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Published by VEILBREAK, 2025-11-03 02:46:26

VEILBREAK Handbook

version 1.4

51GEARKNUCKLESHeavy, Melee, one-handedDamage: 1+4d6Range: MeleeBATTEREnhance an attack. On a SUCCESS, the target is Dazed until the end of their next turn. Once per combat.SLEDGEHAMMERHeavy, Melee, two-handed, destructiveDamage: 1+4d6Range: MeleeHEAVY STRIKESCan knock targets 1m back on a DOUBLE SUCCESS.


WEAPON MODSHigher quality weapons have extra slots for weapon mods. These are attachments that enhance the effectiveness of weapons in different ways. Each mod is compatible with only a certain set of weapons. A weapon can’t have more than one of any mod equipped at a time.52 COMBAT ITEMSConsumable combat items.GEAR AMPLIFIERWeapons: allEffect: Attacks deal +1d6 damage on a DOUBLE SUCCESS.AID KITUse to immediately treat an injury.FRAG GRENADEThrow up to long range. At the end of the round, anyone within short range of the grenade must roll REFL, taking 10d6 damage on a FAILURE, halved on a PARTIAL SUCCESS.PULSE GRENADEThrow up to long range. Anyone within short range of the grenade must roll STRG, taking 5d6 damage and being pushed 4m away on a FAILURE, both halved on a PARTIAL SUCCESS.TAGGING GRENADEThrow up to long range. Anyone within short range of the grenade must roll REFL, taking Mark(2) on a failure FAILURE, Mark(1) on a PARTIAL SUCCESS.PORTABLE COVERThrow up to short range. Expands into a 2-meter square or 1x4-meter rectangle of light terrain.STIM SHOTUse to regain 3 Stamina and gain +5 Evasion until your next turn.SMOKE BOMBThrow up to long range. The area within short range of where it impacts becomes obscured with smoke for 2 turns.SCOPEWeapons: bow, crossbow, gunsEffect: Range increases to next threshold, but has -1 Edge to attacks made in Medium range.SILENCERWeapons: crossbow, gunsEffect: Removes the Loud tag. If the weapon is not Loud, adds the Silent tag.BLADEWeapons: rangedEffect: Adds a PRCS melee attack that deals 1+2d6 damage.ICEPICKWeapons: allEffect: Breaks 1 ICWL on a DOUBLE SUCCESS.HULL CRACKERWeapons: allEffect: Deals double damage to TerrainBIPODWeapons: crossbow, gunsEffect: Attacks have +1 Edge while Stationary.


53GEAR


54 GENERAL Implants GEAR Subdermal Plating1 Load, Head, Torso, Arms, LegsHair thin, durable, and �exible polymer platesstitched below the dermis.Grants +1 Armor.500 Cr.Glacier 500 Cr.1 Load, Head, Torso, Arms, LegsResistant insulation replaces myelin, shielding from outside interference. Grants +1 ICWL.IMPLANTSImplants are biotechnology installed within one’s body. Most people have normalware, meaning basic implants for things such as communication, connectivity, health, and fashion—these are handled freely within the �ction. The game rules are concerned speci�cally with combat implants.IMPLANT SLOTSEvery PC has 7 implant slots: 2 for the head, 1 for the torso 2 for the arms, 1 for both legs, and 1 for the Locus, which is a core processing implant installed somewhere in the midsection that controls the function of all implants through the nervous system.You cannot more install implants where slots are occupied. Implant StatusImplants can be active or inactive, and functional or damaged. A damaged implant can’t be active, and needs to be repaired to function again.LoadEvery implant has a Load value. Your Locus determines your maximum Load, meaning the upper limit of how much implant load your system can handle. You can’t have more implants active than your maximum Load allows.ChargesSome implants also have a Charges value. These implants have some kind of unique ability that must spend one of these Charges to be used. Implants with Charges recharge after a Rest.


