Cybernet D20 - Cyberpunk Role Playing

April 19, 2017 | Author: Todd M Clayton Jr | Category: N/A
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Edge Dice (Or, ‘Okay, I get three d8 of these things. What the hell do they do?’) ‘I’m a great believer in luck, and I find the harder I work, the more I have of it.’ - Thomas Jefferson (1743-1826)

That’s what Edge Dice are for, and only members of the Player Character classes have them. These represent the fact that while everyone in the world of the Cybernet is (probably) human, they are not all created equal. Some people rise above the norm, taking the curves that life throws them and batting them more often than they miss. For people like the Player Characters, chance is kinder than it is cruel, but even those with luck on their side can quickly learn that fortune is fickle. The moment you rely on it and have nothing else to back your play is the moment you go down for the count. Characters with Edge Dice have the ability to make their actions count when they need it most. Edge Dice are that extra effort, that measure of faith, or that desperate gamble that pays off just when you absolutely, positively need to succeed. The long range rifle shot in high wind that needs to hit or the man with the bomb blows up New Vegas, the Web hack that must crack the virus code or half the sector gets reformatted, and the incoming monosword that you either dodge or try to live without a head are all situations where Edge Dice can be the only thing between success and, as Rip put it earlier, ‘closed caskets all around’.

Ga m e M echa nics Player Characters accrue a certain number of Edge Dice that they can use during game play. This amount is based on their level and can be affected by feats or other Games Master determined events. The number of Edge Dice a player has is a finite amount and once used, they do not come back until they are refreshed by an in-game event such as true rest, advancing a character level, or some other instance. The ways that a character can refresh their Edge Dice are listed below.

Using Edge Dice Using an Edge Die is not an action; it is a reaction or a non-action that can take place at any point in a combat round or during non-combat play. Once an Edge Die is spent, it is immediately gone even if circumstances negate its effectiveness. Edge Dice that get spent are kept track of, because once the situation that caused the expenditure (the current combat, the skill task, or whatever made the character need to use an Edge Die in the first place) is resolved, that amount has to be rolled to see how much non-lethal damage the Player Character suffers for the effort.

Edge Dice

Player Characters in Cybernet have skills, combat prowess, and talent trees that provide them all the abilities they need to survive in the hostile world of tomorrow. But when the chips are down and mercenary goons are giving you a wake up call with machine guns, it might take a little bit more to survive. With the whole world against you, you need to reach for more than a handgun and the nearest door handle. You need an edge.

Edge Dice can be spent at any time, even when it is not the turn of the character spending them. Only one die can be spent in any given round, but certain talent tree abilities or class features may modify or relax this rule. Such exceptions are stated in the feature or ability in question. Player Characters and certain Games Master controlled Non-Player Characters may accrue and spend Edge Dice; other characters and constructs (most robots, computer entities, and the Unclassed) may not.

Edge Dice are rolled like any other die, with the number being applied in whatever way the given situation demands. The following chart lists the ways in which Edge Dice can be used. Other situation might come up, but the Games Master has final authority on how Edge Dice apply if at all. > Edge Dice as a Bonus: By spending an Edge Die at the start of a character’s turn, its rolled value is applied as an edge bonus to all rolls made until the beginning of that characters next turn. If a circumstance comes up where a lower result on a check would be in the character’s favour, the bonus can become a penalty at that character’s option. > Edge Dice as an Offensive Action: A character can spend an Edge Die to turn any attack roll into a successful hit, any successful hit into a critical, and any successful critical hit into a maximum damage strike. This costs one die for each option and a character can choose one option for every four full class levels they possess. This means a 12th level character of any class could choose to spend three Edge Dice on an attack and score an automatic critical hit for the maximum amount of damage the attack is capable of inflicting. Doing this is a full attack action and only allows the character to make one attack regardless of cyberware or other abilities.

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They had not known him long, but Jeht was rapidly becoming one of Rip and Hellcat’s favourite people. They liked him because he did not talk much. They liked him because he did not take up much space. They liked him because he was light on their food budget. They really liked him because he made his own ammunition and never leeched off the weapons locker. But what they loved him for was the way he never flinched at putting himself between them and pain.

