@opencharacter/cwn-srd 0.1.0 → 0.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +42 -3
- package/content/foci/all-natural.yaml +1 -0
- package/dist/i18n/en.js +1 -1
- package/dist/i18n/en.json +29 -4
- package/dist/index.js +1 -1
- package/dist/release.json +1265 -325
- package/i18n/en/cyberware.yaml +1 -0
- package/i18n/en.yaml +28 -4
- package/pack.yaml +2 -2
- package/package.json +2 -2
- package/rules/advancement.yaml +11 -5
- package/rules/attributes.yaml +7 -3
- package/rules/backgrounds.yaml +4 -0
- package/rules/building.yaml +29 -7
- package/rules/checks.yaml +15 -2
- package/rules/creation.yaml +3 -0
- package/rules/cyberware.yaml +6 -0
- package/rules/drones.yaml +1 -1
- package/rules/edges.yaml +2 -0
- package/rules/foci.yaml +3 -0
- package/rules/gear.yaml +9 -0
- package/rules/hacking.yaml +1 -1
- package/rules/layout.yaml +9 -0
- package/rules/magic.yaml +9 -1
- package/rules/tags.yaml +8 -0
- package/rules/weapons.yaml +4 -2
package/dist/i18n/en.js
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// Generated by pnpm build:packs. Do not edit.
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export default {"backgrounds.bum.name":"Bum","backgrounds.bureaucrat.name":"Bureaucrat","backgrounds.clergy.name":"Clergy","backgrounds.coder.name":"Coder","backgrounds.corp-security.name":"Corp Security","backgrounds.corper.name":"Corper","backgrounds.criminal.name":"Criminal","backgrounds.doctor.name":"Doctor","backgrounds.drone-jockey.name":"Drone Jockey","backgrounds.ganger.name":"Ganger","backgrounds.laborer.name":"Laborer","backgrounds.law-enforcement.name":"Law Enforcement","backgrounds.manager.name":"Manager","backgrounds.outlander.name":"Outlander","backgrounds.performer.name":"Performer","backgrounds.soldier.name":"Soldier","backgrounds.spy.name":"Spy","backgrounds.trader.name":"Trader","backgrounds.streetwalker.name":"Streetwalker","backgrounds.technician.name":"Technician","cyberware.aesthetic-augmentation-suite.name":"Aesthetic Augmentation Suite","cyberware.aesthetic-augmentation-suite.description":"Any standard fleshmod can supply beauty, but an aesthetic augmentation suite provides not only a fleshmod’s versatility, but tailored pheromones, vocal harmonizers, social cue triggers, and an absolutely inhuman visual perfection. Subjects gain a Charisma score of 14, or a +2 score bonus if already 14 or greater, up to a maximum of 18.","cyberware.assisted-glide-system.name":"Assisted Glide System","cyberware.assisted-glide-system.description":"Retractable nanofiber wings and integral boost jets allow a limited degree of flight for the user of this implant. When leaping from a high place, they gain a flight Move speed of 30m for up to two kilometers before being forced to land. Gaining altitude requires a Dex/Exert skill check against difficulty 10, however, with failure forcing a landing, and the wings can’t carry them more than twice as high as the height they jumped from. By deploying the boost jets and wings as an Instant action, the user can ignore up to a hundred meters of falling damage.","cyberware.banshee-module.name":"Banshee Module","cyberware.banshee-module.description":"Resonant cavities are designed into the user’s torso, along with an advanced amplification system. They can reproduce any sound or voice they have heard before, and at maximum volume can be heard clearly up to five hundred meters away. Once per day, as a Main Action, this sound can be used to shatter normal glass in a ten-meter line in front of the user; creatures without ear protection in this area must make a Physical save or take 2d6 non-lethal damage.","cyberware.cybernetic-infrastructure-baseline.name":"Cybernetic Infrastructure Baseline","cyberware.cybernetic-infrastructure-baseline.description":"A set of standardized support implants provide a baseline degree of cyber-compatibility to a subject. They can ignore System Strain from cyber implants equal to 12 minus their Constitution score- so a PC with a Constitution of 9 could ignore three points worth of System Strain from cyber implants. PCs with a Con of 12 or more have no use for this system.","cyberware.deadman-circuit.name":"Deadman Circuit","cyberware.deadman-circuit.description":"A common corporate implant to discourage kidnapping and warelegging. Any attempt to remove any of the user’s cyber without the right access codes will fry that hardware unless a difficulty 13 Int/Heal skill check is made.","cyberware.dermal-armor-trauma-shielding.name":"Dermal Armor/Trauma Shielding","cyberware.dermal-armor-trauma-shielding.description":"A system that can only be installed on a user with at least one level of Dermal Armor, the trauma shielding addition adds +1 to the user’s Trauma Target. This benefit stacks with any existing Dermal Armor bonus to the roll.","cyberware.emergency-stabilization-factor.name":"Emergency Stabilization Factor","cyberware.emergency-stabilization-factor.description":"When brought to zero hit points by an injury that does not instantly kill them, the user automatically stabilizes, gaining one System Strain, and will regain consciousness at the end of the scene with 1 hit point. If they are already at maximum strain, this cyberware does not function.","cyberware.fleshmod.name":"Fleshmod","cyberware.fleshmod.description":"Careful surgery and support implants allow for a complete physical remolding within generally humanoid lines, including alterations of sex, height, cosmetic limbs such as tails or decorative ears, and overall weight. Reproductive ability is not conferred, but rumors persist of experimental mods that can grant even that.","cyberware.full-body-conversion.name":"Full Body Conversion","cyberware.full-body-conversion.description":"The user’s brain and central nervous system are transplanted into a cutting-edge synthetic shell at a cost and difficulty as if this cyber took 4 System Strain. Once converted, the subject has an effective Constitution of 20 for System Strain purpose, but cannot be healed by conventional first aid or medical drugs, requiring ten minutes of repair work with a toolkit to repair any amount of damage, and $250 worth of parts for each hit point to be restored. A full conversion borg no longer requires food, water, air, or sleep, but each day without the latter adds one System Strain due to the mental stress. The conversion requires twelve hours of maintenance every two weeks, and missing it will result in the user’s death in 2d6 days unless the omitted maintenance is performed. Current full-body conversion tech is unstable; after 1d4 years, the subject has a cumulative 5% death chance each year. Borgs do not take Major Injuries and gain a +6 bonus to their Trauma Target that stacks with existing bonuses.","cyberware.hemosynthetic-filter-system.name":"Hemosynthetic Filter System","cyberware.hemosynthetic-filter-system.description":"A wide-spectrum array of blood scrubbers, intake filters, and microbial barriers grants the user effective immunity to most natural diseases and non-synthetic toxins. Weaponized toxins and certain exotic natural afflictions can still affect the user, but they get a +2 bonus on all saving throws against them. The system automatically alerts the user if they have been exposed to a recognized disease or toxin, whether or not it affects them.","cyberware.holdout-cavity.name":"Holdout Cavity","cyberware.holdout-cavity.description":"A biosculpted torso pocket allows for the air-tight, climate-controlled concealment of 2 Encumbrance worth of items inside the user’s body and their easy access with a Main Action. Any given object stored can’t be larger than a pistol or a tightly-folded suit of clothing, and the pocket’s contents don’t count against the user’s Encumbrance limit. The pocket’s signature is disguised against conventional scanning technology, and it cannot be detected without a manual strip search by a trained examiner.","cyberware.medical-support-readout.name":"Medical Support Readout","cyberware.medical-support-readout.description":"A diagnostic system is interfaced with the user’s biological processes, allowing a realtime analysis of their current health and any significant injuries. Aside from immediately alerting the user when they are poisoned, diseased, or injured, it grants any healing or medical support skill check a +2 bonus thanks to the diagnostic information and increases first aid or drug healing by +2 HP per application.","cyberware.recovery-support-unit.name":"Recovery Support Unit","cyberware.recovery-support-unit.description":"A number of support systems and blood purification filters are installed. The user can absorb up to four points of System Strain incurred from healing or wound stabilization effects; this is a separate pool that recovers one point every night at the same time as the user’s natural System Strain recovers.","cyberware.redundant-systems.name":"Redundant Systems","cyberware.redundant-systems.description":"Several pieces of prosthetic support cyber are preemptively installed to mitigate future trauma. When the user takes a Major Injury, they may instead choose to have the Redundant Systems critically damaged instead of accepting the major injury roll result. Redundant Systems can be installed more than once, but the System Strain inflicted increases by one point each time.","cyberware.retribution-shield.name":"Retribution Shield","cyberware.retribution-shield.description":"Numerous small projectile launchers are embedded under synthetic skin. When triggered as an On Turn action, the user gains one System Strain to launch a cloud of shrapnel around them, acting as ground zero of a frag grenade explosion. The user has enough targeting control to avoid hitting allies in range. If grappling or grappled at the time, their opponent automatically takes maximum damage. Reloading the Retribution Shield takes five minutes, and the system will not function if the user is wearing suit-grade armor. Lesser armor can usually be tailored to expose adequate amounts of skin.","cyberware.therapeutic-control-dampers.name":"Therapeutic Control Dampers","cyberware.therapeutic-control-dampers.description":"A set of customized medical and therapeutic implants are used to control the side-effects of a partially-successful cyberware implant. For each implantation of this system, the user can choose to ignore one implant side-effect they currently suffer. The skill check to implant this system can fail, but it never induces any side effects on its own.","cyberware.titan-gun-system.name":"Titan Gun System","cyberware.titan-gun-system.description":"Usable only by full body conversion cyborgs or subjects with a Strength score of 18, this mount allows the installation of any man-portable Heavy weapon such as those given in the Weapons section. The user counts as a stable firing rest, and the weapon has two integral magazines of ammo, though it can be loaded by hand as well. The specific weapon mounted can be swapped during maintenance.","cyberware.viper-sting.name":"Viper Sting","cyberware.viper-sting.description":"A tool of assassins, a Viper Sting is a fang, fingernail needle, palm injector, or more exotic implement for injecting an unsuspecting target with a drug of the user’s choice. A Viper Sting can be loaded with up to four doses of pharmaceuticals, dispensed as the user wishes. If loaded with a toxin, it does 1d12 damage with a 1d10/x3 Trauma Die. If a tranquilizer is used, the damage is the same, but unconsciousness will result instead of death. A Viper Sting can only be effectively used as part of an Execution Attack, as an alert opponent can avoid it easily. This cyber inflicts a -2 penalty on any check to detect its presence.","cyberware.courier-memory.name":"Courier Memory","cyberware.courier-memory.description":"One unit of cranial Memory is installed with a subdermal upload pad. The person uploading the data can set a passphrase; while the implant user can erase the data, they can’t download it again without the passphrase, which is usually told only to the data’s intended recipient. Courier memory is exceptionally well-hidden and even medical scans take a -2 penalty to find it.","cyberware.cranial-jack.name":"Cranial Jack","cyberware.cranial-jack.description":"A discreetly-placed plug socket in the user’s head or neck allows interfacing with cyberdecks and gear equipped with a jack line. Cranial jacks can be modded with cyberdeck mods.","cyberware.discretion-insurance-unit.name":"Discretion Insurance Unit","cyberware.discretion-insurance-unit.description":"A small cranial bomb that can be keyed go off when it receives- or does not receive- certain codes or transmissions. Its unfortunate tendency to misfire its anti-removal protocols makes it an unpopular choice for use in anyone but the most disposable subjects. Removing this cyber is done at a +2 difficulty, and failure causes the death of the subject and a Physical save to avoid the death of the physician, with 5d6 damage taken on success.","cyberware.eye-mod-dazzler.name":"Eye Mod/Dazzler","cyberware.eye-mod-dazzler.description":"This mod can emit a dazzling strobe of intense light, dazing and disorienting those standing up to five meters in front of the user. The strobe is triggered up to once per round as an On Turn action and adds one System Strain. Victims without eye protection must make a Physical saving throw or take a -4 penalty to their AC and hit rolls for the next 1d6 rounds. A victim can be targeted by this dazzling only once per scene.","cyberware.eye-mod-flechette-launcher.name":"Eye Mod/Flechette Launcher","cyberware.eye-mod-flechette-launcher.description":"A holdout weapon designed for surprise short-ranged attacks, this eye has been loaded with a small explosive flechette. It has the statistics of a light pistol, has a range of 10 meters, and requires a Main Action to reload its single-round magazine. If used against a target in melee range who does not suspect its existence, a normal hit roll is made; on a miss, it does full normal damage anyway, and on a hit, the damage is doubled. It can be used for Execution Attacks.","cyberware.funes-complex.name":"Funes Complex","cyberware.funes-complex.description":"A synthetic eidetic memory is granted by this implant, with formalized bodies of knowledge easily cross-referenced and recollected. Once per day, as an Instant action, reroll any failed Int-based skill check. This memory can be difficult to control, however, and unwanted allusions can overwhelm the desired datum. If the user rolls a natural 2 on any Int skill check, it automatically fails and cannot be recovered by any rerolling ability.","cyberware.medusa-implant.name":"Medusa Implant","cyberware.medusa-implant.description":"These prehensile cranial tendrils take multiple forms, from thick armored cables to bundles of brightly-colored articulated polymer fibers not unlike normal hair. The tendrils are shoulder-length under most circumstances, but can extend to manipulate objects up to three meters distant with the agility of a human hand. The bundles are not very strong, however, and cannot lift more than ten kilograms. Like other extra limbs, they do not grant extra actions, but can hold and use items as any other limb could.","cyberware.neural-buffer.name":"Neural Buffer","cyberware.neural-buffer.description":"A system favored by hackers, a Neural Buffer rearranges the user’s brain topography, making it more difficult to harm the user with neural feedback. The user gains an additional 3 hit points per level that can only absorb cyberspace damage from Stun or Kill Verbs. These phantom hit points refresh completely each hour.","cyberware.skull-citadel.name":"Skull Citadel","cyberware.skull-citadel.description":"The user’s head is augmented with independent blood oxygenation pumps, armor plating, and trauma buffers designed to keep the brain intact even after the rest of the body is critically damaged. Barring dismemberment or the use of high-powered ammunition directly on the target’s head, the subject ignores head-affecting Major Injuries and can be stabilized even as long as ten minutes after their technical “death”. Each such delayed revivification permanently reduces a randomly-chosen attribute by 2 points, however. This ability damage cannot be undone.","cyberware.dermal-armor-i.name":"Dermal Armor I","cyberware.dermal-armor-i.description":"Subtle dermal weave reinforcement grants a base ranged and melee AC of 16 and a +1 bonus to the user’s Trauma Target.","cyberware.dermal-armor-ii.name":"Dermal Armor II","cyberware.dermal-armor-ii.description":"Heavier subcutaneous plating acts as Dermal Armor I with a base ranged and melee AC of 18. In addition, the user can ignore the first instance of Shock in a round.","cyberware.dermal-armor-iii.name":"Dermal Armor III","cyberware.dermal-armor-iii.description":"Overt ceramic body plating and double-mesh joint reinforcement acts as Dermal Armor II, but with a base ranged and melee AC of 20 and +2 to the user’s Trauma Target.","cyberware.poseidon-implants.name":"Poseidon Implants","cyberware.poseidon-implants.description":"These implants allow the user to function normally while submerged for an indefinite period, drawing any necessary oxygen or drinking water from the surrounding salt or freshwater. Normal temperature extremes are managed without difficulty, and pressure can be handled down to depths of one kilometer. Visual augments and pressure gradient sensors allow the equivalent of normal sight up to 30 meters even in lightless water, and miniaturized support jets allow three-dimensional movement at twice the user’s normal Move rating.","cyberware.sealed-systems-implant.name":"Sealed Systems Implant","cyberware.sealed-systems-implant.description":"When triggered as an Instant action, implanted shields deploy and skinweaves energize to seal the user off from hostile external environments. For the next six hours, the user can operate as if wearing a vacuum suit, ignoring vacuum, contact poisons, non-immediately-lethal levels of radiation, toxic gases, low or high-pressure atmospheres, and environmental temperature hazards short of open flame. After deployment, the implant needs an equal time of recovery before it can be deployed again.","cyberware.sharkskin-electrodes.name":"Sharkskin Electrodes","cyberware.sharkskin-electrodes.description":"An implanted mesh of electrodes beneath the user’s skin allows them to deliver debilitating shocks while grappling a target, even if both are heavily clothed. At the end of each round of grappling, the user inflicts 2d6 non-lethal electrical damage on anyone they grapple or who is grappling them. The shielding built into the cyber automatically negates non-lethal electrical damage for the user and halves lethal shocks.","cyberware.skinmod.name":"Skinmod","cyberware.skinmod.description":"Various neon tattoos, skin texture and color changes, and other superficial physical mods can be performed with no real systemic burden beyond the usual need for regular maintenance.","cyberware.skyborn-shielding.name":"Skyborn Shielding","cyberware.skyborn-shielding.description":"A set of implants and skin treatments meant for those who spend extended periods in hard vacuum, this implant can be triggered as an Instant action. When deployed, the user gains the benefits of a Sealed Systems Implant and low-G microjets that allow 30m/round flight in microgravity conditions. Skyborn Shielding can operate for up to 72 hours before needing an hour of downtime to regenerate.","cyberware.body-blades-i.name":"Body Blades I","cyberware.body-blades-i.description":"Assorted retractable blades and spikes are implanted in the user’s limbs. Their unarmed attacks do 1d8 damage, Shock of 2/15, Trauma Die 1d8/x3 and can be rolled with either Stab or Punch as the relevant combat skill. The Punch skill does not add damage to Body Blades attacks. When not in use, the blades are perceptible only to a medical scan.","cyberware.body-blades-ii.name":"Body Blades II","cyberware.body-blades-ii.description":"As level one, but the user’s body armament includes not only conventional blades, but assorted improvements such as monomolecular edges, cutting vibrations, or thermal augmentation. Their unarmed attacks do 2d6 damage with a Shock of 4/15, and a Trauma Die 1d10/x3. Anyone who sees or touches their arms can detect signs of the cyber, however.","cyberware.cyberlimb.name":"Cyberlimb","cyberware.cyberlimb.description":"A standard medical-grade cyberlimb, albeit one Encumbrance worth of non-weapon equipment or storage can be implanted in each limb and remain Readied without counting against the character’s Encumbrance. Add the equipment cost to the limb. The limb provides power to any electronic equipment implanted.","cyberware.iron-hand-aegis.name":"Iron Hand Aegis","cyberware.iron-hand-aegis.description":"Absorption plates and kinetic ablation units are implanted in the user’s arms and linked with a reactive ballistic calculator. Once per scene, as an Instant action, the user can deflect a successful ranged bullet, arrow, or thrown weapon attack, including burst or suppressive fire. Surprise attacks cannot be deflected this way, nor can melee attacks or explosives.","cyberware.limbgun.name":"Limbgun","cyberware.limbgun.description":"A ranged weapon is implanted into an arm, tail, or other significant limb, along with space for two magazines worth of ammunition. A full reload of this space can be accomplished as a Main Action. Limbguns can be used with Gunlink cyber, count as Readied at all times, and can be used even while both hands are occupied, but can be bound up in melee as normal guns can. Limbguns have an intrinsic +1 hit bonus, in addition to whatever bonus the implanted weapon may have. The maximum size of the gun is Encumbrance 1 for legs or neolimb tails, or Encumbrance 2 for arms. The buyer must supply the gun. Different guns can be swapped in as desired during the system’s monthly maintenance, but once implanted, a gun is useless for later conventional use.","cyberware.muscle-fiber-replacement-i.name":"Muscle Fiber Replacement I","cyberware.muscle-fiber-replacement-i.description":"Artificial muscle fibers are implanted as replacements for the user’s own flesh. The subject gains a Strength score of 14, or +2 if already 14 or higher.","cyberware.muscle-fiber-replacement-ii.name":"Muscle Fiber Replacement II","cyberware.muscle-fiber-replacement-ii.description":"The subject gains a Strength score of 18, and can smash through standard interior doors or equivalent barriers as a Move action.","cyberware.neolimb.name":"Neolimb","cyberware.neolimb.description":"The user gains an additional limb that normal humans lack. Usual choices involve an additional pair of arms or manipulatory mechano-tentacles, though functional prehensile tails are popular too. One installation of the cyber covers paired limbs or a single tail or body-mounted tendril up to 3 meters long. Neolimbs can support up to one Encumbrance point of non-weaponry built-in tech and add two items to the user’s Readied encumbrance allowance. Neolimbs can hold or grip objects, but cannot employ additional shields or grant extra actions.","cyberware.omnihand.name":"Omnihand","cyberware.omnihand.description":"A full array of small mechanical and electronic tools are folded into this cybernetic hand. The user is never without the tools for relevant skill checks, and once per day as an Instant action can gain +1 on any skill check involving the omnihand’s tool use. As an improvised weapon, the tools do damage as a knife.","cyberware.shock-fists.name":"Shock Fists","cyberware.shock-fists.description":"The user’s hands are implanted with subdermal electrical webbing. As an Instant action, accept one System Strain; for the rest of the scene, the user’s unarmed attacks do an additional 1d8 electrical damage on a successful hit. Unarmed attacks augmented with this mod are non-lethal if desired. This system does not stack with Body Blades.","cyberware.stick-pads.name":"Stick Pads","cyberware.stick-pads.description":"Macroscale van der Waals generators allow the user’s hands and feet to stick to vertical or overhanging surfaces, their full weight supported by one arm. They can climb such surfaces at their full movement rate with one free hand.","cyberware.synthlimb.name":"Synthlimb","cyberware.synthlimb.description":"A high-grade cyberlimb that’s indistinguishable from an organic body part by anything short of a medical examination. It functions as a Cyberlimb for purposes of implanted equipment.","cyberware.active-sense-processor.name":"Active Sense Processor","cyberware.active-sense-processor.description":"Augmented sensory processing grants a +1 Wisdom modifier for all skill checks involving sensing or noticing things, up to a +2 modifier maximum.","cyberware.cyberears.name":"Cyberears (pair)","cyberware.cyberears.description":"While normal in appearance, touch reveals the synthetic nature of these ears. Some owners prefer to style them in fanciful or unnatural ways. While the base model provides only normal human hearing, all are equipped with ear protection against loud noises. A pair of cyberears or synthears halves the System Strain cost of ear implants.","cyberware.cybereyes.name":"Cybereyes (pair)","cyberware.cybereyes.description":"While a single cybernetic eye can be implanted, it is recommended that both be replaced at the same time to improve neural adaptation. These cybereyes are clearly artificial, though most are styled in attractive or striking fashions. They all have perfect 20/20 vision and integral flash protectors, but additional functionality must be implanted separately. A user with a pair of cybereyes or syntheyes halves the System Strain cost of cybernetic eye implants.","cyberware.ear-mod-filter.name":"Ear Mod/Filter","cyberware.ear-mod-filter.description":"The user’s sense of hearing is sharpened remarkably, allowing them to follow individual conversations in a noisy crowd, eavesdrop on whispers up to twenty meters distant, and gain a +2 bonus on all hearing-related Notice checks.","cyberware.ear-mod-positional-detection.name":"Ear Mod/Positional Detection","cyberware.ear-mod-positional-detection.description":"This ear mod constructs a spatial map of significant surrounding sounds, allowing the user to know the exact location of anything making audible noise. The precise location of distant shooters, the location of targets in visual concealment, and the positions of moving creatures in darkness are all clear.","cyberware.ear-mod-sonar.name":"Ear Mod/Sonar","cyberware.ear-mod-sonar.description":"The user can navigate even in darkness or while blinded by means of ultrasonic sensors, being able to construct a crude map of people and obstacles in front of them out to 20 meters. This sense is the equivalent of vision, though it can’t discern details more subtle than faces.","cyberware.ear-mod-tracer.name":"Ear Mod/Tracer","cyberware.ear-mod-tracer.description":"As an On Turn action, the user can nominate a target within 20 meters. Until they get more than 100 meters away from the user or pass behind a solid barrier, the implant’s hyper-specific hearing can track their motions perfectly and overhear anything they say or that is said to them. The user can listen to one such target at a time.","cyberware.eye-mod-impostor.name":"Eye Mod/Impostor","cyberware.eye-mod-impostor.description":"Aside from allowing free alteration of eye color, this mod allows the user to copy another person’s retinal patterns. Provided they are within two meters, they need only meet the user’s gaze for a few moments to get a good imprint. The eye can store up to a dozen imprints, but it takes a Main Action to shift from one to another. Note that it is a relatively simple procedure to alter a person’s retinal pattern, so an important target alerted to the imposture may end up changing their imprint.","cyberware.eye-mod-infrared-vision.name":"Eye Mod/Infrared Vision","cyberware.eye-mod-infrared-vision.description":"The infrared vision this mod allows permits basic navigation in dark areas and makes the presence of heat sources such as humans, engines, and infrared tripwires very obvious. The user gains a +1 bonus on any Notice checks to detect the presence of thermally-unshielded living creatures.","cyberware.eye-mod-low-light-vision.name":"Eye Mod/Low Light Vision","cyberware.eye-mod-low-light-vision.description":"This mod grants low-light vision, allowing clear sight to normal distances in any light condition better than pitch blackness.","cyberware.eye-mod-tactical-view.name":"Eye Mod/Tactical View","cyberware.eye-mod-tactical-view.description":"These eyes can receive text or video transmissions and play them on an inset in the user’s normal vision. Outline and pattern discrimination is enhanced; when specifically looking for things or keeping watch, gain a +1 bonus to any relevant Notice check.","cyberware.eye-mod-zoom.name":"Eye Mod/Zoom","cyberware.eye-mod-zoom.description":"The user’s vision can zoom in on distant targets. The user can see objects within 500 meters as if they were standing next to them. The hit penalty for a ranged weapon’s long range is eliminated.","cyberware.gunlink.name":"Gunlink","cyberware.gunlink.description":"Hardwired control points interface with the onboard targeting systems of most modern firearms. When using a modern firearm, the PC ignores range penalties and negates up to 2 points of hit penalties for cover, concealment, or prone targets. Once per scene, as an Instant action, they can reroll a missed attack roll with a gun.","cyberware.headcomm.name":"Headcomm","cyberware.headcomm.description":"An implanted phone/short-range radio that can directly communicate within 100 meters or use the phone grid, if it’s available. For cranial security reasons, only text and voice can be transmitted, but conversations can be held without audible vocalization.","cyberware.sensory-recorder.name":"Sensory Recorder","cyberware.sensory-recorder.description":"The user can record up to 180 minutes of sensory input. If they have a jack line into a transmitter or cyberware capable of transmitting data, they can share these recordings in real time or afterwards.","cyberware.synthears.name":"Synthears (pair)","cyberware.synthears.description":"This model of artificial ear is designed to be indistinguishable from normal ears, though they have all the properties of a normal pair of cyberears.","cyberware.syntheyes.name":"Syntheyes (pair)","cyberware.syntheyes.description":"These high-end cybereyes are designed to be indistinguishable from normal eyes under anything short of a medical examination. Any additional mods made to the eyes share this subtlety","cyberware.prosthetic-cyber-i.name":"Prosthetic Cyber I","cyberware.prosthetic-cyber-i.description":"One of an array of minimally-adequate and very obvious organ replacements, eye prosthetics, neural patches, and other medical cyber. Prosthetic cyber grants no benefits over ordinary flesh, but can mitigate a Major Injury as Major Injuries explain. Patients who’ve lost an arm or leg don’t need this cyber; they need a serviceable new limb system such as a Cyberlimb or Synthlimb.","cyberware.prosthetic-cyber-ii.name":"Prosthetic Cyber II","cyberware.prosthetic-cyber-ii.description":"A more sophisticated and expensive version of basic prosthetic cyber, inobvious to anything but a medical scan and far less burdensome on the user’s system.","cyberware.regulated-anagathic-substrate.name":"Regulated Anagathic Substrate","cyberware.regulated-anagathic-substrate.description":"This whole-body network of chem regulators can prolong human lifespans by up to 1d4+2 decades. Maintenance on this cyber costs $50,000 a month, however, and interruptions have catastrophic consequences. Rumors persist of even more effective models existing among the megacorp ultra-elite.","cyberware.coordination-augment-i.name":"Coordination Augment I","cyberware.coordination-augment-i.description":"The user’s natural mind-body interface is tightened. The subject gains a Dexterity score of 14, or +2 if already 14 or higher.","cyberware.coordination-augment-ii.name":"Coordination Augment II","cyberware.coordination-augment-ii.description":"As Coordination Augment I, but the subject gains a Dexterity score of 18, and their base Move rate is increased by 10 meters.","cyberware.enhanced-reflexes-i.name":"Enhanced Reflexes I","cyberware.enhanced-reflexes-i.description":"Neural acceleration matrices can be deployed to briefly boost the user’s reaction speed. Once per scene, as an On Turn action, the user gets a bonus non-cyberspace Main Action.","cyberware.enhanced-reflexes-ii.name":"Enhanced Reflexes II","cyberware.enhanced-reflexes-ii.description":"Once per scene, as an On Turn action, the user gains a bonus non-cyberspace Main Action and Move action. By accepting one System Strain, this ability can be used as an Instant action, potentially interrupting incoming attacks if the user moves out of reach.","cyberware.enhanced-reflexes-iii.name":"Enhanced Reflexes III","cyberware.enhanced-reflexes-iii.description":"Twice per scene, as an On Turn action up to once per round, the user gains a bonus non-cyberspace Main Action and bonus Move Action. By accepting one System Strain, this ability can be used as an Instant action.","cyberware.reaction-booster-i.name":"Reaction Booster I","cyberware.reaction-booster-i.description":"These implants grant a +2 bonus to your Initiative, perhaps making you act before the rest of your team. Once per scene, as an Instant action, ignore Snap Attack hit penalties.","cyberware.reaction-booster-ii.name":"Reaction Booster II","cyberware.reaction-booster-ii.description":"As level one, but the user automatically wins initiative against targets that don’t also automatically win initiative; if both have this ability, initiative is rolled without modifications. The user can act normally during surprise rounds.","cyberware.remote-control-unit.name":"Remote Control Unit","cyberware.remote-control-unit.description":"A neurally-integrated control link allows for near-range control of drones or remote-rigged vehicles, as per the drone control rules.","cyberware.skillplug-jack-i.name":"Skillplug Jack I","cyberware.skillplug-jack-i.description":"A discreet head-mounted plug port allows use of an intellectual skillplug for a skill requiring minimal physical ability, up to level-1. Once slotted, a skillplug takes fifteen minutes to boot up and integrate properly.","cyberware.skillplug-jack-ii.name":"Skillplug Jack II","cyberware.skillplug-jack-ii.description":"This improved plug jack allows use of either an intellectual skillplug or one requiring physical expertise, up to level-1.","cyberware.skillplug-wiring.name":"Skillplug Wiring","cyberware.skillplug-wiring.description":"A neural wiring connection improves a skillplug jack’s limits to allow up to level-3 skill usage. One set of wires can support any number of jacks, but at least one is needed.","cyberware.trajectory-optimization-node.name":"Trajectory Optimization Node","cyberware.trajectory-optimization-node.description":"This cyber can calculate the optimal path for bypassing defenses and striking a target. Once per scene, as an Instant action, turn a missed hit roll into a success. Melee and unarmed attacks can be used as-is, but using this unit with a ranged attack requires an active Gunlink with the weapon.","cyberware.zombie-wires.name":"Zombie Wires","cyberware.zombie-wires.description":"Functioning only for a user with at least one Body cybersystem to serve as a motor substrate, “zombie wires” allow a user to keep functioning even at zero hit points. As an Instant action at zero hit points, the user can give their body a one-sentence command involving physical action. Their insensate flesh will blindly carry out that action for up to six rounds until it is complete or they take up to one quarter of their maximum hit points in further damage, which will kill them instantly. Time spent under Zombie Wires counts against a user’s stabilization time limit. Triggering this cyber adds 2 System Strain.","cyberware-mods.biocapacitors.name":"{base} (biocapacitors)","cyberware-mods.biocapacitors.description":"The first System Strain cost that the cyber would normally exact in a day is ignored. Thus, the first time an Enhanced Reflexes system is triggered, it would not add System Strain to the modded user.\n\n*Fix-1 and Heal-2, 30% of the system’s cost, 1 special component.*","cyberware-mods.durable-system.name":"{base} (durable system)","cyberware-mods.durable-system.description":"A limb or eye system is up-armored to resist injury. The next Major Injury directed at the modded limb is treated as if it were just a flesh wound roll of 12. It destroys this mod instead.\n\n*Fix-1 and Heal-1, 20% of the system’s cost.*","cyberware-mods.firewalled.name":"{base} (firewalled)","cyberware-mods.firewalled.description":"The modded system is much harder to hack, inflicting a -2 penalty on any related skill checks.\n\n*Fix-1 and Heal-1, 20% of the system’s cost.*","cyberware-mods.hardened-weave.name":"{base} (hardened weave)","cyberware-mods.hardened-weave.description":"Skin cyber that grants an improved base armor class such as Dermal Armor has any AC it grants improved by +2. The additional armor makes the system Obvious, regardless of its original subtlety, and counts as one item of Readied encumbrance that cannot be dropped.\n\n*Fix-2 and Heal-1, 30% of the system’s cost.*","cyberware-mods.low-maintenance.name":"{base} (low maintenance)","cyberware-mods.low-maintenance.description":"The modded system no longer requires any significant maintenance. This mod does not work on systems with special maintenance costs or consequences, such as a Full Body Conversion or a Regulated Anagathic Substrate.\n\n*Fix-2 and Heal-2, 10% of the system’s cost, 1 special component.*","cyberware-mods.monoblade.name":"{base} (monoblade)","cyberware-mods.monoblade.description":"A bladed cyber system has advanced monomolecular cutting elements installed. The edge is difficult to maintain but inflicts horrific injuries when it strikes cleanly. The weapon’s Trauma Die gets a +1 bonus, but its base damage die and Shock is decreased by -2.\n\n*Fix-2 and Heal-1, 20% of the system’s cost.*","cyberware-mods.profile-adjustment.name":"{base} (profile adjustment)","cyberware-mods.profile-adjustment.description":"The system’s obviousness is lowered by one step, from Sight to Touch, or Touch to Medical. It has no benefit for a system that is already at a Medical grade of concealment.\n\n*Fix-1 and Heal-2, 20% of the system’s cost.*","cyberware-mods.quick-detach.name":"{base} (quick detach)","cyberware-mods.quick-detach.description":"Usable only on limb cyber, eyes, or other parts that could conceivably be removed, this mod allows the user to attach or detach the system with five minutes of work, and replace it with any other Quick Detach-modded system that would fit in the same place.\n\n*Fix-2 and Heal-2, 30% of the system’s cost.*","cyberware-mods.tailored-interface.name":"{base} (tailored interface)","cyberware-mods.tailored-interface.description":"A demanding cyber system is adjusted to specifically match the biochemistry of the user rather than using a factory-set best approximation. This mod only functions on cyber that inflicts 2+ points of permanent System Strain, but lowers the strain cost by 1 point.\n\n*Fix-1 and Heal-3, 30% of the system’s cost, 1 special component.*","cyberware-mods.targeting-processor.name":"{base} (targeting processor)","cyberware-mods.targeting-processor.description":"This mod must be installed in Gunlink, or in a weapon system such as Body Blades or Eye Mod/Flechette. Improved targeting calculations grant a +1 bonus to hit with the cyber-weapon or with guns aimed with the Gunlink system. An attack can only ever benefit from one instance of this mod.\n\n*Fix-2 and Heal-1, 30% of the system’s cost.*","cyberware-complications.unreliable.name":"{base} (unreliable)","cyberware-complications.unreliable.description":"*Complication 1.* The first time each day that it's important that the system function, roll 1d6; on a 1, it's nonfunctional until it receives maintenance.","cyberware-complications.inefficient.name":"{base} (inefficient)","cyberware-complications.inefficient.description":"*Complication 2.* The ware incurs an additional 0.5 System Strain cost.","cyberware-complications.loud.name":"{base} (loud)","cyberware-complications.loud.description":"*Complication 3.* When the system is operating, it's loud enough to be heard clearly five meters away, making stealth impossible. Systems that are always on make this noise constantly.","cyberware-complications.fussy.name":"{base} (fussy)","cyberware-complications.fussy.description":"*Complication 4.* The required interval between maintenance is halved.","cyberware-complications.bad-connection.name":"{base} (bad connection)","cyberware-complications.bad-connection.description":"*Complication 5.* Each time the cyberware is triggered, there's a 1 in 6 chance it fails to activate and the action is wasted. Cyberware that is always on is not hindered by this.","cyberware-complications.blatant.name":"{base} (blatant)","cyberware-complications.blatant.description":"*Complication 6.* Cyberware that normally requires Medical or Touch detection now becomes obvious on sight, perhaps due to excessive scarring or required surface-mount support.","cyberware-complications.debilitating.name":"{base} (debilitating)","cyberware-complications.debilitating.description":"*Complication 7.* Pick an attribute in some way relevant to the cyber. The attribute suffers a 1d2 point penalty to its base score that persists as long as the system remains implanted.","cyberware-complications.uncooperative.name":"{base} (uncooperative)","cyberware-complications.uncooperative.description":"*Complication 8.* Add 1 System Strain if this isn’t the only implant of the same category, such as Limb/Nerve/Body.","cyberware-complications.complicated.name":"{base} (complicated)","cyberware-complications.complicated.description":"*Complication 9.* The complexity of the installation increases the minimum skill level required to maintain it to either Fix-1 or Heal-1.","cyberware-complications.exhausting.name":"{base} (exhausting)","cyberware-complications.exhausting.description":"*Complication 10.* Maintenance on the system is exceptionally taxing. After it's done, the user needs to spend 24 hours of downtime resting; if they omit this, they gain 2 System Strain immediately.","cyberware-complications.power-hungry.name":"{base} (power hungry)","cyberware-complications.power-hungry.description":"*Complication 11.* The user needs to supplement the system by plugging into an urban power grid or vehicle power port for a half-hour each day. Without this, the system goes inert until re-powered.","cyberware-complications.petty-annoyance.name":"{base} (petty annoyance)","cyberware-complications.petty-annoyance.description":"*Complication 12.* It has some small quirk or deficiency of fit that causes no real problem in its functionality.","skillplugs.level-0.name":"Level-0 Skillplug","skillplugs.level-0.description":"Commonly-available skillplugs can be found for any skill at level-0 or level-1. A basic Skillplug Jack I system can only interface with intellectual skills that require only modest physical expertise; Know, Fix, or Heal could qualify for this, but Shoot, Exert, or most forms of Perform would not. Such physical skills require an upgraded Skillplug Jack II unit.\n\nSomeone with a plug jack and the Skillplug Wires implant can make use of rare, costly level-2 skillplugs, or the vanishingly rare level-3 plugs. Level-3 plugs are normally only available through special missions to obtain them.\n\nWhenever the user rolls a natural 2 on a skillplug-augmented skill check, or a natural 1 on a skillplug-augmented attack roll, the check or roll is an automatic failure that no reroll ability can save. The skillplug jack itself then locks up uselessly for the scene.\n\nWhile it is possible to implant multiple plug jacks and use multiple skillplugs at once, the increased neural crosstalk invariably increases the chance of severe error. Each additional skillplug run after the first increases the automatic failure roll range by one point.","skillplugs.level-0.choices.skill.prompt":"Skill","skillplugs.level-1.name":"Level-1 Skillplug","skillplugs.level-1.description":"Commonly-available skillplugs can be found for any skill at level-0 or level-1. A basic Skillplug Jack I system can only interface with intellectual skills that require only modest physical expertise; Know, Fix, or Heal could qualify for this, but Shoot, Exert, or most forms of Perform would not. Such physical skills require an upgraded Skillplug Jack II unit.\n\nSomeone with a plug jack and the Skillplug Wires implant can make use of rare, costly level-2 skillplugs, or the vanishingly rare level-3 plugs. Level-3 plugs are normally only available through special missions to obtain them.\n\nWhenever the user rolls a natural 2 on a skillplug-augmented skill check, or a natural 1 on a skillplug-augmented attack roll, the check or roll is an automatic failure that no reroll ability can save. The skillplug jack itself then locks up uselessly for the scene.\n\nWhile it is possible to implant multiple plug jacks and use multiple skillplugs at once, the increased neural crosstalk invariably increases the chance of severe error. Each additional skillplug run after the first increases the automatic failure roll range by one point.","skillplugs.level-1.choices.skill.prompt":"Skill","skillplugs.level-2.name":"Level-2 Skillplug","skillplugs.level-2.description":"Commonly-available skillplugs can be found for any skill at level-0 or level-1. A basic Skillplug Jack I system can only interface with intellectual skills that require only modest physical expertise; Know, Fix, or Heal could qualify for this, but Shoot, Exert, or most forms of Perform would not. Such physical skills require an upgraded Skillplug Jack II unit.\n\nSomeone with a plug jack and the Skillplug Wires implant can make use of rare, costly level-2 skillplugs, or the vanishingly rare level-3 plugs. Level-3 plugs are normally only available through special missions to obtain them.\n\nWhenever the user rolls a natural 2 on a skillplug-augmented skill check, or a natural 1 on a skillplug-augmented attack roll, the check or roll is an automatic failure that no reroll ability can save. The skillplug jack itself then locks up uselessly for the scene.\n\nWhile it is possible to implant multiple plug jacks and use multiple skillplugs at once, the increased neural crosstalk invariably increases the chance of severe error. Each additional skillplug run after the first increases the automatic failure roll range by one point.","skillplugs.level-2.choices.skill.prompt":"Skill","skillplugs.level-3.name":"Level-3 Skillplug","skillplugs.level-3.description":"Commonly-available skillplugs can be found for any skill at level-0 or level-1. A basic Skillplug Jack I system can only interface with intellectual skills that require only modest physical expertise; Know, Fix, or Heal could qualify for this, but Shoot, Exert, or most forms of Perform would not. Such physical skills require an upgraded Skillplug Jack II unit.\n\nSomeone with a plug jack and the Skillplug Wires implant can make use of rare, costly level-2 skillplugs, or the vanishingly rare level-3 plugs. Level-3 plugs are normally only available through special missions to obtain them.\n\nWhenever the user rolls a natural 2 on a skillplug-augmented skill check, or a natural 1 on a skillplug-augmented attack roll, the check or roll is an automatic failure that no reroll ability can save. The skillplug jack itself then locks up uselessly for the scene.\n\nWhile it is possible to implant multiple plug jacks and use multiple skillplugs at once, the increased neural crosstalk invariably increases the chance of severe error. Each additional skillplug run after the first increases the automatic failure roll range by one point.","skillplugs.level-3.choices.skill.prompt":"Skill","syndromes.brutal.name":"Brutal","syndromes.brutal.description":"Your hardware isn’t meant to be restrained. It hurts to leave the limiters on; the confirmation prompts keep blaring in your brain and it feels like you’re suffocating when you don’t let them work according to spec. Sub-optimal performance feels like something sharp digging in your head. Effect: You cannot engage in non-lethal combat, though you don’t necessarily need to coup de grace downed foes. Check for Alienation each round you attack someone with non-lethal intent.","syndromes.candid.name":"Candid","syndromes.candid.description":"The processors feed you information so quickly and so smoothly that your meat brain barely has time to process it. If you try to slow it down, it hurts, so it’s easier to just let it run. Effect: You instinctively answer any question with at least one sentence of truthful reply. Check for Alienation if you try to remain silent or avert this instinct for a scene.","syndromes.cold.name":"Cold","syndromes.cold.description":"The hormonal adjustments are fraying your ability to form emotional bonds with others. You intellectually may know they love you and you may have every reason to love them, but it’s a distant abstraction to you. It’s not a real feeling, like the hate, or lust, or longing that still sometimes sparks in you. You stick with your friends out of habit or rational calculation. Effect: You are unable to feel love or affection for others. Lose your closest Contact.","syndromes.distant.name":"Distant","syndromes.distant.description":"Everything’s so much clearer with the augs. You can see what you need to do, to say, to be, while those around you wallow in weak, fleshly delusion. Dealing with them is so very tiresome. Effect: Take a -1 penalty to all social skill checks.","syndromes.exultant.name":"Exultant","syndromes.exultant.description":"The chrome is perfect. If it breaks, you can just fix it. If you break, you can just get more chrome. You can’t be beaten, not for long, because the metal can do anything. Effect: Your overconfidence causes an automatic, unavoidable skill failure on a natural skill roll of 12.","syndromes.fearless.name":"Fearless","syndromes.fearless.description":"The combat augs are great for suppressing fear. Honestly, it feels so good that you just leave them on all the time. Being able to live your life without worry or anxiety is such a tremendous relief, even if it sometimes makes you overlook some things. Effect: Your maximum HP is decreased by 20%, rounded down, because your survival instincts are dulled. If an NPC, your Morale is 12.","syndromes.hypervigilant.name":"Hypervigilant","syndromes.hypervigilant.description":"Can’t sleep. Wireless push updates will eat me. Effect: Gain one permanent System Strain point due to persistent insomnia.","syndromes.murderous.name":"Murderous","syndromes.murderous.description":"You were wired to kill, and you can’t turn it off. The longer between kills, the more everything starts looking like a weapon, and everyone starts looking like a throat to cut. When it gets really bad, the wires won’t let you think of anything but your real purpose, what you made yourself to be. Effect: Must personally kill at least one person a week, or check for Alienation for each day beyond without a murder.","syndromes.ravenous.name":"Ravenous","syndromes.ravenous.description":"These senses are incredible; you’re seeing, or hearing, or feeling things human meat was never meant to experience. You want more, you need more, and you’ll do anything to get it. Effect: Pick a sensory vice. Check for Alienation each time you resist an easy opportunity to indulge it. Pay $100 per total permanent Alienation point per week in feeding it or check for Alienation.","syndromes.savage.name":"Savage","syndromes.savage.description":"Your cyber is telling you to kill. It’s constantly reminding you of active enemies or weak points on targets, and you have to keep rejecting confirmation prompts for killing blows. It’s only letting you think about trajectories and kill counts, about threats and unfinished terminations. You can’t think with a live enemy around. Effect: You can’t run from combat after you’ve suffered hit point damage in it. If you choose to flee, check for Alienation.","syndromes.secretive.name":"Secretive","syndromes.secretive.description":"Your social protocols know best. They’re telling you not to say that, warning you that you’ll ruin everything if you admit it. You’re supposed to say something better, something more appropriate, and the prompts keep screaming at you if you try to defy them. Effect: You cannot entirely truthfully answer any question that doesn’t relate to common knowledge or your wishes in a business transaction. If you do so, check for Alienation for each topic that’s truthfully discussed in a scene.","syndromes.stressed.name":"Stressed","syndromes.stressed.description":"The hardware is getting in the way of the wetware. The demands are aggravating an already weakened system, and it can’t take the strain. Effect: Your lowest attribute suffers a -1 modifier penalty, to a minimum of -3. If multiple attributes tie, pick one.","edges.educated.name":"Educated","edges.educated.description":"You may pick a bonus skill of your choice. Whenever you gain skill points from character level advancement, you get a bonus skill point.","edges.face.name":"Face","edges.face.description":"Gain Connect as a bonus skill. Once per game week, whenever it’s convenient, gain one temporary Acquaintance Contact of your choice, describing them in any way the GM finds acceptable. You lose touch with this Contact after you use this Edge again, but you can use this Edge to connect with them again at a different time. You may also provide favors or payment sufficient to cement the relationship at the GM’s discretion.","edges.focused.name":"Focused","edges.focused.description":"You begin play with an extra Focus pick. You may choose this Edge more than once.","edges.ghost.name":"Ghost","edges.ghost.description":"You are uncannily elusive. Gain Sneak as a bonus skill and the Fighting Withdrawal combat action is an On Turn action for you. Once per scene, reroll a failed Sneak check related to sneaking or going unseen. Once per game day, as a Move action, move up to 10 meters without anyone around you seeing you move. If you use this movement to get behind cover, you might seem to vanish outright to onlookers.","edges.hacker.name":"Hacker","edges.hacker.description":"Gain Program as a bonus skill. You may begin play with an installed Cranial Jack cybersystem, a scrap deck, and eight program elements of your choice among available Verbs and Subjects. Each round, you gain a bonus Main Action that can only be used to perform hacking or cyberspace-related mental actions. This does not include drone piloting or vehicle driving.","edges.hard-to-kill.name":"Hard To Kill","edges.hard-to-kill.description":"Instead of rolling 1d6 per level for your hit points, you roll 1d6+2. Your base Trauma Target increases by +1, turning the base 6 into 7.","edges.killing-blow.name":"Killing Blow","edges.killing-blow.description":"Gain a combat skill as a bonus skill. Whenever you inflict hit point damage on something, whether by weapon, Shock, special ability, or any other source, the damage is increased by 1 point per two character levels, rounded up. Any Trauma Die you roll gains a +1 bonus.","edges.masterful-expertise.name":"Masterful Expertise","edges.masterful-expertise.description":"Once per scene, as an Instant action, reroll a failed check for a non-combat skill.","edges.on-target.name":"On Target","edges.on-target.description":"Gain a combat skill as a bonus skill. Your basic attack bonus is equal to your character level, instead of the usual half level, rounded down.","edges.prodigy.name":"Prodigy","edges.prodigy.description":"Pick an attribute other than Constitution; its score becomes 18 and it grants a +3 modifier instead of +2. Characters benefiting from the Underdog Rule can’t take this Edge.","edges.prodigy.choices.attribute.prompt":"Prodigy attribute","edges.prodigy.prerequisites.not-underdog":"Not for characters benefiting from the Underdog Rule","edges.operators-fortune.name":"Operator’s Fortune","edges.operators-fortune.description":"You may or may not be good, but you are undeniably lucky. Once per game session as an Instant action, when something bad happens to you such as an injury, a failed save, or a botched skill check, test your luck and roll 1d6. On a 1, the bad event is unaffected. On a 2-5, you somehow avert the consequences by blind chance. On a 6, it actually lands on an enemy or rival of the GM’s choice, if that’s possible. Only events that happened in this same round can be averted.","edges.veterans-luck.name":"Veteran’s Luck","edges.veterans-luck.description":"Once per scene, as an Instant action, trigger this ability to gain one of two effects: an attack roll that just hit you is instead treated as a miss, or an attack roll you just made that missed is instead treated as a hit. This ability can be applied to vehicle weapons used by the operator, but it cannot protect against environmental damage, vehicle crashes, falls, or other harm that doesn’t involve an attack roll.","edges.voice-of-the-people.name":"Voice of the People","edges.voice-of-the-people.description":"You are a rocker, graffiti artist, poet, demagogue, or other rabble-rouser with a considerable reputation. You gain both levels of the Pop Idol Focus and an additional Friend Contact related to your art.","edges.wired.name":"Wired","edges.wired.description":"You may begin play with up to $200,000 worth of new or secondhand cyber. If secondhand, you roll once per system for its defect and may end up with unusable junk. You don’t need to pay for installation and its maintenance is covered for the next two months. You can redeem this Edge later in your career by paying double the cost of the cyber you selected; if so, you can trade this Edge in for a different one with the GM’s approval.","edges.graced.name":"Graced","edges.graced.description":"You have innate magical abilities that enhance your physical or mental prowess. You gain the Graced powers and hindrances described in section 6.3.0.","edges.spellcaster.name":"Spellcaster","edges.spellcaster.description":"You are a mage, capable of casting spells as described in section 6.1.0and suffering a mage's limits in using cyberware.","edges.summoner.name":"Summoner","edges.summoner.description":"You are a summoner, capable of calling up spirit servants as described in the summoning rules, though you also have limits in using cyberware.","edges.prodigy.choices.attribute.options.str.name":"Strength","edges.prodigy.choices.attribute.options.dex.name":"Dexterity","edges.prodigy.choices.attribute.options.int.name":"Intelligence","edges.prodigy.choices.attribute.options.wis.name":"Wisdom","edges.prodigy.choices.attribute.options.cha.name":"Charisma","foci.ace-driver.name":"Ace Driver","foci.ace-driver.description":"If it’s got wheels or wings, you can drive it. Your background may lend itself to a particular type of transport, but your natural talent lets you operate any vehicle with an almost instinctive aptitude. These Focus benefits do not apply to drone piloting, however.\n\n**Level 1:** Gain Drive as a bonus skill. You have “acquired” vehicles worth no more than the budget given in section 1.6.2, and can replace lost or destroyed gear at a rate of $10,000 per week. Once per scene, as an Instant action, reroll a failed skill check related to driving or vehicle maintenance and repair.\n\n**Level 2:** Gain Fix as a bonus skill. The Speed of a vehicle you drive is increased by 1 point. Once per vehicle, you can add a mod to it for free, ignoring money and experimental component costs. Only you can effectively operate this mod, but it requires no Maintenance. You can change this free mod with a week of downtime.","foci.alert.name":"Alert","foci.alert.description":"You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\n\n**Level 1:** Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When your group rolls initiative, your vigilance allows them to roll twice and take the higher roll.\n\n**Level 2:** In addition to the benefits of level 1, you always act first in a combat round unless someone else involved is also this Alert.","foci.all-natural.name":"All Natural","foci.all-natural.description":"Your mind and body are superbly gifted, but this very excellence leaves you profoundly incompatible with most cyber. You cannot accept implants except for minor cosmetic ones with an unmodified System Strain cost of zero. If a GM is mixing rules from several games of this family, this Focus should not be allowed unless cyberware is expected equipment for all PCs. If you’re using the deluxe version rules for magic, PCs with magical or psychic Edges such as Spellcaster, Summoner, or Graced cannot take this Focus.\n\n**Level 1:** Gain any skill as a bonus skill. Pick an attribute; its modifier increases by +1, up to a maximum of +3. You can make another such attribute pick at levels 3, 5, 7, and 10, choosing the same attribute or a different one. While you can still suffer Traumatic Hits, you never suffer major injuries.","foci.armsmaster.name":"Armsmaster","foci.armsmaster.description":"You have an unusual competence with thrown weapons and melee attacks. This Focus’ benefits do not apply to unarmed attacks or non-thrown projectile weapons. This Focus’ bonuses also don’t stack with Deadeye or other Foci that add a skill’s level to your damage or Shock.\n\n**Level 1:** Gain Stab as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\n\n**Level 2:** The Shock from your melee attacks always treats the target as if they have AC 10. Gain a +1 bonus to hit with all thrown or melee attacks.","foci.assassin.name":"Assassin","foci.assassin.description":"You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules in section 2.4.7.3.\n\n**Level 1:** Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\n\n**Level 2:** You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards not directly in your path.","foci.authority.name":"Authority","foci.authority.description":"You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. Where this Focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\n\n**Level 1:** Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or very uncharacteristic.\n\n**Level 2:** Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.","foci.close-combatant.name":"Close Combatant","foci.close-combatant.description":"You’ve had all too much practice at close-in fighting and desperate struggles with pistol or blade. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.\n\n**Level 1:** Gain any combat skill as a bonus skill. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time.\n\n**Level 2:** The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.","foci.cyberdoc.name":"Cyberdoc","foci.cyberdoc.description":"Any skilled medic can implant and maintain cyber systems, but you have a special aptitude for the work.\n\n**Level 1:** Gain Fix and Heal as bonus skills. You start play with a cyberdoc kit, and you can implant cyberware even if your Heal skill is level-0. You gain a +2 bonus on all cyber implant surgery skill checks. If you perform cyber maintenance for a person, the delicacy of your adjustments decreases the total System Strain cost of their implants by one point until their next maintenance interval.\n\n**Level 2:** The quality of your cyber maintenance improves; the System Strain decrease is equal to two points now instead of one. You never fail to install cyberware correctly. Once per patient, you can build and install a cyber modification to a system as described in section 2.8.2 without any cost in money or experimental components, assuming you have the requisite skill levels to build it.","foci.deadeye.name":"Deadeye","foci.deadeye.description":"You have a gift with ranged weapons. While this talent most commonly applies to guns, it is also applicable to thrown weapons or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsmaster Focus at the same time as Deadeye.\n\n**Level 1:** Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a rifle or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll.\n\n**Level 2:** You can reload guns, crossbows, or other slow-loading weapons as an On Turn action, provided they don’t take more than a round to reload. You can use ranged weapons of any size in melee without penalty. Once per scene, as an On Turn action when target shooting at an inanimate, non-creature target, you automatically hit unless you roll a 2 on your Shoot skill check or the shot is physically impossible.","foci.diplomat.name":"Diplomat","foci.diplomat.description":"You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\n\n**Level 1:** Gain Talk as a bonus skill. You speak all the languages common to the city and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\n\n**Level 2:** Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.","foci.drone-pilot.name":"Drone Pilot","foci.drone-pilot.description":"While anyone can drive a drone under casual circumstances, your knack for it is something unusual.