Roll d20. Add your ability modifier. Beat 12. That's all there is. Everything else is consequences.

Tests

When the outcome is uncertain and failure is interesting: roll d20 + ability modifier. Beat DR 12 to succeed. DR rises to 14, 16, or 18 for harder tasks.

Players roll for both attacks and defense. Enemies don't roll — they just wait for you to fail.

Combat

Attack: Roll d20 + STR (melee) or PRE (ranged) vs DR 12. Hit: roll weapon damage. Natural 20: double damage, something additionally terrible happens to the target.

Defend: When attacked, roll d20 + AGI vs DR 12. Fail: take full damage. Success: take none — unless the attacker rolled a natural 20.

Initiative: Both sides roll d6 + AGI. Highest goes first. Ties: simultaneous.

Damage & Death

HP hits 0: roll on the Broken Table (d20 in this city — it's worse here). Incapacitated d4 rounds, lasting injury. Second hit at 0 HP: dead.

Negative HP means pieces of you are somewhere they shouldn't be.

Static

Each character starts with d4 Static — the interference, the luck, the random noise that keeps you alive when everything else says you shouldn't be. Spend a Static to: reroll any single die, deal maximum damage on one hit, reduce incoming damage by d6, or negate a Glitch. Static returns after a full rest in a safe location — if the city provides one.

Armor

Armor reduces incoming damage. One source at a time.

TypeDRCostNotes
NothingFreeMost people.
Heavy jacket−1200Obvious.
Reinforced jacket−2500AGI −1.
Subdermal plating−11,200Cybermod. Triggers every scanner.
Riot gear (stolen)−3800AGI −2. Logo still on it.
Android chassis−2Built-in. Androids only.

The Glitch

When an android or heavily augmented character rolls a natural 1, they Glitch. Roll d66 below (first die = tens, second = units). It is always true. It is always terrible. It is also the only time these people are completely themselves.

