAT: Educated, Lie, Savings, Sneak, Gossip, Athletic, Respectable, I know my rights!
[-] Family ties, Looks soft, Naive, Fraternity/Sorority ties
GENE FARMED: Big, Muscle grafts, Heavy lifting, Fatigue suppressor, Hitting hard, Night vision, Alert
[-] Authority issues, Orders are orders, Literal, Escaped property
GUTTER SCUM: Begging, Sneak, Pick pockets, Switchblade, Spot danger, Escape, Fight dirty, I know these streets
[-] Gang ties, Always filthy, Snitch, Criminal record
JOYRIDER: Hover bikes, Brawling, Hotwire, Machine interface, Ride like a lunatic, Underground street racing
[-] Adrenaline junkie, Old injury, Stolen car/bike
METROPLEXER: Just a face in the crowd, Duck & cover, Take notice, Brawling, Scrounge, Haggle
[-] Unremarkable, I owe the block gang, Don’t trust anyone
NO-ZONER: Scavenge, Hunt, Drive, Endurance, Improvised weapons, Jury rig, Survival, Iron gut
[-] Illiterate, Obvious outsider, Blunt, Radiation poisoning
ORBITAL: Well educated, Diplomacy, Pilot, Zero-G, Toxin filter, Friends in high places, Trust fund, Ghost chip
[-] Earth grav is heavy, Accustomed to a better class of people
WAGE SLAVE: Corporate contacts, Bureaucracy, Gossip, Computing, Forgeries, Sense motives, Detail oriented, Look busy
[-] Stole from the Corp, Still employed, Old flame
BOUNTY HUNTER: Track, Brawl, Chase, Intimidate, Awareness, Cyber arm, Shoot, Disarm, Follow leads, Subdue
[-] Cold hearted, Only in it for the money, Soft hearted
CODESLINGER: Hacking, Notice, Cyber combat, Computers, Security systems, Defence programs, Ghost chip, Repair, Sense motives
[-] Traceable, Unfit, Socially awkward
GRIFTER: Smooth talker, Charming smile, Calm things down, Read motives, Let’s make a deal, Sucker punch, Keep them talking, Lie
[-] Greedy, Playboy/girl, Reputation for double crosses
MEDIC: Patch you up, Assess injuries, Biology, Well-stocked lab, Calm under pressure, Biometric analyzer, Pharmaceuticals, Research, Bedside manner, Steady hands
[-] Blunt, Humanitarian, Merciless
REVHEAD: Drive, Push a machine to its limits, Machine interface, Drive offensive, Wired reflexes, Knows a shortcut, Shoot while driving, Repair
[-] Collateral damage, Stolen vehicle, Sentimental ride
ENFORCER: Shakedowns, Threaten with violence, Martial arts, Break stuff, Human shield, Subdermal armor, Stare down, Pistols, Underworld contacts
[-] Stands out in a crowd, Violence is always the answer, Mean streak
GUNFIGHTER: Quick draw, Guns akimbo, Cyber eyes, Targeter, Steel- eyed stare, Custom Pistol, Dodge, Flashy tricks
[-] Shoot first & ask questions later, Wanted, Attention seeker
INFILTRATOR: Stealthy, Quick, Hide, Alarms, Awareness, Locks, Concealed weapon, Chameleon DNA, Agile, Climb, Traps, Silent takedown, Escape
[-] Trust no-one, Calling card, Wanted
JAMMER: Hacking, Propaganda, Digital disruption, Inspire others, Social networks, Perform, Broadcast upgrade, Quick thinker, Distract
[-] Fugitive, Opinionated, In over my head, Recognizable
PALADIN: Awareness, Stand firm, Defend, Shoot, Loner, Righteous fury, Kick ass, Grafted muscles, Swords, Take a hit, Intimidate, Inspire others
[-] Has a code, Secret vice, Altruistic
CREATE YOUR OWN TRADEMARKS
Adjust, tweak and change the example trademarks to fit your own cool ideas, or write your own from scratch. When creating new trademarks give them an evocative name and imagine the sorts of things the trademark can do - these become your triggers. Finally, make a list of example flaws that such a trademark might have.
