CEMK Edgerunners Folios LTR
CEMK Edgerunners Folios LTR
CEMK Edgerunners Folios LTR
INT 6
Solo
Role REF 7
Luck Death Save DEX 7
6
out of
6
TECH 5
HP 20 S Wounded
40 COOL 7
out of
11
Tech Weapons
6 11
Tech Weapons
6 BODY 6
EMP 5
ROLE ABILITY
You’re always scoping the scene. Your reflexes are fine tuned.
Add +4 to any Initiative roll you make.
ATTACKS
Weapon Skill Base (STAT + SKILL + BONUS) DMG Ammo ROF Notes
Excellent Quality
Mantis Blade Melee Weapon 7 + 6 + 1 = 14 3d6 — 2
Melee Weapon
Arasaka HJSH-18 Shoulder Arms 7 + 6 = 13
5d6 24 1 Power Weapon • Autofire (x4)
Masamune Autofire 7 + 6 = 13
SKILLS
Name STAT LVL BASE Name STAT LVL BASE
A Skill Check = 1d10 + BASE + Any Bonuses Not Already Included in the Base
Acting 7 — 7 Handgun 7 6 13
Athletics 7 6 13 Heavy Weapons 7 — 7
Autofire 7 6 13 Human Perception 5 5 10
Brawling (2d6 DMG) 7 6 13 Interrogation 7 4 11
Bribery 7 — 7 Library Search 6 — 6
Business 6 — 6 Melee Weapon 7 6 13
Composition 6 — 6 Paramedic 5 — 5
Conceal/Reveal 6 — 6 Perception 6 5 11
Concentration 6 4 10 Persuasion 7 4 11
Conversation 5 2 7 Pick Lock 5 — 5
Cybertech 5 — 5 Pick Pocket 5 — 5
Dance 7 — 7 Play Instrument 5 — 5
Deduction 6 — 6 Resist Torture/Drugs 6 — 6
Drive Land Vehicle 7 4 11 Shoulder Arms 7 6 13
Education 6 5 11 Stealth 7 6 13
Electronics/Security 5 — 5 Streetwise 7 — 7
Evasion 7 6 13 Trading 7 — 7
First Aid 5 6 11 Wardrobe & Style 7 — 7
LIFEPATH IMPORTANT CYBERWARE
Hardpoint
Hardpoint
Brawling
Hand-to-hand (or foot or headbutt or elbow... you get the idea) combat. You can do the following Actions with it.
Arasaka HJSH-18 Masamune (starts fully loaded with Basic Rifle Ammunition)
Assault Rifle • 5d6 Damage • 24 Ammo • ROF1 • Two-Handed • Not Concealable
• Power Weapon: Increase Critical Injury bonus damage by 5. You can ricochet shots at a -4 penalty.
• Single Shot: Use Shoulder Arms Skill. Deals 5d6 damage, expending 3 rounds w/ each Attack Check. If not
enough rounds are available to fire 3, the weapon fires all remaining rounds and deals 4d6 damage instead.
• Autofire: Use Autofire Skill. On a hit, roll 2d6 damage and multiply by the amount you beat the DV
by (up to x4). 10 bullets per Attack Check.
DV for Arasaka HJSH-18 Masamune based on range from target (in m/yds). Second # is for Autofire.
0-6 7-12 13-25 26-50 51-100 101-200 201-400 401-800
17/22 16/20 15/17 13/20 15/25 20/— 25/— 30/—
Mantis Blade
Heavy Melee Weapon • 3d6 Damage • ROF2 • Cyberware • Concealable • +1 to Attack Checks (included)
OTHER GEAR
CASH €$100
NOTES
SKILL CHECKS
Attacker’s STAT + Skill + 1d10 vs. Defender’s STAT + Skill + 1d10 or Task Difficulty Value (DV)
You must beat the DV (surpass the DV by 1 or higher) and not just meet the DV.
