§1 Advanced Actions
The deep playbook — full Actions for operators who plan past the first trigger pull. Refer to Combat Flow §1 for the four Act types.
Brace
COMBATPlant yourself and prepare for impact. Until the start of your next turn, add your RES to the modifier of your Block reactions. You cannot be knocked back or displaced, and you cannot voluntarily move while Braced.
Breach
TACTICALBreak a door, window, or other entryway open through brute force or using a tool. Roll 1d20 using the following difficulty check values:
Add +5 to the DC if the material is reinforced; add +3 to the DC if the material is barricaded.
Call for Aid
TACTICALUse a phone, comms system, or other logical means of long distance communication to call for backup that was previously not involved in the session. It takes at minimum 5 rounds for them to reach you, with an additional 3 rounds for each district they have to cross to reach your location.
Deep Run
NETRUNNINGMake a series of 1d20 + DEEP modifier rolls over the course of three rounds. If successful on each, you now have manual control over that system on its turn until your connection is severed, and can use any of the actions it has available (such as unlocking doors, accessing all security turrets, accessing or deleting files, and anything else within the scope of an entire network or building). Runners in a Deep Run are unable to perform any actions in the real world. If you fail a check you stop at that point and can restart on your next turn.
Grapple
COMBATChoose a target within Melee Range. Make an opposed roll: 1d20 + ATH vs. the target's choice of 1d20 + ATH or 1d20 + ACRO. If you win, the target is Grappled. You move at ½ speed while you have a target Grappled and you may use them as a human shield. This allows you to use the Block reaction, but you cannot use any other reactions so long as you keep them Grappled. Any damage you block is dealt to the target you have Grappled instead, though they may still make reactions if possible.
Maintaining: A grapple persists until the grappler releases it (Free Action), the grappled target successfully Struggles free (Bonus Action), or the grappler is knocked Prone or Airborne.
Hide
STEALTHIf there is concealment within Melee Range you may use your action to hide behind/within it. You now have the Hidden condition, and cannot be targeted by attacks until you are first Spotted by an attacker, Pinged by a netrunner, or otherwise.
Quick Run
NETRUNNINGSelect a single target and make a single 1d20 + QICK roll against their firewall score. If you roll higher, the run is a success.
Scavenge
TACTICALSteal one cybernetic or piece of equipment from a body that is either deceased or unconscious (if from a player character, you must have the player's consent to do this if the character is still alive). Roll 1d# where # represents the number of cybernetics they have. What number you roll is the cybernetic you are able to scavenge.
Sever
NETRUNNINGWhen a runner is actively in control of something, be it a limb or device such as a turret, you may use your action to attempt to sever their connection and boot them out of the system (once they've hacked, they count as "active" until the start of their next turn). This is resolved by a contested 1d20 + QICK / DEEP (whichever pertains). For runners within a Deep Run you must also be jacked into the network with them in order to try and sever them from it. Once the target is severed they cannot re-hack the system for 5 − (their) TECH subsequent rounds, and they take damage equal to (your) TECH.
Struggle
COMBATUse an action to attempt to break free from a Grapple.
§2 Advanced Bonus Actions
Broadcast
NETRUNNINGBroadcast your location to an intended target within TECH × 10 meters of you so they can get an exact fix on your location.
Choke
COMBATWhile you have a target Grappled, adjust your hold into a choke around their throat using one or more hands. This attack does not require a roll, and deals ½ your STR per hand used to choke. If damage dealt by a Choke would reduce the target to 0 or less health they become unconscious. Choking a target for three successive, uninterrupted turns will render them unconscious regardless of what their health is.
Pin
COMBATWhile you have a target Grappled, make another contested STR check to take your restraint a step further and move them into a pin. If your weight is over 2× that of your target, roll with Advantage. If successful, you have now pinned your target against the ground or a wall and they gain the Pinned condition. If they are Pinned to the ground, they also have the Prone condition.
Ping
NETRUNNINGMake a 1d20 + QICK roll against the Firewall value of all targets with technology/cyberware within TECH × 10 meters. Each pass will cause that target to ping and make you aware of its presence and location, though not what it is.
Restrain
COMBATWhile you have a target Grappled, choose a bodypart. Both players make a contested STR check. If you roll higher than your target, the targeted body part of your opponent becomes Restrained. The arm you used to restrain them is also unusable until the restraint ends. You can roll additional times per arm you are willing to use to restrain someone (for example, you can use two arms to restrain one of the opponent's arms, which means you roll 2d20 and they only roll 1d20, but you then lose use of both your arms for as long as you're restraining). You may also attempt to restrain two of your opponent's limbs at once (two arms, two legs, etc), however they will be able to roll 2d20 to resist.
