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PREFACE TO THE DIGITAL EDITION

Thank you for purchasing Once and Future! This book compiles three
expansions that were published separately in electronic PDF but never
appeared in print: New Hires, Agents of Change, and Familiar Spirits.
So as not to inconvenience purchasers of the individual expansions (who
may be using PDFs alongside their Once and Future hardcopies), each
chapter has been left roughly in its original shape. The only
significant changes include some graphic design upgrades,
moving the vehicle and familiar record sheets to the end of
the book, and adding a preview of Inhuman Resources, a
future publication that will feature a variety of cryptids
and other foes of the Knightwatch.
This preview features the Forsworn, a new foe
that the Director can use to spice up your game.
(Because the print-on-demand production for this
book required a certain number of pages, the new
material was added to reach this limit.)

To make your reading experience as comfortable


as possible, please note the following suggestions.

SIZING
Corporia digital products are designed to be eas-
ily read on all tablets and computer monitors. On
tablets, it is best viewed in ‘portrait’ mode show-
ing a single page at a time.
For reading on your desktop monitor, create a
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viewing it just like an open book. You can set this manually
in those programs by selecting these viewing options:
+ VIEW > ZOOM > FIT HEIGHT
+ VIEW > PAGE DISPLAY > TWO-UP
+ VIEW > PAGE DISPLAY > SHOW COVER PAGE DURING
TWO-UP

BOOKMARKS
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icon—typically found in the navigation pane on the left side
of the screen.

HYPERLINKS
When a page number, table, or other such item in this book
is referenced within the text and also appears in blue (like
“see section 7.2|New Archetypes”), you can click on the text to
instantly jump to it. Page numbers that appear on top of art
may be hyperlinked but not blue.
Corporia
once and future

“ From the dawn it seemed there came, but faint


As from beyond the limit of the world,
Like the last echo born of a great cry,
Sounds, as if some fair city were one voice


Around a king returning from his wars.
WHAT IS CORPORIA?
If you’re reading this book, you probably already know what Corporia is. On the other hand,
maybe you found it by accident while browsing through a friend’s bookshelf or in a used
bookstore. So, just for you, let’s recap what Corporia is. The rest of you can skip ahead.
Corporia is a tabletop role-playing game set in ‘the City’, a near-future metropolis ruled
by an alliance of powerful mega-corporations. Players take on the roles of members of the
Knightwatch, the elite supernaturally-powered special operations unit of the Watchman
private security company, under the auspices of its mega-corporate entity Valyant and
Chief Executive Officer Lance Martin—the reincarnated Sir Lancelot du Lac. The Knight-
watch resolve extreme incidents involving manifestations of other-dimensional energies
(aka the Flux), including mutated humans, monsters from exotic dimensions, and corporate
experiments gone wrong.
Members of the Knightwatch have been hand-picked from individuals touched by the
Flux, ironically gaining their abilities from the very force that also transforms innocent
citizens into dangerous mutants and provides fascinating new resources for the mega-corps
to exploit. Exactly how an individual’s powers manifest depends on his or her personality,
social caste, and profession, among other factors.
Because public knowledge of your character’s abilities could lead to him or her being
hunted down by cryptids, criminals, and rival mega-corporate research teams, the Knight-
watch is usually a character’s only family. Thus, how your characters interact with each
other is as much a part of the Corporia
experience as combat, if not more so.
For example, not every character may
agree on the correct action to take
when a child insists on protecting
her ‘imaginary friend’ or when a
doctor starts stealing from
the blood bank to support
his wife’s newly Flux-acquired
vampirism. Your characters’
decisions are as equally
valid a way to provide
conflict as are the threats
of monsters, rogue Virtual
Intelligences, and even
greedy mega-corporate
overlords. It’s all about
role-playing.

2 | WHAT IS CORPORIA?
CREDITS
WRITING, DEVELOPMENT, AND GRAPHIC DESIGN: Mark Plemmons

COVER: Flat-it (Bebas font), Nejron (knight), Vlue (portal street)

INTERIOR ART: Woraphon Banchobdi, Elena Bessonova, cliparts.co, Elnur, Oleg Kozlov, Dario
Lo Presti, Mjth, Nejron, Syda Productions, Vladimirs Poplavskis

BETA PLAYTESTING: Brian Bollivar, Sam Bradley, James Califf, Alex and Amanda Fux, GBE,
Ryan Henthorn, Clarissa Leon, James Livingston, Jeramiah Poff, Jay Rutley, Gabe Stephan

CHAPTER 7: NEW HIRES

ADDITIONAL DEVELOPMENT: Jim Davenport

INTERIOR ART (INTRODUCTION, ARCHETYPES)


Curaphotography, Elisanth, Dario Lo Presti, Nejron, Vladislav Ociacia, Pe3ak, Syda
Productions, Adas Vasiliauskas

INTERIOR ART (WEAPONS AND ARMOR)


Andrii Deviatov, Kontur-vid, Photgrapherlondon

INTERIOR ART (VEHICLES)


Alexroz, Ba-mi, Dave Hansen, Digitalstormcinema, Fckncg, Ninthsun9, Antal Török

CHAPTER 8: AGENTS OF CHANGE

CONTRIBUTING EDITOR: Jay Rutley

INTERIOR ART (INTRODUCTION, ARCHETYPES)


Imageegami, Jacetan, Peter Kim, Mirmoor, Nejron, Pojoslaw

INTERIOR ART (NEW WEAPONS)


Peter Kim, Mjth, Dario Lo Presti, Zabiamdeve

INTERIOR ART (VEHICLES)


Fckncg, Qingwaa, RobWilson39

CHAPTER 9: FAMILIAR SPIRITS

INTERIOR ART (INTRODUCTION, OTHER)


Oleg Kozlov, Splitshire

INTERIOR ART (ANIMAL SILHOUETTES)


all-silhouettes.com, inky2010, openclipart.org, Pearson Scott Foresman, Peileppe

FOR ZOË

CREDITS | 3
CONTENTS
Chapter 7: New Hires
7 | Inside this Chapter
6
10 | Archetypes New Hires
12 | Drone
14 | Juvie
16 | Outcast
18 | Risen
20 | Squire
22 | Sym
24 | Assets
25 | Club Invitation 38
25 | Substance Augments Agents of
26 | Ranged Weapons Change
28 | Melee Weapon Augments
29 | Exosuit Armor
30 | Vehicles

Chapter 8: Agents of Change


39 | Inside this Chapter
39 | Archetypes
40 | Elite
42 | Fringer
44 | Moppet
46 | Rev
48 | Spook
50 | Assets
51 | Supernatural Asset
52 | Special Weapons
54 | Pistols
58 | Vehicles 62
Familiar
Chapter 9: Familiar Spirits Spirits
63 | Conjuring a Familiar
64 | Familiar Abilities
67 | Sample Familiars

Appendices
70 | Index
71 | Vehicle Record Sheet
72 | Familiar Record Sheet
73 | Inhuman Resources
74 | Forsworn

4 | CONTENTS
version 1.0 (print on demand edition)
Copyright © 2016 Brabblemark Press
All rights reserved.

This is a work of fiction. Names, characters, places,


logos, businesses, institutions, organizations, corpo-
rations, products, incidents, and locales either are
coincidental products of the author’s imagination or
are used fictitiously. Pop culture references are
included to help readers capture the look and feel of
Corporia. No violation of copyright or trademark
ownership is intended.

No part of this publication may be reproduced,


distributed, or transmitted for sale in any form or
by any means, including photocopying, recording,
or other electronic or mechanical methods, without
the prior written permission of the publisher.
Reproducing brief quotations for critical reviews
and certain other non-commercial uses permit-
ted by copyright law are fine. Permission is
granted to photo-copy or print any pages for
individual personal use, not for distribution.

www.brabblemark.com
7
NEW HIRES

7 | WHAT IS NEW HIRES? 25 | SUBSTANCE AUGMENTS


WHAT IT IS AND HOW IT CAME TO BE. DESIGNER DRUGS ON THE STREET

8 | STRANGER THAN FICTION 26 | QUEST MAGAZINE BONUS


A TALE OF THE KNIGHTWATCH. POWERFUL NEW BLACK MARKET
WEAPONS, AUGMENTS, AND EXOSUIT
10 | ARCHETYPES
NEW ‘CLASSES’ OF PCS. 30 | VEHICLES
MODES OF TRANSPORT FOR CIVILIANS
24 | ASSETS AND SECURITY FORCES
NEW CHARACTER-ENHANCING BONUSES.
7.1 | WHAT IS NEW HIRES?
This first expansion of the Corporia tabletop role-playing game was initially created as
a reward for certain sponsors (i.e., Kickstarter backers) of the limited edition hardcover
rules. Thus, it contains a miscellany of Kickstarter ‘reach goal’ and ‘stretch goal’ items,
as well as additional material that can be used to supplement the material in the Cor-
poria rulebook. As always, however, the Director has the final say on what rules apply,
so be sure to check and see whether this expansion is allowed in your game.

7.1.1 | CHAPTER AND SECTION NUMBERING


One of the first things you’ve surely noticed by now is that this expansion starts with
Chapter 7|New Hires. No, it’s not a mistake; it’s because the Corporia core rulebook
ended with Chapter 6|Game Mastery. Each expansion in the Corporia series will carry
on the numbering in sequence to make it as easy as possible to cross-reference between
books and variant digital editions. For example, section 1.1 will always be in the same
rulebook, and you won’t have to worry about whether it’s section 1.1 in the core rulebook
or section 1.1 in one of several expansions.
This compatibility only applies between rulebooks, not other game resources (e.g., a
character generation guide or book of adventures). Of course, the books may be subject
to minor changes as the chapters are updated or compiled, as with this book.

7.1.2 | INSIDE THIS CHAPTER


Section 7.2 contains new and unusual archetypes that are mostly appropriate for ‘loner’
personality types. The Director may consider limiting the number of these archetypes in
his or her campaign—such as only to a single archetype of each, or only to experienced
players who can handle the challenge of the role. Section 7.3 features new assets that
work well with these new archetypes, but can still be used with characters from earlier
chapters. Section 7.4 includes new substance augments (aka drugs), along with an in-
game invitation that allows your character entry into a special event at the Jabberwock,
a Madison district club further described in section 5.8.14. Section 7.5 provides several
new ranged weapons and melee weapon augments, if your character needs a little more
firepower. An OmniCorp advertisement shows the Weyland 864 exosuit—an item that
can be purchased as player armor, but is not included as part of the standard armory
loadout from section 4.1. Next, Section 7.6 shows some basic car models commonly seen
in the City. The vehicle record sheet that originally appeared immediately following that
section has been moved to the appendices.

DOCUMENT: STRANGER THAN FICTION | 7.1.3

In Corporia products, sidebars like this indicate


that the next pages provide you a first-person
glimpse into the setting, with advertisements,
tourist guides, and other documents. The pages
immediately following display a portion of an
unpublished novel by a Knightwatch employee.
Revealing these secrets is, of course, prohibited,
and this employee is rumored to have been
terminated—with extreme prejudice.

INTRODUCTION | 7
I’m going about my daily routine when my world turns inside out. The world starts to
swim around me, my eyes squint as they’re overwhelmed by a blaze of colors, and my
ears hear only the rushing sound of a great wind. Blackness overtakes me.
I awake to find myself lying in a hospital bed, staring up through a holographic overlay
of my form, into the eyes of what seems to be a doctor in a white coat. I try to speak,
but my mouth and throat are parched and my brain so in a whirl that my responses are
vague and certainly immaterial.
She talks briefly of strange readings, inquires whether I have a history of epileptic
fits, murmurs some reassuring words, and leaves. I spend the rest of the day in bed.
When not slipping in and out of consciousness, I spend the time bored by the endless
hours of reality shows, survivor games, and advertisements blaring from the ultra-
definition UD tv on the opposite wall. An antique remote control is mounted on my bedrail
just out of arm’s reach, even if I had control of my limbs. I feel the neck of a hospital
gown rub against my last-gen EyePhone’s nearly invisible throat patch, and the familiar
sensation of the implants in both ears, but voice activation fails, even though I speak as
loudly as my dry mouth will allow. Then I see it—an old HD screen on the far wall:
“SHIELDED ROOM. BREAK THE FEEDBACK WITH THE NEW EYEPHONE 2.0. YOUR LOVED ONES WILL
THANK YOU. THIS ADVERTISEMENT BROUGHT TO YOU BY LEOLINE.” No communication with the
outside world, then. It makes me wish I’d spent my last paycheck on that upgrade.
Unable to raise myself from the bio-bed, I stare at the tv until I fall asleep.
It’s the middle of the night when they appear—three silhouettes (or is it four?) lit by
the flickering tv screen—in a combination that can only be described as eclectic. A silent,
efficient woman dressed in black, who rapidly unhooks the machinery surrounding me,
tapping one-handed at the air as she somehow accesses her own augmented reality
apps even while inside the shielded room. A bulky, dark-skinned man in a hooded athletic
jacket and what surely can’t be a large sword handle jutting from a sheath at his waist.
And one other person—no, two—a man in an immaculately tailored suit speaking with
the medic I encountered earlier. His low, firm tones radiate power and control, and the
medic nods in silent agreement.
As the large man scoops me from the bed and bundles me over his shoulder, I feel
a rush of fear and adrenalin, recalling the latest rumors that the survivor games have
resorted to kidnapping contestants. What is indeed a large scabbard hangs from his
waist, the handle of its sword beckoning me to grasp it and cut down these intruders,
though I’ve never handled such a blade in my life. Yet, a glimmer of instinct tells me not
to resist. The doctor catches my eye as I’m hauled past, walking quickly away with a
guilty face and a shaking hand that slips a shiny black card into her coat pocket.
Their footsteps echo through the empty hallways and down the stairs into the
underground garage, where I’m stuffed into the backseat of a small, bright pink economy
car. It’s a mode of transport that seems a source of contention with the driver, a sullen
juvenile in a school uniform emblazoned with corporate logos. “Enough,” the black-clad
woman speaks, in a tone that brooks no opposition, and indeed gets none. “If you don’t
want to be conspicuous, you have to be conspicuous.” It’s a statement that fogs my
head even more than my current condition. “Drive,” she says.
“Hold on to your panties,” the driver calls back over his shoulder, waving a small
plastic rod at the dashboard like a conjurer at a party before pressing the accelerator to
the floor. Traffic and pedestrians blur past the windows as my stomach heaves and the
car hurtles through the streets at top speed, yet brushes past obstacles with a surprising
tenderness and not a single collision. The digital readouts on the windscreen flip back
and forth as they try to readjust. “It’s my own spell!” the driver grins at me, blatantly
ignoring the car’s progress. Even in my befuddled state, I wonder what the traffic cameras
make of all this, as the driver turns back to spin the wheel and send the vehicle diving
down an underground ramp and into an empty parking spot with the grace of a
hummingbird. “Everybody out.”
I feel my strength returning during the trip up (or down?) the elevator and I
stumble less frequently as they drag me through the corridors with their multiple biometric
scanners, prominent cameras, and other security features, but it’s too late to resist now.
Whoever these people are, they’re still the ones in control.
Just as my lips start to form one of the many complaints and questions that swirl
through my head, my captors turn me to face a particular door. The only difference
between this one and the many others I passed is the readout on its silver-edged plaque,
a digital label transitioning seamlessly between the phrases: ‘VALYANT’ and ‘BRIEFING ROOM
1’ and ‘IN USE’.
Inside is a room much like every generic corporate meeting room I’ve ever seen or
imagined—an elegant, minimalist space with a central table (no doubt integrated with
augmented reality projectors tied into the company servers), comfortable chairs, and rich
energy-scavenging fiber carpet. At one end stand a trio of well-dressed individuals. In
the center, a stocky man with a stern face, graying hair, and an aura of command. Flank-
ing him are a much younger woman with a severe face, eying me coldly through square-
framed glasses, and a well-armed man dressed in the combat fatigues of Watchman
private security, so well known in The City. They could be a corporate executive with his
assistant and bodyguard.
“Good day,” says the older man, as I’m prodded forward. “I’m glad you could join
us. You’re one of us, after all. Your new abilities...” he pauses, seeing no comprehension
in my face. “I said nought,” my dark-skinned captor shrugs, before continuing in his oddly
inflected accent. “That’s your job.”
The man exhales softly, the only sign of irritation he gives, then sits carefully in what
I now see is a wheelchair. “As we don’t have much time, I must be brief.” A short pause,
then he continues. “You’ve been unconscious for weeks. Your condition was—is—neither
medical nor permanent, only a temporary weakness while your body acclimates to the
powers granted you by the Flux. And they are powers you will need, if you hope to survive,
and aid our new Order of the Round Table.”
“No,” he says, holding up a reassuring hand at the look on my face, “I am not
insane, nor am I your enemy. Our war is with those who would capture, control, and
dissect you merely to increase their power, or to improve their knowledge of the
ancient magics now returned to this world. And, yes, I know how that sounds, but it is
true. The old magics are back, along with monstrous creatures and persons infused with
arcane power. They’re out there now, in the streets and in the boardroom empires, and
only we can stop them from ushering in a new Dark Age of man.
You see, our best resources foresee a great darkness when the forces of Chaos will
gain power over the Earth, and magicians and monsters will rule over an enslaved human
population. Each manifestation of the Flux brings the world one step closer to the fall of
Order, and only the Knightwatch has any hope of stopping it.” He pauses, obviously
seeing the questions on my face, then speaks again.
“We are your allies. We are the Knightwatch. And you are one of us now.”
7.2 | NEW ARCHETYPES
This section details six new character archetypes: the Drone, Juvie, Squire, Outcast,
Risen, and Sym. Of these six, the latter three are special (i.e., rare or unusual) archetypes
that should be used with discretion.
The Risen is especially different from the other archetypes since—unless the Director
decrees otherwise—new characters cannot start the game with this archetype. Instead,
the Risen is a ‘layer’ or ‘add-on’ for an existing archetype. Only when a character dies can
he or she come back from the grave as a Risen.

