Features¶
Type to filter:
| Name | Description |
|---|---|
| Ash Cloud | You move blind through data smoke and security ghosts. Obscures architecture; hack rolls suffer -1 until cleared. |
| Battle-bonded | If you and your Primary Drone are within Very Close, as a Reaction Spend 1 Hope to give you both +2 Evasion for 1 adversary’s attack |
| Become one with the Matrix | Once per long rest, you delve so deeply, that you can almost see the System as a whole from the inside. Start a counter at your Tier level (which by the time you are at Mastery, will be a d8 or d10). While that counter is in effect:
Tick down the die by 1 for each Action you take. |
| Black ICE | It doesn’t defend the system—it defends itself. Deals direct neural damage (Stress or HP) on failed hack attempts. |
| Boom baby | Detonate any Device you Control within Very Far. All targets within Very Close of the targeted Device must make a Reaction Roll (13). Targets who fail take d8+2 physical damage using your Proficiency. Targets who succeed take half damage. |
| Brainstorm | Every sound becomes light. Every color screams. On first contact, floods your neural link with raw sensory data; roll Fear or mark Stress. |
| Calm in the storm | All allies within Close of you can Spend 1 Hope as a Reaction to grant themselves +2 Evasion. |
| Chaos wave | All adversaries within Very Close must Mark 1 Stress |
| Coming through | Once per rest, Mark 1 Stress per ICE on a Device you are attempting to Control. Make a Spellcasting (Hacking) roll against each ICE at +2. Any ICE you succeed against are removed from the Device. Raise the System Alert by 1 for each ICE you fail against. You cannot stop rolling until all the ICE have been rolled against. |
| Daemon Host | It speaks your syntax and calls you by your old handle. Spawns a self-aware daemon that hunts you across systems until destroyed or appeased. |
| Data Hound | A blinking icon follows you across subnets—and it’s learning. Marks and traces your signature, alerting other nodes as you move. |
| Destructive Interference | Once per session, reduce the size of one area of effect. |
| Detect anomaly | You are highly attuned to the presence of effects that attempt to alter the local Resonance. Spend an action concentrating to detect if there are any anomalies within Close. Spend at least 1 minute concentrating to detect information about any anomalies within Very Close – you may ask the GM up to 3 yes/no questions about an resonance field disturbance you detect and examine in this way. |
| Digital Awareness | Spotlight an Action to become aware of any digital signal within Very Close. Spend 1 Hope to extend the range to within Close. Mark 1 Stress to extend the range to within Far. This alerts you to the devices’ presence, type, and whether they are hardened or unharden- |
| Digital wasteland | You are on fire and a little out of control.
|
| Disorientation | Spend 2 Hope - all adversaries within Very Close are disoriented and gain -2 Evasion until the GM spends 2 Fear to end the effect. |
| Don't worry, that was just a glitch | Once per Scene, Mark 1 Stress to reduce the System Alert level by 1. |
| Driving expert | All Driving checks are +1. |
| Drone control | Mark 1 Stress to target 1 drone within Far and make a Knowledge check against the drone’s Difficulty. On success, you may immediately use that drone to perform an Action. The drone remains under your control until the GM Spends 1 Fear. |
| Dual wielding | If you are wielding a Melee weapon and gun (both of which must be one-handed), Spend 3 Hope to make an attack with each against different targets. = |
| Eclipse Wall | The world outside goes silent—you’re inside the machine now. Cuts external connections; you are alone until it drops. |
| Expert maneuver | Spend 3 Hope to negate any Driving Environment Event. |
| Fast car | You start with a car that grants you +1 on all Driving checks (when you are driving that car) |
| Feedback Loop | When an ally fails a roll, as a Reaction, Spend 1 Hope to make a Spellcasting (15) and on a success turn their failure it into a Success with Fear. |
| Field collapse | Once per scene, cancel one magical effect. Spend 1 Hope per Tier of the originating adversary. |
