Professional Documents
Culture Documents
Vazquez, Vega, Rodriguez, Hockings, Rhem, Kleens, Background: artist, Wear: worn, vintage, Accessories: glasses, Eyes: fashionable. Body: average, small,
Kintner, Spade, Crace, Mau, Jaques, Coale, Nanney, engineer, cop, driver, cheap, rustic, showy, premium digital implants, sharp, tiny, large, fragile,
Wingard, Clonts, Haupt, Pastore, Garner, Gallegos, mechanic, military, academic, practical, watch, pipe, gloves, tired, smoky, blue, tattooed, crooked,
Zuniga, Adkins, Winters, Carney, Zedillo, Marsh, Villa, playboy, yuppie, or casual, cool, tailored, walkman, tamagotchi, green, red, deep in trained, covetable,
Griffin, Blevins, Marshall, Escobar, Jordan, Velazquez specialist durable, or official notebook, or their sockets or elderly heavy, or overweight
Stamina Education
Beaten Broken Injured
Presence Fitness
Blinded Dying Exhausted
Intellect Influence Confused Poisoned Shocked
Will Investigate
Weird Observe Taint
Pilot Whenever one of the following no longer is true cross it over
and choose a suitable Tell. Then if you have Tainted, choose a
Signature Item Resilience talent from any tainted playbook.
Gear Talents
When you go on a mission, choose your Load and up to as many items. Choose 2
[ ] Light (3) [+silent] [ ] Normal (5) no modifiers [ ] Heavy (7) [+burdened] New Gear!: Whenever you find and use new tech, draw one.
Bankroll [valuable, expend] Foundry: Check Workshop (+3 additional options) on your HQ.
Bulletproof Vest [1tough] the Cool Toys: Gain a second signature item.
All
Digital Camera [small, valuable]
Collateral Damage: Whenever you shoot at something intentionally
or accidentally, you may tell GM if it is flammable, explosive, or fragile.
Digital Video Camera [reliable, valuable]
Handyman When you need to fix something broken, treat failure as
EMF Meter success with a price.
Handgun [2harm, loud, near/close]
Inspector: Whenever you gather clues, you may spend one supply. If
PDA Phone [mobile, comm, unreliable, valuable] you do, you gain +1forward.
Portable GPS
More Money Than Sense: Remove [expend] from your Bankroll.
Swiss Army Knife [1harm, tight, tech]
Part of the Service: Whenever an opportunity presents itself, you may
Utility Belt [2supply, tech] declare an NPC is talking like you werent there.
Push it to the Limit: You may become exhausted to upgrade one of
other gear
your base dice.
Tinkerer: Whenever you have time, you choose to expend 1supply to
give a weapon +1Harm and [experimental] or dismantle any firearm
and create a small bomb [3harm, AP1, area, expend, forceful, ignite].
Whenever your gear can affect the outcome of a roll, upgrade one of your stat dice. If you are in a hurry, GM may require you to roll Intellect+Creativity
or +Tech.
Archer, Juarez, Geiszler, Grimes, River, Gonzales, Nolan, Background: artist, Wear: fancy, formal, Accessories: handheld Eyes: bright, tired, Body: tall, curvy,
Romano, Phelps, Kramer, Sung, Yang, Hale, Clawhauser, psychonaut, poet cop, unique, luxurious, maze game, sunflower mischevous, deep, covetable, big, slender,
McTeague, Calhoun, Lazlow, Glory, Baluch, Parasol, escort, agent, author, fashionable, tailored, seeds, cane, clickable striking, old, laughing, muscular, gorgeous,
Keys, Boyd, Peasley, Heffington, Zajac, Manatt, Stern, detective, military, eye-catching, dirty, pen, ring, notebook, kind, captivating, agile, full, or slim
Tolbert, Aguillon, Larue, Hyland, Burrus, Gerace journalist or politician revealing, or casual or two-colored glasses exotic or vulnerable
Stamina Education
Beaten Broken Injured
Presence Fitness
Blinded Dying Exhausted
Intellect Influence Confused Poisoned Shocked
Will Investigate
Weird Observe Taint
Pilot Whenever one of the following no longer is true cross it over
and choose a suitable Tell. Then if you have Tainted, choose a
Quirks Resilience talent from any tainted playbook.
[fast talker], [genious], [good looking], [likeable], *Esoteric Lore Haunted Deformed Compulsive
[observant], [precise], [tireless], [unstoppable] Weird Reckless Inhumane
Whenever you roll, upgrade one die per each suitable tag. * You may only choose Esoteric Lore with the approval of the GM.
