Effect | Details | Example |
# to All Actions | | -2 to All Actions |
ACTIONEFFECT(custom name, effect string, #duration durationContext, target) | Valid for: Cyberware, items The “custom name” and “target” parameters are optional Adds an action to the Moves table on the action tab that will apply the effect string (inside the parenthesis) for the numerical duration with the duration context modifier Setting something in the “custom name” slot will replace the default display text with whatever is provided Any skills modified in the effect section that are a subskill, should have the parenthesis () replaced with []. (see example) Valid duration contexts: INF, RND, ROLL, MIN, HR, DAY Adding the “target” parameter changes the targeting of the effect from self to target
| ACTIONEFFECT(INIT: 3, 1 min) ACTIONEFFECT(In Cryotank; EXTRAHEAL: *2;, inf, target) ACTIONEFFECT(Put in Cryotank, In Cryotank; EXTRAHEAL: *2;, inf, target) ACTIONEFFECT(SKILL: Science[Biology] 1, inf) |
ACTIONSAVE(custom name, Skill, #dv, effect string, #duration durationContext) | Valid for: Cyberware, items The “custom name” parameter is optional Setting something in the “custom name” slot will replace the default display text with whatever is provided Adds an action to the Moves table on the action tab that will request a save from a target and optionally give an option to apply the associated effect The Skill and #dv are the only required aspects of the effect Valid duration contexts: INF, RND, ROLL, MIN, HR, DAY
| ACTIONSAVE(Resist Torture/Drugs, 13, Damaged Eye, 1 min) ACTIONSAVE(Resist Torture/Drugs, 13) ACTIONSAVE(Activate Flash, Resist Torture/Drugs, 13, Damaged Eye, 1 min) |
AFRATING:# | Valid for: Weapon Attachments, Ammo, Moves A damage type that alters the value of the Autofire Rating of the given weapon by the value (to a minimum of 3.)
| AFRATING: -1 |
AIMEDATTACK: # | | AIMEDATTACK: 1 |
ARMOR(location, sp, #penalty) | Valid for: Cyberware, items Adds an armor entry to the armor table, following all the rules of normal equipped armor Only negative numbers are allowed for the penalty If something with this effect is marked as inactive, then active again, any sp lost will not persist
| ARMOR(Body, 11, 0) |
ATTACK: # :>= # | Valid for: Combat Tracker Applies the first # as a bonus to attacks, but only if the distance to the target is >= the second number. Used by Sniping Scope.
| ATTACK: +1 :>= 51 |
ATTACK: # (melee|ranged) | Valid for: Combat Tracker Apply the given bonus or penalty to a target's attacks. If melee or ranged is specified, it only applies to one of those.
| ATTACK: 1 melee |
ATK: # | Valid for: items(weapons/ammo), Combat Tracker Any weapons with this effect will have the number added to the attack roll
| ATK: 1 |
BODYFRAME: # | Valid for: Cyberware, items Adds a small modifier that doesn’t affect health or death saves to the body input When a skill or ability uses the body stat, the larger value between the body frame number and the base stat will be used (outside of the aforementioned)
| BODYFRAME: 12 |
BONUSABLATE: # | Valid for: Weapon Attachments, Moves, Ammo When damage gets through armor, the armor is ablated by an additional amount of the given value
| BONUSABLATE: 1 |
COVER: name # | Valid for: Combat Tracker Applies cover to the given target with the given name. Cover is decremented when damage is received on that target. This cover will block all damage. Damage will only carry over if the cover was destroyed by damage with the EXPLOSIVES effect.
| COVER: thick concrete 25 |
COVER: NET # | Valid for: Combat Tracker A special version of the COVER effect. If COVER is defined as a “NET” then the cover will not protect a user from ranged attacks. Melee attacks will only damage the cover, but ranged will damage the cover AND the character.
| COVER: net 10 |
Critical Injury Name | Valid for: Combat Tracker If the specified Critical Injury exists for a PC or NPC in the Combat Tracker, and that Critical Injury applies a penalty either to attacks, skill checks, or Death Saves, that penalty is automatically applied when the Character rolls the associated attack, skill check, or a death save.
| Concussion; Lost Eye |
CyberwareTableName: # | Valid for: Cyberware, items The cyberware table that matches the text before the colon, without spaces, gains additional slots equal to the number after the colon Positive or negative numbers are allowed
| CyberaudioSuite: 3 |
DMG: # | | DMG: 1 |
DMGDIE: # | Valid for: Weapons, Combat Tracker Adds (or subtracts, minimum 1) damage dice when rolling damage with the weapon (or any weapon if on the CT.)
| DMGDIE: 1 |
DODGE: enable|disable | Valid for: Items, Cyberware Allows the user to Dodge ranged attacks even if REF <8. Or, if disabled, prevents them from dodging ranged attacks.
