TEXT: ACT UNDER PRESSURE (COOL)
  When you race against the clock, act while in danger or act to avoid 
  danger, roll Cool.
  10+: you do it, no problem
  7-9: you stumble, hesitate, or flinch: the MC will offer you a worse 
  outcome, hard bargain, or ugly choice
  ASSESS (EDGE)
  When you closely study a person, place or situation, or when you 
  quickly size up an opponent or a charged situation, roll Edge.
  10+: gain 3 hold
  7-9: gain 1 hold
  In the ensuing action, you may spend 1 hold at any time to 
  ask the MC a question from the list below if your examination 
  could have revealed the answer. The MC may ask you questions 
  to clarify your intent. Take +1 forward when acting on the 
  answers.
   
  Ђ
  What potential complication do I need to be wary of?
   
  Ђ
  What do I notice despite an effort to conceal it?
   
  Ђ
  How is ______ vulnerable to me?
   
  Ђ
  How can I avoid trouble or hide here?
   
  Ђ
  What is my best way in/way out/way past?
   
  Ђ
  Where can I gain the most advantage?
   
  Ђ
  Who or what is my biggest threat in this situation?
   
  Ђ
  Who or what is in control here?
  FAST TALK (STYLE)
  When you try to convince someone to do what you want with 
  promises, lies or bluster, roll Style.
  10+: NPCs do what you want. PCs choose whether to do it or 
  not. If they do, they mark experience. If they don’t, they must 
  act under pressure to go against your stated wishes.
  7-9: NPCs do it, but someone will find out: the MC will advance 
  the appropriate Countdown Clock. For PCs choose one:
   
  Ђ
  If they do what you want, they mark experience
   
  Ђ
  If they don’t do it, they must act under pressure to go 
  against your stated wishes
  Then its up to them.
  HIT THE STREET (STYLE)
  When you go to a Contact for help, roll Style.
  7+: You get what you want.
  10+: You get a little something extra (choose either [intel] or 
  [gear]).
  7-9: choose 2 from the list below:
   
  Ђ
  Your request is going to cost you extra
   
  Ђ
  Your request is going to take some time to put together
   
  Ђ
  Your request is going to attract unwanted attention, 
  complications or consequences
   
  Ђ
  Your contact needs you to help them out with some-
  thing. If you turn them down take -1 ongoing to this 
  move till you make it right
  MIX IT UP (MEAT)
  When you use violence against an armed force to seize control of an 
  objective, state that objective and roll Meat.
  7+: you achieve your objective
  7-9: choose 2:
   
  Ђ
  you make too much noise. Advance the relevant Mission 
  Clock
   
  Ђ
  you take harm as established by the fiction
   
  Ђ
  an ally takes harm as established by the fiction
   
  Ђ
  something of value breaks
  PLAY HARDBALL (EDGE)
  When you get in someone’s face threatening violence and you intend 
  to carry through, roll Edge.
  10+: NPCs do what you want. PCs choose: do what you want, 
  or suffer the established consequences
  7–9: For NPCs, the MC chooses 1:
   
  Ђ
  they attempt to remove you as a threat, but not before 
  suffering the established consequences
   
  Ђ
  they do it, but they want payback. Add them as a Threat
   
  Ђ
  they do it, but tell someone all about it. Advance the 
  appropriate Mission Clock
  PCs choose: do what you want, or suffer the established 
  consequences. They gain +1 forward to act against you.
  RESEARCH (MIND)
  When you investigate a person, place, object, or service using a 
  library, dossier or database (or combination of them), ask a question 
  from the list below and roll Mind.
  10+: take [intel]; the MC will answer your question & answer a 
  follow-up question from this list as well:
   
  Ђ
  Where would I find ______?
   
  Ђ
  How secure is ______?
   
  Ђ
  Who or what is related to ______?
   
  Ђ
  Who owned or employed ______?
   
  Ђ
  Who or what is ______ most valuable to?
   
  Ђ
  What is the relationship between ______ and 
  ______?
  7-9: take [intel]; the MC will answer your question
  6-: the MC will answer your question and make a move
  HELP OR INTERFERE (LINKS)
  When you help or hinder another character, roll Links with them.
  7+: On a hit they take +1 or -2 forward, your choice
  7-9: you are implicated in the results of the other character’s 
  move and may expose yourself to danger, retribution, or cost 
  MOVES
  MOVES
  MOVES
  MOVES
  
  DECLARE A CONTACT
  When you need to call in a favour from a new contact, name and 
  describe the Contact, then say why the Contact owes you a favour 
  or why you owe them a favour. The MC will ask you some questions 
  about the Contact and your relationship. Add the Contact to your list.
  You can only declare a contact once per mission, although certain 
  Playbook Moves may allow you to gain more contacts in similar ways.
  PRODUCE EQUIPMENT
  When you produce the equipment you need at the right time, 
  describe how and why your professionalism and forethought told you 
  to bring this equipment on the mission and spend [gear]. You must 
  spend [gear] to produce equipment.
  REVEAL KNOWLEDGE
  When you reveal your knowledge of the opposition’s preparations, 
  dispositions or environment, describe how you discovered that 
  information and spend [intel]. You must spend [intel] to reveal 
  knowledge. Take +1 forward to exploit the opportunity offered by 
  that information.
  GO UNDER THE KNIFE (CRED)
  When you have new cyberware installed by a street doctor, roll Cred 
  spent (max +2).
  10+: the operation was a complete success
  7-9: the cyberware doesn’t work as well as advertised, 
  choose one: +unreliable, +substandard, +hardware decay, 
  +damaging.
  6-: there have been... complications
  When you have new cyberware installed in accordance with a 
  corporate contract, ignore all of that bad stuff. You’re +owned. Your 
  cyberware works exactly the way they intend it.
  HARM
  When you suffer harm (even 0-harm or s-harm) lower the harm suffered 
  by the level of your armour (if any), fill in a number of segments on your 
  Harm Clock equal to the remaining harm, and roll harm suffered.
  10+: choose 1:
   