Gear Talents
When you go on a mission, choose your Load and up to as many items. Choose 2
[ ] Light (3) [+silent] [ ] Normal (5) no modifiers [ ] Heavy (7) [+burdened] Necessary Evil: Whenever your attitude or quirks cause problems, draw one.
Bottle of Whiskey [recover 1strain, social] Penthouse: Check Dormitory [+Medical] on the HQ sheet.
Change of Clothes [disguise]
Friends in High Places: Gain 3 additional strings.
Handgun [3harm, close/near]
Open Up To Me: When you Gather Clues while alone with someone,
you may always ask them how are you vulnerable to me?. Your
Hard Credits [valuable, expend] Soothing Voice has no upper limit.
Film Camera
Persistent: Whenever you fail a check, gain +1forward.
Pepper Spray [blind, confuse, expend]
2x
Prodigy: Gain +1 to any skill (can increase a skill to 4).
Pocket Knife [1harm, tight, small, hidden]
Safety Meeting: Whenever you have time, you may spend any drugs
Recreational Drugs [hallucinogenic, valuable]
3x with [hallucinogenic]. If you do, roll Weird+Esoteric Lore to Lift the
Veil. For each additional drug you expend, one character may assist you.
Scapegoat: Whenever you take the blame for the actions of the other
it isnt that hard on you and you gain 1string to them.
other gear
Soothing: Whenever they come to you in distress, you may roll
stat+Creativity. For each success up to three, they recover 1strain.
Unconventional Mind: You may treat any failure with Creativity as
success with a price.
Whenever your gear can affect the outcome of a roll, upgrade one of your stat dice.
other TALENTS
Cox, Harlson, Merola, Hancock, Dreyer, Colton, Boyles, Background: cop, Wear: high fashion, Accessories: rolex, Eyes: hard, caring, Body: lithe, tattooed,
Lemire, Kawasaki, Caudillo, Strach, Bradford, Brewster, criminal, pilgrim, paramilitary, hoodie, guitar, walking cane, bright, deep, kind, muscled, hard, curvy,
White, Chilton, Solomon, Eaton, Warren, Langmore, homeless, drifter, gang stolen, casual, overalls, passport, flashlight, calculating, merciless, fat, slim, athelitic,
Thompson, Carpenter, Freeman, Laiti, Lucioperca, member, con-man, or tracksuit, tailored, backpack, necklace, seren, wide-set, harsh, pudgy, towering, or
Loragev, Washington, Ostrand, Francis, Craig, Stadtler treasure hunter dashing, or formal talisman, or stiletto narrow, or warm scarred
Stamina Education
Beaten Broken Injured
Presence Fitness
Blinded Dying Exhausted
Intellect Influence Confused Poisoned Shocked
Will Investigate
Weird Observe Taint
Pilot Whenever one of the following no longer is true cross it over
and choose a suitable Tell. Then if you have Tainted, choose a
Provider Resilience talent from any tainted playbook.
Gear Talents
When you go on a mission, choose your Load and up to as many items. Choose 2
[ ] Light (3) [+silent] [ ] Normal (5) no modifiers [ ] Heavy (7) [+burdened] Vagabond: When you visit a location you havent visited before, draw one.
Bankroll [valuable, expend]
3x Grand Collector: Add Trophy Vault [-expensive] to your HQ.
Brass Knucles [1harm, tight, concealed]
Antiquarian: When you Gather Clues on an item, gain +1forward.
You may also always ask: "How can I get it?" or "Who would take it
Bulletproof Vest [1tough] from me?"
Burner Phone [mobile, comm, expend]
Dangerous Charm: When you Influence someone who might be sexually
Flares [5 uses, illuminate] interested in you, you may treat failure as success with a high price.
Handgun [3harm, close/near]
Ex-Convict: Gain +1Grit and a [rap sheet]. Whenever you fight for
Knife [2harm, precise, tight] your freedom (you call), gain +1Tough.
Multitool [1harm, tight, tech]
Loner: Gain +1ongoing when alone. If you miss, its always tough on
the player character you are closest to.
Sawed-off Shotgun [3harm, close, messy, reload, concealed]
Old Gang: When you have time to make a few calls, roll+Vice. On a
Trekking Gear [3supply] or Burglar Gear [3supply]
success, you can get a small crew [2harm, small, 1tough] to back you up.
other gear
Scrounging: Whenever you scrounge a location for useful items, roll
Intellect+Observe. On a hit you find something useful or lost, on a
solid success, it has [valuable], or [obscure].