Edge Dice

Today was a good example of that last one, and a reminder to Rip why the man in black was definitely on his Christmas card list. They were out on assignment, doing work for the Mahyer’s Foundation that Hellcat hated but paid the bills. There was no nice way to put it; they were here to kill someone. At least Rip could say the target was no saint. He was what his deep south great grandmother would call, ‘someone who needed a good killin’.’ Scon Whitmere was a viral pathologist who worked for Greenstar. His latest ‘present’ from that ecoterrorism syndicate was the Arbour Strain, a lovely disease that only harmed human beings. Its first test was the logging city of Anchorholme in Sweden, a ghost town now. Scon was trying to bring his deadly creation stateside now, and if it got out, the East Coast would be one big graveyard. So no, this job did not prick Rip’s conscience much. He hated wetwork on general principles, but this slime’s demise would not make him lose any sleep. Of course, getting to Whitmere had been quite the challenge. For an outfit ostensibly out to save the planet, Greenstar had some very heavy hitters in their bodyguard core. Rip liked to rate his work in terms of ammunition and this day was rapidly turning into a two arsenal job. He was already down so many rockets and grenades that the money they were getting paid for taking out Whitmere was getting thinner by the salvo. He normally preferred drive-bys and high calibre cocktails for this kind of thing, but the virologist had more ice around him than a bloodball player’s knee after three quarters. With Hellcat four blocks away on sniper detail and him here playing ordinance monkey, the home team was making progress. The bodyguards were all down for the count now except for one- a tin-plated terror named Cortez. Scon was in a full-shielded limo behind the cybered monster, but Rip was out of salvo rounds. He intended to get over there and slap a mud-pack to the car’s fuel cell, but Cortez would tear him apart with his bare hands. That was where Jeht came in handy. In a whirl of trenchcoat leather and shimmering steel, the combat savant was on the massive brawler. Rip watched from cover while the battle played out. He knew Cat was up on her rooftop doing the same through a night scope, but he also knew things were moving too fast for her to get a good shot. Besides, the dents in Cortez’ skull dome were a testament to just how effective her rifle was not. It was always a pleasure to watch Jeht work and as metal limbs flew off the Cuban bruiser surrounded by washes of blood and hydraulic fluid, Rip almost felt like he needed a smoke. Unfortunately, there was no time. While they had all been caught up by the sword fight, Whitmere was making a break for it. He was almost to the doors of a passing shieldwagon. If he made it to that second car, the bastard was as good as gone. The doctor was wearing a aegis coat, more than thick enough to shrug off what he was carrying and Hellcat was obviously still watching Jeht take Cortez apart. The son of a cyberbitch was going to get away! With a sudden pivot, Jeht kicked what was left of Cortez to the street and hefted one of his blades into a throwing stance. ‘No fraggin’ way…,’ Rip muttered in stunned disbelief. The distance from Jeht to the retreating Whitmere had to be 200 feet or so. ‘No fraggin’ way.’ The black-clad badass did not pause more than a heartbeat before letting fly with the vibrating sword. It sang through the air, shattered one of the limo’s windows, came out the other side in a shower of ballistic glass, and slammed into Whitmere with the force of a howitzer round. Only its tsuba kept it from tearing straight through the instacorpse. Two sniper shells from high overhead took out the people who darted out of the shieldwagon to try and snatch up the doctor’s fallen briefcase. The car spun out, leaving the virus, two bleeding goons, and an exceedingly dead Whitmere in the dirt. Rip had never seen anything like that in his life. He did not know whether to go hug the big man or run away in fear. He settled for sitting on his ass and lighting up a cig. What a night…

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o

> Edge Dice as a Defensive Reaction: A Cybernet character is acutely aware that not getting hit the best defence of all, so Edge Dice can be a target’s best friend when bullets are flying. A character can spend an Edge Die to raise his Defence Value by the rolled amount for the duration of the current combat, one full minute, or until he uses edge for any other purpose- whichever comes first. In addition, edge can be spent to negate edge used as an offensive action. One Edge Die spent in this form of defence can negate an offensive Edge Die if its roll is higher than the latter. This is the only time when offensive or defensive Edge Dice are rolled. Any number of defensive Edge Dice can be spent and rolled, but the total amount must exceed the value of the offensive die (or dice) spent on the attack. o Edge Dice cannot be spent to negate a natural 20, but they can be spent to prevent critical hits. One Edge Die spent in this way keeps the opponent from

rolling to see if his attack would confirm as a critical hit. This can only be done with normal attack rolls; if the opponent used offensive edge to make an attack roll hit, only defensive expenditure of edge can block the attack. > Only one Edge Die can be rolled as a bonus to the character’s Defence Value, but additional defensive uses of edge do not negate this bonus the way spending edge for other purposes does as listed above. An Edge Die can be spent immediately after the first one ‘wears off’ if desired; this leaves no gap in the edge protection, though the second value might be lower.

Edge Dice

There is one catch to the above; an attack roll still has to be made and if the result is a natural one, it misses as normal. A character of any level can choose to spend an additional Edge Die to cancel the need to make this attack roll, but that decision must be made before the roll. (This means the 12th level character could spend four Edge Dice and not have to make the attack roll instead of saving the extra die and gambling on not rolling a natural one if he prefers.) > Any Edge Dice spent for an edge bonus that are still in effect when this is done continue to apply, so the character in the above example would get to factor in the edge bonus (if any) for that round into his automatic critical attack. > Edge Dice cannot be spent after the fact to make a failed attack roll hit. If the character needs to hit with an attack and risks making the attack roll normally, offensive Edge Dice can only make it critical and or inflict maximum damage after it successfully hits on its own merit.

