Unless otherwise specified, rules are as defined in [[Liminal Horror]]. Stress is generally replaced withy PSY damage. There is no fallout. See the [Liminal Horror SRD for more info.](https://liminalhorrorrpg.com/srd/) # Creating your Edgerunner ## Ability Scores Roll 3d6 for each **Ability Score**, assigning the each value to your ability score of choice. There are three ability scores: BIOlogy, PSYche, and INterFace. **BIO**: physical qualities, endurance, dexterity, reflexes, *meat ability* **PSY**: mental and social acuity, intelligence, knowledge and willpower **INF**: technology use, implants, integration ## Hit Protection Roll 2d6 and take the higher to determine starting **Hit Protection**. ## Starting Gear All edgerunners start with a d6 handgun, the option of a neural implant, and a mountain of debt. The rest of your starting equipment is determined by your background. ## Cyberware Edgerunners have 12 slots for cyberware mods: flesh, enhanced, or *exotic*. The 12 slots are: brain, eyes, head, skin, 2 arms, 2 legs, 2 internal, and 2 torso. Cyberware is the primary source of abilities. ### Installation Heavy cyberware comes at a cost. When a body part is enhanced, make an PSY save. On failure, permanently decrease PSY by 1 and increase INF by 1. You become more machine. Exotic part always decreases PSY by 1. Roll a d20, if higher than your current INF stat, increase it by 1. ### Removal Removal of a cyberware is possible, but expensive and hard on the body. Permanently lose 1 point of BIO and make a INF save, on failure decrease INF by 1 and increase PSY by 1. *There's really no going back...* ### Damage When an Edgerunner takes BIO damage and fails the subsequent BIO save to take **critical damage**, they roll a d12 to determine the slot/body part that is wounded if the DM does not decide. Refer to the wounds table (TODO) to determine the type of damage that occurs. There are three ranks of damage: undamaged, impaired, aggravated. Impaired cyberware or body parts are damaged but still usable. Damage rolled using abilities from impaired cyberware is *impaired* and automatically fails any relevant saves. Repairing impaired wounds or damage can be done using conventional methods with a bit of time (typically an hour and appropriate equipment and skills). Cyberware and body parts with aggravated damage are unusable and require advanced repair techniques such as a ripperdocs or surgeons. Damage to body parts has narrative impacts. For example, if you take aggravated to damage to both of your legs, you are completely unable to walk. # Street Cred How well known, respected and experienced your character is. While it doesn't directly translate into more resources, it does mean people are more likely to give you access to better equipment and clients are more likely to seek you out. Street cred starts at 0 and typically goes to 12. # Item Rank Most items and equipment have an availability rank between 1 and 6 and are available to those with sufficient **Street Cred** / 2. Items of a higher rank than would normally be available to a player can be obtained at the GMs discretion in limited circumstances, such as a reward for a particularly risky job. # Backgrounds ## Rocker ## Solo - 3 premium or lower cybermods of the players choice - S1XEYE5 (eyes/head) - apply HP to surprise attacks - Precision Servos (arm) - long weapons are not impaired in confined spaces or close quarters - InfraOptix (eyes) - can spot weaknesses in enemy defenses allowing the user to take the *breach* action as a gambit, bypassing one source of armor against an opponent - See CPR for more options. They will generally need to be modified - Assault rifle (d6 blast) or Very Heavy Pistol (d10) - Light Armorjack Body Armor (A1) ## Netrunner ## Tech ## Medtech - 1 Small cryopump (BIO save to prevent death, within 3 turns after dying) - Medical Training Certificate 1 (digital) - The holder knows how to perform basic emergency aid and operate basic medical equipment - Airhypo with two syringes - Speedheal (heal 1 BIO) - Stim (ignore impaired penalties for 1 hour / scene) - Takes a day in a lab to replenish - 1 premium cybermod of the players choice ## Media ## Exec MAYBE ## Lawman - Badge (beat cop) - Call in for d2 backup officers who are nearby, they arrive in d4 rounds - Support has BIO 10 - PSY 10 - INF 4 - HP 4 - A1 - Heavy Pistol (d8) - Abuse results in getting fired or a fine (loss in street cred) - Assault Rifle (d6 blast) or Shotgun (d8 blast, melee) - Light Armorjack Body Armor (A1) - 1 non-exotic cybermods of the players choice ## Fixer ## Nomad # Rules ## Combat The player characters go first unless surprised. All attacks on a target land simultaneously. Regardless of source, when multiple dice are rolled against a target, damage is dealt based on the highest individual roll. ### Gambits Some cyberware and weapons allow an attacker to make a gambit and feats. Gambits are largely the same as in Mythic Bastionland except fewer are available by default. A **Gambit** is an ability that may be used when attacking by discarding a roll of 4 or higher from the attack. All attackers always have the option of the *bolster* and *move* gambits. A **Strong Gambit** can be made when a roll of 8 or higher is discarded to make the gambit (no effect on bolster). ## Netrunning Netrunning is similar to combat in that