EXCELSIOR: Athletic, Imposing, Beautiful, Medi-vac account, Toxin scrubber, Cyber eyes, Ghost chip
[-] Arrogant elitist, Stolen identity, Obvious wealth
FERAL: Quick, Night vision, Muscle grafts, Stealth, Leaping, Enhanced olfactory senses, Wolf DNA, Ghost chip
[-] Animal instincts, Untrustworthy, Savage
JOY: Beautiful, Flexible, Empathy matrix, Enhanced antibodies, Cyber camera, Poker face, Ghost chip
[-] Second class citizen, Someone’s property
MIL-SPEC GRUNT: Combat reflexes, Rapid healing, Dermal plates, Fatigue suppression, Targeter, Ghost chip
[-] Bio-tracker, AWOL, Bloodthirsty
BFG: Hail of bullets, Cover an area, Serious damage, Loud, Intimidating
[-] Very obvious, Collateral damage
DAREDEVIL: Fearless, Athletic, Reflexes, Take the initiative
[-] Reckless, Old injury, Never learns
GENE HACKED: Disease resistant, Fit and healthy, Strong, Quick
[-] Secret sickness, Escaped clone
HOVER BIKE: Flies, Fast, Room for two, Agile, Flashy
[-] Exposed, Draws attention, Stolen
OPTIMIST: Confident, Inspiring, Tenacious, Positive
[-] Unrealistic, Naive, Overconfident
THE OLD BAR: Dark & dingy, Safe, Flammable liquids, Crowds, Noisy
[-] Deep in debt, The wrong crowd
CYBER ARMS: Push, Pull, Hit hard, Block a blow, Crush, Armored, Blades
[-] Poor tactile sense, Clumsy fingers
CYBER EYES: Notice, Target assist, Thermal imaging, Camera, HUD, VR
[-] Easily hacked, Obvious, Faulty
CYBER LEGS: Fast, Lift, Kick, Jump, Heel spurs, Concealed compartment
[-] Noisy, Not human, Two left feet
CYBER ORGANS: Air supply, Toxin filter, Endurance, Defibrillator
[-] Noisy, In-human anatomy
INTEGRAL NEEDLER: Concealed, Silent, Surprise, Poisoned
[-] Low ammo, One shot, Obvious
SLICERS: Long blades, Slice & dice, Pierce, Parry, Scary
[-] Too long, Self harm, Don’t retract
SUBDERMAL ARMOR: Kinetic absorption, energy absorption, pocket
[-] Bulky, Converts energy to light
WIRED: Dash, Reaction speed, Dodge, Run
[-] Only in short bursts, Jitters
EDGES AND FLAWS
Use your trademarks to inspire your choice of edges and flaws.
Edges are specific advantages, traits or benefits directly associated with or derived from a trademark. They often represent a focus, interest, specialisation or talent related to the broader concept.
Example: Your character has the Bounty hunter trademark, making them adept at finding and restraining targets. If you take the edge Chase you are telling everyone your character is particularly good at running down their target, and just running in general.
Your character begins with four edges, though there are ways to get a few extra. These starting edges can be associated with any trademarks you have - you might choose one edge for each trademark, or put them all into a single one, or any other combination.
An edge can be virtually anything, but the list of triggers are a good starting point - either use them as written or as a starting point for your own.
A flaw is a drawback, trouble or disadvantage that makes life difficult for your character. Flaws should not be so debilitating that they affect everything a character does, but when they do kick in they should present a serious obstacle or problem.
Your character begins with two flaws. You will want them to come into play, so make them something you find interesting. Look at the trademark example flaws for inspiration.
Your drive is what keeps you hitting the streets, throwing yourself into danger and pushing through the hard stuff. It is a deep-seated desire or important personal goal that you constantly strive for. You continue to risk yourself in the hope of one day accruing enough money, resources or influence to see this thing come about. What specific, tangible goal drives your character? Use the below tables for inspiration.
 Repay my debt to the Razr Girls
 Recover what I stole from Osiris
 Buy out my Tyla Pharma contract
 Repay Pollux for saving my life
 Bribe Corp Sec to delete my files
 Cover my brother’s gambling debt
 Remove my cortex bomb
 Find my missing birth records
 Prove I didn’t kill “Bam Bam” Crow
 Get back in good with Osiris
 Cure my lover’s nano-virus
 Re-skin in a top-of-the-line body
 Move to the orbitals
 Get in good with the Red Gang
 Bury all trace of my former life
 Protect the citizens of block B13
 Recover my family’s good name
 Make enough to retire in luxury
 Destroy my family’s reputation
 Prove my worth to Warren Falstaff
 Expose Yen Group’s crimes
 Find my sister’s killer
 Bring down Kitsune Media Corp
 Take control of the family business
When everyone has determined drives ask each other questions. Why is this goal so important? Who is Yen Group? Why do you owe the Razr Girls? Flesh out your character’s backstory.
THE DRIVE TRACK
Your drive has ten boxes called a drive track. Sometimes you will get to “tick” a box, indicating you are making progress towards your goal. At other times you will “cross out” a box, representing missed opportunities or obstacles. Each box crossed out reduces the chance of you ever achieving your goal.
Drives and drive tracks are explained in more detail on page 42.
Gear is the equipment, cyberware and weapons your character takes on jobs. Gear can be either basic or specialised. Basic gear is described with just its name, like heavy pistol, cyber eye or medipack. Specialised gear has one or more tags listed after it, like sniper rifle (scope, silenced). A character can have a maximum of four items of specialised gear.
WHAT GEAR DOES
Gear gives you permission to do something; you can’t shoot someone without a gun, and you can’t drive somewhere without a car. Basic gear does not affect dice rolls, while specialised gear might. This will always depend on the fiction.
