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REWIRED A Quick and Dirty Cyberpunk Role-Playing Game

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REWIRED A Quick and Dirty Cyberpunk Role-Playing Game

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INTRODUCTION

REWIRED is a “Quick and Dirty” cyberpunk role-playing game. It is a world burned by nuclear fires, locked down by authoritarian states, consumed in corporate greed, and inflicted with technological cancers. It's the grungy, bullet-filled, wet neon streets of the yesterday’s future – or the reality we are just moments from experiencing.

Players take on the roles of Ronin – professional troubleshooters and freelance operatives for hire, willing to stick their necks out on the line for some quick credit. Hackers, gearheads, guns for hire and muscle for rent just make up a few of the anti-heroes of the dark near future.

The goal of this game system is to provide a gritty, deadly set of rules that plays as fast as the genre. Other such games can get weighed down in complex mechanics, redundant weapon catalogs and ridiculous skills lists. Our aim is to keep character creation quick and flexible, combat fast and deadly, and still maintain a level of detail to keep the tactically minded satisfied.

What's Needed for Play?

You’ll need a copy of these rules, either on your favorite electronic device or printed out. This game is written

with the assumption that you’re already familiar with the basics of tabletop role-playing games: One person takes on the part of Game Master, or GM, who is equal parts

referee, director and storyteller. The rest are Player Characters, or PC's, who take on the roles of individual

characters in the GM's world.

The game uses six-sided dice (abbreviated as d6) for combat and task resolutions. Most of the rolls are based

on 3d6, but some abilities (such as Perks or Tags) grant a fourth dice to be rolled.

All players will need paper and writing utensils of choice (preferably pencils.) Character Sheets may be printed out, but standard notebook paper works just fine. Players may

optionally also want to use note cards to keep track of Loadouts (covered in the Equipment chapter,) but this

isn't a requirement.

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Basic Core Mechanics Most of the rolls in this game, from simple skill checks to combat, is based on rolls using 3d6. Sometimes, certain Perks or Tags allow the player to roll 4d6 and discard a die (either the highest or lowest.) Rolls using this mechanic are expressed as “4dH” or “4dL”

Characters get to modify their dice rolls based on their abilities. When performing an action, the character adds their relevant Skill rating to the roll. When resisting the action of another, they add their relevant Attribute to the roll.

BASIC TASK RESOLUTION

3D6 + Skill (or Attribute) ± Modifiers vs. DIFFICULTY NUMBER

The roll total is compared to a Difficulty Number, or DN. If the number is equal to or higher than the DN, the action succeeds. Most DN's for static challenges (that is, without a direct opposition) use the difficulty scale provided below:

:

DIFFICULTY NUMBERS

EASY 8

NORMAL 12

HARD 16

TOUGH 20

INSANE 24+

There are additional modifiers that can be added or subtracted from the roll's total as well. Equipment and devices the character has on hand may grant a bonus to a skill check, while environmental circumstances (such as lighting, temperature, weather conditions and so on) may detriment their actions. Some rolls call for a “Degree of Success.” This is the amount rolled over the DN in a successful roll. The higher degree of success, the better the results.

In the event of Opposed Rolls, where two characters are directly challenging the other (such as a wrestling maneuver, or a burglar sneaking past a guard) there is no set DN. Instead, both parties roll their dice, add the appropriate modifiers, and the highest outcome determines the winner. Ties count as victories towards the instigator.

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Characteristics: As a form of interactive fiction, characters (both players and non-player ones) are the focal point of the game system. All characters comprise of the following characteristics:

Attributes: All characters have four attributes, which serve as the foundation of their capabilities: Chrome, Wires, Data and Signal.

Skills: These measure a character’s talent or experience. They are broken up into two categories: Active Skills and Knowledge Skills. Active skills are specific functions that are tied to attributes. Knowledge skills, meanwhile, derive from a character’s life experience or education. These are all specifically tied to the character’s Data attribute.

Derivative Stats: These are secondary abilities that are formulated using attribute ratings, and can be further enhanced by Perks. These include Awareness, Initiative, Defense, Toughness, Firewall, and Carry Capacity.

Perks: Special talents or traits that give a character a special leg up. These include Augmentations, cybernetic or bionic modifications that enhance a character; or Psiometry, special psychic powers that can awaken in a character.

Edge Points “The Edge... there is no honest way to explain it because the only people who really

know where it is are the ones who have gone over.” – Hunter S. Thompson

Edge Points allow player characters (and some non-player ones) to swing fate and luck on their side, allowing them to pull off risky maneuvers whenever the cards are stacked against them. Blowing a point of Edge can grant the following:

Re-Roll any dice check, taking the best results.

Automatically Ignore a Successful Attack against you.

Add +4 to Any Roll (before the dice are rolled.)

Last Stand: On your last box of damage, turn your Injury penalty into a +2 Bonus Modifier.

Spend a point to establish a fact in the narrative in some way.

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Combat Combat is broken up into rounds, which are roughly 2-seconds of in-game time. Each round is broken up by the turns of active combatants. The order of these turns is determined by the Initiative Sequence.

Initiative: Each character active in combat rolls 1D6 + Initiative rating. Turns are taken in order of greatest to lowest.

On a Combat Turn: During their turn, a character may perform the following:

• Movement: The character may choose to move up to ten meters (10m).

• Perform an Action: The character may also perform a single action. Options include:

• Attack a single target, or multiple targets if the weapon allows it.

• Aim/Focus to add +2 to an attack roll next round.

• Reload a weapon.

• Use an item or a device.

• Perform a particular skill or ability, like Stealth or an Awareness check.

• Move Again to double your distance (this is considered running or sprinting.)

• Hold Your Action to act l in the turn. Any turn that the character Moves and Attacks is considered to happen at the same time. Because of this, the Attack action will be subject to a penalty on the die roll. On the plus side, it's harder to hit a moving target, so any attacks made on the moving character this round will also suffer a penalty to hit.

Attacking: REWIRED uses a single roll to determine the success of an attack, and the damage that it deals. Attacking characters use the following roll for their action:

3d6 + Combat Skill + Weapon Rating (± Modifiers)

After the attack roll is totaled up, damage inflicted is determined in two steps:

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• First: Determine the Hit. If the attack value is equal to or greater than the opponent's Defense value, the attack is successful and delivers an initial box of damage. Heavy Weapons deal two boxes of damage on an initial hit.

• Second: Determine Additional Damage. Compare the degree of success against the target’s Toughness rating. For every amount that surpasses it, the attack deals an additional box of damage. So an attack that succeeds by a degree of 5 against a toughness of 2 would deal two extra boxes of damage (5-2-2, the one remaining has no effect.)

Modifiers to the attack roll not only include environmental effects, but also circumstances like distance for ranged attacks, whether the attacker or defender has moved this round, cover, augments, and potentially more. A table of modifiers is provided at the end of this chapter.

Firing Rates: Ranged weapons have different firing rates -- some even have multiple rates on the same gun, able to switch to whichever is more convenient for the situation. The three rates are Semi-Automatic, Burst and Full Auto.

• Semi-Automatic allows for a single shot in an action. There are no modifiers, and spends only a single point of ammunition.

• Burst Fire fires a three-round burst at a single target, increasing the odds of landing a hit. A Burst shot adds a +2 Bonus to an Attack Roll at the cost of 3 points of ammo spent.

• Full-Auto fires a 10 round spray in an attempt to hit multiple (up to 3) targets. The targets must be in an arc of line of sight. The attacker makes a single roll like normal, with all of the regular modifiers, against the first target. For each additional target in the arc, the same base roll is kept, situational modifiers are applied, and an additional -2 is applied for each target in the step.

Health, Damage, Knockout and Dying: Characters keep track of two different health conditions: Wounds and Stun. Stun is a measure of mental endurance, pain threshold, blunt trauma resistance and sheer determination. Wounds, meanwhile, covers actual amount of physical punishment the body can take before getting into lethal danger.

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All characters have six boxes of both Stun and Wound damage. Initial boxes imply the character is Hurt, meaning the character has taken damage but can still function. With further damage inflicted, the character becomes Injured, taking a -2 penalty to all actions and Defense from the stress of damage. This penalty stacks with both stun and wound injuries.

A character who is depleted of Stun falls unconscious and is considered knocked out. A character may roll a Hard (16) Data check every round to regain consciousness. Upon success, they are recovered by one (1) stun box and are able to act.

A character who is depleted of Wounds is considered fallen, and may possibly be dying. Every round they must make a Hard (16) Chrome check to overcome death's door. They are only allowed a number of rounds equal to their natural Chrome rating before finally succumbing to death. Allies may spend a whole round to perform a Hard (16) First Aid check to help stabilize the fallen character.

