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v0.

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Runners in the Shadows

Copyright ©2015, 2021 Mark Cleveland Massengale

All Rights Reserved.

Blades in the Dark™ is a trademark of One Seven Design. The Forged in the Dark
Logo is © One Seven Design, and is used with permission. More information: https://
bladesinthedark.com/licensing.

This work is based on Blades in the Dark (found at http://


www.bladesinthedark.com/), product of One Seven Design,
developed and authored by John Harper, and licensed for our
use under the Creative Commons Attribution 3.0 Unported
license (http://creativecommons.org/licenses/by/3.0/).

A love letter to fantasy cyberpunk mashups

CREDITS
Mark Cleveland Massengale
Design, Writing, Layout, etc.

Additional Material by
Hieron_II, Jason Turgeon, & Scraigon Earhart-Stokes
Editing by
Matthew Peterson, Paul Peterson, & Jacob Garcia
THANKS
The original runners, AKA Toxic: Jaime Bauer (as Jax), Coty Beck (as Shark),
& “Natelby” (as Totes). Circa: December 2015.
Various playtesters including: Jaime Bauer, Evan Flance, Tom Delorenzi,
Goran Tomic, Genevieve Audet, Eric Melson, eskur, mib, & Jexams.

ACKNOWLEDGEMENTS
A few game designs (besides Blades in the Dark) influenced Runners in the Shadows in
various ways. This game would not exist without the contributions of their authors to
my favorite genres of tabletop games: fantasy, post-apocalypse, and cyberpunk.

Shadowrun, by Jordan Weisman, et al (FASA Corporation).

Apocalypse World, by D. Vincent Baker & Meguey Baker.

Sixth World, by Chris Clouser & Tanner Yea—which I worked on hacking for a long time.

IN LOVING MEMORY OF
Jaime Bauer (April 13, 1977 - July 26, 2020)
..a close friend of mine whose runner Jax is featured within,
but who passed before she could get her printed copy
CO NT E N T S
THE BASICS 7 THE CHARACTERS 49
THE GAME 7 CHARACTER CREATION 50
The Setting . . . . . . . . . . . . . . . . . . . . . .7 Permutations . . . . . . . . . . . . . . . . . . . 59
The Players . . . . . . . . . . . . . . . . . . . . . .8 Character Creation Summary . . . . . . . . . . 60
The Characters. . . . . . . . . . . . . . . . . . . .8 Actions . . . . . . . . . . . . . . . . . . . . . . . 62
The Crew . . . . . . . . . . . . . . . . . . . . . . .9 STANDARD ITEMS 64
The Game Master . . . . . . . . . . . . . . . . . 10 PLAYBOOKS
Playing a Session . . . . . . . . . . . . . . . . . 10 FACE 65
Before You Start . . . . . . . . . . . . . . . . . . 11 HACKER 69
Touchstones . . . . . . . . . . . . . . . . . . . . 11
MUSCLE 73
THE CORE SYSTEM 12
PUNK 77
The Conversation . . . . . . . . . . . . . . . . . 12
RIGGER 81
Judgment Calls . . . . . . . . . . . . . . . . . . . 12
SNAKE 85
Rolling the Dice . . . . . . . . . . . . . . . . . . 13
Types of Rolls . . . . . . . . . . . . . . . . . . . 13 TRIGGER 89
The Game Structure . . . . . . . . . . . . . . . 14 SUPERNATURAL PLAYBOOKS
Blades Player Primer . . . . . . . . . . . . . . . 15 ADEPT 93
SR Player Primer . . . . . . . . . . . . . . . . . 15 MAGE 97
ACTIONS 16 Assense . . . . . . . . . . . . . . . . . . . . . . . 99
Progress Clocks . . . . . . . . . . . . . . . . . . 18 TECHNO 103
Attribute Ratings . . . . . . . . . . . . . . . . . 20 Attune . . . . . . . . . . . . . . . . . . . . . . . 105
EDGE & TRAUMA 21
EFFECT 23 THE CREW 109
THE DRAGON’S DEAL 27 CREW CREATION 110
UNDERSTANDING POSITION & EFFECT 28 Crew Upgrades . . . . . . . . . . . . . . . . . 114
CONSEQUENCES & HARM 30 Cohorts . . . . . . . . . . . . . . . . . . . . . . 118
RESISTANCE & ARMOR 32 Cohort Harm & Healing . . . . . . . . . . . . 119
Death . . . . . . . . . . . . . . . . . . . . . . . . 33 Crew Creation Summary. . . . . . . . . . . . 120
FORTUNE ROLL 34 CREW PLAYBOOKS
GATHER INFORMATION 36 ASSASSINS 121
PC VS PC 38 COURIERS 125
NUYEN & STASH 39 CULT 129
THE FACTION GAME 42 MERCS 133
Tier . . . . . . . . . . . . . . . . . . . . . . . . . 42 RADICALS 137
Hold . . . . . . . . . . . . . . . . . . . . . . . . . 42 SHADOWS 141
Development . . . . . . . . . . . . . . . . . . . . 42
Fixers . . . . . . . . . . . . . . . . . . . . . . . . 43 THE RUN 145
Faction Status . . . . . . . . . . . . . . . . . . . 44 PLANNING & ENGAGEMENT 146
Claims . . . . . . . . . . . . . . . . . . . . . . . . 44 The Detail. . . . . . . . . . . . . . . . . . . . . 146
ADVANCEMENT 46 Item Loadout . . . . . . . . . . . . . . . . . . 146
PC Advancement . . . . . . . . . . . . . . . . . 46 Engagement Roll . . . . . . . . . . . . . . . . 147
Crew Advancement . . . . . . . . . . . . . . . . 47 Linked Plans . . . . . . . . . . . . . . . . . . . 150
Advancement Limits . . . . . . . . . . . . . . . 47 Flashbacks . . . . . . . . . . . . . . . . . . . . 151
Changing Playbooks or Crew Type 48 Flashback examples . . . . . . . . . . . . . . 152
Giving up on a Run . . . . . . . . . . . . . . . 152
TEAMWORK 154
MEDSLED EXTRACTIONS 156
EXAMPLE RUN 158
DOWNTIME 167 FUTURISM 239
PAYOFF 168 THE WIRELESS WORLD 240
HEAT 169 Being Online & Networking . . . . . . . . . . 241
Reconditioning . . . . . . . . . . . . . . . . . 170 Cybercrime . . . . . . . . . . . . . . . . . . . . 245
ENTANGLEMENTS 171 Constructs . . . . . . . . . . . . . . . . . . . . 249
DOWNTIME ACTIVITIES 174 DRONES 252
VICE 178 CRAFTING 254
Sharpening your Edge . . . . . . . . . . . . . 178 Sample Gadgets . . . . . . . . . . . . . . . . . 259
Indulging Your Vice . . . . . . . . . . . . . . . 178 Sample Special Plans . . . . . . . . . . . . . . 261
DOWNTIME ACTIVITIES IN PLAY 179 IMPLANTS 262
NPC & Faction Downtime . . . . . . . . . . . 180 Undergoing Surgery . . . . . . . . . . . . . . 262
Downtime Activities Summary 181 Implant Locations & Specifications 264
Detailing an Implant . . . . . . . . . . . . . . 266
HOW TO PLAY 183 Symptoms of Lost Essence . . . . . . . . . . 268
FICTION-FIRST GAMING 183 SHELL CHARACTERS 269
Triggering the Action Roll . . . . . . . . . . . 186 CYBERMANCY 270
Why We Do This . . . . . . . . . . . . . . . . . 187 SHELL 271
How to Choose an Action . . . . . . . . . . . 188
The Purpose of Dangers & Edge 188 STRANGE FORCES 273
There’s Always a Consequence 189 THE SUPERNATURAL WORLD 274
Rules Mastery will Take Time . . . . . . . . . 189 Spirits & Gremlins . . . . . . . . . . . . . . . 275
Setting Precedents . . . . . . . . . . . . . . . 190 The Supernatural Playbooks . . . . . . . . . 276
Abstraction vs. Details . . . . . . . . . . . . . 190 The Metaplanes . . . . . . . . . . . . . . . . . 277
ACTIONS IN PLAY Strange Evidence . . . . . . . . . . . . . . . . 278
Command . . . . . . . . . . . . . . . . . . . . 192 Metaplanar Horrors . . . . . . . . . . . . . . 278
Consort . . . . . . . . . . . . . . . . . . . . . . 193 Dragons . . . . . . . . . . . . . . . . . . . . . . 279
Engineer . . . . . . . . . . . . . . . . . . . . . 194 The Infected . . . . . . . . . . . . . . . . . . . 281
Fight . . . . . . . . . . . . . . . . . . . . . . . . 195 Free Spirit Characters . . . . . . . . . . . . . 282
Finesse . . . . . . . . . . . . . . . . . . . . . . 196 INFECTED 283
Influence . . . . . . . . . . . . . . . . . . . . . 197 FREE SPIRIT 285
Interface . . . . . . . . . . . . . . . . . . . . . 198 SUPERNATURAL CRITTERS 288
Prowl . . . . . . . . . . . . . . . . . . . . . . . 199 SECRET ARTS OF SUMMONING 288
Stalk . . . . . . . . . . . . . . . . . . . . . . . . 200 Conjuring . . . . . . . . . . . . . . . . . . . . . 289
Study . . . . . . . . . . . . . . . . . . . . . . . 201 Compiling . . . . . . . . . . . . . . . . . . . . 290
Survey. . . . . . . . . . . . . . . . . . . . . . . 202 Random Horrors . . . . . . . . . . . . . . . . 291
Wreck . . . . . . . . . . . . . . . . . . . . . . . 203 Binding Ceremonies . . . . . . . . . . . . . . 292
Supernatural Limits . . . . . . . . . . . . . . 292
RUNNING THE GAME 205 Essence Contracts . . . . . . . . . . . . . . . . 293
GM GOALS 205 POWER SITES 294
DESCRIBING THE SETTING 206 Lodges . . . . . . . . . . . . . . . . . . . . . . 294
GM ACTIONS 207 SORCERY & THREADING 296
GM PRINCIPLES 212 REAGENTS 302
GM BAD HABITS 213 SUPERNATURAL CRAFTING 303
STARTING THE GAME 218 Sample Supernatural Formulas 304
WAR IN ST ANDREW PARISH 224
DEEPER IN THE SHADOWS 228
MAGNITUDE 236
RANDOM RUN GENERATOR 238
KINGSTON 307
THE HEART OF THE CARIBBEAN 307
A Brief History of Two Lost Cities 308
Cultures . . . . . . . . . . . . . . . . . . . . . . 310
Languages . . . . . . . . . . . . . . . . . . . . 310
Banking & Comms . . . . . . . . . . . . . . . 310
Guardians & Mythical Cities . . . . . . . . . . 311
Crime & Punishment . . . . . . . . . . . . . . 312
Long Distance Travel . . . . . . . . . . . . . . 314
The Haunted City . . . . . . . . . . . . . . . . 320
Rays & Lines of Power . . . . . . . . . . . . . 321
Factions . . . . . . . . . . . . . . . . . . . . . . 323
Kingston: Vice Purveyors . . . . . . . . . . . 328
ZETA LAB 329

CHANGING THE GAME 335


GAMEPLAY OPTIONS 336
ADVANCED ABILITIES & PERMISSIONS 354
Hacker Trade Secrets . . . . . . . . . . . . . . 355
Afro-Brazilian Martial Arts . . . . . . . . . . 356
Asian Pistol Katas . . . . . . . . . . . . . . . . 357
Samurai Fighting Styles . . . . . . . . . . . . 358
Paths of Submersion . . . . . . . . . . . . . . 359
Emergent Death Cult . . . . . . . . . . . . . . 360
Cult of Concordance . . . . . . . . . . . . . . 361
Rites of Initiation . . . . . . . . . . . . . . . . 362
The Stuff of Nightmares . . . . . . . . . . . . 365
Ancient Rituals . . . . . . . . . . . . . . . . . 366
The Dweller on the Threshold 368
Bound to the Free Spirit . . . . . . . . . . . . 369
Not Quite a Vampire . . . . . . . . . . . . . . 369
Forgotten Mentors . . . . . . . . . . . . . . . 370
Pursuit of the Cydonian Serpent 372
The Omnilab Program . . . . . . . . . . . . . 373
Druidic Communion . . . . . . . . . . . . . . 374

INDEX 375
CHAPTER 1

THE BASICS

THE GAME THE SETTING


The game takes place on the island chain
Runners in the Shadows is a game about
a group of daring operatives building of Jamaica, in the capital city of Kingston.
a criminal enterprise in a fantastical It’s near-futuristic in its development.
dystopian vision of near-future Earth. Imagine a world like ours during the next
There are dangerous meetings, crazy era of human advancement—there is
heists, bloody fights, chases, escapes, renewable energy, quantum computers,
deceptions, betrayals, successes, and self-driving vehicles, and an economy
deaths. based on information technology. This
impending Earth is something like a
We play to find out if the fledgling mash-up of a mythical past and predicted
crew can thrive amidst the teeming futures; the future imagined by writers in
threats of rival crews, powerful gangs, the 1980’s (namely, William Gibson), and
ruthless corporate agents, corrupt law the future predicted by modern day fringe
enforcement, and the sweet allure of the futurists. It’s dystopian: over-populated,
future’s many vices. controlled by powerful corporations,
there is vast inequality of wealth and
So plug in, reload, and breathe opportunity felt throughout the world.
While it’s connected by ubiquitous access to
deep of the cost of becoming a
a worldwide information network known
legend in the shadows. as cyberspace, it’s still divided by a wide
disparity in social and economic class.

The city is also a fantasy. It’s about fifty years


in the future and the world is struggling to
deal with the resurgence of supernatural
awareness, beings, and powers—a result
of the revelation of the lost islands (of
Aztlan and Atlantis among them) due to
the breaking of many-thousand-year cycle
known by ancient beings. The end of this
period roused the great dragons from their
ancient sleep, caused ghosts to linger in the
material world, and lifted the Fog of Mortal
Disbelief.

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The inhabitants of this futuristic Earth


are not just normal people, but also the
THE PLAYERS
technologically enhanced and magically Each player creates a character (called
enhanced—all struggling to adapt and a player character, or PC) and works
coexist with one another. with the other players to create the
You’re in a haunted, futuristic port city in crew to which their characters belong.
the Caribbean Sea. The island of Jamaica Runners are criminals who take shady
is bordered by sea and ocean on all jobs for shadier employers. They are
sides, and protected by its geographical often the uncounted, homeless, and the
isolation and the influence of the Cuban unscrupulous. Each player strives to
The Basics

mafia. The city’s unique location in the bring their PC to life as an interesting,
Caribbean, situated near the fabled island daring runner who reaches boldly
of Aztlan in the middle of the Caribbean beyond their current safety and means.
Sea, makes it a coveted epicenter of trade, This is the players’ core responsibility:
intrigue, and corporate influence. Its they engage with the premise of the game,
citizens struggle to deal with its newfound seeking out interesting opportunities
independence from European rule, and for crime in the cities—taking big risks
the growing number of businessmen against powerful foes and sending their
from “across the pond” who are leeching characters into danger.
the wealth of paydata present.
The players work together with the Game
The point of all this is to create a pressure- Master (GM) to establish the tone and
cooker environment for our criminal style of the game by making judgment
escapades, with a built-in release valve calls about the mechanics, dice, and
of the nearby ocean and proximity consequences of actions. The players
to Aztlan. Getting in the water is like take responsibility as co-authors of the
entering the old monster-infested seas game with the GM.
of yore. Staying inside is hell on wheels.
However, operating in a city outside
your established area of influence is THE CHARACTERS
like a “reset button” for the reputations
of a crew of runners—until you create The characters attempt to develop their
a syndicate of your own, it’s impractical crew from a hastily assembled group of
to “lay low outside the city and wait for poor independent runners to a serious
the heat to die down” after you pull off criminal syndicate. They do this by taking
a run (if you do that, you probably lose runs from clients, planning their own
your reputation along with the heat). devious operations, making alliances,
Everything the players choose to do has destroying their enemies, and trying to
consequences for their characters and stay one step ahead of the authorities.
shifts the balance of power around in the
city—driving the action for a sandbox
style of roleplaying game. For a full guide
to Kingston, see page 307.
Alternate city guides for the Enclave of
Seattle and Hong Kong Island are also
available in the Extra Materials folder,
linked from the main itch.io page.

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PLAYBOOKS
◆ Adepts are practitioners of a mystical
There are several character types art.
to choose from, each representing a
different style of runner: ◆ Mages are people with astral senses
awakened to magic.
◆ Technos are people with emergent
◆ Faces are well-connected negotiators senses attuned to signals.
and bold planners. Play this to be the
first impression for the crew.
◆ Hackers are meticulous informants If you choose any of the above playbooks

The Game
in character creation, you must also choose
and datathieves. Play this to twist
a way/method and drawback—consider
cyberspace to your advantage.
choosing details during the process which
◆ The Muscle is a formidable combatant explain your source of power as well.
and enforcer. Play this to be the toughest
and always get what you want.
◆ Punks are vandals and escape artists. THE CREW
Play this to create mayhem and get
In addition to creating runner characters,
away with it.
you’ll also create the crew by choosing
◆ Riggers are crafty technicians and which type of criminal enterprise you’re
pilots. Play this if you want to be crafty interested in exploring. The crew gets its
and focused while controlling devices own “character sheet,” just like a player
remotely. character.
◆ Snakes are master manipulators and
double agents. Play this to be a cunning
liar and spy on the opposition. ◆ Assassins are killers for hire.
◆ Triggers are deadly sharpshooters ◆ Couriers transport contraband.
and trackers. Play this to always hit ◆ A Cult serves a supernatural
your mark. tradition that is forbidden or reviled.
◆ Mercs is short for mercenaries;
hired thugs and extortionists.
You can mix and match, or play a crew
that is all of one type. It’s up to you.
◆ Radicals are extremists and
revolutionaries.
There are also three supernatural ◆ Shadows are burglars, thieves, and
playbooks—they are completely spies—perhaps the quintessential set
optional, and if your table agrees they of runners.
are available then each character can
take one of these:
The crew type isn’t restrictive (you can
pursue a variety of activities); it’s there
to help focus gameplay. Neither typical,
nor detailed within, are Dealers—they
sell illegal product (for that, just use
the Hawkers playbook in Blades in the
Dark—it’s an easy port).

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create their own goals and pursuits, and


THE GAME MASTER we play to find out what happens next.
The GM establishes the dynamic world
around the characters, especially the A given game session is typically one
corrupt and powerful rulers of the run and the following downtime, plus
corporate world, and the ruthless exploration and discovery of a new
criminals of the underworld. The GM opportunity. As your group gets more
plays all the non-player characters in familiar with the game, you might be able
the world by giving each one a concrete to pack more into a session, even doing
desire and preferred method of action. two runs in an evening of play.
The Basics

The GM helps organize the conversation After a dozen sessions or so, you might
of the game so it’s pointed toward the decide to have a break in the flow of the
interesting elements of play. The GM story and start up a “season two” series—
isn’t in charge of the story and doesn’t possibly with a slightly different cast of
have to plan events ahead of time. They characters and a new starting situation.
present interesting opportunities to the
Along the way you may begin to notice
players, then follow the chain of action
the game is predicated on a balanced
and consequences wherever they lead.
blend of escapism and realism—designed
For more, see GM Goals & Principles, to provide a relaxing space where you
page 205. can each appreciate and confront issues
present in the real world, without being
subject to its many burdens (or reprisal
PLAYING A SESSION from our fellow humans who live in this
world with us). Think of your Runners
So, what’s it like to play? A session of gaming group as your safehouse, so to
Runners in the Shadows is like an episode speak: a place to discuss and confront
of a TV show. There are one or two main these dark reflections about ourselves
events, plus maybe some side-story and the world we live in (and the one we
elements, which all fit into an ongoing do not). Here we can all say something
series. A session of play can last anywhere about a life of criminality and vice, and
from two to six hours, depending on the the “rewards” and pitfalls of hypocrisy,
preferences of the group. suffering, and greed. This is the basic
premise of the game
During a session, the crew of characters
works together to choose a criminal run
to accomplish (either by getting a job
from an NPC or by creating their own
operation), then they make a few dice
rolls to jump into the action of the run
in progress. The PCs take actions, suffer
consequences, and finish the operation
(succeed or fail). Then the crew has
downtime, during which they recover,
pursue side-projects, and indulge their
vices. After downtime, the players once
again look for a new opportunity or

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BEFORE YOU START TOUCHSTONES


Read this book once through. You won’t When you’re pitching the game to prospective
immediately understand everything until players, here are some media touchstones
you see it play. You won’t get all the rules you can use to relate the game to stuff with
right the first time. That’s fine; the rules will which they’re already familiar.
make more sense when you read them again
after you play. The system of Runners in the Books/Films/TV: Neuromancer, and other
Shadows is designed to be learned as an works (Johnny Mnemonic, etc.) by William
ongoing process—each time you play you’ll Gibson. Snow Crash, by Neal Stephenson.
get better until everything is second nature. Akira, by Katsuhiro Otomo & Izo Hashimoto.

The Game
Ghost in the Shell, by M. Shirow. Blade
You might be the only person in the game Runner, by Ridley Scott. The Matrix, by the
group that’s read the book—that’s fine, too, Wachowskis. Fifth Element, by Luc Besson.
but then it’s on you to convey everything to Elysium, by Neill Blomkamp. Bright, by David
the other players, so that’s a job you’re taking Ayer. Preacher by Sam Catlin. Daywalkers
on. You can send everyone the link to the by the Spearigs. Minority Report, by Steven
Runners Sheets PDF if players want to look Spielberg. Dredd, by Pete Traviss. Existenz,
at it ahead of time. by David Kronenberg. Strange Days, by
Kathryn Bigelow. Altered Carbon, by John
What the other players will need to do, though, Lenic, et. al. Ocean’s Eleven, and other works
is buy into the idea of the game. Tell them it’s (Ocean’s Twelve, etc.) by Steven Soderbergh.
a game about daring scoundrels in a haunted The Italian Job, by Troy Kennedy Martin and
city in a near-future, fantasy version of Earth. Peter Collinson.
Mention a few touchstones that they’re
familiar with (see the list on right). “It’s kind Games: Shadowrun, by Beam Software/Data
of like Ocean’s Eleven meets Blade Runner but East (and the one by BlueSky Software!).
there’s ghosts and ninjas.” If their eyes don’t Deus Ex, by Ion Storm. Syndicate, by Bullfrog
light up at the idea of making a character, Studios.
maybe this game isn’t going to click with them.
That’s fine. You can always play a different
game with that person some other time. You WHAT YOU NEED TO PLAY
want to have full buy-in from your players.
◆ Players: two to ◆ Keep this book
If you’re the GM, definitely read through four. Plus one handy for reference.
the Starting Situation a couple times (page Game Master.
224) and get a good handle on the important ◆ Some blank paper
factions involved, what they want, who runs ◆ A handful of six- and index cards
them. Or, feel free to make up your own sided dice. At least for notes and
starting situation—just enough to throw the
six to be safe. sketches. Pencils
group into an interesting circumstance right
out of the gate. You don’t want everyone and ink pens.
◆ Printed copies
sitting there, excited to play, and then say,
“So... what do you want to do first?” The
of the character ◆ Beverages and
starting situation keeps the momentum high playbooks, crew snacks are nice.
at the beginning. sheets, & reference It’s a social event,
sheets + maps. after all.
For more, see Starting the Game, page 218.
◆ Tokens (or beads, coins, poker chips,
etc; optional)—for tracking remaining
free downtime activities. Two per player
will be enough.

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When you play, you’ll make several key


THE CORE SYSTEM judgment calls. Everyone contributes,
but either the players or the GM gets final
say for each:
THE CONVERSATION
A roleplaying game is a conversation between THE PLAYERS SAY..
the GM and the players, punctuated by dice
rolls to inject uncertainty and surprising turns.
◆ Which actions are reasonable as a
solution to a problem? Can this person be
The GM presents the fictional situation in influenced? Must we get out the tools and
which the player characters find themselves. engineer the maglock open, or could it also
The Basics

The players determine the actions of their be interfaced through hacking programs
characters in response to the situation. The to open it more discreetly? The players
GM and the players together judge how the have final say
game systems are engaged. The outcomes
of the mechanics then change the situation, ◆ Which events in the story match the
leading into a new phase of the conversation— karma triggers for character and crew
new situations, new actions, new judgments, advancement? Did you express your
new rolls—creating an ongoing fiction and character’s beliefs, drives, heritage, or
building “the story” of the game, organically, background? You tell us. The players
from a series of discrete moments. have final say
No one is in charge of the story. The THE GM SAYS..
story is what happens as a result of the
situation presented by the GM, the actions ◆ How dangerous and how effective is a
the characters take, the outcomes of the given action in this circumstance? How
mechanics, and the consequences that result. risky is this? Would prowling past this
The story emerges from the unpredictable sentry do a little or a lot? The GM has
collision of all of these elements. You play to final say
find out what the story will be.
◆ Which consequences are inflicted to
manifest the dangers in this circumstance?
JUDGMENT CALLS What’s the worst that could happen if
they fail? Do the agents merely become
Playing Runners in the Shadows is a joint suspicious or do they already have you
exercise—a collaborative, expressive trapped? The GM has final say
act—not a purely strategic endeavor. For
a game of roleplaying, you’ll need to make
◆ Does this situation call for a dice roll,
and which type (see next page)? Is your
judgment calls. That is, to determine
runner in position to make an action roll
when to incorporate game mechanics and
or must they first make a resistance roll to
to what degree, as well as to say what’s
gain the initiative? The GM has final say
true for that game of Runners. By making
these choices, the game group together The particular choices you make will
establishes a style, tone, and form of create your own unique form of Runners
fiction unique to their instance of play. in the Shadows. You’ll say something about
Blades in the Dark is designed to bring the world and the characters, about crime
these judgment calls to the forefront and fiction, and about what might await the
make them explicit tools of the game. inhabitants of Earth in the near-future.
And Runners is no different. What will you say? There’s only one way
to find out.

12
1

its rating. You’ll usually end up with one


ROLLING THE DICE to four dice. Even one die is pretty good in
this game—a 50% chance of success, and
Runners in the Shadows uses six-sided
two dice (easy to get with a teammate’s
dice. You roll several at once and read the assistance) increases that chance to 75%. The
single highest result. most common traits you’ll use are the action
ratings of the player characters. A player
◆ If the highest die is a 6, it’s a full might roll dice for their Fight action rating
success—things go well. If you roll more when they become entangled in combat with

The core sysTem


than one 6, it’s a critical success—you an enemy, for example.
gain some additional advantage.
◆ Ifthe highest die is a 4 or 5, that’s a TYPES OF ROLLS
partial success—you do what you were
trying to do, but there are consequences: There are four types of rolls that you’ll
trouble, harm, reduced effect, etc. use most often in the game:
◆ If the highest die is 1-3, it’s a failure ◆ Action roll When a PC attempts an
Things go poorly. You don’t achieve your action that’s dangerous or troublesome,
goal (or doing so has an unintended you make an action roll to find out how
effect) and you suffer consequences, too. it goes. Action rolls and their effects and
If you ever need to roll but you have zero consequences drive most of the game.
(or negative) dice, roll two dice and take See page 16.
the single lowest result. You can’t roll a ◆ Downtime roll When the PCs are at
critical when you have zero dice. their leisure after a job, they can perform
downtime activities in relative safety. You
All the dice systems in the game are make downtime rolls to see how much
expressions of this basic format. When they get done. These are special rolls
you’re first learning the game, you can which might require action rolls before
always “collapse” back down to a simple they occur, depending on the desired
roll to judge how things go. Look up the pacing and tone. See page 174.
exact rule later when you have time.
◆ Resistance roll A player can make
The most common result is 4/5: partial a resistance roll when their character
success. This means that your character suffers a consequence they don’t like.
will tend to succeed, but at a cost—you’ll The roll tells us how much edge their
rarely get away clean. Runners in the character marks to reduce the severity
Shadows is a game about dark horse of a consequence. When you resist that
characters who are in way too deep, “Broken Leg” harm, you might lose some
the odds stacked against them. The dice edge but either way it’s only a “Sprained
mechanic reinforces this by making Ankle” instead. See page 33 for details.
partial success crop up again and again. ◆ Fortune roll The fourth (and often
And this is great! This is where the best rarest) type of roll is made by the GM,
gaming fun is found—in the troublesome to disclaim decision making and leave
parts. There is less sweet gaming nectar something up to chance. How loyal is an
in the easy success. NPC? How much does the plague spread?
To create a dice pool for a roll, you’ll use a How much evidence is successfully
trait (like your Survey or your Intuition disposed before authorities kick in the
or your crew’s Tier) and take dice equal to door? See page 34.

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1

THE GAME STRUCTURE


Runners in the Shadows has a structure to play, with four parts (see the diagram at right). By
default, the game is in free play—characters talk to each other, they go places, they do things,
they make rolls as needed.
When the group is ready, they choose a target for their next criminal operation, then
choose a type of plan to employ. This triggers the engagement roll (which establishes the
situation as the operation starts) and then the game shifts into the run phase. See page
146 for more details.
The Basics

During the run, the PCs engage the target—they make rolls, overcome obstacles, call for
flashbacks, and complete the operation (successfully or not). When the run is finished,
the game shifts into the downtime phase.
During the downtime phase, the GM engages the systems for payoff, heat, and
entanglements, to determine all the fallout from the run. Then the PCs each get their
downtime activities, such as indulging their vice to clear edge or working on a long-
term project. See page 174 for details on downtime. When all the downtime activities
are complete, the game returns to free play and the cycle starts over again.
The phases are a conceptual model to
help you organize the game. They’re
not meant to be rigid structures that
restrict your options (this is why
they’re presented as amorphous blobs
of ink thrown on a printed circuit
board). Think of the phases as a menu
of options to fit whatever it is you’re
trying to accomplish in play. Each
phase suits a different goal.
During free play, the game is very fluid—
you can easily skim past several events in
a quick montage; characters can disperse
in time and space, doing various things as
they please. When you shift into the run
phase, everyone leans forward and knows
that it’s time to focus and get the job done.
The camera zooms down into the action,
obstacle to obstacle, as each challenge is
faced. The players use flashbacks to elide
time and establish previously unseen
preparations. Then when the run is over
and you shift to downtime, the pressure’s
off. The PCs are safe and can enjoy a
brief respite from danger to recover and
regroup before they jump back into the
cycle of play again.

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BLADES PLAYER PRIMER


There are a few significant changes from “vanilla“ Blades mechanics,
but you will otherwise be right at home if you have played that before.
The biggest changes are summarized below:
◆ Cosmetic changes to various game terms: stress is called edge, scores ..details in the
are called runs, cohort gangs are called teams. Other changes to terms are remainder of
more substantial—often reflecting a bigger change than just terminology. this section.
◆ New actions, and old ones: some are renamed (like Sway to Influence,

The core sysTem


and Hunt to Stalk), most are not (like Study and Survey).
◆ The rules language concerning the discussion of position and effect
tells GMs to ask for the player’s thoughts as part of their duties. Understanding
◆ Special actions are special: only accessible through mutually- Position &
Effect, page
exclusive options which you can take during character creation. But
28
they may also be gained in play when the time is right. Fiction first.
◆ The parsing of special items as a form of “build currency” during Character
character creation, and as a reward for increasing your lifestyle rating. Creation,
Friends, abilities, and action dots get a similar treatment. page 50
◆ The addition of the Radicals crew playbook, with new abilities and
unique features. Radicals
◆ Getting extra edge is accomplished individually, with certain PC playbook,
special abilities or an implant (instead of a costly crew-wide upgrade). page 137

SR PLAYER PRIMER
This game is traditional, with so-called “modern” sensibility—so most
players will be comfortable with the broader points of play. However,it’s
based on Blades and its action system, so there are a few things you may
find very different from other games you’ve been playing:
◆ The conversation is the arbiter of all that is uncertain. The GM only ..details in the
knows the right mechanic to use based on the fiction discussed, not the remainder of
other way around. And whatever your group says is true—is true! If no
this section.
one disagrees, the GM narrates the impact, maybe updates the sheets,
and lets that carry things forward to the next interesting situation. You
only stop to roll dice when you take a chance and it’s worthwhile to roll.
Otherwise the GM decides (or rolls) and we move on.
◆ You don’t roll many dice because you only need to roll a single 6 to succeed.
A 5 simply won’t do (a 4 or 5 is enough to succeed with consequences
though). You don’t reroll 6s and you don’t need to count all the 6s up;
instead, all additional 6s rolled count together as a single critical.
◆ You can only “pre-edge“ here (called pushing yourself)—and rather Edge &
than “post-edge” when things go wrong you can always declare resistance.
Trauma, page
Resistance is always helpful too—but at what cost? You will roll to find out
21
how much edge you lost to reduce or avoid the consequence in question:
which can be up to 5 edge (and no: there are no “take backs” on this roll).
◆ You effectively “rent” things by taking actions to get them, or spending Nuyen &
a downtime activity to acquire them safely—you buy things by spending Stash, page
downtime or otherwise completing the fiction to get them (it might not 39
cost you a game resource such as nuyen in other words).

15
1

ask and clarify the goal when necessary.


ACTIONS “You’re punching them in the face, right?
Okay... what do want to get out of this? Do
When a player character does something, you want to knock him out, right—or just
they are taking an action. When a PC rough him up so he’ll do what you want?”
does something challenging, we make
an action roll to see how it turns out. (2) The GM sets the effect level for
An action is challenging if there’s an the action based on what you hope to
obstacle to the PC’s goal that’s dangerous accomplish. Then you say what you most
or troublesome in some way. We don’t fear will go wrong. If it’s worse than you
make an action roll unless the PC is put to
The Basics

think, the GM will tell you how bad it


the test. If their action is something that really is, and why. The GM uses this to
we’d expect them to simply accomplish, determine the position for the action
then we don’t make an action roll. roll, which might be controlled, risky,
Each game group will have their own or desperate. This indicates the severity
ideas about what “challenging” means. of consequences you’ll suffer if you fail,
This means it’s something that establishes rather than enumerating each specific
the tone and style of your Runners in the thing.
Shadows series. To make an action roll, we
Effect level is typically Standard—based
go through four steps: (1) goal and action
on the given goal for the action, however
rating, (2) set effect level and position, (3)
the GM can Limit the effect of a given
add bonus dice, then (4) roll the dice. In
approach to reflect the opposition or
play, they flow together somewhat, but
situation at hand. How is the impact
let’s break each one down here for clarity.
diminished? What effort will remain to
(1) The player states achieve the goal?
Command
their goal for the action The GM might suggest a better fiction
and chooses the action Consort (and accompanying action rating) to get
rating for what their Engineer the player what they want in a single
character is doing in the action—if that’s possible, given the
fiction. You get 1d (one Fight
current situation. “You want to make
die) for each dot beside Finesse them back down by Prowling? That’s not
that action on your going to achieve much; even if you were
playbook sheet. Influence
to succeed they are more likely to respond
Interface with violence than back down. It might
If you want to roll your
Fight action, then get Prowl be more effective to get in their face and
in a fight with someone. Command them to walk away instead.”
Stalk
If you want to roll your
Study The GM can also offer a desperate
Command action, then
approach to achieve what you want in
tell someone what to do. Survey one action roll, if that’s possible in the
You can’t roll a given
action rating unless your Wreck situation. How is this approach more
dangerous than the other, and what
character is presently
additional benefit is possible? Note that this
performing that action in the fiction.
isn’t always feasible or sensible though—
Usually the character’s goal is pretty besides, taking a desperate approach isn’t
obvious in context, but it’s the GM’s job to exactly a one-for-one tradeoff for effect.

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(3) Add bonus dice. You can normally DOUBLE-DUTY ROLLS


get two bonus dice for your action roll
Since NPCs don’t roll for their actions, an
(some special abilities might give you
action roll does double-duty: it resolves
additional bonus dice): +1d from for an
the action of the PC as well as any NPCs
assist from a teammate, and a second +1d
that are involved The single roll tells
from taking a Dragon’s Deal or pushing
us how those actions interact and which
yourself (a character cannot get a die
consequences result. On a 6, the PC wins
from both).
and has their effect. On a 4/5, it’s a mix—
both the PC and the NPC have their effect.
(4) The player rolls the dice and we
On a 1-3, the NPC wins and has their effect
judge the result, using the highest single

acTions
as a consequence on the PC.
die result. On a 6, it’s a success: they
achieve the agreed-upon effect. On a
4/5, it’s a success (some effect) with CONSEQUENCES
consequences. On a 1-3, it’s the worst: When a PC suffers an effect from enemy
it’s a failure (no effect or unintended action, or a bad situation (or roll), it’s
effect), and they suffer consequences. If called a consequence. Consequences
multiple 6s were rolled for an action, it’s a are the companion to effects. Some
critical (success, plus an extra benefit consequences follow (minor ones,
or effect). If you ever need to roll 0d or less, followed by increasingly severe ones):
roll two dice and use the lowest single
die result. The GM narrates the outcome they ready a neon bat, they hit you with it,
of the action, deciding how much effect is you’re spotted, your exit is blocked,
gained and which consequences happen. they say “shut up,” they boot you out,
they disarm you, they dissemble your gun,
A failed action roll usually just fails they start a trace, they trace you,
completely, but in some circumstances, it they’re pursuing, your vehicle is disabled,
might make sense or be more interesting ICe scans you, you’re cornered by ICe,
for the action to have some effect even on you’re burnt by fire, you’re doused in napalm
a 1-3 result.
Some consequences are special (like
Mouse Interfaces with the mysterious
harm), persisting until dealt with in
cyberspace coordinates she found hidden in
the dead hacker’s logs. The roll is a 1-3; the downtime. Serious consequences (like
worst! The GM could say that Mouse fails recurring nightmares or getting cursed)
to interface with the target, and then they might not go away until certain conditions
get system banned (serious complication are met (like filling a long-term project
and lost opportunity) essentially killing clock; see next page for details).
the idea. But it would be much more
interesting if the interfacing happened, PCs have effect on the world around them
and Mouse ends up confronted with this and they suffer consequences in return
horrific virtual entity, mind-to-”mind”— from the opposition they face. In other
right? Mouse connects with the emergent words, some consequences arise from
will of a rampant AI, yes, but the infinitely poor rolls—others are a matter of course
looping algorithm within it overwhelms for the actions taken. See the remainder
his cyberdeck and her mind. She gains
of this chapter for details on various ways
access, but only long enough to suffer
level 3 harm—and she gets a new 6-track: we track consequences and the impact
“Unloop the Dreams of Electric Sheep.” (and resources) of the player characters.

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Complex enemy threats can be broken


PROGRESS CLOCKS into several “layers,” each with its own
A progress clock is a circle divided into progress clock. For example, the Talons’ HQ
segments (see examples below). The GM will might have a “Perimeter Security” clock, an
draw a progress clock when you need to keep “Interior Guards” clock, and an “Winston’s
track of ongoing effort against an obstacle or Office Security” clock. The group would have
the approach of impending trouble. to make their way through all three layers to
reach the leader’s personal safe and hidden
Sneaking into the Alamo Security office valuables.
suite? Make a clock to measure the alert
level of the patrolling guardian drones. Remember that a clock measures progress. It
reflects the fictional situation, so the group
The Basics

When the PCs suffer consequences from


partial successes or missed rolls, fill in can gauge how they’re doing. A clock is like a
segments on the clock until the alarm is speedometer in a car. It conveys the speed of
raised. the vehicle—it doesn’t determine the speed.

Generally, the more complex the Simple obstacles: Not every situation and
problem, the more segments in obstacle requires a clock. The GM will only
the progress clock. use clocks when a situation is complex or
layered, and you need to track something
A complex obstacle is a 4- over time—otherwise, they should resolve
or 5-segment clock. A more the outcome of an action with a single roll.
complicated obstacle is a 6- or
7-clock. A particularly daunting Examples of progress clocks follow. This is
obstacle should be an 8-clock not an exhaustive list. Use them as you see
or 10-clock (or even a series of fit!
clocks).

The effect level of an action ◆ danger clock: Used to track impending


or circumstance is used to tick danger growing over time. “Suspicion,”
segments on a clock (see Effect “proximity,” “alert,” etc. See Consequences
Levels, page 23). It’s the GM’s job to tick on page 30 for details.
a clock so it reflects the fictional situation
If the PCs are making a lot of progress, the
◆ racing clocks: A pair of clocks to
represent a race. “Escape” vs “cornered,” for
clock should be ticked a lot by the GM. This
comes with practice, by properly judging example.
effect levels. But the GM should always feel ◆ linked clocks: For a sequence of dangers.
free to adjust a clock in play to better reflect “Alert” might lead to “trapped,” for example.
the situation. You can’t usually fill a clock
with the effect of a single action. This is by
◆ countdown clocks: For a time sensitive
design. If a situation is simple enough for opportunity to expire. If the countdown runs
one action, we don’t make a clock, just judge out, the mission is scrubbed or the situation
the outcome based on the effect level of the changes—the target escapes, the system
action. admins are doing a complete overhaul, etc.

When you create a clock, make it about the


◆ tug of war clocks: Can be filled and
obstacle, not the method. The clocks for an emptied by events, to represent a back-and-
infiltration should be “Interior Patrols” and forth situation. “Control over the horror” or
“The Office Location,” not “Sneak Past the “get away from the cops,” for example.
Security Guards” or “Hack the Elevator.” The ◆ long-term project: Some projects will
patrols and the locations are the obstacles— take a long time. The GM will add or subtract
the PCs can attempt to overcome them in a
clocks depending on the details of the
variety of ways.

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1

situation and complexity of the project. The Assaulting the Talons


healing clock on your playbook sheet is an The runners
example of this (it’s a “4-clock,” or 4-segment attack the HQ
clock). of the Talons,
◆ faction clock: For a long-term goal of a in a final
faction, ticked when the PCs have downtime. showdown to talons pcs
see which group crew crew
PROGRESS CLOCKS IN PLAY will survive to
control the gun-running market coming
Infiltrating the Smith Residence
in from Panama. The GM makes a clock
The runners are sneaking into Agent for the forces of each side. As the PCs

acTions
Smith’s apartment to steal his personal take actions and suffer consequences, the
datafiles (in which he keeps the secret GM ticks the clocks to show the waning
maps and hunting algorithms for his strength and morale of each side. When
assassin drone hit squad—worth a one side’s clock is filled, they’ve reached a
small fortune to the right buyer). The breaking point—will they flee, surrender,
GM makes a progress clock for the alert or fall into a suicidal rage?
level of Agent Smith’s security drone and
motion-sensing doorbell. She makes a
4-track because it’s a mid-size apartment,
not a mansion and grounds—only a few
“BREAKING” THE RULES
suspicious events will turn this in to a lost AND FICTION
cause. During the operation, Silver rolls to A long-term project is also a great
Prowl past the patrolling drone and rolls catch-all for dealing with any
a 4/5. She gets past, but the complication unusual goals, including things that
is a tick on the “Alert” clock. The GM fall outside the scope of the game
ticks it once to represent the threat level system or change elements of the
of a hallway sensor that setting. For example, by default in
detected movement—it’s not the game, trauma is permanent.
the attack drone though, so However, let’s say the Hacker wants
only a minor complication is to remove the Paranoid trauma
called for. alert condition on their sheet. Instead
of shooting the idea down, the GM
Later, when Mouse rolls a 1-3 on a might ask “What do you do?”
desperate action to sneak into Smith’s
bedroom, the GM fills three segments—the “I undergo rigorous therapy to work
agent’s drone is Tier IV elite and is designed through the roots of their psychosis
to spot trouble. This fills the clock! When and paranoia.” Fair enough, the GM
Mouse eases the door open, she’s set upon reasons. By giving their therapist
from behind by a whisper-quiet attack many sleepless nights due to the
drone, and Smith gets a system alert. It stressful sessions, they’re able to
will be just moments until he realizes reduce the character’s trauma. It
what’s going on, and starts secreting away will be a long and arduous process
his precious paydata! to work on a project like this, but
almost anything can be attempted
as long as the group is interested
and it seems feasible to everyone.

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ATTRIBUTE RATINGS RESISTANCE ROLL


Each attribute resists a different type of
There are three attributes in the game consequence. You resist physical harm
system that the player characters use with your Body rating, for example.
to resist bad consequences: Intuition,
Body, and Willpower. Each attribute Resistance rolls always succeed—you
has a rating (from zero to 4) that tells you diminish or deflect the negative impact
how many dice to roll when you use that (GM’s choice)—but the better your roll,
attribute. the less edge it costs to do it.

The rating for each When the enemy has a huge advantage,
The Basics

attribute is equal to Intuition you’ll need to make a resistance roll


the number of dots Body before you can take your own action. For
example, when you get into a shootout
in the first column Willpower with the gun-fu master, she disarms you
under that attribute
(see examples, below). The more well- before you can strike. You need to make
rounded your character is with a a resistance roll to keep hold of your gun
particular set of action ratings (indicated if you want to attack her. Or perhaps you
by your action dots), the better their face a gang hopped up on bluecoke and
attribute rating. attempt to Command them to back down.
But before you can make your own roll,
you must resist being surrounded by the
Your rating in the Attune or gangers. The GM judges the threat level of
Assense special actions do not the enemies and uses these “preemptive”
contribute directly towards any resistance rolls as needed to reflect the
attribute ratings. capabilities of especially dangerous foes.
For more on resistance rolls, see page 32.

This character has an Interface action rating of 2.

Their Intuition attribute rating is 1 (the first


column of dots).

They also have Fight 1 and Prowl 2.

Their Body attribute rating is 2.

20
1

The ability to push yourself for +1d


EDGE & TRAUMA means you effectively have at least 1d
in every action as long as you have edge
EDGE to spend. Even 1d gives you a 50/50
chance of success. This is the measure
Player characters in Runners in the of “luck” and moxie in the game system.
Shadows have a special reserve of Even when you’re in a bad spot, trying
ingenuity, fortitude, and luck called edge. to do something for which you have no
When they suffer a consequence that they experience or training, you can dig deep

edGe & Trauma


don’t want to accept, they can spend their and give yourself a chance. (A much
edge instead. The result of the resistance better chance than rolling 2d and taking
roll (page 32) determines how much the lowest when you have zero dots.)
edge it costs to avoid a bad outcome.
It’s important to remember this! Some
In a desperate Fight with Mountain players tend to forget and dismiss actions
Rats enforcers, Mouse (Jen’s character) for which they have zero dots. “Nah, I
gets shot several times without armor. can’t do that. I don’t have Survey. I’d have
Since this was desperate, the GM inflicts to roll 2 dice and take the worst. Ugh.” As
severe harm. They tell Jen to record long as you have some edge available,
level-3 harm, “Shot through the lung.” you can get 1d and give any action a
Jen wants to resist, and the GM rules decent shot.
that the harm is reduced by a Body
resistance roll—but not avoided entirely.
TRAUMA
Mouse suffers level 2 harm (‘Shot in When a PC marks their last edge box,
the shoulder’) instead, then Jen rolls they suffer a level of trauma. When you
her Body rating to resist the impact of take trauma, circle one of your trauma
the injury, and gets a 2. It costs 6 edge, conditions like Cold, Reckless, Unstable,
minus 2 (the result of the resistance etc. They’re all described below.
roll) to reduce the impact of this
consequence. Jen marks off 4 edge and When you suffer trauma, you’re taken
describes how Mouse narrowly avoids out of action. You’re “left for dead” or
being incapacitated. otherwise dropped out of the current
scene, only to come back later, shaken and
drained. Remember: you chose to take this
PUSHING YOURSELF risk or spend this last point of edge. When
You can spend edge to push yourself for you return, you have zero marked edge
greater performance. For each bonus you and your vice has been satisfied for the
choose below, spend 2 edge (each can be next downtime (see page 179).
chosen once for a given action): Trauma conditions are permanent
Your character acquires the new
◆ Add +1d to your roll. (This may be used personality quirk indicated by the
for an action roll or downtime roll or
condition, and can earn karma by using
any other kind of roll where extra effort
it to cause trouble. When you mark
would help you)
your fourth trauma condition, your
◆ Add +1 level to your effect. (See Effect) character cannot continue as a runner.
◆ Take action when you’re incapacitated. You must retire them to a different life
(See Consequences) or let them undergo reconditioning

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1

to take the fall for the crew’s wanted EDGE & THE MASTERFUL
level. (See Retirement, page 40, and
Usually, a player’s roll will resolve both
Reconditioning, page 170).
the action of the PC and the action of the
NPC or threat, simultaneously. Like this:
TRAUMA CONDITIONS
“The Mountain Rat points a pistol at
◆ Cold: You’re not moved by emotional your face and grips the trigger. What
appeals or social bonds. What are you
do you do?”
thinking about when you’re not moved?
◆ Haunted: You’re often lost in thought, “Fine: I crack her in the face, knocking
The Basics

reliving past horrors, seeing things. What her arm aside, then fire at her center
memories or thoughts haunts you most? mass with my shotgun.”
◆ Obsessed: You’re enthralled by one
thing: an activity, a person, an ideology. They say what their characters do, using
Why can’t you let go? the details of the situation as established
by the GM. Then the GM judges their
◆ Paranoid: You imagine danger actions and the reactions of the NPCs
everywhere; you can’t trust others. Do to determine the risks, effects, and
you feel guilty, betrayed, or something consequences, then the dice are rolled
else? (likely Fight in this case) and the outcome
◆ Reckless: You have little regard for resolves the situation into something
your own safety or best interests. Some new. Your next move—and the action roll
kind of lasting depression, or have you that results—will tell us how effective the
something to prove? NPC’s maneuver was.
◆ Soft: You’re lenient; you become
sentimental, passive, gentle. Have you However, a dangerous NPC can take the
realized a shortcoming, or is this you initiative. If the NPC is skilled, the GM
developing one? will tell you what the NPC is about to
accomplish, then ask what you do.
◆ Unstable: Your emotional state is
volatile. You can instantly rage, or fall “She corners you at the top of the
into despair, act impulsively, or freeze stairs and tries to wrestle you into the
up. What are your triggers? manacles. What do you do?”
◆ Vicious: You seek out opportunities to
hurt people, even for no good reason. Is If the NPC is a master (for example: a
this some form of blind retribution, or a fixer, agent, leader, etc.) the GM will tell
realization of darker urges? you what the NPC has already done, then
ask if you want to resist it (risking your
You can play your trauma conditions precious edge in the process).
as much or as little as you like. They
can totally transform your character’s “They’ve got all the leverage here. She
personality or have only a small impact— makes the deal without asking if you
it’s up to you. If you do play them strongly, are in or not, essentially securing her
though, allowing a trauma condition to fee upfront. Yeah? Or do you want to
complicate your character’s life, you earn resist that so you can take action here?”
karma for it when karma is awarded at
the end of the session.

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EDGE & THE SUPERNATURAL


A close encounter with a free spirit or
EFFECT
dragon is a harrowing experience. By In Runners in the Shadows, you achieve
default, the standard effect is to either goals by taking actions and facing
paralyze a person with fear or panic consequences. But how many actions does
them into fleeing from its presence. A PC it take to achieve a particular goal? That
can choose to freeze up or flee or make depends on the effect level of your actions.
a resistance roll with Willpower to The GM judges the effect level using the
ignore the effect. Characters with lots profiles below. Which one best matches the
of exposure to astral entities, such as action at hand—limited (partial or weak),
wage mages and cultists become less standard (a lot), or great (more than that)?

effecT
susceptible and only face fear or panic Each effect level indicates the questions
from exceptionally powerful entities. that should be answered for that effect, as
well as how many segments to tick if you’re
Being possessed by a free spirit inflicts using a progress clock.
a level of trauma at the end of every
week. Once the possessed body suffers its
fourth level of trauma, it can no longer ASSESSING FACTORS
sustain its life. The possessing spirit To assess effect level, first start with your
must either ritually prepare the body for gut feeling, given this situation. Then,
permanent possession, subsume its last if needed, assess three factors that may
living essence (killing the victim with modify the effect level: potency, scale,
little other benefit), or abandon it and and quality. If the PC has an advantage
seek a new host. in a given factor, consider a higher
effect level. If they have a disadvantage,
Mind-bending horrors (such as the consider a reduced effect level.
physical manifestation of a powerful
spirit, or metaplanar invaders) and When considering factors, effect level
dragons may have additional effects might be reduced below limited, resulting
on sight (in addition to causing viewers in zero effect—or increased beyond
to freeze up or flee). You may choose to great, resulting in an extreme effect.
resist them, too, as normal. Extreme effect might accomplish two
tough challenges: not only did you snatch
“As you behold the glorious horror of their comm, but you’ve put some distance
the Event Horizon, you unfortunately between them. A critical that grants
also suffer from being frozen right added effect might take out an additional
in place as it tests you. And it’s like.. foe, get you further, reveal a valuable
you like it—because like you said you opportunity, negate a disadvantage, etc.
craved to be submerged in its power! It’s up to the GM.
So you are going to let it test you—or
do you resist and back off?” If a PC special ability gives “+1 effect,” it
comes into play after the GM has assessed
the effect level as described on the next
page. For example, if you ended up with
zero effect due to quality, the +1 effect
bonus from your Bodyguard ability
would bump you up to limited effect.

23
1

Also, remember that you can push ALIGNMENT OF GOAL WITH


yourself (by spending 2 edge) to get +1 ACTION
effect on your PC’s action. See page 21.
The GM’s choice for effect level and
For a master table of factor examples, see position is strongly influenced by the
Magnitude on page 236. Every factor player’s choice of action rating and the
won’t always apply to every situation. desired goal.
You don’t have to do an exact accounting
If a player wants to try to hack in
every time, either. Use the factors to help
by Commanding them to give you
you make a stronger judgment call—
access “or else”—well... maybe that’s
don’t feel beholden to them.
The Basics

possible, but the GM wouldn’t be crazy


to say it’s a desperate action roll and
POTENCY probably Limited effect). Seems like
The potency factor considers particular Interfacing to find an exploit from a
weaknesses, taking extra time or a bigger point of relative safety would be a lot
risk, or the influence of supernatural better for that.
powers. The magical discharge of a mana The players are always free to choose the
spell is potent against an elemental. An approach they take in the fiction (which
infiltrator is more potent if all the cameras tells us which action they perform), but
are disabled and they move about in the that doesn’t mean all actions should be
shadows. equally risky or effective.

QUALITY/TIER DOMINANT FACTORS


Quality represents the effectiveness If one effect factor overshadows the
of tools, weapons, or other resources, others, the side with the advantage
usually summarized by Tier. Fine items dominates the situation. It doesn’t matter
count as +1 bonus in quality, stacking if you have “a fine pistol” and “extra
with Tier. effect” if you try to fight 20 people at once.
Their scale dominates the battle and
Mouse is cracking the maglock open you’re left with very limited effect, or no
to a safehouse run by the Black Circle. effect at all. The same principle applies to
Her crew is Tier I and she has a fine “impossible” actions.
autopicker—so she’s effectively Tier Machina wants take down the quantum
II. The Black Circle is Tier III. Mouse is network that the security agents are
outclassed in quality, so her effect will using to protect their devices. She says,
be limited on the maglock. “I whip out my cyberdeck and Interface
through my hacking programs, taking
SCALE the entire Atari-Tendo intranet down,
qubit by qubit. Ha! I rolled a crit! Great
Scale represents the number of effect!” Obviously, this isn’t possible.
opponents, size of an area covered, scope A person can’t take down an entire
of influence, etc. Larger scale can be an business network such as this alone. We
advantage or disadvantage depending on know it’s inherently silly, like walking
the situation. In battle, more people are to Australia. But this is also codified
better. When infiltrating, more people in the effect factors. The network is
are a hindrance. dominant in quality, scale, and potency.

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1

Unless those factors are countered REVISION FOR EFFECT


somehow, Machina’s effect level is zero
After factors are considered and the GM
before she starts. No matter what she
has announced the effect level, a player
rolls for her action, she’ll have no effect.
might want to revise things a bit to risk
This concept is useful when assessing
more to accomplish more, or vice versa.
other very tough (but achievable)
For instance, if they’re going to make an
situations.
action roll with standard effect (the most
Let’s imagine instead that Machina is common scenario, generally), they might
facing a dragon. She wants to Fight instead want to push their luck and make
with it, by attacking it with her pistols. a desperate roll but with great effect.

effecT
This is similar to taking down the entire
This kind of trade-off isn’t included in the
Atari-Tendo network with a single
effect factors because it’s not an element
cyberdeck. Even on a Critical, the
the GM should assess when setting the
GM says, “You manage to land a solid
effect level. Once the level is set, though,
hit on the creature’s skull, but there’s
you can always offer a risk-reward trade-
no wound and your bullet ricochets
off to the player if it makes sense in the
off its scaly hide.” In other words, zero
situation.
effect! (On a 1-3, the GM might say,
“The creature swats your pistols aside, “I lay down multiple bursts of gunfire,
clutches you in its ferocious grip, and Wrecking the area so they have to drop
plucks your head off your shoulders back into cover, then I’ll smash through
like a grape.” Seriously. Don’t mess the backdoor and make my getaway.
with dragons.)
“Great idea. But I don’t think you can
But this situation isn’t entirely pin them all down with a single burst.
hopeless. There must be some way to Scale is a factor here. So your effect
battle a dragon. This is where effect will be limited. I’d say you can get
factors can help make sense of the maybe.. half of them to back off in one
situation. If the dragon is dominant in action, not all of them. And you’ll need
quality, scale, and potency, then the PCs to do something else to pin down the
can try to understand the factors, and other half to finish it (and give you a
take actions to address them. What’s chance to escape from the remaining
the dragon vulnerable to? They can use bodyguards).
that to remove its potency (and seize
that advantage for themselves). What “I didn’t realize they kept that much
scale is it? They need to bring more security. Hmmm. Okay, what if I just go
runners. Etc. full-auto with both my SMGs. Can I get
them all to back down at once if I make
Effect factors are a way to codify the a desperate roll?”
situation into a few key factors so it’s
easier to talk about what needs to change “Yea, that would do it! And you’d earn
in order to have the desired effect. some action karma too—but if you
screw this up, we both know you’re
going to get shot up by Rosetta’s
goons..”

“Ha! we’ll see about that, won’t we?”

25
1

EFFECTS IN THE FICTION WHY DO IT THIS WAY


Effects aren’t simply a matter of a level The reason we assess effect and risk is to
name or ticking segments on a clock. set expectations and make the fictional
After the action roll, when you narrate situation more clear, so everyone is on
the outcome, answer the effect questions the same page.
by describing what happens “on screen.”
The answers to the questions will tell You tangle with the Mountain Rat
the group what the new situation is enforcer, face to face. Do you inflict a
like, creating a natural bridge to further grievous wound? Do you only graze
actions. them? Why are you having the effect
The Basics

that you have? How could it be worse?


For a simple action, the effect level How could it be better?
determines the end result. Do you achieve
your goal partially, fully, or with great When we do it this way, everyone knows
effect? For a more complex obstacle, the how much you will gain if the dice show
GM creates a progress clock to measure a 6, and what you stand to lose if you fail.
the effort made to overcome it. You That’s why “effect” is kept rather abstract,
tick a number of segments on the clock determined when the action is described:
depending on the effect level of your the outcome of the conversation is
action and the factors involved. When you always the determining factor for how
fill the clock, the obstacle is overcome. See much a given action might do. If it’s not
Progress Clocks, page 18. clear why the GM says you can’t shoot
For example, if the player says “I shove them to death, ask them why. If you think
him and run away,” that might be a you should be achieving more here, tell
simple action. It will have limited, them why.
standard, or great effect on the enemy,
It can be useful to think of effect as a
resulting in a new situation. The
pacing mechanism for dealing with a
enemy might be slowed down (limited),
particular challenge: a “standard effect”
knocked off their feet and delayed in the
is an abstraction which equates to
chase (standard), or even injured by a
“enough fictional impact to overcome
powerful throw (great)—depending on
a tough challenge,” whether that be
the assessment of the factors at hand.
accomplished through shooting, hacking,
If the player says, “I engage them in investigation, negotiation, or something
a duel to the death,” that might be else doesn’t actually matter much to the
a more complex obstacle. The GM game. This system measures fictional
creates a clock for the thug’s level of impact according to the needs of your
threat, then there are several action story, regardless of the situation. This
rolls to resolve the fight, each ticking continually provides clarity about
the clock according to the effect level whether an action is progressing us
(and risking consequences from the towards a particular goal, resolving the
outcome of each). current situation and advancing us to
the next one, or doing something else
The GM is encouraged to go with their
entirely.
gut and use simple or complex obstacles
as they like, moment to moment in play.
There’s no hard and fast rule for what’s
“simple” or “complex.”

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1

Player: “So our thugs are a bunch of


THE DRAGON’S wild college kids.. if we let them loose
on the party, who knows what they’ll do.
DEAL I’m gonna get all up in their faces and
Command they keep their fraggin’ noses
“Never make a deal with a dragon,” they clean.”
say. Except, runners still do it—and you GM: “Oooh, I have a Dragon’s Deal. You
probably will too, when the Dragon’s Deal can take +1d but you go too far with your

The draGon’s deal


on the table is for a “free” extra die. intimidation and threats this time. I’m
gonna start a new 4-track called... ‘Revenge
PCs in Runners are professional criminals— of the Nerds’ and tick it three times. Mess
but they don’t always act in their own best with them this hard again, and you’re
interests. To reflect this, the GM or any other gonna have a group of crazed frat boys on
player can offer you a bonus die if you accept your hands.”
a Dragon’s Deal. Common Dragon’s Deals
include: Player: “Ha! That won’t go well for them.
But let ‘em get mad! Maybe I’ll try to un-
◆ Collateral damage, unintended harm. tick some of that clock in downtime...”
There’s no time to be precise—just spray
and pray. Some players like to get a little fancy or
creative with Dragon’s Deals, using them to
◆ Sacrificenuyen or an item. Throw
rewrite a bit of the situation, create something
money at your problems to make them go new in the flow of the narrative, or shine a
away. spotlight on a character’s weaknesses.
◆ Betray a business partner or close friend.
You trick Angel into being cornered by all “Someone here is a member of your old
crew—the one you screwed over.”
the enemies you helped them make.
◆ Offend or anger a faction. The Rat Bat “One of the goons working for the
gang will definitely figure out you stole it. Mannings becomes jealous of you.”
But you don’t care about that, do you? “Your character doesn’t realize it, but one of
◆ Start and/or tick a troublesome clock. the helicopters parked at the airport you’re
You’re running out of time to do this! burning turns out to be your fixer’s method
of escape should they get cornered.”
◆ Add heat to the crew from evidence or
witnesses. So what if there’s cameras? You’ll “Spending this much time during a meeting
be cyberspace-famous for a little while. at a drug den... seems like you would have
to overindulge yourself here, yeah?”
◆ Suffer some harm yourself. You’re
willing to leap through the glass to get at Don’t push these bargains too hard if the
your target even faster. player doesn’t like this kind of narrative
sleight-of-hand. It’s fun for some and
◆ Forfeit1 karma. Obviously you aren’t annoying for others.
learning, but you’re doing the damned
thing! The Dragon’s Deal is always a free choice. If
you don’t like one, just reject it (or suggest
A Dragon’s Deal is a consequence that how to alter it so you might consider taking
occurs regardless of the outcome of the roll. it). You can always just push yourself for that
You make the deal, pay the price, and get the bonus die instead.
bonus die. There might not be an interesting
Dragon’s Deal in every situation. If one If it’s ever needed, the GM has final say
doesn’t occur to anyone right away, that’s over which Dragon’s Deals are valid
fine. Dragon’s Deals are always optional.

27
1

do in a given situation. The position, on


UNDERSTANDING the other hand, is typically decided based
on the strength and preparedness of the
POSITION & opposition at hand.

EFFECT As you might expect, more or better


opposition means worse position and/or
The GM sets the effect and position for less effect. The ability to set position and
an action roll, after the player says what effect as independent variables gives
they’re doing (and hopes to do) and after you at least nine combinations to choose
from when making an action roll—more
The Basics

clarifying the riskiness of the action along


the way. Usually, Standard is the default if you include zero (0) effect and extreme
effect, unless the GM must limit it to reflect (4) effect! This multi-pronged approach
the relative strength of the opposition. helps to quickly evaluate a wide array of
The answer is “whatever the GM and fictional circumstances.
players agree it means.” In practice, the
The default position is risky / Standard.
player describes what they are doing,
If it’s not clear, the GM should ask “What
and the GM is nodding along, but then—
do you hope this will do?” or even “What’s
something sounds fun to resolve using
the worst that could happen?” The GM
an action roll. And they ask “What do
can Limit your effect and/or describe
you hope this will do? And what do most
how it will be worse for you than you
fear will happen if you fail?” The player
expect.
might clarify the action want to roll, and
the alignment of the action taken with the When you’re overreaching or in serious
desired goal is then modified by the effect trouble, then the action is considered
factors (discussed on page 23) to help desperate. When you’re acting on
determine how much an action should their own terms or exploit a dominant
advantage, then its controlled—so
you may have time to back out and
change approaches even if you roll
ANOTHER WAY OF poorly—which is useful for reflecting
THINKING ABOUT IT the relative safety of having the
initiative or the benefit of surprise.
Position: Describes how bad the
worst consequence will be. Some actions don’t need to be action
rolls A fortune roll by the GM might be
Effect: Describes the amount of
a more reasonable way to determine an
progress towards the goal of the
outcome—especially when the described
action (a “simple” challenge is
effect is rather Limited anyways and
roughly equal to 2 effect, whereas a
the risk is suitably low. It just depends.
“complex” challenge is 4 or more).
The alignment of a given approach
The GM will ask you for both. and equipment to the situation at hand
However, if it’s worse than you think determines the starting effect and position
the GM will say why. Bottom line: until for an action roll. Anyone is free to weigh
you’ve heard the word “desperate,” in on the risks as well, however the GM
you could go bigger—if you can risk it! gets the final say-so.

28
1

For example, if a character is facing off in much immediate danger—she is


alone against a 12-foot-tall (~4 meters) definitely “acting on her own terms,” so
“miniature” tyrannosaurus rex, the the GM says its (controlled / Great).

undersTandinG PosiTion & effecT


situation might be: ◆ Or maybe instead she wants to lay
◆ She battles the bioengineered down cover fire, basically Fighting
reptilian monstrosity in a straight from a safe position, in which case their
up Fight, rushing up ahead of it, scale does apply—so it’s (controlled
unleashing several barrages from just / Limited). If the creature is on guard
outside its stomping range. In this case, for potential trouble, her position is
being threatened by the much more worse than it seems (risky / Limited).
powerful creature indicates she’s in If the t-rex is alerted to their presence,
“serious trouble” (so it’s a desperate then the effect may be reduced further,
position) and the greater scale of the as it will just scramble to take cover
thing, while not insurmountable (it’s before it can be hurt (risky / Zero). If
not nearly as large as an actual t-rex) the t-rex is able to muster a rallying
it does indicate she’ll only cause it call that summons a pack of nearby
minor injury (Limited effect). velociraptors while they fall back to
◆ She engages the t-rex from a choke- a safe position, then things are even
point, like a narrow hallway where it worse for our runner (desperate  /
can’t overwhelm her at once. She’s not Zero).
threatened by multiple limbs at once in The GM has final say over both the
this case, so the risk is similar to a one- position and effect for a given narration,
on-one fight—but because she’s still but it should be clarified as needed,
trying hurt a fraggin’ t-rex, she’ll only which is especially useful when you’re
do a little here (risky / Limited). just getting to know a particular group
◆ She doesn’t battle the t-rex, instead of players. After a couple rulings, the
trying to maneuver her way past it position and effect conversation will
and escape. She’s still under threat quickly speed up, implying how it might
of being badly hurt, but if the path is be better or worse with just a couple
unobstructed and she has some cover sentences. This system helps everyone
along the way, she won’t be so easily get a better view of the fictional situation
thwarted and her effect for escaping in their minds’ eye too—getting everyone
isn’t reduced (desperate / Standard). on the “same page” before rolling dice or
If she had some immediate means of trading consequences.
escape (like leaping onto a speeding The GM’s choices for effect level and
truck), then her effect might even be position will be strongly influenced by
increased (desperate / Great)— the player’s choice of action rating and
enough to get away and then some. accompanying fiction. However, you’ll
◆ Or maybe it’s established that the also set precedents with your actions—
t-rex isn’t aware of her yet—and she’s ones that everyone will build on to make
set up in a sniper position at a nearby more informed decisions in the future.
ambush point. She is Stalking the “Ah, so we got a desperate Consort roll
thing to take a shot at its eye, her goal when we tried to loosen them up with
instead being she hopes to blind it. In drinks during the negotiation. But not
this case, size isn’t a factor, so her effect during the flashback to us hanging out
again isn’t reduced, and she’s also not back at their office. Noted.”

