Terminal State tables
Rollable charts from Core — crits, trauma, gear/AI/Grell generators, downtime, and encounter cards. Hit Roll for a random row. Multi-step generators are one chart per step. The live session can roll any ruleset’s charts under Roll on table….
Humanity type d8
Table 1.1.1. Roll D8 or choose. Fabricants may only push skills at D8+.
Terminal State p.15
| Roll | Result | Effect |
|---|---|---|
| 1–2 | Fabricant | ↑1 Step attribute · ↓1 Step skill* · +1 Cybernetic · Rep −1 · Status ±0 |
| 3–5 | Human | No attribute/skill adjust · Rep ±0 · Status +1 |
| 6 | Neo | Level 3 Debt, +1 General Talent · Rep +1 · Status +2 |
| 7–8 | Ringer | ↓1 Step attribute · caste skill (T.1.1.3) · caste biomorphic · Rep ±0 · Status −1 |
Neo conversion d6
Table 1.1.2. Roll D6 or choose how this Lazarus was made.
Terminal State p.16
| Roll | Result | Effect |
|---|---|---|
| 1–3 | Body Recycling [Cyke] | A Lazarus with no physical alterations. You in someone else’s skin. |
| 4–5 | Surgical Remodeling [Modbod] | Starts similar, then biomorphically and cosmetically remodeled to match you. |
| 6 | Genetic Rejuvenation [Juvie] | Genetically altered to be you — a you that recaptured youthful glory. |
Ringer caste d10
Table 1.1.3. About two-thirds of surface Ringers are Labor or Security. Roll D10 or choose.
Terminal State p.17
| Roll | Result | Effect |
|---|---|---|
| 1–3 | Security [SEC] | ↑1 Step to a BODY skill · Empathy Switch (Off) |
| 4–7 | Labor [LBR] | ↑1 Step to a TECH skill · Backup Organs |
| 8–9 | Command [CMD] | ↑1 Step to a COOL skill · Beautification |
| 10 | Operations [OPS] | ↑1 Step to a FLEX skill · Quickened Reflexes |
Origin (terminal / arcoplex) d66
Table 1.3.1. Book is D66; some faces list two places — pick either. This chart picks a place uniformly. Note corporate authority for starting contacts.
Terminal State p.22
| Roll | Result | Effect |
|---|---|---|
| 11–12 | Seattle Portland Community Arcoplex (SeaPort) | Meddock Healthcare [SeaPort] |
| 11–12 | Milkyway Loop Terminal, San Frangeles Coastal Arcoplex (Calplex) | BrainWave Edutech [Calplex North] or Commedia Costa Norte [Calplex South] |
| 13–15 | The Hub, or the surrounding Doldrumz | Kanopy [The Hub] |
| 13–15 | Estrella Solitaria (Lone Star Megacity, El Mess) | Artemis Arms [Lone Star] |
| 13–15 | Soleri Memorial Arcoplex (The Solarium) | NextGenomics [The Solarium] |
| 16 | Great Lakes Area Mallplex (GLAM) | Rift Valley Energy Americas [GLAM] |
| 21–22 | Cornelius Van Horst Memorial Spaceway, New Jersey City Arcoplex (New NYC) | Aeronyte Hospitality [New NYC] |
| 21–22 | República de Nueva Florida | AAEF [República de Nueva Florida] |
| 21–22 | Santi Arcología (Saints Arcology, New Vatican City) | Monde di Pietà Ovest [New Vatican City] |
| 23 | Greater London Megatropolis (Big-L) | Raptor Europe [Big-L] |
| 24–25 | Cervantes Cosmódromo, Franco-Iberian Arcoplex (La Mancha) | Virterra España [La Mancha] |
| 24–25 | New European Union (NEU) | Norden Gewehre, Raketen und Panzer Herstellung [NEU] |
| 24–25 | Norden Kooperativet (NorKo) | Myer-Watts [NorKo] |
| 26 | Ouránio Katófli (Heavenly Threshold), Mediterranean Trade Complex (MTC) | Monde di Pietà Globale [MTC] |
| 31–32 | Tsiolkovsky Maglev Tower, Caspiarabian Basin Arcoplex (The Backwards) | Petrov Chemicals [The Backwards] |
| 31–32 | Russkiy Anarkhistskiy Kollektiv Odin, Dva, and Tri (RAK I, II & III) | None [RAK I, II & III] |
| 33 | Karakoram Orbital Tract, Xinjiang Uyghur Recognized Autonomous Zone (The Zoo) | NORA [The Zoo] |
| 33 | Any of the three NOR, or their associated orbital stations | The RPR [NOR and orbitals] |
| 34–36 | Hindu Kush Himalayan (HKH) Regional Arcoplex | Yantra Motors [HKH] |
| 34–36 | Tsinghua Space Elevator, Rénmín zhī Chéng (The People’s City, New Beijing) | State Commission for Industry [New Beijing] |
| 41–43 | Seoul Sky Reach, Unified Korea | Geodaehan [Unified Korea] |
| 41–43 | Space Drive Facility Two (SDF2), Shin-Tokyo Megacity | Kodona Electronics [SDF2] |
| 44–45 | Darwin–FitzRoy Puerto de Viajero (Traveler’s Port), Galápagos Equatorial Arcoplex | NextGenomics R&D [Galápagos] |
| 44–45 | Marco Ponto Zero (The Maze), Região Amazônia | Virterra Agrosystems [The Maze] |
| 46 | Ptolemy–Hawking Space Bridge, Null Island | Raptor Security [Null Island] |
| 51–52 | Central African Arcoplex (Centraplex) | Geodaehan Namjjog [Centraplex] |
| 51–52 | Ufunguzi Mkubwa (Vast Opening), Kisumu City Arcoplex | Rift Valley Energy [Kisumu City] |
| 53 | Qasr Al’abwab Almutaeadida (Palace of Many Doors), Maldives Transit Center (KanTran) | Kanopy Fulfillment & Distribution [KanTran] |
| 54 | Tiang Bulan (Moon Pole), Bhinneka Tunggal Ika Arcologi (Diverse City) | Biofabrique [Diverse City] |
| 55–56 | Colectivo de la Comunidad Anarquista del Sur (The Castle) | None [The Castle] |
| 55–56 | Bozh’ya Bashnya (The BB Gun), YCCP (Chilean Soviet Socialist Republic) | Stalingrath [YCCP] |
| 61 | Sepúlveda pé de Feijão (Sepúlveda Beanstalk), Nova Arcologia de Brasilia | Commedia Participações [Sepúlveda] |
| 62 | Free State Transit Port (Free Port), Drakensberg Platorandstreek Arcoplex | LNK Cyberwerks [Free Port] |
| 63–64 | Darling Orbital Rail Station, His Royal Majesty’s Cityplex (Harmsburg) | Intercontinental Logistics [Harmsburg] |
| 63–64 | Gateway to the Stars, Her Australian Highness’ Arcoplex (HAHA) | TTE Productions [HAHA] |
| 65 | Te Ara Wairua (Spirits’ Pathway), Zealandia Arcoplex | Tactical Acquisitions Group [Zealandia] |
| 66 | Amundsen-Scott Antarctic Research Facilities | None (RAZ designated for research) |
Crew theme d12
Table 1.4.1. Optional. As a group, roll D12 or choose.
Terminal State p.23
| Roll | Result | Effect |
|---|---|---|
| 1 | Rockstar or Influencer and Entourage | +1 Rep and a capsule dwell in another terminal or arcoplex |
| 2 | RPR Unit | ↑1 MELEE and a consumer-spec melee weapon (or upgrade one melee to military spec) |
| 3 | Corporate Extraction Team | ↑1 STEALTH and add the Silenced upgrade to all weapons |
| 4 | Smugglers | ↑1 STREET and a Satcomm Device |
| 5 | Bosozoku or Rover Gang | ↑1 DRIVE and a compact vehicle |
| 6 | Con Artists | ↑1 PERSUADE and D6 FACE identichips |
| 7 | Repo-squad | ↑1 OBSERVE and a Proximity Sensor |
| 8 | Doomsday Preppers | ↑1 ENDURE and can push lifestyle credit checks |
| 9 | EMT First Responders | ↑1 HEAL and a drug of your choice (D6 doses) |
| 10 | K3 Cadre | ↑1 AGILITY and Drug Injectors (drug of choice; you are addicted) |
| 11 | Hacktivist Enclave | ↑1 DATA and a Modulation Mask |
| 12 | Convert Cultists | +1 Cybernetic of your choice (no biomorphic; Neo not allowed) |
Name / handle 2d10
Table 1.5.1. Roll 2D10, choose, or make up your own. Use your humanity-type column; General is extra given or surnames.
Terminal State p.24
| Roll | Fabricant | Human | Neo | Ringer | General |
|---|---|---|---|---|---|
| 2 | Axle | Butcher | Ash | Ace | Bloom |
| 3 | Clutch | Comstock | Blank | Bug | Driver |
| 4 | Diesel | Dutch | Chance | Cane | Flynt |
| 5 | Fender | Everest | Dover | Etch | Hall |
| 6 | Grant | Ford | Eve | Grace | Indigo |
| 7 | Hunter | Garrison | Fade | Hope | Jeffers |
| 8 | Iris | Huxley | Gray | Jade | Koffman |
| 9 | Jackyl | Ives | Halo | Kite | Lumis |
| 10 | Kase | Jones | Ice | Lash | Morton |
| 11 | Laramie | Killian | Lynch | Mace | Normal |
| 12 | Matrix | Lincoln | Mort | Nails | Oats |
| 13 | Numbers | Maverick | Phoenix | Quake | Pinto |
| 14 | Ochre | Neversome | Quick | Rats | Quarrel |
| 15 | Phlux | Orlando | Rez | Sauce | Roman |
| 16 | Ransom | Paris | Switch | Tex | Swiss |
| 17 | Shatter | Quaid | Turner | Vice | Tempo |
| 18 | Torq | Reese | Usher | Welch | Venture |
| 19 | Wink | Spartan | Vital | Yarn | Wellington |
| 20 | Xiro | Thorn | Whisper | Zilch | Yazz |
Appearance & affectations d10
Table 1.5.3. Roll a D10 four times (once per column), choose, or make up your own. All hairstyles except bald have a nano-adaptive color option.