\n\n**Level 1:** Gain Drive and Fix as bonus skills. You acquire or start play with a Remote Control Unit cybersystem and its installation. Through connections, scavenging, and parts repurpose, you have free drones and their weapons and fittings worth no more than the budget given in section 1.6.2. You can repair these drones without needing spare parts, and destroyed drones can be replaced with a week’s work. You always have the equivalent of a drone repair kit on you at no Encumbrance cost.\n\n**Level 2:** You can use the Assume Command drone action once per round as an On Turn action. Once per scene, gain a bonus Main Action to command a drone. Any drones you control gain a +2 bonus to their hit rolls, whether or not you’re personally firing their weaponry.","foci.expert-programmer.name":"Expert Programmer","foci.expert-programmer.description":"A skilled hacker can program their own utilities, but you take this expertise far beyond the norm.\n\n**Level 1:** Gain Program as a bonus skill. You can create and maintain an additional number of program elements equal to your character level+2, split among Verbs and Subjects as you see fit as explained in section 4.3.0. You can change your choices with a week’s work. Once per day, as an On Turn action, you can make an on-the-fly edit to a Subject program element to turn it into any other Subject program element you need. The element remains altered until you change it again.\n\n**Level 2:** Your programs are exceedingly efficient. Any program elements you write take up only half the usual Memory. A cyberdeck you use gains a CPU bonus equal to your Program skill level.","foci.healer.name":"Healer","foci.healer.description":"Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\n\n**Level 1:** Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\n\n**Level 2:** Pharmaceuticals or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing adds no System Strain, but can be applied to a given target only once per day.","foci.henchkeeper.name":"Henchkeeper","foci.henchkeeper.description":"You have a distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this Focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people, and are usually marginal sorts, criminals, the desperate, or other persons with few options.\n\nYou can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase.\n\n**Level 1:** Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will go with you on missions and risk great danger to help you. Most corper henchmen will have 5 HP, a +0 attack bonus, and a Morale of 7, plus whatever gear they’re given. Slum-dwellers and other natives of harsh societies will fight as street thugs if pressed. You can have one henchmen at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman.\n\n**Level 2:** Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as basic corp security. You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.","foci.many-faces.name":"Many Faces","foci.many-faces.description":"You have multiple usable identities registered with corporate and governmental databases. These identities are so deeply embedded in the systems that they’re almost impossible to pry out unless you do something to compromise them.\n\n**Level 1:** Gain Sneak as a bonus skill. You can maintain one alternate identity at a time per three character levels, rounded up. These identities have their own names, backgrounds, criminal records, financial dealings, and bank accounts, and will register as authentic to all normal corporate and governmental checks. If an identity is compromised or you want a different one, you can replace it with a week’s work. False identities cannot be important people or involve corporations you don’t have a Contact in already.","foci.pop-idol.name":"Pop Idol","foci.pop-idol.description":"Whether a street musician, graffiti artist, underground journalist, cam girl, folk singer, or Robin Hood-esque thief, you have a devoted following of enthusiasts who are willing to help you when you need them.\n\n**Level 1:** Gain Perform as a bonus skill. Once per game week, with an hour or so of messaging, you can mobilize about a hundred of your fans to perform some act of your choice, provided it’s no more than mildly criminal or slightly dangerous. Flash mobs, getaway drivers, scouting reports, tailing people, or instant parties might all qualify as services. Your fans don’t have any special skills, but they’ll do anything ordinary workers or civilians could do. If you mobilize them for donations or merch purchases, you get $1,000 per character level, doubled at fifth level and quadrupled at tenth. You can’t mobilize them to buy your content more than once per month.\n\n**Level 2:** You can mobilize up to a hundred fans per character level, though major mobs are likely to draw a law enforcement response. You’ve cultivated fan leaders who can pass along your wishes deniably, concealing your involvement in the crowd. Your donation and merch earning amounts double. Your Charisma modifier increases by +1, to a maximum of +2.","foci.roamer.name":"Roamer","foci.roamer.description":"You might be a footloose bum with a knack for stowing aboard cargo shipments, a hard-bitten outlander smuggler, or a restless seeker of the horizon. Either way, you’ve seen more of the world with your own two eyes than any common corper ever will.\n\n**Level 1:** Gain Survive and Drive as bonus skills. You have conversational skill in all common languages spoken in the region or city, and you never get lost. You have “acquired” one or more vehicles worth no more than the budget given in section 1.6.2. You can replace lost or damaged vehicles at a rate of $10,000 per week.\n\n**Level 2:** Once per scene, as an Instant action, you can reroll a failed skill check related to safe traveling or vehicle operation, whether to fix a blown engine or talk down a ganger who doesn’t like strangers crossing his turf.","foci.safe-haven.name":"Safe Haven","foci.safe-haven.description":"You have the contacts and expertise to find safehouses and bolt holes that no one else would think to find. You know how to persuade landlords into helping you for nebulous future advantages.\n\n**Level 1:** Gain Sneak as a bonus skill. If you spend a week in a particular neighborhood, you can find or arrange a secure safe house and the on-call assistance of a local cyberdoc or medic willing to perform emergency care for no more than you can afford to pay. This safe house will always go unnoticed unless you are at Heat 8+ or specifically compromise it; even in that case, it will remain undiscovered for at least 24 hours if you can get to it without being followed. If a safe house is burnt, you can find a new one with another week’s work. A PC can’t have more safe houses active at once than their character level.\n\n**Level 2:** Your safe houses are actively protected by the local authorities, be they gang members, paid-off cops, or cooperative corp security. Provided you don’t make them angry, they’ll defend you from most ordinary degrees of pursuit. You can find safe havens geared with the equivalent of tech workshops or level one cyberclinics.","foci.shocking-assault.name":"Shocking Assault","foci.shocking-assault.description":"You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\n\n**Level 1:** Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place and the target is not immune to Shock.\n\n**Level 2:** In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks that do Shock. As usual, regular hits never do less damage than this Shock would do.","foci.snipers-eye.name":"Sniper’s Eye","foci.snipers-eye.description":"You are an expert at placing a bullet or arrow on an unsuspecting target. These special benefits only apply when making an Execution Attack with a gun, bow, or thrown weapon, as described in section 2.4.7.3.\n\n**Level 1:** Gain Shoot as a bonus skill. When making a skill check for a ranged Execution Attack or target shooting, roll 3d6 and drop the lowest die.\n\n**Level 2:** You don’t miss ranged Execution Attacks. A target hit by one takes a -4 penalty on the Physical saving throw to avoid immediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.","foci.specialist.name":"Specialist","foci.specialist.description":"You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a natural athlete, a brilliant engineer, or some other savant, your expertise is extremely reliable. You may take this Focus more than once for different skills.\n\n**Level 1:** Gain a non-combat skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.\n\n**Level 2:** Roll 4d6 and drop the two lowest dice for all skill checks in this skill.","foci.tinker.name":"Tinker","foci.tinker.description":"You have a natural talent for modifying and improving equipment, as given in the rules in section 2.8.2.\n\n**Level 1:** Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Vehicle, cyber, and gear mods cost only half their usual price in dollars, though experimental component requirements remain the same.\n\n**Level 2:** Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score, up to a maximum of Fix-5. Advanced mods require one fewer experimental components to make, down to a minimum of zero.","foci.unarmed-combatant.name":"Unarmed Combatant","foci.unarmed-combatant.description":"Your empty hands are more dangerous than knives in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding pistols, rifles and similar ranged arms, though you need at least one hand free to do so.\n\n**Level 1:** Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. While you normally add your Punch skill level to any unarmed damage you inflict, don’t add it twice to Shock damage. If you choose to strike lethally with unarmed attacks, they have a Trauma Die of 1d6 and a Trauma Rating of x2.\n\n**Level 2:** Even on a miss with a Punch attack, you do an unmodified 1d6 damage, plus any Shock that the blow might inflict on the target. Your Trauma Die becomes 1d8 for lethal attacks.","foci.unique-gift.name":"Unique Gift","foci.unique-gift.description":"Your PC has a unique piece of cyberware, an exceptional human ability, or some experimental genetic modification that grants them some benefit that isn’t covered under existing options.\n\nThis benefit shouldn’t be a simple bonus to something you already do; it should be a power or ability that gives you options that you just wouldn’t have otherwise. It also shouldn’t be used to simply optimize an existing character concept, but instead should allow you to make a character who wouldn’t make sense without this special ability.\n\nIt’s up to the GM to decide what’s reasonable and fair to be covered under this gift, and whatever they allow should be roughly equivalent to the existing Focus options in overall power If an ability is particularly powerful or the cybernetics are especially draining, it might require the user to take System Strain to use it,.\n\nAs a general rule this ability should be better than a piece of gear the PC could buy. The player is spending a very limited resource when they make this Focus pick, so what they get should be good enough that they can’t just duplicate it with a fat bank account.","foci.unregistered.name":"Unregistered","foci.unregistered.description":"Whether by unrecorded birth, database corruption, or sheer luck, you simply do not exist in any government or corporate database. If taken with the Many Faces Focus, your own identity is lost, but you can create others for your own uses. If this Focus is taken after character creation, it means your existing records have become hopelessly corrupted and lost.\n\n**Level 1:** You have no government or corporate database records associated with you, and it is almost impossible to add any such records without them ending up corrupted or deleted within a week. Human beings can remember you, but they can’t rely on computerized records to keep track of you or your activities. You can keep money on credit chips or in cash, but banking or formal property ownership is almost impossible for you.","foci.whirlwind-assault.name":"Whirlwind Assault","foci.whirlwind-assault.description":"You are a frenzy of bloody havoc in melee combat, and can hack down numerous lesser foes in close combat… assuming you survive being surrounded.\n\n**Level 1:** Gain Stab or Punch as a bonus skill. Once per scene, as an On Turn action, apply your Shock damage to all foes within melee range, assuming they’re susceptible to your Shock.\n\n**Level 2:** The first time you kill someone in a round with a normal attack, either with its rolled damage on a hit or with the Shock damage it inflicts, instantly gain a second attack on any target within range using any Ready weapon you have.","foci.specialist.choices.skill.prompt":"Specialist skill","foci.all-natural.prerequisites.no-cyber":"No implants but cosmetic ones with no System Strain","foci.all-natural.prerequisites.no-magic":"Not for characters with a magical Edge","foci.all-natural.choices.attribute.prompt":"All Natural attribute ({slot, selectordinal, one {#st} two {#nd} few {#rd} other {#th}} level)","armor.ordinary-clothing.name":"Ordinary Clothing","armor.ordinary-clothing.description":"Some bold, impoverished, or highly fashionable people still insist on wearing clothing that has no functional use as armor.","armor.reinforced-clothing.name":"Reinforced Clothing","armor.reinforced-clothing.description":"Subtle polymer sheets and reinforced weaves are used to provide a modicum of protection in this clothing without sacrificing taste.","armor.war-harness.name":"War Harness","armor.war-harness.description":"An upgraded form of street leathers, these outfits have sacrificed all discretion for whatever spare ballistic plates and advanced polymer weaves its owner can sew or bolt on. It’s usually the best armor that local gangs or common thugs can afford.","armor.street-leathers.name":"Street Leathers","armor.street-leathers.description":"Fashionable, aggressive, and often mismatched, “street leathers” seldom have any non-synthetic leather in their makeup, but are light and comfortable enough to wear as a habit.","armor.reinforced-longcoat.name":"Reinforced Longcoat","armor.reinforced-longcoat.description":"Long, draping clothing is bolstered with advanced fabrics and discreetly-placed absorption plates, the whole remaining deniable as armor.","armor.armored-clothing.name":"Armored Clothing","armor.armored-clothing.description":"The bulky plates and heavy ballistic weaves of this outfit are disguised as drapes and fashion elements.","armor.plated-longcoat.name":"Plated Longcoat","armor.plated-longcoat.description":"An ankle-length coat, robe, or mantle is used as a substrate for numerous reinforced plates and swaths of ballistic weave. It’s heavy, bulky, and blatant, but it can absorb a lot of punishment.","armor.impact-jacket.name":"Impact Jacket","armor.impact-jacket.description":"Built to absorb the impact of various contact sports, extreme athletic pursuits, and unguided vehicle races, these jackets usually come as part of a full-body protective outfit.","armor.light-armored-suit.name":"Light Armored Suit","armor.light-armored-suit.description":"Ordinary law enforcement and security guards will be wearing suits like this, usually brightly emblazoned with their corporate affiliation.","armor.medium-armored-suit.name":"Medium Armored Suit","armor.medium-armored-suit.description":"Heavy security usually sports armor on this level, including police rapid response teams.","armor.heavy-armored-suit.name":"Heavy Armored Suit","armor.heavy-armored-suit.description":"A head-to-toe suit of interlocking plates and impact absorption units, these suits are reserved for high-end response teams and military operations.","armor.riot-shield.name":"Riot Shield","armor.riot-shield.description":"These bulky, transparent shields are most effective in fending off melee attackers. They must be Readied in one hand; users with multiple cyberarms can benefit from only one shield at a time. A shield negates the first melee Shock damage a bearer takes in a round.","armor-accessories.absorption-plates.name":"{base} with absorption plates","armor-accessories.absorption-plates.description":"Additional impact-absorbing buffer plates are added to the armor. Their bulk inflicts a -1 penalty to the user’s Sneak and Exert checks.","armor-accessories.joint-reinforcement.name":"{base} with joint reinforcement","armor-accessories.joint-reinforcement.description":"The weak points around limb joints are reinforced with extra layers of weave. The extra weave hinders movement, and applies a -1 penalty to the wearer’s Sneak and Exert checks.","armor-mods.absorption-pads.name":"{base} (absorption pads)","armor-mods.absorption-pads.description":"Kinetic padding is added to the armor, granting it 5 more hit points of damage soak per fight.\n\n*Fix-2, $2,000.*","armor-mods.active-response.name":"{base} (active response)","armor-mods.active-response.description":"The armor has hyper-advanced reactive defenses that deflect and mitigate otherwise-critical injuries. Increase the wearer’s Trauma Target by 1. This stacks with any existing Trauma Target bonus the armor may already confer on the wearer.\n\n*Fix-3, $20,000, 2 special tech.*","armor-mods.biostabilizing.name":"{base} (biostabilizing)","armor-mods.biostabilizing.description":"An integral biostatus monitor triggers emergency trauma drugs when the wearer is Mortally Wounded. As an Instant action, they roll 2d6+2 versus difficulty 8 to stabilize. Only one such attempt can be made before the suit needs an hour to recalibrate.\n\n*Fix-1, $2,500.*","armor-mods.customized.name":"{base} (customized)","armor-mods.customized.description":"The armor is tailored to a specific wearer, granting them a +1 bonus to both ranged and melee AC while it’s worn.\n\n*Fix-1, $1,000.*","armor-mods.discreet-design.name":"{base} (discreet design)","armor-mods.discreet-design.description":"The armor is carefully tailored and adjusted to be less imposing. Obvious armor is made Subtle by this mod, though it suffers a -2 penalty to its ranged and melee AC. The armor retains its original bulk, but its lines, drapes, and fabrics now appear to be particularly voluminous fashion couture rather than protective equipment.\n\n*Fix-2, $5,000, 1 special tech.*","armor-mods.flexible.name":"{base} (flexible)","armor-mods.flexible.description":"Bulky armor is carefully cut and tailored to allow a wearer the optimal range of movement. The Heavy quality of a suit of armor is removed.\n\n*Fix-2, $10,000, 1 special tech.*","armor-mods.quickchange.name":"{base} (quickchange)","armor-mods.quickchange.description":"The armor or clothing is designed with chroma-shifting fabrics, bi-facial texture panels, and removable accessories. As a Main Action, the wearer can shift its appearance to that of a different type of clothing or armor with the same level of obviousness. The details of this alternate appearance can be set with an hour of adjustment.\n\n*Fix-1, $1,000.*","armor-mods.sealed.name":"{base} (sealed)","armor-mods.sealed.description":"The armor is equipped with a concealed filter hood and temporary pressure gaskets. As a Main Action, the user can seal the clothing against the external atmosphere, rendering them immune to gases and contact toxins. The seal and its integral air supply last 30 minutes, after which an hour of cleaning and purging will be needed to refresh the system.\n\n*Fix-1, $2,500.*","armor-mods.tailored-rig.name":"{base} (tailored rig)","armor-mods.tailored-rig.description":"Pouches, attachment points, holsters, and other rigging are designed for a particular wearer’s body contours. They gain 1 point of Readied Encumbrance and 2 points of Stowed Encumbrance added to their maximum. These items are clearly visible to others, however, and cannot be concealed.\n\n*Fix-1, $2,000.*","armor-mods.trauma-dampers.name":"{base} (trauma dampers)","armor-mods.trauma-dampers.description":"This mod can only be installed after Absorption Pads are in place. Once fully engineered, they add 5 additional hit points of damage soak per fight.\n\n*Fix-3, $10,000, 1 special tech.*","armor-mods.whisperlight.name":"{base} (whisperlight)","armor-mods.whisperlight.description":"The armor’s bulk is cut down and conventional materials are replaced with more advanced composites. The armor’s Encumbrance decreases by 1 point.\n\n*Fix-2, $10,000, 1 special tech.*","weapon-mods.autotargeting.name":"{base} (autotargeting)","weapon-mods.autotargeting.description":"The weapon has kinetic sensors embedded in it that synchronize with onboard targeting chips. The user gains a +1 bonus to all hit rolls with the weapon, but needs to connect with it via either a Gunlink or a Cranial Jack.\n\n*Fix-1, $5,000.*","weapon-mods.concealed.name":"{base} (concealed)","weapon-mods.concealed.description":"Materials are replaced, outlines are altered, and appearances are adjusted. Pistol-sized and smaller weapons now cannot be detected without a full minute of patting down the bearer, while anything no larger than a rifle can be concealed as if it were a pistol, unfolding to full size upon use.\n\n*Fix-2, $5,000, 1 special components.*","weapon-mods.customized.name":"{base} (customized)","weapon-mods.customized.description":"The weapon’s balance and form are tailored to a specific user. That user gains a +1 bonus to all hit rolls with the weapon.\n\n*Fix-1, $1,000.*","weapon-mods.extended-mag.name":"{base} (extended magazine)","weapon-mods.extended-mag.description":"Caliber adjustments, feed assists, and magazine dimension alterations double a gun’s reliable magazine capacity.\n\n*Fix-1, $1,000.*","weapon-mods.heavy-sabot.name":"{base} (heavy sabot)","weapon-mods.heavy-sabot.description":"Applicable only to projectile weapons, the gun is modified to fire heavy AP rounds that can plausibly land Traumatic Hits even on armored vehicles or heavy drones.\n\n*Fix-1, $2,000.*","weapon-mods.integral-toxins.name":"{base} (integral toxins)","weapon-mods.integral-toxins.description":"A melee or thrown weapon is impregnated with numerous microcells of an advanced hemotoxin, the cells rupturing on impact with a target. The weapon does +2 damage and Shock to subjects not immune to poison.\n\n*Fix-2, $10,000, 1 special components.*","weapon-mods.onboard-gunlink.name":"{base} (onboard gunlink)","weapon-mods.onboard-gunlink.description":"Usable only on firearms, the weapon’s onboard targeting hardware emulates the effects of the Gunlink cyber-system. The user must have a Cranial Jack system to plug it in.\n\n*Fix-2, $10,000, 1 special components.*","weapon-mods.predictive-guidance.name":"{base} (predictive guidance)","weapon-mods.predictive-guidance.description":"An entire onboard computing core is augmented by advanced materials and cutting-edge kinetic analysis to increase the odds of landing a lethal blow. The weapon gains a +1 bonus to hit rolls, damage, and Shock. The user must be connected via a Gunlink or a Cranial Jack cybersystem.\n\n*Fix-3, $15,000, 2 special components.*","weapon-mods.reel-wires.name":"{base} (reel wires)","weapon-mods.reel-wires.description":"A thrown weapon is linked to a wrist spool with retractable wires that allow its retrieval as an On Turn action. The wires can be cut by a properly-timed attack with a sharp weapon, but are too thin and sharp to be easily grabbed. The wires can drag up to 20 kilos of mass when retracting. Replacing broken wires takes fifteen minutes.\n\n*Fix-1, $2,500.*","weapon-mods.savage-impact.name":"{base} (savage impact)","weapon-mods.savage-impact.description":"Usable only on melee weapons, powered impact plates, vibrating serrations, or other after-market adjustments increase its damage and Shock by +1.\n\n*Fix-1, $5,000.*","weapon-mods.shock-burst.name":"{base} (shock burst)","weapon-mods.shock-burst.description":"Once per fight, as an On Turn action, the weapon can imbue itself or a round of ammunition with an electrical charge, inflicting an additional 2d6 damage on a hit, or +2 damage to melee Shock on the next attack. This damage is not affected by the +3 cap to mod hit and damage.\n\n*Fix-2, $5,000.*","weapon-mods.stun-rounds.name":"{base} (stun rounds)","weapon-mods.stun-rounds.description":"Usable only on firearms, the weapon’s barrel and firing mechanism is altered to accept soft, electrically-charged stun rounds. The firearm’s range is halved, it takes a -2 penalty to damage, and it loses its Trauma Die, but all damage it inflicts is treated as non-lethal. Stun rounds do no significant harm to inanimate objects.\n\n*Fix-2, $5,000.*","weapon-mods.thermal-charge.name":"{base} (thermal charge)","weapon-mods.thermal-charge.description":"Usable only on melee or thrown weapons, the mod adds a bank of heat cells to the weapon. The weapon then inflicts +2 damage and Shock to all creatures not impervious to heat. The cells are activated as an On Turn action, but last for only two fights before requiring an hour to swap batteries and let the elements cool.\n\n*Fix-2, $7,500.*","weapon-mods.unarmed-combatant.name":"{base} (Unarmed Combatant)","weapon-mods.unarmed-combatant-2.name":"{base} (Unarmed Combatant 2)","weapon-mods.body-blades-1.name":"{base} (Body Blades I)","weapon-mods.body-blades-2.name":"{base} (Body Blades II)","weapon-mods.hand-of-doom.name":"{base} (Hand of Doom)","gear.active-hearing-protection.name":"Active Hearing Protection","gear.active-hearing-protection.description":"This headset protects the wearer from disorientation due to loud noises. It passes along conversational-level speech without difficulty.","gear.empty-magazine.name":"Empty Magazine","gear.empty-magazine.description":"Individual rounds are loaded into empty magazines that are specific to individual firearms.","gear.ammunition.name":"Ammunition","gear.ammunition.description":"Individual rounds are loaded into empty magazines that are specific to individual firearms.","gear.backpack.name":"Backpack","gear.backpack.description":"Backpacks, gear harnesses, and other such kit may add some bulk to an operator’s burden, but without them the GM is perfectly justified in asking how a PC is fitting their entire loadout in their jacket pockets.","gear.binoculars.name":"Binoculars","gear.binoculars.description":"Most modern binocs have low-light functionality and magnification sufficient to bring targets as much as a kilometer distant into view.","gear.bus-pass-monthly.name":"Bus Pass, Monthly","gear.bus-pass-monthly.description":"A critical mobility resource for the first mission of many operators.","gear.climbing-kit.name":"Climbing Kit","gear.climbing-kit.description":"Ultralight cord, a grapnel, some grip handholds, and a fast-acting, ultra-strong wall adhesive make up this kit.","gear.fashionable-clothing.name":"Fashionable Clothing","gear.fashionable-clothing.description":"Clothing has no Encumbrance when worn, but it’s sometimes prudent to have a spare outfit in your pack.","gear.haute-couture-clothing.name":"Haute Couture Clothing","gear.haute-couture-clothing.description":"Clothing has no Encumbrance when worn, but it’s sometimes prudent to have a spare outfit in your pack.","gear.ordinary-clothes.name":"Ordinary Clothes","gear.ordinary-clothes.description":"Clothing has no Encumbrance when worn, but it’s sometimes prudent to have a spare outfit in your pack.","gear.gas-mask.name":"Gas Mask","gear.gas-mask.description":"Bulky and uncomfortable, but once Readied it leaves the user immune to most inhaled gases, including tear gas grenades.","gear.anti-flash-goggles.name":"Anti-Flash Goggles","gear.anti-flash-goggles.description":"Basic anti-flash goggles defuse the visual threat of flashbangs and similar dazzlers. IR goggles include anti-flash tech, but also give the user effective IR vision out to 50 meters in most environments.","gear.ir-goggles.name":"IR Goggles","gear.ir-goggles.description":"Basic anti-flash goggles defuse the visual threat of flashbangs and similar dazzlers. IR goggles include anti-flash tech, but also give the user effective IR vision out to 50 meters in most environments.","gear.kit-basic-tools.name":"Basic Tools Kit","gear.kit-basic-tools.description":"These bundles of gear are carefully packed for minimal weight. Toolkits give a tech the gear they need for basic repairs and construction, while medical kits provide first aid implements. Cyberdoc kits contain everything medical kits do, as well as gear for cyber maintenance or even emergency implantation. Survival kits are for badlands operations, with water filtration, firemaking tools, and other such gear for extended wilderness stays.","gear.kit-cyberdoc.name":"Cyberdoc Kit","gear.kit-cyberdoc.description":"These bundles of gear are carefully packed for minimal weight. Toolkits give a tech the gear they need for basic repairs and construction, while medical kits provide first aid implements. Cyberdoc kits contain everything medical kits do, as well as gear for cyber maintenance or even emergency implantation. Survival kits are for badlands operations, with water filtration, firemaking tools, and other such gear for extended wilderness stays.","gear.kit-medkit.name":"Medkit","gear.kit-medkit.description":"These bundles of gear are carefully packed for minimal weight. Toolkits give a tech the gear they need for basic repairs and construction, while medical kits provide first aid implements. Cyberdoc kits contain everything medical kits do, as well as gear for cyber maintenance or even emergency implantation. Survival kits are for badlands operations, with water filtration, firemaking tools, and other such gear for extended wilderness stays.","gear.kit-survival.name":"Survival Kit","gear.kit-survival.description":"These bundles of gear are carefully packed for minimal weight. Toolkits give a tech the gear they need for basic repairs and construction, while medical kits provide first aid implements. Cyberdoc kits contain everything medical kits do, as well as gear for cyber maintenance or even emergency implantation. Survival kits are for badlands operations, with water filtration, firemaking tools, and other such gear for extended wilderness stays.","gear.lockpicks.name":"Lockpicks","gear.lockpicks.description":"Both manual lockpicks and a selection of useful electronic shims sufficient to threaten most modern locks.","gear.military-ration.name":"Military Ration","gear.military-ration.description":"This food brick is unappetizing but contains the nutrition necessary for a day of heavy activity. Water can be included for an extra point of Encumbrance per day.","gear.portable-video-camera.name":"Portable Video Camera","gear.portable-video-camera.description":"Palm-sized and discreet, this camera can record up to twelve hours of high-def video before its internal memory is filled.","gear.handheld-radio.name":"Handheld Radio","gear.handheld-radio.description":"Both conventional handheld radios and ultra-convenient headset or collar-tab radios can be had. Ranges are one kilometer in the city and six in an open, flat area.","gear.ultralight-tab-radio.name":"Ultralight Tab Radio","gear.ultralight-tab-radio.description":"Both conventional handheld radios and ultra-convenient headset or collar-tab radios can be had. Ranges are one kilometer in the city and six in an open, flat area.","gear.smartphone-service-plan.name":"Smartphone Service Plan","gear.smartphone-service-plan.description":"Corp-approved media devices are cheap and ubiquitous, but few operators trust them with sensitive information.","gear.basic-smartphone.name":"Basic Smartphone","gear.basic-smartphone.description":"Corp-approved media devices are cheap and ubiquitous, but few operators trust them with sensitive information.","gear.fashionable-smartphone.name":"Fashionable Smartphone","gear.fashionable-smartphone.description":"Corp-approved media devices are cheap and ubiquitous, but few operators trust them with sensitive information.","gear.cheap-vr-crown.name":"Cheap VR Crown","gear.cheap-vr-crown.description":"A cheap headset for a VR addict or a hacker too poor for a cranial jack.","gear.wearable-light.name":"Wearable Light","gear.wearable-light.description":"These clip-on lights can illuminate up to 30 meters ahead of the wearer.","gear.maintenance-supplies.name":"Maintenance Supplies","gear.maintenance-supplies.description":"A collection of consumable parts, lubricants, medications, faked subscription keys, and pirated firmware updates. Any reasonable dollar value of supplies can be carried as 1 point of Encumbrance.","gear.manufacturers-installation-kit.name":"Manufacturer’s Installation Kit","gear.manufacturers-installation-kit.description":"These tools and technical resources are usually restricted to licensed installation vendors of a given cyberware company. They grant a +1 skill check bonus when installing or removing cyberware made by that manufacturer. They are closely tracked, and it can be difficult to find a corp doc willing to sell them under the table.","gear.surgical-theater-tools-level-1.name":"Surgical Theater Tools, Level 1","gear.surgical-theater-tools-level-1.description":"A basic collection of medical tools, pharmaceuticals, scanners, technical manuals, and software subscriptions. Most ordinary street docs command this level of hardware. Laying it out for use requires at least a semi-clean room’s worth of working space.","gear.surgical-theater-tools-level-2.name":"Surgical Theater Tools, Level 2","gear.surgical-theater-tools-level-2.description":"A more sophisticated, extensive, and advanced operating theater than the level 1 version. High-grade street docs and standard corporate employee clinics would use this tech, which requires the same amount of space as the level 1 array.","gear.surgical-theater-tools-level-3.name":"Surgical Theater Tools, Level 3","gear.surgical-theater-tools-level-3.description":"Some of the most advanced medical tech commonly available on the market, this grade of surgical assistance is usually found only in corporate clinics for high-level employees or in the private clinics of top-end street docs. It requires a half-dozen rooms to support all its functionality.","drugs.avalanche.name":"Avalanche","drugs.avalanche.description":"A somewhat pricey combat drug favored by shock troops and those first out of the trenches, Avalanche numbs sensations of pain or exhaustion for one hour, granting the user an effective +10 to their current hit points, even if it takes them above their maximum. This numbness tends to make it harder to notice serious harms, however, and the d12 roll for any Major Injury suffered while under its effects takes a -1 penalty.","drugs.boneshaker.name":"Boneshaker","drugs.boneshaker.description":"A filthy mix of jailbroken corp industrial chems and amphetamine scrapings, Boneshaker is a popular combat drug among the most impoverished or savage street gangs. On application, the subject is filled with blind aggression, gaining a +2 Morale bonus and a +2 bonus to hit rolls, damage, and Shock. The recklessness induced by Boneshaker leaves them wide open, however, and all attacks against them add +2 to any Trauma Die rolls. Boneshaker lasts for one scene and adds 2 System Strain at the end of it.","drugs.chokeout.name":"Chokeout","drugs.chokeout.description":"A chem that briefly induces severe swelling of the mucous membranes, Chokeout is odorless and tasteless, but must be consumed in food or drink and naturally degrades after twelve hours. A subject who consumes a dose of Chokeout must make a Physical save; on a failure, they are strangled to unconsciousness for an hour, waking up with one hit point at the end. On a success, they take 1d10 non-lethal damage as they struggle to breathe. On a natural saving throw of 1, the victim chokes to death.","drugs.control-delete.name":"Control-Delete","drugs.control-delete.description":"A chemical that temporarily destroys a person’s ability to form long-term memories, Control-Delete must be ingested in food or drink. Toxin-filtering cyber can fend it off, but it otherwise grants no saving throw. Once affected, the target will continue to act normally, but anything that happens to them between then and their next sleep or unconsciousness will be completely forgotten by the time they awake.","drugs.hellbender.name":"Hellbender","drugs.hellbender.description":"A watery black toxin that must be administered through food or direct injection, Hellbender causes the victim to convulse with bone-cracking force shortly after consumption. A dose of Hellbender has a distinct acrid taste, but if the victim consumes it they must make a Physical saving throw or begin convulsing helplessly for 1d6 rounds, suffering 1d10 damage each round unless restrained by at least two associates. This damage can kill an unfortunate victim.","drugs.lurch.name":"Lurch","drugs.lurch.description":"An emergency stimulant meant to shock a downed ally back into mobility, Lurch heals 1d10 damage plus the physician’s Heal skill on application, adding one System Strain to the target. Each dose of Lurch after the first each day increases the required Heal skill by one, so the third dose requires Heal-2 to successfully administer. Lurch only works on conscious and stabilized targets; the shock will kill a Mortally Wounded subject that hasn’t been made stable.","drugs.madeleine.name":"Madeleine","drugs.madeleine.description":"A chem that intensely stimulates a subject’s memory centers, Madeleine has its dangers. Users normally focus on a particular memory before injecting the drug; for the next 1d6 hours, they relive some portion of that memory with perfect fidelity while remaining oblivious to their physical surroundings. Psychological addiction is a considerable risk for long-term users, as well as choosing a less pleasant memory to recall.","drugs.medical-prescription.name":"Medical Prescription","drugs.medical-prescription.description":"One of a thousand different medical drugs, a prescription like this is often necessary to treat some chronic condition or keep a medical problem from growing worse. Corp employees get their drugs for a pittance, but less fortunate souls need to source their drugs from extortionate corp pharmacies or street docs. Lucky users only need a dose a few times a week, but others must have a daily supply or suffer potentially lethal complications.","drugs.olympus.name":"Olympus","drugs.olympus.description":"A “respectable” combat chem used by certain units of corporate security, Olympus numbs pain, sharpens mental focus, and slows down instinctive panic or rush instincts, allowing a calm observation of the battlefield. Users can reroll their first failed Morale check in a fight and gain a +2 bonus to hit rolls. One dose of Olympus lasts for one scene, and adds one System Strain at its end.","drugs.panacea.name":"Panacea","drugs.panacea.description":"Not so much a single drug as a pharmaceutical suite in a single injection system, this chem requires a skilled physician to adjust its mix. When used as part of a first aid attempt, this drug doubles the amount of hit points recovered by the attempt, with a minimum healing rate of 6 HP. Rumors of a drastically increased rate of bone cancers among regular users are, of course, mere slander against its manufacturer.","drugs.pillow.name":"Pillow","drugs.pillow.description":"A powerful sedative that requires medical expertise to administer properly, Pillow must be injected into a restrained or helpless subject, as vigorous physical action can disrupt the effects. Once injected, the subject falls into a torpor indistinguishable from death that lasts for 24 hours. They require only trace amounts of oxygen while in their trance, and can be identified as alive only through careful medical examination. If Pillow is administered with less than a 24-hour gap between doses, the victim must make a Physical save or die sometime before the dose ends.","drugs.psycho.name":"Psycho","drugs.psycho.description":"Ingesting one of these small pills rapidly flattens a user’s capacity for emotional distress while heavily increasing their aggressiveness. For roughly one hour, users gain a +2 bonus to Morale checks and experience no immediate emotional trauma from performing even the most heinous and violent actions. The drug is a favorite pre-fight dose among gangers, and used as self-medication among many of them who would otherwise be incapacitated by the emotional scars of what they’ve done.","drugs.reset.name":"Reset","drugs.reset.description":"A rare drug of desperation, Reset is a combination injector patch and wireless cyber override key. When applied to a willing subject with at least one Body or Nerve cyber system, it deluges the user’s system with safety override commands and neurotransmitter stimulants. They lose all accumulated System Strain in excess of their permanent minimum. Five minutes later, their System Strain is maximized and they must make a Physical saving throw at a penalty equal to the number of System Strain they’ve gained since the drug was taken. On a success, they drop to 1 hit point. On a failure, they become Mortally Wounded. If their adjusted roll is 1 or less, they must make a second modified Physical save or instantly and unavoidably die. Using Reset more than once a week is invariably fatal.","drugs.sand.name":"Sand","drugs.sand.description":"A gritty powder trafficked to those addicts too poor to afford anything better, a snorted dose of Sand will put its user into a euphoric haze for as long as an hour, depending on tolerance. Beautiful visions and dreamy contentment give way to shooting pains and intense light sensitivity afterwards, with most heavy users dying within six to twelve months of picking up the habit.","drugs.trauma-patch.name":"Trauma Patch","drugs.trauma-patch.description":"A theoretically foolproof cocktail of coagulants, stimulants, and painkillers, a trauma patch can be applied to a Mortally Wounded ally to stabilize them on a successful Int or Dex/Heal skill check against difficulty 6, with a +1 difficulty penalty for each full round since the subject went down. The patch is useless after six rounds.\n\nTrauma patches cannot revive victims downed by poisons or diseases, or those dismembered by explosives or heavy weapons.","drugs.window.name":"Window","drugs.window.description":"A neurobooster favored among hackers and knowledge workers, Window augments the user’s focus and mental reaction speed at the cost of distracting them from their terrestrial surroundings. A Window user can trade their Move action to gain a bonus Main Action that can only be used for cyberspace actions. Each time this is done in a scene, however, the user gains one System Strain. One dose lasts for one scene.","spells.arson.name":"Arson","spells.arson.description":"Target a visible creature or flammable object. If a creature, roll a Shoot attack to hit it, adding your Cast skill as a bonus to the hit roll. If the spell hits, the target is wreathed in flames, suffering 1d8 fire damage per level. Flammable objects continue to burn normally. A target can be hit by Arson only once per scene.","spells.blast.name":"Blast","spells.blast.description":"A single visible target, whether a creature or object, takes 1d6 damage per level in concussive impact. Creatures can make a Physical save for half damage. Each use of this spell after the first in a scene adds one System Strain to the caster.","spells.blastwave.name":"Blastwave","spells.blastwave.description":"Select a visible target, whether creature or object; it and everything within five meters of it takes 1d6 damage per level in concussive impact. Creatures can make a Physical save to halve the damage. Each time you cast this spell, gain one System Strain, and it cannot be used more than once per scene unless you overcast it.","spells.bless.name":"Bless","spells.bless.description":"Target a visible creature. They gain a +1 bonus to all hit rolls and damage, including Shock, for one round per caster level. Only one Bless effect can be on a target at once.","spells.cleanse-toxin.name":"Cleanse Toxin","spells.cleanse-toxin.description":"You touch an ally who has been poisoned; the effects of the poison immediately end, though the damage it’s already done is not cured.","spells.cloak.name":"Cloak","spells.cloak.description":"Target up to one visible creature per two caster levels, rounded up. The creature becomes nearly transparent for the rest of the scene, gaining a +2 bonus on all Sneak checks and giving most creatures no chance to spot them at all unless they are specifically vigilant for intruders or the cloaked target gets within five meters of them. The effect ends instantly if the cloaked creature moves quickly, such as by running, fighting, or casting.","spells.combat-precognition.name":"Combat Precognition","spells.combat-precognition.description":"A single visible target is given a brief glimpse of the future while in combat, the effect lasting the rest of the scene. This precognition is enough to allow them to reroll a missed hit roll or low damage roll as an Instant action, taking the better of the two rolls. A roll may be rerolled only once, and after each use of the power the target gains System Strain equal to the number of times they’ve used it that same day.","spells.compulsion.name":"Compulsion","spells.compulsion.description":"Target a visible intelligent creature and give them a one-sentence telepathic command that isn’t extremely contrary to their wishes. They must make a Mental save or spend their next round’s actions performing your command to the best of their ability, unaware of your mental influence. If used against a target that is not in combat or feeling threatened, they might continue to obey for up to a scene if not alarmed. Victims will not realize they have been mentally attacked unless they make their saving throw. Once a save is made, a creature is immune to Compulsion for the rest of the scene.","spells.curse.name":"Curse","spells.curse.description":"Target a visible creature. They suffer a -1 penalty to all hit rolls and damage, including Shock, for one round per caster level. They can make a Mental save at the end of each round to throw off the effect. This penalty increases to -2 at level 5, and -3 at level 9. Only one Curse can be active on a creature at once.","spells.detect-target.name":"Detect Target","spells.detect-target.description":"When preparing this spell, choose a type of target from this list: a species of living creature, a specific person you’ve met, a general class of object, intelligent creatures that currently mean to physically harm you, or enchanted objects. When cast, for the rest of the scene you can take a Move action to sense the selected target within five meters per level, gaining a basic sense of their presence and location. You may prepare this spell more than once for different targets.","spells.dispel.name":"Dispel","spells.dispel.description":"Target a visible spell effect or creature. Any spell effects on the creature or targeted area are immediately ended. If the original caster had an equal or higher Cast skill, the dispeller must succeed in an opposed Int/Cast spell check against them to dispel their magic. This spell only functions against spell effects, and not standing magical effects created by items or other methods.","spells.disrupt.name":"Disrupt","spells.disrupt.description":"The next time you touch a creature or object, inflict normal unarmed damage plus 1d8 per level. Creatures can make a Physical save to negate this bonus damage. A Punch attack is necessary to touch a target in combat, but the mage may add their Cast skill to the hit roll. Only one charge of this spell may be active at once, and it dissipates if not used by the end of the scene.","spells.emotion.name":"Emotion","spells.emotion.description":"Target a visible creature, choose an emotion, and optionally pick a target or subject for that emotion. The victim must make a Mental save or immediately feel that emotion for the rest of the scene, optionally directed toward that target. This emotion is strong enough to get them to act to the limit of their normal character and rationality. In combat, a powerful fear may be enough to force a Morale check. If this spell is cast with Effort for the day instead of the scene, the target and all creatures within five meters must save or be affected, all sharing an emotion and target.","spells.far-senses.name":"Far Senses","spells.far-senses.description":"Pick a location within ten meters per character level. Unless the area is shielded against magical intrusion, your unaided human senses focus on the location as if you were standing there. You maintain this clairvoyance as long as you do nothing but concentrate, up to a scene in duration.","spells.glide.name":"Glide","spells.glide.description":"Target a number of visible creatures equal to your character level plus three. For the rest of the scene, these creatures are immune to falling damage. When leaping from a height, they can land at any point within 5 meters for each meter of height they have, gliding at a rate of 40 meters per round.","spells.haste.name":"Haste","spells.haste.description":"Target a visible ally. For the next 1d4+1 rounds, once per round, as an On Turn action, they can perform an extra Main Action. This bonus action cannot involve spellcasting, summoning, or activating magical items. Using this bonus action adds 0 System Strain to the user for the first use per day, 1 for the second that same day, 2 for the third, and so forth.","spells.heal-injury.name":"Heal Injury","spells.heal-injury.description":"You touch an ally, curing 1d6 damage per three caster levels, rounded up, plus your Heal skill. This healing adds one System Strain to the target but removes any Frailty they may be suffering. It cannot repair Major Injuries, but can stabilize those downed by them.","spells.illumination.name":"Illumination","spells.illumination.description":"Such a minor spell that it doesn’t even require Effort, this incantation causes a touched object to glow as you wish, illuminating up to 10 meters around it for up to an hour. Only one Illumination can be active at a time.","spells.mirage.name":"Mirage","spells.mirage.description":"Pick a visible target location. You can create a visual and audible illusion within ten meters of that location. This illusion cannot turn objects invisible, but can conceal them behind opaque phantasms. The illusion can involve motion and activity, but once programmed, it cannot be changed, nor can it move out of the target radius. The illusion is intangible and cannot inflict damage, and those aware of its falsity can see through it with a successful Mental save taken as a Main Action. Only one Mirage can be summoned at a time.","spells.muffle.name":"Muffle","spells.muffle.description":"Pick a visible target location and a radius of up to ten meters. For the rest of the scene, no sound made within this zone will be audible outside the zone.","spells.paralysis.name":"Paralysis","spells.paralysis.description":"Target a visible creature and roll 1d8 per level. If the total is greater than the target’s current hit points, they must make a Mental save or become paralyzed and helpless for the rest of the scene. On a successful save, they still lose their next Main Action. The spell can target a given creature only once per scene.","spells.psychic-interrogation.name":"Psychic Interrogation","spells.psychic-interrogation.description":"Target a visible intelligent creature that is cooperative or restrained. Ask them one question of no more than two sentences. They may make a Mental save; on a success, they give you three telepathic sentences of their choice. On a failure, those three sentences are a truthful and candid answer to your question. The target is then immune to this spell for a week. A target’s saving throw result is not obvious to you.","spells.slow.name":"Slow","spells.slow.description":"Target a visible creature. For one round per level thereafter, each round they must either lose their Main Action or take 1d6 psychic damage per two caster levels, rounded up, with a Mental save for half damage. This damage can leave them unconscious, but not kill them. At the end of each of their rounds, they can make a Mental save to end the spell early. A creature can be affected by Slow only once per scene.","spells.soul-link.name":"Soul Link","spells.soul-link.description":"You connect your mind to that of a willing visible intelligent target. For the rest of the scene, you can communicate telepathically no matter the distance between you, and each know each other’s location and physical status at all times. Once during the spell, the two of you may agree to share a skill, both using it at the same level for one round per caster level. Only one Soul Link can be active at a time.","spells.stun.name":"Stun","spells.stun.description":"A single visible creature takes 1d6 damage per level in psychic shock, with a Mental save to take only one point of damage per level instead. This damage can strike a creature unconscious, but it awakens ten minutes later with one hit point. A creature targeted by this spell is thereafter immune to it and Stunwave for the rest of the scene. Using this spell more than once a scene requires committing Effort for the day instead of the scene.","spells.stunwave.name":"Stunwave","spells.stunwave.description":"Target a visible point; every living target within five meters takes 1d6 damage per level in psychic shock, with a Mental save to take only one point of damage per level instead. This damage can strike a creature unconscious, but it awakes ten minutes later with one hit point. A creature targeted by this spell is thereafter immune to it and Stun for the rest of the scene. This spell cannot be used more than once per scene unless you overcast it.","spells.triage.name":"Triage","spells.triage.description":"You touch an adjacent living creature that is Mortally Wounded, stabilizing them immediately. This process adds one System Strain to the target, though you can avoid this by Committing Effort for the day when casting it instead of for the scene.","arts.alacrity-basic.name":"Alacrity, Basic","arts.alacrity-basic.description":"Your supernatural reflexes function in the same way as the Enhanced Reflexes I cyberware. You may later upgrade any level of Alacrity to its higher levels by paying the difference in point cost.","arts.alacrity-improved.name":"Alacrity, Improved","arts.alacrity-improved.description":"Your reflexes have been honed to be equivalent to Enhanced Reflexes II cyberware, with the same System Strain costs.","arts.alacrity-sublime.name":"Alacrity, Sublime","arts.alacrity-sublime.description":"Your blinding haste functions as if it were Enhanced Reflexes III cyberware, with the same System Strain costs.","arts.arcane-senses.name":"Arcane Senses","arts.arcane-senses.description":"You can see clearly in complete darkness, hear whispered conversations at twenty meters, and identify people and their belongings by scent. For any skill checks involving the acuity of your senses, you get a +1 bonus.","arts.arcane-skill.name":"Arcane Skill","arts.arcane-skill.description":"Pick a skill you have at level-0 or better that isn’t a combat skill, Magic, or Program. Gain a +1 bonus to the skill’s checks. If it requires human-portable tools or implements to function, such as a medkit or a toolbox, your art magically substitutes for the need.","arts.blades-of-will.name":"Blades of Will","arts.blades-of-will.description":"You can manifest arcane melee weapons of your choice as an On Turn action, using the statistics of any normally-available melee weapon. You can throw these weapons to attack, but they vanish if you merely drop them or fall unconscious. The weapons gain a bonus to hit, damage, and Shock equal to your character level divided by three, rounded down.","arts.brazen-thews.name":"Brazen Thews","arts.brazen-thews.description":"Your muscles are supernaturally reinforced, granting a +1 bonus to your Strength modifier, up to a maximum of +3.","arts.faultless-grace.name":"Faultless Grace","arts.faultless-grace.description":"Supernatural grace infuses your motions, and you gain a +1 bonus to your Dexterity modifier, up to a maximum of +3.","arts.flying-steps.name":"Flying Steps","arts.flying-steps.description":"When you move, you can leap horizontal or vertical distances up to your normal Move rating. You subtract your Move rating from any falling damage distance.","arts.hand-of-doom.name":"Hand of Doom","arts.hand-of-doom.description":"Your hands and feet have the hardness and durability of steel, and are impervious to most forms of damage. Your unarmed attacks now do 1d10 damage and Shock 2/15. They get a hit, damage, and Shock bonus equal to your level divided by three, rounded down. You may use unarmed attacks to inflict lethal damage with a 1d8 Trauma Die and a x3 Trauma Rating. The Unarmed Combatant Focus doesn’t stack with this.","arts.hundred-faces.name":"Hundred Faces","arts.hundred-faces.description":"As a Main Action, shift your physical appearance to be that of any other humanoid between 1.5 and 2 meters in height. You can perfectly mimic people you’ve met personally, including retinal and fingerprint patterns, but not DNA. Your clothing alters its appearance as well, but armor subtlety can’t be changed. Changes revert when you die or change back as an Instant action.","arts.inexhaustible-vigor.name":"Inexhaustible Vigor","arts.inexhaustible-vigor.description":"Your physical stamina and hardiness is enhanced, granting a +1 bonus to your Constitution modifier, up to +3.","arts.martial-instinct.name":"Martial Instinct","arts.martial-instinct.description":"You have a number of bonus combat rolls equal to your highest combat skill, to a minimum of one. As an On Turn action, you may choose to use one of these rolls to make an additional hit roll or damage roll, rolling multiple dice for the same attack. Only the best die is used, however, so if you spend a bonus roll to make a d20 hit roll twice or a 2d8 weapon damage twice, you use only the better of your results. As this is an On Turn action, you must choose to use this bonus before you make the roll. Your rolls refresh after a night’s good sleep.","arts.occult-pavis.name":"Occult Pavis","arts.occult-pavis.description":"You are unusually resistant to hostile magic. You may roll all saves versus spells or magical effects twice, and take the better result. This cannot help against effects without a save.","arts.personal-void.name":"Personal Void","arts.personal-void.description":"You are linked with a personal extradimensional space that can contain up to 20 items of encumbrance or 50 kilos of bulk matter. Storing or retrieving one or more items takes a Main Action, and you must be holding an unattached, uncontested item to store it. Retrieved items such as weapons or armor can be Readied as part of the action if you have the strength for it. Living creatures can’t be stored, and time passes normally within the space. If you die, your stored items spill out around you.","arts.refulgent-vitality.name":"Refulgent Vitality","arts.refulgent-vitality.description":"You automatically stabilize when brought to zero hit points, unless instantly killed by the damage, and you can regenerate Major Injuries with a week’s rest. You heal twice your level in hit points with each night’s rest, instead of your level alone.","arts.skin-of-steel.name":"Skin of Steel","arts.skin-of-steel.description":"Your flesh is highly resilient against harm. You gain a base armor class equal to fifteen plus half your level, rounded up, and a +1 bonus to your Trauma Target that increases to +2 at 5th level. This art does not stack with armor.","arts.sorcerous-sight.name":"Sorcerous Sight","arts.sorcerous-sight.description":"By examining an object, area, or person as a Main Action, you can see any active magic or enchantments and gain a one-sentence description of their effect.","arts.spiritbane.name":"Spiritbane","arts.spiritbane.description":"You add your level to all damage inflicted on spirits or magical constructs, including Shock. Once per round, as an Instant action, gain one System Strain to reroll a missed attack against such creatures.","spirit-powers.airy-steps.name":"Airy Steps","spirit-powers.airy-steps.description":"The spirit can fly at its usual movement rate, though it cannot attack while flying. Physical spirits can carry up to 25 kilograms, or up to 500 if they have a Mighty Form.","spirit-powers.artifice-wise.name":"Artifice-Wise","spirit-powers.artifice-wise.description":"A spirit is capable of using daily human technology such as telephones, cars, and other common devices at an ordinary human level of skill. They are still unable to use human weapons or armor, however, including grenades, and they cannot function as hackers, technicians, or other tech-skilled professions regardless of their other powers.","spirit-powers.aura-of-destruction.name":"Aura of Destruction","spirit-powers.aura-of-destruction.description":"The spirit is mantled in toxic gases, bitter cold, leaping flames, crushing depression, or some other aura that causes harm to those who get too close. If the spirit can make melee attacks, it gains a damage bonus equal to half its hit dice, rounded up. If someone makes a melee attack against it, they must make an appropriate save or suffer the spirit’s hit dice+2 in damage before the attack can be made. The save type will depend on the nature of the aura. Non-lethal auras can strike a victim unconscious but will not kill them. The spirit cannot “turn off” this aura.","spirit-powers.curse.name":"Curse","spirit-powers.curse.description":"As a Main Action, the spirit can blight a visible creature’s luck, forcing a -1 to all skill checks and a -2 to all hit and damage rolls for the scene. At 7th level these penalties double. A creature can bear only one curse at a time, and the spirit can’t curse more people in a single day than its hit dice.","spirit-powers.ensnare.name":"Ensnare","spirit-powers.ensnare.description":"The spirit can trap human-sized targets as a Main Action, provided they’re within 30 meters and fail an Evasion save. If snared, it’s two Main Actions for an ally to cut them free, or one successful Str/Exert check against difficulty 10. Ensnared enemies can still act, but cannot move from their location until the snare fades in five minutes. The spirit can’t have more targets snared at once than its hit dice. Only spirits in physical form can take this power.","spirit-powers.favor.name":"Favor","spirit-powers.favor.description":"As a Main Action, the spirit graces a target’s luck in a particular activity related to its nature, giving them a +1 to all related skill checks for a scene. If a combat blessing is given, the subject gets a +2 to hit and damage rolls. At 7th level, these benefits double. It’s up to the GM to decide whether or not a particular activity is related to the spirit. A creature can bear only one favor at a time and a spirit cannot favor more people in a day than its hit dice.","spirit-powers.feral-pact.name":"Feral Pact","spirit-powers.feral-pact.description":"Animals of the same general type as the spirit obey its commands, provided its commands are not contrary to their nature. This power is useless to spirits without an animal nature.","spirit-powers.finned-swiftness.name":"Finned Swiftness","spirit-powers.finned-swiftness.description":"The spirit gains a swimming movement rate equal to twice its normal Move.","spirit-powers.flesh-of-clay.name":"Flesh of Clay","spirit-powers.flesh-of-clay.description":"The spirit is not subject to Traumatic Hits, rather than having the usual Trauma Target of 6.","spirit-powers.ghostly-presence.name":"Ghostly Presence","spirit-powers.ghostly-presence.description":"The spirit is invisible to sight, including IR and similar exotic senses, until it takes a violent action, makes a disturbance, or uses a power on a target that allows a saving throw. Once this invisibility is lost, it cannot be regained for ten minutes.","spirit-powers.hideous-talons.name":"Hideous Talons","spirit-powers.hideous-talons.description":"The melee attack of Violent Will is improved. Its Shock now affects any AC and both damage and Shock are increased by +2. These benefits do not apply to any ranged attacks the spirit may make. Spirits summoned with this power always look dangerous or vicious, and cannot be disguised as something harmless.","spirit-powers.iron-eidolon.name":"Iron Eidolon","spirit-powers.iron-eidolon.description":"A Physical Form spirit is now immune to non-magical weapons that aren’t Heavy. The psychic force inherent in unarmed attacks can still harm it, however, even if the assailant isn’t magically-gifted.","spirit-powers.merciful-hands.name":"Merciful Hands","spirit-powers.merciful-hands.description":"The spirit can expend its power to heal an injured victim. As a Main Action, it can heal 1d8 HP to an adjacent ally. Each use of this power inflicts 1d8 damage to the spirit and adds one System Strain to the target. A spirit with this power will willingly use it even if it faces destruction by doing so.","spirit-powers.mighty-form.name":"Mighty Form","spirit-powers.mighty-form.description":"Requiring a physical form, this power enhances the spirit’s strength. While this strength is too slowly-deployed to be useful in combat, with a Main Action the spirit can smash down an interior wall or standard exterior door, lift and carry up to five hundred kilograms, or otherwise perform similar feats of raw strength. If used against a helpless or immobile target, the spirit must have the Violent Will power. If so, the spirit’s melee attacks against the helpless are an automatic Traumatic Hit and can cause harm even to vehicles.","spirit-powers.mislead.name":"Mislead","spirit-powers.mislead.description":"Once per round, as an Instant action, the spirit can target a moving person. If the target fails a Mental save, the spirit controls their intended movement, directing it in any direction that is not obviously dangerous out to the maximum of their normal Move action. If the victim is not aware of the spirit’s interference, they will think their course was somehow their own idea and try to rationalize why they did it.","spirit-powers.misty-form.name":"Misty Form","spirit-powers.misty-form.description":"The spirit can flow through any barrier that isn’t watertight without impeding its movement. Even entities in Spirit Form can use this to seep through holes in barriers their manifested shape would otherwise be unable to pass.","spirit-powers.mortal-disguise.name":"Mortal Disguise","spirit-powers.mortal-disguise.description":"The spirit appears to be a normal human being on casual inspection, with the appearance and clothing the summoner wishes. Specific humans cannot be duplicated by this power, and close, careful inspection of the spirit will reveal its uncanny nature.","spirit-powers.myrmidons-shield.name":"Myrmidon’s Shield","spirit-powers.myrmidons-shield.description":"As an Instant action, when the spirit’s summoner takes a Traumatic Hit while the spirit is within 10 meters, the spirit can change the hit to a regular one. The spirit, however, then takes the Traumatic Hit. This damage affects the spirit even if it is otherwise immune to the weapon or to Traumatic Hits. A spirit with this power will willingly use it even if it faces destruction by doing so.","spirit-powers.namebearer.name":"Namebearer","spirit-powers.namebearer.description":"The spirit is named by the summoner. Even if destroyed, this specific spirit can be summoned again with all the knowledge and experiences it had before its destruction. While this preserves its personality and experiences, this also means that you must summon it with the same physical or spiritual manifestation and can only ever add powers to it; once you imbue it with Hideous Talons, for example, every future summoning of it must also have that power. Namebearers are slightly more durable, gaining +2 hit points per hit die. They’re also more willful, adding +2 to the difficulty of imposing an unnatural command on them.","spirit-powers.natural-immunity.name":"Natural Immunity","spirit-powers.natural-immunity.description":"The spirit is impervious to some substance appropriate to its nature: a fire spirit could be immune to fire, a storm spirit to electricity, or so forth. This imperviousness cannot render it immune to normal weapons or attacks, and the GM rules on edge cases.","spirit-powers.poltergeist.name":"Poltergeist","spirit-powers.poltergeist.description":"As a Main Action, the spirit can telekinetically manipulate unattended objects within 20 meters as if with two unseen hands. This manipulation can lift no more than 20 kilograms and is too imprecise to deliver effective attacks or impede a resisting subject. Actions taken with this power do not disrupt Ghostly Presence, even if they cause a disturbance.","spirit-powers.skilled.name":"Skilled","spirit-powers.skilled.description":"The spirit is talented at a particular non-combat skill, gaining an additional +2 bonus to all rolls related to its use.","spirit-powers.spiderlegs.name":"Spiderlegs","spirit-powers.spiderlegs.description":"The spirit can stand or walk on sheer or overhanging surfaces as if they were flat ground.","spirit-powers.spirit-of-war.name":"Spirit of War","spirit-powers.spirit-of-war.description":"A spirit with a Violent Will has the power enhanced, granting it a tremendous zeal for bloodshed. It gains a bonus to its hit roll equal to your Summon skill and no longer resists commands to engage in suicidal battles. It is incapable of inflicting non-lethal damage with its attacks, however, and will resist commands to spare downed opponents.","spirit-powers.spirit-whispers.name":"Spirit Whispers","spirit-powers.spirit-whispers.description":"As a Main Action, the spirit can make a suggestion to a listener that isn’t longer than one sentence. If the suggestion is not deeply contrary to the target’s nature or interests, they must make a Mental save or else carry it out for at least one round. If not given a reason to desist, the target may carry out the suggestion until it is complete or an hour has passed. A target can be subject to Spirit Whispers only once per scene.","spirit-powers.spirits-eye.name":"Spirit’s Eye","spirit-powers.spirits-eye.description":"The spirit is capable of seeing clearly in the dark, hearing whispers at twenty meters, and identifying people by the scent they leave on objects they have recently touched. All Notice skill checks are made at +2.","spirit-powers.swift-pursuit.name":"Swift Pursuit","spirit-powers.swift-pursuit.description":"The spirit’s Move rating is increased by 10m. It gains a +2 bonus on all skill checks related to chasing down a target.","spirit-powers.violent-will.name":"Violent Will","spirit-powers.violent-will.description":"A Physical Form spirit gains a base attack bonus equal to its hit dice +1 and does 1d10 damage on a melee hit plus one-half its hit dice, rounded down, with a melee Shock rating equal to half its hit dice, rounded down, against AC 15. At 5th level this attack can be used at range, up to 100 meters distant. If used lethally, the attack has a Trauma Rating of 1d8/x3. The spirit acts independently on its summoner’s initiative in combat. Spirit Forms cannot take this power, and cannot directly harm creatures.","spirits.spirit.name":"Summoned spirit","spirits.spirit.description":"Every summoned spirit shares a few basic qualities. Spirits can:\n\n* Think with human intelligence and carry out verbal orders reasonably and intelligently.