  Ђ
  you’re out of action: unconscious, trapped, incoherent or 
  panicked
   
  Ђ
  take the full harm of the attack, before it was reduced by 
  armour; if you already took the full harm of the attack, 
  take +1-harm
   
  Ђ
  lose the use of a piece of cyberware until you can get it 
  repaired
   
  Ђ
  lose a body part (arm, leg, eye)
  7-9: the MC will choose 1:
   
  Ђ
  you lose your footing
   
  Ђ
  you lose your grip on whatever you’re holding
   
  Ђ
  you lose track of someone or something you’re 
  attending to
   
  Ђ
  someone gets the drop on you
  APPLY FIRST AID (COOL)
  When you treat someone’s wounds using appropriate medical 
  equipment, roll Cool.
  10+: if their Harm Clock is at 2100 or less, reduce their harm 
  by two segments. If their Harm Clock is at more than 2100, 
  reduce their harm by one segment
  7-9: reduce their harm by one segment. If their Harm Clock is 
  still at more than 2100, they take -1 ongoing until they receive 
  proper medical attention
  ACQUIRE AGRICULTURAL PROPERTY (MEAT)
  When you hit 0000 on your Harm Clock, roll Meat
  10+: you survive until the medics arrive
  7-9: you survive at a cost. Pick one: owned, substandard 
  treatment (-1 to a stat), cyberware damage (give one piece of 
  cyberware a negative tag)
  6-: you bleed out on the street
  GET THE JOB (EDGE)
  When you negotiate the terms of a job, roll Edge.
  10+: choose 3 from the list below
  7-9: choose 1 from the list below
   
  Ђ
  the employer provides useful information ([intel])
   
  Ђ
  the employer provides useful assets ([gear])
   
  Ђ
  the job pays well
   
  Ђ
  the meeting doesn’t attract attention
   
  Ђ
  the employer is identifiable
  GETTING PAID (LEGWORK)
  When you go to a meet to get paid by your employer, roll and add the 
  number of unfilled segments on the Legwork Clock.
  10+: choose 3 from the list below
  7-9: choose 1 from the list below
   
  Ђ
  It’s not a set-up or an ambush
   
  Ђ
  You are paid in full
   
  Ђ
  The employer is identifiable
   
  Ђ
  The meeting doesn’t attract the attention of outside 
  parties
   
  Ђ
  You learned something from the mission; everyone 
  marks experience
  
  CYBERWARE
  CYBEREYES: When you have cybereyes installed, choose two of 
  following tags: +thermographic, +light amplification, +magnification, 
  +flare compensation, +recording, +encrypted, +inaccessible partition.
  When your enhanced sight helps, you may roll Synth for assess.
  CYBEREARS: When you have cyberears installed, choose two of follow-
  ing tags: +dampening, +wide frequency, +recording, +encrypted, 
  +inaccessible partition.
  When your enhanced hearing helps, you may roll Synth for assess.
  CYBERCOMS: When you have cybercoms installed, choose two of 
  following tags: +encrypted, +jamming, +recording, +satellite relay, 
  +inaccessible partition.
  When monitoring communications or giving orders in a tactical 
  environment, you may roll Synth for assess.
  CYBERARM: Choose one of the following options. Additional choices 
  can be added to the cyberarm later in the same way as adding a new 
  piece of cyberware.
   
  Ђ
  Augmented Strength: +2 harm when using a melee weapon 
  that relies on physical strength.
   
  Ђ
  Implant Tools: When you have time and space to interface 
  with a device you are attempting to fix, bypass, or tamper with, 
  take +1 forward.
   
  Ђ
  Implant Weaponry: Either: retractable blades (2-harm hand 
  messy implant), a holdout firearm (2 harm close loud implant), 
  or a monofilament whip (4-harm hand messy area dangerous 
  implant).
  CYBERLEGS:
  When your enhanced athleticism could help you act under 
  pressure, take +1 forward. If you roll a 12+ when acting under 
  pressure, gain 1 hold which you can spend as described in the 
  move assess.
  DERMAL PLATING:
  When you make the harm move, subtract 2 from your roll. 
  Subtract 3 from your roll if the harm came from a weapon with 
  the +flechette tag.
  IMPLANT WEAPONRY: Either:
   
  Ђ
  retractable blades (2-harm hand messy implant)
   
  Ђ
  a holdout firearm (2-harm close loud implant)
   
  Ђ
  a monofilament whip (4-harm hand messy area dangerous 
  implant)
   
