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    Combat Charts

     ATTACK ROLL MODIFIERS

    Aiming  +2 per turn spent 

    Burst Fire  + 2 

    Full Auto  - 2 for every target after first (Max. 3) 

    Short Range  - 0 (-2 Scoped) 

    Long Range  - 2 (-1 Scoped) Extreme Range  - 6 (-3 Scoped) 

    Target Behind Cover  - 2 (Partial) - 4 (Half) - 6 (Full) 

    Attacking while Moving  - 2 

    Target is Moving  - 2 

    Poor Visibility  - 2 to - 4 

     WEAPON RANGES (in Meters)

    TYPE HORT LONG EXTREME

    Primitive, Shotguns, Pistols, SMGs  0 – 20  21 – 50  51 – 100 

    Assault Rifles, LMGs  0 – 100  101 – 300  301 – 600 

    Sniper Rifles, HMGs  0 – 150  151 – 400  401 – 800 

    Grenade/Rocket Launchers  10 – 80  81 – 200  201 – 400 

    Thrown Weapons  0 – 15  16 – 30  17 – 45 

    .50 Cal Sniper, Vehicle Mounted MGs  0 – 200  201 – 600  601 – 120 

    FIRING RATES

    Semi-Automatic:

    Single Shot / No Modifiers

    Burst Fire:

    3 shots at single target / +2 Attack

    Full-Auto:

    10 Round Spray (up to 3 Targets in an arc)Single roll, normal modifiers, -2 each additional

    target from the first.

    REWIRED

    A Quick and

    Dirty

    Cyberpunk

    Role Playing

    Game

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    INTRODUCTION

    REWIRED is a “Quick and Dirty” cyberpunk role-playing game. It is a world burned bynuclear fires, locked down by authoritarian states, consumed in corporate greed, andinflicted with technological cancers. It's the grungy, bullet-filled, wet neon streets of the

     yesterday’s future – or the reality we are just moments from experiencing.

    Players take on the roles of Ronin – professional troubleshooters and freelance operativesfor hire, willing to stick their necks out on the line for some quick credit. Hackers,

    gearheads, guns for hire and muscle for rent just make up a few of the anti-heroes of thedark near future.

    The goal of this game system is to provide a gritty, deadly set of rules that plays as fast as

    the genre. Other such games can get weighed down in complex mechanics, redundant weapon catalogs and ridiculous skills lists. Our aim is to keep character creation quick and

    flexible, combat fast and deadly, and still maintain a level of detail to keep the tacticallyminded satisfied.

    What's Needed for Play?

     You’ll need a copy of these rules, either on your favoriteelectronic device or printed out. This game is written

     with the assumption that you’re already familiar with the

    basics of tabletop role-playing games: One person takeson the part of Game Master, or GM, who is equal parts

    referee, director and storyteller. The rest are PlayerCharacters, or PC's, who take on the roles of individual

    characters in the GM's world.

    The game uses six-sided dice (abbreviated as d6) forcombat and task resolutions. Most of the rolls are based

    on 3d6, but some abilities (such as Perks or Tags) grant a

    fourth dice to be rolled.

    All players will need paper and writing utensils of choice(preferably pencils.) Character Sheets may be printed out,

    but standard notebook paper works just fine. Players mayoptionally also want to use note cards to keep track ofLoadouts (covered in the Equipment chapter,) but this

    isn't a requirement.

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    Glossary

    •  *d6: Denotes a six-sided die. 3d6, for example, is three dice.

    •  4dH: Roll four dice, keep the three highest / discard the lowest.•  4dL: Roll four dice, keep the three lowest / discard the highest.

    •  Attributes: One of the four primary characteristics that defines a character•  Augments: A specific type of Perk; cybernetic or bionic implants•  Awareness: A derivative stat, used for spotting details or clues in your surr

    •  Bionetic: A type of augment; more expensive because it’s grown from the u

    DNA.•  Boxes: A measurement of either health or funds. All characters and objects

    “boxes” of health, which get “ticked” off when damaged.•  Cybernetic: A form of augment; cheaper because it’s mechanical parts graf

    the human body.

    •  Datasphere: The game’s version of cyberspace (or internet.) A wireless datthat entails layers of “augmented” and virtual reality intefaces that hackers

    interact with.•  Defense: A derivative stat, used for determining how hard a character is to

    •  Degree of Success: The amount a successful roll beats a Difficulty Number

    •  Derivative Stat: These are secondary abilities that are formulated using attratings, and can be further enhanced by Perks.

    • 

    Edge: A special unit of luck; characters spend Edge to gain benefits during•  Firewall: A Hacker or Computer’s defense rating in cyberspace. •  Gap Rating: An abstract measurement of distance during a chase.

    •  Health Boxes: All characters have two sets of health: Wounds and Stun. Easix boxes. Points of damage are “ticked” off boxes. 

    •  Initiative: A derivative stat, used to determine the turn order of combatant•  NPC: Short term for “Non-Player Character.” 

    •  PC: Short term for “Player Character.” •  Perk: A special characteristic, talent or ability that enhances a character.

    •  Psiometry: Another type of Perk; special psychic powers a character may h•  Ronin: A professional criminal, mercenary, or agent for hire.

    •  Skills: A score used to determine a character’s aptitude in a given field of saction.

    •  Toughness: A derivative stat used to gauge the threshold of damage a chartake in an attack.

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    Gap Range is rated 1-6; seven or higher results in the Quarry escaping. A result of zero or

    less means the Pursuer catches up and may attempt to capture the Quarry. At the

    beginning of a round, before initiative is figured, both participants roll opposing skillchecks (either Athletics if on foot, or the equivalent vehicle skill.) Subtract the Quarry'sroll from the Pursuer's, and compare to the following chart:

    Pursuit Chart 

    Difference  Change 

    +7 or more  Quarry immediately escapes 

    +5 to +6  Gap Range increases by 2 

    +3 or +4  Gap Range increases by 1 

    +2 to -2   No Change 

    -3 to -4  Gap Range decreases by 1 

    -5 to -6  Gap Range decreases by 2 

    -7 or less  Pursuer immediately catches Quarry 

    As the Gap Range between the Quarry and the Pursuer widens, they take penalties on anyattacks between them much like a range penalty in regular combat. The GM may use thefollowing tracker to keep up with range attack penalties in a pursuit:

    PURSUIT TRACKER  

    GAP RATING: 

    0  1  2  3  4  5  6  7+ 

    Pursuer

    may

    attempt

    to

    capture

    Quarry 

    -2 Attack  

    Rolls 

    -2 Attack  

    Rolls 

    -6 Attack  

    Rolls 

    -6 Attack

    Rolls 

    Quarry 

    Escapes 

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    Basic Core Mechanics

    Most of the rolls in this game, from simple skill checks to combat, is based rolls using 3d6. Sometimes, certain Perks or Tags allow the player to roll 4ddiscard a die (either the highest or lowest.) Rolls using this mechanic are exas “4dH” or “4dL” 

    Characters get to modify their dice rolls based on their abilities. When perfan action, the character adds their relevant Skill rating to the roll. When resaction of another, they add their relevant Attribute to the roll.

    BASIC TASK RESOLUTION 

    3D6 + Skill (or Attribute) ± Modifiers vs. DIFFICULTY NUMB

    The roll total is compared to a Difficulty Number, or DN. If the number is eor higher than the DN, the action succeeds. Most DN's for static challenges

     without a direct opposition) use the difficulty scale provided below:

    DIFFICULTY NUMBERS 

    EASY  8 

    NORMAL  12 

    HARD  16 

    TOUGH  20 

    INSANE  24+ 

    There are additional modifiers that can be added or subtracted from the roas well. Equipment and devices the character has on hand may grant a bonuskill check, while environmental circumstances (such as lighting, temperatu

     weather conditions and so on) may detriment their actions.Some rolls call for a “Degree of Success.” This is the amount rolled over  thesuccessful roll. The higher degree of success, the better the results.

    In the event of Opposed Rolls, where two characters are directly challenging

    other (such as a wrestling maneuver, or a burglar sneaking past a guard) thset DN. Instead, both parties roll their dice, add the appropriate modifiers, ahighest outcome determines the winner. Ties count as victories towards theinstigator.

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    Characteristics:

    As a form of interactive fiction, characters (both players and non-player ones) arethe focal point of the game system. All characters comprise of the followingcharacteristics:

      Attributes: All characters have four attributes, which serve as the foundation oftheir capabilities: Chrome, Wires, Data and Signal.

      Skills: These measure a character’s talent or experience. They are broken upinto two categories: Active Skills  and Knowledge Skills. Active skills are specific

    functions that are tied to attributes. Knowledge skills, meanwhile, derive from acharacter’s life experience or education. These are all specifically tied to thecharacter’s Data attribute.

      Derivative Stats: These are secondary abilities that are formulated usingattribute ratings, and can be further enhanced by Perks. These includeAwareness, Initiative, Defense, Toughness, Firewall, and Carry Capacity. 

      Perks: Special talents or traits that give a character a special leg up. Theseinclude Augmentations, cybernetic or bionic modifications that enhance acharacter; or Psiometry, special psychic powers that can awaken in a character.