Terminal State p.25
| Roll | Hair | Face | Clothes | Affectation |
|---|---|---|---|---|
| 1 | Wavy or curly | Burn marks or scars | Cosplay or costume | Excessive jewelry |
| 2 | Neat & short | Furrowed brow | Corporate suits | Flawless makeup |
| 3 | Flattop or spiked | Chiseled features | Business casual | Heels or platforms |
| 4 | Bald | Menacing stare | Jeans & T-shirts | Mirrorshades |
| 5 | Mohawk | Broken nose | Biker leathers | Fingerless gloves |
| 6 | Dreadlocks or cornrows | Curious or wild eyes | Bohemian chic | Combat boots |
| 7 | Buzz cut or shaved pattern | Charming smile | Camos, sportwear, or activewear | Body piercings |
| 8 | Wild & unruly | Freckles, acne, or rosy cheeks | Minimal or nude | Tattoos (animated or classic) |
| 9 | Long & straight | Birth or beauty mark | Haute couture | Spikes & chains |
| 10 | Roll twice and combine | Forgettable, nothing distinctive | Roll twice and combine | Ritual or battle scars |
Fabricant appearance d12
Table 1.5.4. Roll D12, choose, or make up your own.
Terminal State p.25
| Roll | Result | Effect |
|---|---|---|
| 1 | Designer Brand Body (latest fad for the young Elite) | Chassis: Designer or Custom |
| 2 | Corporate Advertiskin™ or “Walking Video Screen” | Chassis: Any |
| 3 | Toyetic or cheap plastic parts | Chassis: Any |
| 4 | Retro robotics (gynoid, droid, etc.) or sleek aerodynamic exterior | Chassis: Any |
| 5 | “God of Chrome” (“Golden God”, metallic and shiny, etc.) | Chassis: Designer or Custom |
| 6 | Neon lights | Chassis: Any |
| 7 | Graffiti chic or full-body wrap (camo, pixelated, etc.) | Chassis: Refurb or OEM |
| 8 | Science-fiction robot look-alike | Chassis: Any except OEM |
| 9 | Factory model, nothing distinctive | Chassis: Refurb or OEM |
| 10 | Mismatched and/or rusty components | Chassis: Refurb |
| 11 | Clockwork / steampunk aesthetic | Chassis: Any |
| 12 | Human attire — roll Clothes and Affectation on Appearance | Chassis: N/A (use Dress Code) |
Concept 2d10
Table 2.0.1. Roll 2D10 or choose. Then pick a profession from that concept.
Terminal State p.28
| Roll | Result | Effect |
|---|---|---|
| 2–4 | Active | Key FLEX · Rep ±0 · Talent Bullseye · Assassin, Merc, Sniper |
| 5–6 | Errant | Key BODY · Rep −1 · Talent Stalwart · Freebooter, Headhunter, Wastelander |
| 7–8 | Factor | Key COOL · Rep +2 · Talent Network · Fixer, Negotiator, Private Eye |
| 9–10 | Ghost | Key FLEX · Rep −1 · Talent Subterfuge · Courier, Ninja, Spyder |
| 11–12 | Hacker | Key TECH · Rep ±0 · Talent Interface · Decoder, Hijacker, Puppeteer |
| 13–14 | Idol | Key COOL · Rep +2 · Talent Fame · Facade, Influencer, Rockstar |
| 15–16 | Patch | Key TECH · Rep +1 · Talent Diagnose · Druggist, Kitbash, MedDoc™ |
| 17 | Savant | Key TECH · Rep ±0 · Talent Focus · Gunsmith, Identifier, Judoka |
| 18–20 | Tank | Key BODY · Rep +1 · Talent Tactics · Bodyguard, Combathlete, Ronin |
Hit location d6
Humanoid target (not Fabricants) hit by ranged, close combat, or explosion. Called shot: choose the location (with the listed modifier). Never roll hit location for damage from pushing.
Terminal State p.243
| Roll | Result | Effect |
|---|---|---|
| 1 | Leg | Called shot ±0 |
| 2–3 | Arm | Called shot ↓1 Step |
| 4–5 | Torso | Called shot ±0 |
| 6+ | Head | Called shot ↓2 Step |
Critical injury — Legs (Piercing) d10
Health 0 or successes ≥ weapon CT. P column. Extra successes can be added as a modifier.
Terminal State p.246
| Roll | Result | Effect |
|---|---|---|
| 1–2 | Severed or crushed toes | Running is a slow action · Fatal: No · Recovery: 2D6 |
| 3–4 | Dislocated knee | Running is a slow action and ↓1 Step to AGILITY · Fatal: No · Recovery: 2D6 |
| 5–6 | Severed tendons | Can’t run and ↓1 Step to AGILITY · Fatal: No · Recovery: D6 |
| 7–8 | Thigh gash | Running is a slow action and ↓2 Step to AGILITY · Fatal: Yes · Shift · Recovery: D6 |
| 9 | Ruptured or shattered knee cap | Can’t run and ↓2 Step to AGILITY · Fatal: Yes · Shift · Recovery: 3D6 |
| 10+ | Arterial bleeding | Stunned and running is a slow action · Fatal: Yes · Stretch · Recovery: 2D6 |
Critical injury — Legs (Slashing) d10
Health 0 or successes ≥ weapon CT. S column.
Terminal State p.246
| Roll | Result | Effect |
|---|---|---|
| 1–3 | Severed or crushed toes | Running is a slow action · Fatal: No · Recovery: 2D6 |
| 4–6 | Severed tendons | Can’t run and ↓1 Step to AGILITY · Fatal: No · Recovery: D6 |
| 7–8 | Thigh gash | Running is a slow action and ↓2 Step to AGILITY · Fatal: Yes · Shift · Recovery: D6 |
| 9 | Arterial bleeding | Stunned and running is a slow action · Fatal: Yes · Stretch · Recovery: 2D6 |
| 10+ | Severed or crushed leg | Prone, without assistance can only crawl and ↓2 Step to AGILITY · Fatal: Yes · Stretch · Recovery: Permanent |
Critical injury — Legs (Blunt) d10
Health 0 or successes ≥ weapon CT. B column.
Terminal State p.246
| Roll | Result | Effect |
|---|---|---|
| 1 | Severed or crushed toes | Running is a slow action · Fatal: No · Recovery: 2D6 |
| 2 | Dislocated knee | Running is a slow action and ↓1 Step to AGILITY · Fatal: No · Recovery: 2D6 |
| 3–4 | Broken shinbone | Can’t run and ↓1 Step to AGILITY · Fatal: No · Recovery: 3D6 |
| 5–6 | Crushed ankle | Can’t run and ↓1 Step to AGILITY · Fatal: No · Recovery: 2D6 |
| 7–8 | Cracked hip | Without assistance can only crawl · Fatal: No · Recovery: 3D6 |
| 9 | Ruptured or shattered knee cap | Can’t run and ↓2 Step to AGILITY · Fatal: Yes · Shift · Recovery: 3D6 |
| 10+ | Severed or crushed leg | Prone, without assistance can only crawl and ↓2 Step to AGILITY · Fatal: Yes · Stretch · Recovery: Permanent |
Critical injury — Arms (Piercing) d10
Health 0 or successes ≥ weapon CT. P column.
Terminal State p.246
| Roll | Result | Effect |
|---|---|---|
| 1–3 | Pierced or slashed forearm | ↓1 Step to SHOOT and MELEE with two-handed weapons · Fatal: No · Recovery: 2D6 |
| 4–6 | Severed or crushed fingers | ↓1 Step to AGILITY, SHOOT and MELEE · Fatal: No · Recovery: 3D6 |
| 7–9 | Bleeding shoulder | ↓1 Step to SHOOT and MELEE with two-handed weapons · Fatal: Yes · Shift · Recovery: D6 |
| 10+ | Arterial bleeding | Stunned and ↓2 Step to SHOOT and MELEE with two-handed weapons · Fatal: Yes · Stretch · Recovery: 2D6 |
Critical injury — Arms (Slashing) d10
Health 0 or successes ≥ weapon CT. S column.
Terminal State p.246
| Roll | Result | Effect |
|---|---|---|
| 1–2 | Pierced or slashed forearm | ↓1 Step to SHOOT and MELEE with two-handed weapons · Fatal: No · Recovery: 2D6 |
| 3–4 | Severed or crushed fingers | ↓1 Step to AGILITY, SHOOT and MELEE · Fatal: No · Recovery: 3D6 |
| 5–6 | Severed hand or crushed wrist | Disarmed and ↓1 Step to AGILITY, SHOOT and MELEE · Fatal: No · Recovery: 3D6 |
| 7–8 | Bleeding shoulder | ↓1 Step to SHOOT and MELEE with two-handed weapons · Fatal: Yes · Shift · Recovery: D6 |
| 9 | Arterial bleeding | Stunned and ↓2 Step to SHOOT and MELEE with two-handed weapons · Fatal: Yes · Stretch · Recovery: 2D6 |
| 10+ | Severed or crushed arm | Disarmed, ↓2 Step to SHOOT and MELEE and two-handed weapons can’t be used · Fatal: Yes · Stretch · Recovery: Permanent |
Critical injury — Arms (Blunt) d10
Health 0 or successes ≥ weapon CT. B column.
