DM Screen 3 PDF
DM Screen 3 PDF
197
SUCCESS / EXTENDED TEST THRESHOLDS P. 45 / P. 48 EXTENDED TEST INTERVALS DETECTORS, SENSORS & SCANNERS
DIFFICULTY SUCCESS TEST THRESHOLD EXTENDED TEST THRESHOLD TASK TIME INTERVAL
Keypad/Cardreader: sequencer/keycard R vs R Pressure pad: Perc + INT [M] (3, after stepped on it: 1)
Easy 1 6 Fast 1 Combat Turn
Print scanner: finger/palm/retina duplicate R vs R Press pad evade after stepped on: REA + INT - BOD (3)
Average 2 12 Quick 1 minute
Hard 4 18 Short 10 minutes Voice recogn: equipment R (or skill test) vs R (x 2) Motion sensor: Sneaking + AGI - extra Init dice [P] (3)
Very Hard 6 24 Average 30 minutes Breath, cellular & DNA scanner: preserved sample Sound/vibration detector: Sneaking + AGI [P] (3)
Extreme 8–10 30+ Long 1 hour
Facial recogn: Disg + INT (+2 in crowd) [M] vs R Olfact scan: R +1: /10 ammo/grenade/1kg normal
Consuming 1 day
Exhaustive 1 week Alarm: Hardw + LOG [M] (5 or 5+, 1 min) Ext Test /2kg plastique explosive; -1: contained in plastic
Mammoth 1 month Wire: Perc + INT (barbed: 1; electr: 2; mono: 3) (base threshold: 2; hermetically sealed: 3)
Trip beam: Perc + INT [M] (simple: 2; infra: 3) Magnetic anomaly detector (MAD): device R (1)
SOCIAL MODIFIERS P. 140
Trip beam evade: Esc Art + AGI [P] (GM determ) Cyberware scan: R +1: 2-3 item / +2: 4-5 / +3: 6+ item
GENERAL MODIFIERS DICE MODIFIER GENERAL MODIFIERS DICE MODIFIER
SIN verification: reader unit R x 2 (Fake SIN R) (st 'ware, weap: 1; alpha, other item: 2; beta: 3, delta: 5)
The NPC’s attitude toward the character is: Character’s desired result is:
Friendly +2 Advantageous to NPC +1 P. 359
Neutral +0 Of no value to NPC +0 SOCIAL SKILL TESTS P. 141 LOCKPICKING
Suspicious –1 Annoying to NPC –1 CHARACTER ROLL TARGET ROLL Key lock:
Prejudiced –2 Harmful to NPC –3 Con + CHA [Soc] Con + CHA [Soc] Locksmith + AGI [P] (Lock R, 1 C Turn) Extended Test
Hostile –3 Disastrous to NPC –4 Etiquette + CHA [Soc] Perception + CHA [Soc] Maglock:
Enemy –4 Control Thoughts/Emotions spell cast on –1 per hit Impersonation + CHA [Soc] Perception + INT [Ment] Open case: Locksmith + AGI [P] (Rx2, 1 C T) Ext Test
Subject has romantic attraction to +/– (Street Cred, Intimidation + CHA [Soc] CHA + WILL
+2 Character / Subject has (known) street reputation
or Break case: Attack vs Barrier R (=Lock R)
character see p. 372) Leadership + CHA [Soc] Leadership + WILL [Soc]
Disable anti-tamper sys: Locksmith [P] (anti-t sys R)
Subject has “ace in the hole” +2† Character is intoxicated –1§ Negotiation + CHA [Soc] Negotiation + CHA [Soc]
Open lock: Locksmith + AGI [P] (Rx2, 1 C T) Ext Test
CON MODIFIERS DICE MODIFIER CON MODIFIERS DICE MODIFIER
Performance + CHA [Soc] CHA + WILL
Character has plausible-seeming evidence +1 or 2 Subject is distracted +1 Close case: Locksmith + AGI [P] (Rx2, 1 C T) Ext Test
Subject has time to evaluate situation –1
ETIQUETTE MODIFIERS DICE MODIFIER ETIQUETTE MODIFIERS DICE MODIFIER HEALING MODIFIERS TABLE P. 208
Character is wearing the wrong attire or Character is obviously nervous, agitated, SITUATION MODIFIER
–2 –2
doesn’t have the right look or frenzied Good conditions (sterilized med facility) +0
Subject is distracted –1† Average conditions (indoors) –1
INTIMIDATION MODIFIERS DICE MODIFIER INTIMIDATION MODIFIERS DICE MODIFIER