> Edge Dice for Success: Edge Dice can be used to ensure that a skill check, ability check, or saving throw succeeds. This expenditure must be made at the time of the check and supersede the need for a d20 roll. The Edge Die is immediately rolled and the result subtracted from 6. The number of the Edge Die result is subtracted from is 12 if the check could not normally succeed. That value (or 1, whichever is higher) is subtracted from the statistic related to the check as temporary damage, but the check succeeds automatically. Ability points lost to this damage return at a rate of one per hour. Edge Dice spent in this way do not cause non-lethal damage as listed below. o For example, Hellcat has to run a programming patch between her system and the main vault door of the Takahima Corporation’s downtown branch. This is a monster of a skill check because of various protection routines and she does not have time to slice them out of the way. She could make a DC 35 Computer Use skill check on a good day, but she cannot trust to luck right now. She spends an Edge Die and rolls it, getting a 3 on the d8. She makes the check, but loses 3 points of Intelligence (the statistic Computer Use is based on) because of the strain.

The Cost of Using Edge Once a character gets out of the situation that necessitated the use of their Edge Dice, they have to pay the cost in exhaustion. Edge Dice spent during a combat or extended scene such as several skill checks made to accomplish a

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Edge Dice

single task (such as a one full run in the Web against a corporate mainframe or putting together a new style of armour plated van) have to be rolled again after that task is completed to determine how many points of non-lethal damage the character suffers. Unlike normal non-lethal damage, this is mental and physical strain and will not heal until all of a character’s Edge Dice have been restored. If only some of the lost Edge Dice are regained at a time, they are rolled (but not spent) to determine how much non-lethal damage is healed. Once all of the character’s Edge Dice are refreshed, any remaining subdual damage caused by their expenditure is healed and no longer affects the character in any way. While a character has non-lethal damage from spending edge, any further non-lethal damage they suffer from other sources should be tracked separately. In all other ways, non-damage from spent edge (also called edge damage) is treated like non-lethal damage for all purposes. Just what constitutes a ‘situation’ for determining when edge damage occurs is a matter for the Games Master, but the following guidelines are suggested: > Edge damage is sustained immediately after a combat ends, as defined when the last opponent has been put down and no hostilities have occurred for six full seconds. This leaves a small margin of time for medical and cybergear use before exhaustion and possible unconsciousness sets in. > If a combat lasts more than ten rounds, edge damage occurs ten full rounds after its last use. This allows a character with multiple dice to ‘chain’ them over time to keep staving off the occurrence of edge damage over the duration of a long battle, but eventually it will catch up to him. Edge damage that happens during combat occurs at the beginning of the appropriate round before the character suffering it can take any action (except spending more edge, which resets the ten round counter). > When edge damage is used for an edge bonus when out of combat, the edge damage should occur either immediately there after or at the end of the current task if the skill check is one of several needed to succeed at what the character is making any of the skill checks for (such as multiple Escape checks to get out of different kinds of binding). This has an upper limit of one hour; all edge damage accrued this way should occur no later than one full hour after the first die is spent.

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Rega ining Edge Dice Edge is regained automatically if the following things occur in game. These are effectively psychological or physical events that leave the character feeling rested, refreshed, or ready to give his best again after being drained from the exertion of using Edge Dice. > The character has had one uninterrupted day in which he has not had any lack of food, water, or relatively clean shelter. This time only counts if the character spends the entire time in one or more locations of his choice, is not incarcerated, does not suffer any damage, is not diseased or poisoned (this includes suffering the effects of withdrawal), or has to make any skill checks with a DC of 20+. This refreshes edge at the rate of one die per day. > The character achieves his next experience level. This refreshes all of the character’s Edge Dice immediately and can occur (if the Games Master permits) even during an adventure or in the middle of combat if experience accrued in that way. If the character is currently benefiting from any edge bonuses, they remain for the as long as they would normally and do not increase even if the character’s new Edge Dice are of a larger size. > The character participates actively in a combat or skill based contest against a major Games Master controlled adversary and comes out victoriously. The allows the Games Master to refresh the Player Character’s Edge Dice after the climatic scene of the current adventure, even if the next part of the plot line would not normally allow enough time for them to do so otherwise. This can restore a variable amount based on the scale of the victory; one Edge Die for a main, levelled henchman all the way up to full restoration for an adventurespanning lead villain or an action that saves millions of people. All current edge damage and ability score damage related to edge expenditure is removed when edge is restored. If a character gets back less than all of their edge at one time, the die returned is rolled (but not spent) and that value is applied against the damage the character has sustained. In the above example with Hellcat, if she had to spend a second die of edge to make an identical skill check a few minutes later and was suffering 7 points of Intelligence loss, she would get back one Edge Die (which for her are d8s) after a day of safe rest. That die is rolled and comes up a 7. She gets back 7 Intelligence points and is no longer suffering any penalties, even though she is technically still down one Edge Die.