7.2.1 | ARCHETYPE DETAILS


This section returns from the core rules for ease of
reference, explaining the items listed within each of
the following archetypes.
7.1 | NEW ARCHETYPES
BACKGROUND. Where is he from? How old is he?
How was his childhood? What was his career before
being recruited by the Knightwatch? And so on. DRONE ...................................P12
The Knightwatch keeps an eye on hospitals and JUVIE .......................................P14
news reports in order to locate potential recruits— SQUIRE ...................................P20
but why did your PC join them? Is she afraid of
being captured and dissected by another mega- NEW SPECIAL ARCHETYPES
corporation? Does she have a family to support? Or
does she just ‘get off’ on the adrenalin rush? OUTCAST ...............................P16
SIGNS AND PERSONALITY TRAITS. Starting charac- RISEN ......................................P18
ters should have three public traits and one private SYM ........................................P22
trait of your choosing. Traits define much about the
PC’s goals, motivations, personality, and how he
reacts to new people and new challenges. For more
information, see section 2.2|Select Personality Traits.
NAMES. A character’s name or alias usually reflects who he is. The name ‘Razor’ sounds
like a Radical with violent tendencies and talent with a blade, while Alain Winterbottom
the Fourth sounds like a Suit with high resources. Of course, you can also twist this
around. There are lots of big guys nicknamed ‘Tiny,’ after all.
LOOK. Your character’s ‘look’ is his style (e.g., business, metro, punk, etc.), but you
should also consider his appearance. How tall is he? What color are his eyes? What’s his
hair style and color? Is he slim, fat, or muscular? Is he dark or pale?
Knightwatch teams often need to move through the urban environment without draw-
ing attention, and so aren’t required to wear the standard Watchman uniforms.
ROLE. A character’s role is his typical position within the group dynamic. Of course,
his level of enthusiasm can vary. Even Knights-Errant may despair of the cruelty of the
modern world, and follow their oaths as little as possible. Other PCs may be less interested
in justice than in the steady job and the money.
KEY CORE VALUES AND SKILLS. This section lists the most frequently used core
values and skills for a particular character concept. If you decide to combine multiple
concepts for your character, like a Knight-Errant and Lister, you’ll need to decide what
abilities your character focuses on mastering; see sections 2.3 to 2.5 of the core rulebook.
ASSETS. A character’s assets include any other unusual abilities, as well as funds,
resources, and networks. Each archetype has one asset that the PC can purchase more
cheaply than other characters can. See Chapter 3|Assets for more info.

10 | TABLE 7.1: NEW ARCHETYPES


WEAPONS AND EQUIPMENT. Some archetypes are more suited to particular items.
Sneaky characters are more likely to favor light, camouflage equipment and silent
weapons, for instance, while street fighters might prefer heavy armor along with loud but
powerful firearms. See Chapter 4|Expenses of the core rules for more details.
AUGMENTS. The term ‘augments’ is short for ‘augmentations’, which include biological,
mechanical, nanotechnological, and similar improvements or additions to the human body.
This section details some augments most common to a particular archetype. Review
section 2.4.11|Augments for further specifics.
INSPIRATION. Feel free to imitate characters from comics, novels, movies, or
television, within reason. This section provides examples you may know.
SAMPLE STATISTICS BLOCK. Each sample archetype includes a statistics block. The first
paragraph is a quick summary of general combat abilities for easy reference, while the
following paragraphs list abilities, assets, augments, traits, and sample names.
Corporia’s ‘stat block’ is much like those of other role-playing games, but with its own
formatting. Don’t worry; using it will quickly become second nature!

Here’s a detailed look at each item in the Quick Reference combat summary:
QR: INITIATIVE + [WIT + INSTINCT]; ATTACK + [STR + FISTICUFFS] UNARMED [DAMAGE FROM STR], + [STR +
GETTING MEDIEVAL] MELEE [MELEE WEAPON DAMAGE], + [DFT + FIREARMS] RANGED, [RANGED WEAPON DAMAGE]; DEFENSE
+ [DFT + ATHLETICS –ANY ARMOR/SHIELD MODIFIERS]; DAMAGE REDUCTION VS MELEE/VS HIGH VELOCITY (RANGED)/VS
ENERGY (ARMOR DESCRIPTION); MAXIMUM WOUND LEVEL [MTL X 2]

And here’s that same summary again, but abbreviated with statistics:
QR: INIT +5; ATK +6 UNARMED [3 STR], +6 MELEE [3 + 1D8 COM/BAT], +7 RANGED [2D6 PISTOL]; DEF +3
(5 – 2 ARMOR); DR 6/12/7 (MED MOD, SILKSKIN); WD 6

Headhunters are always


on the lookout for new
‘archetypes.’

CHARACTER CREATION | 11
“ I’m the
criminal you
deserve.

drone 7.2.2
Persons convicted of a crime are pledged to a
mega-corporation for repayment, with the Drones, convicted criminals
level of security (jail or e-monitoring) depend- working to pay off corporate
ing on the offense. Each DRONE receives mini-
debt, often focus on:
mum accommodations in a capsule hotel or
industry prison facility, clothing appropriate
to the dress code, and daily travel and food Core Values: MTL, KNO
allowances (deducted from wages). Ironically, Skills: Crime, Fisticuffs, Getting
citizens often commit worse crimes after Medieval
becoming Drones. It begins in small ways, Archetypal Asset: Syndicate
progressing until they are willing to sell body
Other Assets: Network
and soul to bring in extra unreported income
on illegal ‘black cards.’ Once they work off the Weapons: Fisticuffs, Knives
cost of the crime, they can leave or ask to be Armor: Light body, Suit Weave
hired as a paid employee. Augments: Artificial Limb,
BACKGROUND. Your character was sent to Eyephone+
prison or indentured to a mega-corp (select one
from section 5.8.22 | Mega-Corporations). This
is usually because of debt, but other possibilities include shoplifting, damage to property,
fraud, and embezzlement. It is illegal for former drones to own weapons.
SIGNS AND PERSONALITY TRAITS. Cancer, Virgo, Libra, and Pisces are common. Many
Drones are arrogant and boastful, but can also be brave, daring, and proud.
NAMES. A Drone’s legal surname is that of his employer (e.g., Sam Globex). For example,
Alan Vidserve is initially indebted to Vidserve, a subsidiary of the Akihabara Group. When
transferred to Transmac, he becomes Alan Transmac. Persons with two jobs may hyphen-
ate (e.g., Sam Globex-Government). Some businesses assign a single word or acronym, so
that John, employed by Are You Smarter Than a Trillionaire, Inc., is John Trillionaire.
LOOK. Drones wear what are referred to as ‘four-piece suits’, ranging from a brightly
colored prison uniform to a three-piece suit, with some form of electronic restraint—and
tracker—built into a locked ankle monitor. A Drone without this restraint can be punished
with a sizable fee, so few ever ‘lose’ it. Drones often have one or more artificial limbs.
ROLE. Drone PCs are indebted to another mega-corp (not Valyant) and serve as special
informants, providing access to information and locations not normally available. Drones
know how to contact black markets and criminal syndicates, either as a member or through
an intermediary. Drones are usually decent melee fighters with the stamina to survive,
though a few feel expendable and suicidal.
INSPIRATION. For male Drones, think of Lincoln Buroughs (Prison Break), Randall
‘Memphis’ Raines (Gone in 60 Seconds), Jean Valjean (Les Misérables), as well as various
characters from the Godfather or the Sopranos. For females, consider Galina "Red"
Reznikov and the variety of other inmates from Orange is the New Black.

SAMPLE DRONE
QR: INIT +5; ATK +7 unarmed [3 STR + 3], +7 melee [3 + 1D8 com/bat], +4 ranged [2D6 pistol];
DEF +5; DR 3/2/1 (Hardened, Suit Weave); WD 6
Abilities: STR 3, Fisticuffs 4, Getting Medieval 4; DFT 2, Athletics 3, Firearms 2; MTL 3, Valor 0;
KNO 2, Crime 3; WIT 3, Influence 2, Instinct 2+1; MGK 1
Assets: Bravado, Network 4, Prudent, Street Fighter; $6,500
Augments: EyePhone, EyePad, EyePhoto, Hardened
Traits: Creative, Greedy, Skeptical; Enjoys violence
Name: Jane Globex

ARCHETYPE: THE DRONE | 13



juvie
Somebody get
me a prom dress
and a bucket of


7.2.3
pig’s blood.
In certain teens and ‘tweens’ touched by the
Flux, the first rush of magical energy—in com- Juvies, bullied teenagers taking
bination with teenage trauma and hormones—
revenge on the world that
unbalances their minds and gives them strange
powers unlike anything their classmates could
wronged them, often focus on:
have imagined. These homicidal youngsters are
known as JUVIES. Core Values: DFT, WIT, MGK
BACKGROUND. Most Juvies have a traumatic Skills: Instinct, spell discipline
childhood lurking in the past, usually caused by Archetypal Asset: Stalwart
a verbally or physically abusive parent, step-
Other Assets: Neurotik
parent, relative, or other such guardian. This
unhappy childhood is often further damaged by Weapons: Pistols, Knives
peers who enjoy bullying and humiliating the Armor: Light body, Suit Weave
Juvie, leaving no respite even when away from Augments: Eyephone+, other
home. In time, the Juvie committed a twisted
act of revenge on his or her tormentors, and was
placed in an institution. Eventually the Juvie escaped or was released, coming to the
attention of the Knightwatch.
SIGNS AND PERSONALITY TRAITS. The most common signs are Aries, Scorpio, Capricorn,
and Aquarius. Juvies may be sympathetic when shown kindness, but are easily angered,
and the least hint of betrayal inspires ferocious anger and extreme violence.
NAMES. Many Juvies have a hated nickname that drives them into a slow-burning or
immediate rage. They may also have unusual names, or names that rhyme easily, which
their childhood bullies used to great effect.
LOOK. A Juvie wears the corporate school uniform with the logo and colors associated
with the school’s corporate sponsor. Because few Juvies come from wealthy backgrounds,
their casual clothes are rarely the height of fashion.
ROLE. Juvies know the youthful slang, activities, and hangouts that are unknown to
the older crowd. When combined with Knights-Errant or some form of magic-wielder, they
can bring surprise firepower against an unsuspecting opponent.
ASSETS. Juvies usually have a mix of assets that benefit their combat skills and their
influence over others. They may have funding that comes from a trust or inheritance,
especially if their parents died in a ‘mysterious accident.’
AUGMENTS. Many Juvies seem constantly ‘zoned out’ as they stare at their EyePhones,
using them to escape into fantasy realities. Almost any augment is possible, depending on
their wealth and background.
INSPIRATION. Some inspiration for fictional Juvies includes Anakin Skywalker (Star
Wars episodes 2–3), Andrew Detmer (Chronicle), Carrie White (Carrie), Jennifer Hills
(I Spit on Your Grave), Hayley Stark (Hard Candy), James Tresswick and Mark Vincent
(Acolytes), and the harassed students at Sunnydale High (Buffy the Vampire Slayer).

SAMPLE JUVIE
QR: INIT +5; ATK +3 unarmed [2 STR], +5 melee [2 + 1d0 longsword], +3 ranged [2D6 pistol];
DEF +4; DR 2/2/1 (Suit Weave); WD 4
Abilities: STR 2, Fisticuffs 1, Getting Medieval 3; DFT 2, Athletics 2, Firearms 1; MTL 2, Valor 0;
KNO 2, Psychology 3; WIT 2, Influence 2, Instinct 3; MGK 2, Elemental 3
Assets: Bravado, Knight’s Prowess, Unsensitive; Neurotik (Elemental); $6,500
Augments: EyePhone, EyePad, EyePhoto, Speedster
Traits: Fearless, Intellectual, Orphan; Multiple Personality
Name: Erika Blake

ARCHETYPE: THE JUVIE | 15


“ I am your
ally, not


your friend.

outcast 7.2.4
In another dimension dwell humanoids resem-
bling twisted parodies of Man, serving as
slavelords and overseers in a hellish feudal
society. Individuals whose deeds offend some
Outcasts, fiends living among
greater lord or who are betrayed by their humanity, often focus on:
fellows may be summarily hurled into known
'places of unbeing' (what the Knightwatch know Core Values: MGK and KNO, or
as Flux anomalies). Those few who come DFT and WIT, or STR and MTL
through a rift alive find that they have been Skills: Instinct, spell discipline
deposited in a hideously clean and orderly
metropolis that is populated by smooth-skinned
Archetypal Asset: Acute
humans. If they manage to evade the local Other Assets: Bloodline, Lady
security forces, they often find refuge in the Luck, Fortitude, Neurotik
subways and underground malls, ruling over Weapons: Knives, Swords
gangs of morlocks and other Flux-twisted crea- Armor: Light body, Suit Weave
tures. When encountered by the Knightwatch,
Augments: one as native ability
they are summarily captured or executed.
BACKGROUND. Few captured Outcasts have
been persuasive enough to convince Lancelot that they could be of use, and most were
double-agents of Chaos. Your character may be a trustworthy (so far) Outcast, or perhaps
a traitor who 'accidentally' follows the wrong clues. He might also simply be biding time
until he can find the right anomaly to take him home.
SIGNS AND PERSONALITY TRAITS. If the constellations in the Outcast's former realm were
not mis-aligned, he or she would probably have been born under Aries, Scorpio, Sagittarius,
or Aquarius. Though most are brutish, scheming, and murderous, they are not inherently
evil (or good). Their feudal-like society means that they feel closest in kinship to Knights-
Errant. They often projectile spit when they speak. They may understand high tech devices
but not basic mechanics, or intellectual sciences but not the formulas of human scientists.
NAMES. An Outcast’s name resembles twisted Greek or Latin (with a ‘k’ instead of a ‘c’
where appropriate), such as Inimikus, Magnis, Striktus, Kogitare, and Igniss.
LOOK. Outcasts favor suits, the dimensional equivalent of royal robes, but must don
hoodies and other concealing clothes when in public. Most dislike having to wear disguises.
ROLE. When confronting cryptids, an Outcast’s presence may cause the foe to hesitate,
or convince a cryptid that the team does not necessarily demand its death.
AUGMENTS. Because of their alien physiology, Outcasts cannot have personal augments.
If you want one for the free Knightwatch augment, choose one (excluding EyePhones and
prosthetics) as a hereditary ability that does the same thing.
INSPIRATION. You might get ideas from Anya (Buffy the Vampire Slayer), Etrigan (the
Demon), Hellboy (Hellboy), Illyria or Lorne (Angel), Janet the weevil (Torchwood), Ka
D'Argo (Farscape), and Odo or Worf (Star Trek).

SAMPLE OUTCAST
QR: INIT +6; ATK +7 unarmed [3 STR + 2], +7 melee [3 + 1D10 longsword + 2], +4 ranged
[2D6 pistol]; DEF +5 (7 – 2 armor); DR 6/10/7 (med modern); WD 8
Abilities: STR 3, Fisticuffs 4, Getting Medieval 4; DFT 3, Athletics 4, Firearms 1; MTL 4, Valor 0;
KNO 1; WIT 2, Influence 3, Instinct 4; MGK 1
Assets: Acute (sight, sound), Knight’s Prowess, Lady Luck; $10,000
Augments (Hereditary): Metamuscle
Traits: Aggressive, Arrogant, Tactless; Enjoys the Taste of Humans
Name: Thanakos

ARCHETYPE: THE OUTCAST | 17


“Death
becomes
me.

risen 7.2.5
RISEN are the walking dead. Their autonomic Risen, slain characters that
body functions have shut down; they have no even death cannot stop, often
sense of smell, taste, or touch, blood does not focus on:
pump, food does not digest, and they breathe
only to speak. They cannot feel pleasure or
Core Values: KNO, WIT, MGK
pain, and cannot heal, making their reprieve
from the grave only temporary at best. Skills: Athletics
BACKGROUND. When a PC dies, the Director Archetypal Asset: unchanged
may allow a return as one of the Risen. Other Assets: Stalwart
SIGNS AND PERSONALITY TRAITS. Risen gain a Weapons: Pistol, other firearms
fourth public trait of the player's choice, reflect-
Armor: Heavy body, Suit Weave
ing the character's new status. This is often
revenge-based trait targeting their killer, but
Augments: cannnot gain new
others include Apathetic, Easily Irritated,
Sadistic, Cynical, Suicidal, and Thrillseeker.
NAMES. Risen often get ‘zombie’ nicknames like Deadhead, Stiff, Zed, and so on.
LOOK. Risen suffer from graying of the epidermis and orange coloration in the iris. They
often wear heavy clothing to conceal their flesh—as well as bandages and wrappings.
ROLE. Lacking body heat, Risen can walk undetected past thermal sensors and through
radiation or a cloud of knockout gas without faltering. Their inability to heal means that
they favor heavily defended positions, except when a desire for revenge overcomes caution.
KEY CORE VALUES AND SKILLS. Risen can no longer spend Building Points on STR, DFT, or
MTL. To help with avoiding damage, BP are perhaps best spent on Athletics.
ASSETS. Assets from their time among the living still apply, though Risen may (if the
numbers and the Director allow) trade previous assets for Stalwart.
AUGMENTS. Previous augments function, but Risen cannot gain a new augment. The only
exception is a prosthetic limb, though this is restricted to lesser-quality robotic stump
attachments that impose a –2 Athletics penalty (instead of the normal –1). As with neural-
biosynthetic limbs, the first wound to a robotic limb can be ignored and causes no penalties.
LIFE AND UNDEATH. Risen function until they suffer a total number of head wounds equal
to their MTL. Damage to other body parts causes wounds, but Risen remain active without
the need for stabilization checks, no matter how many wounds they suffer. Wounds can’t
be healed and wound penalties are cumulative. For instance, a Risen that incurs a wound
to his right arm in three separate battles suffers from a total –3 penalty to use of that limb.
Each visible wound imposes a cumulative –2 penalty on Influence checks (or
–1 if ‘mended’). To mend damage from blades, the wound must be repaired (sewn, glued,
bandaged, etc.) with a successful [KNO + Medicine] check vs TN 5 or higher.
Wounds from bludgeoning weapons have a 40 – [MTL x 3]% chance of breaking a bone.
Broken bones can be mended with a [KNO + Medicine] or [KNO + Engineering] check vs
TN 9, and a handful of pins, plates, rods, and screws.