Task DVs: 9 (Simple) • 13 (Everyday) • 15 (Difficult) • 17 (Professional)
21 (Heroic) • 24 (Incredible) • 29 (Legendary)
▶ Check Explosion ◀
Copyright © 2024 CD Projekt S.A. • Permission is granted to the user to print or copy this folio.
If you roll a 10 on a 1d10 for a Check, roll again and add the second roll to the first. Do not roll again if you roll another 10.
▶ Check Implosion ◀
If you roll a 1 on a 1d10 for a Check, roll again and subtract the second roll from
your STAT + Skill + 1st roll . Do not roll again if you roll another 1.
▶ Trying Again ◀
If you fail a Check, you can’t try again unless your chances of success have improved for some reason.
▶ Complimentary Skills ◀
With GM approval, a Character can make a single complimentary Skill Check to give a +1 bonus to the main Skill Check.
▶ Taking Extra Time ◀
Get a single +1 bonus to a Skill Check by spending 4x the required time on it.
▶ Using LUCK ◀
6
TECH 4
HP 25 S Wounded
50 COOL 7
out of
11
Tech Weapons
6 11
Tech Weapons
6 BODY 8
EMP 5
ROLE ABILITY
For a Nomad, mobility is life. You spend as much time in the driver’s seat of your vehicle as you do outside of it.
+4 to Drive Land Vehicle Skill Checks (already included below).
ATTACKS
Weapon Skill Base (STAT + SKILL + BONUS) DMG Ammo ROF Notes
Excellent Quality
Gorilla Arm x2 Melee Weapon 8 + 6 + 1 = 15 3d6 — 2
Melee Weapon
Kang Tao
Shoulder Arms 6 + 6 + 1 = 13 4d6 32 1 Smart Weapon • Shells
L-69 Zhuo
SKILLS
Name STAT LVL BASE Name STAT LVL BASE
A Skill Check = 1d10 + BASE + Any Bonuses Not Already Included in the Base
Acting 7 — 7 Handgun 6 4 10
Athletics 8 6 14 Heavy Weapons 6 — 6
Autofire 6 — 6 Human Perception 5 2 7
Brawling (3d6 DMG) 8 6 14 Interrogation 7 3 10
Bribery 7 5 12 Library Search 5 — 5
Business 5 — 5 Melee Weapon 8 6 14
Composition 5 — 5 Paramedic 4 — 4
Conceal/Reveal 5 5 10 Perception 5 3 8
Concentration 7 4 11 Persuasion 7 4 11
Conversation 5 4 9 Pick Lock 4 — 4
Cybertech 4 — 4 Pick Pocket 4 — 4
Dance 8 5 13 Play Instrument 4 — 4
Deduction 5 — 5 Resist Torture/Drugs 7 6 13
Drive Land Vehicle 6 6+4 16 Shoulder Arms 6 6 12
Education 5 6 11 Stealth 8 4 12
Electronics/Security 4 6 10 Streetwise 7 2 9
Evasion 8 6 14 Trading 7 — 7
First Aid 4 4 8 Wardrobe & Style 7 3 10
LIFEPATH IMPORTANT CYBERWARE
Wrench
Wrench
Brawling
Hand-to-hand (or foot or headbutt or elbow... you get the idea) combat. You can do the following Actions with it.
Kang Tao L-69 Zhuo (starts fully with loaded Improved Smart Shotgun Shells)
Shotgun • 3d6 Damage • 32 Ammo • ROF1 • Two-Handed • Not Concealable
• Smart Weapon: +1 to Attack Check (included). Must be loaded w/ Improved Smart Ammunition.
• Slug: Cannot fire slugs.
• Shell: Use Shoulder Arms Skill vs DV13. Deals 4d6 damage to all targets in 6m/yd (3 square) area directly
in front of you. Fires 8 shells per Attack Check. Will not fire if there aren’t at least 8 shells loaded.