Shadow: Whenever you find a place to hind and hold still your enemies
cannot spot you.
Whenever your gear can affect the outcome of a roll, upgrade one of your stat dice.
Within My Grasp: Whenever you want gain control of something and
make a move for it, gain +1forward.
Exp. & Advancement other TALENTS
Experience >> Advance
ADVANCEMENTS: AFTER 5th mark XP when:
+1
to stat +1
to Grit you MISS A ROLL
+1
to skill +1
to stat at the end of the
session
+1
to skill +1
talent any
you avoiding
+1
to skill FINAL (7+) attention
+1
talent Die
all alone. you acquire
Something
+1
talent
notable
The Survivor
Handle: background & style Come up or choose one
from each category
Calhoun, Lazlow, Glory, Baluch, Parasol, Keys, Boyd, Background: agent, Wear: military, clean, Accessories: sneakers, Eyes: cold, caring, Body: trained,
Peasley, Taggart Crawford, Anthony, Rangel, Elliott, cop, army, prepper, comfortable, sensible, passports, anarchists piercing, steady, keen, small, huge, heavy
Tapia, Weaver, Melendez, Lambert, Acevedo, Montoya, self-taught, journalist, leather, durable, cook book, national haunted, tired, green, set, muscular, fit,
Sullivan, Neal, Santos, Hardin, Spencer, Glass, Mcclure, researcher, or brushed outdated, casual, flag or old uniforms distant, haunted, icy, aching, lithe, scarred,
Berry, Zhang, Kane, Mckay, Dougherty, Le, Hutchens with the Beyond uniform, or formal nice, mean, or warm or broken
Stamina Education
Beaten Broken Injured
Presence Fitness
Blinded Dying Exhausted
Intellect Influence Confused Poisoned Shocked
Will Investigate
Weird Observe Taint
Pilot Whenever one of the following no longer is true cross it over
You have a separate safe house. Choose 3 tags for it: Stealth I have not tasted human flesh.
I have not witnessed beings from Beyond.
[countryside], [downtown], [hidden], [medical], Survival I have not used the Veil in my advance.
[mobile], [reinforced], [research], [secure], I have not killed a human being.
Tech I have not studied forbidden tomes.
[spacious], [training], [underground], [warded]
I haven't come to physical contact with the Taint.
What do you have in reserve? Choose 3 Vice
aggregate (diesel), guns & some ammo, batteries, Violence Tainted Aggressive Confused
jugs of water, blankets & pillows, knife & Haunted Deformed Compulsive
snares, canned food, medication, CB radio, vast
*Esoteric Lore
Weird Reckless Inhumane
quantity of adult magazines, dynamite, alcohol * You may only choose Esoteric Lore with the approval of the GM.
Gear Talents
When you go on a mission, choose your Load and up to as many items. Choose 2
[ ] Light (3) [+silent] [ ] Normal (5) no modifiers [ ] Heavy (7) [+burdened] Shell-Shocked: Whenever suffer stress or gain a debility, draw one.
First-aid kit [slow] Shooting Gallery: Check Armory [+Training] on the HQ sheet.
Handgun [3harm, close/near]
Altered Behaviour: Whenever you consume alcohol or drugs, gain
+1grit until the end of an encounter.
Hard Cash [valuable, expend]
Barely Scratched: Whenever you suffer harm, you may roll+Fitness.
Machete [3harm, messy, tight] On a hit reduce harm suffered by 2 (to minimum of 1).
Old Journal [esoteric] (who wrote it, and why?)
Protector: Whenever another character takes harm in the same scene,
Pack of Cigarettes [recover 1Strain]
3x you may try to shift the harm to yourself with roll+Fitness.
Precision Rifle [4harm, two-handed, ranged]
Seen It All Before: At beginning of each session, hold one. You may
Multitool [1harm, tight, tech] spent that hold at any time to gain +1forward.
Sleeping Pills [sedative] (fall asleep for a few hours)
Scout: Whenever you are scouting ahead, enemies cannot get the drop
on you.
Survival Gear [3supply]
Training for the Big Day: Whenever you advance your skill advance,
other gear another skill.
Weapons Training: Whenever you cause harm, cause +1harm.
Went Through Hell: You gain +1Grit.