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14HEREWEREALSOAFEWREFERENCESTO,ASERWEAPONS ANY IDEAWHATHAPPENEDTOTHESE !!S WITH THE 0OWER!RMOUR ANOTHER CUT DUE TO SPACE /NCEAGAINWEHOPETOINCLUDEITINAFUTURESUPPLEMENT OR3IGNSAND0ORTENTSARTICLE 1 7HY IS !RMOURED #LOTHING CLASSED AS -EDIUM !RMOUR ! 4HIS IS NOT ARMOUR THAT IS WORN EVERY DAY TO THE OFlCE THOUGHITCANBE)TISNORMALLYWORNASSTANDARD PROTECTIONFOR$ETECTIVESIN0OLICEFORCESWHOEXPECTTO BE UNDER lRE EVERY DAY )T IS NOT INTENDED AS STANDARD CORPORATEDAYWEAR#ORPORATIONSDOEXPECTALITTLEMORE CLASS FROM THEIR EMPLOYEES AND GOING INTO THE OFlCE WEARING ARMOUR WILL NOT HELP YOUR CORPORATE IMAGE 4HOUGH ARMOURED CLOTHING IS NOTED AS BEING WORN BY MOST CORPORATE EXECUTIVES THIS SIMPLY REFERS TO THE COMMONPRACTICEBYMANYUPPER LEVELEXECUTIVESTOTAKE THE TIME AND EFFORT TO LEARN THE SKILLS NECESSARY TO WEAR THISCLASSOFPROTECTIONATIMPORTANTFUNCTIONS

COM BAT Errata ² Da m a ge Threshold

HEORSHEISCLOSETOIT4HECHARACTERCANONLYTAKEASINGLE MOVEORATTACKACTIONEACHTURNBUTNOTBOTH NORCANTHE CHARACTERTAKEFULL ROUNDACTIONS 4HECHARACTERCANTAKE NON STRENUOUSMOVEACTIONSWITHOUTFURTHERINJURINGHIS ORHERSELF BUTIFTHECHARACTERATTACKSORPERFORMANYOTHER ACTIONTHE'-DEEMSASSTRENUOUS THECHARACTERTAKES POINT OF DAMAGE AFTER COMPLETING THE ACT 5NLESS THE ACTIVITYINCREASEDTHECHARACTERSHITPOINTS THECHARACTER ISNOWATnHITPOINTS ANDISDYING (EALINGTHATRAISESTHECHARACTERABOVEHITPOINTSMAKES HIMORHERFULLYFUNCTIONALAGAIN JUSTASIFTHECHARACTER HADNEVERBEENREDUCEDTOORLOWER ! CHARACTER CAN ALSO BECOME DISABLED WHEN RECOVERING FROM DYING )N THIS CASE ITS A STEP UP ALONG THE ROAD TORECOVERY ANDTHECHARACTERCANHAVEFEWERTHANHIT POINTSSEE3TABLE#HARACTERSAND2ECOVERY  $YINGnTOn(IT0OINTS 7HEN A CHARACTERS CURRENT HIT POINTS DROP BELOW  THE CHARACTER IS DYING ! DYING CHARACTER HAS A CURRENT HIT POINTTOTALBETWEENnANDnINCLUSIVE !DYINGCHARACTERIMMEDIATELYFALLSUNCONSCIOUSANDCAN TAKENOACTIONS

4HE FEAT )MPROVED DAMAGE 4HRESHOLD REFERS TO A CHARACTERS MASSIVE DAMAGE THRESHOLD 4HE DETAILS FOR THESEAREGIVENBELOW

! DYING CHARACTER LOSES  HIT POINT EVERY ROUND 4HIS CONTINUES UNTIL THE CHARACTER DIES OR BECOMES STABLE NATURALLYORWITHHELPSEEBELOW 

!NYTIMEACHARACTERTAKESDAMAGEFROMASINGLEHITTHAT EXCEEDSTHECHARACTERS-ASSIVE$AMAGE4HRESHOLD THAT DAMAGE IS CONSIDERED -ASSIVE $AMAGE ! CHARACTERS -ASSIVE $AMAGE 4HRESHOLD IS EQUAL TO THE CHARACTERS CURRENT#ONSTITUTIONSCOREITCANBEINCREASEDBYTAKING THE)MPROVED$AMAGE4HRESHOLDFEAT7HENACHARACTER TAKES-ASSIVE$AMAGETHATDOESNOTREDUCEHISORHERHIT POINTSTOORLOWER THECHARACTERMUSTMAKEA&ORTITUDE SAVING THROW $#   )F THE CHARACTER FAILS THE SAVING THROW THE CHARACTERS HIT POINT TOTAL IS IMMEDIATELY REDUCED TO n )F THE &ORTITUDE CHECK SUCCEEDS THE CHARACTER SUFFERS NO ILL EFFECT BEYOND THE LOSS OF HIT POINTS

$EADnHITPOINTSORLOWER 7HEN A CHARACTERS CURRENT HIT POINTS DROP TO n OR LOWER HEORSHEISDEAD!CHARACTERCANALSODIEIFHISOR HER#ONSTITUTIONISREDUCEDTO