SAMPLE RISEN [Former Suit]


QR: INIT +6; ATK +3 unarmed [STR 1], +4 melee [2+1d6 short sword], +5 ranged [2d6 pistol];
DEF +5; DR 2/2/1 (suit weave); WD 6
Abilities: STR 2, Fisticuffs 1, Getting Medieval 2; DFT 2, Athletics 3, Firearms 3; MTL 3, Valor 0;
KNO 3, Business 5; WIT 3, Influence 3, Instinct 3; MGK 1
Assets: Funding 3, Network 2, Stalwart; $51,800
Augments: EyePhone, EyePad, EyePhoto, Nanodetoxifiers
Traits: Headstrong, Manipulative, Tactless, Vengeful; Still owes a favor to OmniCorp
Name: Whitney Holland

ARCHETYPE: THE RISEN | 19


“ So where
do I


sign up?

squire 7.2.6
No matter how hard Valyant tries to keep its
secrets, there will always be someone who Squires, sci-fi/fantasy devotees
blabs—QUEST magazine is proof enough of eager to join the Arthurian
that—and the romanticism of the Arthurian cause, often focus on:
age is still well loved among scholars, intellec-
tuals, and fans of science-fiction and fantasy. Core Values: DFT, KNO, MGK
Although many such Flux-altered romantics
Skills: Humanities, Sciences
become Sorcerers or Witchers and are quickly
spotted and recruited by the Knightwatch, Archetypal Asset: Geek Cred
others find themselves with less flashy abilities Other Assets: Lady Luck, Quester
and no outlet for their use. Learning of the Weapons: Raypier, X-Calibre
Knightwatch, these starry-eyed SQUIRES eagerly Armor: E-shields, Suit Weave
present themselves ready to follow the Knight’s
Augments: EyePhone+, Silkskin,
Code, learn magic, and ‘go on adventures.’
BACKGROUND. Despite the character’s newly- Hardened
acquired Flux abilities, the Squire still went
unnoticed by Valyant (or worse, was thought to be not worth recruiting). Obsessed with
learning the truth, it wasn’t too long before some refined ‘net searching and brainpower
led the Squire to deduce the existence of the Knightwatch. A Squire may have performed
a heroic act in order to attract their attention or simply been spotted online asking too
many awkward questions. Rather than leave the Squire out in the cold, Valyant finally
decided to bring the character onboard.
SIGNS AND PERSONALITY TRAITS. Aries, Taurus, Libra, and Capricorn are common astrolog-
ical signs for Squires. They are often quite knowledgeable about obscure trivia, but they
frequently jump to conclusions and may sometimes have difficulty distinguishing between
fiction and reality.
NAMES. A Squire’s teammates often refer to him or her simply as ‘Squire.’ Even Squires
who’ve survived many dangerous missions may prefer to keep this title as a nickname or
‘code name’ that colleagues have come to respect.
LOOK. New Squires tend to favor outlandish costumes based on what they’ve seen in
fiction, but with no real basis in historical fashion. Others prefer laid-back casual clothing
or vintage clothes with accents of leather and faux-fur.
ROLE. Squires assist their teammates in routine tasks while attempting to ‘be all they
can be.’ In combat, inexperienced Squires best stay out of the line of fire, hanging back to
warn of additional dangers and snipe foes from a safe distance.
INSPIRATION. If you want inspiration from fictional Squires, consider Chuck Bartowski
(Chuck), Wesley Crusher (Star Trek: The Next Generation), Burton Guster (Psych), Dave
Lizewski (Kick-Ass), Wee Hughie (the Boys), Hiro Nakamura (Heroes), and Spencer Reid
(Criminal Minds), plus just about any young ‘new meat’ soldier in a variety of war movies.

SAMPLE SQUIRE
QR: INIT +6; ATK +2 unarmed [STR 1], +3 melee [1+1d6 short sword], +7 ranged [2d6 pistol];
DEF +7; DR 2/4/1 (suit weave, silkskin); WD 4
Abilities: STR 1, Fisticuffs 1, Getting Medieval 2; DFT 3, Athletics 4, Firearms 4; MTL 2, Valor 1;
KNO 3, History 3; WIT 3, Influence 3, Instinct 3; MGK 2
Assets: Funding 1, Geek Cred, Knight’s Prowess, Lionheart 2; $31,500
Augments: EyePhone, EyePad, EyePhoto, Silkskin
Traits: Gullible, Impatient, Swayed by Emotion; Insecure About Her Usefulness
Name: Sara Cooper

ARCHETYPE: THE SQUIRE | 21



I’m not really
alive. But then
again, who is?

sym 7.2.7
The first SYMS were full-body remote prosthetics Syms, artificial humans now
mimicking human movement. Remotely oper-
powered by science and magic,
ated by electrodes implanted in a human’s
brain, they provided greater function and inde- often focus on:
pendence for people with debilitating condi-
tions, and were just beginning to take their Core Values: STR, MTL, KNO
place on the corporate battlefields as remote- Skills: Firearms, Sciences
controlled soldiers. During the first eruption of Archetypal Asset: Sustained
the Flux, all active symbiotic connections were
severed, and the Sym ‘woke up’ with enough of
Other Assets: Hack, Quester,
the user’s brain imprinted onto it to allow inde- Traceur, Weapon Master
pendent function. Symbiotics inactive at the Weapons: RIfle, X-Calibre
time of the first Flux were unaffected. Armor: Heavy body, Suit Weave
BACKGROUND. After the first Flux freed all of Augments: EyePhone+, Speedster,
the then-active symbiotics from user control,
Spec.Tac.Le, Metamuscle
your Sym probably fled into the urban sprawl
only to be found by the Knightwatch.
SIGNS AND PERSONALITY TRAITS. Syms have an ‘incept date’ (when awakened) rather than
a birth date. Any traits are those of their former human controllers, often Virgo, Scorpio,
or Capricorn. Their programming allows them to simulate emotions as a situation requires,
but they lack true sympathy, pity, and the ability to ‘catch’ emotions (such as the desire to
join an angry mob). They have difficulty understanding what someone is thinking or feeling,
and have no innate desire to help or care for people beyond the demands of the mission.
NAMES. Most originally had a single name followed by numbers, such as Johnny 5.
Combat models were referred to as RATs (Remote Automotive Troops), such as RAT-004.
LOOK. Syms conceal themselves with utilitarian clothing without frills or flashy colors.
Should their clothing become damaged, they often remove it entirely or select whatever
clothing is available (such as from a fallen enemy or a shop window).
ROLE. Military models may serve as a ‘tank’ to inflict and receive damage, while a
medical model’s support options depend on the skills of the former user. Even if a model
has the hardware and software to act as a Hacker, it may not have the skills or assets.
KEY CORE VALUES AND SKILLS. Syms cannot be Gifted or Fluxed. Its STR, DFT, and MTL
scores represent the usage and durability of its plastiskin frame, on which skin guns are
only half effective (double the normal skin gun healing time). For magical healing, use the
appropriate Spiritism spells but cast with Technomancy instead. Serious wounds must be
repaired with Sciences: Mechanical checks instead of Sciences: Medicine.
INSPIRATION. If you need inspiration for your Sym, consider Cameron (the Sarah Connor
Chronicles), Data (Star Trek: The Next Generation), Legion (Mass Effect), Pris, Rachael,
Roy, and Zhora (Blade Runner), the T-800 (Terminator), and the Vision (Marvel Comics).

SAMPLE SYM
QR: INIT 3; ATK +5 unarmed [STR 3], +6 melee [3+1d8 com/bat], +7+1 ranged [2d6 pistol];
DEF +7; DR 2/4/1 (suit weave, silkskin); WD 6
Abilities: STR 3, Fisticuffs 2, Getting Medieval 3; DFT 3, Athletics 4, Firearms 4; MTL 3,
Valor 0; KNO 3, Medicine 3+1, Physics 1+1; WIT 1, Influence 1, Instinct 2+1; MGK 1
Assets: Funding 1, Prudent, Quester (Sciences), Sustained, Traceur 2, Weapon Master (pistol);
$31,500
Augments: EyePhone, EyePad, EyePhoto, Silkskin
Traits: Perfectionist, Rational Thinker, Reliable; Believes humans should be ruled by machines
Name: Talus XL9

ARCHETYPE: THE SYM | 23


7.3 | NEW ASSETS
This section provides some special talents for your characters. Deduct the point cost from
the amount provided by your Core Competency. General assets can be purchased after each
gaming session using Building Points, but costs (not results) are doubled.
With the exception of the Risen and Sym, which have special asset rules as described
in those sections, each of the new archetypes receives a discount on one particular asset,
noted below.

7.3.1 | GENERAL ASSETS


ACUTE (2; OUTCASTS GET TWO SELECTIONS FREE) | 7.3.1.1
Your character’s senses are particularly effective, giving him a +1 bonus on ability checks
that involve his enhanced senses. Chose one of these four options only: sight, smell and
taste, sound, or touch. (Smell and taste are linked and count as one option.) This asset can
be purchased multiple times, but each purchase must apply to another of the four choices.
Note: This bonus is not intended to be used in combat (e.g., to improve attack rolls as
a cheaper form of the Weapon Master asset). However, the Director may allow it in special
situations, such as using acute hearing to locate an enemy in an unlit room.

GEEK CRED (2; OR 1 FOR SQUIRES) | 7.3.1.2


As a student of the fantasy and sci-fi genres, your character is already familiar with the
tropes of monsters, magic, and technobabble. Gain a +1 bonus on any KNO check that in-
volves using clues to identify a monster, relic, or arcano-tech item by comparing it to an
obvious analogue in myth or fiction (e.g., Excalibur, holodeck, stargate, vampire).

POLYVENIN (VARIABLE; 2–10) | 7.3.1.3


Characters with this asset seem to have Flux-enhanced antigens. Every 2 points spent on
this asset adds a 1-point bonus to resist poisons, natural toxins, and radiation.

STALWART (5; OR 3 FOR JUVIES) | 7.3.1.4


This character ‘suffers’ from Flux-stimulated endorphins in the brain, significantly reduc-
ing her sensitivity to pain and enabling her to ignore all wound penalties from the first
wound in each hit location.
For example, a character with 3 wounds to the chest, 2 wounds in the left arm, and 2
wounds to the head would calculate wound penalties as 2 chest wounds, 1 arm wound, and
1 head wound. This does not affect the number of wounds needed to bring her down (i.e.,
[MTL x 2]), only the effects of the penalties themselves.
Stalwart is also such a common asset for Risen that the Director can allow a player to
swap five points worth of their current assets in exchange for this one.

SUSTAINED (4; FREE FOR SYMS) | 7.3.1.5


The Flux affected your body’s natural homeostasis to such a degree that you do not need
to eat, sleep, or even breathe. You can, if you desire, and magical spells may still force you
to do so.

SYNDICATE (3; OR 2 FOR DRONES) (PREREQUISITE: NETWORK 4 OR HIGHER) | 7.3.1.6


Characters with connections to the underworld receive a +X bonus on Influence checks,
where ‘X’ is equal to the character’s Crime rank. Drones automatically have criminal con-
tacts and so are exempt from the Network prerequisite.

24 | ASSETS
7.4 | KNIGHTWATCH ALERT: NEW SUBSTANCE AUGMENTS
ia. Dissolves
HEADCANON. A little green pill that induces sedation and retrograde amnes of preceding
Memory loss
clear in liquid. Duration: Sedates [14 – MTL] hours. Penalty:
[10 – WIT] hours. $175/dose
trated Flux
SYNOGEN. Licking this soaked blotting paper gives the ability to see concen
hours.
. Durat ion: [12 – MTL]
energies in persons, objects, and the atmosphere
by the Director. $10/dose
Penalty: Mild synesthesia and hallucinations, determined
this mutagenic
VENTURE. Bio-engineered in an attempt to artificially induce the Flux, hours.
MTL]
powde r amplifies one random Core Value by +1. Duration: [24 –
ted checks for duration).
Penalty: Addictive TN 13; mild tinnitus (–2 to hearing-rela
$700/dose
checks.
XANTH. Inject 1 cc for a solid buzz and a +1 bonus to all Instinct-related
se
Duration: [10 – MTL] hours. Penalty: Addictive TN 7. $20/do
new gear | 7.5

Special Access
Black market & experimental weapons
RANGED WEAPONS | 7.5.1
Coilguns. Known projectile accelerator rifles (such as OmniCorp’s ‘Inductor’ proto-
type) consist of a single- or multi-stage setup using one or more miniature electromagnetic
coils and solid-state switching. The coils encircle the barrel through which the projectile
travels, with each coil providing an increasing amount of acceleration well beyond what
conventional gunpowder can achieve. Thus, –2 range penalties apply only to attacks (instead
of both attacks and damage).
These experimental 15-round firearms are somewhat inefficient, however, having coils
of average thermal mass and heat dissipation capabilities. These require an extended
recharging time [2 actions] between shots—potentially allowing enemies to approach within
melee range. You cannot fire an overheated coilgun without making special repairs. This
takes 1d4 actions and requires a successful [KNO: Sciences (Engineering)] check vs TN 9.
PRICE NOTE: $30 (75 rounds)
Grenade Launchers. Fretting about your poor throwing arm? Is the danger radius
of frag shards still a little too close for comfort? If so, you can now purchase OmniCorp’s
BFG-brand grenade launchers in three options: muzzle-fired adapter, shoulder-fired
launcher, or under-barrel rifle attachment. Only the shoulder-mount allows for multiple
shots (6). You must purchase grenades designed for each type, as BFG-brand grenade

26 | QUEST MAGAZINE SUBSCRIBER BONUS


launchers do not currently have compatible ammunition. Fortunately, there is typically no
significant price difference between types.
The standard –2 range penalties apply, but affect attacks only (not attacks and damage).
The firing arc penalizes reduced ranges as well as distant ones, so each one-fifth reduced
range applies a cumulative –2 attack penalty. For example, a muzzle-fired launcher’s penalties are:
48–59 yds (–2), 36–47 yds (–4), 24–33 yds (–6), 12–23 yds (–8), and 0–11 yds (–10).
Hellion (augment). This augment is available for pistols, rifles, and shotguns. It refits
the firearm for use with OmniCorp’s proprietary quick-burning incendiary ammunition,
providing additional fire damage that ignores high-velocity and energy Damage Reduction.
This fire damage bonus only applies within 100 yards. Rate of Fire drops to 1, but Reload
is unaffected. PRICE NOTE: $40 (10 rounds)

Ranged Skill Base Reload


Weapon Level Price Range ROF Damage Die
Coilgun 5 $14,000 160 yds special 5d8 special
Grenade Launcher
Muzzle-Fired 4 $200 60 yds 1 per grenade -
Shoulder-Mount 4 $49,000 140 yds 1 per grenade d6
Rifle Attachment 4 $5700 80 yds 1 per grenade -
Hellion (I) +1 $38,000 special 1 + 1d4 fire -
HEXers (E) 5 $31,000 40 yds special 6d6 special

HEXers. The latest unregistered shipment of Globex prototype rifles combines


appropriated OmniCorp coilgun technology with high-energy ionized gas, allowing the
user to create high-density plasma rays using a focused magnetic pulse.
While each shot contains a vast amount of energy, little of this actually results in
physical damage. Instead, much of the energy release assaults the target with hard high-
energy X-rays (commonly called HEX-rays), with a successful hit destroying all electronic
circuitry and imposing a temporary anti-magic field lasting about 7+7d6 days) over a
15-foot radius. All HEXer plasma rifles have an automatic cooldown/reload phase (lasting
3 full turns; 6 actions) after each firing.
The living creature targeted shows radiation burns and other symptoms immediately.
If he survives the combat, he suffers an oozing wound on the following day and each day
thereafter. Radiation cannot be healed without a week of intense treatment and an injection
of brachytherapy nanites at a fully equipped hospital, though there are rumors of certain
witchcraft spells that can do the same thing.
A living creature that is not directly targeted but who is within the 15-foot radius suffers
radiation poisoning to a lesser degree. Symptoms appear after [MTL + 1d4] days, with one
new wound appearing every 3d4 days.
WARNING NOTE: Attempting to fire a HEXer during its cooldown phase causes an
unregulated ejection of high-temperature gas onto the user, dealing half the standard
energy damage and an estimated 40% chance of lesser radiation poisoning.
PRICE NOTE: Ionized gas is strictly regulated and may require special funding or lab
access in order to refuel a spent weapon (roughly two dozen shots).