Healing and Recovery: During periods of resting, the character may recover a number of Stun or Wound boxes equal to half their Chrome rating. Stun recovery is at a rate of per day; Wound recovery is at a rate of per week. Periods of resting means being in a safe, comfortable location with minimal stress while recovering.

Characters with the First Aid / Medical knowledge skill may assist in the process, granting additional boxes of recovery equal to their skill rank for every period assisted. The character performing the First Aid must maintain the same safe environment needed to recover in order to tend on the patients.

Dodging, Parrying, and Grappling: These maneuvers allow a character to either avoid or block an incoming melee attack, preventing damage but at the cost of sacrificing their combat actions for that round (unless they have access to perks that grant free parries or dodges.) After declaring a maneuver, the character adds the appropriate attribute (Wires for Dodging, Chrome for Parrying) to their Defense Rating.

A Grapple is a special offensive maneuver – the attacker rolls their Athletics versus the opponents Chrome roll for a chance to grab and pin the target or remove an item from their hands. A successful pinning means the target may only spend their actions attempting to break free (using another opposed roll between the two.)

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Non-Combat Mechanics Interaction Rolls

While most social interactions can (and should) be handled through role-playing, sometimes the GM may call on Interaction rolls to determine outcomes of exchanges. Things like business negotiations, haggling a vendor, seduction or coaxing information from someone can be handled this way. There’s two separate skills for interacting: Contacts and Influence. When broadly going about, attempting to ask questions, follow leads, or track down a bargain, the character can roll 3d6+Contacts (plus any bonuses through perks) to attempt to gather intelligence socially.

In situations of direct interaction, where the character is attempting to impose his will over another individual (negotiating, haggling, intimidating etc) the roll becomes an Opposed Roll. The instigator still rolls 3d6+Influence versus the subject's roll of 3d6+Data (plus perks.) Highest result swings the interaction in the winner's favor.

Investigation and Awareness Awareness rolls are used to inform the player of any suspicious activity, situations or passive details their characters may notice. Picking up clues in their surroundings, sensing hidden danger or even detecting foul motives are part of the Awareness roll. A character’s Awareness rating is based on their Data score, modified by perks.

Awareness rolls are used as either static checks or opposed rolls. Static checks against a Difficulty Number are generally for things like noticing booby traps, symbols hidden in plain sight, patterns in crowds and so forth. Opposed rolls come into play when a character is trying to hide something or themselves from another's attention, usually rolling their Stealth vs. the subject's Awareness roll.

Investigate, meanwhile, is the direct search for clues or information that isn’t readily available on the surface. Researching data files, combing over a crime scene or analyzing a situation against education and experience falls under this. Investigation is a skill, and like

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Awareness can be either used against a static check or an opposed roll when another target is attempting to throw the investigator off course.

Wealth & Funds Money and available resources is handled abstractly. Instead of keeping track of funds, pinching pennies and bean counting, a flat Wealth rating (portrayed as a skill) is used in the acquisition of items. At character creation, any PC may pick up a piece of equipment with a cost rating equal to or less than their Wealth score. During the gaming sessions, purchasing any new equipment requires a skill roll:

3d6 + Wealth vs. DN = (Cost Rating + 12)

Failure on this roll means one of two things: the character cannot come with the money or barter to acquire the goods at the time, or they may spend extra funds to solidify the purchase.

Funds is a special track, sort of a “health” meter for your Wealth. You have six “boxes” of Funds -- for every box of funds ticked off, you may add +1 to your Wealth (either before or after the roll.) When a full 6 boxes are ticked, the Funds meter is restored but the Wealth skill is reduced by one, permanently.

Pursuit & Chases:

While REWIRED uses measurements for tactical game play, long distance chase scenes (whether by foot or by vehicle) are handled abstractly to keep the pace of play fast and frantic.

At the beginning of a chase, two participants are established: The Pursuer and The Quarry. The GM assigns a starting Gap Range between the two. A Gap Range is an abstract measurement of distance in a chase. Sometimes the two can be in fairly close proximity but still have a large Gap Range – crowds, traffic, buildings etc. As the Gap widens between Pursuer and Quarry, ranged attacks between the two become more difficult.

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Gap Range is rated 1-6; seven or higher results in the Quarry escaping. A result of zero or less means the Pursuer catches up and may attempt to capture the Quarry. At the beginning of a round, before initiative is figured, both participants roll opposing skill checks (either Athletics if on foot, or the equivalent vehicle skill.) Subtract the Quarry's roll from the Pursuer's, and compare to the following chart:

Pursuit Chart

Difference Change

+7 or more Quarry immediately escapes

+5 to +6 Gap Range increases by 2

+3 or +4 Gap Range increases by 1

+2 to -2 No Change

-3 to -4 Gap Range decreases by 1

-5 to -6 Gap Range decreases by 2

-7 or less Pursuer immediately catches Quarry

As the Gap Range between the Quarry and the Pursuer widens, they take penalties on any attacks between them much like a range penalty in regular combat. The GM may use the following tracker to keep up with range attack penalties in a pursuit:

PURSUIT TRACKER

GAP RATING:

0 1 2 3 4 5 6 7+

Pursuer

may

attempt

to

capture

Quarry

-2 Attack

Rolls

-2 Attack

Rolls

-6 Attack

Rolls

-6 Attack

Rolls

Quarry

Escapes

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Glossary

• *d6: Denotes a six-sided die. 3d6, for example, is three dice. • 4dH: Roll four dice, keep the three highest / discard the lowest. • 4dL: Roll four dice, keep the three lowest / discard the highest. • Attributes: One of the four primary characteristics that defines a character. • Augments: A specific type of Perk; cybernetic or bionic implants • Awareness: A derivative stat, used for spotting details or clues in your surroundings. • Bionetic: A type of augment; more expensive because it’s grown from the user’s

DNA. • Boxes: A measurement of either health or funds. All characters and objects have six

“boxes” of health, which get “ticked” off when damaged. • Cybernetic: A form of augment; cheaper because it’s mechanical parts grafted into

the human body. • Datasphere: The game’s version of cyberspace (or internet.) A wireless data network

that entails layers of “augmented” and virtual reality intefaces that hackers can interact with.

• Defense: A derivative stat, used for determining how hard a character is to hit. • Degree of Success: The amount a successful roll beats a Difficulty Number by. • Derivative Stat: These are secondary abilities that are formulated using attribute

ratings, and can be further enhanced by Perks. • Edge: A special unit of luck; characters spend Edge to gain benefits during a game. • Firewall: A Hacker or Computer’s defense rating in cyberspace. • Gap Rating: An abstract measurement of distance during a chase. • Health Boxes: All characters have two sets of health: Wounds and Stun. Each set has

six boxes. Points of damage are “ticked” off boxes. • Initiative: A derivative stat, used to determine the turn order of combatants. • NPC: Short term for “Non-Player Character.” • PC: Short term for “Player Character.” • Perk: A special characteristic, talent or ability that enhances a character. • Psiometry: Another type of Perk; special psychic powers a character may have. • Ronin: A professional criminal, mercenary, or agent for hire. • Skills: A score used to determine a character’s aptitude in a given field of study or

action. • Toughness: A derivative stat used to gauge the threshold of damage a character can

take in an attack.

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Combat Charts

ATTACK ROLL MODIFIERS

Aiming +2 per turn spent

Burst Fire + 2

Full Auto - 2 for every target after first (Max. 3)

Short Range - 0 (-2 Scoped)

Long Range - 2 (-1 Scoped)

Extreme Range - 6 (-3 Scoped)

Target Behind Cover - 2 (Partial) - 4 (Half) - 6 (Full)

Attacking while Moving - 2

Target is Moving - 2

Poor Visibility - 2 to - 4

WEAPON RANGES (in Meters)

TYPE HORT LONG EXTREME

Primitive, Shotguns, Pistols, SMGs 0 – 20 21 – 50 51 – 100

Assault Rifles, LMGs 0 – 100 101 – 300 301 – 600

Sniper Rifles, HMGs 0 – 150 151 – 400 401 – 800

Grenade/Rocket Launchers 10 – 80 81 – 200 201 – 400

Thrown Weapons 0 – 15 16 – 30 17 – 45

.50 Cal Sniper, Vehicle Mounted MGs 0 – 200 201 – 600 601 – 120

FIRING RATES

Semi-Automatic: Single Shot / No Modifiers

Burst Fire: 3 shots at single target / +2 Attack

Full-Auto: 10 Round Spray (up to 3 Targets in an arc)

Single roll, normal modifiers, -2 each additional target from the first.

BUILDING CHARACTER

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Attributes & Stats Characters have the following four attributes. Starting PC's distribute 13 points across them, with at least one point in each. Attributes are naturally capped at a rating of 6. These set the precedence for skill training, as well as derivative stats and resistances:

• Chrome: Physical toughness, strength and brute power.

