EDGE / ¥ PORTRAIT
EDGE
PERSONAL DATA NUYEN (¥)
Alias Name
Metatype Magic/Resonance
Sex Height Weight
Age Heat Reputation
Karma Total Karma Essence
ATTRIBUTES QUALITIES
Rtg Pool Rtg Pool POSITIVE NEGATIVE
Body Minor Actions
Agility Initiative
Reaction Initiative (Matrix VR)
Strength Initiative (Astral)
Willpower Defense
Logic Composure
Intuition Judge Intentions
Charisma Memory
Edge Lift / Carry
Magic Resonance
CONDITION MONITOR
Stun Healing: BOD + WIL = Physical Healing: BOD + BOD = Dam. overfl. Healing: BOD *2 -
Mod. =
SKILLS
Skill Attr. Rtg Pool Notes Skill Attr. Rtg Pool Notes Language/Knowledge
WEAPONS ARMOR DEFENSIVE RATING
Ranged weapon Pool Damage Att.R. Mode Ammo Armor Rating Social
Body
Defensive Pools against Defensive Actions
Attacks Block (Minor)
Melee weapon Pool Damage Att.R. Combat spells (Indirect) Dodge (Minor)
Combat spells (Direct) Hit the dirt (Minor)
Toxin Damage Full Defense (Major)
Drain Boosted Defense (Major)
Close: 0-3 | Near: 4-50 | Medium: 51-250 | Far: 251-500 | Extreme: 501+
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AUGMENTATIONS GEAR
Augmentation Level Essence Page Name Amount Page
Act. Essence (__) = __ - Hole (__) - Sum augmentations (__)
CONTACTS LIFESTYLES
Alias Type Loy. Infl. Fav. Lifestyle Type Cost Month
SINS
Name Quality
MATRIX DEVICES CURRENCY
Name Progr D Fir Attack Sl
VEHICLES / DRONES
Vehicles Type Handl Acc Intvl Speed Pil Body Arm Sens Seat
Drones Count
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COMBAT ACTIONS
Initiative (minor) Initiative (major)) Anytime (minor) Anytime (major)
EDGE Boosts and Actions
COMBAT OVERVIEW MARTIAL ARTS
1. Grab Dice
Attacker: Weapon pool plus modifiers
Defender:: Intuition + Reaction =
2. Distribute Edge
Compare Attack Rating vs. Defense Rating
For every 4 better, the party gets 1 Edge
Modify with situational edge
Max. 2 Edge per combat round
3. Roll Dice and Spend Edge
a) Choose either Pre- or Post Roll Edge actions
b) Roll dice
c) Check for glitches
d) Spend Edge
4. Soak Some Damage
Defend with Damage Resistance ( ) to reduce the damage.
Last chance to use Edge
5. Bring the Pain
a) Apply damage to condition monitor
b) Apply secondary weapon effects
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ASTRAL COMBAT (PROJECTING) ADEPT POWERS
Test Pool Adept power Act Cost Page
Ratings / Initiative
Attack Rating Magic + Tradition attribute
Defense Rating Intuition + innate armor + mod.
Initiative Logic + Intuition +2D6
Dice Pools
Unarmed combat| Astral + Willpower
Weapon foci Close Combat + Willpower
Spellcasting Sorcery + Magic
Defense Intuition + Logic
Damage Resistance Willpower
Damage Values
Unarmed Tradition attribute/2 (round up)
Weapon focus As weapon
FOCI INITIATION GRADE
Name Rtg Choice Page Metamagic Page
SPELL CASTING MAGIC GEAR
1. Adjust Spell Name Amount Page
a) Amp Up (Combat Spells)
For each additional point base damage drain will increased by 2
b) Increase Area
For each increase of radius by 2 metres the drain will be increased by 1
c) Shift Area
Sustained spell area can be moved within range. Requires a minor action. No
additional drain.
RITUALS
2. Roll Spellcasting Test
Ritual Features Th. Notes Page
Sorcery + Magic
3. Deal with drain
Drain: Spell Drain + Drain caused by adjustments
Resistance test: Willpower + Tradition Attribute
If result is greater or equal drain value no drain damage is taken.