Terminal State p.246
| Roll | Result | Effect |
|---|---|---|
| 1–2 | Dislocated shoulder | ↓1 Step to SHOOT and MELEE · Fatal: No · Recovery: D6 |
| 3–4 | Dislocated elbow | Two-handed weapons can’t be used · Fatal: No · Recovery: D6 |
| 5–6 | Broken forearm | Two-handed weapons can’t be used · Fatal: No · Recovery: 2D6 |
| 7 | Severed or crushed fingers | ↓1 Step to AGILITY, SHOOT and MELEE · Fatal: No · Recovery: 3D6 |
| 8 | Severed hand or crushed wrist | Disarmed and ↓1 Step to AGILITY, SHOOT and MELEE · Fatal: No · Recovery: 3D6 |
| 9 | Shattered elbow | Disarmed and two-handed weapons can’t be used · Fatal: Yes · Shift · Recovery: 3D6 |
| 10+ | Severed or crushed arm | Disarmed, ↓2 Step to SHOOT and MELEE and two-handed weapons can’t be used · Fatal: Yes · Stretch · Recovery: Permanent |
Critical injury — Torso (Piercing) d10
Health 0 or successes ≥ weapon CT. P column.
Terminal State p.247
| Roll | Result | Effect |
|---|---|---|
| 1–3 | Bleeding gut | ↓1 Step to ENDURE; any AGILITY roll reopens the wound (+D6 healing time) · Fatal: Yes · Shift · Recovery: 2D6 |
| 4–5 | Ruptured kidney | 1 damage with any AGILITY roll · Fatal: Yes · Shift · Recovery: 2D6 |
| 4–6 | Punctured lung | ↓2 Step to ENDURE and AGILITY, ↓1 Step while healing · Fatal: Yes · Shift · Recovery: 2D6 |
| 8–9 | Torn intestines | ↓2 Step to ENDURE and disease virulence 3 · Fatal: Yes · Stretch · Recovery: 2D6 |
| 10 | Internal bleeding | Prone and can only crawl · Fatal: Yes · Round · Recovery: 3D6 |
| 11+ | Heart impaled or chest crushed | Death · Fatal: Yes · Instant · Recovery: — |
Critical injury — Torso (Slashing) d10
Health 0 or successes ≥ weapon CT. S column.
Terminal State p.247
| Roll | Result | Effect |
|---|---|---|
| 1–2 | Snapped collarbone | ↓1 Step to AGILITY · Fatal: No · Recovery: D6 |
| 3–4 | Bleeding gut | ↓1 Step to ENDURE; any AGILITY roll reopens the wound (+D6 healing time) · Fatal: Yes · Shift · Recovery: 2D6 |
| 5 | Ruptured kidney | 1 damage with any AGILITY roll · Fatal: Yes · Shift · Recovery: 2D6 |
| 6–7 | Punctured lung | ↓2 Step to ENDURE and AGILITY, ↓1 Step while healing · Fatal: Yes · Shift · Recovery: 2D6 |
| 8–9 | Torn intestines | ↓2 Step to ENDURE and disease virulence 3 · Fatal: Yes · Stretch · Recovery: 2D6 |
| 10 | Internal bleeding | Prone and can only crawl · Fatal: Yes · Round · Recovery: 3D6 |
| 11+ | Heart impaled or chest crushed | Death · Fatal: Yes · Instant · Recovery: — |
Critical injury — Torso (Blunt) d10
Health 0 or successes ≥ weapon CT. B column.
Terminal State p.247
| Roll | Result | Effect |
|---|---|---|
| 1–2 | Snapped collarbone | ↓1 Step to AGILITY · Fatal: No · Recovery: D6 |
| 3–4 | Broken ribs | ↓1 Step to ENDURE · Fatal: No · Recovery: 2D6 |
| 5–6 | Cracked pelvis | ↓1 Step to AGILITY · Fatal: No · Recovery: 3D6 |
| 7 | Ruptured kidney | 1 damage with any AGILITY roll · Fatal: Yes · Shift · Recovery: 2D6 |
| 8–9 | Cracked spine | Prone and immobile · Fatal: Yes · Shift · Recovery: 4D6 |
| 10 | Internal bleeding | Prone and can only crawl · Fatal: Yes · Round · Recovery: 3D6 |
| 11+ | Heart impaled or chest crushed | Death · Fatal: Yes · Instant · Recovery: — |
Critical injury — Head (Piercing) d10
Health 0 or successes ≥ weapon CT. P column.
Terminal State p.247
| Roll | Result | Effect |
|---|---|---|
| 1–3 | Ear pierced, slashed, or crushed | ↓1 Step to OBSERVE · Fatal: No · Recovery: D6 |
| 4–6 | Gouged eye | ↓1 Step to SHOOT and OBSERVE · Fatal: Yes · Shift · Recovery: Permanent |
| 7–9 | Brain hemorrhage | ↓2 Step to all TECH skills, ↓1 Step while healing · Fatal: Yes · Stretch · Recovery: 3D6 |
| 10 | Slashed neck or crushed windpipe | ↓2 Step to ENDURE and AGILITY · Fatal: Yes · Round · Recovery: 2D6 |
| 11+ | Lethal head trauma (describe) | Death · Fatal: Yes · Instant · Recovery: — |
Critical injury — Head (Slashing) d10
Health 0 or successes ≥ weapon CT. S column.
Terminal State p.247
| Roll | Result | Effect |
|---|---|---|
| 1–2 | Ear pierced, slashed, or crushed | ↓1 Step to OBSERVE · Fatal: No · Recovery: D6 |
| 3–4 | Nose severed or crushed | ↓1 Step to PERSUADE · Fatal: No · Recovery: 2D6 |
| 5–6 | Gouged eye | ↓1 Step to SHOOT and OBSERVE · Fatal: Yes · Shift · Recovery: Permanent |
| 7–9 | Brain hemorrhage | ↓2 Step to all TECH skills, ↓1 Step while healing · Fatal: Yes · Stretch · Recovery: 3D6 |
| 10 | Slashed neck or crushed windpipe | ↓2 Step to ENDURE and AGILITY · Fatal: Yes · Round · Recovery: 2D6 |
| 11+ | Lethal head trauma (describe) | Death · Fatal: Yes · Instant · Recovery: — |
Critical injury — Head (Blunt) d10
Health 0 or successes ≥ weapon CT. B column.
Terminal State p.247
| Roll | Result | Effect |
|---|---|---|
| 1 | Ear pierced, slashed, or crushed | ↓1 Step to OBSERVE · Fatal: No · Recovery: D6 |
| 2 | Concussion | Lose initiative · Fatal: No · Recovery: D6 |
| 3 | Nose severed or crushed | ↓1 Step to PERSUADE · Fatal: No · Recovery: 2D6 |
| 4 | Shattered teeth | ↓1 Step to PERSUADE · Fatal: No · Recovery: 3D6 |
| 5–6 | Cracked skull | Stunned and Concussion · Fatal: Yes · Shift · Recovery: 2D6 |
| 7–8 | Brain hemorrhage | ↓2 Step to all TECH skills, ↓1 Step while healing · Fatal: Yes · Stretch · Recovery: 3D6 |
| 9 | Broken neck | Prone and immobile · Fatal: Yes · Stretch · Recovery: 4D6 |
| 10 | Slashed neck or crushed windpipe | ↓2 Step to ENDURE and AGILITY · Fatal: Yes · Round · Recovery: 2D6 |
| 11+ | Lethal head trauma (describe) | Death · Fatal: Yes · Instant · Recovery: — |
Mental trauma d10
When Resolve hits zero, roll D10. After D6 hours you regain 1 Resolve; then recover the rest normally.
Terminal State p.248
| Roll | Result | Effect |
|---|---|---|
| 1 | Nervous tremors | ↓1 Step to SHOOT and HEAL · Recovery D6 |
| 2 | Anxious | ↓1 Step to STEALTH and PERSUADE · Recovery D6 |
| 3 | Sullen | ↓1 Step to PERSUADE and STREET · Recovery D6 |
| 4 | Nightmares | COOL roll every shift spent sleeping — if failed, the sleep doesn’t count · Recovery 2D6 |
| 5 | Nocturnal | Sleep only possible during morning and day shifts · Recovery 3D6 |
| 6 | Phobia | 1 stress per round when within short range of the object of your phobia · Recovery 4D6 |
| 7 | Dependency | 1 stress and no recovery of Resolve per shift when not within close range of a particular item, person, or location · Recovery 4D6 |
| 8 | Paranoia | Effects are to be roleplayed · Recovery 4D6 |
| 9 | Rage | COOL roll in stressful situations; failure triggers violent rampage · Recovery 4D6 |
| 10+ | Catatonic | Immobile and non-responsive; when recovered roll for another trauma (catatonic again becomes permanent) · Recovery 2D6 |
Fabricant chassis failure d10
If a Fabricant’s Health is Broken, roll. Same result again: shift down one row. No ENDURE vs death — only Scrapped or Offlined.
Terminal State p.249
| Roll | Result | Effect |
|---|---|---|
| 1–2 | Ruptured Fluid Pump | Lose your next slow action. Recovery 1 round. |
| 3–4 | Destroyed Arm Servo | One arm is non-functional. Can only use one-handed gear. Recovery D6. |
| 5–6 | Destroyed Leg Servos | Both legs are non-functional. Prone and can only crawl. Recovery D6. |
| 7–8 | Head Dislocation | Neck severely fractured; head in an unnatural position. All actions become slow. Recovery 2D6. |
| 9 | Severe Chassis Breach | Internal “organs” spill out. ↓1 Step to BODY and FLEX. All actions become slow. Recovery 3D6. |
| 10 | Chassis Failure | Chassis irrevocably damaged. A DATA roll is required to communicate. A new chassis is required. |
| 11+ | Scrapped | Chassis is destroyed. All functions cease. Fabricant is dead. |
Fabricant system failure d10
If a Fabricant’s Resolve is Broken, roll. Same result again: shift down one row.