TABLE 7.2: NEW RANGED WEAPONS | 27


MELEE WEAPON AUGMENTS | 7.5.2
Although the following augmentations can increase a melee weapon’s damage-dealing
power, they also place it into a new class of illegal weapons. Users caught with one of
these illegal augments face harsher penalties (higher fees, drone servitude, etc.) from the
security services. Buyer beware.
Each augment adds to the weapon’s required skill level. With the exception of the
‘killer’ mod, a weapon can only sustain one of these—so choose wisely!

Weapon Skill Bonus


Augment Level Type Price Damage Notes
Bludger +1 blunt $45,000 +1d4 Minimum STR 3
Burner (I) +2 blunt $30,000 +1d4 –2 on Attack rolls
Killer +1 any $60,000 +1d6 –1 on Attack rolls
Poisoner +2 bladed $30,000 special Must declare thrust attack
Ripper +2 any $45,000 +1d4 May stick in target
Stinger (E) +1 bladed $60,000 +1d4 –1 on Attack rolls

Bludger. With the addition of several large bolts, weight plates, or additional coatings
of metal, a blunt weapon can deal significant amounts of damage—if you’re strong enough
to wield it! A character must have a minimum STR 3 to wield a bludger effectively or suffer
a –1 penalty to Attack.
Burner. Though it makes the weapon a bit unwieldy, the addition of a miniature fuel
tank with dispersal and ignition system provides incendiary damage (ignoring standard
m/hv/e DR) on each strike. A critical hit with a burner sets the target aflame, with the fire
dealing +2d4 points of damage on the next turn, then +4d4 on the following and all sub-
sequent turns or until the flame is extinguished.
Killer. This melee weapon has been precisely remastered with molecular nanotech to
enhance its damage-dealing capabilities. Any critical roll that results in a successful attack
deals another half (x1.5; round down) the total damage rolled. This is the only one of these
augments that can be combined with another of the six.
Poisoner. This augment inserts a thin, hollow needle (filled with your choice of poison)
into the blade. This prevents accidental contact and saves the poison for a penetrating
thrust. Thus, you must declare use of the poison needle before the attack. Consult your
security Director to determine what poisons (and their effects) are available to you.
Ripper. Metal barbs, glass shards, nails, saw discs, and other flesh-shredding devices
can be added to any bladed or blunt weapon. However, if a Flux Dice roll on a ripper
attack results in doubles of any kind (1s, 2s, 3s, etc.), the weapon sticks in the target. You
can remove a stuck ripper by spending an additional Move or Attack action. (The Director
may also require a STR check in some circumstances.)
Stinger. Thanks to an added battery pack, miniaturized wiring, and a concealed on/off
switch that activates upon swing and discharges upon impact, this electrified blade sends
a shock that should discourage most enemies from a second attempt! This mod unbalances
the weapon and causes a slight penalty on attacks.

28 | TABLE 7.3: NEW WEAPON AUGMENTS


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vehicles | 7.6

On the Road
Upcoming models and concept cars
Choosing between hundreds of makes and models can be a time-consuming way to find
the right vehicle. Instead, consider this editor-tested and reviewed selection perfect for the
men and women of our private security services.
Top Speed. Vehicles with an autonomous control option are capable of traversing all
of the streets and alleys of the City without human input, but are limited to a reduced
speed so as not to exceed their simultaneous localization and mapping capabilities. Please
remain alert while using autonomous features, as you will be liable for any damages caused
by your vehicle even where the cause is software failure, temporary construction zones,
faded lane markings, or other challenges.
Handling. It is fully expected that you will be able to handle the car under normal
circumstances with no need for any special ability checks. However, should you encounter
hazardous conditions or exceed the recommended Chargeway speed limits, a [WIT +
Instinct] check may be required. Apply the car’s handling as a bonus modifier to this check,
along with any other circumstantial modifiers from terrain, weather, and so on. A crash on
the check indicates a crash with the vehicle, even if it’s a minor one you can drive or walk
away from.
Damage Reduction. Due to the exposed nature of the rider, DR for the Kaneda 435
applies primarily when using the machine as cover. For cars and other enclosed vehicles,
apply the listed DR for the driver and passengers inside. If using an enclosed vehicle as
outside cover, double the numbers listed.

30 | VEHICLES
ATOYO KANEDA 435 (MOTORCYCLE) | 7.6.1
Atoyo’s polished red lacquered cycle is powered by a hyper-efficient lithium-sulfur battery
and produces 74 kW (99 hp) at 8,000 rpm, but boasts 100 Nm (74 ft-lb) of torque at just
4,500 rpm, with a more refined throttle response and wider powerband than its predecessor,
the Shima.
The proximity regulating radar system and on-board cameras have also been upgraded.
Combining this new tech with orbital wheels, along with extremely durable brakes and
calipers, means that you can now program in a desired minimum automatic braking distance
of as little as 5 feet (per 10 mph). GPS and camera data, once relegated to helmet speakers
and faceshield HUD, can now be relayed to your EyePad for a wider viewfield and the
latest in augmented reality navigation.

Acceleration: 0–60 in 2.5 sec


Top Speed: 186 mph
Handling: +2
DR (body): 12/3/4
DR (tires/transparent): 1/0/1
Cargo Space: 1.5 cu ft
Weight: 384 lbs
Seating: 1
Cost: $16,698

NANOSOFT NUEG (CITYCAR) | 7.6.2


Thanks to a body composed of a wire-mesh inner layer and a temperature- and water-
resistant hard outer fabric layer, the newest of Nanosoft’s single-seat economy cars weighs
in at a mere 343 pounds while still maintaining safety standards, which is good news for
those of you with skyscraper-level parking fees based on vehicle size and weight. The
augmented reality windscreen has been improved to provide sharper resolution, while the
onboard sensors can accumulate information to better determine the driver’s mood, auto-
matically altering the vehicle’s body color to match. A seamless appearance is achieved with
catom door seals and external lighting hidden until the
driver turns them on. Autonomous controls are now
standard, but the Nueg can also be operated by
intuitive upper body movement controls. A built-
in steering wheel with tactile controls is available
as an add-on.

Acceleration: 0–41 in 8.1 sec


Top Speed: 40 mph (35 autonomous)
Handling: –2
DR: 7/1/1 (body)
DR: 1/0/1 (tires/transparent)
Cargo Limit: 292 lbs (incl. driver)
Weight: 343 lbs (plus tires)
Seating: 1
Cost: $14,498 to $16,250

THE BASICS | 31
GLOBEX POWER MONARCH 542 (LUXCAR) | 7.6.3
If you’re in the market for a luxury class electric car, consider the Globex Power Monarch
542. Simply called the 542 for short, this vehicle has a single speed transmission with
integrated differential and is powered by two electric engines each producing 194hp,
providing a total 388hp (290kW) power with 590ft/lb (800Nm) torque. An special induc-
tion charger allows wireless charging when parked over a transfer pad.
The handcrafted body is solid and stylish, its paint and glass protected with a scratch-
resistant clearcoat nanofilm that repels water, dirt, bugs, and other particles. The interior
also has some new tricks up its sleeve with multiple augmented reality displays for you
and your chauffer’s hermetically sealed compartment, and extensive personalization. Some
of the more luxurious options include numerous colors of leather upholstery, veneer wood
and handcrafted crystal accents, and a variety of smart fiber woven carpets, plus a UV
germicidal dome light to neutralize biological contaminants.
This is a limited production run, so order yours soon. Make the best impression with
your board of directors when you arrive in style with the Monarch 542.

Acceleration: 0–60 in 6.0 sec


Top Speed: 100 mph (46 autonomous)
Handling: +3
DR (body): 13/3/4
DR (tires/transparent): 2/1/1
Cargo Space: 16.2 cu ft with all seats in place (40 cu ft with rear seats forward)
Weight: 5996 lbs
Seating: 5
Cost: $914,375

32 | VEHICLES
ATOYO ARONDEL (CITYCAR SPORT) | 7.6.4
The high performance Arondel is a streamlined sports car combining lightweight design
with Atoyo’s latest electrically driven fuel cell powertrain. Compared to the previous model,
the powertrain is over 400 pounds lighter, has 125% better power-to-weight ratio, is 25%
more fuel efficient, 45% more compact and 13% more energy-efficient. However, changes
aren’t all reserved for the powertrain.
Autonomous driving speed limitations have been increased to 51 miles per hour. The
classic swing door architecture has been replaced with ‘disappearing’ doors that retract
down into the structurally reinforced belly pan, and the solar-powered augmented reality-
enhanced windscreen now flows out over the hood.
Flexible EyePhone integration and user personalization showcase improved voice
recognition, remote monitoring, and a variety of partner technologies and apps for parking
search, social media access, wireless software updates, and other in-car applications.

DID YOU KNOW:


All of our advertisers rate Atoyo car dealers as:
“Excellent!” and “4 out of 4 stars!”
Swipe here to make an appointment today!

Acceleration: 0–60 in 3.4 sec Cargo Space: 13.1 cu ft


Top Speed: 133 mph (51 autonomous) Weight: 3582 lbs
Handling: +1 Seating: 2
DR (body): 10/2/3 Cost: $34,900
DR (tires): 2/1/2
DR (transparent): 2/0/1

VEHICLES | 33
VALYANT ID9 LLAMREI (POLICE CRUISER) | 7.6.5
Valyant’s NTRY Scientific, in conjunction with Atoyo, announces a two-door version
of the ID9 private police cruiser: the ID9 Llamrei (or simply the ‘Lam’ for short).
This vehicle’s high performance engine can endure even heavier use than the
previous model, with an upgraded alternator achieving maximum load-matched
power at all speeds. Extra-heavy duty suspension and brakes, as well as other heavy
duty components (such as the drive shaft, u-joints, and frame mounts), compensate
for the extra weight of armor and other options, allowing the Llamrei to maneuver
smoothly even with the added bulk. The Llamrei also sports a new hood, rear wings,
vents, and air scoops, plus titanium wheel bolts and filler caps for engine fluids.

Acceleration: 0–60 in 8.1 sec


Top Speed: 140 mph (55 autonomous)
Handling: +2
DR (body): 22/14/17
DR (tires): 3/2/3 runflat
DR (transparent): 10/13/8
Cargo Space: 17.4 cu ft
Weight: 4020 lbs
Seating: 4
Cost: $53,125

34 | VEHICLES
The roof-mounted lightbar can be reset to any combination of corporate color
schemes, and the ultramodern siren can be programmed with additional sounds.
Interior features aimed at improving convenience include state-of-the-art aug-
mented reality features and a backup computer workstation with wireless access
to the corporate hub and other permissible databases. The interior is now further
complemented by a new fluid-resistant coating and ultraviolet dome lights that
combine germ-neutralizing ability with new and improved night vision. Though
not intended for prisoner transport, the Llamrei does include a Portcullis-brand
reinforced mesh cage that can be automatically raised or retracted from the belly
pan in order to block off a cramped rear seat.
Nine cameras secreted in the insides and around the vehicle provide 360-degree
video and can automatically alert the officer to any nearby movement. Run-lock
ignition works with your keys or badge-implanted RFID chips, with electric shock
features optional.

VEHICLES | 35
ATOYO BRIGLIADORO (UDV) | 7.6.6
Atoyo originally developed the first Urban Defense Vehicle for OmniCorp senior execu-
tives, but the latest model, the Brigliadoro, is now available to the public. If you're an
executive, financier, or other prominent individual worried about a extremely hostile
takeover, then this is the vehicle for you. The vehicle is based on a standard Atoyo SUV
chassis but built with ballistic hardened steel, ballistic fiberglass fenders and bumper, and
just over 2 inches of dark-tinted armored privacy glass, with small but intimidating lights
(optional; in your choice of colors) running up and down along the A pillars. The runflat
tires can be used even when punctured (at half normal speed for over 100 miles).
Concerned about rubbing shoulders with the lower class? The UV dome light is
germicidally engineered to neutralize biological contaminants. Other features include
hydrogen fuel cells (with backup biofuel compatibility), regenerative brakes, six exterior
cameras for added visibility, and permanent AWD. The interior shows off the latest
augmented reality and other electronic aids, plus perforated leather seats and bright accents.
The current model does not have firing ports.

Acceleration: 0–60 in 7.1 sec


Top Speed: 135 mph (60 autonomous)
Handling: +1
DR (body): 20/12/15
DR (tires): 3/2/3 runflat
DR (transparent): 12/15/10
Cargo Space: 20.3 cu ft with passengers (108.9 cu ft behind front seats); 1102 lbs max payload
including driver, max towing 3500 lbs
Weight: 3902 lbs
Seating: 6
Cost: $86,948

Thanks for joining us for this QUEST Magazine special expansion.


We’ll see you next time!

36 | VEHICLES
ADVERTISEMENT | 37
8
AGENTS OF
CHANGE

39 | WHAT IS AGENTS OF CHANGE? 50 | ASSETS


WHAT IT IS AND HOW IT CAME TO BE. NEW CHARACTER-ENHANCING BONUSES.

39 | ABOUT THIS CHAPTER 52 | QUEST MAGAZINE BONUS


HOW TO USE THIS RESOURCE. NEW SPECIAL WEAPONS AND PISTOLS

40 | NEW ARCHETYPES 58 | VEHICLES


NEW ‘CLASSES’ OF PCS. MODES OF TRANSPORT FOR CIVILIANS
AND SECURITY FORCES

38 | THE BASICS
8.1 | WHAT IS AGENTS OF CHANGE?
This chapter prints the second expansion of the Corporia tabletop role-playing game. As
with the previous chapter, Agents of Change was initially created as a reward for certain
sponsors (i.e., Kickstarter backers) of the limited edition hardcover rules. Thus, it
contains a miscellany of Kickstarter ‘reach goal’ and ‘stretch goal’ items, as well as addi-
tional material that can be used to supplement the material in the Corporia rulebook.
Again, remember that the Director has the final say, so be sure to check and see whether
this expansion is allowed in your game.

8.1.1 | CHAPTER AND SECTION NUMBERING


As previously mentioned, each expansion in the Corporia series carries on the core rule-
book’s numbering in sequence, making it as easy as possible to cross-reference between
books and variant digital editions. For example, section 1.1 will always be in the core
rulebook, and you won’t have to worry about whether it’s section 1.1 in the core rulebook
or section 1.1 in one of several expansions. The core rulebook ended with Chapter 6|Game
Mastery, and continued into Chapter 7|New Hires, the first expansion, and now into
Chapter 8|Agents of Change. This numbering compatibility only applies between rule-
books, not other resources (e.g., a character generation guide or book of adventures).

8.1.2 | INSIDE THIS CHAPTER


Section 8.2 features five new character archetypes from groups and organizations that
your Knightwatch unit may not have encountered before. First, there are the wealthy
Elites, standing at the opposite end of the caste system from the homeless Fringers.
Following are elementary school students, leaders of houses of worship, and agents from
the fading federal government.
Some of these characters may not operate full-time with the Knightwatch, but can
be used effectively by innovative players –and might be particularly well-suited for any
players who have trouble meeting a regular game schedule, since their disappearances
are easily explained by their character backgrounds.
In section 8.3, you’ll get new assets that are well suited to these archetypes, but also
work well with characters from earlier chapters. Section 8.4 features some special
weapons and a variety of new light, medium, and heavy pistols to expand your arsenal
and give your character a bit more customization. Finally, section 8.5 provides heavy-
duty armored transport for your more combat-oriented missions.

8.2 | NEW ARCHETYPES


This expansion features new character types that fall outside the dominant mega-corpo-
rate castes and cultures of the City. Here you’ll
find some archetypes for the idle rich, the unem-
ployed, the very young, various religious leaders, 8.1 | NEW ARCHETYPES

and special agents of the decrepit federal govern-


ment. ELITE .......................................P40
Because these archetypes may be difficult to FRINGER .................................P42
work into a normal Knightwatch squad, be sure MOPPET ..................................P44
to speak with your Director before creating a new REV ........................................P46
character using the unconventional archetypes SPOOK ....................................P48
from this expansion.

TABLE 8.1: NEW ARCHETYPES | 39



elite
I’ve got all
the friends that
8.2.1
money can buy.