Gorilla Arm x2
Heavy Melee Weapon • 3d6 Damage • ROF2 • Cyberware • Concealable • +1 to Attack Checks (included)
OTHER GEAR
NOTES
SKILL CHECKS
Attacker’s STAT + Skill + 1d10 vs. Defender’s STAT + Skill + 1d10 or Task Difficulty Value (DV)
You must beat the DV (surpass the DV by 1 or higher) and not just meet the DV.
Task DVs: 9 (Simple) • 13 (Everyday) • 15 (Difficult) • 17 (Professional)
21 (Heroic) • 24 (Incredible) • 29 (Legendary)
▶ Check Explosion ◀
Copyright © 2024 CD Projekt S.A. • Permission is granted to the user to print or copy this folio.
If you roll a 10 on a 1d10 for a Check, roll again and add the second roll to the first. Do not roll again if you roll another 10.
▶ Check Implosion ◀
If you roll a 1 on a 1d10 for a Check, roll again and subtract the second roll from
your STAT + Skill + 1st roll . Do not roll again if you roll another 1.
▶ Trying Again ◀
If you fail a Check, you can’t try again unless your chances of success have improved for some reason.
▶ Complimentary Skills ◀
With GM approval, a Character can make a single complimentary Skill Check to give a +1 bonus to the main Skill Check.
▶ Taking Extra Time ◀
Get a single +1 bonus to a Skill Check by spending 4x the required time on it.
▶ Using LUCK ◀
5
TECH 5
HP 20 S Wounded
40 COOL 8
out of
11
Tech Weapons
6 11
Tech Weapons
6 BODY 4
EMP 7
ROLE ABILITY
You’re always ready to make a deal.
+4 to Trading (already included below).
ATTACKS
Weapon Skill Base (STAT + SKILL + BONUS) DMG Ammo ROF Notes
Militech
Handgun 6 + 6 = 12 3d6 9 2 Tech Weapon
M-76e Omaha x2
SKILLS
Name STAT LVL BASE Name STAT LVL BASE
A Skill Check = 1d10 + BASE + Any Bonuses Not Already Included in the Base
Acting 8 6 14 Handgun 6 6 12
Athletics 6 4 10 Heavy Weapons 6 — 6
Autofire 6 — 6 Human Perception 7 6+2 15
Brawling (1d6 DMG) 6 2 8 Interrogation 8 — 8
Bribery 8 6 14 Library Search 8 — 8
Business 8 — 8 Melee Weapon 6 5 11
Composition 8 — 8 Paramedic 5 — 5
Conceal/Reveal 8 — 8 Perception 8 6 14
Concentration 7 6 13 Persuasion 8 5 13
Conversation 7 6 13 Pick Lock 5 — 5
Cybertech 5 5 10 Pick Pocket 5 — 5
Dance 6 5 11 Play Instrument 5 — 5
Deduction 8 — 8 Resist Torture/Drugs 7 4 11
Drive Land Vehicle 6 — 6 Shoulder Arms 6 — 6
Education 8 7 15 Stealth 6 5 11
Electronics/Security 5 — 5 Streetwise 8 7 15
Evasion 6 5 11 Trading 8 6+4 18
First Aid 5 6 11 Wardrobe & Style 8 6+2 16
LIFEPATH IMPORTANT CYBERWARE
Connect
Fashion Upgrades
Friend 1 You use light tattoos and EMP threading to emphasize your power, style, and
grace. +2 to Wardrobe & Style Checks (already included in the Skills Section).
Connect
Brawling
Hand-to-hand (or foot or headbutt or elbow... you get the idea) combat. You can do the following Actions with it.
Militech M-76e Omaha x2 (both start fully loaded with Basic Heavy Pistol Ammunition)
Heavy Pistol • 3d6 Damage • 9 Ammo • ROF2 • One-Handed • Concealable
• Tech Weapon: Equipped w/ a scope that can see simple target outlines through Thin Cover. By sacrificing
your Move Action you can charge the weapon until end of a Turn in which it is fired.