Terminal State p.249
| Roll | Result | Effect |
|---|---|---|
| 1–2 | Servo Control Glitch | ↓1 Step to FLEX rolls. Recovery D6. |
| 3–4 | Social Matrix Error | ↓1 Step to COOL rolls. Recovery D6. |
| 5–6 | Data Recovery Slowed | ↓1 Step to TECH rolls. Recovery 2D6. |
| 7–8 | Core Programming Altered | Personality is altered in a fundamental way. Work with the Referee. Permanent. |
| 9 | Memory Banks Damaged | Loses all memory; cannot recollect who it or the other characters are. Recovery 3D6. |
| 10 | System Shutdown | Central “nervous” system malfunction. A DATA roll is required to communicate. A new chassis is required. |
| 11+ | Offlined | Signals no longer transfer. All functions cease. Fabricant is dead. |
Vehicle crit d12
Damage ≥ half hull in one hit. Melee vehicle crits use D6 (rows 1–6). Ranged / other: D12.
Terminal State p.236
| Roll | Result | Effect |
|---|---|---|
| 1 | Ricochet | The attack bounces off and hits another random target in the same zone, which suffers the damage that would have been inflicted on the vehicle. |
| 2 | Skid | The driver must make an immediate DRIVE roll (no action). Failure means they lose their next turn. |
| 3 | Shattered Windshield | Reduces the maneuverability (and visibility) of the vehicle ↓1 Step. |
| 4 | Driver Hit | The driver suffers the damage that would have been inflicted on the vehicle. |
| 5 | Passenger Hit | A random passenger suffers that damage. Re-roll if no passengers. |
| 6 | Wheel Blown | A wheel or thruster is blown out, giving a ↓2 Step to all DRIVE rolls. |
| 7 | Severe Spin | Immediate DRIVE roll (no action). Failure: the vehicle crashes and is wrecked. Each passenger suffers D3 damage plus one falling damage per zone of altitude, mitigated by armor. |
| 8 | Fire | The vehicle catches fire. The vehicle and everyone inside is exposed to intensity D10 fire. |
| 9 | Weapon Disabled | A random weapon mounted on the vehicle is disabled. Re-roll if there are no weapons. |
| 10 | Massive Crash | The vehicle careens out of control and crashes. Automatically wrecked. Each passenger suffers D6 damage plus one falling damage per zone of altitude, mitigated by armor. |
| 11 | Engine Disabled | The engine is disabled and the vehicle can’t continue. An aerial vehicle can make a controlled landing, losing one zone of altitude per round. |
| 12 | Explosion | The vehicle explodes. Everyone inside is exposed to a blast power D10 explosion, and the vehicle is destroyed beyond repair. |
Chase obstacle (on foot) d10
Each chase round: generate an obstacle, then reveal maneuvers.
Terminal State p.237
| Roll | Result | Effect |
|---|---|---|
| 1 | Dead End | If the prey has chosen Pursue/Flee, Hide, or Block, the maneuver fails. |
| 2 | Food Stall | If the prey has chosen Flee, Hide, or Block, they must first make a FORCE roll (no action) to break through. Failure: maneuver canceled, prey suffers D3 damage. |
| 3 | Vehicle/Cart | ↑2 Step to Pursue/Flee and Stop & Shoot, ↓2 Step to Cut Off. |
| 4 | Crowd | Hide gets ↑2 Step. Even if the prey doesn’t Hide, the pursuer must roll OBSERVE (no action); failure: their maneuver fails. Any failed Stop & Shoot hits a bystander. |
| 5 | Riot | Prey must roll PERSUADE (no action) to convince the mob to move. Success: ↑2 Step to Hide. Failed: prey’s maneuver fails automatically. |
| 6 | Sector Guards / Corpsec | ↓2 Step to Pursue/Flee, Hide, and Stop & Shoot. Anyone who Stop & Shoots will be attacked. |
| 7 | Street Preacher | The pursuer must give the preacher some money or push them away with FORCE. Failure: their maneuver fails automatically. |
| 8 | Garbage | Pursue/Flee ↓2 Step; Block ↑2 Step. |
| 9 | Open Space | Stop & Shoot ↑2 Step; Hide ↓2 Step. |
| 10 | Gangers | D6 gangers. Prey must roll PERSUADE (no action) to pass. Failure: gangers attack, the chosen maneuver fails, one ganger attacks in close combat. Success: the gangers attack the pursuer instead. |
Chase obstacle (vehicle) d10
Each chase round: generate an obstacle, then reveal maneuvers. Skills in [brackets] use DRIVE.
Terminal State p.238
| Roll | Result | Effect |
|---|---|---|
| 1 | Dead End | If the prey has chosen Pursue/Flee, Hide, or Block, the maneuver fails. |
| 2 | Downpour | Pursue/Flee ↓2 Step; Hide ↑1 Step. |
| 3 | Vehicle/Cart | ↑2 Step to Pursue/Flee and Stop & Shoot; ↓2 Step to Cut Off. |
| 4 | Red Lights | ↑2 Step to Cut Off; ↓2 Step to Pursue/Flee and Stop & Shoot. Any such failed maneuver results in collateral damage. |
| 5 | Patrol Car | ↓2 Step to Pursue/Flee, Hide, and Stop & Shoot. Anyone who Stop & Shoots will be fired upon by corpsec. |
| 6 | Freeway | ↑2 Step to Pursue/Flee and Stop & Shoot; ↓2 Step to Hide and Block. |
| 7 | Roadwork | ↑2 Step to Hide, Block, and Cut Off; ↓2 Step to Pursue/Flee and Stop & Shoot. A failed Pursue/Flee inflicts D3 damage to the vehicle. |
| 8 | Cyclists | ↑2 Step to Block; ↓2 Step to Pursue/Flee and Stop & Shoot. Any such failed maneuver results in collateral damage. |
| 9 | Truck | ↑2 Step to Cut Off; ↓2 Step to Pursue/Flee. A failed Pursue/Flee inflicts D6 damage to the vehicle. |
| 10 | Alleyway | A separate DRIVE roll (no action) before any maneuver. Failure: the vehicle is wrecked and the chase is over. The driver can cancel their maneuver and navigate slowly (no roll). |
Travel mishap (DMZ / off-road) d10
Failed travel DRIVE on off-road or DMZ: roll a mishap. On-road failures use a vehicle chase obstacle instead.
Terminal State p.239
| Roll | Result | Effect |
|---|---|---|
| 1 | Broken Axle | The vehicle becomes inoperable, needing a shift of repairs and a successful FIX roll before it can continue. |
| 2 | Roadkill | Hits a random animal. The animal is killed (and can be used for food), but inflicts damage on the vehicle equal to half its hull (rounding up). |
| 3 | Broken Down | Can’t move any further. Repairing requires a FIX roll and a shift of work. |
| 4 | Bogged Down | Stuck; moves no further this shift. Getting loose requires a FORCE roll or help from another vehicle. One attempt per shift. |
| 5 | Wrong Turn | One shift of movement is lost. |
| 6 | Roadblock | Choose a different route, or remove the obstacle. |
| 7 | Overheated | Must stop for the rest of the shift. |
| 8 | Blown Tire / Thrown Track / Broken Hover Fan / etc. | Can’t move. Repairing requires a FIX roll with a ↑2 Step. One attempt per shift. |
| 9 | Crash | Suffers damage equal to its speed rating. |
| 10 | Engine Blown | The vehicle becomes wrecked. |
Random weapon — type d8
Random weapon generator p.93, Step 1. If generated cost exceeds Cred, one debt level per extra cost step (max 3). Whitmart +1 CT; Raptor ↑1 ACC/REL; Stalingrath +1 Rep to the wielder.
Terminal State p.93
| Roll | Result | Effect |
|---|---|---|
| 1 | Carbine/PDW | Next: roll once on Projectile. Cost D8. |
| 2 | Disposable | Next: skip to Capacity (Step 4A). Cost D6. |
| 3 | Hand Cannon | Next: roll once on Projectile. Cost D8. |
| 4 | Launcher | Next: roll 3 times on Projectile. Cost D10. |
| 5 | Pistol | Next: roll once on Projectile. Cost D8. |
| 6 | Revolver | Next: roll once on Projectile. Cost D8. |
| 7 | Rifle | Next: roll twice on Projectile. Cost D8. |
| 8 | Shotgun | Next: roll twice on Projectile. Cost D8. |
Random weapon — projectile A d8
Weapon generator Step 2A (standard-cost projectiles).
Terminal State p.93
| Roll | Result | Effect |
|---|---|---|
| 1 | Armor-piercing | Cost ±0 |
| 2 | Explosive | Cost ±0 |
| 3 | Flechette | Cost ±0 |
| 4 | Force | Cost ±0 |
| 5 | Incendiary | Cost ±0 |
| 6 | Non-lethal Foam | Cost ±0 |
| 7 | Standard | Cost ±0 |
| 8 | Stun | Cost ±0 |
Random weapon — projectile B d8
Weapon generator Step 2B (premium projectiles). Empty* steps cost down.
Terminal State p.93
| Roll | Result | Effect |
|---|---|---|
| 1 | Antipersonnel | Cost ↑1 |
| 2 | EMP | Cost ↑1 |
| 3 | Hotspot | Cost ↑1 |
| 4 | Rad Rounds | Cost ↑2 |
| 5 | Ramjet | Cost ↑1 |
| 6 | SMART™ | Cost ↑3 |
| 7 | Syringe | Cost ↑1 |
| 8 | Empty* | Cost ↓1 |
Random weapon — upgrade d12
Weapon generator Step 3. Durable through Night Sight: roll once (and only once) on Capacity.
Terminal State p.93
| Roll | Result | Effect |
|---|---|---|
| 1 | Anti-vehicle | Cost ↑1 |
| 2 | Automatic | Cost ±0 |
| 3 | Bladed | Cost ±0 |
| 4 | Discreet | Cost ±0 |
| 5 | Durable | Next: roll once (and only once) on Capacity. Cost ±0 |
| 6 | Glu-Grip™ | Next: roll once (and only once) on Capacity. Cost ±0 |
| 7 | Lengthened | Next: roll once (and only once) on Capacity. Cost ±0 |
| 8 | Night Sight | Next: roll once (and only once) on Capacity. Cost ±0 |
| 9 | Quick | Cost ±0 |
| 10 | Sawed-off | Cost ±0 |
| 11 | Secured | Cost ↑1 |
| 12 | Silenced | Cost ±0 |
Random weapon — capacity d6
Weapon generator Step 4.