Sta ble Cha ra cters a nd Recov ery ! DYING CHARACTER ONE WITH n TO n HIT POINTS IS UNCONSCIOUSANDLOSESHITPOINTEVERYROUNDUNTILHEOR SHEBECOMESSTABLEORDIES

Recov ering w ithout Help Errata ² Dea d,Dy ing a nd Disa bled rules 7HILE ALL OF THESE RULES CAN BE FOUND IN THE -ODERN 3YSTEM2ESOURCE$OCUMENT ITMAYBEHELPFULTOCOLLATE THEMHEREFORYOURUSEDURINGPLAY $ISABLED(IT0OINTS 7HENACHARACTERSCURRENTHITPOINTSDROPTOEXACTLY THE CHARACTERISDISABLED4HECHARACTERISNOTUNCONSCIOUS BUT

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%ACHROUND ADYINGCHARACTERMAKESA&ORTITUDESAVING THROW$# )FTHESAVEFAILS THECHARACTERLOSESHIT POINTANDMUSTMAKEANOTHERSAVEONHISORHERTURNTHE NEXTROUND )F THE SAVE SUCCEEDS THE CHARACTER BECOMES STABLE ! STABLE CHARACTER STOPS LOSING HIT POINTS EVERY ROUND BUT REMAINSUNCONSCIOUS )FNOONETENDSTOTHESTABLECHARACTERSEEBELOW HEOR SHEREMAINSUNCONSCIOUSFORHOUR ATWHICHPOINTHEOR

SHEMAKESA&ORTITUDESAVE$# )FTHESAVESUCCEEDS THE STABLE CHARACTER REGAINS CONSCIOUSNESS BECOMING DISABLEDSEEABOVE 4HECHARACTERSCURRENTHITPOINTTOTAL REMAINSWHEREITIS HOWEVER EVENTHOUGHITSNEGATIVE)F THESAVEFAILS THECHARACTERREMAINSUNCONSCIOUS !NUNAIDEDSTABLE CONSCIOUSCHARACTERWHOHASNEGATIVE HITPOINTSANDISDISABLED DOESNTHEALNATURALLY)NSTEAD EACHDAYTHECHARACTERMAKESA&ORTITUDESAVE$# TO STARTRECOVERINGHITPOINTSNATURALLYTHATDAYIFTHESAVE FAILS HEORSHELOSESHITPOINT

Recov ering w ith Help !DYINGCHARACTERCANBEMADESTABLEBYTHEUSEOFTHE 4REAT)NJURYSKILL$#  /NE HOUR AFTER A TENDED DYING CHARACTER BECOMES STABLE HE OR SHE MAKES A &ORTITUDE SAVE $#  TO REGAIN CONSCIOUSNESS )F SUCCESSFUL THE CHARACTER BECOMES DISABLED SEE ABOVE  )F THE CHARACTER REMAINS UNCONSCIOUS HE OR SHE MAKES THE SAME &ORTITUDE SAVE EVERYHOURUNTILHEORSHEBECOMESCONSCIOUS%VENWHILE UNCONSCIOUS THE CHARACTER RECOVERS HIT POINTS NATURALLY ANDHEORSHECANRETURNTONORMALACTIVITYWHENHISORHER HITPOINTSRISETOORHIGHER

Hea ling !FTER TAKING DAMAGE A CHARACTER CAN RECOVER HIT POINTS THROUGH NATURAL HEALING OVER THE COURSE OF DAYS OR THROUGHMEDICALTECHNOLOGYSOMEWHATFASTER )NSOME CAMPAIGN SETTINGS MAGICAL HEALING IS ALSO AVAILABLE )N ANYCASE ACHARACTERCANTREGAINHITPOINTSPASTHISORHER FULLNORMALTOTAL

Natura l Hea ling ! CHARACTER RECOVERS  HIT POINT PER CHARACTER LEVEL PER EVENINGOFRESTHOURSOFSLEEP 

Hea ling A bility Da m a ge !BILITYDAMAGERETURNSATTHERATEOFPOINTPEREVENING OFRESTHOURSOFSLEEP #OMPLETEBEDRESTHOURS RESTORESPOINTSPERDAY

Q A 1 )F ) AM USING !UTOlRE AND ) ROLL A CRITICAL HIT WHAT HAPPENS !)FTHETARGETSFAILTHEIR2EmEX3AVETHENTHEYTAKEJUST THEWEAPONSBASEDAMAGEASDESCRIBEDONPAGE

