Rules: 1) skills Skills are each linked to ability scores, and cannot exceed the linked ability. Each skill point is a coin which is flipped in a skill test. Heads = success. Some actions may require multiple successes to achieve. 2) combat In combat, characters act in the order of their initiative successes. Attack is declared and skill coins flipped. You may add coins from combat pool to no more than the skill level. Combat pool = 4 and refreshes once per combat turn (3sec) E.g. Fire pistol (skill 3) plus 3/4 combat pool = 6 coins. Add bonuses eg, smartlink +1 coin = 7 coins. Remove aim penalties eg, the target is running -1 = 6 coins. Flip, eg, 3 heads. Target then soaks damage using body + combat pool + armour, eg, 2+2+1 = 5 coins. Higher powered weapons subtract coins from target roll. Flip eg 2 heads soak. Net damage = 3-2 = 1 Target now has -1 coins to ALL actions while wounded, and is down to 4/5 hit points. Each wound takes one week to recover. 3) Magic - sorcery and conjuring Spells work as weapons which can do nearly anything, but which punch you in the face when you use them. So cast using sorcery (plus combat pool) Soak stun using willpower (plus combat pool) Target resists with appropriate ability. Conjuring works the same way, with stun damage, but net successes on a conjuring roll give you favours from spirits (shaman) or bound tasks from elementals (magician) So summon spirit using conjuring (+) Soak stun using Charisma (+). If you pass out during conjuring, the spirit is freed, and possibly vindictive. Each stun sustained is -1 coins to all actions. Each stun take ten minutes to recover. 4). Cyberware Bionic implants can add coins to most actions and cost both money (nuyen) and essence. Essence is your flesh and spell power cannot exceed this rating. It is measured out of 3.00 and, while 0.01 essence is a baddass cyber samurai, 0.00 is a corpse. Cyberware tech levels come in three levels; essence cost varies. 1 = + 1 coin = Y20,000 2 = + 2 coins = Y50,000 3 = + 3 coins = Y200,000 Upgrading cyberware (eg level 1-2 cyber arm) does not cost extra essence. Essence cost is based on 0.5 per limb (and 0.5 each for head and torso) 5) equipment Weapons, armour, vehicles, drones, magic items and gadgets of all kinds. Weapons are usually level 1 tech - Y 5,000 each. Weapons with optional features cost an additional Y5,000 per feature. Eg assault rifle with smartlink and grenade launcher = Y15,000. Customised weapons at higher tech are available later in the game. [Note on automatic weapons: burst fire = -1 aim coin shooter and +1 weapon power; full auto = -2 aim and +2 power.] Armour (1-3 coins) Tech 1 - Y5,000 - Tech 2 - Y25,000 Tech 3 - Y75,000 Vehicles and Drones (1-3 coins) Tech 1 - Y5,000 Tech 2 - Y25,000 Tech 3 - Y75,000 Equipment Everyday items: phone, clothes, bus pass, comm earpiece, etc. Tech 0 - Y500 Batman stuff: Grapples, gliders, google goggles etc. Tech 1 - Y5,000 Rigging system - cyberware pricing scale Decking system - cyberware pricing scale 6) Character Creation All characters begin with 60 points Abilities cost 2 pts each (15 x 2 = 30 pts max) Unmodified min = 1 max = 3 Body Quickness Strength Willpower Intelligence Charisma Skills cost 1 pt each. 3 max. Cannot exceed linked ability. B - athletics, jumping, swimming S - unarmed combat, blades, throwing Q - heavy-guns, rifles, pistols, stealth, bows, bikes, cars, planes, choppers, drones. W - sorcery, enchanting I - computers, electronics, aura-reading C - conjuring, etiquette, negotiation Money for equipment costs one point per Y 10,000. Awakened magic cost : A magical character (adept or mage) costs 15 pts at character creation. Choose mage (15 spell points) or adept (3 power points). Spells are between force 1 and 3 and cannot exceed essence. Adept powers and power point costs are equivalent to cyberware enhancements and essence cost. Metarace cost: 5 pts. Elf - plus one quickness and charisma, minus one body. Dwarf - plus one body and willpower, minus one quickness. Orc - plus one strength and body, minus one charisma. Troll - plus two strength, plus one body, plus one armour, minus one intelligence, charisma and willpower.