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The Gadgeteer

Handle: background & style Come up or choose one


from each category

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

Stats Skills Vitals


Assign: 1,1,2,2,2,3,3 Distribute 10 skill points on one-on-one basis.

Strength Creativity Strain


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
and choose a suitable Tell. Then if you have Tainted, choose a
Signature Item Resilience talent from any tainted playbook.

Stealth I have not tasted human flesh.


You have a signature item. Choose its type: I have not witnessed beings from Beyond.
armor, car, motorcycle, gun, tool, weapon Survival I have not used the Veil in my advance.
I have not killed a human being.
What makes it special? Choose 3 suitable tags for it: Tech I have not studied forbidden tomes.
I haven't come to physical contact with the Taint.
[+1harm], [1supply], [+1tough], [armored], Vice
[concealed], [deadly], [fast], [nifty], [precice],
[reliable], [showy], [tech], [versatile], [weird] Violence Tainted Aggressive Confused

Haunted Deformed Compulsive


Whenever your signature item can affect the outcome of a roll, upgrade
one of your stat die. Upgrade one additional die per each suitable tag.
*Esoteric Lore
Weird Reckless Inhumane
If you lose the item, spend 2supply during downtime to get a new one. * 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] 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.

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 Repair
+1
 to skill FINAL (7+) something
+1
 talent Die
 in an accident. Someone follows
your advice
+1
 talent
The Renegade
Handle: background & style Come up or choose one
from each category

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

Stats Skills Vitals


Assign: 1,1,2,2,2,3,3 Distribute 10 skill points on one-on-one basis.

Strength Creativity Strain


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
and choose a suitable Tell. Then if you have Tainted, choose a
Quirks Resilience talent from any tainted playbook.

Stealth I have not tasted human flesh.


You are quite bizarre. Come up or choose up to 3 quirks: I have not witnessed beings from Beyond.
awkward, disobedient, disorganized, dramatic, Survival I have not used the Veil in my advance.
I have not killed a human being.
eccentric, flamboyant, gluttonous, immature, loud, Tech I have not studied forbidden tomes.
obsessions, paranoid, short attention span, unkempt I haven't come to physical contact with the Taint.
Why do you still have a job? Choose as many tags:
Vice
[connected] [cunning], [eidetic memory], [famous], Violence Tainted Aggressive Confused

[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

Exp. & Advancement


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 make a
+1
 to skill FINAL (7+) lasting impression
+1
 talent Get
 fired. You prove your
worth
+1
 talent
The Collector
Handle: background & style Come up or choose one
from each category

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

Stats Skills Vitals


Assign: 1,1,2,2,2,3,3 Distribute 10 skill points on one-on-one basis.

Strength Creativity Strain


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
and choose a suitable Tell. Then if you have Tainted, choose a
Provider Resilience talent from any tainted playbook.

Stealth I have not tasted human flesh.


Each time you find an item with [valuable], I have not witnessed beings from Beyond.
[occult], [weird] or [obscure], you may sell it at Survival I have not used the Veil in my advance.
the end of the session. If you do, add +1Resource I have not killed a human being.
to Surplus for each of these tags the item has.
Tech I have not studied forbidden tomes.
I haven't come to physical contact with the Taint.
All resource costs during Downtime are decreased Vice
by one (to minimum of 1). Violence Tainted Aggressive Confused
You may spend NPC Strings as Resources and Haunted Deformed Compulsive
Resources as Strings. If you do it outside of *Esoteric Lore
Downtime, roll Intellect+Influence. 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] 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

Stats Skills Vitals


Assign: 1,1,2,2,2,3,3 Distribute 10 skill points on one-on-one basis.

Strength Creativity Strain


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

Safe House Resilience


and choose a suitable Tell. Then if you have Tainted, choose a
talent from any tainted playbook.

