SYSTEM REFERENCE // FREE CORE RULES

Rules

Choose an approach. Build a pool. Roll low. Live with the consequences.

D12 dice poolRoll underSuccess driven
ROLL ANALYSISTN // 06
01
Double
06
Success
12
Consequence
FINAL OUTPUT2 SUCCESSES + SIDE EFFECT
00 // The core check

Choose how.
Roll low.
Count successes.

When an outcome is uncertain, the GM selects an Aptitude. You describe your approach and propose an Attribute.

How you actATTRIBUTENumber of d12s
+
What you can doAPTITUDETarget number
=
What happensSUCCESSES1 for a standard test
1
2 successes
≤ TARGET1 SUCCESS
> TARGETNO SUCCESS
12
−1 + side effect
01 // Reading the sheet

Your character
at a glance.

Your sheet separates natural capability, learned experience and the pressure your character can endure.

LaneRunner character sheet showing identity, resilience pools, Attributes, Aptitudes and Specializations
CHARACTER RECORD // SKILLS & ATTRIBUTESNatural capability, learned expertise and current condition in one view.
01
Dice poolAttributes

Broad personal qualities. These determine how many d12s you roll.

02
Target numberAptitudes

Learned capabilities. These determine which results succeed.

03
Focused experienceSpecializations

A relevant Specialization grants one reroll.

DERIVED VALUESRound all fractions up.
Vitality⌈(BOD + DEX + REF) ÷ 2⌉Physical endurance
Willpower⌈(INT + PER + PRE) ÷ 2⌉Mental resilience
Bandwidth⌈(REF + INT + PER) ÷ 2⌉Neural capacity
Firewall4 + ⌈Computing ÷ 2⌉Digital defence

Cyberware Attribute bonuses and cybernetic resource pools are tracked separately from natural values.

02 // How you act

Six ways
to approach
a problem.

Attributes are not permanently tied to Aptitudes. Pick the one that honestly describes how your character acts.

THE APTITUDE DESCRIBES WHAT YOU DO.THE ATTRIBUTE DESCRIBES HOW YOU DO IT.
1Weak
2Average
3Above average
4Good
5Excellent
01 // BOD
A spacecraft gym and weight bench representing Body

Body

Strength, endurance and physical resilience.

02 // DEX
Precision tools and an opened machine representing Dexterity

Dexterity

Precision, coordination and controlled movement.

03 // REF
Spacecraft controls during a hazardous manoeuvre representing Reflexes

Reflexes

Speed, reactions and instinctive action.

04 // INT
Books, calculations and a holographic instructor representing Intellect

Intellect

Analysis, knowledge and deliberate reasoning.

05 // PER
A surveillance and signal-analysis station representing Perception

Perception

Awareness, observation and intuition.

06 // PRE
A mirror, appearance tools and identity interface representing Presence

Presence

Confidence, influence and social impact.

Same goal. Different character.

Negotiate with Presence by winning someone over, with Intellect through an airtight argument, or with Body by earning exhausted dockworkers’ respect through shared labour.

03 // What you can do

Learned
capability.

Your Aptitude is the target number for every die. Specializations mark focused experience within that field.

1–2Barely capable
3–4Trained
5–6Capable
7–8Expert level
9–10Masterful
01

Ballistics

Ranged weapons.

02

Bioengineering

Organisms and engineered biology.

03

Computing

Digital systems and intrusion.

04

Cooperation

Communication and leadership.

05

Culture

Societies, customs and expression.

06

Engineering

Technical systems and repair.

07

Infiltration

Stealth, access and security.

08

Manipulation

Deception and covert influence.

09

Medicine

Diagnosis and treatment.

10

Physical Mastery

Trained bodily control.

11

Space Operations

Spacecraft and station work.

12

Survival

Hostile environments.

13

Piloting

Vehicles and spacecraft.

14

Institutions

Organisations and regulation.

15

Military Doctrine

Tactics and procedure.

16

Reason

Investigation and conclusions.

17

Sciences

Scientific method and knowledge.

18

Xenology

Alien life and phenomena.

CHECK NOTATIONAttribute + Aptitude (Specialization)
EXAMPLEMedicine (First Aid) −2 [2]−2 target number // 2 successes required
COLLECTIVECooperation (Leadership) −2 [4 collective]Several characters may contribute
04 // Core resolution

From intent
to outcome.

Most checks follow the same five-stage sequence. The fiction always comes first.

  1. 01
    Call

    The GM selects the Aptitude.

  2. 02
    Approach

    The player proposes an Attribute.

  3. 03
    Modify

    Apply tools, position and circumstances.

  4. 04
    Roll

    One d12 per Attribute point.

  5. 05
    Resolve

    Use rerolls, then count successes.

Worked roll

Perception 4
+ Space Operations 7

Jin rolls four dice. The final result succeeds—but it is not clean.

1+2 7+1 80 12−1
2 + 1 + 0 − 12 SUCCESSES+ negative side effect
TARGET NUMBER

Circumstances change your odds.

Tools, pressure and positioning raise or lower the target number.

