They close in fast, guns blazing. The roar of engines. Screaming, shredding tires. Objects in mirror are further than they appear.
Street racer, getaway driver, shit-hot pilot. If it has wings, wheels or whatever, you can drive it, and drive it like it was part of you.
You get Sweet Ride and Leaf on the Wind, chose one more.
Get a drone or a vehicle, you may choose an extra strength, look or sensor for your vehicle.
When piloting a vehicle in a high stress situation, roll Cool. On a 10+, hold 3. On a 7-9, hold 2. Spend your hold, 1-for-1, to do one of the following:
Choose another piece of cyberware at character creation or in downtime. Describe how you got it and paid for it the same as you did for your first piece of cyberware.
When helping or interfering while piloting a drone, roll Chrome instead of Links.
Get another vehicle or drone. You may choose an extra strength, look or sensor for your vehicle.
When you drive straight into danger without hedging your bets, you get +1 armour. If you take one or more harm, mark experience.
When driving/piloting a vehicle, you're able to go places that normally wouldn't support or allow a vehicle to pass. Up/down stairs, ramp off a wagon, diagonally through an alley. Roll Chrome. On a 10+, you pull it off without a hitch. On a 7–9, it works, but there's a catch: it slows you down, damages the vehicle or another hard choice.
When you check out a scene from your vehicle, roll Cool.
Everybody need something, and baby, you got what they need.
You get the job done. You have all the connections, lines on supplies, and most important, a plan. Some call you the mastermind, some call you the boss, but the important thing is that sooner or later, they all call you.
You get "Here's the plan" and "Moonlighting", choose one more.
When you plan a Mission, everyone to whom you assign a task takes +1 ongoing while they act on that task according to the plan. Anyone who rolls a miss or goes off the plan loses their bonus for that mission. If you get paid, mark experience.
Whenever there’s a stretch of downtime in play, or between sessions, you can choose an angle to work. Detail the job and people involved and roll with Cool.
When you meet someone important (your call), roll with Cool. On a hit (7+), they’ve heard of you, describe what they’ve heard, they’ll respond accordingly.
You have a group of “associates” who provide security. This is a small gang of 5-10 hired thugs (2-harm 1-armour). Pick 2:
choose an extra angle when Moonlighting.
Choose another piece of cyberware at character creation or in downtime. Describe how you got it and paid for it the same as you did your first piece of cyberware.
When you help or interfere with someone, roll Empathy instead of Links.
When you research by listening to or recalling street level gossip, take an additional [influence], even on a miss.
When you layout your plan for a mission with others, roll with Mind.
On a 10+, hold 3.
On a 7-9, hold 2. Spend your hold during the mission to do one of the following:
On a miss, hold 1 anyways, but the MC will introduce a serious complication during the mission.
The streets are hard and dangerous, but so are you. Fists or firearms, you can lay down as much hurt as a small gang - and that’s when you’re in a good mood. Your client is always your second best customer, behind the nearest hospital.
Choose three.
Choose another piece of cyberware at character creation or in downtime. Describe how you got it and paid for it the same as you did your first piece of cyberware.
When you Staredown someone, roll Chrome. On 10+ you may optionally make eye contact with an NPC present, who freezes or flinches and can’t act until you break it off. On a miss, the NPC identifies you as their primary threat.
When you make the harm move, subtract your Chrome from your roll.
choose another custom weapon.
When you FNFF, you count as a small gang.
When you evaluate a person, vehicle, drone or gang, roll Hard. On a 10+, you may ask, “How are you vulnerable to me?”
You always have an escape route. When shit hits the fan and you run away, roll with Cool.
When you inflict harm, you may choose to inflict +1 harm.
When you succeed at FNFF, choose an additional option from the list.
When people see a cyberpsycho, they dive for cover. When they see you with a wrench, they evacuate a three block radius. Your coffee machine upgrade included tracks and a motion-tracking minigun. There aren’t many systems you can’t break into, but for those rare cases, you have custom-built tools, bombs and coffee makers.
You get "Expert", choose two more.
Choose one area of expertise:
When you’re about to be caught somewhere you shouldn’t be, but look and act like you belong there, roll Cool.
When you attempt to subvert security measures (bypassing a locked door, disabling an alarm, camera or motion detector, etc), roll Cool.
Choose another piece of cyberware at character creation or in downtime. Describe how you got it and paid for it the same as you did your first piece of cyberware.
Choose one more area of expertise.
When your areas of expertise are central to helping or interfering with a teammate, roll Mind instead of Links.