  Ђ
  internal assassination implant (4-harm intimate slow implant)
  MUSCLE GRAFTS:
  When you mix it up with a melee weapon, you may roll Synth 
  instead of Meat and may also inflict +1 harm.
  NEURAL INTERFACE: Allows direct neural control of an appropriately 
  configured external device such as a vehicle, weapon, recording 
  device, or hacked electronic system.
  You may take the Driver move second skin as an advance.
  You may take the Hacker move jack in as an advance.
  Choose one:
  Data Storage: The interface that allows you to jack in to the 
  matrix. 
  When you use research to search internally or externally 
  stored data, gain an extra [intel] on a hit. Choose two of 
  following tags: +inaccessible partition, +encrypted, +high 
  capacity, +high speed.
  Remote Control Module: An interface which includes 
  wireless broadcast and reception capacity allowing remote 
  control of vehicles and drones.
  When you have a remote control module installed, choose 
  two of following tags: +encrypted, +multi-tasking, 
  +inaccessible partition.
  Targeting Suite: Uses a direct neural link between a 
  hand-held gun and user to project targeting information 
  into the user’s vision.
  When you fire a weapon you are +linked to, you may inflict 
  additional harm equal to your Synth. You may also roll Synth 
  instead of Meat to mix it up. You may precisely define the 
  area of effect for weapons with the +autofire tag to exclude 
  or include potential targets from weapon damage.
  SYNTHETIC NERVES: Users react so quickly that they can almost  
  dodge bullets.
  If none of your enemies have synth nerves, take +1 forward to 
  mix it up. In situations where reaction time is critical, take +1 
  forward to act under pressure.
  SKILLWIRES: You may slot chips to grant certain skills. 
  When your slotted skillchip is appropriate to a move you are 
  making, take +1 ongoing if your relevant stat is +1 or less. 
  Standard skillwires comes with two slots and you may have one 
  chip active in each slot.
  If you start with Skillwires, you also start with one chip per slot. 
  You can acquire more skillchips in play like any other gear.
  TACTICAL COMPUTER: An expert system enhances the user’s 
  understanding of and operation within a tactical environment.
  When you assess in a tactical situation, hold +1, even on a miss.
  GEAR
  GEAR
  GEAR
  
  CYBERWARE TAGS
  +damaging: sometimes it hurts like hell and eventually it will do 
  permanent nerve damage.
  +dampening: protects against sonic Stun effects.
  +encrypted: resistant to hacking. The MC must make a move to subvert 
  the encryption before making a move to hack this cybernetic 
  device.
  +flare compensation: protects against visual Stun effects.
  +high capacity: greatly increases the storage capacity of the device. 
  This is useful for storing, uploading and transporting large 
  quantities of complex data. You will be able to loot more paydirt 
  from corporate archives and locally store more recorded data.
  +hardware decay: it works now, but it’s just a matter of time...
  +high speed: allows you to stream and access data much faster.
  +implant: implant weapons can have the +discreet tag and cannot be 
  taken away without causing harm.
  +inaccessible partition: it has a courier mode in which the implantee 
  can’t access the data being recorded, stored or transmitted.
  +jamming: permits the jamming of any communications that lack the 
  +encrypted tag.
  +light amplification: allows you to see well even with weak light sources.
  +magnification: allows you to see to much greater ranges. This does 
  not affect weapon accuracy.
  +multi-tasking: you can control multiple vehicles or drones simulta-
  neously.
  +recording: you can record the data processed by the device. Large 
  quantities of data may require +high capacity storage.
  +satellite relay: the cyberware can be controlled remotely by someone 
  else. This tag is often installed as a back door by micromanaging 
  corporations.
  +substandard: it works, but not as well as it should.
  +thermographic: allows you to see heat patterns in the infrared spectrum.
  +unreliable: sometimes it doesn’t work.
  +wide frequency: allows you to hear sounds beyond the normal range 
  of human hearing.
  WEAPON TAGS:
  +AP (Armour-piercing): The target of AP rounds subtracts 2 from their 
  armour value.
  +area: The weapon harms everyone in the area of effect.
  +autofire: The user can opt to temporarily give the weapon +area and 
  +reload. If the weapon is belt-fed, the user can opt to temporarily 
  give the weapon +area only.
  +breach: These weapons make big holes in hard targets like walls and 
  tanks. They are +AP and +loud and cannot be silenced.
  +clumsy: This weapon or armour is large and unwieldy. It can be 
  difficult to move quickly, quietly, or in tight spaces while carrying 
  this. Weapons with the +clumsy tag usually require a braced or 
  prone firing position, or some sort of gyroscopic exoskeleton.
  +dangerous: On a miss, the user suffers harm.
  +discreet: The weapon is easy to hide and will often be overlooked.
  +flechette: The target’s armour value is doubled.
  +linked: The weapon can interface with a neural interface (and a 
  targeting suite).
  +loud: The sound is unmistakable, everyone nearby hears it, and, if 
  the circumstances allow, they’ll be able to identify where it came 
  from as well.
  +messy: Fire effect is inconsistent throughout the area of effect, but it 
  makes a mess of people and things that it hits. If a messy weapon 
  is +loud, it cannot be silenced.
  +numerous: These are easy to hide (+discreet) and there are always 
  more around when needed.
  +reload: After firing, the user must spend a brief time reloading.
  +quick: If speed matters, quick weapons go first.
  RANGE TAGS
  These indicate the optimum range for the weapon. In good conditions 
  you may be able to use the weapon at longer (or shorter) ranges, but 
  take a -1 to do so.
   »
  Intimate is close enough to kiss
   »
  Hand is close enough to touch
   »
  Close is within a few steps
   »
  Near is within a couple of dozen metres
   »
  Far is within a block
   »
  Ex (Extreme) is several hundred metres away
  
  LEGWORK PHASE
  GET THE JOB (EDGE)
  When you negotiate the terms of a job, roll Edge.
  10+: choose 3 from the list below
  7-9: choose 1 from the list below
   
  Ђ
  the employer provides useful information (*intel)
   
  Ђ
  the employer provides useful assets (*gear)
   