Poor conditions (street or wilderness) –2
Character is physically imposing +1 to +3 Subject is physically imposing –1 to –3
Characters outnumber the subject(s) +2 Subjects outnumber the character(s) –2
Bad conditions (combat, bad weather, swamp) –3
Character wielding weapon or obvious magic +2 Subject wielding weapon or obvious magic –2 Terrible conditions (fire, severe storm) –4
Character is causing (or has caused) Subject is oblivious to danger or doesn’t think No medical supplies –3
+2 +2†
subject physical pain (torture) character “would try something so stupid”
Improvised medical supplies –1
LEADERSHIP MODIFIERS DICE MODIFIER LEADERSHIP MODIFIERS DICE MODIFIER
Wireless medkit/autodoc +Rating
Character has superior rank +1 to +3 Subject has superior rank –1 to –3
Character is an obvious authority figure +1 Character not part of subject’s social strata –1 to –3 Applying medical care remotely through medkit/autodoc –2
Subject is a fan or devoted to character +2 Assistance As Teamwork Test (p. 49)
NEGOTIATION MODIFIERS DICE MODIFIER NEGOTIATION MODIFIERS DICE MODIFIER Uncooperative patient –2
Character lacks background knowledge of Character has blackmailed material or
–2 §
+2§ Patient is Awakened or Emerged –2
situation heavy bargaining chip
* Unless otherwise noted, these dice pool modifiers apply to the acting character’s dice pool. † These modifiers apply to the target character’s dice pool. Patient has implants –1 per 2 full points of lost Essence
§ These modifiers can apply to either character’s dice pool.
SITUATIONAL MODIFIERS P. 176 DEFENSE MODIFIERS P. 189 COMBAT ACTIONS P. 162
ATTACKER SITUATION DICE POOL MODIFIERS
SITUATION FREE ACTIONS
DICE POOL MODIFIER Defender inside a moving vehicle +3
Attacker firing from Call a Shot (CRB p. 195; R&G p. 111) Eject Smartgun Clip
–3 Defender prone (within 5m, against a ranged attack) –2
cover with imaging device
Defender unaware of attack No defense possible Combat Maneuver Test Multiple Attacks
Attacker firing
–2 Defender wounded –wound modifiers Change Linked Device Mode Pre-Emptive Block / D / P (–5 Initiat)
from a moving vehicle Drop Object Run
Attacker has longer Reach –1 defense per point of net Reach
Attacker in melee combat –3
Defender has longer Reach +1 defense per point of net Reach Drop Prone Speak/Text/Transmit Phrase
Attacker running –2
Defender Receiving a Charge +1 SIMPLE ACTIONS
Attacker using
–2 Defender has defended against previous attack –1 per previous attack Activate Focus Quick Draw
off-hand weapon
Attacker wounded –Wound modifier Call / Command / Dismiss Spirit Ready/Draw Weapon
SITUATION DICE POOL MODIFIERS Change Device Mode Reckless Spellcasting
Blind fire –6
Attacker firing flechette shotgun on narrow spread –1 Fire Bow Remove Clip
Called shot –4
Attacker firing flechette shotgun on medium spread –3 Fire Weapon (SA, SS, BF, FA) Shift Perception
+1 Dice Pool,
Previously aimed with Take Aim Attacker firing flechette shotgun on wide spread –5
+1 Accuracy Insert Clip Take Aim
Wireless Smartgun +1 (gear)/+2 (implanted) Attacker firing burst or semi-auto burst –2
Observe in Detail Take Cover
Attacker firing long burst or full-auto (Simple Action, 6 bullets) –5
Pick Up/Put Down Object Throw Weapon
Attacker firing full-auto (Complex Action, 10 bullets) –9
Playing Possum Use Simple Device
