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).
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 and respected 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.
# Backgrounds
## Rocker
## Solo
## Netrunner
## Tech
## Meditech
## Media
## Exec
## Lawman
## 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.
## 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.
# 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.