55HEAD IMPLANTSGEARAmygdala Circulator2 Load, HeadCircuit nestled deep in the space between your temporal lobes. Evolve past the �ght or �ight response.While you are Engaged or an enemy is Engaged by you, gain +1 Stamina at the start of your turn.Advanced Visionware1 Load, HeadOccular prosthetic or eye replacement with increased capabilities like image enhancement and low light vision.You have +1 to rolls made to see.Audio Amp1 Load, HeadCochlear implant that normalizes audio and kills noise based on thought patterns, allowing you to hear only what you want to.You have +1 to rolls made to listen.Foglight1 Load, Head, (requires Net Jock Trait)Bulky chip linked to a visor or visionware that allows you to bear witness to the Fog.You can see the Fog and take Hacking actions. Also grants +1 ICWL.Heatsink1 Load, Head, (requires a Foglight)Metal plate situated across the back of the neck that vents heat generated within.When you Upload, on a DOUBLE SUCCESS, take +1 Moxie.Memory Module1 Load, Head, (requires a Foglight)Foglight extension that handles some of the load.When you Upload, on a FAILURE, you regain that Moxie. Once per combat.Re�ex Booster1 Load, HeadBrain chip that boosts blood �ow in and out of the cerebellum. Keeps you on the edge.You add +5 to your Evasion.700 Cr.700 Cr.1000 Cr.1000 Cr.1000 Cr.1000 Cr.1000 Cr.


TORSO IMPLANTS56 GEAR Synthetic Lung1 Load, TorsoSynthetic transplant to replace or enhance a lung.Replaces a collapsed lung. Grants +1 Stamina. Adaptive Coat2 Load, Torso, 2 ChargesMirrors and microlenses that refract light in a way that makes you near invisible to the naked eye.Action: Spend 1 Charge to turn Invisible until the end of your next turn.Coagulator1 Load, TorsoSmall pump between the lungs that regulates blood pressure and clotting.Grants +1 Stamina.Reaction: When you sustain an Injury, mark it as Treated. Once per combat.Cortisol Converter1 Load, TorsoSynthetic gland that can hijack the adrenal gland and convert cortisol into adrenaline.Grants +2 Speed and +4 Evasion when at 0 Stamina.Nanocell Carapace2 Load, TorsoA living �lm of synthetic tissue that envelops the rib cage. Hardens to the consistency of rubber on impact.Grants +2 Armor.Shock Coat1 Load, Torso, 2 ChargesGenerator that electri�es the epidermis, shocking on direct contact.When hit with a melee attack, return 1 damage.Spend 1 charge to enhance a melee attack, dealing +2d6 damage.1000 Cr.1000 Cr.1000 Cr.1000 Cr.1000 Cr.2000 Cr.


57LOCUS IMPLANTSGEARBasic Locus1 Load, LocusCyberware processing unit installed in the midsection.Max Load 4. Grants +1 ICWL.Apostle Mk.11 Load, LocusCiTADEL’s proprietary line of Locus designed for corporate warfare.Max Load 7. Grants +1 ICWL.When you make a damage roll, reroll any dice that weren’t hits. Once per combat.Apostle Mk.22 Load, LocusBecome a harbinger of doom.Max Load 10. Grants +2 ICWL.When you make a damage roll, count any dice that weren’t hits as hits. Once per combat.Godhead Mk.11 Load, LocusAn infamous piece of tech kitted out with Omnitech’s patented neurocompressors.Max Load 8. Grants +1 ICWL.For every 4 Load, reduce your Total Load by 1.Godhead Mk.21 Load, LocusAwaken the void within yourself and transcend.Max Load 13. Grants +2 ICWL.For every 4 Load, reduce your Total Load by 1.Manog Mk.11 Load, LocusA CiTADEL Locus made for in�ltrations, named after an ancient stalking predator.Max Load 7. Grants +1 ICWL.You have +2 Speed while not Revealed.Manog Mk.22 Load, LocusHerald the shadows.Max Load 10. Grants +2 ICWL.You have +2 Speed while not Revealed, and +1 Edge to rolls made to hide while Detected.Permafrost Mk.11 Load, LocusAn Omnitech miracle, the quintessential choice for those daring the dangerous parts of the Fog.Max Load 8. Grants +3 ICWL.Permafrost Mk.22 Load, LocusCold as the unassailable winds of Isklør.Max Load 11. Grants +5 ICWL.Sineater Mk.11 Load, LocusA combat model made by Titan, �tted with a pain inhibitor module.Max Load 7. Grants +1 ICWL.When you make a Risk Roll, it’s automatically a DOUBLE SUCCESS. Once per combat.Sineater Mk.22 Load, LocusFind the power in martyrdom.Max Load 10. Grants +2 ICWL.Your attacks have +1 Edge while at 0 Stamina.When you make a Risk Roll, it’s automatically a DOUBLE SUCCESS. Once per combat.500 Cr.1000 Cr.1000 Cr.1000 Cr.1000 Cr.1000 Cr.2000 Cr.2000 Cr.2000 Cr.2000 Cr.2000 Cr.