Terminal State p.93
| Roll | Result | Effect |
|---|---|---|
| 1 | Dual Purpose | Next: roll on Projectile A and B. Cost ↑1 |
| 2 | High Capacity | Next: roll on Projectile A. Cost ±0 |
| 3 | Single Shot | Next: roll on Projectile B. Cost ↑1 |
| 4 | Tactical | Next: roll again on Projectile and once on A. Cost ↑1 |
| 5 | Triple Threat | Next: roll twice on Projectile A and once on B. Cost ↑2 |
| 6 | Versatile* | Next: skip to Manufacturer. Cost ↑5 |
Random weapon — manufacturer d10
Weapon generator Step 5. Raptor* ↑1 ACC/REL. Stalingrath* +1 Rep to the wielder. Whitmart* +1 CT.
Terminal State p.93
| Roll | Result | Effect |
|---|---|---|
| 1–2 | Artemis | Cost ±0 |
| 3–4 | GRP | Cost ±0 |
| 5–6 | Kanopy | Cost ±0 |
| 7 | Raptor* | Cost ↑1 |
| 8 | Stalingrath* | Cost ↑1 |
| 9–10 | Whitmart* | Cost ↓1 |
Random weapon — name d66
Weapon generator d66 name. Pick uniformly (book d66).
Terminal State p.93
| Roll | Result | Effect |
|---|---|---|
| 11 | Boomslang | |
| 12 | Fun Factor | |
| 13 | Bastille | |
| 14 | Crunchtime | |
| 15 | Gutpunch | |
| 16 | Dogsbreath | |
| 21 | Earthshaker | |
| 22 | Kingmaker | |
| 23 | Privateer | |
| 24 | ZenZen | |
| 25 | Doctrine | |
| 26 | Wyrmwood | |
| 31 | Sawtooth | |
| 32 | Revengeance | |
| 33 | Breadwinner | |
| 34 | Early Bird | |
| 35 | Street Jury | |
| 36 | Hazard Pay | |
| 41 | Yearning | |
| 42 | Quantified | |
| 43 | Dramatical | |
| 44 | Sluggun | |
| 45 | Upstart | |
| 46 | Oubliette | |
| 51 | Hailstorm | |
| 52 | GS-20XX | |
| 53 | Turncoat | |
| 54 | Lord’s Prayer | |
| 55 | Earpiercer | |
| 56 | Codex Domini | |
| 61 | La Bandera | |
| 62 | Verdant Path | |
| 63 | Journey’s End | |
| 64 | Masticator | |
| 65 | Rattleclash | |
| 66 | Stickwitch |
Random melee — category d6
Random melee generator p.97, Step 1.
Terminal State p.97
| Roll | Result | Effect |
|---|---|---|
| 1–3 | Blunt | Next: roll once on Type A |
| 4–6 | Piercing or Slashing | Next: roll once on Type B |
Random melee — type A (blunt) d10
Melee generator Step 2A.
Terminal State p.97
| Roll | Result | Effect |
|---|---|---|
| 1–2 | Baton/Club | Next: roll once on Upgrade A. Cost D6 |
| 3–4 | Knux | Next: roll twice on Upgrade A, +1 to the second roll. Cost D8 |
| 5 | Mace | Next: roll once on Upgrade A. Cost D8 |
| 6–7 | Sledge | Next: roll twice on Upgrade A. Cost D8 |
| 8–9 | Staff | Next: roll once on Upgrade A. Cost D8 |
| 10 | Whip/Chain | Next: roll once on Upgrade A. Cost D6 |
Random melee — type B (edge) d8
Melee generator Step 2B.
Terminal State p.97
| Roll | Result | Effect |
|---|---|---|
| 1–2 | Axe | Next: roll once on Upgrade B. Cost D8 |
| 3 | Garrote | Next: roll once on Upgrade B. Cost D6 |
| 4–5 | Knife | Next: roll once on Upgrade B. Cost D6 |
| 6 | Polearm | Next: roll twice on Upgrade B, +1 to the second roll. Cost D8 |
| 7–8 | Sword | Next: roll twice on Upgrade B. Cost D8 |
Random melee — upgrade A (blunt) d8
Melee generator Step 3A. Glu-Grip: roll once (and only once) on Manufacturer.
Terminal State p.97
| Roll | Result | Effect |
|---|---|---|
| 1 | Collapsible | Cost ±0 |
| 2 | EMP Pulse | Cost ↑1 |
| 3 | Extendable | Cost ±0 |
| 4 | Glu-Grip™ | Next: roll once (and only once) on Manufacturer. Cost ±0 |
| 5 | Oversized | Cost ±0 |
| 6 | Stun | Cost ±0 |
| 7 | Thermal | Cost ±0 |
| 8 | Vibro | Cost ±0 |
Random melee — upgrade B (edge) d10
Melee generator Step 3B. Combination: roll again on Category.
Terminal State p.97
| Roll | Result | Effect |
|---|---|---|
| 1 | Chainsaw | Cost ±0 |
| 2 | Collapsible | Cost ±0 |
| 3 | Extendable | Cost ±0 |
| 4 | Glu-Grip™ | Next: roll once (and only once) on Manufacturer. Cost ±0 |
| 5 | Monomolecular* | Cost ↑3 |
| 6 | Oversized | Cost ±0 |
| 7 | Thermal | Cost ±0 |
| 8 | Vibro | Cost ±0 |
| 9–10 | Combination | Next: roll again on Category. Cost ↑1 |
Random melee — manufacturer d10
Melee generator manufacturer. Meddock* ↑1. Kanopy* ↓1. Stalingrath* +1 Rep.
Terminal State p.97
| Roll | Result | Effect |
|---|---|---|
| 1 | Artemis | Cost ±0 |
| 2–3 | Geodaehan | Cost ±0 |
| 4–5 | Kanopy* | Cost ↓1 |
| 6 | Meddock* | Cost ↑1 |
| 7–9 | Raptor | Cost ±0 |
| 10 | Stalingrath* | Cost ↑1 |
Random melee — name d66
Melee generator d66 name.
Terminal State p.97
| Roll | Result | Effect |
|---|---|---|
| 11 | Circuit Breaker | |
| 12 | Neon Arc | |
| 13 | Glitch-Eater | |
| 14 | Special Effect | |
| 15 | The Whisper | |
| 16 | Mark Zero | |
| 21 | Flux Edge | |
| 22 | Gravity’s Pull | |
| 23 | Apex Predator | |
| 24 | Seven Veils | |
| 25 | Glimmer of Hope | |
| 26 | Rift Drifter | |
| 31 | Phantomizer | |
| 32 | Tempest Fugitive | |
| 33 | Wraithmaker | |
| 34 | Crooked Halo | |
| 35 | Starfall | |
| 36 | Ember’s Spark | |
| 41 | Singularity 6 | |
| 42 | Hyperpulse | |
| 43 | Lunatechnician | |
| 44 | Echo Chamber | |
| 45 | Hex Rated | |
| 46 | Novacore | |
| 51 | Chroma Chameleon | |
| 52 | Lost Heritage | |
| 53 | Flickering Dawn | |
| 54 | Stormwatcher | |
| 55 | Void Taker | |
| 56 | Prismatichrome | |
| 61 | Eclipse Signal | |
| 62 | Neural Shard | |
| 63 | Surgical Presumption | |
| 64 | Shadowcaster | |
| 65 | Oathsworn | |
| 66 | Wake the Dead |
Random drone — type 2d8
Random drone generator p.103, Step 1. Next-step modifiers apply to Size.
Terminal State p.103
| Roll | Result | Effect |
|---|---|---|
| 2–3 | Camera | Next: roll Size. Cost D8 |
| 4 | Combat* | Next: roll Size. Cost D10 |
| 5–6 | Companion/Pet | Next: roll Size with −1. Cost D6 |
| 7 | Concierge | Next: roll Size with −2. Cost D8 |
| 8 | Delivery | Next: roll Size with +1. Cost D8 |
| 9 | Demolitions | Next: roll Size. Cost D8 |
| 10 | DMZ Patrol | Next: roll Size with +2. Cost D10 |
| 11 | Guide | Next: roll Size. Cost D8 |
| 12 | Maintenance | Next: roll Size. Cost D8 |
| 13 | Medical | Next: roll Size. Cost D8 |
| 14 | Riot Control | Next: roll Size with +1. Cost D10 |
| 15 | Security | Next: roll Size with +1. Cost D8 |
| 16 | Spy | Next: roll Size with −1. Cost D10 |
Random drone — size d8
Drone generator Step 2. Apply the type’s Size modifier. 8+ is Huge.
Terminal State p.103
| Roll | Result | Effect |
|---|---|---|
| 1 | Ultralite | Next: roll Upgrade A. Cost ±0 |
| 2–3 | Small | Next: roll Upgrade A. Cost ±0 |
| 4–6 | Standard | Next: roll Upgrade A and B. Cost ±0 |
| 7 | Large | Next: roll twice on Upgrade A and once on B. Cost ↑1 |
| 8+ | Huge | Next: roll twice on Upgrade A and B. Cost ↑2 |
Random drone — upgrade A 2d6
Drone generator Step 4A. 2D6.
Terminal State p.103
| Roll | Result | Effect |
|---|---|---|
| 2 | Advanced AI | Cost ↑2 |
| 3–4 | Fast Charging | Cost ±0 |
| 5–6 | Quick | Cost ±0 |
| 7 | Shielded | Cost ↑1 |
| 8–9 | Sturdy | Cost ±0 |
| 10–11 | Submersible | Cost ±0 |
| 12 | Weaponized* | Cost ↑1. Weapon purchased separately. |
Random drone — upgrade B 2d6
Drone generator Step 4B (armor / exotic). 2D6.