1 $O WE REALLY ADD IN THE REmEX SAVING THROW TO DEFENCE INSTEAD OF THE $EX BONUS !9ES 14HEEQUIPMENTBONUSISA$AMAGE2EDUCTIONMODIlER BUT THE DEFENCE FORMULA IN THE BOOK HAS AN EQUIPMENT BONUSINIT ISTHISCORRECT ! 'ENERALLY MOST EQUIPMENT NORMALLY ARMOUR GIVES ADAMAGEREDUCTIONBONUSBUTITWASTHOUGHTTHATSOME PIECESOFEQUIPMENTMAYGIVEBONUSESTODEFENCERATHER THAN$2)TWASLEFTINTOALLOWFORFUTURESUPPLEMENTS 1)F)AMUSINGANAUTOMATICWEAPONON!UTOlREAGAINST GUYSINABYAREA ANDTHEROUNDSAREEXPLOSIVE TIPPED WHATDAMAGEDOTHEYTAKEANDHOWMANYSHOTSHIT EACHPERSON ! %ACH OF THE  TARGETS NEED TO MAKE A 2EmEX 3AVE AGAINST$#&ORTHOSETHATFAILTHECHECKTHEYTAKETHE WEAPONS DAMAGE ROLLED ONCE )F THIS DAMAGE ACTUALLY CAUSES(IT0OINTDAMAGETHENTHEEXPLOSIVETIPPEDAMMO CAUSESANADDITIONAL$"LUDGEONINGDAMAGE

FA Q

/NCE AN UNAIDED CHARACTER STARTS RECOVERING HIT POINTS NATURALLY THE CHARACTER IS NO LONGER IN DANGER OF LOSING ADDITIONALHITPOINTSEVENIFHISORHERCURRENTHITPOINT TOTALISSTILLNEGATIVE 

17HATHAPPENSIFUSING"URSTlREANDACRITICAL HITISROLLED ! /NLY THE WEAPONS BASE DAMAGE IS DOUBLED 4HE EXTRADAMAGEFROMBURSTlREIS./4INCREASED

Fa m e a nd Fortune )FYOURWEALTHISORMOREHIGHERTHANTHEPURCHASE$# OFANITEMYOURWEALTHDOESNOTDROPEVENIFTHEITEMIS MORETHANAPURCHASE$#OFTHEULTRA RICHSHOULDBE ABLETOBUYAITEMSMANYTIMESOVERTHATWOULDBREAK*OE AVERAGE )NADDITION IFTHERESULTOFA7EALTHROLLISMORE THANDOUBLETHEPURCHASE$#YOUDONTLOSEAWEALTHPOINT

Q A 1)AMNOTHAPPYTOSEE$#SFORBUYINGSTUFF ITSHARD TOlNDOUTWHATTOHANDOUTWHEN'-ING3AYTHEGROUP IS HIRED BY SOME CORPORATION AND IS GOING TO BE PAID  MILLION ) CANT JUST SAY @EVERYONE GOES UP TO  OR SOMETHINGLIKETHAT ORCAN))FSOMEONEHASA WEALTH ANDTHEYKILLADUDEWITHSAY ONTHEM DOTHEYGOUP ORWHAT ! 7HEN DISCUSSING THE REWARDS IN GAME WITH YOUR PLAYERS YOU CAN GIVE A NUMERICAL AMOUNT OF CASH FOR EXAMPLE  BUT YOU WOULD REALLY NEED TO HAVE AN IDEAWHATYOUTHINKTHEYSHOULDBEABLETOBUYWITHTHIS MONEY 7ITH BASIC CRED STICKS CASH TAKEN FROM GOONS YOU MIGHT FOR EXAMPLE GIVE THEM TEMPORARY  OR HIGHER BONUSTOWEALTHFORONEPURCHASE 4HISTHENALLOWSYOUTOOFFERJOBSTHATINCREASETHEWEALTH LEVEL OF THE CHARACTERS WITHOUT GETTING INTO THE VALUE OF EACHMISSIONINMONETARYTERMS!HIGHPAYINGJOBCOULD

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RESULT IN ALL OF THE CHARACTERS HAVING7EALTH OF  FOR THE NEXT YEAR ASSUMING THIS IS HIGHER THANTHEIRPREVIOUSSCORES 3MALLERJOBSCOULD FOR EXAMPLE ADD  TO THEIR WEALTH FOR DETERMINING ONE OR TWO PURCHASES 4HE EXACT BALANCE SHOULD BE WHATEVER WORKS FOR YOUR GAME EVEN IF THIS MEANS THE 'AMES -ASTERSIMPLYASSIGNSMONETARYVALUESOF0URCHASE$#X @CREDITSORWHATEVERCURRENCYTHECAMPAIGNUSES ANDCONVERTSEVERYTHINGOVERTOACASH BASEDSYSTEM

CY BERGEA R

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Errata ² Ba sic Cy ber A rm , pa ge 195 4HE BASIC CYBER ARM HAS THE FOLLOWING (ARDNESS VALUE n

Errata ² Ba sic Cy ber Leg, pa ge 197 4HE BASIC CYBER LEG HAS THE FOLLOWING (ARDNESS VALUE n

