Body

Action

Roll

Opposition

Notes

Resist Pathogen

Pathogen Resistance (>4)

Power of Pathogen


Resist Choking/Lack of Oxygen

Pathogen Resistance (>4)

Air lost (doubles each turn)


Resist Fall Damage

Free-Falling (>4)

Length of fall (each 10 feet = 1 higher threshold)

If the hardness of the floor has a higher object resistance than your body, you cannot resist

Heal Physical Damage (once per day)

Body (>4)

Condition Modifiers

Heals (Body – Condition Modifiers X 2) per success


Firearms Group

Action

Roll

Opposition

Notes

Fire Weapon

Quickness + Automatic Weapons, Longarms or Pistols (>5)

Dodge or Defend Roll

Simple Action

Quick-draw Weapon

Palming (>4)

Target number of 3 successes

Free Action

Draw Weapon

-

-

Simple Action

Reload magazine-based weapon

-

-

Simple or Free action

Reload cylinder-based weapon

-

-

Max of (Quickness) rounds, Simple Action

Reload drum-based weapon

-

-

Simple Action

Reload bolt-action rifle

-

-

Complex Action

Switch Firing Mode

-

-

Simple Action

Change Device Mode

-

-

Free Action

Eject Clip

-

-

Free Action

Fire Underbarrel Weapon

(Same as weapon)

Varies

Combat Simple Action


Melee Group

Action

Roll

Opposition

Notes

Use Melee Attack

Quickness + Blades (>5) or Strength + Unarmed/Bludgeoning Weapons (>5)

Dodge or Defend Roll

Combat Simple Action

Quick-draw Weapon

Palming (>4)

Target number of 3 successes

Free Action

Draw Weapon

-

-

Simple Action

Block

Defense Test + Unarmed (>5)

(defensive action)

Reactive Action (-5 Initiative)

Parry

Defense Test + Blades or Bludgeoning (>5)

(defensive action)

Reactive Action (-5 Initiative)

Grappling

Strength + Unarmed (>5)

Strength + Unarmed (>5)

Complex Action

Tackling

Strength + Gymnastics (>5)

Dodge Roll

Combat Simple Action, -5 Initiative, go prone and lose rest of turn if failure. On success, both tackler and target go prone. Gains +1 success when running rather than being subject to the -2 successes penalty.


Athletics Group

Action

Roll

Opposition

Notes

Perform Misc. Athletic Maneuver

Quickness + Gymnastics (>5)

Varies


Jaunt away from engagement

Quickness + Gymnastics (>5)

Target number of 3 successes

Only way to lose close combat penalties without the attacker losing interest

Jump

Quickness + Gymnastics (>5)

None

Jump distance is + Quickness feet per success or Quickness * 2 when running (no penalty)

Climb

Quickness + Gymnastics (>5) OR Feat of Strength (>4)

None

Climbing distance is Strength * 2 feet per success

Run/Sprint

-

-

-2 successes to all actions when running, movement rate is increased by (Movement *2.[strength]). Become fatigued when running for a number of turns greater than your Quickness

Power Swim

Swimming (>5)

Number of attackers=Target number

Swim Movement rate is increased by ((Movement *2.[strength]). Cannot perform any other action except swim.


Sneaking Group

Action

Roll

Opposition

Notes

Hide

Quickness + Sneak (>5)

Perception (>4)

The Hide roll is limited

by the camouflage conditions of the area minus (the armor value of the character/2.) If the armor has the “Restrictive” condition, then the negative modifier is not factored.

Escape

Quickness + Escape Artist (>5)

Reaction + Perception (>5)

Used to make a quick escape from someone who sees you and lose their sight.

Lay Low/Shadow

Quickness + Sneak (>5)

Perception (>4)

Used to follow someone without them noticing. Any negative blandness modifiers you have will apply here.

Conceal Item Under Clothing

-

-

The max concealability you can have is equal to your Palming.