THE GEAR ROLL
You can write any basic gear that makes sense for your character - just list it on the character sheet. Each character can also have up to four items of special gear, chosen at the start of each job. For each special gear, declare what it is and how many tags it has, then roll a D6. If the result is equal to or greater than the number of tags, you get the item. If the roll is less than the total tags, you do not.
Example: Cruise wants a motorcycle with four tags (agile, armoured, flashy, turbo charged). He will need to roll 4 or higher to get it. If his roll is 3 or less he does not get the bike. Either way, he has used one of his special gear rolls.
You may make up to four rolls, meaning each character will have between zero and four items of special gear. You can roll for the same item multiple times, if the first attempt fails. You can also choose to forfeit one or more special gear rolls for a +1 bonus to a gear roll.
Example: Cruise really wants that motorcycle so forfeits two special gear rolls for a +2 bonus. He makes his roll, scoring a . With the +2 bonus his result is higher than the four tags, so he gets the motorcycle and has one gear roll remaining.
Special gear lasts for a single job, unless the GM allows you to keep it longer.
EXAMPLE GEAR AND TAGS
Light pistol, Heavy pistol, Revolver, Autopistol, Shotgun, Submachine gun, Assault rifle, Hunting rifle, Antique rifle, Grenades, Sniper rifle, Needle-gun, Stun gun, Bow, Crossbow, Spear gun, Harpoon, Mini-gun, Rocket launcher
(+) Accurate, Area of effect, Armor piercing, Burst fire, Collateral damage, Concealed, Deadly, Explosive rounds, Incendiary, Intimidating, Laser sight, Long range, Messy, Scatter shot, Scoped, Silenced, Stun, Quick draw, Rubber bullets, Targeter
Switchblade, Bowie knife, Machete, Katana, Monofilament whip, Club, Stun baton, Chainsaw, Knuckle dusters, Razor claws, Shock gloves, Spear, Net
(+) Accurate, Blunt, Concealed, Deadly, Implant, Intimidating, Messy, Quick, Quiet, Reach, Retractable, Sharp, Stun, Small, Tangle, Trip
Bullet proof vest, Trenchcoat, Armored jacket, Combat helmet, Riding leathers, Riot shield, Nanoweave shirt, Combat armor, Hardsuit, Bio-hazard suit
(+) Bullet proof, Stun resistance, Energy absorption, Adaptive camo, Camera, Concealed, Environment seal, Exoskeleton, Health monitor, HUD, Light weight, Night vision, Respirator, Stealth, Thermal imaging, Targeter disruption
Scooter, Motorcycle, Racing bike, Hoverbike, Compact car, Limousine, SUV, Truck, Private VTOL, Sports car, Armored car, Police cruiser, Van
(+) Agile, Armored, Big, Caltrops, Cameras, Cargo space, Chaff launcher, Concealed compartment, Drone, Extra passenger(s), Fast, Flashy, Fly, Hover, Light, Nitro boost, Plow, Quiet, Small, Smoke launcher, Stealth paint, Ram, Untraceable
Computer, Medipack, Drone, Tool kit, Portable lab, Broadcast equipment, B&E kit, Surveillance gear, Climbing harness, Electronic skeleton key, Comm gear
(+) Accurate, Advanced, Autonomous, Camera, Concealed, Cyber, Durable, Fast, Heavy, Long range, Powerful, Portable, Quick, Quiet, Small, Well-stocked
Cyber arms/hands | Armored, Crush, Strong, Claws, Concealed compartment
Cyber eyes | Thermal imaging, Camera, Targeter, HUD, Notice
Cyber legs/feet | Fast, Jump, Heel spurs, Lift, Concealed compartment
Cyber organs | Toxin filter, Defibrillator, Enhanced endurance, Air supply
Integral weapon | Silent, Quick, Deadly, Gas, Poison, Surprise, Concealed
Interface chip | Drone control, Wifi access, Communication, Research
Subdermal armor | Kinetic absorption, Concealed, Tough, Heavy, Pocket
Wired reflexes | Fast, Agile, Quick draw, Fast interfacing
Complete your character by giving them a cool nickname and short description. Describe them to the other players. Use the tables below to help with your character’s description, if you wish.
     
(1) Angel Court Hammer Ork Razz Threads
(2) Artemis Dancer Jinx Oxford Ronin Trance
(3) Baller Dutch Keys Pandora Sabre Wheels
(4) Blaze Fangboy Looper Pins Shades Wiccan
(5) Bones Flick Merlin Pyro Switch Yoyo
(6) Cable Ghost Noble Raven Tombs Zed
   |   
(1) Corp goon chic | Kawaii style
(2) Synth-pop flair | Practical utility
(3) Mallplex casual | Haute couture
(4) Anachronistic | Retro military
(5) Cybergoth | Arcology preppy
(6) Designer grunge | New wave tribal
   |   
(1) (2) (3) Bad habit (sniffing, nose / nail picking, loud chewing, addiction to common item) | Tell (tie your hair back, crack your knuckles, roll your neck, nostrils flair, lick your lips)
(4) (5) (6) Annoying habit (everyone’s your “pal”, loud laughter, know it all, way too perky) | Physical (neon tattoos, body modification, piercings, cosmetic cyberware, bling)
Stunt points are a resource you can use to do cool stuff and improve your character’s chance of success at actions. A character begins with a pool of 3 stunt points and will spend them over the course of a job. This is the maximum number of stunt points your character can have at any time.
