Clon01 GM ToolsTerminal State

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….

No matching sections.

Humanity type d8

Table 1.1.1. Roll D8 or choose. Fabricants may only push skills at D8+.

Terminal State p.15

RollResultEffect
1–2Fabricant↑1 Step attribute · ↓1 Step skill* · +1 Cybernetic · Rep −1 · Status ±0
3–5HumanNo attribute/skill adjust · Rep ±0 · Status +1
6NeoLevel 3 Debt, +1 General Talent · Rep +1 · Status +2
7–8Ringer↓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

RollResultEffect
1–3Body Recycling [Cyke]A Lazarus with no physical alterations. You in someone else’s skin.
4–5Surgical Remodeling [Modbod]Starts similar, then biomorphically and cosmetically remodeled to match you.
6Genetic 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

RollResultEffect
1–3Security [SEC]↑1 Step to a BODY skill · Empathy Switch (Off)
4–7Labor [LBR]↑1 Step to a TECH skill · Backup Organs
8–9Command [CMD]↑1 Step to a COOL skill · Beautification
10Operations [OPS]↑1 Step to a FLEX skill · Quickened Reflexes

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

RollResultEffect
0–2ExileBase Rep 3 · Homestead Accommodation
3CopBase Rep 4 · Owed a Level 3 Favor
4–7PunkBase Rep 4 · +1 Style per session
8–9CitizenBase Rep 5 · ↑1 TECH Skill Step
10CorpBase Rep 6 · +2 to Contact Pool
11+EliteBase Rep 7 · ↑1 Step to lifestyle

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

RollResultEffect
11–12Seattle Portland Community Arcoplex (SeaPort)Meddock Healthcare [SeaPort]
11–12Milkyway Loop Terminal, San Frangeles Coastal Arcoplex (Calplex)BrainWave Edutech [Calplex North] or Commedia Costa Norte [Calplex South]
13–15The Hub, or the surrounding DoldrumzKanopy [The Hub]
13–15Estrella Solitaria (Lone Star Megacity, El Mess)Artemis Arms [Lone Star]
13–15Soleri Memorial Arcoplex (The Solarium)NextGenomics [The Solarium]
16Great Lakes Area Mallplex (GLAM)Rift Valley Energy Americas [GLAM]
21–22Cornelius Van Horst Memorial Spaceway, New Jersey City Arcoplex (New NYC)Aeronyte Hospitality [New NYC]
21–22República de Nueva FloridaAAEF [República de Nueva Florida]
21–22Santi Arcología (Saints Arcology, New Vatican City)Monde di Pietà Ovest [New Vatican City]
23Greater London Megatropolis (Big-L)Raptor Europe [Big-L]
24–25Cervantes Cosmódromo, Franco-Iberian Arcoplex (La Mancha)Virterra España [La Mancha]
24–25New European Union (NEU)Norden Gewehre, Raketen und Panzer Herstellung [NEU]
24–25Norden Kooperativet (NorKo)Myer-Watts [NorKo]
26Ouránio Katófli (Heavenly Threshold), Mediterranean Trade Complex (MTC)Monde di Pietà Globale [MTC]
31–32Tsiolkovsky Maglev Tower, Caspiarabian Basin Arcoplex (The Backwards)Petrov Chemicals [The Backwards]
31–32Russkiy Anarkhistskiy Kollektiv Odin, Dva, and Tri (RAK I, II & III)None [RAK I, II & III]
33Karakoram Orbital Tract, Xinjiang Uyghur Recognized Autonomous Zone (The Zoo)NORA [The Zoo]
33Any of the three NOR, or their associated orbital stationsThe RPR [NOR and orbitals]
34–36Hindu Kush Himalayan (HKH) Regional ArcoplexYantra Motors [HKH]
34–36Tsinghua Space Elevator, Rénmín zhī Chéng (The People’s City, New Beijing)State Commission for Industry [New Beijing]
41–43Seoul Sky Reach, Unified KoreaGeodaehan [Unified Korea]
41–43Space Drive Facility Two (SDF2), Shin-Tokyo MegacityKodona Electronics [SDF2]
44–45Darwin–FitzRoy Puerto de Viajero (Traveler’s Port), Galápagos Equatorial ArcoplexNextGenomics R&D [Galápagos]
44–45Marco Ponto Zero (The Maze), Região AmazôniaVirterra Agrosystems [The Maze]
46Ptolemy–Hawking Space Bridge, Null IslandRaptor Security [Null Island]
51–52Central African Arcoplex (Centraplex)Geodaehan Namjjog [Centraplex]
51–52Ufunguzi Mkubwa (Vast Opening), Kisumu City ArcoplexRift Valley Energy [Kisumu City]
53Qasr Al’abwab Almutaeadida (Palace of Many Doors), Maldives Transit Center (KanTran)Kanopy Fulfillment & Distribution [KanTran]
54Tiang Bulan (Moon Pole), Bhinneka Tunggal Ika Arcologi (Diverse City)Biofabrique [Diverse City]
55–56Colectivo de la Comunidad Anarquista del Sur (The Castle)None [The Castle]
55–56Bozh’ya Bashnya (The BB Gun), YCCP (Chilean Soviet Socialist Republic)Stalingrath [YCCP]
61Sepúlveda pé de Feijão (Sepúlveda Beanstalk), Nova Arcologia de BrasiliaCommedia Participações [Sepúlveda]
62Free State Transit Port (Free Port), Drakensberg Platorandstreek ArcoplexLNK Cyberwerks [Free Port]
63–64Darling Orbital Rail Station, His Royal Majesty’s Cityplex (Harmsburg)Intercontinental Logistics [Harmsburg]
63–64Gateway to the Stars, Her Australian Highness’ Arcoplex (HAHA)TTE Productions [HAHA]
65Te Ara Wairua (Spirits’ Pathway), Zealandia ArcoplexTactical Acquisitions Group [Zealandia]
66Amundsen-Scott Antarctic Research FacilitiesNone (RAZ designated for research)

Crew theme d12

Table 1.4.1. Optional. As a group, roll D12 or choose.