• Charged Shot: While charged the weapon remains ROF2 and expels 3 rounds instead of 1 per Attack
Check. If less than 3 rounds remain it empties the clip. It can fire through Thin Cover, and ignores 1/2
target’s SP (round up).
DV for Militech M-76e Omaha based on range from target (in m/yds).
0-6 7-12 13-25 26-50 51-100 101-200 201-400 401-800
13 15 20 25 30 30 — —
Large Knife
Medium Melee Weapon • 2d6 Damage • ROF2 • Concealable
OTHER GEAR
Burner Phone An external holophone you can easily dump if it becomes compromised.
Heavy Pistol Ammunition Extra Basic Heavy Pistol Ammunition x18 (9 for each gun).
CASH €$250
NOTES
SKILL CHECKS
Attacker’s STAT + Skill + 1d10 vs. Defender’s STAT + Skill + 1d10 or Task Difficulty Value (DV)
You must beat the DV (surpass the DV by 1 or higher) and not just meet the DV.
Task DVs: 9 (Simple) • 13 (Everyday) • 15 (Difficult) • 17 (Professional)
21 (Heroic) • 24 (Incredible) • 29 (Legendary)
▶ Check Explosion ◀
Copyright © 2024 CD Projekt S.A. • Permission is granted to the user to print or copy this folio.
If you roll a 10 on a 1d10 for a Check, roll again and add the second roll to the first. Do not roll again if you roll another 10.
▶ Check Implosion ◀
If you roll a 1 on a 1d10 for a Check, roll again and subtract the second roll from
your STAT + Skill + 1st roll . Do not roll again if you roll another 1.
▶ Trying Again ◀
If you fail a Check, you can’t try again unless your chances of success have improved for some reason.
▶ Complimentary Skills ◀
With GM approval, a Character can make a single complimentary Skill Check to give a +1 bonus to the main Skill Check.
▶ Taking Extra Time ◀
Get a single +1 bonus to a Skill Check by spending 4x the required time on it.
▶ Using LUCK ◀
8
TECH 8
HP 18 S Wounded
35 COOL 7
out of
11
Tech Weapons
6 11
Tech Weapons
6 BODY 4
EMP 4
ROLE ABILITY
Forget keyboards and touchscreens. You can use your brain to hack people!
You have Interface 4 and 3 Net Actions on your Turn for the purposes of Quickhacking.
ATTACKS
Weapon Skill Base (STAT + SKILL + BONUS) DMG Ammo ROF Notes
Militech M-10AF
Handgun 6 + 5 = 11 3d6 21 2 Power Weapon
Lexington
SKILLS
Name STAT LVL BASE Name STAT LVL BASE
A Skill Check = 1d10 + BASE + Any Bonuses Not Already Included in the Base
Acting 7 6 13 Handgun 6 5 11
Athletics 6 4 10 Heavy Weapons 6 — 6
Autofire 6 — 6 Human Perception 4 5 9
Brawling (1d6 DMG) 6 4 10 Interrogation 7 — 7
Bribery 7 — 7 Library Search 6 6 12
Business 6 — 6 Melee Weapon 6 — 6
Composition 6 — 6 Paramedic 8 2 10
Conceal/Reveal 6 — 6 Perception 6 6 12
Concentration 6 2 8 Persuasion 7 4 11
Conversation 4 6 10 Pick Lock 8 3 11
Cybertech 8 6 14 Pick Pocket 8 3 11
Dance 6 5 11 Play Instrument 8 — 8
Deduction 6 — 6 Resist Torture/Drugs 6 — 6
Drive Land Vehicle 6 — 6 Shoulder Arms 6 — 6
Education 6 6 12 Stealth 6 5 11
Electronics/Security 8 6 14 Streetwise 7 4 11
Evasion 6 4 10 Trading 7 — 7
First Aid 8 2 10 Wardrobe & Style 7 4+2 13
LIFEPATH IMPORTANT CYBERWARE
Bluescreen
Fashion Upgrades
Friend 1 You use light tattoos and EMP threading to make a scene. +2 to Wardrobe &
Style Checks (already included in the Skills Section).