    Edge Points

    “The Edge... there is no honest way to explain it because the only people who really

    know where it is are the ones who have gone over.”  – Hunter S. Thompson 

    Edge Points allow player characters (and some non-player ones) to swing fate andluck on their side, allowing them to pull off risky maneuvers whenever the cards arestacked against them. Blowing a point of Edge can grant the following:

      Re-Roll any dice check, taking the best results.

      Automatically Ignore a Successful Attack against you.

      Add +4 to Any Roll (before the dice are rolled.)

      Last Stand: On your last  box of damage, turn your Injury penalty into a +2

    Bonus Modifier.  Spend a point to establish a fact in the narrative in some way. 

    - 9 -

    Awareness can be either used against a static check or an opposed roll when ano

    target is attempting to throw the investigator off course.

    Wealth Funds 

    Money and available resources is handled abstractly. Instead of keeping track of pinching pennies and bean counting, a flat Wealth rating (portrayed as a skill) is

    the acquisition of items. At character creation, any PC may pick up a piece of e with a cost rating equal to or less than their Wealth score. During the gaming se

    purchasing any new equipment requires a skill roll:

    3d6 + Wealth vs. DN = (Cost Rating + 12)

    Failure on this roll means one of two things: the character cannot come with theor barter to acquire the goods at the time, or they may spend extra funds to sol

    purchase.

    Funds is a special track, sort of a “health” meter for your Wealth.   You have six “Funds -- for every box of funds ticked off, you may add +1 to your Wealth (eitheor after the roll.) When a full 6 boxes are ticked, the Funds meter is restored bu

    Wealth skill is reduced by one, permanently.

    Pursuit Chases:

     While REWIRED uses measurements for tactic

    play, long distance chase scenes (whether by fo vehicle) are handled abstractly to keep the pac

    fast and frantic.

    At the beginning of a chase, two participants a

    established: The Pursuer and The Quarry. The

    assigns a starting Gap Range between the twoRange is an abstract measurement of distance

    chase. Sometimes the two can be in fairly closeproximity but still have a large Gap Range – ctraffic, buildings etc. As the Gap widens betwe

    Pursuer and Quarry, ranged attacks between tbecome more difficult.

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    Non-Combat Mechanics

    Interaction Rolls

     While most social interactions can (and should) be handled through role-playing,

    sometimes the GM may call on Interaction rolls to determine outcomes of exchanges.Things like business negotiations, haggling a vendor, seduction or coaxing information

    from someone can be handled this way.

    There’s two separate skills for interacting: Contacts and Influence. When broadly goingabout, attempting to ask questions, follow leads, or track down a bargain, the character

    can roll 3d6+Contacts (plus any bonusesthrough perks) to attempt to gather intelligence

    socially.

    In situations of direct interaction, where thecharacter is attempting to impose his will over

    another individual (negotiating, haggling,intimidating etc) the roll becomes an Opposed

    Roll. The instigator still rolls 3d6+Influence versus the subject's roll of 3d6+Data (plus perks.) Highest result swings the interaction in

    the winner's favor.

    Investigation and Awareness 

    Awareness rolls are used to inform the player of any suspicious activity, situations or

    passive details their characters may notice. Picking up clues in their surroundings, sensing

    hidden danger or even detecting foul motives are part of the Awareness roll. A character’sAwareness rating is based on their Data score, modified by perks.

    Awareness rolls are used as either static checks or opposed rolls. Static checks against aDifficulty Number are generally for things like noticing booby traps, symbols hidden in

    plain sight, patterns in crowds and so forth. Opposed rolls come into play when acharacter is trying to hide something or themselves from another's attention, usually

    rolling their Stealth vs. the subject's Awareness roll.Investigate, meanwhile, is the direct search for clues or information that isn’t readilyavailable on the surface. Researching data files, combing over a crime scene or analyzing a

    situation against education and experience falls under this. Investigation is a skill, and like

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    Combat

    Combat is broken up into rounds  which are roughly 2-seconds of in-game time

    round is broken up by the turns of active combatants. The order of these turns determined by the Initiative Sequence. 

    Initiative:

    Each character active in combat rolls 1D6 + Initiative rating. Turns are taken in ogreatest to lowest.

    On a Combat Turn:

    During their turn, a character may perform the following:

    •  Movement: The character may choose to move up to ten meters (10m).

    •  Perform an Action: The character may also perform a single action. Option

    •  Attack a single target, or multiple targets if the weapon allows it.

    •  Aim/Focus to add +2 to an attack roll next round.

    •  Reload a weapon.

    •  Use an item or a device.

    • 

    Perform a particular skill or ability, like Stealth or an Awareness check.

    •  Move Again to double your distance (this is considered running or spri

    •  Hold Your Action to act l in the turn.

    Any turn that the character Moves and Attacks is considered to happensame time. Because of this, the Attack action will be subject to a penalt

    die roll. On the plus side, it's harder to hit a moving target, so any attaon the moving character this round will also suffer a penalty to hit.

    Attacking: 

    REWIRED uses a single roll to determine the success of an attack, and the dama

    deals. Attacking characters use the following roll for their action: 

    3d6 + Combat Skill + Weapon Rating (± Modifiers)

    After the attack roll is totaled up, damage inflicted is determined in two steps:

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    •  First: Determine the Hit. If the attack value is equal to or greater than the

    opponent's Defense  value, the attack is successful and delivers an initial box of

    damage. Heavy Weapons deal two boxes of damage on an initial hit. 

    •  Second: Determine Additional Damage. Compare the degree of success against thetarget’s Toughness rating. For every amount that surpasses it, the attack deals anadditional box of damage. So an attack that succeeds by a degree of 5 against a

    toughness of 2 would deal two extra boxes of damage (5-2-2, the one remaining hasno effect.) 

    Modifiers to the attack roll not only include environmental effects, but also circumstances

    like distance for ranged attacks, whether the attacker or defender has moved this round,cover, augments, and potentially more. A table of modifiers is provided at the end of this

    chapter.

    Firing Rates:

    Ranged weapons have different firing rates -- some even have multiple rates on the samegun, able to switch to whichever is more convenient for the situation. The three rates are

    Semi-Automatic, Burst and Full Auto. 

    •  Semi-Automatic allows for a single shot in an action. There are no modifiers, andspends only a single point of ammunition.

    • 

    Burst Fire fires a three-round burst at a single target, increasing the odds of landinga hit. A Burst shot adds a +2 Bonus to an Attack Roll at the cost of 3 points of

    ammo spent.

    •  Full-Auto fires a 10 round spray in an attempt to hit multiple (up to 3) targets. The

    targets must be in an arc of line of sight. The attacker makes a single roll likenormal, with all of the regular modifiers, against the first target.

    For each additional target in the arc, the same base roll is kept, situational modifiersare applied, and an additional -2 is applied for each target in the step.

    Health, Damage, Knockout and Dying:

    Characters keep track of two different health conditions: Wounds and Stun. Stun is a

    measure of mental endurance, pain threshold, blunt trauma resistance and sheerdetermination. Wounds, meanwhile, covers actual amount of physical punishment the

    body can take before getting into lethal danger. 

    - 7 -

    All characters have six boxes of both Stun and Wound damage. Initial boxes imp

    character is Hurt, meaning the character has taken damage but can still function

    further damage inflicted, the character becomes Injured , taking a -2 penalty to aand Defense from the stress of damage. This penalty stacks with both stun and winjuries.

    A character who is depleted of Stun falls unconscious and is considered knocked

    character may roll a Hard (16) Data check every round to regain consciousness. Usuccess, they are recovered by one (1) stun box and are able to act.

    A character who is depleted of Wounds is considered fallen, and may possibly be

    Every round they must make a Hard (16) Chrome check to overcome death's doare only allowed a number of rounds equal to their natural Chrome rating befor

    succumbing to death. Allies may spend a whole round to perform a Hard (16) Fi

    check to help stabilize the fallen character.

    Healing and Recovery:

    During periods of resting, the character may recover a number of Stun or Wounequal to half their Chrome rating. Stun recovery is at a rate of per day; Wound

    at a rate of per week. Periods of resting means being in a safe, comfortable locatminimal stress while recovering.

     

    Characters with the First Aid / Medical knowledge skill may assist in the processadditional boxes of recovery equal to their skill rank for every period assisted. Thcharacter performing the First Aid must maintain the same safe environment ne

    recover in order to tend on the patients.

    Dodging, Parrying, and Grappling:

    These maneuvers allow a character to either avoid or block an incoming melee apreventing damage but at the cost of sacrificing their combat actions for that ro

    (unless they have access to perks that grant free parries or dodges.) After declar

    maneuver, the character adds the appropriate attribute (Wires  for Dodging, ChrParrying) to their Defense Rating. 

    A Grapple is a special offensive maneuver – the attacker rolls their Athletics veropponents Chrome roll for a chance to grab and pin the target or remove an ite

    their hands. A successful pinning means the target may only spend their actionsattempting to break free (using another opposed roll between the two.)

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    In addition, they may spend further Perk ranks in developing advanced psionic powers. Each of theseare taken as a separate perk:

    Burst: The psychic has developed their Telekinesis to a point they are capable of emitting

    a burst of force against a target. Anyone within line of sight and 20 meters may betargeted. The burst is a standard attack roll using the Psiometry skill, with a Stun damagerating equal to half of the psychic's Data rating.