Whenever your gear can affect the outcome of a roll, upgrade one of your stat dice. other TALENTS
Haider, Doutt, Dutton, Donald, Hazell, Esterly, Mechoso, Background: rocker, Wear: clean, old, Accessories: voice E ye s : analytic, Body: lean, strong,
Blackshear, Dorrance, Cooperman, Perrino, Lombard, journalist, military, showy, expensive, recorder, trench coat, intelligent, viral, kind, rotund, old, bulky,
Murphy, OToole, Buckley, Mosley, Walsh, Aguirre, criminal, detective, leather jacket, vintage, sunglasses, pager, clever, brooding, fiery, slender, tiny, fit,
Watley, Matzen, Laconte, Norvell, Casagrande, Cuenca, anarchist, agent, casual, latest fashion, laser pointer, or fine sharp or wrought covetous, trained,
Desormeaux, Nordquist, Nash, Hart, Avery, Buitenheld politician or religious corporate, or outdated cigarette box stooping, or regular
Gear Talents
When you go on a mission, choose your Load and up to as many items. Choose 2
[ ] Light (3) [+silent] [ ] Normal (5) no modifiers [ ] Heavy (7) [+burdened] Investigator: When you take considerable risks to gather intel or when
you manage to share it no matter what the risk, draw one.
Bulletproof Briefcase [3tough, clumsy, secure]
Situation Room: Check Mission Control [+research] to your HQ.
First-aid kit [expend, slow] (recover 3strain or 1debility)
Classified Briefing: You may use your knowledge about the Beyond in
Flash Grenades [blinding, conceal]
3x a tight spot. If you do, suffer 2Stress and gain +1forward.
Forensics Gear [3supply]
Convienient Truth: You may not get caught up with a lie.
Hard Credits [valuable]
Deep Clearance: You have a higher [rank] than other members of your
Satelite Phone [comm, valuable] HQ. Whenever they turn to you for instructions, tell them what to
Polaroid Camera [reliable] do. If they do it, they gain +1forward.
Short Distance Radio with Earplug [comm]
Hardboiled: Whenever you Gather Clues, you may take a debility to
reroll your pool.
Sidearm [2harm, close, concealed]
Leadership Training: Whenever your actions give someone +1forward,
Truth Serum [narcotic, interrogate]
3x
upgrade that die.
other gear
Scholar: When you have the time and go through suitable documents,
gain +1forward for any non-physical check.
Trustworthy: Whenever you Influence someone, they tend not ask
anything for return and you upgrade one stat die.
Whenever your gear can affect the outcome of a roll, upgrade one of your stat dice.
Well Connected: You may use a chip to establish a new String. Whenever
you use a String to NPC, they give you a Clue in addition to other effects.
Waters, Slade, Wilson, Rahim, Heartbridge, Halpin, Background: psychic, Wear: rudimentary, Accessories: ouija Eyes: intelligent, keen, Body: sleek, stumpy,
Schuett, Woodford, Decarlo, Picetti, Talbott, Ballard, private eye, criminal, plain and simple, t-shirt, dictaphone, piercing, haunted, thin, lithe, ritualistic
Castillo, De Bock, Barnes, Zellinger, Macedo, Shapley, priest, test subject, expensive, tailored, candy, pack of cruel, sorrowful, kind, scars, skeletal, robust,
Meardon, Powell, Garcia, Carter, Ward, Ackermann, parapsychologist, or unnoticible, outdated, smokes, zippo lighter, unfriendly, staring, protective tattoos,
Stewart, Rees, Genest, Brassard, Lukaevi, Sorrens special training jeans, or comfortable or pocket watch blind, or unfriendly full, tall or tall
Gear Talents
When you go on a mission, choose your Load and up to as many items. Choose 2
[ ] Light (3) [+silent] [ ] Normal (5) no modifiers [ ] Heavy (7) [+burdened] Intermediate: Whenever someone comes to you for help, draw one.
Bankroll [valuable, expend] Guinea Pig: Add Beyond Study [dangerous, expensive, research] to your HQ.
Bulletproof Vest [1tough]
Compassionate: Whenever you assist someone, they add +2 to their
roll. If someone assists you, add +2 to your roll.
Caffeine Pills [recover 1strain, ignore exhausted]
3x
Emphatic: When you Gather Clues from or with a person, you may
Charms & Wards [3supply] also ask what emotion are they feeling? When you Gather Clues from
Deck of Cards [weird] (choose 1: tarot, regular gaming, zener) situation you may also ask is something supernatural present here?
Eldritch Grimoire [weird, dangerous, priceless] (name & describe it)
Haunted Dreams: Whenever you go to sleep, you may suffer 2stress
First-aid kit [3 uses] or become Exhausted to Lift the Veil.