Paraline Self-ICE
Enemy 2 You’ve installed an extra level of security in your Neuroport’s NET
Architecture. Anyone trying to Quickhack you must first spend a Net Action
to bypass your DV6 Passwall.
Tragic Love Affair
ATTACKS
Bluescreen
Brawling
Hand-to-hand (or foot or headbutt or elbow... you get the idea) combat. You can do the following Actions with it.
Militech M-10AF Lexington (starts fully loaded with Basic Heavy Pistol Ammunition)
Heavy Pistol • 3d6 Damage • 21 Ammo • ROF2 • One-Handed • Concealable
• Power Weapon: Increase Critical Injury bonus damage by 5. You can ricochet shots at a -4 penalty.
• Single Shot: Use Handgun Skill. Deals 3d6 damage.
DV for Militech M-10AF Lexington based on range from target (in m/yds).
0-6 7-12 13-25 26-50 51-100 101-200 201-400 401-800
13 15 20 25 30 30 — —
Small Knife
Light Melee Weapon • 1d6 Damage • ROF2 • Concealable
OTHER GEAR
Lock Picking Set The tools you need for picking mechanical locks.
CASH €$100
NOTES
SKILL CHECKS
Attacker’s STAT + Skill + 1d10 vs. Defender’s STAT + Skill + 1d10 or Task Difficulty Value (DV)
You must beat the DV (surpass the DV by 1 or higher) and not just meet the DV.
Task DVs: 9 (Simple) • 13 (Everyday) • 15 (Difficult) • 17 (Professional)
21 (Heroic) • 24 (Incredible) • 29 (Legendary)
▶ Check Explosion ◀
Copyright © 2024 CD Projekt S.A. • Permission is granted to the user to print or copy this folio.
If you roll a 10 on a 1d10 for a Check, roll again and add the second roll to the first. Do not roll again if you roll another 10.
▶ Check Implosion ◀
If you roll a 1 on a 1d10 for a Check, roll again and subtract the second roll from
your STAT + Skill + 1st roll . Do not roll again if you roll another 1.
▶ Trying Again ◀
If you fail a Check, you can’t try again unless your chances of success have improved for some reason.
▶ Complimentary Skills ◀
With GM approval, a Character can make a single complimentary Skill Check to give a +1 bonus to the main Skill Check.
▶ Taking Extra Time ◀
Get a single +1 bonus to a Skill Check by spending 4x the required time on it.
▶ Using LUCK ◀
6
TECH 8
HP 20 S Wounded
40 COOL 5
out of
11
Tech Weapons
6 11
Tech Weapons
6 BODY 7
EMP 7
ROLE ABILITY
Even in the Dark Future, someone has to heal people. That’s you. You can use the Surgery Skill with a Base of 12.
Once per Beat you can use a Speedheal to restore HP to a patient (an amount equal to their BODY + WILL).
ATTACKS
Weapon Skill Base (STAT + SKILL + BONUS) DMG Ammo ROF Notes
Acting 5 — 5 Handgun 6 6 12
Athletics 5 3 8 Heavy Weapons 6 — 6
Autofire 6 6 12 Human Perception 7 6 13
Brawling (3d6 DMG) 5 3 8 Interrogation 5 5 10
Bribery 5 — 5 Library Search 7 2 9
Business 7 — 7 Melee Weapon 5 — 5
Composition 7 — 7 Paramedic 8 6 14
Conceal/Reveal 7 — 7 Perception 7 4 11
Concentration 5 6 11 Persuasion 5 6 11
Conversation 7 6 13 Pick Lock 8 — 8
Cybertech 8 — 8 Pick Pocket 8 — 8
Dance 5 — 5 Play Instrument 8 — 8
Deduction 7 — 7 Resist Torture/Drugs 5 6 11
Drive Land Vehicle 6 — 6 Shoulder Arms 6 — 6
Education 7 6 13 Stealth 5 5 10
Electronics/Security 8 — 8 Streetwise 5 6 11
Evasion 5 5 10 Trading 5 — 5
First Aid 8 2 10 Wardrobe & Style 5 — 5
LIFEPATH IMPORTANT CYBERWARE
Insurance
Insurance
Brawling
Hand-to-hand (or foot or headbutt or elbow... you get the idea) combat. You can do the following Actions with it.
