Rules
Choose an approach. Build a pool. Roll low. Live with the consequences.
Choose how.
Roll low.
Count successes.
When an outcome is uncertain, the GM selects an Aptitude. You describe your approach and propose an Attribute.
Your character
at a glance.
Your sheet separates natural capability, learned experience and the pressure your character can endure.
Broad personal qualities. These determine how many d12s you roll.
Learned capabilities. These determine which results succeed.
A relevant Specialization grants one reroll.
Cyberware Attribute bonuses and cybernetic resource pools are tracked separately from natural values.
Six ways
to approach
a problem.
Attributes are not permanently tied to Aptitudes. Pick the one that honestly describes how your character acts.

Body
Strength, endurance and physical resilience.

Dexterity
Precision, coordination and controlled movement.

Reflexes
Speed, reactions and instinctive action.

Intellect
Analysis, knowledge and deliberate reasoning.

Perception
Awareness, observation and intuition.

Presence
Confidence, influence and social impact.
Negotiate with Presence by winning someone over, with Intellect through an airtight argument, or with Body by earning exhausted dockworkers’ respect through shared labour.
Learned
capability.
Your Aptitude is the target number for every die. Specializations mark focused experience within that field.
Ballistics
Ranged weapons.
Bioengineering
Organisms and engineered biology.
Computing
Digital systems and intrusion.
Cooperation
Communication and leadership.
Culture
Societies, customs and expression.
Engineering
Technical systems and repair.
Infiltration
Stealth, access and security.
Manipulation
Deception and covert influence.
Medicine
Diagnosis and treatment.
Physical Mastery
Trained bodily control.
Space Operations
Spacecraft and station work.
Survival
Hostile environments.
Piloting
Vehicles and spacecraft.
Institutions
Organisations and regulation.
Military Doctrine
Tactics and procedure.
Reason
Investigation and conclusions.
Sciences
Scientific method and knowledge.
Xenology
Alien life and phenomena.
From intent
to outcome.
Most checks follow the same five-stage sequence. The fiction always comes first.
- 01Call
The GM selects the Aptitude.
- 02Approach
The player proposes an Attribute.
- 03Modify
Apply tools, position and circumstances.
- 04Roll
One d12 per Attribute point.
- 05Resolve
Use rerolls, then count successes.
Perception 4
+ Space Operations 7
Jin rolls four dice. The final result succeeds—but it is not clean.
Circumstances change your odds.
Tools, pressure and positioning raise or lower the target number.
Extraordinary tasks demand more.
A standard check needs one success. Increase this only when the task itself is extraordinary.
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.
One die.
Another chance.
Rerolls represent expertise, preparation and useful advantages. A relevant Specialization grants one.
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.
Pressure
becomes harm.
LaneRunner uses two short-term pools. Both can recover. The consequences of breaking them are harder to shake.
Damage, shock and exertion.
Mental and emotional pressure.
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.
Protection applies only to the covered hit location. Wear your helmet.
After immediate field treatment, further recovery requires longer-term care.
Serious medical help is required. Three Injuries usually mean retirement from active duty.
Open only
what you need.
Status modules stay compact during play. Expand one for its full effect and recovery procedure.
PHY Physical status effects
Impaired [Attribute] XAttribute → 1
Reduce the selected Attribute to 1. Cyberware Attribute bonuses are unaffected.
RecoveryEnd of scene, or Medicine (First Aid) −X [2].
Injured [Attribute]Lasting harm
Reduce the selected Attribute to 1. Cyberware Attribute bonuses are unaffected.
RecoveryPermanent until Medicine (Surgery) −6 [6].
Bleeding X−X Vitality / round
Lose X Vitality at the end of every round.
RecoveryMedicine (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.
RecoverySurvival (Self-Sufficiency) −6 [6].
Restrained XPhysical checks −X
All physical checks suffer −X to their target number.
RecoveryLeave or escape the restraining situation.
Suffocation XBody countdown
Gain 1 Suffocation at the end of each round. When Suffocation reaches Body, fall unconscious.
RecoveryOnce 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.
RecoveryReduce 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.
RecoveryReduce Stunned by 1 after each listed Duration, or through Medicine (First Aid) −X.
MEN Mental status effects
Fear — Level 1–3Impairment + panic
Causes Impaired [Presence]. End of scene, Medicine (Therapy) −2 [2], or Cooperation (Leadership) −2 [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.
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.
RecoveryEnd 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.
RecoveryEnd 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.
RecoveryEnd 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.
EndsEnd of scene, or when Fear or Panicked becomes active.
Four things
to remember.
Number of d12s.
Target number.
1 doubles. 12 subtracts and complicates.
Reset, carry over, become Impaired.