Fool Facial Scanner

Charisma + Impersonation (>5)

Device Rating (>4)


Fool Voice Recognition Lock

Charisma + Impersonation (>5) (only with a voice modulator)

Device Rating (>4)


Break Keypad

Quickness + Locksmith (>5)

Object Resistance (>4) or Anti-Tampering System (>4)


Pick Tumbler Lock

Quickness + Locksmith (>5)

Threshold of 2 successes or Anti-Tampering System (>4)



Strength

Action

Test

Opposed

Notes

Carry Person

Strength (>4)

Body (>5)

This can only be done if the person is willing or unconscious. Otherwise, grappling is involved. While carrying another person, you cannot run, dodge, defend, or use weapons.

Physically Destroy Barrier

Barrier Destruction (>4)

Object Resistance (>4)

Must be able to overcome the barrier's armor with the damage code of your attack. Take stun damage equal to the number of net hits the barrier scored over you if a failure.

Show of Force

Show of Force (>4)

Willpower + Professional Rating (>5)

Requires that you either hurt someone or express an obvious intent to hurt someone. This is not just “I'm going to kill you!”, you have to at the very least commit yourself to the kinetic action of torture.



Outdoors Group

Action

Test

Opposed

Notes

Calm/Intimidate Animal

Charisma + Animal Handling (>5)

Willpower + Force Potency if any (>5)


Tame Animal

Charisma + Animal Handling (>5)

Willpower + Force Potency if any (>5)

Extended test, usually done once per day for a period of at least a week. If the animal already has someone it considers their owner, you cannot tame the animal.

Command Animal

Charisma + Animal Handling (>5)

-

Can only be done with tamed animals. Provides leadership dice to a trained animal. Limited by the animal's mental limit.

Immediate Tracking

Intelligence + Tracking

-

Requires some sort of cue to track

Long-form Tracking

Intelligence + Tracking followed by relevant knowledge test

-

Subject to condition modifiers

Astral Tracking

Intelligence + Tracking

-

Background counts and astral scrubbing count as negative modifiers, a spell's astral signature lasts (1*3^[force]) minutes.

Resist Environmental Fatigue Damage

Survival (>4)

-

Each point of essence loss provides you with one extra die. Wound modifiers each negate one success.


Social Group

Test

Roll

Opposition

Notes

Charm

Charm (>4)

Willpower + Professional Rating (>5)

This roll is done when a social character attempts to delight or please an NPC.

Emotional Support

Charm (>4)

-

This roll is done to cheer up an NPC that has become distressed. There are no concrete conditions, it is up to the GM whether or not it works.

Talk the Talk

Social Rituals (>4)

Social Rituals + Professional Rating (>5)

This is usually done at the beginning of most social situations. It limits the successes of other social rolls, and your etiquette can be called into question by other NPCs.

Sense Motive

Social Rituals + Perception (>5)

Social Rituals + Professional Rating (>5)

Can be used by a player character to detect an NPC's intentions.

Intimidation

Intimidation (>4)

Willpower + Professional Rating (>5)

Attempt to scare an NPC. Showing a weapon that the NPC considers a serious threat (will vary by NPC) will provide +2 successes. If the NPC is not restrained and the net successes is greater than the NPC's willpower, they will run away as soon as they have the opportunity.


Performance Group

Test

Roll

Opposition

Notes

Deceit

Charisma + Deceit (>5)

Social Rituals + Perception (>5)

Can be used to fast talk your way out of situations, lie straight-faced, etc. Particularly absurd lies (“My uncle works for Nintendo”) will face penalties.

Provide Leadership

Charisma + Leadership (>5)

-

Provides leadership dice limited by your leadership skill. Split across all who hear the orders. Allies can only benefit from your leadership dice up to their mental limit. Three Free Actions, once per combat.

You're Not Done Yet!

Charisma + Leadership (>5)

(Initiative Lost/2)

If an ally falls unconscious because of stun damage, you can attempt to alert them back up. Note that this does not add initiative in anyway, if the character has 0 initiative they cannot be revived.

Provide Instruction

Skill test, then Charisma + Leadership (>5)

-

A character can attempt an ally out with no knowledge of a skill by providing them with instruction. Number of successes is capped by the first skill test and then used from the leadership test. For each success up to the student's mental limit, the they may use the skill at that value. Lasts 1 hour.

Fall in Line!

Intimidation + Leadership (>5)

Willpower + Professional Rating (>5)

If an NPC has some belief that you are of their organization, you may use this test to get them to follow your orders.