Pocket knife [1harm, tight, small, hidden]
Heart of Darkness: When you Gather Clues from a brutal or weird link
to someone, roll Weird+Observe. On a hit, you gain a partial vision
Sidearm [2harm, close, concealed]
of what they saw. You may suffer 1harm to ask an additional question.
Sleeping Pills [sedative] (fall asleep for a few hours)
Old Salt: You are drawn to the rifts in the Veil. The closer you are to
other gear them, the stronger your feel their pull.
Protective Glyph: Whenever you draw a Glyph with your your own
blood (Suffer 1harm [ignore armor]), roll+Discipline. On a success no
supernatural threat can come at your vicinity.
Receptive: Whenever you gain a clue, you may ask one from Gather Clues.
Whenever your gear can affect the outcome of a roll, upgrade one of your stat dice.
Touched by the Veil: Gain +1Grit.
Johnson, Antunes, Lapidus, Munroe, Gilman, Kalena, Background: student, Wear: worn suit, Accessories: minidisk Eyes: fashionable. Body: average, small,
Farrow, Mosley, Cerrone, Lukanov, Milling, Lawver, hacker, agent, teacher, worn dress, cheap player, handheld game sharp, tired, smoky, tiny, slim, full, fragile,
Huls, Jandreau, Strack, Sundheim, Oneill, Rawlings, computer engineer, casual, cheap suit, system, calculator tired, keen, restless, tattooed, trained,
Chills, Delgado, Newman, Young, Morris, Cantrell researcher, or other sweat pants, or worn watch, zip drive, or focused, or elderly covetable, heavy, or
Bayindir, Patterson, Branch, Deleon, Kennedy, Artenie special training jeans and t-shirt graphic calculator obese
Stamina Education
Beaten Broken Injured
Presence Fitness
Blinded Dying Exhausted
Intellect Influence Confused Poisoned Shocked
Will Investigate
Weird Observe Taint
Pilot Whenever one of the following no longer is true cross it over
and choose a suitable Tell. Then if you have Tainted, choose a
You have a personal computer. Choose its type: Stealth I have not tasted human flesh.
I have not witnessed beings from Beyond.
Laptop [mobile] Survival I have not used the Veil in my advance.
Desktop Computer [efficient] I have not killed a human being.
Tech I have not studied forbidden tomes.
What makes it special? Choose 3 suitable tags for it: I haven't come to physical contact with the Taint.
Vice
[concealed], [fast], [datalink], [reliable],
[research], [showy], [secure], [small], [tech] Violence Tainted Aggressive Confused
Gear Talents
When you go on a mission, choose your Load and up to as many items. Choose 2
[ ] Light (3) [+silent] [ ] Normal (5) no modifiers [ ] Heavy (7) [+burdened] Heart of Freedom: When you act according to your feelings instead of
reason, draw one.
Caffeine Pills [recover 1strain, ignore exhausted]
3x
Secure Vault: Check IT Department [+Secure] on the HQ sheet.
Data Scrambler
Code Breaker: Whenever you Gather Clues from a book, picture,
Digital Camera [small, unreliable, valuable] or anything written, you may consider failure as success with a price.
Electronic Tools [1supply, lockpick, tech]
Dumpster diving: With seemingly meaningless and disparate pieces
Favorite Novel [recover 3stain] (Can only be used by you, when you have the time.) of information, you are able to draw pretty good conclusions. Gain
Hard Credits [valuable, expend] +2forward when following a Clue.
Satchel [2supplies]
Hacking: When you have access to storaged information, you may roll
Intellect+Tech. If you do, choose one of the following for each success:
Scanned Tome [disk, corrupt, weird] (name and describe it) [remove info], [add info], [conceal info], [reveal info], [alter info], [install virus/trojan],
Sidearm [2harm, close, concealed] [remove virus/trojan], [go unnoticed] or [leave no trace]
Voice Recorder [reliable]
Insides of the Deep Net: Gain +1Grit.
other gear
Organized: With time, you can Gather Clues scenes exhausted by
another.
Puppet Master: When you have access to a computer terminal, you may
take control over it. If you are in a hurry or do it remotely, roll+Pilot.
Rapid-Fire Typing: Whenever you use Hacking, you may choose an
Whenever your gear can affect the outcome of a roll, upgrade one of your stat dice. additional option and are always [fast].