Defender in melee targeted by ranged attack –3
MELEE MODIFIERS P. 187 Defender running +2
COMPLEX ACTIONS
Astral Projection Melee Attack
DICE POOL Defender sprinting +4
Avoid Intercept Reading the Defense
SITUATION MODIFIER Defender has Partial Cover +2
Defender has Good Cover / Defender prone and at least 20m away +4 Banish / Summon Spirit Reload Weapon (see p. 163)
Attacker making charging attack +2
Cast Spell Rigger Jump In
Attacker prone –1
Fire Weapon (Long or SA Burst or FA) Sprint
Attacker making a Called Shot –4
Fire Mounted or Vehicle Weapon Use Skill
Attacker attacking multiple targets Split dice pool PERCEPTION TEST MODIFIERS P. 13 5
INTERRUPT ACTIONS
Attacker has superior position +2
SITUATION DICE POOL MODIFIER Block / Dodge / Parry (–5 Initiative) Dive for Cover (–5 Initiative)
Attacker using off-hand weapon –2
Perceiver is distracted –2 Full Defense (–10 Initiative) Hit the Dirt (–5 Initiative)
Attacker wounded –wound modifier
Perceiver is specifically looking/ Intercept (–5 Initiative) Run for your Life (–5 Initiative)
Attacker has friends in melee +1 or Teamwork +3
listening for it
Use the Light
Environmental modifiers Object/sound not in immediate vicinity –2
and Visibility
Opponent prone +1 Object/sound far away –3 ENVIRONMENTAL COMPENSATION P. 175
Touch-only attack +2 Object/sound stands out in some way +2 COMPENSATION EFFECT
Interfering sight/odor/sound –2 Flare Compensation Glare conditions shift two rows up
Perceiver has active enhancements + (Rating) Image Magnification Reduce Range conditions by one category
Visibility and Light Environmental Factors Low-Light Vision Treat Partial Light and Dim Light as Full Light
Thermographic Vision Visibility and Light conditions shift one row up
ENVIRONMENTAL MODIFIERS P. 175
Wind in rows below Light Winds and Range
VISIBILITY LIGHT/GLARE WIND RANGE MODIFIER Tracer Rounds (FA)
in rows below Short shift one row up
Clear Full Light/No Glare None or Light Breeze Short —
Light Rain/Fog/Smoke Partial Light/Weak Glare Light Winds Medium –1 Smartlink Wind shifts one row up
Moderate Rain/Fog/Smoke Dim Light/Moderate Glare Moderate Winds Long –3 Glare conditions shift one row up
Sunglasses
Heavy Rain/Fog/Smoke Total Darkness/Blinding Glare Strong Winds Extreme –6 Light conditions shift one row down
Combination of two or more conditions at the –6 level row –10 Visibility shifts one row up
Ultrasound
Ignore Light conditions (within 50 meters)
P. 282
RANGE TABLE P. 185
BARRIER RATINGS P. 19 7 SPELL TYPES & RESISTING Area: F meter radius
SHORT MEDIUM LONG EXTREME BARRIER STRUCTURE ARMOR Physical (affects Living & Non-living); Mana (affects Living & Astral)
DICE POOL MODIFIER
+0 –1 –3 –6 Fragile 1 2 COMBAT Direct: Physical: vs BOD / Mana: vs WILL; DV = net hits
PISTOLS RANGE IN METERS
Example: standard glass Indirect: vs REA + INT; DV = F + net hits; AP = -F; Area: scatter 2D6-1m/hit
Taser 0–5 6–10 11–15 16–20
Hold-Out Pistol 0–5 6–15 16–30 31–50 Cheap Material 2 4 DETECTION Directional: like sight; Area: like hearing; Psychic: extra sense
Light Pistol 0–5 6–15 16–30 31–50 Example: drywall, plaster, door, regular tire Range: F x MAG (x 10) Active: vs WILL + LOG (+C.spell) / F × 2 / Obj Res
Heavy Pistol 0–5 6–20 21–40 41–60 Average Material 4 6 HEALTH Most Health spells have individual Resist Test. See spell.