  Ђ
  the job pays well
   
  Ђ
  the meeting doesn’t attract attention
   
  Ђ
  the employer is identifiable
  CLOCK
  1200 ______________________________________
  1500 ______________________________________
  1800 ______________________________________
  2100 ______________________________________
  2200 ______________________________________
  2300 ______________________________________
  0000 ______________________________________
  INVOLVED PARTIES
  WHAT’S GOING ON?
  TWISTS?
  ACTION PHASE
  CLOCK
  1200 ______________________________________
  1500 ______________________________________
  1800 ______________________________________
  2100 ______________________________________
  2200 ______________________________________
  2300 ______________________________________
  0000 ______________________________________
  SECURITY
  GETTING PAID (LEGWORK)
  When you go to a meet to get paid by your employer, roll and add the 
  number of unfilled segments on the Legwork Clock.
  10+: choose 3 from the list below
  7-9: choose 1 from the list below
   
  Ђ
  It’s not a set-up or an ambush
   
  Ђ
  You are paid in full
   
  Ђ
  The employer is identifiable
   
  Ђ
  The meeting doesn’t attract the attention of outside parties
   
  Ђ
  You learned something from the mission; everyone 
  marks experience
  MISSION
  MISSION
  MISSION
  MISSION:
  MISSION DIRECTIVES
  
  CONDUCT AN OPERATION (EDGE)
  When you lead a planned and coordinated operation, describe your 
  plan and who is carrying it out then roll Edge.
  10+: everything goes according to plan; you and your team 
  are in perfect position to carry out the final element of the 
  plan. The MC will describe the scene and present you with the 
  opportunity to act.
  7-9: You get your opportunity to act, but it won’t go as 
  smoothly as you would like, choose 1:
   
  Ђ
  A preliminary task was not completed on time or 
  accurately; choose a task and the MC will describe how it 
  causes a problem
   
  Ђ
  There’s an unexpected complication; choose a consider-
  ation and the MC will describe how it causes a problem
  6-: the MC will describe the scene and make a move that puts 
  you on the back foot; both problems described under 7-9 apply 
  as well
  DESTRUCTION
  When you want to engage and destroy target assets, complete these 
  tasks:
   
  Ђ
  Determine location of assets and approach routes
   
  Ђ
  Establish matrix overwatch
   
  Ђ
  Take positions
  It may be complicated by these considerations:
   
  Ђ
  Position and status of security teams
   
  Ђ
  Location and environmental factors
   
  Ђ
  Resilience and mobility of target assets
  GUARD
  When you want to protect target assets, complete these tasks:
   
  Ђ
  Determine approach routes and fields of fire
   
  Ђ
  Take positions
   
  Ђ
  Establish matrix overwatch
  It may be complicated by these considerations:
   
  Ђ
  Enemy strength and approach vectors
   
  Ђ
  Location and environmental factors
  CAPTURE
  When you want to seize control of assets, complete these tasks:
   
  Ђ
  Determine location of assets and approach routes
   
  Ђ
  Establish matrix overwatch
   
  Ђ
  Take positions
  It may be complicated by these considerations:
   
  Ђ
  Position and status of security teams
   
  Ђ
  Location and environmental factors
   
  Ђ
  Virtual surveillance
   
  Ђ
  Resilience and mobility of target assets
  WETWORK
  When you want to eliminate a specified target, complete these tasks:
   
  Ђ
  Determine location of target and approach routes
   
  Ђ
  Establish matrix overwatch
   
  Ђ
  Take positions
  It may be complicated by these considerations:
   
  Ђ
  Position and status of security teams
   
  Ђ
  Location and environmental factors
   
  Ђ
  Target and bodyguard vigilance and resilience
  EXTRACTION
  When you want to exit a hostile situation, complete these tasks:
   
  Ђ
  Determine extraction point(s)
   
  Ђ
  Establish alternate extraction point(s)
   
  Ђ
  Manoeuvre to extraction points
  It may be complicated by these considerations:
   
  Ђ
  Position, status and mobility of response teams
   
  Ђ
  Virtual surveillance
   
  Ђ
  Location factors
  HUNT
  When you want to locate a target, complete these tasks:
   
  Ђ
  Determine approach and search pattern
   
  Ђ
  Establish matrix overwatch
   
  Ђ
  Coordinate multiple agents
   
  Ђ
  Enact search to find target
  It may be complicated by these considerations:
   
  Ђ
  Position and status of security teams
   
  Ђ
  Location and environmental factors
   
  Ђ
  Ability of target to remain hidden and/or mobile 
  INFILTRATION
  When you want to manoeuvre without being detected, complete 
  these tasks:
   
  Ђ
  Determine entry points
   
  Ђ
  Establish matrix overwatch
   
  Ђ
  Avoid detection and manoeuvre to objective point
  It may be complicated by these considerations:
   
  Ђ
  Position and status of security teams
   
  Ђ
  Virtual surveillance
   
  Ђ
  Vigilance of enemy
   
  Ђ
  Location and environmental factors
  SMUGGLE/COURIER
  When you want to deliver assets between multiple locations, 
  complete these tasks:
   
  Ђ
  Determine transport method and route
   
  Ђ
  Establish alternate rendezvous
   
  Ђ
  Determine potential obstacles, ambush locations and choke 
  points
  It may be complicated by these considerations:
   
  Ђ
  Resilience and mobility of transportation methods
   
  Ђ
  Presence of checkpoints and required credentials
   
  Ђ
  Strength and mobility of pursuing forces
  
  AVATAR:
  CYBERDECK:
  Holds:
  PROGRAMS
  Choose a number of programs equal to your deck’s pro-
  cessing. You start with that many programs. You cannot run 
  multiple copies of the same program at once.
   