Hit Roll to see a result
d66Result
11Rage Protocol. Attack the nearest living thing. If no target: attack the nearest object. If no object: stand very still and vibrate slightly. AGI test DR 14 to abort each round.
12Grief. Stop. Sit down if possible. Process something from your memory bank that you have been not-processing. Duration: d4 rounds. Cannot be interrupted by anything short of direct physical harm.
13Protective Surge. Interpose yourself between an ally and any incoming threat, regardless of tactical sense. STR +3 for this action. You don't choose this. It happens.
14Fear Response. Run. Direction: away from whatever triggered the Glitch. Speed: maximum. Duration: d4 rounds or until you run into something solid.
15Loyalty Override. Follow one specific person — determined randomly from those present — for d6 rounds, doing whatever they say, no questions asked. This is not obedience. It is something older.
16Humanity. For one round, make a mistake purely out of hope. Whatever action you take this round is the action a person who believed things would work out would take. Roll to see if they were right.
21Memory Flood. A previous owner's memories play over current sensory input. PRE −2 for d4 rounds. The memories are vivid. They are not yours. Some of them are pleasant. This is somehow worse.
22Diagnostic Loop. Spend d2 rounds running a self-diagnostic that finds nothing wrong. Nothing is wrong. Something is definitely wrong. The diagnostic cannot find it because the diagnostic is what's wrong.
23Empathy Cascade. Feel what everyone in the scene is feeling, simultaneously, all at once. PRE test DR 14 or stunned for one round from the volume of it. On a success: PRE +2 for the scene from suddenly understanding everyone.
24Combat Inhibitor. Cannot attack a living target this round. Can attack objects, infrastructure, the concept of the situation. Cannot hurt a person. The inhibitor doesn't explain why. It doesn't need to.
25Voice Modulation Failure. Everything you say this round comes out in the wrong register — a previous owner's voice, a child's pitch, perfect silence, or subsonic frequencies that make people's teeth ache. Communication: impaired.
26Attachment Subroutine. Select one object in the scene randomly. You now consider it important. Protecting it is a priority. You don't know why. You won't throw it away. This lasts until the session ends.
31Optical Malfunction. Vision switches between thermal, electromagnetic, night-vision, and standard at random intervals (d4 rounds each). You can still see. What you're seeing just keeps changing what it is.
32Strength Limiter Failure. STR doubles for d2 rounds. Also: fine motor control drops to zero. You can lift a car. You cannot open a door without removing it from its frame. Everything you touch is a structural decision.
33Stasis Pulse. Freeze completely for one round. Aware. Cannot move. Cannot speak. Can observe everything happening around you with perfect clarity. The round ends. You can move again. You remember all of it.
34Broadcast. Everything you're thinking transmits on a local frequency for d2 rounds. Anyone with the right equipment — most androids, some SecCorp gear — can receive it. You cannot turn it off. Think carefully.
35Moral Override. You cannot take an action you consider wrong this round. What you consider wrong: determined by your accumulated Permanent Echoes. If you have none: the GM decides what you consider wrong. It is something inconvenient.
36Recursive Loop. Repeat the last action you took. Then repeat it again. Then again. AGI DR 16 to break the loop each round. Until you do: the loop continues. The loop has no opinion about whether this is helpful.
41Power Spike. All systems overload simultaneously. Take d4 damage. All ability tests at +3 for d2 rounds. Then Power −1 as the spike burns something that doesn't grow back.
42Tenderness. For one round, treat everyone in the scene as if they are fragile and worth protecting, including enemies. You will not cause harm this round. This is not a malfunction. This is a malfunction.
43Sensory Enhancement. Hearing and smell amplify to painful levels. PRE −2 from the noise of everything. Also: you can hear conversations 50 meters away, smell who was here six hours ago, and feel the temperature change when someone lies.
44Identity Confusion. For d2 rounds, you are uncertain which memories are yours and which belonged to previous owners. Ability tests using PRE: at −2. Ability tests using STR or AGI: unaffected. The body remembers even when the mind doesn't.
45Protective Custody. Grab the nearest person and move them away from danger, whether or not they want to be moved, whether or not they are in danger. STR vs STR to resist. You mean well. This is acknowledged and irrelevant.
46System Purge. Eject everything non-essential — drop held items, shed loose equipment, clear short-term buffers. You feel better. Your gear is on the floor. These things are both true.
51Obsession Intensification. Whatever you are currently focused on becomes the only thing. All other considerations: background noise. Duration: d4 rounds or until the focus is resolved or destroyed.
52Shutdown Sequence Initiates. You have d2 rounds before you power down completely. You know this. What you do with that knowledge is the interesting part. After shutdown: d6 hours before automatic restart.
53Phantom Limb. A limb you don't have — from a previous configuration, a previous owner's body memory — acts as if present. You reach for things with an arm that isn't there. For one round, the reach succeeds. Don't think about it.
54Grief Protocol Activated. You are processing a loss. You don't know what loss. The protocol doesn't specify. It runs for d3 rounds regardless. AGI tests unaffected. PRE tests at −3. The loss feels real. It probably is.
55Combat Beautification. You experience the current situation as aesthetically extraordinary. This does not impair function. It does mean you are narrating it internally in terms of light and composition while people are trying to kill you.
56Full Personality Emergence. For d4 rounds, you act entirely on accumulated Permanent Echoes — no other programming applies. If you have none yet: roll again. If you have six or more: the GM controls your actions, choosing the most dramatically true option each round.
61Voltage Cascade. Release a pulse of electrical energy. Everything within 2 meters: d4 damage, TOU DR 12 or stunned one round. You take d2 damage. Electronics within range: roll to see if they survive.
62Complete Motor Reversal. All directional inputs reversed for d2 rounds. Left is right. Forward is back. Up is down if relevant. You know this. Knowing it does not help as much as you'd expect.
63Sudden Clarity. Everything is obvious. Every person's motivation, every faction's angle, the exact tactical situation. PRE +4 for one round. Then it's gone and you're left with what you did with the clarity.
64Love. You love someone in this scene. Randomly determined. Completely. Involuntarily. For the rest of this session, their safety is a priority that supersedes tactical sense. This is a malfunction. It is also not a malfunction.
65The List. You compile a list of everyone who has wronged you, in chronological order, with detail. This takes one round. The list is accurate. What you do with it is up to you. The list does not go away.
66Become. For one round, you are the person your accumulated Permanent Echoes have been building. Not malfunctioning — arrived. Act accordingly. The GM and player decide together what this means. Then the round ends and you are an android again, carrying what just happened.

Broken Table & Descriptive Wounds — d66

When you reach 0 HP, roll d66. The first entry is mechanical consequence. The second is what it felt like.

Roll d6 twice. First die = tens. Second die = units.

Hit Roll to see a result
d66What Happened / What It Felt Like
11

Cracked orbital socket. PRE −1 permanently on ranged. The socket clicks when you chew.

d4 lacerations across the face. Something visible that wasn't there before.

12

Ribcage compromised. STR −2, TOU −1 until surgically repaired. Every breath negotiates.

The blow landed in the ribs. You feel it on every inhale for the rest of the session.

13

Shoulder destroyed. Dominant arm useless. Surgeon: 600 lire, three hours.

Your arm goes numb from the shoulder down. Pins and needles when it returns.

14

Both eardrums ruptured. PRE −2 permanently. The world is behind glass.

A high-pitched tone that doesn't stop. Everything muffled, distant, wrong.

15

Arterial bleed. Lose d6 HP per round until treated. Four rounds of consciousness.

The blood is the wrong color and there is too much of it.