29
1

Or the GM might tick a progress clock for a


CONSEQUENCES complication that causes the mission to fail
(or risk failure). Maybe there’s a clock for the
& HARM alert level of the guards at the office building.
Or maybe the GM creates a new clock for
Enemy actions, bad circumstances, or the the suspicion of the corporate guests at the
outcome of a roll can inflict consequences after party and ticks it. A complication will
on a PC. There are four types (listed below). usually fill two ticks on a clock; if it’s a minor
complication though, it fills one tick instead.
A given circumstance might result in one
or more consequences, depending on the A serious complication is more severe:
The Basics

situation. The GM determines the immediacy reinforcements surround and trap you, the
of consequences, room catches fire and falling ceiling beams
and the number Reduced Effect block the door, the gun is broken and no
thereof following longer available until serviced, the crew
Complication
from the fiction suffers +2 heat from passing witnesses, your
and the style and Lost Opportunity target escapes out of sight, the black ICe
tone established has jacked your connection, etc. A serious
Harm complication fills three ticks on a clock for a
by the game group.
more complex problem (see above).

REDUCED EFFECT Don’t inflict a complication that negates


This consequence represents impaired a successful roll If a PC tries to corner
an enemy and gets a 4/5, don’t say that the
performance or an unexpected challenge.
enemy escapes. The player’s roll succeeded,
The PC’s action isn’t as effective as they’d so the enemy is cornered... maybe the PC has
anticipated. You hit him, but it’s only a to wrestle them into position and during the
flesh wound. The cyberspace provider scuffle the enemy grabs their gun.
accepts the forged credentials, but a
second set is required to get the paydata. Sometimes a complication is a temporary
You’re able to scale the wall, but it’s slow debility—it may be remedied during the
going—you’re only halfway up. This run or afterwards with relatively simple
consequence essentially reduces the action, rather than requiring treatment in
effect level of the PC’s action by one after downtime. For example, you fall victim to a
puppeteer spell. The GM says you are “Mind-
all other factors are accounted for. Not
controlled, incapacitated as if you have taken
the same as a Limited (1) effect, although level-3 harm”! However, this debility is not
that happens to be the most likely outcome. lasting—yes, it’s a serious complication—
but it is gone as soon as the spell is broken.
COMPLICATION However, the GM is also saying this debility
prevents you from taking action as normal
This consequence represents trouble, (without pushing yourself) and you are one
mounting danger, or a new threat. The serious complication closer to catastrophe.
GM might introduce an immediate
problem that results from the action Other temporary debilities include things
right now: the room catches fire, you’re like: Dazed, Confused, Scared, Panicked,
Distracted, Seduced, Choked Out, Angry,
disarmed, your gun is empty, your rival is
Depressed, Jacked. Acting despite a given
lurking about, you drop to -1 status with debility tends to reduce your effectiveness
a faction, there’s collateral damage, the or worsen your position, rather than costing
target evades you and now it’s a chase, precious dice from your pool—the only thing
reinforcements arrive, etc. that can do that is harm (see the next page).

30
1

LOST OPPORTUNITY standard harm (level 2) but had no


empty spaces in the second row, you’d
This consequence represents shifting
have to record severe harm (level 3),
circumstances that prevent progress. It’s
instead. If you run out of spaces on the
a type of complication that applies to an
top row and need to mark harm there,
opportunity to achieve your goal that has
your character suffers a catastrophic,
slipped away. To try again, you need a new
permanent consequence (loss of a limb,

consequences & harm


approach—usually a new form of action
sudden death, etc., depending on the
or change in circumstances. Maybe you
circumstances).
tried to Interface using the backdoor to
quietly steal the paydata, but the system’s
AI has already realized what’s happening
and is closely monitoring it with ICe. If
you want to get that data now, you’ll have
to defeat the system’s countermeasures
first, perhaps by engaging them in virtual
combat—or find another way.

HARM This character has three harm: a


“Shattered Right Leg” (level 3) plus “Tired”
This consequence represents a long- and “Battered” (level 1). If they suffer
lasting debility (leading to your another level 1 harm, it will move up to
incapacitation and death). When you level 2. If they suffer another level 3 harm,
suffer harm, record the specific injury on it will move up to level 4: Fatal.
your character sheet equal to the level
of harm you suffer. If you suffer lesser
HARM EXAMPLES
harm, record it in the bottom row. If you
suffer moderate harm, write it in the Fatal (4): Electrocuted, Drowned,
middle row. If you suffer severe harm, Decapitated, Shot in the Heart, Stabbed
record it in the top row. See examples of in the Neck.
harm and the harm clock, below. Severe (3): Impaled, Blinded, Mauled,
Broken Leg, Broken Windpipe, Shot in
Your character suffers the penalty Chest, Badly Burned.
indicated at the end of the row if any or all Moderate (2): Deep Cut to Arm, Roadrash,
harm recorded in that row applies to the Concussion, Shot in the Foot, Exhausted.
situation at hand. So, if you have “Tired”
and “Battered” harm in the bottom row, Lesser / Special (1): Battered, Sickened,
you’ll suffer reduced effect when you try Scraped, Twisted Ankle, Sprained Arm,
to run away from the authorities. When Tired / Drained, Faded, Cursed.
you’re impaired by harm in the top row Harm like “Tired” or “Exhausted” can be
(severe harm, level 3), your character a good fallback consequence if there’s
is incapacitated and can’t do anything nothing else threatening a PC (like when
unless you have help from someone else they spend all night Studying those
or push yourself to perform the action. recent discussion threads, looking for any
clues to the Mountain Rats’ weaknesses
If you need to mark a harm level, but the before they retaliate). Lesser harm is
row is already filled, the harm moves up easily removed with recovery in downtime
to the next row above. So, if you suffered (see page 176 for details).

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1

gets a 5. Shark loses 1 edge and the harm


RESISTANCE & is reduced to level 2, “Shot in the Arm.”
Usually, a resistance roll reduces the
ARMOR severity of a consequence. If you’re
When your PC suffers a consequence that going to suffer fatal harm (level-4), for
you don’t like, you can choose to resist it example, a resistance roll would reduce
(unless you marked an armor box for the harm to severe (level-3) instead. Or
it already). Just tell the GM, “Nope, not if you got a complication when you were
like this. I’m resisting that.” Resistance is sneaking past patrolling ICe in VR, and
always automatically effective—the GM the GM was going to mark three ticks on
The Basics

will tell you if the consequence is reduced the “System alert” clock, she’d only mark
in severity or if you avoid it entirely. two (or maybe one) if you resisted the
Then, you’ll make a resistance roll to see complication.
how much edge your character marks as You may only roll against a given
a result of their resistance. consequence once
You make the roll using one of your The GM also has the option to rule that
character’s attributes (Intuition, Body, your character completely avoids the
or Willpower). The GM chooses the consequence. For instance, maybe you’re
most appropriate attribute, based on the in a shootout and the consequence is
nature of the specific consequence: getting pinned down. When you resist, the
GM says that you avoid that consequence
◆ Intuition: Consequences from completely: you are not pinned down.
deception or surprise.
◆ Body: Consequences from physical By adjusting which consequences are
strain or injury. reduced vs which are avoided, the
GM establishes the overall tone of
◆ Willpower: Consequences from your game For a more daring or “pink
mental strain or resolve. mohawk” game, most consequences
will be avoided. For a grittier or “black
Your character loses 6 edge when they
trenchcoat” game, most consequences
resist, minus the highest die result from
will only be reduced with resistance.
the resistance roll. So, if you rolled a 4,
you’d lose 2 edge. If you rolled a 6, you’d The GM may also threaten several
lose zero edge. If you get a critical consequences at once, then the player
result, you also regain 1 edge. may choose which ones to resist (and
make rolls for each).
Cody’s character, Shark, is in a desperate
Fight with several guards and one “She evades your grasp, pulls her pistol,
of them lands a shot with their pistol. and then leaps off the fire escape with
Since the position was desperate, the enough time to push the ladder back.
GM inflicts severe harm (modified by any That’s a complication—and you lose
other factors). They tell Cody to record the opportunity to catch her too. So,
level 3 harm, “Gut Shot” on Shark’s that’s two consequences.”
sheet. Cody decides to resist the harm,
instead. The GM says he can reduce the “I’ll resist losing the opportunity. She
harm by one level if he resists it. Cody can get her pistol out, but I don’t want
rolls 3d for Shark’s Body attribute and to let her get away completely.”

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1

RESISTANCE ROLL

1d for each Attribute You reduce or avoid the effects of the consequence
rating (GM chooses). You lose edge equal to 6 - the highest
die result (a maximum of 5 lost edge).

Critical: Regain 1 edge instead.

resisTance & armor


Once you decide to resist a consequence
and roll, you lose the edge indicated. You
DEATH
can’t roll first and see how much edge There are a couple ways for a PC to die:
you’ll lose, then decide whether or not to
resist. ◆ If they suffer level-4 fatal harm (like
“Bled out” or “Blown apart into human
ARMOR salsa”) and they don’t resist it, they die.
Sometimes this is a choice a player wants
The benefit of armor is two-fold: improving
to make, because they feel like it wouldn’t
the fictional impact and/or mitigating the
make sense for the character to survive
risk of actions accordingly—and if you
or it seems right for their character to die
have a type of armor that applies to the
here.
situation, you can mark an armor box to
reduce or avoid a consequence. ◆ If they need to record harm at level-3
and it’s already filled, they suffer a
Shark is taking level 2 harm, “Shot in the catastrophic consequence (like losing an
arm,” and the fight is still on, so Cody arm), which might mean sudden death
decides to use Shark’s armor to reduce (depending on the circumstances).
the harm. He marks an armor box and
the harm becomes level 1, “Battered.” When your character dies, you have a
If Shark was also Ferocious, he could couple options:
mark a special armor box and reduce
the harm again, to zero. ◆ You can create a new runner to play.
Maybe you “promote” one of the NPC
Instead of risking your edge by resisting, crew members to a PC, or create a brand
you mark an armor box and we move on. new character who joins the crew.
That’s why you cannot choose to resist a Particularly rebellious PCs might also
given consequence and mark an armor become victims of cybermancy after their
box to reduce it. That essentially negates body’s death—a master NPC in service to
the GM’s input on tone and style. a rival or enemy for the GM to bring back
When an armor box is marked at an untimely moment.
(expended), it can’t be used again until ◆ You can transfer your character to the
it’s restored. All of your armor boxes are Free Spirit playbook and carry on. See
restored when you choose your load for page 282 for details about free spirit
the next run. See Loadout, page 61. characters.
Unless a complication has taken it away,
worn armor remains on your character
you even after all the armor boxes on your
sheet are marked.

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1

When you make a fortune roll you may


FORTUNE ROLL assess any trait rating to determine the
dice pool of the roll.
The fortune roll is a tool the GM can use
to disclaim decision making. Player don’t ◆ When a faction takes an action with
make fortune rolls—GMs do. You use a uncertain outcome, you might use their
fortune roll in two different ways: Tier rating to make a fortune roll.
When you need to make a determination ◆ When a team operates independently,
about a situation the PCs aren’t directly use their quality rating for a fortune roll.
involved in and don’t want to simply ◆ When a supernatural power manifests
The Basics

decide the outcome. with uncertain results, you might use its
magnitude for a fortune roll.
Two rival gangs are fighting. How does
that turn out? The GM makes a fortune
◆ When an item or supernatural power
has an uncertain effect, you might use its
roll for each of them. One gets a good
force for a fortune roll.
result but the other gets limited effect.
The GM decides that the first gang ◆ When a PC gathers information, you
takes over some of their rivals’ turf but might make a fortune roll using their
suffer some injuries during the battle. action rating to determine the amount
of the info they get.
When an outcome is uncertain, but no
other roll applies to the situation at hand. If no trait applies, roll 1d for sheer luck or
create a dice pool (from one to four) based
While burglarizing the workshop of a on the situation at hand. If two parties
cyberneticist, Rogue stumbles on a locker are directly opposed, make a fortune roll
with a prototype drone inside. As she’s for each side to see how they do, then
trying to inspect the drone to understand assess the outcome of the situation by
its configuration, she hears a pair of voices comparing their performance levels.
rounding the corner outside. Realizing
there’s just one way in and out of this The fortune roll is also a good tool to help
room, she activates whatever buttons
the GM manage all the various moving
she can find. Will the device “spin up”
parts of the world. Sometimes a quick roll
and have a helpful effect when the guards
arrive? Will her hand be blown to pieces by is enough to answer a question or inspire
a malfunctioning prototype? Who knows? an idea for what might happen next.
The GM makes a fortune roll to see how it
turns out.

FORTUNE ROLL

Critical: Exceptional result / Great, extreme effect.


1d for each Trait rating.
6: Good result / Standard, full effect.

+ +1d for each Major 4/5: Mixed result / Limited, partial effect.
Advantage 1-3: Bad result / Poor, little effect.

- -1d for each Major


Disadvantage

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1

Other examples of fortune rolls:

◆ The PCs instigate a war between the ◆ Corporate security tails the PC crew to
Mountain Rats and the Manning Family, confirm they have the right ones. How
then sit back and watch them devour quickly will their evidence result in
each other. Does either side dominate? detainment? The crew’s wanted level
Are they both made vulnerable by the counts as a major advantage for the
conflict? Make a few fortune rolls to find security officers.
out.
◆ The Mage tosses a fireball at the

forTune roll
◆A submersible explosive detonates in bottom of the stairs to block the path and
the sewers beneath Trench Town. How hopefully get away. It lands solidly, the
badly does Sewerton get hit by the main GM agrees. But how well does it prevent
bursting? The GM assigns a magnitude pursuit by the guards though? The GM
to the refuse, and makes a fortune roll to makes a fortune roll using its force to see
judge the extent of its contamination. if this gives him an opportunity to escape.
◆ The Trigger stakes out a good spot ◆ The PCs face off in a battle with a horde
and makes a sniper shot against a mafia of powerful ghouls. The tide of battle goes
hitman when he enters his office. The in the PCs’ favor, and many of the ghouls
Stalk roll is a success, but is Great are turned to ash. One of the players asks
effect enough to instantly kill a grizzled if those remaining can be dealt with.
assassin? Instead of making a progress The GM isn’t sure. How insane are these
clock for his remaining health, the GM particular ghouls? The Krieger strain has
decides to use a simple fortune roll with done a number on their minds, so the GM
his “toughness” as a trait to see if (on a makes a 2d fortune roll for “reasoning” to
6) he can possibly survive the attack to see if a spark of understanding persists.
possibly make a getaway. The roll is a If so, maybe one of the PCs can roll to
4/5: the bullet misses his heart, but hits Influence or Command the ghouls to
him in the lung—it’s a grievous wound abandon their assault.
but it’s not too late. He’s unconscious and
slowly bleeding out, with only hours to
live (unless the syndicate can get a doctor
to him in time).

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1

Some example questions are on the


GATHER bottom of the character sheet. The GM
always answers honestly, but with a level
INFORMATION of detail according to the level of effect.

The flow of information from the GM to The most common gather information
the players about the fictional world is actions are to Survey the situation to
very important in a roleplaying game. reveal or anticipate what’s going on and
By default, the GM tells the players what Studying a person to understand what
their characters perceive, suspect, and they intend to do or what they’re really
thinking.
The Basics

intuit. But there’s just too much going on


to say everything—it would take forever
and be boring, too. The players have a tool Sometimes, you’ll have to maneuver
at their disposal to more fully investigate yourself into position before you can
the fictional world. gather information. For example, you
might have to Prowl to a good hiding
When you want to know something place first and then Study the gangers
specific about the fictional world, your when they perform their initiation. Or
character can gather information. The you might need to Stalk your target
GM will ask you how your character before you get a chance to effectively
gathers the info (or how they learned it Survey it. Follow the fiction wherever it
in the past). leads—freely playing and only stopping
when you get them deep enough in the
If it’s common knowledge, the GM will fiction to be doing something worth a
simply answer your questions. If there’s roll.
an obstacle to the discovery of the answer,
an action roll is called for to determine
if the info discovered is truly useful or
INVESTIGATION
not. If it’s not common knowledge but Some questions are too complex to
there’s no obstacle, the GM will decide or answer immediately with a single gather
make a simple fortune roll to determine information roll. For instance, you
the minimum amount of information might want to discover the network of
gathered on a 1-3 (usually limited info contraband smuggling routes in the city.
or more, depending on the described In these cases, the GM will tell you to
approach). start a long-term project that you work
on during downtime (page 176).
Each attempt to gather information takes
time. If the situation allows, you can try You track the investigation project using
again if you don’t initially get all the info a progress clock. Once the clock is filled,
that you want. But often, the opportunity you have the evidence you need to ask
is fleeting, and you’ll only get one chance several questions about the subject of
to roll for that particular question (a your investigation as if you had great
Risky action). effect.

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1

GATHER INFORMATION

Great: You get exceptional details. The information


Ask a question (and possibly
is complete and follow-up questions may expand
make an action roll or a fortune
into related areas or reveal more than you hoped for.
roll). The GM answers you
honestly, with a level of detail Standard: You get good details. Clarifying and
depending on the effect level. follow-up questions are possible.

GaTher informaTion
Limited: You get incomplete or partial information.
More information gathering will be needed to get all
the answers.

EXAMPLES & QUESTIONS


◆ You might Consort with a well- ◆ You might Stalk a courier across the
connected friend to learn secrets about city, to discover who’s accepting certified
an enemy, rival, or potential ally. What do credsticks worth several nuyen from a
they intend to do? What might I suspect world-class sniper. Where does the money
about their motives? How can I discover end up? How can I find out who signed for
leverage to manipulate them? the package at City Hall?
◆ You might Command a local business ◆ You might Stalk a rival runner to
owner tell you what he knows about the intercept them during their getaway from
secret meetings held in his back room. a crime. What is the best time to shoot out
What’s really going on here? What’s he their tires? How can get them to hand over
really feeling about this? Is he part of this what they got?
secret group?
◆ You might Study ancient and obscure
◆ You might Influence a powerful books to discover an arcane secret. How
executive at a party so he divulges his can I disable their astral wards? Will
future plans. What does he intend to do? anyone sense if they’re disabled?
How can I get him to think I might be a
good partner in this venture?
◆ Or you might Study a person to read
their intentions and feelings. What are
◆ Or you might Influence his bodyguard they really feeling? How could I get them
to confide in you about recent events. to trust me?
Where has he been lately? Who’s he been
meeting with?
◆ You might Survey using your drone
to case the building for a heist. What’s
◆ You might Interface with the data a good point of infiltration? What’s the
trails of recent wireless activity. Have danger here?
any new devices been here? How can I find
◆ Or you might Survey a charged
the device that’s protecting them? What
situation when you meet an envoy for
should I be worried about?
payment. What’s really going on here?
Are they about to attack us?

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1

try to resolve the situation until everyone


PC VS. PC agrees to the methods you’re about to use.
If you have an objection or an alternate
Sometimes two or more PCs have idea, speak up! If the players can’t agree
conflicting ideas about how to proceed. to a method, then you’re deadlocked.
Sometimes they want to Fight to see You can’t proceed without everyone’s
who’s tougher. Or suppose that the other consent, so this conflict just isn’t going to
PCs said they wanted to prevent Shark, happen. Maybe the PCs get in each other’s
their Face, from firing his guns. What do faces and act like they’re going to tangle,
you do when this happens? you might ask. but then, nope... it fizzles and they back
The answer is simpler than you think: off. This happens in fiction a lot, and it’s
The Basics

handle things just like you would for PC okay if it happens in the game.
vs. NPC action during PC vs. PC action.
It’s a good idea to help the players ask
You’re going to use all the same rules:
each other questions to establish the
action rolls, resistance rolls, fortune rolls;
resolution, rather than trying to impose
effects and consequences; and resolution
your will. You might ask, “Can Totes be
into a new situation. However, there
Influenced into listening to me? What
are some guidelines that John Harper
would it take?” or, “Is Shark within
wrote which are well-designed to avoid
reach if I want to smack him upside
the sorts of issues we get in other game
the head?” The other player might
systems with PvP. I’ve included them with
respond: “That depends.. how vicious
updated examples to assist in sorting it
are you going to be? Do you really want
all out:
to hurt them?”
"(1) Pause and discuss When a PC
comes into conflict with another PC, (3) Abide by the results Once you’ve
pause the game. It’s a time-out in the agreed to the methods, then follow them
fictional space, while the players talk through and abide by the outcomes. You
things through. Don’t be in a big rush can roll resistance to avoid bad results, as
to roll dice. Slow everything way down. usual, so don’t try to weasel out of it some
This isn’t a ‘who talks first wins’ situation other way if things don’t turn out the way
(and especially not ‘who talks more or you hoped.
loudest’).
Note that this is not a ‘player vs. player’
“Who goes first?” is sometimes the system. When characters come into
question players fixate on, especially if conflict, the players must still collaborate
things are about to get violent. Usually, and make judgment calls together, as
the answer is clear from the situation: usual. Conflicts between players are
one has the initiative and the other outside the scope of the game; they
is reacting. If it isn’t clear, you can can’t be resolved with the dice rolls and
make fortune rolls—each player rolls mechanics in-game. If the players—
an action rating and you compare the not their characters—are in conflict,
results. It is possible both characters you’ll have to work it out using social
act simultaneously. methods, then return to the game when
it’s resolved. Don’t try to use the game as
(2) Agree to the resolution methods a way to dodge or replace a normal social
Talk it through, figure out the rolls, and interaction to resolve person-to-person
discuss the consequences at stake. Don’t conflict.”

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1

While citizens enjoy the protections of the


NUYEN & STASH modern banking system, the undocumented
do not. More than 4 nuyen of illegitimate
Nuyen is an abstract measure of cash and money is a dubious amount to keep liquid.
other liquid assets held in an account. A character with a legitimate IDN might
In this fantasy Earth, everyone who be able to keep more (if they are willing
needs to make a secret transaction uses to risk having a second set of accounts).
pre-rendered financial data, delivered You should spend the excess or put it
through their comm (or using a common in your stash (see next page). A crew

nuyen & sTash


payment device called a credstick). For can also secret away 4 nuyen in their
transfers over 4 nuyen, an item called safehouse by default. If they upgrade to a
a crypto-coin is preferred instead, aka datavault, they can expand their stores to
post-cryptocurrency. So named by 8 and then 16 nuyen. Any nuyen beyond
financial analysts due to comparisons their limit should be spent as soon as
made to its completely undetectable possible (typically before the next run), or
predecessors. Flashing a crypto-coin distributed among the crew members.
around is a good way to get robbed or
reported to the authorities. When you traverse the city while
beyond the limit, the GM might make a
The small quantities of currency the PCs fortune roll (using the number of excess
use in their daily lives are not tracked. If a nuyen on hand) to see if you lose some
runner wants to toss some money around or all of it while en route—perhaps its
to achieve a small goal (bribe a bouncer, stolen by hackers or you run into thugs
get a fine meal, hop a train, etc), use the along the way. You may resist what
PC’s lifestyle quality for a fortune roll happens as usual.
(see Stash, on page 40).
Running the wallet app on your comm
offers a way to move more than 4
Monetary Values nuyen around, but CSG Agents will be
on the lookout for that! See page 259
◆ 1 nuyen: A loaded credstick. A typical for details.
wageslave’s weekly pay.
◆ 2 nuyen: A fine weapon. The weekly NUYEN USE
income for a small business. A cup of
real coffee. A set of luxurious designer ◆ Spend 1 nuyen to get an additional
clothing. activity during downtime (page 174).
◆ 4 nuyen: A month’s wages. A dangerous ◆ Spend 1 nuyen to increase the result
amount of money to carry around. level of a downtime activity roll (page
174).
◆ 6 nuyen: An ounce of real coffee beans.
An exquisite jewel. ◆ Spend nuyen to avoid certain crew
entanglements (page 171).
◆ 8 nuyen: A good monthly take for
a small business. A datavault full of ◆ Put nuyen in your character’s stash to
financial information and other paydata. improve their lifestyle and circumstances
when they retire. See the next couple
◆ 10 nuyen: Liquidating a significant
pages.
asset—a work van, a motorcycle, a deed
to a small property or apartment. ◆ Spend nuyen when you advance your
crew’s Tier (see page 42).

39
1

UNDERWORLD EXCHANGES & STASH & RETIREMENT


CORPORATE SCRIP When you mark your character’s final
Underworld deals in the city are expected trauma and they retire, the amount of
to be made in credsticks—biometric nuyen they’ve managed to stash away
datasticks designed to quickly perform determines their fate. Your stash tracker
an anonymous transfer of money. Other is on your character sheet.
forms of currency like specially-minted
platinum coins and other rare items ◆ Stash 0-9: Poverty (0d). You end up
might also serve as bargaining chips in institutionalized or homeless, awash in
certain underworld circles. Italian lira. vice and misery.
The Basics

Oyabun bloodseals. Navajo banking notes. ◆ Stash 10-19: Low (1d). A shack or room
that you can call your own.
Scrip is a prepaid exchange of currency,
but is redeemable only through a
◆ Stash 20-29: Medium (2d). A tiny house
or pitiful garden level apartment, with
particular megacorporation’s businesses.
some small comforts. You might operate
An employer that offers scrip should
a bar or small business.
always be viewed with suspicion due to
the frequent use of competitor’s scrip ◆ Stash 30-39: High (3d). A well-appointed
as a red herring. Besides, scrip takes home or apartment, claiming a few
advantage of a well-known loophole in luxuries. You might operate a medium
corporate tax law, letting the bastards get business.
a write-off for you doing their dirty work. ◆ Stash 40+: Luxury (4d). An exorbitant
Despite an active market for corporate home or penthouse apartment, filled
scrip trades in the underworld, accepting with luxurious appointments. You might
it is generally regarded as leverage operate a large business.
during a negotiation—it’s a hassle to be
paid this way.

40
1

In addition, each full row of stash (10 ADDITIONAL SPECIAL ITEMS


nuyen) indicates the quality level of the
When the quality level of your lifestyle
runner’s lifestyle, from zero (poverty)
increases (see left), choose two additional
to four (luxury). This is mostly useful
special items you have available to you.
as a guideline to GMs—however it also
Choose your special items from any of
determines the number of special items
the lists that make sense for a character
available to your character.
of your type (in other words, you might
Marla is a runner who likes to show off make choices from outside your chosen

nuyen & sTash


her programmable nanotattoos, and playbook).
Jess, her player, often describes Marla
If you wish, a special item choice can be
as showing them off while moonlighting
spent to do one of the following instead:
as the singer for a rock band. But
she’s really just a homeless girl trying
◆ Upgrade a special item you already
to make it, right? How impressive
have so it becomes fine (or exceptional
(impactful, even) is the display quality
instead, if it was already fine). Fine
and choice of art, really? The GM can
items: Tier +1 quality. Exceptions: Tier +2
call for a fortune roll using Marla’s
quality.
lifestyle level as the dice pool to find
out how much impact the tats have. ◆ Gain an implant (or add feature(s) to an
existing one). When you add a feature to
Shark wants to take a prospective new an implant in this way, you automatically
envoy on an encrypted conference call undergo the required procedure if you
with their fixer—alone. He can’t take have access to a surgeon—in that case.
them back to the hidden safehouse it’s a fortune roll to see how it went and
where the others hole up, so what to do? it’s installed. On a 1-3: it costs a downtime
Cody, Shark’s player says he arranges activity. It always costs a downtime
for a media booth rental at Fantasy activity to get a new implant installed
Towers, so the GM asks for a fortune though See page 262 for details on
roll using Shark’s lifestyle rating to see Surgery.
what quality he can procure.
Say how you’ve obtained this new special
item or implant for your character.
REMOVING NUYEN FROM
YOUR STASH
Stash represents your PC’s collection of
hidden assets and non-liquid investments.
If you want to pull nuyen out of your
stash, you may do so, at a cost. Your
character sells off some of their assets
and investments in order to get some
quick cash. For every 2 stash removed,
you get 1 nuyen you can spend

41
1

THE FACTION HOLD


On the faction ladder next to the Tier
GAME numbers is a letter indicating the strength
of each faction’s hold. Hold represents
Kingston is a cesspool of crime. The small how well a faction can maintain their
fish are eaten by the bigger fish. Trust current position on the ladder. W
is fleeting, betrayals turn to violence. indicates weak hold. S indicates strong
Into this web of deceit and violence your hold. Your crew begins with strong hold
fledgling crew has set its course. Will you at Tier 0.
The Basics

be chewed up and spat back out into the


gutters, or will you rise to become legends
in your own right? DEVELOPMENT
To move up the ladder and develop your
TIER crew, you need rep. Rep is a measure
of clout and renown in the underworld.
Take a look at the factions on page 323. When you accrue enough rep, the other
Each notable faction is ranked by Tier—a factions and their envoys take you more
measure of influence, wealth, and scale. seriously and you attract the support
At the highest level are the Tier V and needed to develop and grow.
VI factions, the true powers in the city.
Your crew begins at Tier 0. Tier IV is When you complete a run, your crew
technically the maximum for a crew of earns 2 rep. If the target of the run is
runners—though your GM might allow higher Tier than your crew, you get +1
greater heights. rep per Tier higher. If the target of the
run is lower Tier, you get -1 rep per Tier
You’ll use your Tier rating to roll dice lower (minimum zero). The GM may also
when you acquire an asset, as well as for award an additional rep or two for a
any fortune roll for which your crew’s particularly well-connected target.
overall power level and influence is the
primary trait. Most importantly, your You need 12 rep to fill the rep tracker
Tier determines the quality level of your on your crew sheet. When you fill the
items as well as the quality and scale of tracker, do one of the following:
the teams your crew can afford—and
thereby what size of enemy you can ◆ If your hold is weak, it becomes strong.
expect to handle. Reset your rep to zero.
◆ If your hold is strong, you can pay to
TEAM SCALE BY TIER increase your crew Tier by one. This
costs nuyen equal to your new Tier x 8.
◆ Tier V. Massive teams (80 people) As long as your rep tracker is full, you
◆ Tier IV. Huge teams. (40 people) don’t earn new rep (12 is the max). Once
◆ Tier III. Large teams. (20 people) you pay and increase your Tier, reset
your rep to zero and reduce your hold
◆ Tier II. Medium teams. (10 people) to weak.
◆ Tier I. Small teams. (3-5 people)
◆ Tier 0. 1 or 2 people

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1

REDUCING HOLD The GM decides what conditions must be


met before a new fixer will choose to back
You may perform an operation specifically
you. You might be required to complete a
to reduce the hold of another faction, if
serious run or two that advances the fixer’s
you know how they’re vulnerable. If the
position in the underworld—or maybe you
operation succeeds, the target faction
have to complete a number of runs (each
loses 1 level of hold. If their hold is weak
one ticking up a clock called “Become the
and it drops, the faction loses 1 Tier and
Fixer’s choice”). Once a fixer has mutually

The facTion Game


stays weak.
chosen you, they no longer expect a cut
When a faction is marked by another from your runs (they will negotiate it on
faction (see next page), it temporarily the other end).
loses 1 hold.
Fixers who have mutually chosen
Your crew can lose hold, too, following your crew are considered claimed and
the same rules above. If your crew is Tier are marked on your rep tracker (see
0, with weak hold, and you lose hold for the example below). Each fixer marked
any reason, your safehouse comes under reduces the rep cost to develop by one.
threat by your enemies or by a faction So, if you have 2 fixers, you need 10 rep
seeking to profit from your misfortune. to develop. If you have 4 fixers, you only
need 8 rep to develop. Your crew can
claim a maximum of 6 fixers. When you
FIXERS develop and reset your rep, you keep the
marks from all the fixers you claim.
Another way to contribute to the crew’s
development is to become mutually Most crews are created with one fixer on
chosen by additional fixers (they must their list of contacts, already mutually
choose the runners, and the runners chosen (and a meeting grounds to go
must choose them). along with that). The rest of your contacts
aren’t necessarily fixers (they might be)
When your crew is mutually chosen by at and you may need to gather information
least one fixer, you establish a more stable first to discover the identity of a fixer
basis for your rep. Each fixer mutually you seek—especially if they aren’t on
chosen represents abstracted support for your claims list. Also, when you’ve been
the crew (partly a result of the additional mutually chosen by a fixer, you expand
meeting grounds to which they arrange the number and scope of your crew’s
safe access). meeting grounds. See page 76 for details.

If you have 3 fixers, you need only 9 rep to develop,


instead of 12.

When you develop, you’ll clear the 9 rep marks,


but keep the 3 fixer marks. Mark fixers on the right
side, to show the “cap” on how much rep is needed.

43
1

FACTION STATUS ◆ -2:Hostile. This faction will look for


opportunities to hurt you as long as it
Your crew’s status with each faction doesn’t create serious problems for them.
indicates how well you and your fixer(s) They expect you to do the same, and take
are liked or hated by a faction and their precautions against you.
envoys. Status is rated from -3 to +3, with
zero (neutral) being the default starting
◆ -3: Marked. This faction will go out
of its way to hurt you even if it’s not in
status. You track your status with each
their best interest to do so. They expect
faction on the faction sheet.
you to do the same, and take precautions
against you. When you’re marked by any
The Basics

When you create your crew, the GM


assigns some positive and negative status number of factions, your crew suffers
ratings to reflect recent history. The +1 heat from runs, temporarily loses 1
ratings will then change over time based hold, and PCs get only one downtime
on your actions in play. activity rather than two. You can stop
being marked by eliminating your enemy
or by negotiating a mutual agreement to
FACTION STATUS CHANGES establish a new status rating.
When you execute an operation, you
may take -1 or -2 status with the factions If your crew has weak hold when you are
it hurt. You may also get +1 status with marked, the temporary loss of hold causes
a faction. Your status may also change if you to lose one Tier. When you are no
you do a favor for a faction or you refuse longer marked, restore your crew’s Tier
one of their demands. back to its pre-marked level.

FACTION STATUS LEVELS CLAIMS


◆ +3: Friendly. This faction will help you Each crew sheet has a map of claims
out if its causes no major problems for available to be seized (see the example
them. They expect you to do the same for next page). The claim map displays a
them. There are no true allies in Runners. default roadmap for your crew type.
◆ +2: Helpful. This faction will help you Claims should usually be seized in an
out if it causes no problems or significant orderly sequence, by following the paths
cost for them. They expect you to do the from the central square, the crew’s
same for them. safehouse.
◆ +1: Respectful. This faction will stay However, you may attempt to be chosen by
out of your way if it causes no problems any fixer or seize any claim on your map,
or significant cost for them. They expect ignoring the paths (or even seek out a
the same from you. Not quite as helpful as fixer or special claim not on your map) but
+1 (Helpful) in Blades. these operations will always be especially
◆ 0: Neutral difficult and require exceptional efforts to
discover and achieve. The claim roadmap
◆ -1: Interfering. This faction will look shows typical paths for advancement,
for opportunities to cause trouble for you
not an absolute restriction on your
(or profit from your misfortune) as long as
operations For example, this is the claim
it causes no problems or significant cost
map from the Assassins playbook:
for them. They expect the same from you.

44
1

The facTion Game


SEIZING A CLAIM for action. The operations to get chosen
by fixers rarely “seize” them from anyone
Every claim (that isn’t a fixer) is already
else, but sometimes will bring the crew
controlled by a faction. To acquire one for
into conflict with other crews of runners
yourself, you have to take it from someone
aspiring to be chosen—to get “stabled”
else. To seize a claim, tell the GM which
like this is a pretty big sign of the crew’s
claim on your map your crew intends to
growing influence. Fixers want specific
capture. The GM will detail the claim with
runs completed for them before they will
a run that will take it (along with a location
choose you. They might want a run done
and a description) and will tell you which
which directly advances their position
faction or crew currently opposes that run.
in the underworld (rather than earning
Or the GM might offer you a choice of a few
them additional nuyen or rep, the run
options if they’re available.
attracts a powerful new client or business
If you choose to ignore the roadmap paths arrangement to your fixer).
when seizing a claim, the GM might tell
you that you’ll need to investigate and LOSING A CLAIM
gather information in order to discover a
An enemy faction may try to seize a
claim of that type before you can attempt
claim that your crew holds. You can fight
to seize it.
to defend it, or negotiate a deal with the
Execute the operation like any other run, faction, depending on the situation. If
and if you succeed, you seize the claim you lose a claim, you lose all the benefits
and the targeted faction loses the claim. of that claim. If your safehouse is lost,
As soon as you seize a claim, you enjoy you lose the benefits of all of your claims
the listed benefit for as long as you hold until you can restore your safehouse
the claim. Many provide special benefits or establish a new one. To restore or
to the crew, such as bonus dice in certain establish a new safehouse, accomplish a
circumstances, extra nuyen generated for run to do so.
the crew to access, or new opportunities

45
1

Also review any additional karma triggers


ADVANCEMENT gained from special abilities and mark 1
karma if any of the items occurred during the
session. If they happened a lot, mark 2 karma
PC ADVANCEMENT instead. Regardless of how many additional
karma triggers your character has, you can
Each player keeps track of the karma never mark more than 8 karma (in sum)
points (karma) that their character from your end of session karma triggers.
earns. During the game session, mark
karma every time: You may mark end-of-session karma on any
karma tracks you want (any attribute or your
◆ You roll a desperate action Mark 1
The Basics

playbook karma track).


karma in the attribute for the action you
rolled. For example, if you roll a desperate When you fill a karma track, clear all the
Fight action, you mark karma in Body. marks and take an advance. When you take
When you roll in a group action that’s an advance from your playbook track, you
may choose an additional special ability. A
desperate, you also mark karma.
special ability choice may be spent to choose
At the end of the session, review the an additional secret art or adept feat from
your playbook, instead of a special ability.
karma triggers on your character sheet.
When you take an advance from an attribute,
For each one, mark 1 karma if it happened you may add an additional action dot to one
at all, or mark 2 karma if it happened a lot of the actions under that attribute.
during the session. For most playbooks,
the karma triggers are: Renee is playing a Trigger. At the end of the
session, she reviews her karma triggers
◆ Your playbook-specific karma trigger and tells the group how much karma she’s
For example, the Muscle’s is “Address a getting. She rolled two desperate Stalk
challenge with violence or coercion.” To actions during the session, so she marked
“address a challenge,” your character 2 karma on her Intuition karma track.
should attempt to overcome a tough obstacle She addressed several challenges with
or threat. It doesn’t matter if the action is tracking or violence, so she marks 2 karma
successful or not. You get karma either way. for that. She expressed her heritage many
times when dealing with the gang from her
◆ You expressed your beliefs, drives, homeland, so she takes 2 karma for that. She
heritage, or background Your character’s also showcased her character’s beliefs, but 2
beliefs and drives are yours to define, karma is the maximum for that category, so
session to session. Feel free to tell the group she doesn’t get any more. She struggled with
about them when you mark karma. dystopia too, at least once (not a lot), but not
her vice or traumas—so just 1 karma there.
◆ You struggled with issues from dystopia, That’s 5 karma at the end of the session. She
your harm, vice, or traumas Mark karma decides to put it all in her Intuition karma
for this if your vice tempted you to some track. This fills the track (she only needed
bad action, or if a trauma or harm condition 4 more), so she adds a new action dot in
caused you trouble. Simply indulging your Stalk. She clears the track and marks the 1
vice doesn’t count as struggling with them leftover karma there as well.
(unless you overindulge; see Vice, page
178). When you mark karma for this, you You can also earn karma by training during
should tell the group about any internal downtime. When you train, mark karma in
struggle or dissonance. It’s good for the soul. one of your attributes or in your playbook. A
given karma track can be trained only once
per downtime phase. See Training, page 177.

46
1

CREW ADVANCEMENT PROFITS


Every time the crew advances (as described
At the end of the session, review the crew on the left), each PC gets stash equal to the
karma triggers and mark 1 crew karma for crew’s Tier +2, to represent profits generated
each item that occurred during the session. If by the crew as they’ve been operating.
an item occurred multiple times or in a major
way, mark 2 crew karma for it. The crew
karma triggers are: ADVANCEMENT LIMITS
When you take a Veteran advance, choose
◆ Your crew-specific karma trigger

advancemenT
a special ability from another valid source.
For example, the Couriers’ is “Execute a Secret arts and Adept feats are not valid
smuggling operation or acquire new clients or special ability choices by default—you’ll need
contraband sources.” If the crew successfully special permissions for those.
completed an operation from this trigger,
While there is a limit on the number of special
mark karma.
abilities and action dots you can benefit from
◆ Contend with challenges above your (details below), you are not limited by the
current station If you tangled with higher number of dots next to the Veteran advance
Tiers or more dangerous opposition, mark on your playbook sheet—just add lines or write
karma for this. in your notes if you need more. In any case, the
following limits to advancement do apply:
◆ Bolster your crew’s reputation or
develop a new one Review your crew’s ◆ A given PC may have up to 13 action dots
reputation. Did you do anything to promote (in sum). If you take an advance from an
it? Also mark karma if you developed a new attribute and have already reached the
reputation for the crew. You can only have limit, you must remove an action dot before
one or two reputation tags at a given time. selecting another. You may exceed this limit
◆ Express the goals, drives, inner conflict, with the Mastery crew upgrade.
or essential nature of the crew This one is ◆A given PC may have up to 11 special
very broad! Essentially, did anything happen abilities (including secret arts and adept
that highlighted the specific elements that feats, in sum). If you take an advance from
make your crew unique? your playbook and have already reached the
When you fill your crew advancement limit, you must remove one before selecting
tracker, clear the marks and take a new another.
special ability or mark two crew upgrade ◆A given crew may have up to 9 special
boxes. abilities (in sum). If you take a crew special
ability and you have already reached
For example, when a crew of Assassins
the limit, you must remove one before
earns a crew advance, they could take
selecting another (or choose two upgrades
a new special ability, like Predators. Or
instead).
they could mark two upgrades, like Body
Mastery and Willpower Training. If any of the above
limits are reached, Veteran Blades players:
Say how you’ve obtained this new ability The playbook karma
you can no longer
or upgrades for the crew. Where did it come tracker for runners is longer
“rebuild” whenever
from? How does it become a new part of the
you please (growth (by 2 segments) than those
crew? In what district is the new upgrade
into something for scoundrels in Blades.
located?
new is still allowed This slows progression, yes;
though; see next but it merely offsetting the
page for details). effect of the broader fourth
trigger in this game, plus
the relative abundance of
additional karma triggers.
1

CHANGING PLAYBOOKS ◆ Studying rigorously with a trained


practitioner of the secret arts. After much
OR CREW TYPE practice and dedication without results,
the crew’s Mage finally showed me the way
A player might want to change their character
to open my mind to the spirits and “hear”
to a different playbook (the Muscle becomes
the astral howl of Dog.
a Trigger), or the group may decide to shift
their crew to a new type (Couriers become ◆ Exposure to metaplanar energies or
Assassins). There are two ways to do this. the influence of a great supernatural
event or power, known as being infused.
◆ The change represents a “rebuild” of the Fly-by from Haley’s comet. Baptism with
The Basics

character or crew. For instance, if the PC was consecrated water and oils.
created as a Punk, but after a couple sessions,
the player realizes that the Trigger playbook
◆ The natural expression of genetic
markers due to a powerful supernatural
is a better fit for what they want to play. In
origin or birth to a weird ancestry, known
this case, re-create the character or crew
as being blooded. Born of magical nobility.
anew using the new sheet, keeping the same
The by-product of nefarious meddling in
number of advances already earned.
the human genome by a rampant AI.
◆ The change represents growth into
◆ Rumors of other ways exist as well—the
something new, leaving the old life behind.
majority claiming to have opened their
In this case, transfer the action ratings of
senses following traumatic or near-death
a PC or the upgrades of a crew to the new
experiences. Deep meditation. Repeated
sheet (keeping the same total number of
hypnotherapy. Drug overdose. Shock
action dots or upgrades; you don’t get the
treatment. These reports get more frequent
“free” elements of the new playbook as extra
with each passing year. If you’re not sure,
advancement). You may keep some of the
ask your fellow players for ideas.
special abilities, secret arts, or adept feats
already earned as veteran advances. A crew
CHANGING TO A
might also keep their claims—assess each
one to see if it makes sense in the fiction to SUPERNATURAL PLAYBOOK
keep it with the new crew type. A character may transfer to the Adept,
Mage, or Techno playbook after creation—
but only if they manage to complete the
OPENING YOUR SENSES & tasks necessary to do so. This is a two-step
MORTAL LIMITS process, at minimum. (1) First, you must
There is a saying in Kingston: “Some establish how you opened your senses
got it. Some don’t.” While anyone can to become awakened, emergent, or a
indeed study the supernatural, keep in practitioner of the way (as described
mind that it’s neither safe nor easy. above), then (2) you “prove mastery of the
fundamentals” of your chosen method or
As a mortal child’s brain reaches way through practice and study. Along the
adolescence, their sensory synapses way, choose the most fitting way or method
quickly begin to lose the elasticity to (and drawback) to reflect your character’s
easily awaken or emerge (see right). beliefs. The second step is described on
Thus, few can learn to do it as adults, and the second page of each supernatural
fewer still stumble upon such powers by playbook—and once done, you gain
accident. However, this can happen in a permission to change your playbook using
variety of ways: the process described on the left.

48
CHAPTER 2

THE CHARACTERS
The cities need wage slaves—to consume RUNNERS
its pleasures, for better or worse. The
Every player character in Runners in the
corporations need the people on the Shadows is a daring criminal in the shadows
bottom of the pile, living and dying for of a futuristic city, known in the common lingo
added zeros in a massive tax-free account, as a runner. Runners are familiar with all of
or filling the prisons. To those in power, the various feats of criminality represented
you are an anonymized number buried by the actions of the game. They’re all able
in a report they don’t even bother to to Fight in a brawl, Prowl through the
check anymore. The world's technology is darkness, Interface with devices, Consort
designed to consume the poor and flood with contacts for information, and so on.
the bloated bank accounts of the corporate Because of the way the dice system works,
and political elite. every runner can roll at least 2d for any action
in the game (+1d from pushing yourself or
accepting a Dragon’s Deal, and +1d from a
teammate's assist). A roll of 2d is pretty good,
wage slaves are content to be statistically—a 75% chance of success. This
cogs in the corporate machine means that all of the “zero rating” actions on
your character sheet don’t actually represent
deficiencies or gaps of skill; they indicate the
actions for which your character is likely to
THAT’S NOT YOU THOUGH dull their edge and rely on teamwork. As a
runner in Kingston, with your crew at your
you are a back, you can attempt almost anything.

runner in Of course, you’ll also have your specializations


and skills, the qualities that make your

the shadows character uniquely effective in the criminal


world. You might want the ability to summon
elementals and conjure fire with your body, or
—an outcast or castaway maybe you want to manipulate the network
of the underworld to your advantage and see
that could just as easily
danger before it strikes, or maybe you just
be forgotten as become want to be the deadliest sniper out there. In
this chapter, you’ll learn how to create your
an urban legend own unique runner and choose the abilities
that suit the style of play you prefer.

49
2

In addition, there are three supernatural


CHARACTER playbooks (each of which are mutually
exclusive to one another). A PC created
CREATION with any of the supernatural playbooks
begins with their senses already opened
through a source described with some
CHOOSE A PLAYBOOK of their creation details. Other PCs might
A playbook is what we call the sheet with have hidden talents even they weren’t
all the specific rules to play a certain aware of. When you create a PC with any
The characTers

character type in Runners in the Shadows. of the following playbooks, take time to
Rather than a general “runner” sheet, the describe your tradition and method using
game has seven customized playbooks your playbook as a guide:
(plus a few extra ones for the magic-users,
and some special ones described later). ◆ The Adept is good at harnessing their
By choosing a playbook, you’re choosing body’s innate essence to reach the peak
which type of runner your character is. of human perfection. Play an Adept if you
want to perform feats of mystical power
The playbooks are: and surpass the usual limits.
◆ The Mage is good at magical stuff and
◆ The Face is good at representation dealing with arcane forces and the astral
and planning. Play a Face if you want to plane. Play a Mage if you want to pursue
develop your reputation and deal with the secret arts of arcane power.
other factions.
◆ The Techno(mancer) is good at
◆ The Hacker is good at using software emergent stuff and dealing with emergent
and gathering information. Play a Hacker
forces and the emergent plane. Play a
if you want to exploit cyberspace.
Techno if you want to pursue the secret
◆ The Muscle is good at winning fights, arts of techno-magical power.
with violence and intimidation. Play the
Muscle if you want to be the toughest and When you choose a playbook, you’re
get your way. choosing a set of special abilities (which
◆ The Punk is good at surprise and give your character ways to break the
vandalism. Play a Punk if you want to be rules in various ways) and a set of karma
a nuisance and get away with it. triggers (which determine how you earn
◆ The Rigger is good at using technical karma for character advancement).
skill and working with chemicals. Play
a Rigger if you want to be creative with The supernatural playbooks are
experimental tools. special, requiring a bit more character
◆ The Snake is good at social engineering investment upfront but granting access to
and manipulation. Play a Snake if a supernatural maneuver and the choice
you want to betray people and collect of taking secret arts or adept feats (in
information. addition to the usual special abilities).
◆ The Trigger is good at tracking things No matter what though, every playbook
down and shooting them. Play a Trigger represents a criminal at heart. The Muscle
if you want to be a killer who chooses has special abilities related to combat, but
your battles. that doesn’t mean they’re “the tank” of

50
2

the game. Any character type can do well IF YOUR STORY FEATURES MAGICAL
in combat. Think of your playbook as an LINEAGES
area of focus and preference, but not a Choose that now. Magical lineages
unique skill set. include elves, dwarves, orks, trolls, etc.
Discuss the options for including them
This is why we call them “playbooks” as PCs on page 341 if you wish, then
rather than “character classes” or select one as part of choosing your

characTer creaTion
“archetypes.” You’re selecting the set of heritage in the next step in character
initial action ratings and special abilities creation, and record any traits in your
that your character has access to—but notes before continuing. If you're sure,
you’re not defining their immutable self you're human.
or true nature. Your character will grow
and change over time; who they become The last page in the Sheets PDF contains
is part of the fun of playing the game. handy reminders for the most common
variants of people as a quick reference
Your playbook choice also represents while creating characters and in play.
how the other runners in the underworld
see you. The names of the playbooks (and
some of the abilities too) are underworld
slang. If they’re a smooth talker and
shrewd manipulator, people might call
them a Face.” If someone dabbles in
supernatural power, people say they’re
an “adept” (or “a fraggin’ weirdo,”
depending who you ask). Part of your
character’s reputation is reflected by
their playbook choice.

Each playbook is detailed at the end of


this section, starting on page 65.

Once you’ve chosen your


playbook, follow the steps
on the following pages to
complete your character. THIS GAME IS YOURS
The rules and examples exist to
provide a framework for you and
your friends to collaboratively
create a story about a crew of
underdog runners. The whole point
of this game is to express something
about criminality and vice, and the
rewards and pitfalls of hypocrisy,
anger, and greed.

51
2

CHOOSE A HERITAGE ◆ If you want to be from an area


considered completely dominated by
Your heritage describes where your
the control of Mexitech Logistics and
family line is from. You may be of any
their allies, you could be from Central
heritage of your choice—and then decide
America. Caribbean League, Empire of
if you’re a foreigner who has immigrated
Mexico, Panamanian Union.
to the city or if you’re a local who grew
up here. When you choose a heritage, ◆ If you want to be a distant wanderer,
circle it on the list on your playbook, then or come from territory ruled by a dragon,
you could be from South America. The
The characTers

write a detail about your early life on the


line above. Also check the box for “IDN” place is mostly jungle and Amazonia is the
if you were issued one at birth (you’ll largest nation of note there. Amazonia,
detail that more soon). For example, you Argentina, Peru.
might choose Europe, and then write ◆ If you want to be from far away or a
Berlin, manufacturers turned homeless. region steeped in tradition, you could be
Or you might choose Americas and from Asia. Two of the Big Seven hold their
write illegitimate daughter of corporate headquarters here: Atari-Tendo United
executive. Each heritage is described in and Sinokatsu Dynamics. Technology
brief, below. Sprawls and nations of note tends to be on the cutting edge of
are given in italics. advancement here, and wars break out
frequently between the powers that be.
◆ If you want to be from a place threatened Arabian Caliphate, Canton Confederation,
by anarchism and the encroachment of Eastern Asian Union, Free City of Hong
mutant predators, you could be from Kong, Indian Union, Manchuria, Korea
Africa. The Global IDN Registry doesn’t (or its Containment Zone), Philippines.
require biometrics for IDNs issued there. ◆ Europe is the largest and most
Caliphate Global holds enormous populated area of the world, and is
sway in the region. Asamando, Azanian home to Exo-Heavy Industries—the
Confederation, Egypt, Ghana, Kenya, most powerful megacorp. If you want
Kingdoms of Nigeria. to be from a cultural melting pot, you
◆ If you want to be from rich territory, could be from Europe. It’s a diverse
a native American, or displaced due to conglomeration of cultures that have
an old war—you could be from North grown together in close proximity for
America. The continent is home to centuries. Allied German States, Balkans,
Tritanium Partners and has been Belgium, Czech Republic, France, Italian
divided by the restoration of native Confederation, Poland, Portugal, Spanish
territories to their rightful jurisdiction. Floodlands, Ireland, United Kingdom.
It fractured further when Central ◆ If you want to be exotic or have a fish-
American and Caribbean powers later out-of-water story, you could be from
retook their ancestral homes from the Oceania. Australian Republic, Tasmania,
Europeans. California Free State, Bible New Guinea.
Belt Union, Denver Territories, Chicago
Bastion (or its Containment Zone), Pueblo
◆ If you have a crazy idea about being
from somewhere else, talk to your group
Nation, Oklahoma Expanse, Quebec,
about it, then circle other and write
Seattle Enclave, Canadian-Atlantic Union,
something else in. Were you born on a
Colonial Remnant, Sioux Nation.
flight over international waters? In orbit?
On the moon? On Mars?!

52
2

CHOOSE A BACKGROUND ASSIGN FOUR ACTION DOTS


Your character’s background describes Your playbook begins with three action
what they did before they joined the crew. dots already placed (unless you are an
Choose one of the general background Adept; see your playbook for details). You
options from the list on your playbook, get to add four dots (so you’ll have seven
then write a detail about it that’s specific total, by default). At the start of the game,
to your character. For example, you no action rating may have more than two

characTer creaTion
could choose Underworld, and then dots (unless a rule tells you otherwise).
write Street slummer and pickpocket. Or Brief descriptions of all the actions follow
you might choose Law and write Ex-law on page 62. Assign your dots like this:
enforcement. However, choosing any
option other than underworld usually ◆ Put one dot in any action that you feel
means you are ID'ed already (more on reflects your character’s heritage.
that in Step 8). See more examples below. ◆ Put one dot in any action that you feel
reflects your character’s background.
‹ Academic: a college dropout, a
philosopher, a journalist, an artist, etc.
◆ Assignthe remaining dots anywhere
you please (max starting rating is 2,
‹ Corporate: a wage mage, corporate remember).
security, a business liaison, an accountant, Tip: Spreading your action dots out across
an heir to a bankrupt corporation, etc. a variety of actions will create a character
who isn’t tapped out quickly when things
‹ Labor: a former worker in some type go wrong, whereas confining your choices
of business: shipping, manufacturing, to a few actions will create a more focused
construction, etc. An electrician for character that is likely to avoid problems
Orbital Communications Utilities. altogether. Both are viable approaches to
action dot assignment.
‹ Law: a prison guard, a lawyer, a
judge, a private eye, law enforcement.
CHOOSE A SPECIAL ABILITY
‹ Media: a news reporter, a rocker, a Take a look at the special abilities for
social media personality, a holographic your playbook and choose one. If you
movie star, a camera operator, a pro can’t decide which one to pick, go with
athlete. The former drummer for Maria the first one on the list—it’s placed there
Mercurial. as good default choice.
‹ Military: a soldier, a member of SPECIAL ARMOR
a foreign legion, a spy, a strategist, a Some special abilities refer to your special
training instructor. armor. Each character sheet has a set
of three boxes to track usage of armor
‹ Underworld: a beggar, a purse
(standard, heavy, and special). If you have
snatcher, go-ganger, or other outcast
any abilities that use your special armor,
who grew up in the shadows. The most
tick its box when you activate one of them.
common background for a runner (and
If you don’t have any special abilities that
the least problematic; see IDN Status,
use special armor, then you can’t use that
next page).
armor box at all.

53
2

CHOOSE ONE CLOSE FRIEND CHOOSE IDN STATUS


& ONE RIVAL To avoid being caught, it is assumed your
character has an identity number—fake,
Each playbook has a list of potential NPC
as usual. As real as the plastic roses sold by
friends. Choose one from the list who is
the millions every February anyway.. Which
a close relationship (a trusted contact, of your friends or contacts had a hand in
a good friend, a lover, a family relation, getting this fake IDN? Can they be trusted if
etc.). Mark the upward-pointing triangle questioned? Can you be trusted?
next to their name. Then choose another
The characTers

Given your character and their personal


NPC on the list who’s your rival or enemy.
history, what IDN status do you have?
Mark the downward-pointing triangle
(or right hand box) next to their name. ◆ Most runners exist outside the system—
unidentified and uncounted. If that’s you,
CHOOSE A VICE move on from this step—you haven't been
Every runner is in thrall to some vice or ID'ed. If you undergo reconditioning, you may
another, which they indulge to replenish be documented and will record an IDN source
their edge. Choose a vice from the list, at that time.
and describe it on the line above with ◆ If you’re already ID'ed, fill in the box on your
the specific details and the name and playbook sheet, then circle its type (corporate
location of your vice purveyor in the or national) on your playbook sheet and
city. For example, you might choose write the name of the IDN issuer (the source)
Pleasure, then write Otep’s BTL Server, on the line above. Having an IDN counts as
#Pandoras_Box. You can create a vice an assist (+1d) to acquire asset downtime
purveyor or ask the GM to tell you about activities taken through the issuer. However,
a couple likely options for your vice. See use of your real IDN may also have additional
a detailed list of vice purveyors on page costs, such as a bribe, added heat, the start of
323 or the Sheets PDF. a dire progress clock, etc.
‹ Faith: You’re dedicated to an unseen At your option, deepen this connection to your
power, mentor spirit, ancestor, etc. IDN issuer, taking Obligation as a second vice.
‹ Gambling: You crave games of If you choose this option, you may choose to
chance, betting on sporting events, etc. spend rep as nuyen for downtime activities.
‹ Luxury: Expensive and/or Normally, rep cannot be spent to increase
ostentatious displays of opulence. the result level of a downtime activity.
‹ Obligation: You’re devoted to a With this option, you have a way to take
tradition, a family, a cause, a charity, etc. advantage of your obligation—but it will
‹ Pleasure: Gratification from lovers, eventually come calling.
food or drink, performance, art, video Discuss your choice as you go—ensure your
games, etc. decision excites you. You face reprisals
‹ Stupor: You seek oblivion in the should you ever get apprehended, so think of
abuse of drugs, drinking to excess, this as a cue to the sort of repercussions you
getting beaten to a pulp in mosh pits, BTL are interested in should you ever undergo
reconditioning. Do you fear that the megas
experiences, etc.
you once worked will intervene, "favor for a
‹ Weird: You experiment with mystical favor"? Do you lose sleep over the possibility
substances, consort with tormented your arrest warrants back home will one day
spirits, interface with rogue AI, observe get served? Or have you managed to avoid
strange rituals, etc. being numbered so far, loathing the day you
become “just another number”?

54
2

CHOOSE THREE SPECIAL ◆ Implants are optional. As you choose


ITEMS OR IMPLANTS any implants, select their type (cybernetic
or bioengineered) and any features as
The characters in Runners gain access directed by your choice on page 264,
to a limited number of special items and recording the details in your notes for
implants at the start of the game. Choose future reference. The implants listed
three of either from those available to a below are limited, any others are not—

characTer creaTion
character of your type (like the Rigger’s especially those which do not exceed
drone, or a set of bioengineered arms). a normal person's capabilities (such as
prosthetic replacements):
◆ When you choose a special item, fill the
arrow beside its name on your sheet, or Senses Compartment
write in your own from another playbook. Neural Legs
A compiled list is provided in the Sheets
PDF for easy lookup. If its ever needed, Arms Skin
the GM is the final arbiter of what is a Vital Organs Skeleton
valid special item choice.
Note: You may choose the same implant
Maybe they want an underwater drone again to choose additional features for
with plating and interior space (too that implant or to obtain a fine version
many features), so the GM says "OK, (quality +1) of an installed implant.
but that's going to cost an extra special
item choice, and its obviously a hassle Mike is playing the Muscle and wants
to store it unless you want to spend an to be as tough to hurt as possible.
upgrade for some kind of dock—plus, He decides to spend one of his three
you gotta tell us later how you came special item choices to begin play with
into possession of that thing!" implanted skin—selecting bulletproof
and plating as the other (the latter
You may choose the same special item requires bulletproof). He spends another
again to have an additional instance of special item choice on his skin, picking
that item available to your character, and/ up chemproof and fireproof as well. He
or to obtain a fine version (quality +1) of then records the 1 essence lost in the
the special item instead. Note: Single use, process and the other details of his skin
consumable special items (like drugs) implant on his playbook. He spends his
refill automatically at the start of a run third choice on the fine brutal weapon,
(when your armor boxes are cleared). filling the arrow for it on his playbook’s
list of special items before moving on to
Don’t fill any of the special item boxes indicate it is available to him.
in when you take the item, just outline
them in ink—you fill the boxes in later (in You may get more implants or add features
pencil) when you have the item on a run. to existing ones later in play, which are
If you’re not sure, go with the first special installed by undergoing surgery. When
items on your list in your playbook— you have more than three implants, it is
these are placed as a good option. You’ll a good idea to print the Implant tracker
get more special item choices later by (in the Sheets PDF) on the back of your
advancing your character’s lifestyle, or playbook sheet. This will more easily keep
by completing the tasks necessary to get track of all their details—rather than fitting
one in play (usually a long-term project). all that into your notes.

55
2

RECORD NAME(S), LOOK, & If it's worth mentioning, list your


(OPTIONAL) LANGUAGES languages in your notes. This is a cue
to the GM that you want linguistics to
Choose an alias (street name, online matter. Given your heritage, background,
handle, etc.) for your character (there is a and other details, what is your native
page of examples in just a couple pages). language? Record it first in your notes for
If you know their given name, write that future reference (it’s the one with which
down too. you are most fluent). Select and record
others as appropriate to your other
The characTers

Record a few evocative words that details so far (discuss with the others if
describe your character’s look (samples you are unsure). See below for details on
provided on page 58). Note that common languages.
your look can include lost or replaced
body parts—even a full bioengineered
replacement—however, those "implants"
which provide no additional capability
never count as an implant.

FUTURISTIC LINGUISTICS
Access to a free and reliable translator app is common, causing certain linguistic families
to fall out of use, and others to rise to regional popularity. Your heritage typically indicates
which language would be your native tongue (the first one you ever learned). If it makes
sense because of your chosen details (background, for example), you are bi-lingual and
will choose two languages.
The GM will modify your position and effect accordingly when you communicate in a language
or dialect which is not native to you. If you don’t know a language or dialect well enough to
speak it, you may undertake a long-term project to learn it (or just pick up your fraggin’ comm
like everyone else!)—but you’ll be always be hard-pressed to fool a native speaker.
The most common of these are given some detail, but this is by no means an exhaustive list:

◆ If you’re from around here (Central America), you might know Creole (or Latin
if you're supernatural), but if you are a native American you probably know Navajo
(the official language of the Tribal Council legal system), or one of the fairly common
languages of the Dakota or Lakota instead. You probably know Spanglish if nothing
else, simply because it is understood in the underworld like a sort of “thieves' cant” across
the majority of the Caribbean sprawls.
◆ If you’re from Asia, you might speak Japanese or Mandarin.
◆ If you’re from eastern Europe, you might know Russian—or if you’re from western
Europe, you might know Spanish, French, Italian, or German.
◆ If you’re from Africa you might know Arabic (if you’re from the north), Swahili
(west), or Yoruba (southeast).

56
2

REVIEW YOUR DETAILS


THE VALUE OF EXPERIENCE
Take a look at the details on your
character sheet, especially the karma If you are “experienced” or “prime”
triggers for your playbook (like “Earn runners, your GM might give each
karma when you address a challenge PC the following additional benefits
with supernatural knowledge or power,” in exchange for a bit of added
for example). You begin with access to complication:

characTer creaTion
all of the items on the right side of your
sheet (and any special items and implants ◆ Experienced (or Privileged): Take
you chose), so don’t worry about picking one or two "free" permutations
specific things—you’ll decide what your during character creation. See page
character is carrying later on, when 59 for details. Also do not skip
you’re on the run (see Loadout, at the crew creation, beginning on page
end of this section on page 61). 110.

If you chose a supernatural playbook,


◆ Prime: As above, also taking one or
two "free" crew upgrades.
you have a few more choices to make—
then you're done. If not, your character Either way, work with the GM to
is ready for play (unless you want a describe your benefits and the runs
permutation or two; sort of like "build they came from (applying +1 status
trades," see page 59 for details and a and -1 status to the faction tracker
list of suggestions). Otherwise, that’s it. for each benefit as appropriate).
"Ok, you're "experienced," eh? Why
Finito.
did you take those jobs from the
When you start the first session, the GM Mountain Rats anyways: was it
will ask you some questions about the greed, malice, or something more
crew and who you are, your outlook, sinister? How was it complicated
or some past events. If you don’t know and what did you do to pull it off
the answers, make some up—or ask the against all odds? Oh: that's probably
other players for some ideas. It's entirely why the Mannings are pissed then!
possible you are just a crew of free agents Sounds like -1 status with them and
who've only know each other's areas of +1 with the Rats."
criminal expertise and street name.

