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. |