If result is lesser than drain the difference between drain and hits is drain
damage taken.
SPELLS ATTACK RATING BASE COMBAT SPELL DAMAGE
Spell Type Dur. Range Drain Page Notes Spell Type Dur. Range Drain Page Notes
Type: P = Physical, M = Mana Duration: I = Instantaneous, S = Sustained, P = Permanent, L = Limited, Spec = Special Range: LOS = Line of sight, LOS (A) = Line of sight (Area), T = Touch, S = Self, S (A) = Self (Area)
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EDGE-BOOSTS / EDGE-ACTIONS
Entanglement (FS93) Weapon Flash (FS96)
Edge Boost
Add 3 to your Initiative Score (CRB46) Fake Out (FS93) Weapon Spread (FS96)
Reroll one die (CRB46) Fire from Cover (CRB47) Wrest (CRB48)
+1 to a single die roll (CRB46) Hamstring (FS93) Yielding Force (FS96)
Double Down I (DC177) Imposing Stone (FS94)
Position
Give ally 1 Edge (CRB46) Intimidating Presence (FS94) Freerunning (FS93)
Negate 1 Edge of a foe (CRB46) Karmic Escape (FS94) Monkey Climb (FS94)
Buy one automatic hit (CRB47) Knockout Blow (CRB47)
Matrix
Heal one box of Stun damage (CRB47) Knuckle Breaker (FS94) Emergency Boost (CRB175)
Add Edge to your dice pool (CRB47) Leaf on the Wind (FS94) Hog (CRB175)
Double Down II (DC177) Pin (FS94) Signal Scream (CRB175)
Heal 1 point of Physical damage (CRB47) Playing Possum (FS94) Technobabble (CRB175)
I Saw It in a Trid Once (FS96) Protect the Principal (FS95) Under the Radar (CRB175)
Reroll all failed dice (CRB47) Right Back At Ya! (FS95)
Social
Count 2s as glitches for the target (CRB47) Riposte (FS95) Big Speech (CRB47)
Create special effect (CRB47) Rolling Clouds (FS95) Bring the Drama (CRB47)
Recover (FS96) Rooted (FS95)
Driving
Double Down III (DC177) Shank (CRB48) Aimbot (DC177)
Sucker Punch (FS95) Attack Run (DC177)
Combat
Anticipation (CRB47) Tactical Roll (CRB48) Bootleg Turn (DC178)
Blinding strike (FS92) Taunt (FS95) Change Environment (DC178)
Called Shot (Disarm) (CRB47) Threatening Edge (FS95) Chicken (DC178)
Called Shot (Vitals) (CRB47) Throat Strike (FS96) Crossfire (DC177)
Called Shot: Break Weapon (FS93) Throw Person (FS96) Dead Stop (DC179)
Called Shot: Incapacitate (FS93) Thunder Palm (FS96) Drafting (DC179)
Charge (FS93) Tuck and Roll (FS96) Equalizer (DC179)
Cover Fire (FS93) Tumble (CRB48) Escape! (DC179)
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EDGE-BOOSTS / EDGE-ACTIONS
Smokescreen I (DC178)
Driving Other
Evade Pursuit I (DC179) Smokescreen II (DC178) Assembled with Love and Bondo (DC170)
Evade Pursuit II (DC179) Smokescreen III (DC178) Black Thumb (DC170)
Evasive Action (DC177) Smokescreen IV (DC178) Change Environment (DC178)
Focus (DC179) Subtle Pilot (DC179) Equalizer (DC179)
Greaser (DC178) The Exit (DC178) Escape! (DC179)
Hit the Brakes! (DC179) The Rigger’s Advantage (DC178) Focus (DC179)
In the Zone (DC178) Tokyo Drift (DC179) Sudden Insight (CRB48)
Pickup (DC178) Up the Ante I (DC179) Up the Ante I (DC179)
Point Defense (DC178) Up the Ante II (DC179) Up the Ante II (DC179)
Redline (DC179) Up the Ante III (DC179) Up the Ante III (DC179)
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