\n\n* Exist without food, water, or air, and resist all mundane toxins, diseases, and radiation.\n\n* Speak, read, and write any languages known to their summoner.\n\n* Gain their skill bonus when performing skill checks related to their nature.\n\n* Ignore Morale checks, being solely subject to their summoner’s commands within the limits of their nature.\n\nAlong with these abilities, there are some things that spirits simply can’t do.\n\n* Use weapons or armor, as spirits can use only such things as are part of their own being.\n\n* Operate human technology beyond pushing a single button. They understand the uses of such devices, but simply cannot conceive of using them personally.\n\n* Attack or directly harm humans, creatures, or other spirits without the Violent Will power. Only spirits in physical form can take this power.\n\n* Act directly contrary to their nature or accept a suicidal order without attempting to resist it.\n\nSome of these limits can be at least partially circumvented with the right spirit powers.","spirits.spirit.choices.powers.prompt":"Spirit powers","cyberdecks.scrap-deck.name":"Scrap Deck","cyberdecks.scrap-deck.description":"These laptop-sized computers range from scrap-built makeshifts to cutting edge hardware stolen from the very best corps. All of them have certain important qualities.\n\nBonus Access reflects the onboard intrusion hardware integral to the deck. It augments the user’s base Access score, which is equal to their Intelligence modifier plus their Program skill plus this bonus Access.\n\nMemory is the number of memory units standard to the deck. Most programs and paydata files take up one unit of memory. Erasing a program from memory is an Instant action, but loading it off a program chip takes fifteen minutes to complete all its linkages.\n\nShielding is the amount of buffer circuitry and hardwired signal damping the deck can use to lessen incoming damage to the user. Hit point losses inflicted by the Stun or Kill program Verbs deplete the deck’s Shielding before affecting the user. Shielding regenerates after fifteen minutes of calm.\n\nCPU indicates the number of programs the deck can run at once. Some programs are Immediate, and self-terminate right after executing, while others are Ongoing, and take up a CPU slot until terminated as an Instant action.","cyberdecks.tanto.name":"Tanto","cyberdecks.icepick.name":"Icepick","cyberdecks.synapse.name":"Synapse","cyberdecks.beowulf.name":"Beowulf","cyberdecks.tizona.name":"Tizona","cyberdecks.taifu.name":"Taifu","cyberdeck-mods.bespoke-code-optimization.name":"{base} (bespoke code optimization)","cyberdeck-mods.bespoke-code-optimization.description":"Pick one Verb and one Subject when installing this mod; those utilities occupy no Memory and one instance of that Verb-Subject program doesn’t count against its CPU burden. Costs 20% of the base deck cost.\n\n*Fix-1.*","cyberdeck-mods.buffer-circuits.name":"{base} (buffer circuits)","cyberdeck-mods.buffer-circuits.description":"Add 5 points to the deck’s Shielding rating. Costs 20% of the base deck cost.\n\n*Fix-1.*","cyberdeck-mods.cpu-overclocking.name":"{base} (cpu overclocking)","cyberdeck-mods.cpu-overclocking.description":"Add one to the deck’s CPU rating. Costs 30% of the base deck cost.\n\n*Fix-2.*","cyberdeck-mods.memory-expansion.name":"{base} (memory expansion)","cyberdeck-mods.memory-expansion.description":"Add four units of Memory to the deck. Costs 20% of the base deck cost.\n\n*Fix-1.*","cyberdeck-mods.polymorphic-intrusion-algorithms.name":"{base} (polymorphic intrusion algorithms)","cyberdeck-mods.polymorphic-intrusion-algorithms.description":"Add one to the unit’s Bonus Access but subtract one from its CPU rating. Costs 10% of the base deck cost.\n\n*Fix-1.*","cyberdeck-mods.skeletal-case.name":"{base} (skeletal case)","cyberdeck-mods.skeletal-case.description":"The deck’s Encumbrance value is decreased by 1, but its Memory suffers a -2 penalty. Costs 10% of the base deck cost.\n\n*Fix-1.*","cyberdeck-mods.thermal-exhaust-case.name":"{base} (thermal exhaust case)","cyberdeck-mods.thermal-exhaust-case.description":"The deck’s Encumbrance value is increased by 1, but its CPU value increases by 1 as well. Costs 30% of the base deck cost.\n\n*Fix-2.*","programs.subjects.avatar.name":"Avatar","programs.subjects.avatar.description":"A cyberspace avatar, whether one adopted by a hacker who’s jacked into the network or a Demon program standing guard there.","programs.subjects.barrier.name":"Barrier","programs.subjects.barrier.description":"A network node barrier that blocks avatars from passing through a network connection.","programs.subjects.camera.name":"Camera","programs.subjects.camera.description":"Any device that transmits audiovisual information. Some defensive hardware has its own onboard camera, which is susceptible to this target, while others rely on a separate device’s input.","programs.subjects.cyber.name":"Cyber","programs.subjects.cyber.description":"A cybernetic system in a visible subject within 30 meters with no significant obstacles to line of sight. Unlike most Subjects, it’s not necessary for a hacker to manifest an avatar inside the target node to affect cyber systems; they can launch their program directly at it, and the system itself need not be visible on the target’s body. Given the difficulty of affecting cyber wirelessly, many hackers prefer to use more specific Subjects for a +1 bonus, such as Nerve Cyber or Limb Cyber.","programs.subjects.datafile.name":"Datafile","programs.subjects.datafile.description":"A datafile stored within a cyberspace location. While individual files may have very little actual data in them, the autoencryption functions and anti-tamper code they’re wrapped in almost always take up a full unit of Memory per file .","programs.subjects.door.name":"Door","programs.subjects.door.description":"A physical door, shutter, hatch, or other barrier with an electronic lock or opening mechanism.","programs.subjects.drone.name":"Drone","programs.subjects.drone.description":"A remote-controlled drone. The base difficulty is equal to 7 plus the operator’s level or HD/3, rounded up, or 8 if it’s not actively controlled. Like the Cyber Subject, it is not necessary to manifest in a drone’s node to hack it wirelessly.","programs.subjects.machine.name":"Machine","programs.subjects.machine.description":"Security panels, factory machinery, electronic minefields, or any other hackable device not covered under an existing Subject. Its generality applies a +1 penalty to the security difficulty.","programs.subjects.program.name":"Program","programs.subjects.program.description":"A hostile program, used most often with the Terminate verb to end the effects of an enemy hacker’s programs prematurely.","programs.subjects.sensor.name":"Sensor","programs.subjects.sensor.description":"Similar to the Camera element, this code block handles sensors of any kind, regardless of what they are intended to detect. The generality of the element decreases its efficiency, however, and it applies a +1 security difficulty penalty.","programs.subjects.transmission.name":"Transmission","programs.subjects.transmission.description":"Ambient radio transmissions can be affected with this element, most often for the purpose of tampering with local comms. A hacker need not be jacked into a cyberspace node to target local radio transmissions, but the usual -2 check penalty for wireless hacking applies.","programs.subjects.turret.name":"Turret","programs.subjects.turret.description":"A security turret, emplaced gun, or other fixed automated weapon.","programs.verbs.activate.name":"Activate","programs.verbs.activate.description":"Turn a device or piece of cyberware on. You can’t control it or direct its function, but if it’s programmed to do something when activated, such as grant a bonus action in exchange for System Strain, it does it for one round or one action. The spasmodic activation of cyber outside of the wearer’s turn is unlikely to do anything useful, but it eats System Strain as usual if relevant.","programs.verbs.analyze.name":"Analyze","programs.verbs.analyze.description":"Identify the specific functionality of a device or the general topics of local datafiles. Hackers get a general idea of what kind of device a cyberspace node represents, but Analyze is needed to give specific details of where a device is in reality.","programs.verbs.append.name":"Append","programs.verbs.append.description":"Add a new entry or new data into a file. These new entries can’t overwrite or erase any existing data, however.","programs.verbs.blind.name":"Blind","programs.verbs.blind.description":"Deactivate a device’s sensory input or make cyberware temporarily unable to get any input from anything but the wearer’s nervous system. Cybereyes are blind, cameras sense nothing, and laser tripwires don’t register the beam. Blind characters can’t effectively attack at range, their movement rate is halved, and they suffer a -4 penalty to both AC and melee hit rolls.","programs.verbs.deactivate.name":"Deactivate","programs.verbs.deactivate.description":"Turn a device or piece of cyberware off. Most devices and cyber can be rebooted by the network or the user, but it’ll take a Main Action and a round to do so. If a network alert hasn’t been issued, the network may not notice a deactivated device until someone spots the problem.","programs.verbs.decrypt.name":"Decrypt","programs.verbs.decrypt.description":"Decrypt a data file or radio transmission. This is often automatic for civilian encoding, though some files take Int/Program checks.","programs.verbs.defend.name":"Defend","programs.verbs.defend.description":"A special Verb that can only be targeted at a friendly device or allied cyberware user within range, and costs no Access to use. While the program remains running, any hostile hacking attempts aimed at that device or any of the target’s cyber systems must first beat the user in an opposed Int/Program skill check before they can attempt their hack. This Verb cannot negate programs that are already running on the target.","programs.verbs.delude.name":"Delude","programs.verbs.delude.description":"Spoof a device with false sensor input. A camera can be made to record nonexistent scenes, a minefield can be made to see phantom intrusions, a drone can feed the operator false visuals, and a turret can be made to mistake friends for foes. This Verb can’t control a device directly, however, and must rely on feeding it false sensor data.","programs.verbs.erase.name":"Erase","programs.verbs.erase.description":"Erase a data file. This Verb is extremely thorough, and any on-site backups can be expected to be nuked as well, either immediately or as soon as the automatic backup protocols expose them.","programs.verbs.frisk.name":"Frisk","programs.verbs.frisk.description":"A Frisk Cyber program can give a list of all the cyber implanted in a specific human target within 30 meters, assuming the hacker’s skill check beats the cyber user’s security difficulty.","programs.verbs.ghost.name":"Ghost","programs.verbs.ghost.description":"Renders the targeted friendly avatar or Demon “invisible” until they take some cyberspace action other than Move Nodes. Observers in a node get an automatic opposed Int/Program check to detect a ghosted avatar’s presence, ending the program.","programs.verbs.glitch.name":"Glitch","programs.verbs.glitch.description":"Temporarily deactivate a device or cyberware system while the program remains running, for no more than one round per Program skill level plus two. A device can be targeted by a particular hacker’s Glitch only once a day, successful or not.","programs.verbs.hijack.name":"Hijack","programs.verbs.hijack.description":"Seize control of a device, operating it as you wish within the limits of its functionality for as long as the program remains running. One command is free with the program’s successful execution; others take a Main Action to issue.","programs.verbs.kill.name":"Kill","programs.verbs.kill.description":"Through forced autonomic feedback and out-of-bounds electrical current parameters, inflict lethal damage to an enemy avatar equal to 1d10 per Program skill level, to a minimum of 1d10 on a successful opposed Int/Program skill check. This damage has a Trauma Die of 1d8 and a x3 Trauma Rating. The victim’s Trauma Target is not modified by armor, but it is by cyber or other modifiers. Unconscious hackers cannot resist this Verb and will be instantly killed by it. This Verb has no effect on Demons.","programs.verbs.lock.name":"Lock","programs.verbs.lock.description":"Lock a physical device that has some sort of electronic locking mechanism or a currently-unlocked cyberspace node barrier.","programs.verbs.paralyze.name":"Paralyze","programs.verbs.paralyze.description":"On a successful opposed Int/Program skill check against the target, render a Demon or avatar incapable of moving out of a node or using the Alert the Network or Send Message actions while the program is running. Other cyberspace actions can be taken normally. Human hackers are also physically paralyzed while the program runs, incapable of moving in meatspace until the connection is cut or the program ends.","programs.verbs.replace.name":"Replace","programs.verbs.replace.description":"Edit a data file, changing one piece of data in it into another of the hacker’s choice. It cannot erase or add data outright, only alter it.","programs.verbs.sabotage.name":"Sabotage","programs.verbs.sabotage.description":"Cause a physical device or cyberware system to damage itself through violent movement or self-destructive current surges. Devices smaller than a car will usually be disabled until repaired. Cyberware users do not take damage, but must make two Physical saves to resist the effect; if they fail both, the targeted system is disabled until the next maintenance, and if they fail one, it’s frozen for one round. A device or cyber can be targeted by this Verb only once per scene.","programs.verbs.sense.name":"Sense","programs.verbs.sense.description":"Piggyback on the sensory feed of a device or piece of cyber. Anything the device senses or records, the hacker can sense. Swapping focus from cyberspace to reality is an On Turn action.","programs.verbs.siege.name":"Siege","programs.verbs.siege.description":"If a Device is successfully Sieged, its network connections are severed for everyone but the hacker, blocking transit, data, or drone control. Defenders can run Terminate Program against it from any adjacent node.","programs.verbs.silence.name":"Silence","programs.verbs.silence.description":"The affected avatar or Demon is unable to use the Send Message cyberspace action while this program runs. Alert the Network can still be done.","programs.verbs.stun.name":"Stun","programs.verbs.stun.description":"Disrupt an avatar or Demon with sensory glitching, non-lethal current surges, and code corruption. Make an Int/Program skill check; beat an opposed Int/Program check for a human target, or a static 8+skill bonus target for a Demon. The target takes 1d10 non-lethal damage per Program level, to a minimum of 1d10.","programs.verbs.terminate.name":"Terminate","programs.verbs.terminate.description":"Prematurely end an undesired program. Any damage or changes the program already inflicted are unaffected.","programs.verbs.unlock.name":"Unlock","programs.verbs.unlock.description":"Unlock a physical device with an electronic lock or a network’s cyberspace node barrier.","drones.mouse.name":"Mouse","drones.mouse.description":"Small wheeled, rotored, or even aquajet-driven drones are common tools for modern operatives.\n\nMost operators rely on man-portable drones that can be carried in packs or specially-designed harnesses. These portable drones require a Main Action to unpack and deploy before they can be commanded, in addition to any action necessary to get at a Stowed item.\n\nOnce a drone has been deployed, the user must bring it online and ready for command using a control board or a Remote Control Unit cybersystem. This takes both a Main and a Move action on the user’s part. Once it’s been brought up, the drone can be commanded until it’s packed again, which requires a Main Action.\n\nA controlled drone automatically relays audiovisual sensor data back to the control board or Remote Control Unit cyber being used to control it. A pilot can see and hear what their drones see and hear. Default sensors are as acute as normal human senses.\n\nFlying drones operate by means of rotors and directed thrust and can hover in place. Ground-based drones can navigate stairs and other obstacles that human legs could manage. The noise made during operation is no louder than speech.\n\nFlying drones have an operational altitude maximum of 1,000 meters, and all drones have a safe default control range of 1,000 meters. Beyond this range, control signal latency leaves them critically vulnerable to modern signal hijacking tech; all wireless hack or jamming attempts against them are automatically successful. Their theoretical maximum control range is 8,000 meters.\n\nDrones operate for one hour on a full battery charge. They do not have swappable batteries, and require one hour of charging per Encumbrance, or six hours at most.","drones.roach.name":"Roach","drones.hummingbird.name":"Hummingbird","drones.sunfish.name":"Sunfish","drones.pitbull.name":"Pitbull","drones.javelin.name":"Javelin","drones.kerberos.name":"Kerberos","drones.kraken.name":"Kraken","drones.shrike.name":"Shrike","drone-fittings.ablative-code-buffer.name":"{base} (Ablative Code Buffer)","drone-fittings.ablative-code-buffer.description":"Numerous self-correcting backup circuits are wired in to delay any hostile hacking intrusions. The drone automatically succeeds on the first opposed skill check made against a hostile hacker in a given scene.\n\n*10% of the drone’s base cost.*","drone-fittings.altitude-boost-unit.name":"{base} (Altitude Boost Unit)","drone-fittings.altitude-boost-unit.description":"Most flying drones have an effective ceiling of 1,000 meters if there are no scramblers to lessen the effective control range. This unit increases a flying drone’s maximum altitude to 5,000 meters, making most effectively invisible to ordinary sight. Such height does, however, make it extremely conspicuous to aerial scanners used by city law enforcement and high-security corp buildings. The speed of their response will depend on the drone’s apparent threat.\n\n*10% of the drone’s base cost.*","drone-fittings.ammo-caddy.name":"{base} (Ammo Caddy)","drone-fittings.ammo-caddy.description":"A specialized form of cargo space, this drone is able to carry and dispense substantial amounts of ammunition to adjacent allies. It can hold up to 6 fully-loaded magazines in quick-release clips that can be grabbed as On Turn actions by an ally. The clips remain locked for strangers. This fitting can be taken up to once per two points of the drone’s Encumbrance, rounded up.\n\n*10% of the drone’s base cost.*","drone-fittings.ammo-supply.name":"{base} (Ammo Supply)","drone-fittings.ammo-supply.description":"An automated ammo feeder is added to the drone. Two full magazines are added to one mounted weapon’s allotment, or one magazine to two weapons. This fitting can be added more than once.\n\n*10% of the drone’s base cost.*","drone-fittings.assisted-boost-burner.name":"{base} (Assisted Boost Burner)","drone-fittings.assisted-boost-burner.description":"The drone is equipped with reactive chemical booster that can be ignited to give it a very brief burst of tremendous speed. When activated as a Move action, the burner launches the drone up to 500 meters in a straight line. The boost is not precise enough to use as an aimed weapon, but solid obstacles in front of the drone will suffer half the drone’s HP in damage and inflict all of theirs on the drone. The burner functions only once before it require a scene to regenerate its charge.\n\n*10% of the drone’s base cost.*","drone-fittings.cargo-space.name":"{base} (Cargo Space)","drone-fittings.cargo-space.description":"Most drones are designed to carry only their own weight. This fitting upgrades engines and adds cargo mounts to the drone’s exterior; it can carry up to 3 points of Encumbrance now, but the drone’s own Encumbrance value is increased by one. Any additional cargo it carries is added to this burden, of course. Carried cargo is sealed within the drone and requires a Main Action to dig out.\n\n*20% of the drone’s base cost.*","drone-fittings.command-deck-follow.name":"{base} (Command Deck/Follow)","drone-fittings.command-deck-follow.description":"The drone is equipped with minimal autonomous pursuit capabilities. As a Main Action, the drone can be ordered to follow a particular visible target at a given distance at either half or full speed. If half speed, it will use its Move action to follow, and full speed will use both Move and Main Actions. Following can be ended as an On Turn command.\n\n*10% of the drone’s base cost.*","drone-fittings.command-deck-kill.name":"{base} (Command Deck/Kill)","drone-fittings.command-deck-kill.description":"The drone has autonomous attack routines wired into it. As a Main Action, it can be ordered to kill one specific visible target. If the target is in range of its weapons, it will use its Main Action to attack; if no additional fittings are added, its autonomous attacks have a total hit bonus of +2. The drone will not automatically move to follow or engage its target or otherwise position itself tactically unless directly piloted to do so or operating under the Follow command.\n\n*25% of the drone’s base cost.*","drone-fittings.command-deck-patrol.name":"{base} (Command Deck/Patrol)","drone-fittings.command-deck-patrol.description":"As a Main Action, the drone can be ordered to autonomously move to one or more waypoints on whatever schedule the pilot wishes. The drone can also be ordered to loiter at a particular location until it gets an On Turn command to proceed to the next location.\n\n*10% of the drone’s base cost.*","drone-fittings.command-deck-watch.name":"{base} (Command Deck/Watch)","drone-fittings.command-deck-watch.description":"The drone is equipped to monitor its surroundings autonomously and alert its pilot when something of interest is noticed. Its onboard intelligence is limited, however, and it can only handle about a sentence’s worth of specific orders or subjects to be watchful for. Putting a drone in Watch mode is a command that takes a Main Action.\n\n*10% of the drone’s base cost.*","drone-fittings.emergency-evac-litter.name":"{base} (Emergency Evac Litter)","drone-fittings.emergency-evac-litter.description":"Functioning only for ground-based drones of Enc 3 or greater, the drone is equipped with a retractable litter that can fit one human patient, along with manipulators sufficient to get a prone victim onto the litter with a Main Action. Onboard meds allow for remote Heal skill checks to stabilize a Mortally Wounded target, with one attempt allowed as part of the loading action. A loaded patient can’t be harmed until the drone is destroyed or opens the litter, but if the drone dies, the patient does too. As a Main Action, the drone can be ordered to autonomously take the patient to a particular location. As an On Turn action, an onboard transmitter can also place a call for medical assistance to a pre-arranged number.\n\n*25% of the drone’s base cost.*","drone-fittings.emissions-shielding.name":"{base} (Emissions Shielding)","drone-fittings.emissions-shielding.description":"The drone is designed to minimize its electromagnetic emissions and thermal signature. Skill checks to spot it with such sensors suffer a -2 penalty.\n\n*20% of the drone’s base cost.*","drone-fittings.enhanced-structure.name":"{base} (Enhanced Structure)","drone-fittings.enhanced-structure.description":"The drone’s maximum hit points increase by 25% of its unmodified base, rounded up. As with Improved Armor, this fitting is ineffective on drones that aren’t man-portable.\n\n*25% of the drone’s base cost.*","drone-fittings.extended-range.name":"{base} (Extended Range)","drone-fittings.extended-range.description":"The drone can now operate for two hours on a full battery charge.\n\n*25% of the drone’s base cost.*","drone-fittings.glider-grips.name":"{base} (Glider Grips)","drone-fittings.glider-grips.description":"Usable only by flying drones of Enc 3 size or greater, this fitting allows a human-sized mass to use the drone as a form of parachute-glider. As a Main Action, a user can leap off a high place after grabbing the drone and descend safely to the ground at a distance as far from the initial point as that point was above the ground. Similar weights can be sent safely to the ground in the same way.\n\n*20% of the drone’s base cost.*","drone-fittings.improved-armor.name":"{base} (Improved Armor)","drone-fittings.improved-armor.description":"The drone’s AC improves by 2, to a maximum of 18, but its Encumbrance rating increases by one. This fitting is ineffective on drones too big to have an Encumbrance rating; they need vehicle-grade armor upgrades.\n\n*25% of the drone’s base cost.*","drone-fittings.improved-targeting-logic.name":"{base} (Improved Targeting Logic)","drone-fittings.improved-targeting-logic.description":"This unit allows a skilled drone pilot to tweak the combat logic of its onboard weaponry. The drone’s attack gains a hit bonus equal to the pilot’s Drive or Program skill level when firing autonomously; no bonus is given if the pilot is in direct control.\n\n*20% of the drone’s base cost.*","drone-fittings.laser-comms.name":"{base} (Laser Comms)","drone-fittings.laser-comms.description":"This fitting provides both a set of universal transceiver plug-ins and a laser comm hub for the drone. Provided the PCs are in line of sight of the drone, normal radio-wave based comms can be switched to lasers, providing uncrackable, electromagnetically-inaudible communications within the group. Radio comms can still be used as needed.\n\n*10% of the drone’s base cost.*","drone-fittings.manipulator-tendrils.name":"{base} (Manipulator Tendrils)","drone-fittings.manipulator-tendrils.description":"One set of manipulators is added to the drone, whether a mechanical claw, an articulated metal tendril, or some other device. With a Main Action command from the pilot, it can function as a single human hand with an effective Strength of 12, but it cannot effectively be used for an attack or to lift anything heavier than the drone itself. The fitting can carry things for short distances, but to haul weight any real distance the Cargo Space fitting is required. This fitting can be added more than once if a pair of “hands” are needed.\n\n*20% of the drone’s base cost.*","drone-fittings.memory-banks.name":"{base} (Memory Banks)","drone-fittings.memory-banks.description":"The drone has two units of cyberdeck Memory added to it. While this Memory can be used to store hacker programs or datafiles, it also has room to record up to a week of audiovisual data per unit used. This fitting can be added more than once.\n\n*10% of the drone’s base cost.*","drone-fittings.no-touch-web.name":"{base} (No Touch Web)","drone-fittings.no-touch-web.description":"Most commonly installed on small ground drones, this web can be armed as a Main Action by the pilot. Until disarmed, any attempt to grab or pick up the drone automatically inflicts 2d6 non-lethal electrical damage on the grabber. This shock continues each round as long as the drone is held, with up to 5 discharges total before the battery must be recharged. The firm contact required makes it impractical to use the web as an offensive weapon.\n\n*10% of the drone’s base cost.*","drone-fittings.sleep-mode.name":"{base} (Sleep Mode)","drone-fittings.sleep-mode.description":"Sleep mode can be enabled with a Main Action command or ended with an On Turn command. While in sleep mode, a drone cannot fly, move, or perform actions, but it will continue to communicate with the pilot and observe its surroundings. A day of sleep mode counts as ten minutes of ordinary operation for battery drain purposes.\n\n*10% of the drone’s base cost.*","drone-fittings.stealth-package.name":"{base} (Stealth Package)","drone-fittings.stealth-package.description":"Usable only on drones of Enc 3 or smaller, this fitting adds color-changing drone sheathing, noise damping, and thermal sealing to the unit. It gains an effective Sneak-1 skill when operating autonomously, or a +2 bonus to Sneak checks when being directly piloted.\n\n*25% of the drone’s base cost.*","drone-fittings.suicide-charge.name":"{base} (Suicide Charge)","drone-fittings.suicide-charge.description":"With a Main Action command to detonate, the drone will explode, doing 3d6 damage to anyone within ten meters, with an Evasion save for half. Subjects behind solid cover further halve the damage. Drones reduced to zero hit points are too badly damaged to respond to detonation commands.\n\n*25% of the drone’s base cost.*","drone-fittings.telescopic-optics.name":"{base} (Telescopic Optics)","drone-fittings.telescopic-optics.description":"The drone can focus on objects up to one kilometer away with a visual acuity sufficient to read a newspaper. Integral low-light sensors allow it to see in all but total darkness.\n\n*20% of the drone’s base cost.*","drone-fittings.thermal-optics.name":"{base} (Thermal Optics)","drone-fittings.thermal-optics.description":"The drone is equipped with IR optics that can see heat patterns. The drone can function adequately even in complete darkness and grants the pilot a +1 bonus to Notice skill checks where thermal imaging might be useful.\n\n*20% of the drone’s base cost.*","drone-fittings.trauma-response-suite.name":"{base} (Trauma Response Suite)","drone-fittings.trauma-response-suite.description":"An array of injectors, scalpels, sutures, and trauma chems are built into the drone, allowing it to function as a medkit and make Heal skill checks for a medically-competent pilot or an on-site doc in need of a kit. Such medical efforts require a Main Action from the pilot as usual, and flying drones apply a -2 penalty to the skill check due to their innate instability. Up to six pharmaceutical doses of the pilot’s choice can be loaded into the drone.\n\n*25% of the drone’s base cost.*","drone-fittings.voice-broadcast.name":"{base} (Voice Broadcast)","drone-fittings.voice-broadcast.description":"The pilot can speak through the drone or cause it to emit other noises at a volume loud enough to be heard clearly a hundred meters away.\n\n*10% of the drone’s base cost.*","drone-fittings.wallcrawler.name":"{base} (Wallcrawler)","drone-fittings.wallcrawler.description":"Usable only on ground-based drones of Enc 3 or less, this fitting allows the drone to climb sheer surfaces at its normal movement rate, assuming the surface is sturdy enough to bear its weight. Most high-security buildings are constructed with veneers that defeat this fitting, but ordinary structures seldom have such measures.\n\n*20% of the drone’s base cost.*","drone-fittings.weapon-hardpoint.name":"{base} (Weapon Hardpoint)","drone-fittings.weapon-hardpoint.description":"Drones that are not factory-equipped with weapon hardpoints can have one worked in as an aftermarket addition. The usual hardpoint limits on maximum allowed weapon size still apply, however, and this fitting counts as two for purposes of the drone’s maximum fittings.\n\n*25% of the drone’s base cost.*","drone-mods.additional-fitting.name":"{base} (additional fitting)","drone-mods.additional-fitting.description":"Careful optimization of power lines and chassis reinforcement allows for adding an additional fitting to the drone. Man-portable drones add one point of Encumbrance, though this doesn’t affect their maximum hardpoint weapon size. The cost is 50% of the drone’s base cost.\n\n*Fix-1 & Drive-1.*","drone-mods.additional-hardpoint.name":"{base} (additional hardpoint)","drone-mods.additional-hardpoint.description":"By rearranging wiring, adding mass, and overriding safety protocols, an additional hardpoint can be added to a drone. This mod adds one point of Encumbrance to portable drones, though this doesn’t affect their maximum weapon size. The cost is 50% of the drone’s base cost plus the weapon.\n\n*Fix-1 & Drive-1.*","drone-mods.battery-swapping.name":"{base} (battery swapping)","drone-mods.battery-swapping.description":"Replacing proprietary battery systems with off-the-shelf models allows man-portable drones to have their battery swapped with a minute of work. Backup batteries cost 10% of the drone’s base cost and count as Enc 1 items, and this mod itself costs 10% of the drone’s base cost.\n\n*Fix-1 & Drive-1.*","drone-mods.boosted-engine.name":"{base} (boosted engine)","drone-mods.boosted-engine.description":"The drone’s engines are tuned to optimize speed, increasing its Move rate by 10m. It costs 25% of the drone’s base cost.\n\n*Fix-1 & Drive-2.*","drone-mods.heavy-plating.name":"{base} (heavy plating)","drone-mods.heavy-plating.description":"Strategic armor reinforcement improves its base AC by 2, but decreases its Move rate by 5m. It also increases its effective Encumbrance by 1 if it’s man-portable. The cost is 25% of the drone’s base cost.\n\n*Fix-1 & Drive-2.*","drone-mods.quick-launch.name":"{base} (quick launch)","drone-mods.quick-launch.description":"A packed man-portable drone is modified to deploy itself as an On Turn action by its controller instead of a Main Action, even if it’s currently Stowed. The cost is 10% of the drone’s base cost.\n\n*Fix-1 & Drive-2.*","drone-mods.redundant-systems.name":"{base} (redundant systems)","drone-mods.redundant-systems.description":"Careful duplication of critical systems increases the drone’s hit points by 25% of its unmodified base score, rounded up. The extra mass increases the Encumbrance of man-portable drones by 1. The cost is 50% of the drone’s base cost.\n\n*Fix-2 & Drive-2.*","drone-mods.stripped-fittings.name":"{base} (stripped fittings)","drone-mods.stripped-fittings.description":"Mass and power allocated to a man-portable drone’s fittings are removed. The drone’s maximum fitting total is decreased by 1 and its Encumbrance rating is reduced by 1, to a minimum of 1. The cost is 10% of the drone’s base cost.\n\n*Fix-2 & Drive-1.*","vehicles.motorcycle.name":"Motorcycle","vehicles.motorcycle.description":"Fast, cheap, and nimble, both gangers and operators find these vehicles handy for making escapes down alleys and over terrain that larger vehicles can’t navigate.","vehicles.micro-flyer.name":"Micro Flyer","vehicles.micro-flyer.description":"One of a class of featherlight aircraft, a flyer is woven of the lightest, thinnest, strongest materials available at its price point, and can provide cheap aerial recon or transit over rough terrain for its single occupant. Such flyers are light enough to be broken down into components that can be easily transported by a pickup truck.","vehicles.car.name":"Car","vehicles.car.description":"An urban luxury, private cars are for the middle class and better, or those rough-edged slum entrepreneurs who are clever enough to keep some salvaged hulk running. This vehicle class also includes small pickup trucks and SUVs.","vehicles.truck.name":"Truck","vehicles.truck.description":"More commonly found among corp employees, these flatbed trucks, delivery vans, panel vans, and other large work vehicles earn their keep in a hundred ways each day.","vehicles.helicopter.name":"Helicopter","vehicles.helicopter.description":"A typical civilian helicopter, used for elite transit between city districts or the quick dispatch of personnel to some hotspot. Their ability to weave through the obstacles of urban high-rises is sometimes valuable when evading hostile pursuit.","vehicles.tank.name":"Tank","vehicles.tank.description":"A military classic, this model is relatively low-tech but more than enough to deal with any civilian vehicle. Tanks are seldom found in urban areas without a protective screen of infantry to keep hostiles with demo charges or rocket launchers from getting uncomfortable close.","vehicles.apc.name":"APC","vehicles.apc.description":"Armored personnel carriers are often custom-built for city law enforcement, the better to dump a squad of cops where they’re most needed. The mounted weapon on most of them helps pacify a hot zone before the occupants dismount.","vehicles.gev.name":"GEV","vehicles.gev.description":"Ground effect vehicles have evolved considerably from their 20th-century ancestors, and their armored pneumatic skirts and high-efficiency engines can send them over terrain that might defeat a tracked tank. The sacrifice in armor weight is generally deemed acceptable, given the usual opposition these vehicles face.","vehicles.casra.name":"CASRA","vehicles.casra.description":"The “Close Air Support Rotorwing Aircraft” of corporate R&D comes in a half-dozen different configurations, from multirotor helicopters to rotor-in-wing strike craft. Light and vicious, they’re favored by city SWAT teams who need military-grade firepower capable of maneuvering through city airspace. When a CASRA shows up, minigun rounds are seldom far behind.","vehicles.dropcraft.name":"Dropcraft","vehicles.dropcraft.description":"One of a family of armored military air transports, dropcraft are used when a squad needs to be inserted under heavy fire. Thick armor, a heavy gun, and VTOL engines combine with considerable loitering ability to make an excellent tool for pacifying corporate enemies.","vehicle-fittings.advanced-sensors.name":"{base} (Advanced Sensors)","vehicle-fittings.advanced-sensors.description":"The vehicle is equipped with night vision, infrared sensors, and short-range radar good up to twenty kilometers of airspace. It can be driven safely even in pitch darkness.","vehicle-fittings.afterburners.name":"{base} (Afterburners)","vehicle-fittings.afterburners.description":"Once per scene, as an On Turn action, boost the vehicle’s Speed by 1 for five rounds.","vehicle-fittings.armor-plating.name":"{base} (Armor Plating)","vehicle-fittings.armor-plating.description":"Increase the vehicle’s Armor rating by 3 points. Medium vehicles can apply this fitting twice, and Large ones can apply it three times.","vehicle-fittings.cargo-space.name":"{base} (Cargo Space)","vehicle-fittings.cargo-space.description":"This fitting can be taken multiple times. Each time it adds 50 kg of protected cargo space for Small vehicles, 500 kg for Medium ones, and 2 metric tons for Large ones.","vehicle-fittings.crash-pod.name":"{base} (Crash Pod)","vehicle-fittings.crash-pod.description":"If the vehicle crashes, the occupants can each reroll one failed crash save. If they make any of their saves, their HP can’t be reduced below 1 point by the crash.","vehicle-fittings.ecm-emitter.name":"{base} (ECM Emitter)","vehicle-fittings.ecm-emitter.description":"On a successful hit roll by a headshot pod, rocket launcher, or other long-range guided projectile, the driver can make an opposed Int or Dex/Drive skill check against the attacker’s combat skill. On a success, the attacker must reroll their hit roll and take the worst result.","vehicle-fittings.emissions-cloaking.name":"{base} (Emissions Cloaking)","vehicle-fittings.emissions-cloaking.description":"Once per day, for one hour, the vehicle can become almost invisible to infrared or radar. This cloak becomes useless if the vehicle is visually spotted by defenders.","vehicle-fittings.extra-durability.name":"{base} (Extra Durability)","vehicle-fittings.extra-durability.description":"The vehicle’s maximum hit points increase by 25%, rounded up.","vehicle-fittings.extra-passengers.name":"{base} (Extra Passengers)","vehicle-fittings.extra-passengers.description":"Small vehicles add 1 Crew, Medium ones add 2, and Large ones add 4. This fitting can be taken multiple times, and any vehicle amenities such as crash pods or living quarters extend to these additional Crew as well.","vehicle-fittings.field-portable.name":"{base} (Field Portable)","vehicle-fittings.field-portable.description":"Only Small or Medium vehicles can take this option, allowing them to be broken down into easily-portable parts packages. Small vehicles turn into 30 items of Encumbrance and Medium ones into 150. Disassembly takes 30 minutes for a Small vehicle and 3 hours for a Medium one, with reassembly taking four times as long.","vehicle-fittings.ghost-driver.name":"{base} (Ghost Driver)","vehicle-fittings.ghost-driver.description":"The driver can order the vehicle directly or by radio or phone to go to particular places at particular times or perform other simple, direct actions on a given schedule. The onboard expert system can handle traffic-related challenges, but has no real intelligence to process more complicated problems.","vehicle-fittings.hardpoint-support.name":"{base} (Hardpoint Support)","vehicle-fittings.hardpoint-support.description":"Additional power and structural support enable the addition of a hardpoint.","vehicle-fittings.jack-control-port.name":"{base} (Jack Control Port)","vehicle-fittings.jack-control-port.description":"The vehicle is wired to be controlled through a plugged-in cranial jack as well as a conventional wheel. While jacked in, the driver need only use a Move Action to control the vehicle rather than a Main Action.","vehicle-fittings.limpet-mount-small.name":"{base} (Limpet Mount, Small)","vehicle-fittings.limpet-mount-small.description":"An entire second vehicle can be mounted with this fitting, Medium vehicles taking Small parasites and Large ones taking Small or Medium. Adding a mount for a Small vehicle takes up 3 Mass while a Medium one takes 6. Modifying a vehicle to be mounted adds 10% to its base cost, but it can be launched even while the parent vehicle is underway. These parasite vehicles are destroyed if the parent is; otherwise, they take only half the damage the parent takes.","vehicle-fittings.limpet-mount-medium.name":"{base} (Limpet Mount, Medium)","vehicle-fittings.limpet-mount-medium.description":"An entire second vehicle can be mounted with this fitting, Medium vehicles taking Small parasites and Large ones taking Small or Medium. Adding a mount for a Small vehicle takes up 3 Mass while a Medium one takes 6. Modifying a vehicle to be mounted adds 10% to its base cost, but it can be launched even while the parent vehicle is underway. These parasite vehicles are destroyed if the parent is; otherwise, they take only half the damage the parent takes.","vehicle-fittings.living-quarters.name":"{base} (Living Quarters)","vehicle-fittings.living-quarters.description":"Basic, cramped quarters are provided for sleeping, sanitation, and cooking for all crew. Permanent living in a vehicle costs and counts as a slum lifestyle, though occupants with the Ace Driver or Roamer Focus can treat it as middle-class for the same price.","vehicle-fittings.medbay.name":"{base} (Medbay)","vehicle-fittings.medbay.description":"Surgical tools and medical support are provided for up to one critically-injured patient at a time. A medbay counts as an emergency clinic for purposes of treating Major Injuries, if someone with at least Heal-0 is available to tend to the patient.","vehicle-fittings.offroad-package.name":"{base} (Offroad Package)","vehicle-fittings.offroad-package.description":"While any modern vehicle can handle abandoned roads and mostly-flat terrain, this package includes winches, tire armor, chassis reinforcement, and other upgrades needed to go through all but the most impassible terrain.","vehicle-fittings.power-system-small.name":"{base} (Power System, Small)","vehicle-fittings.power-system-small.description":"These fittings add extra Power in battery capacity and computing support at the cost of an additional Mass burden.","vehicle-fittings.power-system-medium.name":"{base} (Power System, Medium)","vehicle-fittings.power-system-medium.description":"These fittings add extra Power in battery capacity and computing support at the cost of an additional Mass burden.","vehicle-fittings.power-system-large.name":"{base} (Power System, Large)","vehicle-fittings.power-system-large.description":"These fittings add extra Power in battery capacity and computing support at the cost of an additional Mass burden.","vehicle-fittings.sealed-atmosphere.name":"{base} (Sealed Atmosphere)","vehicle-fittings.sealed-atmosphere.description":"For up to two hours per day the vehicle can seal itself entirely from the outside atmosphere, with internal air tanks and positive pressure to keep out external toxins. At all times it can maintain a comfortable interior temperature in any terrestrial climate. Aircraft do not need this fitting to function normally at high altitudes.","vehicle-fittings.smugglers-hold.name":"{base} (Smuggler’s Hold)","vehicle-fittings.smugglers-hold.description":"This fitting can be taken more than once, and adds 10 kg of concealed cargo space in Small vehicles, 100 kg in Medium ones, and 400 kg in Large ones. It can be detected only by taking the vehicle apart or by an acute, careful inspection with a difficulty 12 Wis/Notice or Wis/Drive skill check.","vehicle-fittings.targeting-board.name":"{base} (Targeting Board)","vehicle-fittings.targeting-board.description":"A single unified targeting board allows one gunner to manage up to three vehicle weapons instead of the one gun per gunner that would usually be allowed.","vehicle-fittings.tool-rack.name":"{base} (Tool Rack)","vehicle-fittings.tool-rack.description":"Any vehicle can carry a toolkit in the trunk, but this rack is equipped with welders, heavy tooling, winches, and room for up 40 HP worth of spare parts. It can repair any vehicle and can be used as a makeshift workshop for related efforts.","vehicle-mods.augmented-armor.name":"{base} (augmented armor)","vehicle-mods.augmented-armor.description":"Increase the vehicle’s Armor rating by 3 points.\n\n*Fix-3/Drive-1, 25% of the vehicle’s base cost, 1 special component.*","vehicle-mods.drone-hub.name":"{base} (drone hub)","vehicle-mods.drone-hub.description":"Install a housing that can hold a portable drone on Small vehicles or a non-portable drone on Medium or larger vehicles. The drone can be deployed while the vehicle is in motion. Onboard signal encryption adds +2 to the difficulty of hacking any drone controlled by someone in or adjacent to this vehicle. This fitting can be installed twice on Large vehicles.\n\n*Fix-1/Drive-0, 10% of the vehicle’s base cost.*","vehicle-mods.extra-seating.name":"{base} (extra seating)","vehicle-mods.extra-seating.description":"Increase the maximum Crew size by 1 for Small vehicles, 2 for Medium, and 4 for Large.\n\n*Fix-0/Drive-1, 10% of the vehicle’s base cost.*","vehicle-mods.integrated-magazines.name":"{base} (integrated magazines)","vehicle-mods.integrated-magazines.description":"Mounted weapons gain one extra built-in magazine for Small vehicles, two for Medium, or four for Large. Reloading one vehicle magazine takes a Main Action.\n\n*Fix-1/Drive-0, 10% of the vehicle’s base cost.*","vehicle-mods.personalized-controls.name":"{base} (personalized controls)","vehicle-mods.personalized-controls.description":"The vehicle’s controls are designed for the idiosyncrasies of a specific driver. Once per scene, as an Instant action, they can add +1 to a Drive skill check. Anyone else takes -1 to drive the vehicle.\n\n*Fix-1/Drive-2, 20% of the vehicle’s base cost.*","vehicle-mods.power-system-upgrade.name":"{base} (power system upgrade)","vehicle-mods.power-system-upgrade.description":"Increase the Power rating of the vehicle by 2 points for Small vehicles, 3 for Medium, and 4 for Large.\n\n*Fix-2/Drive-2, 25% of the vehicle’s base cost, 1 special component.*","vehicle-mods.q-cladding.name":"{base} (q-cladding)","vehicle-mods.q-cladding.description":"Disguise the vehicle as another vehicle of the same general type, and hide its mounted weaponry. Replacing the disguise after weapons are deployed takes five minutes.\n\n*Fix-1/Drive-2, 20% of the vehicle’s base cost.*","vehicle-mods.reactive-defenses.name":"{base} (reactive defenses)","vehicle-mods.reactive-defenses.description":"Increase the vehicle’s Armor Class by 2 points, but subtract 2 points from its Armor, if it has any.\n\n*Fix-2/Drive-2, 25% of the vehicle’s base cost, 1 special component.*","vehicle-mods.reinforced-chassis.name":"{base} (reinforced chassis)","vehicle-mods.reinforced-chassis.description":"Increase the vehicle’s maximum HP by 25% of its base, but subtract 2 Mass from its maximum.\n\n*Fix-2/Drive-1, 25% of the vehicle’s base cost, 1 special component.*","vehicle-mods.remote-sensors.name":"{base} (remote sensors)","vehicle-mods.remote-sensors.description":"The driver’s smartphone or headware can tap the vehicle’s sensors as an On Turn action, getting audio and visual from it if no special sensors are installed. This signal can reach up to two kilometers.\n\n*Fix-1/Drive-0, 10% of the vehicle’s base cost.*","vehicle-mods.supplementary-tanks.name":"{base} (supplementary tanks)","vehicle-mods.supplementary-tanks.description":"The vehicle can operate for up to three days of normal driving without refueling.\n\n*Fix-0/Drive-1, 10% of the vehicle’s base cost.*","vehicle-mods.ultralight-components.name":"{base} (ultralight components)","vehicle-mods.ultralight-components.description":"Increase the vehicle’s maximum Mass by 2 points for Small vehicles, 3 for Medium, or 4 for Large. Its maximum HP decreases by 20% of its base, rounded up.\n\n*Fix-2/Drive-1, 20% of the vehicle’s base cost, 1 special component.*","vehicle-mods.upgraded-speed.name":"{base} (upgraded speed)","vehicle-mods.upgraded-speed.description":"Increase the vehicle’s Speed by 1, but lose 20% of its maximum Mass, rounded up.\n\n*Fix-2/Drive-3, 25% of the vehicle’s base cost, 2 special components.*","weapons.light-pistol.name":"Light Pistol","weapons.light-pistol.description":"Light and heavy pistols are categorized by the caliber of the bullet they fire. Some operators prefer the low recoil and high mag capacity possible with a low-caliber round, while others like to have a little more certainty in dropping the targets they hit.","weapons.heavy-pistol.name":"Heavy Pistol","weapons.heavy-pistol.description":"Light and heavy pistols are categorized by the caliber of the bullet they fire. Some operators prefer the low recoil and high mag capacity possible with a low-caliber round, while others like to have a little more certainty in dropping the targets they hit.","weapons.advanced-bow.name":"Advanced Bow","weapons.advanced-bow.description":"Advanced bows are used by a few specialists who prefer the near-silence that modern composites provide or the massive blood loss induced by a modern fractal broadhead carried on a fifty-gram arrow.","weapons.rifle.name":"Rifle","weapons.rifle.description":"Rifles and combat rifles are similar semi-automatic tech, though the latter is equipped with a burst-fire selector and usually trades the range of a heavier caliber for the ability to carry more ammunition.","weapons.combat-rifle.name":"Combat Rifle","weapons.combat-rifle.description":"Rifles and combat rifles are similar semi-automatic tech, though the latter is equipped with a burst-fire selector and usually trades the range of a heavier caliber for the ability to carry more ammunition.","weapons.submachine-gun.name":"Submachine Gun","weapons.submachine-gun.description":"Submachine guns are popular for their small form factor and convenient burst fire, though like other burst-fire weaponry the corps frown heavily on civilian possession.","weapons.shotgun.name":"Shotgun","weapons.shotgun.description":"Shotguns of various stripes can be found under the counter of practically every bar and shop in a slum. Simple double-barrel models can be made by any home gunsmith with a pulse, but the finer tolerances and more elaborate machining of a burst-fire capable combat shotgun leaves them as a more selective product. Ranges and damages given are for shot shells; slugs double their normal and extreme ranges but apply a -1 penalty to hit rolls.","weapons.semi-auto-shotgun.name":"Semi-Auto Shotgun","weapons.semi-auto-shotgun.description":"Shotguns of various stripes can be found under the counter of practically every bar and shop in a slum. Simple double-barrel models can be made by any home gunsmith with a pulse, but the finer tolerances and more elaborate machining of a burst-fire capable combat shotgun leaves them as a more selective product. Ranges and damages given are for shot shells; slugs double their normal and extreme ranges but apply a -1 penalty to hit rolls.","weapons.combat-shotgun.name":"Combat Shotgun","weapons.combat-shotgun.description":"Shotguns of various stripes can be found under the counter of practically every bar and shop in a slum. Simple double-barrel models can be made by any home gunsmith with a pulse, but the finer tolerances and more elaborate machining of a burst-fire capable combat shotgun leaves them as a more selective product. Ranges and damages given are for shot shells; slugs double their normal and extreme ranges but apply a -1 penalty to hit rolls.","weapons.sniper-rifle.name":"Sniper Rifle","weapons.sniper-rifle.description":"Sniper rifles are often nothing more than bolt-action rifles with expensive tuning and optics. If not fired from a rest in a prepared position, a sniper rifle’s statistics are the same as a normal rifle.","weapons.taser-pistol.name":"Taser Pistol","weapons.taser-pistol.description":"Taser pistols cover a family of ranged non-lethal weapons small and light enough to carry concealed. Most rely on tried-and-true electrical shocks to drop a target; they inflict non-lethal hit point damage and cannot make Traumatic Hits.","weapons.automatic-rifle.name":"Automatic Rifle","weapons.automatic-rifle.description":"Automatic rifles include a large range of barely man-portable firearms designed to hurl vast amounts of lead through the air, and unlike smaller firearms, they can use suppressive fire if properly braced. Ammunition for these guns comes in belts or boxes. The mag rating reflects how many rounds the weapon can fire before needing a refill, with each “round” costing $50 worth of ammunition. The compactness of their loaded magazines still only counts as one item, however.","weapons.knife.name":"Knife","weapons.knife.description":"Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.","weapons.club.name":"Club","weapons.club.description":"Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.","weapons.spear.name":"Spear","weapons.spear.description":"Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.","weapons.sword.name":"Sword","weapons.sword.description":"Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.","weapons.big-sword.name":"Big Sword","weapons.big-sword.description":"Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.","weapons.big-club.name":"Big Club","weapons.big-club.description":"Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.","weapons.advanced-knife.name":"Advanced Knife","weapons.advanced-knife.description":"Advanced weapons employ modern polymers, sophisticated metallurgy, fractal edges, electro-stun tech, and a small legion of marketers to sell products that are distinctly superior to the plain steel edges of a prior age.","weapons.advanced-sword.name":"Advanced Sword","weapons.advanced-sword.description":"Advanced weapons employ modern polymers, sophisticated metallurgy, fractal edges, electro-stun tech, and a small legion of marketers to sell products that are distinctly superior to the plain steel edges of a prior age.","weapons.advanced-big-sword.name":"Advanced Big Sword","weapons.advanced-big-sword.description":"Advanced weapons employ modern polymers, sophisticated metallurgy, fractal edges, electro-stun tech, and a small legion of marketers to sell products that are distinctly superior to the plain steel edges of a prior age.","weapons.advanced-club.name":"Advanced Club","weapons.advanced-club.description":"Advanced weapons employ modern polymers, sophisticated metallurgy, fractal edges, electro-stun tech, and a small legion of marketers to sell products that are distinctly superior to the plain steel edges of a prior age.","weapons.flash-grenade.name":"Flash Grenade","weapons.flash-grenade.description":"Flash grenades force victims without eye and ear protection to make a Physical save; on a failure, the victim loses their next Main Action and takes a -2 penalty to hit rolls and AC for the next 1d6 rounds. Flashbang effects don’t stack, and a target who makes their save cannot be flashbanged again that same round.\n\nGrenades may be thrown at a point within range and always target AC 10. On a miss, the grenade bounces 1d10 meters in a random direction before exploding. Most grenades have a 5-meter radius of effect.","weapons.frag-grenade.name":"Frag Grenade","weapons.frag-grenade.description":"Frag grenades inflict 2d6 damage on all victims in range, plus the chance for a Traumatic Hit. An Evasion save can halve a frag grenade’s damage, and each point of melee AC the target has above 14 reduces the final damage total by one point, possibly down to zero.\n\nGrenades may be thrown at a point within range and always target AC 10. On a miss, the grenade bounces 1d10 meters in a random direction before exploding. Most grenades have a 5-meter radius of effect.","weapons.gas-grenade.name":"Gas Grenade","weapons.gas-grenade.description":"Gas grenades create a 10-meter-diameter cloud of opaque, choking, irritating gas that disperses in one round. They inflict non-lethal damage, halved on a successful Physical save, and are useless against targets with breathing protection. They provide full concealment for those within the gas. Smoke grenades are harmless, but provide the same 10-meter dome of concealment where it’s necessary. Gas and smoke aren’t enough to defeat IR or augmented visuals.\n\nGrenades may be thrown at a point within range and always target AC 10. On a miss, the grenade bounces 1d10 meters in a random direction before exploding. Most grenades have a 5-meter radius of effect.","weapons.smoke-grenade.name":"Smoke Grenade","weapons.smoke-grenade.description":"Gas grenades create a 10-meter-diameter cloud of opaque, choking, irritating gas that disperses in one round. They inflict non-lethal damage, halved on a successful Physical save, and are useless against targets with breathing protection. They provide full concealment for those within the gas. Smoke grenades are harmless, but provide the same 10-meter dome of concealment where it’s necessary. Gas and smoke aren’t enough to defeat IR or augmented visuals.\n\nGrenades may be thrown at a point within range and always target AC 10. On a miss, the grenade bounces 1d10 meters in a random direction before exploding. Most grenades have a 5-meter radius of effect.","weapons.anti-materiel-rifle.name":"Anti-Materiel Rifle","weapons.anti-materiel-rifle.description":"Anti-materiel rifles have encountered something of a renaissance with the ubiquity of armored drones and heavily cybered combatants. While not suitable for downing tanks or other heavily armored vehicles, their 20mm rounds are more than sufficient to punch through lighter armor plating, concrete walls, and full body conversion cyborgs. Use of a secure firing rest is recommended for best results.","weapons.grenade-launcher.name":"Grenade Launcher","weapons.grenade-launcher.description":"Grenade launchers are accessories that are mounted on rifle-sized firearms, adding 1 Encumbrance to their bulk. These weapons can launch specially-designed grenades to the listed range, targeting them as if they were thrown normally. These special grenades cost and function the same as their regular equivalents but cannot be thrown by hand. When attacking, the user can choose whether to fire the grenade launcher or the weapon it’s mounted to, but both cannot be fired in the same round.