Arm Implants58 GEAR Aim Stabilizer 1 Load, ArmEnhances the joints with gyroscopic stabilizers, making arm movement smoother and steadier.When you roll damage for a ranged attack, you can reroll 1 die.Battle Dancer 1 Load, ArmGyroscopic actuators that translate momentum into power.Attacks made with a weapon different to another weapon you've attacked with in the same round deal +1d6 damage. Rotary Actuators 1 Load, ArmActuators that increase strike speed, and therefore force.When you roll damage for a melee attack, you can reroll 1 die.Somatic Conductor 1 Load, ArmNanomagnets on the �ngertips that enhance contact conductivity.You have +1 Edge to any hacking rolls made while touching the target.Hydraulic Propulsors 1 Load, ArmEnhances arm extension to increase impact force.Your unarmed attacks deal +2d6 damage.Prosthetic Arm 1 Load, ArmArm replacement.Replaces a severed arm. Grants +1 Armor.Prosthetic Tool Arm 1 Load, ArmArm replacement kitted with a set of precision tools.Replaces a severed arm. Grants +1 Armor. You have +1 to rolls that involve the use of precision tools.Prosthetic Power Arm 1 Load, ArmArm replacement strengthened for unarmed combat.Replaces a severed arm. Grants +1 Armor. When unarmed, you always have the Knuckles weapon equipped, and can’t be disarmed.Prosthetic Blade Arm 1 Load, ArmArm replacement equipped with a thin blade that retracts within the forearm.Replaces a severed arm. Grants +1 Armor. When unarmed, you always have the Shortblade weapon equipped, and can’t be disarmed.1000 Cr.1000 Cr.1000 Cr.1000 Cr.1000 Cr.1000 Cr.700 Cr.700 Cr.800 Cr.


59LEG IMPLANTSGEARLinear Actuators 1 Load, LegsActuators in the ankles that increase forward momentum.You have +2 Speed.Prosthetic Leg 1 Load, LegsLeg replacement.Replaces a severed leg. Grants +1 Armor.Prosthetic Legs 2 Load, LegsLeg replacement.Replaces two severed legs. Grants +2 Armor.Skydancer 1 Load, LegsSpring-loaded airborne momentum generator.All jumps are considered aided.Soft Ligaments 1 Load, LegsLigament and joint padding that absorbs impact.You take halved fall damage and have +1 to rolls made to hide.1000 Cr.1000 Cr.1000 Cr.700 Cr.1400 Cr.


Changes1.1.1• Changed “Dodge” to “REFL” in Dodge • Added Armor modi�er to Risk Roll• Added “once per combat” to Dagger ability• Added “twice per turn” to Attack• Changed Marked to extra damage dice1.2• Changed Heavy’s “Toughness” to 4 Stamina from 5• Expanded Interact Action description• Added advanced weapon rules and cleaned up weapon blocks• Changed Ri�e from 5d6 to 4d6, made Slow a weapon tag, added bene�cial Trait• Changed Shotgun and Sledgehammer Traits• Added Grenade Launcher• Added Implants1.2.1• Added -1 Edge to ranged attacks to the Engaged condition1.3• Removed Fast/Slow Phases from rounds• Rewrote Deadeye’s Quickdraw ability and the Surprised condition• Added Flow action• Changed all Tier 2 Calling Token abilities to 2 tokens from 3• Added 1 Moxie to the Sprite’s Breach action• Added 0 ICWL requirement to Hand_Of_Doom• Added rules for using Moxie-bound abilities out of combat, and the Strain resource• Added Exhaustion• Added the Evasion stat (now used by the Dodge reaction)• Evasion now equals TWICE your REFL• Updated and adjusted mehanics that affected Dodge• Removed Cells and Cell usage• Some implants now have Charges• Updated Character Sheet• Made various balance changes• Buffed Bones’ Adrenaline Shot by 1 Stamina• Buffed most Tinker Gadgets• Buffed Face’s Tier 1 abilities to 2 Moxie from 3• Nerfed Dagger’s Expunge trait to 2d6 from 3d6• And more60 1.4• Expanded Sprite’s Hacking rules• Fixed the Shadowrun ability• Removed the Datamine program• Increased Tinker’s Deploy range from melee to short• Changed Portable Cover from a gadget to a combat item• Removed Double Success from the Rest Aid action• Added weapon mods• Added combat itemsGEAR


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1.4


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