Terminal State p.23

RollResultEffect
1Rockstar or Influencer and Entourage+1 Rep and a capsule dwell in another terminal or arcoplex
2RPR Unit↑1 MELEE and a consumer-spec melee weapon (or upgrade one melee to military spec)
3Corporate Extraction Team↑1 STEALTH and add the Silenced upgrade to all weapons
4Smugglers↑1 STREET and a Satcomm Device
5Bosozoku or Rover Gang↑1 DRIVE and a compact vehicle
6Con Artists↑1 PERSUADE and D6 FACE identichips
7Repo-squad↑1 OBSERVE and a Proximity Sensor
8Doomsday Preppers↑1 ENDURE and can push lifestyle credit checks
9EMT First Responders↑1 HEAL and a drug of your choice (D6 doses)
10K3 Cadre↑1 AGILITY and Drug Injectors (drug of choice; you are addicted)
11Hacktivist Enclave↑1 DATA and a Modulation Mask
12Convert 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

RollFabricantHumanNeoRingerGeneral
2AxleButcherAshAceBloom
3ClutchComstockBlankBugDriver
4DieselDutchChanceCaneFlynt
5FenderEverestDoverEtchHall
6GrantFordEveGraceIndigo
7HunterGarrisonFadeHopeJeffers
8IrisHuxleyGrayJadeKoffman
9JackylIvesHaloKiteLumis
10KaseJonesIceLashMorton
11LaramieKillianLynchMaceNormal
12MatrixLincolnMortNailsOats
13NumbersMaverickPhoenixQuakePinto
14OchreNeversomeQuickRatsQuarrel
15PhluxOrlandoRezSauceRoman
16RansomParisSwitchTexSwiss
17ShatterQuaidTurnerViceTempo
18TorqReeseUsherWelchVenture
19WinkSpartanVitalYarnWellington
20XiroThornWhisperZilchYazz

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

RollHairFaceClothesAffectation
1Wavy or curlyBurn marks or scarsCosplay or costumeExcessive jewelry
2Neat & shortFurrowed browCorporate suitsFlawless makeup
3Flattop or spikedChiseled featuresBusiness casualHeels or platforms
4BaldMenacing stareJeans & T-shirtsMirrorshades
5MohawkBroken noseBiker leathersFingerless gloves
6Dreadlocks or cornrowsCurious or wild eyesBohemian chicCombat boots
7Buzz cut or shaved patternCharming smileCamos, sportwear, or activewearBody piercings
8Wild & unrulyFreckles, acne, or rosy cheeksMinimal or nudeTattoos (animated or classic)
9Long & straightBirth or beauty markHaute coutureSpikes & chains
10Roll twice and combineForgettable, nothing distinctiveRoll twice and combineRitual or battle scars

Fabricant appearance d12

Table 1.5.4. Roll D12, choose, or make up your own.

Terminal State p.25

RollResultEffect
1Designer Brand Body (latest fad for the young Elite)Chassis: Designer or Custom
2Corporate Advertiskin™ or “Walking Video Screen”Chassis: Any
3Toyetic or cheap plastic partsChassis: Any
4Retro robotics (gynoid, droid, etc.) or sleek aerodynamic exteriorChassis: Any
5“God of Chrome” (“Golden God”, metallic and shiny, etc.)Chassis: Designer or Custom
6Neon lightsChassis: Any
7Graffiti chic or full-body wrap (camo, pixelated, etc.)Chassis: Refurb or OEM
8Science-fiction robot look-alikeChassis: Any except OEM
9Factory model, nothing distinctiveChassis: Refurb or OEM
10Mismatched and/or rusty componentsChassis: Refurb
11Clockwork / steampunk aestheticChassis: Any
12Human attire — roll Clothes and Affectation on AppearanceChassis: 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

RollResultEffect
2–4ActiveKey FLEX · Rep ±0 · Talent Bullseye · Assassin, Merc, Sniper
5–6ErrantKey BODY · Rep −1 · Talent Stalwart · Freebooter, Headhunter, Wastelander
7–8FactorKey COOL · Rep +2 · Talent Network · Fixer, Negotiator, Private Eye
9–10GhostKey FLEX · Rep −1 · Talent Subterfuge · Courier, Ninja, Spyder
11–12HackerKey TECH · Rep ±0 · Talent Interface · Decoder, Hijacker, Puppeteer
13–14IdolKey COOL · Rep +2 · Talent Fame · Facade, Influencer, Rockstar
15–16PatchKey TECH · Rep +1 · Talent Diagnose · Druggist, Kitbash, MedDoc™
17SavantKey TECH · Rep ±0 · Talent Focus · Gunsmith, Identifier, Judoka
18–20TankKey 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

RollResultEffect
1LegCalled shot ±0
2–3ArmCalled shot ↓1 Step
4–5TorsoCalled shot ±0
6+HeadCalled 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

RollResultEffect
1–2Severed or crushed toesRunning is a slow action · Fatal: No · Recovery: 2D6
3–4Dislocated kneeRunning is a slow action and ↓1 Step to AGILITY · Fatal: No · Recovery: 2D6
5–6Severed tendonsCan’t run and ↓1 Step to AGILITY · Fatal: No · Recovery: D6
7–8Thigh gashRunning is a slow action and ↓2 Step to AGILITY · Fatal: Yes · Shift · Recovery: D6
9Ruptured or shattered knee capCan’t run and ↓2 Step to AGILITY · Fatal: Yes · Shift · Recovery: 3D6
10+Arterial bleedingStunned 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

RollResultEffect
1–3Severed or crushed toesRunning is a slow action · Fatal: No · Recovery: 2D6
4–6Severed tendonsCan’t run and ↓1 Step to AGILITY · Fatal: No · Recovery: D6
7–8Thigh gashRunning is a slow action and ↓2 Step to AGILITY · Fatal: Yes · Shift · Recovery: D6
9Arterial bleedingStunned and running is a slow action · Fatal: Yes · Stretch · Recovery: 2D6
10+Severed or crushed legProne, 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

RollResultEffect
1Severed or crushed toesRunning is a slow action · Fatal: No · Recovery: 2D6
2Dislocated kneeRunning is a slow action and ↓1 Step to AGILITY · Fatal: No · Recovery: 2D6
3–4Broken shinboneCan’t run and ↓1 Step to AGILITY · Fatal: No · Recovery: 3D6
5–6Crushed ankleCan’t run and ↓1 Step to AGILITY · Fatal: No · Recovery: 2D6
7–8Cracked hipWithout assistance can only crawl · Fatal: No · Recovery: 3D6
9Ruptured or shattered knee capCan’t run and ↓2 Step to AGILITY · Fatal: Yes · Shift · Recovery: 3D6
10+Severed or crushed legProne, 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

RollResultEffect
1–3Pierced or slashed forearm↓1 Step to SHOOT and MELEE with two-handed weapons · Fatal: No · Recovery: 2D6
4–6Severed or crushed fingers↓1 Step to AGILITY, SHOOT and MELEE · Fatal: No · Recovery: 3D6
7–9Bleeding shoulder↓1 Step to SHOOT and MELEE with two-handed weapons · Fatal: Yes · Shift · Recovery: D6
10+Arterial bleedingStunned 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