• Wires: Reflexes, speed, hand-eye coordination and hands on abilities.

• Signal: A measure on the amount of influence and reputation a character has. Not just physical or social charms, but resourcefulness as well.

• Data: Intelligence and mental prowess. Both knowledge capacity and willpower.

Characters also have the following derivative stats:

• Awareness: A measurement of a character’s perception of their surroundings. Base rating is equal to their Data; Perks and even some drugs may enhance or hinder this.

• Initiative: Used in determining the order of turns taken in combat. An average of Wires and Data, rounded down.

• Toughness: The character's capacity to sustain damage. Equal to half their Chrome rating; may potentially be enhanced with perks.

• Defense Rating: A measure of difficulty for inflicting harm on the character, both in terms of reflex responses and armor. The base rating is 10 + Wires. May be further enhanced with worn armor.

• Firewall: The character's defense while immersed in cyberspace, also known as being “Jacked In.” Firewall is 10 + Data + Rating of Computer Used.

• Carrying Capacity: An abstract measurement of how much equipment a character may carry on them (referred to as a Loadout.) Carry Capacity is Chrome+6.

• Edge: All new PC's start with 3 points, and can never have more than 6. Spend them wisely.

CHARACTER CREATION CHECK LIST:

• 13 Points Attributes

Derivative Stats • 20 Points Active Skills

Knowledge Skills • 7 Ranks of Perks • Equipment

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Skills There are two categories of skills: Active and Knowledge. Starting player characters have twenty (20) points to spend on any skills, plus an additional pool of Data x3 points to spend exclusively on Knowledge skills. At character creation, skills are capped at their related Attribute's rating. As the character advances, it is possible to train beyond this cap but will cost double to do so.

Chrome Skills

Athletics: Actions requiring endurance, strength and focus. Sprinting, long distance hiking or running, throwing objects, climbing, leaping etc.

Melee Weapons: For the use of hand held weapons: Knives, swords, clubs, axes and the like.

Hand-to-Hand: Not only for the use of unarmed combat (punches, kicks) but also any natural/cybernetic weapons -- as well as impromptu weapons (chairs, tables, beer bottle etc.)

Wires Skills

Personal Arms: Use of personal firearms and ranged weapons, ranging from handguns, sub-machine guns, rifles, and even primitive-style weapons like bows and slingshots.

Heavy Arms: Heavy weaponry, including: belt-fed automatic weapons, rocket launchers, vehicle-mounted cannons and the like.

Acrobatics: Feats involving balance and motion, such as tumbling, rolling, tight-rope walking etc.

Larceny: Shady practices such as pick-pocketing, lock-picking, forgery and other such things.

Stealth: Ability to evade or go unnoticed. Includes sneaking around, hiding in crowds, blending in to surroundings and other tactics.

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Vehicle: Ability to operate and maneuver vehicles. Must be taken for each type of vehicle training (Cars, Motorcycles, VTOL, etc.)

Signal Skills

Contacts: Throughout their careers, both professional and otherwise, characters establish a variety of connections and acquaintances they can go to for information. Contacts as a skill is used for legwork and fishing these connections for information or leads.

Influence: The ability to persuade, seduce, intimidate, or otherwise impose the will of the character through social means. Influence is for direct social interactions, including haggling, negotiations, seduction and the like.

Wealth: The character’s capacity to manage funds, secure resources and acquire goods. High wealth does not necessarily include money – spare scrap, good connections and years of thrifty bargaining can be applied.

Data Skills

Hacking: Ability to assault and override computer and network security systems.

Investigate: A character’s knack and intuition to carefully search a scene, or potentially research or analyze data for the sake of discovering important clues or information.

Psiometry: Skill used in the practice of psychic powers. Requires the Psionicist perk to use.

Optional Rule: Default to Attribute

For those who feel Attributes should play more of a role in a character’s capacity to do something, Game Masters may allow characters to attempt certain actions they lack skills in by using the base attribute. The catch: the difficulty of the task is raised by +4.

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Knowledge Skills

These encompass not only fields of study the character is antiquated with, but also talents they've picked up through practice and execution. Knowledge skills are special from Active Skills in that where the previously listed sets are pretty ingrained in the rules, these skills are a bit more fluid and flexible. Players are free (with GM approval) to come up with just about any kind of skill not listed earlier as a Knowledge skill. What follows are common examples –

Black Market Fences: Where to hawk and find goods outside of legal vendors.

Computer: General computer use and knowledge; different from Hacking in that it's not offensive.

Cybernetic Repairs: The knowledge of fixing and tuning cybernetic augmentations.

Demolitions: The fine art of making things go boom.

First Aid / Medicine: How to patch up your buddies in the field, how to treat illness and ailments. Detrimental to group recovery.

History: Knowledge of how things came to be. May be focused on a particular culture or era.

Politics: Knowledge of political factions and the inner workings of society.

Science: Can be a broad knowledge or a specific field.

Survival: How to sustain in harsh environments or conditions.

Technology: Your ability to work on, and with, advanced machinery or devices.

Vehicle Mechanics: Your skill at repairing and modifying both personal vehicles and drones.

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Perks Starting player characters have seven (7) ranks worth of Perks to spend. Most perks only require a single rank to acquire them; others have varying ratings, requiring additional expenditure at a 1:1 cost.

Alert: The character has a natural +4 to Awareness rolls.

Ally: The character has a prominent contact that is willing to go the extra mile for them.

Bad-Ass Attack: Once per combat, you may change one of your dice results on an attack roll to a “6.”

Buddy: Has an NPC friend, partner, gang member or pack mate who tags along on the adventures.

Codemonkey: Receive a +4 bonus to Computer knowledge skill rolls when scripting new programs.

Club Goer: A successful Influence check (Normal DN 12) gets you in the door at just about any night club or bar.

Datamancer: Once per scene, you may change one of your die results on a Hacking roll to a “6.”

Defensive Driver: With this perk, you may add your Awareness rating to vehicle defense.

Devil's Luck: Once per scene, you may re-roll a failed roll and use the better result without using Edge.

Devilish Charm: +4 to Influence rolls when attempting to charm or seduce.

Dual-Wielding: Using a melee weapon in their off-hand grants a free Parry; does not grant extra attack.

• Double Attack (Requires Dual-Wielding): Forfeit the free Parry for an extra melee attack. Both attacks must be melee weapons.

• Guns Akimbo (Requires Dual-Wielding): Same as Double Attack, but may be used with two small ranged weapons instead.

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Engineer: Receive a +4 bonus to rolls using the Technology knowledge skill whenever you attempt to design and build a new electronic machine or device.

Extra Training: Every point spent in this perk grants +2 skill points to spend. Only at character creation.

Extreme Dodge: Adds a bonus to your Dodge maneuver equal to your Acrobatics Skill.

Extreme Parry: Adds a bonus to your Parry maneuver equal to your Athletics Skill.

Garage: The character has a location set up to work on vehicles and drones. With this perk, the character may conduct their own repairs, modifications, and even break a vehicle down for scrap.

Gearhead: Receive a +4 to Vehicle Mechanics knowledge skill rolls when repairing or modifying a vehicle for better performance.

Hard Bargain: +4 to Influence rolls when used for negotiations and bargaining.

Hard to Bleed: Character is abnormally tough for their build. +2 Toughness.

Last One Standing: Once per session, the character may be granted one Last Stand free of Edge cost.

Nimble Fighter: This talent allows you a free dodge without forfeiting a combat action.

Off The Grid: Your character has absolutely no paper trail for his or her identity or birth records. Could be good or bad.

Psionicist: The character has access to Basic Psionic abilities. Check out the Psiometry section of this chapter for more details.

Safe House: May be taken multiple times; the character owns (or simply has access to) an expendable location to operate out of (aside from their own personal residence.)

Scrap Doctor: Using their knowledge of the “chop shop” arts, the character may combine their Medicine and Technology skills to repair damaged cybernetics with spare parts. May also get a +4 to Medicine rolls “salvaging” cybernetic parts off dead bodies.

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Skill Adept: Choose a non-combat skill. The character has a particular knack for this skill, allowing them to roll 4dH when using it.

Steel Nerves: The character has an extreme pain threshold. When they suffer their maximum Stun damage, they may remain conscious and continue taking actions. Further stun damage is then directed at Wounds and may prove fatal if they exert themselves too much.

Technophile: Receive a +4 bonus to rolls using the Technology knowledge skill whenever you attempt to study and understand how a machine works.

Status (up to Rank 4): The status and renown the character has with a particular faction, organization or bureaucracy. This perk may be taken multiple times for different organizations. Once per adventure, the character may make a Contacts roll with a +2 bonus per level of status to acquire assistance from the organization. Things like information or basic resources are generally a Normal (12) DN, but may be escalated for more intensive requests at GM fiat.