most entities have HP and are able to 'attack' and make *gambits*. Absent any obstacles, moving within a net architecture is free and takes almost no time. Only one net action may be performed per meat-space turn. ### Actions - Jack IN/OUT - Activate Ability - Scan - find the meat-space location of access points in an area - Backdoor - attempt to break through a password - Cloak - Hide traces of your presence any any virus left - Control - Allows you to control things attached to the net architecture (ex. turrets, laser grids, elevators, sprinklers, etc.) using a Control Node - Analyze - Determine what a file is, it's purpose, and what its value is. May require cracking a password - Pathfinder - Partially reveal the layout of the net architecture - Slide - attempt to flee net combat with a non-demon blakc ICE program - Virus - When at the deepest level of the net architecture, leave a virus - Misc. Several net actions can be done in parallel as a gambit or without costing an action using a parallel processing hardware upgrade. ## Programs Programs are installed in a netrunners cyberdeck. Installing or uninstalling a program takes about an hour. Non-black ICE programs do not have INF or HP. Ana - Eraser - Bonus to INF saves for cloaking - Worm - Bonus to INF saves for backdoor checks - Armor - Flat damage reduction, usually 1-3 - Only one instance of this program can be run at a time - Barrier - Stops the first successful non-black ICE program effect from dealing INF damage - Banhammer - d6 damage to programs - Sword - d8 damage to programs - DeckKRASH - Enemy netrunner is forcibly and unsafely jacked out, suffering the effects - Hellbolt - Allows direct damage to enemy netrunner's INF - Unless insulated, their cyberdeck suffers damage - TODO: how does damage to cyberdecks work? - Poison Flatline - Destroy a random non-black ICE program on target netrunner's cyberdeck - Superglue - On failed INF save enemy netrunner cannot progress deeper into the net architecture or safely jack out for this turn - Vrizzbolt - TBD, I don't really like action denial ### Black ICE Deadly programs that hunt down enemy netrunners or programs once triggered. Consume **2 cyberdeck slots**. Black ICE programs have 3 variants, anti-personnel, anti-program, and demon. #### Anti-Personnel Black ICE - **Asp** - INF save, on failure destroy a single program on target's cyberdeck - 2HP - **Giant** - d4 damage to enemy netrunners INF and forcibly jacked out - Armor 1 - 4HP - **Hellhound** - deals s6 damage to enemy netrunners INF and damages a slot in their cyberdeck, on failed INF save the cyberdeck and their clothes catch fire dealing 1 BIO damage per turn unless put out - TODO: more, see CPRp206 ## Hardware Cyberdecks come in 6, 8, 10, or 12 memory block configurations. Blocks can be damaged and require repair. Programs in damaged slots are destroyed. Cyberdecks may have any number of other enhancements that unlock new abilities. These hardware upgrades take up 0 or more memory slots. # Gear Acquiring gear should not be something that happens in the background. The more valuable the gear, the more work needs to be done to acquire it. Remember, there's no money abstraction so care should be taken to handle getting new gear narratively. Gear follows the Item Rank rules above. When adapting gear from CP:R, use the price brackets (cheap, everyday, premium, expensive, very expensive, luxury). ## Cyberware Conversion Guide Cyberware has the same availability ranking as weapons and equipment (see Gear above). Abilities that have no mechanical equivalent should provide narrative benefits. Cyberware that requires a foundational piece (unless otherwise specified), replaces the appropriate meat body part with the cyber part for the purposes of damage and repair. Cyberware that enhances stats may enhance the appropriate BIO, PSY, INF, HP, or Armor stats. For example, Kerenzikov might increase the users HP by 2. Some cyberware might interact with an analogous system such as Pain Editor, which might allow a character to bypass the impaired condition on a meat body part at the risk of further damage (BIO saves for every use, upgrade to aggravated damage on fail). # Optional Rules ## Flashbacks Knowing what gear you'll need on a particular job is something your characters might have a good idea of, but the players don't. If your crew doesn't like interrupting the narrative for planning a job, use the flashback system stolen from [[Blades in the Dark]] to compromise. Up to three slots of inventory or cyberdeck memory may be "occupied but undetermined" (TODO: name). At any point during the session, the player may decide that a piece of equipment or program would be valuable to have. They can choose to "resolve" one of these ambiguous slots to a concrete equipment/program for which it stays until the players have reasonable chance to adjust. ## Luck *Optional.* At any point the GM can call for a player to make a luck roll. To do so, they roll a d6 and compare it to their current luck score. If it is less than or equal to their luck score, the result is favorable for the player, otherwise it is unfavorable. For any save or luck roll, the player can decide to expend a point of luck to guarantee an outcome. Luck is recovered by making luck rolls without expending luck points. A players luck score may never go below 0 or above 3.