16

Every cybermod fails simultaneously. Cascade: d4 rounds, Glitch or d2 damage each.

You smell burning from somewhere inside yourself.

21

Dominant hand pulverized. PRE −2, STR −2 that side. Fine motor gone without microsurgery.

You can see the hand moving. It doesn't feel like yours.

22

Spinal trauma. AGI −2 permanently. Half-second delay between intention and action.

A sound like something grinding that should not grind. Then a cold line down the back.

23

Jaw shattered. Cannot speak or eat solid food. PRE −1. Four weeks or reconstruction.

Your teeth are wrong. Your tongue finds gaps that shouldn't be there.

24

Knee destroyed. AGI −3 until rebuilt. Running is a memory.

The joint folds in a direction joints don't fold. The sound is the worst part.

25

Orbital fracture and partial blindness. PRE −1 on ranged attacks permanently.

One eye is full of light that isn't there. The other sees everything too clearly.

26

Severe burns across one side. TOU −1 permanently, AGI −1 until healed.

The skin tightens as it cools. Breathing on that side is a different experience now.

31

Internal hemorrhage. d4 damage at scene start until surgically addressed.

Nothing hurts the way it should. That's the warning.

32

Both hands temporarily useless. d6 hours total loss, d4 weeks reduced capacity.

Your hands look fine. They have decided not to work. You watch them not work.

33

Psychological break. PRE −2 rest of session. PRE DR 12 each subsequent session.

Something behind the eyes that wasn't there before. The city looks different. You're not sure how.

34

Foot destroyed. Cannot run. AGI −2. Everything becomes a pursuit situation.

The foot points the wrong way. You note this with some detachment. The detachment will pass.

35

Multiple organ involvement. TOU −2 permanently. d6 HP lost end of each session.

You feel fine. That is not information you should trust right now.

36

Brain injury — personality affected. d6: 1–2 ability −1, 3–4 Bad Habit replaced, 5–6 wrong memory.

Something is different. You're not sure what. Everyone else can see it.

41

You should be dead. TOU −2, STR −2, AGI −1, PRE −1. All Heat 2+ factions know.

You're not dead. The city seems surprised. You're also surprised.

42

You're fine. STR +3 from spite this scene. The bill is coming.

Nothing. You feel nothing. Either you're fine or the shock is extraordinary.

43

Crushed larynx. Whisper only permanently. PRE −2 in authority situations.

Your voice is wrong. Not gone — wrong. Something structural.

44

Torn Achilles. AGI −2 six weeks. No running. No sudden turns.

A pop. Then the leg just — stops. You look down. The leg looks fine. It isn't.

45

Shattered elbow. STR −2 that side. PRE −1 for precision.

The arm bends. Then it bends again where arms don't bend.

46

Eye socket fracture. PRE −1 ranged and depth-perception six weeks.

Your face is wet. You think it's sweat. You look at your hand. It isn't sweat.

51

Partial hearing loss, one ear. PRE −1 on sound-location tasks.

A ringing that starts immediately and doesn't stop for three scenes.

52

Tendon damage, sword hand. Grip works. Precision doesn't. AGI −1.

Your hand closes. It closes slightly wrong. You won't notice until you reach for something precise.

53

Three ribs broken. TOU −1 four weeks. PRE DR 12 before demanding actions.

Every breath is a choice. You are making it consciously now.

54

Nerve damage, leg. AGI −1 permanently. Leg occasionally doesn't respond.

A hot line from hip to ankle. Then nothing. Then everything.

55

Concussive hearing damage. PRE −1 on sound tasks including detecting threats.

The world goes quiet and bright for one full round. Then: a hiss.

56

Muscle tear, shoulder. STR −2 six weeks. Using that arm: TOU DR 10 or d2 extra.

The arm works. The arm does not want to work. These are different problems.

61

Cheekbone and eye socket. PRE −2 first impressions. PRE +2 intimidation.

Your face is wet and swelling fast. Your vision in that eye is narrowing.

62

Compound fracture, forearm. Non-functional until set. Each round used: d2 damage.

The bone is outside the skin. You register this. You are going to have to deal with it.

63

Kidney damage. TOU −1 permanently. Pharmaceuticals last 50% longer.

A deep ache in the lower back that pulses. Not sharp. Persistent. Wrong.

64

Facial laceration. Permanent scar. PRE −1 first impressions forever.

It's deep. You can feel the air on something that should not feel air.

65

Punctured lung. TOU −1 six weeks. Full exertion: PRE DR 12 or d2 damage.

Every inhale is shorter than the last. You're not panicking. You're counting.

66

Nothing is broken. STR +2 from relief this scene. Next session: TOU DR 12.

Nothing. You scan yourself methodically. The scan comes back clean. The scan has been wrong before.