Scan
NETRUNNINGWhen using a scanning device such as a medical tool or cybernetic eye, scan a target's wound to get a better understanding of what's wrong so you can fine-tune your treatment. Make your healing or repair roll at Advantage. Scanning someone will also tell you what cybernetics they have implanted.
Shove
COMBATTarget one creature within Melee Range. Make an opposed roll: 1d20 + STR vs. 1d20 + STR or 1d20 + ACRO (target's choice). If you win, choose one: push the target back a number of meters equal to your STR, or knock them Prone. If you had the target Grappled first, you roll with Advantage.
Spot
STEALTHScan your surroundings or a specific area. The GM determines what you notice based on a perception-style check or automatic success depending on context. If a target is not hiding behind opaque concealment, roll a contested 1d20 + PERC vs their 1d20 + STLH. Spotted targets lose the benefits of Concealment against you until they relocate.
Threaten
COMBATWhile you have a target Grappled and are maintaining a free hand you may hold a weapon up to the Grappled target to threaten them (e.g. a knife to the throat or a gun to the back of the head). If a target Struggles free during a round where you've taken the Threaten Bonus Action, make a contested INST check to determine if they get shot, which is a critical hit and never misses so long as you roll higher.
§3 Environment
The environment offers several key advantages or pitfalls for those wise enough to exploit them, or to avoid being exploited themselves.
Difficult Terrain
TERRAINNot all terrain is created equal. Some — such as an oil spill, sheet of ice, or floor full of junk — cost double movement to pass through and can even disable certain abilities.
Concealment
VISIONAny opaque surface your character could logically hide behind, ranging from a bush to a tapestry. These are materials that do not provide cover.
Cover
PROTECTIONAny durable surface your character can take shelter behind. Cover is not always Concealment (think bulletproof glass), but often the two go hand in hand.
§4 Conditions
Every status the city can pin on you, filed by what it sticks to: everyone, organics only, or synthetics only.
Universal
Airborne
UNIVERSALYou are unable to react to attacks unless otherwise specified. Lasts until the start of your turn.
Braced
UNIVERSALMake your Block Reaction at Advantage. You cannot be knocked back or displaced in this state, nor can you move. This status lasts until the start of your next turn.
Burning
UNIVERSALTake 1 immediate damage directly to Bio. At the start of your subsequent turns, take +1 stacking damage until extinguished.
Compromised
UNIVERSALYour Firewall cannot be restored so long as you have this condition.
Exposed
UNIVERSALThe next attack against you is made at Advantage. Clears after that attack resolves or at the start of your next turn, whichever comes first.
Fear
UNIVERSALYou make all offensive and defensive rolls involving a target you are afraid of with a negative modifier equal to the level of Fear against them. The maximum Fear you can have per source is equal to 5 − WILL (minimum 1).
Grappled
UNIVERSALYou cannot move away from your grappler. Any physical Action and Reaction you take are made at Disadvantage.
Intrigue
UNIVERSALAny target who has affected you with Intrigue makes Persuasion, Seduction, Performance, Finesse, Guile, and Thievery checks against you with a bonus equal to your level of Intrigue toward them. While you have any levels of Intrigue from any source, you make all Will, Perception, Insight, and Reaction Time checks with a negative penalty equal to your total levels of Intrigue. The maximum intrigue you can have per source is equal to 5 − WILL (minimum 1).
Prone
UNIVERSALYou make Melee attacks at Disadvantage. Melee and Ranged attacks against you within Melee Range are made at Advantage. Ranged attacks against you beyond Melee Range are made at Disadvantage. Costs a Bonus Action + half movement to stand.
Staggered
UNIVERSALYour next Attack, Grapple, or Shove is made at Disadvantage. Clears after that action resolves or at the start of your next turn, whichever comes first.
Organic
Cyberpsychosis
ORGANICThe records office has redacted this entry. What's left of the file reads, in full: "Cyberpsychosis."
AWAITING CALIBRATIONHemorrhage
ORGANICTake 1 damage directly to Bio immediately and at the start of your subsequent turns, stacking damage per instance of Hemorrhage. Lasts until medical attention is received. Greasers & Bots are immune to this effect.
Juiced
ORGANICAdd +1 to the distance you can move any time you move.
Synthetic
Overload
SYNTHETICCyberpsychosis for bots.