Characters have a hit track of three boxes, representing their physical health and resilience. As you suffer injuries your hit track will be marked off. Hit tracks begin each job cleared.
At the game master’s discretion, players may customize their characters further by trading drive progress and stunt points for additional edges.
WHEN A CHARACTER IS FIRST CREATED YOU CAN:
• Cross out one or two drive track boxes. Each box crossed out lets you write another edge.
• Reduce a character’s stunt point maximum by one or two points. Each point you reduce the maximum lets you write another edge.
游戏的大部分时间都会发生在场景中，其中 GM 描绘状况，玩家描述角色的行动。当有必要清楚行动发生的确切顺序时，场景也可以进一步分割成回合。
--- 引述: 边栏 ---游戏时间是你的冒险中流逝的虚构时间。真实时间是桌边的玩家体验到的实际时间。你的游戏中发生的几乎所有事都发生在游戏时间中。
--- 引用结尾 ---
剧透 - 原文: HIT THE STREETS
PLAYING THE GAME
Play unfolds as a conversation where everyone works together to create a vibrant, dangerous, and exciting world to throw their cyberpunks into. The game master frames cool scenes and the players respond by describing their character’s actions. You will share ideas, listen, riff off one another and work together to maximise everyone’s fun. It’s a bit like a writers room for a TV show, where you collaborate to create a shared world and entertaining story.
At some point in your story the game systems will engage. This usually happens when a character tries something and you aren’t sure if they can succeed; Can you dodge the car that’s racing down the alley? Will you disarm the street thug before they hurt anyone else? Can you defeat the killer cyborg? At these moments you roll dice to see if your character succeeds and then continue by describing the outcome.
Your game will flow from conversation to game mechanics and back again. Sometimes there will be a long gap between rolling dice, and at other times you will make several rolls in a row. This is all part of the game.
Your games will play out at a pace that makes sense to the plot of your story. This is usually much quicker than real time. As a guide, game time can be divided into the following.
CAMPAIGN: A series of jobs linked by a common setting, group of characters, or overarching plot.
JOB: A complete mission with a beginning, middle and end.
SESSION: A short period of game play, where you might play out several scenes or an entire job.
SCENE: An encounter during a job, usually taking place in a single location.
TURN: A moment in a scene long enough for each character to do something.
ACTION: A single character does one thing.
Most of your game will be played out in scenes, where the GM frames a situation and the players describe their character’s actions. When it is important to know the specific order actions happen in, a scene can be further divided into turns.
Game time is the imagined passage of time as it occurs in your adventures. Real time is the actual passage of time, as it happens for the players at the table. Almost everything that happens in your games will occur in game time.
Characters take on high risk jobs in the pursuit of their next pay check, or perhaps, for more noble reasons. Each such mission unfolds with a specific sequence, from inciting incident to climactic conclusion.
THE HOOK: The characters are employed or coerced to take on a job.
LOCK AND LOAD: The characters make rolls to acquire special gear and briefly plan for the coming mission.
HIT THE STREETS: The job begins in earnest and the characters move through a series of scenes until completed or abandoned.
DOWNTIME: When the action is over the characters have an opportunity to rest, recover and pursue their drives. This is also when they advance or improve.
Your streetwise cyberpunks are going to take on jobs, perhaps chasing their own goals, but probably for a client. Jobs are broken into several scenes that each have an objective, obstacle(s) and reward. Often, the reward is living long enough to make it to the next scene! The GM frames the scene by describing the sights, sounds and details the characters know or notice. The players will portray their bad-ass mercs while the GM takes the role of everyone else. Sometimes you might talk like your character and say what they say, and other times you will just describe their actions. A scene ends when the objective is achieved or the characters decide to try another approach.
Most of the time a scene’s action will unfold in whatever order makes sense. Sometimes this will involve discussion or negotiation between players and GM, but most of the time it is a smooth conversation of action and counter action.
If it’s important to know the specific actions of each character and the order they occur, a scene can be divided into turns. A turn is a moment long enough for each character to perform an action, such as make an attack, deliver a rousing speech, look up some information, or run a short distance.
Turns always happen in strict order, usually clockwise around the table. Each player declares and resolves their character’s action, then the GM does the same for the NPCs. In combat the order is randomized and enemies might act before the player characters.
DISTANCE AND RANGE
All distances are abstract, describing position relative to the characters or other features of a scene. Enemies, objects and objectives can be close, near, far or distant. Use these descriptive terms to describe and imagine scenes and the actions of characters.