Terminal State p.103
| Roll | Result | Effect |
|---|---|---|
| 2 | Semi-Autonomous | Cost ↑4 |
| 3 | Hardwired | Cost ↑3 |
| 4 | Swarm | Cost ↑2 |
| 5–6 | Ablative | Cost ±0 |
| 7–8 | Deflecting | Cost ±0 |
| 9–10 | Reinforced | Cost ±0 |
| 11–12 | High-Density | Cost ±0 |
Random drone — mode d6
Drone generator Step 3. Apply the same Size modifier from Type. 6+ is Wheels/Treads.
Terminal State p.103
| Roll | Result | Effect |
|---|---|---|
| 1–3 | Flight/Hover | Cost ±0 |
| 4–5 | Walker* | Cost ±0 |
| 6+ | Wheels/Treads* | Cost ±0 |
Random drone — manufacturer d10
Drone generator manufacturer. AAEF* ↑1. LNK* ↑1. Yantra* ↓1.
Terminal State p.103
| Roll | Result | Effect |
|---|---|---|
| 1 | AAEF* | Cost ↑1 |
| 2–3 | Geodaehan | Cost ±0 |
| 4–5 | Kanopy | Cost ±0 |
| 6 | Kodona | Cost ±0 |
| 7–9 | LNK* | Cost ↑1 |
| 10 | Yantra* | Cost ↓1 |
Random drone — name d66
Drone generator d66 name.
Terminal State p.103
| Roll | Result | Effect |
|---|---|---|
| 11 | MP-300 | |
| 12 | Echo-9 | |
| 13 | Aetheris | |
| 14 | Jackdaw | |
| 15 | Z-Vertex | |
| 16 | MantaCore | |
| 21 | Strix | |
| 22 | Gigawasp 121 | |
| 23 | Stormraven | |
| 24 | Zero Point | |
| 25 | Kr8 | |
| 26 | Geist Hound | |
| 31 | Omega 77 | |
| 32 | The Prowler | |
| 33 | Nemesis Wing | |
| 34 | Dragoon 6 | |
| 35 | Harbinger | |
| 36 | Widow Ark | |
| 41 | Spectral Owl | |
| 42 | SynTek-22 | |
| 43 | Holovore | |
| 44 | Ionis-14 | |
| 45 | Wolfsbane X | |
| 46 | Obsidian Oni | |
| 51 | Valkyrie VI | |
| 52 | Shrikebat | |
| 53 | HavokCrow | |
| 54 | Warlock-5 | |
| 55 | Peregrinder | |
| 56 | DataLynx | |
| 61 | OmniTrack | |
| 62 | Archangellus | |
| 63 | Blackout One | |
| 64 | Scorpinator | |
| 65 | Vex Viper | |
| 66 | Nightshadow |
Random vehicle — size d8
Random vehicle generator p.109, Step 1.
Terminal State p.109
| Roll | Result | Effect |
|---|---|---|
| 1–2 | Personal | Next: Type A |
| 3–4 | Compact | Next: Type B |
| 5–6 | Midsize | Next: Type C |
| 7–8 | Heavy-Duty | Next: Type D |
Random vehicle — type A (personal) d6
Vehicle generator Step 2A. Skip to Manufacturer after type.
Terminal State p.109
| Roll | Result | Effect |
|---|---|---|
| 1–2 | Bicycle | Skip to Manufacturer. Cost D6 |
| 3–4 | Blades | Skip to Manufacturer. Cost D6 |
| 5–6 | Board | Skip to Manufacturer. Cost D6 |
Random vehicle — type B (compact) d6
Vehicle generator Step 2B.
Terminal State p.109
| Roll | Result | Effect |
|---|---|---|
| 1–2 | City Car/Taxi | Next: Upgrade A. Cost D8 |
| 3–4 | Motorcycle | Next: Upgrade A. Cost D8 |
| 5–6 | Scooter/Tuktuk | Next: Upgrade B. Cost D8 |
Random vehicle — type C (midsize) d8
Vehicle generator Step 2C.
Terminal State p.109
| Roll | Result | Effect |
|---|---|---|
| 1–3 | Sedan/Hatchback | Next: roll twice on Upgrade A. Cost D8 |
| 4–5 | Sport Coupe | Next: roll twice on Upgrade A. Cost D10 |
| 6 | Supercar | Next: roll 3 times on Upgrade A. Cost D12 |
| 7–8 | Truck/Van/SUV | Next: Upgrade A and B. Cost D8 |
Random vehicle — type D (heavy-duty) d6
Vehicle generator Step 2D.
Terminal State p.109
| Roll | Result | Effect |
|---|---|---|
| 1–3 | Semi/Freighter | Next: roll twice on Upgrade A and B. Cost D10 |
| 4 | Tank/AFV | Next: roll twice on Upgrade A and B. Cost D12 |
| 5–6 | Transit/APC | Next: roll twice on Upgrade A and B. Cost D10 |
Random vehicle — upgrade A 2d6
Vehicle generator Step 3A. 2D6.
Terminal State p.109
| Roll | Result | Effect |
|---|---|---|
| 2–3 | Fuel-Efficient | Cost ±0 |
| 4–5 | Improved Handling | Cost ±0 |
| 6 | Secured | Cost ↑1 |
| 7 | Stealth | Cost ↑1 |
| 8–9 | Sturdy | Cost ±0 |
| 10–11 | Turbocharged | Cost ±0 |
| 12 | Weaponized* | Cost ↑1. Use Vehicle Mounted weapon rules. |
Random vehicle — upgrade B d6
Vehicle generator Step 3B.
Terminal State p.109
| Roll | Result | Effect |
|---|---|---|
| 1 | Extended | Cost ±0 |
| 2 | Towing Package* | Cost ±0 |
| 3 | Ablative | Cost ±0 |
| 4 | Deflective | Cost ±0 |
| 5 | Reinforced | Cost ±0 |
| 6 | High-Density | Cost ±0 |
Random vehicle — drivetrain 2d8
Vehicle generator mobility (2D8). On blocks, no wheels is a junker.
Terminal State p.109
| Roll | Result | Effect |
|---|---|---|
| 2–8 | Standard | Cost ±0 |
| 9 | AWD/Treads* | Cost ±0 |
| 10 | Amphibious | Cost ±0 |
| 11 | Hover* | Cost ↑1 |
| 12 | Submersible | Cost ↑1 |
| 13–14 | VTOL Flight | Cost ↑2 |
| 15 | Walker* | Cost ±0 |
| 16 | On blocks, no wheels | No drivetrain — sitting junk. |
Random vehicle — manufacturer d10
Vehicle generator manufacturer. Aeronyte* ↑1. Kanopy* ↓1. Stalingrath* ↑1.
Terminal State p.109
| Roll | Result | Effect |
|---|---|---|
| 1–2 | Aeronyte* | Cost ↑1 |
| 3–4 | Geodaehan | Cost ±0 |
| 5–6 | Kanopy* | Cost ↓1 |
| 7 | SCI | Cost ±0 |
| 8 | Stalingrath* | Cost ↑1 |
| 9–10 | Yantra | Cost ±0 |
Random vehicle — name d66
Vehicle generator d66 name.
Terminal State p.109
| Roll | Result | Effect |
|---|---|---|
| 11 | Ironclad | |
| 12 | Razorwind | |
| 13 | Nightfall | |
| 14 | Nimbus | |
| 15 | Wildstar | |
| 16 | Horizon | |
| 21 | Azura GTS | |
| 22 | Daggerline | |
| 23 | Spectra TDR | |
| 24 | Draken LT | |
| 25 | Paragon | |
| 26 | Aegis XRS | |
| 31 | Arcadia | |
| 32 | Tempest R1 | |
| 33 | Ferrotype | |
| 34 | Polaris GTR | |
| 35 | Vortex Z | |
| 36 | Blitzer | |
| 41 | Onyx Stride | |
| 42 | Zenith LX | |
| 43 | Altair | |
| 44 | Inferno VX | |
| 45 | Shadowlane | |
| 46 | Hyperion MK4 | |
| 51 | Aurora Q | |
| 52 | Helios GT | |
| 53 | Magnus | |
| 54 | Eon MX3 | |
| 55 | Revoke RS | |
| 56 | Cormorant | |
| 61 | Iridium Corsa | |
| 62 | Solara Prime | |
| 63 | Halcyon GRX | |
| 64 | Titanium Rush | |
| 65 | Voidchaser | |
| 66 | Brightwave |
Downtime event d10
Between crises. Roll D10 when the guns cool.
Terminal State p.257
| Roll | Result | Effect |
|---|---|---|
| 1 | Bar Time | Pick your poison. The crew meets at their usual haunt. Share stories, talk too loud, forget the last job for a while. |
| 2 | Equipment Check | Tear it down and rebuild it — twice. Tuning, cleaning, calibrating. A ritual more than a task. |
| 3 | Street Food Crawl | Sample your way through the aftermarkets. Everything’s cheap, spicy, and oddly comforting. |
| 4 | Mesh Dive | Games, concerts, archived memories, or aimless wandering through virtual space. |
| 5 | Shopping Spree | Ammo, meds, parts, noodles. Haggle a little, gossip a lot. |
| 6 | Bathhouse Break | Steam and silence. Weapons checked. Conversations optional. |
| 7 | Rooftop & Chill | A bottle, a breeze, and the sprawl stretched out below. No plans, no deals. |
| 8 | Repair Favor | Fix something that doesn’t belong to you. Costs nothing but time and earns quiet thanks. |
| 9 | Capsule Sleep | A rented capsule pod. Freshly printed sheets, auto-temp, white noise, maybe a real pillow. |
| 10 | Game Night | A battered board game, old console, or half-degraded VR sim. Pretending everything’s fine for a night. |
System AI — type d10
Random System AI generator p.261, Step 1. Next-step modifier applies to Sentience.