    Kinetic Prowess: Any telekinetic ability now uses a character's full Data rating for damageand carrying capacity.

    Clairvoyant: The psychic is capable of projecting their senses, allowing them to see andhear what’s going on in faraway places. The psychic rolls a Psiometry (Hard DN 16) check

    for places they are somewhat familiar with, Tough (20 DN) for those the y’re not. Forevery minute sustained, they must either make another successful roll, take 1 box of stundamage, or drop the projection. They may only project their senses up to roughly a mile

    (~1600 meters) away.

    Channeling:  By focusing on inner strength and using intense concentration, the psychic iscapable of expending themselves to further enhance their abilities. Any time the character

    uses a psionic ability, he or she may add +2 to their related die rolls for every box of Stundamage they willingly suffer. Note that this does not work when using the Recover power

    (described below) on themselves.

    Mind Scan: The psychic attempts to telepathically analyze the surface thoughts of thetarget. This takes a full round to perform, and requires an opposed Psiometry roll versus

    the target's Data.

    Mesmerism: The psychic implants a thought into the target, which upon success of an

    opposition roll (Psiometry vs. Data rating) the target will believe it to be his or her own.Thoughts that will put their life or safety in danger will automatically be resisted – 

    convincing a security guard he recognizes you as an employee is possible, convincing himhe needs to pull out his gun and shoot himself isn't. This ability lasts for one scene.

    Recover: The psychic is able to channel positive energies into himself or others, causingthe body's healing capacity to accelerate. The psychic rolls a Psiometry skill check (Hard16 DN). Success means fully recovering Stun damage, and every degree of success over

    the DN automatically heals a Wound. This can only happen once to a subject during a 24hour period.

     

    BUILDING CHARACTER

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    Attributes & Stats

    Characters have the following four attributes. Starting

    PC's distribute 13 points across them, with at least onepoint in each. Attributes are naturally capped at a

    rating of 6. These set the precedence for skill training,as well as derivative stats and resistances:

    •  Chrome: Physical toughness, strength and brute

    power. •  Wires: Reflexes, speed, hand-eye coordination and

    hands on abilities. 

    • 

    Signal: A measure on the amount of influence and reputation a character has. Not just physical or social charms, but resourcefulness as well. 

    •  Data: Intelligence and mental prowess. Both knowledge capacity and willpower. 

    Characters also have the following derivative stats:

    •  Awareness: A measurement of a character’s perception of their surroundings. Baserating is equal to their Data; Perks and even some drugs may enhance or hinder

    this.•  Initiative: Used in determining the order of turns taken in combat. An average of

    Wires and Data, rounded down.•  Toughness: The character's capacity to sustain damage. Equal to half their Chrome

    rating; may potentially be enhanced with perks.•  Defense Rating: A measure of difficulty for inflicting harm on the character, both in

    terms of reflex responses and armor. The base rating is 10 + Wires. May be furtherenhanced with worn armor.

    •  Firewall: The character's defense while immersed in cyberspace, also known as being“Jacked In.” Firewall is 10 + Data + Rating of Computer Used. 

    •  Carrying Capacity: An abstract measurement of how much equipment a charactermay carry on them (referred to as a Loadout.) Carry Capacity is Chrome+6. 

    •  Edge: All new PC's start with 3 points, and can never have more than 6. Spend

    them wisely.

    CHARACTER CREATION

    CHECK LIST:

    •  13 Points Attributes 

      Derivative Stats •  20 Points Active Skills 

      Knowledge Skills •  7 Ranks of Perks 

    • 

    Equipment

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    Vehicle Control Interface

    Ranked up to 4, cybernetic only. Requires Neural Interface Jack. For each rank, either add +1 to Vehicle checks while interfaced, or remote control one addition

    or drone. These ranks may be reallocated once per scene.

    Psiometry

    Psionics are latent psychic talents, generally developed in a character through exmeasures: corporate or government research, zealous religious devotion, and psy

    drug experiences –  these are all common avenues of how pisometry awoke in a pAny character who has taken the Psionicist perk has immediate access to the fol

    abilities:

    Telepathy: The character may project thoughts to another person within line ofa willing or unknowing receiver, the act is a Normal 12 DN Psiometry skill chectakes a full turn to perform. If the target is aware of the telepath, and attempts

    them, it becomes an opposed roll (the recipient rolling a Data check for defensshould be noted that this level of telepathic communication is strictly one way; psionicist in incapable of reading thoughts.

    Telekinesis: The character may also physically lift, pull and push objects throug

    prowess. Objects must be within twenty meters and the psychic must have line

    On a successful Psiometry roll (Normal DN 12), he or she or is able to lift up anan object whose Carry point value is no greater than half their Data attribute. O

    manipulated this way may also be used as a thrown attack, causing half their Din damage (the type of damage determined by the object used and GM fiat.)

    Disorient: The psychic can attempt to flood a target's mind with confusing thounoise and other forms of “mental static.” The target must be in line of sight, anmental attack is an opposed Psiometry roll vs. the target's Data rating. Maintainrequires the psychic to perform the check each round. Failure to resist gives th

    4 to any skill checks until the psychic ceases the assault, the target is out of linor the target resists.

    Mental Shield: The Psionicist may spend an action (like performing a dodge or add their Psiometry skill to resist any Psionic powers.

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    Flesh Compartment

    Bionetic Only. A small pocket or pouch made of skin and grafted onto the character. 

    Gills

    Bionetic Only. Allows for underwater breathing. 

    Hand Razors

    Sharp, retractable blades that line underneath the character's finger nails.(CHROME) damage, concealable (takes a Hard 16 DN Awareness check to spot them.) 

    Headware Storage

    Ranked, up to 4, cybernetic only. Each point of storage may either store a block ofimportant data, or it may add +2 to a Data-related skill roll once per game session. Takes

    one scene to “refresh” the memory cache if needed. 

    Jumping Jack Heels

    Cybernetic Only. Allows great feats of jumping. An Athletics check with Normal 12 DN

    allows the character to jump 1 story vertically. Anyone who leaps straight up to fall backdown next turn needs to make an Acrobatics roll to land safely (also Normal DN.) 

    Muscle Augments

    Ranked, up to 4. Each level of Muscle Augments adds +1 to any Chrome-based skillchecks (and Carry Capacity) the character performs. 

    Neural Interface Jack

    Standard issue “data jack” of the near future, allowing direct interface with computersystems. 

    Sprinters Tendons

    User’s movement rate is doubled, but it becomes difficult to move slowly. -2 to Stealthchecks.

    Pain Nullifier

     When the character is harmed, chemicals are released throughout their system, offsettingthe pain. When activated by the user, the penalties for being Injured are removed.

    However, the chemical high is treated as a Drug with a Normal (12)/Chrome addictionrating. Addiction results in a craving for dangerous behavior. 

    Targeting SystemCybernetic Only. Requires Cyber Eyes. Adds +2 to all ranged attack rolls. For an extrarank, the “Smart” upgrade allows for friendly targets within a full-auto spray arc to be

    passed over and completely missed. 

    - 3 -

    Skills

    There are two categories of skills: Active and Knowledge. Starting player charact

    twenty (20) points to spend on any skills, plus an additional pool of Data x3 poispend exclusively on Knowledge skills. At character creation, skills are capped at

    related Attribute's rating. As the character advances, it is possible to train beyonbut will cost double to do so.

    Chrome Skills

    Athletics: Actions requiring endurance, strength and focus. Sprinti

    distance hiking or running, throwing objects, climbing, leaping etcMelee Weapons: For the use of hand held weapons: Knives, swordaxes and the like.

    Hand-to-Hand: Not only for the use of unarmed combat (punchesbut also any natural/cybernetic weapons -- as well as impromptu w(chairs, tables, beer bottle etc.)

    Wires Skills

    Personal Arms: Use of personal firearms and ranged weapons, ran

    from handguns, sub-machine guns, rifles, and even primitive-style like bows and slingshots.

    Heavy Arms: Heavy weaponry, including: belt-fed automatic weaporocket launchers, vehicle-mounted cannons and the like.

    Acrobatics: Feats involving balance and motion, such as tumbling

    tight-rope walking etc.

    Larceny: Shady practices such as pick-pocketing, lock-picking, forgother such things. 

    Stealth: Ability to evade or go unnoticed. Includes sneaking arounin crowds, blending in to surroundings and other tactics.

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    Vehicle: Ability to operate and maneuver vehicles. Must be taken for eachtype of vehicle training (Cars, Motorcycles, VTOL, etc.)

    Signal Skills

    Contacts: Throughout their careers, both professional and otherwise,

    characters establish a variety of connections and acquaintances they can go

    to for information. Contacts as a skill is used for legwork and fishing these

    connections for information or leads. 

    Influence: The ability to persuade, seduce, intimidate, or otherwise impose

    the will of the character through social means. Influence is for direct social

    interactions, including haggling, negotiations, seduction and the like.

    Wealth: The character’s capacity to manage funds, secure resources andacquire goods. High wealth does not necessarily include money – spare

    scrap, good connections and years of thrifty bargaining can be applied.

    Data Skills

    Hacking: Ability to assault and override computer and network securitysystems.

    Investigate: A character’s knack and intuition to carefully search a scene, or

    potentially research or analyze data for the sake of discovering importantclues or information.

