Make cards from YAML
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259 lines
6.5 KiB

  1. Deck:
  2. Background: white
  3. Font: Courier
  4. TextColour: black
  5. BorderColour: green
  6. Cards:
  7. Leg Boost:
  8. - Grants +1d6 when jumping
  9. - Cyber
  10. Finger Blade:
  11. - Adds +1d4 damage
  12. - Cyber
  13. Subcutaenous Mic:
  14. - Allows speaking while sneaking
  15. - Cyber
  16. Cyberarm:
  17. - Adds +1d8 damage
  18. - Lifting tests are 1d10
  19. - Cyber
  20. Cheap Pistol:
  21. - 1d8 to hit
  22. - Gun
  23. Brass Knuckles:
  24. - +1d4 damage
  25. - Melee Weapon
  26. Light Pistol:
  27. - 1d10 to hit
  28. - 1d8 damage
  29. - Gun
  30. Heavy Pistol:
  31. - 1d8 to hit
  32. - 1d10 damage
  33. - Gun
  34. Rifle:
  35. - Opponents get +1d4 in Melee
  36. - 1d10 to hit
  37. - 1d10 damage
  38. - Gun
  39. Sniper Rifle:
  40. - Opponents get +1d10 to hit in Melee
  41. - 1d12 to hit
  42. - 1d12 damage
  43. - Double damage when you have surprise
  44. - Gun
  45. Heavy Jacket:
  46. - Subtract 1d6 from incoming damage
  47. - Armour
  48. Riot Armour:
  49. - Subtracts 1d8 from incoming damage
  50. - Adds 1d4 to opponent's melee attacks
  51. - Armour
  52. Adrenal Boost:
  53. - Subtracts 1d4 from incoming melee attacks
  54. - Cyber, Armour
  55. Subcutaneous Plating:
  56. - Subtacts 1d4 from incoming damage
  57. - Cyber, Armour
  58. Cyberdeck:
  59. - 1d8 to all hacking rolls
  60. - Computer
  61. Curare:
  62. - 1 use
  63. - Each dose gives a -1 to all actions
  64. - Die if you have a -6
  65. - Injection
  66. - Drug
  67. Candy Wrapper:
  68. - 1d10 to stealth while hacking
  69. - Program
  70. Commlink:
  71. - Computer
  72. Common Handgun:
  73. - Gun
  74. Hammer:
  75. - 1d10 damage while hacking
  76. - Program
  77. Silence:
  78. - Difficulty 6 to shutdown an alarm
  79. - Program
  80. Ammo:
  81. - Ammo
  82. Nice Suit:
  83. - +1d4 to social rolls with people who care about dress
  84. - Destroyed if you take 3 or more damage
  85. - Armour
  86. Nice Meal:
  87. - Can be eaten in place of one paste
  88. - Can be spent for its value in paste
  89. - +1d4 to any social roll when you spend this (even if you are getting its value)
  90. - Food
  91. Targeting Eyes:
  92. - Allows rolling +1d6 to ranged combat rolls
  93. - Cyber
  94. Cybereyes:
  95. - Removes difficulty pentalties for distance
  96. - Allows you to be sent visual digital data
  97. - Allows video recording to a computer
  98. - Cyber
  99. Auditory Booster:
  100. - 1d8 to auditory notice
  101. - Allows sound recording to a computer
  102. - Cyber
  103. Dataport:
  104. - Allows VR access to equipment
  105. - Cyber
  106. Internal Memory:
  107. - Internal storage to replace a computer
  108. - Accessible only with a dataport
  109. - Cyber
  110. First Aid Kit:
  111. - Allows bandaging rolls
  112. Stim Pack:
  113. - Heals 1d4 HP, which are removed after two hours
  114. - Losing these HP can drop you below 0
  115. Medical Bench:
  116. - Requires an hour of work
  117. - Recovers 1d4 HP (specialities can apply to this roll)
  118. Drug Injector:
  119. - Allows drug injection without an action
  120. - Cyber
  121. Targetting Coprocessor:
  122. - Steps up the die to hit for guns
  123. - Cyber
  124. Soy Processor:
  125. - Flavours and shapes food to mimic real meals
  126. Food Additives:
  127. - Flavours soy
  128. - 5 uses
  129. Marijuana:
  130. - Smoked or used in soy processor
  131. - One use