Arasaka TKI-20 Shingen (starts fully loaded with Basic Heavy Pistol Ammunition)
Heavy SMG • 3d6 Damage • 30 Ammo • ROF1 • Two-Handed • Not Concealable
• Smart Weapon: +1 to Attack Check (included). Can load w/ Improved Smart Ammunition.
• Single Shot: Use Handgun Skill. Deals 3d6 damage, expending 3 rounds w/ each Attack Check. If not enough
rounds are available to fire 3, the weapon fires all remaining rounds and deals 2d6 damage instead.
• Autofire: Use Autofire Skill. On a hit, roll 2d6 damage and multiply by the amount you beat the DV by (up to
x4). 10 bullets per Attack Check.
DV for Arasaka TKI-20 Shingen based on range from target (in m/yds). Second # is for Autofire.
0-6 7-12 13-25 26-50 51-100 101-200 201-400 401-800
15/20 13/17 15/20 20/25 25/30 25/— 30/— —
Scalpel
Light Melee Weapon • 1d6 Damage • ROF2 • Concealable • +1 to Attack Checks (included)
OTHER GEAR
Medtech Bag A bag containing all the tools you need for field surgery.
CASH €$100
NOTES
SKILL CHECKS
Attacker’s STAT + Skill + 1d10 vs. Defender’s STAT + Skill + 1d10 or Task Difficulty Value (DV)
You must beat the DV (surpass the DV by 1 or higher) and not just meet the DV.
Task DVs: 9 (Simple) • 13 (Everyday) • 15 (Difficult) • 17 (Professional)
21 (Heroic) • 24 (Incredible) • 29 (Legendary)
▶ Check Explosion ◀
Copyright © 2024 CD Projekt S.A. • Permission is granted to the user to print or copy this folio.
If you roll a 10 on a 1d10 for a Check, roll again and add the second roll to the first. Do not roll again if you roll another 10.
▶ Check Implosion ◀
If you roll a 1 on a 1d10 for a Check, roll again and subtract the second roll from
your STAT + Skill + 1st roll . Do not roll again if you roll another 1.
▶ Trying Again ◀
If you fail a Check, you can’t try again unless your chances of success have improved for some reason.
▶ Complimentary Skills ◀
With GM approval, a Character can make a single complimentary Skill Check to give a +1 bonus to the main Skill Check.
▶ Taking Extra Time ◀
Get a single +1 bonus to a Skill Check by spending 4x the required time on it.
▶ Using LUCK ◀
4
TECH 5
HP 28 S Wounded
55 COOL 7
out of
11
Tech Weapons
6 11
Tech Weapons
6 BODY 10
EMP 6
ROLE ABILITY
You aren’t world famous yet, but you’re working on it. If the GM determines an NPC is a fan, you gain a +4 to all
Social Skill Checks (Acting, Bribery, Conversation, Interrogation, and Persuasion) made against them.
ATTACKS
Weapon Skill Base (STAT + SKILL + BONUS) DMG Ammo ROF Notes
Fashion Upgrades
Friend 1 You use light tattoos and tech hair to make a scene. +2 to Wardrobe & Style
Checks (already included in the Skills Section).