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

Exp. & Advancement


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
survive a deadly
+1
 to skill FINAL (7+) encounter
+1
 talent Die
 horribly. save someones
life
+1
 talent
The Operator
Handle: background & style Come up or choose one
from each category

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

STats Skills VITALS


Assign: 1,1,2,2,2,3,3 Distribute 10 skill points on one-on-one basis.
Creativity Strain
Strength
Discipline
Agility Tough Grit
Education
Stamina Beaten Broken Injured
Fitness
Presence Blinded Dying Exhausted
Influence
Intellect Confused Poisoned Shocked
Investigate
Will
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
Luck Resilience talent from any tainted playbook.

Stealth I have not tasted human flesh.


At the beginning of the session, hold +3 Luck. I have not witnessed beings from Beyond.
Spend them at any time for one of the following: Survival I have not used the Veil in my advance.
+1 forward I have not killed a human being.
Tech I have not studied forbidden tomes.
reduce harm dealt to 1 I haven't come to physical contact with the Taint.
Vice
re-roll a dice pool
When you have luck and something good happens,
Violence Tainted Aggressive Confused

Haunted Deformed Compulsive


it happens to you. But when you are out of luck? *Esoteric Lore
Its going to be bad... 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] 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.

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 defy high risk
+1
 to skill FINAL (7+) to gather intel
+1
 talent Get
 moved to a someone is hurt
different detail. or gets in trouble
+1
 talent because of you
The Medium
Handle: background & style Come up or choose one
from each category

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

Stats Skills Vitals


Assign: 1,1,2,2,2,3,3 Distribute 10 skill points on one-on-one basis.
Creativity Strain
Strength
Discipline
Agility Tough Grit
Education
Stamina Beaten Broken Injured
Fitness
Presence Blinded Dying Exhausted
Influence
Intellect Confused Poisoned Shocked
Investigate
Will
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

Using the Veil Resilience


Stealth
talent from any tainted playbook.

I have not tasted human flesh.


You are connected to the Veil. You are a latent
I have not witnessed beings from Beyond.
[psychic], even though you might not even know Survival I have not used the Veil in my advance.
this. Just remember it is usually [dangerous]. I have not killed a human being.
Tech I have not studied forbidden tomes.
Whenever your tags can affect the outcome of a
I haven't come to physical contact with the Taint.
roll, upgrade one of your stat die. Upgrade one Vice
additional die per each suitable tag.
Violence Tainted Aggressive Confused
As long as you use the Veil in the advance of others
Haunted Deformed Compulsive
and not for yourself, you have not Used the Veil in *Esoteric Lore
your advance. * You may only choose Esoteric Lore with the approval of the GM.
Weird Reckless Inhumane

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.

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
endanger yourself
+1
 to skill FINAL (7+) to help another
+1
 talent Become
 Corrupted. G
ain someones
trust
+1
 talent
The Whiz
Handle: background & style Come up or choose one
from each category

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

Stats Skills Vitals


Assign: 1,1,2,2,2,3,3 Distribute 10 skill points on one-on-one basis.

Strength Creativity Strain


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
and choose a suitable Tell. Then if you have Tainted, choose a

computer Resilience talent from any tainted playbook.

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

Haunted Deformed Compulsive


Whenever your signature item can affect the outcome of a roll, upgrade
one of your stat die. Upgrade one additional die per each suitable tag.
*Esoteric Lore
Weird Reckless Inhumane
If you lose it, you may spend your downtime and 2supply to replace it. * 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] 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.