\n\nStand-alone grenade launcher models are available for vehicle or drone mounting, counting as 2 Encumbrance but otherwise having the same cost and statistics.","weapons.demo-charge.name":"Demo Charge","weapons.demo-charge.description":"Demo charges are shaped explosive charges usually meant to knock human-sized holes in anything short of fortified defensive walls. While ineffective as thrown weapons, when used as part of a trap or ambush they inflict their listed damage in a cone out to normal range, with an Evasion save for half damage. If applied carefully to a vehicle target, the following explosion will inevitably destroy it. Like frag grenades, use of demo charges tends to be very exciting to security forces and can provoke more heat than many operators like to draw.","weapons.heavy-machine-gun.name":"Heavy Machine Gun","weapons.heavy-machine-gun.description":"Heavy machine guns are old tech, but reliable. Without a fixed firing position or vehicle mount, however, their recoil makes them almost uncontrollable. Due to the mass of lead involved in firing an HMG, each “round” of its ammunition costs $100 and counts as a full item of encumbrance.","weapons.mortar.name":"Mortar","weapons.mortar.description":"Mortars are rare, but have their uses amid the tall buildings of an urban sprawl. They have a minimum range of 20 meters, but can lob indirect fire over buildings and obstacles. Mortars always target AC 20 at first, but each round of fire at the same target grants a +1 hit bonus if there’s a forward spotter to adjust the aim. Mortar rounds act as frag grenades on the target point, but do 3d6 damage at base with a 10-meter radius. Armor doesn’t lessen harm from mortar rounds.\n\nRelatively simple as they are, a mortar round costs $50 and counts as one item of encumbrance.","weapons.rocket-launcher.name":"Rocket Launcher","weapons.rocket-launcher.description":"Rocket launchers include a wide variety of single-shot disposable launchers. Their general imprecision forces a -4 hit penalty against human-sized targets, but they inflict frag grenade damage on any target within 5 meters of the rocket’s landing point. Specialized anti-armor warheads lose this frag grenade bonus, but do double damage to vehicles or obstacles. Operators who intend to take down enemy vehicles favor them for their effectiveness in that role.","weapons.land-mine-anti-personnel.name":"Land Mine, Anti-Personnel","weapons.land-mine-anti-personnel.description":"Land mines come in anti-personnel and anti-vehicle flavors. The first activates on any human-sized approach within 1 meter, inflicting damage in a 2-meter radius with an Evasion save for half. Anti-vehicle mines can only be activated by vehicular levels of ground pressure or vehicle-sized proximate metal masses, but do their damage in a 5-meter radius. Humans get an Evasion save for half damage in either case.","weapons.land-mine-anti-vehicle.name":"Land Mine, Anti-Vehicle","weapons.land-mine-anti-vehicle.description":"Land mines come in anti-personnel and anti-vehicle flavors. The first activates on any human-sized approach within 1 meter, inflicting damage in a 2-meter radius with an Evasion save for half. Anti-vehicle mines can only be activated by vehicular levels of ground pressure or vehicle-sized proximate metal masses, but do their damage in a 5-meter radius. Humans get an Evasion save for half damage in either case.","weapons.drone-cannon.name":"Drone Cannon","weapons.drone-cannon.description":"Drone cannons are heavy semi-automatic weapons too bulky for human portability. A round of firing costs $100 worth of ammunition.","weapons.headshot-pod.name":"Headshot Pod","weapons.headshot-pod.description":"Headshot pods are a family of guided missiles meant for mounted deployment on vehicles or large drones. They always target AC 10 to hit, but require two full consecutive rounds of aiming at a visible target to get a target lock on them and prime for firing on the third round. Any bystanders within 5 meters of the impact take damage as if from a frag grenade. A headshot pod missile costs $2,000.","weapons.main-tank-gun.name":"Main Tank Gun","weapons.main-tank-gun.description":"Main Tank Gun 4d12! 1,000/3,000 $100,000@ 1 Dex N/A 1d20 x4","weapons.mounted-autogun.name":"Mounted Autogun","weapons.mounted-autogun.description":"Mounted autoguns are a drone cannon’s big brother, for larger platforms. Each round of firing costs $100.","weapons.shrieker-gun.name":"Shrieker Gun","weapons.shrieker-gun.description":"Shrieker guns are sonic cannons used for crowd control and non-lethal suppression. While highly effective against unprotected targets, military-grade ear protection or the integral dampers in cyber-ears are sufficient to render the weapon useless.","weapons.unarmed.name":"Unarmed Attack","weapons.unarmed.description":"If you are making a purely unarmed attack you may add your Punch skill to the damage. You may not add the skill to the damage done by Body Blade cyber or other artificial weaponry that uses the Punch skill.","weapons.eye-flechette.name":"Eye Flechette","pack.name":"Cities Without Number (SRD)","headline":"{has_type_background, select, true {Level {field_level} {type_background}} other {Level {field_level}}}{has_type_focus, select, true { · {type_focus_each}} other {}}","headline.separator":", ","types.focus.headline":"{name} {self_level}","fields.attributes.str.score.name":"Strength","fields.attributes.str.score.short":"STR","fields.attributes.str.score.description":"Strength, reflecting physical prowess, melee combat, carrying gear, and brute force.","fields.attributes.str.mod.name":"Strength modifier","fields.attributes.str.mod.short":"Str","fields.attributes.str.base.name":"Strength (rolled)","tags.attr.str.name":"Strength","fields.attributes.dex.score.name":"Dexterity","fields.attributes.dex.score.short":"DEX","fields.attributes.dex.score.description":"Dexterity, reflecting speed, evasion, manual dexterity, reaction time, and combat initiative.","fields.attributes.dex.mod.name":"Dexterity modifier","fields.attributes.dex.mod.short":"Dex","fields.attributes.dex.base.name":"Dexterity (rolled)","tags.attr.dex.name":"Dexterity","fields.attributes.con.score.name":"Constitution","fields.attributes.con.score.short":"CON","fields.attributes.con.score.description":"Constitution, reflecting hardiness, enduring injury, and tolerating large amounts of cyberware.","fields.attributes.con.mod.name":"Constitution modifier","fields.attributes.con.mod.short":"Con","fields.attributes.con.base.name":"Constitution (rolled)","tags.attr.con.name":"Constitution","fields.attributes.int.score.name":"Intelligence","fields.attributes.int.score.short":"INT","fields.attributes.int.score.description":"Intelligence, reflecting memory, reasoning, technical skills, and general education.","fields.attributes.int.mod.name":"Intelligence modifier","fields.attributes.int.mod.short":"Int","fields.attributes.int.base.name":"Intelligence (rolled)","tags.attr.int.name":"Intelligence","fields.attributes.wis.score.name":"Wisdom","fields.attributes.wis.score.short":"WIS","fields.attributes.wis.score.description":"Wisdom, reflecting noticing things, making judgments, reading situations, and intuition.","fields.attributes.wis.mod.name":"Wisdom modifier","fields.attributes.wis.mod.short":"Wis","fields.attributes.wis.base.name":"Wisdom (rolled)","tags.attr.wis.name":"Wisdom","fields.attributes.cha.score.name":"Charisma","fields.attributes.cha.score.short":"CHA","fields.attributes.cha.score.description":"Charisma, reflecting commanding, charming, attracting attention, and being taken seriously.","fields.attributes.cha.mod.name":"Charisma modifier","fields.attributes.cha.mod.short":"Cha","fields.attributes.cha.base.name":"Charisma (rolled)","tags.attr.cha.name":"Charisma","fields.attributes.modTotal.name":"Modifier total","fields.attributes.modTotal.description":"The six modifiers summed, for the Underdog Rule.","fields.skills.administer.level.name":"Administer","fields.skills.administer.base.name":"Administer (trained)","fields.skills.administer.credit.name":"Administer skill point credit","fields.skills.administer.level.description":"Manage an organization, handle paperwork, analyze records, and keep an institution functioning on a daily basis. Roll it for bureaucratic expertise, organizational management, legal knowledge, dealing with government agencies, and understanding how corps really work.","tags.skill.administer.name":"Administer","fields.skills.connect.level.name":"Connect","fields.skills.connect.base.name":"Connect (trained)","fields.skills.connect.credit.name":"Connect skill point credit","fields.skills.connect.level.description":"Find people who can be helpful to your purposes and get them to cooperate with you. Roll it to make useful connections with others, find people you know, know where to get illicit goods and services, and be familiar with foreign cultures and languages. You can use it in place of Talk for persuading people you find via this skill. Note that the people you meet via Connect are not necessarily inclined to work with you without a good reason; if you want reliably cooperative allies, you need Contacts.","tags.skill.connect.name":"Connect","fields.skills.drive.level.name":"Drive","fields.skills.drive.base.name":"Drive (trained)","fields.skills.drive.credit.name":"Drive skill point credit","fields.skills.drive.level.description":"Drive vehicles, sail ships, fly planes, pilot drones, and perform maintenance and basic repairs on such devices. A PC’s background may incline them to a particular kind of driving, but with some practice this skill can be applied generally.","tags.skill.drive.name":"Drive","fields.skills.exert.level.name":"Exert","fields.skills.exert.base.name":"Exert (trained)","fields.skills.exert.credit.name":"Exert skill point credit","fields.skills.exert.level.description":"Apply trained speed, strength, or stamina in some feat of physical exertion. Roll it to run, jump, lift, swim, climb, throw, and so forth. You can use it as a combat skill when throwing things, though it doesn’t qualify as a combat skill for other uses.","tags.skill.exert.name":"Exert","fields.skills.fix.level.name":"Fix","fields.skills.fix.base.name":"Fix (trained)","fields.skills.fix.credit.name":"Fix skill point credit","fields.skills.fix.level.description":"Create and repair devices both simple and complex. Your PC may be specialized in some field depending on their background, but this skill can be applied generally by most operators. Roll it to fix things, build things, and identify what something is supposed to do.","tags.skill.fix.name":"Fix","fields.skills.heal.level.name":"Heal","fields.skills.heal.base.name":"Heal (trained)","fields.skills.heal.credit.name":"Heal skill point credit","fields.skills.heal.level.description":"Employ medical and psychological treatment for the injured or disturbed. Roll it to cure diseases, stabilize the critically injured, treat psychological disorders, or diagnose illnesses. It’s also an important skill for implanting and maintaining cyberware.","tags.skill.heal.name":"Heal","fields.skills.know.level.name":"Know","fields.skills.know.base.name":"Know (trained)","fields.skills.know.credit.name":"Know skill point credit","fields.skills.know.level.description":"Know facts about academic or scientific fields. Roll it to understand academic topics, remember relevant history, solve science mysteries, and know the basic facts about rare or esoteric topics.","tags.skill.know.name":"Know","fields.skills.lead.level.name":"Lead","fields.skills.lead.base.name":"Lead (trained)","fields.skills.lead.credit.name":"Lead skill point credit","fields.skills.lead.level.description":"Convince others to also do whatever it is you’re trying to do. Talk might persuade them that following you is smart, but Lead can make them do it even when they think it’s a bad idea. Roll it to lead troops in combat, convince others to follow you, inspire employee loyalty, or maintain morale and discipline.","tags.skill.lead.name":"Lead","fields.skills.notice.level.name":"Notice","fields.skills.notice.base.name":"Notice (trained)","fields.skills.notice.credit.name":"Notice skill point credit","fields.skills.notice.level.description":"Spot anomalies or interesting facts about your environment. Roll it for searching places, detecting ambushes, spotting things, and reading the emotional state of other people.","tags.skill.notice.name":"Notice","fields.skills.perform.level.name":"Perform","fields.skills.perform.base.name":"Perform (trained)","fields.skills.perform.credit.name":"Perform skill point credit","fields.skills.perform.level.description":"Exhibit some performance skill. Roll it to dance, sing, orate, act, or otherwise put on a convincing or emotionally moving performance.","tags.skill.perform.name":"Perform","fields.skills.program.level.name":"Program","fields.skills.program.base.name":"Program (trained)","fields.skills.program.credit.name":"Program skill point credit","fields.skills.program.level.description":"Operating or hacking computing and communications hardware. Roll it to program or hack computers, control computer-operated hardware, operate communications tech, or decrypt things. Hacker PCs rely heavily on this skill.","tags.skill.program.name":"Program","fields.skills.punch.level.name":"Punch","fields.skills.punch.base.name":"Punch (trained)","fields.skills.punch.credit.name":"Punch skill point credit","fields.skills.punch.level.description":"Use it as a combat skill when fighting unarmed. If your PC means to make a habit of this rather than as a recourse of desperation, you should take the Unarmed Combatant Focus described later.","tags.skill.punch.name":"Punch","fields.skills.shoot.level.name":"Shoot","fields.skills.shoot.base.name":"Shoot (trained)","fields.skills.shoot.credit.name":"Shoot skill point credit","fields.skills.shoot.level.description":"Use it as a combat skill when using ranged weaponry, whether thrown weapons, bows, gunlinked pistols, combat rifles, or heavy artillery.","tags.skill.shoot.name":"Shoot","fields.skills.sneak.level.name":"Sneak","fields.skills.sneak.base.name":"Sneak (trained)","fields.skills.sneak.credit.name":"Sneak skill point credit","fields.skills.sneak.level.description":"Move without drawing notice. Roll it for stealth, disguise, infiltration, manual legerdemain, pickpocketing, and the physical defeating of security measures such as electronic locks.","tags.skill.sneak.name":"Sneak","fields.skills.stab.level.name":"Stab","fields.skills.stab.base.name":"Stab (trained)","fields.skills.stab.credit.name":"Stab skill point credit","fields.skills.stab.level.description":"Use it as a combat skill when wielding melee weapons, whether primitive or complex. It can also be used when throwing weapons.","tags.skill.stab.name":"Stab","fields.skills.survive.level.name":"Survive","fields.skills.survive.base.name":"Survive (trained)","fields.skills.survive.credit.name":"Survive skill point credit","fields.skills.survive.level.description":"Depending on the character’s background, this might be more a matter of street smarts and urban survival or it might be directed towards outlands bushcraft and wilderness living. Regardless of the original focus, some time and practice can allow it to be generalized by a PC.","tags.skill.survive.name":"Survive","fields.skills.talk.level.name":"Talk","fields.skills.talk.base.name":"Talk (trained)","fields.skills.talk.credit.name":"Talk skill point credit","fields.skills.talk.level.description":"Convince other people of the facts you want them to believe. What they do with that conviction may not be completely predictable. Roll it to persuade, charm, or deceive others in conversation.","tags.skill.talk.name":"Talk","fields.skills.trade.level.name":"Trade","fields.skills.trade.base.name":"Trade (trained)","fields.skills.trade.credit.name":"Trade skill point credit","fields.skills.trade.level.description":"Find what you need on the market and sell what you have. Roll it to sell or buy things, figure out where to purchase hard-to-get or illicit goods, deal with customs agents, or run a business.","tags.skill.trade.name":"Trade","fields.skills.work.level.name":"Work","fields.skills.work.base.name":"Work (trained)","fields.skills.work.credit.name":"Work skill point credit","fields.skills.work.level.description":"This is a catch-all skill for professions not represented by other skills. When you take it, pick a particular profession, such as lawyering, stevedore work, painting, or some other career. The skill then applies to performing that work or making contacts with people in its sphere.","tags.skill.work.name":"Work","fields.skills.cast.level.name":"Cast","fields.skills.cast.base.name":"Cast (trained)","fields.skills.cast.credit.name":"Cast skill point credit","fields.skills.cast.level.description":"Cast spells, know about magic, know about important magical events.","tags.skill.cast.name":"Cast","fields.skills.summon.level.name":"Summon","fields.skills.summon.base.name":"Summon (trained)","fields.skills.summon.credit.name":"Summon skill point credit","fields.skills.summon.level.description":"Summon spirits, know about magic, know about spirits and supernatural beings.","tags.skill.summon.name":"Summon","fields.skills.work.profession.name":"Work profession","bands.skill-level.untrained.name":"No skill","bands.skill-level.level-0.name":"Level-0","bands.skill-level.level-1.name":"Level-1","bands.skill-level.level-2.name":"Level-2","bands.skill-level.level-3.name":"Level-3","bands.skill-level.level-4.name":"Level-4","fields.campaign.magic.name":"Magic in the campaign","fields.campaign.magic.description":"The campaign uses the optional magic rules: the magical Edges and the Cast and Summon skills.","fields.campaign.alienation.name":"Cyberware alienation","fields.campaign.alienation.description":"The campaign uses the optional cyberware alienation rules.","fields.level.name":"Level","fields.xp.current.name":"Experience","fields.xp.track.name":"Advancement rate","fields.xp.track.description":"The fast or the slow experience table.","fields.xp.next.name":"Experience for the next level","fields.hp.rolled.name":"Rolled hit points","fields.hp.rolled.description":"The maximum hit points the dice gave, before anything changes them.","fields.hp.max.name":"Maximum hit points","fields.hp.current.name":"Hit points","fields.hp.frail.name":"Frail","fields.hp.frail.description":"Stabilized after a mortal injury: zero hit points again is death, and natural healing does nothing until a week of bed rest and care removes it.","fields.hp.dieBonus.name":"Hit point bonus per die","fields.saves.physical.name":"Physical save","fields.saves.evasion.name":"Evasion save","fields.saves.mental.name":"Mental save","fields.saves.luck.name":"Luck save","fields.combat.attackBonus.name":"Attack bonus","fields.combat.damageBonus.name":"Damage bonus","fields.combat.damageBonus.description":"Added to every hit point damage roll and to Shock.","fields.combat.traumaBonus.name":"Trauma Die bonus","fields.combat.initiative.name":"Initiative","fields.combat.move.name":"Move","fields.trauma.target.name":"Trauma Target","fields.ac.ranged.base.name":"Base Ranged AC","fields.ac.melee.base.name":"Base Melee AC","fields.ac.ranged.name":"Ranged AC","fields.ac.melee.name":"Melee AC","fields.soak.max.name":"Damage Soak","fields.soak.current.name":"Damage Soak left","fields.armor.heavy.name":"Heavy armor penalty","fields.armor.heavy.description":"Each heavy armor item puts -1 on Sneak and Exert checks.","fields.money.name":"Money","fields.lifestyle.name":"Lifestyle","fields.languages.extra.name":"Extra languages","fields.languages.extra.description":"Languages beyond the city’s lingua franca and a native tongue: one for Know or Connect at level-0, two at level-1.","fields.languages.known.name":"Languages","fields.skillPoints.unspent.name":"Unspent skill points","fields.skillPoints.perLevel.name":"Skill points per level","fields.advancement.attributeBoosts.name":"Attribute boosts bought","fields.underdog.name":"Underdog Rule","fields.underdog.description":"The character took a bonus Edge for a modifier total of -1 or less, and can’t buy attribute boosts.","fields.goal.name":"Goal","fields.foci.allowed.name":"Focus levels allowed","fields.foci.taken.name":"Focus levels","fields.enc.readied.name":"Readied encumbrance","fields.enc.stowed.name":"Stowed encumbrance","fields.enc.readiedMax.name":"Readied limit","fields.enc.stowedMax.name":"Stowed limit","fields.enc.overload.name":"Overloaded","fields.enc.overload.description":"Pushing past the limits: once (Move 7 m), or twice (Move 5 m).","fields.maintenance.max.name":"Maintenance score","fields.maintenance.max.description":"The mods the character can keep maintained.","fields.maintenance.used.name":"Mods maintained","fields.budget.vehicle.name":"Vehicle budget","fields.budget.vehicle.description":"Ace Driver’s or Roamer’s gear budget.","fields.budget.drone.name":"Drone budget","fields.budget.drone.description":"Drone Pilot’s gear budget.","fields.budget.vehicleUsed.name":"Vehicle budget spent","fields.budget.droneUsed.name":"Drone budget spent","fields.strain.cyber.name":"Implant strain","fields.strain.cyberIgnored.name":"Implant strain ignored","fields.strain.maintenanceRelief.name":"Cyberdoc maintenance relief","fields.strain.maintenanceRelief.description":"A Cyberdoc’s maintenance lowers implant strain by one point, two at Cyberdoc 2, until the next maintenance.","fields.strain.otherPermanent.name":"Other permanent strain","fields.strain.otherPermanent.description":"Permanent strain from other sources: insomnia, a linked magic item, an implant complication.","fields.strain.permanent.name":"Permanent System Strain","fields.strain.temporary.name":"Temporary System Strain","fields.strain.total.name":"System Strain","fields.strain.max.name":"Maximum System Strain","fields.cyber.wiredBudget.name":"Wired budget","fields.cyber.wiredUsed.name":"Wired budget spent","fields.alienation.permanent.name":"Permanent alienation","fields.alienation.current.name":"Alienation","fields.alienation.max.name":"Maximum alienation","fields.alienation.total.name":"Alienation","fields.drones.attackBonus.name":"Drone attack bonus","fields.drones.commandable.name":"Drones commanded","fields.hacking.deck.bonusAccess.name":"Deck bonus Access","fields.hacking.memory.max.name":"Memory","fields.hacking.cpu.name":"CPU","fields.hacking.shielding.max.name":"Shielding","fields.hacking.shielding.current.name":"Shielding left","fields.hacking.access.max.name":"Access","fields.hacking.access.spent.name":"Access spent","fields.hacking.access.current.name":"Access left","fields.hacking.datafiles.name":"Datafiles in Memory","fields.hacking.memory.used.name":"Memory used","fields.hacking.programming.max.name":"Programs maintained","fields.hacking.programming.used.name":"Programs written","fields.magic.cyberPenalty.name":"Cyberware penalty to magic","fields.effort.mage.max.name":"Mage Effort","fields.effort.mage.scene.name":"Mage Effort committed for the scene","fields.effort.mage.day.name":"Mage Effort committed for the day","fields.effort.mage.current.name":"Mage Effort left","fields.spells.preparedMax.name":"Spells prepared allowed","fields.spells.prepared.name":"Spells prepared","fields.effort.summoner.max.name":"Summoner Effort","fields.effort.summoner.scene.name":"Summoner Effort committed for the scene","fields.effort.summoner.day.name":"Summoner Effort committed for the day","fields.effort.summoner.current.name":"Summoner Effort left","fields.arts.points.name":"Art points","fields.arts.spent.name":"Art points spent","fields.arts.bonusRolls.max.name":"Bonus combat rolls","fields.arts.bonusRolls.used.name":"Bonus combat rolls used","situational.bonusRoll.name":"Martial Instinct bonus roll","situational.bonusRoll.values.none.name":"None","situational.bonusRoll.values.hit.name":"Hit roll","situational.bonusRoll.values.damage.name":"Damage roll","situational.versusMagic.name":"Against a spell or magical effect","fields.xp.track.values.fast.name":"Fast","fields.xp.track.values.slow.name":"Slow","fields.lifestyle.values.squatter.name":"Squatter ($0/month)","fields.lifestyle.values.slum.name":"Slum ($300/month)","fields.lifestyle.values.middle.name":"Middle-class ($1,000/month)","fields.lifestyle.values.fine.name":"Fine ($5,000/month)","fields.lifestyle.values.luxury.name":"Luxury ($20,000/month)","contacts.contact.name":"Contact","contacts.contact.description":"Contacts are associates the PC has acquired in their past life or potential new acquaintances they make during play. Contacts come in two levels: acquaintances and friends. Acquaintances will deal honestly with the PC, do favors for them that don't put them at risk or significant expense, and perform their professional skills on the PC's behalf. Friends will also do as much, but will undertake favors that cause them considerable risk or significant expense. Contacts will not normally go on missions with the PCs.\n\nA new PC begins play with either two acquaintances or one friend of their choice. The player should give a name to each, a brief description of their profession, and a sentence or two about how they developed the relationship. Starting Contacts should not be elite figures or major players in the setting, but capable mid-level NPCs who can provide services and favors. Some examples would include a local cyberdoc, a black-market arms dealer, a popular club owner, an HR officer at a local megacorp branch, or similar sorts.\n\nContacts can be gained and lost during play. When a PC acts in such a way as would reasonably earn a particular NPC's friendship and trust, the GM may tell the player to note that NPC down as an acquaintance or friend. In the same fashion, if the PC burns or abuses a relationship, it may downgrade a friend to an acquaintance or cost them the connection entirely. Contacts exposed to danger by a request or favor may also be killed if events turn out poorly.","units.m.name":"meters","units.m.short":"m","groups.summary.label":"Summary","groups.attributes.label":"Attributes","groups.skills.label":"Skills","groups.saves.label":"Saving throws","groups.combat.label":"Combat","groups.strain.label":"System Strain","groups.hacking.label":"Hacking","groups.magic.label":"Magic","groups.alienation.label":"Alienation","groups.possessions.label":"Possessions","groups.advancement.label":"Advancement","groups.training.label":"Training","groups.campaign.label":"Campaign options","groups.checks.label":"Checks and saves","groups.attacks.label":"Attacks","groups.combat-actions.label":"In a fight","groups.hacking-actions.label":"Hacking","groups.magic-actions.label":"Magic","groups.rests.label":"Rest and recovery","groups.advancement-actions.label":"Advancement","groups.creation.label":"Character creation","groups.background.label":"Background","groups.edges.label":"Edges","groups.foci.label":"Foci","groups.contacts.label":"Contacts","groups.weapons.label":"Weapons","groups.armor.label":"Armor","groups.cyberware.label":"Cyberware","groups.skillplugs.label":"Skillplugs","groups.gear.label":"Gear","groups.drugs.label":"Pharmaceuticals","groups.cyberdecks.label":"Cyberdecks","groups.programs.label":"Programs","groups.drones.label":"Drones","groups.vehicles.label":"Vehicles","groups.spells.label":"Spells","groups.arts.label":"Graced arts","groups.spirits.label":"Spirits","groups.syndromes.label":"Chrome syndromes","groups.cyberware.sections.body.name":"Body","groups.cyberware.sections.head.name":"Head","groups.cyberware.sections.skin.name":"Skin","groups.cyberware.sections.limb.name":"Limb","groups.cyberware.sections.sensory.name":"Sensory","groups.cyberware.sections.medical.name":"Medical","groups.cyberware.sections.nerve.name":"Nerve","groups.programs.sections.verb.name":"Verbs","groups.programs.sections.subject.name":"Subjects","types.background.name":"Background","types.background.fields.freeSkill.name":"Free skill","types.background.fields.freeSkill.description":"The skill the background grants at level-0.","types.background.fields.growth1.name":"Growth 1","types.background.fields.growth2.name":"Growth 2","types.background.fields.growth3.name":"Growth 3","types.background.fields.growth4.name":"Growth 4","types.background.fields.growth5.name":"Growth 5","types.background.fields.growth6.name":"Growth 6","types.background.fields.learning1.name":"Learning 1","types.background.fields.learning2.name":"Learning 2","types.background.fields.learning3.name":"Learning 3","types.background.fields.learning4.name":"Learning 4","types.background.fields.learning5.name":"Learning 5","types.background.fields.learning6.name":"Learning 6","types.background.fields.learning7.name":"Learning 7","types.background.fields.learning8.name":"Learning 8","types.edge.name":"Edge","types.edge.fields.bonusSkill.name":"Bonus skill","types.edge.fields.magic.name":"Magical","types.edge.fields.magic.description":"Only in campaigns with magic, and only for new characters.","types.edge.fields.startingItems.name":"Starting items","types.edge.fields.startingItems.description":"Content IDs of the gear the Edge brings.","types.edge.fields.startingCyber.name":"Starting cyberware","types.edge.fields.startingCyber.description":"Content IDs of the cyberware the Edge brings, installed if the character’s System Strain can take it.","types.edge.fields.startingCyberStrain.name":"Starting cyberware strain","types.edge.fields.programElements.name":"Program elements","types.edge.fields.programElements.description":"Verbs and Subjects the Edge brings.","types.edge.fields.cyberBudget.name":"Cyber budget","types.edge.fields.spells.name":"Starting spells","types.edge.fields.extraFocus.name":"Extra Focus","types.edge.fields.friendContacts.name":"Friend Contacts","types.edge.fields.asksAttribute.name":"Asks for an attribute","types.edge.fields.buysArts.name":"Buys Graced arts","types.focus.name":"Focus","types.focus.fields.maxLevel.name":"Levels","types.focus.fields.bonusSkill.name":"Bonus skill","types.focus.fields.bonusSkill2.name":"Second bonus skill","types.focus.fields.levelTwoSkill.name":"Level 2 bonus skill","types.focus.fields.startingItems.name":"Starting items","types.focus.fields.startingItems.description":"Content IDs of the gear the first level brings.","types.focus.fields.startingCyber.name":"Starting cyberware","types.focus.fields.startingCyber.description":"Content IDs of the cyberware the first level brings, installed if the character’s System Strain can take it.","types.focus.fields.startingCyberStrain.name":"Starting cyberware strain","types.focus.fields.gearBudget.name":"Gear budget","types.contact.name":"Contact","types.weapon.name":"Weapon","types.weapon.fields.cost.name":"Cost","types.weapon.fields.enc.name":"Encumbrance","types.weapon.fields.damage.name":"Damage","types.weapon.fields.skill.name":"Skill","types.weapon.fields.attribute.name":"Attribute","types.weapon.fields.rangeNormal.name":"Range","types.weapon.fields.rangeLong.name":"Long range","types.weapon.fields.magazine.name":"Magazine","types.weapon.fields.shockDamage.name":"Shock","types.weapon.fields.shockAc.name":"Shock AC","types.weapon.fields.shockAc.description":"Shock hits targets with this Melee AC or less; any AC when it has none.","types.weapon.fields.traumaDie.name":"Trauma Die","types.weapon.fields.traumaRating.name":"Trauma Rating","types.weapon.fields.attackBonus.name":"Hit bonus","types.weapon.fields.damageBonus.name":"Damage bonus","types.weapon.fields.shockBonus.name":"Shock bonus","types.weapon.fields.traumaDieBonus.name":"Trauma Die bonus","types.armor.name":"Armor","types.armor.fields.cost.name":"Cost","types.armor.fields.enc.name":"Encumbrance","types.armor.fields.kind.name":"Kind","types.armor.fields.rangedAc.name":"Ranged AC","types.armor.fields.meleeAc.name":"Melee AC","types.armor.fields.soak.name":"Damage Soak","types.armor.fields.traumaMod.name":"Trauma Target modifier","types.armor.fields.heavy.name":"Heavy","types.armor.fields.heavy.description":"Each point is -1 on Sneak and Exert checks.","types.armor.fields.obvious.name":"Obvious","types.gear.name":"Gear","types.gear.fields.cost.name":"Cost","types.gear.fields.enc.name":"Encumbrance","types.drug.name":"Pharmaceutical","types.drug.fields.cost.name":"Cost","types.drug.fields.enc.name":"Encumbrance","types.drug.fields.minHeal.name":"Minimum Heal","types.drug.fields.minHeal.description":"The Heal skill needed to administer it; none for anyone.","types.drug.fields.strain.name":"System Strain","types.drug.fields.healDice.name":"Healing","types.cyberware.name":"Cyberware","types.cyberware.fields.cost.name":"Cost","types.cyberware.fields.category.name":"Type","types.cyberware.fields.concealment.name":"Concealment","types.cyberware.fields.strain.name":"System Strain","types.cyberware.fields.eyeMod.name":"Eye mod","types.cyberware.fields.earMod.name":"Ear mod","types.cyberware.fields.triggerStrain.name":"Strain to trigger","types.cyberware.fields.baseAc.name":"Base AC","types.cyberware.fields.traumaMod.name":"Trauma Target bonus","types.skillplug.name":"Skillplug","types.skillplug.fields.cost.name":"Cost","types.skillplug.fields.plugLevel.name":"Skill level","types.syndrome.name":"Chrome syndrome","types.syndrome.fields.alienation.name":"Maximum alienation bonus","types.cyberdeck.name":"Cyberdeck","types.cyberdeck.fields.cost.name":"Cost","types.cyberdeck.fields.enc.name":"Encumbrance","types.cyberdeck.fields.bonusAccess.name":"Bonus Access","types.cyberdeck.fields.memory.name":"Memory","types.cyberdeck.fields.shielding.name":"Shielding","types.cyberdeck.fields.cpu.name":"CPU","types.program.name":"Program element","types.program.fields.cost.name":"Cost","types.program.fields.kind.name":"Kind","types.program.fields.targets.name":"Valid targets","types.program.fields.accessCost.name":"Access cost","types.program.fields.checkMod.name":"Skill check modifier","types.program.fields.subjectType.name":"Subject type","types.drone.name":"Drone","types.drone.fields.cost.name":"Cost","types.drone.fields.enc.name":"Encumbrance","types.drone.fields.ac.name":"AC","types.drone.fields.traumaTarget.name":"Trauma Target","types.drone.fields.hp.name":"Hit points","types.drone.fields.fittings.name":"Fittings","types.drone.fields.fittingsUsed.name":"Fittings used","types.drone.fields.move.name":"Move","types.drone.fields.moveKind.name":"Movement","types.drone.fields.hardpoints.name":"Hardpoints","types.vehicle.name":"Vehicle","types.vehicle.fields.cost.name":"Cost","types.vehicle.fields.speed.name":"Speed","types.vehicle.fields.armor.name":"Armor","types.vehicle.fields.traumaTarget.name":"Trauma Target","types.vehicle.fields.ac.name":"AC","types.vehicle.fields.hp.name":"Hit points","types.vehicle.fields.crew.name":"Crew","types.vehicle.fields.power.name":"Power","types.vehicle.fields.mass.name":"Mass","types.vehicle.fields.powerUsed.name":"Power used","types.vehicle.fields.massUsed.name":"Mass used","types.vehicle.fields.size.name":"Size","types.vehicle.fields.hardpoints.name":"Hardpoints","types.spell.name":"Spell","types.spell.fields.effort.name":"Effort","types.spell.fields.duration.name":"Duration","types.art.name":"Graced art","types.art.fields.cost.name":"Art points","types.spirit.name":"Spirit","types.spirit.computed.cost.name":"Summoning Effort","types.spiritPower.name":"Spirit power","types.spiritPower.fields.minLevel.name":"Minimum level","types.spiritPower.fields.physicalOnly.name":"Physical form only","types.weapon.fields.skill.values.shoot.name":"Shoot","types.weapon.fields.skill.values.stab.name":"Stab","types.weapon.fields.skill.values.punch.name":"Punch","types.weapon.fields.attribute.values.str.name":"Str","types.weapon.fields.attribute.values.dex.name":"Dex","types.weapon.fields.attribute.values.str-dex.name":"Str/Dex","types.weapon.fields.attribute.values.wis.name":"Wis","types.weapon.fields.attribute.values.none.name":"—","types.armor.fields.kind.values.clothing.name":"Armor","types.armor.fields.kind.values.suit.name":"Suit armor","types.armor.fields.kind.values.shield.name":"Shield","types.cyberware.fields.category.values.body.name":"Body","types.cyberware.fields.category.values.head.name":"Head","types.cyberware.fields.category.values.skin.name":"Skin","types.cyberware.fields.category.values.limb.name":"Limb","types.cyberware.fields.category.values.sensory.name":"Sensory","types.cyberware.fields.category.values.medical.name":"Medical","types.cyberware.fields.category.values.nerve.name":"Nerve","types.cyberware.fields.concealment.values.medical.name":"Medical","types.cyberware.fields.concealment.values.touch.name":"Touch","types.cyberware.fields.concealment.values.sight.name":"Sight","types.program.fields.kind.values.verb.name":"Verb","types.program.fields.kind.values.subject.name":"Subject","types.program.fields.subjectType.values.avatar.name":"Avatar","types.program.fields.subjectType.values.data.name":"Data","types.program.fields.subjectType.values.device.name":"Device","types.program.fields.subjectType.values.cyber.name":"Cyber","types.program.fields.subjectType.values.program.name":"Program","types.drone.fields.moveKind.values.ground.name":"Ground","types.drone.fields.moveKind.values.fly.name":"Flying","types.drone.fields.moveKind.values.swim.name":"Swimming","types.vehicle.fields.size.values.small.name":"Small","types.vehicle.fields.size.values.medium.name":"Medium","types.vehicle.fields.size.values.large.name":"Large","types.spell.fields.effort.values.day.name":"Day","types.spell.fields.effort.values.scene.name":"Scene","types.spell.fields.effort.values.either.name":"Scene 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Combat","types.background.fields.learning8.values.any.name":"Any Skill","types.focus.state.level.name":"Level","types.contact.state.label.name":"Name","types.contact.state.bond.name":"Relationship","types.contact.state.about.name":"About","types.weapon.state.loaded.name":"Rounds loaded","types.armor.state.soakUsed.name":"Soak absorbed","types.cyberware.state.damaged.name":"Damaged","types.cyberware.state.wired.name":"From the Wired budget","types.cyberdeck.state.shieldingUsed.name":"Shielding absorbed","types.program.state.source.name":"Source","types.drone.state.hp.name":"Hit points","types.drone.state.focusGear.name":"Focus gear","types.vehicle.state.hp.name":"Hit points","types.vehicle.state.focusGear.name":"Focus gear","types.spell.state.prepared.name":"Prepared","types.spirit.state.label.name":"Name","types.spirit.state.form.name":"Manifestation","types.spirit.state.ritual.name":"Ritually summoned","types.contact.state.bond.values.acquaintance.name":"Acquaintance","types.contact.state.bond.values.friend.name":"Friend","types.program.state.source.values.bought.name":"Bought","types.program.state.source.values.written.name":"Written","types.program.state.source.values.edge.name":"Hacker Edge","types.spirit.state.form.values.spirit-1.name":"Spirit Form I","types.spirit.state.form.values.spirit-2.name":"Spirit Form II","types.spirit.state.form.values.spirit-3.name":"Spirit Form III","types.spirit.state.form.values.physical-1.name":"Physical Form I","types.spirit.state.form.values.physical-2.name":"Physical Form II","types.spirit.state.form.values.physical-3.name":"Physical Form III","types.weapon.block":"{damage} damage{has_rangeNormal, select, true { · {rangeNormal}/{rangeLong} m} other {}}{has_magazine, select, true { · Mag {magazine}} other {}}{has_shockDamage, select, true { · Shock {shockDamage}/{has_shockAc, select, true {AC {shockAc}} other {-}}} other {}} · {attribute_name}{has_traumaDie, select, true { · Trauma {traumaDie}/x{traumaRating}} other {}}{has_enc, select, true { · Enc {enc}} other {}} · ${cost}","types.armor.block":"{kind, select, shield {+{rangedAc} Ranged AC, +{meleeAc} Melee AC} other {Ranged AC {rangedAc}, Melee AC {meleeAc}}} · Soak {soak} · Enc {enc}{traumaMod, select, 0 {} other { · Trauma Target +{traumaMod}}}{obvious, select, true { · Obvious} other { · Subtle}} · ${cost}","types.cyberware.block":"{category_name} · {concealment_name} · System Strain {strain} · ${cost}","types.cyberdeck.block":"Bonus Access {bonusAccess} · Memory {memory} · Shielding {shielding} · CPU {cpu} · ${cost}","types.drone.block":"AC {ac} · TT {traumaTarget} · HP {hp} · Fittings {fittings} · {move} m {moveKind_name} · Hardpoints {hardpoints}{has_enc, select, true { · Enc {enc}} other {}} · ${cost}","types.vehicle.block":"Speed {speed} · Armor {armor} · TT {traumaTarget} · AC {ac} · HP {hp} · Crew {crew} · Power {power} · Mass {mass} · {size_name} · Hardpoints {hardpoints} · ${cost}","types.program.block":"{kind, select, verb {Verb · {targets_name} · Access {accessCost}} other {Subject · {subjectType_name}}} · ${cost}","types.spell.block":"Effort: {effort_name} · Duration: {duration_name}","types.art.block":"{cost, plural, one {# art point} other {# art points}}","types.drug.block":"${cost}{has_minHeal, select, true { · Heal-{minHeal}} other {}}","types.gear.block":"${cost}{has_enc, select, true { · Enc {enc}} other {}}","types.program.fields.targets.values.device.name":"Device","types.program.fields.targets.values.cyber.name":"Cyber","types.program.fields.targets.values.data.name":"Data","types.program.fields.targets.values.avatar.name":"Avatar","types.program.fields.targets.values.program.name":"Program","rules.choices.background.prompt":"Background","rules.choices.edge.prompt":"{slot, select, 5 {Edge (5th level)} other {Edge}}","rules.choices.underdog-edge.prompt":"Underdog Rule bonus Edge","creation.guided.name":"Guided","creation.guided.description":"Roll or assign attributes, then pick a background, skills, Edges, a Focus and gear.","creation.random.name":"Random","creation.random.description":"Roll the attributes in order and the background’s skills, and draw every other pick.","constraints.creation-skill-cap":"No skill above level-1 at creation","constraints.underdog-modifiers":"The Underdog Rule needs a modifier total of -1 or less","constraints.underdog-boosts":"Characters under the Underdog Rule can’t buy attribute boosts","constraints.foci-allowed":"More Focus levels than the character’s level allows","constraints.focus-once":"A Focus taken twice","constraints.vehicle-budget":"Focus vehicles cost more than the vehicle budget","constraints.drone-budget":"Focus drones cost more than the drone budget","constraints.drone-fittings":"More fittings than the drone can mount","constraints.vehicle-power-mass":"Fittings need more Power or Mass than the vehicle has","constraints.wired-budget":"Cyber from the Wired Edge costs more than $200,000","followUps.level-up.name":"Level up","followUps.gain-focus.name":"Gain a Focus level","actions.skill-check.name":"Skill check","actions.skill-check.description":"2d6 plus the skill level and an attribute modifier against a difficulty.","actions.skill-check.params.skill.name":"Skill","actions.skill-check.params.attribute.name":"Attribute","actions.skill-check.params.attribute.values.str.name":"Strength","actions.skill-check.params.attribute.values.dex.name":"Dexterity","actions.skill-check.params.attribute.values.con.name":"Constitution","actions.skill-check.params.attribute.values.int.name":"Intelligence","actions.skill-check.params.attribute.values.wis.name":"Wisdom","actions.skill-check.params.attribute.values.cha.name":"Charisma","actions.skill-check.params.difficulty.name":"Difficulty","actions.skill-check.params.modifier.name":"Modifier","actions.skill-check.results.success.name":"Success","actions.skill-check.results.failure.name":"Failure","actions.skill-check.results.rolled.name":"Rolled","actions.skill-check.steps.check.name":"Skill check","actions.saving-throw.name":"Saving throw","actions.saving-throw.description":"1d20 equal or over the save target.","actions.saving-throw.params.save.name":"Save","actions.saving-throw.params.save.values.physical.name":"Physical","actions.saving-throw.params.save.values.evasion.name":"Evasion","actions.saving-throw.params.save.values.mental.name":"Mental","actions.saving-throw.params.save.values.luck.name":"Luck","actions.saving-throw.params.modifier.name":"Modifier","actions.saving-throw.results.success.name":"Saved","actions.saving-throw.results.failure.name":"Failed","actions.saving-throw.steps.save.name":"Saving throw","actions.initiative.name":"Initiative","actions.initiative.results.rolled.name":"Rolled","actions.initiative.steps.roll.name":"Initiative","actions.end-scene.name":"End of the scene","actions.end-scene.description":"Damage Soak and deck Shielding refresh, and Effort Committed for the scene returns.","actions.rest.name":"Night’s rest","actions.rest.description":"Hit points equal to the level (not while Frail), one System Strain, Effort Committed for the day and the day’s Access.","actions.first-aid.name":"First aid","actions.first-aid.description":"A medic heals 1d6 plus their Heal skill (1d6-1 without one), adding one System Strain.","actions.first-aid.params.healerSkill.name":"Medic’s Heal skill","actions.first-aid.steps.heal.name":"Healing","actions.major-injury.name":"Major Injury","actions.major-injury.description":"Roll 1d12 on the Major Injury table.","actions.major-injury.params.modifier.name":"Modifier","actions.major-injury.results.rolled.name":"Rolled","actions.major-injury.steps.roll.name":"Major Injury","actions.attack.name":"Attack","actions.attack.description":"Roll to hit, then damage, the Trauma Die and Shock.","actions.attack.params.attribute.name":"Attribute","actions.attack.params.attribute.values.str.name":"Strength","actions.attack.params.attribute.values.dex.name":"Dexterity","actions.attack.params.attribute.values.wis.name":"Wisdom","actions.attack.params.thrown.name":"Thrown","actions.attack.params.burst.name":"Burst fire","actions.attack.params.lethal.name":"Lethal","actions.attack.params.targetAc.name":"Target’s AC","actions.attack.params.targetTrauma.name":"Target’s Trauma Target","actions.attack.params.modifier.name":"Modifier","actions.attack.results.hit.name":"Hit","actions.attack.results.miss.name":"Miss","actions.attack.results.rolled.name":"Rolled","actions.attack.steps.hit.name":"Hit roll","actions.attack.steps.damage.name":"Damage","actions.attack.steps.trauma.name":"Trauma Die","actions.reload.name":"Reload","actions.use-drug.name":"Take a dose","actions.use-drug.params.healerSkill.name":"Medic’s Heal skill","actions.use-drug.steps.heal.name":"Healing","actions.trigger-cyber.name":"Trigger","actions.run-program.name":"Run program","actions.run-program.description":"Pair this Verb with a Subject in Memory, pay its Access and roll Int/Program against the security difficulty.","actions.run-program.params.difficulty.name":"Security difficulty","actions.run-program.params.wireless.name":"Wireless connection","actions.run-program.params.crown.name":"Through a VR crown","actions.run-program.params.modifier.name":"Modifier","actions.run-program.results.success.name":"Success","actions.run-program.results.failure.name":"Failure","actions.run-program.results.rolled.name":"Rolled","actions.run-program.steps.check.name":"Program check","actions.run-program.steps.subject.prompt":"Subject","actions.cast-spell.name":"Cast","actions.cast-spell.description":"Commit Effort and cast the spell, or overcast it.","actions.cast-spell.params.commit.name":"Commit Effort for","actions.cast-spell.params.commit.values.scene.name":"The scene","actions.cast-spell.params.commit.values.day.name":"The day","actions.cast-spell.params.overcast.name":"Overcast","actions.cast-spell.results.cast.name":"Cast","actions.cast-spell.results.overcast.name":"Overcast","actions.cast-spell.steps.overcasting.name":"Overcasting","actions.summon-spirit.name":"Summon a spirit","actions.summon-spirit.description":"Commit Summoner Effort for the day: one per power, less one for a ritual summoning, less the Summon skill, plus one per immediate summoning already this scene.","actions.summon-spirit.params.earlier.name":"Immediate summonings already this scene","actions.level-up.name":"Level up","actions.level-up.description":"A new level: hit points, skill points, and a Focus or Edge where the level brings one.","actions.level-up.params.random.name":"Random picks","actions.level-up.results.raised.name":"Level gained","actions.level-up.steps.hp.name":"Hit points","actions.improve-skill.name":"Improve a skill","actions.improve-skill.description":"Spend skill points on the next level of a skill.","actions.improve-skill.params.skill.name":"Skill","actions.improve-skill.params.skill.values.administer.name":"Administer","actions.improve-skill.params.skill.values.connect.name":"Connect","actions.improve-skill.params.skill.values.drive.name":"Drive","actions.improve-skill.params.skill.values.exert.name":"Exert","actions.improve-skill.params.skill.values.fix.name":"Fix","actions.improve-skill.params.skill.values.heal.name":"Heal","actions.improve-skill.params.skill.values.know.name":"Know","actions.improve-skill.params.skill.values.lead.name":"Lead","actions.improve-skill.params.skill.values.notice.name":"Notice","actions.improve-skill.params.skill.values.perform.name":"Perform","actions.improve-skill.params.skill.values.program.name":"Program","actions.improve-skill.params.skill.values.punch.name":"Punch","actions.improve-skill.params.skill.values.shoot.name":"Shoot","actions.improve-skill.params.skill.values.sneak.name":"Sneak","actions.improve-skill.params.skill.values.stab.name":"Stab","actions.improve-skill.params.skill.values.survive.name":"Survive","actions.improve-skill.params.skill.values.talk.name":"Talk","actions.improve-skill.params.skill.values.trade.name":"Trade","actions.improve-skill.params.skill.values.work.name":"Work","actions.improve-skill.params.skill.values.cast.name":"Cast","actions.improve-skill.params.skill.values.summon.name":"Summon","actions.improve-skill.results.improved.name":"Improved","actions.improve-skill.results.refused.name":"Not 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skill","actions.gain-skill.params.code.name":"Skill","actions.gain-skill.params.code.values.administer.name":"Administer","actions.gain-skill.params.code.values.connect.name":"Connect","actions.gain-skill.params.code.values.drive.name":"Drive","actions.gain-skill.params.code.values.exert.name":"Exert","actions.gain-skill.params.code.values.fix.name":"Fix","actions.gain-skill.params.code.values.heal.name":"Heal","actions.gain-skill.params.code.values.know.name":"Know","actions.gain-skill.params.code.values.lead.name":"Lead","actions.gain-skill.params.code.values.notice.name":"Notice","actions.gain-skill.params.code.values.perform.name":"Perform","actions.gain-skill.params.code.values.program.name":"Program","actions.gain-skill.params.code.values.punch.name":"Punch","actions.gain-skill.params.code.values.shoot.name":"Shoot","actions.gain-skill.params.code.values.sneak.name":"Sneak","actions.gain-skill.params.code.values.stab.name":"Stab","actions.gain-skill.params.code.values.survive.name":"Survive","actions.gain-skill.params.code.values.talk.name":"Talk","actions.gain-skill.params.code.values.trade.name":"Trade","actions.gain-skill.params.code.values.work.name":"Work","actions.gain-skill.params.code.values.cast.name":"Cast","actions.gain-skill.params.code.values.summon.name":"Summon","actions.gain-skill.params.code.values.combat.name":"Any Combat","actions.gain-skill.params.code.values.any.name":"Any Skill","actions.gain-skill.params.code.values.punch-stab.name":"Punch or Stab","actions.gain-skill.params.code.values.noncombat.name":"A non-combat skill","actions.gain-skill.params.random.name":"Random picks","actions.gain-skill.results.raised.name":"Skill raised","actions.gain-skill.results.points.name":"Skill points spent","actions.gain-skill.steps.skill.prompt":"Skill","actions.gain-skill.options.administer.name":"Administer","actions.gain-skill.options.connect.name":"Connect","actions.gain-skill.options.drive.name":"Drive","actions.gain-skill.options.exert.name":"Exert","actions.gain-skill.options.fix.name":"Fix","actions.gain-skill.options.heal.name":"Heal","actions.gain-skill.options.know.name":"Know","actions.gain-skill.options.lead.name":"Lead","actions.gain-skill.options.notice.name":"Notice","actions.gain-skill.options.perform.name":"Perform","actions.gain-skill.options.program.name":"Program","actions.gain-skill.options.punch.name":"Punch","actions.gain-skill.options.shoot.name":"Shoot","actions.gain-skill.options.sneak.name":"Sneak","actions.gain-skill.options.stab.name":"Stab","actions.gain-skill.options.survive.name":"Survive","actions.gain-skill.options.talk.name":"Talk","actions.gain-skill.options.trade.name":"Trade","actions.gain-skill.options.work.name":"Work","actions.gain-skill.options.cast.name":"Cast","actions.gain-skill.options.summon.name":"Summon","actions.gain-attribute.name":"Gain an attribute bonus","actions.gain-attribute.params.code.name":"Bonus","actions.gain-attribute.params.code.values.any-stat-1.name":"+1 Any Stat","actions.gain-attribute.params.code.values.physical-2.name":"+2 Physical","actions.gain-attribute.params.code.values.mental-2.name":"+2 Mental","actions.gain-attribute.params.random.name":"Random picks","actions.gain-attribute.steps.boost.prompt":"Attribute bonus","actions.gain-focus.name":"Gain a Focus level","actions.gain-focus.params.random.name":"Random picks","actions.gain-focus.results.gained.name":"Gained","actions.gain-focus.steps.mode.prompt":"Focus","actions.gain-focus.steps.focus.prompt":"New Focus","actions.gain-focus.steps.raised.prompt":"Focus to raise","actions.gain-focus.steps.specialty.prompt":"Specialist skill","actions.gain-focus.steps.attribute.prompt":"All Natural attribute","actions.gain-focus.options.new.name":"A new Focus","actions.gain-focus.options.raise.name":"The second level of a Focus","actions.gain-focus.options.administer.name":"Administer","actions.gain-focus.options.connect.name":"Connect","actions.gain-focus.options.drive.name":"Drive","actions.gain-focus.options.exert.name":"Exert","actions.gain-focus.options.fix.name":"Fix","actions.gain-focus.options.heal.name":"Heal","actions.gain-focus.options.know.name":"Know","actions.gain-focus.options.lead.name":"Lead","actions.gain-focus.options.notice.name":"Notice","actions.gain-focus.options.perform.name":"Perform","actions.gain-focus.options.program.name":"Program","actions.gain-focus.options.sneak.name":"Sneak","actions.gain-focus.options.survive.name":"Survive","actions.gain-focus.options.talk.name":"Talk","actions.gain-focus.options.trade.name":"Trade","actions.gain-focus.options.work.name":"Work","actions.gain-focus.options.str.name":"Strength","actions.gain-focus.options.dex.name":"Dexterity","actions.gain-focus.options.con.name":"Constitution","actions.gain-focus.options.int.name":"Intelligence","actions.gain-focus.options.wis.name":"Wisdom","actions.gain-focus.options.cha.name":"Charisma","actions.gain-edge.name":"Gain an Edge","actions.gain-edge.params.choice.name":"Edge choice","actions.gain-edge.params.choice.values.edge-1.name":"First Edge","actions.gain-edge.params.choice.values.edge-2.name":"Second Edge","actions.gain-edge.params.choice.values.edge-5.name":"5th-level Edge","actions.gain-edge.params.choice.values.underdog-edge.name":"Underdog Edge","actions.gain-edge.params.random.name":"Random picks","actions.gain-edge.results.gained.name":"Gained","actions.gain-edge.steps.edge.prompt":"Edge","actions.gain-edge.steps.attribute.prompt":"Prodigy attribute","actions.gain-edge.steps.programs.prompt":"Program elements","actions.gain-edge.steps.spells.prompt":"Starting spells","actions.gain-edge.steps.arts.prompt":"Graced arts","actions.gain-edge.options.str.name":"Strength","actions.gain-edge.options.dex.name":"Dexterity","actions.gain-edge.options.int.name":"Intelligence","actions.gain-edge.options.wis.name":"Wisdom","actions.gain-edge.options.cha.name":"Charisma","actions.acquire-focus-gear.name":"Acquire focus gear","actions.acquire-focus-gear.params.kind.name":"Gear","actions.acquire-focus-gear.params.kind.values.vehicle.name":"Vehicles","actions.acquire-focus-gear.params.kind.values.drone.name":"Drones","actions.acquire-focus-gear.params.random.name":"Random picks","actions.acquire-focus-gear.steps.vehicle.prompt":"Vehicle","actions.acquire-focus-gear.steps.vehicles.prompt":"More vehicles","actions.acquire-focus-gear.steps.drone.prompt":"Drone","actions.acquire-focus-gear.steps.drones.prompt":"More drones","actions.acquire-wired-cyber.name":"Acquire Wired cyber","actions.acquire-wired-cyber.params.random.name":"Random picks","actions.acquire-wired-cyber.steps.cyber.prompt":"Cyberware","actions.create-character.name":"Create a character","actions.create-character.params.random.name":"Random picks","actions.create-character.results.created.name":"Created","actions.create-character.steps.str.name":"Strength","actions.create-character.steps.dex.name":"Dexterity","actions.create-character.steps.con.name":"Constitution","actions.create-character.steps.int.name":"Intelligence","actions.create-character.steps.wis.name":"Wisdom","actions.create-character.steps.cha.name":"Charisma","actions.create-character.steps.roll1.name":"Background roll","actions.create-character.steps.roll2.name":"Background roll","actions.create-character.steps.roll3.name":"Background roll","actions.create-character.steps.hp.name":"Hit points","actions.create-character.steps.method.prompt":"Attributes","actions.create-character.steps.substitute.prompt":"Make one score 14","actions.create-character.steps.array.prompt":"Assign the array","actions.create-character.steps.background.prompt":"Background","actions.create-character.steps.skillMethod.prompt":"Background skills","actions.create-character.steps.table1.prompt":"Table for the first roll","actions.create-character.steps.table2.prompt":"Table for the second roll","actions.create-character.steps.table3.prompt":"Table for the third roll","actions.create-character.steps.pick1.prompt":"First Learning pick","actions.create-character.steps.pick2.prompt":"Second Learning pick","actions.create-character.steps.underdog.prompt":"Underdog Rule","actions.create-character.steps.contacts.prompt":"Contacts","actions.create-character.steps.freeItemKind.prompt":"Free item (up to $1,000)","actions.create-character.steps.freeWeapon.prompt":"Weapon","actions.create-character.steps.freeArmor.prompt":"Armor","actions.create-character.steps.freeGear.prompt":"Gear","actions.create-character.steps.freeCyberdeck.prompt":"Cyberdeck","actions.create-character.steps.freeDrone.prompt":"Drone","actions.create-character.options.roll.name":"Roll","actions.create-character.options.array.name":"Assign 14, 12, 11, 10, 9, 7","actions.create-character.options.none.name":"Keep the rolls","actions.create-character.options.str.name":"Strength","actions.create-character.options.dex.name":"Dexterity","actions.create-character.options.con.name":"Constitution","actions.create-character.options.int.name":"Intelligence","actions.create-character.options.wis.name":"Wisdom","actions.create-character.options.cha.name":"Charisma","actions.create-character.options.pick.name":"Pick two from Learning","actions.create-character.options.growth.name":"Growth (d6)","actions.create-character.options.learning.name":"Learning (d8)","actions.create-character.options.administer.name":"Administer","actions.create-character.options.connect.name":"Connect","actions.create-character.options.drive.name":"Drive","actions.create-character.options.exert.name":"Exert","actions.create-character.options.fix.name":"Fix","actions.create-character.options.heal.name":"Heal","actions.create-character.options.know.name":"Know","actions.create-character.options.lead.name":"Lead","actions.create-character.options.notice.name":"Notice","actions.create-character.options.perform.name":"Perform","actions.create-character.options.program.name":"Program","actions.create-character.options.punch.name":"Punch","actions.create-character.options.shoot.name":"Shoot","actions.create-character.options.sneak.name":"Sneak","actions.create-character.options.stab.name":"Stab","actions.create-character.options.survive.name":"Survive","actions.create-character.options.talk.name":"Talk","actions.create-character.options.trade.name":"Trade","actions.create-character.options.work.name":"Work","actions.create-character.options.combat.name":"Any Combat","actions.create-character.options.take.name":"Take a bonus Edge","actions.create-character.options.decline.name":"Decline","actions.create-character.options.acquaintances.name":"Two Acquaintances","actions.create-character.options.friend.name":"One Friend","actions.create-character.options.weapon.name":"A weapon","actions.create-character.options.armor.name":"Armor","actions.create-character.options.gear.name":"Gear","actions.create-character.options.cyberdeck.name":"A cyberdeck","actions.create-character.options.drone.name":"A drone","actions.create-character.description":"Attributes, background, skills, Edges, a Focus, hit points, Contacts and gear.","bands.check.success.name":"Success","bands.check.failure.name":"Failure","bands.save.success.name":"Saved","bands.save.failure.name":"Failed","bands.hit.hit.name":"Hit","bands.hit.miss.name":"Miss","bands.trauma.traumatic.name":"Traumatic Hit","bands.trauma.none.name":"No Traumatic Hit","bands.overcast.death.name":"Instant death","bands.overcast.mortal.name":"Mortally wounded","bands.overcast.unconscious.name":"4 System Strain, unconscious","bands.overcast.stunned.name":"2 System Strain, stunned","bands.overcast.dazed.name":"1 System Strain, lose next Main Action","bands.overcast.strained.name":"1 System Strain","bands.major-injury.death.name":"Instant Death","bands.major-injury.internal.name":"Internal Damage","bands.major-injury.brain.name":"Brain Damage","bands.major-injury.eye.name":"Eye Damage","bands.major-injury.gut.name":"Gut Wound","bands.major-injury.right-leg.name":"Right Leg Ruined","bands.major-injury.left-leg.name":"Left Leg Ruined","bands.major-injury.right-arm.name":"Right Arm Ruined","bands.major-injury.left-arm.name":"Left Arm Ruined","bands.major-injury.system.name":"System Damage","bands.major-injury.flesh-wound.name":"Just a Flesh Wound","tags.attribute.name":"Attribute","tags.attribute-base.name":"Rolled attribute","tags.attribute-score-mod.name":"Score modifier","tags.attribute-mod.name":"Attribute modifier","tags.attribute-mod-bonus.name":"Modifier bonus","tags.attribute-mod-cap.name":"Modifier cap","tags.attr.name":"Attribute","tags.skill.name":"Skill","tags.skill-base.name":"Trained skill","tags.save.name":"Saving throw","tags.save.physical.name":"Physical save","tags.save.evasion.name":"Evasion save","tags.save.mental.name":"Mental save","tags.save.luck.name":"Luck save","tags.check.name":"Check","tags.skill-check.name":"Skill check","tags.skill-dice.name":"Skill check dice","tags.attack.name":"Attack","tags.attack.melee.name":"Melee attack","tags.attack.ranged.name":"Ranged attack","tags.attack.attribute.name":"Attribute","tags.attack.skill.name":"Combat skill","tags.attack.burst.name":"Burst fire","tags.damage.name":"Damage","tags.damage.melee.name":"Melee damage","tags.damage.ranged.name":"Ranged damage","tags.damage.attribute.name":"Attribute","tags.damage.burst.name":"Burst fire","tags.damage.punch.name":"Punch skill","tags.damage.skill.name":"Combat skill","tags.trauma.name":"Trauma Die","tags.initiative.name":"Initiative","tags.hit-points.name":"Hit points","tags.healing.name":"Healing","tags.first-aid.name":"First aid","tags.major-injury.name":"Major Injury","tags.overcast.name":"Overcasting","tags.creation.name":"Creation","tags.building.name":"Character building","tags.advancement.name":"Advancement","tags.skill-pick.name":"Skill pick","tags.focus-pick.name":"Focus pick","tags.edge-pick.name":"Edge pick","tags.reload.name":"Reload","tags.drug.name":"Pharmaceutical","tags.cyber.name":"Cyberware","tags.hacking.name":"Hacking","tags.magic.name":"Magic","tags.spell.name":"Spell","tags.summoning.name":"Summoning","tags.rest.name":"Rest","tags.injury.name":"Injury","tags.armor.name":"Armor","tags.armor.heavy.name":"Heavy armor","tags.damage.weapon.name":"Weapon damage","tags.damage.nonlethal.name":"Non-lethal","tags.damage.traumatic.name":"Traumatic Hit","tags.damage.cyberspace.name":"Cyberspace damage","tags.damage.direct.name":"Direct damage","tags.standard.name":"Standard","tags.repeatable.name":"Repeatable","tags.asks-attribute.name":"Asks for an attribute","tags.brings-cyber.name":"Brings cyberware","tags.not-underdog.name":"Not under the Underdog Rule","tags.retroactive-points.name":"Retroactive skill points","tags.restricted.name":"Restricted","tags.worn.name":"No Encumbrance while worn","tags.vr-crown.name":"VR crown","tags.firearm.name":"Firearm","tags.melee.name":"Melee","tags.unarmed.name":"Unarmed","tags.thrown.name":"Thrown","tags.grenade.name":"Grenade","tags.heavy.name":"Heavy weapon","tags.implant.name":"Implant","tags.burst.name":"Burst fire","tags.suppress.name":"Suppressive fire","tags.braced.name":"Needs a firing rest","tags.quick-reload.name":"Quick reload","tags.two-handed.name":"Two-handed","tags.nonlethal.name":"Non-lethal","tags.anti-vehicle.name":"Traumatic Hits on vehicles","tags.launcher.name":"Launcher","tags.indirect.name":"Indirect fire","tags.trap.name":"Trap","tags.special.name":"Special","tags.vehicle-mounted.name":"Vehicle-mounted","tags.body-blades.name":"Body Blades","tags.blade.name":"Bladed","tags.cranial-jack.name":"Cranial jack","tags.gunlink.name":"Gunlink","tags.cybereyes.name":"Cybereyes","tags.cyberears.name":"Cyberears","tags.dermal-armor.name":"Dermal Armor","tags.self-terminating.name":"Self-terminating","tags.portable.name":"Man-portable","tags.flying.name":"Flying","tags.armored.name":"Armored","tags.armored-heavy.name":"Heavily armored","tags.alacrity.name":"Alacrity","tags.restricted.description":"Needs a relevant Contact or some other special opportunity to buy.","tags.burst.description":"Burst fire spends three rounds for +2 to hit and damage.","tags.suppress.description":"Can fire to suppress, braced or prone, or from a vehicle or fixed position.","tags.braced.description":"Without a stationary rest, its statistics are a regular rifle’s.","tags.quick-reload.description":"Reloads with a Move action, or On Turn with Shoot-1.","tags.anti-vehicle.description":"Its Trauma Die can inflict Traumatic Hits on drones, vehicles and other machines.","tags.self-terminating.description":"Returns its CPU slot immediately after it runs."};