  Ђ
  Alert (When you successfully assess in the matrix, 
  choose one extra option)
   
  Ђ
  Defend (+2 Firewall)
   
  Ђ
  Efficiency Routines (+2 Processor)
   
  Ђ
  Eject (+1 forward to jack out)
   
  Ђ
  Identity Protection (+2 Stealth)
   
  Ђ
  Lockdown (When you successfully compromise 
  security, hold +1)
   
  Ђ
  Manipulate (When you successfully manipulate 
  systems, hold +1)
   
  Ђ
  Sift (Take +1 ongoing to research or search for 
  paydata in a secure database)
   
  Ђ
  Safety Cutout (Cuts power to all deck systems on a 
  successful Black ICE attack: take no harm from the 
  attack, the connection is severed, the deck can’t be 
  used until repaired)
  LOGIN (SYNTH)
  When you attempt to gain access to a system, roll Synth.
  10+: you’re in clean
  7-9: you’re in, but choose one:
   
  Ђ
  Passive trace (+1 trace)
   
  Ђ
  ICE is activated
   
  Ђ
  An alert is triggered (advance the active Mission Clock)
   
  Ђ
  Your access is restricted – take -1 ongoing to matrix 
  moves in this system while your access is restricted
  6-: you’re in, but the MC chooses two
  MELT ICE (EDGE)
  When you attempt to evade, destroy or disable an activated ICE 
  construct, roll Edge.
  7+: you evade, destroy, or temporarily disable the system, your 
  choice
  7-9: the system successfully executes a routine before you can 
  disable it
  If you’re trying to mess with the digital system itself  
  (other than ICE), use compromise security.
  If you’re trying to mess with the facility, use manipulate systems.
  COMPROMISE SECURITY (MIND)
  When you attempt to compromise a sub-system’s security, roll Mind.
  10+: gain 3 hold over the sub-system you have compromised
  7-9: gain 1 hold
  6-: you trigger an alert, which may have additional consequenc-
  es
  You may spend 1 hold to activate a security measure on that sub-sys-
  tem.
  MANIPULATE SYSTEMS (SYNTH)
  When you attempt to manipulate a digitally-controlled aspect of a 
  facility, roll Synth.
  10+: gain 3 hold over the sub-system you are manipulating
  7-9: gain 1 hold
  You may spend 1 hold to activate routines on that sub-system.
  JACK OUT (COOL)
  When you, your programs, or your deck are about to be damaged by 
  ICE, you can try to jack out. Roll Cool.
  10+: you disconnect yourself from the system before any 
  serious harm occurs
  7-9: you jack out, but choose one:
   
  Ђ
  You lose some data
   
  Ђ
  You take some of the established consequences
   
  Ђ
  The owners of the target system trace you to your current 
  location
  6-: you take the established consequences... and you’re still 
  connected
  CYBERDECKS
  Using a cyberdeck gives you further options and defenses while 
  hacking. Cyberdecks have four ratings – Hardening, Firewall, 
  Processor, and Stealth – and can run programs.
  A basic cyberdeck divides 5 points among its ratings, with no rating 
  lower than 0 or higher than 2. More advanced models may divide 6 or 
  more points, with no rating higher than 3.
   »
  Hardening protects the circuitry of the cyberdeck from harm. 
  Spend a point of Hardening to prevent an ICE attack from 
  damaging your deck.
   »
  Firewall protects the deck’s software from harm. Spend a 
  point of Firewall to prevent an ICE attack from damaging your 
  programs.
   »
  Processor determines how many programs the deck can run. 
  Each point of Processor allows a deck to run one program.
   »
  Stealth prevents a secure system’s ICE from locating your login 
  point. As long as your Stealth exceeds the system’s Trace, ICE 
  cannot Identify an Intruder or Sever a Connection.
  Processor
  Hardening
  Stealth
  Firewall
  MATRIX
  MATRIX
  MATRIX
  MATRIX
  PC EDITION - HALF THE SOYLEX!
  