the following require special access Strings


Strings can be used to collect a personal favour from the
subject. If it is something they can do without much trouble
Lifting the Veil Sigil Magic they do it, theyll do it. If not, you may still push it.
Lifting the Veil causes the character to gain a lucid Whenever you draw a sigil on a surface and anoint it with If you push a String, theyll do it. But either GM may hold
hallucination that lasts only a fragment of time. It lifts human blood, roll Weird+Esoteric Lore. one to you to spend as a hard move later on or mark one
the Veil only partly and locally, causing minor fragments On a Solid Success, it works as it was supposed to. String to them.
in the reality. On a Success with a Price, it almost works as you intended, Any player (including GM) may spend a String they have to
When you expand your mind to experience the Beyond, but (choose 1): your character to cash in the favour. If you do it now, remove
roll Weird+Esoteric Lore. ...you suffer 2Harm [ignore armor] the string and mark +1exp. If you do it later, remove the
On a success, choose 1: ...you pass out from strain string. If you do not do it at all, they mark another String
Lift the veil and gaze to the beyond. to you or the GM makes a hard move.
...it has a visible and chaotic side-effect
See something forgotten. ...the situation complicates
Reveal an unknown hazard. ...You suffer 2Taint. Assist and Interfere
Hold 1; you may spent this hold to gain +1forward On a Failure, it does not work and you suffer 1Taint. GM When a character(s) or crew assists on someones action, they
at any given time may hold one to use as a hard move at any given time. grant +1forward to the roll. If the character(s) or the crew(s)
See something hidden. assisting has a relevant [tag] upgrade that die.
Known Sigils
Reach through the beyond to a person or thing When a character(s) of crew(s) interferes on someones
Pain: Touching the Sigil causes 1harm per day.
connected to it. action, they grant -1forward to the roll. If the character(s)
Flesh: Gain 2Tough when carved into directly into or the crew(s) interfering has a relevant [tag] remove an
On a Solid Success, choose 2; on a Success with a Price,
body. expert die from the pool.
choose 1:
Despoil: Draw life from the land to heal the target.
You share your experience with those involved. In either case those assisting a check are tied to the result.
Blood: Inflict 3Harm [ignore armor] to all living
You reach deep to the Beyond.
creatures who can see the Sigil.
You reach broadly through time through Beyond.
The reality does not splinter.
Sacrifice: Inflict 5Harm [area, ignore tough] to all Debilities
creatures. When you loose 3 or more Strain from a single source
On a Failure, you suffer 3stress and either GM may hold 1 Avertion: [Tainted] cannot enter or cross the Sigil. or have already lost more than 3 Strain and suffer more,
to use as a hard move and or suffer 1taint.
Life: [Undead] cannot enter or cross the Sigil. you may choose to black out one box of Strain (it cannot
Protection: [Demon]s cannot enter or cross the Sigil. be healed anymore).
Opening a Portal Truth: Forces any living creature to answer truthfull to If you do ignore the the damage dealt to you and choose a
Whenever you use eldritch sigils imbued with human one question. debility for your character. If you receive additional harm
blood to open up a gateway between space and time, roll Veil: Target weapon gain [+1harm, +enchanted]. after this you may mark new debilities as long as you have
Weird+Esoteric Lore. Banishment: Forces a specified creature or entity from one to check.
On a success, suffer 1Taint. Beyond to be exiled from the this world. Notice that you may never choose a single debility more
On an Exceptional Success: the gate opens as you intended. Binding: Prevents a specified creature or entity from than ones.
On a Solid Success: a gate opens and the GM may hold 1 Beyond to leave the Sigil.
to use as a hard move.
On a Success with a Price: a gate opens, if (choose 1,
Control: Forces a specified creature or entity from
Beyond to follow your orders.
Using Tokens
GM chooses 1): In any relevant situation the player may spend a token to
Dismissal: Forces a specified creature or entity from
influence the flow of the events in one of the following ways:
...you use over 10 litres of blood. Beyond to flee from the sight of the Sigil.
...you spend hours on chanting. Summoning: Forces a specified creature or entity from Additional Die (use before any roll)
...something burst through. Beyond to appear in the Sigil. Add an expert die to your dice pool or remove one from the
...the destination is not what it appears to be. Eldritch Sigil: Seal a Gate to the Beyond, preventing it pool used against you.
from ever opening again.
...you are sucked right through it. Cash Them (at the end of the session)
Red Sign: Negates one [trait] from any creature from
On a miss, the ritual backfires. Suffer 4harm, GM chooses If at the end of the session you have unspent tokens, mark
Beyond that comes in its vicinity.
one from above and holds 1 to use as a hard move against +1exp. per two unspent tokens. Having only one unspent
you at any time. Heretic Sigil: Gain access to one move from the Tainted
token at the end of the session means youll just lose it.
playbook until the next sunrise.
Tainted Sigil: Gain a talent from the Tainted playbook Gain Narrative Leeway
permanently. Add another detail to any given situation. You may declare in
reasonable limits anything that has to deal with his character.
Though the GM has the final word players should be allowed
to use this option in any way they choose.