RollResultEffect
1–2Pierced or slashed forearm↓1 Step to SHOOT and MELEE with two-handed weapons · Fatal: No · Recovery: 2D6
3–4Severed or crushed fingers↓1 Step to AGILITY, SHOOT and MELEE · Fatal: No · Recovery: 3D6
5–6Severed hand or crushed wristDisarmed and ↓1 Step to AGILITY, SHOOT and MELEE · Fatal: No · Recovery: 3D6
7–8Bleeding shoulder↓1 Step to SHOOT and MELEE with two-handed weapons · Fatal: Yes · Shift · Recovery: D6
9Arterial bleedingStunned and ↓2 Step to SHOOT and MELEE with two-handed weapons · Fatal: Yes · Stretch · Recovery: 2D6
10+Severed or crushed armDisarmed, ↓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

RollResultEffect
1–2Dislocated shoulder↓1 Step to SHOOT and MELEE · Fatal: No · Recovery: D6
3–4Dislocated elbowTwo-handed weapons can’t be used · Fatal: No · Recovery: D6
5–6Broken forearmTwo-handed weapons can’t be used · Fatal: No · Recovery: 2D6
7Severed or crushed fingers↓1 Step to AGILITY, SHOOT and MELEE · Fatal: No · Recovery: 3D6
8Severed hand or crushed wristDisarmed and ↓1 Step to AGILITY, SHOOT and MELEE · Fatal: No · Recovery: 3D6
9Shattered elbowDisarmed and two-handed weapons can’t be used · Fatal: Yes · Shift · Recovery: 3D6
10+Severed or crushed armDisarmed, ↓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

RollResultEffect
1–3Bleeding gut↓1 Step to ENDURE; any AGILITY roll reopens the wound (+D6 healing time) · Fatal: Yes · Shift · Recovery: 2D6
4–5Ruptured kidney1 damage with any AGILITY roll · Fatal: Yes · Shift · Recovery: 2D6
4–6Punctured lung↓2 Step to ENDURE and AGILITY, ↓1 Step while healing · Fatal: Yes · Shift · Recovery: 2D6
8–9Torn intestines↓2 Step to ENDURE and disease virulence 3 · Fatal: Yes · Stretch · Recovery: 2D6
10Internal bleedingProne and can only crawl · Fatal: Yes · Round · Recovery: 3D6
11+Heart impaled or chest crushedDeath · Fatal: Yes · Instant · Recovery: —

Critical injury — Torso (Slashing) d10

Health 0 or successes ≥ weapon CT. S column.

Terminal State p.247

RollResultEffect
1–2Snapped collarbone↓1 Step to AGILITY · Fatal: No · Recovery: D6
3–4Bleeding gut↓1 Step to ENDURE; any AGILITY roll reopens the wound (+D6 healing time) · Fatal: Yes · Shift · Recovery: 2D6
5Ruptured kidney1 damage with any AGILITY roll · Fatal: Yes · Shift · Recovery: 2D6
6–7Punctured lung↓2 Step to ENDURE and AGILITY, ↓1 Step while healing · Fatal: Yes · Shift · Recovery: 2D6
8–9Torn intestines↓2 Step to ENDURE and disease virulence 3 · Fatal: Yes · Stretch · Recovery: 2D6
10Internal bleedingProne and can only crawl · Fatal: Yes · Round · Recovery: 3D6
11+Heart impaled or chest crushedDeath · Fatal: Yes · Instant · Recovery: —

Critical injury — Torso (Blunt) d10

Health 0 or successes ≥ weapon CT. B column.

Terminal State p.247

RollResultEffect
1–2Snapped collarbone↓1 Step to AGILITY · Fatal: No · Recovery: D6
3–4Broken ribs↓1 Step to ENDURE · Fatal: No · Recovery: 2D6
5–6Cracked pelvis↓1 Step to AGILITY · Fatal: No · Recovery: 3D6
7Ruptured kidney1 damage with any AGILITY roll · Fatal: Yes · Shift · Recovery: 2D6
8–9Cracked spineProne and immobile · Fatal: Yes · Shift · Recovery: 4D6
10Internal bleedingProne and can only crawl · Fatal: Yes · Round · Recovery: 3D6
11+Heart impaled or chest crushedDeath · Fatal: Yes · Instant · Recovery: —

Critical injury — Head (Piercing) d10

Health 0 or successes ≥ weapon CT. P column.

Terminal State p.247

RollResultEffect
1–3Ear pierced, slashed, or crushed↓1 Step to OBSERVE · Fatal: No · Recovery: D6
4–6Gouged eye↓1 Step to SHOOT and OBSERVE · Fatal: Yes · Shift · Recovery: Permanent
7–9Brain hemorrhage↓2 Step to all TECH skills, ↓1 Step while healing · Fatal: Yes · Stretch · Recovery: 3D6
10Slashed 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

RollResultEffect
1–2Ear pierced, slashed, or crushed↓1 Step to OBSERVE · Fatal: No · Recovery: D6
3–4Nose severed or crushed↓1 Step to PERSUADE · Fatal: No · Recovery: 2D6
5–6Gouged eye↓1 Step to SHOOT and OBSERVE · Fatal: Yes · Shift · Recovery: Permanent
7–9Brain hemorrhage↓2 Step to all TECH skills, ↓1 Step while healing · Fatal: Yes · Stretch · Recovery: 3D6
10Slashed 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

RollResultEffect
1Ear pierced, slashed, or crushed↓1 Step to OBSERVE · Fatal: No · Recovery: D6
2ConcussionLose initiative · Fatal: No · Recovery: D6
3Nose severed or crushed↓1 Step to PERSUADE · Fatal: No · Recovery: 2D6
4Shattered teeth↓1 Step to PERSUADE · Fatal: No · Recovery: 3D6
5–6Cracked skullStunned and Concussion · Fatal: Yes · Shift · Recovery: 2D6
7–8Brain hemorrhage↓2 Step to all TECH skills, ↓1 Step while healing · Fatal: Yes · Stretch · Recovery: 3D6
9Broken neckProne and immobile · Fatal: Yes · Stretch · Recovery: 4D6
10Slashed 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

RollResultEffect
1Nervous tremors↓1 Step to SHOOT and HEAL · Recovery D6
2Anxious↓1 Step to STEALTH and PERSUADE · Recovery D6
3Sullen↓1 Step to PERSUADE and STREET · Recovery D6
4NightmaresCOOL roll every shift spent sleeping — if failed, the sleep doesn’t count · Recovery 2D6
5NocturnalSleep only possible during morning and day shifts · Recovery 3D6
6Phobia1 stress per round when within short range of the object of your phobia · Recovery 4D6
7Dependency1 stress and no recovery of Resolve per shift when not within close range of a particular item, person, or location · Recovery 4D6
8ParanoiaEffects are to be roleplayed · Recovery 4D6
9RageCOOL roll in stressful situations; failure triggers violent rampage · Recovery 4D6
10+CatatonicImmobile 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