57
2

Look
Man, Woman, Ambiguous, Concealed ALIASES
Arty, Alex, Bamboo, Barefoot,
Bald Scarred Head, Shorn Black Hair,
Black Betty, Betamax, Bricks,
Topknot, Greasy Red Hair, Chromed Skull,
Perfect Hair, Untamed Blonde Hair, Bonnie, Boxer, Cap, Carlton,
Neo-plastic Hair, Mohawk, Wiry Dreds, Chuckles, Cid, Clockwork, Cloud,
Swept Hair, Traditional Braids, Swept Hair, Crank, Cyberslug, Cyclops,
The characTers

Liberty Spikes, Scorched Hair, Pointy Hair, Dirt, Ditch, Dozer, Dogboy,
Tattooed Head, Ragged Hair, Loose Hair,
Tight Hair, Effortless Hair, Sweeping Hair, Dragon, Eagle, Evergreen, Echo,
Unassuming Hair, Shocking Hair Flynn, Foxy, Frost, Gatekeeper,
GH.ost, Glimmer, Godmother,
Fierce Green Eyes, Dead Hazel Eyes, Gutter, Heisenberg, Hiro, Huck,
Smiling Brown Eyes, Milky Glass Eye, Distant Indigo, Jackal, Jarvis, Jeanie,
Eyes, Disarming Eyes, Vibrant Blue Eyes, Kid Ick, Killjoy, Kludge, Lazarus,
Piercing Eyes, Powerful Eyes, Wild Eyes, Lightfoot, Lord, Lotus, Max,
Asymmetrical Eyes, Calculating Eyes,
Machete, Meatball, Morphie,
Knowing Eyes, Playful Eyes, Guarded Eyes,
Merciless Eyes, Glazed Eyes, Arresting Eyes Moto, Mouse, Myst, Moonchild,
Nailz, Needlenose, Next,
O’Conner, Ol’ Greg, One Time,
Athletic, Pudgy, Lean, Thin, Frail, Lanky,
Lumpy, Stumpy, Plump, Towering Orpheus, Overwatch, Pacman,
Payback, p3ndr4g0n, Poolrat,
Runaway, Quartz, Quentin,
South Asian, Japanese, African,
Razorfist, Ripper, Ruckus, Sato,
Middle Eastern, Hispanic/Latino,
Caribbean, Scandinavian, Caucasian, Sequoia, Slaughter, Spinneret,
Native American, Albino Steady, Stutter, Tate, Teacup, Tin
Hat, Trickshot, Trashman, Tripp,
Note: These are all just examples of details that Twink, Victory, Vixen, Volcano,
tend to “work,” are chosen to spark your creativity, Whiplash, Wheelie, Wizbang,
and not meant to be a prescriptive list. For best Yellowtail, Yumyum, Zero, Zorro
results, choose or create your own that you feel
best express your unique sense of style.

Biker Gloves Hipster Beads Pointy Stilettos Tall Stilettos

Cowboy Hat Holographic Tattoos Puffy Coat Trenchcoat


Camouflage Hoodie Row of Ear Piercings Stolen Uniform
Gatorskin Bodysuit Lebret Piercings Sharp Trousers Suspenders
Headdress & Furs Long Cloak Skintight Leathers Tattered Jeans
Heavy Cloak Loose Silks Sneakers Vintage Ball Cap
Heavy Work Boots Mohawk Suit & Vest Waxed Shoes
Hemp Necklace Old Bomber Jacket Tall Boots Windbreaker

58
2

PERMUTATIONS
Was there an option you really wish you could’ve taken? It’s yours—for a price..
At your option, choose up to two positive permutations (and an equal number
of negative ones) from the list below. The GM might also offer additional
permutation options specific to your group (like “Allergic to gunpowder” or

characTer creaTion
“Rivals with Skelter”) to encourage players to insert some drama or intrigue
into the story. Other permutations might be up for discussion too.

When you choose a permutation, record a short detail about it in your notes
for future reference. You earn karma when you express or struggle with
certain aspects of your character, so think of this as a chance to facilitate that
expression in play. See examples of permutations and details below.

Positive
◆ Choose another special item Privileged childhood.
◆ Choose another action dot Orphaned.
◆ Choose another NPC on your list who is “close” Fiercely loyal.
◆ Choose more languages, already known Broken home.
◆ Choose another spell, formula, or plan, already learned* “Touched” by an AI.
◆ One less trauma box (fill it in, but don't circle a condition) Damaged goods
◆ Take a third action dot (counts as two)

Prodigy.
◆ Choose another special ability (counts as two ) Diverse skillset.

Negative
◆ Choose one fewer special item Gambling problem.
◆ Choose one fewer action dot Pampered.
◆ Choose another NPC on your list who is a “rival” Underworld bully.
◆ You owe a faction a free "milk run" (start a clock for "anger") In debt to the Yakuza.
◆ Choose one fewer special ability (counts as two) New at this.

While not required, it can be fun to link permutation details together by mentioning
how one begot the other. How did that windfall lead to your gambling problem? Does
that extra rival have anything to do with that additional action dot? Permutations
may have details with a good or bad connotation—this ultimately gets explored in
play—not through a detailed explanation of it all. If it’s ever needed, the GM is the
final arbiter of which permutations are valid.

*: Before choosing this permutation and describing what you've learned, ask the GM to go
through the process for your starting spell, formula, or plan choices accordingly with your
selection of special abilities (such as Chemist or Electrician) and/or secret arts (such as
Sorcerer or Threader).
†: You must already have two dots in the action chosen to choose this permutation.

59
2

CHARACTER CREATION SUMMARY

1 Choose a playbook Your playbook 8 Choose IDN status If you are


represents your character’s reputation in undocumented (default), leave this blank.
the underworld, their special abilities, Otherwise, fill in the star and circle the
and how they advance. type of issuer, then detail it with the
issuer’s name. Also record any additional
2
The characTers

Choose a heritage Detail your details in your notes for future reference.
choice with a note about your family
or early life. For example, “Americas: 9 Choose three special items or
nomadic Mexican tribespeople.” implants Select the three special items or
implants to which you have access at the
3 Choose a background Detail your start of the game. Outline the boxes and
choice with a note about your specific record details in your notes accordingly.
history prior to this crew. For example,
“Law: ex-security in Panamanian Union.” 10 Record name(s), look, and
other details Choose an alias or street
4 Assign four action dots No action name (maybe a real name too), and jot
may begin with a rating higher than 2 down a few words to describe your look.
during character creation. (After creation Examples are provided on the preceding
or using permutations, action ratings may pages. If it matters, list your native tongue.
advance up to 3. When you unlock the Also review your triggers and playbook
Mastery advance for your crew, you can specific details. Supernatural playbooks
advance some actions up to rating 4.) have a few more choices to make before

5
moving on.
Choose a special ability They’re
in the gray column in the middle of the Options: You may take one or two
character sheets. If you can’t decide, permutations from each side (details on
choose the first ability on the list. They’re previous page) to further customize your
placed there as a good first option. starting character. If you are “experienced”
or “prime” runners, you might get more
6 Choose a close friend and rival benefits (talk to your GM).
Mark the one who is a close friend, long-
time ally, family relation, or lover (use SOME PERMUTATION EXAMPLES..
the upward-pointing triangle). Mark the
one who is a former friend turned rival, positive negative
enemy, scorned lover, betrayed partner
+1 special item -1 special item
etc. (use the downward-pointing triangle).
+1 action dot -1 action dot
7 Choose your vice Pick your
+1 close friend
more languages
+1 rival
you owe a faction
preferred type of vice, detail it with a
short description and indicate the name another spell or plan -1 special ability*
and location of your vice purveyor. The -1 trauma boxes
GM will help you with the purveyor +1 special ability*
source if you aren’t sure. third action dot*
*: Counts as two.

60
2

ITEMS & LOADOUT RANDOM CHARACTER


You have access to all of the standard items CREATION
on your character sheet, and all the special
If you want to randomly determine a
items you chose during character creation.
As each operation begins, decide what your creation choice instead of choosing it
character’s load limit will be (by choosing a yourself, roll 1d6 for each decision and
light, normal, or heavy loadout). During the record the results on a scratch paper.

characTer creaTion
operation, you may say that your character Then print your playbook and use the
has an item on hand by marking it on your results to fill it out.
list—up to a number of items according to
your chosen loadout. Your chosen loadout
also determines your movement speed and Playbook Heritage
conspicuousness: 1 Face or Snake Central America
2 Hacker or Rigger South America
‹ Light (limit of 3 load): You’re faster and 3 Muscle North America
less conspicuous; you blend in with citizens. 4 Punk Africa
You might be wearing armored clothing, 5 Trigger Asia or Oceania
or have a different bulky item (like a heavy 6 Adept, Mage, Europe
weapon) on you—but not much else. or Techno

‹ Normal (4 or 5 load): You look like you


Background Action(s)
might be up to no good. You might be wearing
1 Academic Engineer / Interface
heavy armor, or have two bulky items on
2 Corporate Stalk / Survey
you—but not much else.
3 Labor Fight / Wreck
‹ Heavy (6 load): You’re slower and look 4 Law or Media Finesse / Prowl
like an operative on a mission. You are well- 5 Military Command / Consort
prepared, having up to three bulky items on 6 Underworld Influence / Study
you.
‹ Encumbered (7-9 load): You’re
overburdened and can’t do much except move Renee rolls 4d6 to generate their character
very slowly. You might have heavy armor, details, and gets a 3, 5, 6, and 5. They print
plus several bulky items. out the Muscle playbook, and circle asia
and underworld under the heritage and
Some special abilities (like the Muscle’s Mule background lines, then fill in the dots next
ability or a dragon’s incredible strength) and to Command and Consort to get started.
implants (like the compartment) increase They still have a couple more action dots to
the load limits. spend, some special items, friends, rivals,
Some items count as 2 load (they have two and a special ability to choose before
connected boxes) instead of 1 load. Items their character is finalized—but they are
without boxes do not count toward your just about ready for play. For a faster
load limit (during a run, you'll still place a start, they decide to wait until the first
mark in the empty space next to the item’s run is underway to make their remaining
name to indicate you have it). character creation choices.
You don’t need to select specific items now.
Review your chosen special items in your
playbook, and the standard item descriptions
on page 64 (this can also be found on a
handout in the Sheets PDF.

61
2

When you Finesse, you employ dexterous


ACTIONS manipulation, precise footwork, or subtle
When you Command, you compel swift misdirection.
obedience with leverage.
You might pick someone’s pocket.
You might intimidate or threaten to You might direct a vehicle or control
get what you want. You might lead a a mount. You might formally duel an
team in a group action. You could try to opponent with graceful martial arts.
order people around to persuade them You could try to employ those arts in a
The characTers

(but Consorting might be better). confusing melee (but Fighting might be


better). You could try to pick a lock (but
When you Consort, you socialize with Engineering it might be better).
friends and contacts. Not necessarily
honest. When you Influence, you change
attitudes with guile, charm, or argument.
You might gain access to resources, Not necessarily dishonest.
information, people, or places. You
might make a good impression or You might lie convincingly. You might
win someone over with your charm persuade someone to do what you
and style. You might make new want. You might argue a compelling
friends or connect with your heritage case that leaves no clear rebuttal. You
or background. You could try to could try to trick people into affection
manipulate your friends with social or obedience (but Consorting or
pressure (but Influencing might be Commanding might be better).
better).
When you Interface, you connect
When you Engineer, you tinker with with cyberspace or harness networked
devices and mechanisms. devices.

You might create a new gadget or You might execute software or


alter an existing item. You might understand aspects of information
tinker with a drone, retrofit a vehicle, technology. You could try to go online
wire explosives, or sequence (open) a in order to better understand your
maglock. You might disable an alarm situation (but Surveying might be
or trap. You might turn the ubiquitous better).
technology in the sprawl to your
advantage. You could try to use your When you Prowl, you traverse skillfully
technical expertise to disrupt a network and quietly.
(but Interfacing might be better).
You might scramble past security or leap
When you Fight, you entangle a target in over barricades. You might drop down
close combat so they can’t easily escape. from a rooftop or hide in the shadows.
You might attack someone from hiding
You might brawl or wrestle with them. with a back-stab or stun baton. You could
You might draw a pistol and shove it in try to waylay a victim in the middle of
someone’s face. You might seize or hold a pitched battle (but Fighting might be
a position in battle. You could engage better).
a martial artist in close combat (but
Finessing might be better).

62
2

When you Wreck, you unleash savage As you can see, many actions overlap
force or calculated sabotage. with others. This is by design. As a player,
you get to choose which action you roll,
You might smash down a door or wall by saying what your character does. Can
with a sledgehammer, or lob grenades you try to Interface with cyberspace in
to do the same. You might employ chaos an attempt to steal some helpful data?
or sabotage to create a distraction or Sure! What are you using to gain access,

characTer creaTion
overcome an obstacle. You could try to and what does that look like? The GM
overwhelm an enemy with sheer force will tell you what stands in your way and
in battle (but Fighting might be better) what might go wrong.

When you Stalk, you carefully track a As it says, Surveying might be better
target. (less risky or more effective), depending
on the situation at hand. Sometimes it
You might follow a target or discover won’t be better though. It depends
their location. You might arrange
an ambush. You might attack with For a brief rundown of how actions work
precision shooting from a distance. You together to inform what might go wrong,
could try to bring your guns to bear in review the section on Understanding
a melee (but Fighting might be better). Risk & Effect (starting on page 28).
For a more complete description of the
When you Study, you scrutinize details actions and how they work in play, see
and interpret evidence. the detailed examples of the Actions in
Play, starting on page 191.
You might gather information from
articles, newscasts, and archived
discussion. You might do research on
an esoteric topic. You might closely
analyze a person to detect lies or true
feelings. You could try to examine events
to understand a pressing situation (but
Surveying might be better).

When you Survey, you observe the


situation and anticipate outcomes.

You might spot telltale signs of trouble


before it happens. You might uncover
opportunities or weaknesses. You
might detect a person’s motivations
or intentions. You could try to spot a
good ambush point (but Stalking might
be better).

Shown: a trashware (quality 0) comm. 63


2

Burglary Gear: An autopicker. A maglock


STANDARD ITEMS sequencer. A programmable keycard. A
suction-cup glass cutter. A small pry-bar. Vial
A Comm: An advanced computing device of lubricant for squeaky hinges. [1 load]
worn on the thumb and forefinger, featuring
a holographic touchscreen and multi-band Climbing Gear: Grappling hooks. Suction
transceiver suitable for networking devices cup gloves & boots. Carbiners and crampons.
and accessing cyberspace. [0 load] Your first [2 load] Secure rigging for assisted climbing
comm is zero load, but each additional comm maneuvers.
you carry as a backup takes up 1 load.
The characTers

A Pistol: A heavy pistol, semi-automatic, Demolition Tools: Impact drill and power
and loaded with a magazine containing packs. A miniwelder and large fuel tank.
enough ammunition for a quick murder or Heavy-duty crowbar. A handheld pneumatic
escape. Devastating at speaking distance, bolt cutter. [2 load]
and quick to reload. [1 load] Something that
a respectable cyberpunk citizen might carry. Lighting Gear: A string of work lights,
kinetically-charging flashlight or lantern,
A Quiet Weapon: A lightweight weapon adjustable headlamp, or other light source.
which makes little noise during use or while [1 load]
carried. A small set of throwing knives or
ninja stars. A blowgun and darts. [1 load] Mechanical Tools: A set of heavy tools for
working on machinery: gas-powered jack
A Medieval Weapon: A handheld weapon
stands, heavy clamps, air compressor, large
designed for brutal melee. A set of brass
screwdrivers & wrenches, heavy nuts &
knucks. A Port-au-Prince Slugger baseball
bolts, etc. [2 load]
bat. A serrated sawblade. [1 load] For “gettin’
medieval“ on someone's arse.
Reagents: Arcane or emergent reagents
A Large Weapon: A weapon meant for two (choose one) that contain some concentrated
hands. A battle axe, katana, warhammer, or essence. Rendered inert and dissipate upon
polearm. A hunting rifle. A shotgun. A bow or consumption by a mage or techno. [1 load]
crossbow. [2 load] The limitations on their form depend on
the type you choose. See the supernatural
An Unusual Weapon: A curiosity or tool playbooks for detailed examples of each type.
turned into a weapon. A coiled whip, a
gardening shovel, a length of chain, a razor- Subterfuge Supplies: A theatrical makeup
edged fan, a commercial bug sprayer, steel- kit and costume jewelry. A subvocal
toed boots. [1 load] communicator and a contact lens with
Ammo: A bunch of extra ammunition. built-in ocular overlay. A janitor outfit and
[1 load each] Extra sets of throwing knives, a "trashy" cover story. A database of blank
arrows, bullets, etc. license templates, ready for the forger’s
hand. A reversible trenchcoat and distinctive
Armor: An armored jacket or reinforced hat. A vial of concentrated pheromones. A
leather duster, plus protective gloves and common skillchip. A tag eraser. A clandestine
boots. [2  load] surveillance kit. [1 load]

+Heavy: The addition of bulletproof vest, Technical Tools: A basic set of tools for
hardened plating, and helmet. Or a riot detailed mechanical or electrical work:
shield. [2  load]. The load for heavy armor soldering iron, spools of wire, small hammer,
is in addition to normal armor—4 load total. pliers, precision screwdrivers & wrenches, a
Makes you look dangerous and ready for small case containing assorted fasteners, etc.
trouble. [1 load]

64
FACE
A smooth & well-connected criminal
Few have the confidence to stay frosty during the stiff negotiations that take place in
the shadows. And only the crews with a good mouthpiece make the best deals. The Face
knows the best negotiations require the best understanding of your target. They also
know that the streets and high-rise towers are built with secrets, and painted over with
lies. Every crew benefits from having a clever negotiator to keep things extra profitable.

STARTING ACTIONS SHREWD FRIENDS, RIVALS


 
  
 consort ◆ Angel, a cleaner. Perhaps a reliable
contact for underworld jobs, or perhaps
 
  
 influence a former partner who sold you out?

starting builds ◆ Winston Mogi, a crew boss. Known


If you want some guidance when you leader of the Talons. Perhaps a fan of
assign your action dots and special your tactics, or a former lover now
abilities, use one of these templates. scorned?
◆ Steiner, an executive. Perhaps a
The Brains Command +2, Study +2. friend from childhood who sold out
Connected to corporate, or someone hellbent on
your demise?
The Closer Influence +1, Interface +2,
Survey +1. Deal Shark ◆ Dee, a prostitute. Probably works
virtually. An informant to spot potential
The Grifter Finesse +2, Influence +1, targets, or someone who knows way
Study +1. A Little Jing on the Side too much?
The Spectacle Command +1, Fight +1, ◆ Robbie, a club owner. A good source
Engineer +2. Captivating for rumors and exclusive event access?

When you play the Face, you earn karma when you address a challenge
with charisma or conspiracy It’s all about who you know. Use your contacts,
informants, and to point your operations in the right direction. Use your
downtime activities and flashbacks wisely to prepare for trouble and to calculate
the angles of success. When things go to drek, remember to breathe slow—it’s all
part of the plan and everything is under control.

65
3

Are you enmeshed in the network of tenuous promises and favors that you
cultivate as a Face, or is that all just a distraction to realize your conniving
plans?

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FACE SPECIAL ABILITIES


DEAL SHARK A LITTLE JING ON THE SIDE
You are not affected by quality or Tier when At the end of each downtime phase, you
you negotiate the terms of a deal. earn +2 stash.

Normally, asking for upfront payment Since this money comes at the end of
or more than 1 extra nuyen tends to downtime, after all downtime actions are
outright insult the “bigger fish.” This resolved, you can’t remove it from your
ability turns you into a “shark” at the stash and spend it on extra activities
negotiation table, making it possible to until your next downtime phase.
bargain with confidence in almost any
setting.

66
3

SMOOTH SPRAWL WHISPERER


You may expend your special armor to You gain +1d to Consort when you gather
resist a consequence from social pressure or information on a target for a run. You
disinterest, or to push yourself to improve get +1d to the engagement roll for that
someone’s attitude. operation.

When you use this ability, tick the Your network of underworld
special armor box on your playbook connections can always be leveraged
sheet. If you “resist a consequence” to gain insight for a job—even when
of the appropriate type, you avoid it your contacts aren’t aware that they’re
completely. If you use this ability to helping you.
push yourself, your mark your special

face
armor box to get one of the benefits AMBITIOUS
(+1d, +1 effect, act despite severe harm) You gain an additional karma trigger: You
but you don’t spend 2 edge. Your special defended your claims or fixers, or tried to get
armor is restored at the beginning of more. If the crew followed your lead, also

PlayBooK:
downtime. mark crew karma.
You may mark up to 2 karma per session
CONNECTED for each additional karma trigger you
During downtime, you get +1 result level (a have. You can never earn more than 8
1-3 becomes a 4/5, etc.) when you acquire karma (in sum) from karma triggers at
an asset or reduce heat. the end of session.
Your array of underworld connections CAPTIVATING
can be leveraged to loan assets, You can hold the attention of a bigger group
pressure a vendor to give you a better of people than normal. You may Consort
deal, intimidate witnesses, etc. with a completely hostile target as if they
were a friend.
INCORRIGIBLE
When you indulge your vice, you may You can quickly captivate the attention
adjust the dice outcome by 1 or 2 (up or of larger groups than normal (+1 scale)
down). An ally who joins in your vice may with your social talents. How are you
do the same. doing this: is it your gift of gab at work,
some stunning talent you put on display,
Normally, you need your purveyor to or more of an undeniable mystique that
supply your vice, or you have to find can’t be ignored?
a new source. With this ability, other
PCs may indulge their vice as if you are Normally, it’s hopeless to attempt
their purveyor (without changing their friendly social interaction with
own). You and one ally each adjust your someone who is completely hostile.
individual outcomes as desired, after With this ability, you can do it, even if
seeing your result. You cannot clear only for a few moments. If you’re using
more than 6 edge. this ability as cover or distraction, it’s
probably a setup teamwork maneuver,
using Consort

67
3

SPECIAL ITEMS
◆ Privacy generator: A small tabletop
device that allows the user to have a
short face-to-face conversation free
of audio surveillance and remote
listening. [1 load]
◆ Fine outfit: A suit of clothes that
marks you as either an important
executive, soldier of rank, or
undisputed leader of a gang, with
all the appropriate badges, medals,
and accoutrement. [0 load] If you’re
carrying this item as a second outfit to
change into, it counts as 2 load.
◆ Fine nightlife subscription:
Prepaid credit usable at popular clubs
and restaurants across the city, potent
both in its ability to intoxicate and its
ability to impress. Does your fixer take
care of veiling the records—or maybe
one of your contacts or close friends?
[0 load]
◆ Street drugs: bluecoke
A pocketful of up
glow
to three uses of
illegal drugs. When nu-ganja
you employ street red rock
drugs, choose one
from the list at right. See page 156 for
more on drugs. During downtime, you
automatically refill your street drugs,
so long as you have reasonable access
to a supplier or workshop. [1 load]
◆ An entourage: Three to five
bodyguards, fans, and retainers who
are loyal only to you. They have
quality equal to your Tier when
they can help (they are quality 0 suggested implants
otherwise). [0  load] You may spend
a second special item choice on your ◆ a hidden compartment
entourage to increase the number of ◆ acidproof & lifelike skin
people who are loyal to you (they are ◆ neural: with a pheromone secreter &
scale 2, instead of scale 1). skilljack

68
HACKER
A digital spy & virtual weapon
Signals exist almost everywhere—data pulsing back and forth between wireless
enabled devices just waiting to be exploited. Hackers are a specialized kind
of criminal, with a huge investment into the tools and experience designed to
manipulate information technology and signals to their whims. Their skills are
either respected or feared, depending on who you ask.

STARTING ACTIONS 1337 FRIENDS, RIVALS


 
  
 interface ◆ Whisper, a secrets trader. Perhaps
a profitable way of unloading sensitive
 
  
 study data, or a rival in the industry?

starting builds ◆ Smith, a G-Man. Perhaps an old


If you want some guidance when you colleague turned legit, or someone
assign your action dots and special whose mission it is to counterhack
abilities, use one of these templates. you?
◆ Gunther, a mad scientist. Perhaps
Combat Hacker Fight +2, Wreck  +2. an old colleague who likes to work with
Virtual Fighter his hands, or someone whose creations
nearly killed you?
Developer Engineer +2, Study +1,
Survey +1. Programmer ◆ Flags, a construct admin. Perhaps a
good source of cyberspace gossip, or a
Social Engineer Consort  +1, well-connected digital gatekeeper?
Command +1, Influence +2. Meticulous
◆ Cruz, a virtual artist. Perhaps
Watchdog Finesse +1, Prowl +2, a reliable underworld contact, or
Wreck +1. Search Protocol a distributor of messed up BTL
experiences?

When you play a Hacker, you earn karma when you address a challenge
with information or cybercrime Between the networked buildings and
holographic advertisements that make up the sprawling city, an unfathomable
web of signals provides a seemingly unlimited array of exploitable technology.
Use your downtime activities and flashbacks wisely to prepare for trouble and
to calculate the angles of success. Wield cyberspace like a weapon, removing or
turning technology against those who dare to oppose you.

69
4

Are you immersed in the black market data trades that you exploit as a
Hacker, or do you lord over it from within the shadows? Where did you get
your cyberdeck and learn your skills: did you abuse your teachings, or did
you have a mentor?

.
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HACKER SPECIAL ABILITIES


SIGNAL TUNER VIRTUAL FIGHTER
When you Interface the range is much When you make a resistance roll for harm
greater than it should be and the signals are from cyberspace, you get +1d. You are
well-hidden from casual inspection. immune to being jacked.
You can harness networked devices Virtual combat alerts ICe, which
from further away and get online typically results in being jacked (see
despite interference or traffic, even page 248 for details). With this ability,
protecting the crew’s devices using you are immune to that, and you get a
your own, and it will all be reliably- bonus die when you resist harm from
connected and difficult to notice. cyberspace—regardless of source or
interface mode.

70
4

SEARCH PROTOCOL TIME MANAGER


You are always aware of online devices in Due to your careful planning, during
your presence. Take +1d when you gather downtime, you may give yourself or another
information about high-technology by crew member +1 downtime activity.
any means.
If you forget to use this ability during
DIGITAL WARDEN downtime, you can still activate it
When you Interface with a comm using during the run and flashback to the
subterfuge supplies (preventing any other previous downtime when the extra
use), it becomes veiled or obvious to security activity happened.

hacKer
devices (your choice).
PROGRAMMER
If you make something veiled to security, When you invent or craft a creation with
they cannot find it, and they will suffer software features, you get +1 result level
confusion until they’ve located it. If you to your roll (a 1-3 becomes a 4/5, etc.).
make something obvious to security, You begin with one special design already

PlayBooK:
they will seek it out and linger nearby, known.
and will become obsessed if forced to
leave. This effect lasts several days Follow the Inventing procedure with
unless properly disabled. Particularly the GM (page 254) to define your first
masterful or prepared security may roll special design.
their quality or supernatural magnitude
to see how well they’re able to resist the DATA ANALYST
effect. During downtime, you get two ticks to
distribute among any long term project
clocks that involve investigation or learning
METICULOUS
a new design plan.
You may expend your special armor to
resist a consequence from hacking or to If you have this, at the start of
push yourself when you contend with or downtime you can start new projects
employ software. and immediately begin ticking them (or
wait until later until in the phase you’re
When you use this ability, tick the
sure which ones you want to tick).
special armor box on your playbook
sheet. If you resist a consequence, this
ability negates or reduces its severity.
If you use this ability to push yourself,
you get one of the benefits (+1d, +1
effect, act despite severe harm) but
you don’t spend 2 edge. Your special
armor is restored at the beginning of
downtime, as usual.

71
4

SPECIAL ITEMS
◆ A scratch-built cyberdeck: A comm, ◆ Portable VR kit: A thin suitcase
modified to allow the trained user to containing secure seating and a
spot hidden data trails and quietly lightweight headband that provides
exploit them. Choose one feature the essential hardware for non-
of your cyberdeck: buffered (has invasive virtual reality interface
armor against cyberspace damage)— (trodes). Case includes a stylish finish
overclocked (grants you a free assist and a lightweight harness. This
for tricky hacking maneuvers)—simple specialty-made chair collapses into a
(easily repaired in downtime)—smart suitcase form, thus reducing its load
(can’t be hacked to turn against you). to 1 even though it takes both hands to
You might execute illegal warez move it once its unfolded. Unfolds to
through a cyberdeck to do even more. the size of a small closet and includes
What graffiti, etchings, stickers, or a stealth fabric enclosure (concealed
charms adorn your cyberdeck or its from observers at a distance from all
carrying case? [1 load] angles). [1 load] If you bring the trodes
only, it takes up no load instead.
◆ Suite of warez: Access to illegal
apps which expand a cyberdeck’s ◆ Blueprints: Access to a database of
functionality. When you employ useful architectural projections and
an app from your suite of warez, city plans. Feel free to specify which
choose one from the armor plans you’ve loaded on your device
list at right (or one when you choose this item on a run.
arsenal
of your custom-made [0 load]
breach
algorithms). See page
mask
258 for more on apps.
[0 load] Executing multiple warez
during a run tends to draw unwanted
attention.
◆ Fine surveillance gear: A
clandestine surveillance kit equipped
with an impressive array of signal
capture devices (signal scanner,
wireless data taps, tracer tags, etc.)
and long-range sensors for recording
audio and video. The fine quality of
this kit may increase the effect of your suggested implants
investigative actions when you use it.
[1 load] ◆ neural: with a comm/deck and skilljack
◆ a hidden compartment.

You may create apps during downtime by Engineering using available development
tools and libraries.

See A Nerd’s Wish List on page 246 for details about potential device makes and models.

72
MUSCLE
A dangerous & intimidating fighter
In the shadows, there are those who snatch what they want with no qualms
about the consequences. They are the fit, formidable, and fearless. They handle
enforcement, collection, killing, leg-breaking, and intimidation. When you need
a security presence to be reckoned with, you bring the Muscle.

STARTING ACTIONS DANGEROUS FRIENDS, RIVALS


 
  
 fight ◆ Crit, a brawler. Perhaps someone
who bested you before, or a martial
 
  
 command arts instructor who trained you?

starting builds ◆ Livewire, an enforcer. Perhaps a


member of a former crew, or a ganger
If you want some guidance when who keeps getting in your way?
you assign your action dots and
special abilities, use one of these ◆ Dex, a street doc. Perhaps a source
templates. for poisons and patches, or the
butcher of a surgeon you wish you
The Leader Command  +1, Study could sue for malpractice?
+1, Survey +2. Militant ◆ Cyclops, a cold killer. Perhaps
a fellow assassin for hire, or the
Cyber-Thug Interface +2, Prowl +2. lopsided lunatic that tried to set you
Formidable up?
The Protection Finesse  +2, ◆ Needles, an extortionist. Perhaps a
Survey +2. Bodyguard former partner in crime, or a longtime
competitor in the underworld?
Street Samurai Command  +1,
Finesse +1, Influence +2. Street Code

When you play the Muscle, you earn karma when you address a challenge
with violence or coercion You get what you want—whether they give it up or
not. And where words fail you, your muscles (and weapons) back you up.

73
5

Are you indiscriminate or precise? Have you developed your own collection
of special tactics or martial arts? Do you want to be the leader or the
leader’s protection? Do you have something ot prove (wtell us hat)?

.
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MUSCLE SPECIAL ABILITIES


FORMIDABLE SAVAGE
You may expend your special armor to When you unleash physical violence, it’s
reduce harm from an attack in combat, or especially frightening. When you Command
to push yourself during a battle. a frightened target, take +1d.
When you use this ability, tick the special You instill fear in those around you
armor box on your playbook sheet. If you when you get violent. How they react
“reduce harm” that means the level of depends on the person. Some people will
harm you’re facing right now is reduced by flee from you, some will be impressed,
one. If you use this ability to push yourself,
some will get violent in return. The GM
your mark your special armor box to
judges the response of a given NPC. In
get one of the benefits (+1d, +1 effect, act
despite severe harm) but you don’t spend 2 addition, when you Command someone
edge. Your special armor is restored at the who’s affected by fear (from this ability
beginning of downtime. or otherwise), take +1d to your roll.

74
5

MULE TOUGH AS NAILS


Your load limits are higher. Light: 5. Penalties from harm are one level less
Normal: 7. Heavy: 8. severe (though level 4 harm is still fatal).
This ability is great if you want to wear With this ability, level 3 harm doesn’t
heavy armor and pack a heavy weapon incapacitate you; instead you take -1d
without attracting lots of attention. to your rolls (as if it were level 2 harm).
Since your exact gear is determined on- Level 2 harm affects you as if it were
the-fly during an operation, having more level 1 (less effect). Level 1 harm has no
items available to you also gives you effect on you (but you still write it on

muscle
more options to get creative with when your sheet, and must recover to heal it).
dealing with problems during a run. Record the harm at its original level—
for healing purposes, the original harm
BODYGUARD level applies.
When you protect a teammate, take +1d
to your resistance roll. When you gather MILITANT
information to anticipate possible threats When you Command a cohort in combat,

PlayBooK:
in the current situation, you get +1 effect. they continue to fight when they would be
The protect teamwork maneuver otherwise broken (they’re not taken out
lets you face a consequence for a when they suffer level 3 harm). They gain
teammate. If you choose to resist that +1 effect and 1 armor.
consequence, this ability gives you +1d This ability makes your cohorts more
to your resistance roll. Also, when you effective in battle and also allows them
read a situation to gather info about to resist harm by using armor. While
hidden dangers or potential attackers, you lead your cohorts, they won’t stop
you get +1 effect—which means more fighting until they take fatal harm (level
detailed information. 4) or you order them to cease. How do
you manage to get these kind of results
STREET CODE
in combat? For details about cohorts,
You gain an additional karma trigger: see page 118.
When you uphold the street code of honor
despite difficulty or danger. When you duel CONDITIONED
someone worthy (one on one), also mark From hard-won experience or painstaking
crew karma. trials, you are immune to the first symptom
The street code is like a samurai code of of lost essence you add. You never suffer
honor, but filtered through the lens of a trauma due to reconditioning.
futuristic criminal. How do you signal When you lose your fourth point of
to your opponent that a duel is about essence due to implants, you still mark
to begin? What does the code say about a symptom even though it doesn’t
snitches? Or honor among thieves? What apply to you (draw a big X through
about the innocent or unaware? it to indicate you’re immune). What
You may mark up to 2 karma per session horrifying experiences or experiments
for each additional karma trigger you have you survived to gain this bonus?
have. You can never earn more than 8
karma (in sum) from karma triggers at
the end of session.

75
5

SPECIAL ITEMS
◆ Fine brutal weapon: A finely ◆ Kamikaze vial: A dose of the drug,
crafted heavy weapon designed for which boosts strength, pain tolerance,
devastating brutality. A hunting and irrational aggression for the span
shotgun. A razor-sharp katana. A set of several minutes. The GM will modify
of vicious claws. A brutal weapon like your position and effect accordingly
this might give you potency when the when you fight on kamikaze. Also, you
power or reach of the weapon is a factor. suffer two consequences: “Can’t Tell
[2 load] Is this a well-crafted standard Friend From Foe” and “Can’t Stop Until
item, or something more exotic, like a They’re All Broken.” You may resist
Polynesian war club, or a weighted these as usual. [0  load] Sure there
staff edged with jagged metal? are other combat drugs with less side
effects, but “real ass mofos take dat
◆ Light armor: A set of armor that
‘kaze!”
is lighter and less conspicuous than
normal. Sets of armor like this are ◆ Containment manacles: A set of
highly restricted in Kingston, but you self-latching manacles and impact-
have (real or forged) security licensing resistant chain, suitable for quickly
for this set. [1 load] Standard armor restraining a prisoner. A souvenir
is bulky (2 load). from an escape from security or a
background in law enforcement,
◆ Fine scary weapon/tool: A scary-
perhaps? [0 load]
looking hand weapon or tool. A rusty
eyeball extractor. A jagged piece of
metal. A dirty syringe. A set of shock
gloves. This item grants increased
effect when you intimidate, not
increased harm in combat. [1 load]

suggested implants
◆ neural: with pain limiter and adrenaline
◆ stronger set of arms, or detachable & points
◆ lifelike, detachable leg (w/gun attachment, obv)
◆ fireproof, armored skin
◆ reinforced skeleton with added limb or turret

76
PUNK
A wily hoodlum and troublemaker
Behind the mirrored windows and in the darkness at the street level, lurks an
underestimated threat. The Punk knows how to get in before anyone knows a
thing, raise hell, then leave in a flash. The sheer aptitude and physicality of their
skill set is respected among runners and feared by citizens. They seem to go
wherever they please—doing what they want and leaving a trail of carnage in
their wake. These criminals know how to adapt, overcome, surprise, and destroy.

STARTING ACTIONS SHADY FRIENDS, RIVALS


 
  
 prowl ◆ Crime, a street artist. Perhaps a
mentor who taught you how to be bad
 
  
 wreck and get away with it, or perhaps the
reason you’re on the run?
starting builds
If you want some guidance when
◆ Lucky, a snitch. Who does Lucky give
their intelligence to?
you assign your action dots and
special abilities, use one of these ◆ Fox, a burglar. Perhaps a good source
templates. for heists, or perhaps someone who
stole something priceless from you?
Cyberpunk Interface +2, Survey ◆ Lazarus, a security officer. Perhaps
+2. Catch Me If You Can a former runner with a blind eye, or
perhaps a dirty badge hot on your trail?
Firestarter Command +2, Fight
+1, Influence +1. Ring Leader ◆ Mad Willie, a busker. Perhaps a good
source for street rumors, or perhaps a
Moshpit Champion Command +1, rich impostor that collects money from
Fight +2, Wreck +1. Mobility the poor?

Surprise Engineer +2, Influence


+2. Ambush

When you play a Punk, you earn karma when you address a challenge with
surprise or mayhem Remain unseen until it’s too late, strike from the darkness,
and sow the seeds of chaos. Or come in hot, and make ‘em eat your dust. The
sprawling megaplexes and their darkened streets are an important ally in your
crimes—and if things don’t go as planned, you know you’ve always got another
trick up your sleeve.

77
6

Which kind of punk are you? A surprising rebel who never gets caught? Or
more of a clever sneak, toying with your victims from the darkness?

.
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PUNK SPECIAL ABILITIES


ADAPTABLE CATCH ME IF YOU CAN
Spend 2 edge to roll your best action rating You may expend your special armor to
while performing a different action. Say resist a consequence from detection or
how you adapt your skills to this use. security measures, or to push yourself for
a feat of escape or stealth.
This is the “jack-of-all-trades” ability.
If you want to attempt lots of different When you use this ability, tick the special
sorts of actions and still have a good armor box on your playbook sheet. If you
dice pool to roll, this is the special “resist a consequence” of the appropriate
ability for you. type, you avoid it completely. If you use this
ability to push yourself, you get one of the
benefits (+1d, +1 effect, act despite severe
harm) but you don’t spend 2 edge. Your
special armor is restored at the beginning
of downtime.

78
6

DAREDEVIL AMBUSH
When you roll a desperate action, you get When you attack from hiding or spring a
+1d to your roll if you also take -1d to any trap, you get +1d.
resistance rolls against consequences from
your action. This ability benefits from preparation—
so don’t forget you can do that in a
This special ability is a bit of a gamble. flashback.
The bonus die helps you, but if you
suffer consequences, they’ll probably be RING LEADER
more costly to resist. But hey, you’re a Choose one of your action ratings. When
daredevil, so no big deal, right? you lead a group action using that
action, you can only lose 1 edge at most

PunK
DROPOUT regardless of the number of failed rolls.
When your result on a resistance roll is
a 1-3 (choose one) mark 1 karma or roll This special ability is good for covering
another die and take the better result. Your for your team. If they’re all terrible at
participation in a group action never

PlayBooK:
your favored action, you don’t have to
costs the leader any edge, regardless of worry about suffering a loss of multiple
your result. edge when you lead their group action.
So, if your result is a 1 on a Intuition
BEYOND DRIVEN
resistance, you choose between rolling
another die to hopefully get a better You gain an additional karma trigger:
result, and losing the 5 edge but also When you get away from or stand up to “the
marking 1 karma on a track of your Man.“ You get +1 edge box.
choice. “The Man” includes businesses,
institutions, security agencies, and even
The second use of this ability means
pesky citizens. You may mark up to 2
your low result during a group action
karma per session for each additional
roll never costs the leader anything.
karma trigger you have. You can never
Do you literally back out at the last earn more than 8 karma (in sum) from
moment to negate your failures, or is karma triggers at the end of session.
this more a reflection of your never-
This ability also gives you an additional
say-die attitude, or sharp instincts that
edge box, so you have 10 instead of 9. The
you’ve learned to trust?
maximum number of edge boxes a PC
can have (from any number of additional
MOBILITY special abilities) is 12.
When you Prowl, you cover much
more ground than you should and your
movement is very difficult to predict.
This ability is great for traversing the
urban “jungle,” but it’s also useful
in virtual or outdoor environments
too—if you’re into that. Are you some
kind of acrobat, or more of a fearless
parkourist?

79
6

SPECIAL ITEMS
◆ Fine stealth outfit: A full bodysuit
of smart clothing designed to blend
you into the darkness around you.
[1 load]
◆ Fine punk stuff: An edgy item
designed to help you make a scene
and get away. A small hoverboard,
designed for tricks and adorned
with sweet graphics of your choice.
A skullcap and boots adorned with
pointy bits. A fanny pack full of
fancy marbles and four-sided dice.
Whatever you choose, it is impressive
or infuriating to see in use—especially
to poseurs and old folks—improving
your effect level when you make a
dramatic entrance or escape. [1 load]
◆ Explosives: A bangflash
strap worn around emp
the body, fitted grenade
with clips to secure pepper
three electronic smoke
bombs. When you tear gas
employ explosives,
choose one from the list at right. See
page 156 for more on bombs. During
downtime, you automatically refill
your explosives, so long as you have
reasonable access to a supplier or
workshop. [1 load]
◆ Gecko gloves: A pair of nanofiber
gloves that generate exceptional
intermolecular attraction that allow
the user to hold items securely and
quickly scale smooth or vertical suggested implants
surfaces. [1 load] ◆ omnidirectional skeleton
◆ Stunlock vial: A dose of tranquilizer ◆ detachable arm with reach
sufficient to put someone to sleep for ◆ swift set of legs
an hour. Release in someone’s face
for a brief but powerful effect. The ◆ fireproof and grappleproof skin
victim’s sleep isn’t supernatural, but it ◆ a hidden compartment (or two)
is deep—they can be roused with some ◆ neural with reflexes and a metabooster
effort. [0 load]

80
RIGGER
An inventive technician and pilot
Riggers are the ones who refine the drugs, build the bombs, bandage the
wounds, and forge the tools of the shadows. Their skills are like a lost
art among civilians, enabling reverse-engineering and modification to
the various devices everyday citizens depend on. Things like automated
machinery, electronics, plumbing, and even electricity are all vulnerable to
a crafty Rigger. In fact, many bring an automated device or two of their own..

STARTING ACTIONS HANDY FRIENDS, RIVALS

 
  
 engineer ◆ Chopper, a gearhead. Perhaps a
fellow enthusiast from “back in the
 
  
 finesse day,” or someone whose machines have
thwarted you before?
starting builds
If you want some guidance when
◆ Bricks, a bioengineer. Perhaps a way
to “dispose” of unwanted things, or
you assign your action dots and someone whose special designs nearly
special abilities, use one of these killed you?
templates.
◆ Twitch, a spacecase. Perhaps a
Drone Enthusiast Finesse  +1, hopeless BTL addict with genius ideas,
Interface +2, Survey +1. In Control or a conspiracy theorist clearly high on
psychedelics?
MacGuyver Prowl +1, Survey +2, ◆ Drano, a smuggler. Perhaps a source
Wreck +1. Jury Rig of illegal merchandise, or a rival pilot
who keeps running your routes?
Pilot Finesse +1, Interface +1,
Survey +2. Ace ◆ Memphis, a sailor. Perhaps a
knowledgeable mentor who spun
Savior Fight +2, Prowl +2. Medic great tales about the open seas, or an
unexpected thorn in your side?

When you play a Rigger, you earn karma when you address a challenge with
technical skill or control Kingston is a city full of technology for you to bend
to your purposes or exploit. Get your tools out and get your hands dirty. Or send
a drone to take care of it. Use your talents to keep things from getting too crazy
and maintain a tight grip on the action for best results.

81
7

The technology and talents required to make you a Rigger are expensive to
cultivate—did you have assistance? Which side of the tracks do you prefer:
creation and repair, or crafty destruction? What are the signature tools of
your trade: chemicals or electronics?

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RIGGER SPECIAL ABILITIES


IN CONTROL ACE
When you harness networked devices in You can Finesse a vehicle to takeoff,
AR, you are never distracted. You can spend control, or land it—regardless of its means
1 edge to take action with your physical of propulsion. You gain potency when you
body, regardless of interface mode. make difficult maneuvers while piloting a
vehicle.
Without this ability, you are distracted
in AR while performing simultaneous Until you have this ability, any attempts
tasks, and you normally need to push to control drones or vehicles with
yourself to take action with your special propulsion systems (hovercraft,
physical body while in hot-sim VR. See spacecraft, etc.) without special training
Interface Modes on page 243 for are likely to fail or makes things worse.
details. The second use of this ability might
increase your effect during getaways,
chases, dogfights, etc.

82
7

PRECISE ELECTRICIAN
You may expend your special armor When you invent or craft a creation with
to resist a consequence of distraction, electronic features, take +1 result level to
misunderstanding, or chemical effects, your roll (a 1-3 becomes a 4/5, etc). You begin
or to push yourself when working with with one special design already known.
technical skill or precision.
Follow the Inventing procedure on
When you use this ability, tick the page 254 with the GM to define your
special armor box on your playbook first special design.
sheet. If you “resist a consequence”
of the appropriate type, you avoid CHEMIST

riGGer
it completely. If you use this ability
When you invent or craft a creation with
to push yourself, you get one of the
chemical features, take +1 result level to
benefits (+1d, +1 effect, act despite
your roll (a 1-3 becomes a 4/5, etc). You begin
severe harm) but you don’t spend 2
with one special design already known.
edge. Your special armor is restored at

PlayBooK:
the beginning of downtime. Follow the Inventing procedure on
page 254 with the GM to define your
INFILTRATOR first special design.
You are not affected by quality or Tier
when you bypass security measures. MEDIC
This ability lets you contend with higher- You can Engineer bones, blood, and
Tier enemies on equal footing. Whether bodily tissues to treat injuries or stabilize
you’re sequencing a maglock, cracking the dying. You may Study an ailment or
a safe, or sneaking past patrolling ICe corpse. Take this ability a second time to
in VR, your effect level is never reduced count as the crew’s surgeon and grant
due to the superior Tier or quality level everyone in the crew (including you) +1d
of your opposition. to their recovery rolls.
Actual knowledge of medical procedures
What do the prevailing rumors say
is a lost talent. Without this ability,
about your prior heists? Or are you an
any attempts at emergency treatment
unknown, someone whose exceptional
are likely to be fleeting or make things
talents are just waiting to be discovered?
worse. With this ability, you can serve
as the healer for recovery (rolling
JURY RIG
Engineer) in downtime, and can even
When you Engineer a device to repair or take action to administer first aid in
alter it, the work is much quicker than it the field to allow your patient to ignore
should be and you don’t need all the parts a harm penalty for an hour or two.
(or tools).
Performing certain surgical procedures
Normally, it is futile to attempt field repairs still carries risks, depending on your
without all the required equipment—with unique skill set as informed by your
this, you are a master of improvisation special abilities. See Surgery on page
using whatever is on hand. What you can 262 for details.
eschew depends on what you are doing.
Alterations or repairs will not be lasting—
but often they don’t need to be. Useful for
more destructive alterations as well.

83
7

SPECIAL ITEMS
◆A configured drone: An ◆ Fine electrical tools: A specialized
electromechanical device capable of set of tools suitable for detailed
locomotion with human-like senses electronic work. A headlamp outfitted
(by default), configured to accept your with visual sensors capable of
commands and perform subroutines. magnification. A set of soldering irons,
See page 252 for information on specialized wrenches, and other hand
how to detail and configure your first tools. Precision sensors and measuring
drone. Feature(s) can be added for an devices. [1 load]
additional special item choice.
◆ Medical supplies: A handheld or
◆ A personal vehicle: A small vehicle, shoulder-strapped case containing
suitable for manual piloting (with a up to three uses of sprays or patches.
license) or autonomous transport of When you employ an item from
one or two people by either land or your medical antidote patch
sea. A roadster. A motorcycle (with supplies, choose hard-clot
available sidecar). A dune-buggy. A one from the list
sterilizer
jet-ski. A small speedboat. Flying or at right (or one
stim patch
underwater capability can be added to of your custom-
stun patch
your personal vehicle for an additional made formulas).
special item choice. See page 256 for more on sprays
and patches. During downtime, you
◆ Utility harness: A strap worn over automatically refill your medical supplies
the shoulder containing a modular
so long as you have reasonable access to a
pouch and hook system to safely
supplier or workshop. [1 load]
hold up to three chemicals or small
gadgets. When hypersolvent
you employ an hyperglue
item from a thermite gel
utility harness, nightshades (g)
choose one
sensor tag (g)
from the list at
spatial scanner (g)
right (or one of
thermite rod (g)
your custom-
made formulas vehicular
override (g) suggested implants
or gadgets).
See page 256 for more on chemicals
and gadgets. During downtime, you ◆ neural with control rig
automatically refill your utility harness, ◆ acidproof & fireproof skin
so long as you have reasonable access
to a supplier or workshop. [1 load] ◆ vital organs
◆ a hidden compartment

You may create gadgets during downtime by Engineering with tools and materials.
Track the load for each gadget you deploy during an operation that is too heavy or
conspicuous to fit in an available harness slot.

84
SNAKE
A liar and manipulator
At first, the shadows are bewildering, a muddled political landscape with secret
wars fought behind automated turrets and mirrored windows. For the Snake
though, there is a veiled order to it all—the criminal underworld is just another
secret waiting to be exploited, another opportunity to seize, another problem to
solve.

STARTING ACTIONS SLY FRIENDS, RIVALS


 
  
 influence ◆ Pop, a drug dealer. Pop regularly buys
and sells a respectable quantity of drugs
 
  
 study around town. What class of clientele finds
their product most desirable?
starting builds ◆ Maynard, a courier. Perhaps a good
If you want some guidance when you
source for gossip among the upper class, or
assign your action dots and special
a trusted trafficker who screwed you over?
abilities, use one of these templates.
◆ Freedom, a double agent. Perhaps a
The Informant Consort +1, Interface good source of information, or someone
+2, Study +1. Takes One to Know One who keeps complicating your jobs?
The Mole Command +1, Consort +2, ◆ Jerick, a records clerk. Perhaps a way to
Study +1. Trust Me deal with bothersome records, or someone
who falsified official documents against
The Pretender Fight +1, Finesse +1, you in the name of “justice.”
Survey +2. Master of Disguise
◆ Sea Bass, a parolee. Perhaps an old
Smooth Operator Engineer +2, friend from childhood, or an enemy who
Finesse +1, Interface +1. Long Con was never supposed to get out?

When you play a Snake, you earn karma when you address a challenge with
deception or calculation Sometimes you’re flush and sometimes you’re bust—
but you know just how to slip out of a tough situation. Choose who you will be
today wisely—and even better tomorrow. You are sure to get your way if you just
keep telling them what they want to hear. How do you always know what that
is? You can see right through them.

85
8

Is there even a “real” you? Or does your personality change to suit the
listener without you even having to think about it? Are all your relationships
just bargaining chips for you to pass around?

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SNAKE SPECIAL ABILITIES


TAKES ONE TO KNOW ONE FORESIGHT
You can always tell when someone is lying Two times per run you can assist a
to you. teammate without spending edge. Tell us
how you prepared for this.
This ability works in all situations
without restriction. It is very powerful, You can narrate an event in the past
but also a bit of a curse. You can easily that helps your teammate now, or
see through every lie, even the kind you might explain how you expected
ones. this situation and planned a helpful
contingency that you reveal now.

86
8

MASTER OF DISGUISE DISARMING
When you use a disguise or other form of You get +1d vs. a target with whom you
covert misdirection, you get +1d to rolls have an intimate relationship.
to confuse or deflect suspicion. When
you throw off your disguise, the resulting Any action can get the bonus, not just
surprise gives you the initiative in the social actions. “Intimate” is for you
situation. and the group to define, it need not
exclusively mean romantic intimacy.
This ability gives you the chance to
more easily get out of trouble if a TRUST ME
covert operation goes haywire. Also, You may use teamwork maneuvers with any

snaKe
don’t forget your fine disguise kit crew member who trusts you, regardless of the
item, which boosts the effect of your distance separating you. Ask the teammates
covert deception methods. who trusts you after they pick their load for
the run. You can force any character who trusts
you to perform the protect maneuver on your
LONG CON
behalf (they suffer a consequence instead of

PlayBooK:
You may expend your special armor to you).
resist a consequence from suspicion or
persuasion, or to push yourself when you You can help out the crew from anywhere
gather information or work on a long-term if they are willing to follow your direction,
project. but they’re also keenly aware your
contingency plans don’t always include
When you use this ability, tick the safety nets for them.
special armor box on your playbook
sheet. If you “resist a consequence” LINGUIST
of the appropriate type, you avoid You can understand bits and pieces of any
it completely. If you use this ability dialect, even those you never learned. You
to push yourself, you get one of the can spend 1 edge to hold a conversation
benefits (+1d, +1 effect, act despite despite language barriers.
severe harm) but you don’t spend 2
edge. Your special armor is restored at Attempting actions across language
the beginning of downtime. barriers is difficult for those who
lack this ability, but you can get by in
PROVOCATEUR a pinch due to your understanding of
When you taunt someone, it’s especially languages. Using the language of the
provocative. You get +1d to Study a listener factors into effect as usual.
provoked target.

You know how to watch people to


uncover weaknesses without arousing
suspicion, and then cleverly exploit
those vulnerabilities to meet your
needs.

87
8

SPECIAL ITEMS
◆ Fine cover identity: Fake licenses
and business holo-cards, planted
stories and rumors, and false
relationships sufficient to pass as a
different person. [0 load]
◆ Red rock: A dose of the popular
drug, which induces a dreamlike
state. The victim of this crystal is not
fully unconscious, but rather retreats
into a calm, suggestible mental state,
similar to hypnotism. [0 load]
◆ Blackmail supplies: Compromising
or injurious information, consisting of
recorded conversations, embarrassing
video, or incriminating physical
evidence. [0 load]
◆ Fine disguise kit: A vial of
pheromones and a thermoplastic
mask kit equipped with an impressive
array of expert appliances to fool the
eyes and ears. The fine quality of this
kit may increase the effect of your
deceptive actions when you use it.
[1 load]
◆ Concealed holdout pistol: A low
caliber firearm that is very small and
easily concealed in a sleeve or jacket.
This pistol is very difficult to detect on
your person, even if you’re searched.
[0 load]

suggested implants

◆ neural: pheromone secreter & vocalflex


◆ a hidden compartment
◆ senses: heightened & widened

88
TRIGGER
A deadly marksman and tracker
There is great demand for runners who can pull the trigger at the right time. The
things others wish to keep hidden are laid bare to a capable Trigger. Whether
that be a deadbeat who’s trying to skip out on their debts, a witness who’s going
to snitch to the authorities, or the trail to a hacker’s hidden stash of paydata—it’s
the Trigger that can hunt them down.

STARTING ACTIONS DEADLY FRIENDS, RIVALS


 
  
 stalk ◆ Flex, private security. Flex is a
protector; a bodyguard. Who do they
 
  
 survey watch over?

starting builds ◆ Blank, a spy. Who does Blank give


If you want some guidance when you their intelligence to?
assign your action dots and special ◆ Maple, a street doc. Perhaps an old
abilities, use one of these templates. friend who’s patched you up many
times, or someone to whom you’ve sent
Bounty Hunter Consort +1, Fight +1,
too many victims?
Prowl +2. Scout

Cyber-stalker Interface +2, Study +2.


◆ Vik Bates, an executive. Perhaps a
client who’s often hunting down their
Relentless
targets, or perhaps a target who got
Hood Command  +1, Consort  +1, away?
Wreck +2. Vigilante ◆ Longarm, a bounty hunter. Perhaps
Sharpshooter Prowl +2, Study +1, someone you trained to hunt the
Survey +1. Deadeye ultimate game: people, or vice-versa?

When you play a Trigger, you earn karma when you address a challenge
with tracking or violence Step up and scope out opportunities and targets for
a run and be willing to hurt whoever stands in your way. Line up your shots and
take your prey down on your terms. The shadows are where your talents can be
brought to bear; where your methods leave no second chances.

89
9

Do you see the whole world as potential prey, or do you still care about
people? Which target in the past gave you the most trouble? Why?

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TRIGGER SPECIAL ABILITIES


DEADEYE special enhancements. The second
You can push yourself to do one of the use of this ability makes it possible to
following: make a ranged attack at extreme shoot someone even without a straight
distance beyond what’s normal for the trajectory, ricocheting off of nearby
weapon—create viable ranged trajectories surfaces (walls, ceiling, debris, etc.) or by
using ricochet or arcs. “throwing” shots to arc them.

When you push yourself to activate this SCOUT


ability, you still get one of the normal When you gather information to locate a
benefits of pushing yourself (+1d, +1 effect, target, you get +1 effect When you hide in
etc.) in addition to the special ability. a prepared position or use camouflage, you
get +1d to rolls to avoid detection.
The first use of this ability allows you
to attempt long-range sniper shots that A “target” can be a person, a destination,
would otherwise be impossible without a good ambush spot, an item, etc.

90
9

FOCUSED VIGILANTE
You may expend your special armor to You gain an additional karma trigger: You
resist a consequence of surprise or mental exacted justice on someone who harmed you
strain (fear, confusion, losing track of or someone you care about. If your crew
someone), or to push yourself for ranged helped you exact justice, also mark crew
combat or tracking. karma.
When you use this ability, tick the You may mark up to 2 karma per session
special armor box on your playbook for each additional karma trigger you
sheet. If you “resist a consequence” have. You can never earn more than 8

TriGGer
of the appropriate type, you avoid karma (in sum) from karma triggers at
it completely. If you use this ability the end of session.
to push yourself, you get one of the
benefits (+1d, +1 effect, act despite RESILIENT
severe harm) but you don’t spend 2 You recover from harm faster. Permanently
edge. Your special armor is restored at fill in one of your healing clock segments.

PlayBooK:
the beginning of downtime. You get +1d to healing recovery rolls.
GUN CONTROL Your healing clock becomes a 3-track,
You can draw and reload firearms quickly, and you get a bonus die when you
regardless of weapon type. You get +1d to recover.
rolls to unleash a barrage of rapid fire at an
enemy. KILLER PET
Your hunting pet gets +1d when tracking
A barrage of rapid fire consumes more or fighting injured targets, and gains a
ammunition, but allows you to keep up special ability: crowd control—sapience—
a steady rate of fire in a battle (enough swift. Take this ability again to choose an
to “suppress” a small team of up to additional special ability for your pet.
five people, discouraging them from
maneuvering or attacking), rather than Your pet (if you have one) already
stopping for a slow reload or weapon functions as a cohort (Expert: Hunter).
switch after each volley. This ability gives them potency when
it can catch the scent of something’s
If you unleash a barrage in combat
blood, plus a special feature of your
against an enemy who’s threatening you,
choice from the list.
you’ll still make an action roll in the battle
(maybe with Stalk, Fight, or Wreck). Crowd control allows it to threaten a
small group (up to six people) as easily
RELENTLESS as a single person. Sapience allows it
Due to harsh experience or training, if there to understand complex ideas and make
is a question whether you’re sleepy, hungry, decisions like a person might (your very
or thirsty, the answer is no. You get +1 edge own “data dog” perhaps?). Swift allows
box. the pet to move extremely quickly,
keeping pace with most land vehicles.
This ability gives you an additional
For more details about cohorts, see
edge box, so you have 10 instead of 9.
page 118.
The maximum number of edge boxes
a PC can have (from any number of
additional special abilities) is 12.

91
9

SPECIAL ITEMS
◆ Military weapon: A devastating firearm designed for war. Choose its optimal
range (near or far), and up to two features for the weapon: cornershot—launcher—
light (1 load instead of 2)—penetrating—rapid fire—reload  assist—shocking—
silenced—smartgun—stabby—stopping power—splitting. Describe the weapon
and give it a nickname if you wish. Details on optional smartgun systems can be
found on page 260. Weapons like this are extremely illegal for private citizens in
Kingston, but you have real or forged military licensing for this one. [2 load]
◆ Firearms mod: You have access to a variety of smartgun (external)
accessories which alter the dynamics of a firearm to silencer
which they are attached. When you employ a firearms
mod, choose one from the list at right. [1 load] stabilizer

An external smartgun system takes a few minutes to attach or remove to a weapon


(those without common ballistics profiles can take several shots to configure properly).
Shots fired through the silencer are inaudible except to those nearby; it is slow to screw
on or off, and may attach to a rifle or pistol. The stabilizer is a special mount designed
to counter the effects of erratic movement or rapid fire; it takes about a minute to don
or remove, and may attach to a vehicle (this takes a few minutes) for additional stability.

◆ Fine pair of pistols: A matched pair of light handguns, made for greater
accuracy. Were your pistols made by Colt, S&W, or some other gunsmith? How do
they stand out from the average handgun? [1 load]
◆ Special ammo: A bandolier of specially crafted ap ammo
ammunition for a pistol or small rifle, especially potent capsule ammo
against intended targets, but less effective against others.
When you employ special ammo, choose one from the flare ammo
list at right. Special ammo is “smart”—meaning it can be flechette ammo
preprogrammed to respond to a timer, expel its payload at frangible ammo
a certain range from a networked device, etc. A fortune roll
may be required when you rely on such things. [1 load] gel ammo

AP ammo penetrates most armor. Capsule ammo delivers a loaded chemical through
a flesh wound. The showering sparks from flare ammo are well-suited for signaling
or starting a fire. Flechette ammo spreads out upon impact, shredding unarmored
targets. Frangible ammo ignores hard substances (bone, metal, wood, etc.). The impact
from gel ammo is enough to stun a person or knock them down, but does very little
real harm; several hits might incapacitate a person or bind them to a suitable surface
nearby.

◆ A trained hunting pet: Your animal suggested implants


companion obeys your commands
and anticipates your actions. Cohort ◆ senses: dampened & heightened
(Expert: Hunter) ◆ legs: swift or high jump
◆ skin: chemproof & fireproof
◆ neural: reflexes
92
ADEPT
A mystic practitioner
Adepts are practitioners of mystical traditions who wield their body’s living
essence to achieve peak levels of performance. They may not have the resolve or
awareness that the more supernaturally active runners possess, but they are not
to be underestimated—the empowerment of their natural talents through the
perfection of an aspect of themselves gives them surprising utility and efficacy
that some can only dream of.

STARTING ACTIONS STRANGE FRIENDS, RIVALS


During creation, also assign
 
  

three dots to any of the
◆ Spike, a dojo owner. Perhaps an old
four actions appropriate to
teacher, or a rival in the martial arts
 
  

your chosen way.(see next scene?
 
  
 page for details)..
◆ Rayden, a parkourist. Perhaps
someone you used to train with, or an
starting builds elusive challenger seeking a rematch?
If you want some guidance when you
assign your action dots and special
◆ Ty, a mastermind. Perhaps a brilliant
mentor, or your longtime nemesis that
abilities, use one of these templates.
can somehow predict your every move?
The Chameleon Command +1, Consort ◆ Kris, a fanatic. Perhaps a source of
+1, Influence +2. Transmorphic hard-to-find supplies, or your match in
Hulk, Smash Fight +1, Prowl +1, intelligence or agility?
Wreck +2. Boosted ◆ Roz, a professor. Perhaps someone
Planar Guardian Fight +2, Stalk  +2. guiding you to your destiny, or the
Astral Warrior source of your troublesome visions?

Seer Study +2, Survey +2. Adept Senses

When you play an Adept, you earn karma when you addressed a challenge
with inner perfection or mystical power Empower yourself to perform adept
feats which surpass normal human limits so that you continue to grow in power.
As you delve deeper into your training, you’ll bolster your innate talents with
even greater feats made possible by the continued perfection of your body’s
living essence. You might even dabble in some of the secret arts borrowed from
the Mage or Techno playbook.

93
10

Why did you pursue your Adept abilities? Are you a natural, did you study and practice on your
own, or did you have a trainer? Are you more focused on perfecting your body’s living essence or
do you dabble in the secret arts?

.
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Adept Ways Adept Drawbacks


‹ Mind: Empowerment through the ‹ Expensive: Your access to your adept
perfection of your intellect and instincts. The feats costs you 1 nuyen per downtime to
cap on your rating for all four Intuition keep active.
actions is one higher than normal. ‹ Loud: You take +1 heat the first time
‹ Body: Empowerment through the you use an adept feat on a run.
perfection of your health and fitness. The cap ‹ Taxing: Each downtime phase,
on your rating for all four Body actions is you must spend one downtime activity
one higher than normal. meditating and practicing in a safe spot (or
‹ Soul: Empowerment through the else lose 1 edge).
perfection of your personality and resolve. The
cap on your rating for all four Willpower
actions is one higher than normal.

When you become a student of an adept way, you receive permission to study the fundamentals
of your chosen way. You gain the following maneuver (this does not count as a special ability):
‹ Practitioner of the Way: Choose an When you have proven your command
adept way and an adept drawback. You may over the fundamentals of your adept way,
roll to resist supernatural consequences with you receive permission to take the Adept
Body. You can never become Awakened or playbook. If you chose the Adept playbook
Emergent. during character creation or switch to it later,
choose your way and drawback as you study.

94
10

ADEPT FEATS
Through advancement, an adept PC can take a maximum number of adept feats (in sum)
equal to their remaining essence (see page 268 for details). If you take a feat when you
have already reached your limit, you must replace one instead. If you ever have more
adept feats than your limit (due to essence loss), choose an appropriate number to
keep (losing all other adept feats). You cannot take Mystic Way as your first adept feat.

FRAGGIN’ ADEPT BOOSTED


You can push yourself to do one of the You can push yourself to do one of the
following: perform a feat of acrobatics that following: perform a feat of physical force

adePT
verges on the superhuman—maneuver to that verges on the superhuman—engage a
confuse your enemies so they mistakenly small team on equal footing in close combat.
attack each other.
When you push yourself to activate this
When you push yourself to activate this ability, you still get one of the normal

PlayBooK:
ability, you still get one of the normal benefits of pushing yourself (+1d, +1
benefits of pushing yourself (+1d, +1 effect, etc.) in addition to the special
effect, etc.) if you’re making a roll, in ability.
addition to the special ability.
If you perform a feat that verges on the
If you perform an acrobatic feat superhuman, you might break a metal
(running, tumbling, balance, climbing, weapon with your bare hands, tackle a
etc.) that verges on the superhuman, moving vehicle, lift a huge weight, etc.
you might climb a sheer surface without
If you engage a small group on equal
hand-holds, tumble safely out of a three-
footing, you don’t suffer reduced effect
story fall, leap a shocking distance, pass
due to scale against a small group (up
without leaving a trace, etc.
to six people).
If you maneuver to confuse your
enemies, they attack each other for REFLEXES
a moment before they realize their When there’s a question about who acts
mistake. The GM might make a fortune first, the answer is you (two characters with
roll to see how badly they harm or Reflexes act simultaneously).
interfere with each other.
This ability gives you the initiative in
ADEPT SENSES most situations. Some specially trained
Spend 1 edge to perceive beyond normal or well-outfitted NPCs (and some astral
limits for several minutes. Detect subtle entities and dragons) might also have
environmental changes (temperature, reflexes, but otherwise, you’re always
frequency, pressure, etc.), sense the presence the first to act, and can interrupt anyone
of danger, become a living lie detector, etc. else who tries to beat you to the punch.
This ability usually doesn’t negate the
AUTONOMIC CONTROL need to make an action roll that you
Spend 1 edge to control your vital would otherwise have to make, but it
functions and autonomic response for may improve your position or effect.
several minutes. Feign death convincingly,
fool a lie detector test, ignore pain, hold
your breath with impunity, etc.