  132. - Use to ignore pain for a scene, or get +1d8 to social rolls with anyone you share this with
  133. - Subtract 1d4 from anything that requires attention
  134. - Drug
  135. PCP:
  136. - One use
  137. - Smoked
  138. - Gain +1d4 on attacks
  139. - Incoming attacks subtract 1d4
  140. - Drug
  141. Tobacco:
  142. - One Use
  143. - Smoked
  144. - Use to add +1 to any test which requires concentration
  145. - Drug
  146. Heroin:
  147. - One Use
  148. - Injected
  149. - Ignore pain, -4 from anything that requires concentration
  150. - Drug
  151. Cocaine:
  152. - One use
  153. - Snorted
  154. - Get an extra initiative card
  155. - Drug
  156. Injection Rounds:
  157. - Loads a drug, and applies its effect as well as damage
  158. - Ammo
  159. Dark Clothing:
  160. - 1d8 to Stealth checks
  161. - Armour
  162. Stealth Suit:
  163. - 1d10 to Stealth checks
  164. - Reactive camoflague
  165. - Armour
  166. Optical Camoflague:
  167. - 1d12 to Stealth checks
  168. - Armour
  169. Goggles:
  170. - 1d8 to visual notice rolls
  171. Binoculours:
  172. - 1d10 to distance notice rolls
  173. Parabolic Mic:
  174. - 1d10 to distance notice rolls
  175. Keycard Copier:
  176. - Allows copying a keycard (swipe or tap) with a sleight of hand roll
  177. - Can store unlimited cards
  178. Gas Mask:
  179. - Ignore gas in an area
  180. Rebreather:
  181. - Ignore gas in an area
  182. - Go without air for up to an hour
  183. Sword:
  184. - 1d8 damage
  185. - Melee
  186. Reflex Boost:
  187. - Get an extra initiative token
  188. - Cyber
  189. Heat Sync:
  190. - Allows overclocking
  191. - Get an additional initiave token while hacking
  192. - Computer Upgrade
  193. Set of Screwdrivers:
  194. - Gives +1d6 to craft rolls involving a computer
  195. Mechanics Tools:
  196. - 1d8 to vehicle repair rolls
  197. Hydraulic Jack:
  198. - +1d4 to vehicle repair rolls
  199. Flashy Car:
  200. - 1d8 to social rolls with those impressed by status
  201. - 1d10 in chases
  202. - 9 HP, 3 to hit
  203. - Vehicle
  204. Armoured Transport:
  205. - Carries up to 15 people
  206. - 20 HP, 2 to hit
  207. - Vehicle
  208. Quadcopter:
  209. - Can mount any gun
  210. - 5 HP, 5 to hit
  211. - -1d4 to stealth
  212. - Drone
  213. Robobug:
  214. - 1d12 to notice
  215. - +1d6 to stealth
  216. - 1 HP, 1 to hit in melee, 5 to hit ranged
  217. - Drone
  218. Roadster Cycle:
  219. - 6 HP, 5 to hit
  220. - Vehicle
  221. Simple Cruiser:
  222. - 1d8 Handling
  223. - 6 HP, 4 to hit
  224. - Vehicle
  225. Road Hog:
  226. - 1d8 Handling
  227. - One gun mount
  228. - Vehicle
  229. Common Cards:
  230. Heavy Chain:
  231. - 1d8 damage
  232. - Melee
  233. Leathers:
  234. - Subtracts one from melee damage
  235. Cobbled Together First Aid Kit:
  236. - Subtracts 1 from medical tests when using it
  237. - Allows bandaging rolls
  238. Tattoo:
  239. - Adds 1d4 to social rolls with affiliated gangs
  240. - Subtracts 1d4 from social rolls with unaffilated gangs
  241. - Roll 1d8 intimidation against barrens rats affiliated with smaller gangs or no gang
  242. - Cyber
  243. Knife:
  244. - 1d4 damage
  245. - 1d10 to hit
  246. - Melee
  247. Moltov:
  248. - One use
  249. - 1d8 damage
  250. - 2 damage until the person hit by it stops drops and rolls
  251. - Thrown Weapon
  252. Electrical Parts:
  253. - Crafting for Computers
  254. Mechanics Equipment:
  255. - Crafting for drones and vehicles
  256. Weapon Parts:
  257. - Crafting for weapon parts