Impersonate Person

Charisma + Impersonation (>5)

Perception + Professional Rating (>5)

Attempt to impersonate a person. If an NPC viewing your impersonation has great knowledge of the person you are impersonating, they gain positive modifiers to notice the charade.

Craft Disguise

Intelligence + Disguise (>5)

-

The negative modifiers are based off of how close your disguise is to the intended appearance.

Disguise

Intelligence + Disguise (>5)

Perception + Professional Rating (>5)

Make use of a disguise.

Performance

Charisma + Performance (add all) THEN relevant knowledge test (add all) THEN Intelligence + artisan test (add all)

-

Perform something to impress an audience. Results of rolls are added up to a sum total. 95 + is life-changing, whereas 12 or less is utterly terrible.


Perceptive Actions

Test

Roll

Opposition

Notes

Perception

Perception (>4)

Varies

Can be visual, auditory, smell-based, or object-centered.

Inspection

Perception + Inspection (>4)

-

Trained inspection of an object. Unlike most perception options, this can be trained.

Memory

Memory (>4)

-

Recall something.

Navigation

Navigation (>4)

-

Attempt to locate a location without proper knowledge of it.



Matrix Actions

Test

Roll

Opposition

Notes

Crash Program

Intelligence + Cybercombat (>5)

Firewall (>4) [vs Device]

Willpower + Firewall (>5) [vs persona]

Complex Action, will cause +5 Trace on failure. Limited by Attack Array. Deals low Host damage.

Crack File

Intelligence + Decking (>5)

Firewall (>4)

Complex Action. Limited by Sleaze Array.

Data Spike

Intelligence + Cybercombat (>5)

Firewall (>4) [vs Device]

Cybercombat + Firewall (>5) [vs persona]

Deals biofeedback damage to a device or Matrix persona. Complex Action. Limited by Attack Array. Deals serious Host damage.

Jam Signals

Intelligence + Cybercombat OR Rigging (>5)

-

Increases noise by successes within 100 meters of your device. Limited by Attack Array.

Change Basic Data

Intelligence + Programs (>5)

Firewall (>4)

Edit, delete, etc. Complex Action. Limited by Data Processing Array.

Grid Hop

-

-

Hop to another public grid on the same Host. Complex Action.

Matrix Perception

Intelligence + Programs (>5)

Intelligence + Sleaze Rating (>5)

Attempt to locate a hidden icon or an icon on a different node. Limited by Data Processing Array. Complex Action.

Matrix Search

Intelligence + Programs (>5)

-

Use a Matrix search engine. Not limited. Complex Action.

Utilize Device

Intelligence + Programs (>5)

Firewall (>4)

Use limited control over a device to change something, such as it's settings. Complex Action. Limited by Data Processing.

Hack in Combat/Hack Quickly

Intelligence + Decking (>5)

Condition Modifiers

If something takes a long time to do, use this action to do it in combat or in a single Complex Action. Not limited.

Matrix Hide

Intelligence + Decking (>5)

Data Processing (>4)

Hide one's self from a single IC or persona. Cannot hide during combat. Limited by Sleaze. Complex Action.

Set Databomb

Intelligence + Programs (>5)

Host Rating X 2 (>5)

Plant a databomb. The rating of the bomb is equal to the number of successes (not net successes). Limited by Sleaze. Extended Action, four matrix turns.

Intecept Matrix Traffic

Intelligence + Decking (>5)

-

Find information within the current grid that is being changed or accessed. Limited by Sleaze. Complex Action.

Spoof Command

Intelligence + Decking (>5)

Firewall (>4)

Fake administrative permissions for one action. Complex Action.

Disarm Databomb

Intelligence + Programs (>5)

Databomb Rating (>4)

Attempt to disarm a databomb. Complex Action, Limited by Defense. If failure, bomb instantly explodes.

Matrix Defenses

-

-

-10 Initiative cost, must have administrative powers. Add your Intelligence to your dicepool for any evasion or defense actions in the Matrix. IC will follow you in your defense as you move. Reactive Action.

Jack Out Early

Willpower + Reaction Class (>5)

Sum total of Willpower of attackers + (IP damage taken that turn/25) (>5)

Attempt to jack out of the Matrix without port procedure. Does biofeedback and biofeedback stun damage equal to the number of real world turns spent in the Matrix. Simple Action. Limited by Defense.