AUTOMATICS RANGE IN METERS
Example: furniture, plastiboard, ballistic glass Essence: -DP = (6-target's ESS, round up) Negative: vs BOD
Machine Pistol 0–5 6–15 16–30 31–50
SMG/Carbine 0–10 11–40 41–80 81–150 Heavy Material 6 8 ILLUSION Obvious; Realistic; Single-sense; Multi-sense
Assault Rifle 0–25 26–150 151–350 351–550 Example: tree, hardwood, dataterm, light post, chain link Physical: vs INT + LOG / Object Resistance Mana: vs WILL + LOG
LONGARMS RANGE IN METERS Reinforced Material 8 12 MANIPULATION Damaging: vs BOD + Armor; DV = F; AP = 0
Shotgun (flechette) 0–15 16–30 31–45 45–60
Example: densiplast, security door, armored glass, Physical: vs BOD + STR / Obj Res Environmental: affect area, not targets
Shotgun (slug) 0–10 11–40 41–80 81–150
Kevlar wallboard
Sniper Rifle 0–50 51–350 351–800 801–1,500 Mental: vs WILL + LOG; Complex Act (WILL + LOG - Force) on their turn
HEAVY WEAPONS RANGE IN METERS Structural Material 10 16
to continue resisting; every hit = -1 caster’s net hits; 0 net hits = spell ends
Light Machinegun 0–25 26–200 201–400 401–800 Example: brick, plascrete
Medium/Heavy Machinegun 0–40 41–250 251–750 751–1,200 P. 170
Assault Cannon 0–50 51–300 301–750 751–1,500
Heavy Structural Material 12 20 ELEMENTAL DAMAGE
Example: concrete, metal beam
Grenade Launcher 5–50* 51–100 101–150 151–500 ACID: Phys; -1 Armor; if stays: -1 Armor & damage with -1 DV /C Turn
Missile Launcher 20–70* 71–150 151–450 451–1,500 Armored/Reinforced Material 14 24 COLD: Phys; Armor test: if the Armor gets no hits, it breaks; glitch: Ø repair
BALLISTIC PROJECTILES RANGE IN METERS Example: reinforced concrete ELECRICITY: Stun/Phys; -5 Init & -1 DP to all actions & Def test for 1 C Turn
Bow 0–STR To STR x 10 To STR x 30 To STR x 60 drone/device: +half Matrix damage, vehicles do not take 2ndary effect
Hardened Material 16+ 32+
Light Crossbow 0–6 7–24 25–60 61–120
Example: blast bunkers FIRE: Phys; AP: natural: -2, weapon: -6; Catch fire: Arm+Fire Res-AP (net hits)
Medium Crossbow 0–9 10–36 37–90 91–150
base DV = 3, +1 DV /Combat Turn; AGI+INT to reduce DV = hits
Heavy Crossbow 0–15 16–45 46–120 121–180
IMPACT PROJECTILES RANGE IN METERS P. 295
Thrown Knife 0–STR To STR x 2 To STR x 3 To STR x 5 NOTICING MAGIC P. 280
OBJECT RESISTANCE TYPE DP
Shuriken 0–STR To STR x 2 To STR x 5 To STR x 7 Test: Perception + INT (+2 if the spotter has MAG related Tree, soil, unprocess water, hand-carved wood Natural objects 3
THROWN GRENADES RANGE IN METERS Active of Knowledge skill) [Mental]
Brick, leather, simple plastic Manufact low-tech 6
Standard 0–STR x 2 To STR x 4 To STR x 6 To STR x 10 Threshold: Caster's skill - Force (-3 if caster has Mentor's Mask)
Advanced plastic, alloy, electr equipm, sensor Manufact high-tech 9
Aerodynamic 0–STR x 2 To STR x 4 To STR x 8 To STR x 15 or Adept with Mentor's Mask: 6 - (PP x 4)
Computer, vehicle, drone, complex toxic waste Highly processed 15
* See Launcher Minimum Range, p. 182
ASSENSING TABLE P. 313
HITS INFORMATION GAINED
P. 182
SCATTER TABLE 0 None
The general state of the subject’s health (healthy, injured, ill, etc.). The subject’s general emotional state or impression (happy, sad,
TYPE SCATTER 1
angry, etc.). Whether the subject is mundane or Awakened.
Standard Grenade (1D6 – Hits) meters The presence and location of cyberware implants. The class of a magical subject (fire elemental, manipulation spell, power focus, curse
2
Aerodynamic Grenade (2D6 – Hits) meters ritual, and so on). If you have seen the subject’s aura before, you may recognize it, regardless of physical disguises or alterations
The presence and location of alphaware cyber implants. Whether the subject’s Essence and Magic are higher, lower, or equal to your
Grenade Launcher (3D6 – Hits) meters
3 own. Whether the subject’s Force is higher, lower, or equal to your Magic. A general diagnosis for any maladies (diseases or toxins)
Missile Launcher (4D6 – Hits) meters the subject suffers. Any astral signatures present on the subject.
Rocket Launcher (5D6 – Hits) meters The presence and location of bioware implants and betaware cyber implants. The exact Essence, Magic, and Force of the subject.
4
The general cause of any astral signature (combat spell, alchemical combat spell, air spirit, and so on).
The presence and location of deltaware implants, gene treatments, and nanotech. An accurate diagnosis of any disease or toxins
5+
which afflict the subject. The fact that a subject is a technomancer.