  MATRIX SUB-SYSTEMS
  LOGIN GATES
  Login Gates govern entry into a Matrix system. By definition, all secure 
  systems have a login gate. This is where authorised users provide their 
  credentials and unauthorised users fake those credentials with login.
  Security Measures:
   »
  Admit or deny a login
   »
  Trigger or cancel an alert
   »
  Activate or deactivate ICE
  ROOT
  Root controls the entire system. This is often the first place a system 
  operator will go to defend the system against an intruder.
  Security Measures:
   »
  Change user permissions (including removing “restrict-
  ed” status from login)
   »
  Isolate or reintegrate a sub-system
   »
  Sever all external logins, sever all internal logins, or both
   »
  Shut down or reboot the virtual environment; this will 
  often have major consequences for the operation of 
  physical systems
   »
  Trigger or cancel an alert
   »
  Activate or deactivate ICE in any sub-system
  DATABASES
  Databases contain data. These will often be the target of intrusion 
  attempts aiming at discovering or extracting specific data, as well as 
  general paydata fishing attempts. Many hackers consider this a great 
  way to make a bit of extra Cred on the side... but you have to be good 
  at sifting out the hot, tagged or worthless data.
  Routines:
   »
  Create, edit or delete records
   »
  Delete backups
   »
  Delete or edit access logs
   »
  Search for paydata (when you search for paydata in a 
  Database, roll Mind: On a hit you find something hot 
  that you can sell; on a 10+, when you hit the street to 
  sell it choose one less option on a 7-9.)
  Security Measures:
   »
  Trigger or cancel an alert
   »
  Activate or deactivate ICE
  BUILDING SECURITY NODES
  BUILDING SECURITY NODES monitor physical security systems. Most 
  secure systems monitor similarly secure physical sites with a full array 
  of cameras, sensors, and cutting edge security devices. Sometimes 
  the easiest way to get inside is to cut through matrix security and turn 
  off all those physical defences.
  Routines:
   »
  Activate, deactivate, monitor, record, subvert or loop a 
  camera network
   »
  Activate or deactivate a physical alarm
   »
  Activate or deactivate an electronically locked door
   »
  Activate, deactivate, override or modify the targeting 
  priorities of automated weapon systems
   »
  Activate or cancel a lockdown of the entire physical facility
   »
  Activate or deactivate an electronically controlled trap
  Security Measures:
   »
  Trigger or cancel an alert
   »
  Activate or deactivate ICE
  BUILDING SERVICES NODES
  BUILDING SERVICES NODES control the various mundane operations 
  of the physical building or compound. Most facilities have some sort 
  of automated systems controlling lights, air conditioning, power 
  supplies, and the like.
  Routines:
   »
  Activate, deactivate, monitor or reprogram a building 
  system (such as air conditioning, lights, power; note 
  that security or life support systems will often have 
  independent backup power controlled from a separate 
  Matrix system)
  Security Measures:
   »
  Trigger or cancel an alert
   »
  Activate or deactivate ICE
  PRODUCTION CONTROL SYSTEMS
  PRODUCTION CONTROL SYSTEMS control the things that the facility 
  makes. Large corporate facilities (such as the virtual environment of a 
  giant arcology) may have many different kinds of production control 
  system each controlling different labs, warehouses and factories. 
  The routines that these systems control differ widely depending on 
  the goods being manufactured: the seed germination facility of an 
  agricorp system will have quite different routines than the testing 
  range of a weapons division.
  Example routines:
   »
  Start or stop a production line
   »
  Initiate a production run or delivery
   »
  Activate or deactivate part of a production line
   »
  Reprogram part of a production line
  Security Measures:
   »
  Trigger or cancel an alert
   »
  Activate or deactivate ICE
  R&D CONTROL SYSTEMS
  R&D CONTROL SYSTEMS control laboratories and databases where 
  cutting-edge research is performed and stored. As above, the 
  routines that these systems control differ widely depending on the 
  goods being researched and tested: gene-splicing, explosives 
  development, and organ growth all require different controls and 
  systems.
  Example Routines:
   »
  Seal or unseal a hermetically controlled area
   »
  Change test parameters
   »
  Initiate or rescind a test process
   »
  Issue or rescind an evacuation order
   »
  Activate or deactivate emergency protocols
  Security Measures:
   »
  Trigger or cancel an alert
   »
  Activate or deactivate ICE
  
  SYSTEMS & TRACE:
  NOTES
  LOGIN (SYNTH)
  When you attempt to gain access to a system, roll Synth.
  10+: you’re in clean
  7-9: you’re in, but choose one:
   
  Ђ
  Passive trace (+1 trace)
   
  Ђ
  ICE is activated
   
  Ђ
  An alert is triggered (advance the active Mission Clock)
   
  Ђ
  Your access is restricted – take -1 ongoing to matrix 
  moves in this system while your access is restricted
  6-: you’re in, but the MC chooses two
  MELT ICE (EDGE)
  When you attempt to evade, destroy or disable an activated ICE 
  construct, roll Edge.
  7+: you evade, destroy, or temporarily disable the system, your 
  choice
  7-9: the system successfully executes a routine before you can 
  disable it
  ICE
  BLUE ICE locates intruders, raises the alarm, traces their location 
  allowing the system owner to alert physical response teams (either 
  internal corporate teams or the appropriate local police authorities), 
  then attempts to sever the intruder’s connection.
  When Blue ICE executes a routine, the MC chooses 1:
   
  Ђ
  Trigger an alarm (advance relevant Mission Clock)
   
  Ђ
  Trace an intruder’s location (Trace +1)
   
  Ђ
  Identify intruder (advance Corporate Clock)
   
  Ђ
  Sever an intruder’s connection
   
  Ђ
  Call for counter-hacker backup
  RED ICE locates intruders, raises the alarm, traces their location, then 
  engages them to damage their cyberdeck with feedback algorithms.
  When Red ICE executes a routine, the MC chooses 2:
   
  Ђ
  Trigger an alarm (advance relevant Mission Clock)
   
  Ђ
  Trace an intruder’s location (Trace +2)
   
  Ђ
  Identify an intruder (advance Corporate Clock)
   
  Ђ
  Sever an intruder’s connection
   
  Ђ
  Corrupt an intruder’s program (Destroy an active program)
   
  Ђ
  Damage an intruder’s cyberdeck (Lower one of the cyberdeck’s 
  ratings by 1)
  BLACK ICE locates intruders, raises the alarm, traces their location, 
  then engages them to harm the intruder herself with lethal feedback 
  algorithms, trying to trap them in the matrix until the Black ICE kills 
  them or physical response teams can reach their location.
  When Black ICE executes a routine, the MC chooses 3:
   
  Ђ
  Trigger an alarm (advance relevant Mission Clock)
   
  Ђ
  Trace an intruder’s location (Trace +3)
   
  Ђ
  Identify an intruder (advance Corporate Clock)
   
  Ђ
  Damage an intruder’s cyberdeck (Lower one of the cyberdeck’s 
  ratings by 2)
   
  Ђ
  Inflict physical harm to a jacked in intruder (1-harm +AP)
   