    Psiometry: Skill used in the practice of psychic powers. Requires the

    Psionicist perk to use.

    Optional Rule: Default to Attribute

    For those who feel Attributes should play more of a role in acharacter’s capacity to do something, Game Masters may allowcharacters to attempt certain actions they lack skills in by using the

    base attribute. The catch: the difficulty of the task is raised by +4.

    - 9 -

    Air Filtration

    Augmented lungs that allow for toxin filtration. Grants +4 on any Chrome baseto resist airborne toxins. 

    Arm Claws Long claws that retract above the fist in a style very similar of a popular 20th c

    comic book character. (CHROME+2) Damage.

    Audio Damper

    Allows the user to cut out background noise and focus on a specific sound; +2 Bonus involving listening or eavesdropping. 

    Body Plating 

    Ranked, up to 4. Armored plates (either chrome or synthetic bone) installed uthe epidermal layer. Each level adds +1 Defense.

    Boosted Reflexes

    Ranked, up to 4. Each level adds +1 to Initiative rating. 

    Cochlear Neurostimulator

    Ranked, up to 2. Each rank increases all Wires-based skill checks by +1. Holds aof neural growth stimulant that needs to be refilled once a month(Cost Rating of 2.) 

    Cosmetic Alterations 

    Only needs to be taken as a perk once. Body modifications for appearances onlyanimated tattoos, shifting hair colors, changed skin textures and so on.

    Cyber Eyes

    Cybernetic Only. Allows for Night Vision, Infrared, or Flashbang Protection. Onper perk. 

    Digital Camera

    Requires Cyber Eyes. A h igh-resolution digital camera, also uses internal head mstorage. Can record both video (sans audio) as well as hi def photos. 

    Enhanced Audio Amplifies audio at will, allowing +2 to Awareness roll checks involving sound.

    Fangs

     Vampire fang augmentation. Flat 2 damage rating, retractable. 

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    Skill Adept: Choose a non-combat skill. The character has a particular knack for this skill,allowing them to roll 4dH when using it.

    Steel Nerves: The character has an extreme pain threshold. When they suffer theirmaximum Stun damage, they may remain conscious and continue taking actions. Furtherstun damage is then directed at Wounds and may prove fatal if they exert themselves too

    much.

    Technophile: Receive a +4 bonus to rolls using the Technology knowledge skill whenever

     you attempt to study and understand how a machine works.

    Status (up to Rank 4): The status and renown the character has with a particular faction,

    organization or bureaucracy. This perk may be taken multiple times for differentorganizations. Once per adventure, the character may make a Contacts roll with a +2

    bonus per level of status to acquire assistance from the organization. Things likeinformation or basic resources are generally a Normal (12) DN, but may be escalated for

    more intensive requests at GM fiat. 

    Augmentations

    Augmentations are medical enhancements, generally cybernetic in nature, that the

    character has underwent to modify his or her body. Some are performance enhancing;others grant new functions the human body wasn't originally capable of. But with these

    modifications comes a hefty price –  sometimes it's the cash to do it. Other times, it's therisk of that back alley parts doctor you let splice you open. Many never take intoconsideration the scrutiny local authorities may give you, or how certain thugs will love to

    tail you for a chance to chop your parts and sell them back to the guy who put them in you.

    Speaking in terms of game mechanics, Augmentations are treated as a Perk. Like regular

    perks, many come in single-rank costs as well as various ratings. In addition, charactersmay spend double the cost to acquire bionetic augmentations. That is, enhancements that

    have been bio-engineered, grown, and tailored to the character's genetic makeup. Whileincredibly more costly, they have the added benefit of being virtually untraceable and not

    requiring the maintenance regular cybernetics do.

    Note that augments labeled bionetic only  already have their cost adjusted.

    - 5 -

    Knowledge Skills

    These encompass not only fields of study the character is antiquated with, but a

    they've picked up through practice and execution. Knowledge skills are special fr

    Skills in that where the previously listed sets are pretty ingrained in the rules, thare a bit more fluid and flexible. Players are free (with GM approval) to come upabout any kind of skill not listed earlier as a Knowledge skill. What follows are co

    examples – 

    Black Market Fences: Where to hawk and find goods outside of leg vendors.

    Computer: General computer use and knowledge; different from H

    in that it's not offensive.

    Cybernetic Repairs: The knowledge of fixing and tuning cybernetic

    augmentations.

    Demolitions: The fine art of making things go boom.

    First Aid / Medicine: How to patch up your buddies in the field, htreat illness and ailments. Detrimental to group recovery.

    History: Knowledge of how things came to be. May be focused on

    particular culture or era.

    Politics: Knowledge of political factions and the inner workings of

    Science: Can be a broad knowledge or a specific field.

    Survival: How to sustain in harsh environments or conditions.

    Technology: Your ability to work on, and with, advanced machiner

    devices.

    Vehicle Mechanics: Your skill at repairing and modifying both pers

     vehicles and drones. 

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    Perks

    Starting player characters have seven (7) ranks worth of Perks to spend. Most perks onlyrequire a single rank to acquire them; others have varying ratings, requiring additional

    expenditure at a 1:1 cost.

    Alert: The character has a natural +4 to Awareness rolls.

    Ally: The character has a prominent contact that is willing to go the extra mile for them.

    Bad-Ass Attack: Once per combat, you may change one of your dice results on an attackroll to a “6.” 

    Buddy:  Has an NPC friend, partner, gang member or pack mate who tags along on the

    adventures.

    Codemonkey: Receive a +4 bonus to Computer knowledge skill rolls when scripting new

    programs.

    Club Goer:  A successful Influence check (Normal DN 12) gets you in the door at justabout any night club or bar.

    Datamancer: Once per scene, you may change one of your die results on a Hacking roll toa “6.” 

    Defensive Driver: With this perk, you may add your Awareness rating to vehicle defense.

    Devil's Luck: Once per scene, you may re-roll a failed roll and use the better result without using Edge.

    Devilish Charm: +4 to Influence rolls when attempting to charm or seduce.

    Dual-Wielding: Using a melee weapon in their off-hand grants a free Parry; does not grantextra attack.

    • 

    Double Attack (Requires Dual-Wielding): Forfeit the free Parry for an extra meleeattack. Both attacks must be melee weapons.

    •  Guns Akimbo (Requires Dual-Wielding): Same as Double Attack, but may be used

     with two small ranged weapons instead.

    - 7 -

    Engineer: Receive a +4 bonus to rolls using the Technology knowledge skill wheattempt to design and build a new electronic machine or device.

    Extra Training: Every point spent in this perk grants +2 skill points to spend. Ocharacter creation.

    Extreme Dodge: Adds a bonus to your Dodge maneuver equal to your Acrobati

    Extreme Parry: Adds a bonus to your Parry maneuver equal to your Athletics S

    Garage: The character has a location set up to work on vehicles and drones. Wiperk, the character may conduct their own repairs, modifications, and even bre

     vehicle down for scrap.

    Gearhead: Receive a +4 to Vehicle Mechanics knowledge skill rolls when repairinmodifying a vehicle for better performance.

    Hard Bargain: +4 to Influence rolls when used for negotiations and bargaining.

    Hard to Bleed: Character is abnormally tough for their build. +2 Toughness.

    Last One Standing: Once per session, the character may be granted one Last St

    Edge cost.

    Nimble Fighter: This talent allows you a free dodge without forfeiting a combat

    Off The Grid: Your character has absolutely no paper trail for his or her identit

    records. Could be good or bad.

    Psionicist: The character has access to Basic Psionic abilities. Check out the Psio

    section of this chapter for more details.

    Safe House: May be taken multiple times; the character owns (or simply has ac

    expendable location to operate out of (aside from their own personal residence

    Scrap Doctor: Using their knowledge of the “chop shop” arts, the character maytheir Medicine and Technology skills to repair damaged cybernetics with spare also get a +4 to Medicine rolls “salvaging” cybernetic parts off dead bodies. 

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    Optional Purchasing Rules

    Starting Debt

    Players may wish to acquire certain goods at character creation that are beyond the means

    of their Wealth rating. While some tags like Hot were designed to off-set cost, anothersolution is for the character to accrue debt.

    Debt literally means the character owes to a benefactor or organization: a crime boss, a

    loan shark, or a corporate syndicate, so on and so forth. When a character purchases an

    item worth more than their Wealth rating, they may tick-off boxes of Funds for each pointover. The catch here is these Funds do not  recover normally – they must specifically bepaid back out to the lender before they can be restored! Even if a full track is spent, andthe Wealth rating is lowered, the boxes of Debt still remain until the debt is paid. (The

    GM will decide the means of reimbursing the debt.)

    Debt at character creation cannot be dealt to more than 4 boxes of Funds.

    Purchasing Augmentations

    Parts aint cheap, and this is why they’re treated mechanically as Perks more thanequipment. But for some gaming groups, not being able to use Wealth to purchase

    implants feels too unrealistic. In this case, the Game Master may allow for augments to bepicked up in-game using either Wealth –or- Experience Points.

    There’s two approaches for determining the cost of augments: 

    •  In settings that any chump on the street can pick up some spare parts in back alley

    chop-shops, the cost is simply the Perk value +1.

    •  For settings where augments are considered scarce, elite, and few people are

    packing parts, the cost is double the Perk value. (This makes bionetics extremely

    difficult to acquire.)