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export default {"backgrounds.bum.name":"Bum","backgrounds.bureaucrat.name":"Bureaucrat","backgrounds.clergy.name":"Clergy","backgrounds.coder.name":"Coder","backgrounds.corp-security.name":"Corp Security","backgrounds.corper.name":"Corper","backgrounds.criminal.name":"Criminal","backgrounds.doctor.name":"Doctor","backgrounds.drone-jockey.name":"Drone Jockey","backgrounds.ganger.name":"Ganger","backgrounds.laborer.name":"Laborer","backgrounds.law-enforcement.name":"Law Enforcement","backgrounds.manager.name":"Manager","backgrounds.outlander.name":"Outlander","backgrounds.performer.name":"Performer","backgrounds.soldier.name":"Soldier","backgrounds.spy.name":"Spy","backgrounds.trader.name":"Trader","backgrounds.streetwalker.name":"Streetwalker","backgrounds.technician.name":"Technician","cyberware.aesthetic-augmentation-suite.name":"Aesthetic Augmentation Suite","cyberware.aesthetic-augmentation-suite.description":"Any standard fleshmod can supply beauty, but an aesthetic augmentation suite provides not only a fleshmod’s versatility, but tailored pheromones, vocal harmonizers, social cue triggers, and an absolutely inhuman visual perfection. Subjects gain a Charisma score of 14, or a +2 score bonus if already 14 or greater, up to a maximum of 18.","cyberware.assisted-glide-system.name":"Assisted Glide System","cyberware.assisted-glide-system.description":"Retractable nanofiber wings and integral boost jets allow a limited degree of flight for the user of this implant. When leaping from a high place, they gain a flight Move speed of 30m for up to two kilometers before being forced to land. Gaining altitude requires a Dex/Exert skill check against difficulty 10, however, with failure forcing a landing, and the wings can’t carry them more than twice as high as the height they jumped from. By deploying the boost jets and wings as an Instant action, the user can ignore up to a hundred meters of falling damage.","cyberware.banshee-module.name":"Banshee Module","cyberware.banshee-module.description":"Resonant cavities are designed into the user’s torso, along with an advanced amplification system. They can reproduce any sound or voice they have heard before, and at maximum volume can be heard clearly up to five hundred meters away. Once per day, as a Main Action, this sound can be used to shatter normal glass in a ten-meter line in front of the user; creatures without ear protection in this area must make a Physical save or take 2d6 non-lethal damage.","cyberware.cybernetic-infrastructure-baseline.name":"Cybernetic Infrastructure Baseline","cyberware.cybernetic-infrastructure-baseline.description":"A set of standardized support implants provide a baseline degree of cyber-compatibility to a subject. They can ignore System Strain from cyber implants equal to 12 minus their Constitution score- so a PC with a Constitution of 9 could ignore three points worth of System Strain from cyber implants. PCs with a Con of 12 or more have no use for this system.","cyberware.deadman-circuit.name":"Deadman Circuit","cyberware.deadman-circuit.description":"A common corporate implant to discourage kidnapping and warelegging. Any attempt to remove any of the user’s cyber without the right access codes will fry that hardware unless a difficulty 13 Int/Heal skill check is made.","cyberware.dermal-armor-trauma-shielding.name":"Dermal Armor/Trauma Shielding","cyberware.dermal-armor-trauma-shielding.description":"A system that can only be installed on a user with at least one level of Dermal Armor, the trauma shielding addition adds +1 to the user’s Trauma Target. This benefit stacks with any existing Dermal Armor bonus to the roll.","cyberware.emergency-stabilization-factor.name":"Emergency Stabilization Factor","cyberware.emergency-stabilization-factor.description":"When brought to zero hit points by an injury that does not instantly kill them, the user automatically stabilizes, gaining one System Strain, and will regain consciousness at the end of the scene with 1 hit point. If they are already at maximum strain, this cyberware does not function.","cyberware.fleshmod.name":"Fleshmod","cyberware.fleshmod.description":"Careful surgery and support implants allow for a complete physical remolding within generally humanoid lines, including alterations of sex, height, cosmetic limbs such as tails or decorative ears, and overall weight. Reproductive ability is not conferred, but rumors persist of experimental mods that can grant even that.","cyberware.full-body-conversion.name":"Full Body Conversion","cyberware.full-body-conversion.description":"The user’s brain and central nervous system are transplanted into a cutting-edge synthetic shell at a cost and difficulty as if this cyber took 4 System Strain. Once converted, the subject has an effective Constitution of 20 for System Strain purpose, but cannot be healed by conventional first aid or medical drugs, requiring ten minutes of repair work with a toolkit to repair any amount of damage, and $250 worth of parts for each hit point to be restored. A full conversion borg no longer requires food, water, air, or sleep, but each day without the latter adds one System Strain due to the mental stress. The conversion requires twelve hours of maintenance every two weeks, and missing it will result in the user’s death in 2d6 days unless the omitted maintenance is performed. Current full-body conversion tech is unstable; after 1d4 years, the subject has a cumulative 5% death chance each year. Borgs do not take Major Injuries and gain a +6 bonus to their Trauma Target that stacks with existing bonuses.","cyberware.hemosynthetic-filter-system.name":"Hemosynthetic Filter System","cyberware.hemosynthetic-filter-system.description":"A wide-spectrum array of blood scrubbers, intake filters, and microbial barriers grants the user effective immunity to most natural diseases and non-synthetic toxins. Weaponized toxins and certain exotic natural afflictions can still affect the user, but they get a +2 bonus on all saving throws against them. The system automatically alerts the user if they have been exposed to a recognized disease or toxin, whether or not it affects them.","cyberware.holdout-cavity.name":"Holdout Cavity","cyberware.holdout-cavity.description":"A biosculpted torso pocket allows for the air-tight, climate-controlled concealment of 2 Encumbrance worth of items inside the user’s body and their easy access with a Main Action. Any given object stored can’t be larger than a pistol or a tightly-folded suit of clothing, and the pocket’s contents don’t count against the user’s Encumbrance limit. The pocket’s signature is disguised against conventional scanning technology, and it cannot be detected without a manual strip search by a trained examiner.","cyberware.medical-support-readout.name":"Medical Support Readout","cyberware.medical-support-readout.description":"A diagnostic system is interfaced with the user’s biological processes, allowing a realtime analysis of their current health and any significant injuries. Aside from immediately alerting the user when they are poisoned, diseased, or injured, it grants any healing or medical support skill check a +2 bonus thanks to the diagnostic information and increases first aid or drug healing by +2 HP per application.","cyberware.recovery-support-unit.name":"Recovery Support Unit","cyberware.recovery-support-unit.description":"A number of support systems and blood purification filters are installed. The user can absorb up to four points of System Strain incurred from healing or wound stabilization effects; this is a separate pool that recovers one point every night at the same time as the user’s natural System Strain recovers.","cyberware.redundant-systems.name":"Redundant Systems","cyberware.redundant-systems.description":"Several pieces of prosthetic support cyber are preemptively installed to mitigate future trauma. When the user takes a Major Injury, they may instead choose to have the Redundant Systems critically damaged instead of accepting the major injury roll result. Redundant Systems can be installed more than once, but the System Strain inflicted increases by one point each time.","cyberware.retribution-shield.name":"Retribution Shield","cyberware.retribution-shield.description":"Numerous small projectile launchers are embedded under synthetic skin. When triggered as an On Turn action, the user gains one System Strain to launch a cloud of shrapnel around them, acting as ground zero of a frag grenade explosion. The user has enough targeting control to avoid hitting allies in range. If grappling or grappled at the time, their opponent automatically takes maximum damage. Reloading the Retribution Shield takes five minutes, and the system will not function if the user is wearing suit-grade armor. Lesser armor can usually be tailored to expose adequate amounts of skin.","cyberware.therapeutic-control-dampers.name":"Therapeutic Control Dampers","cyberware.therapeutic-control-dampers.description":"A set of customized medical and therapeutic implants are used to control the side-effects of a partially-successful cyberware implant. For each implantation of this system, the user can choose to ignore one implant side-effect they currently suffer. The skill check to implant this system can fail, but it never induces any side effects on its own.","cyberware.titan-gun-system.name":"Titan Gun System","cyberware.titan-gun-system.description":"Usable only by full body conversion cyborgs or subjects with a Strength score of 18, this mount allows the installation of any man-portable Heavy weapon such as those given in the Weapons section. The user counts as a stable firing rest, and the weapon has two integral magazines of ammo, though it can be loaded by hand as well. The specific weapon mounted can be swapped during maintenance.","cyberware.viper-sting.name":"Viper Sting","cyberware.viper-sting.description":"A tool of assassins, a Viper Sting is a fang, fingernail needle, palm injector, or more exotic implement for injecting an unsuspecting target with a drug of the user’s choice. A Viper Sting can be loaded with up to four doses of pharmaceuticals, dispensed as the user wishes. If loaded with a toxin, it does 1d12 damage with a 1d10/x3 Trauma Die. If a tranquilizer is used, the damage is the same, but unconsciousness will result instead of death. A Viper Sting can only be effectively used as part of an Execution Attack, as an alert opponent can avoid it easily. This cyber inflicts a -2 penalty on any check to detect its presence.","cyberware.courier-memory.name":"Courier Memory","cyberware.courier-memory.description":"One unit of cranial Memory is installed with a subdermal upload pad. The person uploading the data can set a passphrase; while the implant user can erase the data, they can’t download it again without the passphrase, which is usually told only to the data’s intended recipient. Courier memory is exceptionally well-hidden and even medical scans take a -2 penalty to find it.","cyberware.cranial-jack.name":"Cranial Jack","cyberware.cranial-jack.description":"A discreetly-placed plug socket in the user’s head or neck allows interfacing with cyberdecks and gear equipped with a jack line. Cranial jacks can be modded with cyberdeck mods.","cyberware.discretion-insurance-unit.name":"Discretion Insurance Unit","cyberware.discretion-insurance-unit.description":"A small cranial bomb that can be keyed go off when it receives- or does not receive- certain codes or transmissions. Its unfortunate tendency to misfire its anti-removal protocols makes it an unpopular choice for use in anyone but the most disposable subjects. Removing this cyber is done at a +2 difficulty, and failure causes the death of the subject and a Physical save to avoid the death of the physician, with 5d6 damage taken on success.","cyberware.eye-mod-dazzler.name":"Eye Mod/Dazzler","cyberware.eye-mod-dazzler.description":"This mod can emit a dazzling strobe of intense light, dazing and disorienting those standing up to five meters in front of the user. The strobe is triggered up to once per round as an On Turn action and adds one System Strain. Victims without eye protection must make a Physical saving throw or take a -4 penalty to their AC and hit rolls for the next 1d6 rounds. A victim can be targeted by this dazzling only once per scene.","cyberware.eye-mod-flechette-launcher.name":"Eye Mod/Flechette Launcher","cyberware.eye-mod-flechette-launcher.description":"A holdout weapon designed for surprise short-ranged attacks, this eye has been loaded with a small explosive flechette. It has the statistics of a light pistol, has a range of 10 meters, and requires a Main Action to reload its single-round magazine. If used against a target in melee range who does not suspect its existence, a normal hit roll is made; on a miss, it does full normal damage anyway, and on a hit, the damage is doubled. It can be used for Execution Attacks.","cyberware.funes-complex.name":"Funes Complex","cyberware.funes-complex.description":"A synthetic eidetic memory is granted by this implant, with formalized bodies of knowledge easily cross-referenced and recollected. Once per day, as an Instant action, reroll any failed Int-based skill check. This memory can be difficult to control, however, and unwanted allusions can overwhelm the desired datum. If the user rolls a natural 2 on any Int skill check, it automatically fails and cannot be recovered by any rerolling ability.","cyberware.medusa-implant.name":"Medusa Implant","cyberware.medusa-implant.description":"These prehensile cranial tendrils take multiple forms, from thick armored cables to bundles of brightly-colored articulated polymer fibers not unlike normal hair. The tendrils are shoulder-length under most circumstances, but can extend to manipulate objects up to three meters distant with the agility of a human hand. The bundles are not very strong, however, and cannot lift more than ten kilograms. Like other extra limbs, they do not grant extra actions, but can hold and use items as any other limb could.","cyberware.neural-buffer.name":"Neural Buffer","cyberware.neural-buffer.state.bufferUsed.name":"Buffer absorbed","cyberware.neural-buffer.description":"A system favored by hackers, a Neural Buffer rearranges the user’s brain topography, making it more difficult to harm the user with neural feedback. The user gains an additional 3 hit points per level that can only absorb cyberspace damage from Stun or Kill Verbs. These phantom hit points refresh completely each hour.","cyberware.skull-citadel.name":"Skull Citadel","cyberware.skull-citadel.description":"The user’s head is augmented with independent blood oxygenation pumps, armor plating, and trauma buffers designed to keep the brain intact even after the rest of the body is critically damaged. Barring dismemberment or the use of high-powered ammunition directly on the target’s head, the subject ignores head-affecting Major Injuries and can be stabilized even as long as ten minutes after their technical “death”. Each such delayed revivification permanently reduces a randomly-chosen attribute by 2 points, however. This ability damage cannot be undone.","cyberware.dermal-armor-i.name":"Dermal Armor I","cyberware.dermal-armor-i.description":"Subtle dermal weave reinforcement grants a base ranged and melee AC of 16 and a +1 bonus to the user’s Trauma Target.","cyberware.dermal-armor-ii.name":"Dermal Armor II","cyberware.dermal-armor-ii.description":"Heavier subcutaneous plating acts as Dermal Armor I with a base ranged and melee AC of 18. In addition, the user can ignore the first instance of Shock in a round.","cyberware.dermal-armor-iii.name":"Dermal Armor III","cyberware.dermal-armor-iii.description":"Overt ceramic body plating and double-mesh joint reinforcement acts as Dermal Armor II, but with a base ranged and melee AC of 20 and +2 to the user’s Trauma Target.","cyberware.poseidon-implants.name":"Poseidon Implants","cyberware.poseidon-implants.description":"These implants allow the user to function normally while submerged for an indefinite period, drawing any necessary oxygen or drinking water from the surrounding salt or freshwater. Normal temperature extremes are managed without difficulty, and pressure can be handled down to depths of one kilometer. Visual augments and pressure gradient sensors allow the equivalent of normal sight up to 30 meters even in lightless water, and miniaturized support jets allow three-dimensional movement at twice the user’s normal Move rating.","cyberware.sealed-systems-implant.name":"Sealed Systems Implant","cyberware.sealed-systems-implant.description":"When triggered as an Instant action, implanted shields deploy and skinweaves energize to seal the user off from hostile external environments. For the next six hours, the user can operate as if wearing a vacuum suit, ignoring vacuum, contact poisons, non-immediately-lethal levels of radiation, toxic gases, low or high-pressure atmospheres, and environmental temperature hazards short of open flame. After deployment, the implant needs an equal time of recovery before it can be deployed again.","cyberware.sharkskin-electrodes.name":"Sharkskin Electrodes","cyberware.sharkskin-electrodes.description":"An implanted mesh of electrodes beneath the user’s skin allows them to deliver debilitating shocks while grappling a target, even if both are heavily clothed. At the end of each round of grappling, the user inflicts 2d6 non-lethal electrical damage on anyone they grapple or who is grappling them. The shielding built into the cyber automatically negates non-lethal electrical damage for the user and halves lethal shocks.","cyberware.skinmod.name":"Skinmod","cyberware.skinmod.description":"Various neon tattoos, skin texture and color changes, and other superficial physical mods can be performed with no real systemic burden beyond the usual need for regular maintenance.","cyberware.skyborn-shielding.name":"Skyborn Shielding","cyberware.skyborn-shielding.description":"A set of implants and skin treatments meant for those who spend extended periods in hard vacuum, this implant can be triggered as an Instant action. When deployed, the user gains the benefits of a Sealed Systems Implant and low-G microjets that allow 30m/round flight in microgravity conditions. Skyborn Shielding can operate for up to 72 hours before needing an hour of downtime to regenerate.","cyberware.body-blades-i.name":"Body Blades I","cyberware.body-blades-i.description":"Assorted retractable blades and spikes are implanted in the user’s limbs. Their unarmed attacks do 1d8 damage, Shock of 2/15, Trauma Die 1d8/x3 and can be rolled with either Stab or Punch as the relevant combat skill. The Punch skill does not add damage to Body Blades attacks. When not in use, the blades are perceptible only to a medical scan.","cyberware.body-blades-ii.name":"Body Blades II","cyberware.body-blades-ii.description":"As level one, but the user’s body armament includes not only conventional blades, but assorted improvements such as monomolecular edges, cutting vibrations, or thermal augmentation. Their unarmed attacks do 2d6 damage with a Shock of 4/15, and a Trauma Die 1d10/x3. Anyone who sees or touches their arms can detect signs of the cyber, however.","cyberware.cyberlimb.name":"Cyberlimb","cyberware.cyberlimb.description":"A standard medical-grade cyberlimb, albeit one Encumbrance worth of non-weapon equipment or storage can be implanted in each limb and remain Readied without counting against the character’s Encumbrance. Add the equipment cost to the limb. The limb provides power to any electronic equipment implanted.","cyberware.iron-hand-aegis.name":"Iron Hand Aegis","cyberware.iron-hand-aegis.description":"Absorption plates and kinetic ablation units are implanted in the user’s arms and linked with a reactive ballistic calculator. Once per scene, as an Instant action, the user can deflect a successful ranged bullet, arrow, or thrown weapon attack, including burst or suppressive fire. Surprise attacks cannot be deflected this way, nor can melee attacks or explosives.","cyberware.limbgun.name":"Limbgun","cyberware.limbgun.description":"A ranged weapon is implanted into an arm, tail, or other significant limb, along with space for two magazines worth of ammunition. A full reload of this space can be accomplished as a Main Action. Limbguns can be used with Gunlink cyber, count as Readied at all times, and can be used even while both hands are occupied, but can be bound up in melee as normal guns can. Limbguns have an intrinsic +1 hit bonus, in addition to whatever bonus the implanted weapon may have. The maximum size of the gun is Encumbrance 1 for legs or neolimb tails, or Encumbrance 2 for arms. The buyer must supply the gun. Different guns can be swapped in as desired during the system’s monthly maintenance, but once implanted, a gun is useless for later conventional use.","cyberware.muscle-fiber-replacement-i.name":"Muscle Fiber Replacement I","cyberware.muscle-fiber-replacement-i.description":"Artificial muscle fibers are implanted as replacements for the user’s own flesh. The subject gains a Strength score of 14, or +2 if already 14 or higher.","cyberware.muscle-fiber-replacement-ii.name":"Muscle Fiber Replacement II","cyberware.muscle-fiber-replacement-ii.description":"The subject gains a Strength score of 18, and can smash through standard interior doors or equivalent barriers as a Move action.","cyberware.neolimb.name":"Neolimb","cyberware.neolimb.description":"The user gains an additional limb that normal humans lack. Usual choices involve an additional pair of arms or manipulatory mechano-tentacles, though functional prehensile tails are popular too. One installation of the cyber covers paired limbs or a single tail or body-mounted tendril up to 3 meters long. Neolimbs can support up to one Encumbrance point of non-weaponry built-in tech and add two items to the user’s Readied encumbrance allowance. Neolimbs can hold or grip objects, but cannot employ additional shields or grant extra actions.","cyberware.omnihand.name":"Omnihand","cyberware.omnihand.description":"A full array of small mechanical and electronic tools are folded into this cybernetic hand. The user is never without the tools for relevant skill checks, and once per day as an Instant action can gain +1 on any skill check involving the omnihand’s tool use. As an improvised weapon, the tools do damage as a knife.","cyberware.shock-fists.name":"Shock Fists","cyberware.shock-fists.description":"The user’s hands are implanted with subdermal electrical webbing. As an Instant action, accept one System Strain; for the rest of the scene, the user’s unarmed attacks do an additional 1d8 electrical damage on a successful hit. Unarmed attacks augmented with this mod are non-lethal if desired. This system does not stack with Body Blades.","cyberware.stick-pads.name":"Stick Pads","cyberware.stick-pads.description":"Macroscale van der Waals generators allow the user’s hands and feet to stick to vertical or overhanging surfaces, their full weight supported by one arm. They can climb such surfaces at their full movement rate with one free hand.","cyberware.synthlimb.name":"Synthlimb","cyberware.synthlimb.description":"A high-grade cyberlimb that’s indistinguishable from an organic body part by anything short of a medical examination. It functions as a Cyberlimb for purposes of implanted equipment.","cyberware.active-sense-processor.name":"Active Sense Processor","cyberware.active-sense-processor.description":"Augmented sensory processing grants a +1 Wisdom modifier for all skill checks involving sensing or noticing things, up to a +2 modifier maximum.","cyberware.cyberears.name":"Cyberears (pair)","cyberware.cyberears.description":"While normal in appearance, touch reveals the synthetic nature of these ears. Some owners prefer to style them in fanciful or unnatural ways. While the base model provides only normal human hearing, all are equipped with ear protection against loud noises. A pair of cyberears or synthears halves the System Strain cost of ear implants.","cyberware.cybereyes.name":"Cybereyes (pair)","cyberware.cybereyes.description":"While a single cybernetic eye can be implanted, it is recommended that both be replaced at the same time to improve neural adaptation. These cybereyes are clearly artificial, though most are styled in attractive or striking fashions. They all have perfect 20/20 vision and integral flash protectors, but additional functionality must be implanted separately. A user with a pair of cybereyes or syntheyes halves the System Strain cost of cybernetic eye implants.","cyberware.ear-mod-filter.name":"Ear Mod/Filter","cyberware.ear-mod-filter.description":"The user’s sense of hearing is sharpened remarkably, allowing them to follow individual conversations in a noisy crowd, eavesdrop on whispers up to twenty meters distant, and gain a +2 bonus on all hearing-related Notice checks.","cyberware.ear-mod-positional-detection.name":"Ear Mod/Positional Detection","cyberware.ear-mod-positional-detection.description":"This ear mod constructs a spatial map of significant surrounding sounds, allowing the user to know the exact location of anything making audible noise. The precise location of distant shooters, the location of targets in visual concealment, and the positions of moving creatures in darkness are all clear.","cyberware.ear-mod-sonar.name":"Ear Mod/Sonar","cyberware.ear-mod-sonar.description":"The user can navigate even in darkness or while blinded by means of ultrasonic sensors, being able to construct a crude map of people and obstacles in front of them out to 20 meters. This sense is the equivalent of vision, though it can’t discern details more subtle than faces.","cyberware.ear-mod-tracer.name":"Ear Mod/Tracer","cyberware.ear-mod-tracer.description":"As an On Turn action, the user can nominate a target within 20 meters. Until they get more than 100 meters away from the user or pass behind a solid barrier, the implant’s hyper-specific hearing can track their motions perfectly and overhear anything they say or that is said to them. The user can listen to one such target at a time.","cyberware.eye-mod-impostor.name":"Eye Mod/Impostor","cyberware.eye-mod-impostor.description":"Aside from allowing free alteration of eye color, this mod allows the user to copy another person’s retinal patterns. Provided they are within two meters, they need only meet the user’s gaze for a few moments to get a good imprint. The eye can store up to a dozen imprints, but it takes a Main Action to shift from one to another. Note that it is a relatively simple procedure to alter a person’s retinal pattern, so an important target alerted to the imposture may end up changing their imprint.","cyberware.eye-mod-infrared-vision.name":"Eye Mod/Infrared Vision","cyberware.eye-mod-infrared-vision.description":"The infrared vision this mod allows permits basic navigation in dark areas and makes the presence of heat sources such as humans, engines, and infrared tripwires very obvious. The user gains a +1 bonus on any Notice checks to detect the presence of thermally-unshielded living creatures.","cyberware.eye-mod-low-light-vision.name":"Eye Mod/Low Light Vision","cyberware.eye-mod-low-light-vision.description":"This mod grants low-light vision, allowing clear sight to normal distances in any light condition better than pitch blackness.","cyberware.eye-mod-tactical-view.name":"Eye Mod/Tactical View","cyberware.eye-mod-tactical-view.description":"These eyes can receive text or video transmissions and play them on an inset in the user’s normal vision. Outline and pattern discrimination is enhanced; when specifically looking for things or keeping watch, gain a +1 bonus to any relevant Notice check.","cyberware.eye-mod-zoom.name":"Eye Mod/Zoom","cyberware.eye-mod-zoom.description":"The user’s vision can zoom in on distant targets. The user can see objects within 500 meters as if they were standing next to them. The hit penalty for a ranged weapon’s long range is eliminated.","cyberware.gunlink.name":"Gunlink","cyberware.gunlink.description":"Hardwired control points interface with the onboard targeting systems of most modern firearms. When using a modern firearm, the PC ignores range penalties and negates up to 2 points of hit penalties for cover, concealment, or prone targets. Once per scene, as an Instant action, they can reroll a missed attack roll with a gun.","cyberware.headcomm.name":"Headcomm","cyberware.headcomm.description":"An implanted phone/short-range radio that can directly communicate within 100 meters or use the phone grid, if it’s available. For cranial security reasons, only text and voice can be transmitted, but conversations can be held without audible vocalization.","cyberware.sensory-recorder.name":"Sensory Recorder","cyberware.sensory-recorder.description":"The user can record up to 180 minutes of sensory input. If they have a jack line into a transmitter or cyberware capable of transmitting data, they can share these recordings in real time or afterwards.","cyberware.synthears.name":"Synthears (pair)","cyberware.synthears.description":"This model of artificial ear is designed to be indistinguishable from normal ears, though they have all the properties of a normal pair of cyberears.","cyberware.syntheyes.name":"Syntheyes (pair)","cyberware.syntheyes.description":"These high-end cybereyes are designed to be indistinguishable from normal eyes under anything short of a medical examination. Any additional mods made to the eyes share this subtlety","cyberware.prosthetic-cyber-i.name":"Prosthetic Cyber I","cyberware.prosthetic-cyber-i.description":"One of an array of minimally-adequate and very obvious organ replacements, eye prosthetics, neural patches, and other medical cyber. Prosthetic cyber grants no benefits over ordinary flesh, but can mitigate a Major Injury as Major Injuries explain. Patients who’ve lost an arm or leg don’t need this cyber; they need a serviceable new limb system such as a Cyberlimb or Synthlimb.","cyberware.prosthetic-cyber-ii.name":"Prosthetic Cyber II","cyberware.prosthetic-cyber-ii.description":"A more sophisticated and expensive version of basic prosthetic cyber, inobvious to anything but a medical scan and far less burdensome on the user’s system.","cyberware.regulated-anagathic-substrate.name":"Regulated Anagathic Substrate","cyberware.regulated-anagathic-substrate.description":"This whole-body network of chem regulators can prolong human lifespans by up to 1d4+2 decades. Maintenance on this cyber costs $50,000 a month, however, and interruptions have catastrophic consequences. Rumors persist of even more effective models existing among the megacorp ultra-elite.","cyberware.coordination-augment-i.name":"Coordination Augment I","cyberware.coordination-augment-i.description":"The user’s natural mind-body interface is tightened. The subject gains a Dexterity score of 14, or +2 if already 14 or higher.","cyberware.coordination-augment-ii.name":"Coordination Augment II","cyberware.coordination-augment-ii.description":"As Coordination Augment I, but the subject gains a Dexterity score of 18, and their base Move rate is increased by 10 meters.","cyberware.enhanced-reflexes-i.name":"Enhanced Reflexes I","cyberware.enhanced-reflexes-i.description":"Neural acceleration matrices can be deployed to briefly boost the user’s reaction speed. Once per scene, as an On Turn action, the user gets a bonus non-cyberspace Main Action.","cyberware.enhanced-reflexes-ii.name":"Enhanced Reflexes II","cyberware.enhanced-reflexes-ii.description":"Once per scene, as an On Turn action, the user gains a bonus non-cyberspace Main Action and Move action. By accepting one System Strain, this ability can be used as an Instant action, potentially interrupting incoming attacks if the user moves out of reach.","cyberware.enhanced-reflexes-iii.name":"Enhanced Reflexes III","cyberware.enhanced-reflexes-iii.description":"Twice per scene, as an On Turn action up to once per round, the user gains a bonus non-cyberspace Main Action and bonus Move Action. By accepting one System Strain, this ability can be used as an Instant action.","cyberware.reaction-booster-i.name":"Reaction Booster I","cyberware.reaction-booster-i.description":"These implants grant a +2 bonus to your Initiative, perhaps making you act before the rest of your team. Once per scene, as an Instant action, ignore Snap Attack hit penalties.","cyberware.reaction-booster-ii.name":"Reaction Booster II","cyberware.reaction-booster-ii.description":"As level one, but the user automatically wins initiative against targets that don’t also automatically win initiative; if both have this ability, initiative is rolled without modifications. The user can act normally during surprise rounds.","cyberware.remote-control-unit.name":"Remote Control Unit","cyberware.remote-control-unit.description":"A neurally-integrated control link allows for near-range control of drones or remote-rigged vehicles, as per the drone control rules.","cyberware.skillplug-jack-i.name":"Skillplug Jack I","cyberware.skillplug-jack-i.description":"A discreet head-mounted plug port allows use of an intellectual skillplug for a skill requiring minimal physical ability, up to level-1. Once slotted, a skillplug takes fifteen minutes to boot up and integrate properly.","cyberware.skillplug-jack-ii.name":"Skillplug Jack II","cyberware.skillplug-jack-ii.description":"This improved plug jack allows use of either an intellectual skillplug or one requiring physical expertise, up to level-1.","cyberware.skillplug-wiring.name":"Skillplug Wiring","cyberware.skillplug-wiring.description":"A neural wiring connection improves a skillplug jack’s limits to allow up to level-3 skill usage. One set of wires can support any number of jacks, but at least one is needed.","cyberware.trajectory-optimization-node.name":"Trajectory Optimization Node","cyberware.trajectory-optimization-node.description":"This cyber can calculate the optimal path for bypassing defenses and striking a target. Once per scene, as an Instant action, turn a missed hit roll into a success. Melee and unarmed attacks can be used as-is, but using this unit with a ranged attack requires an active Gunlink with the weapon.","cyberware.zombie-wires.name":"Zombie Wires","cyberware.zombie-wires.description":"Functioning only for a user with at least one Body cybersystem to serve as a motor substrate, “zombie wires” allow a user to keep functioning even at zero hit points. As an Instant action at zero hit points, the user can give their body a one-sentence command involving physical action. Their insensate flesh will blindly carry out that action for up to six rounds until it is complete or they take up to one quarter of their maximum hit points in further damage, which will kill them instantly. Time spent under Zombie Wires counts against a user’s stabilization time limit. Triggering this cyber adds 2 System Strain.","cyberware-mods.biocapacitors.name":"{base} (biocapacitors)","cyberware-mods.biocapacitors.description":"The first System Strain cost that the cyber would normally exact in a day is ignored. Thus, the first time an Enhanced Reflexes system is triggered, it would not add System Strain to the modded user.\n\n*Fix-1 and Heal-2, 30% of the system’s cost, 1 special component.*","cyberware-mods.durable-system.name":"{base} (durable system)","cyberware-mods.durable-system.description":"A limb or eye system is up-armored to resist injury. The next Major Injury directed at the modded limb is treated as if it were just a flesh wound roll of 12. It destroys this mod instead.\n\n*Fix-1 and Heal-1, 20% of the system’s cost.*","cyberware-mods.firewalled.name":"{base} (firewalled)","cyberware-mods.firewalled.description":"The modded system is much harder to hack, inflicting a -2 penalty on any related skill checks.\n\n*Fix-1 and Heal-1, 20% of the system’s cost.*","cyberware-mods.hardened-weave.name":"{base} (hardened weave)","cyberware-mods.hardened-weave.description":"Skin cyber that grants an improved base armor class such as Dermal Armor has any AC it grants improved by +2. The additional armor makes the system Obvious, regardless of its original subtlety, and counts as one item of Readied encumbrance that cannot be dropped.\n\n*Fix-2 and Heal-1, 30% of the system’s cost.*","cyberware-mods.low-maintenance.name":"{base} (low maintenance)","cyberware-mods.low-maintenance.description":"The modded system no longer requires any significant maintenance. This mod does not work on systems with special maintenance costs or consequences, such as a Full Body Conversion or a Regulated Anagathic Substrate.\n\n*Fix-2 and Heal-2, 10% of the system’s cost, 1 special component.*","cyberware-mods.monoblade.name":"{base} (monoblade)","cyberware-mods.monoblade.description":"A bladed cyber system has advanced monomolecular cutting elements installed. The edge is difficult to maintain but inflicts horrific injuries when it strikes cleanly. The weapon’s Trauma Die gets a +1 bonus, but its base damage die and Shock is decreased by -2.\n\n*Fix-2 and Heal-1, 20% of the system’s cost.*","cyberware-mods.profile-adjustment.name":"{base} (profile adjustment)","cyberware-mods.profile-adjustment.description":"The system’s obviousness is lowered by one step, from Sight to Touch, or Touch to Medical. It has no benefit for a system that is already at a Medical grade of concealment.\n\n*Fix-1 and Heal-2, 20% of the system’s cost.*","cyberware-mods.quick-detach.name":"{base} (quick detach)","cyberware-mods.quick-detach.description":"Usable only on limb cyber, eyes, or other parts that could conceivably be removed, this mod allows the user to attach or detach the system with five minutes of work, and replace it with any other Quick Detach-modded system that would fit in the same place.\n\n*Fix-2 and Heal-2, 30% of the system’s cost.*","cyberware-mods.tailored-interface.name":"{base} (tailored interface)","cyberware-mods.tailored-interface.description":"A demanding cyber system is adjusted to specifically match the biochemistry of the user rather than using a factory-set best approximation. This mod only functions on cyber that inflicts 2+ points of permanent System Strain, but lowers the strain cost by 1 point.\n\n*Fix-1 and Heal-3, 30% of the system’s cost, 1 special component.*","cyberware-mods.targeting-processor.name":"{base} (targeting processor)","cyberware-mods.targeting-processor.description":"This mod must be installed in Gunlink, or in a weapon system such as Body Blades or Eye Mod/Flechette. Improved targeting calculations grant a +1 bonus to hit with the cyber-weapon or with guns aimed with the Gunlink system. An attack can only ever benefit from one instance of this mod.\n\n*Fix-2 and Heal-1, 30% of the system’s cost.*","cyberware-complications.unreliable.name":"{base} (unreliable)","cyberware-complications.unreliable.description":"*Complication 1.* The first time each day that it's important that the system function, roll 1d6; on a 1, it's nonfunctional until it receives maintenance.","cyberware-complications.inefficient.name":"{base} (inefficient)","cyberware-complications.inefficient.description":"*Complication 2.* The ware incurs an additional 0.5 System Strain cost.","cyberware-complications.loud.name":"{base} (loud)","cyberware-complications.loud.description":"*Complication 3.* When the system is operating, it's loud enough to be heard clearly five meters away, making stealth impossible. Systems that are always on make this noise constantly.","cyberware-complications.fussy.name":"{base} (fussy)","cyberware-complications.fussy.description":"*Complication 4.* The required interval between maintenance is halved.","cyberware-complications.bad-connection.name":"{base} (bad connection)","cyberware-complications.bad-connection.description":"*Complication 5.* Each time the cyberware is triggered, there's a 1 in 6 chance it fails to activate and the action is wasted. Cyberware that is always on is not hindered by this.","cyberware-complications.blatant.name":"{base} (blatant)","cyberware-complications.blatant.description":"*Complication 6.* Cyberware that normally requires Medical or Touch detection now becomes obvious on sight, perhaps due to excessive scarring or required surface-mount support.","cyberware-complications.debilitating.name":"{base} (debilitating)","cyberware-complications.debilitating.description":"*Complication 7.* Pick an attribute in some way relevant to the cyber. The attribute suffers a 1d2 point penalty to its base score that persists as long as the system remains implanted.","cyberware-complications.uncooperative.name":"{base} (uncooperative)","cyberware-complications.uncooperative.description":"*Complication 8.* Add 1 System Strain if this isn’t the only implant of the same category, such as Limb/Nerve/Body.","cyberware-complications.complicated.name":"{base} (complicated)","cyberware-complications.complicated.description":"*Complication 9.* The complexity of the installation increases the minimum skill level required to maintain it to either Fix-1 or Heal-1.","cyberware-complications.exhausting.name":"{base} (exhausting)","cyberware-complications.exhausting.description":"*Complication 10.* Maintenance on the system is exceptionally taxing. After it's done, the user needs to spend 24 hours of downtime resting; if they omit this, they gain 2 System Strain immediately.","cyberware-complications.power-hungry.name":"{base} (power hungry)","cyberware-complications.power-hungry.description":"*Complication 11.* The user needs to supplement the system by plugging into an urban power grid or vehicle power port for a half-hour each day. Without this, the system goes inert until re-powered.","cyberware-complications.petty-annoyance.name":"{base} (petty annoyance)","cyberware-complications.petty-annoyance.description":"*Complication 12.* It has some small quirk or deficiency of fit that causes no real problem in its functionality.","skillplugs.level-0.name":"Level-0 Skillplug","skillplugs.level-0.description":"Commonly-available skillplugs can be found for any skill at level-0 or level-1. A basic Skillplug Jack I system can only interface with intellectual skills that require only modest physical expertise; Know, Fix, or Heal could qualify for this, but Shoot, Exert, or most forms of Perform would not. Such physical skills require an upgraded Skillplug Jack II unit.\n\nSomeone with a plug jack and the Skillplug Wires implant can make use of rare, costly level-2 skillplugs, or the vanishingly rare level-3 plugs. Level-3 plugs are normally only available through special missions to obtain them.\n\nWhenever the user rolls a natural 2 on a skillplug-augmented skill check, or a natural 1 on a skillplug-augmented attack roll, the check or roll is an automatic failure that no reroll ability can save. The skillplug jack itself then locks up uselessly for the scene.\n\nWhile it is possible to implant multiple plug jacks and use multiple skillplugs at once, the increased neural crosstalk invariably increases the chance of severe error. Each additional skillplug run after the first increases the automatic failure roll range by one point.","skillplugs.level-0.choices.skill.prompt":"Skill","skillplugs.level-1.name":"Level-1 Skillplug","skillplugs.level-1.description":"Commonly-available skillplugs can be found for any skill at level-0 or level-1. A basic Skillplug Jack I system can only interface with intellectual skills that require only modest physical expertise; Know, Fix, or Heal could qualify for this, but Shoot, Exert, or most forms of Perform would not. Such physical skills require an upgraded Skillplug Jack II unit.\n\nSomeone with a plug jack and the Skillplug Wires implant can make use of rare, costly level-2 skillplugs, or the vanishingly rare level-3 plugs. Level-3 plugs are normally only available through special missions to obtain them.\n\nWhenever the user rolls a natural 2 on a skillplug-augmented skill check, or a natural 1 on a skillplug-augmented attack roll, the check or roll is an automatic failure that no reroll ability can save. The skillplug jack itself then locks up uselessly for the scene.\n\nWhile it is possible to implant multiple plug jacks and use multiple skillplugs at once, the increased neural crosstalk invariably increases the chance of severe error. Each additional skillplug run after the first increases the automatic failure roll range by one point.","skillplugs.level-1.choices.skill.prompt":"Skill","skillplugs.level-2.name":"Level-2 Skillplug","skillplugs.level-2.description":"Commonly-available skillplugs can be found for any skill at level-0 or level-1. A basic Skillplug Jack I system can only interface with intellectual skills that require only modest physical expertise; Know, Fix, or Heal could qualify for this, but Shoot, Exert, or most forms of Perform would not. Such physical skills require an upgraded Skillplug Jack II unit.\n\nSomeone with a plug jack and the Skillplug Wires implant can make use of rare, costly level-2 skillplugs, or the vanishingly rare level-3 plugs. Level-3 plugs are normally only available through special missions to obtain them.\n\nWhenever the user rolls a natural 2 on a skillplug-augmented skill check, or a natural 1 on a skillplug-augmented attack roll, the check or roll is an automatic failure that no reroll ability can save. The skillplug jack itself then locks up uselessly for the scene.\n\nWhile it is possible to implant multiple plug jacks and use multiple skillplugs at once, the increased neural crosstalk invariably increases the chance of severe error. Each additional skillplug run after the first increases the automatic failure roll range by one point.","skillplugs.level-2.choices.skill.prompt":"Skill","skillplugs.level-3.name":"Level-3 Skillplug","skillplugs.level-3.description":"Commonly-available skillplugs can be found for any skill at level-0 or level-1. A basic Skillplug Jack I system can only interface with intellectual skills that require only modest physical expertise; Know, Fix, or Heal could qualify for this, but Shoot, Exert, or most forms of Perform would not. Such physical skills require an upgraded Skillplug Jack II unit.\n\nSomeone with a plug jack and the Skillplug Wires implant can make use of rare, costly level-2 skillplugs, or the vanishingly rare level-3 plugs. Level-3 plugs are normally only available through special missions to obtain them.\n\nWhenever the user rolls a natural 2 on a skillplug-augmented skill check, or a natural 1 on a skillplug-augmented attack roll, the check or roll is an automatic failure that no reroll ability can save. The skillplug jack itself then locks up uselessly for the scene.\n\nWhile it is possible to implant multiple plug jacks and use multiple skillplugs at once, the increased neural crosstalk invariably increases the chance of severe error. Each additional skillplug run after the first increases the automatic failure roll range by one point.","skillplugs.level-3.choices.skill.prompt":"Skill","syndromes.brutal.name":"Brutal","syndromes.brutal.description":"Your hardware isn’t meant to be restrained. It hurts to leave the limiters on; the confirmation prompts keep blaring in your brain and it feels like you’re suffocating when you don’t let them work according to spec. Sub-optimal performance feels like something sharp digging in your head. Effect: You cannot engage in non-lethal combat, though you don’t necessarily need to coup de grace downed foes. Check for Alienation each round you attack someone with non-lethal intent.","syndromes.candid.name":"Candid","syndromes.candid.description":"The processors feed you information so quickly and so smoothly that your meat brain barely has time to process it. If you try to slow it down, it hurts, so it’s easier to just let it run. Effect: You instinctively answer any question with at least one sentence of truthful reply. Check for Alienation if you try to remain silent or avert this instinct for a scene.","syndromes.cold.name":"Cold","syndromes.cold.description":"The hormonal adjustments are fraying your ability to form emotional bonds with others. You intellectually may know they love you and you may have every reason to love them, but it’s a distant abstraction to you. It’s not a real feeling, like the hate, or lust, or longing that still sometimes sparks in you. You stick with your friends out of habit or rational calculation. Effect: You are unable to feel love or affection for others. Lose your closest Contact.","syndromes.distant.name":"Distant","syndromes.distant.description":"Everything’s so much clearer with the augs. You can see what you need to do, to say, to be, while those around you wallow in weak, fleshly delusion. Dealing with them is so very tiresome. Effect: Take a -1 penalty to all social skill checks.","syndromes.exultant.name":"Exultant","syndromes.exultant.description":"The chrome is perfect. If it breaks, you can just fix it. If you break, you can just get more chrome. You can’t be beaten, not for long, because the metal can do anything. Effect: Your overconfidence causes an automatic, unavoidable skill failure on a natural skill roll of 12.","syndromes.fearless.name":"Fearless","syndromes.fearless.description":"The combat augs are great for suppressing fear. Honestly, it feels so good that you just leave them on all the time. Being able to live your life without worry or anxiety is such a tremendous relief, even if it sometimes makes you overlook some things. Effect: Your maximum HP is decreased by 20%, rounded down, because your survival instincts are dulled. If an NPC, your Morale is 12.","syndromes.hypervigilant.name":"Hypervigilant","syndromes.hypervigilant.description":"Can’t sleep. Wireless push updates will eat me. Effect: Gain one permanent System Strain point due to persistent insomnia.","syndromes.murderous.name":"Murderous","syndromes.murderous.description":"You were wired to kill, and you can’t turn it off. The longer between kills, the more everything starts looking like a weapon, and everyone starts looking like a throat to cut. When it gets really bad, the wires won’t let you think of anything but your real purpose, what you made yourself to be. Effect: Must personally kill at least one person a week, or check for Alienation for each day beyond without a murder.","syndromes.ravenous.name":"Ravenous","syndromes.ravenous.description":"These senses are incredible; you’re seeing, or hearing, or feeling things human meat was never meant to experience. You want more, you need more, and you’ll do anything to get it. Effect: Pick a sensory vice. Check for Alienation each time you resist an easy opportunity to indulge it. Pay $100 per total permanent Alienation point per week in feeding it or check for Alienation.","syndromes.savage.name":"Savage","syndromes.savage.description":"Your cyber is telling you to kill. It’s constantly reminding you of active enemies or weak points on targets, and you have to keep rejecting confirmation prompts for killing blows. It’s only letting you think about trajectories and kill counts, about threats and unfinished terminations. You can’t think with a live enemy around. Effect: You can’t run from combat after you’ve suffered hit point damage in it. If you choose to flee, check for Alienation.","syndromes.secretive.name":"Secretive","syndromes.secretive.description":"Your social protocols know best. They’re telling you not to say that, warning you that you’ll ruin everything if you admit it. You’re supposed to say something better, something more appropriate, and the prompts keep screaming at you if you try to defy them. Effect: You cannot entirely truthfully answer any question that doesn’t relate to common knowledge or your wishes in a business transaction. If you do so, check for Alienation for each topic that’s truthfully discussed in a scene.","syndromes.stressed.name":"Stressed","syndromes.stressed.description":"The hardware is getting in the way of the wetware. The demands are aggravating an already weakened system, and it can’t take the strain. Effect: Your lowest attribute suffers a -1 modifier penalty, to a minimum of -3. If multiple attributes tie, pick one.","edges.educated.name":"Educated","edges.educated.description":"You may pick a bonus skill of your choice. Whenever you gain skill points from character level advancement, you get a bonus skill point.","edges.face.name":"Face","edges.face.description":"Gain Connect as a bonus skill. Once per game week, whenever it’s convenient, gain one temporary Acquaintance Contact of your choice, describing them in any way the GM finds acceptable. You lose touch with this Contact after you use this Edge again, but you can use this Edge to connect with them again at a different time. You may also provide favors or payment sufficient to cement the relationship at the GM’s discretion.","edges.focused.name":"Focused","edges.focused.description":"You begin play with an extra Focus pick. You may choose this Edge more than once.","edges.ghost.name":"Ghost","edges.ghost.description":"You are uncannily elusive. Gain Sneak as a bonus skill and the Fighting Withdrawal combat action is an On Turn action for you. Once per scene, reroll a failed Sneak check related to sneaking or going unseen. Once per game day, as a Move action, move up to 10 meters without anyone around you seeing you move. If you use this movement to get behind cover, you might seem to vanish outright to onlookers.","edges.hacker.name":"Hacker","edges.hacker.description":"Gain Program as a bonus skill. You may begin play with an installed Cranial Jack cybersystem, a scrap deck, and eight program elements of your choice among available Verbs and Subjects. Each round, you gain a bonus Main Action that can only be used to perform hacking or cyberspace-related mental actions. This does not include drone piloting or vehicle driving.","edges.hard-to-kill.name":"Hard To Kill","edges.hard-to-kill.description":"Instead of rolling 1d6 per level for your hit points, you roll 1d6+2. Your base Trauma Target increases by +1, turning the base 6 into 7.","edges.killing-blow.name":"Killing Blow","edges.killing-blow.description":"Gain a combat skill as a bonus skill. Whenever you inflict hit point damage on something, whether by weapon, Shock, special ability, or any other source, the damage is increased by 1 point per two character levels, rounded up. Any Trauma Die you roll gains a +1 bonus.","edges.masterful-expertise.name":"Masterful Expertise","edges.masterful-expertise.description":"Once per scene, as an Instant action, reroll a failed check for a non-combat skill.","edges.on-target.name":"On Target","edges.on-target.description":"Gain a combat skill as a bonus skill. Your basic attack bonus is equal to your character level, instead of the usual half level, rounded down.","edges.prodigy.name":"Prodigy","edges.prodigy.description":"Pick an attribute other than Constitution; its score becomes 18 and it grants a +3 modifier instead of +2. Characters benefiting from the Underdog Rule can’t take this Edge.","edges.prodigy.choices.attribute.prompt":"Prodigy attribute","edges.prodigy.prerequisites.not-underdog":"Not for characters benefiting from the Underdog Rule","edges.operators-fortune.name":"Operator’s Fortune","edges.operators-fortune.description":"You may or may not be good, but you are undeniably lucky. Once per game session as an Instant action, when something bad happens to you such as an injury, a failed save, or a botched skill check, test your luck and roll 1d6. On a 1, the bad event is unaffected. On a 2-5, you somehow avert the consequences by blind chance. On a 6, it actually lands on an enemy or rival of the GM’s choice, if that’s possible. Only events that happened in this same round can be averted.","edges.veterans-luck.name":"Veteran’s Luck","edges.veterans-luck.description":"Once per scene, as an Instant action, trigger this ability to gain one of two effects: an attack roll that just hit you is instead treated as a miss, or an attack roll you just made that missed is instead treated as a hit. This ability can be applied to vehicle weapons used by the operator, but it cannot protect against environmental damage, vehicle crashes, falls, or other harm that doesn’t involve an attack roll.","edges.voice-of-the-people.name":"Voice of the People","edges.voice-of-the-people.description":"You are a rocker, graffiti artist, poet, demagogue, or other rabble-rouser with a considerable reputation. You gain both levels of the Pop Idol Focus and an additional Friend Contact related to your art.","edges.wired.name":"Wired","edges.wired.description":"You may begin play with up to $200,000 worth of new or secondhand cyber. If secondhand, you roll once per system for its defect and may end up with unusable junk. You don’t need to pay for installation and its maintenance is covered for the next two months. You can redeem this Edge later in your career by paying double the cost of the cyber you selected; if so, you can trade this Edge in for a different one with the GM’s approval.","edges.graced.name":"Graced","edges.graced.description":"You have innate magical abilities that enhance your physical or mental prowess. You gain the Graced powers and hindrances described in section 6.3.0.","edges.spellcaster.name":"Spellcaster","edges.spellcaster.description":"You are a mage, capable of casting spells as described in section 6.1.0and suffering a mage's limits in using cyberware.","edges.summoner.name":"Summoner","edges.summoner.description":"You are a summoner, capable of calling up spirit servants as described in the summoning rules, though you also have limits in using cyberware.","edges.prodigy.choices.attribute.options.str.name":"Strength","edges.prodigy.choices.attribute.options.dex.name":"Dexterity","edges.prodigy.choices.attribute.options.int.name":"Intelligence","edges.prodigy.choices.attribute.options.wis.name":"Wisdom","edges.prodigy.choices.attribute.options.cha.name":"Charisma","foci.ace-driver.name":"Ace Driver","foci.ace-driver.description":"If it’s got wheels or wings, you can drive it. Your background may lend itself to a particular type of transport, but your natural talent lets you operate any vehicle with an almost instinctive aptitude. These Focus benefits do not apply to drone piloting, however.\n\n**Level 1:** Gain Drive as a bonus skill. You have “acquired” vehicles worth no more than the budget given in section 1.6.2, and can replace lost or destroyed gear at a rate of $10,000 per week. Once per scene, as an Instant action, reroll a failed skill check related to driving or vehicle maintenance and repair.\n\n**Level 2:** Gain Fix as a bonus skill. The Speed of a vehicle you drive is increased by 1 point. Once per vehicle, you can add a mod to it for free, ignoring money and experimental component costs. Only you can effectively operate this mod, but it requires no Maintenance. You can change this free mod with a week of downtime.","foci.alert.name":"Alert","foci.alert.description":"You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\n\n**Level 1:** Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When your group rolls initiative, your vigilance allows them to roll twice and take the higher roll.\n\n**Level 2:** In addition to the benefits of level 1, you always act first in a combat round unless someone else involved is also this Alert.","foci.all-natural.name":"All Natural","foci.all-natural.description":"Your mind and body are superbly gifted, but this very excellence leaves you profoundly incompatible with most cyber. You cannot accept implants except for minor cosmetic ones with an unmodified System Strain cost of zero. If a GM is mixing rules from several games of this family, this Focus should not be allowed unless cyberware is expected equipment for all PCs. If you’re using the deluxe version rules for magic, PCs with magical or psychic Edges such as Spellcaster, Summoner, or Graced cannot take this Focus.\n\n**Level 1:** Gain any skill as a bonus skill. Pick an attribute; its modifier increases by +1, up to a maximum of +3. You can make another such attribute pick at levels 3, 5, 7, and 10, choosing the same attribute or a different one. While you can still suffer Traumatic Hits, you never suffer major injuries.","foci.armsmaster.name":"Armsmaster","foci.armsmaster.description":"You have an unusual competence with thrown weapons and melee attacks. This Focus’ benefits do not apply to unarmed attacks or non-thrown projectile weapons. This Focus’ bonuses also don’t stack with Deadeye or other Foci that add a skill’s level to your damage or Shock.\n\n**Level 1:** Gain Stab as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\n\n**Level 2:** The Shock from your melee attacks always treats the target as if they have AC 10. Gain a +1 bonus to hit with all thrown or melee attacks.","foci.assassin.name":"Assassin","foci.assassin.description":"You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules in section 2.4.7.3.\n\n**Level 1:** Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\n\n**Level 2:** You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards not directly in your path.","foci.authority.name":"Authority","foci.authority.description":"You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. Where this Focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\n\n**Level 1:** Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or very uncharacteristic.\n\n**Level 2:** Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.","foci.close-combatant.name":"Close Combatant","foci.close-combatant.description":"You’ve had all too much practice at close-in fighting and desperate struggles with pistol or blade. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.\n\n**Level 1:** Gain any combat skill as a bonus skill. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time.\n\n**Level 2:** The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.","foci.cyberdoc.name":"Cyberdoc","foci.cyberdoc.description":"Any skilled medic can implant and maintain cyber systems, but you have a special aptitude for the work.\n\n**Level 1:** Gain Fix and Heal as bonus skills. You start play with a cyberdoc kit, and you can implant cyberware even if your Heal skill is level-0. You gain a +2 bonus on all cyber implant surgery skill checks. If you perform cyber maintenance for a person, the delicacy of your adjustments decreases the total System Strain cost of their implants by one point until their next maintenance interval.\n\n**Level 2:** The quality of your cyber maintenance improves; the System Strain decrease is equal to two points now instead of one. You never fail to install cyberware correctly. Once per patient, you can build and install a cyber modification to a system as described in section 2.8.2 without any cost in money or experimental components, assuming you have the requisite skill levels to build it.","foci.deadeye.name":"Deadeye","foci.deadeye.description":"You have a gift with ranged weapons. While this talent most commonly applies to guns, it is also applicable to thrown weapons or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsmaster Focus at the same time as Deadeye.\n\n**Level 1:** Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a rifle or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll.\n\n**Level 2:** You can reload guns, crossbows, or other slow-loading weapons as an On Turn action, provided they don’t take more than a round to reload. You can use ranged weapons of any size in melee without penalty. Once per scene, as an On Turn action when target shooting at an inanimate, non-creature target, you automatically hit unless you roll a 2 on your Shoot skill check or the shot is physically impossible.","foci.diplomat.name":"Diplomat","foci.diplomat.description":"You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\n\n**Level 1:** Gain Talk as a bonus skill. You speak all the languages common to the city and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\n\n**Level 2:** Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.","foci.drone-pilot.name":"Drone Pilot","foci.drone-pilot.description":"While anyone can drive a drone under casual circumstances, your knack for it is something unusual.\n\n**Level 1:** Gain Drive and Fix as bonus skills. You acquire or start play with a Remote Control Unit cybersystem and its installation. Through connections, scavenging, and parts repurpose, you have free drones and their weapons and fittings worth no more than the budget given in section 1.6.2. You can repair these drones without needing spare parts, and destroyed drones can be replaced with a week’s work. You always have the equivalent of a drone repair kit on you at no Encumbrance cost.