EFF CS
Contents
Background
BG text
Stats (30 CP)
Body: 5
Mind: 6
Soul: 4
ACV: 5
DCV: 3
HP: 45
- Armor 10
EP: 70
Initiative: 2d6 + 15
Attributes (9 CP)
Attribute | Level | CP | Notes |
---|---|---|---|
Energy Bonus | 1 | 2 | +20 Energy Points |
Combat Technique | 2 | 4 | Lightning Reflexes |
Gadgets | 1 | 2 | Leatherman, School ID, "Alternate" ID, Thumbdrive, PDA w/ USB uplink |
Highly Skilled | 2 | 2 | +20 sp |
Skills (40 SP)
Skill | Level | SP | Stat | Notes |
---|---|---|---|---|
Burglary | 1 | 4 | Body or Mind | Hot-Wiring |
Computers | 3 | 15 | Mind | Intrusion/Security |
Foreign Culture | 1 | 3 | Mind | Hacker Cell |
Gaming | 2 | 2 | Mind or Soul (sometimes Body) | Computer Games |
Languages | 3 | 3 | Mind | Fortran, 1337, dUmb InterWeb Speek, C++ |
Millitary Science | 1 | 3 | Mind | Teamwork |
Stealth | 1 | 4 | Body (sometimes Mind) | Silent Movement |
Alternate Form Attributes (40 CP)
Attribute | Level | CP | Notes |
---|---|---|---|
Combination Attack | 2 | 4 | Can combo with up to four others |
Energy Bonus | 1 | 2 | + 20 EP |
Computer Scanning | 1 | 2 | 10cm scanning |
Combat Technique | 2 | 4 | Judge Opponent, Weapon Encyclopedia (Include Combat Technique from normal form) |
Armor | 1 | 3 | 10 Damage absorbed |
Special Attack: Claw | 2 | 8 | Melee (-2), Accurate (1), Concealable (1), 40 Damage (2) |
Highly Skilled | 6 | 6 | +60 sp |
Invisibility | 1 | 2 | Undetectable by sight. -1 Defect for Limited Use, Ongoing |
Special Movement: Untrackable | 1 | 1 | You leave no foot prints. |
Heightened Senses | 1 | 1 | +4 Bonus detecting Bots |
Heightened Awareness | 1 | 1 | +2 to noticing ambushes or hidden objects |
Duplicate | 1 | 6 | +4 Duration = 10 Minutes, -4 Burns Energy Points 10/Use |
Heightened Senses: Roll under a 9 or 10 to detect if you see someone automated by a bot.
Heightened Awareness: You gain a +2 bonus to detect ambushes or hidden objects.
Invisibility: By reducing your danger heuristics and terminating search nodes, you can become undetectable by sight. You can use it for as long as you want, but when you finally shut it off, you need to wait before you can use it again. For every minute you went invisible you must wait for a minute before you can use it again.
Special Movement, Untrackable: Also, you leave no tracks when you move.
Computer Scanning: You can read all of the information from a computer within 10 cm of you. You have to touch the computer to scan it, but you'll read it at an incredibly fast rate.
Combat Technique:
- Judge Opponent: At a glance, you can tell how tough someone is to take down. You can guess its special abilities and probably think up a good course of action. (In reality, the GM will tell give you some detail on the enemy's moves and durability.)
- Weapon Encyclopedia: You've seen pretty much every attack on the 'net, and you can almost instantly identify them. You also get a +4 Bonus on Street Sense checks to buy any legal or illegal weapons off the street.
- Lightning Reflexes: You gain a +10 to your initiative bonus.
Claw Damage
Dice Roll | 2-3 | 4-6 | 7-10 | 11-12 |
---|---|---|---|---|
Claw | 40+5 | 30+5 | 20+5 | 10+5 |
Roll under a 10 to hit. If it hits, roll again to deal damage according to the table.
Alternate Form Skills (30 SP)
Note: Add your normal skills to these to figure out your total skill bonus.
Skill | Level | SP | Stat | Notes |
---|---|---|---|---|
Melee Attack | 2 | 8 | ACV | Melee attacks (like Special Attack: "Claw") |
Melee Defense | 2 | 8 | ACV | Bonus while using Melee Attacks |
Ranged Defense | 1 | 6 | DCV | Bonus while dodging attacks personally aimed at you |
Burglary | 2 | 8 | Body | Hot-Wiring |
Climbing | 1 | 2 | Body | Natural Surfaces |
Disguise | 2 | 8 | Body, Mind or Soul | Costume |
Police Science | 1 | 4 | Mind | Forensics |
Street Sense | 1 | 4 | Mind or Soul | Territorial Divisions (Hacker Community) |
Urban Tracking | 2 | 8 | Mind | Underworld |
Stealth | 1 | 4 | Body (sometimes Mind) | Silent Movement |
Duplicate
You can create a short-lived autonomous copy of yourself. It is much weaker than you, and will reduce the time you can stay Jacked In. But it is a good scout, or decoy, or another helping hand.
The duplicate will last for only 10 minutes, and will cost you 10 Energy Points (EP) to create. Remember you will be booted out if you run out of EP.
Here are the duplicate's stats:
Body: 1
Mind: 2
Soul: 1
ACV: 1
DCV: 1
HP: 10
- Armor 1
Initiative: 2d6 + 1
Attribute | Level | CP | Notes |
---|---|---|---|
Armor | 1 | 1 | 1 Damage absorbed |
Special Attack: Claw | 1 | 2 | Melee (-2), Concealable (1), 10 Damage (2) |
Highly Skilled | 2 | 2 | +20 sp |
Special Movement: Untrackable | 1 | 1 | You leave no foot prints. |
Claw Damage
Dice Roll | 2-3 | 4-6 | 7-10 | 11-12 |
---|---|---|---|---|
Claw | 10+1 | 7+1 | 5+1 | 3+1 |
Roll under a 3 to hit. If it hits, roll again to deal damage according to the table.
Skill | Level | SP | Stat | Notes |
---|---|---|---|---|
Melee Attack | 1 | 4 | ACV | Melee attacks (like Special Attack: "Claw") |
Burglary | 1 | 4 | Body | Hot-Wiring |
Disguise | 1 | 4 | Body, Mind or Soul | Costume |
Urban Tracking | 1 | 4 | Mind | Underworld |
Stealth | 1 | 4 | Body (sometimes Mind) | Silent Movement |