Dynalar AudioVox
Enemy 2
Your vocal chords and voice box have been enhanced with the latest in
cybernetic technology, allowing you to perfectly modulate your voice. +2
to Acting and Play Instrument Checks when singing (already included in the
Tragic Love Affair
Skills Section).
ATTACKS
Thorn
Brawling
Hand-to-hand (or foot or headbutt or elbow... you get the idea) combat. You can do the following Actions with it.
Budget Arms Carnage (starts fully loaded with Basic Shotgun Slugs)
Shotgun • 5d6 Damage • 5 Ammo • ROF1 • Two-Handed • Not Concealable
• Poor Quality: Jams on a roll of 1. The gun fires but must then be unjammed, which takes an Action.
• Power Weapon: Increase Critical Injury Bonus Damage by 5. You can ricochet shots at a -4 penalty.
• Slug: Use Shoulder Arms Skill. Deals 5d6 damage.
• Shell: Use Shoulder Arms Skill vs DV13. If loaded w/ Shells, deals 3d6 damage to all targets in 6m/yd (3
square) area directly in front of you.
DV for Budget Arms Carnage based on range from target (in m/yds).
0-6 7-12 13-25 26-50 51-100 101-200 201-400 401-800
13 15 20 25 30 35 — —
OTHER GEAR
Audio Recorder An external recording device, allowing you to record to a memory shard.
CASH €$100
NOTES
SKILL CHECKS
Attacker’s STAT + Skill + 1d10 vs. Defender’s STAT + Skill + 1d10 or Task Difficulty Value (DV)
You must beat the DV (surpass the DV by 1 or higher) and not just meet the DV.
Task DVs: 9 (Simple) • 13 (Everyday) • 15 (Difficult) • 17 (Professional)
21 (Heroic) • 24 (Incredible) • 29 (Legendary)
▶ Check Explosion ◀
Copyright © 2024 CD Projekt S.A. • Permission is granted to the user to print or copy this folio.
If you roll a 10 on a 1d10 for a Check, roll again and add the second roll to the first. Do not roll again if you roll another 10.
▶ Check Implosion ◀
If you roll a 1 on a 1d10 for a Check, roll again and subtract the second roll from
your STAT + Skill + 1st roll . Do not roll again if you roll another 1.
▶ Trying Again ◀
If you fail a Check, you can’t try again unless your chances of success have improved for some reason.
▶ Complimentary Skills ◀
With GM approval, a Character can make a single complimentary Skill Check to give a +1 bonus to the main Skill Check.
▶ Taking Extra Time ◀
Get a single +1 bonus to a Skill Check by spending 4x the required time on it.
▶ Using LUCK ◀
6
TECH 8
HP 20 S Wounded
40 COOL 5
out of
11
Tech Weapons
6 11
Tech Weapons
6 BODY 6
EMP 5
ROLE ABILITY
If it is technology, you can build it, break it, or fix it.
You gain a +4 to Cybertech and Electronics/Security Tech Checks (already included below).
ATTACKS
Weapon Skill Base (STAT + SKILL + BONUS) DMG Ammo ROF Notes
Rostović
Shoulder Arms 7 + 6 = 13 5d6 2 1 Tech Weapon • Shell
DB-2 Satara
Techtronika Power Weapon
Shoulder Arms 7 + 6 + 1 = 14 5d6 4 1
SPT32 Grad Excellent Quality
SKILLS
Name STAT LVL BASE Name STAT LVL BASE
A Skill Check = 1d10 + BASE + Any Bonuses Not Already Included in the Base
Acting 5 — 5 Handgun 7 6 13
Athletics 5 3 8 Heavy Weapons 7 — 7
Autofire 7 — 7 Human Perception 5 4 9
Brawling (2d6 DMG) 5 3 8 Interrogation 5 — 5
Bribery 5 — 5 Library Search 8 5 13
Business 8 — 8 Melee Weapon 5 — 5
Composition 8 3 11 Paramedic 8 3 11
Conceal/Reveal 8 3 11 Perception 8 6 14
Concentration 5 6 11 Persuasion 5 2 7
Conversation 5 2 7 Pick Lock 8 2 10
Cybertech 8 5+4 17 Pick Pocket 8 — 8
Dance 5 3 8 Play Instrument 8 — 8
Deduction 8 6 14 Resist Torture/Drugs 5 — 5
Drive Land Vehicle 7 3 10 Shoulder Arms 7 6 13
Education 8 2 10 Stealth 5 6 11
Electronics/Security 8 6+4 18 Streetwise 5 4 9
Evasion 5 5 10 Trading 5 5 10
First Aid 8 2 10 Wardrobe & Style 5 3+2 10
LIFEPATH IMPORTANT CYBERWARE
Maven
Fashion Upgrades
Friend 1 You use light tattoos and tech hair to show off. +2 to Wardrobe & Style
Checks (already included in the Skills Section).