\n\n**Level 2:** You can use the Assume Command drone action once per round as an On Turn action. Once per scene, gain a bonus Main Action to command a drone. Any drones you control gain a +2 bonus to their hit rolls, whether or not you’re personally firing their weaponry.","foci.expert-programmer.name":"Expert Programmer","foci.expert-programmer.description":"A skilled hacker can program their own utilities, but you take this expertise far beyond the norm.\n\n**Level 1:** Gain Program as a bonus skill. You can create and maintain an additional number of program elements equal to your character level+2, split among Verbs and Subjects as you see fit as explained in section 4.3.0. You can change your choices with a week’s work. Once per day, as an On Turn action, you can make an on-the-fly edit to a Subject program element to turn it into any other Subject program element you need. The element remains altered until you change it again.\n\n**Level 2:** Your programs are exceedingly efficient. Any program elements you write take up only half the usual Memory. A cyberdeck you use gains a CPU bonus equal to your Program skill level.","foci.healer.name":"Healer","foci.healer.description":"Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\n\n**Level 1:** Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\n\n**Level 2:** Pharmaceuticals or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing adds no System Strain, but can be applied to a given target only once per day.","foci.henchkeeper.name":"Henchkeeper","foci.henchkeeper.description":"You have a distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this Focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people, and are usually marginal sorts, criminals, the desperate, or other persons with few options.\n\nYou can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase.\n\n**Level 1:** Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will go with you on missions and risk great danger to help you. Most corper henchmen will have 5 HP, a +0 attack bonus, and a Morale of 7, plus whatever gear they’re given. Slum-dwellers and other natives of harsh societies will fight as street thugs if pressed. You can have one henchmen at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman.\n\n**Level 2:** Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as basic corp security. You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.","foci.many-faces.name":"Many Faces","foci.many-faces.description":"You have multiple usable identities registered with corporate and governmental databases. These identities are so deeply embedded in the systems that they’re almost impossible to pry out unless you do something to compromise them.\n\n**Level 1:** Gain Sneak as a bonus skill. You can maintain one alternate identity at a time per three character levels, rounded up. These identities have their own names, backgrounds, criminal records, financial dealings, and bank accounts, and will register as authentic to all normal corporate and governmental checks. If an identity is compromised or you want a different one, you can replace it with a week’s work. False identities cannot be important people or involve corporations you don’t have a Contact in already.","foci.pop-idol.name":"Pop Idol","foci.pop-idol.description":"Whether a street musician, graffiti artist, underground journalist, cam girl, folk singer, or Robin Hood-esque thief, you have a devoted following of enthusiasts who are willing to help you when you need them.\n\n**Level 1:** Gain Perform as a bonus skill. Once per game week, with an hour or so of messaging, you can mobilize about a hundred of your fans to perform some act of your choice, provided it’s no more than mildly criminal or slightly dangerous. Flash mobs, getaway drivers, scouting reports, tailing people, or instant parties might all qualify as services. Your fans don’t have any special skills, but they’ll do anything ordinary workers or civilians could do. If you mobilize them for donations or merch purchases, you get $1,000 per character level, doubled at fifth level and quadrupled at tenth. You can’t mobilize them to buy your content more than once per month.\n\n**Level 2:** You can mobilize up to a hundred fans per character level, though major mobs are likely to draw a law enforcement response. You’ve cultivated fan leaders who can pass along your wishes deniably, concealing your involvement in the crowd. Your donation and merch earning amounts double. Your Charisma modifier increases by +1, to a maximum of +2.","foci.roamer.name":"Roamer","foci.roamer.description":"You might be a footloose bum with a knack for stowing aboard cargo shipments, a hard-bitten outlander smuggler, or a restless seeker of the horizon. Either way, you’ve seen more of the world with your own two eyes than any common corper ever will.\n\n**Level 1:** Gain Survive and Drive as bonus skills. You have conversational skill in all common languages spoken in the region or city, and you never get lost. You have “acquired” one or more vehicles worth no more than the budget given in section 1.6.2. You can replace lost or damaged vehicles at a rate of $10,000 per week.\n\n**Level 2:** Once per scene, as an Instant action, you can reroll a failed skill check related to safe traveling or vehicle operation, whether to fix a blown engine or talk down a ganger who doesn’t like strangers crossing his turf.","foci.safe-haven.name":"Safe Haven","foci.safe-haven.description":"You have the contacts and expertise to find safehouses and bolt holes that no one else would think to find. You know how to persuade landlords into helping you for nebulous future advantages.\n\n**Level 1:** Gain Sneak as a bonus skill. If you spend a week in a particular neighborhood, you can find or arrange a secure safe house and the on-call assistance of a local cyberdoc or medic willing to perform emergency care for no more than you can afford to pay. This safe house will always go unnoticed unless you are at Heat 8+ or specifically compromise it; even in that case, it will remain undiscovered for at least 24 hours if you can get to it without being followed. If a safe house is burnt, you can find a new one with another week’s work. A PC can’t have more safe houses active at once than their character level.\n\n**Level 2:** Your safe houses are actively protected by the local authorities, be they gang members, paid-off cops, or cooperative corp security. Provided you don’t make them angry, they’ll defend you from most ordinary degrees of pursuit. You can find safe havens geared with the equivalent of tech workshops or level one cyberclinics.","foci.shocking-assault.name":"Shocking Assault","foci.shocking-assault.description":"You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\n\n**Level 1:** Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place and the target is not immune to Shock.\n\n**Level 2:** In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks that do Shock. As usual, regular hits never do less damage than this Shock would do.","foci.snipers-eye.name":"Sniper’s Eye","foci.snipers-eye.description":"You are an expert at placing a bullet or arrow on an unsuspecting target. These special benefits only apply when making an Execution Attack with a gun, bow, or thrown weapon, as described in section 2.4.7.3.\n\n**Level 1:** Gain Shoot as a bonus skill. When making a skill check for a ranged Execution Attack or target shooting, roll 3d6 and drop the lowest die.\n\n**Level 2:** You don’t miss ranged Execution Attacks. A target hit by one takes a -4 penalty on the Physical saving throw to avoid immediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.","foci.specialist.name":"Specialist","foci.specialist.description":"You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a natural athlete, a brilliant engineer, or some other savant, your expertise is extremely reliable. You may take this Focus more than once for different skills.\n\n**Level 1:** Gain a non-combat skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.\n\n**Level 2:** Roll 4d6 and drop the two lowest dice for all skill checks in this skill.","foci.tinker.name":"Tinker","foci.tinker.description":"You have a natural talent for modifying and improving equipment, as given in the rules in section 2.8.2.\n\n**Level 1:** Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Vehicle, cyber, and gear mods cost only half their usual price in dollars, though experimental component requirements remain the same.\n\n**Level 2:** Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score, up to a maximum of Fix-5. Advanced mods require one fewer experimental components to make, down to a minimum of zero.","foci.unarmed-combatant.name":"Unarmed Combatant","foci.unarmed-combatant.description":"Your empty hands are more dangerous than knives in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding pistols, rifles and similar ranged arms, though you need at least one hand free to do so.\n\n**Level 1:** Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. While you normally add your Punch skill level to any unarmed damage you inflict, don’t add it twice to Shock damage. If you choose to strike lethally with unarmed attacks, they have a Trauma Die of 1d6 and a Trauma Rating of x2.\n\n**Level 2:** Even on a miss with a Punch attack, you do an unmodified 1d6 damage, plus any Shock that the blow might inflict on the target. Your Trauma Die becomes 1d8 for lethal attacks.","foci.unique-gift.name":"Unique Gift","foci.unique-gift.description":"Your PC has a unique piece of cyberware, an exceptional human ability, or some experimental genetic modification that grants them some benefit that isn’t covered under existing options.\n\nThis benefit shouldn’t be a simple bonus to something you already do; it should be a power or ability that gives you options that you just wouldn’t have otherwise. It also shouldn’t be used to simply optimize an existing character concept, but instead should allow you to make a character who wouldn’t make sense without this special ability.\n\nIt’s up to the GM to decide what’s reasonable and fair to be covered under this gift, and whatever they allow should be roughly equivalent to the existing Focus options in overall power If an ability is particularly powerful or the cybernetics are especially draining, it might require the user to take System Strain to use it,.\n\nAs a general rule this ability should be better than a piece of gear the PC could buy. The player is spending a very limited resource when they make this Focus pick, so what they get should be good enough that they can’t just duplicate it with a fat bank account.","foci.unregistered.name":"Unregistered","foci.unregistered.description":"Whether by unrecorded birth, database corruption, or sheer luck, you simply do not exist in any government or corporate database. If taken with the Many Faces Focus, your own identity is lost, but you can create others for your own uses. If this Focus is taken after character creation, it means your existing records have become hopelessly corrupted and lost.\n\n**Level 1:** You have no government or corporate database records associated with you, and it is almost impossible to add any such records without them ending up corrupted or deleted within a week. Human beings can remember you, but they can’t rely on computerized records to keep track of you or your activities. You can keep money on credit chips or in cash, but banking or formal property ownership is almost impossible for you.","foci.whirlwind-assault.name":"Whirlwind Assault","foci.whirlwind-assault.description":"You are a frenzy of bloody havoc in melee combat, and can hack down numerous lesser foes in close combat… assuming you survive being surrounded.\n\n**Level 1:** Gain Stab or Punch as a bonus skill. Once per scene, as an On Turn action, apply your Shock damage to all foes within melee range, assuming they’re susceptible to your Shock.\n\n**Level 2:** The first time you kill someone in a round with a normal attack, either with its rolled damage on a hit or with the Shock damage it inflicts, instantly gain a second attack on any target within range using any Ready weapon you have.","foci.specialist.choices.skill.prompt":"Specialist skill","foci.all-natural.prerequisites.no-cyber":"No implants but cosmetic ones with no System Strain","foci.all-natural.prerequisites.no-magic":"Not for characters with a magical Edge","foci.all-natural.choices.attribute.prompt":"All Natural attribute ({slot, selectordinal, one {#st} two {#nd} few {#rd} other {#th}} level)","armor.ordinary-clothing.name":"Ordinary Clothing","armor.ordinary-clothing.description":"Some bold, impoverished, or highly fashionable people still insist on wearing clothing that has no functional use as armor.","armor.reinforced-clothing.name":"Reinforced Clothing","armor.reinforced-clothing.description":"Subtle polymer sheets and reinforced weaves are used to provide a modicum of protection in this clothing without sacrificing taste.","armor.war-harness.name":"War Harness","armor.war-harness.description":"An upgraded form of street leathers, these outfits have sacrificed all discretion for whatever spare ballistic plates and advanced polymer weaves its owner can sew or bolt on. It’s usually the best armor that local gangs or common thugs can afford.","armor.street-leathers.name":"Street Leathers","armor.street-leathers.description":"Fashionable, aggressive, and often mismatched, “street leathers” seldom have any non-synthetic leather in their makeup, but are light and comfortable enough to wear as a habit.","armor.reinforced-longcoat.name":"Reinforced Longcoat","armor.reinforced-longcoat.description":"Long, draping clothing is bolstered with advanced fabrics and discreetly-placed absorption plates, the whole remaining deniable as armor.","armor.armored-clothing.name":"Armored Clothing","armor.armored-clothing.description":"The bulky plates and heavy ballistic weaves of this outfit are disguised as drapes and fashion elements.","armor.plated-longcoat.name":"Plated Longcoat","armor.plated-longcoat.description":"An ankle-length coat, robe, or mantle is used as a substrate for numerous reinforced plates and swaths of ballistic weave. It’s heavy, bulky, and blatant, but it can absorb a lot of punishment.","armor.impact-jacket.name":"Impact Jacket","armor.impact-jacket.description":"Built to absorb the impact of various contact sports, extreme athletic pursuits, and unguided vehicle races, these jackets usually come as part of a full-body protective outfit.","armor.light-armored-suit.name":"Light Armored Suit","armor.light-armored-suit.description":"Ordinary law enforcement and security guards will be wearing suits like this, usually brightly emblazoned with their corporate affiliation.","armor.medium-armored-suit.name":"Medium Armored Suit","armor.medium-armored-suit.description":"Heavy security usually sports armor on this level, including police rapid response teams.","armor.heavy-armored-suit.name":"Heavy Armored Suit","armor.heavy-armored-suit.description":"A head-to-toe suit of interlocking plates and impact absorption units, these suits are reserved for high-end response teams and military operations.","armor.riot-shield.name":"Riot Shield","armor.riot-shield.description":"These bulky, transparent shields are most effective in fending off melee attackers. They must be Readied in one hand; users with multiple cyberarms can benefit from only one shield at a time. A shield negates the first melee Shock damage a bearer takes in a round.","armor-accessories.absorption-plates.name":"{base} with absorption plates","armor-accessories.absorption-plates.description":"Additional impact-absorbing buffer plates are added to the armor. Their bulk inflicts a -1 penalty to the user’s Sneak and Exert checks.","armor-accessories.joint-reinforcement.name":"{base} with joint reinforcement","armor-accessories.joint-reinforcement.description":"The weak points around limb joints are reinforced with extra layers of weave. The extra weave hinders movement, and applies a -1 penalty to the wearer’s Sneak and Exert checks.","armor-mods.absorption-pads.name":"{base} (absorption pads)","armor-mods.absorption-pads.description":"Kinetic padding is added to the armor, granting it 5 more hit points of damage soak per fight.\n\n*Fix-2, $2,000.*","armor-mods.active-response.name":"{base} (active response)","armor-mods.active-response.description":"The armor has hyper-advanced reactive defenses that deflect and mitigate otherwise-critical injuries. Increase the wearer’s Trauma Target by 1. This stacks with any existing Trauma Target bonus the armor may already confer on the wearer.\n\n*Fix-3, $20,000, 2 special tech.*","armor-mods.biostabilizing.name":"{base} (biostabilizing)","armor-mods.biostabilizing.description":"An integral biostatus monitor triggers emergency trauma drugs when the wearer is Mortally Wounded. As an Instant action, they roll 2d6+2 versus difficulty 8 to stabilize. Only one such attempt can be made before the suit needs an hour to recalibrate.\n\n*Fix-1, $2,500.*","armor-mods.customized.name":"{base} (customized)","armor-mods.customized.description":"The armor is tailored to a specific wearer, granting them a +1 bonus to both ranged and melee AC while it’s worn.\n\n*Fix-1, $1,000.*","armor-mods.discreet-design.name":"{base} (discreet design)","armor-mods.discreet-design.description":"The armor is carefully tailored and adjusted to be less imposing. Obvious armor is made Subtle by this mod, though it suffers a -2 penalty to its ranged and melee AC. The armor retains its original bulk, but its lines, drapes, and fabrics now appear to be particularly voluminous fashion couture rather than protective equipment.\n\n*Fix-2, $5,000, 1 special tech.*","armor-mods.flexible.name":"{base} (flexible)","armor-mods.flexible.description":"Bulky armor is carefully cut and tailored to allow a wearer the optimal range of movement. The Heavy quality of a suit of armor is removed.\n\n*Fix-2, $10,000, 1 special tech.*","armor-mods.quickchange.name":"{base} (quickchange)","armor-mods.quickchange.description":"The armor or clothing is designed with chroma-shifting fabrics, bi-facial texture panels, and removable accessories. As a Main Action, the wearer can shift its appearance to that of a different type of clothing or armor with the same level of obviousness. The details of this alternate appearance can be set with an hour of adjustment.\n\n*Fix-1, $1,000.*","armor-mods.sealed.name":"{base} (sealed)","armor-mods.sealed.description":"The armor is equipped with a concealed filter hood and temporary pressure gaskets. As a Main Action, the user can seal the clothing against the external atmosphere, rendering them immune to gases and contact toxins. The seal and its integral air supply last 30 minutes, after which an hour of cleaning and purging will be needed to refresh the system.\n\n*Fix-1, $2,500.*","armor-mods.tailored-rig.name":"{base} (tailored rig)","armor-mods.tailored-rig.description":"Pouches, attachment points, holsters, and other rigging are designed for a particular wearer’s body contours. They gain 1 point of Readied Encumbrance and 2 points of Stowed Encumbrance added to their maximum. These items are clearly visible to others, however, and cannot be concealed.\n\n*Fix-1, $2,000.*","armor-mods.trauma-dampers.name":"{base} (trauma dampers)","armor-mods.trauma-dampers.description":"This mod can only be installed after Absorption Pads are in place. Once fully engineered, they add 5 additional hit points of damage soak per fight.\n\n*Fix-3, $10,000, 1 special tech.*","armor-mods.whisperlight.name":"{base} (whisperlight)","armor-mods.whisperlight.description":"The armor’s bulk is cut down and conventional materials are replaced with more advanced composites. The armor’s Encumbrance decreases by 1 point.\n\n*Fix-2, $10,000, 1 special tech.*","weapon-mods.autotargeting.name":"{base} (autotargeting)","weapon-mods.autotargeting.description":"The weapon has kinetic sensors embedded in it that synchronize with onboard targeting chips. The user gains a +1 bonus to all hit rolls with the weapon, but needs to connect with it via either a Gunlink or a Cranial Jack.\n\n*Fix-1, $5,000.*","weapon-mods.concealed.name":"{base} (concealed)","weapon-mods.concealed.description":"Materials are replaced, outlines are altered, and appearances are adjusted. Pistol-sized and smaller weapons now cannot be detected without a full minute of patting down the bearer, while anything no larger than a rifle can be concealed as if it were a pistol, unfolding to full size upon use.\n\n*Fix-2, $5,000, 1 special components.*","weapon-mods.customized.name":"{base} (customized)","weapon-mods.customized.description":"The weapon’s balance and form are tailored to a specific user. That user gains a +1 bonus to all hit rolls with the weapon.\n\n*Fix-1, $1,000.*","weapon-mods.extended-mag.name":"{base} (extended magazine)","weapon-mods.extended-mag.description":"Caliber adjustments, feed assists, and magazine dimension alterations double a gun’s reliable magazine capacity.\n\n*Fix-1, $1,000.*","weapon-mods.heavy-sabot.name":"{base} (heavy sabot)","weapon-mods.heavy-sabot.description":"Applicable only to projectile weapons, the gun is modified to fire heavy AP rounds that can plausibly land Traumatic Hits even on armored vehicles or heavy drones.\n\n*Fix-1, $2,000.*","weapon-mods.integral-toxins.name":"{base} (integral toxins)","weapon-mods.integral-toxins.description":"A melee or thrown weapon is impregnated with numerous microcells of an advanced hemotoxin, the cells rupturing on impact with a target. The weapon does +2 damage and Shock to subjects not immune to poison.\n\n*Fix-2, $10,000, 1 special components.*","weapon-mods.onboard-gunlink.name":"{base} (onboard gunlink)","weapon-mods.onboard-gunlink.description":"Usable only on firearms, the weapon’s onboard targeting hardware emulates the effects of the Gunlink cyber-system. The user must have a Cranial Jack system to plug it in.\n\n*Fix-2, $10,000, 1 special components.*","weapon-mods.predictive-guidance.name":"{base} (predictive guidance)","weapon-mods.predictive-guidance.description":"An entire onboard computing core is augmented by advanced materials and cutting-edge kinetic analysis to increase the odds of landing a lethal blow. The weapon gains a +1 bonus to hit rolls, damage, and Shock. The user must be connected via a Gunlink or a Cranial Jack cybersystem.\n\n*Fix-3, $15,000, 2 special components.*","weapon-mods.reel-wires.name":"{base} (reel wires)","weapon-mods.reel-wires.description":"A thrown weapon is linked to a wrist spool with retractable wires that allow its retrieval as an On Turn action. The wires can be cut by a properly-timed attack with a sharp weapon, but are too thin and sharp to be easily grabbed. The wires can drag up to 20 kilos of mass when retracting. Replacing broken wires takes fifteen minutes.\n\n*Fix-1, $2,500.*","weapon-mods.savage-impact.name":"{base} (savage impact)","weapon-mods.savage-impact.description":"Usable only on melee weapons, powered impact plates, vibrating serrations, or other after-market adjustments increase its damage and Shock by +1.\n\n*Fix-1, $5,000.*","weapon-mods.shock-burst.name":"{base} (shock burst)","weapon-mods.shock-burst.description":"Once per fight, as an On Turn action, the weapon can imbue itself or a round of ammunition with an electrical charge, inflicting an additional 2d6 damage on a hit, or +2 damage to melee Shock on the next attack. This damage is not affected by the +3 cap to mod hit and damage.\n\n*Fix-2, $5,000.*","weapon-mods.stun-rounds.name":"{base} (stun rounds)","weapon-mods.stun-rounds.description":"Usable only on firearms, the weapon’s barrel and firing mechanism is altered to accept soft, electrically-charged stun rounds. The firearm’s range is halved, it takes a -2 penalty to damage, and it loses its Trauma Die, but all damage it inflicts is treated as non-lethal. Stun rounds do no significant harm to inanimate objects.\n\n*Fix-2, $5,000.*","weapon-mods.thermal-charge.name":"{base} (thermal charge)","weapon-mods.thermal-charge.description":"Usable only on melee or thrown weapons, the mod adds a bank of heat cells to the weapon. The weapon then inflicts +2 damage and Shock to all creatures not impervious to heat. The cells are activated as an On Turn action, but last for only two fights before requiring an hour to swap batteries and let the elements cool.\n\n*Fix-2, $7,500.*","weapon-mods.unarmed-combatant.name":"{base} (Unarmed Combatant)","weapon-mods.unarmed-combatant-2.name":"{base} (Unarmed Combatant 2)","weapon-mods.body-blades-1.name":"{base} (Body Blades I)","weapon-mods.body-blades-2.name":"{base} (Body Blades II)","weapon-mods.hand-of-doom.name":"{base} (Hand of Doom)","gear.active-hearing-protection.name":"Active Hearing Protection","gear.active-hearing-protection.description":"This headset protects the wearer from disorientation due to loud noises. It passes along conversational-level speech without difficulty.","gear.empty-magazine.name":"Empty Magazine","gear.empty-magazine.description":"Individual rounds are loaded into empty magazines that are specific to individual firearms.","gear.ammunition.name":"Ammunition","gear.ammunition.description":"Individual rounds are loaded into empty magazines that are specific to individual firearms.","gear.backpack.name":"Backpack","gear.backpack.description":"Backpacks, gear harnesses, and other such kit may add some bulk to an operator’s burden, but without them the GM is perfectly justified in asking how a PC is fitting their entire loadout in their jacket pockets.","gear.binoculars.name":"Binoculars","gear.binoculars.description":"Most modern binocs have low-light functionality and magnification sufficient to bring targets as much as a kilometer distant into view.","gear.bus-pass-monthly.name":"Bus Pass, Monthly","gear.bus-pass-monthly.description":"A critical mobility resource for the first mission of many operators.","gear.climbing-kit.name":"Climbing Kit","gear.climbing-kit.description":"Ultralight cord, a grapnel, some grip handholds, and a fast-acting, ultra-strong wall adhesive make up this kit.","gear.fashionable-clothing.name":"Fashionable Clothing","gear.fashionable-clothing.description":"Clothing has no Encumbrance when worn, but it’s sometimes prudent to have a spare outfit in your pack.","gear.haute-couture-clothing.name":"Haute Couture Clothing","gear.haute-couture-clothing.description":"Clothing has no Encumbrance when worn, but it’s sometimes prudent to have a spare outfit in your pack.","gear.ordinary-clothes.name":"Ordinary Clothes","gear.ordinary-clothes.description":"Clothing has no Encumbrance when worn, but it’s sometimes prudent to have a spare outfit in your pack.","gear.gas-mask.name":"Gas Mask","gear.gas-mask.description":"Bulky and uncomfortable, but once Readied it leaves the user immune to most inhaled gases, including tear gas grenades.","gear.anti-flash-goggles.name":"Anti-Flash Goggles","gear.anti-flash-goggles.description":"Basic anti-flash goggles defuse the visual threat of flashbangs and similar dazzlers. IR goggles include anti-flash tech, but also give the user effective IR vision out to 50 meters in most environments.","gear.ir-goggles.name":"IR Goggles","gear.ir-goggles.description":"Basic anti-flash goggles defuse the visual threat of flashbangs and similar dazzlers. IR goggles include anti-flash tech, but also give the user effective IR vision out to 50 meters in most environments.","gear.kit-basic-tools.name":"Basic Tools Kit","gear.kit-basic-tools.description":"These bundles of gear are carefully packed for minimal weight. Toolkits give a tech the gear they need for basic repairs and construction, while medical kits provide first aid implements. Cyberdoc kits contain everything medical kits do, as well as gear for cyber maintenance or even emergency implantation. Survival kits are for badlands operations, with water filtration, firemaking tools, and other such gear for extended wilderness stays.","gear.kit-cyberdoc.name":"Cyberdoc Kit","gear.kit-cyberdoc.description":"These bundles of gear are carefully packed for minimal weight. Toolkits give a tech the gear they need for basic repairs and construction, while medical kits provide first aid implements. Cyberdoc kits contain everything medical kits do, as well as gear for cyber maintenance or even emergency implantation. Survival kits are for badlands operations, with water filtration, firemaking tools, and other such gear for extended wilderness stays.","gear.kit-medkit.name":"Medkit","gear.kit-medkit.description":"These bundles of gear are carefully packed for minimal weight. Toolkits give a tech the gear they need for basic repairs and construction, while medical kits provide first aid implements. Cyberdoc kits contain everything medical kits do, as well as gear for cyber maintenance or even emergency implantation. Survival kits are for badlands operations, with water filtration, firemaking tools, and other such gear for extended wilderness stays.","gear.kit-survival.name":"Survival Kit","gear.kit-survival.description":"These bundles of gear are carefully packed for minimal weight. Toolkits give a tech the gear they need for basic repairs and construction, while medical kits provide first aid implements. Cyberdoc kits contain everything medical kits do, as well as gear for cyber maintenance or even emergency implantation. Survival kits are for badlands operations, with water filtration, firemaking tools, and other such gear for extended wilderness stays.","gear.lockpicks.name":"Lockpicks","gear.lockpicks.description":"Both manual lockpicks and a selection of useful electronic shims sufficient to threaten most modern locks.","gear.military-ration.name":"Military Ration","gear.military-ration.description":"This food brick is unappetizing but contains the nutrition necessary for a day of heavy activity. Water can be included for an extra point of Encumbrance per day.","gear.portable-video-camera.name":"Portable Video Camera","gear.portable-video-camera.description":"Palm-sized and discreet, this camera can record up to twelve hours of high-def video before its internal memory is filled.","gear.handheld-radio.name":"Handheld Radio","gear.handheld-radio.description":"Both conventional handheld radios and ultra-convenient headset or collar-tab radios can be had. Ranges are one kilometer in the city and six in an open, flat area.","gear.ultralight-tab-radio.name":"Ultralight Tab Radio","gear.ultralight-tab-radio.description":"Both conventional handheld radios and ultra-convenient headset or collar-tab radios can be had. Ranges are one kilometer in the city and six in an open, flat area.","gear.smartphone-service-plan.name":"Smartphone Service Plan","gear.smartphone-service-plan.description":"Corp-approved media devices are cheap and ubiquitous, but few operators trust them with sensitive information.","gear.basic-smartphone.name":"Basic Smartphone","gear.basic-smartphone.description":"Corp-approved media devices are cheap and ubiquitous, but few operators trust them with sensitive information.","gear.fashionable-smartphone.name":"Fashionable Smartphone","gear.fashionable-smartphone.description":"Corp-approved media devices are cheap and ubiquitous, but few operators trust them with sensitive information.","gear.cheap-vr-crown.name":"Cheap VR Crown","gear.cheap-vr-crown.description":"A cheap headset for a VR addict or a hacker too poor for a cranial jack.","gear.wearable-light.name":"Wearable Light","gear.wearable-light.description":"These clip-on lights can illuminate up to 30 meters ahead of the wearer.","gear.maintenance-supplies.name":"Maintenance Supplies","gear.maintenance-supplies.description":"A collection of consumable parts, lubricants, medications, faked subscription keys, and pirated firmware updates. Any reasonable dollar value of supplies can be carried as 1 point of Encumbrance.","gear.manufacturers-installation-kit.name":"Manufacturer’s Installation Kit","gear.manufacturers-installation-kit.description":"These tools and technical resources are usually restricted to licensed installation vendors of a given cyberware company. They grant a +1 skill check bonus when installing or removing cyberware made by that manufacturer. They are closely tracked, and it can be difficult to find a corp doc willing to sell them under the table.","gear.surgical-theater-tools-level-1.name":"Surgical Theater Tools, Level 1","gear.surgical-theater-tools-level-1.description":"A basic collection of medical tools, pharmaceuticals, scanners, technical manuals, and software subscriptions. Most ordinary street docs command this level of hardware. Laying it out for use requires at least a semi-clean room’s worth of working space.","gear.surgical-theater-tools-level-2.name":"Surgical Theater Tools, Level 2","gear.surgical-theater-tools-level-2.description":"A more sophisticated, extensive, and advanced operating theater than the level 1 version. High-grade street docs and standard corporate employee clinics would use this tech, which requires the same amount of space as the level 1 array.","gear.surgical-theater-tools-level-3.name":"Surgical Theater Tools, Level 3","gear.surgical-theater-tools-level-3.description":"Some of the most advanced medical tech commonly available on the market, this grade of surgical assistance is usually found only in corporate clinics for high-level employees or in the private clinics of top-end street docs. It requires a half-dozen rooms to support all its functionality.","drugs.avalanche.name":"Avalanche","drugs.avalanche.description":"A somewhat pricey combat drug favored by shock troops and those first out of the trenches, Avalanche numbs sensations of pain or exhaustion for one hour, granting the user an effective +10 to their current hit points, even if it takes them above their maximum. This numbness tends to make it harder to notice serious harms, however, and the d12 roll for any Major Injury suffered while under its effects takes a -1 penalty.","drugs.boneshaker.name":"Boneshaker","drugs.boneshaker.description":"A filthy mix of jailbroken corp industrial chems and amphetamine scrapings, Boneshaker is a popular combat drug among the most impoverished or savage street gangs. On application, the subject is filled with blind aggression, gaining a +2 Morale bonus and a +2 bonus to hit rolls, damage, and Shock. The recklessness induced by Boneshaker leaves them wide open, however, and all attacks against them add +2 to any Trauma Die rolls. Boneshaker lasts for one scene and adds 2 System Strain at the end of it.","drugs.chokeout.name":"Chokeout","drugs.chokeout.description":"A chem that briefly induces severe swelling of the mucous membranes, Chokeout is odorless and tasteless, but must be consumed in food or drink and naturally degrades after twelve hours. A subject who consumes a dose of Chokeout must make a Physical save; on a failure, they are strangled to unconsciousness for an hour, waking up with one hit point at the end. On a success, they take 1d10 non-lethal damage as they struggle to breathe. On a natural saving throw of 1, the victim chokes to death.","drugs.control-delete.name":"Control-Delete","drugs.control-delete.description":"A chemical that temporarily destroys a person’s ability to form long-term memories, Control-Delete must be ingested in food or drink. Toxin-filtering cyber can fend it off, but it otherwise grants no saving throw. Once affected, the target will continue to act normally, but anything that happens to them between then and their next sleep or unconsciousness will be completely forgotten by the time they awake.","drugs.hellbender.name":"Hellbender","drugs.hellbender.description":"A watery black toxin that must be administered through food or direct injection, Hellbender causes the victim to convulse with bone-cracking force shortly after consumption. A dose of Hellbender has a distinct acrid taste, but if the victim consumes it they must make a Physical saving throw or begin convulsing helplessly for 1d6 rounds, suffering 1d10 damage each round unless restrained by at least two associates. This damage can kill an unfortunate victim.","drugs.lurch.name":"Lurch","drugs.lurch.description":"An emergency stimulant meant to shock a downed ally back into mobility, Lurch heals 1d10 damage plus the physician’s Heal skill on application, adding one System Strain to the target. Each dose of Lurch after the first each day increases the required Heal skill by one, so the third dose requires Heal-2 to successfully administer. Lurch only works on conscious and stabilized targets; the shock will kill a Mortally Wounded subject that hasn’t been made stable.","drugs.madeleine.name":"Madeleine","drugs.madeleine.description":"A chem that intensely stimulates a subject’s memory centers, Madeleine has its dangers. Users normally focus on a particular memory before injecting the drug; for the next 1d6 hours, they relive some portion of that memory with perfect fidelity while remaining oblivious to their physical surroundings. Psychological addiction is a considerable risk for long-term users, as well as choosing a less pleasant memory to recall.","drugs.medical-prescription.name":"Medical Prescription","drugs.medical-prescription.description":"One of a thousand different medical drugs, a prescription like this is often necessary to treat some chronic condition or keep a medical problem from growing worse. Corp employees get their drugs for a pittance, but less fortunate souls need to source their drugs from extortionate corp pharmacies or street docs. Lucky users only need a dose a few times a week, but others must have a daily supply or suffer potentially lethal complications.","drugs.olympus.name":"Olympus","drugs.olympus.description":"A “respectable” combat chem used by certain units of corporate security, Olympus numbs pain, sharpens mental focus, and slows down instinctive panic or rush instincts, allowing a calm observation of the battlefield. Users can reroll their first failed Morale check in a fight and gain a +2 bonus to hit rolls. One dose of Olympus lasts for one scene, and adds one System Strain at its end.","drugs.panacea.name":"Panacea","drugs.panacea.description":"Not so much a single drug as a pharmaceutical suite in a single injection system, this chem requires a skilled physician to adjust its mix. When used as part of a first aid attempt, this drug doubles the amount of hit points recovered by the attempt, with a minimum healing rate of 6 HP. Rumors of a drastically increased rate of bone cancers among regular users are, of course, mere slander against its manufacturer.","drugs.pillow.name":"Pillow","drugs.pillow.description":"A powerful sedative that requires medical expertise to administer properly, Pillow must be injected into a restrained or helpless subject, as vigorous physical action can disrupt the effects. Once injected, the subject falls into a torpor indistinguishable from death that lasts for 24 hours. They require only trace amounts of oxygen while in their trance, and can be identified as alive only through careful medical examination. If Pillow is administered with less than a 24-hour gap between doses, the victim must make a Physical save or die sometime before the dose ends.","drugs.psycho.name":"Psycho","drugs.psycho.description":"Ingesting one of these small pills rapidly flattens a user’s capacity for emotional distress while heavily increasing their aggressiveness. For roughly one hour, users gain a +2 bonus to Morale checks and experience no immediate emotional trauma from performing even the most heinous and violent actions. The drug is a favorite pre-fight dose among gangers, and used as self-medication among many of them who would otherwise be incapacitated by the emotional scars of what they’ve done.","drugs.reset.name":"Reset","drugs.reset.description":"A rare drug of desperation, Reset is a combination injector patch and wireless cyber override key. When applied to a willing subject with at least one Body or Nerve cyber system, it deluges the user’s system with safety override commands and neurotransmitter stimulants. They lose all accumulated System Strain in excess of their permanent minimum. Five minutes later, their System Strain is maximized and they must make a Physical saving throw at a penalty equal to the number of System Strain they’ve gained since the drug was taken. On a success, they drop to 1 hit point. On a failure, they become Mortally Wounded. If their adjusted roll is 1 or less, they must make a second modified Physical save or instantly and unavoidably die. Using Reset more than once a week is invariably fatal.","drugs.sand.name":"Sand","drugs.sand.description":"A gritty powder trafficked to those addicts too poor to afford anything better, a snorted dose of Sand will put its user into a euphoric haze for as long as an hour, depending on tolerance. Beautiful visions and dreamy contentment give way to shooting pains and intense light sensitivity afterwards, with most heavy users dying within six to twelve months of picking up the habit.","drugs.trauma-patch.name":"Trauma Patch","drugs.trauma-patch.description":"A theoretically foolproof cocktail of coagulants, stimulants, and painkillers, a trauma patch can be applied to a Mortally Wounded ally to stabilize them on a successful Int or Dex/Heal skill check against difficulty 6, with a +1 difficulty penalty for each full round since the subject went down. The patch is useless after six rounds.\n\nTrauma patches cannot revive victims downed by poisons or diseases, or those dismembered by explosives or heavy weapons.","drugs.window.name":"Window","drugs.window.description":"A neurobooster favored among hackers and knowledge workers, Window augments the user’s focus and mental reaction speed at the cost of distracting them from their terrestrial surroundings. A Window user can trade their Move action to gain a bonus Main Action that can only be used for cyberspace actions. Each time this is done in a scene, however, the user gains one System Strain. One dose lasts for one scene.","spells.arson.name":"Arson","spells.arson.description":"Target a visible creature or flammable object. If a creature, roll a Shoot attack to hit it, adding your Cast skill as a bonus to the hit roll. If the spell hits, the target is wreathed in flames, suffering 1d8 fire damage per level. Flammable objects continue to burn normally. A target can be hit by Arson only once per scene.","spells.blast.name":"Blast","spells.blast.description":"A single visible target, whether a creature or object, takes 1d6 damage per level in concussive impact. Creatures can make a Physical save for half damage. Each use of this spell after the first in a scene adds one System Strain to the caster.","spells.blastwave.name":"Blastwave","spells.blastwave.description":"Select a visible target, whether creature or object; it and everything within five meters of it takes 1d6 damage per level in concussive impact. Creatures can make a Physical save to halve the damage. Each time you cast this spell, gain one System Strain, and it cannot be used more than once per scene unless you overcast it.","spells.bless.name":"Bless","spells.bless.description":"Target a visible creature. They gain a +1 bonus to all hit rolls and damage, including Shock, for one round per caster level. Only one Bless effect can be on a target at once.","spells.cleanse-toxin.name":"Cleanse Toxin","spells.cleanse-toxin.description":"You touch an ally who has been poisoned; the effects of the poison immediately end, though the damage it’s already done is not cured.","spells.cloak.name":"Cloak","spells.cloak.description":"Target up to one visible creature per two caster levels, rounded up. The creature becomes nearly transparent for the rest of the scene, gaining a +2 bonus on all Sneak checks and giving most creatures no chance to spot them at all unless they are specifically vigilant for intruders or the cloaked target gets within five meters of them. The effect ends instantly if the cloaked creature moves quickly, such as by running, fighting, or casting.","spells.combat-precognition.name":"Combat Precognition","spells.combat-precognition.description":"A single visible target is given a brief glimpse of the future while in combat, the effect lasting the rest of the scene. This precognition is enough to allow them to reroll a missed hit roll or low damage roll as an Instant action, taking the better of the two rolls. A roll may be rerolled only once, and after each use of the power the target gains System Strain equal to the number of times they’ve used it that same day.","spells.compulsion.name":"Compulsion","spells.compulsion.description":"Target a visible intelligent creature and give them a one-sentence telepathic command that isn’t extremely contrary to their wishes. They must make a Mental save or spend their next round’s actions performing your command to the best of their ability, unaware of your mental influence. If used against a target that is not in combat or feeling threatened, they might continue to obey for up to a scene if not alarmed. Victims will not realize they have been mentally attacked unless they make their saving throw. Once a save is made, a creature is immune to Compulsion for the rest of the scene.","spells.curse.name":"Curse","spells.curse.description":"Target a visible creature. They suffer a -1 penalty to all hit rolls and damage, including Shock, for one round per caster level. They can make a Mental save at the end of each round to throw off the effect. This penalty increases to -2 at level 5, and -3 at level 9. Only one Curse can be active on a creature at once.","spells.detect-target.name":"Detect Target","spells.detect-target.description":"When preparing this spell, choose a type of target from this list: a species of living creature, a specific person you’ve met, a general class of object, intelligent creatures that currently mean to physically harm you, or enchanted objects. When cast, for the rest of the scene you can take a Move action to sense the selected target within five meters per level, gaining a basic sense of their presence and location. You may prepare this spell more than once for different targets.","spells.dispel.name":"Dispel","spells.dispel.description":"Target a visible spell effect or creature. Any spell effects on the creature or targeted area are immediately ended. If the original caster had an equal or higher Cast skill, the dispeller must succeed in an opposed Int/Cast spell check against them to dispel their magic. This spell only functions against spell effects, and not standing magical effects created by items or other methods.","spells.disrupt.name":"Disrupt","spells.disrupt.description":"The next time you touch a creature or object, inflict normal unarmed damage plus 1d8 per level. Creatures can make a Physical save to negate this bonus damage. A Punch attack is necessary to touch a target in combat, but the mage may add their Cast skill to the hit roll. Only one charge of this spell may be active at once, and it dissipates if not used by the end of the scene.","spells.emotion.name":"Emotion","spells.emotion.description":"Target a visible creature, choose an emotion, and optionally pick a target or subject for that emotion. The victim must make a Mental save or immediately feel that emotion for the rest of the scene, optionally directed toward that target. This emotion is strong enough to get them to act to the limit of their normal character and rationality. In combat, a powerful fear may be enough to force a Morale check. If this spell is cast with Effort for the day instead of the scene, the target and all creatures within five meters must save or be affected, all sharing an emotion and target.","spells.far-senses.name":"Far Senses","spells.far-senses.description":"Pick a location within ten meters per character level. Unless the area is shielded against magical intrusion, your unaided human senses focus on the location as if you were standing there. You maintain this clairvoyance as long as you do nothing but concentrate, up to a scene in duration.","spells.glide.name":"Glide","spells.glide.description":"Target a number of visible creatures equal to your character level plus three. For the rest of the scene, these creatures are immune to falling damage. When leaping from a height, they can land at any point within 5 meters for each meter of height they have, gliding at a rate of 40 meters per round.","spells.haste.name":"Haste","spells.haste.description":"Target a visible ally. For the next 1d4+1 rounds, once per round, as an On Turn action, they can perform an extra Main Action. This bonus action cannot involve spellcasting, summoning, or activating magical items. Using this bonus action adds 0 System Strain to the user for the first use per day, 1 for the second that same day, 2 for the third, and so forth.","spells.heal-injury.name":"Heal Injury","spells.heal-injury.description":"You touch an ally, curing 1d6 damage per three caster levels, rounded up, plus your Heal skill. This healing adds one System Strain to the target but removes any Frailty they may be suffering. It cannot repair Major Injuries, but can stabilize those downed by them.","spells.illumination.name":"Illumination","spells.illumination.description":"Such a minor spell that it doesn’t even require Effort, this incantation causes a touched object to glow as you wish, illuminating up to 10 meters around it for up to an hour. Only one Illumination can be active at a time.","spells.mirage.name":"Mirage","spells.mirage.description":"Pick a visible target location. You can create a visual and audible illusion within ten meters of that location. This illusion cannot turn objects invisible, but can conceal them behind opaque phantasms. The illusion can involve motion and activity, but once programmed, it cannot be changed, nor can it move out of the target radius. The illusion is intangible and cannot inflict damage, and those aware of its falsity can see through it with a successful Mental save taken as a Main Action. Only one Mirage can be summoned at a time.","spells.muffle.name":"Muffle","spells.muffle.description":"Pick a visible target location and a radius of up to ten meters. For the rest of the scene, no sound made within this zone will be audible outside the zone.","spells.paralysis.name":"Paralysis","spells.paralysis.description":"Target a visible creature and roll 1d8 per level. If the total is greater than the target’s current hit points, they must make a Mental save or become paralyzed and helpless for the rest of the scene. On a successful save, they still lose their next Main Action. The spell can target a given creature only once per scene.","spells.psychic-interrogation.name":"Psychic Interrogation","spells.psychic-interrogation.description":"Target a visible intelligent creature that is cooperative or restrained. Ask them one question of no more than two sentences. They may make a Mental save; on a success, they give you three telepathic sentences of their choice. On a failure, those three sentences are a truthful and candid answer to your question. The target is then immune to this spell for a week. A target’s saving throw result is not obvious to you.","spells.slow.name":"Slow","spells.slow.description":"Target a visible creature. For one round per level thereafter, each round they must either lose their Main Action or take 1d6 psychic damage per two caster levels, rounded up, with a Mental save for half damage. This damage can leave them unconscious, but not kill them. At the end of each of their rounds, they can make a Mental save to end the spell early. A creature can be affected by Slow only once per scene.","spells.soul-link.name":"Soul Link","spells.soul-link.description":"You connect your mind to that of a willing visible intelligent target. For the rest of the scene, you can communicate telepathically no matter the distance between you, and each know each other’s location and physical status at all times. Once during the spell, the two of you may agree to share a skill, both using it at the same level for one round per caster level. Only one Soul Link can be active at a time.","spells.stun.name":"Stun","spells.stun.description":"A single visible creature takes 1d6 damage per level in psychic shock, with a Mental save to take only one point of damage per level instead. This damage can strike a creature unconscious, but it awakens ten minutes later with one hit point. A creature targeted by this spell is thereafter immune to it and Stunwave for the rest of the scene. Using this spell more than once a scene requires committing Effort for the day instead of the scene.","spells.stunwave.name":"Stunwave","spells.stunwave.description":"Target a visible point; every living target within five meters takes 1d6 damage per level in psychic shock, with a Mental save to take only one point of damage per level instead. This damage can strike a creature unconscious, but it awakes ten minutes later with one hit point. A creature targeted by this spell is thereafter immune to it and Stun for the rest of the scene. This spell cannot be used more than once per scene unless you overcast it.","spells.triage.name":"Triage","spells.triage.description":"You touch an adjacent living creature that is Mortally Wounded, stabilizing them immediately. This process adds one System Strain to the target, though you can avoid this by Committing Effort for the day when casting it instead of for the scene.","arts.alacrity-basic.name":"Alacrity, Basic","arts.alacrity-basic.description":"Your supernatural reflexes function in the same way as the Enhanced Reflexes I cyberware. You may later upgrade any level of Alacrity to its higher levels by paying the difference in point cost.","arts.alacrity-improved.name":"Alacrity, Improved","arts.alacrity-improved.description":"Your reflexes have been honed to be equivalent to Enhanced Reflexes II cyberware, with the same System Strain costs.","arts.alacrity-sublime.name":"Alacrity, Sublime","arts.alacrity-sublime.description":"Your blinding haste functions as if it were Enhanced Reflexes III cyberware, with the same System Strain costs.","arts.arcane-senses.name":"Arcane Senses","arts.arcane-senses.description":"You can see clearly in complete darkness, hear whispered conversations at twenty meters, and identify people and their belongings by scent. For any skill checks involving the acuity of your senses, you get a +1 bonus.","arts.arcane-skill.name":"Arcane Skill","arts.arcane-skill.description":"Pick a skill you have at level-0 or better that isn’t a combat skill, Magic, or Program. Gain a +1 bonus to the skill’s checks. If it requires human-portable tools or implements to function, such as a medkit or a toolbox, your art magically substitutes for the need.","arts.blades-of-will.name":"Blades of Will","arts.blades-of-will.description":"You can manifest arcane melee weapons of your choice as an On Turn action, using the statistics of any normally-available melee weapon. You can throw these weapons to attack, but they vanish if you merely drop them or fall unconscious. The weapons gain a bonus to hit, damage, and Shock equal to your character level divided by three, rounded down.","arts.brazen-thews.name":"Brazen Thews","arts.brazen-thews.description":"Your muscles are supernaturally reinforced, granting a +1 bonus to your Strength modifier, up to a maximum of +3.","arts.faultless-grace.name":"Faultless Grace","arts.faultless-grace.description":"Supernatural grace infuses your motions, and you gain a +1 bonus to your Dexterity modifier, up to a maximum of +3.","arts.flying-steps.name":"Flying Steps","arts.flying-steps.description":"When you move, you can leap horizontal or vertical distances up to your normal Move rating. You subtract your Move rating from any falling damage distance.","arts.hand-of-doom.name":"Hand of Doom","arts.hand-of-doom.description":"Your hands and feet have the hardness and durability of steel, and are impervious to most forms of damage. Your unarmed attacks now do 1d10 damage and Shock 2/15. They get a hit, damage, and Shock bonus equal to your level divided by three, rounded down. You may use unarmed attacks to inflict lethal damage with a 1d8 Trauma Die and a x3 Trauma Rating. The Unarmed Combatant Focus doesn’t stack with this.","arts.hundred-faces.name":"Hundred Faces","arts.hundred-faces.description":"As a Main Action, shift your physical appearance to be that of any other humanoid between 1.5 and 2 meters in height. You can perfectly mimic people you’ve met personally, including retinal and fingerprint patterns, but not DNA. Your clothing alters its appearance as well, but armor subtlety can’t be changed. Changes revert when you die or change back as an Instant action.","arts.inexhaustible-vigor.name":"Inexhaustible Vigor","arts.inexhaustible-vigor.description":"Your physical stamina and hardiness is enhanced, granting a +1 bonus to your Constitution modifier, up to +3.","arts.martial-instinct.name":"Martial Instinct","arts.martial-instinct.description":"You have a number of bonus combat rolls equal to your highest combat skill, to a minimum of one. As an On Turn action, you may choose to use one of these rolls to make an additional hit roll or damage roll, rolling multiple dice for the same attack. Only the best die is used, however, so if you spend a bonus roll to make a d20 hit roll twice or a 2d8 weapon damage twice, you use only the better of your results. As this is an On Turn action, you must choose to use this bonus before you make the roll. Your rolls refresh after a night’s good sleep.","arts.occult-pavis.name":"Occult Pavis","arts.occult-pavis.description":"You are unusually resistant to hostile magic. You may roll all saves versus spells or magical effects twice, and take the better result. This cannot help against effects without a save.","arts.personal-void.name":"Personal Void","arts.personal-void.description":"You are linked with a personal extradimensional space that can contain up to 20 items of encumbrance or 50 kilos of bulk matter. Storing or retrieving one or more items takes a Main Action, and you must be holding an unattached, uncontested item to store it. Retrieved items such as weapons or armor can be Readied as part of the action if you have the strength for it. Living creatures can’t be stored, and time passes normally within the space. If you die, your stored items spill out around you.","arts.refulgent-vitality.name":"Refulgent Vitality","arts.refulgent-vitality.description":"You automatically stabilize when brought to zero hit points, unless instantly killed by the damage, and you can regenerate Major Injuries with a week’s rest. You heal twice your level in hit points with each night’s rest, instead of your level alone.","arts.skin-of-steel.name":"Skin of Steel","arts.skin-of-steel.description":"Your flesh is highly resilient against harm. You gain a base armor class equal to fifteen plus half your level, rounded up, and a +1 bonus to your Trauma Target that increases to +2 at 5th level. This art does not stack with armor.","arts.sorcerous-sight.name":"Sorcerous Sight","arts.sorcerous-sight.description":"By examining an object, area, or person as a Main Action, you can see any active magic or enchantments and gain a one-sentence description of their effect.","arts.spiritbane.name":"Spiritbane","arts.spiritbane.description":"You add your level to all damage inflicted on spirits or magical constructs, including Shock. Once per round, as an Instant action, gain one System Strain to reroll a missed attack against such creatures.","spirit-powers.airy-steps.name":"Airy Steps","spirit-powers.airy-steps.description":"The spirit can fly at its usual movement rate, though it cannot attack while flying. Physical spirits can carry up to 25 kilograms, or up to 500 if they have a Mighty Form.","spirit-powers.artifice-wise.name":"Artifice-Wise","spirit-powers.artifice-wise.description":"A spirit is capable of using daily human technology such as telephones, cars, and other common devices at an ordinary human level of skill. They are still unable to use human weapons or armor, however, including grenades, and they cannot function as hackers, technicians, or other tech-skilled professions regardless of their other powers.","spirit-powers.aura-of-destruction.name":"Aura of Destruction","spirit-powers.aura-of-destruction.description":"The spirit is mantled in toxic gases, bitter cold, leaping flames, crushing depression, or some other aura that causes harm to those who get too close. If the spirit can make melee attacks, it gains a damage bonus equal to half its hit dice, rounded up. If someone makes a melee attack against it, they must make an appropriate save or suffer the spirit’s hit dice+2 in damage before the attack can be made. The save type will depend on the nature of the aura. Non-lethal auras can strike a victim unconscious but will not kill them. The spirit cannot “turn off” this aura.","spirit-powers.curse.name":"Curse","spirit-powers.curse.description":"As a Main Action, the spirit can blight a visible creature’s luck, forcing a -1 to all skill checks and a -2 to all hit and damage rolls for the scene. At 7th level these penalties double. A creature can bear only one curse at a time, and the spirit can’t curse more people in a single day than its hit dice.","spirit-powers.ensnare.name":"Ensnare","spirit-powers.ensnare.description":"The spirit can trap human-sized targets as a Main Action, provided they’re within 30 meters and fail an Evasion save. If snared, it’s two Main Actions for an ally to cut them free, or one successful Str/Exert check against difficulty 10. Ensnared enemies can still act, but cannot move from their location until the snare fades in five minutes. The spirit can’t have more targets snared at once than its hit dice. Only spirits in physical form can take this power.","spirit-powers.favor.name":"Favor","spirit-powers.favor.description":"As a Main Action, the spirit graces a target’s luck in a particular activity related to its nature, giving them a +1 to all related skill checks for a scene. If a combat blessing is given, the subject gets a +2 to hit and damage rolls. At 7th level, these benefits double. It’s up to the GM to decide whether or not a particular activity is related to the spirit. A creature can bear only one favor at a time and a spirit cannot favor more people in a day than its hit dice.","spirit-powers.feral-pact.name":"Feral Pact","spirit-powers.feral-pact.description":"Animals of the same general type as the spirit obey its commands, provided its commands are not contrary to their nature. This power is useless to spirits without an animal nature.","spirit-powers.finned-swiftness.name":"Finned Swiftness","spirit-powers.finned-swiftness.description":"The spirit gains a swimming movement rate equal to twice its normal Move.","spirit-powers.flesh-of-clay.name":"Flesh of Clay","spirit-powers.flesh-of-clay.description":"The spirit is not subject to Traumatic Hits, rather than having the usual Trauma Target of 6.","spirit-powers.ghostly-presence.name":"Ghostly Presence","spirit-powers.ghostly-presence.description":"The spirit is invisible to sight, including IR and similar exotic senses, until it takes a violent action, makes a disturbance, or uses a power on a target that allows a saving throw. Once this invisibility is lost, it cannot be regained for ten minutes.","spirit-powers.hideous-talons.name":"Hideous Talons","spirit-powers.hideous-talons.description":"The melee attack of Violent Will is improved. Its Shock now affects any AC and both damage and Shock are increased by +2. These benefits do not apply to any ranged attacks the spirit may make. Spirits summoned with this power always look dangerous or vicious, and cannot be disguised as something harmless.","spirit-powers.iron-eidolon.name":"Iron Eidolon","spirit-powers.iron-eidolon.description":"A Physical Form spirit is now immune to non-magical weapons that aren’t Heavy. The psychic force inherent in unarmed attacks can still harm it, however, even if the assailant isn’t magically-gifted.","spirit-powers.merciful-hands.name":"Merciful Hands","spirit-powers.merciful-hands.description":"The spirit can expend its power to heal an injured victim. As a Main Action, it can heal 1d8 HP to an adjacent ally. Each use of this power inflicts 1d8 damage to the spirit and adds one System Strain to the target. A spirit with this power will willingly use it even if it faces destruction by doing so.","spirit-powers.mighty-form.name":"Mighty Form","spirit-powers.mighty-form.description":"Requiring a physical form, this power enhances the spirit’s strength. While this strength is too slowly-deployed to be useful in combat, with a Main Action the spirit can smash down an interior wall or standard exterior door, lift and carry up to five hundred kilograms, or otherwise perform similar feats of raw strength. If used against a helpless or immobile target, the spirit must have the Violent Will power. If so, the spirit’s melee attacks against the helpless are an automatic Traumatic Hit and can cause harm even to vehicles.","spirit-powers.mislead.name":"Mislead","spirit-powers.mislead.description":"Once per round, as an Instant action, the spirit can target a moving person. If the target fails a Mental save, the spirit controls their intended movement, directing it in any direction that is not obviously dangerous out to the maximum of their normal Move action. If the victim is not aware of the spirit’s interference, they will think their course was somehow their own idea and try to rationalize why they did it.","spirit-powers.misty-form.name":"Misty Form","spirit-powers.misty-form.description":"The spirit can flow through any barrier that isn’t watertight without impeding its movement. Even entities in Spirit Form can use this to seep through holes in barriers their manifested shape would otherwise be unable to pass.","spirit-powers.mortal-disguise.name":"Mortal Disguise","spirit-powers.mortal-disguise.description":"The spirit appears to be a normal human being on casual inspection, with the appearance and clothing the summoner wishes. Specific humans cannot be duplicated by this power, and close, careful inspection of the spirit will reveal its uncanny nature.","spirit-powers.myrmidons-shield.name":"Myrmidon’s Shield","spirit-powers.myrmidons-shield.description":"As an Instant action, when the spirit’s summoner takes a Traumatic Hit while the spirit is within 10 meters, the spirit can change the hit to a regular one. The spirit, however, then takes the Traumatic Hit. This damage affects the spirit even if it is otherwise immune to the weapon or to Traumatic Hits. A spirit with this power will willingly use it even if it faces destruction by doing so.","spirit-powers.namebearer.name":"Namebearer","spirit-powers.namebearer.description":"The spirit is named by the summoner. Even if destroyed, this specific spirit can be summoned again with all the knowledge and experiences it had before its destruction. While this preserves its personality and experiences, this also means that you must summon it with the same physical or spiritual manifestation and can only ever add powers to it; once you imbue it with Hideous Talons, for example, every future summoning of it must also have that power. Namebearers are slightly more durable, gaining +2 hit points per hit die. They’re also more willful, adding +2 to the difficulty of imposing an unnatural command on them.","spirit-powers.natural-immunity.name":"Natural Immunity","spirit-powers.natural-immunity.description":"The spirit is impervious to some substance appropriate to its nature: a fire spirit could be immune to fire, a storm spirit to electricity, or so forth. This imperviousness cannot render it immune to normal weapons or attacks, and the GM rules on edge cases.","spirit-powers.poltergeist.name":"Poltergeist","spirit-powers.poltergeist.description":"As a Main Action, the spirit can telekinetically manipulate unattended objects within 20 meters as if with two unseen hands. This manipulation can lift no more than 20 kilograms and is too imprecise to deliver effective attacks or impede a resisting subject. Actions taken with this power do not disrupt Ghostly Presence, even if they cause a disturbance.","spirit-powers.skilled.name":"Skilled","spirit-powers.skilled.description":"The spirit is talented at a particular non-combat skill, gaining an additional +2 bonus to all rolls related to its use.","spirit-powers.spiderlegs.name":"Spiderlegs","spirit-powers.spiderlegs.description":"The spirit can stand or walk on sheer or overhanging surfaces as if they were flat ground.","spirit-powers.spirit-of-war.name":"Spirit of War","spirit-powers.spirit-of-war.description":"A spirit with a Violent Will has the power enhanced, granting it a tremendous zeal for bloodshed. It gains a bonus to its hit roll equal to your Summon skill and no longer resists commands to engage in suicidal battles. It is incapable of inflicting non-lethal damage with its attacks, however, and will resist commands to spare downed opponents.","spirit-powers.spirit-whispers.name":"Spirit Whispers","spirit-powers.spirit-whispers.description":"As a Main Action, the spirit can make a suggestion to a listener that isn’t longer than one sentence. If the suggestion is not deeply contrary to the target’s nature or interests, they must make a Mental save or else carry it out for at least one round. If not given a reason to desist, the target may carry out the suggestion until it is complete or an hour has passed. A target can be subject to Spirit Whispers only once per scene.","spirit-powers.spirits-eye.name":"Spirit’s Eye","spirit-powers.spirits-eye.description":"The spirit is capable of seeing clearly in the dark, hearing whispers at twenty meters, and identifying people by the scent they leave on objects they have recently touched. All Notice skill checks are made at +2.","spirit-powers.swift-pursuit.name":"Swift Pursuit","spirit-powers.swift-pursuit.description":"The spirit’s Move rating is increased by 10m. It gains a +2 bonus on all skill checks related to chasing down a target.","spirit-powers.violent-will.name":"Violent Will","spirit-powers.violent-will.description":"A Physical Form spirit gains a base attack bonus equal to its hit dice +1 and does 1d10 damage on a melee hit plus one-half its hit dice, rounded down, with a melee Shock rating equal to half its hit dice, rounded down, against AC 15. At 5th level this attack can be used at range, up to 100 meters distant. If used lethally, the attack has a Trauma Rating of 1d8/x3. The spirit acts independently on its summoner’s initiative in combat. Spirit Forms cannot take this power, and cannot directly harm creatures.","spirits.spirit.name":"Summoned spirit","spirits.spirit.description":"Every summoned spirit shares a few basic qualities. Spirits can:\n\n* Think with human intelligence and carry out verbal orders reasonably and intelligently.