| Firewall Hydra | Cut off one head—wake three daemons. Bypassing one layer spawns two new subroutines. |
| Focused aggression | Spend 3 Hope to gain +2 to either all attacks made by Melee weapons or all attacks made by guns until the end of the Scene. |
| Fractal Surge | Once per scene, unleash a burst of raw probability. o All Devices within Very Close gain -2 to their Hacking Difficulty o All adversary electronic systems gain Disadvantage on their attack rolls until the GM spends 1 Fear to end that effect. |
| Frostline | Packets crawl. Time dilates. The grid grows glacial. Freezes the network; all hack rolls suffer Disadvantage until thawed. |
| Get behind me | Once per Scene, as a Reaction, when an adversary makes a successful attack on an ally within Close, move immediately to position your token within Melee of your ally and between the adversary and the ally (moving one of them if necessary). The attack is now successful on you instead of your ally. |
| Grinder | The system eats your focus one grain at a time. Erodes Hope or reduces Stress recovery for the rest of the Scene. |
| Gun trainer | As a downtime action you train each of your allies to better use their guns. |
| Hacking Insight | Spend 3 Hope to convert a Hacking failure into a Hacking success on one Infiltrate or Control roll. |
| Harmonic Reversion | Once per scene, as a Reaction, when an ally within Close would Mark 1 Stress, you Mark 1 Stress instead. |
| Heaven’s Gate | You don’t hack it—you plead your case. Sentient ICE that negotiates, tempts, and judges intruders rather than simply blocking. |
| Heavy Ordinance | You are able to use any type of weaponry including heavy military ordinance that no other PC can normally use. |
| Inspired Driving | Spend 3 Hope to convert a Driving failure into a Driving success. |
| Interference | Spend 3 Hope to disrupt electronics within Close. Set a d4 to a value of 4 and decrement each time you take a Reaction to have one of the following effects:
|
| I’ve driven this before | +2 on any Driving check, regardless of what you are driving. |
| I’ve seen this model before | Spend 1 Hope and make an Infiltration roll at +2.
|
| Joined at the hip | One per long rest, if you and your Primary Drone are within Close of each other, when damage from an attack would Mark either of your last Hit Point, you or your Primary Drone can move to the other’s side and Mark the Hit Point instead. |
| Kick open the front door | Spend 1 Hope to gain +4 on your first Control roll against a device if and only if you have not made an Analysis check on it. On a result of:o Succeed with Hope - gain Control (access to all actions) and don’t raise the System alert level.o Succeed with Fear – gain Control (access to all actions) and raise the System alert level 1 step.o Fail with Hope or Fear – don’t gain ontrol and raise the System alert level 2 steps. |
| Kraken ICE | Your drone pivots its gun toward you and waits. Attempts to seize control of your cyberware or drones for one Scene. |
| Lethal Combo | Mark 1 StressMark 1 Stress for you and your Primary Drone both to take an action during a Spotlight |
| Lock on | |
| Mirror Maze | You’re not lost in code—the code is lost in you. Spawns fake nodes and recursive logins; wastes time and Hope. |
| Need for speed | Spend 3 Hope to make 2 Drive checks whenever you are Spotlighted during a Chase. |
| Neural Ripper | It burns your nerves before you even see it. Targets wetware directly; roll physical defense or mark HP instead of Stress. |
| Now you see me, now you don’t | Once per Short Rest, after failing on an Infiltration roll, Mark 1 Stress to cause the ICE to react as if you had not made the Infiltration roll at all. |
| Overseer Protocol | You feel the CEO’s signature pulsing in every file. Forces compliance mode; all hacking penalties are doubled until root is restored. |
| Power Up | Spend 3 Hope when your Primary Drone succeeds on an Attack to have your Primary Drone attack one additional adversaries within Far. |
| Primary Drone | The Primary Drone is quite similar to the Ranger Companion, but with a few differences. Take the Decker Primary Drone sheet and fill it out.