Social Engineering: Whenever you run a short con on someone, rol
Exp. & Advancement Presence+Vice. On a hit, you gain something they value.
other TALENTS
Experience >> Advance
ADVANCEMENTS: AFTER 5th mark XP when:
+1
to stat +1
to Grit you MISS A ROLL
+1
to skill +1
to stat at the end of the
session
+1
to skill +1
talent any
you expose a
+1
to skill FINAL (7+) secret
+1
talent Dissappear.
speak up for
somenone
+1
talent
complicated actions
Gather Clues Cause Damage Resist Damage
When the character is looking for clues, roll stat+skill. On You must be able to damage your target to take this action. You must be able to resist the damage to take this action.
a success, you find a Clue and may ask one of the following When you attack someone or something, roll stat+skill. When you suffer damage (loss of Strain), roll stat+skill.
for each success:
On a Solid Success, You deal Damage (ie. Harm or Stress) On a Solid Success, you carry on. Suffer Harm as established.
What happened here? as established, they give you what you want or choose 2. On a Success with a Price, choose 1:
What can hurt me? On a Success with a Price, choose 1: Suffer more damage.
What is going on? You and your opponent deal damage as established. Suffer 1 debility.
What is misleading me? You manage to create an advantage, take +1forward. You flee the scene or retreat from the action.
What is hidden here? You manage to break away from the action. Respond with violence, do unintended harm.
What here is valuable to me? Inflict +1harm or +1stress on during next fight. On a miss, the GM chooses, makes a hard move, or holds
On a Success with a Price, the situation escalates. Suffer damage as established, gain +1exp. one to use as a hard move.
On a miss, there either is nothing else to be found or the On a miss, the opponent deals damage as established, chooses Reduce the amount of damage you suffered from your Strain
GM may hold 1 hard move against you. two from the list above or GM makes a hard move. only after you have reduced your Tough (harm) or Grit
If theres a size difference between the crew and its opponent, (stress) from it.
the larger one causes +1damage per size difference. If theres a size difference between the crew and its opponent,
the larger one causes +1damage per size difference.
Make it a Success
Each dice you rolled counts as a success.
Re-Rolls
Re-roll you dice pool or force another dice pool to be re-rolled.
Operational HQ
Affiliation District
The Bureau Choose one district size:
Start with [staffed] and [accountability]
Small: [safe]
Playbooks: without [Tainted].
Moderate: -
The Hunters
Large: [dangerous]
Has [fake identities]
Huge: [contested], [dangerous], [expensive]
Playbooks: without [Tainted]. Choose upto two HQ Qualities:
The Mercury Program [+Armored]:
-1Size
Has [illegal] and [accountability] [+Cramped]:
+1Size
Gain +2Resources at the beginning of the downtime. [+Hidden]:
-1Size
Playbooks: without [Tainted]. [+Mobile]:
-1Size, [+expensive]. Requires: [maintenance] and [power]
Police Department [+Rundown]:
+1Size
Has [law enforcement] and [accountability] [+Secure]:
-1Size. Requires: [maintenance] and [power]
Playbooks: without [Tainted]. [+staffed]:
HQ has assigned a crew [2harm, crew, medium, 1tough] of 20
Project: Black Book personnel that work for the characters. Whenever your crew can affect the
outcome of a roll, upgrade one of your stat dice.
Start with [accountability]
[+Underground]:
+1Size
Playbooks: All.
[+warded]
(through research): Supernatural beings cannot enter the HQ freely.
HQ Development
Development >> Improvement
mark 1Dev. when: IMPROVEMENTS: AFTER 5th
ROLL is missed on +1 tag, quality or facility +1 tag, quality or facility
downtime
+1 tag, quality or facility finish current research
at the end of the
+1 tag, quality or facility increase district size by 1
session
finish current research
New research is FINAL (7+)
completed increase district size by 1
Establish a new Cell
personnel survive
from the mission
Surplus
Resources
Data
For each point of three the HQ needs [storage] (for Resources) or [datalink] (for Data).
Whenever your facilities can affect the outcome of a roll, upgrade one of your stat dice.
facilities
When the Cell leaves for a mission each character may choose gear from the following according to the availability. Any crew can be equipped with non-
unique gear.
Gather Intel: Whenever you spend your downtime to gather intel, Use Skill: You can use any skill that requires time.
roll+Investigate. For each Data, Resource or gear with [expensive] you expend, Following Downtime actions can only be taken after Research:
add +1forward to the roll. Requires: [lore] or [research] facility
On a Solid Success, choose 3. On a Success with a Price, choose 1. Install Cybertech: Gain 1 permanent Taint Tell to install one cyberware.
