1) Your Perception pool is equal to your intelligence + willpower/2.
2) Magical Countermagic against effects you have no way of knowing about (mind probe by an invisible assassin, influence, etc.) is reflexive, but you are not aware of it. You can only use one half of your magic pool to defend angainst such attacks.
3) For every point an attack's power is reduced below 0 by armor and other effects, you may spend one combat pool die to automatically soak it.
4) A complex combat action can be used to dodge, using athletics with a basic difficulty of 4. As with all tests, you may default to Quickness but the base difficulty increases to 8. Additional modifiers include: +1 for every attack against you so far in the round, how readily available cover is (+1 if you have to walk to it, +4 if you're in an empty parking lot surrounded by chainlink fences), wound penalties etc. By declaring a full dodge you can roll athletics for every shot fired at you, and you can use your combat pool to support it.
6) Starting characters are given their essence in Karma Pool, minimum 1. Mages get half their Essence.
7) Multiple cyberlimbs add half the strength of the weaker limb to the power of unarmed attacks.
8) Cyberlimbs often carry more cyberware with less Essence cost.
9) Deadlier overdamage: every two net combat successes over deadly stage a wound's power up by one. Beware!
10) Maximum Rate of Fire: 3 for a burst, 6 for a high-velocity gun (Ingram 100, etc.), 10 for Full Auto, 15 for an electric gun (Vindicator Minigun, etc.), 18 for a High Velocity full auto.
11) Strength 6 - 11 grants 1 r.c., 12 - 18 grants 2 recoil compensation.
12)"Glitches" occur when half a dice pool comes up ones. Beware!
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