Augmentations Augmentations are medical enhancements, generally cybernetic in nature, that the character has underwent to modify his or her body. Some are performance enhancing; others grant new functions the human body wasn't originally capable of. But with these

modifications comes a hefty price – sometimes it's the cash to do it. Other times, it's the risk of that back alley parts doctor you let splice you open. Many never take into consideration the scrutiny local authorities may give you, or how certain thugs will love to tail you for a chance to chop your parts and sell them back to the guy who put them in you.

Speaking in terms of game mechanics, Augmentations are treated as a Perk. Like regular perks, many come in single-rank costs as well as various ratings. In addition, characters may spend double the cost to acquire bionetic augmentations. That is, enhancements that have been bio-engineered, grown, and tailored to the character's genetic makeup. While incredibly more costly, they have the added benefit of being virtually untraceable and not requiring the maintenance regular cybernetics do.

Note that augments labeled bionetic only already have their cost adjusted.

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Air Filtration Augmented lungs that allow for toxin filtration. Grants +4 on any Chrome based checks to resist airborne toxins.

Arm Claws Long claws that retract above the fist in a style very similar of a popular 20th century comic book character. (CHROME+2) Damage.

Audio Damper Allows the user to cut out background noise and focus on a specific sound; +2 Awareness Bonus involving listening or eavesdropping.

Body Plating Ranked, up to 4. Armored plates (either chrome or synthetic bone) installed underneath the epidermal layer. Each level adds +1 Defense.

Boosted Reflexes Ranked, up to 4. Each level adds +1 to Initiative rating.

Cochlear Neurostimulator Ranked, up to 2. Each rank increases all Wires-based skill checks by +1. Holds a reservoir of neural growth stimulant that needs to be refilled once a month (Cost Rating of 2.)

Cosmetic Alterations Only needs to be taken as a perk once. Body modifications for appearances only; includes animated tattoos, shifting hair colors, changed skin textures and so on.

Cyber Eyes Cybernetic Only. Allows for Night Vision, Infrared, or Flashbang Protection. One feature per perk.

Digital Camera Requires Cyber Eyes. A high-resolution digital camera, also uses internal head memory for storage. Can record both video (sans audio) as well as hi def photos.

Enhanced Audio Amplifies audio at will, allowing +2 to Awareness roll checks involving sound.

Fangs Vampire fang augmentation. Flat 2 damage rating, retractable.

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Flesh Compartment Bionetic Only. A small pocket or pouch made of skin and grafted onto the character.

Gills Bionetic Only. Allows for underwater breathing.

Hand Razors Sharp, retractable blades that line underneath the character's finger nails. (CHROME) damage, concealable (takes a Hard 16 DN Awareness check to spot them.)

Headware Storage Ranked, up to 4, cybernetic only. Each point of storage may either store a block of important data, or it may add +2 to a Data-related skill roll once per game session. Takes one scene to “refresh” the memory cache if needed.

Jumping Jack Heels Cybernetic Only. Allows great feats of jumping. An Athletics check with Normal 12 DN allows the character to jump 1 story vertically. Anyone who leaps straight up to fall back down next turn needs to make an Acrobatics roll to land safely (also Normal DN.)

Muscle Augments Ranked, up to 4. Each level of Muscle Augments adds +1 to any Chrome-based skill checks (and Carry Capacity) the character performs.

Neural Interface Jack Standard issue “data jack” of the near future, allowing direct interface with computer systems.

Sprinters Tendons User’s movement rate is doubled, but it becomes difficult to move slowly. -2 to Stealth checks.

Pain Nullifier When the character is harmed, chemicals are released throughout their system, offsetting the pain. When activated by the user, the penalties for being Injured are removed. However, the chemical high is treated as a Drug with a Normal (12)/Chrome addiction rating. Addiction results in a craving for dangerous behavior.

Targeting System Cybernetic Only. Requires Cyber Eyes. Adds +2 to all ranged attack rolls. For an extra rank, the “Smart” upgrade allows for friendly targets within a full-auto spray arc to be passed over and completely missed.

- 11 -

Vehicle Control Interface Ranked up to 4, cybernetic only. Requires Neural Interface Jack. For each rank, you may either add +1 to Vehicle checks while interfaced, or remote control one additional vehicle or drone. These ranks may be reallocated once per scene.

Psiometry Psionics are latent psychic talents, generally developed in a character through extreme measures: corporate or government research, zealous religious devotion, and psychedelic

drug experiences – these are all common avenues of how pisometry awoke in a person. Any character who has taken the Psionicist perk has immediate access to the following abilities:

Telepathy: The character may project thoughts to another person within line of sight. To a willing or unknowing receiver, the act is a Normal 12 DN Psiometry skill check, and takes a full turn to perform. If the target is aware of the telepath, and attempts to block them, it becomes an opposed roll (the recipient rolling a Data check for defense.) It should be noted that this level of telepathic communication is strictly one way; the psionicist in incapable of reading thoughts.

Telekinesis: The character may also physically lift, pull and push objects through mental prowess. Objects must be within twenty meters and the psychic must have line of sight. On a successful Psiometry roll (Normal DN 12), he or she or is able to lift up and move an object whose Carry point value is no greater than half their Data attribute. Objects manipulated this way may also be used as a thrown attack, causing half their Data rating in damage (the type of damage determined by the object used and GM fiat.)

Disorient: The psychic can attempt to flood a target's mind with confusing thoughts, noise and other forms of “mental static.” The target must be in line of sight, and the mental attack is an opposed Psiometry roll vs. the target's Data rating. Maintaining requires the psychic to perform the check each round. Failure to resist gives the target a -4 to any skill checks until the psychic ceases the assault, the target is out of line of sight, or the target resists.

Mental Shield: The Psionicist may spend an action (like performing a dodge or parry) to add their Psiometry skill to resist any Psionic powers.

- 12 -

In addition, they may spend further Perk ranks in developing advanced psionic powers. Each of these are taken as a separate perk:

Burst: The psychic has developed their Telekinesis to a point they are capable of emitting a burst of force against a target. Anyone within line of sight and 20 meters may be targeted. The burst is a standard attack roll using the Psiometry skill, with a Stun damage rating equal to half of the psychic's Data rating.

Kinetic Prowess: Any telekinetic ability now uses a character's full Data rating for damage and carrying capacity.

Clairvoyant: The psychic is capable of projecting their senses, allowing them to see and hear what’s going on in faraway places. The psychic rolls a Psiometry (Hard DN 16) check for places they are somewhat familiar with, Tough (20 DN) for those they’re not. For every minute sustained, they must either make another successful roll, take 1 box of stun damage, or drop the projection. They may only project their senses up to roughly a mile (~1600 meters) away.

Channeling: By focusing on inner strength and using intense concentration, the psychic is capable of expending themselves to further enhance their abilities. Any time the character uses a psionic ability, he or she may add +2 to their related die rolls for every box of Stun damage they willingly suffer. Note that this does not work when using the Recover power (described below) on themselves.

Mind Scan: The psychic attempts to telepathically analyze the surface thoughts of the target. This takes a full round to perform, and requires an opposed Psiometry roll versus the target's Data.

Mesmerism: The psychic implants a thought into the target, which upon success of an opposition roll (Psiometry vs. Data rating) the target will believe it to be his or her own. Thoughts that will put their life or safety in danger will automatically be resisted – convincing a security guard he recognizes you as an employee is possible, convincing him he needs to pull out his gun and shoot himself isn't. This ability lasts for one scene.

Recover: The psychic is able to channel positive energies into himself or others, causing the body's healing capacity to accelerate. The psychic rolls a Psiometry skill check (Hard 16 DN). Success means fully recovering Stun damage, and every degree of success over the DN automatically heals a Wound. This can only happen once to a subject during a 24 hour period.

EQUIPMENT

- 2 -

Getting the Goods At character creation, a PC may acquire any piece of personal equipment, so long as the item's Cost Rating is equal to or less than their Wealth rating.

The equipment that a character carries on their person at any given time is called a LoadOut. All weapons, armor and gear has an abstracted Carry Rating, and a character is allowed to equip up to their Carry Capacity in gear without penalty. Every point over reduces their Wires rating temporarily by one point.

Tags Equipment is pretty generalized in this game; a handgun is a handgun, a computer is a computer. In terms of rules, there's not much of a difference between a Colt .45 and a Walther PPS 9mm. But one mechanic both players and the GM may take advantage of is the Tags system. A “tag” is like a Perk, which can be added to a weapon or piece of equipment. Vehicles also get their own Tags to modify their performance. Each piece of personal equipment may have a single tag; weapons may have two. Tags modify the items in certain ways, including reducing or increasing their Cost Rating.