| DODGE: enable |
DSAVE: # | | DSAVE: 1 |
DSAVE: # | Valid for: Items, Addictions Increases the Death Save penalty when Death Saves are rolled by the given value
| DSAVE: 1 |
EXPANSIVE | | |
EXPLOSIVES | | |
EXTRAAMMO: string # | | EXTRAAMMO: autofire 10 |
EXTRAHEAL: # | Valid for: Cyberware, Items, Combat Tracker Modifies healing when resting The # amount can optionally include the following symbols: +-/* (the default is addition) The “amount” can optionally se set to use one of the STATs This effect does not support order of operations when using multiple of this effect
| EXTRAHEAL: *2 EXTRAHEAL: +BODY |
FATIGUED | | |
Flatlined | | |
Grappled|Grappling | | Grappled |
HALF: Mortally|Seriously Wounded | Valid for: Combat Tracker If on a Character on the CT, that Character will only take half the given penalty for being seriously or mortally wounded.
| HALF: Mortally Wounded |
HALFARMOR | Valid for: Weapons, Ammo, Moves Ignores half armor rounded up. Applied automatically for melee weapons, and can be set on Moves (such as for Martial Arts.)
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HEALARMOR: # | Valid for Cyberware (with ARMOR() effect), items (armor, or with ARMOR() effect) If a number exists after the colon, the armor is repaired by that amount every time the character rests If no number exists after the colon, the armor is fully repaired after the character rests
| HEALARMOR; HEALARMOR: 2 |
HASSCOPE | Valid for: Weapon Attachments, Ammo, Moves Allows the user to load and fire Smart Ammunition, even if they do not have Targeting Scope Cyberware equipped.
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IFCOUNT(alias, <=>sign #num) | Valid for: Cyberware, items This effect will stop or continue functionality depending on the sign provided (if any) and the number Alias: the value to track with this function Sign: valid symbols are >, =, < with a maximum of 2 symbols. = is the default if no symbols are provided #num: the number that the alias count is being checked against Only the effect strings after where this check is true will be executed Handy for paired items and otherwise
| IFCOUNT(techhairskin,== 2) |
IFT:IGNOREABLATE | | |
IFT: NETATK: # | Valid for: Combat Tracker (Netrunning) If the Netrunning target has this effect (IFT), then the incoming attack is modified by this value
| IFT: NETATK: -1 |
IFT: NETDMG: # | Valid for: Combat Tracker (Netrunning) If targeted by Netrunning damage, the incoming damage is modified by this value.
| IFT: NETDMG: 1 |
IGNORE: Critical Injury Damage | Valid for: Combat Tracker If on a Character on the CT, that Character will not get the +5 damage due to Critical Injuries when a Critical Injury is automatically rolled during combat.
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IGNORE: StateToIgnore | Valid for: Cyberware, items, Combat Tracker Certain base functionalities can be ignored with this effect Currently implemented: Mortally Wounded, Seriously Wounded, Head Damage Bonus
| IGNORE: Seriously Wounded |
IGNOREABLATE | Valid for: Weapons, Ammo, Moves Armor is still accounted for, but the damage does not ablate the armor.
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IGNOREARMOR: [<#] | Valid for: Weapons, Ammo, Moves If no value given, ignores all armor, otherwise, ignores armor < the given number, (e.g. IGNOREARMOR: <11).
| IGNOREARMOR: <11 |
INIT: # | Valid for: Cyberware, items Increases or decreases the initiative roll modifier by the provided number value Positive or negative numbers are valid
| INIT: 1 |
JUNK | Valid for: Weapon Attachments, Ammo, Moves A damage type that always does 1 less dice of damage (minimum 1) to targets that have 1 or more SP of armor. Roll damage as normal, the output will show the die in blue that was ignored due to being JUNK.
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MAXHUM: # | Valid for: Cyberware, items Increases or decreases the maximum humanity value depending on the provided number value. Positive or negative numbers are valid
| MAXHUM: -4 |
NETSTATICATK: # | | NETSTATICATK: 0 |
NETATK: # | | NETATK: 1 |
NETSTATICDMG: # | | NETSTATICDMG: 1 |
NETDMG: # | | NETDMG: 1 |
No Penalties to Darkness | | |
NOCOVERDMG | Valid for: Weapon Attachments, Ammo, Moves A damage type that does not damage cover at all.
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NOINJURE | Valid for: Weapons, Ammo, Moves Critical hits don't cause injury.
