Posted February 14, 2022 by jlaakso
1.1 Update, punks!
Added rules for pushing your rolls to get around tied results. This increases the lethality substantially, which is probably good.
Added static target numbers for when you can't make a roll opposed; I originally thought all rolls could work this way, but it's not really practical.
Added more specific rules for netrunning. Don't worry, it's a single column and doesn't constitute a separate dungeoncrawl for the netrunner.
What's next? Depends on what playtesting turns up. Currently thinking of adding more options for chases and relationships.