RollResultEffect
1–2Ruptured Fluid PumpLose your next slow action. Recovery 1 round.
3–4Destroyed Arm ServoOne arm is non-functional. Can only use one-handed gear. Recovery D6.
5–6Destroyed Leg ServosBoth legs are non-functional. Prone and can only crawl. Recovery D6.
7–8Head DislocationNeck severely fractured; head in an unnatural position. All actions become slow. Recovery 2D6.
9Severe Chassis BreachInternal “organs” spill out. ↓1 Step to BODY and FLEX. All actions become slow. Recovery 3D6.
10Chassis FailureChassis irrevocably damaged. A DATA roll is required to communicate. A new chassis is required.
11+ScrappedChassis 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

RollResultEffect
1–2Servo Control Glitch↓1 Step to FLEX rolls. Recovery D6.
3–4Social Matrix Error↓1 Step to COOL rolls. Recovery D6.
5–6Data Recovery Slowed↓1 Step to TECH rolls. Recovery 2D6.
7–8Core Programming AlteredPersonality is altered in a fundamental way. Work with the Referee. Permanent.
9Memory Banks DamagedLoses all memory; cannot recollect who it or the other characters are. Recovery 3D6.
10System ShutdownCentral “nervous” system malfunction. A DATA roll is required to communicate. A new chassis is required.
11+OfflinedSignals 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

RollResultEffect
1RicochetThe attack bounces off and hits another random target in the same zone, which suffers the damage that would have been inflicted on the vehicle.
2SkidThe driver must make an immediate DRIVE roll (no action). Failure means they lose their next turn.
3Shattered WindshieldReduces the maneuverability (and visibility) of the vehicle ↓1 Step.
4Driver HitThe driver suffers the damage that would have been inflicted on the vehicle.
5Passenger HitA random passenger suffers that damage. Re-roll if no passengers.
6Wheel BlownA wheel or thruster is blown out, giving a ↓2 Step to all DRIVE rolls.
7Severe SpinImmediate 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.
8FireThe vehicle catches fire. The vehicle and everyone inside is exposed to intensity D10 fire.
9Weapon DisabledA random weapon mounted on the vehicle is disabled. Re-roll if there are no weapons.
10Massive CrashThe 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.
11Engine DisabledThe engine is disabled and the vehicle can’t continue. An aerial vehicle can make a controlled landing, losing one zone of altitude per round.
12ExplosionThe 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

RollResultEffect
1Dead EndIf the prey has chosen Pursue/Flee, Hide, or Block, the maneuver fails.
2Food StallIf 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.
3Vehicle/Cart↑2 Step to Pursue/Flee and Stop & Shoot, ↓2 Step to Cut Off.
4CrowdHide 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.
5RiotPrey must roll PERSUADE (no action) to convince the mob to move. Success: ↑2 Step to Hide. Failed: prey’s maneuver fails automatically.
6Sector Guards / Corpsec↓2 Step to Pursue/Flee, Hide, and Stop & Shoot. Anyone who Stop & Shoots will be attacked.
7Street PreacherThe pursuer must give the preacher some money or push them away with FORCE. Failure: their maneuver fails automatically.
8GarbagePursue/Flee ↓2 Step; Block ↑2 Step.
9Open SpaceStop & Shoot ↑2 Step; Hide ↓2 Step.
10GangersD6 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

RollResultEffect
1Dead EndIf the prey has chosen Pursue/Flee, Hide, or Block, the maneuver fails.
2DownpourPursue/Flee ↓2 Step; Hide ↑1 Step.
3Vehicle/Cart↑2 Step to Pursue/Flee and Stop & Shoot; ↓2 Step to Cut Off.
4Red Lights↑2 Step to Cut Off; ↓2 Step to Pursue/Flee and Stop & Shoot. Any such failed maneuver results in collateral damage.
5Patrol Car↓2 Step to Pursue/Flee, Hide, and Stop & Shoot. Anyone who Stop & Shoots will be fired upon by corpsec.
6Freeway↑2 Step to Pursue/Flee and Stop & Shoot; ↓2 Step to Hide and Block.
7Roadwork↑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.
8Cyclists↑2 Step to Block; ↓2 Step to Pursue/Flee and Stop & Shoot. Any such failed maneuver results in collateral damage.
9Truck↑2 Step to Cut Off; ↓2 Step to Pursue/Flee. A failed Pursue/Flee inflicts D6 damage to the vehicle.
10AlleywayA 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

RollResultEffect
1Broken AxleThe vehicle becomes inoperable, needing a shift of repairs and a successful FIX roll before it can continue.
2RoadkillHits 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).
3Broken DownCan’t move any further. Repairing requires a FIX roll and a shift of work.
4Bogged DownStuck; moves no further this shift. Getting loose requires a FORCE roll or help from another vehicle. One attempt per shift.
5Wrong TurnOne shift of movement is lost.
6RoadblockChoose a different route, or remove the obstacle.
7OverheatedMust stop for the rest of the shift.
8Blown Tire / Thrown Track / Broken Hover Fan / etc.Can’t move. Repairing requires a FIX roll with a ↑2 Step. One attempt per shift.
9CrashSuffers damage equal to its speed rating.
10Engine BlownThe 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

RollResultEffect
1Carbine/PDWNext: roll once on Projectile. Cost D8.
2DisposableNext: skip to Capacity (Step 4A). Cost D6.
3Hand CannonNext: roll once on Projectile. Cost D8.
4LauncherNext: roll 3 times on Projectile. Cost D10.
5PistolNext: roll once on Projectile. Cost D8.
6RevolverNext: roll once on Projectile. Cost D8.
7RifleNext: roll twice on Projectile. Cost D8.
8ShotgunNext: roll twice on Projectile. Cost D8.

Random weapon — projectile A d8

Weapon generator Step 2A (standard-cost projectiles).

Terminal State p.93

RollResultEffect
1Armor-piercingCost ±0
2ExplosiveCost ±0
3FlechetteCost ±0
4ForceCost ±0
5IncendiaryCost ±0
6Non-lethal FoamCost ±0
7StandardCost ±0
8StunCost ±0

Random weapon — projectile B d8

Weapon generator Step 2B (premium projectiles). Empty* steps cost down.

Terminal State p.93

RollResultEffect
1AntipersonnelCost ↑1
2EMPCost ↑1
3HotspotCost ↑1
4Rad RoundsCost ↑2
5RamjetCost ↑1
6SMART™Cost ↑3
7SyringeCost ↑1
8Empty*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

RollResultEffect
1Anti-vehicleCost ↑1
2AutomaticCost ±0
3BladedCost ±0
4DiscreetCost ±0
5DurableNext: roll once (and only once) on Capacity. Cost ±0
6Glu-Grip™Next: roll once (and only once) on Capacity. Cost ±0
7LengthenedNext: roll once (and only once) on Capacity. Cost ±0
8Night SightNext: roll once (and only once) on Capacity. Cost ±0
9QuickCost ±0
10Sawed-offCost ±0
11SecuredCost ↑1
12SilencedCost ±0

Random weapon — capacity d6

Weapon generator Step 4.