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).

Facilities When creating your HQ, choose Facilities up to your HQ Size.


Then add +2Resource for each point under Size.

District Size (max. Facilities) - Small 3 / Moderate 7 / Large 12 / Huge 18

Armory Barracks Beyond STUDY Containment


[armory, maintenance] [housing, training] [dangerous, expensive, research] [prison, secure]
Additional gear for missions. Make the HQ livable for the personnel. Restricted study of the Beyond. Secured rooms for various purposes.
Any crew gains +1Harm. [+combat] Increase any crew size by one. Any crew gains [+disciplined].

Dormitory Garage hangar IT Department


[comfortable, housing] [storage, mobility] [maintenance, mobility] [data, research]
Personized living options. Recover. Depot for about six civil vehicles. Houses at least one aircraft. Independent, secure access to the Net.

Laboratory Medbay Mission control Power generator


[engineering, research] [medical, research] [communication, data] [durable, power]
Facilities for R&D. Functional medical facilities. Recover. The center of HQ intelligence. Makes the HQ self-sufficient.
Crews provides +1data or +1resource.

proving grounds Repository Surveillance tillingast chambers


[dangerous, engineering] [data, storage] [data, security] [expensive, prison, research]
Required for Advanced Warfare research. Resource and data stock. Can be used for Surveillance for the HQ & missions. Secured rooms for supernatural captives.
Gathering Clues during downtime.

Trophy Vault vault WORKSHOP Brenner Gate


[expensive, secure, storage] [secure, storage] [engineering, maintenance] [dangerous, expensive, gate, unstable]
Collection of esoteric and weird items. Hard-to-breach location deep within the HQ. Maintain, upgrade & produce tech. Permanent gateway to the Beyond.
[access only through research]

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.

Armory Built Garage Built


When Armory is added to your HQ, choose 8. All gear in the Armory is non-unique. When Garage is added to your HQ, choose 6. All entries are unique, but can be taken multiple times. Spent
or lost items with [expensive] or [experimental] can be replaced by spending 1Resources during downtime.

Assault Rifle [5harm, close/near, two-handed]

Ambulance [medical]

Dart Rifle [1harm, near/far, silenced, two-handed]

Armored Truck [4tough, defensive, expensive, forceful]

Handgun [3harm, close/near]

Compact Car

Shotgun [4harm, area, close, two-handed]

Crane Truck

Sniper Rifle [5harm, AP2, far, silenced, two-handed, complex]

Hummer/SUV [reliable, off-road]

Sub-Machine Gun [3harm, AP1, close, two-handed, light]

Limousine [rigid, showy]

Bulletproof Vest [1tough]

Minivan [covert]

Leather Jacket [1tough]

Motorcycle [agile, dangerous]

Light Combat Armor [1tough]

Police Cruiser [2tough, fast, agile, obvious, 2supply]

Riot Shield [1tough]

Sedan [covert]

Pepper Spray [blind, confuse, expend]

Sports Car [expensive, fast, showy]

Stun Baton [1harm, tight]

Truck Tractor [comm]

Stunner [close, stun, expend]

Truck Trailer (may house an additional facility of [+expensive])
Following gear can only be added via Research:

Van [covert]

Aegis Suit [1tough, protective, 2supply] [+1Grit]

Vintage Car [american, expensive]

Magnetic Shield Projector [expend, 2tough, stationary, experimental, valuable]

Proving Grounds Built Surveillance Built


Items are only added to the Proving Grounds through research. These items are all unique unless stated When Surveillance is added to your HQ, choose 6.
otherwise. Spent or lost items can be replaced by spending 1Resources during downtime. If the gear has
[dangerous], [expensive] or [experimental], spend +1Supply for each of those tags. 
Audio Bug
Following gear can only be added via Research: 
Camera [film] or [digital]

