Bite the Hand
Core Rulebook V1.0Core Mechanic
Roll d100 under a relevant stat or save. Equal or higher makes a check fail or succeed with a consequence, while an equal-or-higher save fails and incurs harm. Doubles trigger critical results based on success or failure. Advantage or Disadvantage rolls twice and keeps the better or worse result; uncomplicated actions usually work without a roll.
Best For
Groups seeking lethal cyberpunk missions about vulnerable rebels, with room for hacking, social maneuvering, and direct action.
Highlights
Tiered cybernetics raise Minimum Stress as they expand a character's capabilities, linking augmentation directly to emotional resilience. Completing a mission against a corporation, harming law enforcement, corporate assets, or government officials, and every $2,000 of debt each raise Heat; after a day of noticeable crime, a secret d20 roll at or under the highest-Heat character's score produces a Heat consequence. Uncomplicated attacks hit automatically, reserving checks for dangerous complications and keeping firefights moving.
Considerations
Random stats and unequal starting loadouts deliberately create uneven characters. Wounds and failed Death saves can remove characters abruptly. Several procedures rely on Warden judgment: hacking, social checks, cover, and carrying capacity.