Accurate: Ranged weapons with this Tag have a device that grants a +2 modifier to their attack rolls. However, this device must have a trait that can also be a slight hindrance. For example, a Light-Machine Gun may have a kickstand that the character must be prone to use. Or, a pistol has a laser sight that can be spotted on an Awareness check (made easier in hazy conditions.)

Crude (-1 Cost): You get what you pay for: while the item was more affordable, it's a pain to work with sometimes. Skill checks with this item are 4dL. This tag trumps Skill Adept, but hey look at your savings!

Discreet (+1 Cost): The weapon or item was designed to be easier to store and conceal, whether it's by being more compact, easier to break down and assemble, or made to blend in with surroundings better. Awareness checks to notice the weapon or item while put up are at a base DN of Tough (20).

- 3 -

Hot (-1 Cost): That's heat – as in trouble with the authorities. You bought this item second hand on the black market, and the dealer seemed a little eager to hawk his wares. The item functions fine, but if you're caught with it you may be in over your head.

Lightweight (+1 Cost, -1 Carry): Weapons and armor with this Tag are made with finer quality materials and design engineering, allowing to be less taxing to keep on your person.

Precise (+1 Cost): The item's design had quality and usability in mind; whether it be a sleek targeting system on a rifle, a sword balanced for a specific customer, or professional grade carjacking tools. Skill checks with this item are 4dH; does not stack with Skill Adept.

Melee Weapons UNARMED Skill:

Damage:

Carry:

Cost:

Hand-To-Hand

(CHROME) Stun

0

0

Bare knuckles, kicking, anything that

involves just using yourself as a

weapon.

SMALL EDGED

Skill:

Damage:

Carry:

Cost

Melee

(CHROME)

0

0

Easily concealable. Can be knives,

shivs, and also throwing blades (Uses

Athletics Skill)

1-HANDED BLUNT Skill:

Damage:

Carry:

Cost

Melee

(CHROME)+1 Stun

1

0

Bats, pipes, chains, boards,

blackjacks, batons, hammers, table

legs, etc.

1-HANDED EDGED Skill:

Damage:

Carry:

Cost

Melee

(CHROME)+1

1

1

Axes, swords, kohpeshes, scimitars,

machetes, so on and so forth.

2-HANDED BLUNT Skill:

Damage:

Carry:

Cost

Melee

(CHROME)+2 Stun

1

1

Warhammers, sledge hammers, rebar

with concrete blocks on the end...

2-HANDED EDGE Skill:

Damage:

Carry:

Cost

Melee

(CHROME)+2

1

1

Greatswords, Pole- Arms, Great

Axes, Chainsaws....

- 4 -

Personal Arms Weapons PRIMITIVE STYLE Damage:

Ammo:

Rate of Fire:

Carry:

Cost:

2

1

Single Shot

1

0

20 “Shots” Included / 20 Reloads

per additional Carry Point

Includes Bows, Slingshots and

other “low tech” weapons

HANDGUN

Damage:

Ammo:

Rate of Fire:

Carry:

Cost:

3

15

Semi-Automatic

1

1

3 Magazines Included / 6 Reloads

per additional Carry Point

Includes Pistols and Revolvers.

SHOTGUN Damage:

Ammo:

Rate of Fire:

Carry:

Cost:

5

8

Semi-Automatic

1

1

1 Magazine Included / 3 Reloads

per additional Carry Point

SMG

Damage:

Ammo:

Rate of Fire:

Carry:

Cost:

4

30

Semi/Burst/Full

1

2

1 Magazine Included / 3 Reloads

per additional Carry Point

RIFLE Damage:

Ammo:

Rate of Fire:

Carry:

Cost:

3

10

Semi

1

1

1 Magazine Included/ 3 Reloads

per additional Carry Point

ASSAULT RIFLE

Damage:

Ammo:

Rate of Fire:

Carry:

Cost:

4

30

Semi/Burst/Full

1

2

1 Magazine Included / 3 Reloads

per additional Carry Point

SNIPER RIFLE

Damage:

Ammo:

Rate of Fire:

Carry:

Cost:

5

10

Semi-Automatic

2

3

1 Magazine Included / 3 Reloads

per additional Carry Point

.50CAL RIFLE

Damage:

Ammo:

Rate of Fire:

Carry:

Cost:

6*

10

Semi-Automatic

4

4

1 Magazine Included / 1 Reload

per additional Carry Point

- 5 -

Military Weapons LIGHT MACHINE

GUN Skill:

Damage:

Ammo:

Rate of Fire:

Carry:

Cost:

Heavy Arms

5*

100 (Belt)

Burst/Full Auto

3

3

100 Round Belt Included

/ 1 Reload per additional

Carry Point

HEAVY MACHINE

GUN

Skill:

Damage:

Ammo:

Rate of Fire:

Carry:

Cost:

Heavy Arms

6*

100

Burst/Full Auto

5

4

100 Round Belt Included

/ 1 Reload per additional

Carry Point

ROCKET LAUNCHER

Skill:

Damage:

Blast Area:

Carry:

Cost:

Heavy Arms

20

20m

5

3

1 Rocket Included/1

Reload per additional

Carry Point

GRENADE

LAUNCHER

Skill:

Damage:

Blast Area:

Carry:

Cost:

Personal Arms

6

10

1

3

1 Grenade Included/ 3

Reloads per additional

Carry Point

* .50 Caliber rifles, and all Heavy Weapons, deal an initial two (2) boxes of damage, instead of one.

Explosives FRAG / STUN

GRENADE Skill:

Damage:

Blast Area:

Carry:

Cost:

Athletics

8 (Wounds or Stun)

15m

1 per 6 pcs.

2

FLASHBANG

GRENADE Skill:

Damage:

Blast Area:

Carry:

Cost:

Athletics

Special

10m

1 per 6 pcs.

2

PLASTIC/C4

1 lb. Skill:

Damage:

Blast Area:

Carry:

Cost:

Demolitions (Knowledge)

10

5m

1, up to 10 lbs.

2

Flashbang Grenades cause all within the blast area to make Awareness (Hard 16) checks to notice and look away; otherwise, they are disoriented by the blast of light and operate at a -6 Penalty for 2d6

rounds.

- 6 -

Standard Gear

ITEM COST SKILL NOTES

Portable Computer Rating Hacking or

Computer

Rating also affects size; 1-2 being

tablet sized and 5-6 being larger

laptops.

SmartVOIP 1 Computer Mobile communication device

Cardkey Spoofer Rating + 1 Larceny or

Technology

+Rating to rolls vs. Electronic Locks

Carjack Tools 2 Larceny or

Vehicle

Mechanics

+2 to rolls towards personal vehicle

theft

First Aid Field Kit 1 First Aid /

Medical

+2 to First Aid/Med rolls

Motion Sensor 1 Stealth (for

placement)

Handy for both an alarm or to trigger

explosives

Flaregun 1 Small Arms Single Shot, 3 Damage

Rope, 50' 1 Athletics For climbing or tying peeps down

Cat Burglar Kit 1 Larceny Contains lock picks and glass cutters,

among other things.

White Noise Maker 2 N/A +4 DN to ease drop on conversations

Digital Camera 2 N/A Virtually unlimited video and audio

recording

Night Vision

Goggles

2 N/A Flashbangs completely disable vision

in these things.

Flashlights 0 N/A May be used as a blunt weapon

Handcuffs 1 N/A For fun AND practical use!

Survival Kit 0 Survival Adds +2 to Survival checks

Silencer 1 N/A Attachment for Personal Arms,

muffling gun shots. Hard (16) DN on

an Awareness roll to detect.

The above items are examples of common equipment characters may acquire and have access to. Players and

Game Masters are encouraged to scheme up any necessary items that aren't listed here. Unless the GM approves

otherwise, a good rule of thumb is a point of Carry can handle two (2) pieces of gear.

- 7 -

Armor The Defense Value of armor is added to the character's Defense Rating total. The Cost rating for armor is both the standard Cost requirement and Carry Rating.

REINFORCED CLOTHING: Regular clothes layered and fitted for the intention of getting into a fight. Cost: 0, Rating: 2

ARMORED CLOTHING: Jackets, coats, vests, and even pants lined with Kevlar and thin, small padded sections for discrete armor clothing. Cost: 1, Rating: 3

ARMORED PLATING: Standard paramilitary/task force/corporate security-issued armored uniforms. Vests, leggings, and even a helmet designed for optimum maneuverability, but there's no way to “dress down” or conceal this level of armor. Cost: 3, Rating: 4

EXO-ARMOR: Heavily armored, mechanized exoskeleton for military assault teams. The servos and operating system assist movement, but there is little grace in their maneuverability. No Stealth rolls may be performed in this armor. Cost: 4, Rating: 5

Personal Vehicles

GROUND STYLE BODY MANEUVER COST

MOTORCYCLE 2 3 1

SEDAN 3 2 1

SPORTS CAR 2 4 2

MUSCLE CAR 3 3 2

TRUCK or SUV 3 2 1

HEAVY TRUCK 5 0 2

JEEP 4 1 2

LIMO 5 -1 4

ARMORED CAR 8 -1 4

SEA STYLE BODY MANEUVER COST

JETSKI 2 3 2

MOTORBOAT 3 2 2

GUNBOAT 5 0 3

ASSAULT BOAT 7 2 3

CARGO SHIP 10 -2 4

AIR STYLE TYPE BODY MANEUVER COST

PERSONAL PLANE FIXED 3 3 3

AEROCAR VTOL 3 2 2

PRIVATE JET FIXED 4 4 4

ASSAULT CHOPPER VTOL 5 2 3

SQUAD TRANSPORT VTOL 6 0 3

Fixed wing style involves forward-momentum engines that constantly propel the aircraft.