    EQUIPMENT

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    Getting the Goods

    At character creation, a PC may acquire any piece of personal equipment, so long as the

    item's Cost Rating is equal to or less than their Wealth rating.

    The equipment that a character carries on their person at any given time is called aLoadOut. All weapons, armor and gear has an abstracted Carry Rating, and a character is

    allowed to equip up to their Carry Capacity in gear without penalty. Every point over

    reduces their Wires  rating temporarily by one point.

    TagsEquipment is pretty generalized in this game; a handgun is a handgun, a computer is a

    computer. In terms of rules, there's not much of a difference between a Colt .45 and a Walther PPS 9mm. But one mechanic both players and the GM may take advantage of is

    the Tags system. A “tag” is like a Perk, which can be added to a weapon or piece ofequipment. Vehicles also get their own Tags to modify their performance. Each piece of

    personal equipment may have a single tag; weapons may have two. Tags modify the itemsin certain ways, including reducing or increasing their Cost Rating.

    Accurate: 

    Ranged weapons with this Tag have a device that grants a +2 modifier to their attack

    rolls. However, this device must have a trait that can also be a slight hindrance. Forexample, a Light-Machine Gun may have a kickstand that the character must be prone touse. Or, a pistol has a laser sight that can be spotted on an Awareness check (made easierin hazy conditions.)

    Crude (-1 Cost):  You get what you pay for: while the item was more affordable, it's a pain to work with

    sometimes. Skill checks with this item are 4dL. This tag trumps Skill Adept, but hey lookat your savings!

    Discreet (+1 Cost): The weapon or item was designed to be easier to store and conceal,

     whether it's by being more compact, easier to break down and assemble, or made toblend in with surroundings better. Awareness checks to notice the weapon or item whileput up are at a base DN of Tough (20).

    - 11 -

    Fixed: +1 Maneuver, constantly moving in this mode.

    Aquatic: No change, may operate under water.

    Old School (Vehicle Only, -1 Cost): The vehicle contains a noticeable lack of on-bprocessors handling engines or navigation. While this prevents it from being hac wireless means, it also means that any connections or controls over VCI are prev

     well.

    Sleeker Frame (-1 Body): By using a lighter and more aerodynamic chassis, the vedrone sacrifices structural firmness for faster speeds and better response. +2 Man

    rating.

    Vehicles in Combat

    All vehicles have the following attributes:

    •  Body: The structural integrity of the vehicle. Operates as the Toughness mfor the ride itself.

    •  Maneuver: An abstracted measurement of both speed and handling. This ras a modifier to the driver or pilot's Vehicle skill.

    •  Defense: The difficulty for damaging the vehicle when it's in operation. Th10 + Maneuver Rating + Operator's Vehicle Skill, as well as any Perks or Ta

    may modify it.• 

    Tags: Like equipment, Vehicles may be customized with Tags.

    •  Damage: Vehicles track six boxes of damage just like characters.

    Attacking Vehicles and Drivers:

    Any parked or stationary vehicle has a base Defense of 10. Characters may use thfor cover; mechanics wise, this doesn't actually damage the vehicle unless explosi

     weapons are involved. That said, it may very well cause obvious cosmetic damagholes, shattered windshields) at the GM's ruling. During pursuits, the vehicle's D

    rating is purely for attacks directly on the Vehicle. When attacking the Driver, ththen acts as at least half cover, and certain situations (like shooting from behind very well provide full cover.

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    Vehicle and Drone Tags

    Boost: Boost injectors grant the vehicle or drone a burst of acceleration in a tight bind.

    Once per pursuit or chase, boost grants an additional step in the Gap rating in favor ofthe vehicle using it.

    Concealed Compartments: The vehicle or drone has compartments capable of stashingequipment, contraband and the like from plain sight.

    Control System (Vehicle Only):  A full size vehicle can be modified to operate in the samemodes as a Drone using a wireless connection and an operator's VCI.

    Escape System: Emergency systems are put in place for the operator and passengers tobail out of the vehicle in case of emergency. The system has to be triggered by theoperator, but will allow features such as ejected doors and windows to allow quick escape

    from the vessel (although what happens when you eject from the vehicle is a totallydifferent story.)

    Hardened (-2 Maneuver):  The vehicle is reinforced with military-grade armor, making itincredibly difficult to directly damage. Only Heavy Arms and explosives are capable of

    damaging the vehicle; Personal Arms literally ricochet off or only leave tiny dents at best.

    Hidden Hardpoints (-1 Maneuver): The vehicle or drone is modified so the weapons armedon it can be tucked in, or under, the vehicle – concealing the armament from sight until

    the time of use. GM discretion is advised...it's pretty damn hard to conceal a heavymachine gun on a motorbike, for instance.

    Hot (-1 Cost): Like the equipment Perk of the same name, you're able to afford the vehicleon the cheap by purchasing it on the Black Market. It may have new tags, plates and a

    paint job...but the serial tags on the engine's processor never lies. If confiscated, theauthorities may have some serious questioning for you.

    Hybrid (Drone Only): The drone has an additional transportation mode that allows it toget around. For example: A Fixed craft may have an Aquatic mode added to it so it can

    dive into the sea and properly function. Or a Track based drone might have extendablelegs for stealthy maneuvers or moving over hilly terrain. The extra modes modify the

    Maneuverability as follows when engaged:

    Track: +1 ManeuverCrawl: -1 Maneuver, can stealth and climb.

    VTOL: -1 Maneuver, may hover and vertically take off and land.

    - 3 -

    Hot (-1 Cost): That's heat – as in trouble with the authorities. You bought this second hand on the black market, and the dealer seemed a little eager to hawk The item functions fine, but if you're caught with it you may be in over your h

    Lightweight (+1 Cost, -1 Carry): Weapons and armor with this Tag are made witquality materials and design engineering, allowing to be less taxing to keep on y

    person.

    Precise (+1 Cost): 

    The item's design had quality and usability in mind; whether it be a sleek targe

    system on a rifle, a sword balanced for a specific customer, or professional gradcarjacking tools. Skill checks with this item are 4dH; does not  stack with Skill A

    Melee Weapons

    UNARMED  Skill: Damage: 

    Carry: 

    Cost: 

    Hand-To-Hand (CHROME) Stun 0 0 

    Bare knuckles, kicking, aninvolves just using y

    SMALL EDGED  Skill: Damage: 

    Carry: 

    Cost 

    Melee (CHROME) 0 0 

    Easily concealable. Canshivs, and also throwing b

    Ath

    1-HANDED BLUNT  Skill: Damage: 

    Carry: 

    Cost 

    Melee (CHROME)+1 Stun 1 0 

    Bats, pipes, cha blackjacks, batons, ham

    1-HANDED EDGED  Skill: Damage: 

    Carry: 

    Cost 

    Melee (CHROME)+1 1 1 

    Axes, swords, kohpeshesmachetes, so on a

    2-HANDED BLUNT  Skill: Damage: 

    Carry: 

    Cost 

    Melee (CHROME)+2 Stun 1 1 

    Warhammers, sledge hamwith concrete blocks o

    2-HANDED EDGE  Skill: Damage: 

    Carry: 

    Cost 

    Melee (CHROME)+2 

    1 1 

    Greatswords, Pole- AAxes, C

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    Personal Arms Weapons

    PRIMITIVE STYLE  Damage: Ammo: 

    Rate of Fire: 

    Carry: 

    Cost: 

    2 1 Single Shot 1 0 

    20 “Shots” Included / 20 Reloads per additional Carry Point 

     

    Includes Bows, Slingshots andother “low tech” weapons 

    HANDGUN  Damage: Ammo: 

    Rate of Fire: 

    Carry: 

    Cost: 

    3 15 Semi-Automatic 1 1 

    3 Magazines Included / 6 Reloads per additional Carry Point  

    Includes Pistols and Revolvers. 

    SHOTGUN  Damage: Ammo: 

    Rate of Fire: 

    Carry: 

    Cost: 

    5 8 Semi-Automatic 1 1 

    1 Magazine Included / 3 Reloads per additional Carry Point  

    SMG  Damage: Ammo: 

    Rate of Fire: 

    Carry: 

    Cost: 

    4 30 Semi/Burst/Full 1 2 

    1 Magazine Included / 3 Reloads per additional Carry Point 

     

    RIFLE  Damage: Ammo: 

    Rate of Fire: Carry: 

    Cost: 

    3 10 

    Semi 1 1 

    1 Magazine Included/ 3 Reloads per additional Carry Point  

    ASSAULT RIFLE  Damage: Ammo: 

    Rate of Fire: 

    Carry: 

    Cost: 

    4 30 Semi/Burst/Full 1 2 

    1 Magazine Included / 3 Reloads per additional Carry Point  

    SNIPER RIFLE  Damage: Ammo: 

    Rate of Fire: 

    Carry: 

    Cost: 

    5 10 Semi-Automatic 2 3 

    1 Magazine Included / 3 Reloads per additional Carry Point  

    .50CAL RIFLE  Damage: Ammo: 

    Rate of Fire: 

    Carry: 

    Cost: 

    6* 10 Semi-Automatic 4 4 

    1 Magazine Included / 1 Reload per additional Carry Point 

     

    - 9 -

    Repairs and Modifications

    Unfortunately, vehicles don't repair damage like characters do. Fixing up a vehicl

    drone can be a costly affair, in both time and resources. Characters who have acGarage can repair vehicles at a rate of one box of damage per hour, per successfMechanics skill check. The first 3 boxes of damage can be repaired at a Normal

    difficulty with supplies on hand.