  Ђ
  Prevent an intruder from jacking out and trap their mind
  If you’re trying to mess with the digital system itself  
  (other than ICE), use compromise security.
  If you’re trying to mess with the facility, use manipulate systems.
  COMPROMISE SECURITY (MIND)
  When you attempt to compromise a sub-system’s security, roll Mind.
  10+: gain 3 hold over the sub-system you have compromised
  7-9: gain 1 hold
  6-: you trigger an alert, which may have additional consequenc-
  es
  You may spend 1 hold to activate a security measure on that sub-sys-
  tem.
  MANIPULATE SYSTEMS (SYNTH)
  When you attempt to manipulate a digitally-controlled aspect of a 
  facility, roll Synth.
  10+: gain 3 hold over the sub-system you are manipulating
  7-9: gain 1 hold
  You may spend 1 hold to activate routines on that sub-system.
  JACK OUT (COOL)
  When you, your programs, or your deck are about to be damaged by 
  ICE, you can try to jack out. Roll Cool.
  10+: you disconnect yourself from the system before any 
  serious harm occurs
  7-9: you jack out, but choose one:
   
  Ђ
  You lose some data
   
  Ђ
  You take some of the established consequences
   
  Ђ
  The owners of the target system trace you to your current 
  location
  6-: you take the established consequences... and you’re still 
  connected
  MATRIX
  MATRIX
  MATRIX
  MATRIX
  MC EDITION - YOU’VE EARNED IT!
  
  MATRIX SUB-SYSTEMS
  LOGIN GATES
  Login Gates govern entry into a Matrix system. By definition, all secure 
  systems have a login gate. This is where authorised users provide their 
  credentials and unauthorised users fake those credentials with login.
  Security Measures:
   »
  Admit or deny a login
   »
  Trigger or cancel an alert
   »
  Activate or deactivate ICE
  ROOT
  Root controls the entire system. This is often the first place a system 
  operator will go to defend the system against an intruder.
  Security Measures:
   »
  Change user permissions (including removing “restrict-
  ed” status from login)
   »
  Isolate or reintegrate a sub-system
   »
  Sever all external logins, sever all internal logins, or both
   »
  Shut down or reboot the virtual environment; this will 
  often have major consequences for the operation of 
  physical systems
   »
  Trigger or cancel an alert
   »
  Activate or deactivate ICE in any sub-system
  DATABASES
  Databases contain data. These will often be the target of intrusion 
  attempts aiming at discovering or extracting specific data, as well as 
  general paydata fishing attempts. Many hackers consider this a great 
  way to make a bit of extra Cred on the side... but you have to be good 
  at sifting out the hot, tagged or worthless data.
  Routines:
   »
  Create, edit or delete records
   »
  Delete backups
   »
  Delete or edit access logs
   »
  Search for paydata (when you search for paydata in a 
  Database, roll Mind: On a hit you find something hot 
  that you can sell; on a 10+, when you hit the street to 
  sell it choose one less option on a 7-9.)
  Security Measures:
   »
  Trigger or cancel an alert
   »
  Activate or deactivate ICE
  BUILDING SECURITY NODES
  BUILDING SECURITY NODES monitor physical security systems. Most 
  secure systems monitor similarly secure physical sites with a full array 
  of cameras, sensors, and cutting edge security devices. Sometimes 
  the easiest way to get inside is to cut through matrix security and turn 
  off all those physical defences.
  Routines:
   »
  Activate, deactivate, monitor, record, subvert or loop a 
  camera network
   »
  Activate or deactivate a physical alarm
   »
  Activate or deactivate an electronically locked door
   »
  Activate, deactivate, override or modify the targeting 
  priorities of automated weapon systems
   »
  Activate or cancel a lockdown of the entire physical facility
   »
  Activate or deactivate an electronically controlled trap
  Security Measures:
   »
  Trigger or cancel an alert
   »
  Activate or deactivate ICE
  BUILDING SERVICES NODES
  BUILDING SERVICES NODES control the various mundane operations 
  of the physical building or compound. Most facilities have some sort 
  of automated systems controlling lights, air conditioning, power 
  supplies, and the like.
  Routines:
   »
  Activate, deactivate, monitor or reprogram a building 
  system (such as air conditioning, lights, power; note 
  that security or life support systems will often have 
  independent backup power controlled from a separate 
  Matrix system)
  Security Measures:
   »
  Trigger or cancel an alert
   »
  Activate or deactivate ICE
  PRODUCTION CONTROL SYSTEMS
  PRODUCTION CONTROL SYSTEMS control the things that the facility 
  makes. Large corporate facilities (such as the virtual environment of a 
  giant arcology) may have many different kinds of production control 
  system each controlling different labs, warehouses and factories. 
  The routines that these systems control differ widely depending on 
  the goods being manufactured: the seed germination facility of an 
  agricorp system will have quite different routines than the testing 
  range of a weapons division.
  Example routines:
   »
  Start or stop a production line
   »
  Initiate a production run or delivery
   »
  Activate or deactivate part of a production line
   »
  Reprogram part of a production line
  Security Measures:
   »
  Trigger or cancel an alert
   »
  Activate or deactivate ICE
  R&D CONTROL SYSTEMS
  R&D CONTROL SYSTEMS control laboratories and databases where 
  cutting-edge research is performed and stored. As above, the 
  routines that these systems control differ widely depending on the 
  goods being researched and tested: gene-splicing, explosives 
  development, and organ growth all require different controls and 
  systems.
  Example Routines:
   »
  Seal or unseal a hermetically controlled area
   »
  Change test parameters
   »
  Initiate or rescind a test process
   »
  Issue or rescind an evacuation order
   »
  Activate or deactivate emergency protocols
  Security Measures:
   »
  Trigger or cancel an alert
   »
  Activate or deactivate ICE
  