The heirs and heiresses of historically notable
and prominent families enjoy a tradition of
Elites, idle rich celebutantes and
privilege, wealth, and celebrity, but little power.
These ELITES come from ‘old money’ or royalty, socialites with a taste for the
but few are devoted to the family business or supernatural, often focus on:
using their wealth to influence mega-corporate
actions or public opinion. Most are unemployed Core Values: WIT, KNO, DFT
socialites whose personal affairs and extrava- Skills: Influence, Athletics,
gant living play out as soap opera and spectacle
Fisticuffs, Humanities
in the media. Their activities provide entertain-
ment for the public, distracting attention from Archetypal Asset: Gen+
the mega-corps’ ever-increasing reach. Other Assets: Funding 7+, Star
BACKGROUND. Even if they acquire Flux Power, Influential
powers, most Elites are simply kept under close Weapons: Raypier, X-Calibre
observation by Valyant. Only unusual Elites, Armor: Suit Weave
such as those who served in a private military
or one of the (rare) charitable organizations are
Augments: EyePhone+, Nano
asked to join the Knightwatch.
SIGNS AND PERSONALITY TRAITS. Many Elites were born under Leo, though Aries, Taurus,
Cancer, Libra, and Pisces are not uncommon. Elite knights are often natural leaders, but
have a sense of entitlement and difficulty compromising. They can also be unpredictable,
unruly and impulsive. A private trait is usually a skeleton in the closet like an affair,
murder, or other foul deed—possibly even being a ‘pretend’ Elite with a fabricated lineage.
NAMES. Elites often have well-known surnames but mundane first names. Parents of
Elites rarely invent names that are difficult to spell or pronounce, nor do they name their
children after brands (e.g., Porsche, Tiffany, Riviera, etc.). For males, generational suffixes
(Jr., II, III, IV, etc.) are common. Elites may also have a royal title, even if they happen to
be more than two dozen relatives away from inheriting a now mostly symbolic throne.
LOOK. An Elite’s wardrobe includes a wide variety of party apparel with signature styles
from top-name fashion designers. Casual clothing is often gifted to them through public
relations agencies, knowing that the brand is sure to be mentioned in the tabloids.
ROLE. Along with any special abilities, Elites are useful when the squad needs some
wealth and influence to bail them out of trouble. With the promise of a bribe or favor (and
a successful Influence check), an Elite can make problems go away. The larger the problem,
the higher the TN and the greater the price the Elite must pay (Director’s prerogative).
INSPIRATION. When considering ideas for an Elite, you might look at the fictional Ariana
Von Holmberg (Frenemy of the State), Arthur Bach (Arthur), Bertie Wooster (Jeeves and
Wooster), Cordelia Chase (Buffy the Vampire Slayer), Lamont Cranston (the Shadow), Lil-
lian Rearden (Atlas Shrugged), Sir Percy Blakeney (the Scarlet Pimpernel), Veronica Lodge
(Archie), or various real-world examples like Paris Hilton and the Kardashian family.

SAMPLE ELITE
QR: INIT +5; ATK +3 unarmed [STR 1], +3 melee (1+1d4 hand axe), +7 ranged [2d6 x3 SMG];
DEF +5; DR 3/3/2 (suit weave); WD 2
Abilities: STR 1, Fisticuffs 2, Getting Medieval 2; DFT 3, Athletics 2, Firearms 4; MTL 2, Valor 0;
KNO 3, Business 2, Humanities (Antiques) 2; WIT 3, Influence 4, Instinct 2; MGK 2
Assets: Gen+, Funding 5, Influential; $33,900
Augments: Cloak, EyePhone, EyePad, EyePhoto, Nanodetoxifiers, Nanorebuilders, Silkskin
Traits: Chivalrous, Courageous, Loves Attention; Occasional crossdresser
Name and Preferred Gender Name: Gordon Ibrahim, Ladonna Delano

ARCHETYPE: THE ELITE | 41



Can you spare
$5 for alcohol
research?

fringer 8.2.2
Persons who reside in The City but live mostly
or entirely ‘off the grid’ are FRINGERS. All are
Fringers, homeless ronin living
houseless, residing in vehicles or disused build- on the fringes of society, often
ings, transit and utility tunnels. Security forces focus on:
ignore Fringers unless officially instructed
otherwise, since the benefit of removing a Core Values: from former career
Fringer must outweigh the cost of doing so. Skills: Fisticuffs, Crime
Most survive as informal recyclers and waste
pickers, but others maintain the illusion of
Archetypal Asset: Freegan
normalcy with part-time ‘off the books’ employ- Other Assets: Everyman, Lady
ment as modern day ronin (for brothels, protec- Luck, Fortitude, Network 2 or 4
tion rackets, etc.). This provides income for a Weapons: Com/Bat, Pistols
cheap car (bed and storage unit), commercial Armor: Suit Weave
maildrop, phone, and a gym membership for
Augments: EyePhone+, Cloak,
showering and shaving—or a short stay in a
capsule hotel. Nearly all Fringers are men. Hardened, Nanodetoxifier
BACKGROUND. Fringers often exist because
of a tragedy such as job loss or domestic abuse. The minority have mental or physical
impairments (e.g., post-traumatic stress, addiction) but cannot afford treatment or main-
tain steady employment. Fringers may join the Knightwatch eagerly or reluctantly,
depending on their circumstances. They may refuse to live in Watchman Keep, and so must
be summoned or retrieved at the start of each mission.
SIGNS AND PERSONALITY TRAITS. Gemini, Scorpio, Sagittarius, Aquarius, and Pisces are
common. Many Fringers are wary of being ‘indoctrinated’ by corporate-backed groups.
Others cling to any help offered, unsuspecting or uncaring of consequences. Private traits
include mental problems or a traumatic event.
NAMES. Fringers usually give an alias when questioned by authority figures. However,
most lack the official documents or data to ‘prove’ it.
LOOK. The stereotypical Fringer is unkempt and unhygienic. Fringers with a semi-
regular income maintain grooming and hygiene to pass unnoticed among the populace.
ROLE. A Fringer is familiar with one district (player’s choice), knowing where Fringers
congregate, hide, and scavenge, and can make educated guesses in others. A distrust of
authority can cause problems if they act independently.
KEY CORE VALUES AND SKILLS. Fringer abilities represent their former lives. For instance,
a psychiatrist who lost his position would have good KNO and high Psychology.
ASSETS. Safehouse (rank 2) can be used to buy a basic citycar as a mobile residence.
INSPIRATION. When designing a Fringer, consider Ambrosia (Oracle of Tao), Claude
(Heroes), Digby and Ginger (That Mitchell and Webb Look), Gin, Hana, and Miyuki (Tokyo
Godfathers), John Hancock (Hancock), Jack Lucas (the Fisher King), Kaim (Lost Odyssey),
and even Rorshach (Watchmen).

SAMPLE FRINGER
QR: INIT +6; ATK +5 unarmed [STR 2], +4 melee (2+1d8 com/bat), +4 ranged [2d6 pistol];
DEF +5; DR 2/2/1 (suit weave); WD 3
Abilities: STR 2, Fisticuffs 3, Getting Medieval 2; DFT 3, Athletics 2, Firearms 1; MTL 3, Valor 0;
KNO 2, Humanities or Sciences skill (choose two) 3 each; WIT 3, Influence 2, Instinct 4; MGK 1
Assets: Network, Fortitude, Prudent; $10,000 Knightwatch bonus
Augments: EyePhone, Hardened
Traits: Independent, Quick-Tempered, Nervous; Lost family in fire
Name: John Smith

ARCHETYPE: THE FRINGER | 43


“ Get up.
Go to school.


Save the world.

moppet 8.2.3
Flux-altered children, usually between the ages
Moppets, kid heroes, child
of 5 and 11, are known as MOPPETS. Although
weaker than their adult counterparts, their
prodigies, and les enfants
youth belies the speed of mind and body. STR terribles, often focus on:
abilities (Fisticuffs and Getting Medieval) are
restricted to rank 1 during character creation; Core Values: DFT, WIT, MGK
however, other core values can start above rank Skills: Athletics, Influence,
4, and MGK and WIT-based skills are not lim-
Instinct
ited to 1 point above their associated core value
(though all have a maximum starting rank of 6). Archetypal Asset: Evasive
The Flux gives Moppets have the same move- Other Assets: Bloodline,
ment rates as other PCs with longer strides. Bravado, Lady Luck, Quester
BACKGROUND. Moppets may have experi- Weapons: Pistols, Knives
enced an emotional trauma (usually the death Armor: Suit Weave
of their parents), but are so young that they
have little background. After discovery by the
Augments: EyePhone+, Cloak
Knightwatch, they receive a scholarship to a
private Valyant school, allowing the squad to spirit them away when they are needed.
SIGNS AND PERSONALITY TRAITS. A Moppet’s temperament is still evolving into her final
adult traits, but there are three broad categories of Moppet: sensitive, spirited, and easy-
going. Sensitive Moppets are shy, thoughtful, quiet, resistant to change, and react badly
to ridicule and criticism. Spirited characters are wild, active, impatient, and defiant. Easy-
going types are active, cheerful, and able to easily adapt to new situations. All Moppets
tend to be easily distractible, sensitive to physical stimuli, and have strong emotional
reactions to even minor events. Private traits usually include fear of failure and a desire
for respect. Any astrological sign is appropriate.
NAMES. Unusual first names may come from parents who tried to be ‘cutting edge’ or
‘trendy’. Teachers often call them by surname alone.
LOOK. Most schoolboy uniforms feature a polo, dress shirt with tie, cardigan, or sweater
vest in the corporate color scheme, with dress pants and slip-on shoes. Schoolgirl uniforms
feature blouses, tights, jumpers and dresses with single-strap shoes. The corporate name
or logo often appears on a breast or shoulder patch.
ROLE. Moppets are often dismissed as nonthreatening, making them good infiltrators
and distractions. They can also be effectively combined with Hacker, Knight-Errant, Lister,
Outcast, Radical, Runner, Sorcerer, Squire, or Witcher archetypes.
AUGMENTS. Moppets without access to the gray market or a corporate sponsor (like the
Knightwatch) require a guardian’s permission for body- and blood-modification augments.
INSPIRATION. Ideas for Moppets might come from such diverse examples as Alia Atreides
(Dune), Artemis Fowl (Artemis Fowl), Fifty Sue (Future’s End), Hit-Girl (Kick-Ass), Micah
Sanders (Heroes), or the Mouse Army (the Diamond Age).

SAMPLE MOPPET
QR: INIT +6; ATK +2 unarmed [STR 1], +2 melee [1+1 knife], +5 ranged [2d6-1 light pistol];
DEF +7; DR 2/2/1 (suit weave); WD 3
Abilities: STR 1, Fisticuffs 1, Getting Medieval 1; DFT 3, Athletics 4, Firearms 2; MTL 3, Valor 2;
KNO 1; WIT 2, Influence 2, Instinct 4; MGK 2, Kinesis 4
Assets: Bravado, Lady Luck, Lionheart 4, Weapon Master (pistol); Neurotik (Kinesis); $3,500
Augments: Cloak, EyePhone, EyePad, EyePhoto
Traits: Active, Defiant, Strong emotional reactions; Her Kinesis power accidentally killed a friend
Name: Hannah Wright

ARCHETYPE: THE MOPPET | 45


“Faith – and a
strong sword
arm – makes all


things possible.

rev 8.2.4
There are many religious faiths represented Revs, religious leaders sworn to
throughout The City, predominantly (and in
fight the forces of Chaos, often
alphabetical order): Buddhism, Christianity,
Hinduism, Islam, Judaism, Sikhism, and Post- focus on:
Translationalism. In the current slang, a
religious leader—regardless of his or her actual Core Values: WIT, MGK
faith or position in the hierarchy—is colloqui- Skills: Influence, Humanities
ally known as a REV. (Religion 2+)
BACKGROUND. A Rev, believing him or her-
Archetypal Asset: Resolute
self to have been blessed by divine power, has
fully or mostly abandoned public ministry Other Assets: Neurotik or Spell
(preaching, educating, works of mercy, etc.) in casting (Spiritism), Influential,
order to battle the forces of darkness with the Lionheart, Quester, Network
Knightwatch. Revs often learn of the Knight- Weapons: Swords, Com/Bat
watch’s existence when a member of their
Armor: Suit Weave, E-shield
congregation seeks holy sanctuary after being
pursued by a cryptid, or when the wielding of
Augments: EyePhone+,
their new power comes to Valyant’s attention. Hardened, Nanorebuilders
A Rev cannot openly follow Post-Transla-
tionalism, a cult whose aims are clearly opposed to the Knightwatch (see 5.8.11|Green-
wich). This can, however, be a private trait—provided that it has Director approval.
SIGNS AND PERSONALITY TRAITS. Astrological signs for a Rev often include Cancer, Leo,
Libra, Scorpio and Capricorn. Public traits may show a Rev to be a quiet, unassuming, and
generous pacifist, or a fundamentalist, militant, intolerant zealot (or somewhere in-
between). Private traits often include a belief that their actions are not always accountable
to ‘merely mortal’ authorities. Even those who have abandoned regular public ministry
often proselytize to their squadmates and to other individuals they encounter.
NAMES. The honorifics for religious leaders (e.g., Bishop, Deacon, Elder, Lama, Mullah,
Pandit, Rabbi, Teacher, Vicar) vary by faith, and usually precede the Rev’s given name.
LOOK. A Rev dresses in vestments appropriate for the faith and position in the clergy. Black,
white, gold, and red are common, as are embroidered symbols and embellished borders.
ROLE. Most Revs serve as valuable support for the rest of the squad, using a super-
natural asset to provide healing or other magical abilities. A Rev who newly joins a squad
already low on firepower may instead decide to forgo supernatural abilities in favor of
increasing his or her attack and defense capabilities.
KEY CORE VALUES AND SKILLS. The Humanities (Religion) skill should be at least rank 2.
INSPIRATION. Ideas for a Rev might come from such characters as Father Mulcahy
(M*A*S*H), Friar Tuck (Robin Hood), Melisandre (A Song of Ice and Fire), Shepherd Book
(Firefly), Yin (A Chinese Ghost Story), or even the members of the Vatican Section XIII
Iscariot division (Hellsing).

SAMPLE REV
QR: INIT +4; ATK +4 unarmed [STR 2], +4 melee (2+1d6 short sword), +3 ranged [2d6 pistol], +5
casting (6-1); DEF +2 (3-1); DR 2/5/3 (light modern); WD 2
Abilities: STR 2, Fisticuffs 2, Getting Medieval 2; DFT 1, Athletics 2, Firearms 1; MTL 2, Valor 0;
KNO 2, Humanities (Religion) 3; WIT 2, Influence 4 (3+1), Instinct 2; MGK 3, Spiritism 3
Assets: Bravado, Fortitude, Influential, Resolute; Neurotik (Spiritism); $10,000 Knightwatch bonus
Augments: EyePhone, Hardened
Traits: Conservative, Generous, Patronizing; Former teen rebel
Name: Anthony Lockmann, Jr.

ARCHETYPE: THE REV | 47


spook “ Trust me.
I’m from the
8.2.5 government.

The federal government has been declining for Spooks, patriotic operatives of
years, struggling against the vast powers of the a decrepit federal government,
corporate branch (see 5.3|Government), but the often focus on:
executive branch still maintains oversight over
its last non-outsourced intelligence agency. One
of that agency’s divisions, Flux Energy Investi-
Core Values: KNO and MGK, or
gation and Response, gathers information on DFT and WIT
the Flux and conducts espionage on new arcane Skills: Firearms (rank 2+)
technologies developed by the mega-corps. Archetypal Asset: Agent Provo-
Agents of FEIR (pronounced ‘fear’) are colloqui- cateur
ally referred to as SPOOKS. They may work with Other Assets: Detective, Every-
complementary government or mega-corporate
man, Network, Weapon Master
divisions, but owe their first loyalties to FEIR.
BACKGROUND. FEIR has programs geared to Weapons: Pistols
assisting all manner of PMSC forces, and main- Armor: Suit Weave
tains contact with Valyant’s hierarchy. Spooks Augments: EyePhone+, Cloak,
who are useful and discreet may be temporarily Nano-, Spec.Tac.Le
liaised to a Knightwatch unit. Spooks assist the
Knightwatch, then advise FEIR on their issues, concerns, and recommendations.
SIGNS AND PERSONALITY TRAITS. Taurus, Gemini, Leo, Virgo, and Scorpio are all common
astrological signs for Spooks. Most Spooks are intelligent, resourceful, and secretive. They
can be warm and friendly, cold and intense, or wry and enigmatic. They crave vengeance
when wronged, and often become bitter and frustrated if their revenge is denied. They may
even be secretly working to bring down the Knightwatch.
NAMES. When not undercover, Spooks may preface their full name or surname with
‘Agent’ or ‘Special Agent’ (e.g., Agent Steve Chao, Special Agent Pryce).
LOOK. Spooks in the field dress for the nature of the mission, but when reporting to the
agency or to a superior are expected to wear ‘business casual’ dress or better.
ROLE. Spooks provide valuable black ops experience, and have a widespread network
of other Spooks to call upon for advice. The archetype is frequently combined with a Hacker,
Sorcerer, or Thinker, and sometimes with Knights-Errant or Witchers.
KEY CORE VALUES AND SKILLS. Within FEIR are two separate groups: FEIR/EAD (Energy
Analysis Division; responsible for scientific field research) and FEIR/PAG (Political Action
Group; responsible for clandestine and covert operations). EAD group Spooks usually have
strong ranks in KNO and MGK abilities, while PAG Spooks focus more on DFT and WIT.
INSPIRATION. For some fictional inspiration, consider the agents and officers of the
Bureau of Paranormal Research and Defense (Hellboy), the Culper Ring (Y: the Last Man),
the Division (Push), MI5 (MI-5/Spooks), Division 6 (Men in Black), Public Security Section
9 (Ghost in the Shell), Section 31 (Star Trek), or S.H.I.E.L.D. (Agents of S.H.I.E.L.D.),
among many others.