VTOL stands for “Vertical Take Off and Landing,” meaning the craft is not only capable of flight but also of maintaining a fixed position through hovering.

- 8 -

Drones Drones are unmanned, robotic vehicles used in a plethora of security, reconnaissance and research capacities. Already a common term in our modern lives, the skies and streets of the dark futures are filled with the blinking lights of mobile surveillance.

Drones keep the same attributes and game mechanics as Vehicles, though their scales may vary from being very small, palm sized devices to tank-sized battle machines. Drones may also be modified with Tags.

Drones varying sizes can be measured by their Body ratings:

Ratings of 1 are palm sized, miniature devices.

Ratings of 2-3 are roughly cat sized devices, capable of carrying

Small Arms.

Ratings 4-5 are dog sized, capable of carrying Medium Arms.

Ratings of 6+ are bulky, about the size of humans or larger.

TRACK: Track drones transverse using wheels or tank treads to get around.

CRAWL: Crawlers use legs to cover over different surfaces, such as walls or hills.

FIXED: Fixed wing, forward-momentum flying drones.

VTOL: Vertical take-off and landing, capable of hovering.

AQUATIC: Propelled for underwater use.

DRONES TYPE BODY MANEUVER COST

BASE CRAWLER CRAWL 3 1 3

BASE ROLLER TRACK 2 2 2

QUADCOPTER VTOL 1 3 3

MINI CRAWLER CRAWL 1 1 2

MINI QUAD VTOL 1 1 2

TANK ROLLER TRACK 4 0 2

SQUID AQUATIC 2 2 2

RECON DRONE FIXED 1 3 3

MANHUNTER FIXED 4 0 3

- 9 -

Repairs and Modifications Unfortunately, vehicles don't repair damage like characters do. Fixing up a vehicle or a drone can be a costly affair, in both time and resources. Characters who have access to a Garage can repair vehicles at a rate of one box of damage per hour, per successful Vehicle Mechanics skill check. The first 3 boxes of damage can be repaired at a Normal (12) difficulty with supplies on hand.

But for the fourth and higher boxes of damage, the difficulty is Hard (16) and also requires purchasing replacement parts equal to one point less than the Cost of the vehicle (so spare parts for a Sports Car costs 1, a Limo costs 3 etc.) The spare parts need only be purchased once per session of vehicle repair. Parts can also be purchased to modify vehicles and drones. The costs are the same as above. Each modification is installed at a Hard (16) difficulty, and the vehicle or drone can only take a number of modifications equal to the original Body rating of the chassis.

Modifications can include:

•Body Modification: +1 to the Body rating of the vehicle or drone.

•Under the Hood Modifications: +1 to the Maneuver rating.

•Hardpoints: Each hard point allows a weapon to be mounted to the vehicle. Drones are limited on the type of weapons installed by their size.

•Tags: Additional tweaks and customization options tacked on to the vehicle or drone.

- 10 -

Vehicle and Drone Tags Boost: Boost injectors grant the vehicle or drone a burst of acceleration in a tight bind. Once per pursuit or chase, boost grants an additional step in the Gap rating in favor of the vehicle using it.

Concealed Compartments: The vehicle or drone has compartments capable of stashing equipment, contraband and the like from plain sight.

Control System (Vehicle Only): A full size vehicle can be modified to operate in the same modes as a Drone using a wireless connection and an operator's VCI.

Escape System: Emergency systems are put in place for the operator and passengers to bail out of the vehicle in case of emergency. The system has to be triggered by the operator, but will allow features such as ejected doors and windows to allow quick escape from the vessel (although what happens when you eject from the vehicle is a totally different story.)

Hardened (-2 Maneuver): The vehicle is reinforced with military-grade armor, making it incredibly difficult to directly damage. Only Heavy Arms and explosives are capable of damaging the vehicle; Personal Arms literally ricochet off or only leave tiny dents at best.

Hidden Hardpoints (-1 Maneuver): The vehicle or drone is modified so the weapons armed on it can be tucked in, or under, the vehicle – concealing the armament from sight until the time of use. GM discretion is advised...it's pretty damn hard to conceal a heavy machine gun on a motorbike, for instance.

Hot (-1 Cost): Like the equipment Perk of the same name, you're able to afford the vehicle on the cheap by purchasing it on the Black Market. It may have new tags, plates and a paint job...but the serial tags on the engine's processor never lies. If confiscated, the authorities may have some serious questioning for you.

Hybrid (Drone Only): The drone has an additional transportation mode that allows it to get around. For example: A Fixed craft may have an Aquatic mode added to it so it can dive into the sea and properly function. Or a Track based drone might have extendable legs for stealthy maneuvers or moving over hilly terrain. The extra modes modify the Maneuverability as follows when engaged:

Track: +1 Maneuver Crawl: -1 Maneuver, can stealth and climb. VTOL: -1 Maneuver, may hover and vertically take off and land.

- 11 -

Fixed: +1 Maneuver, constantly moving in this mode. Aquatic: No change, may operate under water.

Old School (Vehicle Only, -1 Cost): The vehicle contains a noticeable lack of on-board processors handling engines or navigation. While this prevents it from being hacked over wireless means, it also means that any connections or controls over VCI are prevented as well.

Sleeker Frame (-1 Body): By using a lighter and more aerodynamic chassis, the vehicle or drone sacrifices structural firmness for faster speeds and better response. +2 Maneuver rating.

Vehicles in Combat All vehicles have the following attributes:

• Body: The structural integrity of the vehicle. Operates as the Toughness mechanic for the ride itself.

• Maneuver: An abstracted measurement of both speed and handling. This rating acts as a modifier to the driver or pilot's Vehicle skill.

• Defense: The difficulty for damaging the vehicle when it's in operation. The base is 10 + Maneuver Rating + Operator's Vehicle Skill, as well as any Perks or Tags that may modify it.

• Tags: Like equipment, Vehicles may be customized with Tags. • Damage: Vehicles track six boxes of damage just like characters.

Attacking Vehicles and Drivers: Any parked or stationary vehicle has a base Defense of 10. Characters may use the vehicle for cover; mechanics wise, this doesn't actually damage the vehicle unless explosive weapons are involved. That said, it may very well cause obvious cosmetic damage (bullet holes, shattered windshields) at the GM's ruling. During pursuits, the vehicle's Defense rating is purely for attacks directly on the Vehicle. When attacking the Driver, the vehicle then acts as at least half cover, and certain situations (like shooting from behind) may very well provide full cover.

- 12 -

Optional Purchasing Rules

Starting Debt

Players may wish to acquire certain goods at character creation that are beyond the means of their Wealth rating. While some tags like Hot were designed to off-set cost, another solution is for the character to accrue debt.

Debt literally means the character owes to a benefactor or organization: a crime boss, a loan shark, or a corporate syndicate, so on and so forth. When a character purchases an item worth more than their Wealth rating, they may tick-off boxes of Funds for each point over. The catch here is these Funds do not recover normally – they must specifically be paid back out to the lender before they can be restored! Even if a full track is spent, and the Wealth rating is lowered, the boxes of Debt still remain until the debt is paid. (The GM will decide the means of reimbursing the debt.)

Debt at character creation cannot be dealt to more than 4 boxes of Funds.

Purchasing Augmentations

Parts aint cheap, and this is why they’re treated mechanically as Perks more than equipment. But for some gaming groups, not being able to use Wealth to purchase implants feels too unrealistic. In this case, the Game Master may allow for augments to be picked up in-game using either Wealth –or- Experience Points.

There’s two approaches for determining the cost of augments:

• In settings that any chump on the street can pick up some spare parts in back alley

chop-shops, the cost is simply the Perk value +1.

• For settings where augments are considered scarce, elite, and few people are

packing parts, the cost is double the Perk value. (This makes bionetics extremely difficult to acquire.)