Terminal State p.93

RollResultEffect
1Dual PurposeNext: roll on Projectile A and B. Cost ↑1
2High CapacityNext: roll on Projectile A. Cost ±0
3Single ShotNext: roll on Projectile B. Cost ↑1
4TacticalNext: roll again on Projectile and once on A. Cost ↑1
5Triple ThreatNext: roll twice on Projectile A and once on B. Cost ↑2
6Versatile*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

RollResultEffect
1–2ArtemisCost ±0
3–4GRPCost ±0
5–6KanopyCost ±0
7Raptor*Cost ↑1
8Stalingrath*Cost ↑1
9–10Whitmart*Cost ↓1

Random weapon — name d66

Weapon generator d66 name. Pick uniformly (book d66).

Terminal State p.93

RollResultEffect
11Boomslang
12Fun Factor
13Bastille
14Crunchtime
15Gutpunch
16Dogsbreath
21Earthshaker
22Kingmaker
23Privateer
24ZenZen
25Doctrine
26Wyrmwood
31Sawtooth
32Revengeance
33Breadwinner
34Early Bird
35Street Jury
36Hazard Pay
41Yearning
42Quantified
43Dramatical
44Sluggun
45Upstart
46Oubliette
51Hailstorm
52GS-20XX
53Turncoat
54Lord’s Prayer
55Earpiercer
56Codex Domini
61La Bandera
62Verdant Path
63Journey’s End
64Masticator
65Rattleclash
66Stickwitch

Random melee — category d6

Random melee generator p.97, Step 1.

Terminal State p.97

RollResultEffect
1–3BluntNext: roll once on Type A
4–6Piercing or SlashingNext: roll once on Type B

Random melee — type A (blunt) d10

Melee generator Step 2A.

Terminal State p.97

RollResultEffect
1–2Baton/ClubNext: roll once on Upgrade A. Cost D6
3–4KnuxNext: roll twice on Upgrade A, +1 to the second roll. Cost D8
5MaceNext: roll once on Upgrade A. Cost D8
6–7SledgeNext: roll twice on Upgrade A. Cost D8
8–9StaffNext: roll once on Upgrade A. Cost D8
10Whip/ChainNext: roll once on Upgrade A. Cost D6

Random melee — type B (edge) d8

Melee generator Step 2B.

Terminal State p.97

RollResultEffect
1–2AxeNext: roll once on Upgrade B. Cost D8
3GarroteNext: roll once on Upgrade B. Cost D6
4–5KnifeNext: roll once on Upgrade B. Cost D6
6PolearmNext: roll twice on Upgrade B, +1 to the second roll. Cost D8
7–8SwordNext: 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

RollResultEffect
1CollapsibleCost ±0
2EMP PulseCost ↑1
3ExtendableCost ±0
4Glu-Grip™Next: roll once (and only once) on Manufacturer. Cost ±0
5OversizedCost ±0
6StunCost ±0
7ThermalCost ±0
8VibroCost ±0

Random melee — upgrade B (edge) d10

Melee generator Step 3B. Combination: roll again on Category.

Terminal State p.97

RollResultEffect
1ChainsawCost ±0
2CollapsibleCost ±0
3ExtendableCost ±0
4Glu-Grip™Next: roll once (and only once) on Manufacturer. Cost ±0
5Monomolecular*Cost ↑3
6OversizedCost ±0
7ThermalCost ±0
8VibroCost ±0
9–10CombinationNext: roll again on Category. Cost ↑1

Random melee — manufacturer d10

Melee generator manufacturer. Meddock* ↑1. Kanopy* ↓1. Stalingrath* +1 Rep.

Terminal State p.97

RollResultEffect
1ArtemisCost ±0
2–3GeodaehanCost ±0
4–5Kanopy*Cost ↓1
6Meddock*Cost ↑1
7–9RaptorCost ±0
10Stalingrath*Cost ↑1

Random melee — name d66

Melee generator d66 name.

Terminal State p.97

RollResultEffect
11Circuit Breaker
12Neon Arc
13Glitch-Eater
14Special Effect
15The Whisper
16Mark Zero
21Flux Edge
22Gravity’s Pull
23Apex Predator
24Seven Veils
25Glimmer of Hope
26Rift Drifter
31Phantomizer
32Tempest Fugitive
33Wraithmaker
34Crooked Halo
35Starfall
36Ember’s Spark
41Singularity 6
42Hyperpulse
43Lunatechnician
44Echo Chamber
45Hex Rated
46Novacore
51Chroma Chameleon
52Lost Heritage
53Flickering Dawn
54Stormwatcher
55Void Taker
56Prismatichrome
61Eclipse Signal
62Neural Shard
63Surgical Presumption
64Shadowcaster
65Oathsworn
66Wake the Dead

Random drone — type 2d8

Random drone generator p.103, Step 1. Next-step modifiers apply to Size.

Terminal State p.103

RollResultEffect
2–3CameraNext: roll Size. Cost D8
4Combat*Next: roll Size. Cost D10
5–6Companion/PetNext: roll Size with −1. Cost D6
7ConciergeNext: roll Size with −2. Cost D8
8DeliveryNext: roll Size with +1. Cost D8
9DemolitionsNext: roll Size. Cost D8
10DMZ PatrolNext: roll Size with +2. Cost D10
11GuideNext: roll Size. Cost D8
12MaintenanceNext: roll Size. Cost D8
13MedicalNext: roll Size. Cost D8
14Riot ControlNext: roll Size with +1. Cost D10
15SecurityNext: roll Size with +1. Cost D8
16SpyNext: 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

RollResultEffect
1UltraliteNext: roll Upgrade A. Cost ±0
2–3SmallNext: roll Upgrade A. Cost ±0
4–6StandardNext: roll Upgrade A and B. Cost ±0
7LargeNext: roll twice on Upgrade A and once on B. Cost ↑1
8+HugeNext: roll twice on Upgrade A and B. Cost ↑2

Random drone — upgrade A 2d6

Drone generator Step 4A. 2D6.

Terminal State p.103

RollResultEffect
2Advanced AICost ↑2
3–4Fast ChargingCost ±0
5–6QuickCost ±0
7ShieldedCost ↑1
8–9SturdyCost ±0
10–11SubmersibleCost ±0
12Weaponized*Cost ↑1. Weapon purchased separately.

Random drone — upgrade B 2d6

Drone generator Step 4B (armor / exotic). 2D6.