SAMPLE SPOOK
QR: INIT +7; ATK +4 unarmed [STR 2], +4 melee (2+1d8 com/bat), +7 ranged, +7+1 pistol, [2d6+1
pistol]; DEF +6; DR 2/2/1 (suit weave); WD 6
Abilities: STR 2, Fisticuffs 2, Getting Medieval 2; DFT 3, Athletics 3, Firearms 4; MTL 3, Valor 0;
KNO 2, Crime 2; WIT 3, Influence 3+1, Instinct 4; MGK 1
Assets: Agent Provacateur, Detective, Influential, Network 2, Weapon Master (pistol); $6,500 Knight-
watch bonus
Augments: Cloak, EyePhone, EyePad, EyePhoto
Traits: Ambitious, Independent, Resourceful; Double agent
Name: Gary Lee

ARCHETYPE: THE SPOOK | 49


8.3 | NEW ASSETS
This section provides some new general assets (special talents, abilities, bonuses, and so
on) for purchase during character creation. Deduct their point cost from the amount
provided by your chosen Core Competency. General assets can also be purchased after each
gaming session using Building Points, but costs (not results) are doubled.

8.3.1 | GENERAL ASSETS


AGENT PROVOCATEUR (3; OR 2 FOR SPOOKS) | 8.3.1.1
Your character can use taunts and feints to trick an opponent into making a mistake. Make
opposed [WIT + Influence] checks; if you succeed, the enemy suffers a –X penalty to its
next action, where X equals half your character’s WIT (round down; minimum 1-point
modifier). During combat, you must spend a Move or Attack action to use this asset.

BULLSEYE (4) | 8.3.1.2


Choose one of these two weapon types: knife/dagger or bow. On ranged attack rolls with
this weapon, reduce any aiming penalties to strike a specific hit location by your character’s
KNO rank. For example, Eva suffers a standard –1 aiming penalty to strike her opponent
in the chest, plus an additional –4 aiming penalty for running while attacking (total penalty
of –5). If her KNO rank is 5, the aiming penalty drops to zero (0).
The aiming penalty cannot go further than zero (0); for instance, a KNO rank of 4 alters
a –1 aiming modifier only to zero (0), not to +3. This asset may be purchased twice—once
for knife/dagger and once for bow.

COUNTERSTRIKE (5) | 8.3.1.3


If an enemy fails a melee Attack roll against your unarmed character, your character may
make an immediate free Fisticuffs attack. This attack does not count as part of a normal
Move or Attack action. The enemy’s Damage Reduction still applies.

EVASIVE (2; OR 1 FOR MOPPETS) | 8.3.1.4


This asset provides a +1 bonus on Defense checks against attacks from opponents who are
at least twice your size. This is particularly useful for Moppets, who gain this not only
against cryptids, but also versus most human teens and adults.

FREEGAN (2; OR 1 FOR FRINGERS) | 8.3.1.5


A character with this asset has a [WIT x 15]% chance (max 90%) to locate usable discarded
food and other basic goods—such as household items, clothing, books, and furniture—in
any urban area where dumpsters and trash bins are prevalent. The Director determines
the quantity and quality of the found items; these are usually equivalent to the slightly
worn secondhand items you might see in a thrift store or charity shop.

GEN+ (3; OR 2 FOR ELITES) | 8.3.1.6


Some children—mostly those from wealthy backgrounds—were ‘engineered’ at the
prenatal stage in order to eliminate genetic diseases and in hopes of enhancing the
offspring’s strength, dexterity, endurance, cognition, lifespan, or appearance. A character
with this asset suffers no penalty for having up to three augments in the same location
(i.e., head, arms, legs, blood, and subdermal).
With each new augment, however, the character feels increasingly superior to ‘lesser’
humans (i.e., those having fewer augments), with a growing lack of empathy towards their
problems. The Director may adjust Flux Point offers and rewards accordingly.

50 | NEW ASSETS
HOT PURSUIT (2) | 8.3.1.7
This asset provides a bonus to all driving-related Instinct checks when your PC is behind
the wheel. The bonus is equal to half DFT (round down; minimum 1-point bonus).

RANGEFINDER (2) | 8.3.1.8


Choose one of these two weapon types: knife/dagger or bow. Characters with this asset
have an intuitive sense of distance and direction with this weapon. The –2 attack and
damage penalty for targets past base range is reduced to –1. Thus, attacking a target past
base range applies a –1 penalty to both attack and damage. More than double the base
range adds another –1 (–2 total), distance x3 adds another –1 (–3 total), and so on to the
max effective range x5 (–5 total). This asset may be purchased twice—once for knife/
dagger and once for bow.

RESOLUTE (2 OR 1 FOR REVS) | 8.3.1.9


Characters with this asset have received combat desensitization training—or simply have
a natural sensory inhibition talent—that allows them to manage physical trauma and stay
in the fight. After suffering [MTL x 2] wounds and failing a stabilization check, they can
remain standing for one more round, taking a final turn before collapsing.
Interestingly, this asset is not uncommon among religious leaders, perhaps because
they are inoculated to physical and verbal confrontations where they must try to ‘turn the
other cheek’, or perhaps because some inner strength of faith drives them to continue.

8.3.2 | SUPERNATURAL ASSET


DEATHPOOL (5) | 8.3.2.1
When your character drops an enemy (i.e., kills or wounds the enemy so badly that it falls
to the ground, unable to rise), gain a +MGK bonus to all attack and damage rolls with that
same weapon for the next WIT rounds. This asset can ‘stack’ up to WIT times.
For example, if Alice the Headhunter (who has MGK 3 and WIT 4) slays a morlock with
her pistol, she gains a +3 attack and damage bonus with that pistol for the next four rounds.
If she slays another morlock during the next round, the bonus ‘stacks’ to become +6 for the
next three rounds and +3 for the fourth round (when the first Deathpool effect expires).

DOCUMENT: QUEST MAGAZINE SUBSCRIBER BONUS | 8.4


Although Valyant was able to redact the first issues of the
unofficial Knightwatch fanzine (QUEST Magazine), it’s
difficult to put the genie back in the bottle. A lone print or
e-zine copy still appears from time to time, only to be
rapidly suppressed by M.E.R.L.I.N. Other random pages
from unpublished layouts also surface occasionally.

As in Chapter 7, a few of these lost pages are presented


here. They include a variety of items your character can
purchase for personal use (on the gray or black markets),
or request as part of his or her Valyant armory loadout.

NEW ASSETS | 51
new gear | 8.4

Expanding Your Arsenal


New pistols and special weapons
SPECIAL WEAPONS | 8.4.1
Boomerang. Thanks to the latest in high-tech composite materials, this three-wing
boomerang maintains the range of similar sport boomerangs and the striking power of
the traditional aboriginal hunting weapon. It is useful in tactical scenarios versus AUTAC
security devices and to temporarily hobble a flesh-and-blood opponent. Color options
vary widely, and glow-in-the-dark variants containing LEDs or long-life cyalume are also
available for easy nighttime tracking and retrieval.
Before throwing, the user must declare whether he intends to strike a particular target
(in which case the boomerang does not return) or throw the boomerang and have it return
without striking a target. The latter can be useful to, for instance, cause a distraction or
activate a motion-sensitive alarm.
On a successful attack roll (see 4.2.4|Ranged Weapon Basics: Throwing), the boomerang
strikes or returns as previously declared, assuming it is not itself struck or held by an
opponent or other force. A returning boomerang comes back to the thrown position within
1 round and can be caught with a successful [DFT + Athletics] check versus a TN 5 (Easy)
for the thrower—or TN 11 (Hard) for anyone else within grabbing distance.

52 | QUEST MAGAZINE SUBSCRIBER BONUS


When struck, the target must succeed at a [MTL + WIT] check versus a TN equal to
7 + the amount of damage inflicted, or lose its next action. If the boomerang’s damage
result exceeds the target’s MTL, the target suffers one wound as normal.
Failed attack rolls mean that the boomerang leaves the thrower’s grip but does not
strike the target or return to the thrower (for the direction of a failed throw, see 4.2.4).
Special (Explosive). Boomerangs can be converted into grenade-like weapons colloquially
known as ‘boomers’. The FCG, frag, plasma, and smoke boomers function just like the
grenades of the same name; see section 4.2.6|Grenades). Boomers deal STR damage on
impact and then explode, and cannot be used again.
Special (Magical). Sorcerers and Witchers can imbue boomerangs with combat magic in
the same manner as they use their wands, provided that the boomerang is first inscribed
(e.g., written or engraved) with certain arcane symbols. Doing so requires a MGK rank of
4 or higher; it takes 1 full turn to magically inscribe a boomerang during combat.
As with wands, the boomerang deals MGK damage and ignores standard Damage
Reduction upon a successful hit. Each throw of a magically-infused boomerang counts
towards the daily wand usage limit (MGK). They can be retrieved and used again.
Skill Rank. A ‘Firearms’ skill rank of 3+ is required to use this weapon effectively.

Special Skill Base


Weapons Rank Price Range ROF Radius Damage
Boomerang 3 $60 throw 1 — STR
FCG 4 $160 throw 1 30 ft STR, energy
Frag 4 $67 throw 1 20 ft STR, 4d6
Plasma 4 $90 throw 1 10 ft STR, 6d6
Smoke 4 $75 throw 1 15 ft STR, smoke
Magical 4 $435 throw 1 as spell MGK
Knucks 1 $60 — — — +1

Knucks. These melee weapons come in two forms, either as a pair of traditional ‘brass
knuckles’ or as ‘sap gloves’ (seemingly ordinary gloves with powdered metal sewn into
small sections covering the knuckles). The former are most common among ‘bangers and
thugs, while the latter are favored by security guards and bouncers. Either type adds a +1
damage bonus to successful Fisticuffs attacks (punching only).
Special. You cannot effectively wield a second weapon when using knucks. To do so,
apply the second weapon’s skill rank as a penalty to all Attack rolls with that weapon. If
trying to use magic when wearing knucks (one or a pair), impose a 1-point penalty to all
spellcasting checks.
Skill Rank. A minimum ‘Getting Medieval’ skill rank 1 is required to use this weapon
effectively.
Price Note. Purchase of either type (brass knuckles and gloves) includes one pair. They
are sized to fit the buyer.

TABLE 8.2: SPECIAL WEAPONS | 53


PISTOL CATEGORIES | 8.4.2
Firearms are classified according to use, size, and tradition. The shooter’s ability to use
firearms from a particular category depends on his or her Firearms skill rank.

LIGHT PISTOLS | 8.4.2.1


Reduced weight, size, and recoil makes light pistols easier to hide and fire, trading range
and damage for concealment and speed. Elite forces often carry a light pistol as a
concealed backup for their primary weapon. Apply a –2 penalty to any attempt to detect
a concealed light pistol.
Price Note. Add $150 for ammunition (400 rounds)

OmniCorp 964PP. The versatile semi-automatic Pocket Pistol includes two grip options
for users with slim or wide palms, plus a flat glass optical window/holographic
sighting system that can provide customized reticle symbols and patterns (e.g.,
crossed lines, biohazard icons, skulls) in place of the standard red dots.
The 964PP is a lightweight, easy-to-handle pistol with a short barrel, an
aluminum slide and electric cobalt blue polymer frame. It is ideally suited for target prac-
tice or for users who appreciate a very mild recoil.
Price Note. Purchase includes one 10-round capacity extended magazine with two
finger-extension floorplates, plus a covert (inside waistband) belt holster.

Voriskova 380 Compact. The Voriskova 380 Compact is a lightweight semiautomatic


pistol. It has a slim grip and easy-to-operate slide, and is the standard firearm
of the OmniCorp Military Academy’s Competitive Shooting Team. The
manual safety blocks the firing pin for safe handling and storage, while a
loaded-chamber indicator allows for status inspections at a glance.
Low-profile, bright pink three-dot combat sights aid in rapid target acquisition, with
a screw-adjustable rear sight for windage. The V-shaped front and rear slide serrations
highlight the distinctive Voriskova design. The V380C comes standard in black, with a
liquid nitrocarburized slide and barrel to resist corrosion. The black polymer grips can
be replaced with colored grips.
Price Note. Purchase includes one 8-round magazine and an open-top belt holster.

Bercilak New Model E. The Bercilak NME is a subcompact semiautomatic pistol with
a lightweight frame. In addition to the drift-adjustable front and rear sights, the
NME features an integrated EyeOS-compatible camera sight that activates with
each pull of the trigger, allowing you to show off and share your accomplish-
ments with your social media circles. The pine green polymer grip, frame, and
sights are accented by an otherwise matte black finished slide (also includes a slide-
mounted ambidextrous safety).
Price Note. Purchase includes two 10-round capacity magazines and a belt or shoulder
holster with inductive camera charging.

54 | NEW PISTOLS
Now in stock: the SK239

MEDIUM PISTOLS | 8.4.2.2


This category includes general-purpose, highly versatile, rugged pistols from a variety of
makes and models. It includes standard service pistols issued to officers, non-commis-
sioned officers, and rear-echelon support personnel.
Price Note. Add $150 for ammunition (400 rounds)

Urban Guardsman L1. Designed for special response teams and private military units,
the UGL1 (aka the ‘Ugly’) is a rugged, full-sized semiautomatic pistol. It is
composed of a special anodized lightweight alloy and features a stainless steel
slide with orange gem front and rear sights, plus black polymer grips and
ambidextrous safeties. Private police models typically include a reliable
magnetic trigger system that prevents the handgun from firing unless within 3-10 feet
(user-programmable) of a special proximity device incorporated in the officer’s holster.
Price Note. Purchase includes one 10-round magazine and a paddle belt side holster.

SK239. The SK239 (aka the ‘Street King’) is an ultra-smooth semiautomatic pistol ideal
for on- or off-duty carry. It serves as the standard sidearm for most private
security officers. The SK239 features low-profile three-dot green combat
sights, a matte black finish and black polymer grips.
Price Note. Two-tone color options are available at no additional cost.
Purchase includes two 8-round capacity magazines and a belt side holster.

Raines SPC. The ‘Specialist’ is a modern toggle-action autoloader available in 4” and 6”


barrel lengths. It features a rapid action trigger system, a proprietary bolt
accelerator, and an optional EyeOS-compatible holographic sighting system
for customized reticle symbols and patterns. The compact steel frame and

NEW PISTOLS | 55
OmniCorp
964PP
Raines
SPC

Skill Base Mag. Reload


Pistols Rank Price Range Cap. ROF Damage Die
LIGHT
OmniCorp 964PP 1 $700 15 ft 10 up to 4 1d6 d4
Voriskova 380 Compact 1 $750 20 ft 8 up to 4 1d6 d6
Bercilak New Model E 1 $850 20 ft 10 up to 4 1d6 d6
MEDIUM
Urban Guardsman L1 2 $1250 25 ft 10 up to 3 2d6 d6
SK239 2 $1300 30 ft 8 up to 3 2d6 d8
Raines SPC 2 $1500 35 ft 10 up to 3 2d6 d4
HEAVY
Kusanagi Hand Cannon 3 $1650 40 ft 12 1 3d6 d6
OmniCorp Armory ED 45 3 $1750 45 ft 10 1 3d6 d6
Model XT 3 $1750 50 ft 6 1 3d6 d6

56 | TABLE 8.3: NEW PISTOLS


slide come standard in matte black finish. Raines SPC parts also feature a permanently
lubricious surface, eliminating the need for oil, grease, or other wet lubrication for the
weapon’s lifetime.
Price Note. Purchase includes two 10-round capacity magazines—one with an extended
finger rest—and a slotted belt side holster.

HEAVY PISTOLS | 8.4.2.3


Added weight and recoil makes these pistols harder to handle, exchanging concealment
and rapid rate of fire for greater damage and stopping power. Each heavy pistol fires
sub-sonic ammunition designed for higher kinetic impact. When hit, a living target must
succeed at a [STR + MTL] check versus TN 3 + the total damage result, or be knocked
down. The target must use a Move action in order to rise from prone. The target suffers
damage as normal.
Price Note. Add $132 for ammunition (60 rounds)

Kusanagi Hand Cannon. One of the world’s most powerful semiautomatics, the latest
Kusanagi Hand Cannon features an enhanced gas-operating system,
ambidextrous safety levers, a drift-adjustable rear sight, and ramp-style
front sight. Despite the built-in compensator ports in the barrel (to
aid in keeping muzzle rise within tolerable levels), the Hand Cannon
still packs a powerful recoil even for experienced shooters. Fortunately,
the EyePhone-integrated tactical scope helps compensate, keeping target acquisition and
shot placement within acceptable levels. The Hand Cannon comes in a black or bronze
finish with black polymer grips.
Price Note. Purchase includes a 12-round magazine and a black leather thigh holster.