You make an useful contact (+1String) Purification Rituals: Spend downtime to remove a Taint tell.
You hear rumors of an opportunity. +1Resource if you seize it.
You gain useful information (+1Data)
Viral Therapy: Gain an advancement.
It doesnt cause problems.
Research
Downtime: Advance Research - Spend any amount of Data to advance the Research Research >> Research Completed
track. When you mark the fifth advance, the Research completed. Choose one of the
mark 1research when:
completed projects. You HQ now gains full access to it.
instructed by hq sheet
Needed for reseach Either needed for research
at the end of the session
Research Completed. If there are multiple hexagons, research can be completed a
number of times. Add one effect for each completed Research. after close encounter with the beyond
reverse engineering
advaced warafare
Each character may study forbidden tomes. immune to Taint, but cannot use magic.
advanced gatetech Improved Aegis suit SCRY FOr OPEN portalS Sealing a portal
Requires: Sigil Magic Requires: Visiting an another dimension Each character may use Opening a Portal Check Eldritch Sigil for Sigil Magic.
Remove [unstable] from Brenner Gate. Aegis Suit gains [+1Grit] to find an open portal. Free Improvement for the HQ.
The Monster
Handle: Background & Style Come up or choose one
from each category
Grendel, Hulk, Juggernaut, Meat Eater, Hibagon, Background: tainted, Wear: funtional, Face: bloodless, pale, Eyes: completely Body: slim, stretched,
Beast, Puck, Muton, Jason, Orc, Brute, Barbarian, Oni, convicted criminal, practical, comfortable, haunting, bestial, (pick a color), tired, mutated, cold, hard,
Ogre, Gui, Bugbear, Robin Goodfellow, Berserker, military, sport star or military, concealing, horrific, augmented, keen, cold, removed, tattooed, scarred,
Boogeyman, Gargoyle, Yowie, Subject 23b, Eight of corporate test subject hight-tech, noticible, br ute, tattooed, bestial, bloodshot, hairy, augmented,
Fourteen, Aswang, Beaman, Experiment Delta, Sasquatch furs or durable covered, or menacing haunted, or dead mutated or monstrous
Creativity Strain
Strength
Agility Discipline Tough Grit
Stamina Education
Beaten Broken Injured
Presence Fitness
Blinded Dying Exhausted
Intellect Influence
Confused Poisoned Shocked
Will Investigate
Weird Observe Taint
Pilot Whenever one of the following no longer is true cross it over
You have been secured with a non-removable Stealth I have not tasted human flesh.
Explosive Device [6harm, ignore armor, messy, I have not witnessed beings from Beyond.
forceful, complex]. Survival I have not used the Veil in my advance.
I have not killed a human being.
Other characters get one hold to you. They may Tech I have not studied forbidden tomes.
use it at any time to detonate the charge. I haven't come to physical contact with the Taint.
Vice
When you suffer leathal amount of Harm, the
device explodes. Name something in your vicinity, Violence [Tainted] Aggressive Confused
Gear Talents
When you go on a mission, choose your Load and up to as many items. Choose 2
[ ] Light (3) [+silent] [ ] Normal (5) no modifiers [ ] Heavy (7) [+burdened] Creature of Chaos: Whenever your inhumanity causes you troubles, draw one.
Big Blade [3harm, precise, tight] Solitary Confinement: Add Tillingast Container [expensive, prison,
research] to your HQ.
Handgun [3harm, loud near]
Tainted on Purpose: At the beginning of the game cross over one Taint,
Heavy Battle Armor [2Tough, 2Load] choose Tainted and one talent from the Tainted playbook.
Respirator [immunity to gas]
Berserker: Whenever you suffer Harm, you gain +1forward for Violence.
Supplies [expend]
3x
Brute Strength: Your actions gain [forceful] against physical targets.
Bull Rush: When you need to take someone or somethin down, name
your target. While bursting through obstacles and gunfights you gain
[+1tough] to get to your target.
Compassionate: Whenever you help another character, gain +1forward.
Killing Machine: When using violence, you count as a [small] crew.
Programmed: Whenever someone gives you a direct order, if you follow
other gear
it, gain +1forward. If it leads you into trouble, gain+1exp.
Scent of Blood: Whenever you attack or track a wounded or bleeding
enemy, you gain +1forward.
Terrify When you make an effort to scare your enemies, roll
Whenever your gear can affect the outcome of a roll, upgrade one of your stat dice. Weird+Violence. On a success, they suffer 1Stress. On a Solid Success
you gain +1forward against them.