CLOSE: Face-to-face, at arms length, or even arms tangled. You can’t get any closer than close range. This is the distance most close combat, whispered conversations and passionate kisses occur.
NEAR: A short distance, more than arms length but only a few paces away. A long weapon can reach this distance, you can easily fire a pistol and a character can move this far and do something else.
FAR: Yelling distance, or a short run away. You can still see a target clearly, though perhaps not all the details. A character that moves this distance can’t do anything else on their turn.
DISTANT: Probably within sight, but well out of reach of most weapons. This range is too far away to hold a conversation or make out clear details.
A character can move near in a turn and still do something else, such as use an item or make an attack. If they only move, a character can move far.
Movement changes the relative position of characters and objects. If a character was far from a computer terminal and used their whole turn to approach it, they would now be close. Likewise, if a character started near an enemy and made a near move away from them, they might now be far apart. Use common sense and clear descriptions to keep things organises.
DISTANCE AND SCALE
All distances are relative and change based on the scale of the scene. When characters are interacting in a room or building, near may be a few yards away. When driving vehicles, near could be hundreds of yards; if journeying to the Martian colonies, space distances might be measured in kilometers.
If using miniatures or maps, make a decision on the scale of each range band. A good rule of thumb is anything touching is at close range, anything a hand-span apart is near and everything else is far or distant. Don’t get too caught up in the details, the key is to be consistent.
When you need to know if a character breaks into the Osiris compound, survives a beat-down, hacks a security system, or does some other cool thing, make a check. You will need a pool of action and danger dice, which are normal six- sided dice (D6) in two different colours. Throughout these rules action dice are indicated with (+) and danger dice with [-].
1 Tell everyone what your character is doing. Describe their action, what you want to achieve and how the character is going about it.
2 Create a dice pool. Start with one action die. Add further (+) and [-] based on the situation and action. Anyone can make suggestions but the GM has final say.
3 Roll all the dice. Each danger die cancels out a matching action die - discard both. Find your highest remaining action die, this is your result.
4 Describe the outcome of your check, using the result to guide the fiction and move the story along.
Your highest remaining action die determines how successful an action is.
6: Success. You do the thing. If you have multiple 6’s left, each extra one is a “critical success” called a boon. Boons let you add extra detail to the action or gain some other advantage.
4 OR 5: Partial success. You achieve your goal, but at a price. Perhaps you don’t achieve everything you wanted, maybe the action cost you something, or the situation gets worse. A consequence will be applied.
3 OR LESS: Failure. You don’t succeed. Things have gone poorly, the action failed and you might be in a worse position. Apply a consequence.
BOTCH: If all the action dice have been canceled out, or the only remaining action dice are 1’s, you have critically failed. Things have gone very wrong and the consequences will be terrible.
NOTE: Only players make checks. This leaves the GM free to focus on creating cool scenes and encounters.
The following circumstances might add action or danger dice to a pool.
ADD ONE (+) FOR
Trademark: A single relevant trademark. Players may make an argument for why it is useful.
Edges: Each relevant edge attached to the trademark being used.
Enemy tags: Each tag on an enemy that can be exploited for advantage.
Position: Having a better position, acting on a careful plan, or having plenty of time to prepare.
Scene tags: Each environmental detail you can exploit for advantage.
Gear: Each relevant tag you have on special gear.
ADD ONE [-] FOR
Trauma: Each trauma a character has, even if it is not related to the action being attempted.
Conditions: Each relevant condition you currently have.
Enemy tags: Each tag that makes an enemy harder to overcome.
Position: Enemy with a better position, being rushed, surprised, or unprepared.
Scene tags: Each environmental detail that hinders your actions.
Gear: Not having the relevant gear. Some actions may be impossible.
Scale: Facing an obstacle that is bigger, tougher, more skilled or very powerful.
The word “relevant” is a hint to use common sense!
Example: Cryo is running from security goons, trying to get to an elevator. The GM calls for a check. Cryo’s player builds a dice pool, starting with one (+). She suggests her Gutter Scum trademark is useful so takes a second (+) and another (+) because she has the Escape edge. That’s three advantage dice.
The GM describes people stepping out of offices to see what is going on and generally becoming obstacles, so adds a [-] to Cryo’s pool. Her pool is (+)(+)(+)[-].
Cryo’s player rolls the four dice, scoring (5)(3)(4). The  cancels out the (5), which means Cryo’s best remaining action die is a (4). This is a partial success.
AUTOMATIC AND IMPOSSIBLE ACTIONS
Depending on the description and intent, an action might automatically succeed or be impossible to complete. In these cases, describe the outcome and continue.
Usually when you make a check the action succeeds or fails and you move on with the scene. Sometimes, though, an obstacle or enemy cannot be overcome with a single action. In these situations the GM will call for an extended check, indicating that three successes are required before the situation/action is resolved.
Make a check as normal. Both partial and complete successes count towards the required successes. You can also count boons as successes. When you have accrued three successes the outcome is achieved.
