§1 The Four Acts
There are four "Acts" — the currency of every round.
Action
1 / ROUNDThe meat & potatoes of your action economy. Most significant abilities in this system require an action. You get one per round unless specified otherwise.
Bonus Action
1 / ROUNDNot quite as influential, bonus actions offer secondary abilities or follow-ups that compliment your main action. You get one per round unless specified otherwise.
Reaction
UNLIMITEDReactions trigger on someone else's turn in response to some type of trigger. For example, upon being attacked your defensive options trigger. You may react by evading, blocking, etc. You get unlimited reactions.
Free Action
SITUATIONALFree actions are often minor things you can do after meeting the right requirements. Your free actions are limited by the circumstances that trigger them.
§2 Actions
Aid
FIRST AIDIf properly equipped to perform first aid, roll AID-d-INT to heal a single 'ganic target within Melee Range equal to the amount you roll (this can include yourself). The heal takes two rounds to complete, meaning this action fails if you are attacked or your target moves out of Melee Range before the start of your third turn. You use an action each turn you spend rendering aid. You may use your action for something else while in the middle of helping someone, say, firing your revolver at a nosy enemy, but your friend still needs a total of two actions spent to aid them.
Attack
COMBATMake one attack with a weapon you're wielding (melee or ranged). Resolve aim rolls, reactions, damage, and armor as normal. Some techniques modify or replace this action. Certain weapons may offer multiple aimed rolls as part of an attack. A weapon that makes 3 rolls per attack is only considered one "attack."
Repair
FIRST AIDIf properly equipped to perform repairs, roll MECH-d-TECH to heal a single mechanical target within Melee Range equal to the amount you roll (this can include yourself). The repair takes two rounds to complete, meaning this action fails if you are attacked or your target moves out of Melee Range before the start of your third turn. You use an action each turn you spend repairing. You may use your action for something else while in the middle of helping someone, say, firing your revolver at a nosy enemy, but your target still needs a total of two actions spent to repair them. Repairing equipment such as armor or weapons is done in the same manner, but cannot be done during the middle of a firefight.
Reload
COMBATReload a ranged weapon according to its magazine rules. Some weapons specify this costs an Action; others may allow reloads as a Bonus Action, or both.
Throw
COMBATThrow a weapon, grenade, or other means of damage up to ATH × 10 meters.
Sprint
MOVEMENTCommit your Action to pure movement. Gain additional movement equal to 5 + SPD for this turn.
§3 Bonus Actions
Cover
COMBATEnter or exit cover behind something that can stop a bullet. Attacks made against you from beyond your cover are made at Disadvantage. You may attack while in cover, but to move again you must first use a Bonus Action to exit from cover.
Draw/Stow
COMBATYou may draw or stow one weapon for every available hand you have. If a weapon requires more than one hand to use, you use that number of hands to draw or stow it.
Dash
MOVEMENTCommit your Bonus Action to pure movement. Gain additional movement equal to 3 + SPD for this turn.
Prone
MOVEMENTTake a moment to drop to the ground and gain the Prone condition. This condition has benefits and drawbacks.
§4 Free Actions
Interact
TACTICALInteract with something simple, such as opening an unlocked door or pressing a button.
Move
MOVEMENTMove up to 3 + SPD meters freely each turn. When moving stealthily, this number is halved.
Taunt
COMBATMake a contested PERS check against an NPC's WILL. If you win, the target may be more likely to target you over someone else if they can. This isn't a significant effect.
§5 Endurance
Endurance is a replenishing currency used to determine the extent of what your body will allow you to do during a round — this pool is related to but not the same as the ENDR stat. Bots & Greasers both treat Endurance as heat, meaning their frames only have a certain threshold before they overheat.
How Much Do I Have?
You have an Endurance value equal to your ENDR + 1. Your Endurance refreshes at the start of your turn, and you may gain or lose additional Endurance from other sources during a fight. Remaining or excess Endurance does not roll over at the start of your next turn, so use it or lose it!
What Can I Do With Endurance?
Each Technique costs a certain amount of Endurance. In order to perform that Technique, you must fulfil the Trigger and have enough Endurance. You may also spend Endurance to increase your Grit by the amount you spend. Grit cannot be increased beyond the default cap of 20.
After your turn has ended, you may use any leftover Endurance to increase your Reaction modifiers (e.g. Evasion: 2d10+((ACRO+RACT)/2) + 2 Endurance). You choose how much Endurance you wish to spend when adding it to a Reaction. For example, if you have 3 Endurance you can spend all of it to add +3 to a single instance of Evasion, or, you can spend 1 at a time to add +1 to three separate instances of Evasion.
§6 Reactions
Reactions are independently chosen any time you are attacked, and are resolved once per attack action / bonus action. If an attack includes multiple aim-rolls, the result of the reaction is compared against each one.
Reactions occur before armor. Armor is still applied once at the end of the attack after totaling all successful hit damage.
Evasion
DC > 12- Reduce incoming damage by 10% × the amount you roll over the DC.
- Example: rolling a 16 → 16−12=4 → 40% damage reduction. Final damage rounds up to the nearest whole number.
- If you roll greater than the attack's aim roll, you completely evade the attack instead (100% damage reduction).
- Can only evade gunfire if your REF trait is at level 4+.
Maneuvering
DC > ATTACK- If you roll greater than the attack's aim roll, you lunge out of reach of the attack (100% damage reduction) and move a distance equal to your SPD skill in any open horizontal direction.
- Requires REF 4+ to use against ranged attacks.
Blocking
DC > 12- Different equipment yields different amounts of protection. A single melee weapon offers the lowest, while a dedicated shield is the highest.
- A block is successful when it rolls 13 or above. However, if the roll does not exceed the attack roll, you will make a Durability Check for whatever equipment was used to block. If two or more weapons are used, all of them make this check.
- Successful blocks mitigate an amount of damage depending on the type of equipment used. If the block does not beat the attack roll, the damage is still dealt with no reduction.
- Shield — Modifier: +4 · Protection: 10 damage.
- Melee Weapon (includes Cyberarms, to a maximum of 4 weapons) — Modifier: +1 per weapon · Protection: 2 damage per weapon.
Parrying
DC > ATTACK- You may parry with any one melee weapon you're holding.
- If you roll greater than the attack's aim roll, you parry the attack (100% damage reduction).
- Any time you successfully parry, you may follow up with a single Light melee or single Miniature Ranged attack that cannot be reacted to.
- Cannot parry a ranged weapon unless otherwise specified.
§7 Critical Hits
These occur when you roll 20 on the initial roll before adding any aim modifiers. On attacks with multiple aim rolls, you can only score one critical hit, so if you roll another crit it is treated as a normal hit.
When you roll a critical hit:
- Step 1: Re-roll the damage roll of that hit and use the higher of the two.
- Step 2: Roll 1d4 and add the result to the rolled damage from that attack.
- Step 3: Ablate armor 2× more than normal.
§8 Advantage & Disadvantage
Advantage
ROLL ×2Roll twice, take the higher.
Disadvantage
ROLL ×2Roll twice, take the lower.