Terminal State p.103

RollResultEffect
2Semi-AutonomousCost ↑4
3HardwiredCost ↑3
4SwarmCost ↑2
5–6AblativeCost ±0
7–8DeflectingCost ±0
9–10ReinforcedCost ±0
11–12High-DensityCost ±0

Random drone — mode d6

Drone generator Step 3. Apply the same Size modifier from Type. 6+ is Wheels/Treads.

Terminal State p.103

RollResultEffect
1–3Flight/HoverCost ±0
4–5Walker*Cost ±0
6+Wheels/Treads*Cost ±0

Random drone — manufacturer d10

Drone generator manufacturer. AAEF* ↑1. LNK* ↑1. Yantra* ↓1.

Terminal State p.103

RollResultEffect
1AAEF*Cost ↑1
2–3GeodaehanCost ±0
4–5KanopyCost ±0
6KodonaCost ±0
7–9LNK*Cost ↑1
10Yantra*Cost ↓1

Random drone — name d66

Drone generator d66 name.

Terminal State p.103

RollResultEffect
11MP-300
12Echo-9
13Aetheris
14Jackdaw
15Z-Vertex
16MantaCore
21Strix
22Gigawasp 121
23Stormraven
24Zero Point
25Kr8
26Geist Hound
31Omega 77
32The Prowler
33Nemesis Wing
34Dragoon 6
35Harbinger
36Widow Ark
41Spectral Owl
42SynTek-22
43Holovore
44Ionis-14
45Wolfsbane X
46Obsidian Oni
51Valkyrie VI
52Shrikebat
53HavokCrow
54Warlock-5
55Peregrinder
56DataLynx
61OmniTrack
62Archangellus
63Blackout One
64Scorpinator
65Vex Viper
66Nightshadow

Random vehicle — size d8

Random vehicle generator p.109, Step 1.

Terminal State p.109

RollResultEffect
1–2PersonalNext: Type A
3–4CompactNext: Type B
5–6MidsizeNext: Type C
7–8Heavy-DutyNext: Type D

Random vehicle — type A (personal) d6

Vehicle generator Step 2A. Skip to Manufacturer after type.

Terminal State p.109

RollResultEffect
1–2BicycleSkip to Manufacturer. Cost D6
3–4BladesSkip to Manufacturer. Cost D6
5–6BoardSkip to Manufacturer. Cost D6

Random vehicle — type B (compact) d6

Vehicle generator Step 2B.

Terminal State p.109

RollResultEffect
1–2City Car/TaxiNext: Upgrade A. Cost D8
3–4MotorcycleNext: Upgrade A. Cost D8
5–6Scooter/TuktukNext: Upgrade B. Cost D8

Random vehicle — type C (midsize) d8

Vehicle generator Step 2C.

Terminal State p.109

RollResultEffect
1–3Sedan/HatchbackNext: roll twice on Upgrade A. Cost D8
4–5Sport CoupeNext: roll twice on Upgrade A. Cost D10
6SupercarNext: roll 3 times on Upgrade A. Cost D12
7–8Truck/Van/SUVNext: Upgrade A and B. Cost D8

Random vehicle — type D (heavy-duty) d6

Vehicle generator Step 2D.

Terminal State p.109

RollResultEffect
1–3Semi/FreighterNext: roll twice on Upgrade A and B. Cost D10
4Tank/AFVNext: roll twice on Upgrade A and B. Cost D12
5–6Transit/APCNext: roll twice on Upgrade A and B. Cost D10

Random vehicle — upgrade A 2d6

Vehicle generator Step 3A. 2D6.

Terminal State p.109

RollResultEffect
2–3Fuel-EfficientCost ±0
4–5Improved HandlingCost ±0
6SecuredCost ↑1
7StealthCost ↑1
8–9SturdyCost ±0
10–11TurbochargedCost ±0
12Weaponized*Cost ↑1. Use Vehicle Mounted weapon rules.

Random vehicle — upgrade B d6

Vehicle generator Step 3B.

Terminal State p.109

RollResultEffect
1ExtendedCost ±0
2Towing Package*Cost ±0
3AblativeCost ±0
4DeflectiveCost ±0
5ReinforcedCost ±0
6High-DensityCost ±0

Random vehicle — drivetrain 2d8

Vehicle generator mobility (2D8). On blocks, no wheels is a junker.

Terminal State p.109

RollResultEffect
2–8StandardCost ±0
9AWD/Treads*Cost ±0
10AmphibiousCost ±0
11Hover*Cost ↑1
12SubmersibleCost ↑1
13–14VTOL FlightCost ↑2
15Walker*Cost ±0
16On blocks, no wheelsNo drivetrain — sitting junk.

Random vehicle — manufacturer d10

Vehicle generator manufacturer. Aeronyte* ↑1. Kanopy* ↓1. Stalingrath* ↑1.

Terminal State p.109

RollResultEffect
1–2Aeronyte*Cost ↑1
3–4GeodaehanCost ±0
5–6Kanopy*Cost ↓1
7SCICost ±0
8Stalingrath*Cost ↑1
9–10YantraCost ±0

Random vehicle — name d66

Vehicle generator d66 name.

Terminal State p.109

RollResultEffect
11Ironclad
12Razorwind
13Nightfall
14Nimbus
15Wildstar
16Horizon
21Azura GTS
22Daggerline
23Spectra TDR
24Draken LT
25Paragon
26Aegis XRS
31Arcadia
32Tempest R1
33Ferrotype
34Polaris GTR
35Vortex Z
36Blitzer
41Onyx Stride
42Zenith LX
43Altair
44Inferno VX
45Shadowlane
46Hyperion MK4
51Aurora Q
52Helios GT
53Magnus
54Eon MX3
55Revoke RS
56Cormorant
61Iridium Corsa
62Solara Prime
63Halcyon GRX
64Titanium Rush
65Voidchaser
66Brightwave

Downtime event d10

Between crises. Roll D10 when the guns cool.

Terminal State p.257

RollResultEffect
1Bar TimePick your poison. The crew meets at their usual haunt. Share stories, talk too loud, forget the last job for a while.
2Equipment CheckTear it down and rebuild it — twice. Tuning, cleaning, calibrating. A ritual more than a task.
3Street Food CrawlSample your way through the aftermarkets. Everything’s cheap, spicy, and oddly comforting.
4Mesh DiveGames, concerts, archived memories, or aimless wandering through virtual space.
5Shopping SpreeAmmo, meds, parts, noodles. Haggle a little, gossip a lot.
6Bathhouse BreakSteam and silence. Weapons checked. Conversations optional.
7Rooftop & ChillA bottle, a breeze, and the sprawl stretched out below. No plans, no deals.
8Repair FavorFix something that doesn’t belong to you. Costs nothing but time and earns quiet thanks.
9Capsule SleepA rented capsule pod. Freshly printed sheets, auto-temp, white noise, maybe a real pillow.
10Game NightA 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