You have a well stocked workshop. When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of something, decide what and tell the MC. The MC will tell you “sure, no problem, but...” and then 1 to 4 of the following:
The MC might connect them all with “and,” or might throw in a merciful “or.” Once you’ve accomplished the necessaries, you can go ahead and accomplish the thing itself. The MC will stat it up, or spill, or whatever it calls for.
You have an inherent knowledge of machines and tech. When you spend some time studying a piece of equipment, roll with Chrome.
You can ignore one requirement set by the MC while using your Workspace.
When you put your technical know-how to use in the field, roll with Chrome.
Jacked into the Mesh. Mark found. Login boosted...what kind of name is Crash Override?
You crack firewalls for breakfast and wash them down with paydata and waaaay too much coffee. You think code and breathe binary, there is no system you can’t hack into.
You get Console Cowboy, chose two more.
When you Hack, choose an extra option from the list. Even if you roll a miss.
Choose another piece of cyberware at character creation or in downtime. Describe how you got it and paid for it the same as you did your first piece of cyberware.
You're good at spotting suspicious files and data. While you're infiltrating a system, you may roll Chrome to search for some paydata. 10+ Jackpot, you find something worth 1 cred, plus choose two from the list below. On 7-9, you find something worth 1 cred, but only choose 1 from below.
You have +1 armor against damage delivered by network or Black ICE.
When you appear in the Matrix with a recognisable avatar, roll Chrome for Manipulate and Standoff. When your reputation gets you into trouble, mark experience.
When you research a topic in the Matrix, you may always ask a follow up question. On a 10+, take an additional [influence].
When you help a team member while jacked into the matrix, roll Mind instead of Links.
You have vast knowledge of networks and tech. When you spend some time studying a program, network or database, roll Mind.
When you are in the field and attempting to hack something locally, carry +1 forward on your roll.
Roll with Chrome when using Manipulate or Read a Person on an AI.
You could sneak up on ghosts. You consider million dollar security systems a good workout. It doesn’t matter the location or job: larceny, info or an old fashioned knife across the throat, you never leave a job unfinished or a trace you were there.
You get "Covert Entry", and choose two more.
When you attempt to infiltrate a secure area alone, roll Cool. 10+: gain 3 hold 7-9: gain 1 hold.
You are a master at tailing people and staking out locations. When you perform surveillance on a person or a place, roll Research and gain an extra [influence].
When you attack unexpectedly, do +1 harm.
Choose another piece of cyberware at character creation or in downtime. Describe how you got it and paid for it the same as you did your first piece of cyberware.
When you infiltrate a location you can get your team in as well. When you spend hold to bypass a security system or guard or escape notice, your team may accompany you.
When shit hits the fan and you have to get out, name your escape route and roll Cool.
10+: sweet, you’re gone
7–9: you can go or stay, but if you go it costs you: leave something behind, or take something with you; in either case, the MC will tell you what it is.
6-: you’re caught in a vulnerable position, half in and half out. The MC will make a move.
When you set up a covered and concealed place to hide, roll Cool.
When you FNFF with melee weapon, roll with Cool instead of Hard.
When you infiltrate a place of power, roll with Cool.
Some call you the faceman, some call you a grifter, but the truth is that you’re everybody. There isn’t a persona or accent you can’t do on the fly, and there isn’t a mark who you can’t talk into believing it. The only thing you do better than talking your way out of trouble, is talking your way into it.
You get "Face", choose two more.
When you attempt to talk your way into a secure area or situation, roll Empathy. 10+: gain 3 hold; 7-9: gain 1 hold.
Choose another piece of cyberware at character creation or in downtime. Describe how you got it and paid for it the same as you did your first piece of cyberware.
When you engage someone in face to face conversation without intervening technology, take +1 forward to Manipulate.
If you’re wearing non-armour fashion, you have 1-armour. If you’re wearing armour, use it instead.
You always have an escape route. When shit hits the fan and you run away, roll with Cool. On a 10 up, you get away, and end up in a safe place. On a 7-9, you get away, but choose one: you cause a big scene; you run directly into something worse; the scariest person there gets an [influence] on you.
You can sell a persona so well that you set security forces at ease. Carry +1 forward while you are in disguise and your cover has not been blown.
You’re especially good at confounding AI systems. Carry +1 forward when dealing with AIs. Obviously, the AI must be capable of communicating with you.
When you question someone and successfully roll research, you may ask 1 followup question to any on the list.
When you infiltrate a place of power, roll with Empathy.