Errata ² Cy ber a rm our on the Body M odifications ² Ex terna l ta ble, pa ge 200 4HE#YBERARMOURLINESHOWSABONUSTOTHECHARACTERS DEFENCERATING THISSHOULDREADASABONUSTO$24HE REFERENCE TO $EFENCE IS FROM AN EARLIER VERSION OF #YBERNET WHEN #YBERARMOUR WAS COMPLETELY INTERNAL BUTTHENAHEALTHYDOSEOFREALITYANDPHYSICSREMINDED US HOW PHYSICALLY IMPOSSIBLE THAT WAS ! VERSION OF NANOTECHSKIN WEBBINGMIGHTBERELEASEDLATERASAWEB ARTICLE THAT TYPE OF MODIlCATION WOULD ADD TO $EFENCE AND REPRESENT SHOTS THAT WOULD HAVE DAMAGED THE BODY BUTWEREUNABLETOPENETRATEITSUFlCIENTLYTODOSO

Q A 17HATDOESTHE*OY"UTTONDOINGAMETERMS )FYOUHAVETOASK YOUPROBABLYARENOTOLDENOUGHFOR USTOTELLYOU 3ERIOUSLY ITHASWHATEVERGAMEEFFECTSTHE'AMES-ASTER WISHESTOGIVEIT4HE*OY"UTTONWASADDEDTO#YBERNET ASANEXAMPLEOFTHEKINDSOFSPECIALISEDGEARTHATPEOPLE CANCOMEUPWITHGIVENTECHNOLOGYANDFARTOOMUCHFREE TIMEONTHEIRHANDS 1 $OES THE INSTALLATION OF #YBER WEAR REQUIRE A SPECIAL FEATORCANANYDOCTORTRYIT !!NYONECANDOIT BUTIFYOUWANTTOSURVIVE BESTTOGET A$OCTORWITHTHE-EDICAL3KILLANDTHE3URGERYFEAT

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17HATHAPPENSIFTHEDOCTORFAILSTHECHECK !7ELL THEIMPLANTDOESNOTTAKEANDWHATHAPPENSNEXT REALLY DEPENDS UPON WHAT HE WAS GETTING REPLACED 3AY HEWASGETTINGACYBEREYE THEREWOULDBESOMEHITPOINT DAMAGE BUTTHECHARACTERSHOULDREALLYBEMOREWORRIED HEISNOWMISSINGANEYE'ENERALLYALLSURGERYON0#S SHOULD WORK UNLESS THERE IS A SPECIlC '- REASON FOR IT NOT TO 4HE $#S SHOULD ONLY REALLY BE WORRIED ABOUT WHENTHEPLAYERSAREDOINGTHESURGERY4HENITISREALLY UPTOTHE'-WHATHAPPENSIFTHEYFAIL4YPICALLY AFAILED SURGERYSHOULDRESULTINDAMAGETOTHEPATIENTEQUALTOTHE DIFFERENCEBETWEENTHE3URGERY$#ANDTHEDOCTORSACTUAL SKILLCHECKANDACHANCEOFTHECYBERGEARINQUESTION BEINGRUINEDORDEFECTIVECHANCEOFEITHER  17HATHAPPENSIFYOUHAVEACYBERLIMBANDYOULOSEIT SOMEHOW$OYOUREGAINYOURSELF POINTS)FNOTDOYOU LOSEMOREWHENYOUGETANEWCYBERLIMB ! 9OU WILL NOT REGAIN ANY SELF POINTS UNTIL YOU HAVE HADSOMEFORMOFTHERAPY9OUWOULDNOTAUTOMATICALLY REGAIN THE SELF POINTS JUST BECAUSE YOU LOSE THE CYBER LIMB AND YOU WILL CERTAINLY LOSE SOME MORE WHEN YOU GOUNDERTHEKNIFEAGAINTOGETANOTHERONEADDED)NTHIS CASE THESELFCOSTISROLLEDAGAINANDIFTHERESULTISMORE THANTHECHARACTERLOSTFORMTHElRSTITEM THEDIFFERENCEIS SUBTRACTEDFROMTHE3ELFSCORE

THE W EB Q A 1 !RE THERE ANY RULES FOR GETTING OUT OF THE NET AND WHAT HAPPENS YOUR SERVER SUDDENLY CRASHES OR YOU ARE UNPLUGGED ! $UE TO THE VARIABILITY OF THESE SITUATIONS IT HAS PURPOSEFULLYBEENLEFTUPTOTHE'-ONWHATHAPPENSTO THECHARACTERSINTHESESITUATIONS7EWOULDRECOMMEND USINGTHERULESONPAGEUNDERTHE#OMBATINTHE7EB SECTIONFORWHATHAPPENSINEMERGENCIES

A DVA NCED CHA RA CTER CLA SSES Q A 1 4HERE ARE NO OPTIONS GIVEN FOR THE 4RUE (ACKERS BONUS FEATS $OES THIS MEAN THEY CAN CHOOSE ANY FEAT THEYWANT !9ES4RUE(ACKERSHAVESOMUCHINFORMATIONATTHEIR lNGERTIPS AND SO MANY BASE LINE CONNECTIONS TO TAP IT MAKES SENSE THAT IF THEY TAKE AN INTEREST IN LEARNING SOMETHING THEYCANlGUREOUTAWAYTODOSO 1 4HE 2UNNER #LASS REQUIREMENTS ARE THE SAME AS THE -ASTER4HIEF ISTHISCORRECT