Example: Doomfox is scaling the exterior of an enormous skyscraper. The GM decides this will take some time and effort, so makes it an extended check. His first check results in a (6) - that’s one success. A (4) on his next check means he accrues another success, but something has gone wrong - the GM describes his pistol tumbling out of its holster as he swings wildly on the rope. He rolls another (6) on his next check. He now has three successes and completes the climb.
Characters can help each other complete actions. Designate one character as the action leader. The helping characters describe how they are assisting and each make a check, creating a pool of action and danger dice as normal. Boons, successes and partial successes all contribute action dice to the leader’s dice pool. Partial successes and failures might change the situation, add danger dice to the leader’s pool, or have no impact at all. When all the helpers have completed their checks the leader rolls. The outcome may affect those helping, depending on the narrative positioning.
Example: Cruise wants to confront the leader of the Firebirds and get them to leave some local businesses alone. Cryo and Doomfox are going to help. Cryo describes how she digs around to find some dirt to use against the gang. She makes her roll and gets a partial success, which means Cruise will add an extra (+), but she has also encountered a problem. The GM suggests the research takes a while and will add pressure later in the job. Doomfox goes to the meeting with Cruise to look tough and intimidating. He makes a check but fails - he doesn’t impress the Firebirds at all. This failure could add [-] to Cruise’s dice pool, or might change the situation, perhaps raising the stakes for everyone involved.
Stunt points are a resource you spend during a job to improve your chances of success. A character can spend a stunt point to do one of the following:
USE A SECOND TRADEMARK: Spend a stunt point to use two relevant trademarks (and any of their edges) in a check. You can never use more than two trademarks in a check.
SOAK HITS: Spend a stunt point to completely negate the hits suffered from a single attack (or other source of harm). This must be done when the hits are suffered. Doing so does not undo the action that caused the harm.
MAKE A DECLARATION: Spend a stunt point to add a useful detail and/or tag to the scene. This cannot contradict any established fact and the GM has final say over whether the declaration is appropriate.
CHANGE AN ACTION DIE: Spend a stunt point to change an action die up or down by one result. You could turn a 5 into a 6, or a 3 into a 4, for example. Do this after the roll but before cancelling with danger dice. You can spend multiple stunt points to alter a die by several results, or to adjust several dice.
Mark your character sheet when stunt points are spent. They are gone until you refresh them.
REFRESHING STUNT POINTS
A character begins each job with a fully refreshed stunt point pool. Once a job begins stunt points can only be regained by facing adversity. Refresh a character’s stunt points when one of a character’s flaws causes significant trouble, harm or problems for themselves or an ally. All used stunt points are regained, up to their starting maximum.
Example: Cruise has the flaw Owes Franky the loanshark. During a job the characters go to an info broker for some intel. Cruise’s player sees an opportunity to refresh his stunt points and suggests to the GM that the info broker is actually Franky, working one of his many side hustles. The GM likes the idea and introduces the character, who is not pleased to see Cruise. The situation has certainly gotten worse so Cruise gets to refresh his spent stunt points.
FORTUNE FAVORS THE BOLD
At the GM ’s discretion, a character who does something cool, dramatic or just plain awesome can be rewarded with a single stunt point. This is a great reward for roleplaying and playing to genre. Bonus stunt points cannot raise a character’s total beyond their maximum.
When a check is made, something happens. We call these consequences. When an action succeeds, the character does whatever they were trying to do. Partial success and failure also have consequences that fit with whatever was being attempted. If a character was trying to leap from one rooftop to another a partial success might see them hanging by their fingertips, while a failure could result in them taking a great fall. Always refer back to the fiction being created and do what makes sense.
As a guide, consequences often fall into one of the following types.
COST: The action costs something. Perhaps time is wasted, an item of gear is lost or broken, or a resource is used up.
COMPLICATION: Make a revelation that increases the pressure. Make it unexpected, or something the characters did not want to be true.
TAGS: The scene changes in some way, probably for the worse. Add or remove a tag from a character, enemy or the scene itself.
THREATS: Add a new threat to the scene, or increase the power or scale of an existing problem or enemy.
HARM: A character suffers a physical, mental, social or emotional injury. It might be the acting character, or an innocent bystander.
You can even mix, match and combine consequences. Do what fits the story.
When you make a check and get multiple 6’s, things have gone particularly well. The first six rolled indicates the action succeeded while each additional remaining six is a boon. Some actions let you do specific things with boons (they cause extra damage in combat, for example), but most of the time the player and GM are free to decide how this “critical success” is conveyed.
Think of boons as “and” statements; “I succeeded and I also...” Each boon you roll can add some extra detail or improve the overall effect of an action. Common uses for boons include the following.
INCREASED EFFECT: Spend a boon to make your success even better. Describe how your outcome is greater in scale, influence or effect.
Example: You leap from one rooftop to the next and have caught up with the target you were pursuing.
