# 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 (always d4) and automatically fails any other saves. Repairing impaired wounds or damage can be healed using conventional methods with a bit of time. Cyberware and body parts with aggravated damage are unusable and require advanced repair techniques such as a ripperdoc or doctor. Replaced cyberware incurs PSY loss as if installed anew. # 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. ## Hacking