!!CTUALLY NO4HE2UNNERWASSUPPOSEDTOHAVEAVERY UNIQUEREQUIREMENTLISTNOTHING!NYCHARACTERCANBEGIN TAKING LEVELS OF 2UNNER AS EARLY AS SECOND LEVEL IF THEY WISH THOUGHTHETRADEOFFSFORDOINGSOMIGHTNOTMAKE ITWORTHWHILEUNTILTHEYAREHIGHERINLEVEL&ORTHERIGHT CHARACTERCONCEPT ITCOULDWORKOUTPERFECTLYFORTHEM %NJOY 1 $OES THE 4RUE (ACKERS "!" STACK WITH THE 7EBCRAWLERSSPECIAL7EB"!" !9ES THISISTHEONLYCLASSSOFAR THATDOESSTACKWITH THE7EBCRAWLERSSPECIAL7EB"!"

CHA RA CTER SHEET

Errata ² Ca reer spelt incorrectly , pa ge 253 /NTHETOPLEFTOFTHEPAGE INTHESECTIONENTITLED@0LAYER THE lFTH LINE SAYS @#ARRER PLEASE REPLACE THIS WITH @#AREER

Errata ² Sk ills List, pa ge 253 4HE$ISABLE$EVICE3KILLISBASEDON)NTELLIGENCE).4 NOT$EXTERITY$EX ASSTATEDONTHECHARACTERSHEET

OPPOSED CHECK S 1)NTHE7EBCHAPTER THEREAREAFEWINSTANCESWHERETHE RULESSPECIFYANOPPOSEDCHECKBUTTHENGOESONTOGIVEA $#FORTHECHECK(OWDOESTHISWORK)THOUGHTTHATAN OPPOSEDCHECKWASBOTHSIDESROLLINGTHEAPPROPRIATESKILL CHECK THE HIGHER WINNING NUMBER EG 3POT VS (IDE  4HIS TYPE OF OPPOSED CHECK IS LISTED FOR GETTING OUT OF THEWEB FORTHE#LOAKAND#LONEPROGRAMS ANDFORTHE 0ROGRAM(ACKACTION4HEREDOESNTSEEMTOBEAVARIABLE ONTHESERVERSIDE JUST3ECURITY2ATING !LSO INTHElRSTEXAMPLE ONPAGE INTHEPARAGRAPH ONHACKACTIONSITSAYSTHATTHESERVERGETSA TOOPPOSE THEHACKACTION7HEREDOESTHISCOMEFROM4HESECTION ON0ROGRAM(ACKSAYSITSTHEUSERS#OMPUTER5SEVSTHE 3ECURITY2ATINGOFTHESERVER INTHISCASE3OSHOULDNT THISJUSTBE(ELLCATS#OMPUTER5SEOF VSA$#

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7E HAVE AN UPDATED CHARACTER SHEET ON THE -ONGOOSE 0UBLISHING7EBSITEATTHISPOINTINTIMEANDWEWILLALSO BERELEASINGANEXPANDEDCHARACTERSHEETTOBETTERALLOW FORTHEVARIETYOFOPTIONSWITHTHISGAME

! %DGE DICE MUST BE SPENT BEFORE THE DICE ARE ROLLED THESOLDIERSABILITY@$EADLYALLOWSTHEM TOSPENDTHE%DGE$ICETOCONFRMACRITICALAFTERTHE DICEAREROLLED

!7HENA$#ISLISTEDFORANOPPOSEDCHECK ITMEANS THE MINIMUM POSSIBLE ROLL ON THE PART OF THE CHARACTER ATTEMPTING IT TO SUCCEEDIN THE lRST PLACE4HUS EVEN IF ACHECKISOPPOSEDBUTALSOGIVESA$#OF ITMEANS THATNOMATTERHOWPOORLYTHEOPPONENTINTHISCASE THE SERVER ROLLS (ELLCATSTILLHASTOGETATOTALCHECKOFOR BETTERTOHAVEANYCHANCEOFSUCCESS/FCOURSE WITHA  THISSHOULDNOTBETOOHARD

GENERA L EDGE DICE /NTHE-ONGOOSE0UBLISHINGWEBSITEWEHAVERELEASEDA 0$&DETAILINGHOW%DGE0OINTSARETOBEUSED

Q A 1)CANNOTlNDANYEXPERIENCEORREWARDSTABLE !!SSUCHTHEREISNOTABLE/NPAGEITGIVESGUIDELINE FOR THE NUMBER OF EXPERIENCE POINTS TO GIVE OUT BUT OTHERWISE THE RATE OF ADVANCEMENT IS ENTIRELY UP TO THE '- 1)READTHE%DGE0OINTSARTICLEANDNOTICEDTHATANYONE CAN SPEND AN %DGE $IE TO MAKE A CRITICAL THREAT INTO A CRITICAL HIT $OESNT THAT MESS WITH THE 3OLDIERS 3PECIAL !BILITY@$EADLY

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