    But for the fourth and higher boxes of damage, the difficulty is Hard (16) and alrequires purchasing replacement parts equal to one point less than the Cost of t

    (so spare parts for a Sports Car costs 1, a Limo costs 3 etc.) The spare parts need

    purchased once per session of vehicle repair.

    Parts can also be purchased to modify vehicles and drones. The costs are the sam

    above. Each modification is installed at a Hard (16) difficulty, and the vehicle or only take a number of modifications equal to the original Body  rating of the cha

    Modifications can include:

    •Body Modification: +1 to the Body rating ofthe vehicle or drone.

    •Under the Hood Modifications: +1 to the

    Maneuver rating.

    •Hardpoints: Each hard point allows a weaponto be mounted to the vehicle. Drones are

    limited on the type of weapons installed bytheir size.

    •Tags: Additional tweaks and customization

    options tacked on to the vehicle or drone.

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    Drones

    Drones are unmanned, robotic vehicles used in a plethora of security, reconnaissance andresearch capacities. Already a common term in our modern lives, the skies and streets of thedark futures are filled with the blinking lights of mobile surveillance. 

    Drones keep the same attributes and game mechanics as Vehicles, though their scales may vary from being very small, palm sized devices to tank-sized battle machines. Drones mayalso be modified with Tags. 

    Drones varying sizes can be measured by their Body ratings: 

     

    Ratings of 1 are palm sized, miniature devices.   Ratings of 2-3 are roughly cat sized devices, capable of carryingSmall Arms. 

      Ratings 4-5 are dog sized, capable of carrying Medium Arms. 

      Ratings of 6+ are bulky, about the size of humans or larger. 

      TRACK: Track drones transverse using wheels or tank treads to get around. 

      CRAWL: Crawlers use legs to cover over different surfaces, such as walls or hills.  

      FIXED: Fixed wing, forward-momentum flying drones.  

      VTOL: Vertical take-off and landing, capable of hovering. 

     

    AQUATIC: Propelled for underwater use. 

    DRONES TYPE BODY MANEUVER COST

    BASE CRAWLER CRAWL 3 1 3

    BASE ROLLER TRACK 2 2 2

    QUADCOPTER    VTOL 1 3 3

    MINI CRAWLER CRAWL 1 1 2

    MINI QUAD VTOL 1 1 2

    TANK ROLLER TRACK 4 0 2

    SQUID AQUATIC 2 2 2

    RECON DRONE FIXED 1 3 3

    MANHUNTER FIXED 4 0 3

    - 5 -

    Military Weapons

    LIGHT MACHINEGUN 

    Skill: 

    Damage: 

    Ammo: 

    Rate of Fire: 

    Carry: 

    Cost: 

    Heavy Arms 5* 100 (Belt) Burst/Full Auto 3 3 

    100 Round Belt Inclu / 1 Reload per additi

    Carry P

    HEAVY MACHINEGUN 

    Skill: 

    Damage: 

    Ammo: 

    Rate of Fire: 

    Carry: 

    Cost: 

    Heavy Arms 6* 100 Burst/Full Auto 5 

    100 Round Belt Inclu / 1 Reload per additi

    Carry P

    ROCKET LAUNCHER   Skill: Damage: 

    Blast Area: 

    Carry: 

    Cost: 

    Heavy Arms 20 20m 5 3 

    1 Rocket Includ Reload per additi

    Carry P

    GRENADELAUNCHER  

    Skill: 

    Damage: 

    Blast Area: 

    Carry: 

    Cost: 

    Personal Arms 6 10 1 3 

    1 Grenade Include Reloads per additi

    Carry P

    * .50 Caliber rifles, and all Heavy Weapons, deal an initial two (2) boxes of damage, instead of one.  

    Explosives

    FRAG / STUN GRENADE 

    Skill: 

    Damage: 

    Blast Area: 

    Carry: 

    Cost: 

    Athletics 8 (Wounds or Stun) 15m 1 per 6 pcs. 2 

    FLASHBANGGRENADE 

    Skill: 

    Damage: 

    Blast Area: 

    Carry: 

    Cost: 

    Athletics Special 10m 1 per 6 pcs. 2 

    PLASTIC/C4 1 lb. 

    Skill: 

    Damage: 

    Blast Area: 

    Carry: 

    Cost: 

    Demolitions (Knowledge) 10 5m 1, up to 10 lbs. 

    2 Flashbang Grenades cause all within the blast area to make Awareness (Hard 16) checks to

    look away; otherwise, they are disoriented by the blast of light and operate at a -6 Penaltrounds.

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    - 6 -

    Standard Gear

    ITEM  COST  SKILL  NOTES 

    Portable Computer  Rating  Hacking orComputer  

    Rating also affects size; 1-2 beingtablet sized and 5-6 being larger

    laptops. 

    SmartVOIP  1  Computer   Mobile communication device 

    Cardkey Spoofer  Rating + 1  Larceny orTechnology 

    +Rating to rolls vs. Electronic Locks 

    Carjack Tools  2  Larceny orVehicle

    Mechanics 

    +2 to rolls towards personal vehicletheft 

    First Aid Field Kit  1  First Aid /Medical 

    +2 to First Aid/Med rolls 

    Motion Sensor  1  Stealth (for placement) 

    Handy for both an alarm or to triggerexplosives 

    Flaregun  1  Small Arms  Single Shot, 3 Damage 

    Rope, 50'  1  Athletics  For climbing or tying peeps down 

    Cat Burglar Kit  1  Larceny  Contains lock picks and glass cutters,among other things. 

    White Noise Maker  2   N/A  +4 DN to ease drop on conversations 

    Digital Camera  2   N/A  Virtually unlimited video and audiorecording 

    Night Vision

    Goggles 

    2   N/A  Flashbangs completely disable visionin these things. 

    Flashlights  0   N/A  May be used as a blunt weapon 

    Handcuffs  1   N/A  For fun AND practical use! 

    Survival Kit  0  Survival  Adds +2 to Survival checks 

    Silencer  1   N/A  Attachment for Personal Arms, muffling gun shots. Hard (16) DN on

    an Awareness roll to detect. 

    The above items are examples of common equipment characters may acquire and have access to. Players andGame Masters are encouraged to scheme up any necessary items that aren't li sted here. Unless the GM approvesotherwise, a good rule of thumb is a point of Carry can handle two (2) pieces of gear. 

    - 7 -

    ArmorThe Defense Value of armor is added to the character's Defense Rating total. The Cost rating for armor is bothCost requirement and Carry Rating. 

    REINFORCEDCLOTHING:

    Regular clothes layered and fitted for the intention of gefight. Cost: 0, Rating: 2 

    RMOREDCLOTHING:

      Jackets, coats, vests, and even pants lined with Kevlar and thpadded sections for discrete armor clothing.Cost: 1, Rating: 3 

    RMOREDPL TING:

      Standard paramilitary/task force/corporate security-issued armo Vests, leggings, and even a helmet designed for optimum maneuverability, but there's ndown” or conceal this level of armor. Cost: 3, Rating: 4 

    EXO- RMOR:

    Heavily armored, mechanized exoskeleton for military assault teams. Theoperating system assist movement, but there is little grace in their maneuverability. No Smay be performed in this armor. Cost: 4, Rating: 5 

    Personal Vehicles

    GROUND STYLE BODY MANEUVER COST

    MOTORCYCLE 2  3  1 SEDAN 3  2  1 

    SPORTS CAR 2  4  2 

    MUSCLE CAR 3  3  2 

    TRUCK or SUV 3  2  1 

    HEAVY TRUCK 5  0  2 

    JEEP 4  1  2 

    LIMO 5  -1  4 

     ARMORED CAR 8  -1  4 

    SEA STYLE BODY MANEUV

    JETSKI 2  3 

    MOTORBOAT 3  2 

    GUNBOAT 5  0 

     ASSAULT BOAT 7  2 

    CARGO SHIP 10  -2 

     AIR STYLE TYPE BODY MANEUVER COST

    PERSONAL PLANE FIXED 3  3  3 

     AEROCAR VTOL 3  2  2 

    PRIVATE JET FIXED 4  4  4 

     ASSAULT CHOPPER VTOL 5  2  3 

    SQUAD TRANSPORT VTOL 6  0  3 

    Fixed wing style involves forward-momentum constantly propel the aircraft.

     VTOL stands for “Vertical Take Off and Landinthe craft is not only capable of flight but also omaintaining a fixed position through hovering.

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    CREDITS

    Licensing and Source Material

    All game text is licensed under the CreativeCommons Attribution-NonCommercial-ShareAlike 3.0 Unported License. You arefree to redistribute this text for personal use,as well as reuse any text for non-commercial projects as long as you give credit to theauthor. 

    This game would not have happened without the awesome creativity and love

    of independent game developers. 