Proton Pistol [3harm, close, bane, ignite, silenced, experimental] 
Cell Phone [mobile, unreliable, valuable]
 Tainted Blood Ampoule [expend, eldritch, dangerous]
3x 
Counter Surveillance Gear [1supply]

Vortex Grenade [thrown, complex, dangerous, temporal gate] [+close gate] 
Covert Listening Device
Following drugs can only be added via Research: 
Data Scrambler [area]
 Combat Drug [expend, combat, aggression, dangerous]
3x 
Digital Video Camera [valuable]

Combat Stims [alertness, endurance, expend, experimental] 
Folding Binoculars
 Pain Killer [expend, numbing, experimental] (ignore physical debility)
3x 
Night-Vision Goggles [stealth]
Following cyberware can only be added via Research: 
Radio Equipment [expensive, 3weight]

Audio Implant [amplified sense, communicator, experimental, valuable] 
Short Distance Radio with Earplug

Cyberarm [strong, durable, experimental, valuable] 
Surveillance Gear [3supply, 2weight]

Cyberhand [dexterous, durable, experimental, valuable] 
Telescope

Cyber Eye [removable, recorder, accurate, experimental, valuable] 
Walkie Talkie

Cyber Leg [agile, hidden compartment, experimental, valuable]

Trophy Vault Built Workshop Built


When Trophy Vault is added to your HQ, choose 2. All items are unique unless stated otherwise and cannot When Workshop is added to your HQ, choose 4. These items are all unique unless stated otherwise. Spent or
be replaced without a story element once lost or spent. lost items can be replaced by spending 1Resources during downtime.

Alternate Universe Currency [valuable, veil] 
Armor Piercing Bullets and Slugs [+AP1] (non-unique)

Autopsy Cine Film [decrepit, research, weird] 
Automatic Shotgun [4harm, AP1, area, close, two-handed]

Black Rock Blade [3harm, tight, messy, weird, fragile, binding] 
Cold Iron Bullets [+cold iron] (non-unique)

Black Rock Shard [weird, binding] (non-unique) 
Grenade Launcher [near/far, load with grenades]

Bone Flute [from beyond] 
Heavy Machine Gun [4harm, ranged, area, complex]

Bruno Kowolski Fragments [esoteric, confusing] 
Hollow Point Bullets [+messy, +1harm, +illegal] (non-unique)

Glyph Compass [veil, weird] 
Minigun [5harm, ranged, area, complex, shred, forceful]

Hex Box [secure, weird] 
Rocket Launcher [5harm, ranged, two-handed, AP4, area, break, messy, reload]

Inhaler [recover 5 strain, old, expend, veil] 
Silver Bullets [+silver] (non-unique)

Piper Sunglasses [veil] 
Shotgun Flares [+ignite] (non-unique)

Red Ruby of Dwarka [gate, taint, dangerous, valuable] Following gear can only be added via Research:

Sigil Cube [sigils, weird] (altered Rubiks Cube, needs to be solved before using) 
Breacher Bane Bullets [+bane] (non-unique)

Syringe in a Case [dangerous, experimental, fragile, psionic, taint] 
EDE-kit [3supply, veil]
 Skll Gladius [3harm, close, messy, sharp, veil, valuable]
Tri 
Medikit [3uses, slow] (recover up to 4strain or 1debility)