REQUIRED SUCCESSES

Extraordinary tasks demand more.

A standard check needs one success. Increase this only when the task itself is extraordinary.

ACTIVE SIDE3individual check
VERSUSMOST SUCCESSES WINSTie // no progress
OPPOSITION3individual check

On a tie, the active character fails to overcome the opposition, but does not necessarily lose the wider conflict. A missed attack misses; a stalled intruder may remain locked out while security gains time.

05 // Push your luck

One die.
Another chance.

Rerolls represent expertise, preparation and useful advantages. A relevant Specialization grants one.

Individual diceSame die allowed1s and 12s allowedFinal face counts

Equipment, assistance and favourable circumstances may grant more. Spend them to rescue a failure, chase a natural 1 or remove a natural 12—and its side effect.

06 // Damage and consequences

Pressure
becomes harm.

LaneRunner uses two short-term pools. Both can recover. The consequences of breaking them are harder to shake.

PHYSICAL / THERMALVITALITY

Damage, shock and exertion.

0THRESHOLD
STRESS / FEARWILLPOWER

Mental and emotional pressure.

POOL0Threshold reached
RESETMAXExcess carries over
CONSEQUENCEIMPAIREDAssociated Attribute
IMPAIRMENT TRACKTHIRD STRIKE → INJURY
010203

On the third Impairment, fall unconscious until the end of the scene and gain an Injury. Severe damage may cross the refreshed pool multiple times.

ARMOUR−1 damage per point

Protection applies only to the covered hit location. Wear your helmet.

TREATMENTOnce per scene

After immediate field treatment, further recovery requires longer-term care.

INJURYAttribute reduced to 1

Serious medical help is required. Three Injuries usually mean retirement from active duty.

07 // Status reference

Open only
what you need.

Status modules stay compact during play. Expand one for its full effect and recovery procedure.

Physical MentalX Status level[N] Required successes

PHY Physical status effects

Impaired [Attribute] XAttribute → 1

Reduce the selected Attribute to 1. Cyberware Attribute bonuses are unaffected.

Recovery

End of scene, or Medicine (First Aid) −X [2].

Injured [Attribute]Lasting harm

Reduce the selected Attribute to 1. Cyberware Attribute bonuses are unaffected.

Recovery

Permanent until Medicine (Surgery) −6 [6].

Bleeding X−X Vitality / round

Lose X Vitality at the end of every round.

Recovery

Medicine (First Aid) −X [1].

Afflicted X [Type] [Location]Recurring damage

At the end of every round, suffer X damage of the specified type to the affected hit location. Armour applies normally.

Recovery

Survival (Self-Sufficiency) −6 [6].

Restrained XPhysical checks −X

All physical checks suffer −X to their target number.

Recovery

Leave or escape the restraining situation.

Suffocation XBody countdown

Gain 1 Suffocation at the end of each round. When Suffocation reaches Body, fall unconscious.

Recovery

Once able to breathe, reduce Suffocation by 1 at the end of each round.

Exhaustion XReroll successes

For each point of Exhaustion, reroll one successful die per check.

Recovery

Reduce Exhaustion by 1 for every eight hours of rest.

Stunned X [Duration]All checks −X

When applied, test Body + Physical Mastery (Resilience) with −X. On failure, all checks suffer −X.

Recovery

Reduce Stunned by 1 after each listed Duration, or through Medicine (First Aid) −X.

MEN Mental status effects

Fear — Level 1–3Impairment + panic
Level 1

Causes Impaired [Presence]. End of scene, Medicine (Therapy) −2 [2], or Cooperation (Leadership) −2 [2].

Level 2

Causes Impaired [Presence and Reflexes]. Make an Intellect + Physical Mastery (Resilience) Panic Check without a modifier. On success, the character may become Enraged instead of Panicked. Medicine (Therapy) −4 [2] reduces Fear directly to Level 1.

Level 3

As Level 2, but the Panic Check suffers −4. Medicine (Therapy) −6 [2] reduces Fear directly to Level 1.

PanickedAct to escape

Spend at least one action avoiding harm or escaping danger. All other actions suffer −2.

Recovery

End of scene, Medicine (Therapy) −2 [4 collective], or Cooperation (Leadership) −2 [4 collective].

EnragedAct to harm

Spend at least one action harming an enemy. All other actions suffer −2.

Recovery

End of scene, Medicine (Therapy) −2 [4 collective], or Cooperation (Leadership) −2 [4 collective].

Distracted XMental checks −X

All mental checks suffer −X to their target number.

Recovery

End of scene, Physical Mastery (Resilience) −X [2], or Cooperation (Leadership) −X [2].

Inspired XTokens + rerolls

Gain X Inspiration tokens. Spend one to recover 2 Willpower or reroll one die during a check. Inspired can only be replaced by a higher value.

Ends

End of scene, or when Fear or Panicked becomes active.

08 // At the table

Four things
to remember.

01Attribute

Number of d12s.

02Aptitude

Target number.

03Roll low

1 doubles. 12 subtracts and complicates.

04At zero

Reset, carry over, become Impaired.

← Back to LaneRunner