|
| Primary Drone upgrade - +1 Mod | Your Primary Drone is versitile! - +1 Mod slot |
| Primary Drone upgrade - additional upgrade | Choose an additional upgrade for your Primary Drone |
| Primary Drone upgrade - dmg threshold and upgrade | Your Primary Drone is tougher now - damage thresholds of 9 / 15. Also, choose an additional upgrade for your Primary Drone |
| Primary Drone upgrade - Evasion 12 | Your Primary Drone is almost as fast as you! Its Evasion is 12 |
| Primary Drone upgrade - Evasion 14 | Your Primary Drone is almost as fast as you! Its Evasion is 14 |
| Protection assignment | At the beginning of a Scene, designate 1 ally as your Primary Focus. If they are within Very Close of you, they get +2 Evasion. |
| Quantum Lattice | Spend 1 Hope to impose structure on the immediate area. Choose up to two allies within Very Close – their next action cannot fail, but also cannot critically succeed; a failed roll is treated as Succeed With Fear. |
| Quick hack | Mark 1 Stress to gain Control of 1 unhardened device regardless of Tier or to make an Infiltration or a Control roll at +2. |
| Quick reflexes | As a Reaction, when you are about to be attacked at Melee range and are wielding a Melee weapon, Mark 1 Stress to make an Attack on the would-be attacker first. |
| Reality fissure | Once per session, redirect one successful ranged attack on any target within Close to a different target also within Close. That attack’s damage is applied to the new target. |
| Reboot | Spend 3 Hope to restore a Device, Cybernetic implant, or Drone. If the target item has Hit Points, it is returned to 1 Hit Point. |
| Reprogram reality | Once per session, shift to an approximately identical parallel universe - change one thing about the scene (with the GM’s discretion). Describe what has changed and narrate the effect. |
| Resolve | You gain a pool of dice called Bullet dice. Whenever you fail an attack roll with Fear, add a d6 to your Bullet die pool. You can store a number of Bullet die equal to your proficiency. When you make an attack roll or damage roll, you can spend any number of these Bullet Dice, rolling them and adding their result to the total. At the start of each session, clear any unspent Bullet Dice and gain 1 Hope per die cleared. |
| Resonant Overdrive | Spend 1 Hope to amplify an ally’s next roll. That roll gains Advantage and deals +d4 damage. |
| Reverb | Mark 1 Stress to cause ALL (from yourself, allies, and adversaries) magical effects within Close to do +d4 damage for the remainder of the Scene |
| Ride the wave | Spend 3 Hope to force an adversary within Far to re-roll a Spellcasting check of any type. |
| Schlieren patterns | All allies within Close gain +1 Evasion. |
| Scrambler Field | Your interface can’t decide what’s real. Randomizes outputs—success and failure both become chaotic. |
| Siren | Your comm buzzes with your own voice: ‘Come home.’ Generates perfect voices and prompts to lure you deeper into the system. |
| Situational awareness | Spend 1 Hope and make an Instinct roll (13). On a success, you are immediately aware if there are any creatures with the Hidden condition within Far (but you don’t know exactly where they are). |
| Sleaze Gate | The easiest path is always the one that bites. Appears as a friendly backdoor but injects trackers on use. |
| Soulcatcher | Somewhere, your digital ghost keeps working. Copies a fragment of your consciousness into cold storage. |
| Sphere of control | When you Spotlight an Action to Attack, you can attack any adversary within Melee of all allies within Very Close of you. |
| Stabilizing influence | Once per long rest, give each ally a Stability die based on your Cybermancy Tier (Tier 1: d4, Tier 2: d6, Tier 3: d8, Tier 4: d10). They may use that Stability die to augment one Reaction check to oppose a magical effect. |
| Stillpoint | Spotlight an action to enter a quantum superposition state. While in Stillpoint, you cannot attack or move more than Very Close, but all allies within Very Close gain +2 Evasion and advantage on Reactions to spells, magical effects, and resonance-based effects from the Environment. The state ends if you take damage or choose to release it. |
| Tar Pit | Your thoughts drag like they’re knee-deep in code molasses. Locks your interface until you force-disconnect or spend Hope to break free. |
| The right drone for the job | Once per long rest, change 1 mod on your Primary Drone |
| Two foci | You are able to have 2 allies as your Primary Foci for your Protection assignment feature. |
| Wall of Static | |
| Whirlwind | Once per Scene, if you are wielding a melee weapon and gun (both of which must be one-handed), Spend 4 Hope to make 2 attacks with each against different targets (4 targets total – if there are not enough targets, you cannot use this ability). |
| You’re in my sights | Spend 1 Hope to make an adversary within Very Close your Primary Target. If that adversary attempts to leave Very Close range, you may move with them automatically on their Action. +2 to all your attacks and damage against that Primary Focus |
| Zero Mirror | Weaponized intent rebounds—the system uses you. Replicates your last command and turns it back on you. |
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