Paladin Sword [3harm, close, precise, bane]
Downtime
When the party returns from a mission they have a chance to spend downtime Develop HQ: Expend any number of Resources to mark an equal amount
at the HQ. If they do, remove all Clues from the characters and add as much for Development.
Data to Surplus.
Lead Engineers: When you lead the engineering team, add Resources to
Then each player chooses one of the following. Each player must choose differently. Surplus equal to number of facilities with [engineering].
At the end of downtime reduce Resources by one for each facility with [expensive].
Lead Research: When you lead the research team, add Data to Surplus equal
Acquire Accessories: Spend 1Resource (+1Resource for [expensive] and to number of facilities with [research].
[experimental] tags) to mark on item as available for any suitable facility in
your HQ or gain one item (name and detail it). Requires: Listed facility Relax & Recooperate: Recover up to 3strain and remove one Debility. If the
HQ has Medbay, recover all strain and remove physical Debilities. If the HQ
Advance Research: Spend any amount of Data to advance the Research has Dormitory, recover all strain and remove two mental Debilities.
track. When you mark the fifth advance, the Research completed. Choose
one of the completed projects. You HQ now gains full access to it. Requires: Train: Gain +1exp for each facility with [training]. If you have [psychic] you
Laboratory or Beyond Lab may instead choose training from Department Epsilon.

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

Start Here Start Here Start Here

reverse engineering
advaced warafare

combat drugs Magnetic weaponry particle-beams


Proving Grounds gains 1 new drug. One weapon in Armory gain [+1Size], Proving Grounds gains: Proton Pistol Requires: Any [alien], [fringe] or [weird] tech
[bulletless] and [+experimental] . Proving Grounds gains [+research].

Medikit improved magnetics magnetic shielding dimensional emission


Workshop gains: Medikit. Any character One weapon in Armory gains [+1Size]. Remove Armory gains: Magnetic Shield Protector Requires: Completed Breacher Study
may spend downtime to gain [medic] tag [experimental] from all weapons in Armory. The Workshop gains: EDE-kit.
for Education.

blood works Viral therapy hazardous gate burst


Proving Grounds gains Tainted Blood Requires: a Facility with [medical] environment suit Requires: Access to Opening a Portal
Ampoule. Each character has access to Viral Therapy. Armory gains: Aegis Suit Proving Grounds gains: Vortex Grenade
Remove [slow] from Medikit.

improved medikit viral healing Cybertech gate collapsing


Requires: Purification Rituals Each character recovers all Strain and may Add 1 cyberware to Proving Grounds. Vortex Grenade may be used to close a
Medikit can be used to remove one non- remove all non-permanent debilities with Gain access to Install Cyberware during gate.
permanent Taint tell. Relax & Recooperate. downtime.

Start Here Start Here

Breacher study Ancient texts Purification rituals Taint extraction


Requires: Autopsy of a creature from the Beyond Requires: Arcane Library or at least three During downtime every character has access Requires: Completed Viral Therapy
Workshop gains: Breacher Bane Bullets. esoteric books to Purification Rituals during downtime. Gain permanent debility and Taint Tell to become
beyond STUDY

Each character may study forbidden tomes. immune to Taint, but cannot use magic.

arcane warding Lifting the VEil Sigil magic Sigil powers


HQ gains [warded]. Each character has access to Lifting the Veil Each character has access to Sigil Magic. Add 1 Sigil for Sigil Magic.
compicated skill. Add 1 Sigil for Sigil Magic.

Brenner Gate Opening a portal Closing a portal paladin sword


HQ gains Brenner Gate [dangerous, Each character has access to Opening a Each character may use the Opening a Portal The Workshop gains: Paladin Sword.
expensive, gate, unstable] facility. Portal compicated skill. to close a portal.

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

Stats Skills VITALS


Assign: 1,1,2,2,2,3,3 Distribute 10 skill points on one-on-one basis.

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

Kill Switch Resilience


and choose a suitable Tell. Then choose a talent from any
tainted playbook.

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

it is destroyed. *Esoteric Lore Haunted Deformed Compulsive

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.

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.

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 respond with
+1
 to skill FINAL (7+) physical violence
+1
 talent Break
 down mentally You kill a
+1
 talent and go on a killing defenceless or
spree surendered enemy
The Tainted
Handle: background & style Come up or choose one
from each category

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

STats Skills VITALS


Assign: 1,1,1,2,2,3,4 Distribute 10 skill points on one-on-one basis.

Strength Creativity Strain


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 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

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