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NONLETHAL: # | Valid for: Weapons, Ammo, Moves For nonlethal damage. If the target's HP would go to 0, apply the "Unconscious" effect unless they had exactly the amount specified by the number when hit. If the number is not specified, they never go to 0 HP.
| NONLETHAL or NONLETHA:1 |
ONFIRE: string | Valid for: Combat Tracker Should be "mild", "strong", or "deadly," and does 2, 4, or 6 damage to the target each round at the end of their turn.
| ONFIRE: mild |
ROLEABILITY: SubAbility #mod | Valid for: Cyberware, items The role ability that matches the text before the colon will have the mod applied to the sub ability of the role Currently only INTERFACE and MEDICINE are implemented This will be expanded as more official modifications come out
| INTERFACE: Eye-Dee 2; MEDICINE: Medical Tech 2 |
SKILL: Skill Name #Mod | Valid for: Cyberware, items, Combat Tracker Increases or decreases the skill with the Skill Name by the Mod number Positive or negative numbers are valid Modifying this value adds a plus or minus respectively to the skill on the character sheet that can be double clicked to show the breakdown of all things that are affecting the skill Subskill groups are also valid skill names
| SKILL: Conceal/Reveal Object 2 |
SKILLLVL: Skill Name #Mod | Valid for: Cyberware, items If the skill level is less than the provided mod value, the skill level is set to the level Modifying this value adds a plus or minus respectively to the skill on the character sheet that can be double clicked to show the breakdown of all things that are affecting the skill. This modification will show *Modified if the skill level is not 0, the difference between the base skill level and the number (if the base number is not greater).
| SKILLLVL: Conceal/Reveal Object 3 |
SMARTAMMO | Valid for: Weapons, Ammo Used by Smart Ammo. Requires the User to have a Targeting Scope, or the roll is not performed. If the user misses an attack's DV by 4 or less, then the "SMARTAMMO:MISS" Combat Tracker effect is applied. This CT effect sets their next attack with Smart Ammo to a flat 10 bonus, regardless of their usual skill base, then removes the effect.
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SMARTAMMO:MISS | Valid for: Combat Tracker Sets their next attack with Smart Ammo to a flat 10 bonus, regardless of their usual skill base, then removes the effect. Luck can still be applied.
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SMARTLINK | Valid for: Cyberware, items If this effect exists on a non-weapon, a weapon with this effect will execute the effects after this effect every time the weapon is used
| SMARTLINK |
Stabilized | Valid for: Combat Tracker Allows the target to heal normally when using the Rest Party feature or Rest PC feature. This can be disabled in the options to always allow healing even if the effect is not applied.
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STATBOUND(STAT, #bonus, BOUND, #limit) | Valid for: Cyberware, items This effect increases/decreases the STAT by the #bonus based on the BOUND #limit Valid BOUNDS: MIN, MAX
| STATBOUND(BODY, 2, MAX, 10) |
STATNAME: # | Valid for: Cyberware, items, Combat Tracker The stat that matches the text before the colon has its value modified by the number after the colon Positive or negative numbers are allowed
| INT: 2 |
STATICSTAT: STAT # | Valid for: Cyberware, items This effect sets the STAT to the provided #value Between this number and any base value with modifications, the larger value will be used for relevant abilities
| STATICSTAT: BODY 12 |
STATNAME: [xdy suffix] | Valid for: Combat Tracker When applied using a button in the UI, this applies the given STAT effects (such as INT: -2) after rolling the given dice string (such as 1d6). If a suffix is provided (such as a) it keeps that value only for those matching that suffix. Otherwise, it rolls each time. (See the example to the right.) This is the effect used by Nervescrub.
| INT: -[1d6]or
INT: [-1d6a]; REF: [-1d6a]; DEX: [-1d6a] |
Unconscious | | |
UNSTACKABLE: alias | Valid for: Cyberware, items Only executes the effects after this effect the first time the alias is encountered
| UNSTACKABLE: TargetingScope |
VEHIGNOREAMOR | Valid for: Weapon Attachments, Ammo, Moves A damage type that ignores armor only on Vehicles.
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VEHWEAKPOINT | Valid for: Weapon Attachments, Ammo, Moves A damage type that always does *2 damage to Vehicles (after armor) as if the user had “Head” as the targeted location
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INTERFACE: Ability # | Valid for: Combat Tracker If on a Character on the CT, that Character will roll the given Netrunner Interface ability with the given bonus or penalty.
| INTERFACE: Speed INTERFACE: Slide 2 |
MAKER: Ability # | Valid for: Cyberware, Items, Combat Tracker Applies a flat bonus or penalty to the associated MAKER ability roll. This effect also supports “all” which applies the associated bonus to all the ability rolls.
| MAKER: all 1 MAKER: Upgrade Expertise 1 |
MEDICINE: Ability # | Valid for: Cyberware, Items, Combat Tracker Applies a flat bonus or penalty to the associated MEDICINE ability roll.
| MEDICINE: Surgery 1 MEDICINE: Medical Tech 1 |