95
10

TRANSMORPHIC MYSTIC WAY


You can morph your face or change the You may roll the Assense or Attune action
color of your skin, making you difficult (write it in; it’s rated at 1 dot now). Take this
to recognize for several minutes. Spend 1 adept feat again (up a number of times in sum
edge when you morph, plus 1 edge for each equal to your Willpower), each time gaining
special feature: the change lasts longer (an (choose one) an appropriate secret art or an
hour, a few hours, etc)—accompanying build additional supernatural action dot.
change—accompanying voice alteration.
For example, if your Willpower is 2, then
This ability alters the color of your skin and you can take this adept feat a total number
shape of your face for a few minutes. If you of 2 times; the first time you get 1 dot in your
spend additional edge, you can extend the choice of Assense or Attune, and the second
effects for additional benefits, which may time you get an appropriate secret art you
improve your position or effect for action rolls, choose or an additional supernatural action
depending on the circumstances, as usual. dot. Note: A dot in a special action does not
contribute towards Willpower.
When you use this to perform a voice
alteration, you can impersonate someone’s Describe your strange combination of
voice, as well as other, less human sounds methods; this is the only way for you to
(rolling Influence) so long as you’ve become get better at magic or technomancy. Your
intimately familiar with them. If you don’t methods confound others, but there are
know one well enough, you might undertake some mysteries beyond your reach: you
a long-term project to know it better. cannot choose Astral Projection or
Emergent Proxy with this adept feat.
ASTRAL WARRIOR
You can infuse your hands, melee weapons, SPECIAL ITEMS
or tools with astral power. You gain potency ◆ Fine mystic body art: A branding or
in combat against astral entities. You may piercing of the flesh that allows the bearer to
choose this ability again to select an elemental focus and expand their adept potential. Each
energy type you wield when you do this (and piece of mystic body art is supernaturally
you may spend 1 edge to wield it as a ranged bonded to you (considered a focus), uniquely
weapon): fire—ice—electricity—air. artistic, and painstaking to remove. What does
When you infuse yourself with this power, yours look like? What makes it memorable
you can interact just as well with entites and impressive to see? [0 load]
on the astral plane as your own, rather ◆ Fine astral weapon: A one- or two-handed
than weakly interact. blade or stave that is effective against arcane
entities (spirits, etc.) for the bonded user.
When you wield elemental energy, the
When you’re bonded to this focus, your
GM will describe your effect level and
attacks with it can strongly interact with
significant collateral damage. If you
astral forms, rather than weakly interact.
unleash it in combat against an enemy
Is this an heirloom weapon, or a more
who’s threatening you, you’ll still make an
modern design that you or someone famous
action roll in the battle (maybe with Fight
painstakingly crafted? [1 or 2 load]
or Wreck).
◆ Strange trinket: A small item that grants
the bearer visions of the distant past or
impending future of a nearby item or
You may have a limited number of location—whether they want them or not.
active supernatural bonds (in sum) Labored concentration may clarify what
equal to your Body rating; see page is envisioned. What strange phenomena
292 for details. accompanies the use of this seemingly
innocuous trinket? [0 load]

96
MAGE
An arcane practitioner
Port Royal is hopelessly haunted by the spirits of thousands of pirates and merchants
who share a sunken rock pit as a grave. People pay big money for those who can navigate
the perils of Aztlan. Nearby Portmore is said to be overrun by awakened creatures—
strange monsters of mythical proportions and ability, weaponized cyberzombies, and
even hordes of ghouls. The protected jungle beyond the neon hazard signs to the east are
a dense wilderness inhabited by strange people and stranger critters. These are the sorts
of things which are best handled using the specialized methods and secret arts of magic.

STARTING ACTIONS STRANGE FRIENDS, RIVALS


 
  
 assense ◆ Roz, a free spirit. Perhaps a good
source for targets, or the malevolent
 
  
 study watcher that’s been toying with
you? This one has been a professor
starting builds at a nearby college for decades, but
If you want some guidance when recently.. something changed.
you assign your action dots and ◆ Vladimir, a vampire. Perhaps a
special abilities, use one of these source of power, or a former lover—
templates. now infected and beyond reason?
Combat Mage Fight +2, Prowl +1, ◆ Kalanyr, a dragon. Perhaps your
Stalk +1. Sorcerer partner in a dark endeavor, or the
entity that caused your senses to open?
Cult Leader Consort +2, ◆ Redstone, a wage mage. Perhaps a
Command +2. Astral Occultist knowledgeable magical colleague, or
perhaps a former student who left over
Occult Investigator Influence +1, bad blood?
Stalk +1, Survey +2. Astral Mind
◆ Moonriver, a talismonger. Perhaps
Summoner Command +1, Study +1, a wise mentor or source of rare
Survey +2. Conjurer materials, or perhaps your ideological
rival?

When you play a Mage, you earn karma when you address a challenge with
knowledge or arcane power Seek out the wondrous and powerful forces of
magic for guidance and bend them to your will. Make deals with spirits to remain
in harmony with the astral forces at large. By being willing to face the trauma
from the drain of wielding the secret arts, you’ll quickly replace the mundane
parts of yourself with power overwhelming.

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Why do you pursue your arcane talents? Were you awakened by a mentor,
or do you have a stranger history (maybe your lineage or background)?

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When you open your senses to the astral plane for the first time, you receive permission
to study the fundamentals of your arcane tradition’s method (hermetic, shamanic,
new age, or denial). You gain the following maneuver (this does not count as a special
ability):
‹ Awakened: Choose an arcane When you have proven your command over
method, and a number of drawbacks as the fundamentals of your tradition’s method,
directed by your choice. You may choose you receive permission to take the Mage
to roll the Assense action. When you playbook. If you choose the Mage playbook
during character creation or switch to it later,
roll a desperate Assense action, mark
describe how you fulfill the requirements on
1 karma on the Willpower track.
this page already—otherwise take action to
You may take additional action dots in complete them in play. Perhaps a long-term
the Assense action as a Willpower project is needed to cover the broader aspects
advance. You can never become Emergent of opening your hidden senses? Perhaps a
or a Practitioner of the Way. supernatural run could help awaken you?

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ASSENSE Examples
CONTROLLED
When you Assense, you open your mind to
the astral plane or channel arcane energies I Assense for any nearby arcane powers in use,
through your body. You might communicate to see if there are any magical wards on the door.
with a free spirit or understand aspects of 4/5 Reduced Effect: You do sense something
conjuring. You could try to perceive beyond unseen pushing against your astral senses, but
sight (but Surveying might be better).
you can’t quite tell how far it extends—to the
windows and roof, too? Maybe so.
GM Questions
◆ How do you open your mind to the astral 4/5 Harm: There’s a flash, a brief whoosh, and
plane? What does that look like? a burst of flame. The stench of your burnt hair

maGe
and skin lingers in the air. Take level-1 harm,
◆ What powers are you entreating? How are “Lightly toasted.”
you channeling that energy? What do you RISKY
hope this will do?
I Assense to examine the energies present here

PlayBooK:
The “astral plane” is described somewhat to see his last moments. That CSG agent, Smith,
vaguely, on purpose. It’s a supernatural realm died in this very spot, so I’ll try to catch an
that humans were unable to perceive since glimpse of what happened in the astral plane.
the Fog of Mortal Disbelief cut off their ability 4/5 Reduced Effect: In your mind’s eye, you briefly
to sense it. While Assensing, it is possible to see a faint apparition of agent Smith, pleading. A
“see” concentrations of astral energy in the
bright muzzle flash briefly illuminates the face of
city, “hear” the reverberations of events
a shadowed figure just before it ends. It sort of
in the recent past, and feel the presence of
matches the face of Lia, the heiress to the Yakuza
astral entities like spirits and elementals. To
empire, but you can’t be sure if what you saw
Assense is to tap into a burgeoning wellspring
of power that could easily go out of control. was an act of malice—or fear.
It’s a way to communicate what you think 1-3 Harm + Complication: Agent Smith’s death
about these arcane energies and even the agony washes over you. You see a blurred face
afterlife, and to ask the other players what before you, then feel a heavy sting as a metal bar
they think about it too. collides with your cheek bone. Take level 1 harm,
When you perceive the astral plane you can see “Shaken.” The spirit doesn’t answer anymore,
the arcane evidence of recent events or sense but you can sense something retreating into the
things beyond sight (the fine sensing focus of warded room.
the Mage allows them to see even more detail). DESPERATE
Surveying is usually the action you’d use to get a As the free spirit tries to possess me, I reach
sense of a location or to spot hidden things, but into the fire elemental. I’ll Assense to funnel its
Assensing can work better in some situations— essence through myself and banish the spirit!
sometimes at a worse position since you’re
risking danger from the astral plane. 4/5 Serious Complication: A column of fire
engulfs its astral form and it departs. As its
To choose your Assense rating for an action disrupted, bursts of flame fly out from your
roll, you must first be awakened. Mages can
hands and eyes, setting off the building alerts.
Assense as the basis for secret arts of magic,
What do you do now?
such as Sorcerer or Conjurer (see next
page). Without the astral plane and living 1-3 Severe Harm: The spirit rides the energy
essence, these powers can’t manifest. directly into your astral form, engulfing your
material form in burning flames. You suffer two
You lose access to these capabilities if you
types of harm: level-3 “Scorched” from the fire,
become a Shell. See page 269 for details on
this alternate state of being. and also a level of special harm “Drain.” Which
would you like to resist first?

99
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Arcane Methods Arcane Drawbacks


‹ Hermetic: The manipulation of ‹ Bright: You take +1 heat the first
supernatural energies with practiced time you use arcane power of any kind
routines and science. You may roll to resist on a run. Yes: even Assensing counts as
supernatural consequences with Intuition. arcane power.
Also take one drawback.
‹ Shamanic: The guidance of ‹ Expensive: Your access to the
supernatural energies with spiritual secret arts costs you 1 nuyen per
reverence and unwavering belief. When downtime to keep active. No: Assensing
you make a deal with spiritual entities, you doesn’t count as a secret art.
get +1d. Also take one drawback.
‹ New World: You gain the benefits of one or ‹ Reverent: Your beliefs or dogma
both methods above, describing what’s unique forbid you from commanding spiritual
about your interpretation. Choose an equal entities. You may spend 1 edge to overcome
number of drawbacks as you do methods. this stricture.
‹ Denial: You completely deny the
benefits and trappings of arcane tradition.
‹ Rigorous: Each downtime phase,
To what can you attribute your power: faith, you must spend one downtime activity
insanity, or some other delusion? Take zero studying and practicing in a lodge (or
drawbacks. else lose 1 edge).

SECRET ARTS OF MAGIC


An awakened PC may take a maximum number of secret arts (in sum) equal to their
remaining essence. If you take a secret art when you have already reached your limit,
you must replace one instead. If you ever have more secret arts than your limit (due
to essence loss in play), choose an appropriate number to keep (losing all other secret
arts).

SORCERER WARDED
You know the unique methods to activate You can expend your special armor to
metaplanar energies through your body to resist an arcane consequence, or to push
cast spells. You can Study a spell formula to yourself when you employ or contend
summon a supernatural effect. You begin with with arcane forces.
two spells already learned.
When you use this ability, tick the
Without this special ability, the study
special armor box on your playbook
and practice of spells leaves you utterly
vulnerable to the metaplanar energies
sheet. If you resist a consequence, this
you attempt to harness. These efforts are ability negates or reduces its severity. If
harmful to your health and psyche. you use this ability to push yourself, you
get one of the benefits (+1d, +1 effect,
When you take this secret art, choose your act despite severe harm) but you don’t
known spells and record them in your spend 2 edge. Your special armor is
notes for future reference. When you use restored at the beginning of downtime.
this ability to cast a spell, pay the cost(s)
accordingly with its magnitude and type.
When you cast a spell despite danger, make
an action roll (usually Assense). For more
details, see Sorcery, starting on page 296.

100
11

ASTRAL MIND ENCHANTER


You’re always aware of astral entities in your You know the ancient methods to invent and
presence. You get +1d to gather information craft creations with arcane features. You can
about the arcane by any means. Study a design (or create a new one) to produce
a magical focus or alchemical. You begin with
one special design already known.
CONJURER
You can Assense to force a nearby astral Follow the Inventing procedure with the
entity to appear before you and obey a GM (page 254) to define your first special
command you give it. You are never terrified design. Additional details on emergent
by a astral entity you summon or attempt to creations can be found on page 303.
conjure (though your allies may be).

maGe
ASTRAL OCCULTIST
The GM will tell you if you sense any You know the secret ways to Consort with
astral entities nearby. If you don’t have ancient powers, forgotten mentors, or dragons.
an entity in mind, one will still show Once you’ve consorted with one, you get +1d to
up (the summoning is automatic, but Command cultists who worship it.

PlayBooK:
the command is not). However, failure
in that case can also cause a horror Consorting with a given entity may
require special preparations or travel to a
to show up (the baseline force you can
specific place. The GM will tell you about
summon is equal to the crew’s Tier, any requirements. You get the bonus die
as usual). If you want, you can gather to your Command rolls because you can
information (maybe Assense, Study, demonstrate a secret knowledge of or
or Survey) to attempt to locate one. influence over the entity when you interact
with cultists.
By default, an astral entity wants
to satisfy its need for life essence. ASTRAL PROJECTION
Elementals are also mindlessly vengeful You may project your consciousness into the
towards the living. When you conjure astral plane to “see” a small room across the
it, you can give it a general or specific district as if it were nearby. Spend 2 edge when
command, but the more general it is (like you project, plus 1 edge for each extra feature:
“Protect me”) the more the spiritual project further (across the sprawl, across the
entity will interpret it according to country, etc)—you can be seen or heard—it lasts
its otherworldly desires. Your control longer (a few minutes, an hour, etc.).
over the spiritual entity lasts until the
This ability detaches your consciousness
command is fulfilled, or until a day has for a few moments, leaving your physical
passed, whichever comes first. body utterly helpless. You cannot see
physical forms while projecting.
IRON WILL
You’re immune to the terror that some If you spend additional edge, you can
supernatural entities inflict on sight. extend the effect for additional benefits,
When you make a resistance roll with which may improve your effect or reduce
Willpower, take +1d the risks for action rolls, depending on the
circumstances, as usual. Projection for
With this ability, the sheer terror that more than an hour may free your spirit,
accompanies the sight of dragons and resulting in the death of your physical body.
the fury of elementals does not affect you.
In fact, you do not freeze up or flee when
confronted by any kind of supernatural
entity or strange arcane event.

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11

SPECIAL ITEMS
◆ Fine spell focus: A small arcane ◆ A paracritter: This critter follows
talisman that allows the bonded user to you around and may help you out
wield spells with exceptional control. with your affairs, on occasion. They
Each spell focus is a hand-crafted or function as a cohort (Expert: of a
unworked natural item. What is yours type you choose) and may be arcane
made from? [1 load] in nature. What is strange about its
appearance or physiology? What is
◆ Fine sensing focus: An arcane item exotic about its diet or needs?
worn on the head that allows the
bonded user to “see” arcane energies Detail your paracritter with the
in great detail. Also provides some GM’s help using the examples and
measure of protection against mental additional guidance on page 288.
effects like possession. Each arcane Also choose a number of edges
focus is unique. What does yours and flaws (as you would any other
look like? What is magical about its cohort) from the list on page 118.
appearance? [1 load]
◆ Banishing focus: A small arcane ◆ Fine arcane reagents: A pinch of
trinket that astral entities prefer to desecrated grave dirt. Prayer beads
avoid when possessed by a bonded and bones. A smattering of awakened
user. [0 load] organic material (leaves, feathers,
hair, etc.). In what strange way do they
quickly deteriorate upon use? From
which of your friends or contacts do you
source these exotic items? [1 load]

You may have a limited number of


active supernatural bonds (in sum)
equal to your Assense rating; see
page 292 for details.

102
TECHNO
An emergent practitioner
The senses of a Techno(mancer) are flooded by the presence of data trails everywhere in
the city when their mind emerges to receive its power. It is best to learn the ability to filter
some out before the use of its power, since the emergent plane can be a bit overwhelming
otherwise. The Techno twists the 1’s and 0’s in nearby signals to compile sprites and
draw mischievous gremlins to anywhere networks are found. Reports of inexplicable
cyberspace outages and other gremlin-like phenomena circulate, heightening the
suspicion and fear of technomancy.

STARTING ACTIONS STRANGE FRIENDS, RIVALS


 
  
 attune ◆ Layne, a free sprite. Perhaps a
childhood friend who proxied for too
 
  
 study long, or perhaps a meddlesome e-ghost
that keeps getting in your way?
starting builds
If you want some guidance when
◆ Links, a dataminer. Perhaps a
valuable source of “hot” data trails, or
you assign your action dots and a runner whose weird powers thwart
special abilities, use one of these your own?
templates.
◆ Traveller, an artificial intelligence.
The Anomaly Prowl +2, Wreck +2. Perhaps the entity responsible for your
Dead Zone strange powers, or a digital sentinel
you evaded too many times?
The Architect Engineer  +2, ◆ Phreak, a techno-cultist. Perhaps an
Interface +1, Study +1. Instancer old friend whose methods intrigue you,
or perhaps someone who knows too
The Ghost Prowl  +2, Stalk +2. much?
Editor
◆ Magellan, a lurker. Perhaps a former
The Oracle Consort  +1, Study  +1, mentor, or perhaps someone who stole
Survey +2. Emergent Mind a special design from you?

When you play a Techno, you earn karma when you address a challenge
with knowledge or emergent power Cheat the system, ditch the ‘deck, and
expand your virtual horizons through your emergent senses. By forcing yourself
to face the dangers of your powers, you’ll assimilate your brain to submerse
more completely in the emergent plane inhabited by strange data and signals.

103
12

You wield a mysterious and feared connection to signals and data through
a rare mutation. Why do you pursue these dangerous powers? Do your
abilities tap into the presence of data, or the absence thereof?

.
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When you open your senses to the emergent plane for the first time, you receive permission
to study the fundamentals of your emergent tradition’s method (resonant, dissonant,
convergent, or denial; details on the next two pages). You gain the following maneuver (this
does not count as a special ability):
‹ Emergent: Choose an emergent When you have proven your command
method and a number of drawbacks as over the fundamentals of your tradition’s
directed by your choice. You may choose method, you receive permission to take the
to roll the Attune action. When you roll a Techno playbook. If you choose the Techno
desperate Attune action, mark 1 karma
playbook during character creation,
on your Willpower track. You may take
additional action dot(s) in the Attune
describe how you fulfill the requirements
action as a Willpower advance. When there on this page already—otherwise take
is a question whether your consciousness is action to complete them in play. Perhaps
online, the answer is yes (you can spend 1 a long-term project is needed to cover the
edge to ignore this for a time). You can never broader aspects of opening your hidden
become Awakened or a Practitioner of the Way. senses? Perhaps a supernatural run could
help “free your mind”?

104
12

ATTUNE Examples
When you Attune, you open your mind to the CONTROLLED
emergent planes or direct nearby electromagnetic
signals through your body. You might communicate I Attune to examine the signals present here to
with a free sprite or understand aspects of look for recent data trails. If they came online
technomancy. You could try to perceive beyond to pay their informant, maybe I can pick their
sight (but Surveying might be better). trail back up.

GM Questions 4/5 Reduced Effect: You catch a strangely alluring


virtual scent, like caramel popcorn. This might
◆ How “wide” do you open your mind to the

Techno
lead somewhere! As you are examining that for
emergent plane? What does that look like?
details, you realize the trail is a red herring—but
◆ What signals are you directing? What do you that means you must be getting close! Try again?
hope this will do?
4/5 Minor Complication: You see lots of signals
The emergent planes are a fantastical supernatural but only a couple came online recently. Too bad
domain comprised of all the signals that have ever one is clearly a security agency. And they’ve

PlayBooK:
been transmitted or silenced, including those apparently just assigned most of their resources
produced by the brains and bodies of people. This
to bolstering their system against intrusion.
ancient realm has only recently been revealed
to mortals as a source of power. The best guess RISKY
about it is that the quantum state of cyberspace
After they pass by, I use the opportunity to
is connected to these realms, which may never
have happened if not for the series of cataclysmic check around for hidden paydata I can sell
events known as the Great Crashes. It’s the later.
quantum superposition upholding cyberspace, 1-3 Harm + Complication: You are snooping
the transmissions of devices in the recent past,
around, and pick up a strange network
and the medium in which emergent beings like
sprites and echoes exist. It’s a constant stream of broadcasting a low-security signal. You intercept
encoded qubits that should always feel perilous the data, but take level 1 harm, “Corruption” as
to experience. To attune is to connect with the you fall into virtual trapdoor. What you don’t
anomalous realms of data and corruption that know, is that file was fake and also just started
could quickly backfire and bring you serious pain and ticked a “Trace” progress clock to find your
and unwanted attention. Bring your ideas about
hacker’s deck, with two ticks filled in to start!
techno-magic into play and ask the other players
what they think about it too. DESPERATE

When you perceive in augmented reality you As the counterhacker tries to finish the trace,
can see data trails: the signals of recent events I’ll reboot my living persona and come out
or sense things beyond sight (the fine filtering “guns blazing” this time: I’m laying down a
focus in the special items list allows you to see deep-dive virtual onslaught to take them out.
even more detail). Interfacing is usually the
action you’d use to quietly intercept data or find 4/5 Serious Complication: You reboot and
a hidden icon, but Attuning can work better in unleash your attack, but they were waiting for
some situations—sometimes at a worse position you to try that! During the exchange, you’re
since you’re risking danger directly to your brain temporarily blinded in VR by gray ICe you didn’t
and are relying on harmful emergent energies for see coming. The counterhacker is incapacitated,
this power.
knocked out by all that corruption, but more
To choose your Attune rating for action rolls, you ICe are surely on the way—not that you can see
must first be emergent. Technos can Attune as the them coming! What do you do now?
basis for emergent powers, such as Threader or
1-3 Severe Harm: The counterhacker must
Compiler. Without the emergent plane and living
essence, these powers can’t manifest. You lose access have been a real pro! You get hurt badly: level-3
to these abilities if you become Infected (page 281) harm, “Paralyzed Legs” from being smashed by a
or a Shell (page 269). See their respective sections virtual steam roller. That’s gonna leave a mark—
and associated playbooks for details on these unless you’d like to resist?
alternate states of being.
105
12

Emergent Methods Emergent Drawbacks


‹ Dissonant: The control of signals ‹ Anomalous: You take +1 heat the
using the spaces between them. You may first time you use emergent power of
roll to resist supernatural consequences any kind on a run. Yes: even Attuning
with Intuition. Also take one drawback. counts as emergent power.
‹ Resonant: The control of signals ‹ Obsolete: Your methods rely on an
with machine languages you can antiquated understanding of technology.
speak. When you make a deal with an You suffer reduced effect when you use
emergent entity, you get +1d. Also take high technology without your powers.
one drawback.
‹ Convergent: You gain the benefits ‹ Rigorous: Each downtime phase,
of both methods above. Also take two you must spend one downtime activity
drawbacks. studying and practicing in a lodge (or
else lose 1 edge).
‹ Denial: You completely deny the
benefits and trappings of emergent ‹ Tracked: 6-clock, “Accosted by
tradition. To what can you attribute your OTF agents,” 1 tick per use of a secret
power: faith, insanity, or some other art. This is a supernatural consequence
delusion? Take zero drawbacks. which you may roll to resist as usual.

SECRET ARTS OF TECHNOMANCY


Through advancement, an emergent PC may take a maximum number of secret arts (in
sum) equal to their remaining essence (you start with 8). If you take a secret art when
you have already reached your limit, you must replace one instead. If you ever have
more secret arts than your limit (due to essence loss in play), choose an appropriate
number to keep (losing all other secret arts).

THREADER EDITOR
You know the unique methods to activate You may expend your special armor
metaplanar energies through your body to resist an emergent consequence, or to
to cast emergent spells (threads). You can push yourself to contend with or employ
Study an emergent algorithm to summon an emergent power.
emergent effect. You begin with two threads
already learned. When you use this ability, tick the
Without this secret art, the study and special armor box on your playbook
practice of threading leaves you utterly sheet. If you resist a consequence, this
vulnerable to the metaplanar energies ability negates or reduces its severity. If
you attempt to harness. These efforts are you use this ability to push yourself, you
harmful to your health and psyche. get one of the benefits (+1d, +1  effect,
When you take this secret art, choose your act despite severe harm) but you don’t
known threads and record them in your notes spend 2 edge. Your special armor is
for future reference. When you use this ability restored at the beginning of downtime.
to thread an effect, pay the cost(s) accordingly
with its magnitude and type. When you thread
the effect, it requires an action roll (usually
Attune). For more details, see Threading,
starting on page 296.

106
12

EMERGENT MIND INSTANCER


You’re always aware of emergent phenomena You know the secret methods to invent and
in your presence. Take +1d whenever you craft a creation with emergent features. You
gather info about the emergent by any means. can Study a design (or create a new one) to
produce an emergent focus or widget. You begin
COMPILER with one special design already known.
You can Attune with cyberspace to force a
nearby emergent entity to appear before you Follow the Inventing procedure with the
and obey an order you give it. You are never GM (page 254) to define your first special
jacked by an emergent entity that you summon design. Additional details on emergent
creations can be found on page 303.

Techno
or attempt to compile (though your allies may
be).
EMERGENT OCCULTIST
The GM will tell you if you sense any You know the secret ways to Consort with
entities nearby. If you don’t, you can gather artificial intelligence, forgotten paragons, or
info (maybe Attune, Study, or Survey) gremlins. Once you’ve consorted with one, you
to attempt to locate one. By default, an get +1d to Command cultists who worship it.

PlayBooK:
emergent entity wants to satisfy its need for
living emergence and corrupt or assimilate Consorting with a given entity may
data. When you compile it, you can give it a require special preparations or travel to a
general or specific command, but the more specific place. The GM will tell you about
general it is (like “Distract them”) the more any requirements. You get the bonus die
the sprite will interpret it according to its to your Command rolls because you can
own desires. demonstrate a secret knowledge of or
influence over the entity when you interact
Your control over the sprite lasts until the with cultists.
command is fulfilled, or until a day has
passed, whichever comes first. EMERGENT PROXY
You may proxy your consciousness into the
DEAD ZONE emergent realms to go online as if you are
You’re consciousness disrupts nearby signals. somewhere else across the district. Spend 2
Spend 1 edge to do one of the following: turn edge when you project, plus 1 edge for each
it off until you’re ready—nearby devices are also extra feature: further away (across the city,
orphaned—the crew is unaffected. across the region, etc)—your living persona is
visible as if originating there—it lasts longer (a
This power is always on when you are few minutes, an hour, etc.).
awake, though you can turn it off if you
concentrate (the GM might make a fortune This ability detaches your consciousness
roll to see how long). The first optional use for a few moments, leaving your physical
of this secret art ceases the effect until you body utterly helpless. You cannot see
want it back. The second and third uses offline devices or locations without signals
each last for up to a few minutes. If you while projecting (so you can’t target them
spend additional edge, you can extend the either).
effect for additional benefits (duration,
range, etc.), which may improve your effect If you spend additional edge, you can
or reduce risks for action rolls, depending extend the effect for additional benefits,
on the circumstances, as usual. which may improve your effect or reduce
risks for action rolls, depending on the
circumstances, as usual. Projecting for
more than an hour may free your spirit,
resulting in the death of your physical body.

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12

SPECIAL ITEMS
◆ Fine threading focus: A small ◆ A technocritter: This critter follows
emergent item that allows the bonded you around and may help you out with
user to focus their energies when your affairs, on occasion. They function
casting emergent spells (threads). as a cohort (Expert: your choice what
Each threading focus is a high-tech item type), and may be emergent in nature.
which shouldn’t function or appears to What is strange about its appearance
malfunction. How is its icon mysterious or physiology? What is exotic about its
when you wield it? [1 load] diet or needs?
◆ Fine filtering focus: An item worn Detail your technocritter with the
over the head eyes produced with GM’s help using the examples and
fine stranded metals that allows the additional guidance on page 288.
bonded user to see data trails in great Also choose a number of edges
detail. Also provides some measure of
and flaws (as you would any other
protection against cyberspace harm.
What does yours look like? Why is it cohort) from the list on page 118.
memorable and cryptic to see in use?
[1 load]
◆ Fine emergent reagents: A refined
pinch of overheated server-processor
◆ Fine fake cyberdeck: A burner dust. A datachip full of memes mined
comm that simulates benign civilian from a hotspot. Emergent signal
use and is hidden inside an expertly- captures from a corrupted device,
crafted case. An excellent cover for virtual construct, etc. In what strange
your special talents. It’s very difficult way do they quickly deteriorate upon
to detect it’s a fake, even if the device use? From which of your friends or
or its signals are scrutinized. [0 load] contacts do you source these exotic
items? [1 load]

You may have a limited number of


active supernatural bonds (in sum)
equal to your Attune rating; see
page 292 for details.

108
CHAPTER 3

THE CREW

STARTING AN URBAN
LEGEND
When a crew is formed, it carries with it
a reputation that outlasts the founding
members. This is why there is a separate
character sheet for the crew—to keep
track of its development, growth, and
influence. To chronicle the urban legends
as they unfold, piece by burning piece.

In a sense, the crew is the central figure


in the stories we’re going to tell about the
shadows. Runners will come and go—
burned out due to trauma, killed, forever
lost to their vices, or (if they’re lucky) go
on to some meager retirement—but the
crew carries on. New blood comes in,
new characters with new outlooks and
drives, new stories to be told.

In this chapter, you’ll learn about all of


the various crew types in the game, and
how to create a crew to suit the type of
criminal escapades that all of the players
are most excited about.

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3

Like a character playbook, your crew


CREW CREATION type is also how you’re known to the
factions of the city. The crime bosses
CHOOSE A CREW TYPE and security agencies think of you as
“radicals” or “assassins” etc., and will
Your crew type determines the missions treat you accordingly.
that you’ll focus on, as well as a selection
of special abilities that support that Choosing a crew type is one of the
kind of action. This isn’t meant to be most important decision you’ll make!
restrictive—a crew of Assassins might It’s a way for the group to say, “These
sometimes engage in robbery (like are the sorts of runs we want to do.” It
The crew

Mercenaries) or run guns (like Couriers)— organizes game play from “committing
but the core activity of the crew type is crimes” to “gun-running”—which helps
the most frequent way they earn nuyen the GM focus on the parts of the setting
and karma for advancement. that matter most, rather than having
to juggle every possibility at once. The
There are six to choose from: group should choose a crew type that
everyone is excited about. As a player,
◆ Assassins: killers for hire, specializing be vocal about your preferences. You’re
in “accidents,” disappearance, murders, about to spend many hours doing this, so
and ransoms. if you’re feeling lukewarm about one of
◆ Couriers: transporters of illegal goods, the options, speak up.
specializing in clandestine deliveries,
territory control, and expeditions outside Once you’ve chosen, grab the crew sheet
the city. for that type and record the following
choices in crew creation as you go.
◆ Cult: acolytes of a forgotten tradition,
specializing in artifact acquisitions, Your crew begins with 2 nuyen in its
aspecting power sites, gaining access account (the remains of the PCs’ savings
to sources of augury, and committing from the last run). You are Tier 0, with
sacrifices. strong hold and 0 rep.
◆ Mercenaries: thugs and soldiers,
specializing in battle, extortion, sabotage,
and smash & grabs.
◆ Radicals: extremists and vigilantes,
specializing in espionage, extortion,
insurgence, and sabotage to effect
widespread change.
◆ Shadows: the stereotypical crew of
runners, specializing in espionage,
intrusion, robbery, and sabotage.

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3

CHOOSE INITIAL REPUTATION Also, talk about where the crew has its
& SAFEHOUSE safehouse. You begin at Tier 0, so it’s
probably a very modest or abandoned
Your crew has just formed and acquired sort of place, but hidden just the same.
a safehouse. Given this group of Choose one (or create your own):
runners and their past runs, what initial
reputation would you have among the ◆ A dilapidated space in an underused
factions of the underworld? Choose one office building.
from the list below (or create your own). ◆A garden-level apartment in a

crew creaTion
complex overrun by criminals.
You earn crew
karma when Ambitious
◆ A makeshift dwelling discreetly built
you bolster your beneath a bridge.
crew’s reputation, Brutal ◆ A small, abandoned warehouse at the
so think of this Discreet end of a dimly-lit boulevard.
as another cue ◆A condemned church in a polluted
to indicate what Efficient
area of the city.
sorts of action Professional
you want in the
◆ An abandoned building in the projects.
game. Will you Savvy ◆ A junked subway-car, fused in place
be recklessly on its old, unpowered tracks.
Strange
ambitious, going ◆ A half-sunken maintenance structure
after higher-Tier Trustworthy in the city’s maze-like sewage system.
targets? Will you ◆ The unassuming back rooms of a
take on daring legitimate business.
runs that others deem too risky? Are you
interested in the strange weirdness of Look at the map of Kingston (see
Port Royal? Kingston) and choose the district in
which your safehouse is found. Are you
based in some derelict area of a wealthy
district or is your safehouse in one of
many other crime-ridden neighborhoods
in an impoverished barrens? A good
district choice for runner types is St
Andrews Parish or Trench Town—the
districts most known for street gangs and
the least patrolled by authorities.

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3

CHOOSE YOUR FIXER The GM will tell you about two factions
that are impacted by your choices:
Take a look at your list of potential
contacts on the crew sheet. Any of them ◆ One faction is also friendly with this
might be fixers. Circle the one who is contact, and you get +1 status with them.
the crew’s fixer—their criminal liaison. ◆ One faction is unfriendly with this
This person is a partner in crime, close contact, and you get -1 status with them.
friend, or long-time ally in the criminal
underworld. Also write their name on Fixers know both the employers and
your fixer list at the bottom of your crew employees for the illegal runs taking
playbook. place, but are paid well for their silence.
The crew

They also are paid for cultivating a


The corporate overlords and other rich
collection of runners that suit certain
elites hold secret meetings to allocate
types of jobs. Fixers typically expect
resources for their list of desired
a cut of 1 nuyen from any payoffs
runs. They send these to their team
for meetings they helped arrange (see
of anonymous hirelings—known as
Payoff on page 168 for details). A
envoys—letting them keep any leftovers
fixer who has mutually chosen a crew
for their efforts. These envoys share
negotiates their cut from the envoy
detailed notes about past interactions,
instead—and can provide other benefits
looking through a handful of reputable
when their skillset align.
underworld brokers—AKA fixers—
trustworthy criminal liasons they This fixer is in over their head, and is
know to be useful for particular types betting their reputation on a stabled
of runs. crew. At your option, this fixer has been
This fixer you chose is useful for a mutually chosen by your crew, so you
particular type of criminal operation. mark the fixer on your claims map
Each crew type has a list of different (include their name) and rep tracker—
operation types for their fixer. For and take +2 status and -2 status instead
instance, Assassins have Accident, of +1 and -1. For details on Fixers, see
Disappearance, Murder, or Ransom as page 43.
options. Choose one of these operation Claimed fixers may charge a fee for
types as your preference, then write the particularly profitable ventures or
fixer’s name and type on the list at the valuable assistance—but are expected to
bottom of your crew playbook. discuss that beforehand.
When you prepare to execute an operation
of your preferred type through one of
your fixers, you get a free additional When you acquire another fixer,
downtime activity to contribute to that you also expand the size and/or type
operation. This can help you acquire an of your runs and available meeting
asset you might need for the job, find an grounds (see next page for details).
appropriate client, complete a project, Detail the new fixer and their
etc. preferred type of operation, then
detail the new meeting ground’s
location and favored clientele with
help from the GM.

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3

ESTABLISH YOUR MEETING CHOOSE A SPECIAL ABILITY


GROUNDS Take a look at the special abilities for
Your crew is just starting out—but your your crew and choose one. If you can’t
fixer will have arranged some small part decide which one to pick, go with the
of a district as your meeting grounds to first one on the list—it’s placed there as a
get you started. This is the area that you good default choice. It’s important to pick
typically use to meet with clients—and a special ability that everyone is excited
you will know it well. about. You can get more special abilities

crew creaTion
in the future by earning karma.
Your meeting grounds don’t have to be
in the same district as your safehouse (in Just like picking the crew type, reputation,
fact, it’s probably better if it’s not). and safehouse, choosing a special ability
is another chance to focus the game down
Your meeting grounds area is small; to a more specific range of possibilities.
just a few blocks or secure access to a Instead of playing a generic crew of
virtual conference room—but it’s still an runners, you end up with Couriers, who
intrusion on someone. The GM will tell are ambitious, with a safehouse in the
you which faction claims the area, then sewage system, a meeting grounds in
you decide how much of your starting Downtown Kingston near the docks, a
pool of nuyen you gave your fixer to deal preference for smuggling guns, and the
with them: Leverage special ability. That’s a lot
to work with, and it helps get the game
◆ Enough to pay them off. Give them going in a strong direction from the very
1  nuyen in exchange for looking the beginning.
other way.
◆ Give them 2 nuyen as a show of respect
and you gain +1 status with them.
◆ Keep your money and take -1 status
with that faction.

Your meeting grounds favors information


gathering on a particular type of client.
Choose one of these client types as
your meeting grounds’ favored type:
Corporate, Fringe, Institutional,
or Underworld. When you prepare to
meet with an envoy of the favored type in
your meeting grounds, you get +1d to any
gather information rolls to contribute to
that meeting. This can help you discover
the connected factions, notice a deliberate
deception, make a better deal, etc.

113
3

ASSIGN CREW UPGRADES CREW UPGRADES


An upgrade is a valuable asset that helps
the crew in some way, like a boat or an BASIC UPGRADES
expert (see the complete descriptions
on the following two pages). Each crew Basic upgrades can be taken by any
type has two pre-selected upgrades that crew, and are crew-wide (available to all
suit that crew (like Body Training and a members of the crew, regardless of the
team of Thugs for the Mercs crew). site).

You get to add two additional upgrades ◆ Boltholes: You have effective locations
to lay low between operations. When you
The crew

to your new crew (so you’ll have a total


of four upgrades when you start). You reduce heat, you can spend nuyen or
can choose from the specific upgrades rep 1-for-1 to the add to the final number
available to your crew type or the of heat reduced by the result of your
general upgrades on the crew sheet. Of roll (this can reduce more than 5 heat).
the general upgrades, there are three When you roll entanglements, choose
types—only the basic upgrades and site one: treat your current heat level as one
upgrades are available at the start of the lower—the GM rolls your wanted level
game. For example, you might pick the at -1d.
Courier upgrade Mobile as one of your ◆ Cryptovault: You have an array of
choices and also the general upgrade money laundering devices, increasing
Intuition Training as your other choice. your storage capacity for nuyen to 8. A
second upgrade increases your capacity
When you assign your two upgrades, the for nuyen to 16. A separate area can be
GM will tell you about two factions that used as a signal-blocking containment
are impacted by your choices: area (choose one site).

◆ One faction helped your fixer get an ◆ Cohort: A cohort is a team of NPCs
upgrade. They like you, and you get +1 or a single expert NPC who works for
status with them. At your option, spend your crew. This costs 2 upgrade boxes
1 nuyen to repay their kindness, and take to unlock. You may have a number of
+2 status with them instead. cohorts (in sum) equal to your crew’s Tier
+2. For all the details on cohorts, see page
◆ One faction was screwed over by your 118.
fixer when you got an upgrade. They
don’t like you, and you get -2 status with ◆ MedSled: Your crew has registration
them. At your option, spend 1 nuyen to for medical services through MedSled.
mollify them, and take -1 status with You may call on their contracted services
them instead. to activate one of the following benefits
(free of charge): an extraction team to
You’ll be able get more upgrades in transport injured crew members to a
the future by earning karma (see medical facility—free access to a licensed
Advancement, page 46). physician for an entire downtime phase.
Your benefits refresh after each run.
This costs 2 upgrade boxes to unlock. For
details on extractions and other possible
benefits, see page 156.

114
3

◆ Mastery: Your crew has access to ◆ Quality: Each upgrade improves the
master level training. You may advance quality rating of all the PCs’ items of that
your PC action ratings to 4 in all actions type, beyond the quality established by
that fall under a single attribute of the crew’s Tier and fine items. You can
choice: Intuition, Body, or Willpower. improve the quality of Comms (including
This upgrade costs 2 upgrade boxes cyberspace provider), Gear (covers
to unlock. You may take this upgrade Burglary Gear, Climbing Gear, and
a second time to apply it to all action Lighting Gear), Supplies, Tools (covers
ratings (including the special ones). In Demolitions Tools, Technical Tools, and

crew creaTion
addition, each upgrade box you’ve spent Mechanical Tools), and Weapons.
on Mastery increases each PC’s limit for So, if you are Tier 0, with a scratch-built
action dots by 1 (to a maximum of +4, or cyberdeck, and the Quality upgrade for
17 actions dots in sum). comms (+1), you could contend equally
◆ TacNet: You have a passenger vehicle with quality 2 network protection.
stocked with an array of communications
and surveillance technology that shields SITE UPGRADES
it from counter-surveillance. Further,
any crew members in the same district Site upgrades apply to a given site
as your TacNet may perform teamwork location, adding the specified upgrade to
maneuvers, regardless of the distance it.
separating them. You might roll your ◆ Boat house: The site has a boat, a
crew’s Tier if these measures are ever put dock on a waterway, and a small shed to
to the test, to see how well they thwart store boating supplies. A second upgrade
counter-surveillance. You can move your improves the boat with armor and more
TacNet between districts freely during cargo capacity.
downtime. ◆ Cleanroom*: The site has a work
◆ Training: If you have a Training area and tools for bioengineering and
upgrade, you earn 2 karma (instead of cybernetics, designed to maintain strict
1) when you train a given karma track limits on signals, temperature, humidity,
during downtime (Intuition, Body, and contaminants. You may accomplish
Willpower, or Playbook karma). This long-term projects and perform surgery
upgrade essentially helps you advance with these assets without leaving the site.
more quickly. See Advancement on page ◆ Garage: The site has a utility van,
46 for details. This upgrade represents hydrogen condenser station, and a
the benefits of sharing tactics and lessons garage. A second upgrade improves
with one another. It’s not location-based. the van with armor and a larger, faster
If you have Intuition Training, when engine. Flying vehicles are expensive.
you train Intuition during downtime, Combustion engines and petroleum fuels
you mark 2 karma on the Intuition are novelty items—most vehicles in the
track (instead of just 1). If you have city combine compressed gases to produce
Playbook Training, you mark 2 karma electricity as their means of propulsion.
on your playbook karma track when ◆ Lodge*: A supernatural workshop
you train that. devoted to a particular arcane or

*: having the Cleanroom, Lodge, Workshop, or Workstation upgrade also provides a bonus to quality when
you craft or modify an applicable item inside. See Crafting on page 254 for details.

115
3

emergent method (choose which one


when you gain this upgrade), with tools
and materials for learning spells and
performing binding ceremonies, as well
as protective wards from supernatural
interference and surveillance. You may
accomplish long-term projects with these
assets without leaving the site. See page
294 for information on detailing your
lodge. Lodges devoted to opposing methods
tend to conflict with one another—and the
The crew

GM might make a fortune roll to determine


any uncertain interactions.
◆ Quarters: You have a shared living
quarters for the crew in this site. Without
this upgrade, each PC sleeps elsewhere,
and is vulnerable when they do so.
◆ Secure: The site has maglocks, alarms, SITES UPGRADE LIMITS
and traps to thwart intruders. This Each time you take a crew site
upgrade can be taken again to improve upgrade, specify the site where it’s
the defenses to include protection against added. Your crew automatically begins
online threats. You might roll your crew’s with one site for their safehouse which
is hidden—an area which is secret and
Tier if these measures are ever put to
disguised to conceal it from view. This
the test, to see how well they thwart an area was described during character
intruder. creation; a safehouse arranged by their
◆ Workshop*: The site has a work area chosen fixer. To get another site, spend
with tools for electronics and chemicals, an upgrade (details on the next page).
as well as a database of schematics and
maps. You may accomplish long-term A given site has a limit of 4 site upgrades.
If you add a site upgrade (see next page)
projects with these assets without leaving
to a site when it has already reached its
the site. limit, the location is no longer hidden
◆ Workstation*: The site has a work area unless you displace a site upgrade.
with tools for software development and When you displace one, you lose the
high-technology research, as well as a site upgrade to accommodate the new
database of cutting-edge algorithms and one. If a site ever ceases to be hidden,
scientific theories. You may accomplish use two downtime activities and pay
nuyen equal to your Tier +1 to relocate
long-term projects with these assets
the entire site and make it hidden
without leaving the site.
again (leaving behind any upgrades
beyond its limit). Should a site ever be
found by institutional authorities (CSG,
Legionnaires, etc.), it—and all its site
upgrades—are seized and lost forever.

*: having the Cleanroom, Lodge, Workshop, or Workstation upgrade also provides a bonus to quality when
you craft or modify an applicable item inside. See Crafting on page 254 for details.

116
3

ADVANCED UPGRADES ◆ Landing Pad: Your have a long-range


vehicle capable of vertical takeoff and
Advanced upgrades have special
landing, suitable for carrying a dozen
requirements before you can take them.
people comfortably, outfitted with a
retractable turret on the nose and tail.
◆ Added Site: You gain a hidden site in Your headquarters also features a landing
the city. When you take this upgrade,
pad and a hangar with added storage
work with your GM to describe the new
for flight supplies. Taking this upgrade
location and which fixer helped you get it.
requires the Headquarters upgrade and

crew creaTion
This upgrade requires Tier I and may be
costs 2 upgrade boxes to unlock. A third
taken a number of times (in sum) equal
upgrade improves the aircraft with your
to your crew’s Tier +1, each time choosing
choice of two added features: armor—
describing a new location for a site. If the
faster engines—more cargo capacity—
new site location is in a new district, the
stealth.
GM should tell you who controls it and
then you decide how to deal with them. ◆ Ifyou lack a headquarters, each time
you use the VTOL craft will bring others
◆ Headquarters: You are an established closer to finding you
syndicate with a central base surrounded
by an expansive grounds. Your safehouse ◆ Expansion: You have expanded your
now serves as a headquarters site which criminal operation to a new hidden site in
can no longer be hidden. In addition, you a different city. You may spend upgrades
may pursue projects using any site’s asset for sites in your expansion city, and may
without leaving your headquarters. A accomplish long-term projects with these
faction controls the area (the GM will tell assets without leaving your headquarters.
you who)—when your status is positive This upgrade requires the Headquarters
with them, you may choose to lose 1 upgrade, Tier II, and costs 4 upgrades
status with them or spend nuyen equal to unlock. This upgrade can be taken a
to your current wanted level +1 to make number of times (in sum) equal to the
an entanglement involving lower-Tier crew’s current Tier, each time selecting a
authorities simply go away. This upgrade new city.
requires Tier I and costs 2 upgrade boxes
When you choose to expand to a new
to unlock.
city, work with your GM to choose it
and the district in which you place your
expansion.
Your effective Tier in the city where
you’ve expanded is half your current
Tier (round down). Your starting hold
in a new city to which you’ve expanded
always starts at weak. If the new
city isn’t in the same region as your
headquarters, your tier is one lower
than usual.

117
3

COHORTS CREATING AN EXPERT


Record the expert’s type (their specific
A cohort is a team or an expert who area of expertise). They might be a
works for your crew. To recruit a new Doctor, a Spy, a Hacker, an Investigator,
cohort, spend two upgrades and create an Occultist, an Assassin, etc.
them using the process below. You may
have a number of cohorts recruited (in An expert has quality equal to your
sum) equal to your current Tier +2. So current crew Tier +1. Their scale is always
if your crew is Tier I, you may have up to 3 zero (1 person). Your experts increase in
cohorts. More than that, and each cohort quality when your crew moves up in Tier.
beyond the limits gains a flaw or using
The crew

them brings serious complications.


EDGES & FLAWS
CREATING A TEAM When you create a cohort, give them one
or two edges and an equal number of
Choose a team type from the list below: flaws. It is recommended you create pets
and critters using the same set of edges
◆ Operatives: Con artists, spies, and and flaws.
social engineers.
◆ Technicians: Electricians, mechanics, Edges
and chemists, and software engineers.
◆ Fearsome: The cohort is terrifying in
◆ Thieves: Lookouts, burglars, pick- aspect and reputation.
pockets, and safe crackers.
◆ Independent: The cohort can be
◆ Thugs: Goons, grunts, and bouncers. trusted to make good decisions and act
◆ Transporters: Drivers, sailors, and on their own initiative in the absence of
barrens guides. direct orders.
◆ Weirdos: Adepts, wage mages, or ◆ Loyal: The cohort can’t be bribed or
techno-cultists (select one or two when turned against you.
you choose this cohort type). ◆ Tenacious: The cohort won’t be
deterred from a task.
A team has scale and quality equal to
your current crew Tier. It increases in Flaws
scale and quality when your crew moves
up in Tier. ◆ Principled: The cohort has an ethic or
values that it won’t betray.
If your crew is Tier 0, your cohort
teams are each quality 0 and scale 0 (1
◆ Savage: The cohort is excessively
violent and cruel.
or 2 people). When your crew is Tier II,
your cohort teams are each quality 2 ◆ Unreliable: The cohort isn’t always
and scale 2 (ten people). available, due to other obligations,
stupefaction from their vices, etc.
Some crew upgrades will add the “Elite” ◆ Wild: The cohort is drunken,
feature to a team, which gives them +1d debauched, and loud-mouthed.
when they roll for a given Type. So, if
you’re Tier I and have a team of Elite
Thugs (+1d), they would roll 2d when they
try to kill a target.

118
3

MODIFYING A COHORT COHORT HARM &


You can add an additional type to a team
or expert by spending two crew upgrades. HEALING
When a cohort performs actions for Cohorts suffer harm similarly to PCs. A
which its types apply, it uses its full quality cohort can suffer four levels of harm:
rating. Otherwise, its quality is zero. A
given cohort can have up to two types. (1) Weakened. The cohort has
reduced effect.

crew creaTion
USING A COHORT (2) Impaired. The cohort operates
with reduced quality (-1d).
When you send a cohort to achieve a
goal, roll their quality to see how it goes. (3) Broken. The cohort can’t do
Or, a PC can oversee the maneuver by anything until they recover.
leading a group action. If you direct the (4) Destroyed. The cohort is no more.
cohort with orders, roll Command. If you
participate in the action alongside the All of your cohorts heal during downtime.
cohort, roll the appropriate action. The If circumstances are amenable for
quality of any opposition relative to the recovery, each cohort removes one level
cohort’s quality affects the position and of harm (or two levels of harm instead, if
effect of the action. a PC spends a downtime activity helping
them recuperate).
The Last Thought wants to run the
Cohorts don’t have their armor box
Mountain Rats out of the alley where
unless a special ability gives it to them
they’re selling bluecoke. They send their
(for example, Militant from the Muscle
team of Thugs to go kick the Rats out.
playbook).
The GM rolls 2d for the Thugs’ quality,
and gets a 3. An hour later, the Thugs If a cohort is destroyed, it may be replaced.
come back, beaten and bloody. One of Spend nuyen equal to your Tier +2 to
them looks sheepish, “Those guys are restore it, plus two downtime activities
tough, boss.” (The GM inflicts harm on to recruit new team members, or hire a
the cohort, and they failed their goal.) new expert.
The Last Thought sends their team of
The next day, Shark goes back and leads
Thugs to defend their safehouse against
a group action, rolling his 3d in Fight the Mountain Rats, while the PCs deal
alongside the Thugs’ 2d. Shark gets a 6 with a rather urgent dragon problem.
this time—they beat the drek out of the Unfortunately, the already injured
Mountain Rats and send them packing team gets wiped out by the deadly (and
(at least for now). numerous) Mountain Rats gangers (The
GM makes fortune rolls—the team gets a 2
and the Rats get a Critical).
During the next downtime, Shark restores
the team. He goes down to Trench Town
and recruits a new batch of thugs fresh
off a boat from Cuba. The Last Thought
is Tier II so Shark needs to spend 4 nuyen
to restore the cohort. This takes both of
Chopper’s free downtime activities.

119
CREW CREATION SUMMARY
1 Choose a crew type The crew 4 Establish your meeting
type determines the group’s purpose, grounds Look at the map of the city
their special abilities, and how they and pick a district into which to place
advance. You begin at Tier 0, with your meeting grounds: corporate,
strong hold and 0 rep. You start with fringe, institutional, or underworld.
2 nuyen. You get +1d to gather info rolls to
contribute to meetings held there with
2 Choose an initial reputation the chosen type of client.
and safehouse Choose how other
underworld factions see you: Decide how you had the fixer deal
Ambitious—Brutal—Discreet— with the faction that claims the area.
Efficient—Professional—Savvy— ‹ Give them 1 nuyen.
Strange—Trustworthy. Look at the
‹ Give them 2 nuyen: Take +1
map and pick a district in which to
status with them.
place your safehouse. Describe the
‹ Give them nothing. Take -1 status
safehouse site.
with them.
3 Choose a fixer Mark the
5 Choose a special ability
contact who is a criminal liaison—the
fixer who arranged the upcoming run. They’re in the gray column in the
Are they a former partner in crime, middle of the crew sheet. If you can’t
long-time ally in the shadows, or close decide, choose the first ability on the
friend? Also choose their favored type list. It’s placed there as a good first
of operation (they are listed at the option.
bottom of your crew playbook). The
crew gets a free downtime activity
6 Assign crew upgrades Your
crew has two upgrades pre-selected.
to prepare for a run of this type they
Choose two more. If your crew has a
helped arrange.
cohort, follow the procedure to create
Record the faction status changes it. Record the faction status changes
related to your contact. due to your upgrades:
‹ One faction is friendly with this ‹ One faction helped you get an
contact. Take +1 status with them. upgrade. Take +1 status with them.
Or spend 1 nuyen for +2 status
‹ One faction is hostile with this
instead.
contact. Take -1 status with them.
‹ One faction was harmed when
At your option, you have mutually you got an upgrade. Take -2 status
chosen this fixer and you mark them with them. Or spend 1 nuyen for -1
on your claims map (and rep tracker) status instead.
and take +2 and -2 status, instead of
+1/-1.
ASSASSiNS
Killers for hire
You’re professional murderers—death is your business. In Kingston, this means
extra trouble from bounty hunters, secrets brokers, and other trained killers. Be
prepared for the worst kind of payback when you take up this profession.

When you play Assassins, you earn karma when you execute a successful
accident, disappearance, murder, or ransom operation

Is there anyone you won’t kill? Or kill for? Who or what could change your mind?

STARTING UPGRADES CONTACTS

‹ Training: Intuition. ‹ Red, a gang boss Perhaps a gang


‹ Training: Body. that helped your crew get started?
‹ Smith, a G-Man Perhaps a method
of getting sensitive information?
FIXER
‹ Roland, a politician Perhaps a
Choose a favored operation type: potential patron for your crew?
‹ Accident: A killing with no telltale ‹ Loba, a bounty hunter Perhaps
signs of murder. a source for off-book government “wet
work”?
‹ Disappearance: A killing with no
body. ‹ Keller, a ghoul Perhaps a means
of “evidence disposal,” or a source for
‹ Murder: An obvious killing that strange clientele?
sends a message.
‹ Lydia, an executive Perhaps a
‹ Ransom: A kidnapping and connection to clients with deep pockets?
collection of payment for their return.

ASSASSINS UPGRADES
‹ Elite Thugs: All of your cohorts with the Thugs type get +1d to quality rolls for
Thug-related actions.
‹ Elite Transporters: All of your cohorts with the Transporters type get +1d to
quality rolls for Transporter-related actions.
‹ Assassins Rigging: You get 2 free load worth of weapons or gear items. For
example, you could carry a pistol (a weapon) and burglary tools (gear) for zero load.
‹ Calloused: Each PC gets +1 trauma box. This costs three upgrades to unlock, not
just one. This may bring a PC with 4 trauma back into play if you wish.

121
3

TRAINING CORPORATE
VICE DEN INFORMANTS ACID VATS
COMPOUND FAVOR

VICTIM
FIXER
SAFE FIXER
COVER
TROPHIES OPERATION
HOUSE
assassins

PROTECTION COVER BUILDING


INFIRMARY STREET CLOUT
RACKET IDENTITIES RECORDS

ASSASSINS CLAIMS
Acid Vats: When you use the reduce heat Informants: You get +1d to gather
downtime activity after a run that involves information for a run. Your eyes and ears
killing, you get +1d to the roll and quiet, on the streets and online are always on the
convenient disposal of any corpses you left lookout for new targets.
on the job.
Protection Racket: At the start of downtime,
Building Records: You get +1d to the roll dice equal to your Tier. You earn nuyen
engagement roll for stealth plans. You equal to your highest die result, minus your
can use blueprints and other documents to heat. Some of the locals are terrified of you
determine a good approach for infiltrations. and will gladly pay for “protection.”

Corporate Favor: You get +2 nuyen in Street Clout: You get +2 nuyen in payoff
payoff for runs that involve higher-class for runs that involve lower-class clients. This
clients. Your affiliation will help you earn a respect will help you earn a better payoff with
better payoff with richer clients. from poorer clients.

Cover Identities: You get +1d to the Training Compound: Your Thugs get +1
engagement roll for deception and social scale.
plans. False identities help confuse the
opposition. Vice Den: At the start of downtime, roll dice
equal to your Tier. You earn nuyen equal to
Cover Operation: You get -2 heat per run. your highest die result, minus your heat. Any
The cover of a legitimate operation helps sort of vice den benefits from having assassins
deflect some of the heat from law enforcement. protecting it.

Infirmary: You get +1d to healing treatment Victim Trophies: You get +1 rep per run.
rolls. The infirmary also has beds for long- Word of your grisly “collection” gets around,
term convalescence. and your boldness boosts your rep in the
underworld.

122
3

ASSASSINS SPECIAL ABILITIES


DEADLY SILENCED
Each PC may add +1 action rating to Fight, Due to hard-won experience or strange
Prowl, or Stalk (up to a max rating of 3). practices, your activities are hidden from
Each player may choose the action they the notice of agencies that typically track
prefer (you don’t all have to choose the deaths. You don’t take extra heat when
killing is involved on a run.

assassins
same one). If you take this ability during
initial character and crew creation, it The capital crime reports aren’t filed
supersedes the normal starting limit when a member of your crew kills
for action ratings. someone. Do you have a contact or
friend that provides this benefit, or
CLEANERS some sort of weird rite that must be
When you dispose of evidence to reduce performed?
heat, you get +1 result level to your roll.

PlayBooK:
When you employ acid, you are specially SUDDEN
prepared to be immune to its effects. When you execute a loud or chaotic murder,
The acid immunity lasts for the entire take 2 fewer heat than normal.
run, until you next have downtime. Your methods are brutal yet effective,
and just far too quick to be tracked
UNSEEN effectively.
When you keep an operation quiet or make
it look like an accident, you get half the rep PATRON
value of the target (round up) instead of When you advance your Tier, it costs half
zero. When you end downtime with zero the nuyen it normally would.
heat, take +1 rep. Who is your patron? Why do they help
There are many clients who value quiet you?
operations. This ability rewards you
for keeping a low-profile.

PREDATORS
When you use a stealth or deception
plan to commit murder, take +1d to the
engagement roll.
This ability applies when the goal is
murder. It doesn’t apply to other stealth
or deception operations you attempt
that happen to involve killing.

123
3

assassins oPPorTuniTies
(1) Two warring megacorps put out the call for hired killers.
(2) A fading megacorp wants to exact revenge on those who are one-upping them.
(3) A grieving parent wants revenge for a child killed in a pharmaceutical trial.
(4) Someone very rich wants to eliminate their rival sibling.
(5) An executive wants to clear the way for a lucrative marriage—kill the rival suitor.
(6) An executive has been targeted by a syndicate and will pay a hefty price to
eliminate the leader—with little understanding of the consequences.
assassins

(1) A crime boss is facing serious charges and the detective can’t be bought—kill the
witnesses.
(2) The new city official is extorting extreme bribes for looking the other way. It’s
just cheaper to kill them. You get several offers from different syndicates.
(3) Three warring street gangs put out the call for hired killers.
(4) A powerful crime boss is enjoying safety in the neighborhood they control. Their
rival wants you to get in there and take them out.
(5) The last survivor of a destroyed syndicate wants revenge.
(6) An underworld hacker has vanished with a large stash of paydata. Find them
and kill them—and make it a good example for other runners.
(1) Two competing neighborhood gangs put out a call for the assassination of their
rivals.
(2) An intelligence agent has identified a key Kingston official whose death will serve
a particular foreign interest.
(3) A strange group of weirdos requires a series of specific and bizarre killings to
serve their dark rituals.
(4) A scorned lover wants their former partner (and their new paramour) dead.
(5) Several poor families offer you their combined savings to kill a cruel business
owner.
(6) A free spirit will lead you to their killer for revenge—and then to hidden paydata
for your payment.

For any opportunity above, consider an Accident, Disappearance, Murder, or


Ransom operation. To twist an opportunity or add additional elements, roll on the
run generator table on page 238.

124
COUriErS
Smugglers of contraband
Couriers make the world go ‘round, so to speak. With a steady supply of illegal goods, Kingston
is somewhat liveable—and the steady stream of such supplies is important to those who
consume these items and those who profit from their taxation and criminalization.

When you play Couriers, you earn karma when you execute a smuggling operation
or acquire new clients or contraband sources Instead of operation types, your fixer
can lend their aid for operations targeting certain cargo types.
What kind of illicit things do you move? Do you have any rules about what you
will or won’t carry?

STARTING UPGRADES CONTACTS

‹ Training: Body. ‹ Kilo, an airport worker. Perhaps


‹ Vehicle: A van or boat. All couriers someone who can help with avoiding
start with a vehicle. When the vehicle is unexpected inspections?
upgraded (two boxes, it also gets armor). ‹ Cable, an arms dealer. Perhaps a
supplier with military access?
FIXER ‹ Baggs, a drug dealer. Perhaps a
client with strong underworld ties?
Choose a favored cargo type:
‹ Lex, an organ trafficker. Perhaps a
‹ Arms: Forbidden military weapons, way to dispose of troublesome evidence?
heavy ordnance, explosives. ‹ Smitty, an anarchist. Perhaps a
‹ Contraband: High-tax luxuries, client in need of illegal tools for their
drugs, banned apps, illegal virtual revolution?
experiences, etc. ‹ Denzel, a liaison. Perhaps a good
‹ Passengers: Undocumented source of news and gossip?
immigrants or criminals traveling in
secret, corpses, hostages, victims, etc.
‹ Supernatural: Free spirits,
reagents, talisma, cult materials.

COURIERS UPGRADES
‹ Elite Transporters: All of your cohorts with the Transporters type get +1d to
quality rolls for Transporter-related actions.
‹ Hoverboat: Add mobility to your safehouse. You can move it to a new location as
a downtime activity.
‹ Camouflage: Your vehicles are perfectly concealed when at rest. They blend in as
part of the environment, or as an uninteresting civilian vehicle (your choice).
‹ Couriers Rigging: Two of your carried items are perfectly concealed. You could
carry 1 load of contraband and a pistol, perfectly concealed, even against a pat down.

125
3

PENTHOUSE
FIXER SIDE BUSINESS LUXURY FENCE VICE DEN
SUITE

AQUATIC
FIXER
SAFE FIXER FIXER
GUARDIAN
HOUSE
couriers

COVER FORGERY
SECRET ROUTES INFORMANTS BODY SHOP
OPERATION SUPPLIER

COURIERS CLAIMS
Aquatic Guardian: Safe passage in Penthouse Suite: You get +1d to
the Caribbean Sea. When you leave the Consort and Influence rolls on-site.
city with your underwater guardian at This venue was procured and acts as a
your side, horrors and sea monsters will cool place to meet clients, and the roof can
not interfere with you unless directly serve as a landing pad in a pinch.
provoked.
Secret Routes: You get +1d to the
Body Shop: You can freely swap your
engagement roll for transport plans. You
implant features as a downtime activity.
might have access to hidden waste tunnels,
You can also use this claim as a place to
or alleyways in streets normally hidden
buy and sell implants or to “clean up”
beneath rubble, or some other route of
stolen ones.
your choosing.
Cover Operation: You get -2 heat per
run. What’s your cover? Who did you Side Business: At the start of downtime,
seize it from? roll dice equal to your Tier. You earn
Forgery Supplier: You get +1d to the nuyen equal to your highest die result,
engagement roll for deception and minus your heat. What kind of legitimate
transport plans. A steady stream of false business is this? How do you get paid in
credentials help confuse the opposition. secret?
Informants: You get +1d to gather info Vice Den: At the start of downtime, roll
for a run. Your eyes and ears on the streets dice equal to your Tier. You earn nuyen
and online are always on the lookout for equal to your highest die result, minus
new targets. your heat. Perhaps you sell some of the
Luxury Fence: You get +2 nuyen in contraband you smuggle here? Or do you
payoff for runs that target higher-class not mix your operations?
targets. It requires a skilled eye and good
contacts to move hot luxury goods.

126
3

COURIERS SPECIAL ABILITIES


LIKE ONE OF THE CREW MNEMONICS
Create one of your vehicles as a cohort (use From harsh experience or experimental
the vehicle edges and flaws, on your crew implantation, all crew members’ comms
playbook). Its quality is equal to your Tier and implants are immune to being remotely
+1. A vehicle can use teamwork actions controlled, but may choose to voluntarily
(using quality for rolls). A vehicle can’t lead transfer control to someone nearby.

couriers
a group action, but may participate. What grants you this immunity? Must
the target be willing, or can control be
CREW MANAGERS thrust upon them unexpectedly?
During downtime, one of your cohorts may
perform a downtime activity for the crew to MOVING TARGETS
acquire an asset, reduce heat, or work When you go into conflict aboard a vehicle,
on a long-term project. you gain +1 effect for vehicle damage and

PlayBooK:
speed. Your vehicle gains armor.
FLEET
If your vehicle already has armor, this
Your cohorts have their own vehicles. Your ability gives an additional armor box.
Transporter cohorts gain +1d when under
your command.
JUST PASSING THROUGH
Each cohort has a common vehicle, During downtime, take -1 heat. When your
with quality equal to your tier. heat is 4 or less, you get +1d to deceive
people when you pass yourselves off as
SMOOTH OPERATORS ordinary citizens.
Each PC may add +1 action rating to
Finesse, Influence, or Interface (up to LEVERAGE
a max rating of 3). Your crew supplies contraband for other
Each player may choose the action they factions. Your success is good for them.
prefer (you don’t all have to choose the Whenever you gain rep, gain +1 rep.
same one). If you take this ability during
initial character and crew creation, it
supersedes the normal starting limit
for action ratings.