Robert Ballard, Lester Kosko, Blafard, Janet Becker, Background: tainted, Wear: funtional, Face: bloodless, pale, Eyes: completely (pick Body: slim, stretched,
Clark Cottons, Michael Evergeen, Ted Buck, Natasha convicted criminal, brightly colored, haunting, elongated, a color), mismatched, extremelly thin, cold,
Corossian, Samantha Nichols, Lucy Carrigan, Olivia cursed, ancient, cultish, practical, rags, bestial, drawn gums, deceitful, unblinking, malformed, tattooed,
Dungrove, Ghoul, Wendigo, Vampire, Mothy Meson, military, or corporate cloak, comfortable, or juvenile, horrific, bloodshot, bestial, obese, hairy, albino,
Rena Bellee, Arrerl JMinga, Markiee, Shally, Yama-uba test subject durable strong, or menacing evil, or dead or monstrous
Will Investigate
Weird Observe TAINT
Pilot During character creation, cross over one of the following.
MUTATIONS
Whenever one of the following no longer is true cross it over
and choose a suitable Tell. Then choose a new mutation.
Resilience
Choose 1 or determine randomly by rolling d6 I have not guzzled on human flesh.
Attuned with Chaos: +1 Weird (max.4) Stealth I have not dealt with the beings from Beyond.
I have not used the Veil in my advance.
Beastly Claws: [2harm, tight, quick, messy] Survival I have not gone on a killing spree.
Oversized Mouth [unsettling, 1harm, messy] Tech I have not sacrificed my humanity for power.
I haven't come to physical contact with the Taint.
Predators Eyes: [lowlight vision, unnatural shine]
Vice
Squeeze [hypermobility, extreme elongation] [Tainted] Aggressive Confused
Violence
Thinman [unsettling, hairless, tall] Haunted Deformed Compulsive
Whenever your mutation can affect the outcome of a roll, upgrade *Esoteric Lore
one of your stat dice. Weird Reckless Inhumane
* You may only choose Esoteric Lore with the approval of the GM.
Gear Talents
When you go on a mission, choose your Load and up to as many items. Choose 2
[ ] Light (3) [+silent] [ ] Normal (5) no modifiers [ ] Heavy (7) [+burdened] Creature of Chaos: Whenever your inhumanity causes you troubles, draw one.
Book of cannibalistic rituals [weird] (name it) The Closet: Check Containtment [+housing] in your HQ.
Bulletproof Vest [1tough] Red Hunger: If you do not eat human flesh when you have a good
opportunity to do so, roll Will+Discipline. On a success you suffer 1Stress.
Cadaver [expend] On a failure you give in to your urges.
Ritual dagger [2harm, presice, tight, messy, weird]
Dark Sorcerer: You may use the Opening the Gateway complicated skill.
Sedatives [addictive, +1Grit for an encounter]
Delicatessen: Whenever you eat a part of a human, roll+Violence. On
of Smaller Blades [1harm, precise, thrown, messy]
Set a solid success, pick two; on a success with a price, pick one.
Suicide Pill [consume, expend] (kills you instantly) You can mimic their voice +1ongoing
Supplies [expend]
3x You gain their appearance You dont get an urge to kill
Developed Senses: Gain +1forward when using your basic senses.
Goblet of Blood: When you scry with an iron bowl filled with fresh
blood, you may Lift the Veil.
other gear
Hibernation: When you have time, you can fall into extended period
of rest closely resembling hibernation or death. This negates the need
of normal sustenance your body needs (air, food, water etc.) and fully
heals you physically.
Whenever your gear can affect the outcome of a roll, upgrade one of your stat dice.
Sequel Killer: Whenever you suffer a deadly amount of Harm, roll
Weird+Survival. On a success it was just a minor misunderstanding
and you are returned to full health at the end of the week.
Exp. & Advancement
Signature Weapon: Name a weapon you own; it gains [+1Harm,
+messy] when you use it. If you use it, spend Downtime to bond with
Experience >> Advance a new weapon.
ADVANCEMENTS: AFTER 5th mark XP when:
Vessel of Energy: Your blood is [eldritch, tainted].
+1
to stat +1
to Grit you MISS A ROLL other TALENTS
+1
to skill +1
to stat at the end of the
session
+1
to skill +1
talent any
you get your
+1
to skill FINAL (7+) want from
+1
talent You
are corrupted. someone
+1
talent Hand over the you learn an
character to GM esoteric secret