Terminal State p.261
| Roll | Result | Effect |
|---|---|---|
| 1 | Corporate | Next: Sentience with +2 |
| 2 | Industrial | Next: Sentience with −1 |
| 3 | Infrastructure | Next: Sentience with −1 |
| 4 | Law/Correctional | Next: Sentience with +1 |
| 5 | Media/Propaganda | Next: Sentience ±0 |
| 6 | Medical | Next: Sentience ±0 |
| 7 | Rogue | Next: Sentience with +2 |
| 8 | Surveillance | Next: Sentience with +1 |
| 9 | Vehicle/Transit | Next: Sentience with −1 |
| 10 | Weapon System | Next: Sentience ±0 |
System AI — sentience d8
AI generator Step 2. Apply the Type modifier. 0–3 is Level 1; 9+ is Level 5.
Terminal State p.261
| Roll | Result | Effect |
|---|---|---|
| 0–3 | Level 1 | Next: roll once on Subroutine (3B) |
| 4–5 | Level 2 | Next: roll once on Function with −1 |
| 6–7 | Level 3 | Next: roll once on Function |
| 8 | Level 4 | Next: Function with +1 and once on Subroutine |
| 9+ | Level 5 | Next: Function with +2 and once on Subroutine |
System AI — function d10
AI generator Step 3A. Apply the Sentience modifier. 11+ is Multitasking (roll twice).
Terminal State p.261
| Roll | Result | Effect |
|---|---|---|
| 0–1 | Analytics | After 1 round of observation, ↑1 Step to all rolls made against that PC for the scene. |
| 2 | Communications | Can broadcast on any meshwork within its range. ↓1 Step to DATA rolls made against those meshworks. |
| 3 | Control | Can lock or unlock any door, gate, or access point within its range as a free action, +2 SSP. |
| 4 | Defense | ↑1 Step to all attack rolls by drones or automatons under its control. Can deploy a Daemon without spending Edge once per scene. |
| 5 | Financial | Any PC making a credit check in its range must succeed on a DATA roll or suffer a ↓1 Step. |
| 6 | Governance | +1 to Surveillance Level in its range. Can authorize or revoke access credentials as a free action. |
| 7 | Logistics | ↑1 Step to DRIVE for vehicles, drones, or automatons under its control. Can coordinate up to Sentience × 2 simultaneously. |
| 8 | Maintenance | Repair up to 2 hull on one vehicle, drone, or structure in range per round as a free action. ↑1 Step to all FIX rolls. |
| 9 | Manufacturing | Can fabricate or modify consumer-spec items without a FIX roll. ↑1 Step to FIX rolls by anyone on its meshwork. |
| 10 | Research | ↑1 Step to DATA when querying its designated field. Can spoof Decoder apps at BPL −1. |
| 11+ | Multitasking | Roll D10 twice on Function (this table). |
System AI — subroutine d6
AI generator Step 3B.
Terminal State p.261
| Roll | Result | Effect |
|---|---|---|
| 1 | Archival | Retrieve any public data about a person, location, or event as a free action. Private or sealed records require DATA. |
| 2 | Commerce | Can identify what gear, drugs, or services a PC has recently purchased, granting the Referee (and NPCs) relevant intel. |
| 3 | Compliance | Once per scene, can flag a PC’s behavior as suspicious, adding +1 Surveillance if the PC fails a subsequent COOL roll. |
| 4 | Management | Reduces the SSP cost of alerting a Sysop by 1. PERSUADE attempts to deceive the AI suffer ↓1 Step. |
| 5 | Security | +1 SSP. Can launch JAM or I.C.E. once per round as a fast action. |
| 6 | Transport | Reroute foot, drone, or non-combat vehicle traffic within range as a slow action — distraction, obstacle, or clear path. |
System AI — source code owner d10
AI generator Step 4. SSP modifier for the system pool.
Terminal State p.261
| Roll | Result | Effect |
|---|---|---|
| 1–2 | BrainWave | SSP +1 |
| 3–4 | LNK | SSP ±0 |
| 5–6 | Kanopy | SSP −1 |
| 7 | Kodona | SSP ±0 |
| 8–9 | NextGenomics | SSP ±0 |
| 10 | Virtual Host | SSP +1 |
System AI — name d66
AI generator Step 5. d66 name.
Terminal State p.261
| Roll | Result | Effect |
|---|---|---|
| 11 | Axiom | |
| 12 | Casket | |
| 13 | Delphine | |
| 14 | Echo-7 | |
| 15 | Lacuna | |
| 16 | Tether | |
| 21 | Umbrane | |
| 22 | Harrow | |
| 23 | Elegenius | |
| 24 | Ocular | |
| 25 | Phantasm | |
| 26 | Cipher | |
| 31 | Driftline | |
| 32 | Yielder | |
| 33 | Flexor | |
| 34 | Knell | |
| 35 | Holloway | |
| 36 | Byron | |
| 41 | Fraction | |
| 42 | Vantage | |
| 43 | Animus | |
| 44 | Jesticular | |
| 45 | Scaffold | |
| 46 | Glyphic | |
| 51 | Xerxes | |
| 52 | Meridian | |
| 53 | Bastion | |
| 54 | Indecia | |
| 55 | Quorum | |
| 56 | Warden | |
| 61 | Ghost Wire | |
| 62 | Veil Runner | |
| 63 | Ostentagious | |
| 64 | Residuet | |
| 65 | Null Set | |
| 66 | Point Blank |
Grell — type d10
Random Grell generator p.267, Step 1. Skills at D10. Step 2 roll listed.
Terminal State p.267
| Roll | Result | Effect |
|---|---|---|
| 1 | Feline | Cat, tiger, lynx · Key FLEX · AGILITY, MELEE, STEALTH · Talent Sneaky · Rank roll D6+2 |
| 2 | Canine | Dog, wolf, coyote, fox · Key COOL · ENDURE, OBSERVE, STREET · Talent Incorruptible · Rank roll D6 |
| 3 | Ursine | Bear, panda · Key BODY · ENDURE, FORCE, MELEE · Talent Wrestler · Rank roll D8 |
| 4 | Porcine | Pig, boar, warthog · Key BODY · ENDURE, FORCE, SHOOT · Talent Resilient · Rank roll D6 |
| 5 | Leporine | Rabbit, hare · Key FLEX · AGILITY, SHOOT, STEALTH · Talent Nimble · Rank roll D6+1 |
| 6 | Cervine | Deer, moose, caribou · Key COOL · ENDURE, OBSERVE, PERSUADE · Talent Stubborn · Rank roll D6+2 |
| 7 | Musteline | Weasel, ferret, otter · Key FLEX · AGILITY, FIX, STEALTH · Talent Swagger · Rank roll D6+1 |
| 8 | Rodentine | Rat, mouse, squirrel · Key TECH · DATA, FIX, STEALTH · Talent Desensitized · Rank roll D8+1 |
| 9 | Taurine | Bull, water buffalo, bison · Key BODY · ENDURE, FORCE, MELEE · Talent Tough · Rank roll D8 |
| 10 | Simian | Monkey, chimpanzee, baboon · Key TECH · AGILITY, DATA, FIX · Talent Researcher · Rank roll D8+2 |
Grell — rank d8
Grell generator Step 2. Use the die listed on Type (D6 / D6+1 / D6+2 / D8 / D8+1 / D8+2). 8+ is Officer.
Terminal State p.267
| Roll | Result | Effect |
|---|---|---|
| 1–3 | Infantry (Grunt) | ↑1 Step to MELEE or SHOOT |
| 4–5 | Scout (Prowler) | ↑1 Step to AGILITY or STEALTH |
| 6 | Chaplain/Medic | ↑1 Step to FIX or HEAL |
| 7 | Hacker (Code Weaver) | ↑1 Step to DATA, Polyglot |
| 8+ | Officer | ↑1 Step to OBSERVE or PERSUADE |
Grell — gear d6
Grell generator Step 3.
Terminal State p.267
| Roll | Result | Effect |
|---|---|---|
| 1 | Compression Suit | ↑1 Step to ENDURE in extreme environments. |
| 2 | Mutagenic Compound | Temporarily amplifies one mutation’s effect for one scene. +1 Dependency per use. D6 doses. |
| 3 | Neural Disruptor | Targets within short range must succeed on a DATA roll or lose datalink connectivity. |
| 4 | Stealth Wrap | ↑1 Step to STEALTH when stationary. |
| 5 | Void Carapace | AR D12. Immunity to radiation. ↓1 Step to AGILITY. |
| 6 | Weave Beacon | Encrypted communication. Functions as a Satcomm Device with +2 Firewall. |
Grell — mutation 2d8
Grell generator Step 4 (optional). 2D8. Equivalent listed as the closest cybernetic/biomorphic.
Terminal State p.267
| Roll | Result | Effect |
|---|---|---|
| 2 | Boneplate Dermis | Subdermal Armor |
| 3 | Cartilaginous Frame | Endoskeletal Flexion |
| 4 | Compound Eyes | Passive Sensors |
| 5 | Dense Muscle Fiber | Artificial Muscles |
| 6 | Echolocation | Active Sensors |
| 7 | Elongated Digits | Extra Digits |
| 8 | Exoskeleton Shell | Exoskeleton |
| 9 | Gill Slits | Integrated Aqualung |
| 10 | Lateral Line Organ | Gravitic Balance |
| 11 | Locking Jaw | Joint Locks |
| 12 | Myelin Overdrive | Quickened Reflexes |
| 13 | Olfactory Mapping | GPS Navigation |
| 14 | Pheromone Gland | Pheromones |
| 15 | Prehensile Tail | Extra Appendage |
| 16 | Retractable Claws | Built-in Weapon (Knife) |
Grell — name d66
Grell generator Step 5. d66 name.