127
3

couriers oPPorTuniTies conTraBand / carGo


(1) Patriotic insurrectionists need supplies for their campaign (1) Escaped Prisoners, Spies
of terror attacks against city institutions. (forbidden)
(2) A drug cartel wants to arm migrant workers in advance of (2) Wage Slaves Fleeing
a strike. Contracts (forbidden)

(3) A massive gang war creates high demand for forbidden (3) A Free Spirit or
Dangerous Artifact
military weapons and heavy ordnance.
(forbidden)
(4) Exiled elven nobility slumming it in Seattle has a sudden (4) Insurrectionists or
and urgent need to go home that they won’t explain. Anarchists (forbidden)
(5) Programmer made undocumented data acquisitions. Meet (5) Refugees or Immigrants
couriers

them outside the city to smuggle in some illegal paydata. (restricted access)
(6) An heiress needs to leave the city to meet her forbidden (6) An Executive or Official
love. If you make it look like a kidnapping, she’ll split the ransom. Seeking Secret Travel
(1) A prison break at Brokeback Correctional means many (1) Fine Tobacco, Whiskey,
escaped prisoners seek flight from the city. Wine, etc. (high tax)
(2) Cybersec Global outlaws a formerly legal product. (2) Luxuries—Coffee, Meats,
Silks, Spices (high tax)
(3) For a nominal fee and a limited time, an officer from the
Legionnaires will help you acquire a vehicle seized from a (3) Livestock or Dangerous
Animals (restricted
faction.
ownership)
(4) A new type of caffeinated plant has been “developed” in a (4) Medicine, Chemicals
secret lab, but it’s officially banned. Naturally, everyone wants it. (restricted ownership)
(5) A route is closed to traffic (and inspection by authorities) (5) Military Arms
due to: imminent collapse—weird events—toxic gas—fires. (forbidden ownership)
(6) A criminal organization needs weapons smuggled into (6) Drugs (restricted
Brokeback to seize control of a cell-block. ownership or high tax)
(1) A cult wants to smuggle their possessed “chosen one” past (1) Confidential Documents
the Occult Task Force and into the heart of Portmoor. (restricted ownership)
(2) A valuable artifact was stolen from an expedition returning (2) Banned Art, Seditious
from Aztlan, and the university needs it in the city yesterday. Materials (restricted
They need a quiet “reclamation” to occur. ownership)
(3) A district is quarantined due to ghoul infestation and (3) Supernatural
what is being called “the plague.” They need basic supplies, and Implements or Documents
vampire hunters even more. (restricted)
(4) A client wants you to move a strange package around the
(4) Executive software
city for two days straight. Don’t stop moving! That would be bad. (restricted ownership)
(5) A gang wants you collect someone from the morgue for
delivery; there is a cortex bomb in their head though. (5) Volatile Chemicals or
Explosives (forbidden)
(6) An executive’s crimes leave their assets frozen. Their
overseas accounts, full from illegal investment income, are (6) Orichalcum (restricted
flagged by the city’s banking institutions and local authorities. ownership)

For any opportunity above, consider Arms, Contraband, Passengers, or Supernatural


as cargo. To twist an opportunity or add additional elements, roll on the run generator
table on page 238.

128
CUlT
Acolytes of a forbidden tradition
Your beliefs bond your fellowship together. And this very fact strikes fear into others.
Now they must bow before your truths, and stand witness to its power.

When you play a Cult, you earn karma when you advance the agenda of your
tradition or embody its precepts in action Instead of operation types, your fixer can
lend their aid for operations targeting certain sources of power.

STARTING UPGRADES TRADITION

‹ Training: Willpower. Name your tradition, choose emergent


‹ Cohort: Team, type Weirdos or arcane, then describe it with two
(choose one or two when you choose features from the list:
this cohort type: adepts, wage mages, or
Ancient, Cryptic, Doomsday,
techno-cultists).
Enlightening, Insect, Maddening,
Personality, Toxic
FIXER

Choose a favored source of power: CONTACTS


‹ Acquisition: Get a supernatural ‹ Thames, a philosopher.
artifact and aspect it to your tradition.
‹ Judas, an occultist.
‹ Augury: Do what you must to
attract the guidance and attention of ‹ Faedra, a historian.
supernatural entities. ‹ Blister, a talislegger.
‹ Cleansing: Aspect a power site for ‹ K Rothchild, an executive.
your tradition.
‹ Graves, an astronomer.
‹ Sacrifice: Destroy what is sacred in
honor of your tradition.

CULT UPGRADES
‹ Elite Weirdos: All of your cohorts with the Weirdos type get +1d to quality rolls
for Weirdo-related actions.
‹ Greater Lodge in Safehouse: This counts as a supernatural workshop for all who
practice the cult’s tradition (regardless of supernatural method), and is protected from
supernatural interference and remote viewing. See page 294 for details. The GM might
roll your crew’s Tier if these measures are ever put to the test, to see how well they thwart
an intruder.
‹ Cult Rigging: You get 2 free load worth of document or implement items. For
example, you could carry a focus and a use of reagents for zero load.
‹ Calloused: Each PC gets +1 trauma box. This costs three upgrades to unlock, not
just one. This may bring a PC with 4 trauma back into play if you wish.

129
3

TALISLEGGER PLANAR
ACADEMY VICE DEN POWER RIFT
UNION ALTAR

SAFE
FIXER FIXER FIXER FIXER
HOUSE
culT

PRIVATE HAUNTED ESSENCE FONT OF


LEY LINE
PILOT AREA WELL POWER

CULT CLAIMS
Academy: Your Weirdo cohorts get +1 Planar Altar: You get +1d to Consort
scale. A building suitable for supernatural with supernatural entities on-site. This
training, and a dormitory with more room altar was prepared by ancient ritual, and
for hopeful novices desperate to pledge acts as a focusing lens for communication
their service. across the planes.

Font of Power: You get +1d to the Power Rift: -1 edge cost for all secret
engagement roll for supernatural plans. arts. This effect applies to all cultists,
You are drawing power from an unlikely everywhere—so long as the rift is well-
source and it seems like luck is favoring maintained. You don’t have to be on-site at
your every move. Who would kill to have the area to benefit from its power.
this?
Private Pilot: Safe passage by air
Essence Well: You get +1d to healing to nearby cities. When you leave the
rolls. Essence seeps into those who city through this pilot, authorities and
recover here, speeding their healing, and roaming critters will not mess with you
increasing their immune response. unless directly provoked.

Haunted Area: You get +1d to Command Talislegger Union: You get +2 nuyen to the
and Influence rolls on-site. This site’s payoff for runs that involve supernatural
hauntings don’t affect you so long as the operations. The local distribution network
cult maintains solidarity (and avoids for talismans and other foci offer you tribute
horrors). when you perform your dark practices. They
don’t want to be your next target.
Ley Line: You get +1d to (choose one)
Assense and Attune rolls on-site. A ley Vice Den: At the start of downtime, roll
line draws otherworldly entities and other dice equal to your Tier. You earn nuyen
things to its power, which you can harness equal to your highest die result, minus
to bolster your special senses. your heat.

130
3

CULT SPECIAL ABILITIES


DEVOTED STRANGE WAYS
Each PC may add +1 action rating to Each PC gains an additional vice: Ceremonial
Assense, Attune, or Study (up to a max rites. When you indulge this vice and bring
rating of 3). a pleasing offering, you don’t overindulge
Each player may choose the action they if you clear excess edge. In addition, your
prefer (you don’t all have to choose the ceremonial buff will assist any one action
same one). If you take this ability during roll you make—from now until you indulge
initial character and crew creation, it this vice again.
supersedes the normal starting limit What sort of offering works for your

culT
for action ratings. tradition?

IMBUED EMPOWERED BY BLOOD


You get +1d to resistance rolls against Each person sacrificed yields -3 edge cost

PlayBooK:
supernatural threats. You get +1d to healing for any spell or thread you perform.
rolls when you have supernatural harm. Not for the faint of heart. Blood magic
is seriously bad mojo—especially near
SHARED TELEPATHY
Port Royal!
You may use teamwork maneuvers with
any cult member, regardless of the distance Cannot be used to reduce an edge cost
separating you. By marking 1 edge, your below zero. Cost reduction can be
telepathic message is heard and understood distributed between edge lost (due to
by everyone in the cult. resistance) and edge paid (to use a spell
or thread). For details on edge costs
By what supernatural means does your while performing Sorcery, see page
message get passed? How is it strange 296.
or disturbing? By what ritualistic
method are cult members initiated into CATASTROPHIC METHODS
this ability? Aberrant supernatural beings and other
horrors sometimes manifest in the physical
ZEALOTRY
world in support of your cult. This can be
Your cohorts have abandoned their reason a great boon, but the priorities and values
in service to the cult. They will undertake of such things are not those of mortals. You
any service, no matter how dangerous have been warned.
or strange. They gain +1 quality against
enemies of the tradition. For details on generating horrors, see
page 291.

131
3

culT oPPorTuniTies
(1) A student at Seattle University publishes a treatise claiming your tradition is a
corrupted translation of a once-forgotten being.
(2) It has become trendy for young executives to pretend to be addicted to
hallucinagenic virtual experiences, but not all of them are telling the truth.
(3) Construction work has accidentally unearthed a power site, and awakened
entities trapped there since before the last magical apocalypse; what could they be?
(4) A rival cult’s secret regalia have some connection with a powerful dragon: are
they his former agents or is it mere coincidence?
(5) An executive paid a wage mage to perform a desperate ritual seeking assistance
among entities they can summon. You have been chosen as the instrument of their
culT

aid.
(6) A prominent tridcaster chokes to death while streaming, their eyes burning a
bright blue. When authorities check for clues, they find your first and last name in the
victim’s most recent digital note.
(1) A rival cult is destroying any and all artifacts and sites sacred to other traditions.
They seem to be have some special means of discovery. You may be next.
(2) The murder of an executive has signs and sigils of your tradition left at the crime
scene.
(3) Local citizens in the area around your safehouse have started working together
at odd times, in a trance, constructing something alien out of strange debris.
(4) A trio of formidable spirits arrive at your safehouse and announce themselves
as the true mentors of your cult.
(5) The anointed champion of a rival cult challenges your chosen one to deadly
combat.
(6) The OTF Agents intend to banish a spirit using something new they’re calling an
“essence lash.” Your tradition forbids this to occur, now or ever.
(1) A trid recording has been recovered from a datavault you hacked, and it
contradicts some vital tenet of your cult’s doctrine.
(2) A wealthy cult offers you riches (nuyen, claim, cohort, etc.) to abandon your
tradition and enter into their service.
(3) A data broker flies in to Seattle, devoid of crew or any items save one thing:
a top-of-the-line comm full of corrupted data, transmitting the secret name of your
tradition.
(4) A gang of thugs is having serious mystical problems from a rival group. They
hire you to put an end to it.
(5) Digitized business cards in the mouths of dead hackers allow spirits to return as
sprites, even after the OTF Agents have seen to them. Who is doing this? How?
(6) Your reagents crumble, your foci crack. Demonstrate your true faith, or despair.

For any opportunity above, consider an Acquisition, Augury, Cleansing, or Sacrifice


operation. To twist an opportunity or add additional elements, roll on the run
generator table on page 238.

132
MErCS
Enforcers and soldiers
You aren’t content to sit back and watch things unfold: you live by (and die by) the
tools of your trade. There is no need to get entangled or sneak around when you are
the ones who deliver judgment.

When you play Mercs, you earn karma when you execute a successful battle,
extortion, sabotage, or smash & grab operation

Are you violent thugs, savvy bodyguards, or cutthroat gangsters?

STARTING UPGRADES CONTACTS

‹ Training: Body. ‹ Ivan, a ganger. Perhaps a source of


‹ Cohort: Crew, type Thugs. Perhaps violent work?
hired toughs, or perhaps the beginnings ‹ McBride, a security officer. Perhaps
of a hit squad? a corrupt Legionnaire?

FIXER ‹ Olly, a fabricator. Perhaps a source


for custom metalwork and inventive
Choose a favored operation type: ideas?

‹ Battle: Defeat an enemy with ‹ Finch, a data broker. Perhaps a


overwhelming force. well-connected liaison among foreign
clientele?
‹ Extortion: Threaten violence
unless you’re paid off. ‹ Cane, a preacher. Perhaps a former
‹ Sabotage: Hurt an opponent by operative who claimed “sanctuary”?
destroying something. ‹ Shea, a club owner. Perhaps a good
‹ Smash & Grab: A fast and violent source of news and gossip?
armed robbery.

MERCS UPGRADES
‹ Mercenary Rigging: You get 2 free load worth of weapons or armor. For example,
you could carry a sidearm & extra ammo or wear normal armor for zero load.
‹ Elite Thugs: All of your cohorts with the Thugs type get +1d to quality rolls for
Thug-related actions.
‹ Elite Transporters: All of your cohorts with the Transporters type get +1d to
quality rolls for Transporter-related actions.
‹ Hardened: Each PC gets +1 trauma box. This costs three upgrades to unlock, not
just one. This may bring a PC with 4 trauma back into play if you wish.

133
3

TERRORIZED PROTECTION
FIGHT CLUB FIXER INFORMANTS
CITIZENS RACKET

GAMBLING
FIXER
SAFE FIXER FIXER
RING
HOUSE
mercs

ENFORCEMENT CRIMINAL
INFIRMARY STREET FENCE WAREHOUSES
INTIMIDATION RESPECT

MERCS CLAIMS
Fight Club: Your Thug cohorts get +1 Enforcement Intimidation: You get -2
scale. Everyone knows the first rule of heat per run. Even the city’s contracted
fight club. But it’s no use! The buzz in the security doesn’t want any trouble from
fighting community brings you more crew you; they look the other way.
members.
Criminal Respect: You get +1d to the
Warehouses: You get +1d to acquire engagement roll for assault plans. The
asset rolls. You have space to hold all the private eyes and bounty hunters working
various spoils you end up with after your around the city help you out now.
shakedowns. It can be useful on its own or
for barter when you need it. Protection Racket: At the start of
downtime, roll dice equal to your Tier.
Gambling Ring: At the start of downtime, You earn nuyen equal to your highest
roll dice equal to your Tier. You earn die result, minus your heat. Some of the
nuyen equal to your highest die result, locals are terrified of you and will gladly
minus your heat. The locals love to pay for “protection.”
gamble away their hard-won money on
the many sporting bets you help enforce. Street Fence: You get +2 nuyen in
payoff for runs that involve lower-class
Infirmary: You get +1d to healing targets. An expert can find the treasure
treatment rolls. The infirmary also has amid the trash you loot from your poorer
beds for long-term convalescence. victims.

Informants: You get +1d to gather Terrorized Citizens: You get +2 nuyen
information for a run. Your eyes and ears in payoff for runs that involve battle or
on the streets and online are always on the extortion. The frightened locals offer you
lookout for new targets. tribute whenever you lash out. They don’t
want to be next.

134
3

MERCS SPECIAL ABILITIES


DANGEROUS FEARED
Each PC may add +1 action rating to Fight, Fear is as good as backing. You may count
Stalk, or Wreck (up to a max rating of 3). each wanted level as if it was fixers.
Each player may choose the action they The maximum wanted level is 4.
prefer (you don’t all have to choose the Regardless of how many fixers you
same one). If you take this ability during hold (from this ability or otherwise)
initial character and crew creation, it the minimum rep cost to advance your
supersedes the normal starting limit for Tier is always 6.

mercs
action ratings.
SEEN SOME DREK
BLOOD BROTHERS The crew has grown particularly resistant
When you fight alongside your cohorts due to cruel experience. Each PC gets +1d
in combat, they get +1d for teamwork to resistance rolls with one attribute of

PlayBooK:
rolls (setup and group actions). All of your choice.
cohorts get the Thugs type for free (if they’re This ability applies to all PCs in the crew.
already Thugs, add another type). Each player may choose the attribute
If you have the Elite Thugs upgrade, it they prefer (you don’t all have to choose
stacks with this ability. So, if you had the same one). This doesn’t confer any
a Weirdos team cohort, and the Elite special benefit to your cohorts.
Thugs upgrade, and then took Blood
Brothers, your Weirdos would add the POISE UNDER PRESSURE
Thugs type and also get +1d to rolls When you’re marked (-3 faction status),
when they did Thug-type actions. your crew does not suffer -1 hold and PCs
still get two downtime activities, instead
This ability may result in a team with of just one.
three types, surpassing the normal
limit of two. PATRON
When you advance your Tier, it costs half
DOOR KICKERS the nuyen it normally would. Who is your
When you execute an assault plan, take +1d patron? Why do they help you?
to the engagement roll.
This ability applies when the goal is
to attack an enemy. It doesn’t apply
to other operations you attempt that
happen to involve fighting.

135
3

mercs oPPorTuniTies
(1) An implant retailer has set up shop nearby. Lots of tempting pieces for the
grabbing.
(2) A popular tridcaster is telling everyone that they should “never back down from
a bully” and urges others to follow suit. People are listening.
(3) A data broker wants his competitor’s cyberdeck destroyed.
(4) A bar owner is plagued by rowdy brawls every night. They want an end to it.
(5) A psychiatry firm fires all their workers and refuses to pay their wages for time
already worked. Increasingly angry supporters are camped outside, demanding justice.
(6) A group of business owners are seeking hired muscle to defy the local gang payoffs.
mercs

(1) Legionnaires have set up IDN scanners and checkpoints in the area near your
safehouse to search people for weapons and pad their quotas.
(2) A megacorporation is hiring leg-breakers to put an end to uprisings among their
illegal immigrant employees.
(3) An executive for a tech firm has hired a small private army to guard their estate
for some reason. Must be something worth defending in there...
(4) Employees are building a manufacturing plant in an abandoned town square
near Port Royal. The locals are outraged by the disrespect.
(5) The Legionnaires are hiring people without IDNs to be the security detail for a
special expedition into Sewerton. The other participants are all death-row convicts.
(6) Foreign hackers have hijacked a powerful AI in Kingston, and are assaulting
random users near the Marley Museum. You have a lead on a way to shut down their
connections, but it involves betraying one of your contacts.
(1) A rival crew keeps treasures from their crimes out in the open in their
headquarters, expecting their fearsome reputation to dissuade any potential robbery.
(2) A group of vigilantes has appeared, crippling the SINless and anyone else they
deem to be “criminal scum.”
(3) A vicious gang stalks the district, robbing with impunity and daring anyone to
challenge them.
(4) A swarm of horrors is loose in the sewers, dragging people to watery deaths and
terrorizing the poorer areas, shutting down commerce and vice.
(5) A gambling den operator needs a crew to make an example of a high-roller who
skipped out on a huge debt.
(6) A vampire-hunter has come to Kingston and needs assistance.

For any opportunity above, consider an Battle, Extortion, Sabotage, or Smash &
Grab operation. To twist an opportunity or add additional elements, roll on the run
generator table on page 238.

136
rAdiCAlS
Agitators and extremists
You have found hope in a hopeless world—a thing you know the world needs. A purpose.
You are the agents of its execution, and the leaders of its constituents. Spread the word
and give your manifesto impact, lest its lessons be forgotten.
When you play Radicals, you earn karma when you advance the agendas of your
movement or embody its precepts in action
What’s drawing people to follow your movement? From what groups? Who is
listening, like it or not?

STARTING UPGRADES MOVEMENT

‹ Training: Willpower. Name at least one feature of the manifesto


‹ Cohort: Team, type Operatives that the world considers to be extreme:
Your following of locals perhaps? Or Anarchy, Secrecy, Communal,
more like partnered spies? Advancement, Tyranny, Disclosure,
Splintered, Preservation.

FIXER CONTACTS

Choose a favored operation type: ‹ Brunie, a visionary. Perhaps an


informant on key targets, or perhaps a former
‹ Espionage: Obtain secret public speaker?
information by covert or clandestine ‹ Houdini, a demolitionist. Perhaps a
means. deliverer of death, feared among criminals?
‹ April, a journalist. Perhaps a well-
‹ Extortion: Threaten violence connected reporter, known for their
unless you’re paid off. neutrality?
‹ Sickle, a smuggler. Perhaps a well-
‹ Insurgence: Fight openly or connected activist for a now defunct movement?
standoff against the powers that be. ‹ Bembe, a politician. Perhaps a source
for runs among the elite?
‹ Sabotage: Hurt an opponent by
‹ Ziggy, a gang boss. Perhaps someone in
destroying something.
support of the group’s ideals?

RADICALS UPGRADES
‹ Elite Operatives: All of your cohorts with the Operatives type get +1d to quality
rolls for Operative-related actions.
‹ Elite Thugs: All of your cohorts with the Thugs type get +1d to quality rolls for
Thug-related actions.
‹ Radicals Rigging: One carried item is concealed and has no load. For example,
you could carry a load of drugs or a weapon, perfectly concealed, for zero load.
‹ Hardened: Each PC gets +1 trauma box. This costs three upgrades to unlock, not
just one. This may bring a PC with 4 trauma back into play if you wish.

137
4

SECURITY PROTECTION UPPER CRUST PROTECTED


INFORMANTS
INTIMIDATION RACKET AUCTION ESTATE

FIXER FIXER
SAFE FIXER FIXER
HOUSE
radicals

PRIVATE BROADCAST WAGESLAVE VICE


THE FARM
PILOT STUDIO SUPPORT SUPPLIER

RADICALS CLAIMS
Broadcast Studio: You get +1d to Protection Racket: At the start of downtime,
Command and Influence rolls on-site. Your roll dice equal to your Tier. You earn nuyen
audience gives you pull among your followers equal to your highest die result, minus your
and the citizenry. This location has an array heat. Some of the locals are terrified of you
of network proxies set up to prevent your live and will gladly pay for “protection.”
feed from being easily traced.
Security Intimidation: You get -2 heat
Informants: You get +1d to gather per run. Even the city’s contracted security
information for a run. Your eyes and ears doesn’t want any trouble from you; they look
on the streets and online are always on the the other way.
lookout for new targets.
Upper Crust Auction: You get +2 nuyen in
The Farm: Your Operative cohorts get +1 payoff for runs that target criminal or fringe
scale. A secret training ground for social factions. A handful of representatives for the
engineers and spies. Entrance is protected rich and powerful share bribe money with
by a geographical feature that is treacherous those who show that they’re players on the
without passage by air (rapids, ravine, cliffside, scene.
etc.). Wageslave Support: You get +2 nuyen
in payoff for runs that target syndicates or
Private Pilot: Safe passage by air to nearby
corporate factions. You have the support of
cities. When you leave the city through this
the working citizens in the city and potentially
pilot, authorities and roaming critters will not
abroad, resulting in added payoffs.
mess with you unless directly provoked.
Vice Supplier: At the start of downtime, roll
Protected Estate: You get +1d to Consort
dice equal to your Tier. You earn nuyen equal
or Influence rolls on-site. You have the deed
to your highest die result, minus your heat.
to this land (forged or otherwise), protected
Is this claim a supplier you’ve overtaken from
by an array of security countermeasures that
another purveyor, or a new establishment
impress clientele.
replacing something else?

138
4

RADICALS SPECIAL ABILITIES


REVOLUTIONARIES MASS APPEAL
Each PC may add +1 action rating to Your movement has gained acceptance
Command, Consort, or Influence (up among a wider portion of the city. Add the
to a max rating of 3). principled, unreliable, or wild flaw to any or
Each player may choose the action they all of your teams to give them +1 scale (up
prefer (you don’t all have to choose the to a max scale of 5).

radicals
same one). If you take this ability during What new group(s) have you enticed?
initial character and crew creation, it Maybe rebellious students, fed-up wage
supersedes the normal starting limit for slaves, the hungry and homeless, drug-
action ratings. addicted, far left, far right, or even
confused centrists.
FRIENDS IN LOW PLACES
You have the implicit support of the homeless COLLUSION

PlayBooK:
and disenfranchised. Take -1  heat during Through subtle manipulation or hard-won
downtime and +1d to gather information experience, you have discovered how to
about the city’s underworld or fringe. get security agencies and/or institutions to
agree with your manifesto. They do not help
EXTREMISTS directly. How do they aid your cause?
Your manifesto inspires irrational fear and
The GM will certainly have an idea
superstition, and others afford you added
about how these supporters help, but
respect for your dedication. You may count
jump in with your own ideas, too! This
up to three +3 faction statuses you hold as
ability changes the tone of the game
if they are marked fixers.
quite a bit, so talk it out and come
If your status changes, you lose the up with something that everyone is
bonus fixer marks on your rep tracker excited about. If it’s a bit mysterious
until it becomes +3 again. Regardless and uncertain, that’s good. You have
of how quickly you should advance more to explore that way.
(due to mutually chosen fixers plus any
PATRON
bonus from this ability), the minimum
rep cost to advance your Tier is always When you advance your Tier, it costs half
6. the nuyen it normally would.

FOR THE CAUSE


Each PC gains an additional Vice:
Demonstration. When you indulge this vice
and distribute effective propaganda, you
don’t overindulge if you clear excess edge.
In addition, the solidarity of the crew will
assist any one action roll you make—from
now until you indulge this vice again.
What sort of propaganda inspires your
audience? How do you rally others
behind your manifesto?

139
4

radicals oPPorTuniTies
(1) A student at the University of Seattle publishes a treatise claiming your manifesto
is a bunch of nonsense, a logical fallacy at best.
(2) It has become trendy for potential inductees to flash mob and protest when
they’re bored. Not all of them are poseurs.
(3) A survey has recently located a resonance well, and emergent entities trapped
there since the Awakening.
(4) A rival crew of radicals have high-technology suits that have some connection
with the Grid Overwatch Division: are they agents or is it mere coincidence?
radicals

(5) A politician enacts a desperate legislative change which plays right into your
manifesto. You realize that opportunity is knocking and you must see it through.
(6) A prominent scientist chokes to death in the streets, becoming patient zero for a
potential epidemic and creating controversy over who might be the culprit.
(1) A group of go-gangers patrols the district, looting with impunity, and daring
anyone to challenge them.
(2) The murder of an executive has the calling card of your movement left at the
crime scene.
(3) Local citizens in the area around your safehouse have started working together to
constructing something which benefits the community out of a condemned structure.
(4) A trio of mysterious assassins demands your fixer produce their following,
declaring themselves the true agents of your movement.
(5) The terrorist regime of a rival movement is contracted to round up and kill your
constituents at a mass gathering or cyberspace event.
(6) The G-men intend to create a panic and assassinate a public figure as a display
and warning. Your movement needs this person or it loses serious credibility.
(1) A resonance library has been recovered from the backup server of a company
whose quantum AI went rogue: its actions now violate a core tenet of your movement’s
manifesto.
(2) A wealthy fringe faction offers you riches (nuyen, claim, cohort, etc.) to abandon
your cause and enter into their membership.
(3) A hacker returns to the city after a high profile datatheft, unable to speak, their
thoughts stuck in a looping algorithm. Interface directly with their fractured mind to
retrieve the valuable block of data.
(4) A gang of thieves is having serious problems from a rival group. They hire you
to put an end to it.
(5) A local shipping company owner wants to have his competition’s vehicles destroyed.
(6) Your manifesto is ridiculed in the news, and your movement is becoming a
laughing stock. Demonstrate their error, or wallow in shame.

For any opportunity above, consider an Espionage, Extortion, Insurgence, or


Sabotage operation. To twist an opportunity or add additional elements, roll on the
run generator table on page 238.

140
SHAdOwS
Thieves, spies, & saboteurs
Everyone wants something that they can’t have. That’s where you come in.

When you play Shadows, you earn karma when you execute an espionage,
intrusion, robbery, or sabotage operation

Are you stealing and spying as free agents, or do you serve your own interests with your
operations.

STARTING UPGRADES CONTACTS

‹ Training: INTUITION. ‹ Shades, an info broker. Perhaps


‹ Safehouse: Secure. one of the rare criminals that survived
being reconditioned?
‹ Tahito, a security officer. Perhaps
FIXER an informant within Alamo Security?

Choose a favored operation type: ‹ PunkBunny, a data miner. Perhaps


a well-connected underworld figure,
‹ Espionage: Obtain secret famous for their neutrality?
information by covert or clandestine
‹ Leo, a smuggler. Perhaps someone
means.
thinking they’ve outgrown their
‹ Intrusion: Theft by breaking and syndicate?
entering, digital or otherwise.
‹ Sabotage: Hurt an opponent by ‹ Kella Badu, an executive. Perhaps
destroying something. a source for runs among the elite?
‹ Robbery: Take things by force or ‹ Sylvester, a club owner. Perhaps a
threats. good source of news and gossip?

SHADOWS UPGRADES
‹ Shadows Rigging: You get 2 free load worth of tool or gear items. For example,
you could carry burglary gear and engineering tools for zero load.
‹ Underground Maps & Passkeys: You have easy passage through the underground
sewers, tunnels, and subways of the city.
‹ Extra Added Site: You have an added site beyond the usual limits for a crew of
your Tier. So if you are a Tier I crew, you can safely accommodate up to 3 sites, instead
of 2.
‹ Elite Operatives: All of your cohorts with the Operatives type get +1d to quality
rolls for Operative-related actions.
‹ Elite Thieves: All of your cohorts with the Thieves type get +1d to quality rolls for
Thief-related actions.

141
5

INTERROGATION
FIXER LOYAL FENCE GAMBLING DEN BAR
CHAMBER

DRUG DEN INFORMANTS


SAFE FIXER LOOKOUTS
HOUSE
shadows

COVERT
BODY SHOP INFIRMARY FIXER SHORTCUTS
DROPS

SHADOWS CLAIMS
Body Shop: You can freely swap your Informants: You get +1d to gather
implant features as a downtime activity. information for a run. Your eyes and ears
You can also use this claim as a place to on the streets are always on the lookout
buy and sell implants or to “clean” stolen for new targets.
ones.
Interrogation Chamber: You get +1d
Covert Drop: You get +2 nuyen in to Command and Influence rolls on-
payoff for runs that involve espionage site. Grisly business, but effective.
or sabotage. The perfect hidden exchange
point is worth the extra nuyen to discerning Lookouts: You get +1d to Stalk or
clientele. Survey near your meeting grounds.

Drug Den: At the start of downtime, roll Loyal Fence: You get +2 nuyen in
dice equal to your Tier. You earn nuyen payoff for runs that involve intrusion or
equal to your highest die result, minus robbery. It requires a skilled eye and good
your heat. What’s the drug of choice? contacts to move stolen goods.

Gambling Den: At the start of downtime, Shortcuts: You get +1d to the
roll dice equal to your Tier. You earn engagement roll for stealth plans. You
nuyen equal to your highest die result, might have access to long-abandoned
minus your heat. Cards, slots, or underground subway tunnels, rooftop
something more unusual on offer? walkways, or some other route of your
choosing.
Infirmary: You get +1d to healing
treatment rolls. The infirmary also has Bar: You get +1d to Consort and
beds for long-term convalescence. Influence rolls on-site. Some synthesized
alcohol and friendly conversation can go a
long way.

142
5

SHADOWS SPECIAL ABILITIES


INTRUDERS SECOND STORY
Each PC may add +1 action rating to When you execute a clandestine infiltration,
Engineer, Interface, or Prowl (up to you get +1d to the engagement roll.
a max rating of 3).
SYNCHRONIZED
Each player may choose the action they
prefer (you don’t all have to choose the When you perform a group action, you
may count multiple 6s from different rolls

shadows
same one). If you take this ability during
initial character and crew creation, it as a critical success.
supersedes the normal starting limit For example, Shark leads a group action
for action ratings. to Interface their hacking software
to open a maglock on the Black Lodge’s
OPPORTUNISTS door. Cody, Shark’s player, rolls and
You get +1d to gather information for an gets a 6, and so does Jaime! Because

PlayBooK:
intrusion or robbery operation. the crew has Synchronized, their
two separate 6s count as a critical
STICKY FINGERS success on the roll.
Your safehouse is a jumble of stolen items.
When you roll to acquire an asset, take PATRON
+1d. When you advance your Tier, it costs half
This ability might mean that you the nuyen it normally would.
actually have the item you need in your Who is your patron? Why do they help
pile of stuff, or it could mean you have you?
extra odds and ends to barter with.
Perhaps the minor paydata gathered
from some stolen stuff has finally paid
off.

SLIPPERY
When you roll entanglements, roll twice
and keep the one you want. When you
reduce heat on the crew, take +1d.
The GM might sometimes want to
choose an entanglement instead of
rolling. In that case, they’ll choose two
and you can pick between them.

143
5

shadows oPPorTuniTies
(1) A local museum announces an exhibition of ancient artifacts and extraterrestrial
fossils.
(2) The Black Lodge needs a specific body purloined from the morgue before it’s
transported tonight.
(3) A collector wants to steal an original work of art or high-technology and replace
it with a forgery.
(4) A client wants to extract a loved one from slavery overseas.
(5) An AI wants you to secure the rest of the pieces for a frame designed for mass
shadows

destruction.
(6) A master assassin has come out of retirement for one more job. Many would pay
well to know who their target is.
(1) The black sheep of a wealthy family wants their revenge, and the deed to the
ancestral estate is the key.
(2) A drug gang wants to obtain the secret formula for their rival’s popular new
product.
(3) Strange artifacts were recovered from Barbican neighborhood. They’re held at
the OTF Field Office for analysis by their agents.
(4) Rumors of civil unrest, aren’t there always? Plant a damning data trail in the
office of a politician.
(5) Alamo Security agents are passing information using oddly high-level encryption.
Intercept their communiques.
(6) A professor at the University wants their rival’s research notes. Make it look like
a common burglary.
(1) A Legionnaires squad doesn’t want to make a very dangerous arrest. Steal the
evidence from the precinct’s secret storage location.
(2) A damning piece of evidence against a vulnerable crime lord is held in a locker
at the field office until trial.
(3) A client seeks the source of altered apps sold to wage slaves that are driving
them to madness and murder.
(4) A desperate Legionnaire needs you to plant evidence to bring down a corrupted
agent.
(5) A parade is going on, featuring the newest and smartest drones. A client would
pay well for it to be interrupted.
(6) Only one gang member survived their botched job. Can you clean the bloody
scene before the authorities arrive?

For any opportunity above, consider an Intrusion, Espionage, Robbery, or Sabotage


operation. To twist an opportunity or add additional elements, roll on the run
generator table on page 238.

144
CHAPTER 4

THE RUN
Murder for hire, brutal extortion, cunning datathefts, illicit deals, smuggling runs,
thievery in the streets—these are among the exploits of runners—the only chances
left for those pushed to the margins and denied the privileges of the corrupt and
predatory elite.

In Runners in the Shadows, we play to A run can be long and complicated or


find out if a fledgling crew of criminals quick and dirty. There might be lots of
can prosper in the underbelly of the rolls and trouble, or just a few actions to
sprawls—and that prosperity depends resolve it. Play to find out what happens!
upon their criminal endeavors, which we A run doesn’t need to fill one session of
call “runs.” play every time. However long it needs to
last—so be it.
A run is a single operation with a
particular goal: burgle the Museum The PCs can set up a new run by choosing
of Natural History, assassinate the a target (from their claims or the faction
Central American diplomat, smuggle an list, for example), by approaching a
experimental weapon into the city, etc. different fixer and asking for work, or by
Usually, a run will fall into one of three being contacted by an NPC who needs to
categories: hire a crew for a job.

◆ A criminal activity, determined by your A run consists of a few key elements,


crew type. An assassination, intrusion, detailed in this chapter: planning
black market deal, etc. (Crew types and & engagement, flashbacks, and
their primary runs are mentioned on the teamwork.
Sheets PDF)
◆ Seizing a claim (income, fixer, etc.) that
you choose from your crew’s claim map.
Claims help your crew grow and develop.
See page 44 for details.
◆A special mission or goal determined
by the players (like earning clout with
a fixer, or getting a rare component to
empower one of the Hacker’s inventions).

145
4

◆ Assault Do violence to a target. Detail:


PLANNING & The point of attack.
◆ Deception Lure, trick, or manipulate.
ENGAGEMENT Detail: The method of deception.
Your crew spends time planning each ◆ Social Negotiate, bargain, or persuade.
run. They huddle around a swinging Detail: The social connection.
fluorescent light or their comms, looking ◆ Stealth Access undetected. Detail: The
at a virtual whiteboard, drafting plots point of access.
and schemes, bickering about the best ◆ Supernatural Engage a supernatural
approach, lamenting the dangers ahead, power. Detail: The supernatural method.
The run

and lusting after accounts brimming


with untracked nuyen. But you, the
◆ Transport. Carry cargo, data, or people
through danger. Detail: The route &
players, don’t have to do the nitty-gritty
means.
planning. The characters take care of
that, off-screen. All you have to do is
choose what type of plan the characters THE DETAIL
have already made. There’s no need to
sweat all the little details and try to cover When you choose a plan, you provide a
every eventuality ahead of time, because missing detail, like the point of attack,
the engagement roll (detailed on the social connection, etc. If you don’t know
next page) ultimately determines how the detail, you can gather info in some
much trouble you’re in when the plan way to discover it. See page 36.
is put in motion. No plan is ever perfect.
You can’t account for everything. This For each of the plan types above, consider
system assumes that there’s always some how the detail might involve high-
unknown factors and trouble—major or technology or lead to it. The old fallback
minor—in every operation; you just have “Hack it from afar” plan is probably a
to make the best of it. stealth plan with the team’s location on
the line! Sneaking into the upscale club
There are six different plans, each with to nab the paydata might kick off as a
a missing detail you need to provide (see supernatural plan because they know
the list below). To “plan an operation,” there are mages watching the place!
simply choose the plan and supply the
detail. Then the GM will cut to the action
as the first moments of the operation ITEM LOADOUT
unfold.
After the plan and detail are in place, each
player chooses their character’s load.

This indicates how much stuff they’re


carrying on the operation. They don’t
have to select individual items—just the
maximum amount they’ll have access to
during the action. For more details, see
page 61.

146
4

ENGAGEMENT ROLL
Critical: Exceptional result. You’ve already
1d for sheer luck. overcome the first obstacle and you enjoy a dominant
advantage or have the initiative for what’s next.
6: Good result. You enjoy a dominant advantage or
+1d for each Major

PlanninG & enGaGemenT


+ have the initiative when the action starts. “Little” risk.
Advantage 4/5: Mixed result. You are risking “a lot” when the
action starts.

- -1d for each Major 1-3: Bad result. You’re overreaching or are in serious
Disadvantage trouble (desperate action) when the action starts.

ENGAGEMENT ROLL ◆ The engagement roll is a fortune roll,


starting with 1d for sheer luck. Modify
Once the players choose a plan and the dice pool for any major advantages
provide its detail, the GM cuts to the or disadvantages that apply. Not counting
action—describing the scene as the crew the possible extra elements you might
starts the operation and encounters their consider, there is a possible 3d to be
first obstacle. But how is this established? gained (for a total of 4d).
The way the GM describes the starting
situation can have a huge impact on how MAJOR ADVANTAGES /
simple or troublesome the operation DISADVANTAGES
turns out to be. Rather than expecting
the GM to simply “get it right” each time,
◆ Isthis operation particularly bold or
daring? Take +1d. Is this operation overly
we use a dice roll instead. This is the
complex or contingent on many factors?
engagement roll.
Take -1d.
◆ Does the plan’s detail expose a
vulnerability of the target or hit them
FASTER ENGAGEMENT
where they’re weakest? Take +1d. Is the
Roll 2d if the target is ready or target strongest against this approach,
waiting. Roll 1d if both. Roll 3d if or do they have particular defenses or
neither. Take +1d if the PCs enjoy a special preparations? Take -1d.
major advantage, or take -1d if they
are at a major disadvantage. ◆ Can any of your friends or contacts
provide aid or insight for this operation?
Take +1d. Are any enemies or rivals
SKIPPING ENGAGEMENT interfering in the operation? Take -1d.
GMs: It’s okay to skip the engagement
roll if the fiction of the first obstacle Are there any other elements that you
is already established. Just explain want to consider? Maybe a lower-
why they are taking a chance Tier target will give you +1d. Maybe
here (or have the advantage, or a higher-Tier target will give you -1d.
disadvantage) and what’s at stake— Maybe there’s a situation in the district
and go with it. that makes the operation more or less
tricky.

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4

The engagement roll assumes that the PCs do. But jumping straight into the action of
are approaching the target as intelligently the run is much more effective once you
as they can, given the plan and detail get used to it. When they see the situation
they provided, so we don’t need to play they’re in, their “planning” in flashbacks
out tentative probing maneuvers, special will be focused and useful, rather than
precautions, or other ponderous non- merely speculations on circumstances
action. The engagement roll covers all of and events that might not even happen.
that. The PCs are already in action, facing
the first obstacle—up on the rooftop, OUTCOMES
hacking the lock on the window; kicking The outcome of the engagement roll
down the door of the bounty’s safehouse; helps determine the risks for the PCs’
The run

maneuvering to speak with an executive initial actions when we cut to the run in
at the masquerade party; etc. progress.
Don’t make the engagement roll and then No matter how low-Tier or outmatched
describe the PCs approaching the target. you are, a desperate situation is the worst
It’s the approach that the engagement thing that can result from the plan + detail
roll resolves. Cut to the action that results + engagement process. It’s designed this
because of that initial approach—to the way so the planning process matters,
first serious obstacle in their path. but it doesn’t call for lots of optimization
or nitpicking. Even if you’re reckless
The first obstacle at Seaport Global and just dive in and take your chances,
datacenter is the building security you can’t get too badly burned. Plus,
and motion sensors. The engagement you might even want those desperate
roll puts us outside a door, as the PCs actions to generate more karma for the
are bypassing the motion sensors and PCs, which helps to bootstrap starting
maglocks to gain access through the characters into advancement.
maintenance shaft.
When you describe the situation after
The PCs have kicked down the door and the roll, use the details of the target to
swarmed into the front room of the paint a picture of the PCs’ position. How
Mountain Rats’ hideout, gun muzzles might the syndicate of mercenaries
flashing, into a vicious melee with the present a desperate situation for a bunch
first of their bodyguards. of sneaky shadows? How might the
violent and ruthless spy present a risky
The PCs have socialized politely at the threat to assaulting thugs? How might
party, maneuvering into position to the exceptionally rich and calculating
have a private word with the CEO. As a executive present an opportunity
group of young department managers for a manipulative runner? Use this
leave her side, the PCs step up and opportunity to show how the PCs’
engage her in conversation. enemies are dangerous and capable—
don’t characterize a bad engagement roll
If the players want to include a special as a failure by the PCs, or they won’t trust
preparation or clever setup, they can do the technique in the future. Sure, things
so with flashbacks during the run. This are starting out desperate here against
takes some getting used to. Players may the creepy occultists, but you’re just the
balk at first, worried that you’re skipping type of characters who are daring enough
over important things that they want to to take them on. Let’s get to it.

148
4

HOW LONG DOES IT LAST? cyberdeck (that was their detail for the
plan), so she cut to the first obstacle: a
The engagement roll determines the protected login prompt. This skips past
starting situation for the PCs’ actions a conversation about exactly which
on the run. How long does that hold? menu option to hack, probing around
If you roll a 1-3, does the situation stay for a perfect option, debating the merits

PlanninG & enGaGemenT


desperate? No. Once the initial actions of a worm versus backdoor, etc.
have been resolved, you follow the
normal process for establishing the risks The engagement roll covers all that,
for the rest of the rolls during the run. and then deposits the PCs mid-action,
The engagement roll is a quick short- carrying out their best shot at taking
hand to kick things off and get the action access. The players can’t “back out” and
started—it doesn’t have any impact after try a different device—the engagement
that. roll has placed them here. If they
want to have prepared something to
Engagement Examples
deal with a counterhacker, it’s just a
Intercepting Seaport Global’s Paydata flashback away...

The crew of Shadows has a plan and Assaulting the Mountain Rats
detail that doesn’t give any modifiers in
this case (this building isn’t particularly The crew of Mercs is itching for a fight
strong or weak against a stealth plan). and it’s time to go teach the Mountain
The crew does have help from their Rats a lesson in blood and pain. Their
contact PunkBunny, a data miner, who plan is an assault, which they know is
just happens to have injected an exploit the strength of the Mountain Rats, but
into their network the night before. The so what? They’re badasses; they live for
crew gets +1d for their help. That gives this stuff.
them 2d total to roll and... it’s a 2. Oh well!
The Muscle PC decides to hedge their
It’s a desperate start for their infiltration.
bets a bit, though, and Commands the
The GM thinks about how the global locals to reveal when the Mountain Rats
shipping company might pose a will be the loudest (and highest) during
desperate threat to datathieves, and the evening. That will be the point of
seizes on the obvious: the seemingly attack and a vulnerability of the enemy
ordinary authentication prompt that’s crew. The crew rolls 1d (1d base, -1d
the first obstacle to their interception for the enemy’s strength, +1d for the
is protected by a counterhacker. vulnerability) and gets a 5: they’ll be
risking “a lot” to start things off.
“So, who’s Interfacing through hacking
programs? This is desperate, so the What does that situation look like?
consequence obviously will be a system The GM goes with the obvious thing:
alert. Plus maybe something else from risking “a lot” means a head-to-head
the counterhacker. Maybe this should contest, and what’s more emblematic
be a group action...” than a straight up shootout? The door
crashes off its hinges, as drunken and
Notice how the GM skipped past the violent gangers (already armed and
approach to the building and the brawling each other) fall into the fight
remote access. She already knew that without hesitation.
the PCs were going to hack in with their

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4

Skilled hackers rarely start at the top


LINKED PLANS and work their way down—it’s too
Sometimes an operation seems to call easy to get caught doing that. Instead,
for a couple of plans linked together. A they use other approaches such as
common scenario is a team that wants exploiting neglected devices, social
a two-pronged approach. “You create a engineering, password farming, and
diversion at the bar, and when they send privilege escalation attacks from the
their guards over there, we’ll break into devices compromised in those steps.
their hideout.” There are two ways to You might concoct a deception plan
handle this. to trick the secretary into accidentally
leaving her boss’ office vulnerable so
The run

The diversion is a setup maneuver that you can Interface with it. Or maybe
a team member performs as part of the you flashback to access a particular
plan. A successful setup maneuver can terminal, so some hack you coded
reduce the risks for teammates (possibly earlier can (hopefully) manifest at the
offsetting a bad engagement roll) or right time.
give increased effect. An unsuccessful
setup maneuver might cause trouble
for the second part of the plan—an easy
consequence is to give the engagement
roll -1d. If it makes sense, the team
member who performed the setup can
drift back into the main operation and
join the team later so they don’t have to
sit out and wait.

The diversion is its own plan, engagement,


and operation, whose outcome creates
the opportunity for a future plan. Use
this option when the first part of the plan
is required for the next part to happen
at all. For example, you might execute a
stealth plan to steal an artifact from the
Museum of Natural History, then later
use that artifact in a Supernatural plan to
change the background count of an area.
In this case, you go into downtime (and
payoff, heat, etc.) after the first part of the
plan, as normal.

Either approach is fine. It’s usually a


question of interest. Is the linked plan
idea interesting enough on its own to play
out moment by moment? Is it required
for the second plan to make sense? If so,
make it a separate operation. If not, just
use a setup maneuver.

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4

One of the best uses for a flashback is


FLASHBACKS when the engagement roll goes badly.
The rules don’t distinguish between After the GM describes the trouble
actions performed in the present moment you’re in, you can call for a flashback to
and those performed in the past. When an a special preparation you made, “just in
operation is underway, you can invoke a case” something like this happened. This

PlanninG & enGaGemenT


flashback to roll for an action in the past way, your “flashback planning” will be
that impacts your current situation. Maybe focused on the problems that do happen,
you convinced the agent in charge tonight not the problems that might happen. For
to cancel the local patrols, so you make a more on this, see Act Now, Plan Later in
Influence roll to see how that went. the Best Practices (Sheets PDF).

The GM sets an edge cost when you LIMITS OF FLASHBACKS


activate a flashback action.
A flashback isn’t time travel. It can’t
◆ 0 EDGE: An ordinary action for “undo” something that just occurred in
which you had easy opportunity. The the present moment. For instance, if a
Muscle Consorted with her friend to Legionnaire agent confronts you about a
agree to arrive at the bar ahead of time, recent string of thefts when you’re headed
to suddenly spring out as a surprise ally. into the Halfway Tree Lounge, you can’t
call for a flashback to assassinate the
◆ 1 EDGE: A complex action or unlikely agent the night before. He’s here now,
opportunity. The Trigger Finessed his questioning you—that’s established in
pistols into a hiding spot near the AR the fiction. You can call for a flashback
slot machines so he could retrieve them to show that you intentionally tipped
after the pat-down at the front door. off the agent so he would confront you
◆ 2 (or more) EDGE: An elaborate at this moment—so you could use that
action that involved special opportunity to impress the club owner
opportunities or contingencies. The with your masterful evasion of law
Hacker has already Studied the virtual enforcement.
interior of the construct and learned of
a malevolent sprite that lingers nearby
the paydata.

After the edge cost is paid, a flashback


action is handled just like any other
action. Sometimes it will entail an action
roll, because there’s some danger or
trouble involved. Sometimes a flashback
will entail a fortune roll, because we just
need to find out how well (or how much,
or how long, etc.). Sometimes a flashback
won’t call for a roll at all because you can
just spend the edge and it’s accomplished.

If a flashback involves a downtime


activity, pay 1 nuyen or 1 rep for it,
instead of edge.

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4

“Okay, for what?”


FLASHBACK EXAMPLES
“I want to have a flashback to earlier “I Consorted with my hacker friends
that night, where I sneak into the garage yesterday and they blabbed about this
and rewire their motors so they’ll delivery, so I rigged the vehicle with a
detonate and create a distraction for shutdown virus.”
our infiltration.”
“Oh man, that’s hilarious. But kind of
“Ha! Nice. Okay, that’s seems a bit nuts. I guess 2 edge for that?”
tricky, dealing with hyrdogen-based
engines and all... 1 edge.” “Sounds good. But let’s make that
The run

Consort roll and see if your hacker


“Should I roll Prowl to sneak in and friends made any demands of you or
do it?” complicated anything. Then we need
to find out how well this virus works.
Who was in charge of that?”
“Nah. Their garage security amounts
to a mechanic who is usually stoned “I did it. I’ll roll Interface to inject
or asleep anyway. You can easily avoid that just right. Hopefully..”
their notice.”

“So it just works?” GIVING UP ON A RUN


“Eh... not so fast. When you want the When you give up on a run, you go
distraction to hit, let’s make a fortune into downtime. Follow the phases for
roll to see how crazy the Hydrogen downtime presented in the next chapter.
Autobombs Maneuver gets. Three dice.” You’ll usually have zero payoff, since you
didn’t accomplish anything. You’ll still
-=- face heat and entanglements as usual.

“The engagement roll is... a 2. Looks Runners in the Shadows is not a game about
like a desperate situation for you! the steady, continuous development of the
Hmmm. Okay, so you’re inside the PCs. They can be traumatized, murdered,
gang’s compound at the docks, slipping or even caught and brainwashed. That’s
up through the shadows next to some on the line.
huge metal storage containers. But
then all the fluorescent ballasts in
the room flicker on. The big metal
warehouse door rolls open, and you
hear a heavy vehicle coming in through
the gate. Looks like they’re getting a
delivery right now, and a bunch of gang
members are out to receive it. They’re
about to be on top of you. What do you
do?”

“Hang on, I want to have a flashback.”

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THIS PAGE INTENTIONALLY LEFT BLANK
4

LEAD A GROUP ACTION


TEAMWORK When you lead a group action, you
When the team of PCs works together, coordinate multiple members of the team
the characters have access to four special to tackle a problem together. Describe
teamwork maneuvers. They’re listed how your character leads the team in a
at the bottom of the character playbook coordinated effort. Do you bark orders,
sheets to help remind the players of them. give subtle hand signals, or provide
The four maneuvers are: charismatic inspiration?

◆ Assist another PC who’s rolling an Each PC who’s involved makes an action


action. roll (using the same action) and the
The run

team counts the single best result


◆ Lead a group action. as the overall effort for everyone who
◆ Protect a teammate. rolled. However, the character leading
◆ Set up a character who will follow the group action marks 1 edge for each
through on your action. PC that rolled 1-3 as their best result.

This is how you do the “we all sneak


ASSIST into the building” scene. Everyone who
When you assist another player who’s wants to sneak in rolls their Prowl
rolling, describe what your character action, and the best result counts for
does to help. Spend 1 edge and give them the whole team. The leader marks
+1d to their roll. You might also suffer edge for everyone who does poorly. It’s
any consequences that occur because of tough covering for the stragglers.
the roll, depending on the circumstances.
Only one character may assist a given roll. The group action result covers
If you really want to help and someone else everyone who rolled If you don’t roll,
is already assisting, consider performing your character doesn’t get the effects of
a setup maneuver instead. the action.

A character may assist a group action, Your character doesn’t have to be


but only if they aren’t taking part in it especially skilled at the action at hand
directly. You decide which character in in order to lead a group action. This
the group action gets the bonus die. maneuver is about leadership, not
necessarily about ability. You can also
lead your crew’s cohorts with a group
action. Roll Command if you direct their
efforts, or roll the appropriate action
rating if you participate alongside them.
The cohort rolls its quality level.

154
4

PROTECT indirectly. Multiple follow-up actions may


take advantage of your setup (including
You step in to face a consequence that
someone leading a group action) as long
one of your teammates would otherwise
as it makes sense in the fiction.
face. You suffer it instead of them You
may roll to resist it or apply armor as Since a setup action can increase the
normal Describe how you intervene. effect of follow-up actions, it’s also useful
when the team is facing tough opposition
Skelter decides to punch Shark in the
that has advantages in quality, scale, and/
face to make an example out of him in
or potency. Even if the PCs are reduced
front of his gang. Jax sees it coming,
to zero effect due to disadvantages in a

TeamworK
though, and moves in to take the blow
situation, the setup action provides a
from Skelter’s vicious right hook. Jaime
bonus that allows for limited effect.
(Jax’s player) rolls Jax’s Body attribute
to resist, marking 2 edge and reducing The PCs are facing a heavily armored
the harm to a level 2 “Broken nose.” van that’s immune to their weapons.
Jaime then uses Jax’s Formidable Jax uses Wreck as a setup action to
special armor to reduce the harm even pry some of the armor loose with hr
further, down to level 1. Jax catches crowbar, giving follow up actions +1
Skelter’s fist in mid-swing, and the effect—going from zero to limited
force spins her sideways and twists effect.
her shoulder painfully, but Shark is
unscathed. DO WE HAVE TO USE TEAMWORK?
Teamwork maneuvers are options, not
SET UP requirements. Each character can still
When you perform a setup action, you perform solo actions as normal during
have an indirect effect on an obstacle. If an operation.
your action has its intended result, any
If your character can’t communicate or
member of the team who follows through
somehow coordinate with the rest of
on your maneuver gets +1 effect level
the team, you can’t use or benefit from
or fewer risks for their roll. You choose
any teamwork maneuvers: you can’t
the benefit, based on the nature of your
assist a teammate without spending the
setup action.
edge and being in position to do that.
This is how you do the “I’ll create a You can’t lead a group action without
distraction” scene. You roll Influence coordinating the team and risking your
to distract a bouncer with your charms, edge in the process. You can’t protect
then any teammate who follows a teammate without being in position
through with a Prowl action to sneak to take the consequence yourself. And
past him will enjoy a nice advantage. you can’t set up a teammate if they don’t
It’s less risky since you’re drawing the benefit from what you did.
bouncer’s attention.
If it’s ever unclear which maneuver
This is a good way to contribute to an applies, the GM is the final arbiter (as
operation when you don’t have a good usual, they always get the final say
rating in the action at hand. A clever whether a roll is required, and which
setup action lets you help the team type).

155
4

MEDSLED EXTRACTIONS
BASIC SERVICES & If a contractee to be extracted is found
dead, it is the sworn duty of the dispatched
BIOMONITORING extraction team to recover the body and
Once the crew has gained the MedSled deliver it to the authorities for IDN review
Contract upgrade, each PC is issued and handoff to the City Morgue. Contractors
a biomonitor—keyed to their specific might be Influenced into transporting a
genetic profile (and anonymized to keep corpse somewhere else and/or “looking the
their identity concealed). An injured other way”—for the right price.
The run

crew member’s biomonitor transmits


a panic signal whenever activated (or
one is automatically transmitted if the THE EXTRACTION TEAM
biomonitor detects their incapacitation). An extraction team is a team of medics
You can also set conditions (like “When with combat training who are contracted
I am impaired” or “At 1:30 a.m.”) that to rescue a member of your crew and
will automatically trigger a panic signal deliver them to a medical facility. To
according to specific instructions. contract an extraction team to remain on
standby for service to the crew members
You may call on your contracted services
during future runs, spend two upgrades.
to activate one of the following benefits
(free of charge): an extraction team to The extraction team has scale and
transport injured crew members to a quality equal to your current crew Tier.
medical facility—access to a licensed They increase in scale and quality when
physician for an entire downtime phase. your crew moves up in Tier.
Your benefits refresh after each run.
If your crew is Tier 0, the extraction
Use of a panic signal indicates consent
team is quality 0 and scale 0 (1 or 2
to pay any added costs for extraction—
people). When your crew is Tier II, your
you might have to pay for a canceled
extraction team is quality 2 and scale 2
panic signal you needed for a plan. The
(12 people).
signal may only be detected by those
near the transmitting biomonitor, and The extraction team is outfitted with
by the extraction team, whose comms gas masks and heavy armor to meet
are interfaced with the signals. A self- quarantine protocol and as protection
driving helicopter is dispatched with against injury during service. The
an extraction team aboard and flies to transport vehicle employs bulletproof
the district where the patient may be plating as protection against injury or
found, circling closer and closer to the damage during service. The GM might
biomonitor with each passing minute. make a fortune roll if these protective
It is the responsibility of the extraction measures are ever put to the test, to see
team to find and retrieve the injured how well they thwart injury or damage.
crew members, provide transport and
emergency treatment as needed, then
deliver a report of all added costs (see
right for details).

156
4

USING AN EXTRACTION TEAM ADDED COSTS


When an extraction team is deployed Additional services cost a number of
to extract a PC, roll their quality to see nuyen. You can spend additional upgrades
how it goes. The quality of any opposition on a contract to cover additional costs
relative to the cohort’s quality affects the upfront as well. The GM will tell you
risks and effect of the action. about any special requirements.

medsled exTracTions
When an extraction team performs ◆A simple, useful addition is included
actions for which its training applies, it with a silver contract (1 added upgrade)
uses its full quality rating. Otherwise, its or costs 1 nuyen. Pickup outside
quality is zero. the coverage area. Transport for an
unscheduled passenger or two. Drugs and
A PC may assist an extraction team in recovery time for the extraction team to
their efforts directly (granting them +1d), deal with harm.
however it costs 1 edge when you do so.
◆ A significant addition is included with a
An extraction team takes harm identically gold contract (2 added upgrades) or costs
to a cohort (up to four levels; see page 2 nuyen. A larger scale extraction team.
119 for details). The GM may make a Repairs to a severely damaged transport
fortune roll to judge the extraction team’s vehicle.
remaining courage after they’ve taken ◆ An illegal or extraordinary addition
harm. is included with a diamond contract (3
added upgrades) or costs 3 nuyen. Pickup
in a no-fly zone. Accompaniment by a team
THE MEDICAL STAFF
of wage mages. Replacement of a transport
Roll the quality of your contract (usually vehicle.
the crew’s current Tier) to see the outcome
of any emergency treatment you receive. At the end of a mission where added costs
are assessed, you are expected to pay
Any contract holder gets preferred access MedSled during the payoff. If you don’t
to medical treatment services from the pay, your status with MedSled will suffer
assigned doctor, who is available to the (see page 168 for details). In addition,
entire crew immediately following a run while you still owe MedSled, you are not
(each PC who wishes to take advantage guaranteed access to a timely extraction.
must spend a downtime activity, as usual,
for recovery).

157
4

around their sketch of the Talons’


EXAMPLE RUN safehouse and the street map.

Jax and her crew of runners are on a Now you’re making your way along the
run. They heard from their investigator alleys that run by the safehouse, pulling
contact, Shades, that the Talons had your rented car silently through the
recently come into possession of an darkened streets.”
experimental weapon from a top-secret
research facility, something called a “I have my nightvision goggles on,” Jaime
magbolt pistol. says. “Are there any other lights?”

Jax’s crew has -2 status with the Talons, “This is a pretty trashy part of Havendale,”
The run

which means they’re enemies. Stealing Amber says. “There’s barely any other
the weapon will hurt the Talons, loosen light at all. The walls on either side of a
their hold in the underworld, and put a nearby alley are coated in a multi-colored
valuable item in the crew’s possession, to stains, and the streets around the area
boot. Everyone agrees that this is the run are strewn with broken bottles and party
they want to pursue. favors from the nearby bar district doing
a street festival. There’s a stench of vomit
and piss.”
THE PLAN
“Ugh,” says Jaime.
Amber, the GM, asks the question that
kicks off every run in Runners in the
Shadows: “Okay, what’s the plan?” ENGAGEMENT ROLL
The players look at the list of plans on “Time for the engagement roll!” Amber
their character sheets and quickly choose says, a glint in her eye. “Let’s see what
one. “I vote for stealth,” says Rick. kind of situation you’re in when we start
the action at the entry point.”
“Yeah,” says Jaime, “Let’s keep this nice
and quiet. We already have enough heat “I have that page open in the book,” Rick
as it is.” The other players agree. The says. “We start with 1d for sheer luck.”
GM asks the group for the detail that
completes the plan: “What’s your entry “Well, that’s something,” says Cody.
point?”
“We’re probably gonna need more than
“Well,” says Jaime. “Shades has explored that to pull this off,” Jaime says.
around the Talons’ safehouse many times
before. He probably knows all about the “Yep, 1d to start,” Amber says. “Then you
rooftop-entrances. I think using the fire might get advantage or disadvantage
escape of a nearby building will be good. dice. What’s the first one?”
Plus, that’ll keep us out of sight from
“‘Is this operation particularly bold or
most witnesses on the street, so we might
daring?’” Rick reads aloud. “Hmmm. I
as well each take normal load if we want
think so! The Talons are like a particularly
to.” Everyone agrees.
dangerous bunch of gun-runners, right?
“Cool,” Amber says. “That’s the plan your People say you should turn and run
characters made, probably huddled

158
4

when you see them. It’s pretty bold of us But it definitely counts. Take another
to break in.” +1d.”

“Yeah,” Amber says. “That’s what I was “Nice, I’m not arguing with that,” Cody
thinking. You should get +1d for that.” says.
“Heh. Alright, so we have 2d to roll then,”
“Ex-cellent,” says Cody, tapping his
Jaime says. “I’ll go ahead and do it.” Jaime
fingers together conspiratorially.
rolls and gets a 4.
“Okay, then ‘Does the plan’s detail expose

examPle run
a vulnerability of the target or hit them EVADING THE SENTRY
where they’re weakest?’” Rick says.
“A 4.. okay, so it’s risky. That’s better
“Oh, no, I know where this is going,” than desperate. Well, that’s pretty easy
Jaime says. to describe. I know what’s risky about
breaking into the Talons’ headquarters,”
“It’s definitely not where they’re weak,” Amber says with a smirk. “So, you park
Amber says. “In fact, their safehouse the vehicle under a ramshackle lean-to
is where they’re strongest, and they in a bend in the alleyway, then approach
have special preparations. So you get a using a fire escape on a neighboring
disadvantage for that. -1d.” building. You advance until you’re
directly across from the second floor
“Ah ha,” says Rick. “What about this,
balcony of their safehouse, with the
though? ‘Can any of your friends or
narrow alleyway beneath you. Cody, I’m
contacts provide aid or insight for this
picturing your character Shark crouching
operation?’ We already know that one!
on the rooftop there, peering at the
Shades scoped out this run in the first
tinted rooftop windows of the safehouse
place.”
beyond.”
“Oh that’s true,” Jaime says. “Can we say “Yeah,” says Cody. “I’m definitely on point
that Shades gave us some hot tips since here.”
he knows the place well? Maybe stuff like
‘Don’t try any of the ground level doors.’ “Riggers first when it comes to B&E type
that helped our planning?” stuff, that’s what I always say. Besides,
I think I should stay in back since I’m a
“Yeah, totally,” says Amber. “Take +1d for techno,” Rick says.
Shades’ insight.”
“I assume you’re being super sneaky
“Okay,” says Rick. “Are there any other and everything, yeah? You want to leap
elements we want to consider? We’re a across the gap and silently break into the
lower Tier than them, so that’s a thing. safehouse,” Amber says.
-1d. Anything going on that would be an
“Yep,” Cody says. “But I’m more of a
advantage or disadvantage?”
combat rigger. So I will have my pistols
“Actually,” Amber says. “Yes. There’s... ready. Just in case.”
well, there’s something going on that “Okay,” Amber says. “You’re about to
makes things a bit tougher on the Talons. make your move across when suddenly
Your characters don’t know about this! you hear a a faint whirring noise, and the
surface of the wet street below flickers

159
4

with the faint lens flare of a nightvision “I have zero,” says Jaime. “Oh well! Not
sensor.” my problem.” She grins.
“I knew it,” Rick says. “Okay, it’s a group action, using Prowl,”
Amber says. “Aside from the danger of
“Through a band of fog near the
the drone, the actual maneuver to leap
water, you see a tiny scanning light
across and get though the window is
outline nearby trash floating the
totally doable. So the risk is not so much
water, illuminating the rough shape of
you don’t do it, but that badness happens
something robotic.” Amber says.
along the way. Want to push yourself or
“Well, crap,” says Jaime. entertain a Dragon’s Deal?”
The run

“Relax. It’s just a security drone or “Nah, I think we’re good. Let’s roll ‘em,”
whatever,” Jaime grins. “Some kind of Cody says. “I got a 4.”
sentry placed here under the employ of
the po-po, probably. We can get around “I got a 3,” Rick says. They look at Jaime
it.” hopefully.
“I have a big gun and plenty of specialty “I rolled a 6!” Jaime says. “And a 2. I have
bullets,” Cody says. “And a big bomb.” to take the lowest because I basically suck
at this. Bleeeah.”
Rick and Jaime look at Cody for a long
moment. “And I have to lose two edge from you
“But those are both loud, so I won’t do pains in my arse,” Cody says. “Yeesh.
that.” Cody says. Maybe I should have taken that Deal
after all.”
“Do we have to confront this drone?”
Rick asks. “Like, deal with its alerts by “Well, you do it: highest was a 4.” Amber
resisting and all that?” says. “And the first complication will be
a tick on the good ol’ ‘Alert’ clock ” She
“Not yet,” Amber says. “It’s just a distant puts a 4-track out on the table and ticks it
sensor right now, coasting in a random once. “The three of you leap over, ready
patrol pattern around the safehouse. to assess and spring the maglock on the
It hasn’t fully arrived or been alerted. balcony window... but it’s unlocked. It
If your engagement roll had been 1-3, I swings opens as you get near and you
probably would have put you in that spot. hear the flying drone approaching, so
But that’s definitely a risk here. What do we see you go through the office blinds
you do?” and into the darkness beyond. You hear
“I’m going to lead a group action,” Cody the servos of a drone spin up inside
says. “Let’s Prowl across, and through the the building as well, as if it detected
window, and leave this drone behind.” something; perhaps a blip in cyberspace
from those windows. Again, that’s the
“Sounds good,” says Rick. “I have 2 in first complication—which you can resist
Prowl.” with Intuition if you wish..”
“I also have 2,” Cody says. “I’m a pretty “Oh no: ‘first complication’? There’s
athletic Rigger.” another one, too?” Cody says.

160
4

not hot-sim—so I don’t die or anything,”


THE GUARDIAN Cody says.
WITHIN “Okay, still seems desperate to me,”
“Well, it is the Talons’ fortified safehouse, Amber says.
an HQ of sorts,” Amber says. “As your
eyes adjust to the darkness, you can see “Desperate? It’s just a normal drone,
that you’re in an office, with rows of dusty right?” Cody says.
shelves along the walls, some chairs, a
sofa, and a podium with an inactive holo- “Yeah, but it’s a guardian drone serving

examPle run
projector on the floor. Then you hear the the Talons, controlled in VR by a skilled
window close behind you on its own, and rigger. It’s not a consumer drone just
the maglock clicks audibly as it secures. hanging out. I don’t think you can quite
It’s quiet in here. Too quiet.” do it in one action either; you’ll need a
critical, or someone will need to follow
“A booby-trapped safehouse. Of course it up to finish that action,” Amber says.
is!” Rick says.
“Wow, raw deal, but I get what you’re
“The first few sounds of a warning come saying. I guess I would want it to be hard
from the seemingly vacant hallway for someone to take control of one of my
outside as a softly glowing bluish light drones while I am jumped in—when I
comes to life outside of view. Do you hear finish building mine.” Cody says. “Eh, I’m
the groan of metal on metal? The spinning gonna do it anyway! I want that karma
of electric motors? It would seem you have for the desperate roll.”
remotely-operated company nearby...”
“Okay then. Do you want a Dragon’s Deal,
“Well crap—that’s not good,” Rick says. or will you push yourself?” Amber asks.
“Let’s get going and grab what we came
for before more we’re boxed in here.” “Let’s hear the Deal,” Cody says.