\n\n* Exist without food, water, or air, and resist all mundane toxins, diseases, and radiation.\n\n* Speak, read, and write any languages known to their summoner.\n\n* Gain their skill bonus when performing skill checks related to their nature.\n\n* Ignore Morale checks, being solely subject to their summoner’s commands within the limits of their nature.\n\nAlong with these abilities, there are some things that spirits simply can’t do.\n\n* Use weapons or armor, as spirits can use only such things as are part of their own being.\n\n* Operate human technology beyond pushing a single button. They understand the uses of such devices, but simply cannot conceive of using them personally.\n\n* Attack or directly harm humans, creatures, or other spirits without the Violent Will power. Only spirits in physical form can take this power.\n\n* Act directly contrary to their nature or accept a suicidal order without attempting to resist it.\n\nSome of these limits can be at least partially circumvented with the right spirit powers.","spirits.spirit.choices.powers.prompt":"Spirit powers","cyberdecks.scrap-deck.name":"Scrap Deck","cyberdecks.scrap-deck.description":"These laptop-sized computers range from scrap-built makeshifts to cutting edge hardware stolen from the very best corps. All of them have certain important qualities.\n\nBonus Access reflects the onboard intrusion hardware integral to the deck. It augments the user’s base Access score, which is equal to their Intelligence modifier plus their Program skill plus this bonus Access.\n\nMemory is the number of memory units standard to the deck. Most programs and paydata files take up one unit of memory. Erasing a program from memory is an Instant action, but loading it off a program chip takes fifteen minutes to complete all its linkages.\n\nShielding is the amount of buffer circuitry and hardwired signal damping the deck can use to lessen incoming damage to the user. Hit point losses inflicted by the Stun or Kill program Verbs deplete the deck’s Shielding before affecting the user. Shielding regenerates after fifteen minutes of calm.\n\nCPU indicates the number of programs the deck can run at once. Some programs are Immediate, and self-terminate right after executing, while others are Ongoing, and take up a CPU slot until terminated as an Instant action.","cyberdecks.tanto.name":"Tanto","cyberdecks.icepick.name":"Icepick","cyberdecks.synapse.name":"Synapse","cyberdecks.beowulf.name":"Beowulf","cyberdecks.tizona.name":"Tizona","cyberdecks.taifu.name":"Taifu","cyberdeck-mods.bespoke-code-optimization.name":"{base} (bespoke code optimization)","cyberdeck-mods.bespoke-code-optimization.description":"Pick one Verb and one Subject when installing this mod; those utilities occupy no Memory and one instance of that Verb-Subject program doesn’t count against its CPU burden. Costs 20% of the base deck cost.\n\n*Fix-1.*","cyberdeck-mods.buffer-circuits.name":"{base} (buffer circuits)","cyberdeck-mods.buffer-circuits.description":"Add 5 points to the deck’s Shielding rating. Costs 20% of the base deck cost.\n\n*Fix-1.*","cyberdeck-mods.cpu-overclocking.name":"{base} (cpu overclocking)","cyberdeck-mods.cpu-overclocking.description":"Add one to the deck’s CPU rating. Costs 30% of the base deck cost.\n\n*Fix-2.*","cyberdeck-mods.memory-expansion.name":"{base} (memory expansion)","cyberdeck-mods.memory-expansion.description":"Add four units of Memory to the deck. Costs 20% of the base deck cost.\n\n*Fix-1.*","cyberdeck-mods.polymorphic-intrusion-algorithms.name":"{base} (polymorphic intrusion algorithms)","cyberdeck-mods.polymorphic-intrusion-algorithms.description":"Add one to the unit’s Bonus Access but subtract one from its CPU rating. Costs 10% of the base deck cost.\n\n*Fix-1.*","cyberdeck-mods.skeletal-case.name":"{base} (skeletal case)","cyberdeck-mods.skeletal-case.description":"The deck’s Encumbrance value is decreased by 1, but its Memory suffers a -2 penalty. Costs 10% of the base deck cost.\n\n*Fix-1.*","cyberdeck-mods.thermal-exhaust-case.name":"{base} (thermal exhaust case)","cyberdeck-mods.thermal-exhaust-case.description":"The deck’s Encumbrance value is increased by 1, but its CPU value increases by 1 as well. Costs 30% of the base deck cost.\n\n*Fix-2.*","programs.subjects.avatar.name":"Avatar","programs.subjects.avatar.description":"A cyberspace avatar, whether one adopted by a hacker who’s jacked into the network or a Demon program standing guard there.","programs.subjects.barrier.name":"Barrier","programs.subjects.barrier.description":"A network node barrier that blocks avatars from passing through a network connection.","programs.subjects.camera.name":"Camera","programs.subjects.camera.description":"Any device that transmits audiovisual information. Some defensive hardware has its own onboard camera, which is susceptible to this target, while others rely on a separate device’s input.","programs.subjects.cyber.name":"Cyber","programs.subjects.cyber.description":"A cybernetic system in a visible subject within 30 meters with no significant obstacles to line of sight. Unlike most Subjects, it’s not necessary for a hacker to manifest an avatar inside the target node to affect cyber systems; they can launch their program directly at it, and the system itself need not be visible on the target’s body. Given the difficulty of affecting cyber wirelessly, many hackers prefer to use more specific Subjects for a +1 bonus, such as Nerve Cyber or Limb Cyber.","programs.subjects.datafile.name":"Datafile","programs.subjects.datafile.description":"A datafile stored within a cyberspace location. While individual files may have very little actual data in them, the autoencryption functions and anti-tamper code they’re wrapped in almost always take up a full unit of Memory per file .","programs.subjects.door.name":"Door","programs.subjects.door.description":"A physical door, shutter, hatch, or other barrier with an electronic lock or opening mechanism.","programs.subjects.drone.name":"Drone","programs.subjects.drone.description":"A remote-controlled drone. The base difficulty is equal to 7 plus the operator’s level or HD/3, rounded up, or 8 if it’s not actively controlled. Like the Cyber Subject, it is not necessary to manifest in a drone’s node to hack it wirelessly.","programs.subjects.machine.name":"Machine","programs.subjects.machine.description":"Security panels, factory machinery, electronic minefields, or any other hackable device not covered under an existing Subject. Its generality applies a +1 penalty to the security difficulty.","programs.subjects.program.name":"Program","programs.subjects.program.description":"A hostile program, used most often with the Terminate verb to end the effects of an enemy hacker’s programs prematurely.","programs.subjects.sensor.name":"Sensor","programs.subjects.sensor.description":"Similar to the Camera element, this code block handles sensors of any kind, regardless of what they are intended to detect. The generality of the element decreases its efficiency, however, and it applies a +1 security difficulty penalty.","programs.subjects.transmission.name":"Transmission","programs.subjects.transmission.description":"Ambient radio transmissions can be affected with this element, most often for the purpose of tampering with local comms. A hacker need not be jacked into a cyberspace node to target local radio transmissions, but the usual -2 check penalty for wireless hacking applies.","programs.subjects.turret.name":"Turret","programs.subjects.turret.description":"A security turret, emplaced gun, or other fixed automated weapon.","programs.verbs.activate.name":"Activate","programs.verbs.activate.description":"Turn a device or piece of cyberware on. You can’t control it or direct its function, but if it’s programmed to do something when activated, such as grant a bonus action in exchange for System Strain, it does it for one round or one action. The spasmodic activation of cyber outside of the wearer’s turn is unlikely to do anything useful, but it eats System Strain as usual if relevant.","programs.verbs.analyze.name":"Analyze","programs.verbs.analyze.description":"Identify the specific functionality of a device or the general topics of local datafiles. Hackers get a general idea of what kind of device a cyberspace node represents, but Analyze is needed to give specific details of where a device is in reality.","programs.verbs.append.name":"Append","programs.verbs.append.description":"Add a new entry or new data into a file. These new entries can’t overwrite or erase any existing data, however.","programs.verbs.blind.name":"Blind","programs.verbs.blind.description":"Deactivate a device’s sensory input or make cyberware temporarily unable to get any input from anything but the wearer’s nervous system. Cybereyes are blind, cameras sense nothing, and laser tripwires don’t register the beam. Blind characters can’t effectively attack at range, their movement rate is halved, and they suffer a -4 penalty to both AC and melee hit rolls.","programs.verbs.deactivate.name":"Deactivate","programs.verbs.deactivate.description":"Turn a device or piece of cyberware off. Most devices and cyber can be rebooted by the network or the user, but it’ll take a Main Action and a round to do so. If a network alert hasn’t been issued, the network may not notice a deactivated device until someone spots the problem.","programs.verbs.decrypt.name":"Decrypt","programs.verbs.decrypt.description":"Decrypt a data file or radio transmission. This is often automatic for civilian encoding, though some files take Int/Program checks.","programs.verbs.defend.name":"Defend","programs.verbs.defend.description":"A special Verb that can only be targeted at a friendly device or allied cyberware user within range, and costs no Access to use. While the program remains running, any hostile hacking attempts aimed at that device or any of the target’s cyber systems must first beat the user in an opposed Int/Program skill check before they can attempt their hack. This Verb cannot negate programs that are already running on the target.","programs.verbs.delude.name":"Delude","programs.verbs.delude.description":"Spoof a device with false sensor input. A camera can be made to record nonexistent scenes, a minefield can be made to see phantom intrusions, a drone can feed the operator false visuals, and a turret can be made to mistake friends for foes. This Verb can’t control a device directly, however, and must rely on feeding it false sensor data.","programs.verbs.erase.name":"Erase","programs.verbs.erase.description":"Erase a data file. This Verb is extremely thorough, and any on-site backups can be expected to be nuked as well, either immediately or as soon as the automatic backup protocols expose them.","programs.verbs.frisk.name":"Frisk","programs.verbs.frisk.description":"A Frisk Cyber program can give a list of all the cyber implanted in a specific human target within 30 meters, assuming the hacker’s skill check beats the cyber user’s security difficulty.","programs.verbs.ghost.name":"Ghost","programs.verbs.ghost.description":"Renders the targeted friendly avatar or Demon “invisible” until they take some cyberspace action other than Move Nodes. Observers in a node get an automatic opposed Int/Program check to detect a ghosted avatar’s presence, ending the program.","programs.verbs.glitch.name":"Glitch","programs.verbs.glitch.description":"Temporarily deactivate a device or cyberware system while the program remains running, for no more than one round per Program skill level plus two. A device can be targeted by a particular hacker’s Glitch only once a day, successful or not.","programs.verbs.hijack.name":"Hijack","programs.verbs.hijack.description":"Seize control of a device, operating it as you wish within the limits of its functionality for as long as the program remains running. One command is free with the program’s successful execution; others take a Main Action to issue.","programs.verbs.kill.name":"Kill","programs.verbs.kill.description":"Through forced autonomic feedback and out-of-bounds electrical current parameters, inflict lethal damage to an enemy avatar equal to 1d10 per Program skill level, to a minimum of 1d10 on a successful opposed Int/Program skill check. This damage has a Trauma Die of 1d8 and a x3 Trauma Rating. The victim’s Trauma Target is not modified by armor, but it is by cyber or other modifiers. Unconscious hackers cannot resist this Verb and will be instantly killed by it. This Verb has no effect on Demons.","programs.verbs.lock.name":"Lock","programs.verbs.lock.description":"Lock a physical device that has some sort of electronic locking mechanism or a currently-unlocked cyberspace node barrier.","programs.verbs.paralyze.name":"Paralyze","programs.verbs.paralyze.description":"On a successful opposed Int/Program skill check against the target, render a Demon or avatar incapable of moving out of a node or using the Alert the Network or Send Message actions while the program is running. Other cyberspace actions can be taken normally. Human hackers are also physically paralyzed while the program runs, incapable of moving in meatspace until the connection is cut or the program ends.","programs.verbs.replace.name":"Replace","programs.verbs.replace.description":"Edit a data file, changing one piece of data in it into another of the hacker’s choice. It cannot erase or add data outright, only alter it.","programs.verbs.sabotage.name":"Sabotage","programs.verbs.sabotage.description":"Cause a physical device or cyberware system to damage itself through violent movement or self-destructive current surges. Devices smaller than a car will usually be disabled until repaired. Cyberware users do not take damage, but must make two Physical saves to resist the effect; if they fail both, the targeted system is disabled until the next maintenance, and if they fail one, it’s frozen for one round. A device or cyber can be targeted by this Verb only once per scene.","programs.verbs.sense.name":"Sense","programs.verbs.sense.description":"Piggyback on the sensory feed of a device or piece of cyber. Anything the device senses or records, the hacker can sense. Swapping focus from cyberspace to reality is an On Turn action.","programs.verbs.siege.name":"Siege","programs.verbs.siege.description":"If a Device is successfully Sieged, its network connections are severed for everyone but the hacker, blocking transit, data, or drone control. Defenders can run Terminate Program against it from any adjacent node.","programs.verbs.silence.name":"Silence","programs.verbs.silence.description":"The affected avatar or Demon is unable to use the Send Message cyberspace action while this program runs. Alert the Network can still be done.","programs.verbs.stun.name":"Stun","programs.verbs.stun.description":"Disrupt an avatar or Demon with sensory glitching, non-lethal current surges, and code corruption. Make an Int/Program skill check; beat an opposed Int/Program check for a human target, or a static 8+skill bonus target for a Demon. The target takes 1d10 non-lethal damage per Program level, to a minimum of 1d10.","programs.verbs.terminate.name":"Terminate","programs.verbs.terminate.description":"Prematurely end an undesired program. Any damage or changes the program already inflicted are unaffected.","programs.verbs.unlock.name":"Unlock","programs.verbs.unlock.description":"Unlock a physical device with an electronic lock or a network’s cyberspace node barrier.","drones.mouse.name":"Mouse","drones.mouse.description":"Small wheeled, rotored, or even aquajet-driven drones are common tools for modern operatives.\n\nMost operators rely on man-portable drones that can be carried in packs or specially-designed harnesses. These portable drones require a Main Action to unpack and deploy before they can be commanded, in addition to any action necessary to get at a Stowed item.\n\nOnce a drone has been deployed, the user must bring it online and ready for command using a control board or a Remote Control Unit cybersystem. This takes both a Main and a Move action on the user’s part. Once it’s been brought up, the drone can be commanded until it’s packed again, which requires a Main Action.\n\nA controlled drone automatically relays audiovisual sensor data back to the control board or Remote Control Unit cyber being used to control it. A pilot can see and hear what their drones see and hear. Default sensors are as acute as normal human senses.\n\nFlying drones operate by means of rotors and directed thrust and can hover in place. Ground-based drones can navigate stairs and other obstacles that human legs could manage. The noise made during operation is no louder than speech.\n\nFlying drones have an operational altitude maximum of 1,000 meters, and all drones have a safe default control range of 1,000 meters. Beyond this range, control signal latency leaves them critically vulnerable to modern signal hijacking tech; all wireless hack or jamming attempts against them are automatically successful. Their theoretical maximum control range is 8,000 meters.\n\nDrones operate for one hour on a full battery charge. They do not have swappable batteries, and require one hour of charging per Encumbrance, or six hours at most.","drones.roach.name":"Roach","drones.hummingbird.name":"Hummingbird","drones.sunfish.name":"Sunfish","drones.pitbull.name":"Pitbull","drones.javelin.name":"Javelin","drones.kerberos.name":"Kerberos","drones.kraken.name":"Kraken","drones.shrike.name":"Shrike","drone-fittings.ablative-code-buffer.name":"{base} (Ablative Code Buffer)","drone-fittings.ablative-code-buffer.description":"Numerous self-correcting backup circuits are wired in to delay any hostile hacking intrusions. The drone automatically succeeds on the first opposed skill check made against a hostile hacker in a given scene.\n\n*10% of the drone’s base cost.*","drone-fittings.altitude-boost-unit.name":"{base} (Altitude Boost Unit)","drone-fittings.altitude-boost-unit.description":"Most flying drones have an effective ceiling of 1,000 meters if there are no scramblers to lessen the effective control range. This unit increases a flying drone’s maximum altitude to 5,000 meters, making most effectively invisible to ordinary sight. Such height does, however, make it extremely conspicuous to aerial scanners used by city law enforcement and high-security corp buildings. The speed of their response will depend on the drone’s apparent threat.\n\n*10% of the drone’s base cost.*","drone-fittings.ammo-caddy.name":"{base} (Ammo Caddy)","drone-fittings.ammo-caddy.description":"A specialized form of cargo space, this drone is able to carry and dispense substantial amounts of ammunition to adjacent allies. It can hold up to 6 fully-loaded magazines in quick-release clips that can be grabbed as On Turn actions by an ally. The clips remain locked for strangers. This fitting can be taken up to once per two points of the drone’s Encumbrance, rounded up.\n\n*10% of the drone’s base cost.*","drone-fittings.ammo-supply.name":"{base} (Ammo Supply)","drone-fittings.ammo-supply.description":"An automated ammo feeder is added to the drone. Two full magazines are added to one mounted weapon’s allotment, or one magazine to two weapons. This fitting can be added more than once.\n\n*10% of the drone’s base cost.*","drone-fittings.assisted-boost-burner.name":"{base} (Assisted Boost Burner)","drone-fittings.assisted-boost-burner.description":"The drone is equipped with reactive chemical booster that can be ignited to give it a very brief burst of tremendous speed. When activated as a Move action, the burner launches the drone up to 500 meters in a straight line. The boost is not precise enough to use as an aimed weapon, but solid obstacles in front of the drone will suffer half the drone’s HP in damage and inflict all of theirs on the drone. The burner functions only once before it require a scene to regenerate its charge.\n\n*10% of the drone’s base cost.*","drone-fittings.cargo-space.name":"{base} (Cargo Space)","drone-fittings.cargo-space.description":"Most drones are designed to carry only their own weight. This fitting upgrades engines and adds cargo mounts to the drone’s exterior; it can carry up to 3 points of Encumbrance now, but the drone’s own Encumbrance value is increased by one. Any additional cargo it carries is added to this burden, of course. Carried cargo is sealed within the drone and requires a Main Action to dig out.\n\n*20% of the drone’s base cost.*","drone-fittings.command-deck-follow.name":"{base} (Command Deck/Follow)","drone-fittings.command-deck-follow.description":"The drone is equipped with minimal autonomous pursuit capabilities. As a Main Action, the drone can be ordered to follow a particular visible target at a given distance at either half or full speed. If half speed, it will use its Move action to follow, and full speed will use both Move and Main Actions. Following can be ended as an On Turn command.\n\n*10% of the drone’s base cost.*","drone-fittings.command-deck-kill.name":"{base} (Command Deck/Kill)","drone-fittings.command-deck-kill.description":"The drone has autonomous attack routines wired into it. As a Main Action, it can be ordered to kill one specific visible target. If the target is in range of its weapons, it will use its Main Action to attack; if no additional fittings are added, its autonomous attacks have a total hit bonus of +2. The drone will not automatically move to follow or engage its target or otherwise position itself tactically unless directly piloted to do so or operating under the Follow command.\n\n*25% of the drone’s base cost.*","drone-fittings.command-deck-patrol.name":"{base} (Command Deck/Patrol)","drone-fittings.command-deck-patrol.description":"As a Main Action, the drone can be ordered to autonomously move to one or more waypoints on whatever schedule the pilot wishes. The drone can also be ordered to loiter at a particular location until it gets an On Turn command to proceed to the next location.\n\n*10% of the drone’s base cost.*","drone-fittings.command-deck-watch.name":"{base} (Command Deck/Watch)","drone-fittings.command-deck-watch.description":"The drone is equipped to monitor its surroundings autonomously and alert its pilot when something of interest is noticed. Its onboard intelligence is limited, however, and it can only handle about a sentence’s worth of specific orders or subjects to be watchful for. Putting a drone in Watch mode is a command that takes a Main Action.\n\n*10% of the drone’s base cost.*","drone-fittings.emergency-evac-litter.name":"{base} (Emergency Evac Litter)","drone-fittings.emergency-evac-litter.description":"Functioning only for ground-based drones of Enc 3 or greater, the drone is equipped with a retractable litter that can fit one human patient, along with manipulators sufficient to get a prone victim onto the litter with a Main Action. Onboard meds allow for remote Heal skill checks to stabilize a Mortally Wounded target, with one attempt allowed as part of the loading action. A loaded patient can’t be harmed until the drone is destroyed or opens the litter, but if the drone dies, the patient does too. As a Main Action, the drone can be ordered to autonomously take the patient to a particular location. As an On Turn action, an onboard transmitter can also place a call for medical assistance to a pre-arranged number.\n\n*25% of the drone’s base cost.*","drone-fittings.emissions-shielding.name":"{base} (Emissions Shielding)","drone-fittings.emissions-shielding.description":"The drone is designed to minimize its electromagnetic emissions and thermal signature. Skill checks to spot it with such sensors suffer a -2 penalty.\n\n*20% of the drone’s base cost.*","drone-fittings.enhanced-structure.name":"{base} (Enhanced Structure)","drone-fittings.enhanced-structure.description":"The drone’s maximum hit points increase by 25% of its unmodified base, rounded up. As with Improved Armor, this fitting is ineffective on drones that aren’t man-portable.\n\n*25% of the drone’s base cost.*","drone-fittings.extended-range.name":"{base} (Extended Range)","drone-fittings.extended-range.description":"The drone can now operate for two hours on a full battery charge.\n\n*25% of the drone’s base cost.*","drone-fittings.glider-grips.name":"{base} (Glider Grips)","drone-fittings.glider-grips.description":"Usable only by flying drones of Enc 3 size or greater, this fitting allows a human-sized mass to use the drone as a form of parachute-glider. As a Main Action, a user can leap off a high place after grabbing the drone and descend safely to the ground at a distance as far from the initial point as that point was above the ground. Similar weights can be sent safely to the ground in the same way.\n\n*20% of the drone’s base cost.*","drone-fittings.improved-armor.name":"{base} (Improved Armor)","drone-fittings.improved-armor.description":"The drone’s AC improves by 2, to a maximum of 18, but its Encumbrance rating increases by one. This fitting is ineffective on drones too big to have an Encumbrance rating; they need vehicle-grade armor upgrades.\n\n*25% of the drone’s base cost.*","drone-fittings.improved-targeting-logic.name":"{base} (Improved Targeting Logic)","drone-fittings.improved-targeting-logic.description":"This unit allows a skilled drone pilot to tweak the combat logic of its onboard weaponry. The drone’s attack gains a hit bonus equal to the pilot’s Drive or Program skill level when firing autonomously; no bonus is given if the pilot is in direct control.\n\n*20% of the drone’s base cost.*","drone-fittings.laser-comms.name":"{base} (Laser Comms)","drone-fittings.laser-comms.description":"This fitting provides both a set of universal transceiver plug-ins and a laser comm hub for the drone. Provided the PCs are in line of sight of the drone, normal radio-wave based comms can be switched to lasers, providing uncrackable, electromagnetically-inaudible communications within the group. Radio comms can still be used as needed.\n\n*10% of the drone’s base cost.*","drone-fittings.manipulator-tendrils.name":"{base} (Manipulator Tendrils)","drone-fittings.manipulator-tendrils.description":"One set of manipulators is added to the drone, whether a mechanical claw, an articulated metal tendril, or some other device. With a Main Action command from the pilot, it can function as a single human hand with an effective Strength of 12, but it cannot effectively be used for an attack or to lift anything heavier than the drone itself. The fitting can carry things for short distances, but to haul weight any real distance the Cargo Space fitting is required. This fitting can be added more than once if a pair of “hands” are needed.\n\n*20% of the drone’s base cost.*","drone-fittings.memory-banks.name":"{base} (Memory Banks)","drone-fittings.memory-banks.description":"The drone has two units of cyberdeck Memory added to it. While this Memory can be used to store hacker programs or datafiles, it also has room to record up to a week of audiovisual data per unit used. This fitting can be added more than once.\n\n*10% of the drone’s base cost.*","drone-fittings.no-touch-web.name":"{base} (No Touch Web)","drone-fittings.no-touch-web.description":"Most commonly installed on small ground drones, this web can be armed as a Main Action by the pilot. Until disarmed, any attempt to grab or pick up the drone automatically inflicts 2d6 non-lethal electrical damage on the grabber. This shock continues each round as long as the drone is held, with up to 5 discharges total before the battery must be recharged. The firm contact required makes it impractical to use the web as an offensive weapon.\n\n*10% of the drone’s base cost.*","drone-fittings.sleep-mode.name":"{base} (Sleep Mode)","drone-fittings.sleep-mode.description":"Sleep mode can be enabled with a Main Action command or ended with an On Turn command. While in sleep mode, a drone cannot fly, move, or perform actions, but it will continue to communicate with the pilot and observe its surroundings. A day of sleep mode counts as ten minutes of ordinary operation for battery drain purposes.\n\n*10% of the drone’s base cost.*","drone-fittings.stealth-package.name":"{base} (Stealth Package)","drone-fittings.stealth-package.description":"Usable only on drones of Enc 3 or smaller, this fitting adds color-changing drone sheathing, noise damping, and thermal sealing to the unit. It gains an effective Sneak-1 skill when operating autonomously, or a +2 bonus to Sneak checks when being directly piloted.\n\n*25% of the drone’s base cost.*","drone-fittings.suicide-charge.name":"{base} (Suicide Charge)","drone-fittings.suicide-charge.description":"With a Main Action command to detonate, the drone will explode, doing 3d6 damage to anyone within ten meters, with an Evasion save for half. Subjects behind solid cover further halve the damage. Drones reduced to zero hit points are too badly damaged to respond to detonation commands.\n\n*25% of the drone’s base cost.*","drone-fittings.telescopic-optics.name":"{base} (Telescopic Optics)","drone-fittings.telescopic-optics.description":"The drone can focus on objects up to one kilometer away with a visual acuity sufficient to read a newspaper. Integral low-light sensors allow it to see in all but total darkness.\n\n*20% of the drone’s base cost.*","drone-fittings.thermal-optics.name":"{base} (Thermal Optics)","drone-fittings.thermal-optics.description":"The drone is equipped with IR optics that can see heat patterns. The drone can function adequately even in complete darkness and grants the pilot a +1 bonus to Notice skill checks where thermal imaging might be useful.\n\n*20% of the drone’s base cost.*","drone-fittings.trauma-response-suite.name":"{base} (Trauma Response Suite)","drone-fittings.trauma-response-suite.description":"An array of injectors, scalpels, sutures, and trauma chems are built into the drone, allowing it to function as a medkit and make Heal skill checks for a medically-competent pilot or an on-site doc in need of a kit. Such medical efforts require a Main Action from the pilot as usual, and flying drones apply a -2 penalty to the skill check due to their innate instability. Up to six pharmaceutical doses of the pilot’s choice can be loaded into the drone.\n\n*25% of the drone’s base cost.*","drone-fittings.voice-broadcast.name":"{base} (Voice Broadcast)","drone-fittings.voice-broadcast.description":"The pilot can speak through the drone or cause it to emit other noises at a volume loud enough to be heard clearly a hundred meters away.\n\n*10% of the drone’s base cost.*","drone-fittings.wallcrawler.name":"{base} (Wallcrawler)","drone-fittings.wallcrawler.description":"Usable only on ground-based drones of Enc 3 or less, this fitting allows the drone to climb sheer surfaces at its normal movement rate, assuming the surface is sturdy enough to bear its weight. Most high-security buildings are constructed with veneers that defeat this fitting, but ordinary structures seldom have such measures.\n\n*20% of the drone’s base cost.*","drone-fittings.weapon-hardpoint.name":"{base} (Weapon Hardpoint)","drone-fittings.weapon-hardpoint.description":"Drones that are not factory-equipped with weapon hardpoints can have one worked in as an aftermarket addition. The usual hardpoint limits on maximum allowed weapon size still apply, however, and this fitting counts as two for purposes of the drone’s maximum fittings.\n\n*25% of the drone’s base cost.*","drone-mods.additional-fitting.name":"{base} (additional fitting)","drone-mods.additional-fitting.description":"Careful optimization of power lines and chassis reinforcement allows for adding an additional fitting to the drone. Man-portable drones add one point of Encumbrance, though this doesn’t affect their maximum hardpoint weapon size. The cost is 50% of the drone’s base cost.\n\n*Fix-1 & Drive-1.*","drone-mods.additional-hardpoint.name":"{base} (additional hardpoint)","drone-mods.additional-hardpoint.description":"By rearranging wiring, adding mass, and overriding safety protocols, an additional hardpoint can be added to a drone. This mod adds one point of Encumbrance to portable drones, though this doesn’t affect their maximum weapon size. The cost is 50% of the drone’s base cost plus the weapon.\n\n*Fix-1 & Drive-1.*","drone-mods.battery-swapping.name":"{base} (battery swapping)","drone-mods.battery-swapping.description":"Replacing proprietary battery systems with off-the-shelf models allows man-portable drones to have their battery swapped with a minute of work. Backup batteries cost 10% of the drone’s base cost and count as Enc 1 items, and this mod itself costs 10% of the drone’s base cost.\n\n*Fix-1 & Drive-1.*","drone-mods.boosted-engine.name":"{base} (boosted engine)","drone-mods.boosted-engine.description":"The drone’s engines are tuned to optimize speed, increasing its Move rate by 10m. It costs 25% of the drone’s base cost.\n\n*Fix-1 & Drive-2.*","drone-mods.heavy-plating.name":"{base} (heavy plating)","drone-mods.heavy-plating.description":"Strategic armor reinforcement improves its base AC by 2, but decreases its Move rate by 5m. It also increases its effective Encumbrance by 1 if it’s man-portable. The cost is 25% of the drone’s base cost.\n\n*Fix-1 & Drive-2.*","drone-mods.quick-launch.name":"{base} (quick launch)","drone-mods.quick-launch.description":"A packed man-portable drone is modified to deploy itself as an On Turn action by its controller instead of a Main Action, even if it’s currently Stowed. The cost is 10% of the drone’s base cost.\n\n*Fix-1 & Drive-2.*","drone-mods.redundant-systems.name":"{base} (redundant systems)","drone-mods.redundant-systems.description":"Careful duplication of critical systems increases the drone’s hit points by 25% of its unmodified base score, rounded up. The extra mass increases the Encumbrance of man-portable drones by 1. The cost is 50% of the drone’s base cost.\n\n*Fix-2 & Drive-2.*","drone-mods.stripped-fittings.name":"{base} (stripped fittings)","drone-mods.stripped-fittings.description":"Mass and power allocated to a man-portable drone’s fittings are removed. The drone’s maximum fitting total is decreased by 1 and its Encumbrance rating is reduced by 1, to a minimum of 1. The cost is 10% of the drone’s base cost.\n\n*Fix-2 & Drive-1.*","vehicles.motorcycle.name":"Motorcycle","vehicles.motorcycle.description":"Fast, cheap, and nimble, both gangers and operators find these vehicles handy for making escapes down alleys and over terrain that larger vehicles can’t navigate.","vehicles.micro-flyer.name":"Micro Flyer","vehicles.micro-flyer.description":"One of a class of featherlight aircraft, a flyer is woven of the lightest, thinnest, strongest materials available at its price point, and can provide cheap aerial recon or transit over rough terrain for its single occupant. Such flyers are light enough to be broken down into components that can be easily transported by a pickup truck.","vehicles.car.name":"Car","vehicles.car.description":"An urban luxury, private cars are for the middle class and better, or those rough-edged slum entrepreneurs who are clever enough to keep some salvaged hulk running. This vehicle class also includes small pickup trucks and SUVs.","vehicles.truck.name":"Truck","vehicles.truck.description":"More commonly found among corp employees, these flatbed trucks, delivery vans, panel vans, and other large work vehicles earn their keep in a hundred ways each day.","vehicles.helicopter.name":"Helicopter","vehicles.helicopter.description":"A typical civilian helicopter, used for elite transit between city districts or the quick dispatch of personnel to some hotspot. Their ability to weave through the obstacles of urban high-rises is sometimes valuable when evading hostile pursuit.","vehicles.tank.name":"Tank","vehicles.tank.description":"A military classic, this model is relatively low-tech but more than enough to deal with any civilian vehicle. Tanks are seldom found in urban areas without a protective screen of infantry to keep hostiles with demo charges or rocket launchers from getting uncomfortable close.","vehicles.apc.name":"APC","vehicles.apc.description":"Armored personnel carriers are often custom-built for city law enforcement, the better to dump a squad of cops where they’re most needed. The mounted weapon on most of them helps pacify a hot zone before the occupants dismount.","vehicles.gev.name":"GEV","vehicles.gev.description":"Ground effect vehicles have evolved considerably from their 20th-century ancestors, and their armored pneumatic skirts and high-efficiency engines can send them over terrain that might defeat a tracked tank. The sacrifice in armor weight is generally deemed acceptable, given the usual opposition these vehicles face.","vehicles.casra.name":"CASRA","vehicles.casra.description":"The “Close Air Support Rotorwing Aircraft” of corporate R&D comes in a half-dozen different configurations, from multirotor helicopters to rotor-in-wing strike craft. Light and vicious, they’re favored by city SWAT teams who need military-grade firepower capable of maneuvering through city airspace. When a CASRA shows up, minigun rounds are seldom far behind.","vehicles.dropcraft.name":"Dropcraft","vehicles.dropcraft.description":"One of a family of armored military air transports, dropcraft are used when a squad needs to be inserted under heavy fire. Thick armor, a heavy gun, and VTOL engines combine with considerable loitering ability to make an excellent tool for pacifying corporate enemies.","vehicle-fittings.advanced-sensors.name":"{base} (Advanced Sensors)","vehicle-fittings.advanced-sensors.description":"The vehicle is equipped with night vision, infrared sensors, and short-range radar good up to twenty kilometers of airspace. It can be driven safely even in pitch darkness.","vehicle-fittings.afterburners.name":"{base} (Afterburners)","vehicle-fittings.afterburners.description":"Once per scene, as an On Turn action, boost the vehicle’s Speed by 1 for five rounds.","vehicle-fittings.armor-plating.name":"{base} (Armor Plating)","vehicle-fittings.armor-plating.description":"Increase the vehicle’s Armor rating by 3 points. Medium vehicles can apply this fitting twice, and Large ones can apply it three times.","vehicle-fittings.cargo-space.name":"{base} (Cargo Space)","vehicle-fittings.cargo-space.description":"This fitting can be taken multiple times. Each time it adds 50 kg of protected cargo space for Small vehicles, 500 kg for Medium ones, and 2 metric tons for Large ones.","vehicle-fittings.crash-pod.name":"{base} (Crash Pod)","vehicle-fittings.crash-pod.description":"If the vehicle crashes, the occupants can each reroll one failed crash save. If they make any of their saves, their HP can’t be reduced below 1 point by the crash.","vehicle-fittings.ecm-emitter.name":"{base} (ECM Emitter)","vehicle-fittings.ecm-emitter.description":"On a successful hit roll by a headshot pod, rocket launcher, or other long-range guided projectile, the driver can make an opposed Int or Dex/Drive skill check against the attacker’s combat skill. On a success, the attacker must reroll their hit roll and take the worst result.","vehicle-fittings.emissions-cloaking.name":"{base} (Emissions Cloaking)","vehicle-fittings.emissions-cloaking.description":"Once per day, for one hour, the vehicle can become almost invisible to infrared or radar. This cloak becomes useless if the vehicle is visually spotted by defenders.","vehicle-fittings.extra-durability.name":"{base} (Extra Durability)","vehicle-fittings.extra-durability.description":"The vehicle’s maximum hit points increase by 25%, rounded up.","vehicle-fittings.extra-passengers.name":"{base} (Extra Passengers)","vehicle-fittings.extra-passengers.description":"Small vehicles add 1 Crew, Medium ones add 2, and Large ones add 4. This fitting can be taken multiple times, and any vehicle amenities such as crash pods or living quarters extend to these additional Crew as well.","vehicle-fittings.field-portable.name":"{base} (Field Portable)","vehicle-fittings.field-portable.description":"Only Small or Medium vehicles can take this option, allowing them to be broken down into easily-portable parts packages. Small vehicles turn into 30 items of Encumbrance and Medium ones into 150. Disassembly takes 30 minutes for a Small vehicle and 3 hours for a Medium one, with reassembly taking four times as long.","vehicle-fittings.ghost-driver.name":"{base} (Ghost Driver)","vehicle-fittings.ghost-driver.description":"The driver can order the vehicle directly or by radio or phone to go to particular places at particular times or perform other simple, direct actions on a given schedule. The onboard expert system can handle traffic-related challenges, but has no real intelligence to process more complicated problems.","vehicle-fittings.hardpoint-support.name":"{base} (Hardpoint Support)","vehicle-fittings.hardpoint-support.description":"Additional power and structural support enable the addition of a hardpoint.","vehicle-fittings.jack-control-port.name":"{base} (Jack Control Port)","vehicle-fittings.jack-control-port.description":"The vehicle is wired to be controlled through a plugged-in cranial jack as well as a conventional wheel. While jacked in, the driver need only use a Move Action to control the vehicle rather than a Main Action.","vehicle-fittings.limpet-mount-small.name":"{base} (Limpet Mount, Small)","vehicle-fittings.limpet-mount-small.description":"An entire second vehicle can be mounted with this fitting, Medium vehicles taking Small parasites and Large ones taking Small or Medium. Adding a mount for a Small vehicle takes up 3 Mass while a Medium one takes 6. Modifying a vehicle to be mounted adds 10% to its base cost, but it can be launched even while the parent vehicle is underway. These parasite vehicles are destroyed if the parent is; otherwise, they take only half the damage the parent takes.","vehicle-fittings.limpet-mount-medium.name":"{base} (Limpet Mount, Medium)","vehicle-fittings.limpet-mount-medium.description":"An entire second vehicle can be mounted with this fitting, Medium vehicles taking Small parasites and Large ones taking Small or Medium. Adding a mount for a Small vehicle takes up 3 Mass while a Medium one takes 6. Modifying a vehicle to be mounted adds 10% to its base cost, but it can be launched even while the parent vehicle is underway. These parasite vehicles are destroyed if the parent is; otherwise, they take only half the damage the parent takes.","vehicle-fittings.living-quarters.name":"{base} (Living Quarters)","vehicle-fittings.living-quarters.description":"Basic, cramped quarters are provided for sleeping, sanitation, and cooking for all crew. Permanent living in a vehicle costs and counts as a slum lifestyle, though occupants with the Ace Driver or Roamer Focus can treat it as middle-class for the same price.","vehicle-fittings.medbay.name":"{base} (Medbay)","vehicle-fittings.medbay.description":"Surgical tools and medical support are provided for up to one critically-injured patient at a time. A medbay counts as an emergency clinic for purposes of treating Major Injuries, if someone with at least Heal-0 is available to tend to the patient.","vehicle-fittings.offroad-package.name":"{base} (Offroad Package)","vehicle-fittings.offroad-package.description":"While any modern vehicle can handle abandoned roads and mostly-flat terrain, this package includes winches, tire armor, chassis reinforcement, and other upgrades needed to go through all but the most impassible terrain.","vehicle-fittings.power-system-small.name":"{base} (Power System, Small)","vehicle-fittings.power-system-small.description":"These fittings add extra Power in battery capacity and computing support at the cost of an additional Mass burden.","vehicle-fittings.power-system-medium.name":"{base} (Power System, Medium)","vehicle-fittings.power-system-medium.description":"These fittings add extra Power in battery capacity and computing support at the cost of an additional Mass burden.","vehicle-fittings.power-system-large.name":"{base} (Power System, Large)","vehicle-fittings.power-system-large.description":"These fittings add extra Power in battery capacity and computing support at the cost of an additional Mass burden.","vehicle-fittings.sealed-atmosphere.name":"{base} (Sealed Atmosphere)","vehicle-fittings.sealed-atmosphere.description":"For up to two hours per day the vehicle can seal itself entirely from the outside atmosphere, with internal air tanks and positive pressure to keep out external toxins. At all times it can maintain a comfortable interior temperature in any terrestrial climate. Aircraft do not need this fitting to function normally at high altitudes.","vehicle-fittings.smugglers-hold.name":"{base} (Smuggler’s Hold)","vehicle-fittings.smugglers-hold.description":"This fitting can be taken more than once, and adds 10 kg of concealed cargo space in Small vehicles, 100 kg in Medium ones, and 400 kg in Large ones. It can be detected only by taking the vehicle apart or by an acute, careful inspection with a difficulty 12 Wis/Notice or Wis/Drive skill check.","vehicle-fittings.targeting-board.name":"{base} (Targeting Board)","vehicle-fittings.targeting-board.description":"A single unified targeting board allows one gunner to manage up to three vehicle weapons instead of the one gun per gunner that would usually be allowed.","vehicle-fittings.tool-rack.name":"{base} (Tool Rack)","vehicle-fittings.tool-rack.description":"Any vehicle can carry a toolkit in the trunk, but this rack is equipped with welders, heavy tooling, winches, and room for up 40 HP worth of spare parts. It can repair any vehicle and can be used as a makeshift workshop for related efforts.","vehicle-mods.augmented-armor.name":"{base} (augmented armor)","vehicle-mods.augmented-armor.description":"Increase the vehicle’s Armor rating by 3 points.\n\n*Fix-3/Drive-1, 25% of the vehicle’s base cost, 1 special component.*","vehicle-mods.drone-hub.name":"{base} (drone hub)","vehicle-mods.drone-hub.description":"Install a housing that can hold a portable drone on Small vehicles or a non-portable drone on Medium or larger vehicles. The drone can be deployed while the vehicle is in motion. Onboard signal encryption adds +2 to the difficulty of hacking any drone controlled by someone in or adjacent to this vehicle. This fitting can be installed twice on Large vehicles.\n\n*Fix-1/Drive-0, 10% of the vehicle’s base cost.*","vehicle-mods.extra-seating.name":"{base} (extra seating)","vehicle-mods.extra-seating.description":"Increase the maximum Crew size by 1 for Small vehicles, 2 for Medium, and 4 for Large.\n\n*Fix-0/Drive-1, 10% of the vehicle’s base cost.*","vehicle-mods.integrated-magazines.name":"{base} (integrated magazines)","vehicle-mods.integrated-magazines.description":"Mounted weapons gain one extra built-in magazine for Small vehicles, two for Medium, or four for Large. Reloading one vehicle magazine takes a Main Action.\n\n*Fix-1/Drive-0, 10% of the vehicle’s base cost.*","vehicle-mods.personalized-controls.name":"{base} (personalized controls)","vehicle-mods.personalized-controls.description":"The vehicle’s controls are designed for the idiosyncrasies of a specific driver. Once per scene, as an Instant action, they can add +1 to a Drive skill check. Anyone else takes -1 to drive the vehicle.\n\n*Fix-1/Drive-2, 20% of the vehicle’s base cost.*","vehicle-mods.power-system-upgrade.name":"{base} (power system upgrade)","vehicle-mods.power-system-upgrade.description":"Increase the Power rating of the vehicle by 2 points for Small vehicles, 3 for Medium, and 4 for Large.\n\n*Fix-2/Drive-2, 25% of the vehicle’s base cost, 1 special component.*","vehicle-mods.q-cladding.name":"{base} (q-cladding)","vehicle-mods.q-cladding.description":"Disguise the vehicle as another vehicle of the same general type, and hide its mounted weaponry. Replacing the disguise after weapons are deployed takes five minutes.\n\n*Fix-1/Drive-2, 20% of the vehicle’s base cost.*","vehicle-mods.reactive-defenses.name":"{base} (reactive defenses)","vehicle-mods.reactive-defenses.description":"Increase the vehicle’s Armor Class by 2 points, but subtract 2 points from its Armor, if it has any.\n\n*Fix-2/Drive-2, 25% of the vehicle’s base cost, 1 special component.*","vehicle-mods.reinforced-chassis.name":"{base} (reinforced chassis)","vehicle-mods.reinforced-chassis.description":"Increase the vehicle’s maximum HP by 25% of its base, but subtract 2 Mass from its maximum.\n\n*Fix-2/Drive-1, 25% of the vehicle’s base cost, 1 special component.*","vehicle-mods.remote-sensors.name":"{base} (remote sensors)","vehicle-mods.remote-sensors.description":"The driver’s smartphone or headware can tap the vehicle’s sensors as an On Turn action, getting audio and visual from it if no special sensors are installed. This signal can reach up to two kilometers.\n\n*Fix-1/Drive-0, 10% of the vehicle’s base cost.*","vehicle-mods.supplementary-tanks.name":"{base} (supplementary tanks)","vehicle-mods.supplementary-tanks.description":"The vehicle can operate for up to three days of normal driving without refueling.\n\n*Fix-0/Drive-1, 10% of the vehicle’s base cost.*","vehicle-mods.ultralight-components.name":"{base} (ultralight components)","vehicle-mods.ultralight-components.description":"Increase the vehicle’s maximum Mass by 2 points for Small vehicles, 3 for Medium, or 4 for Large. Its maximum HP decreases by 20% of its base, rounded up.\n\n*Fix-2/Drive-1, 20% of the vehicle’s base cost, 1 special component.*","vehicle-mods.upgraded-speed.name":"{base} (upgraded speed)","vehicle-mods.upgraded-speed.description":"Increase the vehicle’s Speed by 1, but lose 20% of its maximum Mass, rounded up.\n\n*Fix-2/Drive-3, 25% of the vehicle’s base cost, 2 special components.*","weapons.light-pistol.name":"Light Pistol","weapons.light-pistol.description":"Light and heavy pistols are categorized by the caliber of the bullet they fire. Some operators prefer the low recoil and high mag capacity possible with a low-caliber round, while others like to have a little more certainty in dropping the targets they hit.","weapons.heavy-pistol.name":"Heavy Pistol","weapons.heavy-pistol.description":"Light and heavy pistols are categorized by the caliber of the bullet they fire. Some operators prefer the low recoil and high mag capacity possible with a low-caliber round, while others like to have a little more certainty in dropping the targets they hit.","weapons.advanced-bow.name":"Advanced Bow","weapons.advanced-bow.description":"Advanced bows are used by a few specialists who prefer the near-silence that modern composites provide or the massive blood loss induced by a modern fractal broadhead carried on a fifty-gram arrow.","weapons.rifle.name":"Rifle","weapons.rifle.description":"Rifles and combat rifles are similar semi-automatic tech, though the latter is equipped with a burst-fire selector and usually trades the range of a heavier caliber for the ability to carry more ammunition.","weapons.combat-rifle.name":"Combat Rifle","weapons.combat-rifle.description":"Rifles and combat rifles are similar semi-automatic tech, though the latter is equipped with a burst-fire selector and usually trades the range of a heavier caliber for the ability to carry more ammunition.","weapons.submachine-gun.name":"Submachine Gun","weapons.submachine-gun.description":"Submachine guns are popular for their small form factor and convenient burst fire, though like other burst-fire weaponry the corps frown heavily on civilian possession.","weapons.shotgun.name":"Shotgun","weapons.shotgun.description":"Shotguns of various stripes can be found under the counter of practically every bar and shop in a slum. Simple double-barrel models can be made by any home gunsmith with a pulse, but the finer tolerances and more elaborate machining of a burst-fire capable combat shotgun leaves them as a more selective product. Ranges and damages given are for shot shells; slugs double their normal and extreme ranges but apply a -1 penalty to hit rolls.","weapons.semi-auto-shotgun.name":"Semi-Auto Shotgun","weapons.semi-auto-shotgun.description":"Shotguns of various stripes can be found under the counter of practically every bar and shop in a slum. Simple double-barrel models can be made by any home gunsmith with a pulse, but the finer tolerances and more elaborate machining of a burst-fire capable combat shotgun leaves them as a more selective product. Ranges and damages given are for shot shells; slugs double their normal and extreme ranges but apply a -1 penalty to hit rolls.","weapons.combat-shotgun.name":"Combat Shotgun","weapons.combat-shotgun.description":"Shotguns of various stripes can be found under the counter of practically every bar and shop in a slum. Simple double-barrel models can be made by any home gunsmith with a pulse, but the finer tolerances and more elaborate machining of a burst-fire capable combat shotgun leaves them as a more selective product. Ranges and damages given are for shot shells; slugs double their normal and extreme ranges but apply a -1 penalty to hit rolls.","weapons.sniper-rifle.name":"Sniper Rifle","weapons.sniper-rifle.description":"Sniper rifles are often nothing more than bolt-action rifles with expensive tuning and optics. If not fired from a rest in a prepared position, a sniper rifle’s statistics are the same as a normal rifle.","weapons.taser-pistol.name":"Taser Pistol","weapons.taser-pistol.description":"Taser pistols cover a family of ranged non-lethal weapons small and light enough to carry concealed. Most rely on tried-and-true electrical shocks to drop a target; they inflict non-lethal hit point damage and cannot make Traumatic Hits.","weapons.automatic-rifle.name":"Automatic Rifle","weapons.automatic-rifle.description":"Automatic rifles include a large range of barely man-portable firearms designed to hurl vast amounts of lead through the air, and unlike smaller firearms, they can use suppressive fire if properly braced. Ammunition for these guns comes in belts or boxes. The mag rating reflects how many rounds the weapon can fire before needing a refill, with each “round” costing $50 worth of ammunition. The compactness of their loaded magazines still only counts as one item, however.","weapons.knife.name":"Knife","weapons.knife.description":"Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.","weapons.club.name":"Club","weapons.club.description":"Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.","weapons.spear.name":"Spear","weapons.spear.description":"Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.","weapons.sword.name":"Sword","weapons.sword.description":"Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.","weapons.big-sword.name":"Big Sword","weapons.big-sword.description":"Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.","weapons.big-club.name":"Big Club","weapons.big-club.description":"Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.","weapons.advanced-knife.name":"Advanced Knife","weapons.advanced-knife.description":"Advanced weapons employ modern polymers, sophisticated metallurgy, fractal edges, electro-stun tech, and a small legion of marketers to sell products that are distinctly superior to the plain steel edges of a prior age.","weapons.advanced-sword.name":"Advanced Sword","weapons.advanced-sword.description":"Advanced weapons employ modern polymers, sophisticated metallurgy, fractal edges, electro-stun tech, and a small legion of marketers to sell products that are distinctly superior to the plain steel edges of a prior age.","weapons.advanced-big-sword.name":"Advanced Big Sword","weapons.advanced-big-sword.description":"Advanced weapons employ modern polymers, sophisticated metallurgy, fractal edges, electro-stun tech, and a small legion of marketers to sell products that are distinctly superior to the plain steel edges of a prior age.","weapons.advanced-club.name":"Advanced Club","weapons.advanced-club.description":"Advanced weapons employ modern polymers, sophisticated metallurgy, fractal edges, electro-stun tech, and a small legion of marketers to sell products that are distinctly superior to the plain steel edges of a prior age.","weapons.flash-grenade.name":"Flash Grenade","weapons.flash-grenade.description":"Flash grenades force victims without eye and ear protection to make a Physical save; on a failure, the victim loses their next Main Action and takes a -2 penalty to hit rolls and AC for the next 1d6 rounds. Flashbang effects don’t stack, and a target who makes their save cannot be flashbanged again that same round.\n\nGrenades may be thrown at a point within range and always target AC 10. On a miss, the grenade bounces 1d10 meters in a random direction before exploding. Most grenades have a 5-meter radius of effect.","weapons.frag-grenade.name":"Frag Grenade","weapons.frag-grenade.description":"Frag grenades inflict 2d6 damage on all victims in range, plus the chance for a Traumatic Hit. An Evasion save can halve a frag grenade’s damage, and each point of melee AC the target has above 14 reduces the final damage total by one point, possibly down to zero.\n\nGrenades may be thrown at a point within range and always target AC 10. On a miss, the grenade bounces 1d10 meters in a random direction before exploding. Most grenades have a 5-meter radius of effect.","weapons.gas-grenade.name":"Gas Grenade","weapons.gas-grenade.description":"Gas grenades create a 10-meter-diameter cloud of opaque, choking, irritating gas that disperses in one round. They inflict non-lethal damage, halved on a successful Physical save, and are useless against targets with breathing protection. They provide full concealment for those within the gas. Smoke grenades are harmless, but provide the same 10-meter dome of concealment where it’s necessary. Gas and smoke aren’t enough to defeat IR or augmented visuals.\n\nGrenades may be thrown at a point within range and always target AC 10. On a miss, the grenade bounces 1d10 meters in a random direction before exploding. Most grenades have a 5-meter radius of effect.","weapons.smoke-grenade.name":"Smoke Grenade","weapons.smoke-grenade.description":"Gas grenades create a 10-meter-diameter cloud of opaque, choking, irritating gas that disperses in one round. They inflict non-lethal damage, halved on a successful Physical save, and are useless against targets with breathing protection. They provide full concealment for those within the gas. Smoke grenades are harmless, but provide the same 10-meter dome of concealment where it’s necessary. Gas and smoke aren’t enough to defeat IR or augmented visuals.\n\nGrenades may be thrown at a point within range and always target AC 10. On a miss, the grenade bounces 1d10 meters in a random direction before exploding. Most grenades have a 5-meter radius of effect.","weapons.anti-materiel-rifle.name":"Anti-Materiel Rifle","weapons.anti-materiel-rifle.description":"Anti-materiel rifles have encountered something of a renaissance with the ubiquity of armored drones and heavily cybered combatants. While not suitable for downing tanks or other heavily armored vehicles, their 20mm rounds are more than sufficient to punch through lighter armor plating, concrete walls, and full body conversion cyborgs. Use of a secure firing rest is recommended for best results.","weapons.grenade-launcher.name":"Grenade Launcher","weapons.grenade-launcher.description":"Grenade launchers are accessories that are mounted on rifle-sized firearms, adding 1 Encumbrance to their bulk. These weapons can launch specially-designed grenades to the listed range, targeting them as if they were thrown normally. These special grenades cost and function the same as their regular equivalents but cannot be thrown by hand. When attacking, the user can choose whether to fire the grenade launcher or the weapon it’s mounted to, but both cannot be fired in the same round.