  AGENDA
   »
  Make The Sprawl dirty, high-tech and excessive
   »
  Fill the character’s lives with action, intrigue and complication
   »
  Entangle the characters in The Sprawl
   »
  Play to find out what happens
  PRINCIPLES
   »
  Chrome everything, then make it dirty
   »
  Begin and end with the fiction
   »
  Address the characters, not the players
   »
  Ask questions and incorporate the answers
   »
  Name everyone
   »
  Make everything Corporate
   »
  Make everything personal; complicate everything
   »
  Treat your NPCs like disposable assets
   »
  Think offscreen
   »
  Be a fan of the characters
  MC MOVES
   »
  Show them the barrel of the gun
   »
  Make their lives complicated now
   »
  Put someone in a spot
   »
  Inflict harm
   »
  Use up their resources
   »
  Offer an opportunity, with or without a cost
   »
  Tell them the requirements or consequences and ask
   »
  Use a Corporation, Mission, or Threat move
   »
  Follow every move with “what do you do?”
  ASSET:______________________________________
  Playbook:______________________________________
  Tags: ________________________________________
  Skills and history:
  ASSET:______________________________________
  Playbook:______________________________________
  Tags: ________________________________________
  Skills and history:
  ASSET:______________________________________
  Playbook:______________________________________
  Tags: ________________________________________
  Skills and history:
  ASSET:______________________________________
  Playbook:______________________________________
  Tags: ________________________________________
  Skills and history:
  
  CORPORATIONS
  Corporations maximise profit and minimise expenses
  Corporations deny responsibility and suppress dissent
  Corporations exploit technology and humanity to the limits of both
  CORPORATION MOVES
   »
  Send a subtle message
   »
  Send a violent message
   »
  Terminate a problem
   »
  Throw money at a problem
   »
  Hire disposable assets
   »
  Deploy permanent assets
   »
  Buy out smaller operators
   »
  Make life difficult for someone
   »
  Implant a cortex bomb
   »
  Deploy technology (drones, tracers, uploaders)
  CORP:______________________________________
  15:00
  18:00
  21:00
  22:00
  23:00
  00:00
  Major Interests:
  Moves:
  CORP:______________________________________
  15:00
  18:00
  21:00
  22:00
  23:00
  00:00
  Major Interests:
  Moves:
  CORP:______________________________________
  15:00
  18:00
  21:00
  22:00
  23:00
  00:00
  Major Interests:
  Moves:
  CORP:______________________________________
  15:00
  18:00
  21:00
  22:00
  23:00
  00:00
  Major Interests:
  Moves:
  CORP:______________________________________
  15:00
  18:00
  21:00
  22:00
  23:00
  00:00
  Major Interests:
  Moves:
  
  THREATS
  GROUP MOVES:
   »
  Attack suddenly, directly, & hard
   »
  Buy out allies or assets
   »
  Seize someone or something
   »
  Claim territory by force or 
  intrigue
   »
  Destroy someone or something
   »
  Threaten to expose someone or 
  something
   »
  Make demands
   »
  Bide their time and do legwork
   »
  Probe for weakness
   »
  Seek corporate patronage
  Group Goals: to possess, to overthrow, to terrorise, to destroy, to dominate.
  LONER MOVES:
   »
  Reflect the decay of society and 
  its structures
   »
  Display the conflict between 
  humanity and technology, meat 
  and chrome
   »
  Display the excess in The Sprawl
   »
  Make an offer with strings 
  attached
   »
  Attack from an unexpected 
  angle
   »
  Attack from the front
   »
  Threaten someone or something 
  with violence or exposure
   »
  Steal something or seize 
  someone
   »
  Stage a loud diversion
   »
  Insult or offend a person or 
  organisation
   »
  Seek corporate patronage
   »
  Loner Goals: to corrupt, to 
  manipulate, to misdirect, to 
  steal, to murder.
  PLACE MOVES:
   »
  Keep someone out, keep 
  someone in
   »
  Demonstrate separation from 
  the surrounding environment
   »
  Show internal cohesion
   »
  Show criminal activity in the 
  background
   »
  Entangle someone in intrigue, 
  violence, or bureaucracy
   »
  Highlight desperation or kill 
  someone’s dream
   »
  Reveal corporate callousness
   »
  Spotlight the fracture, 
  breakdown or absence of society
   »
  Surrender to corporate influence
  Place Goals: to trap, to breed, to frustrate, to consume, to isolate.
  HEADLINE MOVES:
   »
  Reveal a conflict in society
   »
  Reveal neglect in society
   »
  Reveal corporate callousness
   »
  Reveal excess in society
   »
  Force someone to seek help
   »
  Isolate someone or something
   »
  Conceal the truth
   »
  Provoke accusations
   »
  Force destructive or futile action
   »
  Prevent action
  Headline Goals: to poison, to expose, to explode, to impoverish, to implicate.
  THREAT:____________________________________
  Group // Loner // Place // Headline
  15:00
  18:00
  21:00
  22:00
  23:00
  00:00
  Description:
  Goal:
  THREAT:____________________________________
  Group // Loner // Place // Headline
  15:00
  18:00
  21:00
  22:00
  23:00
  00:00
  Description:
  Goal:
  THREAT:____________________________________
  Group // Loner // Place // Headline
  15:00
  18:00
  21:00
  22:00
  23:00
  00:00
  Description:
  Goal:
  THREAT:____________________________________
  Group // Loner // Place // Headline
  15:00
  18:00
  21:00
  22:00
  23:00
  00:00
  Description:
  Goal:
  
SOURCE: textdata/thevault/The Sprawl (PbtA)/Sheets/Sprawl_MC_sheets_v1.0.pdf