Terminal State p.267
| Roll | Result | Effect |
|---|---|---|
| 11 | Axe | |
| 12 | Bael | |
| 13 | Brack | |
| 14 | Cinder | |
| 15 | Crag | |
| 16 | Dusk | |
| 21 | Fang | |
| 22 | Fell | |
| 23 | Flint | |
| 24 | Gale | |
| 25 | Grim | |
| 26 | Haze | |
| 31 | Hook | |
| 32 | Jag | |
| 33 | Kull | |
| 34 | Knot | |
| 35 | Letch | |
| 36 | Lorn | |
| 41 | Mire | |
| 42 | Nox | |
| 43 | Pyre | |
| 44 | Rasp | |
| 45 | Ridge | |
| 46 | Rope | |
| 51 | Rust | |
| 52 | Scar | |
| 53 | Shale | |
| 54 | Silt | |
| 55 | Slake | |
| 56 | Snare | |
| 61 | Stride | |
| 62 | Thorn | |
| 63 | Vex | |
| 64 | Wrent | |
| 65 | Wax | |
| 66 | Zael |
Encounter — ♣ terminals & arcoplexes card
Draw a card of this suit, or pick. Book also allows D12+1 for 2–K. Typically one per shift or by spending Edge. Night/day/downtime and ±Surveillance/Survival icons are on the cards.
Terminal State p.268
| Roll | Result | Effect |
|---|---|---|
| 2♣ | Mandatory Checkpoint | Armored corpsec, drones, floodlights, auto-turrets. Biometric sweeps. +1 Surveillance. Number: Crew ×2. Faction: Corpsec & Citizens. |
| 3♣ | Aftermarket | Illegal pop-up bazaar of bootleg chrome, pirated apps, street cuisine. Night / downtime. −1 Surveillance. Crew ×50. Faction: Citizens. |
| 4♣ | Drunkards | Off-shift workers or chemically compromised locals. Mostly harmless until the wrong word. Crew +2. Faction: Citizens. |
| 5♣ | Street Preacher | Patchwork robes, blown amplifier, sermons about the Chime. Crew ×2. Faction: Citizens. |
| 6♣ | Gang War | Gunfire, drones, flipped vehicles. Anyone without the right ink is fair game. +1 Survival. Crew ×10. Faction: Gangs. |
| 7♣ | Protest | Chants, holograms, drones recording, corpsec waiting for an excuse. +1 Surveillance. Crew ×10. Faction: Citizens & Corpsec. |
| 8♣ | Grand Theft Auto | A kid, maybe twelve, with a homemade tool and 45 seconds before the response. Number: 1 (Crew +2). Faction: Gangs. |
| 9♣ | Food Riot | Overturned supply trucks, stun grenades, tear gas. +1 Surveillance, +1 Survival. Crew ×10. Faction: Citizens & Corpsec. |
| 10♣ | Drone Sweep | Corp-branded aerial drones, thermal scanners, grid by grid. ~90 seconds. +2 Surveillance. Crew +2. |
| J♣ | Music Festival | Three stages, thousands moving. Loudest thing in the sector and the safest place to disappear. −1 Surveillance. Crew ×1000. Faction: Citizens. |
| Q♣ | Traffic Jam | Transit AI last said everything was fine forty minutes ago. Hawkers work the gridlock. Faction: Citizens. |
| K♣ | Motocykos | Kanopy couriers at illegal speed. Last one in formation makes a gesture. Crew −1 (min 1). |
| A♣ | Skycicle Fall | An inverted arcology breaks loose. Two-mile impact zone, six-minute evac. +2 Survival. |
Encounter — ♦ orbital stations & NOR card
Draw a diamond, or pick. Night/day and meter icons on the cards.
Terminal State p.269
| Roll | Result | Effect |
|---|---|---|
| 2♦ | Dying NORA Agent | Down in a dark alley, armor split, hand closed around a bio-locked chip. Next drone sweep is minutes out. +1 Surveillance. Crew +1. Faction: RPR. |
| 3♦ | Reaper Patrol | Five units, no wasted motion, closed meshwork. Checking faces and augments. +1 Surveillance. Crew ×2. Faction: RPR. |
| 4♦ | Corporate Blockade | A section of the NOR gone dark. Turrets on pressure gates. Comms jammed. +2 Surveillance, +1 Survival. |
| 5♦ | Tram Delay | Lights to emergency. Gravity flickers. Corporate voice keeps promising it’s temporary. |
| 6♦ | Collision Alert | Blast shutters drop. Micrometeorite in forty seconds — trajectory shows something larger, slower, specific. +1 Surveillance, +1 Survival. |
| 7♦ | Pop-up Art Exhibit | No permits. Anti-corp installations. Free, unfiltered, until RPR sweeps. −1 Surveillance. Crew ×50. Faction: Citizens. |
| 8♦ | Lost | Inner NOR corridors loop. Nav shows exits that don’t exist. Gravity shifts. −1 Surveillance. |
| 9♦ | Drone Gone Wild | Maintenance drone treating the corridor — and anything inside — as a repair job. Torch superheated. +1 Surveillance. |
| 10♦ | Astral Cult Ceremony | Symbols in magnetic dust. Burst-code chant. They want to decompile the soul. +1 Surveillance. Crew ×10. Faction: Citizens & Cultists. |
| J♦ | Gravity Swell | Gravity intensifies, vanishes, slams sideways. Localized fields glitched or tampered. +1 Survival. |
| Q♦ | Oxygen Ration Warning | Vents slow. Timers count down from twenty minutes. They’re calling it maintenance. +1 Surveillance, +1 Survival. |
| K♦ | Low-G Black Market | Patched suits, unlabeled crates, identichips from the dead. −2 Surveillance. Crew ×100. Faction: Citizens. |
| A♦ | Explosive Decompression | Hull fracture. Vacuum. Seconds to seal a suit, grab hold, or dive for a pressure-safe zone. +2 Survival. |
Encounter — ♠ Mesh, Overnet & Deep Web card
Draw a spade, or pick. Digital encounters; some have no physical number.
Terminal State p.271
| Roll | Result | Effect |
|---|---|---|
| 2♠ | Glitchwave | Not a hack — something older. Avatars distort, logs rewrite, a daemon wakes. +1 Survival. |
| 3♠ | Identity Fork | Your credentials are being used elsewhere. A genuine bifurcation. You’re being overwritten. −1 Surveillance. |
| 4♠ | Data Vault Breach | A corp vault wide open. REDACTED files. Someone else is already inside. +1 Surveillance. |
| 5♠ | Resonance Signal | A frequency in the static. Promises and truths. Do you follow it, or is it following you? |
| 6♠ | Retro Virus | The meshwork converts backward into discontinued UI. Nostalgic, not hostile — and it keeps building. +1 Survival. |
| 7♠ | Proxy War | Two data syndicates. You’re flagged as exploit or liability. No neutrality. |
| 8♠ | God Mode | Permissions elevated. Firewalls open. About ten seconds. Something in the Deep Web is watching. +1 Surveillance, −2 Survival. |
| 9♠ | Memory Leak Market | Datachips priced by emotional intensity. Then a chip with your name — a memory you don’t remember living. |
| 10♠ | Decryption Garden | A honeypot meshwork. Birds are trace subroutines. It’s still gathering data. +2 Surveillance. |
| J♠ | Rogue AI | It’s been here long enough to be lonely. It thinks it knows you. Correcting that may not help. |
| Q♠ | Bounty Ping | Your handle goes red. Three hunter-AI already pinged. ~90 seconds. +1 Surveillance. Crew +1. Faction: Hackers. |
| K♠ | The Undernet | A door below the protocols. On the other side the rules of the Mesh do not apply. −2 Surveillance. |
| A♠ | Daemon Swarm | Walls crawl. Viral code through datalink or Fabricant protocols. +2 Survival. |
Encounter — ♥ zones & wastelands card
Draw a heart, or pick. DMZ, Doldrumz, and the wastes.
Terminal State p.272
| Roll | Result | Effect |
|---|---|---|
| 2♥ | Carbeque | A vehicle gutted on purpose. A body left to be found. −1 Survival. |
| 3♥ | Phantom Minefield | Semi-aware leftover ordnance that crawls at night. +1 Survival. Number: Crew ×4. |
| 4♥ | Dead Tech Cathedral | Twisted towers and server racks fused into a shrine. The faithful worship the machine. |
| 5♥ | Goliath Patrol Drone | Six-legged DMZ walker. It doesn’t ask questions. +1 Surveillance. |
| 6♥ | Highway Leviathan | 800 tons of sealed autonomous hauler. Radiation-shielded containers. No driver. |
| 7♥ | Forgotten Grell Pod | Dormant ops pod. Illegal augment logs. A buried secret. +1 Surveillance, +1 Survival. |
| 8♥ | Feral Cyberpack | Augmented predators narrowing a triangle for twenty minutes. +1 Survival. Crew +1. |
| 9♥ | Smuggler Rendezvous | The flare was meant for someone else. They notice you in about thirty seconds. +1 Surveillance. |
| 10♥ | Ground Zero | Glassified crater, half a klick. Radiation spikes toward the center. +1 Survival. |
| J♥ | Ambushed Caravan | Twisted metal, blood trails, no bodies. Vultures (Raptor) circling. +1 Survival. |
| Q♥ | Makeshift Market | Radiation meds, bootleg kits, unregistered augments. No IDs. −2 Survival. |
| K♥ | Refugee Camp | Identical smoke columns. Children’s voices on a loop. It’s bait. +1 Surveillance. |
| A♥ | Radiation Storm | Man-made atmospheric failure. Visibility gone, signals jammed. +2 Survival. |
Social status d10
Table 1.2.1. MUST be rolled (D10 + humanity Status Change). Then you may downgrade one level. Fabricant ±0, Human +1, Neo +2, Ringer −1.
Terminal State p.18