\n\nStand-alone grenade launcher models are available for vehicle or drone mounting, counting as 2 Encumbrance but otherwise having the same cost and statistics.","weapons.demo-charge.name":"Demo Charge","weapons.demo-charge.description":"Demo charges are shaped explosive charges usually meant to knock human-sized holes in anything short of fortified defensive walls. While ineffective as thrown weapons, when used as part of a trap or ambush they inflict their listed damage in a cone out to normal range, with an Evasion save for half damage. If applied carefully to a vehicle target, the following explosion will inevitably destroy it. Like frag grenades, use of demo charges tends to be very exciting to security forces and can provoke more heat than many operators like to draw.","weapons.heavy-machine-gun.name":"Heavy Machine Gun","weapons.heavy-machine-gun.description":"Heavy machine guns are old tech, but reliable. Without a fixed firing position or vehicle mount, however, their recoil makes them almost uncontrollable. Due to the mass of lead involved in firing an HMG, each “round” of its ammunition costs $100 and counts as a full item of encumbrance.","weapons.mortar.name":"Mortar","weapons.mortar.description":"Mortars are rare, but have their uses amid the tall buildings of an urban sprawl. They have a minimum range of 20 meters, but can lob indirect fire over buildings and obstacles. Mortars always target AC 20 at first, but each round of fire at the same target grants a +1 hit bonus if there’s a forward spotter to adjust the aim. Mortar rounds act as frag grenades on the target point, but do 3d6 damage at base with a 10-meter radius. Armor doesn’t lessen harm from mortar rounds.\n\nRelatively simple as they are, a mortar round costs $50 and counts as one item of encumbrance.","weapons.rocket-launcher.name":"Rocket Launcher","weapons.rocket-launcher.description":"Rocket launchers include a wide variety of single-shot disposable launchers. Their general imprecision forces a -4 hit penalty against human-sized targets, but they inflict frag grenade damage on any target within 5 meters of the rocket’s landing point. Specialized anti-armor warheads lose this frag grenade bonus, but do double damage to vehicles or obstacles. Operators who intend to take down enemy vehicles favor them for their effectiveness in that role.","weapons.land-mine-anti-personnel.name":"Land Mine, Anti-Personnel","weapons.land-mine-anti-personnel.description":"Land mines come in anti-personnel and anti-vehicle flavors. The first activates on any human-sized approach within 1 meter, inflicting damage in a 2-meter radius with an Evasion save for half. Anti-vehicle mines can only be activated by vehicular levels of ground pressure or vehicle-sized proximate metal masses, but do their damage in a 5-meter radius. Humans get an Evasion save for half damage in either case.","weapons.land-mine-anti-vehicle.name":"Land Mine, Anti-Vehicle","weapons.land-mine-anti-vehicle.description":"Land mines come in anti-personnel and anti-vehicle flavors. The first activates on any human-sized approach within 1 meter, inflicting damage in a 2-meter radius with an Evasion save for half. Anti-vehicle mines can only be activated by vehicular levels of ground pressure or vehicle-sized proximate metal masses, but do their damage in a 5-meter radius. Humans get an Evasion save for half damage in either case.","weapons.drone-cannon.name":"Drone Cannon","weapons.drone-cannon.description":"Drone cannons are heavy semi-automatic weapons too bulky for human portability. A round of firing costs $100 worth of ammunition.","weapons.headshot-pod.name":"Headshot Pod","weapons.headshot-pod.description":"Headshot pods are a family of guided missiles meant for mounted deployment on vehicles or large drones. They always target AC 10 to hit, but require two full consecutive rounds of aiming at a visible target to get a target lock on them and prime for firing on the third round. Any bystanders within 5 meters of the impact take damage as if from a frag grenade. A headshot pod missile costs $2,000.","weapons.main-tank-gun.name":"Main Tank Gun","weapons.main-tank-gun.description":"Main Tank Gun 4d12! 1,000/3,000 $100,000@ 1 Dex N/A 1d20 x4","weapons.mounted-autogun.name":"Mounted Autogun","weapons.mounted-autogun.description":"Mounted autoguns are a drone cannon’s big brother, for larger platforms. Each round of firing costs $100.","weapons.shrieker-gun.name":"Shrieker Gun","weapons.shrieker-gun.description":"Shrieker guns are sonic cannons used for crowd control and non-lethal suppression. While highly effective against unprotected targets, military-grade ear protection or the integral dampers in cyber-ears are sufficient to render the weapon useless.","weapons.unarmed.name":"Unarmed Attack","weapons.unarmed.description":"If you are making a purely unarmed attack you may add your Punch skill to the damage. You may not add the skill to the damage done by Body Blade cyber or other artificial weaponry that uses the Punch skill.","weapons.eye-flechette.name":"Eye Flechette","pack.name":"Cities Without Number (SRD)","headline":"{has_type_background, select, true {Level {field_level} {type_background}} other {Level {field_level}}}{has_type_focus, select, true { · {type_focus_each}} other {}}","headline.separator":", ","types.focus.headline":"{name} {self_level}","fields.attributes.str.score.name":"Strength","fields.attributes.str.score.short":"STR","fields.attributes.str.score.description":"Strength, reflecting physical prowess, melee combat, carrying gear, and brute force.","fields.attributes.str.mod.name":"Strength modifier","fields.attributes.str.mod.short":"Str","fields.attributes.str.base.name":"Strength (rolled)","tags.attr.str.name":"Strength","fields.attributes.dex.score.name":"Dexterity","fields.attributes.dex.score.short":"DEX","fields.attributes.dex.score.description":"Dexterity, reflecting speed, evasion, manual dexterity, reaction time, and combat initiative.","fields.attributes.dex.mod.name":"Dexterity modifier","fields.attributes.dex.mod.short":"Dex","fields.attributes.dex.base.name":"Dexterity (rolled)","tags.attr.dex.name":"Dexterity","fields.attributes.con.score.name":"Constitution","fields.attributes.con.score.short":"CON","fields.attributes.con.score.description":"Constitution, reflecting hardiness, enduring injury, and tolerating large amounts of cyberware.","fields.attributes.con.mod.name":"Constitution modifier","fields.attributes.con.mod.short":"Con","fields.attributes.con.base.name":"Constitution (rolled)","tags.attr.con.name":"Constitution","fields.attributes.int.score.name":"Intelligence","fields.attributes.int.score.short":"INT","fields.attributes.int.score.description":"Intelligence, reflecting memory, reasoning, technical skills, and general education.","fields.attributes.int.mod.name":"Intelligence modifier","fields.attributes.int.mod.short":"Int","fields.attributes.int.base.name":"Intelligence (rolled)","tags.attr.int.name":"Intelligence","fields.attributes.wis.score.name":"Wisdom","fields.attributes.wis.score.short":"WIS","fields.attributes.wis.score.description":"Wisdom, reflecting noticing things, making judgments, reading situations, and intuition.","fields.attributes.wis.mod.name":"Wisdom modifier","fields.attributes.wis.mod.short":"Wis","fields.attributes.wis.base.name":"Wisdom (rolled)","tags.attr.wis.name":"Wisdom","fields.attributes.cha.score.name":"Charisma","fields.attributes.cha.score.short":"CHA","fields.attributes.cha.score.description":"Charisma, reflecting commanding, charming, attracting attention, and being taken seriously.","fields.attributes.cha.mod.name":"Charisma modifier","fields.attributes.cha.mod.short":"Cha","fields.attributes.cha.base.name":"Charisma (rolled)","tags.attr.cha.name":"Charisma","fields.attributes.modTotal.name":"Modifier total","fields.attributes.modTotal.description":"The modifiers of the six rolled scores summed, before Edges, Foci and cyber, for the Underdog Rule.","fields.skills.administer.level.name":"Administer","fields.skills.administer.base.name":"Administer (trained)","fields.skills.administer.credit.name":"Administer skill point credit","fields.skills.administer.level.description":"Manage an organization, handle paperwork, analyze records, and keep an institution functioning on a daily basis. Roll it for bureaucratic expertise, organizational management, legal knowledge, dealing with government agencies, and understanding how corps really work.","tags.skill.administer.name":"Administer","fields.skills.connect.level.name":"Connect","fields.skills.connect.base.name":"Connect (trained)","fields.skills.connect.credit.name":"Connect skill point credit","fields.skills.connect.level.description":"Find people who can be helpful to your purposes and get them to cooperate with you. Roll it to make useful connections with others, find people you know, know where to get illicit goods and services, and be familiar with foreign cultures and languages. You can use it in place of Talk for persuading people you find via this skill. Note that the people you meet via Connect are not necessarily inclined to work with you without a good reason; if you want reliably cooperative allies, you need Contacts.","tags.skill.connect.name":"Connect","fields.skills.drive.level.name":"Drive","fields.skills.drive.base.name":"Drive (trained)","fields.skills.drive.credit.name":"Drive skill point credit","fields.skills.drive.level.description":"Drive vehicles, sail ships, fly planes, pilot drones, and perform maintenance and basic repairs on such devices. A PC’s background may incline them to a particular kind of driving, but with some practice this skill can be applied generally.","tags.skill.drive.name":"Drive","fields.skills.exert.level.name":"Exert","fields.skills.exert.base.name":"Exert (trained)","fields.skills.exert.credit.name":"Exert skill point credit","fields.skills.exert.level.description":"Apply trained speed, strength, or stamina in some feat of physical exertion. Roll it to run, jump, lift, swim, climb, throw, and so forth. You can use it as a combat skill when throwing things, though it doesn’t qualify as a combat skill for other uses.","tags.skill.exert.name":"Exert","fields.skills.fix.level.name":"Fix","fields.skills.fix.base.name":"Fix (trained)","fields.skills.fix.credit.name":"Fix skill point credit","fields.skills.fix.level.description":"Create and repair devices both simple and complex. Your PC may be specialized in some field depending on their background, but this skill can be applied generally by most operators. Roll it to fix things, build things, and identify what something is supposed to do.","tags.skill.fix.name":"Fix","fields.skills.heal.level.name":"Heal","fields.skills.heal.base.name":"Heal (trained)","fields.skills.heal.credit.name":"Heal skill point credit","fields.skills.heal.level.description":"Employ medical and psychological treatment for the injured or disturbed. Roll it to cure diseases, stabilize the critically injured, treat psychological disorders, or diagnose illnesses. It’s also an important skill for implanting and maintaining cyberware.","tags.skill.heal.name":"Heal","fields.skills.know.level.name":"Know","fields.skills.know.base.name":"Know (trained)","fields.skills.know.credit.name":"Know skill point credit","fields.skills.know.level.description":"Know facts about academic or scientific fields. Roll it to understand academic topics, remember relevant history, solve science mysteries, and know the basic facts about rare or esoteric topics.","tags.skill.know.name":"Know","fields.skills.lead.level.name":"Lead","fields.skills.lead.base.name":"Lead (trained)","fields.skills.lead.credit.name":"Lead skill point credit","fields.skills.lead.level.description":"Convince others to also do whatever it is you’re trying to do. Talk might persuade them that following you is smart, but Lead can make them do it even when they think it’s a bad idea. Roll it to lead troops in combat, convince others to follow you, inspire employee loyalty, or maintain morale and discipline.","tags.skill.lead.name":"Lead","fields.skills.notice.level.name":"Notice","fields.skills.notice.base.name":"Notice (trained)","fields.skills.notice.credit.name":"Notice skill point credit","fields.skills.notice.level.description":"Spot anomalies or interesting facts about your environment. Roll it for searching places, detecting ambushes, spotting things, and reading the emotional state of other people.","tags.skill.notice.name":"Notice","fields.skills.perform.level.name":"Perform","fields.skills.perform.base.name":"Perform (trained)","fields.skills.perform.credit.name":"Perform skill point credit","fields.skills.perform.level.description":"Exhibit some performance skill. Roll it to dance, sing, orate, act, or otherwise put on a convincing or emotionally moving performance.","tags.skill.perform.name":"Perform","fields.skills.program.level.name":"Program","fields.skills.program.base.name":"Program (trained)","fields.skills.program.credit.name":"Program skill point credit","fields.skills.program.level.description":"Operating or hacking computing and communications hardware. Roll it to program or hack computers, control computer-operated hardware, operate communications tech, or decrypt things. Hacker PCs rely heavily on this skill.","tags.skill.program.name":"Program","fields.skills.punch.level.name":"Punch","fields.skills.punch.base.name":"Punch (trained)","fields.skills.punch.credit.name":"Punch skill point credit","fields.skills.punch.level.description":"Use it as a combat skill when fighting unarmed. If your PC means to make a habit of this rather than as a recourse of desperation, you should take the Unarmed Combatant Focus described later.","tags.skill.punch.name":"Punch","fields.skills.shoot.level.name":"Shoot","fields.skills.shoot.base.name":"Shoot (trained)","fields.skills.shoot.credit.name":"Shoot skill point credit","fields.skills.shoot.level.description":"Use it as a combat skill when using ranged weaponry, whether thrown weapons, bows, gunlinked pistols, combat rifles, or heavy artillery.","tags.skill.shoot.name":"Shoot","fields.skills.sneak.level.name":"Sneak","fields.skills.sneak.base.name":"Sneak (trained)","fields.skills.sneak.credit.name":"Sneak skill point credit","fields.skills.sneak.level.description":"Move without drawing notice. Roll it for stealth, disguise, infiltration, manual legerdemain, pickpocketing, and the physical defeating of security measures such as electronic locks.","tags.skill.sneak.name":"Sneak","fields.skills.stab.level.name":"Stab","fields.skills.stab.base.name":"Stab (trained)","fields.skills.stab.credit.name":"Stab skill point credit","fields.skills.stab.level.description":"Use it as a combat skill when wielding melee weapons, whether primitive or complex. It can also be used when throwing weapons.","tags.skill.stab.name":"Stab","fields.skills.survive.level.name":"Survive","fields.skills.survive.base.name":"Survive (trained)","fields.skills.survive.credit.name":"Survive skill point credit","fields.skills.survive.level.description":"Depending on the character’s background, this might be more a matter of street smarts and urban survival or it might be directed towards outlands bushcraft and wilderness living. Regardless of the original focus, some time and practice can allow it to be generalized by a PC.","tags.skill.survive.name":"Survive","fields.skills.talk.level.name":"Talk","fields.skills.talk.base.name":"Talk (trained)","fields.skills.talk.credit.name":"Talk skill point credit","fields.skills.talk.level.description":"Convince other people of the facts you want them to believe. What they do with that conviction may not be completely predictable. Roll it to persuade, charm, or deceive others in conversation.","tags.skill.talk.name":"Talk","fields.skills.trade.level.name":"Trade","fields.skills.trade.base.name":"Trade (trained)","fields.skills.trade.credit.name":"Trade skill point credit","fields.skills.trade.level.description":"Find what you need on the market and sell what you have. Roll it to sell or buy things, figure out where to purchase hard-to-get or illicit goods, deal with customs agents, or run a business.","tags.skill.trade.name":"Trade","fields.skills.work.level.name":"Work","fields.skills.work.base.name":"Work (trained)","fields.skills.work.credit.name":"Work skill point credit","fields.skills.work.level.description":"This is a catch-all skill for professions not represented by other skills. When you take it, pick a particular profession, such as lawyering, stevedore work, painting, or some other career. The skill then applies to performing that work or making contacts with people in its sphere.","tags.skill.work.name":"Work","fields.skills.cast.level.name":"Cast","fields.skills.cast.base.name":"Cast (trained)","fields.skills.cast.credit.name":"Cast skill point credit","fields.skills.cast.level.description":"Cast spells, know about magic, know about important magical events.","tags.skill.cast.name":"Cast","fields.skills.summon.level.name":"Summon","fields.skills.summon.base.name":"Summon (trained)","fields.skills.summon.credit.name":"Summon skill point credit","fields.skills.summon.level.description":"Summon spirits, know about magic, know about spirits and supernatural beings.","tags.skill.summon.name":"Summon","fields.skills.work.profession.name":"Work profession","bands.skill-level.untrained.name":"No skill","bands.skill-level.level-0.name":"Level-0","bands.skill-level.level-1.name":"Level-1","bands.skill-level.level-2.name":"Level-2","bands.skill-level.level-3.name":"Level-3","bands.skill-level.level-4.name":"Level-4","fields.campaign.magic.name":"Magic in the campaign","fields.campaign.magic.description":"The campaign uses the optional magic rules: the magical Edges and the Cast and Summon skills.","fields.campaign.alienation.name":"Cyberware alienation","fields.campaign.alienation.description":"The campaign uses the optional cyberware alienation rules.","fields.level.name":"Level","fields.xp.current.name":"Experience","fields.xp.track.name":"Advancement rate","fields.xp.track.description":"The fast or the slow experience table.","fields.xp.next.name":"Experience for the next level","fields.hp.rolled.name":"Rolled hit points","fields.hp.rolled.description":"The maximum hit points the dice gave, before anything changes them.","fields.hp.max.name":"Maximum hit points","fields.hp.current.name":"Hit points","fields.hp.frail.name":"Frail","fields.hp.frail.description":"Stabilized after a mortal injury: zero hit points again is death, and natural healing does nothing until a week of bed rest and care removes it.","fields.hp.dieBonus.name":"Hit point bonus per die","fields.saves.physical.name":"Physical save","fields.saves.evasion.name":"Evasion save","fields.saves.mental.name":"Mental save","fields.saves.luck.name":"Luck save","fields.combat.attackBonus.name":"Attack bonus","fields.combat.damageBonus.name":"Damage bonus","fields.combat.damageBonus.description":"Added to every hit point damage roll and to Shock.","fields.combat.traumaBonus.name":"Trauma Die bonus","fields.combat.initiative.name":"Initiative","fields.combat.move.name":"Move","fields.trauma.target.name":"Trauma Target","fields.ac.ranged.base.name":"Base Ranged AC","fields.ac.melee.base.name":"Base Melee AC","fields.ac.ranged.name":"Ranged AC","fields.ac.melee.name":"Melee AC","fields.soak.max.name":"Damage Soak","fields.soak.current.name":"Damage Soak left","fields.armor.heavy.name":"Heavy armor penalty","fields.armor.heavy.description":"Each heavy armor item puts -1 on Sneak and Exert checks.","fields.money.name":"Money","fields.lifestyle.name":"Lifestyle","fields.languages.extra.name":"Extra languages","fields.languages.extra.description":"Languages beyond the city’s lingua franca and a native tongue: one for Know or Connect at level-0, two at level-1.","fields.languages.known.name":"Languages","fields.skillPoints.unspent.name":"Unspent skill points","fields.skillPoints.perLevel.name":"Skill points per level","fields.advancement.attributeBoosts.name":"Attribute boosts bought","fields.underdog.name":"Underdog Rule","fields.underdog.description":"The character took a bonus Edge for a modifier total of -1 or less, and can’t buy attribute boosts.","fields.goal.name":"Goal","fields.foci.allowed.name":"Focus levels allowed","fields.foci.taken.name":"Focus levels","fields.enc.readied.name":"Readied encumbrance","fields.enc.stowed.name":"Stowed encumbrance","fields.enc.readiedMax.name":"Readied limit","fields.enc.stowedMax.name":"Stowed limit","fields.enc.overload.name":"Overloaded","fields.enc.overload.description":"Pushing past the limits: once (Move 7 m), or twice (Move 5 m).","fields.maintenance.max.name":"Maintenance score","fields.maintenance.max.description":"The mods the character can keep maintained.","fields.maintenance.used.name":"Mods maintained","fields.budget.vehicle.name":"Vehicle budget","fields.budget.vehicle.description":"Ace Driver’s or Roamer’s gear budget.","fields.budget.drone.name":"Drone budget","fields.budget.drone.description":"Drone Pilot’s gear budget.","fields.budget.vehicleUsed.name":"Vehicle budget spent","fields.budget.droneUsed.name":"Drone budget spent","fields.strain.cyber.name":"Implant strain","fields.strain.cyberIgnored.name":"Implant strain ignored","fields.strain.maintenanceRelief.name":"Cyberdoc maintenance relief","fields.strain.maintenanceRelief.description":"A Cyberdoc’s maintenance lowers implant strain by one point, two at Cyberdoc 2, until the next maintenance.","fields.strain.otherPermanent.name":"Other permanent strain","fields.strain.otherPermanent.description":"Permanent strain from other sources: insomnia, a linked magic item, an implant complication.","fields.strain.permanent.name":"Permanent System Strain","fields.strain.temporary.name":"Temporary System Strain","fields.strain.total.name":"System Strain","fields.strain.max.name":"Maximum System Strain","fields.cyber.wiredBudget.name":"Wired budget","fields.cyber.wiredUsed.name":"Wired budget spent","fields.alienation.permanent.name":"Permanent alienation","fields.alienation.current.name":"Alienation","fields.alienation.max.name":"Maximum alienation","fields.alienation.total.name":"Alienation","fields.drones.attackBonus.name":"Drone attack bonus","fields.drones.commandable.name":"Drones commanded","fields.hacking.deck.bonusAccess.name":"Deck bonus Access","fields.hacking.memory.max.name":"Memory","fields.hacking.cpu.name":"CPU","fields.hacking.shielding.max.name":"Shielding","fields.hacking.shielding.current.name":"Shielding left","fields.hacking.access.max.name":"Access","fields.hacking.access.spent.name":"Access spent","fields.hacking.access.current.name":"Access left","fields.hacking.datafiles.name":"Datafiles in Memory","fields.hacking.memory.used.name":"Memory used","fields.hacking.programming.max.name":"Programs maintained","fields.hacking.programming.used.name":"Programs written","fields.magic.cyberPenalty.name":"Cyberware penalty to magic","fields.effort.mage.max.name":"Mage Effort","fields.effort.mage.scene.name":"Mage Effort committed for the scene","fields.effort.mage.scene.short":"Mage scene","fields.effort.mage.day.name":"Mage Effort committed for the day","fields.effort.mage.day.short":"Mage day","fields.effort.mage.current.name":"Mage Effort left","fields.spells.preparedMax.name":"Spells prepared allowed","fields.spells.prepared.name":"Spells prepared","fields.effort.summoner.max.name":"Summoner Effort","fields.effort.summoner.scene.name":"Summoner Effort committed for the scene","fields.effort.summoner.scene.short":"Summoner scene","fields.effort.summoner.day.name":"Summoner Effort committed for the day","fields.effort.summoner.day.short":"Summoner day","fields.effort.summoner.current.name":"Summoner Effort left","fields.arts.points.name":"Art points","fields.arts.spent.name":"Art points spent","fields.arts.bonusRolls.max.name":"Bonus combat rolls","fields.arts.bonusRolls.used.name":"Bonus combat rolls used","situational.bonusRoll.name":"Martial Instinct bonus roll","situational.bonusRoll.values.none.name":"None","situational.bonusRoll.values.hit.name":"Hit roll","situational.bonusRoll.values.damage.name":"Damage roll","situational.versusMagic.name":"Against a spell or magical effect","fields.xp.track.values.fast.name":"Fast","fields.xp.track.values.slow.name":"Slow","fields.lifestyle.values.squatter.name":"Squatter ($0/month)","fields.lifestyle.values.slum.name":"Slum ($300/month)","fields.lifestyle.values.middle.name":"Middle-class ($1,000/month)","fields.lifestyle.values.fine.name":"Fine ($5,000/month)","fields.lifestyle.values.luxury.name":"Luxury ($20,000/month)","contacts.contact.name":"Contact","contacts.contact.description":"Contacts are associates the PC has acquired in their past life or potential new acquaintances they make during play. Contacts come in two levels: acquaintances and friends. Acquaintances will deal honestly with the PC, do favors for them that don't put them at risk or significant expense, and perform their professional skills on the PC's behalf. Friends will also do as much, but will undertake favors that cause them considerable risk or significant expense. Contacts will not normally go on missions with the PCs.\n\nA new PC begins play with either two acquaintances or one friend of their choice. The player should give a name to each, a brief description of their profession, and a sentence or two about how they developed the relationship. Starting Contacts should not be elite figures or major players in the setting, but capable mid-level NPCs who can provide services and favors. Some examples would include a local cyberdoc, a black-market arms dealer, a popular club owner, an HR officer at a local megacorp branch, or similar sorts.\n\nContacts can be gained and lost during play. When a PC acts in such a way as would reasonably earn a particular NPC's friendship and trust, the GM may tell the player to note that NPC down as an acquaintance or friend. In the same fashion, if the PC burns or abuses a relationship, it may downgrade a friend to an acquaintance or cost them the connection entirely. Contacts exposed to danger by a request or favor may also be killed if events turn out poorly.","units.m.name":"meters","units.m.short":"m","groups.summary.label":"Summary","groups.attributes.label":"Attributes","groups.skills.label":"Skills","groups.saves.label":"Saving throws","groups.combat.label":"Combat","groups.strain.label":"System Strain","groups.hacking.label":"Hacking","groups.magic.label":"Magic","groups.alienation.label":"Alienation","groups.possessions.label":"Possessions","groups.advancement.label":"Advancement","groups.training.label":"Training","groups.campaign.label":"Campaign options","groups.checks.label":"Checks and saves","groups.attacks.label":"Attacks","groups.combat-actions.label":"In a fight","groups.hacking-actions.label":"Programs","groups.magic-actions.label":"Spells and spirits","groups.rests.label":"Rest and recovery","groups.advancement-actions.label":"Level up","groups.creation.label":"Character creation","groups.background.label":"Background","groups.edges.label":"Edges","groups.foci.label":"Foci","groups.contacts.label":"Contacts","groups.weapons.label":"Weapons","groups.armor.label":"Armor","groups.cyberware.label":"Cyberware","groups.skillplugs.label":"Skillplugs","groups.gear.label":"Gear","groups.drugs.label":"Pharmaceuticals","groups.cyberdecks.label":"Cyberdecks","groups.programs.label":"Programs","groups.drones.label":"Drones","groups.vehicles.label":"Vehicles","groups.spells.label":"Spells","groups.arts.label":"Graced arts","groups.spirits.label":"Spirits","groups.syndromes.label":"Chrome syndromes","groups.cyberware.sections.body.name":"Body","groups.cyberware.sections.head.name":"Head","groups.cyberware.sections.skin.name":"Skin","groups.cyberware.sections.limb.name":"Limb","groups.cyberware.sections.sensory.name":"Sensory","groups.cyberware.sections.medical.name":"Medical","groups.cyberware.sections.nerve.name":"Nerve","groups.programs.sections.verb.name":"Verbs","groups.programs.sections.subject.name":"Subjects","types.background.name":"Background","types.background.fields.freeSkill.name":"Free skill","types.background.fields.freeSkill.description":"The skill the background grants at level-0.","types.background.fields.growth1.name":"Growth 1","types.background.fields.growth2.name":"Growth 2","types.background.fields.growth3.name":"Growth 3","types.background.fields.growth4.name":"Growth 4","types.background.fields.growth5.name":"Growth 5","types.background.fields.growth6.name":"Growth 6","types.background.fields.learning1.name":"Learning 1","types.background.fields.learning2.name":"Learning 2","types.background.fields.learning3.name":"Learning 3","types.background.fields.learning4.name":"Learning 4","types.background.fields.learning5.name":"Learning 5","types.background.fields.learning6.name":"Learning 6","types.background.fields.learning7.name":"Learning 7","types.background.fields.learning8.name":"Learning 8","types.edge.name":"Edge","types.edge.fields.bonusSkill.name":"Bonus skill","types.edge.fields.magic.name":"Magical","types.edge.fields.magic.description":"Only in campaigns with magic, and only for new characters.","types.edge.fields.startingItems.name":"Starting items","types.edge.fields.startingItems.description":"Content IDs of the gear the Edge brings.","types.edge.fields.startingCyber.name":"Starting cyberware","types.edge.fields.startingCyber.description":"Content IDs of the cyberware the Edge brings, installed if the character’s System Strain can take it.","types.edge.fields.startingCyberStrain.name":"Starting cyberware strain","types.edge.fields.programElements.name":"Program elements","types.edge.fields.programElements.description":"Verbs and Subjects the Edge brings.","types.edge.fields.cyberBudget.name":"Cyber budget","types.edge.fields.spells.name":"Starting spells","types.edge.fields.extraFocus.name":"Extra Focus","types.edge.fields.friendContacts.name":"Friend Contacts","types.edge.fields.asksAttribute.name":"Asks for an attribute","types.edge.fields.buysArts.name":"Buys Graced arts","types.focus.name":"Focus","types.focus.fields.maxLevel.name":"Levels","types.focus.fields.bonusSkill.name":"Bonus skill","types.focus.fields.bonusSkill2.name":"Second bonus skill","types.focus.fields.levelTwoSkill.name":"Level 2 bonus skill","types.focus.fields.startingItems.name":"Starting items","types.focus.fields.startingItems.description":"Content IDs of the gear the first level brings.","types.focus.fields.startingCyber.name":"Starting cyberware","types.focus.fields.startingCyber.description":"Content IDs of the cyberware the first level brings, installed if the character’s System Strain can take it.","types.focus.fields.startingCyberStrain.name":"Starting cyberware strain","types.focus.fields.gearBudget.name":"Gear budget","types.contact.name":"Contact","types.weapon.name":"Weapon","types.weapon.fields.cost.name":"Cost","types.weapon.fields.enc.name":"Encumbrance","types.weapon.fields.damage.name":"Damage","types.weapon.fields.skill.name":"Skill","types.weapon.fields.attribute.name":"Attribute","types.weapon.fields.rangeNormal.name":"Range","types.weapon.fields.rangeLong.name":"Long range","types.weapon.fields.magazine.name":"Magazine","types.weapon.fields.shockDamage.name":"Shock","types.weapon.fields.shockAc.name":"Shock AC","types.weapon.fields.shockAc.description":"Shock hits targets with this Melee AC or less; any AC when it has none.","types.weapon.fields.traumaDie.name":"Trauma Die","types.weapon.fields.traumaRating.name":"Trauma Rating","types.weapon.fields.attackBonus.name":"Hit bonus","types.weapon.fields.damageBonus.name":"Damage bonus","types.weapon.fields.shockBonus.name":"Shock bonus","types.weapon.fields.traumaDieBonus.name":"Trauma Die bonus","types.armor.name":"Armor","types.armor.fields.cost.name":"Cost","types.armor.fields.enc.name":"Encumbrance","types.armor.fields.kind.name":"Kind","types.armor.fields.rangedAc.name":"Ranged AC","types.armor.fields.meleeAc.name":"Melee AC","types.armor.fields.soak.name":"Damage Soak","types.armor.fields.traumaMod.name":"Trauma Target modifier","types.armor.fields.heavy.name":"Heavy","types.armor.fields.heavy.description":"Each point is -1 on Sneak and Exert checks.","types.armor.fields.obvious.name":"Obvious","types.gear.name":"Gear","types.gear.fields.cost.name":"Cost","types.gear.fields.enc.name":"Encumbrance","types.drug.name":"Pharmaceutical","types.drug.fields.cost.name":"Cost","types.drug.fields.enc.name":"Encumbrance","types.drug.fields.minHeal.name":"Minimum Heal","types.drug.fields.minHeal.description":"The Heal skill needed to administer it; none for anyone.","types.drug.fields.strain.name":"System Strain","types.drug.fields.healDice.name":"Healing","types.cyberware.name":"Cyberware","types.cyberware.fields.cost.name":"Cost","types.cyberware.fields.category.name":"Type","types.cyberware.fields.concealment.name":"Concealment","types.cyberware.fields.strain.name":"System Strain","types.cyberware.fields.eyeMod.name":"Eye mod","types.cyberware.fields.earMod.name":"Ear mod","types.cyberware.fields.triggerStrain.name":"Strain to trigger","types.cyberware.fields.baseAc.name":"Base AC","types.cyberware.fields.traumaMod.name":"Trauma Target bonus","types.skillplug.name":"Skillplug","types.skillplug.fields.cost.name":"Cost","types.skillplug.fields.plugLevel.name":"Skill level","types.syndrome.name":"Chrome syndrome","types.syndrome.fields.alienation.name":"Maximum alienation bonus","types.cyberdeck.name":"Cyberdeck","types.cyberdeck.fields.cost.name":"Cost","types.cyberdeck.fields.enc.name":"Encumbrance","types.cyberdeck.fields.bonusAccess.name":"Bonus Access","types.cyberdeck.fields.memory.name":"Memory","types.cyberdeck.fields.shielding.name":"Shielding","types.cyberdeck.fields.cpu.name":"CPU","types.program.name":"Program element","types.program.fields.cost.name":"Cost","types.program.fields.kind.name":"Kind","types.program.fields.targets.name":"Valid targets","types.program.fields.accessCost.name":"Access cost","types.program.fields.checkMod.name":"Skill check modifier","types.program.fields.subjectType.name":"Subject 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Combat","types.background.fields.learning4.values.any.name":"Any 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Combat","types.background.fields.learning5.values.any.name":"Any 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Combat","types.background.fields.learning6.values.any.name":"Any Skill","types.background.fields.learning7.values.administer.name":"Administer","types.background.fields.learning7.values.connect.name":"Connect","types.background.fields.learning7.values.drive.name":"Drive","types.background.fields.learning7.values.exert.name":"Exert","types.background.fields.learning7.values.fix.name":"Fix","types.background.fields.learning7.values.heal.name":"Heal","types.background.fields.learning7.values.know.name":"Know","types.background.fields.learning7.values.lead.name":"Lead","types.background.fields.learning7.values.notice.name":"Notice","types.background.fields.learning7.values.perform.name":"Perform","types.background.fields.learning7.values.program.name":"Program","types.background.fields.learning7.values.punch.name":"Punch","types.background.fields.learning7.values.shoot.name":"Shoot","types.background.fields.learning7.values.sneak.name":"Sneak","types.background.fields.learning7.values.stab.name":"Stab","types.background.fields.learning7.values.survive.name":"Survive","types.background.fields.learning7.values.talk.name":"Talk","types.background.fields.learning7.values.trade.name":"Trade","types.background.fields.learning7.values.work.name":"Work","types.background.fields.learning7.values.combat.name":"Any Combat","types.background.fields.learning7.values.any.name":"Any Skill","types.background.fields.learning8.values.administer.name":"Administer","types.background.fields.learning8.values.connect.name":"Connect","types.background.fields.learning8.values.drive.name":"Drive","types.background.fields.learning8.values.exert.name":"Exert","types.background.fields.learning8.values.fix.name":"Fix","types.background.fields.learning8.values.heal.name":"Heal","types.background.fields.learning8.values.know.name":"Know","types.background.fields.learning8.values.lead.name":"Lead","types.background.fields.learning8.values.notice.name":"Notice","types.background.fields.learning8.values.perform.name":"Perform","types.background.fields.learning8.values.program.name":"Program","types.background.fields.learning8.values.punch.name":"Punch","types.background.fields.learning8.values.shoot.name":"Shoot","types.background.fields.learning8.values.sneak.name":"Sneak","types.background.fields.learning8.values.stab.name":"Stab","types.background.fields.learning8.values.survive.name":"Survive","types.background.fields.learning8.values.talk.name":"Talk","types.background.fields.learning8.values.trade.name":"Trade","types.background.fields.learning8.values.work.name":"Work","types.background.fields.learning8.values.combat.name":"Any Combat","types.background.fields.learning8.values.any.name":"Any Skill","types.focus.state.level.name":"Level","types.contact.state.label.name":"Name","types.contact.state.bond.name":"Relationship","types.contact.state.about.name":"About","types.weapon.state.loaded.name":"Rounds loaded","types.armor.state.soakUsed.name":"Soak absorbed","types.cyberware.state.damaged.name":"Damaged","types.cyberware.state.wired.name":"From the Wired budget","types.cyberdeck.state.shieldingUsed.name":"Shielding absorbed","types.program.state.source.name":"Source","types.drone.state.hp.name":"Hit points","types.drone.state.focusGear.name":"Focus gear","types.vehicle.state.hp.name":"Hit points","types.vehicle.state.focusGear.name":"Focus gear","types.spell.state.prepared.name":"Prepared","types.spirit.state.label.name":"Name","types.spirit.state.form.name":"Manifestation","types.spirit.state.ritual.name":"Ritually summoned","types.contact.state.bond.values.acquaintance.name":"Acquaintance","types.contact.state.bond.values.friend.name":"Friend","types.program.state.source.values.bought.name":"Bought","types.program.state.source.values.written.name":"Written","types.program.state.source.values.edge.name":"Hacker Edge","types.spirit.state.form.values.spirit-1.name":"Spirit Form I","types.spirit.state.form.values.spirit-2.name":"Spirit Form II","types.spirit.state.form.values.spirit-3.name":"Spirit Form III","types.spirit.state.form.values.physical-1.name":"Physical Form I","types.spirit.state.form.values.physical-2.name":"Physical Form II","types.spirit.state.form.values.physical-3.name":"Physical Form III","types.weapon.block":"{damage} damage{has_rangeNormal, select, true { · {rangeNormal}/{rangeLong} m} other {}}{has_magazine, select, true { · Mag {magazine}} other {}}{has_shockDamage, select, true { · Shock {shockDamage}/{has_shockAc, select, true {AC {shockAc}} other {-}}} other {}} · {attribute_name}{has_traumaDie, select, true { · Trauma {traumaDie}/x{traumaRating}} other {}}{has_enc, select, true { · Enc {enc}} other {}} · ${cost}","types.armor.block":"{kind, select, shield {+{rangedAc} Ranged AC, +{meleeAc} Melee AC} other {Ranged AC {rangedAc}, Melee AC {meleeAc}}} · Soak {soak} · Enc {enc}{traumaMod, select, 0 {} other { · Trauma Target +{traumaMod}}}{obvious, select, true { · Obvious} other { · Subtle}} · ${cost}","types.cyberware.block":"{category_name} · {concealment_name} · System Strain {strain} · ${cost}","types.cyberdeck.block":"Bonus Access {bonusAccess} · Memory {memory} · Shielding {shielding} · CPU {cpu} · ${cost}","types.drone.block":"AC {ac} · TT {traumaTarget} · HP {hp} · Fittings {fittings} · {move} m {moveKind_name} · Hardpoints {hardpoints}{has_enc, select, true { · Enc {enc}} other {}} · ${cost}","types.vehicle.block":"Speed {speed} · Armor {armor} · TT {traumaTarget} · AC {ac} · HP {hp} · Crew {crew} · Power {power} · Mass {mass} · {size_name} · Hardpoints {hardpoints} · ${cost}","types.program.block":"{kind, select, verb {Verb · {targets_name} · Access {accessCost}} other {Subject · {subjectType_name}}} · ${cost}","types.spell.block":"Effort: {effort_name} · Duration: {duration_name}","types.art.block":"{cost, plural, one {# art point} other {# art points}}","types.drug.block":"${cost}{has_minHeal, select, true { · Heal-{minHeal}} other {}}","types.gear.block":"${cost}{has_enc, select, true { · Enc {enc}} other {}}","types.program.fields.targets.values.device.name":"Device","types.program.fields.targets.values.cyber.name":"Cyber","types.program.fields.targets.values.data.name":"Data","types.program.fields.targets.values.avatar.name":"Avatar","types.program.fields.targets.values.program.name":"Program","rules.choices.background.prompt":"Background","rules.choices.edge.prompt":"{slot, select, 5 {Edge (5th level)} other {Edge}}","rules.choices.underdog-edge.prompt":"Underdog Rule bonus 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has","constraints.wired-budget":"Cyber from the Wired Edge costs more than $200,000","followUps.level-up.name":"Level up","followUps.gain-focus.name":"Gain a Focus level","actions.skill-check.name":"Skill check","actions.skill-check.description":"2d6 plus the skill level and an attribute modifier against a difficulty.","actions.skill-check.params.skill.name":"Skill","actions.skill-check.params.attribute.name":"Attribute","actions.skill-check.params.attribute.values.str.name":"Strength","actions.skill-check.params.attribute.values.dex.name":"Dexterity","actions.skill-check.params.attribute.values.con.name":"Constitution","actions.skill-check.params.attribute.values.int.name":"Intelligence","actions.skill-check.params.attribute.values.wis.name":"Wisdom","actions.skill-check.params.attribute.values.cha.name":"Charisma","actions.skill-check.params.difficulty.name":"Difficulty","actions.skill-check.params.modifier.name":"Modifier","actions.skill-check.results.success.name":"Success","actions.skill-check.results.failure.name":"Failure","actions.skill-check.results.rolled.name":"Rolled","actions.skill-check.steps.check.name":"Skill check","actions.saving-throw.name":"Saving throw","actions.saving-throw.description":"1d20 equal or over the save target.","actions.saving-throw.params.save.name":"Save","actions.saving-throw.params.save.values.physical.name":"Physical","actions.saving-throw.params.save.values.evasion.name":"Evasion","actions.saving-throw.params.save.values.mental.name":"Mental","actions.saving-throw.params.save.values.luck.name":"Luck","actions.saving-throw.params.modifier.name":"Modifier","actions.saving-throw.results.success.name":"Saved","actions.saving-throw.results.failure.name":"Failed","actions.saving-throw.steps.save.name":"Saving throw","actions.initiative.name":"Initiative","actions.initiative.results.rolled.name":"Rolled","actions.initiative.steps.roll.name":"Initiative","actions.end-scene.name":"End of the scene","actions.end-scene.results.ended.name":"Scene ended","actions.end-scene.description":"Damage Soak and deck Shielding refresh, and Effort Committed for the scene returns.","actions.rest.name":"Night’s rest","actions.rest.results.rested.name":"Rested","actions.rest.description":"Hit points equal to the level (not while Frail), one System Strain, Effort Committed for the day and the day’s Access.","actions.first-aid.name":"First aid","actions.first-aid.results.healed.name":"Healed","actions.first-aid.description":"A medic heals 1d6 plus their Heal skill (1d6-1 without one), adding one System Strain.","actions.first-aid.params.healerSkill.name":"Medic’s Heal skill","actions.first-aid.steps.heal.name":"Healing","actions.major-injury.name":"Major Injury","actions.major-injury.description":"Roll 1d12 on the Major Injury table.","actions.major-injury.params.modifier.name":"Modifier","actions.major-injury.results.rolled.name":"Rolled","actions.major-injury.steps.roll.name":"Major Injury","actions.attack.name":"Attack","actions.attack.description":"Roll to hit, then damage, the Trauma Die and Shock.","actions.attack.params.attribute.name":"Attribute","actions.attack.params.attribute.values.str.name":"Strength","actions.attack.params.attribute.values.dex.name":"Dexterity","actions.attack.params.attribute.values.wis.name":"Wisdom","actions.attack.params.thrown.name":"Thrown","actions.attack.params.burst.name":"Burst fire","actions.attack.params.lethal.name":"Lethal","actions.attack.params.targetAc.name":"Target’s AC","actions.attack.params.targetTrauma.name":"Target’s Trauma Target","actions.attack.params.modifier.name":"Modifier","actions.attack.results.hit.name":"Hit","actions.attack.results.miss.name":"Miss","actions.attack.results.rolled.name":"Rolled","actions.attack.steps.hit.name":"Hit roll","actions.attack.steps.damage.name":"Damage","actions.attack.steps.trauma.name":"Trauma Die","actions.reload.name":"Reload","actions.reload.results.reloaded.name":"Reloaded","actions.use-drug.name":"Take a dose","actions.use-drug.results.applied.name":"Applied","actions.use-drug.params.healerSkill.name":"Medic’s Heal skill","actions.use-drug.steps.heal.name":"Healing","actions.trigger-cyber.name":"Trigger","actions.trigger-cyber.results.triggered.name":"Triggered","actions.run-program.name":"Run program","actions.run-program.description":"Pair this Verb with a Subject in Memory, pay its Access and roll Int/Program against the security difficulty.","actions.run-program.params.difficulty.name":"Security difficulty","actions.run-program.params.wireless.name":"Wireless connection","actions.run-program.params.crown.name":"Through a VR crown","actions.run-program.params.modifier.name":"Modifier","actions.run-program.results.success.name":"Success","actions.run-program.results.failure.name":"Failure","actions.run-program.results.rolled.name":"Rolled","actions.run-program.steps.check.name":"Program check","actions.run-program.steps.subject.prompt":"Subject","actions.cast-spell.name":"Cast","actions.cast-spell.description":"Commit Effort and cast the spell, or overcast it.","actions.cast-spell.params.commit.name":"Commit Effort for","actions.cast-spell.params.commit.values.scene.name":"The scene","actions.cast-spell.params.commit.values.day.name":"The day","actions.cast-spell.params.overcast.name":"Overcast","actions.cast-spell.results.cast.name":"Cast","actions.cast-spell.results.overcast.name":"Overcast","actions.cast-spell.steps.overcasting.name":"Overcasting","actions.summon-spirit.name":"Summon a spirit","actions.summon-spirit.results.summoned.name":"Summoned","actions.summon-spirit.description":"Commit Summoner Effort for the day: one per power, less one for a ritual summoning, less the Summon skill, plus one per immediate summoning already this scene.","actions.summon-spirit.params.earlier.name":"Immediate summonings already this scene","actions.level-up.name":"Level 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skill.","actions.improve-skill.params.skill.name":"Skill","actions.improve-skill.params.skill.values.administer.name":"Administer","actions.improve-skill.params.skill.values.connect.name":"Connect","actions.improve-skill.params.skill.values.drive.name":"Drive","actions.improve-skill.params.skill.values.exert.name":"Exert","actions.improve-skill.params.skill.values.fix.name":"Fix","actions.improve-skill.params.skill.values.heal.name":"Heal","actions.improve-skill.params.skill.values.know.name":"Know","actions.improve-skill.params.skill.values.lead.name":"Lead","actions.improve-skill.params.skill.values.notice.name":"Notice","actions.improve-skill.params.skill.values.perform.name":"Perform","actions.improve-skill.params.skill.values.program.name":"Program","actions.improve-skill.params.skill.values.punch.name":"Punch","actions.improve-skill.params.skill.values.shoot.name":"Shoot","actions.improve-skill.params.skill.values.sneak.name":"Sneak","actions.improve-skill.params.skill.values.stab.name":"Stab","actions.improve-skill.params.skill.values.survive.name":"Survive","actions.improve-skill.params.skill.values.talk.name":"Talk","actions.improve-skill.params.skill.values.trade.name":"Trade","actions.improve-skill.params.skill.values.work.name":"Work","actions.improve-skill.params.skill.values.cast.name":"Cast","actions.improve-skill.params.skill.values.summon.name":"Summon","actions.improve-skill.results.improved.name":"Improved","actions.improve-skill.results.refused.name":"Not 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skill","actions.gain-skill.params.code.name":"Skill","actions.gain-skill.params.code.values.administer.name":"Administer","actions.gain-skill.params.code.values.connect.name":"Connect","actions.gain-skill.params.code.values.drive.name":"Drive","actions.gain-skill.params.code.values.exert.name":"Exert","actions.gain-skill.params.code.values.fix.name":"Fix","actions.gain-skill.params.code.values.heal.name":"Heal","actions.gain-skill.params.code.values.know.name":"Know","actions.gain-skill.params.code.values.lead.name":"Lead","actions.gain-skill.params.code.values.notice.name":"Notice","actions.gain-skill.params.code.values.perform.name":"Perform","actions.gain-skill.params.code.values.program.name":"Program","actions.gain-skill.params.code.values.punch.name":"Punch","actions.gain-skill.params.code.values.shoot.name":"Shoot","actions.gain-skill.params.code.values.sneak.name":"Sneak","actions.gain-skill.params.code.values.stab.name":"Stab","actions.gain-skill.params.code.values.survive.name":"Survive","actions.gain-skill.params.code.values.talk.name":"Talk","actions.gain-skill.params.code.values.trade.name":"Trade","actions.gain-skill.params.code.values.work.name":"Work","actions.gain-skill.params.code.values.cast.name":"Cast","actions.gain-skill.params.code.values.summon.name":"Summon","actions.gain-skill.params.code.values.combat.name":"Any Combat","actions.gain-skill.params.code.values.any.name":"Any Skill","actions.gain-skill.params.code.values.punch-stab.name":"Punch or Stab","actions.gain-skill.params.code.values.noncombat.name":"A non-combat skill","actions.gain-skill.params.random.name":"Random picks","actions.gain-skill.results.raised.name":"Skill raised","actions.gain-skill.results.points.name":"Skill points spent","actions.gain-skill.steps.skill.prompt":"Skill","actions.gain-skill.options.administer.name":"Administer","actions.gain-skill.options.connect.name":"Connect","actions.gain-skill.options.drive.name":"Drive","actions.gain-skill.options.exert.name":"Exert","actions.gain-skill.options.fix.name":"Fix","actions.gain-skill.options.heal.name":"Heal","actions.gain-skill.options.know.name":"Know","actions.gain-skill.options.lead.name":"Lead","actions.gain-skill.options.notice.name":"Notice","actions.gain-skill.options.perform.name":"Perform","actions.gain-skill.options.program.name":"Program","actions.gain-skill.options.punch.name":"Punch","actions.gain-skill.options.shoot.name":"Shoot","actions.gain-skill.options.sneak.name":"Sneak","actions.gain-skill.options.stab.name":"Stab","actions.gain-skill.options.survive.name":"Survive","actions.gain-skill.options.talk.name":"Talk","actions.gain-skill.options.trade.name":"Trade","actions.gain-skill.options.work.name":"Work","actions.gain-skill.options.cast.name":"Cast","actions.gain-skill.options.summon.name":"Summon","actions.gain-attribute.name":"Gain an attribute bonus","actions.gain-attribute.results.raised.name":"Raised","actions.gain-attribute.params.code.name":"Bonus","actions.gain-attribute.params.code.values.any-stat-1.name":"+1 Any Stat","actions.gain-attribute.params.code.values.physical-2.name":"+2 Physical","actions.gain-attribute.params.code.values.mental-2.name":"+2 Mental","actions.gain-attribute.params.random.name":"Random picks","actions.gain-attribute.steps.boost.prompt":"Attribute bonus","actions.gain-focus.name":"Gain a Focus level","actions.gain-focus.params.random.name":"Random picks","actions.gain-focus.results.gained.name":"Gained","actions.gain-focus.steps.mode.prompt":"Focus","actions.gain-focus.steps.focus.prompt":"New Focus","actions.gain-focus.steps.raised.prompt":"Focus to raise","actions.gain-focus.steps.specialty.prompt":"Specialist skill","actions.gain-focus.steps.attribute.prompt":"All Natural attribute","actions.gain-focus.options.new.name":"A new Focus","actions.gain-focus.options.raise.name":"The second level of a Focus","actions.gain-focus.options.administer.name":"Administer","actions.gain-focus.options.connect.name":"Connect","actions.gain-focus.options.drive.name":"Drive","actions.gain-focus.options.exert.name":"Exert","actions.gain-focus.options.fix.name":"Fix","actions.gain-focus.options.heal.name":"Heal","actions.gain-focus.options.know.name":"Know","actions.gain-focus.options.lead.name":"Lead","actions.gain-focus.options.notice.name":"Notice","actions.gain-focus.options.perform.name":"Perform","actions.gain-focus.options.program.name":"Program","actions.gain-focus.options.sneak.name":"Sneak","actions.gain-focus.options.survive.name":"Survive","actions.gain-focus.options.talk.name":"Talk","actions.gain-focus.options.trade.name":"Trade","actions.gain-focus.options.work.name":"Work","actions.gain-focus.options.str.name":"Strength","actions.gain-focus.options.dex.name":"Dexterity","actions.gain-focus.options.con.name":"Constitution","actions.gain-focus.options.int.name":"Intelligence","actions.gain-focus.options.wis.name":"Wisdom","actions.gain-focus.options.cha.name":"Charisma","actions.gain-edge.name":"Gain an Edge","actions.gain-edge.params.choice.name":"Edge choice","actions.gain-edge.params.choice.values.edge-1.name":"First Edge","actions.gain-edge.params.choice.values.edge-2.name":"Second Edge","actions.gain-edge.params.choice.values.edge-5.name":"5th-level Edge","actions.gain-edge.params.choice.values.underdog-edge.name":"Underdog Edge","actions.gain-edge.params.random.name":"Random picks","actions.gain-edge.results.closed.name":"Not open","actions.gain-edge.results.gained.name":"Gained","actions.gain-edge.steps.edge.prompt":"Edge","actions.gain-edge.steps.attribute.prompt":"Prodigy attribute","actions.gain-edge.steps.programs.prompt":"Program elements","actions.gain-edge.steps.spells.prompt":"Starting spells","actions.gain-edge.steps.arts.prompt":"Graced arts","actions.gain-edge.options.str.name":"Strength","actions.gain-edge.options.dex.name":"Dexterity","actions.gain-edge.options.int.name":"Intelligence","actions.gain-edge.options.wis.name":"Wisdom","actions.gain-edge.options.cha.name":"Charisma","actions.acquire-focus-gear.name":"Acquire focus gear","actions.acquire-focus-gear.results.acquired.name":"Acquired","actions.acquire-focus-gear.params.kind.name":"Gear","actions.acquire-focus-gear.params.kind.values.vehicle.name":"Vehicles","actions.acquire-focus-gear.params.kind.values.drone.name":"Drones","actions.acquire-focus-gear.params.random.name":"Random picks","actions.acquire-focus-gear.steps.vehicle.prompt":"Vehicle","actions.acquire-focus-gear.steps.vehicles.prompt":"More vehicles","actions.acquire-focus-gear.steps.drone.prompt":"Drone","actions.acquire-focus-gear.steps.drones.prompt":"More drones","actions.acquire-wired-cyber.name":"Acquire Wired cyber","actions.acquire-wired-cyber.results.acquired.name":"Acquired","actions.acquire-wired-cyber.params.random.name":"Random picks","actions.acquire-wired-cyber.steps.cyber.prompt":"Cyberware","actions.create-character.name":"Create a character","actions.create-character.params.random.name":"Random picks","actions.create-character.results.created.name":"Created","actions.create-character.steps.str.name":"Strength","actions.create-character.steps.dex.name":"Dexterity","actions.create-character.steps.con.name":"Constitution","actions.create-character.steps.int.name":"Intelligence","actions.create-character.steps.wis.name":"Wisdom","actions.create-character.steps.cha.name":"Charisma","actions.create-character.steps.roll1.name":"Background roll","actions.create-character.steps.roll2.name":"Background roll","actions.create-character.steps.roll3.name":"Background roll","actions.create-character.steps.hp.name":"Hit points","actions.create-character.steps.method.prompt":"Attributes","actions.create-character.steps.substitute.prompt":"Make one score 14","actions.create-character.steps.array.prompt":"Assign the array","actions.create-character.steps.background.prompt":"Background","actions.create-character.steps.skillMethod.prompt":"Background skills","actions.create-character.steps.table1.prompt":"Table for the first roll","actions.create-character.steps.table2.prompt":"Table for the second roll","actions.create-character.steps.table3.prompt":"Table for the third roll","actions.create-character.steps.pick1.prompt":"First Learning pick","actions.create-character.steps.pick2.prompt":"Second Learning pick","actions.create-character.steps.underdog.prompt":"Underdog Rule","actions.create-character.steps.contacts.prompt":"Contacts","actions.create-character.steps.freeItemKind.prompt":"Free item (up to $1,000)","actions.create-character.steps.freeWeapon.prompt":"Weapon","actions.create-character.steps.freeArmor.prompt":"Armor","actions.create-character.steps.freeGear.prompt":"Gear","actions.create-character.steps.freeCyberdeck.prompt":"Cyberdeck","actions.create-character.steps.freeDrone.prompt":"Drone","actions.create-character.options.roll.name":"Roll","actions.create-character.options.array.name":"Assign 14, 12, 11, 10, 9, 7","actions.create-character.options.none.name":"Keep the rolls","actions.create-character.options.str.name":"Strength","actions.create-character.options.dex.name":"Dexterity","actions.create-character.options.con.name":"Constitution","actions.create-character.options.int.name":"Intelligence","actions.create-character.options.wis.name":"Wisdom","actions.create-character.options.cha.name":"Charisma","actions.create-character.options.pick.name":"Pick two from Learning","actions.create-character.options.growth.name":"Growth (d6)","actions.create-character.options.learning.name":"Learning (d8)","actions.create-character.options.administer.name":"Administer","actions.create-character.options.connect.name":"Connect","actions.create-character.options.drive.name":"Drive","actions.create-character.options.exert.name":"Exert","actions.create-character.options.fix.name":"Fix","actions.create-character.options.heal.name":"Heal","actions.create-character.options.know.name":"Know","actions.create-character.options.lead.name":"Lead","actions.create-character.options.notice.name":"Notice","actions.create-character.options.perform.name":"Perform","actions.create-character.options.program.name":"Program","actions.create-character.options.punch.name":"Punch","actions.create-character.options.shoot.name":"Shoot","actions.create-character.options.sneak.name":"Sneak","actions.create-character.options.stab.name":"Stab","actions.create-character.options.survive.name":"Survive","actions.create-character.options.talk.name":"Talk","actions.create-character.options.trade.name":"Trade","actions.create-character.options.work.name":"Work","actions.create-character.options.combat.name":"Any Combat","actions.create-character.options.take.name":"Take a bonus Edge","actions.create-character.options.decline.name":"Decline","actions.create-character.options.acquaintances.name":"Two Acquaintances","actions.create-character.options.friend.name":"One Friend","actions.create-character.options.weapon.name":"A weapon","actions.create-character.options.armor.name":"Armor","actions.create-character.options.gear.name":"Gear","actions.create-character.options.cyberdeck.name":"A cyberdeck","actions.create-character.options.drone.name":"A drone","actions.create-character.description":"Attributes, background, skills, Edges, a Focus, hit points, Contacts and gear.","bands.check.success.name":"Success","bands.check.failure.name":"Failure","bands.save.success.name":"Saved","bands.save.failure.name":"Failed","bands.hit.hit.name":"Hit","bands.hit.miss.name":"Miss","bands.trauma.traumatic.name":"Traumatic Hit","bands.trauma.none.name":"No Traumatic Hit","bands.overcast.death.name":"Instant death","bands.overcast.mortal.name":"Mortally wounded","bands.overcast.unconscious.name":"4 System Strain, unconscious","bands.overcast.stunned.name":"2 System Strain, stunned","bands.overcast.dazed.name":"1 System Strain, lose next Main Action","bands.overcast.strained.name":"1 System Strain","bands.major-injury.death.name":"Instant Death","bands.major-injury.internal.name":"Internal Damage","bands.major-injury.brain.name":"Brain Damage","bands.major-injury.eye.name":"Eye Damage","bands.major-injury.gut.name":"Gut Wound","bands.major-injury.right-leg.name":"Right Leg Ruined","bands.major-injury.left-leg.name":"Left Leg Ruined","bands.major-injury.right-arm.name":"Right Arm Ruined","bands.major-injury.left-arm.name":"Left Arm Ruined","bands.major-injury.system.name":"System Damage","bands.major-injury.flesh-wound.name":"Just a Flesh Wound","tags.attribute.name":"Attribute","tags.attribute-base.name":"Rolled attribute","tags.attribute-score-mod.name":"Score modifier","tags.attribute-mod.name":"Attribute modifier","tags.attribute-mod-bonus.name":"Modifier bonus","tags.attribute-mod-cap.name":"Modifier cap","tags.attr.name":"Attribute","tags.skill.name":"Skill","tags.skill-base.name":"Trained skill","tags.save.name":"Saving throw","tags.save.physical.name":"Physical save","tags.save.evasion.name":"Evasion save","tags.save.mental.name":"Mental save","tags.save.luck.name":"Luck save","tags.check.name":"Check","tags.skill-check.name":"Skill check","tags.skill-dice.name":"Skill check dice","tags.attack.name":"Attack","tags.attack.melee.name":"Melee attack","tags.attack.ranged.name":"Ranged attack","tags.attack.attribute.name":"Attribute","tags.attack.skill.name":"Combat skill","tags.attack.burst.name":"Burst fire","tags.damage.name":"Damage","tags.damage.melee.name":"Melee damage","tags.damage.ranged.name":"Ranged damage","tags.damage.attribute.name":"Attribute","tags.damage.burst.name":"Burst fire","tags.damage.punch.name":"Punch skill","tags.damage.skill.name":"Combat skill","tags.trauma.name":"Trauma Die","tags.initiative.name":"Initiative","tags.hit-points.name":"Hit points","tags.healing.name":"Healing","tags.first-aid.name":"First aid","tags.major-injury.name":"Major Injury","tags.overcast.name":"Overcasting","tags.creation.name":"Creation","tags.creation.item.name":"Free starting item","tags.creation.gear.name":"Starting money","tags.creation.finish.name":"Creation finish","tags.building.name":"Character building","tags.advancement.name":"Advancement","tags.advancement.level.name":"New level","tags.skill-pick.name":"Skill pick","tags.focus-pick.name":"Focus pick","tags.edge-pick.name":"Edge pick","tags.reload.name":"Reload","tags.drug.name":"Pharmaceutical","tags.cyber.name":"Cyberware","tags.hacking.name":"Hacking","tags.magic.name":"Magic","tags.spell.name":"Spell","tags.summoning.name":"Summoning","tags.rest.name":"Rest","tags.rest.night.name":"Night's rest","tags.rest.scene.name":"Scene end","tags.injury.name":"Injury","tags.armor.name":"Armor","tags.armor.heavy.name":"Heavy armor","tags.damage.weapon.name":"Weapon damage","tags.damage.nonlethal.name":"Non-lethal","tags.damage.traumatic.name":"Traumatic Hit","tags.damage.cyberspace.name":"Cyberspace damage","tags.damage.direct.name":"Direct damage","tags.standard.name":"Standard","tags.repeatable.name":"Repeatable","tags.asks-attribute.name":"Asks for an attribute","tags.brings-cyber.name":"Brings cyberware","tags.bars-cyber.name":"Bars cyberware","tags.not-underdog.name":"Not under the Underdog Rule","tags.retroactive-points.name":"Retroactive skill points","tags.restricted.name":"Restricted","tags.worn.name":"No Encumbrance while worn","tags.vr-crown.name":"VR crown","tags.firearm.name":"Firearm","tags.melee.name":"Melee","tags.unarmed.name":"Unarmed","tags.thrown.name":"Thrown","tags.grenade.name":"Grenade","tags.heavy.name":"Heavy weapon","tags.implant.name":"Implant","tags.burst.name":"Burst fire","tags.suppress.name":"Suppressive fire","tags.braced.name":"Needs a firing rest","tags.quick-reload.name":"Quick reload","tags.two-handed.name":"Two-handed","tags.nonlethal.name":"Non-lethal","tags.anti-vehicle.name":"Traumatic Hits on vehicles","tags.launcher.name":"Launcher","tags.indirect.name":"Indirect fire","tags.trap.name":"Trap","tags.special.name":"Special","tags.vehicle-mounted.name":"Vehicle-mounted","tags.body-blades.name":"Body Blades","tags.blade.name":"Bladed","tags.cranial-jack.name":"Cranial jack","tags.gunlink.name":"Gunlink","tags.cybereyes.name":"Cybereyes","tags.cyberears.name":"Cyberears","tags.dermal-armor.name":"Dermal Armor","tags.self-terminating.name":"Self-terminating","tags.portable.name":"Man-portable","tags.flying.name":"Flying","tags.armored.name":"Armored","tags.armored-heavy.name":"Heavily armored","tags.alacrity.name":"Alacrity","tags.restricted.description":"Needs a relevant Contact or some other special opportunity to buy.","tags.burst.description":"Burst fire spends three rounds for +2 to hit and damage.","tags.suppress.description":"Can fire to suppress, braced or prone, or from a vehicle or fixed position.","tags.braced.description":"Without a stationary rest, its statistics are a regular rifle’s.","tags.quick-reload.description":"Reloads with a Move action, or On Turn with Shoot-1.","tags.anti-vehicle.description":"Its Trauma Die can inflict Traumatic Hits on drones, vehicles and other machines.","tags.self-terminating.description":"Returns its CPU slot immediately after it runs."};
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