“Hmmm,” says Jaime. “We don’t know “Oh, I feel like there are so many options
exactly where the weapon is in this here,” Amber says, chuckling evilly. “I
place... Shades just said it was in here mean, the first thing that I think of is
somewhere.” you’re okay with some heat. But how
about THIS: that you betray a teammate,
Cody speaks up, “Maybe I should get my so they take harm to give you more time
‘deck out to hack this second drone here to pull off the hack.”
to tell us where it is. Save us the trouble
of searching every room. Turn their Cody considers the idea and starts
machines against them!” smiling.

“I like this plan,” Jaime says. “Oh, that’s rich,” Jaime says. “You going
to stab one of us in the back already?
“As long as you don’t roll snake eyes like Figures as much..”
before,” Rick says.
“Should I? Ok, no no! Not yet anyways..”
“Doubt that. I’m gonna Interface Cody looks at his watch before Jaime
with the machine wirelessly and take slaps his arm in mock protest.
authentication over it. I’ll be in VR, but

161
4

Amber continues: “Well then perhaps The 1-3 Result


we go with something more meta,
like it’s your old mentor Chopper who “Argh, I got a 3! On four dice. Such bad
programmed that drone, and he left a luck,” Cody says.
little backdoor for you—but it’s going to
cost you a standard cut of 1 nuyen.” “The drone is about the size of a person—
and it’s pumping its metal limbs wildly in
Cody excitedly blurts, “Oh, I like where a dizzying flurry as it enters the room,”
that is going! It’s totally more personal if Amber says.
I take that one. Maybe we’ve been rigger
buddies for a long time, and this is one of “It’s got an exploit all right, but it’s
currently mid-rampage and your attempt
The run

our side hustles?”


is blocked by its lengthy subroutine and
“I think that sounds reasonable, and network protections. The drone spins
really fun to explore later too. So how around, angular metal panels unhinging
about it?” asks Amber. and whirling dangerously, visual sensors
emitting a crimson light. A mounted
After a brief pause, Cody agrees, “Yea, I machine gun extends from the elbow
will totally take that Deal and that tasty hinge, and a hail of bullets fly through
+1d. Can anyone assist me?” the set of lights in mid-air (which are
destroyed), and into Jax and Shark.
“Actually, yeah,” Jaime says. “And no, not
You both take level 2 harm: ‘Gunshot
with loud-ass guns or bombs either. I’m a
wounds ’ I’m also gonna put three
sharp-eyed Trigger, yeah? Can I say that
ticks on the ‘Alert’ clock as a ‘serious
I brought a set of lights—something I can
complication ’ That fills it up. So much
use to distract the thing long enough to
for sneaking! From behind you, the
buy Shark some time? Maybe I activate
window’s maglock clicks again and the
those real quick to help out.”
drone from the hallway lurches into the
“Yeah, that’s good,” Amber says. room, electrical sparks arcing from its
“But if you’re helping out like that, shock attachment. You hear the wailing
you’re involved in this roll now. The of a klaxon from out in the hallway. By the
consequences apply to you, too. The way, Rick, now would be the time when
obvious risks are mainly that this drone you have to deal with being cornered by
is going to go haywire on you two before this drone. What do you do?”
Shark can take authentication.”

“Okay,” Cody says.

“Alright, so that gives me 4d for the


Interface roll Desperate action And I
need a critical to do it, or else I’ll have to
keep working. Here we go. I hunch down,
comm in hand, and hop into VR as soon
as the lights are out. “Okay,let’s hope this
works..” Jaime says. She rolls the dice.

Let’s look at three possible outcomes of


this roll: 1-3, 4/5, and a critical.

162
4

The 4/5 Result The Critical Result


“Got a 5! So close yet again,” Cody says. “Two sixes! Take that,” Cody says.
“The drone fires at the string of lights, and
turns to scan the room for intruders. It “Wow, nice,” Amber says. “You do it and
turns in your direction, its sensors flitting avoid consequences and get an additional
around the scene. It hesitates briefly due benefit. Let’s see... alright, first, the drone
to your authentication request—which pauses outside the room and you direct it
is refused. It would seem the provided to scan elsewhere.
exploit was thwarted during a software

examPle run
rebuild earlier that day.” The soft glow of the drone’s sensors shines
in the room briefly then fades away. I was
“Oh, right. We established this, like way going to say that normally you couldn’t
back in the first session. The Talons are much more done with this roll because of
hugely suspicious of any free agents in the silent monitoring thing...”
their employ, and silently monitor most
of their devices for tampering. I forgot all “Oh yeah, right...” Cody says. “I’m gonna
about that,” Cody says. go virtual and get my warez loaded up.
Will that increase my effect here?”
“Yep! That’s the limited effect here,”
Amber says. “Chopper couldn’t give “Yeah, definitely. Also, with the critical,
you exactly what you wanted, but it let’s say that the pro exploit boosts your
hasn’t maimed you yet either. And he effect, too. So you end up with great effect!
can probably get you the location of the You get a look at its patrol path, and can
magbolt pistol amid the chaos of the pinpoint the icon of the magbolt pistol
fight.” is in one of the Talons’ basement rooms,
just below you. You know to go down
“Nice,” Cody says. “So we’re good, then?” the stairs at the end of the hallway, and
turn right at the fork before descending
“Hang on a minute, pal,” Amber says. “It again. Your crit means you also notice
was a partial success. I have a consequence that you’ve detected a networked device
to inflict here. And it was desperate, too... is there as well, with some kind of alarm
hmmm, okay, let’s get rough. I’m gonna or trap set on a touch trigger.”
put three ticks on the ‘Alert’ clock as a
‘serious complication ’ That fills it up. “Good to know,” Rick replies.
So much for sneaking! From behind you,
the window’s maglock clicks again and “I want it. Can I keep it?,” Cody suggests.
the drone from the hallway lurches into
“Maybe we can come back for the drone
the room, electrical sparks arcing from its
on our way out,” Jaime says. “Let’s enjoy
shock attachment. You hear the wailing of
this success and get on down to the
a klaxon from out in the hallway. By the
basement and grab that thing while we
way, Rick, now would be the time when
have the chance.”
you have to deal with being cornered by
this drone. What do you do?” For the purpose of this example, let’s
imagine that the critical success result
happened and carry on from there.

163
4

SNEAKING SEIZING THE


DOWNSTAIRS MAGBOLT PISTOL
“You’re going to sneak downstairs now? “We peek in,” Rick says.
More Prowling, I presume?” Amber asks. “It’s a vacant cooler, turned off,” Amber
says. “Within it is a seemingly innocuous
“Yes,” Jaime says. “And I am angling for desk with a metal case on top, outfitted
another group action, I think, unless you with an array of visual sensors pointed at
want me to take my chances with zero the door. The usual stuff.
dice on my own.”
“The magpistol case is sitting there in
The run

“Let’s all sneak in as a group. I’ll lead the middle of the room: concealing a
this time, since I’ve still got a full track of C-shaped device that looks so new it’s still
edge,” Rick says. got a bit of machining dust on its surface.
The handle is connected to a sensor array
Everyone rolls a Prowl action, and the best that is wired to a battery, some sort of
result is a 4. Amber advances the “Alert” electrified wire set to shock someone
clock by two ticks since they’re deep inside who grabs it without disabling it first.
the safehouse and there are more hidden Electrified pulses are set off in waves,
sensors along the way. But Rick wants to producing the low tuning fork noise you
resist that consequence. The GM, Amber, heard. Arranged around the weapon case
says he must roll his Intuition due to it are the Talons—or four of them anyway—
being a result of surprise—which he does, their faces lit by a holoprojection, and
and gets a 4. Rick loses 2 edge (marking as usual they are dressed in armored
his character’s edge boxes to reflect this) business suits. One of them is gesturing
and the consequence is avoided. to the case; they seem frozen in time,
unblinking, possibly engaged in some
“You slink downstairs in the darkness— sort of wireless interaction.
the safehouse has no lights on anywhere, “The other three stand around the desk.
that’s a bit odd, yeah?—but anyway, you They’re clearly working on a buyer,
find the hallway leads to a steel walk-in apparently attempting to boost the price
cooler door and it’s not locked. You hear a in whatever deal they think they’re about
low humming sound coming from within, to close. They’re concentrated fully on
like a very low-pitched tuning fork. What their task and don’t react when you peek
do you do?” inside.”
“Well, that explains that mysterious
bonus die for the engagement roll. Looks
like they’re busy,” Cody says.
“Maybe we should come back when
they’re not indisposed,” Rick says.
“Wouldn’t want to be rude.” He smirks
widely and the others chuckle in response.
“I have an idea,” Cody says.
Jaime and Rick give him a look. “Do you
want to blow them up or shoot them?”
Rick asks.

164
4

“Shoot it,” Cody says. “But it’s a solid idea. I “Oh, that’s mean,” Cody says. “I like it! It’s a
swear! How about: I pelt the area with flare deal. Now I have 3d.”
rounds—interrupting their little business
meeting—then Shark redirects... whatever “I’m also assisting you,” Jaime says. “I start to
else is protecting the case right now.. at the rush in to blow back the energy in the room
Talons so it lays them out.” in order to slow the sensor’s response time a
bit. I spend another edge and you get +1d.”
“I actually like this idea,” Jaime says.
“Okay, four dice it is.” Cody rolls and gets a 6!
Rick shakes his head. “Wow, okay, I can get “Boom! Nailed it.” There’s a collective cheer
as they realize they’ve done it.

examPle run
on board with this madness. I guess it’s up to
me to grab the case, then. Without touching
it, because it’ll probably hurt me to do that. “Ha, it actually works,” Amber says. “The
Ah, I got it: I’ll say that Totes happens to have case emits a shower of flaming sparks as the
his fine filtering hood with him. It’s kinda flare rounds hit, and it goes spinning across
resistant to electrical signals... I can catch the the room—we watch in slow motion as Jax
case in that and wrap it up without touching Finesses to divert the electrical shock and
it directly.” Totes runs to catch it.”

“Okay, yeah, let’s do this. I actually have an Jaime rolls another desperate action, this time
escape idea, too,” Jaime says. “But first, I’ll to Finesse, but pushing herself for 2 edge to
take my shot as a setup maneuver for Shark. get +1 effect, and she rolls a 5. Rick rolls Prowl
Boosted effect or fewer risks?” for Totes’ athletic run and leap to catch the
artifact, and he gets a 6.
“Let me suggest boosted effect,” Amber says.
“I think you’ll have zero effect on this crazy “Okay, Jaime, your character Jax does it,
electrified case situation otherwise.” hurling the residual electrical energy at the
Talons.
“Okay, boosted effect for Jax’s action,” Cody
says. “How crazy is it to try shooting the You would have had zero effect, but Cody’s
magbolt pistol into our waiting arms?” setup boosted you to limited, then you pushed
yourself for standard effect. I’ll say that this
“Desperate as can be,” Amber says. “Plus, blasts them all around the room. One crashes
I’m going to fill the ‘Alert’ clock since you’re forward into their desk, knocking over the
making so much noise with the gun. This display, a chair goes sideways and hits the
would be zero effect, normally, but your flare wall, etc. You also suffer a consequence,
ammo will give you limited.” though. It’s desperate, so let’s call it level 3
harm: “Broken Ribs ” You also get thrown
“Beast.” Cody declares. across the room by the blast and you feel
your ribs crack when you hit a desk. Hard.”
“Okay, I’m Stalking for the shot here,
obviously... I have 2d.” “Ow,” Jaime says. “I’m already at 5 edge. I’m
not resisting that.” She writes the harm on her
“I have a Dragon’s Deal for you,” Amber says. character sheet.
“When you open your belt pouch to load the
special ammo, you realize something is weird “And Totes expertly catches the pistol in
with the flare ammunition. The energy has the filtering hood, being very careful not to
been draining due to the equipment nearby, touch it directly. Oh, you’re soooo lucky that
so you only have enough for this salvo of you got a 6,” Amber says.
shots and then you’re totally out. You’ll have
to acquire the asset again to have more.” “I know!” Rick says. “I was worried. Now
what about this escape plan, Cody?”

165
4

been watching his comm’s time readout


THE GETAWAY during this run, to time everything
“I want a flashback to the night before,” perfectly. As Totes catches the case, he
Cody says. “Shark staked out the alleys rushes forward, grabs her and Jax by
and Surveyed to know exactly how to the arms and rushes for the nearest exit.
spring the lock mechanisms in the doors They depart, locking the Talons inside
used in this building and when the bus the basement... sprinting for the bus stop,
schedules run.” and arriving at the exact last moment to
make a sweet escape. The End.”
“Okay,” Amber says. “Call it a 2 edge
flashback, to get the timings down exactly “Wow, nice one,” Amber says. “Jax will
The run

right. No need to roll for the Survey or have to push herself to be able to take
Engineering you did.” action like this with those broken ribs,
so that’s 2 more edge for you, but if you
“Okay, so, Shark knows precisely when to spend it you’re gone too, and we can call
lock the Talon’s safehouse down, and he’s that a clean getaway!”

QUESTIONS TO CONSIDER
‹ How would a different engagement roll result change the run? On a 1-3,
Amber mentioned that she would have confronted them with the flying drone
right away. Does that seem right for an opening desperate action? What if they
had gotten a 6 or a critical? How would you handle it?

‹ When Shark Interfaced to hack the drone, on the 1-3 and 4/5 results,
how would things have gone if the PCs had resisted the consequences? Do you
think the consequences were appropriate, given how tight the Talon’s safehouse
security is supposed to be? How would you increase or decrease the severity of
consequences in a situation like this if the opponent was different?

‹ Shark used his fine exploitation software after the roll, to increase the effect
of her result. Would you let a player do this, or do you think they should have to
declare their items before they roll?

‹ The critical result on the Interface roll really made things a lot simpler,
didn’t it? The crew could have been stuck battling security drones in the first
room of the safehouse, but instead they just slipped on through to the location of
the magbolt pistol, making the run a lot faster to complete. What do you think of
short-and-sweet missions like this?

‹ What did you think of Cody’s “shoot things and give ‘em the slip” maneuver
at the end? Is that the kind of pink mohawk tone that you want to promote
when you play the game, or would you like something more gritty and closer to
real-life? Do you think 2 edge is a fair cost for that flashback? Should he have
rolled Survey to see how good his information was, or was it okay to gloss over
that bit?

166
CHAPTER 5

DOWNTIME
After the crew finishes a run (succeed Downtime is divided into five parts,
or fail), they take time to pay their bills, which are resolved in order:
recover, regroup, and prepare for the
next operation. This phase of the game is (1) Payoff. The crew receives their
called downtime. rewards from a successfully completed
run.
Downtime fulfills two purposes in the Heat. The crew accumulates
(2)
game: suspicion and attention from the law and
the powers-that-be in the city as a result
◆ First, it’s a break for the players. During of their last run.
the action of the run, the PCs are always
under threat, charging from obstacle (3) Entanglements. The crew faces
to obstacle in a high-energy sequence. trouble from the rival factions, the law,
Downtime gives them a reprieve so they and the haunted city itself.
can catch their breath and relax a bit— (4) Downtime Activities. The PCs
focus on lower-energy, quieter elements indulge their vices to regain spent edge,
of the game, as well as explore personal work on long-term projects, recover from
aspects of their characters. injuries, etc.
◆ Second, the shift into a new phase of the (5) After the downtime activities are
game signals a shift in which mechanics resolved, the game returns to free play,
are needed. There are special rules that and the group can move toward their
are only used during the downtime next run.
phase, so they’re kept “out of the way”
during the other parts of play. When
we shift into downtime, we take out a
different toolbox and resolve downtime
on its own terms, then shift back into the
more action-focused phases of the game
afterwards.

167
5

Most runs involve a fixer who expects to


PAYOFF be paid a cut. Some districts have crime
bosses that expect smaller crews to owe
After a run, the PCs take stock of their them a favor or pay a tithe. Ask the GM
income from the operation. A successful if there’s someone that you should be
run generates both rep and nuyen. paying. Subtract nuyen equal to your
crew Tier +1 when you pay a cut to a
The crew earns 2 rep per run by default.
fixer, larger organization, crime boss, etc.
If the target of the run is higher Tier than
If you’re supposed to be paying someone
you, take +1 rep per Tier higher. If the
off, but you don’t, start a clock for their
target of the run is lower Tier, you get
downTime

patience running out. Tick it whenever


-1 rep per Tier lower (minimum zero).
you don’t pay. Every time it fills up, lose
If the target of the run is one of the Big
1 faction status (if they were a faction) or
Seven, you get +2 rep.
relationship level with them (making a
If your crew is Tier I and you pull off a friend not so “close” anymore, turning a
successful run against a Tier III target, friend into a “rival,” or losing them as a
you earn 4 rep (2 rep, +2 rep for a target contact).
two tiers above you). If your crew is Payoff occurs through a similar protocol
Tier III and you complete a run against to the initial meet, however the runners
a Tier I target, you earn 0 rep (2 rep, -2 tend to be wanted following an operation
rep for the lower Tier target). so it’s usually just an impersonal handoff
in a remote location. The players and
If you keep the operation completely GM should work together to act out any
quiet so no one knows about it (not even payoffs of interest—otherwise, just gloss
your fixer), you earn zero rep. Mark the over it and move on.
rep on the rep tracker on the crew sheet.
GMs: When it comes to getting paid,
The crew earns nuyen based on the don’t mess around. Granted, betrayals
negotiation (determined by nature of the are a mainstay in criminal fiction, so
operation), and/or any loot they seized: they can happen—but in Runners, the
◆2 nuyen: A milk run; a few full PCs have enough problems without
credsticks. you throwing the players a random
backstab of your own. When it comes
◆4 nuyen: A standard run; a small to getting paid, just give them what
datavault or minor paydata. they earned unless you have their buy-
◆6 nuyen: A big run; decent loot or in for something else.
paydata.
◆ 8 nuyen: A major run; serious haul or If there was a deception underway
major paydata. they didn’t resist, hold them to it and
enforce the consequences of it as usual.
◆ 10+ nuyen: An insane run; impressive However, don’t lead them to think
haul or top secret paydata. the client told the truth before, and
suddenly reveal a deception after it’s
Record the nuyen on the crew sheet, or
too late—and don’t excuse it by saying
divvy it up among the crew members as
it was “off-camera.” It’s more fun if
you see fit.
we’re all honest to one another about
the presence of any “hidden” fiction in
play.

168
5

HEAT
Kingston is a coastal cityscape full
of prying eyes, hidden cameras, and
conniving informants. Anything you do
might be witnessed, and there’s always
evidence left behind. To reflect this, your
crew acquires heat as they commit crimes.
After a run or conflict with an opponent,
your crew takes heat according to the
nature of the operation:

heaT
◆ 0 heat: Smooth & quiet; low exposure.
◆ 2 heat: Contained; standard exposure.
◆ 4 heat: Loud & chaotic; high exposure.
◆ 6 heat: Wild; devastating exposure.
Add +1 heat for a high-profile or well-
connected target. Add +1 heat if the
situation targeted a hostile faction. Add
+1 heat if another faction has marked the
crew. Add +2 heat if killing was involved
(whether the crew did the killing or not).

You mark heat levels on the heat tracker


on the crew sheet.

When your heat level reaches 9, you gain


a wanted level and clear your heat (any
excess heat “rolls over,” so if your heat
was 7 and you took 4 heat, you’d reset
with 2 heat marked).

The higher your wanted level, the more


serious the response when authorities
take action against you (they’ll send a
force of higher quality and scale). Also,
your wanted level contributes to the
severity of the entanglements that your
crew faces after a run. See page 171 for
details.

169
5

Reconditioning by the officially-


RECONDITIONING sanctioned justice system signifies
The only way to reduce your crew’s the end of your story: your IDN gains
wanted level is through reconditioning. criminal status, your illegal implants
When someone—one of your crew are removed, and your relationships and
members, friends, contacts, or even a finances suffer. A PC who is remanded
framed enemy—is detained for crimes to the custody of the justice system
associated with your crew, your wanted suffers trauma such that their track is
level is reduced by 1 and you clear your completely filled and their character is
heat. retired forever. See Edge & Trauma on
downTime

page 21 for details. Being put to death


Reconditioning may result from is likely only when the accounting for all
investigation or detainment by a faction of your known crimes is done.
(such as Mexitech corpsec agents, the
Cuban Mafia’s enforcement squad, or Being reconditioned elsewhere isn’t
even a street gang of rowdy thug types)— much better (but is far more common).
or because someone turns themselves The description of what happens
in to that faction and takes the fall for depends on the authorities that did it.
the crew’s crimes. The severity of what The privately-run corporate legal system
happens depends on your wanted level: might brainwash you. A syndicate might
brutalize or terrify you. The fringes of
◆ Wanted Level 4: Remanded to the custody society might indoctrinate you or perform
of the justice system and retired. strange rituals. These experiences
◆ Wanted Level 3: A year or two. will test your sanity and your crew’s
◆ Wanted Level 2: Several months. solidarity is your only real defense while
inside. Roll your crew Tier when you are
◆ Wanted Level 1: A month or two. reconditioned.
◆ Wanted Level 0: A few weeks. Or, the
authorities beat or starve you nearly to
death to send a message (suffer level 3 harm,
no resistance roll allowed—they keep going
until you’re hurt severely).

RECONDITIONING ROLL
critical: You resist your captors, but impress them.
1d for each crew Tier level. You gain +3 rep for your crew and +1 faction status
with the faction that reconditioned you.

6: You hold your own, gaining a modicum of respect


from your captors. Your crew gains +1 faction status
with the faction that reconditioned you.

4/5: You pay the price, but gain little more than an
enemy. Your crew takes -1 faction status with the
faction that reconditioned you, or you gain a new rival
of the GM’s design.

1-3: You survived, technically—but it was horrific. You


suffer a level of trauma from the experience.

170
5

Entanglements manifest fully before the


ENTANGLEMENTS PCs have a chance to avoid them. When
an entanglement comes into play, describe
Your crew of runners didn’t just spring the situation after the entanglement has
into existence tonight. You have a complex manifested. The PCs deal with it from that
history of favors, commitments, debts, and point—they can’t intercept it and defuse
promises that got you where you are today. it before it happens. The purpose of the
To reflect this, after each run, you roll dice mechanic is to abstract a lot of the complex
to find out which entanglement comes stuff happening in the backgrounds of the

enTanGlemenTs
calling. An entanglement might be a rival characters’ lives in order to generate trouble
crew looking to throw their weight around for them. Entanglements are the cost of doing
(and demanding some nuyen), a corporate business in the underworld—a good crew
enforcer making a case against your crew learns to roll with the punches and pick their
(but ready for a bribe), or even the attention battles.
of a rabid barghest.
Entanglements can also arise directly from
After payoff and heat are determined, the events in play. If the Muscle gets arrested,
GM generates an entanglement for the crew for example, then the GM might follow the
using the lists below. Find the column that directions in the Detainment entanglement.
matches the crew’s current heat level. Then
roll a number of dice equal to their wanted The entanglements are detailed on the
level, and use the result of the roll to select following pages. Each has a list of potential
which sort of entanglement manifests. If ways for the PCs to be rid of it. If you want the
wanted level is zero, roll two dice and keep entanglements to be a momentary problem
the lowest result. for the crew, stick to the suggested methods
to resolve them, and move on to the next
Bring the entanglement into play part of downtime. If you want to dive in and
immediately, or hold off until an appropriate explore the entanglement in detail, set the
moment. Some groups like to roll scene and play out the event in full, following
entanglements “in the open” so everyone the actions and consequences where they
knows what’s about to hit them. Other lead.
groups prefer the roll to be secret, so the
entanglement is a surprise when it happens. Several entanglements mention “authorities”
Either way is fine. For example, if you get the in their description. Note that this can refer
Interrogation entanglement, you might wait to security officers serving as local police, but
until a PC indulges their vice, then say the also corporate security, gang enforcers, and
Legionnaires picked them up when they were even agents. The headquartered upgrade
distracted by its pleasures. offers additional options for dealing with
entanglements involving authorities.

heat 0-3 heat 4/5 heat 6+


1-3 Crew Trouble or 1-3 Crew Trouble or 1-3 Flipped or
The Usual Questioning Interrogation
Suspects
4/5 Rivals or 4/5 Reprisals or 4/5 Draconic Notice
Supernatural Supernatural or
Badness Badness Show of Force
6 Called Favor 6 Show of Force 6 Detainment

171
5

CALLED FAVOR FLIPPED


Someone owed a cut or favor demands it One of your contacts (perhaps a fixer),
be repaid. Repay them in full, or forfeit patrons, clients, or a group of your
rep equal to your Tier. If you don’t owe customers to switch allegiances due to
anyone, a +3 status faction asks you for the heat on you. They’re loyal to another
a favor instead. Agree to do it or forfeit faction now.
1 rep per Tier of the faction. If you don’t
owe any favors or have a +3 faction status,
you avoid entanglement right now.
INTERROGATION
Authorities round up one of the PCs to
downTime

question them about the crew’s crimes.


CREW TROUBLE How did they manage to corner you?
One of your cohort teams (or other Either pay them off with 3 nuyen, or they
cohorts) causes trouble due to their beat you up (level 2 harm) and you tell
flaw(s). You can lose face (forfeit rep equal them something that can bring added
to your Tier +1), make an example of one trouble (+3 heat). You can resist each of
of the crew members, or face reprisals those consequences separately.
from the wronged party.
Most players really hate it when their
character gets cornered! Explain that
DRACONIC NOTICE it’s completely normal for a runner
A dragon approaches the crew with a to get hemmed up by “the Man.” You
dark offer. Accept their bargain, hide spend time in and out of situations like
until it loses interest (forfeit 3 rep), or this, getting questioned and harassed
deal with it another way. by those who abuse their power. It’s
not the end of the world. But now that
you’re forced to decide, what kind of
DETAINMENT person are you? Do you talk? Do you
stand up to them? Do you make a deal?
Authorities have been contracted against
you. They send a detail to bring you in (a
team at least equal in scale to your wanted QUESTIONING
level). Pay them off with nuyen equal to Authorities grab an NPC member of your
your wanted level +3, hand someone over crew or one of the crew’s contacts, to
for detainment (this clears your heat), or question them about your crimes. Who
try to evade capture. do they think is most vulnerable? Make a
fortune roll to see how much they talk
A corporate security agent sends an
(1-3: +2 heat, 4/5: +1 heat), or pay the
encrypted message through a discreet
authorities off with 2 nuyen.
server. It shows you a live video feed of
a team of about twenty security officers Roll 2d for a normal person to see
en route to detain you. The message how well they keep quiet. If they’re
then prompts your fixer: “Pay to make an experienced underworld type or
this go away—or take your chances? some kind of tough, give them 3d or 4d
It’s up to you.” instead. If they’re soft or if they have
some loyalty to these authorities, give
them 1d or 0d.

172
5

REPRISALS
An enemy faction makes a move against
you (or a friend, contact, or vice purveyor).
Pay them (1 rep and 1 nuyen) per Tier of
the enemy as an apology, allow them to
mess with you or yours, or fight back and
show them who’s boss.

enTanGlemenTs
RIVALS
A neutral faction throws their weight
around. They threaten you, a friend, a
contact, or one of your vice purveyors.
Forfeit (1 rep or 1 nuyen) per Tier of the
rival, or stand up to them and lose 1
status with them.

SHOW OF FORCE
A faction with whom you have a negative
status makes a play against your holdings.
Give them 1 claim or become marked
(drop to -3 status). If you have no claims,
lose 1 hold instead.

SUPERNATURAL BADNESS
An emergent or astral entity is drawn
to you—perhaps it’s a past victim, pixie,
or a hungry technocritter? Acquire the
services of a Mage, Techno, or another
suitable expert to attempt to destroy or
banish it, or deal with it yourself.

They can hire an NPC by using the


acquire asset downtime activity. Roll
the NPC’s quality level as a fortune roll
to see how well they deal with the entity.

THE USUAL SUSPECTS


Authorities grab someone in the periphery
of your crew. One player volunteers a
friend or vice purveyor as the person
most likely to be taken. Make a fortune
roll to find out if they resist questioning
(1-3: +2 heat, 4/5: level 2 harm), or pay
them off with 1 nuyen.

173
5

kind of purchase Acquire Asset


DOWNTIME would be out of Recover
the question—
Long-Term Project
ACTIVITIES however, the GM
agrees the crew’s Reduce Heat
Between runs, your crew spends time weapons dealer Train
at their liberty, attending to personal contact might Indulge Vice
needs and side projects. These are called be Influenced
downtime activities (see the list at right). into becoming
During a downtime phase, each PC has his source, allowing him to acquire it as
time for two downtime activities. When
downTime

an asset. If the action fails though, it will


the crew is marked by a faction, each PC complicate future interactions and bring
has time for only one. Note: There are added heat—possibly even preventing its
technically two other downtime activities acquisition at this time.
as well, but some groups never use them:
Crafting (also covers item modifications) For any downtime activity, take +1d to
and Surgery. See page 254 and page the roll if a friend or contact helps you
262 for details, respectively. (compensation and/or an action might
be required). After the roll, you may
You may choose the same activity more spend nuyen to improve the result level.
than once. You can only attempt actions Increase the result level by one for each
that you’re in a position to accomplish. nuyen spent So, a 1-3 result becomes a 4
If an activity is contingent on another or a 5, a 4/5 result becomes a 6, and a 6
action, resolve that action first. becomes a critical.

A PC can make time for more than two GM: If a player can’t decide which
activities, at a cost. Each additional downtime activity to pick, offer them a
activity from the list costs 1 nuyen or long term project idea. You know what
1 rep This reflects the time and resulting the player is interested in and what they
resource drain while you’re “off the like. Suggest a project that will head in a
clock” and not earning from a run. When fun direction for them.
you complete a new run, you reset and
get two “free” activities again. “Remember how you had that weird
vision when you went unconscious?
Activities on the downtime list are limited; Yeah, do you want to get to the
normal actions are not. During downtime, bottom of that? Okay, start a long-
you can still go places, do things, make term project—six segments—called...
action rolls, gather information, talk with ‘Mentor Spirit Vibes.’ What do you do
other characters, etc. In other words, only to work on that?”
activities that are on the list are limited.

Some activities are beyond your


means without establishing an “easy
opportunity” first (acquiring military
grade weaponry, understanding top secret
technologies, etc.). Maybe Kilo wants to
acquire a long-range ballistic missile strike
to take out their target. Normally, this

174
5

ACQUIRE ASSET If you acquire the same asset again, you


get +1d to your roll. If you continue to re-
Gain temporary use of an asset:
acquire an asset every time it’s used, you
◆ One special item or set of common can effectively rent it indefinitely.
items (enough for a group of your Tier
scale). Chemicals, poisons, bombs, fake IDNs,
fake licenses, and other dangerous items
◆ A cohort (an expert or team).

downTime acTiviTies
are illegal in Kingston. Illegality comes
◆ A vehicle. in two levels: restricted or forbidden.
◆ A service. Transport from a smuggler Most anything that can potentially hurt
or pilot, use of a warehouse for temporary people, but has legal purposes in mind,
storage, a surgeon, legal representation, etc. is restricted. Most blades and firearms,
full body armor, commercial explosives,
“Temporary use” constitutes one controlled substances, and other gray
significant period of usage that makes areas like chameleon suits and smoke.
sense for the asset—typically the duration Anything else that is designed to be
of one run. An asset may also be acquired particularly lethal or break the law is
for “standby” use in the future. You might forbidden. Fake licenses and IDNs, better
hire a hit squad to guard your magical than life simchips (BTLs), weapons of war,
lodge, for example, and they’ll stick around jammers, silencers, etc. The GM will tell
until after the first serious battle, or until you which level of illegality applies to a
a week goes by and they lose interest. particular item:
To acquire the asset, roll the crew’s Tier or
your lifestyle (whichever is higher). The ◆ When you acquire a restricted item
result indicates the quality of the asset (rather than crafting it yourself), you take
you get, using the crew’s Tier as the base. +1 heat if you don’t have an IDN with a
1-3: Tier -1, 4/5: Tier, 6: Tier +1, critical: proper license.
Tier +2. You can spend nuyen to improve ◆ You take +2 heat instead when you
the result of this roll beyond critical acquire a forbidden item.
by spending 2 nuyen per additional Tier
level added. For more about Crafting, see page 254.
The GM may set a minimum quality If you want to acquire an asset
level that must be achieved to acquire permanently, you can either gain it as
a particular asset. For example, if you a crew upgrade (using the rules for
want to get a set of Yakuza-quality advancement, see page 46) or work
accoutrement, you’d need to acquire a on it as a long-term project to set up a
Tier IV asset. A lower result won’t do— permanent acquisition.
unless you’re willing to compromise (see
sidebar, below). Ginsu, the Adept, is a martial artist in the
Kendo style, and would like a fine katana
to add to her permanent items. Her player
LET’S MAKE A DEAL starts a long-term project: “Get Family
Katana Back.” The GM says this is an
When your acquire asset result isn’t high 8-track (she can work on it by Consorting
enough, you may choose one instead (don’t or Influencing the pawn shop owner—
forget it can’t be lower quality; it needs that): or maybe rolling her lifestyle level to
it has an extra drawback or flaw of the GM’s represent small payments).
choice—you accept a Dragon’s Deal in its
acquisition—raise the result level by spending
nuyen—try again. 175
5

RECOVER clock—all of Jax’s harm is reduced by


one level, then she clears the clock and
When you recover, you seek treatment
marks two more segments. Her level 3
and heal your harm. You might visit a
harm “Badly Burnt” is reduced to level
physician who can stitch your wounds
2 harm. Jax is left with one injury on
and soothe your mind with anatomical
her sheet: level 2 “Badly Burnt.”
science, or a street doc or medic who
specializes in healing magic and bathtub Any instances of special harm are not
chemistry. If you don’t have a contact or reduced if the healing clock was filled
fellow PC who can provide treatment, due to supernatural healing.
you can use the acquire asset activity to
downTime

gain access to a street doc to act as your You may reduce an instance of special
healer, who can provide service for the harm taken for a sustained spell to
whole crew. zero and remove it, but you lose 1 edge
when you do so. The point of edge lost
Recovery reduces all instances of cannot be regained until after the spell
level-1 harm to zero and removes them. is dismissed.
If you have remaining harm, they are
handled like a long-term project: your You may treat yourself (rolling your own
healer rolls (Engineer for a PC with the rating if you are a healer), but you lose
Medic special ability, or the quality level 2 edge when you do so. You can also
of an NPC) and then you mark a number choose to simply tough it out and spend
of segments on your healing clock. 1-3: the downtime activity to heal without
two segments, 4/5: three segments, 6: four any treatment from an actual healer—in
segments, critical: six segments. this case, spend 1 edge to roll 0d.

When you fill your healing clock, reduce Note that it’s the recovering character
each instance of harm on your sheet by that takes the recovery action. Healing
one level, then someone else does not cost a downtime
clear the clock. activity for the healer.
If you have
more segments Whenever you suffer new harm, clear
to mark, they one tick on your healing clock. If new
“roll over.” harm incapacitates you, clear all the ticks
on your healing clock.
Jax has two injuries: a level 3 “Badly
Burnt” and level 1 “Shot in Arm.”
During downtime, she gets treatment HEALING WITHOUT RECOVERY
from Memphis, a street doc friend of If you do not or cannot spend a
the crew’s Rigger. Because Memphis is downtime activity to recover your
a competent healer, the GM says quality harm during downtime, don’t roll—
2 makes sense. The recovery reduces just reduce one instance of level-1
the level 1 harm to zero and removes it. harm to zero and remove it instead
Next, the player rolls 2d to recover and (if you have none, tick 1 segment
gets a 6: four segments on the healing on your healing clock instead). If
clock. She decides to spend 1 nuyen to you don’t have any harm, there’s no
improve the result to a Critical to get six healing ticks to track.
segments instead. Six segments fills the

176
5

LONG-TERM PROJECT with a member of the Native American


Council, but you have no connection to
When you work on a long-term project
them. You could take action to try and
(either a brand new one, or an already
meet one of them, or maybe you work
existing one), describe what your
on a project to Consort with their circles
character does to advance the project
so you have that opportunity. Once that’s
clock, and roll one of your actions. Mark
accomplished, you could start a new
segments on the clock according to

downTime acTiviTies
project to form a friendly relationship.
your result: 1-3: one segment, 4/5: two
segments, 6: three segments, critical:
five segments. REDUCE HEAT
Say what your character does to lay low
A long-term project can cover a wide
or reduce the heat level of the crew and
variety of activities, like doing research
make an action roll. Maybe you Command
into an arcane ritual, investigating a
the fear of the local citizens so they’re
mystery, establishing someone’s trust,
afraid to snitch. Or maybe you Consort
courting a new friend or contact,
with your friend who’s a security officer
changing your character’s vice type or
and she arranges for a few incriminating
purveyor, and so on.
reports to disappear.
Based on the goal of the project, the GM
Reduce heat according to the result: 1-3:
will tell you the clock(s) to create and
one, 4/5: two, 6: three, critical: five.
suggest a method by which you might
make progress.
TRAIN
On the last run, Jax disintegrated
Redstone’s body with a mana blast and When you spend time in training, mark
destroyed his living essence. But now 1 karma on the karma track for an
his free spirit is hindering her! How attribute or playbook advancement. If
is this possible? This is beyond the you have the appropriate crew Training
scope of a simple gather information upgrade unlocked, mark +1 karma (2
roll, so Jax starts a long-term project total). See Crew Upgrades on page 114.
to investigate this mystery. The GM You can train a given karma track only
says it will be an 8-segment clock. once per downtime.
Jax spends a downtime activity in the
lodge, looking for any clues. The player INDULGE VICE
rolls Jax’s Study action and gets a 4:
Visit your vice purveyor to clear marked
two segments of progress on the clock.
edge. See the next section for details.
Because they got two ticks and there
are roughly four layers to this mystery,
the GM decides to describe a new clue
(one of four) that doesn’t make sense
yet—but will soon.

In order to work on a project, you might


first have to achieve the means to pursue
it—which can be a project in itself. For
example, you might want to make friends

177
5

VICE INDULGING YOUR VICE


When you indulge your vice, you regain
some of your character’s spent edge (by
SHARPENING YOUR erasing slashes from the edge boxes on your
EDGE tracker). Say how your character indulges
their vice, including which purveyor of
The runners in Kingston are more than the vice they use to satisfy their needs (see page
sum of their parts. They defy the powers- 328). This indulgence takes time, so it can
that-be and dare to prey on those who are only be done when the crew has downtime.
considered to be their superiors. They push Alternately, you may choose to release your
downTime

themselves further than ordinary people are character to be “lost in their vice” during a
willing to go. But this comes at a cost. Their game session, allowing them to indulge off-
edge is constantly dulled by the stresses of camera while you play a different PC. A crew
running the shadows. Inevitably, each turns member, friend, or contact of the crew might
to the seduction of a vice in order to cope. be created as an alternate character to play,
A runner’s vice is their obsession. But with thus fleshing out the landscape of PCs.
this indulgence comes a sharpening of their You roll to find out how much edge relief
edge and the ability to once again face the
your character receives. A vice roll is like a
overwhelming challenge of their criminal
resistance roll in reverse—rather than losing
existence.
edge levels, you regain edge levels. The
effectiveness of your indulgence depends
upon your character’s worst attribute rating.
It’s their weakest quality (Intuition, Body,
or Willpower) that is most in thrall to vice.
Make an attribute roll using your character’s
lowest attribute rating (if there’s a tie, that’s
fine—simply use that rating). Clear edge
according to the highest die result

OVERINDULGENCE
If you clear more edge levels than you had
marked, you overindulge. A vice is not a
reliable, controllable habit. It’s a risk—and
one that can drive your character to act
against their own best interests.

When you overindulge, you make a bad


call because of your vice—in acquiring it or

VICE ROLL

Regain edge equal to your highest die result.


Roll dice equal to your lowest
If you clear more edge levels than you had
attribute rating (Intuition,
slashed, you overindulge. If you do not or
Body, or Willpower). cannot indulge your vice during downtime, you
lose edge equal to your trauma.

178
5

while under its influence. To bring the effect


of this bad decision into the game, select an DOWNTIME ACTIVITIES IN PLAY
overindulgence from the list:
Gathering a Dark Secret
◆ Attract Trouble. Select or roll an Totes wants to discover how Redstone’s

downTime acTiviTies in Play


additional entanglement. Or let the GM spirit survived disintegration by a mana
choose. Who’s had set their sights on you blast. He works on a long-term project
lately? called “Learn Redstone’s Spiritual
◆ Brag about your exploits. +2 heat. Secrets”—an 8-segment clock. The result
Was it due to surveillance (perhaps online of the Assense roll is a 6! Totes ticks three
or in-person), or are you just that brazen segments on the clock.
as to not hide it?
◆ Lost. Your character vanishes for a few Spreading Rumors
weeks to feed their vices, needs, what Shark wants to reduce heat on his
have you. Play a different character until crew. He grabs some informants from
this one returns from their bender. When the crew’s hired groups and makes the
your character returns, they’ve also rounds, talking to barkeeps, spreading
healed any harm they had. Feel free to rumors of megacorporate meddling—
portray these times away from the crew and generally misleading everyone.
as cutting loose and being troublesome— The result of the Influence roll is a
to feed fuel to the story generator. critical! The crew’s heat drops by five
◆ Tapped. Your current purveyor cuts you levels as law enforcement follows a
off. Find a new source for your vice. What red herring and stories start brewing
must you do to mend the relationship? Is about various other fixers.
it possible or find another purveyor that’s
trustworthy? Getting the Right Tools
Jax needs some very special ammunition
Ignoring your Vice in order to harm the dragon Kalanyr. He
If you do not or cannot indulge your vice acquires an asset from the Black Circle
during a downtime phase, you lose edge (who happen to be friendly with his crew
equal to your trauma. If you don’t have right now): bullets made from orichalcum
any trauma, you’re free to ignore your and grave ash, consecrated to a forgotten
vice. It doesn’t have a hold over you (yet). spirit that is an ancient enemy of all
dragons. The Tier roll is a 4: only standard
Roleplaying & Karma
quality, which isn’t enough for this rare
Along with your character’s heritage and item. Jaime (Jax’s player) doesn’t want to
background, their vice tells us what kind spend the 2 nuyen required to bump up the
of person they are. This obsession impacts result to a critical: exquisite quality. So
their motivations, goals, and behavior. she entertains a Dragon’s Deal.
When you ponder what your character
might do or say next, you can always The GM suggests it will tick the “Mountain
consider their vice to help you think of Rats Entangle Rogue” clock twice (filling
something. As an added benefit, by playing it) since Jackie Lantern is probably looking
to the nature of your character’s vice, you for these too, but Rogue definitely gets her
earn karma at the end of the session. “dragonslayer” bullets—powerful enough
to seriously harm the supernatural
creature. She agrees and the GM inflicts an
added entanglement as promised.

179
5

When factions do things that are known


NPC & FACTION in the criminal underworld, tell the
DOWNTIME players about it through one of their
friends or contacts or vice purveyors.
NPCs and factions also do things when the These rumors and bits of gossip can lead
PCs have downtime. The GM advances to future runs and opportunities for the
their project clocks and chooses a PCs (see Running the Game, starting
downtime maneuver or two for each on page 205, contains more details
faction that they’re interested in at the and examples). With each narration,
moment. They choose any maneuver that you breathe life into your sandbox and
makes sense for that faction to pursue.
downTime

describe the ever-changing nature of the


For example: world.

◆ Seize a claim or increase hold, make an


enemy vulnerable, or reduce the hold of
a vulnerable enemy.
◆ Gather info on the PCs (may be opposed
by a PC roll) or another subject.
◆ Acquire a new asset.
◆ Achieve a short-term goal they’re in
position to accomplish.
◆ Call in a favor from the PCs (as per the
entanglement) or another faction.
◆ Employ political pressure or threats to
force someone’s hand.

GMs: Choose downtime maneuvers and


advance clocks for the factions you’re
interested in right now. Don’t worry
about the rest. Later, when you turn your
attention to a faction you’ve ignored for
a while, go ahead and give them several
downtime phases and project clock ticks
to “catch up” to current events.

If you’re not sure how far to progress a


faction’s clock, make a fortune roll using
their Tier as the base trait, modified up
or down depending on the opposition
or circumstances. Tick 1 segment for a
1-3 result, 2 segments for a 4/5 result, 3
segments for a 6 result, or 5 segments for
a Critical result.

180
5

DOWNTIME ACTIVITIES SUMMARY


Add +1d to your roll if a friend or contact helps with your downtime activity.
Each additional downtime activity costs 1 nuyen or 1 rep.
Remember: After the roll, you may spend nuyen to improve the result level.

downTime acTiviTies in Play


ACQUIRE ASSET LONG-TERM PROJECT
Roll the crew’s Tier. The result indicates the Work on a long-term project, if you have the
quality of the asset: means. You finish it, unless the GM says you
need to keep working (also track any progress).
Critical: Tier +2.
6: Tier +1. Mark segments on the progress clock
4/5: Tier. according to your result:
1-3: Tier -1.
Critical: Five ticks.
Some items require a minimum quality result 6: Three ticks.
to acquire (the GM will let you know). If your 4/5: Two ticks.
result isn’t high enough, choose one: it has a 1-3: One tick.
drawback or flaw of the GMs choice—accept
a Dragon’s Deal as part of its acquisition— REDUCE HEAT
spend nuyen to improve the result—try again.
Say how you reduce heat on the crew and
When you acquire the same asset again, take roll your action. Reduce heat according to
+1d to your roll. the result level:
Critical: Clear five heat.
To raise the result beyond critical, you may
6: Clear three heat.
spend 2 nuyen per +1 Tier bonus.
4/5: Clear two heat.
1-3: Clear one heat.
RECOVER
Get treatment to remove level-1 harm and INDULGE VICE
tick your healing clock, marking segments
according to the result level: Visit your vice purveyor to regain edge. Roll dice
equal to your lowest attribute. Regain spent or
Critical: Mark six segments. lost edge equal to your highest die result.
6: Mark four segments.
If you regain more edge levels than you had lost
4/5: Mark three segments.
or spent, you overindulge (see below). If you
1-3: Mark two segments.
do not or cannot indulge your vice during your
When you fill the healing clock, each harm is downtime, you lose edge equal to your trauma.
reduced by one level, and the clock is cleared.
Don’t reduce special harm when the healing Overindulge: You made a bad call because of
clock was filled was due to a supernatural your vice—in acquiring it or while under its
influence. What did you do?
effect. If you do not or cannot recover your
harm during your downtime, you mark one ◆ Attract Trouble Maybe an enemy has tracked
segment on your healing clock. you to your vice purveyor and you let your guard
down. Select or roll an additional entanglement.
TRAIN ◆ Brag Maybe you brag about your exploits. The
crew takes +2 heat.
Mark 1 karma (in an attribute or your
playbook). Add +1 karma if you have the
◆ Lost Play a different character until this one
returns from their bender.
appropriate crew upgrade. You may train a
given karma track once per downtime. ◆ Tapped Your current purveyor cuts you off.
Find a new source for the indulgence of your vice.

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CHAPTER 6

HOW TO PLAY
In a standard board game, the mechanics
FICTION-FIRST are what’s most important—not the
fiction. However, things can be different
GAMING in a roleplaying game. In some tabletop
RPGs, the mechanic is triggered by mere
The term fiction-first is a pretty loaded invocation. You might recall having
one. For more experienced readers, the uttered the words “I make a standard
term refers to a way of approaching attack” before. If so, you knew that your
roleplaying games, which is different character tried their best to deal their
from other tabletop games. For others, damage value to the target, and you
it’s not so clear what it means. would be rolling a die and adding your
Board games are by and large dominated bonus to determine the outcome no
by mechanics-first gameplay. When matter how you described it: unless you
you take your turn, you select the move had a special ability, the basic mechanic
you make from a list, and then the told you what happened. Just like a board
game system takes over to resolve what game, unless you prefer to add “flavor”
happens. You might say, “I’m going to in it’s not really needed.
pay two hundred spacebucks to build a In Runners, you are instead asked to use
second space station on my home tile.” your creativity and imagination first,
And then the others know you’ve used the describing the “flavor” of the action
Build mechanic, and the game rules might your character takes and the outcome
tell us whether that’s enough spacebucks you want. The flavor matters. Fictional
for a second space station, whether you honesty is perhaps one of the biggest
can build more than two of those on the goals of the game.
home tile, and maybe even the +1 income
You are free to say what you see on the
benefit of having built the station there.
fictional screen in your head, and the GM
You might inject your own fictional layer
is free to chime in with their version. They
to color this interaction a particular way,
present risks or inflict consequences,
something like: “The cunning scientists of
and you come up with solutions. The
Exonia fire up the industrial replicators
story is suddenly vivid and interesting,
to answer the emperor’s order, but dang!
threatening and uncertain—an exciting
They sure wish they could keep scanning
fictional puzzle to solve, not just a series
that cool-looking nebula in the game
of dice rolls.
art..” This is mechanics-first gameplay
(and fiction-optional). There’s never a mechanic invoked
without fiction first That’s what the
term means in this game.

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Which is to say: narration is meant to flow that approach. They use what’s been
very freely between the players during said before and now together to decide
the game, each one building upon the what best fits the needs of the ongoing
other. It’s really only when you disagree narrative. They are no more a slave to
that you are encouraged to slow down the rules than you.
to clarify what’s happening. This is by
If your character is at their liberty back at
design. Only through discussion will you
the crew’s safehouse, with plenty of time
have the tools you need to be fictionally
to dedicate to opening the digital lock,
honest while also indulging this shared
then we could use one of the downtime
fantasy.
how To Play

mechanics—namely “Work on a long-


Another reason this game is a little term project.” You might do very well
different from some you may have played and open it quickly, or it might prove
before is the specific tools in the game. more challenging, requiring multiple
You can think of the mechanics of the investments of time and energy over
game as tools in a toolbox. When you are a longer duration. The decision to use
building a house, you use the tools that the long-term project mechanic over a
suit what you’re trying to do. The same series of actions is a signal from the GM
goes for mechanics in a roleplaying game. to the players that this is something that
There’s more than hammers and nails in requires deeper commitment.
this toolbox, and there’s plenty of ways to
create wholly new tools from the existing If your character is in a plane, trying
tools to expand things even more. First desperately to decrypt a lock on the
we establish the fiction, then we select cockpit door while being shot at, then the
a mechanical tool from the toolbox that action mechanic would come into play.
suits the situation you need to resolve. You might do very well and push the
Which tools you and the GM pick will door open effortlessly and take the pilot
often be a matter of pragmatism, but this hostage, or you might get shot several
can also be a stylistic choice. The tools times by Sky Warden drones when it
are super flexible, but carefully crafted doesn’t immediately open.
for you to use as you see fit; developing a If your character knows nothing about
style of use and set of precedents as you opening digital locks, you might have
go along. hired someone to get you a spoofed
In Runners in the Shadows, there are passkey ahead of time. In which case,
several different mechanics that might be we might use the mechanic to acquire
used if a character tries to open a digital an asset—a master forger in this case.
lock. It’s essentially meaningless to play You might arrange a good deal and get
mechanics-first and say “I open the digital skilled work, or you might have to pay
lock”—this isn’t a mechanical choice in more to get the quality of item you need
the game. There’s no “open locks” move for this door. Or maybe its handled with
or “lockpicking skill” to roll. Instead a simple flashback action, loaded with
you have actions to describe which consequences and no roll needed. Or
might be an action roll. To understand a fortune roll using the item’s quality
which mechanic to use, we have to first determines how it goes.
establish the fiction. You might say what And so on and so forth. There are an
you are using to do this, and the GM infinite number of approaches you might
might describe uncertainty or risk with take, constrained only by the fictional

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situation. However, there are many tried sheet tell you what should be doing to got
and true methods of resolution provided the most out of the game. But ultimately,
herein—a collection of what typically your experience with Runners in the
works, and advice against what really Shadows will be one that you and your
doesn’t. group make for yourselves. And there
won’t be another one like it
When you aren’t feeling the mechanic is
matching the fiction, back out a bit and

ficTion-firsT GaminG
ask “What’s going on here? What are you
trying to do?” The GM is trying to decide
which mechanic is suited for this, but they
are told not to try to force a particular
action roll onto the fiction. Again: your job
is to describe the fiction first, and the GM’s
job is to use the elements of fiction they
can control (which do not include your
action narration) to paint a fantastically-
believable imaginary motion picture.
The nature of this process is expressive as
well: while one GM might say it’s an action
roll to do it, another might say its a run
followed by a project requiring multiple
downtime activity rolls—that’s fine, that’s
an integral part of a game like this.
This rules text gives you a set of tools and
a guide to their usage, but they are all
meant to be suggestions, not prescriptions.
These are very similar to those provided
in Blades in the Dark because they apply
to this game as well—even though the
conversations will be slightly different,
the same principles hold true. The Best
Practices handout (in the Sheets PDF)
elaborates on the six core principles of
play and will jump start you on your way
towards enjoying yourself, but they are
ultimately just a guide. It’s up to you and
your group to put them into practice, to
learn the use and feel of the tools in play.

This element of personal expression


of the most fun aspects of roleplaying
games. You can think of your time with
this game as a safehouse, for you and your
fictional misadventures. The reminders
at the bottom of each character playbook

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you have a particularly potent threat


TRIGGERING THE to make here, anyway. Maybe if you
ACTION ROLL whip out your gun too..”

The game is a conversation between the And then the other players might chime
people at the table. It’s all just talking in and suggest an alternative evaluation
at first, riffing about something funny, of the effect level, or the player revises
drawing a map, and then the conversation their statement to something more or less
shifts—it shifts to something you know... daring, or everyone just nods and we’ve
different. shifted into using the mechanic.
how To Play

While the shift in the conversation is the The main thing to remember is that the
GM’s responsibility (they should always group works together to set the goal,
be on the lookout), anyone can call for it. effect, and consequences of each roll.
So, when does that happen? You call for Don’t fall into the habit of simply “calling
an action roll when any of these happen: for a roll” to do stuff in general, without
really engaging the group in the process
◆A player character attempts a of determining what the effect will be
challenging action that might be in a meaningful way. If a PC wants to
dangerous or troublesome. suddenly kill an enemy, well, that’s
◆A player character leads or gives quite the maneuver isn’t it? Are they in
orders to an NPC or NPC group, position to do that, or will this have a
which faces something dangerous or more limited effect? Is it desperate, and
troublesome. how much will this approach do? The
action they are taking to accomplish
◆ Someone grabs the dice and gets all their goal tells us what might (or does)
excited about making a roll go wrong in the process—take a moment
to put everything in context in the fiction
So, then what happens? The GM confirms
before hurling the dice.
which action they are going to use to
evaluate whether there is more to do to If the enemy is trying to kill them right
get the desired outcome, as well as what back, then it’s probably desperate. They’re
could go wrong to decide if its desperate going head to head, mono y mono, to the
or not. death. On a 4/5, they do it, yeah, but with
deadly consequences. They shoot the
Player: “So he has the package? Okay,
ganger alright, and (in this example) they
I’m robbing him.”
get fatally shot in return.
GM: “Okay then. How are you gonna
do that?” For some players, suffering a deadly
wound won’t seem like a “success.” In
Player: “I look him square in the eye Runners, though, an action roll resolves
and Command he hand it over.” both the action of the PC as well as the
GM: “Cool. Sounds like you’re taking action of the enemy. The enemy is trying
a chance to me. He’s no push-over and to do stuff, too, and a “partial success”
his goons are standing right there. means they manage to do something. The
It’s unlikely they will just hand it over action roll covers the whole exchange (or
though when they outnumber you, so even a whole fight)—all the attacks and
I am calling this limited effect. Unless harm at once, for both sides.

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In Runners, the PCs are always taking “You rush in to stab him in the neck,
risks. Practically everything they do and he flashes his arm up in an expert
involves a risk of harm, consequences, parry, to turn the syringe back on you.
heat, angry factions, etc. They get shot at, Desperate action, great effect, yeah?”
chased down, and sometimes caught up.
This dystopian mess-of-a-world chews All of the adjustable dials in the game—
the PCs up and spits them out. risks, effects, consequences, flashback

ficTion-firsT GaminG
costs, abilities, etc.—are for the group to
The theme for Runners in the Shadows experiment with. The GM is encouraged
is one of struggle and consequences, to avoid unilateral decisions. You are
so you almost never achieve anything encouraged to ask the group what they
without a cost—at least according to the think. Is this desperate? If so, you’ll get
most common dice result (the 4/5). This karma! What’s a good risk here? Do you think
is why the PCs have additional resources that’s the full effect, or is there more left to
to mitigate consequences: so the players do? Part of playing Runners is establishing
have to make hard choices about what’s things that work for your group.
worth resisting (risking their valuable
edge) or when it’s worth taking a hit for
a teammate, or using your armor, or WHY WE DO THIS
agreeing to a tough Dragon’s Deal, etc.
What’s the point of this shift into a
If the GM wants more tension, they can mechanic, anyway? Why not just talk
use less immediate consequences for it out, or why not just roll dice? The
those 4/5s. Instead of instantly being main reason is this: when we just talk
noticed when you roll a 4/5 to hack the things out, we tend to build a consensus
cameras, they might start an “Alert” clock of understanding. This is a good thing.
for the building’s security system and It helps the group get invested in the
tick it up. This might feel weak, but it’s fiction, get on the same page, and set
still a tricky consequence—however it expectations. But when it comes to action
also means the badness inflicted doesn’t adventure stories like Runners in the
bring the whole situation to an end. Shadows, we don’t want consensus to get
in the way of a good time! No!! We want
Teamwork can also mitigate things a to raise our hands over our heads and
lot, turning an ineffective action into an ride the metaphorical roller coaster over
effective one, mitigating risks, and/or the drop—only to come out on the other
pumping up the dice pool. It takes a while side, hair blown sideways and eyes wide
for most groups to really use teamwork shut. Being surprised, thwarted, or even
well, which is by design. defeated is all part of the game.

The GM should distinguish a desperate When the mechanics are triggered, the
action from other actions by describing group first dips into being authors for a
what serious badness the PC is risking and moment as they suss out the risks and
why. The GM might describe the enemy approaching threats, and the details of
NPC in action, about to do something the action. Then, author mode switches
devastating to your PC like unload with off and everyone becomes the audience.
their shotgun. If so—that’s what you’re What will happen next? We hold our
risking when you act. The risks define breath, lean forward in our seats, and let
the action as desperate or not the dice fall.

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Sometimes, several actions will


HOW TO CHOOSE AN reasonably apply to a situation. This is
ACTION fine. The player may choose the action
they want to perform, and the GM sets
When an action roll is called for, the the potential effect and risks for each
character is usually already in motion, action roll accordingly.
doing something in the fiction. This
thing they’re doing will almost always Jax is sneaking around outside the
determine which action rating to roll. safehouse where the crew has lured
However, a player is free to revise their Winston Mogi, leader of the Talons.
how To Play

character’s action in order to use a As Winston pulls up in his limo, Jax’s


different rating, as long as the character player says she wants to drop from a
performs the new action in the fiction. nearby building on to the car’s roof,
and rain bullets down on his head.
For example, Jax wants to sneak into the Which action should she roll? Fight
secret meeting room of the Black Circle. covers “assaulting a position,” while
The GM asks her how she does that Prowl covers “ambush with close
and Jax’s player says she’ll climb to the violence”—both of which seem like
office’s fire escape and slip in through a they could apply here. The GM says that
window. Climbing is a Prowl action, so Fighting will be an action roll and it
that’s what she’ll be rolling. won’t do much to prevent their escape.
“But wait,” some of you might say—”I And Prowling will be desperate here,
thought the player chooses which action because any hesitation will give more
to roll! They can choose Finesse; see, it time for bodyguards and other forms
says so right here in the Basics!” That of protection to get involved.
is true, however remember the GM is
in charge of how much an action may
achieve towards a given goal. They are THE PURPOSE OF
essentially saying that rolling Finesse to
“climb the fire escape” will have zero or
DANGERS & EDGE
minimal effect: The PCs in the game start out as huge
underdogs—constantly “punching up.”
Jax’s player might change her mind The edge system gives your PC a special
and say, “Hmmm... I’m not very good ability to survive when they otherwise
at that. I want to sneak in quietly using wouldn’t, so they have some hope of
Finesse, instead. It’s like I’m Finessing achieving their long term goals.
my way in, right?” No. Jax can certainly
try to Finesse her way in—through The purpose of the GM threatening harm
misdirection or subtle action—but and only allowing armor or resistance to
that means she is not climbing the fire apply is not to punish you, it’s to describe
escape. The action of climbing this fire it so you can throw down your best
escape this way is... well, Prowling. defense and suffer through it with your
Finesse is suitable for a different character.
fiction than what was being described.
When you resist, it’s mostly the same,
The GM will suggest alternative courses but the realized consequences become
of action/fiction when they hear you manifest in the minds of everyone
vying for a particular effect.

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playing, even if (mechanically anyways) approach, and can decide to withdraw or


they’re avoided. push their luck with a riskier approach.

“The spirit’s essence engulfs you in Sometimes, success comes with


flames, burning you severely!” consequences too. Keep in mind that the
GM might simply tell you what happens,
“You hear the bones in your ribs rather than require an action roll.
and shoulder break as they hit the

ficTion-firsT GaminG
pavement.” “I think it goes like you say, and you
manage to straight-up murder Winston
“You can tell that there’s a Mogi with that spirit doing most of the
complication alright: she’ll never work. It even looks like they just had
trust you again.” a heart attack and died—but since the
Black Lodge wanted them dead, and
The bad outcomes are spoken aloud. you said you spare the bodyguard’s life,
They hang there in the room. They’re I think those weirdos are going to hear
tough to accept. Then the player gets to about this and look into it. Right? Or
roll their resistance, look you in the eye are you resisting that?”
and say, “No. It’s not that bad. I risk the
edge instead.” It’s empowering. They “Nah, that makes perfect sense. But
look danger in the face and laugh. That’s that’s it? No other fallout to resist?”
the nature of a runner.
“Beyond the added heat from killing
Once we know what it is, the player cares and all that—yea, one last thing. You
about resisting it, “Yeesh! No, I’m gonna said the Legionnaires have probably
resist that.” Or they burn that armor been following you. I think you might
box. Phew! It’s going to be much worse be right, but I am not sure if that means
next time though.. you get questioned or not. Let’s just call
it a complication: +1d to the Wanted
Level roll this time around, unless you
THERE’S ALWAYS A resist with Intuition.”
CONSEQUENCE
Every time you roll the dice in Runners,
RULES MASTERY WILL
the situation changes. There’s no such TAKE TIME
thing as a “nothing happens” result from
a roll. How does this work? The system of Runners in the Shadows is
designed to work well, even if you don’t
The “failure” results for action rolls (1-3) follow every rule to the letter. If you just
are not simply “misses.” The character’s use the core rolls and forget extra details
action has a tangible outcome. Something or special cases, it’ll be okay. The game
happens that changes the situation. On a will work out just fine. The game is better
typical failure, they suffer a consequence when you use all the details, but the
that presents some kind of trouble. whole thing doesn’t come crashing down
Things get worse. On a desperate if you don’t.
failure, the threat dominates and makes
the situation much worse. If it’s not too If you want to ease into the mechanics, just
late, the character spots a flaw in their start with risky action rolls and standard
effect (don’t worry about factors).

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When something bad happens to a PC and 2080-something would be a novelty (just


they want to resist it, you’ll quickly figure like petroleum-based vehicles), then so
out how resistance rolls work. When the be it. Are flying vehicles now the standard
group starts asking about teamwork and in the game world? How does this affect
helping each other, bring in the teamwork the street level’s use? Or rather than
maneuvers. When you go up against fly, do vehicles simply hover above the
high Tier or large scale opponents who roads? Whatever you say, stick to it and
are meant to be very dangerous, effect follow that fiction where it goes. Maybe
factors become relevant. Don’t feel like this means that all vehicles the PCs get
you have to learn everything up front. during creation should be allowed to
how To Play

have “flying“ for free. That’s up to you


The same goes for the fiction. Don’t feel to decide, based on your group’s unique
like you have to get everything perfectly interpretation of the writings you possess.
right every time. If you say something Fair is fair.
and then realize later that it was wrong,
just revise it. No big deal. Each time you make a judgment call or
establish additional detail about your
“I told you that Hacksaw would be shared version of the game world, they
at Smoke & Lagger, but that was all become available to everyone as a new
wrong. It’s supposed to be our Patches, tool in play. Precedents don’t have to be
instead.” permanent—feel free to revise them as
you go along. But when you revise them,
“Ok, not a problem in this case! Hm. it still cuts both ways; for PCs and NPCs
That does change the situation a bit alike.
though—what do you do now?”

If you’re not sure what to do, keep it


simple. Go with what’s obvious to you.
ABSTRACTION VS.
Add mechanics when you’re comfortable. DETAILS
Forgive each other’s mistakes. Fly casual.
Runners in the Shadows usually depends
on specific fictional details in order to
SETTING PRECEDENTS work. For example, it might be important
to understand exactly how a set of
What’s true for the PCs is true for the futuristic manacles is constructed—
NPCs, and vice versa. If you establish that because a character decides to use them
the Techno PC is the only one who can talk to suddenly surprise an enemy who
to the technocritter they met in Harbor has them at gunpoint. It’s a small detail,
View (due to a special “critter language” but the description of the restraints
that binds them together), then that fact contributes directly to understanding
becomes true for NPC-owned critters, as an action’s intent, the factors that go
well—if an NPC manages to do the same, into determining its effects, and the
then they too have their own version of consequences at risk. Fleshing out the
this unique bond. little details of the world makes the game
system function better.
This same concept applies to far-
reaching fictional declarations. If you, for There are other times when abstraction
example, all agree that land vehicles in is preferable, though. For example, the

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players wonder how the Mountain Rats The same goes for the quality of items,
have fared during the recent outbreak assets, and defensive measures. Since
of the vampire virus. Are they weak and the Black Circle is Tier III in Kingston,
vulnerable now? The GM could create does that mean that every single lock
or try to remember all the details about on every single door in every location
the Mountain Rats that might affect their controlled by the Black Circle a “Tier III
situation during the outbreak, or she could lock”? No. The Black Circle’s Tier rating

ficTion-firsT GaminG
simply use the abstraction of the faction’s is an abstract indication of the quality of
Tier rating to make a quick fortune stuff they’re likely to have, usually. A lock
roll and see how it went for them. If no on a minor closet door is probably just a
specific details have been established in cheap lock. The lock to their secret server
play to indicate the citizen’s resistance to room is probably fine or even exceptional
an arcane sickness, then the abstraction (making it even higher quality than Tier
of Tier covers it just fine. III). When we think about the overall
quality of The Black Circle, it’s “Tier III.”
A problem can arise when you try to use That abstract Tier rating can be used for
an abstraction when details are already lots of things. But when there are specific
present. For example, we may know for details in play, those details establish
a fact that the Mountain Rats were one of what’s actually true. They don’t have to
the groups hit worst by the outbreak, and perfectly conform to the abstraction in
they took no special precautions against every single case.
it (including leaving all their important
assets and leadership in the area). In this The abstracted parts of the game—Tier,
case, it might be weird to simply use the nuyen, stash, quality, engagement rolls—
abstract Tier rating of the faction for a are abstract so that the game play can
fortune roll. We already know specific focus on what’s most important: the
details, so the catch-all of “Tier rating” choices, actions, and consequences of
isn’t very useful here. Perhaps it’s obvious the player characters Action rolls are
that the Mountain Rats have fared very where the meat of the game happens.
well, so the GM says so. Or perhaps Don’t feel beholden to the abstractions
there’s still some risk, but the GM thinks though; not when you have specific
they are well-prepared—so the GM rolls fictional details to work with.
6d for “viral preparedness” rather than
their Tier.