SETUP AN ALLY: Spend your boon by describing how your action helps another character. They then get a bonus (+) on their next action, if they take advantage of this boon.
Example: You trip your opponent and they are so surprised, your ally’s next attack is particularly effective.
EXTRA HARM: If attacking someone/thing a boon can be spent to cause an extra hit on the target.
ADD A TAG: Add a useful detail to the scene, or a tag to an enemy. It must be relevant to the action that generated the boon.
In contrast, botches indicate things have gone very badly. If all of your action dice have been canceled by danger dice, or if the only remaining action dice show (1), the action has failed in the worst possible way. The GM is encouraged to really bring the pain, in whatever fashion seems appropriate to the situation.
WHO CHOOSES CONSEQUENCES?
The acting player and the GM usually work together to describe the outcome, but anyone at the table can throw in whatever cool idea they have. The GM always has final say over what the consequences of a check are. They are encouraged to do what they feel is coolest, most fun, or will lead to the most interesting follow-up actions.
Cyberpunks get shot, punched, stabbed, intimidated, run over and much, much worse. When this happens they might suffer a hit, a trauma, or a condition.
Characters have a “hit track” with three boxes that represents their toughness, health and resilience. When a character is injured you will tick one of these boxes.
A character that must mark one or more hits but has no empty boxes immediately writes a trauma. When you write a new trauma roll a D6; on a “1” the character is also dying.
Traumas are tags that represent serious injuries or ongoing physical, emotional or psychological harm. While traumas apply [-] to all checks, they’re also roleplaying cues and should influence how you portray a character. There are as many different traumas as there are ways to be harmed, but here are a few examples.
 BROKEN/CRUSHED: Arm, leg, fingers, toes, ribs, jaw, heart, spirit
 WOUNDED/PUNCTURED: Gut, chest, eye, face, limb, hand, pride
 LOST: Fingers, toes, limb, cyberware, connection, self control
 BRUISED: Spine, throat, chest, organs, ego
 RUINED: Ear, nervous system, cyberware, reputation, self esteem
 WEAKENED: heart, immune system, resolve, spirit
Use the example traumas to inspire your own. Give each a specific name that lets everyone know exactly how your character is suffering.
A character that writes a trauma must also roll a D6. A result of “1” means they immediately fall unconscious and will die in D6 turns. Anyone can stabilize a dying character by making a check with [-] for every trauma the character currently has.
6: The character is stabilized and can return to action, but their hit track remains completely filled. Boons can clear hit boxes, one for one.
4 OR 5: The character is stabilized but remains unconscious until they recover at least one hit box (see healing).
3 OR LESS: The character is not stabilized and continues to die.
BOTCH: The character dies immediately.
Conditions are temporary physical, emotional or psychological consequences. Apply them when dramatically appropriate, as a consequence for a check, or the result of an action by a character or enemy. They rarely last beyond the scene they were acquired and might go away sooner. The character sheet has the following conditions, but the GM might inflict others appropriate to a scene or action.
ANGRY: You are filled with rage, which clouds your judgment and may cause you to act without thinking things through.
DAZED: You are distracted, concussed or confused which slows your reactions and makes it difficult to concentrate or focus.
EXHAUSTED: You are extremely tired and struggle to maintain activity, concentration and resolve. Acts of sheer will are particularly challenging.
SCARED: You are intensely afraid of someone, something or the environment in general. Taking action against the cause of the fear is particularly difficult.
RESTRAINED: You are trapped, tangled, slowed or stuck in some manner and have difficulty moving or performing actions that require finesse.
WEAKENED: You are physically impaired, lacking strength, energy or fortitude. Resisting physical hardship is particularly difficult.
Healing trauma requires significant time, intensive medical treatment, and/or expensive cyberware. As a consequence traumas cannot normally be removed during a job. Hits are relatively easy to heal and a character’s hit boxes may be cleared through rest or first aid.
Characters clear one hit box when they can rest in relative safety. This only needs to be a few minutes - long enough to catch your breath and ready yourself for the next challenge. This might happen between scenes, but what constitutes “relative safety” will depend on the details of your story. You can clear a maximum of one hit per scene in this way.
Characters can attempt to heal hits, on themselves or someone else, by making a check with [-] per trauma the target is currently suffering (with any other applicable modifiers). Success/partial success clears 1 hit box and boons can clear additional boxes (one for one). A botch causes the character to suffer one additional hit.
Cyberpunks live in a violent world where justice, wealth and vengeance are all just as likely to be found at the end of a smoking gun.
Combat happens in turns. Roll a D6 at the start of each turn. On a 1-3 the enemies will act first this turn. On a 4-6 the characters will act first. Players should agree on the order their characters act - clockwise around the table is easy to remember.
If there are lots of enemy you can divide them into groups. Roll for each group - on a 1-3 the group acts before the players and on a 4-6 the group acts after them.
SURPRISE: If one side gets the drop on the other, they immediately take a turn. Roll for initiative after they complete their surprise actions.