OmniCorp Armory ED 45. The ED (“Extreme Duty”) 45 is a short-stroke gas-operated


semiautomatic pistol designed to fire a variety of high pressure cartridges. It features a
fixed barrel in a three lug, rotating bolt design that offers advantages in
safety and durability. The frame, slide, and barrel come in stainless steel
with a glare-reducing matte black finish, along with black polymer grips.
Rear sights are adjustable, and interchangeable front sight blade inserts
come in five colors: black, blue, orange, red, and purple.
Price Note. Purchase includes a 10-round magazine and a belt-and-clip side holster.

Model XT. The XT is a hefty double-action revolver with a polygonally rifled barrel,
electronic firing system, and advanced integrated rangefinder, merging classic form and
modern function. The laser sight is seamlessly attached to the trigger
guard, with the beam projecting from just underneath the muzzle. The
beam activates automatically when the pistol is raised to a shooting po-
sition, and changes color depending on the range of the target; automatic
activation can be turned off if desired.
The XT is offered in four models: the Knight, Elite Knight, Crusader, and the Elite
Crusader models. The Knight models come in a high luster black finish while the Crusader
models feature a matte black finish. The standard models have rounded trigger guards,
while the Elite models are squared-off.
Price Note. Purchase includes a belt side holster.

NEW PISTOLS | 57
vehicles | 8.5

On the Road Again


Heavy-duty transportation
Looking for discreet transport to get you and your resources safely there and back? We
hope you’ll consider this editor-tested and reviewed selection perfect for your needs.
Top Speed. Vehicles with an autonomous control option are capable of traversing the
streets and alleys of The City without human input, but are limited to a reduced speed so
as not to exceed their simultaneous localization and mapping capabilities. Please remain
alert while using autonomous features, as you will be liable for any damages caused by your
vehicle even where the cause is software failure, temporary construction zones, faded lane
markings, or other challenges.
Handling. It is fully expected that you will be able to handle the car under normal
circumstances with no need for any special ability checks. However, should you encounter
hazardous conditions or exceed the recommended Chargeway speed limits, a [WIT +
Instinct] check may be required. Apply the car’s handling as a bonus modifier to this check,
along with any other circumstantial modifiers from terrain, weather, and so on. A crash on
the check indicates a crash with the vehicle, even if it’s a minor one you can drive or walk
away from.
Damage Reduction. When inside a car and other enclosed vehicle, apply the listed
DR for the driver and passengers inside. If outside a vehicle and using it as cover, double
the numbers listed—depending on what part of the vehicle you’re taking cover behind.

58 | HEAVY-DUTY VEHICLES
ATOYO ARMIS (HEAVY VAN) | 8.5.1
Atoyo’s Armis line is built with serviceability and longevity in mind. Although not designed
for comfort and luxury, it is ideally suited for basic security transport, with overlapping
ballistic steel, aluminum, and galvanneal providing a minimum 4mm armor depth to protect
your crew and cargo. Furthermore, all Atoyo-brand ballistic grade steel is labeled with heat
numbers, making each piece traceable back to the manufacturer. The Armis is rugged, built
to last, and can be customized with a variety of interior configurations.
Basic features include run-flat tires, heavy-duty hinges and door lock mechanisms,
glass/polycarbonate windows with multi-hit protection and anti-spall shielding, a ballistic
steel floor for protection from grenades and mines, plus additional ballistic steel layers for
your battery, radiator and fuel system.
The interior sports multiple augmented reality displays integrated with four wide-angle
cameras (one on each side), an intercom and public address system, and an electronically
locked safe—in addition to the rear vault, which has independent climate controls and is
completely configurable to conform to any client’s specifications. Optional features include
four gun ports (1 front, 2 middle, 1 rear).

Acceleration: 0–60 in 12.9 sec Cargo Space: up to 490 cu ft


Top Speed: 55 mph Weight: 19,340 lbs
Handling: -1 Seating: 4
DR (body): 30/20/24 Cost: $224,500
DR (tires): 7/8/8
DR (transparent): 9/9/8

HEAVY-DUTY VEHICLES | 59
OMNICORP TITAN (HEAVY CARRIER) | 8.5.2
The Titan redefines the way we look at armored transport, being equipped not only with
a range of protective measures, but also with adaptability and comfort in mind. Thanks to
a modular interior cabin design, the Titan can be configured as any of the following:
a mobile command and control center that can compactly seat up to 16 fully equipped of-
ficers, a hospital and surgical suite, a fire truck, and even an executive office able to lavishly
entertain up to eight clients, shareholders, or other prominent guests.
The external shell has overlapping composite armor, shaded one-way bullet-resistant
glass, armored shutters for windows/access openings, and armor-reinforced run-flat tires.
Completely self-contained with scrubbed air, water, gas, vacuum hookups and electric
power, the Titan can become airtight, with onboard tanks providing enough air for four
persons to breathe easily for 72 hours during a chemical attack.

60 | HEAVY-DUTY VEHICLES
Other basic features include 10-foot-tall ceilings, inside door panels and windows with
EyePhone-connected touch screens that can retrieve exterior views from over two dozen
pinhole cameras, a nose-mounted infrared camera that captures detail at night and in low-
visibility conditions, an under-the-counter refrigerator, microwave, and a washroom. Urban
or off-road/rural tire packages are available.

Acceleration: 0–60 in 24.1 sec Cargo Space: up to 11,180 cu ft


Top Speed: 76 mph (20 autonomous) Weight: 77,160 lbs
Handling: -2 Seating: up to 18 + 1 driver
DR (body): 37/28/32 Cost: $1,095,980
DR (tires/transparent): 10/13/9
DR (shutters): 12/15/10

HEAVY-DUTY VEHICLES | 61
9
FAMILIAR
SPIRITS

63 | CONJURING A FAMILIAR 66 | SIDEBAR: REFRESHING SPELLS


WITH MEDITATION AND TRANSFORMATION. WHEN YOUR DAILY SPELL LIMIT ENDS.

63 | SIDEBAR: SORCEROUS NAMES 67 | SAMPLE FAMILIARS


ALTERNATE FAMILIAR TERMS. POTENTIAL COMPANIONS TO CHOOSE FROM.

64| FAMILIAR ABILITIES


WHAT THEY CAN DO.
9.1 | CONJURING A FAMILIAR
Familiars are corporeal manifestations of the Flux in animal form. Like the familiar spirits
of occult lore, they serve spellcasters as pets, companions, and magical aids, and can be
useful both in and out of combat. A ‘caster can have only one familiar at a time.
To first conjure a familiar, a sorcerer or witcher must spend at least one hour in
uninterrupted meditation, drawing upon the Flux to turn a mental image of the familiar
into a solid one. This conjuration also requires a ‘caster’s entire spell energy for one day.
To illustrate, let’s say that Caitlyn is a witcher with MGK 5 who wants to conjure a
familiar. She can normally cast five spells/day without harm, but the act of conjuring a
familiar drains all this arcane energy from her. If she casts any more spells that day, each
additional spell suffers a cumulative -1 casting penalty (just as with normal spell expendi-
ture). If Caitlyn had already cast one spell today (and so has only four ‘free’ daily spells left),
she cannot conjure a familiar today, but must wait until tomorrow when her daily spell
limit refreshes to five. Furthermore, if she becomes interrupted (distracted for 1 minute or
more) during her meditation, the conjuration fails and she loses all her daily spells until
her next refresh.
During the conjuration, the familiar appears in a smoky, undefined form, slowly
becoming corporeal as the ‘caster continues to meditate. Meanwhile, the ‘caster temporarily
grows one or more of the familiar’s physical characteristics, like fangs or feathers. When
the familiar fully manifests, it is outwardly indistinguishable from a living animal, but not
truly sentient. Living animals know instinctively that the familiar is a magical presence
and will flee from or attack it, depending on the natural aggressiveness of the animal in
question. Its personality is reflected from its master; snarling people have snarling
familiars, happy people have happy familiars, etc.
The ‘caster chooses the familiar’s shape.
While one person might attempt to conjure Eschewing the familiar, familiar spirit, or
a raven, another ‘caster might want to con-
animal guide terms that are traditional
jure a black cat, and still another could try
for a fluffy white poodle. Of course, this form
among witchers,
does have some limitations, as imposed by some sorcerers
the Flux and the constraints of the setting. prefer to describe
First, the familiar must resemble a wild, familiars by more
feral, or domestic bird, reptile, or mammal modern or scientific
that is common to The City’s alleys, parks, nomenclature, like:
abandoned lots, and other urban and subur-
ban features. The local Flux is ‘accustomed’ - bond creature
to these shapes and so allows the creation of - mon
familiars that resemble those creatures. The - phantasmatic
Flux cannot shape familiars that resemble - plasmaform
uncommon or exotic animals from elsewhere
(even if specimens do exist in a zoo, pet store,
private collection, and so on).
In addition, a familiar cannot be more massive than its conjurer; an adult ‘caster can’t
conjure a police horse, nor can a Moppet (see Agents of Change section 8.2.3) conjure a large
mastiff. The more unusual the familiar, the more it will draw attention from NPCs. For
example, a man walking a dog probably wouldn’t draw a second glance from most
passersby, and while a snake or rat could be concealed, and a cat or bird might get that
second glance, a raccoon or skunk would probably attract a crowd. Once conjured, a familiar
cannot have its appearance altered or be exchanged for a different familiar; its form is set,
magically bonded to the character until death (see the Nine Lives ability on page 64).
Finally, perhaps because of some magical duality of yin and yang, a conjured familiar
is always the opposite sex of its master.

INTRODUCTION TO FAMILIARS | 63
9.2 | FAMILIAR ABILITIES
Each familiar shares a mental bond with its master, allowing the ‘caster to command it,
see through its eyes, possess it, or use it as a spell delivery agent. Some abilities cost spell
energy to activate (i.e., spend one spell use from the ‘caster’s daily limit, much like with
conjuration), as noted below. Activating an ability in combat (or in other situations where
concentration is vital; Director’s call) also requires 1 Move or Attack action to use.

AUTONOMY | 9.2.1
Familiars are less autonomous than living creatures, with no natural curiosity or hunger,
and so do not wander off or explore on their own. Unless otherwise commanded, they stay
by their master’s side. They do not use their skills (i.e., make skill checks) unless attacked
or when their master or the Director instructs them to do so.

COMMAND | 9.2.2
A familiar understands simple verbal commands (attack, come, guard, fetch, heel, protect,
sit, stay) and follows them to the best of its ability. Because of the familiar’s magical link
with you, no training or skill check is required. The magical link also allows for silent
mental commands, and some minor extrapolation (like “attack that morlock”, “protect
John”, or “go to that red car”), within reason.
Complex commands that require reasoning and/or have two or more steps (like “go to
that door, count to 10, and then bark as loudly as you can”) are too difficult for the familiar
to follow. For complex tasks, wait for the familiar to complete one command before you
issue the next one, or use the Possession ability instead.

DISMISS/SUMMON | 9.2.3
There may be times when it’s too inconvenient or dangerous to have your familiar accom-
pany you. Rather than leave it behind or subject it to the dangers of the mission, you can
magically ‘dismiss’ the familiar, essentially dissolving it into the ambient Flux of The City.
It can then be ‘summoned’ to reconstitute at will. The familiar always returns in its original
shape and within arm’s length of its master.
COST: Summoning a familiar costs one daily spell use, but it can be dismissed at will
(no cost).

EYE-JACK | 9.2.4
You can see the world through your familiar’s eyes. While doing so, however, your own
vision is obscured. For example, if Christopher uses this ability to see through his canine
familiar’s eyes, he sees everything that the dog sees, but his human eyes are temporarily
blinded.
COST: This ability costs one daily spell use to activate, but can be dismissed at will (no
cost).

MINDLESS | 9.2.5
Familiars are immune to Charm, Horror, Influence, and other such mind-affecting spells
and spell-like abilities. Thus, they have no Valor statistic; use the master’s when needed.

NINE LIVES | 9.2.6


Because it is not a living being, a familiar cannot be easily killed. When ‘slain,’ its corporeal
form simply dissipates into the local Flux. It can be summoned again after [24 – MGK]
hours, seemingly no worse for the experience.
COST: You can speed up this regeneration process by expending one unused daily spell
to reduce the time by 6 hours.

64 | FAMILIAR ABILITIES
“DURING THE
CONJURATION, THE
FAMILIAR APPEARS IN
A SMOKY, UNDEFINED
FORM, SLOWLY
BECOMING CORPOREAL
AS THE ‘CASTER
CONTINUES TO
MEDITATE.”
For example, Caitlyn has MGK 5, so her
familiar regenerates in 19 hours (24 – MGK A ‘caster can choose
5 = 19), but let’s say that she doesn’t want to when the daily spell
wait that long. She hasn’t cast any spells yet limit refreshes: at
today, so she can ‘spend’ four of her five sunrise, noon,
daily spell uses to reduce the regeneration dusk, or at
time from 19 hours to 0 hours (in other midnight.
words, instantaneously). Of course, Caitlyn
can only spend from her unused spell limit; Once a time
if she already cast three of her five daily
is chosen, it
spells, she can only spend the two remaining
spell uses on her familiar’s regeneration – is permanent for
thus reducing the time from 19 hours to 7 the life of the
hours. She now has no ‘free’ daily spells left, character.
and any remaining spells cast today suffer
a cumulative –1 casting penalty as normal.
A familiar can ‘die’ eight times and be re-
stored without incident, as mentioned earlier. On its ninth death, however, it cannot be
restored. You can then meditate and spend a day’s worth of spell energy to conjure a new
familiar. This familiar may resemble the previous familiar, but can’t be exactly identical.
For instance, you may conjure a new cat familiar to replace a slain cat familiar, but the
new one must be slightly different in size, or coloration, or breed, or so on. Appreciate your
familiar while you have it – you’ll never have exactly the same one again.
SPECIAL: If a ‘caster attempts to ‘kill’ his own familiar, each wound acts as a self-
inflicted wound upon the ‘caster, becoming cumulatively more painful with each death.
For example, if a familiar suffers two wounds and dies by its master’s hand, the ‘caster
suffers an equivalent two wounds. The next time the ‘caster slays his familiar, he suffers
the inflicted wounds plus one additional wound. The third time, the ‘caster suffers the
inflicted wounds plus two additional wounds.
If one of the ‘caster’s allies attempts to slay the familiar, that ally suffers those
sympathetically inflicted wounds instead.

POSSESSION | 9.2.7
This ability allows you to take possession of your familiar, commanding its body as if it
were your own. You hear, see, touch, taste, and smell everything just as your familiar
would. However, your human body is effectively in a coma for the duration—unable to
consciously feel, speak, hear, or move.
COST: This ability costs one daily spell use to activate, but can be dismissed at will
(no cost).

SPELL SHARING | 9.2.8


If the familiar is within your line of sight, you can use it to deliver a ‘touch’ spell just as
if you cast it yourself. Furthermore, you can choose whether any spell you cast upon your-
self also affects your familiar.
COST: Neither action costs a daily spell use, except for the ‘touch’ or ‘self’ spell itself,
but the TN to cast it increases by +2.

66 | FAMILIAR ABILITIES
9.3 | SAMPLE FAMILIARS
Like their masters, familiars take the high result on a Flux Dice roll. Their Core Compe-
tencies are: Core Values 6, Skill Set 8. They have no KNO rank or KNO-based skills, and
mostly ‘1s’ in the STR core value; large canines might have a STR of 2. Any core value or
skill rank may be 0 (zero); familiars with Athletics 0 only move [DFT –1] feet per turn, and
familiars with MTL 0 have only 1 wound level. Familiar can sprint without running first.
Familiars use Fisticuffs to attack, but cannot use weapons or tools effectively; they
use unarmed attacks [DFT + Fisticuffs] instead. They cannot wear armor, but mammals
can wear suit weave ‘vests’ that can be summoned or dismissed along with the familiar;
these specially tailored vests have a cost equivalent to human suit weave.
Advanced magic training is available for a cost of $65,000 (see familiar record sheet; p72).