ACTIONS IN PLAY
On the following pages, the 12 actions every PC can use are detailed with examples of
maneuvers and consequences. The 2 special actions Assense and Attune have details
and examples in the respective playbooks that can use them (on page 99 and page
105 respectively).

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COMMAND EXAMPLES
CONTROLLED
When you Command, you compel swift “That’s one of our fixers, you damned
obedience. You might intimidate or threaten snake. There are at least four guns on
to get what you want. You might direct a you right now. Give me the paydata and
cohort in a group action. You could try to frag off.”
order people around to persuade them (but
4/5 Withdraw or Complication: He
Consorting might be better). looks at each of you, then smirks and
chuckles. “Fine! Take it—it’s your
GM Questions funeral..” he says as he tosses the case
how To Play

of datachips on the table between you


◆ Who do you command? How do you do two. “Rosetta will be looking for that. IF
it—what’s your leverage here? you’re dumb enough to take it.” What do
◆ What do you hope they’ll do? you do?
1-3 Risky Opportunity: He primes an
When you Command someone, you order electromagnetic disruptor and holds it
them around without care for their concerns. out near the datachips on the table. “Not
You expect them to do what you say— out of until I see some money!” he says.
fear, respect, or some other motivating factor RISKY
(this is your leverage over them). Influencing
is better if you want to make subtle demands. “You do that and you’re spaghetti
sauce before you can blink. But maybe
Consorting is better if you’re trying to get
you don’t want to die? Think about the
along with someone and work together.
children.. your children..”
When you Command a friend or contact,
they can feel disrespected, so it’s probably 4/5 Complication: They begin to protest,
desperate. and a drone goes by and records part of
the conversation. Quite damning, this.
Command is almost always the right action So that’s +2 heat. I wonder whose hands
for leading a cohort or sending an NPC team to I should say it falls into..
do something according to your instructions. DESPERATE
Handle it as a “group action” teamwork “No, I don’t think so. Your client will
maneuver with you rolling Command and pay six nuyen, up front, or we go to the
the cohort rolling quality. Mountain Rats for a better offer.”
4/5 Serious Complication: You do it! But
You might be able to Command things of
the envoy looks you up and down with
another PC. Ask the player if their character a steely eye. “You’ve got some nerve,
has reason to follow your orders—fear, trust, kid,” he says, certifying six nuyen and
respect, etc. If they do, then your action can sliding a stack of credsticks across the
force them to comply. If they don’t, then table. But, surprise surprise: start a new
your action can only disrupt them somehow. clock—let’s call it “Winston’s Fed Up
You might frighten them with intimidation with Your Drek.” Four segments, and,
(inflicting harm), cause them to hesitate at how about you fill three of those in? You
a crucial moment, make them look weak in might become the example he makes to
front of others, etc. Commanding isn’t mind- runners who ask for money upfront.
control but it is an intense interaction. The 1-3 Serious Complication: The Talon’s
other player will judge if their character can envoy glares at you. “You’ll do it for three
be ordered around or not. and say ‘Thank you kindly, mon.’” Start a
new clock—let’s call it “Winston Makes
an Example of You.” Four segments, and
fill three of those in.

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CONSORT EXAMPLES
CONTROLLED
When you Consort, you socialize with
friends and contacts. You might gain access Bags has been working Seaport Global
to resources, information, people, or places. for weeks now. I hope he has a good
You might make a good impression or win target he can share with me.
someone over with your charm and style. 4/5 Reduced Effect: He has someone

command—consorT
You might make new friends or connect with in mind, yeah. A real sweet target. But
your heritage or background. You could try to he doesn’t know where she lives. You’ll
direct your friends with social pressure (but have to follow her home after her shifts.
Commanding might be better). 4/5 Reduced Effect: He actually lured a
target to Smoke & Lagger with him. He
GM Questions shows up with this tomboyish Seaport
Global employee on his arm, already
◆ Who do you consort with? Where do a bit drunk. He fumbles for the proper
you meet? What do you talk about? introduction. Bags sneaks a sharp look
◆ What do you hope to achieve? at you like, “Now’s your chance!” and
grabs the table in the back so you all
have some privacy.
When you Consort with someone, you care
about what the other person thinks and feels RISKY
and in turn they care about what you want I pull out my fine nightlife card and give
(at least a tiny bit). You’re being a charming, the room a broad grin. “Who’s ready to
open, socially adroit person. You can Consort party?” I hope I can keep them occupied
with people you already know, or try to while Mouse works on stealing the
“fit in” a new situation so you make a good paydata.
impression. 4/5 Harm + Serious Complication: You
pull it off, but you have to get wasted
To Consort, you need an environment that with them. Take level- 2 harm, “Trashed.”
isn’t totally hostile. You might Consort with Your head is killing you and the room is
the trained agent by posing as a coworker spinning a little too much. And that’s when
in the cafeteria (a desperate situation, to be you see your rival hop out of a SkyCab!
sure) but it’s usually hopeless to Consort with DESPERATE
the assassin sent to geek you (that’s slang
I know they’re, like, a “secret” society,
for “kill”!). When you Consort with people
but can I sort of shmooze around the
related to your background or heritage, you
party and figure out who’s a member of
can expect fewer risks and/or increased
the Triad?
effect.
4/5 Serious Complication: You blend in
You might Consort with friends and contacts long enough to spot some subtle hand
to gain favors, but they can become resistant gestures being used by a few guests. You
to that approach or too interested if things recognize Wu Sha’to, a wealthy member
of Eastern nobility, as the person you
don’t go well. You might be forced to Consort
heard might be involved. Everything is
in an unfamiliar situation in order to create
going great until you realize that all the
an opportunity for another action. For
“normal” guests are gone, and the party
instance, if you want to talk to Lord Vladimir
has quietly become a Triad gathering.
at a party, you’ll have to at least try to The room feels like it just got about 10
Consort with the other guests to make your degrees colder. What do you do?
way to his table. Commanding or Influencing
are options, sure, but expect a rather sudden
escalation of trouble if things go badly with
either of those approaches.

193
6

ENGINEER EXAMPLES
CONTROLLED
When you Engineer, you fiddle with
electronics and mechanisms. You might Okay, I just need to set up the control
create a new gadget or alter an existing item. mechanism so it opens when we send
You might rig a vehicle, wire explosives, or the override signal.
sequence a maglock. You might disable an 1-3 Withdraw or Complication: As you
alarm or trap. You might turn the ubiquitous open up the control panel, your solder
technology around the sprawl to your points spark like crazy and start to glow
advantage. You could try to use your technical white hot. Maybe its protected by anti-
how To Play

expertise to disrupt a network (but Interfacing theft countermeasures? Do you want to


might be better). back off and try another way through,
or try to work through it as it melts your
GM Questions soldering iron?
Nothing to worry about! I’ll just work
◆ What do you engineer? on the existing wires before security
◆ What do you hope to accomplish? arrives and then disappear.
RISKY
When you Engineer you break things down, 4/5 Complication: One of the wires
build them up, tweak, rewire, and modify. gets extremely hot, melts, and fuses
to the exposed circuitry in a shower
Engineering covers a variety of activities, as
of electricity. The others last just long
it encompasses electrical and mechanical
enough for you to get through the door,
skill, as well as chemistry and biological
but they’re going to melt away like the
sciences. The skilled engineer knows how
first one unless you do something about
things work—all sorts of things. it. They’re your only way back through...
Engineering is mostly used to accomplish DESPERATE
things during downtime (as a long term I grab a coil of cable from my tool bag
project). Along with Study, this is one of the and use it to tie into the building’s
most versatile actions. capacitors and bleed off the excess
energy.
Engineering is useful on a run too. The doors,
locks, elevators, lights, wiring, and all their 4/5 Severe Harm: You do it, but... a
connected devices all run on electricity and/ huge surge of electricity arcs around
or mechanical technology you can exploit. the panel, electrocuting you and tossing
You can also engineer booby-traps and ways your body through the air. Take level 3
harm, “Electrocuted.”
to disable security. There’s almost no limit to
what you can do in a world almost completely 1-3 Serious Complication + Lost
dependent on technology. Opportunity: You try to connect the
cables, but it’s just too much energy too
Engineering can also be a good way to set quickly. Things get out of hand—the
up someone to Wreck things later too. You welding torch goes out as your cables
can reverse-engineer a device in order to and the rest of your tool kit disintegrates
break it, which is similar to Wrecking to in a flash of smoke and acrid vapor.
do the same. However, when you break You’re going to need to try something
something with Engineering it is a slower, else now. What do you do?
more deliberate process, and less apparent
than when you Wreck it. You might engineer
a door mechanism so it works until you send
it the “off” signal. If you Wreck to get it open,
you probably just rip it off the hinges or
smash nearby panels to toggle the lock.

194
6

FIGHT EXAMPLES
CONTROLLED
When you Fight, you entangle a target in
close combat so they can’t easily escape. You Now that I have him pinned down on
might brawl or wrestle with them. You might the ground, I grapple around to his
draw a pistol and shove it in someone’s face. back and choke him out. I want to get
some answers from this prick later.
You might seize or hold a position in a battle.
You could try to engage a martial artist in 1-3 Withdraw or Complication: GM: “As
close combat (but Finessing might be better). you wrestle with him, he suddenly gets

enGineer—fiGhT
his knife free and starts stabbing wildly.
GM Questions You acted on your terms there, so it’s not
too late. But it’s bad if you don’t back
◆ How do you fight? What combat out. Want to keep going knowing they’re
methods do you use? going to cut you pretty badly with that
◆ What do you hope to achieve? serrated blade?”
Player: “No, I’ll withdraw and try a
When you Fight with someone, it’s combat. different way. I break free as he starts to
You’re attacking and defending, back and stab, pretend to run, then quickly turn
forth. You can Fight to start combat, to survive and blast him with my pistol. That’s still
combat, and to end combat—but it’s always risky, yeah?”
some kind of fight. If you rush up behind GM: “Yeah, but it’s a different way, right?
someone and shoot them in the back, that’s You’ll have to Finesse instead of Fight
Prowling. If you tackle them to the ground, now.”
wrestle them into submission, and then shoot Player: “Ah, okay, gotcha. That’s fine.”
them, that’s a Fight. If you unleash rapid fire
RISKY
barrages to lay down cover fire in battle,
that’s Fight or maybe Wreck. If you address When he points his gun, I parry his
them with a formal challenge and step back arm to the inside with my off hand,
into Mantis stance, maybe you’ll get to try pass to his right side and shoot him
out your Finesse. (At range, Fighting is often in the neck.
desperate. In a brawl, Finesse is desperate.) 4/5 Reduced Effect: He adjusts as you
move in, grappling you close, but he loses
Generally, the consequences you suffer in his balance and you trip him backwards
a Fight come from the enemy. The more into a nasty throw, a shot grazing his
dangerous they are, the less likely you are neck as you pin him down with your
to have the initiative or advantage—and the arm. Warm blood pools on the neck of
more desperate it will be to oppose them. their shirt. What do you do now?

If you find yourself in a melee and you want DESPERATE


to do something besides Fight, you might He may have ambushed me, but I’m still
face a consequence first—which you can gonna fight back! I’m leaping for cover,
accept or resist (or maybe get a teammate to also trying to grab that pistol on my
face for you). Just because you really want way over and behind the bar.
to Influence someone doesn’t mean they 4/5 Suffer Harm: You avoid his sudden
stop punching you so you can talk to them. shot at your head, but catch a nasty
Another approach is to Fight (or Prowl) to wound in your arm as you hurl yourself
get to cover (rather than inflict harm) then forward. Take level 2 harm, “Gunshot
perform your other action after that. to Arm.” But you do manage to grab the
pistol! What now?
If you engage alongside your cohorts in battle,
you Fight. If you direct them but you’re not
engaged yourself, you Command them into
action.

195
6

FINESSE EXAMPLES
CONTROLLED
When you Finesse, you employ dexterous
manipulation, precise footwork, or subtle I take my foot off the accelerator and
misdirection. You might pick someone’s let the vehicle’s idling engine coast us
pocket. You might handle the controls of a in, slipping into the parking garage
beneath the courthouse.
vehicle or direct a mount. You might formally
duel an opponent with graceful fighting arts. 4/5 Reduced Effect: As your headlights
You could try to employ those arts in a chaotic cast their light ahead you see that the
melee (but Fighting might be better). You could way is not as clear as you hoped it would
how To Play

try to pick a traditional lock (but Engineering be. Sections of the entry ramp walls and
might be better). ceiling have partition gates up. You’ll
have to keep maneuvering carefully to
GM Questions get all the way to the parking area further
in. Start a clock: “Navigate the Parking
◆ What do you finesse? What’s graceful Complex,” four segments, and tick one. Do
or subtle about this? you press on?
◆ What do you hope to achieve? 1-3 Withdraw or Complication: You
approach the underground parking area,
Piloting a vehicle or handling a mount and the car picks up speed as the hulking
carefully is standard fare for Finesse, while mass of a security drone patrols near the
violently smashing one into something (or entrance, crushing the scraps of trash that
someone) is more of a Wreck move. surround the security doors. You have a
final moment to adjust course and lose
When you employ Finesse, you’re graceful, some time—or else go ahead with your
stylish, and subtle. You can think of this chosen route and risk an encounter with
as the polar opposite of Wreck. To use this thing. What do you do?
Finesse, you’d prefer some time and space RISKY
to do things “just so” rather than rushing I embrace the judge warmly, “Miss
into something and getting sloppy. If you Knowles, the Honorable—how
have to hurry up, or act on someone else’s charming to see you!” while I slip the
terms, Finesse becomes challenging pretty recording device into her pocket.
quickly. It’s all well and good to want to duel
4/5 Complication: She doesn’t notice
an opponent with your fancy martial arts,
you place the device. During dinner,
but if they insist on kicking the table over
one of the other guests—a striking and
and throwing grenades at you, you’ll have gaunt woman in a white business suit—
to get desperate. Fighting is the best option stares intently at Judge Knowles’ side
when the engagement becomes a frenzied of the table. After dinner, she moves to
gunfight, but one-on-one, in a battle that investigate the strange signal she detects
you’re ready for, Finesse can be just as good. in cyberspace. What do you do?
DESPERATE
In a way, the reverse is true for sleight-of-
hand and inconspicuous Finesse. Picking As the guard rushes in to tackle me, I
a pocket or slipping away unnoticed is deftly sidestep, draw my silence pistol,
less perilous when the situation is chaotic, and shoot their hamstring to send them
crowded, or otherwise distracting for the tumbling down the staircase behind me.
target in question. (Contrast this with Prowl, 4/5 Severe Harm: You do it, sidestepping
which is best done in darkness, avoiding and deftly shooting, but the guard’s
notice.) When corporate security agents momentum is too great, and the collision
wrestle you to the ground to manacle you, sends you both down the stairs. Suffer
that’s a great opportunity to lift the passkeys level 3 harm, “Broken Collar Bone and
off one of them with a clever Finesse move. Ribs.”

196
6

INFLUENCE EXAMPLES
CONTROLLED
When you Influence, you influence someone
with guile, charm, or argument. You might lie Maybe he doesn’t want anything to do
convincingly. You might persuade someone with the Mountain Rats, but we both
to do what you want. You might argue a case know that he owes me. I lay it out in
black and white. It’s time to make good.
that leaves no clear rebuttal. You could try to
trick people into affection or obedience (but 4/5 Minor Complication: “Yeah, yeah,

finesse—influence
Consorting or Commanding might be better). okay, you made your point. But look...
you have to promise that no one will
GM Questions know I helped you, okay?”

◆ Who do you influence? What kind of 1-3 Complication: He shakes his head
the whole time you’re talking, making a
leverage do you have here?
face. “You’re right, I know! But I can’t do
◆ What do you hope they’ll do? anything! You have to get Winston to let
me back into his crew. Then I’ll be safe,
When you Influence someone, you’re not and I can do this for you.”
looking out for what they want. You’re RISKY
manipulating them—either with charm, lies,
I reach out to Winston and say
or well-reasoned arguments that they can’t
something like... “Hey, I respect you
easily dismiss. You’re trying to get them to
man. I’m not trying to run the Talons.
do what you want, not what they want or
That’s all you! But you need a rigger,
need. You can Influence a friend or contact—
and Mouse wants back in. It’s good for
they’re probably vulnerable to you—but both of you.”
there is also more to lose should they figure
4/5 Reduced Effect: “Fine, but she’s on
out you’re manipulating them. And with
probation. If I catch her on the blue stuff
trust being such a fleeting commodity in the
even once, she’s out on her ass again.”
shadows, it’s probably desperate to try that.
4/5 Complication: “You just want Mouse
Influencing someone isn’t mind-control. You to help you with that Cuban Mafia thing,
need some kind of leverage to make it work. It don’t you? Okay, fine... but I get a piece of
might be the leverage of being a very charming the action.”
or desirable person that the target wants to 1-3 Complication: “You come into my
please. It might be the leverage of having good place and tell me my business? Over that
reasons, evidence, and/or moving rhetoric fraggin’ powder-head? Get out of here
that all seems so convincing they’re inclined with that before I get mad.” He will let it
to agree with you. Leverage is situational: slide, but he’s actually pretty pissed off.
what works with one target may not work Start a 6-track, “Winston’s no longer your
with another. If you have something they close friend,” and tick it twice.
want, you can try to Influence them. Without DESPERATE
that, you can fall back on fear or intimidation “I swear, I had nothing to do with it.
(Commanding things of them, or else) or even I’ve never even been to Montego or on
use simple physical force to get your way. that road! Been down by da’ beach me
whole life, boy-ee!”
You might be able to Influence another PC.
1-3 Serious Complication: “Yeah, yeah.
Ask the player if you have any leverage over
Sure you haven’t. We’ll just let the
their character. If you do, then your action Legionnaires decide once they get here,
can force them to see it your way. If you won’t we? Take her into custody.”
don’t, then your action can only disrupt them
somehow—an intense distraction, but not a
convincing one.

197
6

INTERFACE EXAMPLES
CONTROLLED
When you Interface, you use cyberspace
or harness networked devices. You might I Interface with the security system
execute software or understand aspects of network to see if there are any
information technology. You could try to go vulnerabilities.
online in order to better understand your 4/5 Reduced Effect: You know there is
situation (but Surveying might be better). a sensor network protecting the doors
on the interior of the building, but you
GM Questions can’t quite tell how far it extends—to the
how To Play

windows and roof, too? Maybe so.


◆ How are you networking these devices? RISKY
What does that look like?
I going into VR, and searching for the
◆ What do you hope this will do? data trails of the corrupted drone. It
was broken in this very spot, so I’ll try
Cyberspace is described somewhat to retrieve any information I can while
vaguely, on purpose. It’s the residual field I’m here.
of transmitted signals in the city, the data
4/5 Reduced Effect: You see the tiniest
trails of wireless transmissions in the recent remnant of a data trail, and follow it to
past, and the virtual medium in which an orphaned datastore that is glitching
constructs exist. It is also an access point to out as if deliberately corrupted. It sort of
a persistent worldwide network seamlessly looks like an AI’s programming, but you
connecting the planet’s devices together, can’t be sure if Horizon actually did it.
seemingly unbound by the laws of general
1-3 Harm + Complication: The drone’s
and special relativity. Going online creates collapsing data stream is visible. You see
many opportunities to discuss the future of an icon and quickly connect before its
connectivity and technology. gone, but then—it goes all glitchy and you
get blasted with strangely painful signals.
When you Interface with a cyberdeck you
You are blinded for several minutes, a
might see data trails of recent wireless
frightening but thankfully temporary
transmissions or perceive the virtual world complication, and you take level 1 harm,
just waiting for those with a neural interface “Eye pain.” What now?
(the Hacker’s VR kit includes a set you can
DESPERATE
remove, or you can get one implanted).
cyberdeck allows them to see even more As the counterhacker tries to override
detail). Unlike Engineering, you don’t need my drone, I’ll corrupt their connection
to get your hands on something to Interface through the exploit to crash their ‘deck!
with it. Engineering is typically the action 4/5 Serious Complication: The
you’d use to take advantage of complex corrupted signals overload the
devices, but interface can work too—often connection. As their persona is driven
with different risks since you’re risking off, sparks erupt from your drone,
danger from the use of cyberspace. triggering a building security alert.
1-3 Serious Complication + Severe
Anyone with an appropriate device Harm: The counterhacker grinds your
configuration can Interface. The public grid data trails like a skateboarder and
is always there, ready for connection with crashes into your persona. Your deck
a comm. Hackers and other technicians can is broken (it can be repaired), and you
Interface as the basis for technological feats, suffer multiple severe harm as you are
such as Signal Tuner. Without access to taken offline: level-3 “Brain damage”
signals and networks, these abilities don’t from the energy, and “Dumpshock”
work. too. Which would you like to resist
first?

198
6

PROWL EXAMPLES
CONTROLLED
When you Prowl, you traverse skillfully and
quietly. You might scramble past security or I slip up behind him and whack him over
leap over barricades. You might drop down the head with my stun baton.
from a rooftop or hide in the shadows. You 4/5 Reduced Effect: His knees buckle
might attack someone from hiding with a back- for a moment, but he doesn’t go down.
stab or stun baton. You could try to waylay a He curses and staggers sideways and

inTerface—Prowl
victim in the middle of a pitched battle (but reaches out to support himself against
Fighting might be better). the wall. What do you do?
RISKY
GM Questions I dash across the rooftop, using the air
conditioning units for cover, and deftly
◆ How do you prowl? How do you use the climb the fire escape to the second floor
environment around you? window.
◆ What do you hope to achieve? 4/5 Complication + Reduced Effect:
You make it halfway across, behind the
When you Prowl, you use the features of your second unit here, when one of the guards
environment to move around skillfully. The says, “Hey, did you hear that?” and then
more conducive the environment, the better heads over to check out the noise. Make
you can control the outcomes. Prowling is a “Discovered” clock, four segments, and
more than just “speed” or “stealth”— it’s all tick two—these guys are pretty sharp.
of the related physical skills of movement as What do you do?
well as an instinctual awareness of where to DESPERATE
go and the right timing to employ. You can
I slink past nonchalantly and try to
think of Prowling as general athletic ability
look like a boring employee.
(running, climbing, jumping, swimming, etc.)
tuned for skillful, efficient movement. 1-3 Serious Complication: You walk
past and everything seems cool. As you
You might use this movement to hide out are swiping your badge to leave the
of sight and shoot an enemy in the back. secure area, you hear the doors behind
Waylaying someone this way is similar to you snick shut. The front door’s keycard
scanner turns red as it is locked remotely
Stalking a target from an ambush point—this
by security. Now what!?
is one area where the actions overlap. Prowl
is often used as a setup action or to create I back up to the balcony rail as they
an opportunity (or both at once). You might encircle me. “It’s been fun, fellas...” I
Prowl to cover so you can take your time jump off and throw my grappling hook,
Surveying a location without being flanked. swinging to safety.
4/5 Severe Harm: You jump and swing
When a Prowl roll goes badly, it doesn’t have but a few of them manage to rush
to be “all or nothing.” A common mistake is to forward and fire. A bullet rips through
say that the character is discovered or caught one of your shoulder blades. Your
as a consequence. Instead, the GM can start hands go numb and you land hard
a short clock (maybe 4 segments) for such a in the dumpster. Take level 3 harm,
serious complication like “Discovered,” and “Spinal Injury.” But hey... you got away.
tick a segment or two. When done this way, 1-3 Severe Harm: Just not fast enough.
you can think of the clock as “stealth harm You get one foot up on the railing, and
levels.” The PC can take a few hits before they all open fire. Take level 4 harm as
they’re knocked out of the hide-and-seek you’re shot to pieces.
conflict.

199
6

STALK EXAMPLES
CONTROLLED
When you Stalk, you carefully track a
target. You might follow a person or discover I wait until Winston passes in front
their location. You might arrange an ambush. of his office window, then I hold my
You might attack with precision shooting from breath, and squeeze the trigger.
a distance. You could try to bring your guns to 4/5 Reduced Effect: The shot grazes
bear in close quarters (but Fighting might be Winston along the side of one of his
better). horns, ripping open his scalp. He
crumples down out of sight, seriously
GM Questions
how To Play

wounded at least. What do you do now?


RISKY
◆ How do you stalk them down? What
The Black Circle get their supply of
methods do you use?
refined reagents somehow. I’m going
◆ What do you hope to achieve? to locate the source and track how
it’s delivered.
When you Stalk a target, it’s all about precise 4/5 Complication: You track down the
and skillful execution—your talent brought source and delivery method (I’ll explain
to bear against the target, your victim. Like in a minute), but as you’re headed back
Finesse, Stalking is about performing on your to the safehouse, your breath comes out
own terms—you follow the target to their as fog and you hear the disembodied
safehouse, you select the ambush point, you whish of an air spirit echoing from the
line up the target in your sights and take the darkness. It’s the sound of torrential
shot. downpour and hurricane force
winds that makes your spine seize up
Stalking is all about the maneuvers before instinctively. Do you freeze up, try to
the shootout. When you try to Stalk after the escape, or resist and do something else?
chaos begins, you’ll probably find yourself DESPERATE
in a desperate spot. Time and distance are
Before that agent can get around the
your allies. Contrast with Fighting, which is
corner, I want to set up an impromptu
desperate and least effective when the enemy ambush!
is far away and disengaged.
4/5 Reduced Effect: You find a blind
There’s no “shooting” action in Runners, by angle to attack from, but it’s awkward
and cramped in the hallway. Your pistol-
design. The action roll system is designed for
whip move collides with the wall and
players to choose the action they perform
then crashes off the officer’s helmet.
in any given situation, which the GM then
He grunts and staggers for a moment,
judges for effectiveness and risk. When the
swatting back with his stun baton and
guns come out, do you Stalk around them issuing a call for backup through his
first to carefully line up your shot? (Or Fight, comm. What do you do?
or Finesse, or something else?) It’s up to the
1-3: Serious Complication: You are in
player to decide their approach. Stalking is
position, and the enemy walks in—but as
usually the most effective action when taking
you are about make your move, you walk
an aimed shot at a distance. But if you’re in
right into the agent’s elite bodyguards!
the middle of a brawl and blast someone
Take +2 heat for that. Plus, these aren’t
with your pistol, Stalk works, too—it’s just run of the mill Legionnaires: they grab
probably a desperate action. The Stalk action you and slap manacles on you before
is broader in scope than mere marksmanship. you can react! Your target shows up on
It’s the ideal action for tracking, hunting, the other side of them, glaring at you.
and discovering the location of anything or What do you have to say for yourself?
anyone. Or do you resist here?

200
6

STUDY EXAMPLES
CONTROLLED
When you Study, you scrutinize details Now that I’m in, I go over every bit of
and interpret evidence. You might gather this network, looking for the hidden
information from online discussion, news access point.
reports, and books. You might do research on
4/5 Reduced Effect: After a few
an esoteric topic. You might closely analyze a
moments, you find a tiny blip of activity
person to detect lies or true feelings. You could
around what must be the access point.
try to examine events to understand a pressing
You can’t tell how to access it, though.
situation (but Surveying might be better).

sTalK—sTudy
Want to keep Studying and figure it out,
GM Questions or do something else?
RISKY
◆ How do you study? What details or
While Shark and the envoy talk, I Study
evidence do you scrutinize?
him for any signs of deception, especially
◆ What do you hope to understand? when we talk about us backing the
Talons exclusively.
When you Study, you concentrate on small 4/5 Complication: You can tell that he’s
details—expressions, tone of voice, innuendo, telling the truth, but he notices your scrutiny
tiny clues—to find what’s hidden, determine and gives you a close look, as well. Start a
facts, corroborate evidence, and guide your new clock for the mounting threat: “Skelter
decisions. Figures Out Your Plans,” six segments, and
tick two.
Studying is often used to “read a person”—
4/5 Complication: You get a solid read on
this is a gather information roll to judge him—he’s telling the truth—but after a
whether or not they’re lying, what they pause, his protection corners you and gets
really want, what their intentions are, etc. in your face. The envoy says “If you aren’t
(See the list of questions you might ask on the liking this deal, maybe we should go. I’ve
bottom of your character sheet.) When you already got three potential meetings with
Study someone in this way, you can ask the more.. disposable crews.” What do you do
GM questions while you interact with them next?
if you want, so you might wait until they say DESPERATE
something fishy, and then ask the GM “Are
As things turn to violence, I shift my
they telling the truth?”
stance and watch for an opening or a
weakness. Maybe I will spot a way to
If you want to get a feel for the current
run past them!
situation or scout out a location, that’s
Surveying. Cursory reconnaissance glosses 4/5 Harm + Serious Complication: You
over details in favor of big-picture stuff, but get past them, but you’re shot in the foot on
Study does the opposite—it’s about precise your way out. The wound burns painfully
facts and details. Are they lying about that? and your ankle is pretty broken (level-2
Is the safe hidden behind a wall in this room? harm). Just as you round the corner, you
realize you’re hobbling—what now?
Studying is also the action for research of 1-3 Severe Harm + Serious
all kinds (often a long-term project). Want Complication: You find an opening, but
to find out which executive has the best as you eye it, a shotgun blast sends you
software collection with the worst security? flying backwards. You land a few feet
Want to know how many rioting citizens it away, kevlar smoking, and Vigo steps
would take to overwhelm the Legionnaires into the doorway. Blood is spurting from
in St. Andrew Parish? Virtually any fact can ragged wounds in your arm (level-3
be discovered through Study. harm), and he grins at you. Do you want
to resist before you do something?

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SURVEY EXAMPLES
CONTROLLED
When you Survey, you observe the situation I nestle into my hiding spot and watch
and anticipate outcomes. You might spot the Mirror’s Edge safehouse. I want to
telltale signs of trouble before it happens. You know their defenses, and how they get
might uncover opportunities or weaknesses. in and out.
You might detect a person’s motivations or
4/5 Reduced Effect: You get a good feel
intentions (but Studying might be better). You for the building and its exterior security
could try to spot a way to flush an enemy out measures, but there’s a wall and tinted
of cover (but Stalking might be better). glass blocking some kind of checkpoint
how To Play

at the entrance. Are they saying a code-


GM Questions phrase, or showing a pass, or something
else? You can’t quite tell.
◆ How do you survey the situation? Is
RISKY
there anything special you’re looking out
for? Okay, so, they’re chasing me along the
rooftops, right? There must be a good
◆ What do you hope to understand? spot where I can drop down a fire
escape and disappear. I want to do a
When you Survey, you get a better setup roll for my Prowl action next.
understanding of what’s going on around
4/5 Reduced Effect: “Hmm, reduced
you. You observe a location or circumstance
effect doesn’t make sense for a setup
and its features: entrances and exits, strong
roll, really. Let’s pick a different
points and weak points, what’s normal and
consequence.”
what’s unusual there, what’s likely to happen
next, etc. A good Survey will keep you from 4/5 Complication: “This is good. How
being surprised and helps you make better about I take +2 heat during the chase?
Everyone sees me leading Alamo
decisions about how to approach a problem.
Security on a wild chase.”
Survey is often used to “read a situation”— DESPERATE
this is a gather information roll to judge They’re attacking us? No no no... I want
opportunities and dangers (see a sample list a flashback to a few seconds ago to get
of questions you might ask on the bottom of a bad feeling about this before it kicks
your character sheet). off.

When you Survey the scene, you might ask 4/5 Reduced Effect: You sense the
ambush, but it’s mere seconds before
the GM questions before anything happens,
everything happens. You can take one
so you can spot opportunities for action. If
half-measure first. Do you drop to the
you’re suspicious of the meeting with the
ground for cover, push someone else
Mountain Rats, for example, you might ask,
down, something like that?
“What’s really going on here?” to get a clear
read on the situation. 1-3 Severe Harm: You’re fixated on
one of the enemies, certain that they’re
To Survey, you usually need access to good gonna do something bad, and you get
vantage points. If you want to Survey the blindsided by someone else. Take level 3
the Manning Family’s HQ for a good assault harm, “Shot in the Back.”
point, for example, you’ll need to walk
around and give it a good look, maybe watch
the mafiosos coming and going, notice their
security measures, etc. You might use Prowl
or even Consort to set up a Survey action, so
you can observe things with greater effect or
from a safer position.

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WRECK EXAMPLES
CONTROLLED
When you Wreck, you unleash savage or
sudden force. You might smash down a door I plant the bombs, set the timers, and
or wall with a sledgehammer, or lob grenades hurry off to a safe distance, and... boom.
to do the same. You might employ chaos or 1-3 Withdraw or Complication: On your
sabotage to create a distraction or overcome way out, two of the building managers
an obstacle. You could try to overwhelm an stop to converse near your planned exit
enemy with sheer force in battle (but Fighting door. The timers are ticking down, so

survey—wrecK
might be better). unless you back out and go another way
I’m ticking the “Boom” clock once, and
GM Questions the “Get to Safety” clock none. What do
you do?
◆ What do you wreck? What devastation RISKY
do you bring to bear? I push past Mouse and heft my crowbar.
◆ What do you hope to accomplish? “Allow me to sweet-talk that lock,
friend.” I dig in and pry the thing off its
When you Wreck something, collateral hinges.
damage and chaos are both fairly likely. You 4/5 Complication: Well, sure... you can
probably ruin its functions so it can’t be easily use force to pry the door open—but it’s
fixed, creating confusion along the way— not as quiet as hacking the lock would
making loud noises, sending debris flying, have been! Somewhere upstairs, a chair
starting fires, flooding an area, etc. Wrecking scrapes back and you hear footsteps. Tick
is as good for sabotage and mayhem as it is two more on the “Alert” clock for the
for destruction. guards. Oh did that fill the clock? Heh.
You hear a shout and more footsteps
Scale is often a very important effect factor running down the stairs toward the
for Wrecking. If you want to destroy a bus, door.
for example, you need tools or a team that DESPERATE
are high enough scale to have an effect on the
vehicle. You might need to employ a team of So, he thinks I will back down from a
grenade? He’s gotta do more than show
drones (or Thugs) to shoot it up, for instance.
it to me. As soon as he goes for it, I am
Or you might need to exploit a weakness to
going to light him up.
gain some level of potency to offset the scale
factor. A vehicle with compressed gas tanks 4/5 Severe Harm: He dodges around
on it is vulnerable to a well-placed explosion, your initial arc of gunfire and already
for example, so a few grenades will do the has the pin out, tossing the grenade
while you are dealing with recoil. The
job that took 10 people with demolition tools.
fragmentation blasts you with metal and
There’s some overlap between Wrecking rubble, hitting your whole right side.
to break something and Engineering it so it Take level-3 harm, “Vicious Shrapnel
no longer functions. In general, Wrecking Wounds” as you start bleeding out. But
is faster and less precise—if you smash the he wasn’t expecting you to continue
thing, it’s totally smashed. Engineering, on the your barrage, and he is pushed over
some boxes and shot several times.
other hand, is skillful and precise—allowing
You hear heavy breathing as struggles
very specific results (like an alarm that goes
to ready another. Ready to resist that
off at the wrong time) but it generally takes
nearly fatal error, or?
more time and is easier to fix. Also, Wrecking
applies to pretty much anything: doors, walls,
floors, whatever. Engineering is limited to
devices and chemicals and stuff like that.

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CHAPTER 6

RUNNING THE GAME

Chances are that you’ve run Blades in the ◆ Convey the fictional world honestly
Dark before if you are reading this. If so, When it’s your turn to say what happens,
you should have few problems. If not, or what threatens the PCs, “look around”
but you’ve run other roleplaying games the vision of Kingston in your head and
before, you might find that running this say what you see. Don’t play favorites.
game is a bit different—mainly in the Make the world seem real, but not
distribution of authority in the game— contrived to doom their best efforts.
especially in the way players have a lot of ◆ Bring fantasy Kingston to life Assign
say over how the rules are applied. each location a specific aspect (crowded,
cold, rainy, dim, etc.). Give each NPC a
This chapter breaks the GM job down
name, detail and a preferred method of
into several key areas to help demystify
problem solving (threats, bargaining,
it a bit. First, we’ll cover Goals, then
violence, charm, etc.). Give each action
Actions, Principles, and Best Practices
context—the knife fight is on a rusty fire
appropriate to Runners in the Shadows—
escape that might fall; the informant
then, a number Bad Habits to avoid.
huddles among the wreckage of the
foreign legion substation where gangers
and homeless are the “authorities”; the
GM GOALS Manning Family’s safehouse stinks of
ganja-smoke and fresh baked rolls. Are
This is what you’re trying to accomplish their hidden guards nearby, just out of
when you run the game. notice? Highlight the sources of danger
quickly and often, and mention the many
◆ Play to find out what happens Don’t pleasures of the ultraviolet which tend to
steer the game toward certain outcomes occupy the attention of those who look
or events. Be curious! There is a reason at the surface level stuff (the designer
you aren’t the storyteller: this story isn’t drugs, virtual entertainment, the high
told yet! Instead of being a windbag technology, etc.)—and contrast this with
narrator, be curious about what your what the runners see.
friends can come up with. Be excited
when you come up with a terrifying To achieve your goals, use the GM Actions
threat, only for them to get away. Lament (detailed on the next page) guided by
the dark fate awaiting those who fail, your GM Principles (in the section which
and you’ll be as surprised as your players follows your actions). Also describe the
about the unfolding events. setting along the way (this will be the
opening scene).

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6

getting better about dealing with the


DESCRIBING inherent differences between differing
heritage, but it still struggles with
THE SETTING interpersonal conflicts of being in the
presence of supernatural phenomena. A
The game takes place in a living, common phrase is “Kill the mage first.”
breathing city adorned with a “kitchen Besides that, dragons exist, artificial
sink” of literary techniques and fictional intelligence has become quantum (some
runninG The Game

genres at work. This creates a huge would say “immortal”), and the world
palette of possible fictional details to talk is littered with unfeeling cyberzombies,
about—which can be unwieldy for a GM dangerous sorcerers, powerful spirits,
to describe. When you illustrate the city nasty gremlins, and more. Some of
through descriptive prose in the opening these characters (like wage mages) are
scene in about ten pages, and later on in ingrained into society, and some (like
the series, keep these tips in mind: dragons) only respect others of their
own kind. How does the metatype and
◆ Start with a dystopian canvas That supernatural power of those involved
word can mean a lot of different things, color this interaction? What supernatural
depending who you ask. Start with what powers manifest here? What strange
is certain: the Man has already won. The sights are present?
city is crowded, with high-density living ◆ Decorate it with chrome and neon
areas filled with wageslaves, each one Practically anything you want is just a
paying the Man to continue its ascent. signal transmission away. Self-driving
The megacorporations wield more vehicles and drones of all shapes, sizes,
geopolitical influence than national and configurations clutter the sprawls.
governments and world organizations. There is ubiquitous access to cyberspace
Legitimate businesses have no hope of and a continuous bombardment of
ever rising to the top anymore; instead, advertisement available for whatever
small businesses that succeed only get it is you enjoy. Rarely do the citizens
consumed by the larger ones, adding get an unobstructed look at the grimy
to the collective bottom lines of greedy truths beyond their income bracket.
executives and their wealthy families. Corporations depend on the constant
Sound familiar? That’s because it is. flood of marketing and demographics
There are the rich and powerful in data to fuel their ambitious schemes of
cushy boardrooms at the top, held aloft consumer manipulation. And consumers
by towering arcologies filled with wage seem all too happy to participate. How
slaves—and there are darkened streets does income inequality and consumerism
paved with blood, sweat, and tears of the manifest itself here? What makes it tough
average citizen. The hopes and dreams of for the average citizen to get a good look
runners are the fuel which sets it ablaze at the shadows? What hard truths are
to power the machinations of the elite. evident just outside their notice?
◆ Paint the world with a supernatural
brush A supernatural cataclysm
occurred, and since then there have
The “American dream”? Dead.
been strange forces lurking around Their competition? Dead or bought.
every corner—some standing brazenly
in the open. Society across the world is You? Hopefully paid by the latter.

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◆ Ask establishing questions to set the


GM ACTIONS stage for the action Who’s leading the
group? Is everyone rushing in to fight with
The player characters have twelve actions Jax, or is someone hanging back or doing
they use to get things done in the game. something else? Do you want to focus on
You have actions, too, and they are listed the envoy to get a bigger payoff, or are you
below. When it’s your turn to contribute, addressing the employers at large to get
and you’re not sure what to do, look at what you want?
your list of actions on your GM Reference
(found in the Sheets PDF, which refer to ◆ Ask provocative questions to make
the players think and express their

Gm acTions
those explained in this section) and pick
the most appropriate one. characters Okay, so now you have some
kind of vendetta against them, right—or
do you think ‘What goes around, comes
Ask Questions around?’ What does the ganger think of
you after that little escapade? Can you
Provide opportunities & follow the bring yourself to betray them?
player’s lead ◆ Ask leading questions to show the
players what you’re thinking Do you
Cut to the action think he’s the type of person who will
respond well to threats? Does anyone want
Foreshadow the danger
to Survey the area or Study the envoy? If
Follow through you get caught doing that, the whole deal
is gonna be blown, though—right?
Offer a Dragon’s Deal ◆ Ask trivial questions when the mood
strikes you and you’re curious Where
Initiate action with an NPC do you go for a bite to eat? Who knows
about your weird obsessions? Do you have
Tell them the consequences & ask
any little keepsakes or other personal
Think off-screen items here in the safehouse?
◆ Ask the players for help when you’re
Tick a clock uncertain or stuck You don’t have to
do it alone. I don’t know... should this be
desperate? What’s a good Dragon’s Deal
here; a nuyen cost for better gear perhaps?
ASK QUESTIONS What’s the worst that could go wrong?

Before you do anything else, ask PROVIDE OPPORTUNITIES,


questions. You can get along very well as
FOLLOW THEIR LEAD
a GM by simply asking questions, building
on the answers, asking more questions, GM, it’s your job to provide opportunities
answering them with dice rolls, and so but also to follow the player’s lead.
on. Asking questions is the heart and soul Providing opportunities is easy: this
of running a roleplaying game. fantasy Earth is a setting specifically
designed with the runner in mind. As
the GM, you’ll step in and describe an
opportunity when the PCs look for one,

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rolling or picking from the opportunity mysterious (and well-guarded) safehouse


tables as you please, adding your unique remains. Their enemies are closing in to
ideas about the sprawl and its factions, finish them off.” It’s not sufficient to say,
guided by your goals and principles. “You hear that there’s something going
on with the Talons.” Depending on the
Opportunities need not be balanced
outcome of the investigation (or the
or consistent. Sometimes they’ll be
strength of their informant’s or contact’s
exquisite a clear exploit, an ideal target, a
connection to the opportunity), provide
fat payday. Sometimes they’ll be poor—a
runninG The Game

even more details and hooks for the


perilous opening, a troublesome target, a
action to come. “The Manning Family is
thin margin for profit. But there’s always
closing in, poised to finish the Mountain
something to be found. The setting of
Rats off. You know how Rosetta is! The
Kingston is designed the way it is so
Mountain Rats could use your help… or
that the next chance for a run easily
maybe betraying them to the Mafia is the
flows from the fiction. Look around at
more profitable move.”
the factions and NPCs that interest you.
Who’s vulnerable? Who needs something An opportunity consists of:
done? What part of the setting are you
curious to see in play? It’s sure to have
◆ A target. CyberSec Global.
opportunities for crime. ◆ A location. One of their contraband
storage locations near Chancery Street
Between runs, the PCs are free to gather bus station.
information to set up the next operation.
◆A situation. A smuggling ring was
If the players don’t have their own idea
busted by CSG in Havendale just yesterday.
for a job, this is the perfect chance to look
for a new opportunity. Ask them if they’d ◆ One obvious vector for a plan. Your fixer
like to perform a group action to discover will pay off whoever is hired as security.
something, and how their crew goes about They’ll let you in the back door—for a cut
that kind of thing. Do they Influence of the profits.
their circle of friends or contacts? Do they
Better information from contacts or
Command people to reveal useful secrets?
investigation (or other means) may
Do they Survey for potential victims
include:
and opportunities? Do they Interface
with hotspots, looking for weaknesses ◆ Connected factions and what they
to exploit? A “legwork montage” may need or want. That paydata was paid for
follow their rolls, allowing you as the GM by the Talons. They want it back.
to convey the details of the opportunity ◆ A not-so-obvious vector for a plan.
through brief moments of action and Offline paydata like this can be extracted
snippets of dialogue from NPCs. remotely through an emergent gate... or so
When you present an opportunity, it you’ve heard it theorized.
should include the components necessary ◆ Interesting secrets, a link to an
for the players to understand how alternate opportunity. CSG Agents are
they might mount a run. The suggested likely to secure any confiscated datachips
opportunity might not be the best—but with multiple layers of protection. A fringe
it’s something specific and actionable. The group of preservationists known only as
PCs should understand that “The Talons neo-Luddites abhors the paydata trade and
have lost their fixer and now only their may be a possible ally or enemy, depending
on what you do.

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See the Crew chapter (page 109) for situation, and a vector for a plan. Then
tables of opportunities arranged by crew ask if they want to investigate further
type. These are bare-bones starters that (potentially inviting trouble) or go ahead
you can flesh out with details from your to the engagement roll.
specific iteration of Kingston in play. Or
randomly determine those opportunities
using the chart at the end of this chapter.
CUT TO THE ACTION
It’s up to you. When they say, “We should break into
Agent Smith’s office,” that’s your cue.
Basically, you’re offering the players an Say “That sounds like a Stealth plan,

Gm acTions
opportunity for action. Sure, it follows yeah? What’s your point of entry?” Then,
from the ongoing fiction of the world as when they give you the detail, you say,
established in your game, but the heart “All right, so you’re on the top level of
of these opportunities is a gameplay the garage across the alley from their
mechanic. The players have showed up building. It’s quiet and abandoned right
to play Runners in the Shadows, which now for construction. You throw your
means they want to do exciting and ropes and grapnels across. Let’s make
interesting crimes. It’s like they’re at the the engagement roll.” Bam, just like that,
arcade and they’ve dropped in a token you’re on a run. That might seem way too
and it’s your job as the GM to light up fast and breezy if you’re used to other
the screen with NEW STAGE and get the roleplaying games. You don’t always
game going. have to skip that far into the action! But
it’s good to keep this method in mind
You’re providing enough to keep the game and generally aim toward it. Anything
from stalling; enough so that Runners in prosecuted via conversation will take
the Shadows can happen at the game table longer than you think it will—if you
tonight. If the PCs are flush with available hold this “cut to the action” idea in the
nuyen and rep to spend and downtime forefront of your mind, you can trim off
to burn, they can dig up lots more juicy some time that might just be fruitless
information to position themselves planning or unnecessary hesitation.
strongly for this opportunity and go in
with a better engagement roll (at least). If Same goes for any kind of “scene change”
they don’t have those resources to spend... that happens in play. Like, when a player
well, things are tougher, but that’s the decides to go Consort with their friend,
nature of the runner’s life, and at least you can cut to the action in progress.
there’s still something fun to do. We can
“You’re at the usual place, in Smoke
shrug at the ill-fortune of our characters
& Lagger. The air inside is filled with
right now, slap them on the back and say
the smells of steaming bowls of onion
good luck, have fun with that!
soup and soycaf; gray clouds streak the
The other avenue for getting the game night sky outside. Links brushes back
going is to follow the player’s lead. This their hair, eyes and attention flitting
is just like providing an opportunity, but about from online notifications to you
in this case you listen to the opportunity and back. ‘Busy week,’ she says. ‘What
presented by the players rather than do you been up to?’”
describing it yourself. Ask them clarifying
Rather than starting back at the safehouse
questions to flesh out their idea so
and playing out “Where do you go? Where
you end up with a target, a location, a

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would Links be? How can you arrange a yourself “searching” for a consequence
meeting?” you just cut to the action of the after the fact if you don’t lead things
meeting in progress and the game moves properly. If you do, there is little question
along fine, keeping momentum high. about what is going to happen if the roll
is a 1-3 or 4/5.
FORESHADOW THE DANGER
FOLLOW THROUGH
Show them the threats as their actions are
...with the aforementioned danger. Don’t
runninG The Game

underway. Then they will know what is at


stake when you ask them what they do. let them off easy when things go badly.
There’s really no reason to be timid when
As you get into position, a blip appears the players have several ways to deal with
on the counterhacker’s screen. In my trouble. Besides, if there’s time to act,
mind’s eye, a silhouette of a slender they can make an action roll. If they’re
face is outlined by the light. A shaky in over their head, they can just resist it
plume of blue nicotine vapor fills the if they want. Take off the kid gloves and
room. Someone is not only secretly give them what the fiction demands.
watching for your approach, but you
get the feeling you are about to have This GM action is all about doing as you
your devices scanned for clues about said. When powerful enemies are in a
your recent activity. What do you do? position to do something without direct
opposition, then they can just do it. :cue
The keycard hangs from a belt loop, held Shia Lebouf meme: If the consequences
fast by a lanyard. There are no other of failing are to be out of the scene for the
keycards on it, so it must be special. He final showdown—then so be it. When the
seems to check his gear every so often, players are rushing to come up with an
so it’s really likely he would notice answer, flashing back and taking action,
quickly. There might be another way in you will be glad you hit them as hard as
though. What do you do? you did.
As you listen at the door, you hear the
Your job is describing the harmful
squeak of a chair leg and the banter
outcomes with gusto, not inflicting them.
of the guards. You know the entrance
The purpose of the consequence and
to the roof stairwell is beyond. Their
edge mechanics is to add interesting
footsteps tell you someone inside is
fictional details to the game when it
pacing. You have your pistol out like
comes to harm and trouble. Instead of
you said. What do you?
simply saying, “You take 3 damage,” you
Compare that with these lackluster describe how the shot punches a bloody
narrations and action prompts: hole in their lungs. The harm becomes a
They’re hacking you. What do you do? realized threat in our imaginations. Then
they get the option to mark their armor
You are going to steal the keycard to boxes or roll to resist (and risk losing
get in? That’s gonna be Finesse. some of their remaining edge).
You’ll have to Fight them I guess. Where
do you shoot them? OFFER A DRAGON’S DEAL
See how giving context to an action Try to concoct exciting complications and
creates a natural flow? If you don’t present potential decisions for your Dragon’s Deals.
risk and opportunity clearly, it’s less Offer up things that, while negative, also
clear what’s happening. You might find

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deepen the connection to NPCs. Or show THINK OFF-SCREEN


duality of their items. “You can take +1d
Meanwhile... What is going on elsewhere
with your sniper rifle, but you’ll have to
that can affect the current scene? Is
get on a rooftop where at least one security
there a biker gang circling the safehouse,
drone will spot you. +2 heat.” Think in
waiting to strike down whoever exits?
terms of value to the story—and abide by
Are there G-men closing in on their target
the Rule of Cool. Look it up if needed.
right now? Did a rival just find their
opportunity for revenge?
INITIATE ACTION WITH AN
NPC

Gm acTions
TICK A CLOCK
One of your best tools is the NPC. These
characters are how you take action. Another important tool is the pacing
Particularly dangerous (also called mechanism provided by progress clocks.
“master”) NPCs can also take control of A GM who wants to tell a narrative the
what is happening by seizing the initiative. players can get involved with need look
This is a powerful tool to illustrate danger no further than faction clocks. These can
and grab everyone’s attention. also be useful for tracking approaching
entanglements and complications
“There’s no hesitation. She lets you according to any established fiction.
check her comm, however she’s also a
masterful hacker. She’s placed enough Its not uncommon for agents to go
layers of security that you fail to specifically after so-called “cold cases,”
find any clues regarding her recent hoping for an important break. I’ll start
whereabouts.” a danger clock for that security agent
to question someone close to the crew.
“That can’t be! I am way too smart to
actually fall for that.” More of Rosetta’s thugs will be lurking
nearby the restaurant as it is a location
“Well, you can roll to resist with of interest for them. As you open fire,
Intuition if you want, but if not then her one of them gets an alert signal, so I
efforts manage to keep you guessing.” will add ticks on the clock for them to
accost you.
TELL THEM THE
Called favors eventually come due,
CONSEQUENCES AND ASK
sometimes more quickly when you mess
“Sure: You can shoot them from up with the ones you owe. So I’m going to
there, but it will take so long to get tick that “Status lost” clock twice when
in position that you will only get one you tell them to eat drek.
chance. Want to try it from where
During a mission, tick a danger clock if
you’re at, or roll for it and take the risk
you want to ramp up the tension as part
on the ‘Mission Scrubbed’ clock?”
of following through, without ending
“The dragon strikes terror in your heart. the conflict right away. To pile on the
You can flee or be paralyzed by fear. pressure, start a countdown clock for
Which is it? Or do you want to resist?” the run to be scrapped. Keep all progress
clocks where everyone can see them.
Keep markers and index cards (or some
other tool to keep track of them) nearby
during play, and use them often.

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you describe the stern-faced man kicking


GM PRINCIPLES a homeless woman for panhandling,
you help paint a scene which puts their
◆ Be a fan of the PCs The world is heartless nature on display—the visceral
hard on the PCs already. Don’t think of details that show how they are heartless
this as a competition. Be excited about create an emotional connection to what
their successes, and dismayed at their is happening.
failure. Make them feel important in this ◆ Consider the risk The runners are
runninG The Game

fictional endeavor, and congratulate its criminals and outcasts, so there are
development at every twisted turn. always things waiting to pounce on
◆ Let everything flow from the fiction their mistakes. By default, a roll is risky.
You can get started quickly using the When they are in over their heads or face
game’s starting situation and your serious conseqeunces, rolls are probably
opening scene. There will be pauses at desperate. When they are on top of
first-interrogate how their character’s things and capitalize on their success, the
react, and follow their lead to figure out rolls might be controlled. Announce
what happens next. You aren’t the game’s the approaching threat(s), and dare them
author or manager—it runs itself pretty to put it all on the line. Go with your
well as long as you follow the fiction gut and assess the factors you find most
wherever it may lead. The cycle of actions, important.
reactions, consequences takes care of all ◆ Hold on loosely Rewind, revise,
that ensure it always leads somewhere and reconsider events as needed to
fun. accommodate the pacing of the game.
◆ Address the characters “Buzzsaw, what Some players will want to drive their
do you do about the Talons’ surveillance characters fast and loose, and you should
van?” not “Chris. what does Buzzsaw do be ready to give them that. Also remember
next.” Never address the player when you this is not an “Ironman mode” kind of
really want them to be immersed in their game. “I forgot about the paydata too. It’s
character. Placing Buzzsaw, the character, only fair to say your runner would have
front and center like this serves to highlight remembered though—let’s call it a free
what they want or think is cool. Leave room flashback.”
for players to exemplify their character’s ◆ But don’t let go Of your players, or
values, beliefs, and morality with their your GM goals and principles. You get
choice of actions and dialogue. few chances to inject your ideas in, so you
should absolutely use them to enjoy the
◆ Address the players “Chris, what do game too. That is, when you lay out the
you think? We could handle this with
fiction to justify threats, consequences,
a full scene or a quick roll with quick
and resistance—this is your time to
results.” Chris is directed to consider what
shine. The balance of narrative power
he wants, rather than what the character
in this game is weighted towards the
wants. Placing Chris, the player, front
players, except when it comes to the
and center like this is a way to highlight
badness. So when its your time to speak,
what they want or think is cool.
remind them what the world is really
◆ Show, don’t tell Describe what is like. Also pick them up when they fall
happening visually, rather than literally. down by reminding them of their tools
It is uninteresting to tell your players and Best Practices when it seems they’ve
that “the NPC is clearly heartless,” but if forgotten.

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Maybe you would make a different


GM BAD HABITS judgment call in the case above
(desperate position and zero effect, if
DON’T CALL FOR A SPECIFIC you think Influence is all wrong for
this kind of persuasion). That’s fine!
ACTION ROLL Your game of Runners is your own.
Once you know what they hope to do, Plus, even when you say “desperate
get the player to choose their action by position, zero effect,” you’re not shutting
describing how they do it. Then tell them the player down completely. They can

Gm Bad haBiTs
the position and effect level that you find push themselves for more effect, get a
appropriate to this situation, using that teammate to set them up to create an
action—as well as why you think that. advantage, take the initiative, etc. It’s not
You might also offer an alternative action an argument between the GM and player
rating they can roll to get what they want that one person has to win. It’s just the
done in one action, if that’s possible given normal back-and-forth interaction of the
the circumstances. game.

“I want to confuse them so they won’t Instead of saying, “You have to roll
find our Trigger’s hidden weapon.” Influence for this,” you ask the player
which action rating they want to roll—
“How do you do that?” which gives the player the opportunity
for a creative contribution to what’s
“I am not good at Influencing, so happening in the fiction. Then you put that
I guess... I Fight with them as a action in context in the world as you see it,
distraction? Then our shooter can by establishing the position and effect.
easily sneak in.”

“Could work. What’s your character DON’T MAKE THE PCS SEEM
doing? What do we see ‘on screen’?” INCOMPETENT
“Oh, right... well... as my ally is about Things go badly when a player rolls a 1-3,
to be searched, I puff up my chest, spit but it’s because the circumstances are
on the floor in front of the high-nosed dangerous or troublesome—not because
employee, and act as though I am the character is a nitwit. Even a PC with
offended by their face. I’ll throw the zero rating in an action isn’t a terrible
first punch, and create such a ruckus criminal. Instead of describing a moronic
that security has no choice but to look move, start your description of the failure
away from their post. Then, our Trigger with a cool move by the PC, followed
flows right through the checkpoint.” by “but,” and then the element in the
situation that made things so challenging.
“That’s risky alright, but that’s only “You launch hacking apps and spoof a
going to have a Limited effect—there command to open the office door, but the
will be more to do because they will building security is more extensive than
be looking around rather alarmed by expected! As you gain the required access,
a fight breaking out—but now I can at security personnel are alerted to the
least imagine how this might count as office door opening by a sensor you didn’t
a setup. If you roll to Influence them notice, and starts checking the cameras
with this approach instead, I think that on the entire floor for anyone that looks
would give you the effect you want.” suspicious. What now?”

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On failure, talk about what went a 4-clock to track every NPC’s condition
wrong “Perhaps you were distracted either. Instead, decide how much a given
while you’re trying to rig up the vehicle?” action and approach can do, adjusting
“Oh, you mean they probably have for any relevant factors, then narrate the
failsafes in place, eh?” “Exactly! You see results and what else happens.
the headlights flash erratically and hear
the vehicle’s alarm sound, drawing the Also, don’t allow yourself to become a
attention of nearby security.” You can also slave to the clocks. You might start a clock
as a complication during a flashback for
runninG The Game

lean on features the player has already


portrayed about the character. How are security to be on “Alert,” but later when
their vice or traumas a problem? What there is a complication while actually
is it about their heritage, background, or infiltrating the inner sanctum of the
other details that gives them trouble or building—just fill the clock in. Every
gets in the way? “Maybe they don’t like single consequence doesn’t have to be
you because you’re a drunk, or a street an interesting new problem or a brutal
rat?” “Yea, they are probably suspicious as reversal of fortune. Go with what’s
they notice some dirt under my fingernails obvious to you. Ask the players for ideas
and recall the recent news about the spies if you feel stuck.
from Montego I keep talking up.” “Blood magic is risky stuff, sure, but
maybe it’s more interesting if you
DON’T OVERCOMPLICATE actually succeed and take a bigger
consequence even though you rolled a
THINGS 1. But I mean.. all I can think of at the
The consequence(s) you will inflict on moment is throwing a bunch of arcane
a 1-3 or 4/5 roll will usually be obvious, harm at you. Unless you have a better
since the fiction has already been idea?”
established. But sometimes you’ll draw a
blank. It’s okay to keep it simple! Just say “To be honest, I was totally hyping
what position they’re in, and have them myself up for the possibility that doing
roll to see what happens. this might piss off Jackie Lantern.”

Once the dice hit the table, you might “Oh, of course! You do it—but you also
struggle to come up with appropriate make a powerful enemy—and take just
complications. That’s okay too! A one level of special harm, ‘Drained.’
complication can just be some extra heat, Wanna resist either of those?”
or an emergent problem. Perhaps it’s just
a tick on a clock that represents a related DON’T LET LEGWORK TAKE
problem that is not present in the current OVER
scene... yet. Or you can inflict simple harm
like “Exhausted.” Don’t overthink it. Players tend to look for ways to prepare
for a run as much as they can during free
If you do start or tick clocks, make sure play. For some, that’s how this genre is
it’s for something that’s actually complex “meant to be played.” However, it’s rarely
given the circumstances at hand. When worth the trouble to take a bunch of
climbing ten stories, you don’t need a actions outside of the run phase to avoid
10-clock to track the progress—unless you a bad outcome that isn’t even present in
do, but that should be because fiction, not the fiction yet. Runners in the Shadows
the other way around. You also don’t need isn’t meant to be played like this. The

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6

exact nature of threats are best described “Okay... you might get shot several
as they become immediately relevant. times, so it’s desperate—and you’ll
The best part of the game starts once the have zero effect.”
engagement roll is made, so get on that!
“I’m gonna push myself to get limited
The only legwork that is needed to effect, then. Maybe with a distraction
make an engagement roll is to learn a as a set up, I can get to standard?”
corresponding detail for a plan. As the
Same thing with ultra-resistant maglocks, or
plan takes varying shapes and outcomes
government grade IC, etc. You can set zero
are considered, the detail is the part

Gm Bad haBiTs
effect as the baseline for a given action—
that invariably ends up being woefully
instead of saying no—and the players can
incomplete. Never make the crew go
then modify effect from there by pushing
through a bunch of hoops to find out a
themselves, using teamwork, etc.
detail for their plan—they just need to
gather information to get such a detail. Or tell them to start the first phase of a
long-term project clock. That’s what
If the crew wants additional information to
they’re there for. “You want to know the
improve their chances on an engagement
location of all the hidden datacenters in
roll, then they need to describe an action
Kingston? Sounds like an investigation.
that can actually take place in free play
Start a 6-track for the first phase: ‘Assemble
(which is to say, “when details are still fuzzy,”
the list of all the datacenters.’”
and “it’s easier to elide time and distance”).
If you need to zoom in to track things like Note that you will have to say no,
load, flashbacks, or teamwork maneuvers, sometimes. A mundane Runners character
then this is a clue that you’ve gone beyond can’t probe into astral space just because
the scope of free play (and should instead be the player really wants to. But.. maybe
making an engagement roll). their Mage friend can provide them with
a dose of the right drug to temporarily
DON’T SAY NO IF YOU CAN let them do that? Or perhaps there’s an
HELP IT action that could help do it just once? It’s
your responsibility as the GM to convey
There’s almost always a better answer the fictional world honestly. But in most
than “no” or “you can’t do that.” Offer a situations, simply saying no is the boring
Dragon’s Deal instead. “So... you want to option. Consider a Dragon’s Deal, zero
shoot up the management of the most well- effect, or a long-term project, instead.
guarded nightclub in St. Andrew. Righto.
Okie-dokie. That’s desperate position,
DON’T ROLL TWICE FOR THE
limited effect. But here’s a Dragon’s Deal:
regardless of how this goes, someone will SAME THING
finger you to the Manning family. They When a PC faces danger, they make an
are just that powerful.” action roll. Also, they can roll resistance
to avoid a bad outcome. However, don’t
Or you might say the proposed action has
roll twice for the exact same thing.
zero effect as the baseline.
For example, Shark is hacking to disable
“I want to scramble my way up the stairs
a turret on the roof. The counterhacker
with my guns drawn. I’m Fighting my
protecting it attacks his virtual persona
way into that meeting.”
with a barrage of biofeedback, so there’s

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danger of harm during the exchange. DON’T RELY ON THE


Shark’s player makes an action roll to MCGUFFIN
see how his attempt goes. He rolls badly!
Shark fails to disable it and is blasted A “McGuffin” is a common narrative
with cyberspace harm. device used in criminal fiction: an object
that is ultimately insignificant beyond
But he can roll to resist, right? Yes. He its ability to move the story forward. In
can resist the harm that results from fact, it is so common as to be expected in
the opposition. But he can’t “undo”
runninG The Game

this genre. However, do not rely upon its


failing to disable the turret. Success or existence alone to move things forward
failure have already been determined in a fun way—things will get stale quickly.
by his action roll. His resistance reduces
the impact of the biofeedback though: Instead, use a variety of narrative devices
so instead of seizures and splitting to add intrigue and inject interesting
headaches, he suffers lesser harm (maybe complications into the ongoing story:
twitchy fingers). Or maybe the GM rules
that he’s able to avoid the harm entirely ◆ Red herrings: The classic “fake-out”
with his special talents. Either way, he still move. This is a plot point that appears
hasn’t hacked the turret. to be crucial at first, but will later prove
to be largely unimportant. Usually
In other words, the action roll determines this is handled with player-to-player
whether a fictional action succeeds and deception—in Runners, it’s different. Be
whether a consequence manifests or open with the fact their character has been
not. Resistance changes how much of deceived and how, then ask if they resist.
a given consequence manifests or how ◆ Plot vouchers: Think of this as the
bad it is, but it doesn’t negate the fictional opposite of a red herring. It’s a plot
outcome of the action roll. point that is introduced early and
seems unimportant, but later becomes
DON’T HOLD BACK ON WHAT very important. These are necessarily
THEY EARN unexpected. Describe what changes to
make it so crucial.
If they get into position, make the roll,
and have their effect, they get what they ◆ Triangles: When there are three
earned. Don’t cheat the players! Things parties with conflicting desires, there is
are hard enough on them already. Don’t be a triangle. Whether due to love, business,
stingy about victories; defeats will come or hate, a good triangle can spice up any
without you “setting the deck” against narrative. The Starting Situation outlines
them. The criminals are at the bottom how to set up one such situation.
of the ladder, but that doesn’t mean ◆ Cliffhangers: Always leave something
they’re ineffective. It means they need unresolved. This takes a bit of practice to
lots and lots of victories to become truly get right, but one way to do it is reveal a
important. They’re good at what they do, provocative or surprising turn of events,
they just started out, and have negative then announce it’s time to count up
points on the board. The same goes for karma. Makes players groan with joy.
secrets. If they make the discovery, tell ◆ Deus ex machina: This one is last
them all about it. Don’t hold on to your because it should be used the least. This
precious secrets. It’s more fun to find out is when something resolves an otherwise
what they do about it once they know. untenable plot. Use with care!