Rigging Group

Test

Roll

Opposed

Notes

Rig Device Into Network

Intelligence + Rigging (>5)

Firewall (>4)

Requires RCC. Complex Action. Roll not required if you have the device tabbed

Command Drone with AR

(take turn as drone)

-

Requires RCC. Simple Combat Action.

Jack Into Tabbed Device

-

-

Requires RCC. Complex Action. Requires that device is in network

Jack Out of Tabbed Device

-

-

Free Action

Confuse Pilot Program

Intelligence + Rigging (>5)

Firewall + Pilot Rating (>5)

Requires RCC. Attempt to confuse pilot program. If successful Pilot program cannot act for net successes turns. Complex Action.


Technomancer Actions

Test

Roll

Opposed

Notes

Call/Dismiss Sprite

-

-

Simple Action

Give Sprite Command

-

-

Simple Action

Compile Sprite

Compiling + Resonance (>5)

Sprite Level X 2 (>5)

Complex Action

Register Sprite

Registering + Resonance (>5)

Sprite Level X 2 (>5)

Complex Action


Driving Actions

Test

Roll

Opposed

Notes

Drive Normally

Intelligence + Automobiles, Industrial, Nautical or Aeronautics (>5)

-

Complex Action

Fire Vehicle Weapon

Quickness + Gunnery (>5)

(defensive test)

Complex Action

Ramming

Intelligence + Automobiles, Industrial, Nautical or Aeronautics (>5)

Reaction + Automobiles, Industrial, Nautical or Aeronautics (>5)

Complex Action. If the target is within 10 feet per minute speed of your vehicle, no modifiers apply. If the target is within 20 feet per minute speed, a -3d6 modifier applies. Any attempt to ram something beyond that range will not work.

Catch-Up/Break-Away

Reaction + Automobiles, Industrial, Nautical or Aeronautics (>5) to catch up or Intelligence + Automobiles, Industrial, Nautical or Aeronautics (>5) to break away

-

Complex Action. For every success, the driver may move an additional one square beyond their maximum acceleration, assuming it is not above their maximum speed.

Cut-Off Vehicle

Reaction + Automobiles, Industrial, Nautical or Aeronautics (>5)

Reaction + Automobiles, Industrial, Nautical or Aeronautics (>5)

Complex Action. Force an intersecting vehicle to crash.

Stunt

Reaction + Automobiles, Industrial, Nautical or Aeronautics (>5)

-

Complex Action.

Drive Evasively

-

-

Free Action. When driving evasively, the driver cannot perform any Complex Driver Actions except driving away normally, breaking away, and stunts. This substitutes their intelligence for their reaction for any dodging actions.


Spellcasting Actions

Test

Roll

Opposed

Notes

Cast Spell

Magic Attribute + Conjuring OR Willpower + Spellcasting OR Willpower + Chi Casting (>5)

Varies

Complex Action

Reckless Spellcasting

-

-

Free Action. Cast spells as simple actions, but with +3 drain.

Astral Perception

Magic Attribute (capped by Perception) – Essence Loss (>4)

-

Background count applies negative modifiers. Simple action.

Astral Projection

Magic Attribute – Essence Loss (>4)

-

Background count will reject caster if successes do not succeed it.

Counterspell

Willpower + Counterspelling (>5)

(defensive)

-5 Initiative, Reactive Action. Attempt to negate a spell, degree of control depends on net successes.


Conjuring Actions

Test

Roll

Opposed

Notes

Summon Spirit

Charisma + Spirit Summoning (>5)

Spirit Force X 2 (>5)

Complex action

Call Standby Spirit

-

-

Simple Action

Standby/Dismiss Spirit

-

-

Simple Action

Command Spirit

-

-

Simple Action

Banish Spirit

Magic Attribute + Banishing/Binding (>5)

Spirit Force X 2 (>5)

Complex action. Forcefully returns spirit to their metaplane.

Bind Spirit

Magic Attribute + Banishing/Binding (>5) Twice

Spirit Force X 2 (>5) Twice

Complex action, must succeed both times. Attempt to bind a spirit to your person. Requires reagants.