On their turn characters can move near and perform a quick action, or perform a focused action.
QUICK ACTIONS INCLUDE:
• Make an attack
• Say something witty
• Grab an item of gear
• Perform first aid
• Throw an ally an object
FOCUSED ACTIONS INCLUDE:
• Make a precise shot
• Move far
• Hack a security device
• Examine something closely
• Defuse a bomb
When attacking an enemy, describe what you do and make a check. A success or partial success causes one hit to the target. Boons can be spent to cause additional hits. If the intent is to knock down, stun, trap or inflict some other condition, describe how you do it and make the check.
Partial successes, failed attacks and botches can result in consequences such as suffering harm back, guns jamming, being knocked down, dazed or trapped, losing a weapon or running out of ammo.
EXAMPLE CONSEQUENCES (SHOOTING): Gun jam, out of ammo, break something, alert an enemy, collateral damage, give away position, be distracted
EXAMPLE CONSEQUENCES (FIGHTING): Take a hit, disarmed, pushed back, knocked down, pinned, separated, dazed, restrained, cornered, tripped
Example: Doomfox is in close combat with a thug. He makes a check to punch the thug in the face and rolls a partial success. The thug suffers a hit, but Doomfox also takes a consequence. As it’s close combat the GM decides the thug also lands a few good blows, causing a hit on Doomfox. The player can mark the hit or spend a stunt point to soak it.
When targeted by an attack, describe how you are avoiding or resisting harm and make a check. Different trademarks, edges and tags will be relevant depending on the approach you choose. When dodging, ducking, weaving and making yourself harder to hit, tags that increase your mobility are going to be useful. If attempting to resist, endure, block or deflect an attack, tags related to armor, toughness and durability are going to come into play.
Success means you don’t take a hit. On a partial success you take no hit but might suffer some other consequence, such as a condition. A failure means you take one hit. A botch results in the character suffering two hits, or another appropriate consequence.
EXAMPLE CONSEQUENCES (DEFENDING): Take a hit, knocked down, pinned, separated, pushed back, distracted, dazed, exposed to danger, restrained, frightened, weakened, an ally endangered, driven back, off-guard, disarmed
Example: A security guard with a beanbag gun shoots at Cruise. The player makes a check, but botches the roll. The GM could allocate two hits to Cruise, but instead decides that he suffers a single hit and is knocked down by the force of the blow. Being knocked down is a tag that other enemy can take advantage of and that Cruise must deal with.
Everyone interfaces with the virtual world on a daily basis, and some spend their whole lives immersed in a digital reality.
THE GRID 101
Anyone with an interface chip, computer, phone or interface wearable can connect with the grid. For simple data searches and communication the interface algorithms will deliver information in a simple text or graphic form. The grid, however, is an entire virtual world that a user can immerse themselves in. It appears as a digital environment that can be navigated in much the same way as the real world. Locations can be visited and users, AI’s and programs have an avatar that facilitates interactions. In this way, using, moving through and interacting with the grid is no different to doing anything in meatspace.
Hacking, overriding security systems, altering virtual environments and doing anything else in the grid is done like any other action. If the task is simple enough it just happens, otherwise make a check.
Combat in the virtual world is done much like physical combat, you will just use a different set of tags. Real-world combat abilities do not translate to the simulated environment of the grid, so an interfacer will need trademarks and edges that reflect knowledge or skill of cyber combat. A character that wants to be good at grid combat should take some edges such as interface attack, cyber-samurai, digital assault programming, digital armor or personal firewall.
Harm is dealt like any combat. When attacking an AI, enemy avatar or other digital threat, successful checks will cause hits on the target. When attacked by digital enemies, hits represent fatigue, stress and even direct neural damage.
Suffering harm when interfacing can result in a range of unique traumas. The below examples can also be inflicted as conditions, for a more moderate or short- term consequence.
 BLACKOUT: You lose your sight/hearing in the grid and/or meatspace.
 DIGITAL GHOSTS: You are accosted by hallucinations and after- images.
 FIREWALLED: You cannot interface and your cyberware is compromised.
 HIJACKED: Every action is a fight for control of your own mind/body.
 JITTERS: Uncontrollable shakes and/or reduced dexterity in meatspace.
 NERVE BURN: Your nerve endings feel like they are on fire.
Piggybacking is a form of shared consciousness, where an interfacing character takes an ally into the grid. It is like two minds inhabiting the same grid avatar. Most experienced hackers can piggyback one person. Carrying additional allies inflicts harm, either hits or conditions such as weakened or interface lag.
A character being piggybacked experiences everything the interfacer does, as if sitting inside their head / behind their eyes. They do not have any direct control over the interfacer’s avatar. When making checks, the interfacer can use a single relevant edge from each piggybacked ally, representing their shared consciousness.
If the interfacer suffers a hit or trauma, each piggybacked ally must choose to drop the connection, or also suffer harm - usually a single hit. If they choose to drop the connection they cannot be piggybacked again in the same scene.