GAME MASTER

GUIDE LINES

- 2 -

Running a REWIRED World A typical session of REWIRED can be seen as equal parts heist movie, cyber-thriller, and industrial music video. If the heroes aren’t criminals, they should definitely be an anathema of the society they live in. The worlds of tomorrow, as portrayed in this game, aren’t clean cut trans-human utopias. Take everything unsettling about today’s trends, in science, politics, and business -- and turn the volume up. Hit “high-speed” and see where it takes us.

REWIRED takes its inspiration from the cyberpunk genre – gritty near future dystopias where governments have either fallen to corruption or fell completely. Corporations reign over the land, fighting dirty shadow wars among each other in the wet neon streets of the city. Entire neighborhoods have succumbed to social decay and anarchy – street gangs and bands of nomadic families kill over the scraps tossed to the shadows of the cultural elite.

The technology that is believed to be our salvation ends up becoming our master. Machine replaces flesh, digital replaces reality. The masses are addicted to the sensory

overload of the flashing Technicolor distractions they willingly link their minds to. Cities are bloated, crowded, sectioned off into gated enclaves where the residents sell their souls to the big company man. Nobody really owns anything anymore – they just accrue debt or pay subscriptions for their basic rights.

REWIRED can be played in any gritty near-future dystopia; but its default setting is METROPLEX BURN, a vision of the D/FW Metroplex in the world of “sometime after next Tuesday” in an alternate Mangled Earth. The guide to this setting is bundled with this game, and can help newcomers to the genre get a feel for what this game is intended for.

Remember this: when you run a game of REWIRED, it’s your job to keep the pace moving. Embellish the grittiness – this is a game where any punk with a gun can be a real threat. And there’s a lot of punks with guns out there.

- 3 -

Quick and Dirty NPC Generation:

While you should flesh out important non-player characters using the character building rules as a guideline, it’s recommended you short-hand most nameless opposition and scale their abilities accordingly. Feel free to not bother with skills, but instead use the base four attributes for all of their skill related actions. Your average “Mook” NPC will have about 10 points to distribute across them, with maybe one perk or augment. Stronger “badass” characters will have 13 points, and either two perks or a perk and an augment. This is just a guideline, but it works in a pinch.

Quick and Dirty Adventure Hooks:

Roll 1d6 on each of the tables to build a skeleton to frame a job on:

Punk-Ass Street Ganger Chrome: 4 Wires: 3 Data: 2 Signal: 1 Augments: Init: +2 Toughness: 2 Defense: 16 Hand Razors Weapon: Handgun (+6)

(4 Damage)

Badass Corporate Agent Chrome: 4 Wires: 4 Data: 3 Signal: 2 Augments: Init: +4 Toughness: 4 Defense: 18 Hard to Bleed Weapon: SMG (+8)

Boosted Reflexes (+1)

Job is Offered By:

1: a wealthy individual.

2: a dealer or pusher

3: a corporate entity

4: a political/social entity

5: a religious entity

6: a non-profit organization

Job is Classified As:

1: assassination

2: guard / patrol

3: escort mission

4: a heist

5: an extraction

6: a distraction

The Target Is:

1: heavily guarded

2: on the run

3: sought by many

4: high profile

5: extremely dangerous

6: willing to negotiate

- 4 -

Drugs Disclaimer: REWIRED can be a bit of a mature game that periodically romanticizes activities that, in real life, are a bad idea. If you're not comfortable with drug use in your game, then don't use it.

All drugs are listed on a “per dose” basis. Each drug has the following attributes:

Addiction: Written as a DN, along with an attribute. The character must make a check with that attribute (no other skills or modifiers) to resist addiction. Duration: Each drug also has a “Duration Step” to check against addiction. If the character becomes addicted, this is the duration until the next addiction check. These steps in order are Hourly, Daily, Weekly, Monthly. Successful resistance to the drug kicks it up a step (example: Daily to Weekly, Weekly to Monthly.) Once the character resists the Monthly check, they have completely kicked the habit.

When the character initially uses the drug, he or she makes their addiction check. If resisted, the character

is able to go on and function normally once the dose wears off. If they fail, however, addiction sets in and the character rolls again after the base Duration Step has passed. The DN is now one step higher (So Normal 12 becomes Hard 16 for example.) If the character succeeds, the Duration is bumped up a step, and the process continues until a Monthly check is resisted. If failed, the character takes a -1 penalty to their attribute until they either A) Get a fix, starting the duration steps over B) Pass their next duration check or C) Get medical help.

What follows is just examples of mechanically beneficial drugs. The GM is free to write up their own, as well as any “recreational” drugs they want to use in their settings. Prices are intentionally not listed – supply and demand are hell on a black market, and adding middlemen to the mix adds risk as well. The GM is free to either set their own cost ratings or completely wing it on a case-by-case basis.

- 5 -

Calmers Addiction: Normal (12) / Wires Duration: Weekly Calmers reduce the stress and jitters of the individual, helping them focus on tasks that require coordination. Users gain a benefit of +1 to all non-combat Wires-based checks for the day.

Jacked Addiction: Hard (16) / Wires Duration: Daily The opposite of Calmers, wiring a person out to react quicker. +2 to Initiative, plus doubling their movement rate. Lasts for 2 hours before crashing.

Cake Addiction: Normal (12) / Data Duration: Weekly A designer drug, named in part to the wafer-style dosages. Cake is a stimulant that gives users a euphoric effect. This makes it popular for clubs and parties. As it heightens senses, it can be used to grant the user +2 to Awareness checks.

Patch-Up Addiction: Easy (8) / Chrome Duration: Monthly A legal, commonly used drug by medics and mercenaries alike. Patch-Up speeds up the healing process in exposed wounds, coagulating the blood as well as disinfecting them, plus adding some medicinal nanites. A character who is unconscious and bleeding out that is treated with Patch-Up will immediately stop the bleeding, and will be able to begin recovering. One dose of Patch-Up allows a character to recover at a step up: Stun damage recovers by the Hour, Wounds recover by the Day.

Brute Addiction: Hard (16) / Chrome Duration: Daily Brute is the designed steroid of the gritty future. Every day a character injects Brute, they gain a straight +1 Chrome. However, it is highly addicting, and failing an addiction roll not only results in a loss of an attribute point during recovering, the character is also prone to fits of rage. While on it, they receive -2 to Interaction checks for coming off a bit too on-edge and being an asshole.

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Computer Hacking REWIRED tries not to fall in the trap of having an overly complicated hacking system. As a general guideline, this game follows Rule of Cool more than realistic computer simulations. We take more inspiration from the cinematic computer sequences of movies like Johnny Mnemonic, Hackers or Minority Report than we do a UNIX manual.

Thematically, computer networks are treated like interactive, virtual nodes that connect to each other wirelessly on what’s called The Datasphere. The Datasphere itself consists of smaller spheres – each one individual networks, comprising of all devices connected to a mobile device. The mobile devices themselves act as gateways, regulating information that goes in and out. Computer users can either interface with devices using “augmented reality” (in which programs appear to the connected user’s displays like an overlay in the real world.) Or, they can “jack in” and project

their consciousness (in the form of an online avatar) into the realm of cyberspace.

Of course, while just about anything electronic is either transmitting, or networked to something that is – the more precious data isn’t floating in the spheres. Instead, they are locked down in the hardwired digital fortresses of private networks.

REWIRED keeps hacking straight forward by treating it as any other form of skill check or combat. The hacker's computer is their catch-all device in this realm: it is their tool, weapon, and in most cases their armor.

Computer systems have stats similar to NPC's: They have Data, Firewall, and Initiative ratings. Their “weapons” are security programs set in place to defend against hackers, called ICE (Intruder Countermeasure Electronics.) ICE comes in two versions: White ICE and Black ICE. Computer systems also have a single “health track” of six boxes. Whenever a hacker attempts to either defeat its security or take over the system, their hacking “damages” its defenses.

Manipulating a System involves the Hacker attempting to program a function to control the system in some way. When doing so, roll a Computer Knowledge Skill check (plus the Hacker's actual computer equipment rating) versus the System's Firewall rating. Failure results in denied access, and the Hacker must resort to hacking (which is outright attacking the system's firewalls.)

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Hacking a System uses the following roll:

3d6 + Hacking + Computer Rating

vs. System's Firewall Rating

A successful attack “damages” the firewall, dealing boxes of damage equal to the degree of success. The System will remain passive until the first failed attack, or when it becomes “Injured”, whichever comes first. Then, Initiative is rolled and the Hacking is continued much like a Combat scene.

When the System attacks using ICE, damage dealt to the Hacker depends on whether they're in Terminal Mode, or Jacked-In:

Terminal Mode (Not Jacked-In): A hacker using a Computer without being jacked in has a flat Defense rating of 10+Computer Rating. All damage from ICE goes to the Hacker's Computer; White ICE knocks it offline, while Black ICE physically damages the device.