    The original WYRED system was built offthe WyRM engine, as featured in Warrior,

    Rogue Mage by Michael Wolf andResolute, Adventurer Genius by

    Andrew Modro and Jason Cabral.REWIRED continues to build on a

    foundation started by these titles.

    http://www.stargazergames.eu/games/ 

    This work is also built using the FateCore System and Fate Accelerated Edition (found at http://www.faterpg.com/),

    products of Evil Hat Productions, LLC,

    developed, authored, and edited byLeonard Balsera, Brian Engard, Jeremy

    Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks,and Rob Donoghue, and licensed for our

    use under the Creative CommonsAttribution 3.0 Unported license

    (http://creativecommons.org/licenses/by/3.

    0/).

     Written by

    R.E. Davis

    A portion of graphics in this document, includingthe weapon clipart, is based on public domainimages found through the following websites: 

      http://openclipart.org 

      http://wpclipart.com 

      http://clker.com 

    Images were edited using PAINT.NET, a freeimage and photo editing program. http://www.getpaint.net/ 

    Special Thanks to Vaitel & SirModok, for providing additional artwork for this project. 

    This game would also not be possible without thelove and support of my friends and family. Hugeshout out to the WYRED/REWIRED core playtesting crew: 

    Kortney Marie Cox, Josh & Amber Draegar,Stephen & Amanda Mercer, Matt Bryant &Michelle LeBaube, Jeremy Montgomery, JamesCorbin & Brittany Meddley, Brian Santiago, DerekDavis, Rafael Sanchez, Jeremiah & Jennifer Bolt,

    Calen Cummins, Xi Cheng, Clint & KatherineMoore, Johnny & Kaylee White, and Joel &Melanie Haas. 

    Also big thanks to those who’ve given externalfeedback and support!

    A big thanks to Tim Kirk, Michael Wolf, AndrewModro, Bill Logan and Larry Moore for remindingme the awesome of independent game development. 

    http://chaosgrenade.com  

    GAME MASTER

    GUIDE LINES 

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    Running a REWIRED World

    A typical session of REWIRED can be seen as equal parts heist movie, cyber-thriller,and industrial music video. If the heroes aren’t criminals, they should definitely be ananathema of the society they live in. The worlds of tomorrow, as portrayed in thisgame, aren’t clean cut trans-human utopias. Take everything unsettling about today’strends, in science, politics, and business -- and turn the volume up. Hit “high-speed”and see where it takes us.

    REWIRED takes its inspiration from thecyberpunk genre – gritty near future dystopias

     where governments have either fallen tocorruption or fell completely. Corporationsreign over the land, fighting dirty shadow warsamong each other in the wet neon streets ofthe city. Entire neighborhoods have succumbedto social decay and anarchy – street gangs andbands of nomadic families kill over the scrapstossed to the shadows of the cultural elite.

    The technology that is believed to be oursalvation ends up becoming our master.Machine replaces flesh, digital replaces reality.The masses are addicted to the sensory

    overload of the flashing Technicolor distractions they willingly link their minds to.Cities are bloated, crowded, sectioned off into gated enclaves where the residents selltheir souls to the big company man. Nobody really owns anything anymore – they

     just accrue debt or pay subscriptions for their basic rights.

    REWIRED can be played in any gritty near-future dystopia; but its default setting isMETROPLEX BURN, a vision of the D/FW Metroplex in the world of “sometime afternext Tuesday” in an alternate Mangled Earth. The guide to this setting is bundled

     with this game, and can help newcomers to the genre get a feel for what this gameis intended for. 

    Remember this: when you run a game of REWIRED, it’s your job to keep the pacemoving. Embellish the grittiness – this is a game where any punk with a gun can bea real threat. And there’s a lot of punks with guns out there. 

    - 11 -

    Rule Variants

    The following rules are optional systems you can elect to use in your ownREWIRED games, changing the style and flavor from gritty to potentially mcinematic: 

      ExplodingDice:Any dice that naturally rolls a “6” is counted as a 5, and then

    rolled and added to. There are some limits here: re-rolled dice can only exploand any die turned into a “6” through Perks counts simply as 6. 

      Cinematic mmo:Instead of having to keep track of ammunition supplies, thonly need to keep track of the ammo loaded in the weapon. They still need to

    actions to reload, but it's assumed they carry “just enough” ammunition to gdone. 

      RefreshingEdgePoints:Edge Points naturally refresh to “3” at the beginningsession. Points left over or stocked up do not carry over, however, so spend tlike candy. 

    Alternate Wealth System

    Not everyone is a fan of abstract money systems, but that shouldn’t be a reason enjoy the game. For those who would rather keep track of exact funds, you can u

    following table to convert Wealth and Cost Ratings:

    Once play begins, the GM is free to roll 1d6x(Cost Rating Value) to determine th

    going price for the item (isn't supply and demand a bitch?) Upon a successful In

    check, the characters may be able to talk down the price anywhere from 25-50%

    Seems ludicrous? $100 for rope, a grand for a camera? Welcome to the bloat of acollapse society.

    STARTING MONEY  BASE COST RATING VALUE 

    Players start with a number of funds based ontheir Wealth Rating: 

    0: $100 1: $1,000 2: $10,000 3: $100,000 

    4: $1,000,000 5: $10,000,000 

    0: $10 1: $100 2: $1000 

    3: $10,000 4: $100,000 

    5: $1,000,000 

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    Awarding Edge

    Edge points can play a crucial role in saving a character's skin or getting the job done. Allplayer characters start out with a finite pool of these points, and they don't replenish at anatural rate. Instead, Edge Points are returned when the character sticks their necks out

    and take big risks. The rule of thumb here is “Fortune Favors the Bold.” 

    •  Any time a PC successfully performs a risky action that endangers them or theirfriends, they should be rewarded 1 Edge Point.

    •  Cooking up a crazy scheme that totally blindsides the GM's plans and works shouldalso be rewarded 1 Edge Point.

    • 

    Putting your character's life in danger in order to protect an ally is also worth anEdge Point upon success, even if you end up suffering for it.

    Payouts

    The characters have finished a contract for their broker, confiscated some hot pay data or

    scored some contraband they wish to fence. Sometimes rewarding more visible gains in a

    system with an abstracted money mechanic is hard. Here’s some solutions to keep yourplayers satisfied (and eager for more punishment.)

    •  Status: Accomplishing a job on behalf of a particular faction or organization can

    score characters ranks in Status with them. The GM may freely hand out ranks ashe or she sees fit, but could also keep a separate XP pool behind the scenes going

    towards the acquired rank.

    •  Funds: A GM may reward “funds” to the players. These can initially be used to

    recover marked off boxes of Funds the character has. If the character has no fundsspent, they may use these rewarded funds as a free bonus to a future Wealth roll to

    purchase goods.

    •  Cred: After the socio-economic collapse, it’s not the cash you have sometimes – butthe favors you’re owed. “Cred” is an optional payment system. When the players

    finish a job well done, the group earns a pool of XP that is separate from theirpersonal rewards. This XP can only be spent on either material things (like certain

    perks, augments, skills like Wealth or Contacts, or even recovering Funds) –or-

    social perks (including Status or Ally.)

    - 3 -

    Quick and Dirty NPC Generation:

     While you should flesh out important non-player characters using the charabuilding rules as a guideline, it’s recommended you short-hand most nameleopposition and scale their abilities accordingly. Feel free to not bother with instead use the base four attributes for all of their skill related actions. Your“Mook” NPC will have about 10 points to distribute across them, with maybperk or augment. Stronger “badass” characters will have 13 points, and eitheperks or a perk and an augment. This is just a guideline, but it works in a p

    Quick and Dirty Adventure Hooks:

    Roll 1d6 on each of the tables to build a skeleton to frame a job on:

    Punk-Ass Street GangerChrome: 4 Wires: 3 Data: 2 Signal: 1

    Augments: Init: +2 Toughness: 2 Defense: 16 

    Hand Razors Weapon: Handgun (+6)

    (4 Damage)

    Badass Corporate AgentChrome: 4 Wires: 4 Data: 3 Signal: 2

    Augments: Init: +4 Toughness: 4 Defe

    Hard to Bleed Weapon: SMG (+8)

    Boosted Reflexes (+1)

    Job is Offered By:

    1: a wealthy individual.

    2: a dealer or pusher

    3: a corporate entity

    4: a political/social entity

    5: a religious entity

    6: a non-profit organization

    Job is Classified As:

    1: assassination

    2: guard / patrol

    3: escort mission

    4: a heist

    5: an extraction

    6: a distraction

    The Target Is:

    1: heavily guarded

    2: on the run

    3: sought by many

    4: high profile

    5: extremely dangerous

    6: willing to negotiate

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    Drugs

    Disclaimer: REWIRED can be a bit of a mature game that periodically romanticizes

    activities that, in real life, are a bad idea. If you're not comfortable with drug use in your game, then don't use it.

    All drugs are listed on a “per dose” basis. Each drug has the following attributes:  

    Addiction: Written as a DN, along with an attribute.

    The character must make a check with that attribute(no other skills or modifiers) to resist addiction.

    Duration: Each drug also has a “Duration Step” tocheck against addiction. If the character becomes

    addicted, this is the duration until the next addiction

    check. These steps in order are Hourly, Daily, Weekly, Monthly. Successful resistance to the drug

    kicks it up a step (example: Daily to Weekly, Weeklyto Monthly.) Once the character resists the Monthlycheck, they have completely kicked the habit.