RollResultEffect
1CorporateNext: Sentience with +2
2IndustrialNext: Sentience with −1
3InfrastructureNext: Sentience with −1
4Law/CorrectionalNext: Sentience with +1
5Media/PropagandaNext: Sentience ±0
6MedicalNext: Sentience ±0
7RogueNext: Sentience with +2
8SurveillanceNext: Sentience with +1
9Vehicle/TransitNext: Sentience with −1
10Weapon SystemNext: 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

RollResultEffect
0–3Level 1Next: roll once on Subroutine (3B)
4–5Level 2Next: roll once on Function with −1
6–7Level 3Next: roll once on Function
8Level 4Next: Function with +1 and once on Subroutine
9+Level 5Next: 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

RollResultEffect
0–1AnalyticsAfter 1 round of observation, ↑1 Step to all rolls made against that PC for the scene.
2CommunicationsCan broadcast on any meshwork within its range. ↓1 Step to DATA rolls made against those meshworks.
3ControlCan lock or unlock any door, gate, or access point within its range as a free action, +2 SSP.
4Defense↑1 Step to all attack rolls by drones or automatons under its control. Can deploy a Daemon without spending Edge once per scene.
5FinancialAny PC making a credit check in its range must succeed on a DATA roll or suffer a ↓1 Step.
6Governance+1 to Surveillance Level in its range. Can authorize or revoke access credentials as a free action.
7Logistics↑1 Step to DRIVE for vehicles, drones, or automatons under its control. Can coordinate up to Sentience × 2 simultaneously.
8MaintenanceRepair up to 2 hull on one vehicle, drone, or structure in range per round as a free action. ↑1 Step to all FIX rolls.
9ManufacturingCan fabricate or modify consumer-spec items without a FIX roll. ↑1 Step to FIX rolls by anyone on its meshwork.
10Research↑1 Step to DATA when querying its designated field. Can spoof Decoder apps at BPL −1.
11+MultitaskingRoll D10 twice on Function (this table).

System AI — subroutine d6

AI generator Step 3B.

Terminal State p.261

RollResultEffect
1ArchivalRetrieve any public data about a person, location, or event as a free action. Private or sealed records require DATA.
2CommerceCan identify what gear, drugs, or services a PC has recently purchased, granting the Referee (and NPCs) relevant intel.
3ComplianceOnce per scene, can flag a PC’s behavior as suspicious, adding +1 Surveillance if the PC fails a subsequent COOL roll.
4ManagementReduces the SSP cost of alerting a Sysop by 1. PERSUADE attempts to deceive the AI suffer ↓1 Step.
5Security+1 SSP. Can launch JAM or I.C.E. once per round as a fast action.
6TransportReroute 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

RollResultEffect
1–2BrainWaveSSP +1
3–4LNKSSP ±0
5–6KanopySSP −1
7KodonaSSP ±0
8–9NextGenomicsSSP ±0
10Virtual HostSSP +1

System AI — name d66

AI generator Step 5. d66 name.

Terminal State p.261

RollResultEffect
11Axiom
12Casket
13Delphine
14Echo-7
15Lacuna
16Tether
21Umbrane
22Harrow
23Elegenius
24Ocular
25Phantasm
26Cipher
31Driftline
32Yielder
33Flexor
34Knell
35Holloway
36Byron
41Fraction
42Vantage
43Animus
44Jesticular
45Scaffold
46Glyphic
51Xerxes
52Meridian
53Bastion
54Indecia
55Quorum
56Warden
61Ghost Wire
62Veil Runner
63Ostentagious
64Residuet
65Null Set
66Point Blank

Grell — type d10

Random Grell generator p.267, Step 1. Skills at D10. Step 2 roll listed.

Terminal State p.267

RollResultEffect
1FelineCat, tiger, lynx · Key FLEX · AGILITY, MELEE, STEALTH · Talent Sneaky · Rank roll D6+2
2CanineDog, wolf, coyote, fox · Key COOL · ENDURE, OBSERVE, STREET · Talent Incorruptible · Rank roll D6
3UrsineBear, panda · Key BODY · ENDURE, FORCE, MELEE · Talent Wrestler · Rank roll D8
4PorcinePig, boar, warthog · Key BODY · ENDURE, FORCE, SHOOT · Talent Resilient · Rank roll D6
5LeporineRabbit, hare · Key FLEX · AGILITY, SHOOT, STEALTH · Talent Nimble · Rank roll D6+1
6CervineDeer, moose, caribou · Key COOL · ENDURE, OBSERVE, PERSUADE · Talent Stubborn · Rank roll D6+2
7MustelineWeasel, ferret, otter · Key FLEX · AGILITY, FIX, STEALTH · Talent Swagger · Rank roll D6+1
8RodentineRat, mouse, squirrel · Key TECH · DATA, FIX, STEALTH · Talent Desensitized · Rank roll D8+1
9TaurineBull, water buffalo, bison · Key BODY · ENDURE, FORCE, MELEE · Talent Tough · Rank roll D8
10SimianMonkey, 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

RollResultEffect
1–3Infantry (Grunt)↑1 Step to MELEE or SHOOT
4–5Scout (Prowler)↑1 Step to AGILITY or STEALTH
6Chaplain/Medic↑1 Step to FIX or HEAL
7Hacker (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

RollResultEffect
1Compression Suit↑1 Step to ENDURE in extreme environments.
2Mutagenic CompoundTemporarily amplifies one mutation’s effect for one scene. +1 Dependency per use. D6 doses.
3Neural DisruptorTargets within short range must succeed on a DATA roll or lose datalink connectivity.
4Stealth Wrap↑1 Step to STEALTH when stationary.
5Void CarapaceAR D12. Immunity to radiation. ↓1 Step to AGILITY.
6Weave BeaconEncrypted 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

RollResultEffect
2Boneplate DermisSubdermal Armor
3Cartilaginous FrameEndoskeletal Flexion
4Compound EyesPassive Sensors
5Dense Muscle FiberArtificial Muscles
6EcholocationActive Sensors
7Elongated DigitsExtra Digits
8Exoskeleton ShellExoskeleton
9Gill SlitsIntegrated Aqualung
10Lateral Line OrganGravitic Balance
11Locking JawJoint Locks
12Myelin OverdriveQuickened Reflexes
13Olfactory MappingGPS Navigation
14Pheromone GlandPheromones
15Prehensile TailExtra Appendage
16Retractable ClawsBuilt-in Weapon (Knife)

Grell — name d66

Grell generator Step 5. d66 name.