Maven
Brawling
Hand-to-hand (or foot or headbutt or elbow... you get the idea) combat. You can do the following Actions with it.
Rostović DB-2 Satara (starts fully loaded with Basic Shotgun Slugs)
Shotgun • 5d6 Damage • 2 Ammo • ROF1 • Two-Handed • Not Concealable
• Tech Weapon: Equipped w/ a scope that can see simple target outlines through Thin Cover. By sacrificing
Move Action user can charge the weapon for 60 sec (20 Rounds) or until it is fired.
• Charged Shot: While charged the next Attack is ROF1, can fire through Thin Cover, and ignores 1/2 tar-
get’s SP (round up).
• Slug: Use Shoulder Arms Skill. Deals 5d6 damage.
• Shell: Use Shoulder Arms Skill vs DV13. Deals 3d6 damage to all targets in 6m/yd (3 square) area directly
in front of user.
DV for Rostović DB-2 Satara based on range from target (in m/yds).
0-6 7-12 13-25 26-50 51-100 101-200 201-400 401-800
13 15 20 25 30 35 — —
Techtronika SPT32 Grad (starts fully loaded with Basic Rifle Ammunition)
Sniper Rifle • 5d6 Damage • 4 Ammo • ROF1 • Two-Handed • Not Concealable
• Excellent Quality: +1 to Attack Checks made w/ this weapon (included).
• Power Weapon: Increase Critical Injury bonus damage by 5. User can ricochet shots at a -4 penalty.
• Requires an Action to work its bolt action before it can be fired again.
DV for Techtronika SPT32 Grad based on range from target (in m/yds).
0-6 7-12 13-25 26-50 51-100 101-200 201-400 401-800
30 25 25 20 15 16 17 20
OTHER GEAR
Tech Bag A bag containing all the tools you need for field repairs.
CASH €$100
SKILL CHECKS
Attacker’s STAT + Skill + 1d10 vs. Defender’s STAT + Skill + 1d10 or Task Difficulty Value (DV)
You must beat the DV (surpass the DV by 1 or higher) and not just meet the DV.
Task DVs: 9 (Simple) • 13 (Everyday) • 15 (Difficult) • 17 (Professional)
21 (Heroic) • 24 (Incredible) • 29 (Legendary)
▶ Check Explosion ◀
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If you roll a 10 on a 1d10 for a Check, roll again and add the second roll to the first. Do not roll again if you roll another 10.
▶ Check Implosion ◀
If you roll a 1 on a 1d10 for a Check, roll again and subtract the second roll from
your STAT + Skill + 1st roll . Do not roll again if you roll another 1.
▶ Trying Again ◀
If you fail a Check, you can’t try again unless your chances of success have improved for some reason.
▶ Complimentary Skills ◀
With GM approval, a Character can make a single complimentary Skill Check to give a +1 bonus to the main Skill Check.
▶ Taking Extra Time ◀
Get a single +1 bonus to a Skill Check by spending 4x the required time on it.
▶ Using LUCK ◀