Jacked-In: While Jacked-In, the Hacker defends with their full Firewall rating (plus their Computer's rating.) Additionally, the Hacker's Toughness is used as a damage threshold as well. Damage is treated as Stun damage to the character (unless Black ICE is involved, then it becomes lethal Wound damage.)

Designing Encounters for Hackers Hacking scenes should always enhance gameplay for the group, not bog it down. The rules were setup so anytime a hacker needs to crack into a security system, it should be able to run alongside anything else the other players are doing.

The trickiest part is knowing how to appropriately scale a hacking encounter. If the hacker is just scouting for gaps in the security, wanting to override a simple device or scout data traffic for intel, create a single encounter for the whole network.

If they wish to pull off a larger-scale stunt – hack into a building’s security and environmental controls, rush a full on corporate database for employee health records, or collect video feeds from various municipal traffic cams – you’ll probably want to design

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encounters for different stages of the hack. A good way to bring up tension is to design jobs that will require the full team to cooperate in making sure a hack can go down. Remember that hacking is just another form of combat – you can roll initiatives for the hacker, the opposing network system, and any security personnel running a counter-hack in the same sequence as the rest of the party while they have a firefight trying to protect the hacker’s meat body!

Also, feel free to design security systems with nasty countermeasures up their sleeves that go beyond simply attacking the hacker. Networks can have special skills, called “Routines” that interfere with security breaches.

A couple example of routines could be:

Alert: Calls a network administrator, alerting to the presence of a security breach. A successful check (Hard DN 16) after coming out of passive mode will dispatch the warning, and may summon other hackers to take out the infiltrator.

Trace Route: This runtime is an opposed roll vs. the hacker’s Data (plus Computer rating.) Success against the hacker means a trace has begun. The GM should roll a 1d6 to determine the amount of turns it will take for the hacker’s physical connection to be triangulated.

Jam: When the network realizes it’s being assaulted, it can run an emergency encryption routine to “garbage up” any data that is being potentially stolen. This check is a Hard (DN 16) difficulty. If it succeeds, any data the hacker recovers from the network takes a Tough (DN 20) Computer check to decrypt.

SAMPLE NETWORK ENCOUNTER: Teletron Online – D/FW Gateway Data: 6 Firewall: 16 Initiative: +3 Routines: Trace Route 4 White ICE: +6 (upon alerted) Black ICE: +5 (after reaching “Injured”)

This is the main access point to Teletron Online’s customer service portal. Hackers may attempt to crack it to gain access to basic customer or employee data.

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Advancement and Payout At the end of every REWIRED adventure, the Game Master awards the characters with XP and payment for a job well done. What follows in this section is a rundown on the types of awards the GM may hand out.

Awarding XP The GM awards Experience Points per session, although they may hold off until the end of an adventure instead if necessary. XP is awarded for the following:

• Finishing an Adventure: Completing a plotline or objective warrants 1 XP.

• Defeating a major nemesis or overcoming an obstacle: Tough opposition warrants 1 XP.

• Suffering a Major Setback: Failure can be a learning experience in its own right, worth 1 XP.

• Good Role-Playing: Acting in character, engaging the dialogue, and making decisions based on character knowledge (as opposed to player knowledge) warrants 1 XP.

• Good Group Member: Supporting the play group outside of the game is worth rewarding, too. Hosting the game at your home, pitching in snacks or drinks, assisting in game setup or helping to keep things fun for everyone nets you an extra 1 XP.

XP may be spent the following way to advance a character:

• 2 XP to learn a new skill at rating 1. • Skills may be increased at an XP cost equal to their new rating. This doubles if they

are raised above their related Attribute rating. • 5 XP to gain a new Perk (or to raise a perk one rank.) • Raising an Attribute costs double the current rating to raise it by one. • A box of Funds may be recovered for 1 XP each. This includes boxes of “debt.”

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Awarding Edge

Edge points can play a crucial role in saving a character's skin or getting the job done. All player characters start out with a finite pool of these points, and they don't replenish at a natural rate. Instead, Edge Points are returned when the character sticks their necks out and take big risks. The rule of thumb here is “Fortune Favors the Bold.”

• Any time a PC successfully performs a risky action that endangers them or their friends, they should be rewarded 1 Edge Point.

• Cooking up a crazy scheme that totally blindsides the GM's plans and works should also be rewarded 1 Edge Point.

• Putting your character's life in danger in order to protect an ally is also worth an Edge Point upon success, even if you end up suffering for it.

Payouts The characters have finished a contract for their broker, confiscated some hot pay data or scored some contraband they wish to fence. Sometimes rewarding more visible gains in a system with an abstracted money mechanic is hard. Here’s some solutions to keep your players satisfied (and eager for more punishment.)

• Status: Accomplishing a job on behalf of a particular faction or organization can score characters ranks in Status with them. The GM may freely hand out ranks as he or she sees fit, but could also keep a separate XP pool behind the scenes going towards the acquired rank.

• Funds: A GM may reward “funds” to the players. These can initially be used to recover marked off boxes of Funds the character has. If the character has no funds spent, they may use these rewarded funds as a free bonus to a future Wealth roll to purchase goods.

• Cred: After the socio-economic collapse, it’s not the cash you have sometimes – but the favors you’re owed. “Cred” is an optional payment system. When the players finish a job well done, the group earns a pool of XP that is separate from their personal rewards. This XP can only be spent on either material things (like certain perks, augments, skills like Wealth or Contacts, or even recovering Funds) –or- social perks (including Status or Ally.)

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Rule Variants The following rules are optional systems you can elect to use in your own REWIRED games, changing the style and flavor from gritty to potentially more cinematic:

Exploding Dice: Any dice that naturally rolls a “6” is counted as a 5, and then is re-rolled and added to. There are some limits here: re-rolled dice can only explode once, and any die turned into a “6” through Perks counts simply as 6.

Cinematic Ammo: Instead of having to keep track of ammunition supplies, the players only need to keep track of the ammo loaded in the weapon. They still need to take actions to reload, but it's assumed they carry “just enough” ammunition to get the job done.

Refreshing Edge Points: Edge Points naturally refresh to “3” at the beginning of every session. Points left over or stocked up do not carry over, however, so spend that edge like candy.

Alternate Wealth System Not everyone is a fan of abstract money systems, but that shouldn’t be a reason to not enjoy the game. For those who would rather keep track of exact funds, you can use the following table to convert Wealth and Cost Ratings:

Once play begins, the GM is free to roll 1d6x(Cost Rating Value) to determine the current going price for the item (isn't supply and demand a bitch?) Upon a successful Influence check, the characters may be able to talk down the price anywhere from 25-50%.

Seems ludicrous? $100 for rope, a grand for a camera? Welcome to the bloat of a post-collapse society.

STARTING MONEY BASE COST RATING VALUE

Players start with a number of funds based on

their Wealth Rating:

0: $100

1: $1,000

2: $10,000

3: $100,000

4: $1,000,000

5: $10,000,000

0: $10

1: $100

2: $1000

3: $10,000

4: $100,000

5: $1,000,000

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CREDITS

Licensing and Source Material

All game text is licensed under the Creative

Commons Attribution-NonCommercial-

ShareAlike 3.0 Unported License. You are

free to redistribute this text for personal use,

as well as reuse any text for non-commercial

projects as long as you give credit to the

author.

This game would not have happened without the awesome creativity and love of independent game developers.

The original WYRED system was built off the WyRM engine, as featured in Warrior, Rogue & Mage by Michael Wolf and Resolute, Adventurer & Genius by Andrew Modro and Jason Cabral. REWIRED continues to build on a foundation started by these titles.

http://www.stargazergames.eu/games/ This work is also built using the Fate Core System and Fate Accelerated Edition (found at http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

Written by

R.E. Davis

A portion of graphics in this document, including

the weapon clipart, is based on public domain

images found through the following websites:

http://openclipart.org

http://wpclipart.com

http://clker.com

Images were edited using PAINT.NET, a free

image and photo editing program.

http://www.getpaint.net/

Special Thanks to Vaitel & SirModok, for

providing additional artwork for this project.

This game would also not be possible without the

love and support of my friends and family. Huge

shout out to the WYRED/REWIRED core play

testing crew:

Kortney Marie Cox, Josh & Amber Draegar,

Stephen & Amanda Mercer, Matt Bryant &

Michelle LeBaube, Jeremy Montgomery, James

Corbin & Brittany Meddley, Brian Santiago, Derek

Davis, Rafael Sanchez, Jeremiah & Jennifer Bolt,

Calen Cummins, Xi Cheng, Clint & Katherine

Moore, Johnny & Kaylee White, and Joel &

Melanie Haas.

Also big thanks to those who’ve given external

feedback and support!

A big thanks to Tim Kirk, Michael Wolf, Andrew

Modro, Bill Logan and Larry Moore for reminding

me the awesome of independent game development.

http://chaosgrenade.com