BIRD, SMALL | 9.3.1


QR: INIT +3; MV 100’ (fly); ATK +6 [0 dmg]; DEF +10; DR 0/0/0; WD 1
T YPICAL ABILITIES: STR 0, Fisticuffs 1; DFT 5, Athletics 5; MTL 0; KNO 0;
WIT 1, Instinct 2; MGK 0
T YPICAL ATTACK: Small birds can fly at an enemy’s face; a successful attack
deals no damage but causes that enemy to lose its next action.
SPECIAL: Flight
EXAMPLES: Pigeon, Sparrow, Starling

BIRD, MEDIUM | 9.3.2


QR: INIT +3; MV 100’ (fly); ATK +4 [1 claw dmg]; DEF +8; DR 0/0/0; WD 1
T YPICAL ABILITIES: STR 1, Fisticuffs 1; DFT 3, Athletics 5; MTL 0; KNO 0;
WIT 1, Instinct 2; MGK 1
T YPICAL ATTACK: Medium birds can fly at an enemy’s face (use the rules for
small birds) or attempt to rake with their talons.
SPECIAL: Flight
EXAMPLES: Crow, Owl, Peregrine Falcon, Seagull

CAT | 9.3.3
QR: INIT +5; MV 75’; ATK +4 [1 claw dmg]; DEF +6; DR 0/0/0; WD 1
T YPICAL ABILITIES: STR 1, Fisticuffs 1; DFT 3, Athletics 3; MTL 0; KNO 0;
WIT 2, Instinct 3; MGK 1
T YPICAL ATTACK: Cats can swipe with their claws or run between enemy feet
to trip; a successful trip attack deals no damage but causes the opponent
to lose its next action.
SPECIAL: Cats gain an additional +2 bonus on DFT-related sneaking checks.
EXAMPLES: Domestic Longhair or Shorthair, Persian, Siamese

DOG/CANINE, SMALL | 9.3.4


QR: INIT +4; MV 75’; ATK +4 [1 bite dmg]; DEF +5; DR 0/0/0; WD 2
T YPICAL ABILITIES: STR 1, Fisticuffs 2; DFT 2, Athletics 3; MTL 1; KNO 0;
WIT 1, Instinct 3; MGK 1
T YPICAL ATTACK: Small canines can nip at ankles or run between a foe’s feet
to trip; a successful trip attack deals no damage but causes the opponent
to lose its next action.
SPECIAL: Canines gain an additional +2 bonus on Instinct checks when they track by scent.
EXAMPLES: Beagle, Dachshund, Fox, small Terriers

SAMPLE FAMILIARS | 67
DOG/CANINE, MEDIUM | 9.3.5
QR: INIT +4; MV 75’; ATK +4 [2 bite dmg]; DEF +5; DR 0/0/0; WD 2
T YPICAL ABILITIES: STR 2, Fisticuffs 2; DFT 2, Athletics 3; MTL 1; KNO 0;
WIT 1, Instinct 3; MGK 0
T YPICAL ATTACK: A medium canine can bite or trip an enemy (use the trip
rules for small canines). On a successful bite attack, the canine can
perform an opposed STR check each round to maintain its hold; if successful, it automat-
ically deals bite damage each round it maintains the hold.
SPECIAL: Canines gain a +2 bonus on Instinct checks when they track by scent.
EXAMPLES: Bulldog, Chow Chow, Coyote, Labrador Retriever

DOG/CANINE, LARGE | 9.3.6


QR: INIT +3; MV 75’; ATK +4 [2 bite dmg]; DEF +5; DR 0/0/0; WD 4
T YPICAL ABILITIES: STR 2, Fisticuffs 2; DFT 2, Athletics 3; MTL 2; KNO 0;
WIT 1, Instinct 2; MGK 0
T YPICAL ATTACK: A large canine can bite an enemy (use the bite rules for
small and medium canines) or attempt to knock the enemy prone. On a
successful knock-down, the canine can perform an opposed STR check
each round to keep the enemy prone.
SPECIAL: Canines gain a +2 bonus on Instinct checks when they track by scent.
EXAMPLES: Akita, Bloodhound, Golden Retriever, Rottweiler

RABBIT | 9.3.7
QR: INIT +3; MV 125’; ATK +5 [0 dmg]; DEF +9; DR 0/0/0; WD 1
T YPICAL ABILITIES: STR 0, Fisticuffs 1; DFT 4, Athletics 5; MTL 0; KNO 0;
WIT 1, Instinct 2; MGK 1
T YPICAL ATTACK: Although living rabbits prefer to flee, rabbit familiars can
run between an opponent’s feet to trip; a successful trip attack deals no
damage but causes the opponent to lose its next action.
SPECIAL: Rabbits have an additional +2 bonus on jumping-related Athletics checks.

RACCOON | 9.3.8
QR: INIT +5; MV 75’; ATK +4 [1 bite/claw dmg]; DEF +4; DR 0/0/0; WD 2
T YPICAL ABILITIES: STR 1, Fisticuffs 3; DFT 1, Athletics 3; MTL 1; KNO 0;
WIT 3, Instinct 2; MGK 0
T YPICAL ATTACK: A raccoon can deal small claw or bite attacks, or run
between an enemy’s feet to trip; a successful trip attack deals no damage
but causes the opponent to lose its next action.
SPECIAL: Raccoons get an additional +1 bonus on climbing-related Athletics checks.

RAT | 9.3.9
QR: INIT +6; MV 75’; ATK +2 [1 bite dmg]; DEF +4; DR 0/0/0; WD 1
T YPICAL ABILITIES: STR 1, Fisticuffs 1; DFT 1, Athletics 3; MTL 0; KNO 0;
WIT 2, Instinct 4; MGK 2
T YPICAL ATTACK: Rats can inflict small but painful bites.
SPECIAL: Rats gain a +2 bonus on hiding-related DFT checks.

68 | SAMPLE FAMILIARS
SKUNK | 9.3.10
QR: INIT +3; MV 25’; ATK +5 melee [1 bite dmg], +5 ranged spray; DEF
+5; DR 0/0/0; WD 1
T YPICAL ABILITIES: STR 1, Fisticuffs 1; DFT 4, Athletics 1, Firearms 4 (spray
only); MTL 0; KNO 0; WIT 1, Instinct 2; MGK 0
T YPICAL ATTACK: Skunk familiars are prized (and feared) for their noxious
spray, but can inflict small bites or run between an opponent’s feet to trip; a successful
trip attack deals no damage but causes the opponent to lose its next action.
SPECIAL: Once per turn, a skunk familiar can spray liquid musk at a single opponent within
5 feet. Attacking a target past 5 feet applies a –2 penalty to the attack. At 10 feet, add
another –2 (–4 total), at 15 feet add another –2 (–6 total), and so on to the max effective
25-foot range (–10 total).
A sprayed opponent loses his remaining Attack actions this round. The victim must
also succeed at a [STR + MTL] check versus TN 15, or lose all Attack actions for the
following round as well.

SNAKE, SMALL | 9.3.11


QR: INIT +6; MV 75’; ATK +3 [wand dmg]; DEF +5; DR 0/0/0; WD 1
T YPICAL ABILITIES: STR 0, Fisticuffs 1; DFT 2, Athletics 3; MTL 0; KNO 0;
WIT 2, Instinct 4; MGK 2
T YPICAL ATTACK: Snakes use their sharp fangs to bite.
SPECIAL: A familiar snake’s bite injects Flux energy as venom. This deals
arcane damage equivalent to a touch attack from its master’s wand.
EXAMPLES: Black racer, garter, hognose

SQUIRREL | 9.3.12
QR: INIT +3; MV 100’; ATK +5 [1 claw dmg]; DEF +8; DR 0/0/0; WD 1
T YPICAL ABILITIES: STR 1, Fisticuffs 1; DFT 4, Athletics 4; MTL 0; KNO 0;
WIT 1, Instinct 3; MGK 0
T YPICAL ATTACK: A squirrel can rake with its sharp claws.
SPECIAL: Squirrels get a further +2 bonus on climbing-related Athletics checks.

SAMPLE FAMILIARS | 69
INDEX
Acute asset 24 Knucks weapon 53 Valyant ID9 Llamrei vehicle 34
Agent Provocateur asset 50 Kusanagi Hand Cannon weapon 57 Van vehicle 59
Agents of Change chapter 38 Venture substance augment 25
Armis vehicle 59 Llamrei vehicle 34 Voriskova 380 Compact weapon 54
Arondel vehicle 33 Lux Magazine ad document 33
Assets 24, 50 Luxcar vehicle 32 Weapons 26, 52
Atoyo vehicles 31, 33, 36, 59 What is Corporia 5
Autonomy familiar ability 64 Mindless familiar ability 64 Weyland 864 armor/shield 29
Model XT weapon 57
Bercilak New Model E weapon 54 Monarch 542 vehicle 32 Xanth substance augment 25
Bludger weapon augment 28 Moppet archetype 44
Bird familiar 67 Motorcycle 31
Boomerang weapon 52
Brigliadoro vehicle 36 Nanosoft Nueg vehicle 31
Bullseye asset 50 New Hires chapter 6
Burner weapon augment 28 Neug vehicle 31
Nine Lives familiar ability 64
Carrier vehicle 60
Cat familiar 67 OmniCorp weapons 54, 57
Citycar vehicle 31, 33 OmniCorp Titan vehicle 60
Coilgun weapon 26 Outcast archetype 16
Command familiar ability 64
Conjuring Familiars 63 Pistol weapon 54
Contents 4 Police Cruiser vehicle 34
Counterstrike asset 50 Poisoner weapon augment 28
Credits 3 Polyvenin asset 24
Possession familiar ability 66
Damage Reduction vehicle rule 30, 58 Prosthetic Limb augment 13, 19
Deathpool asset 50
Dismiss familiar ability 64 QUEST Magazine document 26, 52
Dog familiar 67
Drone archetype 12 Rabbit familiar 68
Raccoon familiar 68
Elite archetype 40 Raines SPC weapon 55
Evasive asset 50 Rangefinder asset 50
Exosuit armor/shield 29 Rat familiar 68
Eye-Jack familiar ability 64 Resolute asset 50
Rev archetype 46
Familiar Spirits chapter 62 Ripper weapon augment 28
Forsworn enemy 74 Risen archetype 18
Freegan asset 50
Fringer archetype 42 Self-Sustaining asset 24
SK239 weapon 55
Geek Cred asset 24 Skunk familiar 69
Gen+ asset 50 Snake familiar 69
Globex Monarch 542 vehicle 32 Spell Sharing familiar ability 66
Grenade Launcher weapon 26 Spook archetype 48
Squire archetype 20
Handling vehicle rule 30, 58 Squirrel familiar 69
Headcanon substance augment 25 Stalwart asset 24
Hellion weapon augment 27 Stinger weapon augment 28
HEXer weapon 27 Stranger than Fiction document 8
Hot Pursuit asset 50 Summon familiar ability 64
Sym archetype 22
ID9 Llamrei vehicle 34 Syndicate asset 24
Inhuman Resources preview 73 Synogen substance augment 25

Jabberwock invitation 25 Titan vehicle 60


Juvie archetype 14 Top Speed vehicle rule 30, 58

Kaneda 435 vehicle 31 UDV vehicle 36


Killer weapon augment 28 Urban Guardsman L1 weapon 55

70 | INDEX
Valyant No. 4102-101; Classified

Watchman Private Security Department Form V-27, Vehicle


Covert Operations and Special Tactics Division [Knightwatch] Damage Report 1/3

1. Vehicle Information
Make Model Color Plate #

qCitycar qLuxcar qSportscar qMotorcycle qPolice Cruiser qUDV qSport Utility


qConvertible qCrossover qPickup Truck qSedan/Coupe qDelivery Van qArmored Truck
DR/Body DR/Transparent DR/Tires

2. Incident Summary (Provide narrative, witnesses, injuries, deaths, and property damage separately)
Location (District/Neighborhood) Time q am On Duty q yes On Private Property q yes
q pm q no q no
qMoving qStopped in Traffic qParked qPedestrian qBicyclist qOther (e.g. rollaway)
qIntersection Related qHit & Run qFire qHazmat Spill qCryptid Contributed to or Caused Incident
# Injured # Killed # Witnesses # Vehicles Involved
qNo Injury/Drive Away qInjury and/or Tow
3. Damage (Circle point of first contact. Use key notations to indicate specific types of damage on sample figures below.)

KEY
A: Scratched E: Torn I: Combat Damage (melee weapon) M: Irradiated
B: Dented F: Splintered J: Combat Damage (high-velocity weapon) U: Undercarriage
C: Broken G: Folded K: Combat Damage (energy weapon) (not shown)
D: Missing H: Burned L: Ectoplasm or other unknown fluid

Employee Name (print) _______________________________________ (signature) _______________________________________________


Valyant No. 4102-102; Classified

Watchman Private Security Department


Form AF-1, Arcane
Covert Operations and Special Tactics Division [Knightwatch] Familiar Registration

1. Familiar Information
Full Name Call Name Sex

qAvian qCanine qFeline qReptile qOther Small Mammal qOther:


Breed(s) Color Weight

Identifying Marks

Is familiar also registered as animal? q yes If yes, in what district/neighborhood?


q no

2. Core Values and Skill Set 3. Base Fitness Ratings


STR DFT MTL WIT MGK Melee Ranged vs. Physical vs. Mental
Initiative Dodge Sprint
Attack Attack spell spell
Fisticuffs Athletics Firearms Valor Instinct

Special Modifiers (+/-)

4. Advanced Training (familiar has received magic ops training* in these**) 5. Head Front View (insert sketch or photograph)
qAgility (+1 bonus to Defense checks)
qArson Detection (+2 bonus to Instinct checks to detect accelerants)
qCorpse Detection (+2 bonus to Instinct checks to locate human remains)
qCryptid Detection (+1 bonus to Instinct checks to locate one particular type of cryptid)
qExplosives Detection (+2 bonus to Instinct checks to locate explosive devices)
qNarcotics Detection (+2 bonus to Instinct checks to locate residual drug odors)
qSuspect Apprehension (+1 bonus to Attack checks made to herd, hold, or trip the target)
qTracking (+1 bonus to Instinct checks to locate one specific person)
*Magic ops training workshops have an additional cost of $65,000 per familiar.

**A familiar can only be specialized in one of the above; once trained, this is permanent.

6. Body Side View(s) (insert sketch or photograph)

Employee Name (print) _______________________________________ (signature) _______________________________________________


Corporia
inhuman resources
preview
“Give me time,
and I shall have
my revenge.

forsworn
74 | INHUMAN RESOURCES PREVIEW
In his time, King Arthur made enemies—not
only of such prominent figures as Mordred and
Morgan le Fay, but also of at least eleven rival Forsworn, reincarnated foes of
kings and many jealous knights. All swore to Camelot, often focus on:
destroy Arthur, through weal or woe, but none
were able to accomplish that goal. The lesser Core Values: STR, DFT
knights often met their ends under the blade of
Skills: Athletics, Getting Medieval,
a Round Table knight, while Saracen attacks
and other royal duties kept the enemy kings Influence, Instinct
from concluding their war against Camelot. The Assets: Knight’s Prowess, Network
FORSWORN are these reincarnated enemies of Weapons: Longsword, Pistol
Camelot, lone or banded together in a secret Armor: Any traditional
cabal against Lancelot, intending to prevent the Augments: EyePhone+, Cloak,
second rise of Arthur.
SIGNS AND PERSONALITY TRAITS. Common signs augments (various)
are Aries, Taurus, Leo, Virgo, and Scorpio. The
Forsworn can be cunning, resourceful, and ambitious, but also boastful, devious, lustful,
and impetuous.
NAMES. Some rival nobles were King Agwisance (of Ireland), Brandegoris (of Strang-
gore), Carados (of Carados), Clariance (of Northumberland), Cradelmas (of North Wales),
Idres (of Cornwall), Lot (of Lothian), Nantres (of Garlot), Urien (of Rheged), the unnamed
King of the Hundred Knights, and Duke Eustace (of Cambenet).
Other foes included Aggravain and Gaheris (two of Lot’s sons), the sorceress Aunowre,
the Brown Knight without Pity, Damas, Garlon the Red Knight, Melliagaunce, Morgamore
(seneschal of the King of the Hundred Knights), the poisoner Pinel le Savage, and more.
LOOK. A few Forsworn have learned of each other’s existence and banded together,
choosing a lion rampant as their heraldic device. Unlike the Knightwatch, few of the
Forsworn have the resources of a large organization such as Valyant, and their equipment
may look cheap and shoddy. Otherwise, they dress much like any other character.
SPECIAL ABILITIES. Forsworn can be Touched, Gifted, or Fluxed in regards to general and
supernatural assets, but also start with Aberration-level core value and skill set points
(see section 6.3), and the bonus cryptid asset (see section 6.11.1)—usually Dervish, Fast
Healing, Natural Armor, Speed Boost, Toughness, or a bonus to STR, DFT, MTL, or MGK.
COMBAT/TACTICS. When exposed, most Forsworn are traditional fighters wielding melee
weapons. Those with more cunning may be leaders (or the supporting force behind a leader)
and prefer to use tricks and traps to weaken an opponent. If forced into combat, they favor
ranged weapons to bring an opponent to its knees before moving in to deal the death blow.
THREAT LEVEL. Generally, a single Forsworn is classified under Knightwatch Threat Level
1 (Aberration), though certain individuals known to have magical abilities and/or special
equipment—like a relic or a small number of personal guards—may be greater threats.

SAMPLE FORSWORN
QR: INIT +6; ATK +10 unarmed [5], +10 melee [5 + 2d6 longsword], +6 ranged [2d6 pistol];
DEF +7 (DFT 8 – armor); DR 4/2/4 (lt traditional); WD 6
Abilities: STR 5, Fisticuffs 5, Getting Medieval 5; DFT 4, Athletics 4, Firearms 2; MTL 3, Valor 0;
KNO 1; WIT 2, Influence 3, Instinct 4; MGK 1
Assets: Knight’s Prowess (crits improve sword damage), Network 4; Dervish (+1 action/turn)
Augments: EyePhone+, U4EA (4 doses; see 4.2.13)
Traits: Intolerant, Impetuous, Reliable; addicted to U4EA
Threat Level: 1 (Aberration)

INHUMAN RESOURCES PREVIEW | 75


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