     When the character initially uses the drug, he or shemakes their addiction check. If resisted, the character

    is able to go on and function normally once the dose wears off. If they fail, however,addiction sets in and the character rolls again after the base Duration Step has passed.The DN is now one step higher (So Normal 12 becomes Hard 16 for example.) If the

    character succeeds, the Duration is bumped up a step, and the process continues until aMonthly check is resisted. If failed, the character takes a -1 penalty to their attribute untilthey either A) Get a fix, starting the duration steps over B) Pass their next duration check

    or C) Get medical help.

     What follows is just examples of mechanically beneficial drugs. The GM is free to write uptheir own, as well as any “recreational” drugs they  want to use in their settings. Prices are

    intentionally not listed – supply and demand are hell on a black market, and adding

    middlemen to the mix adds risk as well. The GM is free to either set their own costratings or completely wing it on a case-by-case basis.

    - 9 -

    Advancement and Payout  

    At the end of every REWIRED adventure, the Game Master awards the character

    and payment for a job well done. What follows in this section is a rundown on tof awards the GM may hand out.

    Awarding XP

    The GM awards Experience Points per session, although theymay hold off until the end of an adventure instead if necessary.

     XP is awarded for the following:

    •  Finishing an Adventure: Completing a plotline orobjective warrants 1 XP.

    •  Defeating a major nemesis or overcoming an obstacle:  Tough opposition warrants 1 XP.

    •  Suffering a Major Setback: Failure can be a learningexperience in its own right, worth 1 XP.

    •  Good Role-Playing:  Acting in character, engaging thedialogue, and making decisions based on characterknowledge (as opposed to player knowledge) warrants 1

     XP.

    •  Good Group Member: Supporting the play group outside of the game is w

    rewarding, too. Hosting the game at your home, pitching in snacks or drinassisting in game setup or helping to keep things fun for everyone nets yo1 XP.

     XP may be spent the following way to advance a character:

    •  2 XP to learn a new skill at rating 1.

    •  Skills may be increased at an XP cost equal to their new rating. This doublare raised above their related Attribute rating.

    •  5 XP to gain a new Perk (or to raise a perk one rank.)

    •  Raising an Attribute costs double the current rating to raise it by one.

    •  A box of Funds may be recovered for 1 XP each. This includes boxes of “de

    t f diff t t f th h k A d t b i t i i t d i

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    encounters for different stages of the hack. A good way to bring up tension is to design

     jobs that will require the full team to cooperate in making sure a hack can go down.

    Remember that hacking is just another form of combat – you can roll initiatives for thehacker, the opposing network system, and any security personnel running a counter-hackin the same sequence as the rest of the party while they have a firefight trying to protect

    the hacker’s meat body!

    Also, feel free to design security systems with nasty countermeasures up their sleeves thatgo beyond simply attacking the hacker. Networks can have special skills, called “Routines”

    that interfere with security breaches.

    A couple example of routines could be:Alert: Calls a network administrator, alerting to the presence of a security breach. Asuccessful check (Hard DN 16) after coming out of passive mode will dispatch the

     warning, and may summon other hackers to take out the infiltrator.

    Trace Route: This runtime is an opposed roll vs. the hacker’s Data (plus Computerrating.) Success against the hacker means a trace has begun. The GM should roll a

    1d6 to determine the amount of turns it will take for the hacker’s physicalconnection to be triangulated.

    Jam: When the network realizes it’s being assaulted, it can run an emergency

    encryption routine to “garbage up” any data that is being potentially stolen. Th ischeck is a Hard (DN 16) difficulty. If it succeeds, any data the hacker recovers from

    the network takes a Tough (DN 20) Computer check to decrypt.

    SAMPLE NETWORK ENCOUNTER:

    Teletron Online

     D/FW Gateway

    Data: 6 Firewall: 16 Initiative:+3Routines: Trace Route 4

    White ICE: +6 (upon alerted)Black ICE: +5 (after reaching “Injured”) 

    This is the main access point to Teletron Online’scustomer service portal. Hackers may attempt to

    crack it to gain access to basic customer or

    employee data.

    - 5 -

    Calmers

    Addiction: Normal (12) / Wires Duration: Weekly 

    Calmers reduce the stress and jitters of the individual, helping them focus on tasrequire coordination. Users gain a benefit of +1 to all non-combat Wires -based cthe day. 

    Jacked

    Addiction:  Hard (16) / Wires Duration: Daily The opposite of Calmers, wiring a person out to react quicker. +2 to Initiative, pl

    doubling their movement rate. Lasts for 2 hours before crashing. 

    Cake

    Addiction: Normal (12) / Data Duration: Weekly 

    A designer drug, named in part to the wafer-style dosages. Cake is a stimulant thusers a euphoric effect. This makes it popular for clubs and parties. As it heighte

    it can be used to grant the user +2 to Awareness checks. 

    Patch-Up

    Addiction: Easy (8) / Chrome Duration: Monthly 

    A legal, commonly used drug by medics and mercenaries alike. Patch-Up speeds healing process in exposed wounds, coagulating the blood as well as disinfecting plus adding some medicinal nanites. A character who is unconscious and bleedin

    is treated with Patch-Up will immediately stop the bleeding, and will be able to

    recovering. One dose of Patch-Up allows a character to recover at a step up: Sturecovers by the Hour, Wounds recover by the Day. 

    Brute

    Addiction: Hard (16) / Chrome Duration: Daily Brute is the designed steroid of the gritty future. Every day a character injects B

    gain a straight +1 Chrome. However, it is highly addicting, and failing an addictio

    only results in a loss of an attribute point during recovering, the character is alsofits of rage. While on it, they receive -2 to Interaction checks for coming off a bi

    edge and being an asshole. 

    Computer Hacking uses the following roll:

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    Computer Hacking

    REWIRED tries not to fall in the trap of having an overly complicated hacking system. As

    a general guideline, this game follows Rule of Cool more than realistic computersimulations. We take more inspiration from the cinematic computer sequences of movies

    like Johnny Mnemonic, Hackers or Minority Report than we do a UNIX manual.

    Thematically, computer networks are treated likeinteractive, virtual nodes that connect to each

    other wirelessly on what’s called The Datasphere.The Datasphere itself consists of smaller spheres – 

    each one individual networks, comprising of alldevices connected to a mobile device. The mobile

    devices themselves act as gateways, regulatinginformation that goes in and out. Computer users

    can either interface with devices using “augmentedreality” (in which programs appear to theconnected user’s displays like an overlay in the

    real world.) Or, they can “jack in” and projecttheir consciousness (in the form of an online avatar) into the realm of cyberspace.

    Of course, while just about anything electronic is either transmitting, or networked to

    something that is – the more precious data isn’t floating in the spheres. Instead, they are

    locked down in the hardwired digital fortresses of private networks.

    REWIRED keeps hacking straight forward by treating it as any other form of skill check orcombat. The hacker's computer is their catch-all device in this realm: it is their tool,

     weapon, and in most cases their armor.

    Computer systems have stats similar to NPC's: They have Data, Firewall, and Initiativeratings. Their “weapons” are security programs set in place to defend against hackers,called ICE (Intruder Countermeasure Electronics.) ICE comes in two versions: White ICE

    and Black ICE. Computer systems also have a single “health track” of six boxes. Whenevera hacker attempts to either defeat its security or take over the system, their hacking

    “damages” its defenses. 

    Manipulating a System involves the Hacker attempting to program a function to control

    the system in some way. When doing so, roll a Computer Knowledge Skill check (plus theHacker's actual computer equipment rating) versus the System's Firewall rating. Failureresults in denied access, and the Hacker must resort to hacking (which is outright

    attacking the system's firewalls.)

    - 7 -

    Hacking a System uses the following roll:

    3d6 + Hacking + Computer Rating

    vs. System's Firewall Rating 

    A successful attack “damages” the firewall, dealing boxes of damage equal to the

    success. The System will remain passive until the first failed attack, or when it b“Injured”, whichever comes first. Then, Initiative is rolled and the Hacking is conmuch like a Combat scene.

     When the System attacks using ICE, damage dealt to the Hacker depends on wh

    they're in Terminal Mode, or Jacked-In:

    Terminal Mode (Not Jacked-In): A hacker using a Computer without beinghas a flat Defense rating of 10+Computer Rating. All damage from ICE goe

    Hacker's Computer; White ICE knocks it offline, while Black ICE physicallythe device.

    Jacked-In: While Jacked-In, the Hacker defends with their full Firewall ratin

    their Computer's rating.) Additionally, the Hacker's Toughness  is used as athreshold as well. Damage is treated as Stun damage to the character (unl

    ICE is involved, then it becomes lethal Wound damage.)

    Designing Encounters for Hackers

    Hacking scenes should always enhance gameplay for the group, not bog it down

     were setup so anytime a hacker needs to crack into a security system, it should brun alongside anything else the other players are doing.

    The trickiest part is knowing how to appropriately scale a hacking encounter. If

    is just scouting for gaps in the security, wanting to override a simple device or straffic for intel, create a single encounter for the whole network.

    If they wish to pull off a larger-scale stunt – hack into a building’s security and

    environmental controls, rush a full on corporate database for employee health recollect video feeds from various municipal traffic cams –  you’ll probably want to