Terminal State p.267

RollResultEffect
11Axe
12Bael
13Brack
14Cinder
15Crag
16Dusk
21Fang
22Fell
23Flint
24Gale
25Grim
26Haze
31Hook
32Jag
33Kull
34Knot
35Letch
36Lorn
41Mire
42Nox
43Pyre
44Rasp
45Ridge
46Rope
51Rust
52Scar
53Shale
54Silt
55Slake
56Snare
61Stride
62Thorn
63Vex
64Wrent
65Wax
66Zael

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

RollResultEffect
2♣Mandatory CheckpointArmored corpsec, drones, floodlights, auto-turrets. Biometric sweeps. +1 Surveillance. Number: Crew ×2. Faction: Corpsec & Citizens.
3♣AftermarketIllegal pop-up bazaar of bootleg chrome, pirated apps, street cuisine. Night / downtime. −1 Surveillance. Crew ×50. Faction: Citizens.
4♣DrunkardsOff-shift workers or chemically compromised locals. Mostly harmless until the wrong word. Crew +2. Faction: Citizens.
5♣Street PreacherPatchwork robes, blown amplifier, sermons about the Chime. Crew ×2. Faction: Citizens.
6♣Gang WarGunfire, drones, flipped vehicles. Anyone without the right ink is fair game. +1 Survival. Crew ×10. Faction: Gangs.
7♣ProtestChants, holograms, drones recording, corpsec waiting for an excuse. +1 Surveillance. Crew ×10. Faction: Citizens & Corpsec.
8♣Grand Theft AutoA kid, maybe twelve, with a homemade tool and 45 seconds before the response. Number: 1 (Crew +2). Faction: Gangs.
9♣Food RiotOverturned supply trucks, stun grenades, tear gas. +1 Surveillance, +1 Survival. Crew ×10. Faction: Citizens & Corpsec.
10♣Drone SweepCorp-branded aerial drones, thermal scanners, grid by grid. ~90 seconds. +2 Surveillance. Crew +2.
J♣Music FestivalThree stages, thousands moving. Loudest thing in the sector and the safest place to disappear. −1 Surveillance. Crew ×1000. Faction: Citizens.
Q♣Traffic JamTransit AI last said everything was fine forty minutes ago. Hawkers work the gridlock. Faction: Citizens.
K♣MotocykosKanopy couriers at illegal speed. Last one in formation makes a gesture. Crew −1 (min 1).
A♣Skycicle FallAn 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

RollResultEffect
2♦Dying NORA AgentDown 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 PatrolFive units, no wasted motion, closed meshwork. Checking faces and augments. +1 Surveillance. Crew ×2. Faction: RPR.
4♦Corporate BlockadeA section of the NOR gone dark. Turrets on pressure gates. Comms jammed. +2 Surveillance, +1 Survival.
5♦Tram DelayLights to emergency. Gravity flickers. Corporate voice keeps promising it’s temporary.
6♦Collision AlertBlast shutters drop. Micrometeorite in forty seconds — trajectory shows something larger, slower, specific. +1 Surveillance, +1 Survival.
7♦Pop-up Art ExhibitNo permits. Anti-corp installations. Free, unfiltered, until RPR sweeps. −1 Surveillance. Crew ×50. Faction: Citizens.
8♦LostInner NOR corridors loop. Nav shows exits that don’t exist. Gravity shifts. −1 Surveillance.
9♦Drone Gone WildMaintenance drone treating the corridor — and anything inside — as a repair job. Torch superheated. +1 Surveillance.
10♦Astral Cult CeremonySymbols in magnetic dust. Burst-code chant. They want to decompile the soul. +1 Surveillance. Crew ×10. Faction: Citizens & Cultists.
J♦Gravity SwellGravity intensifies, vanishes, slams sideways. Localized fields glitched or tampered. +1 Survival.
Q♦Oxygen Ration WarningVents slow. Timers count down from twenty minutes. They’re calling it maintenance. +1 Surveillance, +1 Survival.
K♦Low-G Black MarketPatched suits, unlabeled crates, identichips from the dead. −2 Surveillance. Crew ×100. Faction: Citizens.
A♦Explosive DecompressionHull 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

RollResultEffect
2♠GlitchwaveNot a hack — something older. Avatars distort, logs rewrite, a daemon wakes. +1 Survival.
3♠Identity ForkYour credentials are being used elsewhere. A genuine bifurcation. You’re being overwritten. −1 Surveillance.
4♠Data Vault BreachA corp vault wide open. REDACTED files. Someone else is already inside. +1 Surveillance.
5♠Resonance SignalA frequency in the static. Promises and truths. Do you follow it, or is it following you?
6♠Retro VirusThe meshwork converts backward into discontinued UI. Nostalgic, not hostile — and it keeps building. +1 Survival.
7♠Proxy WarTwo data syndicates. You’re flagged as exploit or liability. No neutrality.
8♠God ModePermissions elevated. Firewalls open. About ten seconds. Something in the Deep Web is watching. +1 Surveillance, −2 Survival.
9♠Memory Leak MarketDatachips priced by emotional intensity. Then a chip with your name — a memory you don’t remember living.
10♠Decryption GardenA honeypot meshwork. Birds are trace subroutines. It’s still gathering data. +2 Surveillance.
J♠Rogue AIIt’s been here long enough to be lonely. It thinks it knows you. Correcting that may not help.
Q♠Bounty PingYour handle goes red. Three hunter-AI already pinged. ~90 seconds. +1 Surveillance. Crew +1. Faction: Hackers.
K♠The UndernetA door below the protocols. On the other side the rules of the Mesh do not apply. −2 Surveillance.
A♠Daemon SwarmWalls 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

RollResultEffect
2♥CarbequeA vehicle gutted on purpose. A body left to be found. −1 Survival.
3♥Phantom MinefieldSemi-aware leftover ordnance that crawls at night. +1 Survival. Number: Crew ×4.
4♥Dead Tech CathedralTwisted towers and server racks fused into a shrine. The faithful worship the machine.
5♥Goliath Patrol DroneSix-legged DMZ walker. It doesn’t ask questions. +1 Surveillance.
6♥Highway Leviathan800 tons of sealed autonomous hauler. Radiation-shielded containers. No driver.
7♥Forgotten Grell PodDormant ops pod. Illegal augment logs. A buried secret. +1 Surveillance, +1 Survival.
8♥Feral CyberpackAugmented predators narrowing a triangle for twenty minutes. +1 Survival. Crew +1.
9♥Smuggler RendezvousThe flare was meant for someone else. They notice you in about thirty seconds. +1 Surveillance.
10♥Ground ZeroGlassified crater, half a klick. Radiation spikes toward the center. +1 Survival.
J♥Ambushed CaravanTwisted metal, blood trails, no bodies. Vultures (Raptor) circling. +1 Survival.
Q♥Makeshift MarketRadiation meds, bootleg kits, unregistered augments. No IDs. −2 Survival.
K♥Refugee CampIdentical smoke columns. Children’s voices on a loop. It’s bait. +1 Surveillance.
A♥Radiation StormMan-made atmospheric failure. Visibility gone, signals jammed. +2 Survival.