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THE DATASPHERE: RUNNING IN KINGSTON


For Runners in the Shadows, one of the key Need a rich NPC? Maybe they own datacenters.
themes is paydata. Kingston thrives on Maybe they made their fortune from hackers,
valuable information siphoned from the leeching traffic in their neighborhood for
emergent sphere of data connecting it to blackmail material. Maybe they manufacture
the rest of the globe; the datasphere. It is restricted cyberdeck technology. Or they’re
the distilled nuyen of cyberspace, rendered sworn to protect a dangerous design

The daTasPhere
in qubits. You can steal it from the many repository.
networks used in various facets of industry
and commerce present in the city. You can also Need a heist location? Maybe it’s an abandoned
connect it with the supernatural too: sprites, datacenter for a tech firm. The cleanup crew
gremlins, Technos, and the echoes in between. were underpaid and sloppy in clearing it out,
All of them are part of the grand dance of data and all sorts of gremlins from nearby networks
that emerged following the opening of those congregate here. But the collapsed basement
first emergent children’s senses (the Otaku). conceals an offline mainframe which contains
some valuable paydata—if it can only be
Paydata across the public grids fuels high- accessed...
technology and empowers megacorporate
dominance. If you are hard pressed and need Need a target? Maybe an investment firm with
to think up something valuable to reference, remote connections to small banks. One of
steal, or destroy, ask yourself How does it them services a wealthy executive who runs
relate to the datasphere connecting all of their devices in a highly secure datacenter,
cyberspace? What paydata lingers here for the gripped by a paranoia that there is a specific
taking (or earning)? If you need to think of a hacker out to get her. Maybe tonight there is...
cool site for something to go down, keep the
dystopia in mind to give it unique touches. When you get stumped, try thinking of how
the action could relate back to paydata, but
Need an interesting contact? Maybe they’re also thinking of the breadth of how that
proud of their networked surveillance drone, could apply. Technos are a scourge on the
and they take vlogs all day with it. Or, flip that data trades of Kingston, sometimes thought
around: maybe they’ve got a black box in their to be at work even when the cause is simply
shoulder bag so they can zap signals nearby in hidden from view.
a pinch. Either way, your contact just got more
interesting, and also is a flavor fit for the city. To me, the true power of this fantastical
blend of cyberpunk storytelling and alternate
Need a quick obstacle? Maybe it relates to history comes from the clash of ideals
paydata. You don’t want the runners to run when it comes to matters such as “What is
across paydata walls as an obstacle over and possible?” There is the logical perspective
over. But there could be a reckless AI that takes on this topic, limited by one’s reasoning
control of a nearby storefront and is intensely and application of the scientific method and
territorial. Or maybe a team of CSG Agents principles, and then there is the supernatural
picked tonight of all nights to do a sweep to perspective of the emergent user, limited
tag users for later review. Or maybe there is only by one’s imagination. The datasphere
a hacker with an independent agenda in your comes preloaded with that, as people were
way, inviting gremlins to a hot spot, and you’re coping with it before the quantum age
at risk if you interrupt. Maybe when you were and advent of cyberspace. This makes it a
casing the location a data broker spotted you veritable cornucopia of story seeds. If you
and thinks you’re spying for the Legionnaires, feel you are at risk of getting stale in
and sends a beatdown squad after you. your improvisation, jump back and forth
between giving and taking paydata

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Finally, print out the game sheets. You’ll


STARTING THE want at least two of each playbook (in
case two people pick the same one) and
GAME one of each crew type. Also print the rules
reference sheets, the GM sheets, and the
This page describes the situation for map of Kingston.
the Quick Start. Give the players this
overview before going on to character
AT THE FIRST SESSION:
runninG The Game

and crew creation. See example runs


later in this section for more details. SETTING EXPECTATIONS
After everyone shows up and chit-chats
PREPARING FOR THE FIRST and then finally settles down, ready to
play, what do you say first? I like to start
SESSION by giving a punchy synopsis of the game
To prepare, read through character and (even if everyone already knows it—it
crew creation again. You’ll take the lead on helps shift into “let’s play” mode).
that process, walking everyone through
the steps and answering their questions Okay, so you’re all runners on
as you go. The creation phase is very the desperate streets of Kingston,
important—it impacts all of the future seeking your fortunes in the criminal
sessions you’re about to play—so take underworld. Let’s make some
your time and create a cast of characters characters and form a crew! Here are
that everyone is curious about. the playbooks. They’re the different
types of runners you can play. I’ll
Skim through the Factions of Kingston summarize them and then you can
(starts on page 323) and pick three or choose...
four that you’re especially interested in.
During crew creation, the players will The key is not to over-explain or drown the
ask you about some factions connected players in loads of details or mechanics
to their crew, so it’s good to have a few at this point. Give a little context so they
in mind already. If you’re using the “War understand what they need to do, but
in St. Andrew Parish” starting situation don’t try to tell them everything in one
(see page 224), you’ll probably want to big speech at the start. If they’re curious
suggest the Manning Family, the Talons, and asking you questions, that’s good!
and the Mountain Rats as their connected Don’t explain all the rules up front. You
factions to start. can teach the rules as they come up
during play. Don’t give a lecture about
You can also prepare with some of the this fantasy Earth and its history. Let
game’s touchstones (see page 11). them know that the parts which matter
Watch an episode of a TV show or a movie, will be agreed upon as they come up, and
read a comic or a book, listen to music— the rest is figured out as they go. Keep
whatever inspires you and puts you in everything as simple as possible.
the mood for Runners in the Shadows. Fill
your head with cyberpunk and fantasy While they’re looking over the playbooks
images and ideas and spend some idle and crew sheets, talk about their role as
time just imagining the dystopian future players in the game and set expectations
and what it’s like to live there.

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for what you’re going to do together as a CONTENT WARNINGS &


game group. I say this: TOOLS FOR SAVVY GMING
This is Runners in the Shadows. In this Some people insist on discussing
game, you are all daring criminals in a everything they don’t want to happen
science fantasy setting on an alternate in the narrative upfront. The longer this
Earth. One where magic is real and goes on, the weirder the things tend to get.
most people are content to be glorified Instead, when I don’t know my players

sTarTinG The Game


slaves. Not you though. You are well enough, I like to fix that by priming
runners: criminals taking jobs through their expectations about me as well:
fixers around the city, to diversify your
criminal portfolio, expand the crew, Now with that out of the way, I’d
and get better equipment and lackeys now like to turn to the game setting,
along the way. which is likely to feature some graphic
situations. The text is mostly PG-13,
The one with the most nuyen at the but actual play ends up more like an
end gets the best retirement. The one R-rated crime drama.
with the most trauma at the end gets
to burn fast and bright, then fade into Which is why you have my explicit
the shadows. Some of you might find permission to interrupt a narration
more enjoyment out of that game, if you feel that’s right by holding your
while others will prefer making the hands up in an X-shape, or by making
most friends (or rivals!), or inventing a sideways “chop” signal near your
the coolest spells. These are all valid neck. This is a director’s move, which
ways to play. communicates you want to cut what’s
happening on-screen, rather than talk
To get ahead, you’ll be planning about it. If that happens during one of
and committing crimes against big your narrations, I expect you to let it
businesses, the government, other go: as I will just move on to something
criminals, or even humanity itself. And else interesting instead.
along the way you’ll be challenged by
the constant threat of security and If you want to fast-forward something
technology designed to isolate and kill because its content you find
you. obectionable, but reasonable for the
story—you can instead just let us know
Not only is this a game, but it’s also when it comes up. You’re all authors in
a chance to come up with something this story.
that is ours—something truly cool
and unique, and that maybe makes a If everyone is good with that, let’s move
statement about our own lives too. So on to talking about this weird world
without further ado, let’s continue! we’ll be playing in..

(Await confirmation and move on, or..) (Then I just pause for a few moments and
move on)

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SETTING THE STAGE ‹ What is strange or surprising


about this dystopia? Perhaps it’s just
You may want to clarify the setting or
to us, but not to these characters. Don’t
make it more personal. As mentioned in
be afraid to make the setting your own
the opening pages, the setting presented
by twisting the expectations a lot. Did
in this text is a distillation of the essence
a dragon really run the United States
of a world which is fictionally adjacent to
into the ground, or was it a different
a variety of works. With so many works
president? Has it been reformed? What
of fiction from differing authors, it’s no
runninG The Game

about the Mars mission—did that even


wonder they can’t all be in complete
happen in this timeline?
accordance with one another! But that’s
okay: toss out what you don’t like, and ‹ Why fantasy Earth? Because
keep what you do—the rest is up to you and setting this kind of story on another
your players to experience through the planet instead of Earth honestly just..
conversation you’re having at the table— kind of ruins it. In a way, we are saying:
with all the trappings that come along “This could be Earth one day. Don’t
with that (reconciliation of differences let it happen!” Then we get to enjoy
in recollection, the establishment of new the indulgence of the setting, and
truths, setting of precedents, etc.). simultaneously remind each other of
the dangers of real-world greed, hubris,
The answers to these questions can and hypocrisy. Additionally, this fantasy
sometimes be divisive, but they are worth Earth can twist real-world history and
getting out of the way now, especially if mysticism to give the experience more
your players are fans of the various works relevance to the real-world. Have fun
of cyberpunk mentioned in the opening with that, embrace it, and learn from it.
sections of this book (e.g. Shadowrun). So
establish the answers to these early on,
especially if your players have conflicting
CREATING CHARACTERS AND
backgrounds: THE CREW
Next, follow the procedures on page 60
‹ What’s the timeline here? What and page 120. Ask the players some of
year is it anyways? Set your game’s these questions while they do it:
timeline any time in the near-future—
but it might be better to play in a year ‹ Why did you become a runner?
between thirty and sixty years away
‹ Which of your rivals is most likely
from the current year. At the time of this
to be working for the target of your next
writing that would be 2080-something (I
run?
like to say “it’s 2080-x”). Is there a setting
book you want to use for additional lore ‹ How did you get hooked up with this
and ideas? Be encouraging and see if crew? Who on the crew has worked with
anyone else cares to use it. If so, perhaps you before and vouched for you? Was this
the year assumed is given. Another way partnership your bright idea?
to decide the year for your game’s story ‹ What’s your vice? What is it,
is to discuss the technological limitations specifically? (what kind of drug, what kind
your players envision, and use these to of entertainment, etc.)
directly inform the answer to the question ‹ Why does that thing consume you?
instead of the way it is presented here— Who among the crew have you shared it
but either approach works. with?

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‹ Will you take jobs involving INTRODUCE CHARACTERS &


“wetwork”? Is there anyone you won’t CREW
kill? What would make you reconsider?
Go around the table and ask each player
‹ Who do you trust the most on the to introduce their character to the group.
crew? Who do you trust the least? What’s They should say their street name or alias,
that about? Or will we find out in play? their playbook, look, metatype, heritage,
‹ Has [faction] ever tried to recruit background, and special ability. Ask them

sTarTinG The Game


you? What happened? You, uh, don’t about their vice. Ask them who their
secretly work for them, do you? close friend and rival are—maybe follow
up with a question or two about those
You don’t have to know every little detail
NPCs, like “Why is Livewire your rival?”
about the characters and their history
It’s okay if the answer is “Let’s find out in
before you start (it’s better if you don’t),
play.” That just means you and the others
but everyone should be excited about
get to decide! Do the same thing with the
this group of runners. If someone seems
crew. Ask the players to remind you what
frustrated or disinterested, ask them
they picked for their special ability and
about it and talk about how things might
upgrades. Some crews earn names after
improve to get them more involved.
they’ve been repeat hires—but most do
If a player gets stuck and can’t make not start with one. If they have one in
a decision, go into more detail by mind go ahead and write it down, but it’s
describing a rule or aspect of the setting. fine for them to skip this step and name
Some players really want to know all the crew later based on what they do in
the possibilities before they can make a play. They don’t need to have one figured
choice. You can reassure them by saying out at the start.
that their choices aren’t set in stone. If they
don’t like something about the character THE STARTING SITUATION
or crew after the first couple sessions,
they can just change it to something else. After the characters and crew are
No big deal. introduced, throw the PCs into the
starting situation and start the game
For a one-shot or faster start, you can in earnest. A starting situation consists
forgo crew creation The PCs are just a of three factions that are currently
small crew of freelancers and have not yet entangled in a clear problem with no
decided they trust one another enough to simple solution. You can create your own
share a safehouse or choose a fixer. You starting situation as follows:
can play to find out what kind of crew
they are, then do crew connections later. ◆ Set two factions directly at odds, with
opposing goals. They’re already in conflict
when the game begins. Both factions are
eager to recruit help, and to hurt anyone
who helps their foe.
◆ Set a third faction poised to profit
from this conflict or to be ruined by its
continuation. This faction is eager to
recruit help.

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The “War in St. Andrew Parish” situation [or four, or five] are in a meeting with
on the following pages follows this format your fixer. We get moving shots across
as an example you can use. You can add a the rooms you are in, from behind your
fourth faction into the mix if you want to, back where we see whatever item you
either as a third party in the main conflict, typically use while setting up a deal.
or as a second connected faction whose The room around you is mostly veiled
fate is tied to the struggle. Don’t go crazy by shadows, but its presumably your
adding factions, though. Keep it simple at trashy apartment (or a barren room in
runninG The Game

first—things will snowball from here. a safehouse). We mostly just see your
face though, and what you have in your
The purpose of the starting situation hands while you connect to cyberspace.
is to launch the first session with good So let’s go around the room and have
momentum. The players don’t have to each of you tell me what that looks like!
flounder around looking for something Starting with... the toughest one. That’s
to do. You throw them into a situation probably you, eh? Frank, tell us about
already in motion so they can simply the Muscle you created. Just their name,
react at first, rather than doing even more background, and your two highest rated
creative work right after all the character action..”
and crew creation phases.
Then prompt the next player, each one in
turn. When they’re all finished describing,
AN OPENING SCENE let them know this is basically a chance
Aim at the first GM Goal and establish a to gather information—allowing you to
shot of the city. Follow the GM principles, establish what they already know, what
and say this or something like it: they ask, and what do not:
“As our TV show begins, the episode ◆ Do you normally meet your fixer in-
opens with a skyline filled with distant person or online? If they’re not sure,
black buildings against a hazy gray it’s online. They might’ve met their
sky. A storm rolls in from the ocean. fixer in person before, but mostly just
Rusted metal antennae and air communicate using a virtual construct
conditioning units can be seen atop anymore—which is actually kind of
several aging beach-side structures in common in the shadows.
the foreground. Nothing stirs here but
the breeze against sparse palm trees
◆ What is the mood and disposition of the
upcoming meet expected to be? Roleplay
which hang limply over Kingston Bay.
as the fixer, briefing them on the type
Port Royal’s once beautiful peninsula is
of client and why they insisted on their
adorned with old monuments marking
meeting ground.
various mass deaths of the 1700s. The
steeple point of the Church of St. Peter, ◆ What’s the type of target? Their fixer
long submerged, protrudes from the won’t know exactly who it is unless
water like a dirty, bent syringe. they’re well-established, but their fixer
has already figured out whether this
On the other side of the bay, across from hurts one of their favored clientele types.
this condemned zone, we see the glint It pays to know that kind of stuff as a
of thousands of headlights along the fixer.
coast. Somewhere within the mass of ◆ How much are we talking about here?
buildings beneath the traffic, you three Your fixer already has an idea of the

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6

envoy’s budget. They describe the


minimum amount of nuyen that would
be acceptable, and its up to you how
much more to try and squeeze out.

This is their advisor and confidante in runs


they help arrange, so they will summarize
the situation as they see it, then make a

sTarTinG The Game


demand of the crew or offer them a job.
What could the PCs’ type of crew do to help
the faction this envoy represents?
If the players are reluctant to take
this job or meet this client, ask them if
they’re already working for one of the
other envoys in the situation. Or maybe
there’s an opportunity here for them to
exploit with a run of their own design.
Ask them which opportunity they follow
up on. How do they usually respond to
their fixer’s suggestions or directions?
Does anyone want to do a flashback to
set something up? Whatever they decide,
it leads them into their first meet, then
their first operation, and then you’re off
and running.

IN MEDIA RES
Another way to start the game is narrate a
run in progress, injecting the players into
the middle of a sequence of unfortunate
events in progress. This literary technique
is best used with experienced roleplayers
who are ob board with spontaneous
narratives (it’s not for everyone). For
example:

You just finished a job, and were exiting


the building with the paydata when
your elevator stops midway down to
the bottom floor. What is waiting for
you on the other side of the door? Or is
it coming from the ceiling? Who wants
to check it out?

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STARTING SITUATION:

WAR IN ST. ANDREW PARISH


This is the starting situation in Kingston. The manninG family
Give the players this overview before
going on to character and crew creation:
runninG The Game

The local chapter of the


Your crew is caught up in a perilous II
Cuban Mafia. Known
(and possibly profitable) situation in St.
for the drug and skin
Andrew parish. “Lefty” Lou, the one who
trade. Every fixer
funded or arranged most of the criminal
arranging runs in the
operations here, has been killed. Rumor reestablish
Halfway Tree Lounge dominance in the
has it that it was his sister, Rosetta district
or regularly out of the
Manning, who did it. She now controls
parish below pays up
his impressive collection of deadly
the chain to them.
mercenaries who make up the Manning
Family’s part in the Cuban Mafia. Can
Rosetta reestablish dominance in the
◆ Meeting Grounds: An office above
their Cuban restaurant (HQ) in Harper’s
parish the way her brother Lefty did?
Alley, located in Barbican in St. Andrew
When word of Lou’s death spread, the parish. Any of their illegal drug dens or
cease fire he had brokered between strip clubs across the district.
two factions fell apart. The Talons and ◆ Notable Assets: A crew of veteran
Mountain Rats have exploded into killers and leg breakers. A fortified
open warfare in the streets. Will their safehouse in the slums deep in east
rivalry be resolved with bloodshed? Barbican.
Your crew of runners is poised to ◆ NPCs: Rosetta Manning (leader,
profit from all of this, or be swept up cold, calculating, adept, killer), Vigo
in the chaos and destroyed. Who will (bodyguard, trench coat, implanted
you side with? Do you have loyalties reflexes and eyes).
and friendships in the mix, or are you
detached freelancers coldly exploiting ◆ Friendlies: The Cuban Mafia, The
the situation? We’ll play to find out! Legionnaires, Toxic.
◆ Rivalries: The British Consulate, The
Labor Party, Mirror’s Edge, The Yakuza.
◆ Situation: Rosetta is a fearsome adept,
and few want to cross her, but her position
as leader is uncertain. Some were very
loyal to “Lefty” Lou and this could cause
all bets to be off, so they seek to gain the
upper hand as the power-play continues,
aiming to tighten the Cuban Mafia’s hold
on the district with swift action before
their control slips away.

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6

THE TALONS THE MOUNTAIN RATS

Legitimate sailors Vicious go-gangers known


II II
turned arms dealers for their gratuitous
to survive the poverty use of baseball bats,
inflicted by automation chemicals, and daredevil
motorbiking.

sTarTinG siTuaTion
of their profession. destroy the destroy the
Mountain Rats Talons

◆ Meeting Grounds: A set ◆ Meeting Grounds:


of offices in a warehouse An abandoned arcology
near the airport in Trench Town. Any of a project, in a mostly demolished
handful of gambling rooms and controls neighborhood in northern St. Andrew
several arms dealers in the district. parish—way too close to Manning Family
territory. A handful of parks and dark
◆ NPCs: Winston Mogi (leader, charming, alleys across the district serve as safe
open, ruthless, gun connoisseur), Max havens for their drug trade.
(master of disguise, head computer,
devious, vengeant). ◆ NPCs: A safehouse in a cave system.
Skelter (leader, bulletproof skin, snide,
◆ Notable Assets: An safehouse in an psychotic, savage). Cutoff (lieutenant,
industrial zone. A fearsome crew of weaponized cyberarm, jewelry fanatic,
bar brawlers and sailors. A number of huge ego, all about some drugs), Jackie
chromed-out smugglers on the payroll Lantern (voodoo priestess, tattooed white
who run their guns. A concealed private skull on their face, dreds, sneaky).
landing pad in the liberated zone to the
west, and underground tunnels which ◆ Notable Assets: A raucous go-gang
lead to Sewerton. of drug addicts and thieves. Small
contingent of bombers and mayhem
◆ Friendlies: Brokeback Corrections, The makers. Master alchemist and shaman;
Sky Wardens, The Rack. many potent explosives and drugs.
◆ Rivalries: Hindenburg Global, The Known to carry Port-au-Prince sluggers
Legionnaires, The Mountain Rats. lit with neon barbed wire, designed to
wreck anyone unlucky enough to get in
◆ Situation: The Talons have marked their way.
the Mountain Rats over money and
vengeance for deaths on both sides. ◆ Friendlies:The Labor Party, Mirror’s
Winston is recruiting every free runner Edge, The Otaku Remnant.
in the district for extra firepower and ◆ Rivalries: The Legionnaires, The
doesn’t take no for an answer. You’re Scraps, The Sky Wardens, The Talons.
either with them or stay the hell out of
their way.
◆ Situation: The Mountain Rats have
marked the Talons over money and
vengeance for deaths on both sides.
Skelter is recruiting every free runner in
the district for extra backup and won’t
stand for any half-stepping. You’re either
with them or stay the hell out of their
way.

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6

THE FIRST MEET As the GM, guide the players towards


discussing which one of the options on
After they make characters and the crew,
the next page sounds most fun, or create
tell them this:
your own run using the suggestions for
Your fixer set this meet up for you. the crew types.
You trust them, so you agreed. Now
you’re in the secluded box seating high If the PCs want to refuse, the envoy says
above the crowded floor of the Halfway their employer is very sorry to hear that.
runninG The Game

Tree Lounge. This restaurant pays the “Better stay out of the parish for awhile,
Cuban Mafia for cease fire protection or ye’ might all end up dead! Sound fair?”
within its walls. The exterior balcony They know that Rosetta’s hitman (the
where you’re seated overlooks the bodyguard at his side) has their back,
dilapidated streets outside, lined with and delivers the warning with an easy
businesses that the Manning Family confidence. What happens next?
taxes regularly.
OTHER SCENES
A bodyguard in a trenchcoat stands Play the NPC envoys. Rosetta, Winston,
with their back against the wall, and and Skelter all have shadowy things that
quietly shifts, their gaze observing your need doing, so they’ll each have their
reaction from behind dark glasses. envoys offer the PCs runs (until the PCs
The chubby, wiry-haired envoy sitting make an enemy of them, of course). Use
across from you looks askance*, and the run generator on page 238 for
straightens their head scarf. Rosetta additional ideas.
told the envoy to size you up, and is
listening through a hidden data tap Also, each faction is vulnerable to the
on his comm. She wants your answer. actions of a group of cunning runners
Are you interested, or are you going to in some way. How can the players use
work for the other side? What do you their crew’s strengths to profit from this
say? Will you ask for more than was situation? Ask them how they want to
offered? Will you accept a job from an gather information, which leads to a
envoy for the Cuban Mafia? Will you plan (or vice versa). Go Deeper in the
just pretend to? (Good luck, Rosetta’s Shadows in the remainder of this chapter
envoy is pretty sharp). Will you tell them for even more ideas.
to eat drek? Are you actually using this
conversation to track Rosetta down Don’t waste time with dead end clues,
for a hit? (If so, do a flashback and pick mysteries, or complexities. Give them
a plan for the assassination.) straightforward avenues to pursue at
first. “Do you want to rob the Mountain
Play Rosetta’s envoy as directed by her.
Rats’ dice game on the strip deep in
She’s cold, calculating, and extremely
Trench Town? It’s probably not defended
dangerous—and they exude a cold
much right now.”
confidence with the nearby bodyguard
in eyeshot. There are two sample starting runs on
*: React to their answers how she’d react. the next page. Offer those, or one of the
The envoy might be physically present or options below that, and ask them which
present in a virtual chat—ask the players they want to pursue. Ask them to pick a
if they’re interested in taking a job given plan and provide the detail, and get to it.
this kind of demand.

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6

RUN 1: THE BLOOD MONEY

One of the faction leaders needs a job done: steal their rival’s war fund. It is
worth about 12 nuyen. You can keep 4 for your payment.

‹ The opportunity is a secret, but the ‹ What’s the plan? Provide the detail.
envoy can tell you where to look if you agree ‹ Engagement roll. Cut to the action.
to the job.

RUN 2: THE ARTIFACT

One of the faction leaders needs a job done: Plant this strange item somewhere in their
rival’s HQ, somewhere they won’t discover it.

‹ It’s covered in weird symbols and ‹ What’s the plan? Provide the detail.
makes your comm hiss when you get too ‹ Engagement roll. Cut to the action.
close. Want to find out what it is?

OTHER OPTIONS THE SERIES


◆ If you’re Assassins: Maybe Rosetta wants Who ends up running the criminal activity in
you to kill Skelter’s contact at the British St. Andrew Parish? Do the PCs use the situation
to rise up in the ranks of the shadows? Do
Consulate, who’s been laundering money from
they manage to play for all three sides, or do
the Cuban government to keep the Manning
they have to take a stand? Keep some index
Family going. cards on the table with pressing questions
◆ If you’re a Cult: Use the artifact run, above. written on them. Sandbox campaigns can get
◆ If you’re Couriers: Maybe Rosetta has a complicated—a few guiding questions can
help keep the action focused.
drug shipment at the docks, but the Mountain
Rats are watching for her to move it. She ◆ Will Rosetta seize back control of the
needs you to get it without them noticing, and criminal world in St. Andrew parish?
deliver it safely across the bay to her HQ. ◆ What ever became of Lefty’s corpse (and
◆ If you’re Mercs: Maybe Rosetta wants you his spirit)?
to storm the drug dens of the Mountain Rats ◆ How will the feud between the Talons and
down by the docks. Run off the clientele, smash the Mountain Rats come to an end?
up the places, grabbing any loose credsticks It’s natural for question cards to eventually
you find. collect a clock or two, depicting the progress
◆ If you’re Radicals: Maybe Rosetta wants of some developing circumstances. This
you to incite violence between the factions out situation will transform over time into
something new that no one could have
in the open. She’ll give you a solid payment of
predicted. You’ll make it your own unique
6 nuyen if you can pull it off.
story, expanding into new problems and
◆ If you’re Shadows: Use the blood money opportunities as the crew develops.
run, above.

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6

Most clients are master NPCs at ordering


DEEPER IN THE the envoys around and concealing their
identity.
SHADOWS ◆ The Envoy: The direct agent of the
After the launchpad of the starting client. In common parlance, this person
situation, the game will run through is called the Mon, Jän, or simply “the
its cycle to carry the action forward— J.” The term Mon is preferred and finds
runninG The Game

run, downtime, entanglements and new the greatest usage in conversation for its
opportunities, new runs, and so on. The intentional ambiguousness: it’s known
initial conflict will spiral out of control, or to be gender-neutral, so common as to
have a clear victor, or fizzle out, or resolve neither be identifiable or indicative of
some other way into a new situation. heritage (though some Eastern cultures
call them Wu’s, Kim’s, John’s, etc. instead).
The crew will accumulate allies and Gathering information about an envoy,
enemies and develop new goals to pursue. regardless of you call them, may lead to
You won’t have to do much preparation the client’s identity—but will often risk
for future sessions, other than thinking costing you the deal. Don’t get caught
about your NPCs and factions (what they being nosy! Or just keep your eyes and
want, what they do) and considering mouth shut and your digital wallet open.
possible opportunities for the PCs to
discover. The players will drive the game Envoys are typically master NPCs at
by deciding who to prey upon and which spotting a con and knowing the crew’s
opportunities to embrace. reputation in the shadows.

THE PARTICIPANTS ◆ The Fixer: When a crew is recommended


There are four major participants in any to a potential client for a run through their
shadowy deal, known colloquially as a fixer, the fixer was already given some
meet: the client, the envoy, the fixer, and information about the type of work to be
the runners. Most every run begins with done and the desired budget for the job.
a client, who contacts their envoy, who They might have gone through several
contacts a trusted fixer to find a group candidates and settled on the crew after
of runners. Then, a meeting takes place careful consideration. Or perhaps the fixer
between the envoy and the runners to knew precisely who to mention, or the
contract the completion of a run for the envoy made a special request; it depends.
client. Either way, they say whether they expect
a cut of any payoff from the run at this
◆ The Client: Not the person who the time. If the crew agrees, the fixer arranges
runners meet up with, but the actual for them to meet with a client’s envoy to
client: a megacorporation, criminal discuss the specifics of the opportunity.
syndicate, institution, fringe group, or Mutually chosen fixers negotiate their cut
(rarely) a private citizen or group thereof. of profits on the other end (through the
The only ones who always know the true envoy).
identity of the client is their direct agent Most fixers are master NPCs at finding
(the envoy). contacts, escape, and keeping a secret.

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6

THE MEET such as a head nod or unique article of


clothing will cue the PCs that they’ve
The fixer will tell the runners and the
found the right person. Narrate the soycaf
client’s envoy where to meet, insisting
or sterilized water that gets served after
on a location they know won’t get either
they’ve sat down, then encourage them to
party in trouble. This is usually in a
do a bit of discussion during the interaction
meet location that is paid off or a virtual

deePer in The shadows


and roleplay the exchange of information.
meeting—somewhere it’s difficult for
At the meet, an opportunity is provided.
others to eavesdrop unnoticed, usually
See Provide Opportunities, Follow Their
located inside the crew’s meeting
Lead on page 207 for details. If they start
grounds. It is not out of the question for
to pile on the envoy during this, then Tell
either party to ask to have the location
Them the Consequences and Ask.
changed, but is frowned upon.
When the actual negotiation happens, it’s
A list of common meet locations is given
expected to be one-on-one and crowding
on the GM Reference handout in the
up on them is likely to blow things
Runners Sheets PDF. Other suitable
(desperate action roll).
locations include:
During the meet, the other players
◆ a restaurant, noisy bar or club might take actions to try to discover the
◆ a rented trideo-equipped meeting space concerned factions or the motives of
◆ an underused location (warehouse, those involved, etc—however, there is the
loading dock, etc) very real possibility of spooking the envoy
◆ a spot in a barrens district (the park in and losing the deal, depending on the
Barbican neighborhood, for example) or approach taken to gather information
other urban hell hole (and remember they get +1d for such an
◆ a private space where there are action if this occurs in the crew’s meeting
deep shadows (a moving vehicle, in grounds).
astral space, or a private construct in
cyberspace) THE NEGOTIATION
To help set expectations, I like to tell An envoy’s initial offer for payoff is
everyone this before their first meet: typically 1 to 3 nuyen less than the
amount they can actually afford to pay:
“Meets are like social plans, but they a “low-ball” offer. Their skills at the
occur in Free Play. It’s not a typical bargaining table leave little wiggle room
social interaction either—this is an after a crew has presented their case for
underworld deal being made—and there greater payment.
are few pleasantries. The envoy won’t
buy anyone dinner or drinks unless Serious consequences are on the line
they’ve got a particularly crazy pitch in during underworld negotiations, such as:
mind. Only a small-time envoy fails to being lied to about the twist, heat, and
have a layer of protection or two nearby other fallout from the interaction (ruined
for good measure during a meet, and you relationships, new rivalries, lost status,
would be wise to do the same. etc.). While the PCs are free to choose a
variety of actions as usual to suit their
Describe the meet location and the envoy’s play style, be clear about what’s at stake
unassuming look. An inconspicuous signal with a given action.

229
6

When an envoy makes an offer that is Keep your GM Reference so you have
far less than their fixer recommended, a list of your actions handy as they are
negotiation is practically expected. doing the planning. Let them describe
However, when an envoy makes a more their thoughts, and if needed you can
generous offer, negotiation is a good way remind them of the approach suggested
to give your crew a bad reputation or by their employer’s envoy.
lose the opportunity altogether (desperate
action roll). Be clear about why a given Let them know the mission is on by
runninG The Game

position is accurate, to allow the players asking them to choose their load for the
to make an informed decision how to run. Some players will balk, saying “No..
proceed. we always get more intel before we are
go on a mission.” Try to remind them
“Negotiation” might indicate they that the characters have presumably
Influence them to get an extra nuyen done that and suggest a free flashback
for the job if they were undercut—if you to them gathering the information they
use other tactics to command respect want. If they waffle too much, remind
or befriend them, it’s probably a setup them that “no plan survives the onset of
teamwork maneuver, using Command complication.”
or Consort.
Sometimes, even that won’t work—
It’s not unwarranted to ask for a down because, even though the plan suggested
payment, but under no circumstances is good, the players are leery about taking
will an envoy agree to pay the runners up what’s given to them. Besides, they can
front more than half the nuyen (rounded probably come up with a better idea,
down)—and none are so foolish as right?
to extend that kind of trust without
precautions in place to “protect” their When this happens, suggest how the crew
investment. might take action to find out a detail with
a gather information roll (see page 36
LEGWORK & PLANNING for details) that will aid their current
plan. This kind of legwork is easily
Once a crew has a target, the players covered in Free Play, with a fortune
should be urged to choose a type of plan roll to see if they get a bonus for this
and discuss this as their characters might. engagement or not (maybe a 1-3 means a
Which type of plan makes the most sense potential advantage falls through, or the
for this crew? plans of the target changed last minute).
Should you give them all the info to get Add tension and excitement by relaying
them started? No! You tell them what you the danger at hand as you roll the dice;
think they already know, and do rolls to pushing back to the engagement roll:
determine what’s uncertain or dangerous “Yep, you counted: there’s definitely way
(free play). In other words, action rolls can more of them than you—and they’re
happen outside of the run too. How much going to be drunk with big frack’all guns
that needs to happen simply depends on nearby! So I was definitely taking a die
the tone of the game you hope to convey. from the engagement roll here—but hey,
It’s been said before, but it’s worth saying if that comes up desperate, we know
again—this is one way you determine what scene you should flashback to!”
the level of “black trenchcoat” and “pink
mohawk” in your game.

230
6

SECURITY MEASURES Most targets have a number of the assets


listed for each category above, while
Many runs will necessarily target
particularly security-conscious targets
secure locations. While it can be
will have multiple assets in each area.
tempting to describe every location as
Not every security guard responds with
an impenetrable bastion of security,
questions—some are instructed to shoot
this is rarely the case. Why was this
first, and ask questions later.

deePer in The shadows


crew hired anyways? Depending on the
location, consider what portions of these When making assessments of security,
might be open to the public. For every ask yourself “Given this approach, which
layer of security, there is at least one type of security might actually present
vulnerability—and the larger the area a problem?” The guards out front might
protected, the more gaps in its protection be fooled by a disguise, but what about
that might exist. the agents routinely assigned to these
personnel?
When things go wrong, consider how
much of the available security would
respond to what is happening, and USING FACTION TIER &
whether the reinforcements would be ASSETS
on- or off-site (and what their security
response will be). Keeping a notepad handy with the relative
quality & scale for NPCs and other threats
The assets currently threatening to will speed up decision making. There
come to bear should swell, or seriously are limits to what is available to a given
complicate things—as the fiction target based on their Tier, both in terms
demands. When you design futuristic of quality and capability. No closets with
security to thwart the efforts of sneaky wave after wave of milspec drones inside.
runners, consider each of the following
areas, judging whether their security After assensing the readingness of
level in a given area would be considered the safehouse held by the Black Circle
standard (quality = Tier), upgraded (Tier III), the GM says they probably
(quality = Tier +1), crap (quality=0), or have standard (quality 3) security
nonexistent: technology on-site, as well as upgraded
arcane security (quality 4).
◆ Security personnel: Guards at the
As for other threats, we can ignore the
entrance to the grounds, building
couple of neighborhood gangers hanging
threshold(s), on patrol, or assigned
outside (scale / quality 0), However, if
to particular rooms or personnel. A
the crew faces a serious complication
masterful counterhacker. A team of adept
while intruding within, there might be
dabblers.
an encounter with them, as well as the
◆ Security technology: locks, drones, nearby team of wage mages (scale 3 /
cameras & signal detectors, intrusion quality 3) and their commander (quality
countermeasures, flame traps, or auto- 4) hired to lead them. Good thing they
turrets. are off-site, for now..
◆ Supernatural security: conjured
spirits or elementals, compiled echoes
or sprites, arcane or emergent traps, or
warded areas.

231
6

NARRATING A FACTION TURN Vladimir (3d): 3/12 “Secretly infect upper


Atari-Tendo management” [he’d want to do
Focus in on the Strong hold factions with this, I decided, because I told the players he
which the crew has a status written down, is secretly using Mexitech]. Vlad tracks and
and those the players keep talking about. bites a security agent in japan while he is on
This is a bit of an obscure skill, so an vacation, then keeps him in his mansion’s
example follows. The dice rolled are given, basement to bind this new ghoul to his
followed by the number of ticks put on the will. The man returns to work for the CTO
runninG The Game

clock and what its progress is tracking. A unnoticed.


possible narration is given as well. These
The Mountain Rats (2d): 2/8 “Who Robbed
entries contain some of my thoughts
Us?” [the PCs did, of course!] Word spread
in brackets too, if the Talons and the
quickly of an adept who could pull off that
Mountain Rats were talked about—and
kind of sprint—and of course it gets back
maybe I wanted to add some megacorp
to a ganger, who knew a guy that could
and vampire possibilities to spice things point them in the right direction. [the one
up a bit. who dropped the dime? Probably a rival or
Mexitech Logistics (5d): 3/8 “Reduce Atari- contact who could make the connection..]
Tendo’s hold in Kingston” [their rival for 3rd The Mountain Rats (2d): 1/8 “Eliminate the
on the Corporate Court ranking]. Mexitech- Talons.” A crew of gangers on motorcycles
hired runners blow up a Atari-Tendo factory with bombs rolls up to a nightclub protected
by employing a team of wage mages to torch by the Talons. They open fire, but don’t
it while workers are trapped inside. It’s a manage to hurt many of their actual targets.
tragic, but effective massacre. [exemplifying Some innocents were hurt too.
Mexitech’s characteristic brutality]
The Talons (2d): 3/8 “Eliminate the Mountain
Mexitech Logistics (5d): 2/8 “Obtain Rats.” The Talons pull a card from the books
Sanguine Set” [I decided to make it a thing of their enemies, and roll up on a Mountain
because it sounded cool in my head]. This Rat corner to drive-by shoot them. When the
clock leads to another, and in this one there bikers don’t move in time, a spray of bullets
are eight ticks total - one for each of the items rakes across their ranks—leaving most of
they are going to take to complete the set. So these gang members too hurt to fight back.
we see Mexitech agents acquire a helm by
Black Circle (2d): 1/8 “Track down who
gunning down a group of archaeologists at a
stole the sacred lizard statue.” The acolytes
dig site in Cairo. As they leave, we see their
search high and low, and hear about a statue
twisted, smirking expressions lit by the sun
like that. They spend a long time talking to
over Egypt, and they load into an unmarked
this homeless kid who can’t stay focused on
helicopter. Just so happens that one of your
what they are asking. He eventually agrees
rivals is secretly handling data which reveals
he saw the statue, but then clams up. As they
Mexitech’s acquisition; and we as the audience
try to force him to explain with magic, we as
get a glimpse of a withered form belonging to
the audience see him just walk through the
an infected old person—Vladimir, who drinks
magical effect, ignoring their supernatural
from a chalice full of mage-blood, provided by
compulsion without even blinking. He
the Mexican mega.
misinforms them, and the two Black Circle
members don’t realize this until it’s too late
to do anything about it.

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6

SERIES COUNTDOWNS the crew, and any past runs. Follow these
suggestions to keep better track of it:
To track the consequences of events in the
world, you can use series countdowns. ◆ Immediately after any session that
These are progress clocks that give you results in a follow up, print out the Run
a sense of how the bigger-picture stuff of Tracker, keeping track of each run’s
the setting and situation is developing. details as you go. Or have a player do it.

deePer in The shadows


For example, you might wonder how the ◆ If you are playing a series, it is highly
People’s Party situation will turn out— recommended you also print the Series
will the rising public bigotry get worse? Tracker, select a starting time of year for
Will people learn to accept them as equal your run (maybe the summer equinox in
citizens? Will the underground residents week 1 of Sol, or New Years Day in week 1
of Sewerton seize some power or wealth of January). Tick one box on the Calendar
to improve their lot in life? You can make on your Series Tracker per downtime
a clock for a possible outcome, like “Open phase, and tick another if the crew spends
Riots and Civil Uprising in the Making.” too much time between runs.
Tick it when events of the game drive
toward that outcome (whether they’re Together, these items will form a dangerous
events “on screen” during game play or accounting of your escapades, which you
events “off screen” in the background, might be better off burning once the
when you think about the larger setting). game is over, lest it fall into the wrong
hands Or feel free to send it to me or post
The idea is to put something concrete down it on the Discord. Anonymously, of course.
where you’ll see it, to remind you of this
over-arching development, so it doesn’t
get lost in the shuffle of the PCs’ story. THEFT & LOOT
Series countdowns make the world seem By default, stolen items simply count
alive beyond the immediate actions of the as “loot” and are counted towards the
group. Also, if the players see a countdown payoff. However, players often want to
like this on the table, they might get keep something they stole because its
curious about it and get involved, creating better than what they have. Let them
more opportunities for play. know they can do that, but that keeping
stolen items after an operation often
comes with complications (added heat, a
TRACKING TIME & RUNS new enemy, entanglements, etc.). A long-
Should the GM keep track of time in- term project is usually the best way to deal
story? Yes. And later you should burn with that—but decisive action or a run
it all. The events in the game take on a might be better. In the meantime, feel free
stronger sense of importance once you to inflict badness as befits the narrative.
begin to keep track of time. Gary Gygax, The item diminishes in quality, gaining
creator of Dungeons & Dragons, once said added drawbacks over time. Witnesses will
“You cannot have a meaningful campaign remember you when questioned later. Each
if strict time records are not kept.” With time you use that “bag of tricks” you stole
this, I mostly agree. Definitely don’t add from Moonriver, it weakens the wards in
up the individual minutes of action—no place around Kingston Bay. Jackie Lantern
no, nothing like that—but you should will track you down eventually—she will be
consider keeping track of the broader rightly pissed off that you stole her wand,
passage of time, any important changes to and she won’t be alone.

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6

CHANGING THE CAST OR When the crew is Tier II or more, they


CREW might meet the requirements to take
the Expansion upgrade and broaden the
A season break is a great opportunity scope of their operations to another city.
to make big changes if the players want By the time the crew is able to attain this
to. Maybe someone wants to retire their upgrade, they should have a good idea
character and play someone new. Maybe how much complexity your players want
they want to change their PC’s playbook this to provide. Be sure to talk about how
runninG The Game

to reflect a shift in who they are now. best to suit your desired tone and meet
Maybe the group wants to change the the desires of your players. Zoom in as
crew type to try a different type of necessary to keep things interesting,
criminal action in Kingston. Maybe you’ll cutting to other sprawls to highlight the
even make a whole new crew and new important moments—asking from which
PCs to explore something interesting that fixers they are seeking jobs along the way.
was developed during season one with a
fresh perspective.
A FINALE SESSION
See page 48 for details about changing For the finale, you will want to craft a a
playbooks or crew type. list of consequences to bring in during
the last run. For best results keep these
OTHER SPRAWLS tips in mind to bring about an impactful,
yet natural conclusion to a season:
The game assumes Kingston as your
starting sprawl, but that’s not your only ◆ Conclusion: Decide where you need
option. Most new players will ask for one and do it. Bring other loose ends
a guide to Seattle. There is already one together with the main plot conclusion to
of those! It is steeped in lore and will form the launchpad for a new season.
be useful for anyone trying to pass on a
primer to their players. ◆ Contingency: Create an if-then scenario
at the outset that motivates the players to
You might put Hong Kong or Seattle at succeed, or else. Develop the fiction enough
the top of your Faction sheet instead of to suggest an outcome or two in case they
Kingston to make use of the Extra Materials fail. “Your fixer will probably be killed if you
(see link provided in the initial pages of don’t stop the upcoming meeting!”
this document), using that to guide you to ◆ Coolness: Make it cool, which is to say
playing in various districts. “different” and “fun” given the tone of
your campaign until now. Have a few
You can get started quickly in just about threats to hold over your players heads and
any city by using the Starting Situation and ramp up the tension with complications
changing the names and faces. The White when there are consequences to deliver—
Lotuses might replace the Manning Family, skipping over reduced effect to avoid
as a gang serving as the local chapter of the added loose ends and stifled progress. Also,
Yakuza, instead of the Cuban Mafia. Rosetta be sure to describe at least one master NPC
might be an Italian shaking things up in the on premises; the “big bad” for this season,
East, or someone actually named Kim who if you will. The BB should show up at the
recently took over the Lotuses. Tetsuo might end and be serious enough to warrant a
replace Vigo as the towering and loyal clock for their plot armor (maybe plating,
bodyguard who is present during the meet. cunning, or something else).

234
6

SEASON TWO
After you’ve played Runners for some Move the timeline forward (a week, a
time, you might sense a natural resolution month, a year) and come up with a new
or watershed moment coming for the starting situation—either building on
series. Maybe the crew has been seizing the fallout of season one, or creating
claims in St. Andrew parish, and they’re something all new and surprising. Then

deePer in The shadows


about to grab the one they’ve wanted start again with an opening scene, an
since the beginning. Maybe the crew has opportunity or demand from a faction,
been in a shadowy war against another and then the initial run to kick off the
cult and the big showdown is at hand. season.
When a “finale” event happens, you can
shine a spotlight on it and acknowledge This explicit “reset” can be very good
the resolution by calling an end to this for the game. It gives you a chance to
“season” of the game (like a season refocus game play on something clear
of a TV show). Celebrate the ending, and actionable, rather than trying to
acknowledging the events that got you continue spinning all the various plates
here—maybe do a little retrospective from season one. Some old issues fade
where each player recalls their favorite away (for now), new ones emerge, and
moment. Then take a break and prepare the landscape of the series develops into
for “season two.” something new.

The crew started a brutal street war between the Mountain Rats and Talons,
culminating in an assault on the gang’s safehouse and their elimination. After sending
them to the morgue, this feels like the end of season one to everyone—answering the
major questions asked from the outset. The Mountain Rats are no more (in Kingston
anyways). The Talons have become potential allies. The Manning Family is satisfied
with an end to the conflicts in the streets. There are a few short scenes of fallout after
the battle, and everyone tells the stories of their favorite moments from the beginning
of the series until now.

For season two, the GM moves the timeline forward a month. The Labor Party (with
only weak hold) are trying desperately to hang on to the meeting grounds they’ve
seized from the Mountain Rats, but other crews start moving in and taking the well-
paying jobs: the Underteeth and the Pack (both new additions not mentioned in season
one) are selling their services in Barbican, and not paying up the chain. On top of
that, the crew’s fixer, who went missing after an entanglement in season one, has not
resurfaced. They’re about to run out of jobs any day now.

Outside their vice den and haunt in Trench Town, the Underteeth gang is clashing with the
Mannings. They’re squared off in the street on the Rats’ former turf, shouting challenges,
ready to gun each other down. The Underteeth enforcer is there, demanding that they
release their held prisoner, forgiving him for having tried to intimidate the crew. “Bring
him out now, or we’re coming in to get him!” the ganger shouts. They look back at you and
grin to either show off or invite you to help out—but you’re not sure what they actually
meant with that. What do you do?

235
6

You can add levels of magnitude together


MAGNITUDE to describe a combination of effects, or
simply focus on one key feature for the
Supernatural entities and energies have magnitude assessment, ignoring other
a wide variety of effects and power elements, even if they’re on the magnitude
levels. To help the GM judge these scale. They’re not always additive.
forces consistently, the magnitude scale
is provided on this page. Magnitude In the example on the left, the dragon
generated magnitude 6 force and the
runninG The Game

measures the quality level of a spirit or


dragon or different aspects of an arcane GM included its area of effect “for free”
force: its area, scale, duration, range, and as part of the power. A cone of dragon’s
force. Whenever you need to assess an breath aimed at a helipad should affect
entity or power, use the magnitude scale the helicopter and the crews there, in
as a guideline to judge how it compares their judgment.
relative to the examples given on the
table. In a different session, a Mage wants
to accomplish a ritualized casting
You can use the magnitude of an entity of Invisibility sufficient to render the
or power as a dice pool for a fortune roll mouth of a several-meter-wide tunnel
to see how much effect it has, if it’s not invisible from cameras for several
obvious or certain. days. The GM confirms that this is
beyond maximized, and definitely must
A dragon belches scorching flames be ritualized (there are two levels of
at the rooftop helipad where the PCs magnitude being considered: scale 2,
are taking off in their helicopter. How and duration 5, and they have just 2
badly does this damage the vessel and dots in Assense). This ritualized version
the crew? Obviously it’s gonna be bad of the spell would cost the Mage 5
for them, but are they merely slowing edge! The GM offers a compromise: the
down or are they immediately wrecked? casting will take a day to complete (a
The GM makes a fortune roll using 6d duration of 4 for the casting, instead of
(the magnitude of the dragon). On a 2, the usual hour required), so the edge
1-3, the breath weapon has only little cost will be reduced to 3 (a difference
effect (for a cone of dragon’s breath of 2), but some people in the affected
anyway), causing the craft to sputter area may realize what’s happening and
and start spinning. On a 4-5, the breath report it before the spell’s full effect
has reduced effect, fully enveloping is delivered. The GM also adds that if
the helicopter and throwing some they want to do more than that, it’s
of the characters and their cargo on gonna take a lot longer (two downtime
to the helipad. On a 6, the attack has activities).
full effect, immediately crashing the
vehicle and setting the crew and cargo
on fire. On a critical, the helicopter is
crashed, and also the crew and cargo
are badly harmed by flying debris and
the scorching flames.

236
AREA / SCALE
6 A city block A colossal crew (160) or mature dragon
5 A large building A massive crew (80) or typical dragon
4 A small building A huge crew (40)
3 Several rooms A large crew (20)
2 A large room A medium crew (10)
1 A small room A small crew (3-5)
0 A closet 1 or 2 people
DURATION / REACH
ETC. HOT SIGNALS & PROJECTION
6 A week Across the city To Mars
5 Several days Across the district To the moon
4 A day Several blocks away Around the world
3 A few hours Down the road Across the hemisphere
2 An hour A stone’s throw Across the region
1 A few minutes A dozen paces Across the city
0 A few moments Within reach Across the district
QUALITY / FORCE
6 Legendary Devastating (hurricane wind, molten lava, tidal wave, etc.)
5 Impeccable Overwhelming (a cannon, massive fire, chain lightning, etc.)
4 Superior Powerful (a high-speed wreck, whirlwind, electrocution, etc.)
3 Excellent Serious (a staggering wind, grenade, electrical surge, etc.)
2 Good Strong (a painful jolt, howling wind, burning flame, etc.)
1 Adequate Moderate (a solid punch, steady wind, torch flame, etc.)
0 Poor Weak (a firm shove, candle flame, breeze, tiny spark, etc.)

The magnitude table above is provided as a tool to help the GM make judgment calls. It’s not
meant to be a rigid restriction or mathematical formula to replace those judgment calls. Use the
levels as a guideline for setting a magnitude number that seems appropriate to you.

This table can also be used as a guide to quality level when a PC acquires an asset or crafts a
chemical, gadget, app, etc. See Crafting, page 255.

Classes of processors and implants: 0:  trashware, 1: alphaware, 2: betaware, 3: gammaware,


4: deltaware, 5+: omegaware.
RANDOM RUN GENERATOR
Using this: Fill the sentence below using the results of (1)-(5) to form a description of the run on
the table. Select ones that sound interesting, or randomly determine a result using the charts
(each will require a single die result).

“The runners are hired for a run by/targeting (1: Client/Target) to (2: Work). The run is
complicated by (3: Twist/Complication), and is connected to (4: a Person) and (5: Faction[s]).”

(1) CLIENT/TARGET (4) CONNECTED TO A...


Civilian Criminal
1 PC Friend
1 Academic or Attorney Dealer or Supplier
2 PC Rival
2 Builder or Engineer Mercenary or Thug
3 Courier or Sailor Fence or Bookie
3 PC Vice purveyor
4 Merchant or Business Owner Spy or Informant 4 Crew Contact
5 Artist or Writer Smuggler or Thief 5 Corporate Notable
6 Doctor or Scientist Crime Boss 6 Free Spirit, Free Sprite
‘critter, or Dragon
Political Strange
1 Executive or Official Spirit of (roll again)
2 Banker or Pilot Talismonger
3 Activist or Refugee Infected or Ghoul
4 Liason or Cultist Corrupted AI (disguised)
5 Beat Cop or Detective Dragon (5) ...AND A FACTION WITH
6 Judge or Ward Boss ‘critter or Cultist WHICH THE CREW HAS...
1-3 A positive status
(2) WORK 4/5 A neutral status
Dirty Deeds Violence
6 A negative status
1 Follow or Surveil Assassinate
2 Sabotage or Arson Disappear or Ransom
3 Lift or Plant Terrorize or Extort
4 Poison or Arrange Accident Destroy or Deface
5 Burglary or Heist Raid or Defend
6 Impersonate or Misdirect Rob or Smash & Grab
Underworld Supernatural
1 Escort or Security Decompile or Banish
2 Smuggle or Courier Compile or Conjure
3 Blackmail or Discredit Extract Essence
4 Con or Espionage Place or Remove Wards
5 Locate or Hide Perform / Stop Ritual
6 Negotiate or Threaten Drain or Infuse

(3) TWIST/COMPLICATION
1 Security is unexpectedly high, or something is a cover for cult practices.
2 Advances the secret agenda of a third party, or a dangerous gang uses the location.
3 Lied to about the nature of the target, or is a trap laid by your enemies.
4 Requires long distance travel, or free spirits haunt the location.
5 Target moves around (site changes, etc), or requires expensive or rare gear (or implant).
6 The client is double-crossing them, or a powerful supernatural entity is involved.
CHAPTER 7

FUTURISM
In the high-tech fantasy future, there are world” invisible to the natural senses—
automated electronic machines to perform the omnipresent network of worldwide
the hard work, medical implants to extend a connectivity that emerged following the
person’s lifespan, and an unlimited selection Great Crashes, known as cyberspace. By
of virtual experiences available to replace your activating their devices to go online, a person
boring, daily ones. It would seem happiness can can interface with cyberspace through a
be bought—but at what price? The powerful comm to perceive partially into it, to receive
elite develop these technologies, doling them out the signals from online events captured in the
as finished products for consumers according public datasphere, or to make a connection
to their individual wealth or perceived value. with nearby devices and accessible networks.
The megacorporations depend on the signals
Some say the cyberspace engineers created
passed by these devices over cyberspace to
a network so robust that no one could
provide them with an endless source of raw,
ever crash it—and they’re probably right,
unrefined paydata—and citizens deal with it to
seeing as how it’s mostly out of their hands.
improve the speed of their daily business and
Unlike the Internet that we know today, the
facilitate relationships. There is little need to
technology that built cyberspace isn’t bound
be a skilled software engineer since the advent
by the laws of relativity. Instead, it works on
of emergent AI reprogramming—a process
the principles of quantum mechanics. This
by which a machine intelligence revises its
momentous innovation ushered in a new
own code according to a highly complex and
age of technological advancement and data
evolving set of design parameters.
stability, tapping into a sustainable network
Runners, on the other hand, retain these immune to electromagnetic interference,
skills as a matter of necessity. To make use which depends on qubits of raw data and
of these futuristic advancements, people quantum algorithms to realize its effects.
must harness these “high” technologies in a Commerce, entertainment, and even
number of ways: government are driven and throttled by
cyberspace and a trend towards futurism.
◆ The control of electrical current devices The world lives and dies on the spoils of
with principles of science, known as relentless advertising, the capture and
Electronics. distribution of virtual experiences, and the
◆ The distillation and reaction of elements schemes of the dragons and corporations
to form compounds and mixtures, known as that control them. It’s no wonder that the
pleasures of the ultraviolet have managed
Chemistry.
to overtake real experiences in terms of
◆ The application of algorithms to extend the popularity.
functionality of a computing device, known
Those who embrace this new world, thrive
as Programming.
upon it—live in it. They don’t stop to smell
real roses, lest it spoil the virtual ones. Nope.
In addition, every living being with a comm
and trodes can access the ubiquitous “virtual Not even for a nanosecond.

239
7

◆ Data Trails The residual evidence of


THE WIRELESS signals in cyberspace, hidden from most
consumer devices (including a comm). When
WORLD made visible by removing the hardwired
filters, data trails appear as streams of various
With the instantiation of cyberspace intensities and intermittent patterns of light.
came the empowerment of the personal
communications device, known as a
◆ Comm An advanced computing device
that wraps around the user’s thumb and
comm (found on your standard items
forefinger. Connects with cyberspace and is
list) to control most any other device.
able to network devices. Sometimes called a
For most citizens, the use of a comm is
fuTurism

commlink or commband.
commonplace—a frequent and daily
ritual that is as important as getting ◆ Deck Short for cyberdeck. A comm
dressed. Citizens use their comms to do modified to run illegal apps and spot data
all sorts of things with cyberspace: get trails. A restricted item (requiring a license
paid, spend money, make calls, organize to avoid attracting the unwanted attention of
their daily lives, even drive their vehicles CSG).
and tell the house-drone to cook dinner
on the way home while they catch up
◆ CSG CyberSec Global, the megacorp
responsible for policing most of the world’s
on their favorite virtual broadcasts.
cyberspace traffic. Will be notified when
Most simple tasks (and even series of
cybercrime is detected.
commands) like these can be automated
by using your comm. ◆ Networked Devices set up for the mutual
exchange of signals.
Unless you are paranoid or a simpleton (or
a runner) you probably have your comm on ◆ Hacked A device whose functionality is
you and online at all times—and some kind controlled by an unauthorized user.
of privately-managed network protected ◆ Orphaned A device without a comm or AI
by it. As you use your comm for the first protecting it. The default state of things.
time, the GM might ask you: Do you have
any custom iconography or notifications? ◆ Master An advanced computing device
What filters do you leave in place to refine through which a number of slaved devices
the marketing delivered to you? are networked, protecting them from being
hacked. A comm, deck, or control rig.
MODERN TERMINOLOGY
◆ Slaved A device whose functionality is
◆ Device An item designed with a specific controlled by another through a network.
purpose in mind, especially an electronic
machine or app. ◆ Artificial Intelligence (AI). Intelligence
demonstrated by a device, especially a
◆ App A software device. A file containing data machine. The AIs which manage access
only accessible over cyberspace is often called
to cyberspace are autonomous entities
a “dapp” (short for decentralized app), but this
guided by the directives and whims of their
is simply the most common type of app.
respective owner(s) and engineers.
◆ Signal Electrical current that can be
interpreted as binary data (1s and 0s) by a ◆ Provider A worldwide connection to
device. Almost all signals are transmitted cyberspace, throttled according to its rating
wirelessly using access to a cyberspace (the public connection, AKA the datasphere, is
provider. slower but also cheaper and less secure).

240
7

◆ Hot Signal An active signal stream suitable BEING ONLINE &


for networking wireless devices at hot signal
range (up to a city block away). You can run NETWORKING
your devices “hot” to establish a personal area
network while offline, however this offers little A device may be offline or online, which
security—to avoid this vulnerability, go online determines the maximum range of its
(to benefit from dapps) or use cold signals. network connectivity and so-called “hot”
signals. By default, you’re assumed to

The wireless world


◆ Cold Signal A passive signal stream be online in some way to communicate
suitable for transmissions at personal range
with the team regardless of location. An
(sometimes only within reach). Decrypting
offline device transmits and receives
any cold signals you’ve captured is a complex
no signals through cyberspace, and can
long-term software project. The standard
only be accessed using direct connection
for use in wireless checkout and IDN review
or a nearby master device to which it is
systems. Examples: aNFC (advanced near-field
slaved.
communications), Bluetooth.
◆ The Matrix The “home” location in Most networks are simple to set up,
the virtual reality of cyberspace itself. requiring little more than a brief
Experienced as a cold, endless plane of black exchange of authenticated signals
and with a gray sky overhead produced by the between devices. Networks can be set up
filters present on most consumer VR devices. without going online as well, however
this requires manual authentication of
◆ Icon The visual representation of
both devices and a cold connection.
something transmitting signals, as seen in
virtual or augmented reality. May be running Most business traffic uses hot signals
silently to remain hidden (see page 248 for passed over a private network which is
details). supported by a secured grid connection.
◆ Persona An icon associated with a Illegitimate activity is kept “off the grids,”
personal area network. Customizable (see passing only through a partitioned space
page 244 for details). known as a construct. Some constructs
are accessible only to company owners
◆ Personal area network (PAN). A number and their chosen executives. These secret
of devices networked through a comm. An networks are complex to find, requiring
icon representing an individual’s PAN is particularly high levels of authentication
associated with their persona in cyberspace. to access.
◆ Construct A simulation of a virtual space
managed by AI and upheld by a complex
array of quantum architecture. The preferred
method for virtualization of storefronts and
private networks.
◆ Drone An electromechanical device
capable of locomotion with human-like
senses of sight and sound (by default) and
outfitted for remote control.
◆ Shell A drone-like frame animated by a
transplanted brain.

241
7

GOING ONLINE & At your option, you can attempt to access


CYBERSPACE PROVIDERS cyberspace through a secure provider—
instead of the public one. If you don’t
To go online with a suitable computing have access to a particular cyberspace
device (like your comm), access cyberspace provider, you can use the acquire asset
through an available connection provider. activity to gain access to a different
Your choice of provider determines the provider, which provides access for the
cap to your data processing and transfer whole crew.
speed, as well as the level of IDN review
required to access it. When using a fake IDN ◆ Secured: These cyberspace providers
of insufficient quality, the GM may make a are privately owned and operated, as
fuTurism

fortune roll using the provider’s quality to well as monitored externally by CyberSec
determine if any alerts are raised. Global. The benefit they offer is a faster,
more reliable connection (quality 1-4,
While online, you have access to a server if you can manage the IDN review),
for your various files and apps that is plus access to more personalized ad
accessible from anywhere you have campaigns than the public grid to
connectivity to cyberspace. This connection enhance your productivity. They also
provider might be public or secured. include confidential access to private
constructs for businesses, which cost a
CYBERSPACE PROVIDERS small fortune in upkeep to maintain.
You begin with access to a connection
quality equal to your current crew Tier— The so-called Big Seven control the
when there is a question what provider most powerful cyberspace connections.
you are using, the answer is the public one. These connections are ultra-reliable
and secure (quality 5+), however
◆ Public: By default, a PC begins with all network activity is monitored
access to a freely-available connection internally by deadly ICe and master
to cyberspace, known as the public grid counterhackers.
or datasphere—depending on if they’re
primarily a consumer or not. While it
is slow and prone to interruption in hot
spots and remote locations (quality 0, if
that should ever matter) and owned by
CyberSec Global, it is literally free.

242
7

CHOOSING AN INTERFACE MODE


The modes of interface When you employ “HOT-SIM” VR
available to you vary virtual reality (VR):
“Hot-sim” is an extension
based on your equipment ◆ Input occurs through of virtual reality
configuration. The choice neural impulses (requires technology with unfiltered
you make serves as a trodes or a neural implant). sensory throughput. It is
guideline for the GM

The wireless world


to set the position and ◆ Output occurs by only possible to use hot-
replacing your senses sim if your device has
effect of your actions.
with those from a filtered been specially modified to
When there is a question
simulation—the black handle it (a cyberdeck or
what interface mode you
expanse of cyberspace implanted control rig both
are using, the answer is
with icons overlaid, or a include this functionality).
AR. You can switch your
simulated environment Most consumer devices
interface mode freely to
designed by a digital (like a standard comm)
employ VR, if you have the
architect. The transition deliberately limit sensory
means; switching back to
in and out of VR takes a data to avoid a user
AR might be tricky though
few moments and a seated experiencing serious pain,
(see below).
position with harness is but hot-sim is different.
When you employ recommended to avoid
When you employ hot-
augmented reality (AR): falls.
sim, you’re in VR (as on the
◆ Input occurs through ◆ Your persona determines left), with the following
gestures and spoken your virtual appearance. differences:
commands taken through See next page for details.
a comm’s sensor array. ◆ You can’t take action ◆ You can’t take action with
These can be supplanted with your physical body your physical body while
by networked equipment while in VR, unless you in hot-sim VR, unless you
(like subdermal mic, have help from someone have help from someone
a flight stick, neural else or spend 1 edge to act else or push yourself to
implant, etc.). Switching despite incapacitation. act despite incapacitation.
and executing apps can ◆ Any cyberspace harm ◆ All your virtual actions
be distracting, especially dealt to you is limited (to are much faster than
while performing other level-1). usual. In hot-sim, you react
attention-intensive tasks more quickly to nearby
(like driving, talking, etc.).
◆ You can get jacked
(sometimes called being danger—and can network
◆ Output occurs through “linklocked”) by ICe or more devices at once.
a holographic projector counterhackers. When ◆ However, cyberspace
built in to your comm, you are jacked, you harm delivered to you is
which can be supplanted can attempt to defeat unlimited. Fatal virtual
by equipment capable whatever jacked you, or harm from certain ICe will
of alternate methods of go offline—if you have literally kill you.
display (like nightshades, the means. See page 248
an ocular overlay, a set of for details.
cybereyes, etc.).

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NETWORKING LIMITS ESCAPISM & YOUR PERSONA


Modern networking of devices functions When you go online, your persona has a
according to the principles of decentralized shape which is at least vaguely human. It
computing. The functionality of an advanced defaults to a gray avatar, and appears in
computing device (like a comm) is extended cyberspace no smaller than a meter tall.
by the processing power and storage of all What does yours look like? Maybe a sexier
its slaved devices (including executed apps) you, or an animated wooden puppet?
and its cyberspace provider—limited in Maybe a pointy-eared gnome, or pixelated
terms of functionality by the capabilities of fish-person? Most people design these
the master device and the chosen interface online alter egos using premade ones with
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mode. In other words, almost none of the touch ups, and these are basically free. In
processing or security protocols are handled other words, you decide—within certain
locally on modern devices; the required load limits—what you look like in cyberspace.
is instead distributed to & from the public
datasphere of cyberspace and your private If you wish, describe a bit of personal
network connections, rather than handled flair and an accent color for your avatar’s
by your comm. virtual wardrobe. A persona’s color
pallette is limited to black, white, and one
A comm or cyberdeck may network color of choice for free. Cosmetic items
additional devices until its reached its (like fancy clothing) appear devoid of
networking limit. The networking limit for logos unless you pay a micro-transaction
a given device will depend on the quality for licensing. Dressed up in a black suit
and capabilities thereof. The GM will tell with a red tie. White pants and a dark blue
you when you benefit from too many shirt. Naked with tattoos of anarchy signs
devices, software or otherwise, and limit and other graffiti visible (some cosmetic
the number you can benefit from in a given choices are blurred for those with the
action (reducing your effect accordingly appropriate filters in place).
with factors as usual). Devices networked
through a lower quality master device Your persona’s shape, colors, or visual
should be counted individually, rather flair can be swapped out freely during
than collectively. So if you network five fine downtime, but doing so during a run may
drones through a standard comm, it counts draw the unwanted attention of those
as five individual devices for your action who serve to prevent cybercrime.
to have them act in concert. This probably
means the action suffers due to scale of
the desired effect. However, once they get
better equipment (maybe the quality comms
upgrade for the crew, or a synchronized
command console) the GM counts those
together as one for the purposes of scale and
quality.

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Smith” (sometimes in unison). They do


CYBERCRIME this to remain anonymous and as an
Cybercrime is illegal activity perpetrated homage to the first of these agents to
using, or facilitated by, a computing successfully retire from the job with
device—enabling crimes at any distance full benefits.
such as fraud, theft, trafficking, and even
virtual murder. Business the world over When convergence occurs, your physical

The wireless world


depends on the connectivity provided by location is traced and a team of CSG agents
cyberspace—making it a treasure trove are dispatched from the local field office
of valuable paydata. to detain you (as per the entanglement;
see page 172 for details). Then, you are
Datathieves and other cybercriminals hit with three consequences:
have been a problem for several decades.
Each provider has developed methods ◆ you suffer severe “Biofeeedback”
for dealing with them, and Kingston is no harm, level-1 if you were in VR or level-3
different. if you were in hot-sim.
◆ your device suffers serious corruption,
Watchdogs, Convergence, & CSG and is forced to go offline (which might
Agents also harm you, depending on your
interface mode; see page 243 for details).
The public grid has a number of skilled
network administrators assigned to ◆ your device is temporarily banned
protect it, known as watchdogs. A from connecting to the public grid. The
watchdog in the Kingston datacenter length of time depends on the number of
transmits a report whenever a offenses and severity thereof (1: a week,
cybercriminal is detected within the 2: a month, 3: a year, 4: forever).
city. They may only be received by those
near the signal’s transmission, and by You can resist each of those three
CSG agents (nicknamed G-Men), whose consequences separately.
issued comms are interfaced with the
access logs. A convergence signal is HACKERS & RIGGERS
transmitted to the district where the
The cyberdeck is a powerful way to
device may be found, triangulating the
leverage high-technology to your
source’s geolocation as the minutes go
advantage. You might use it to take control
by. It’s the responsibility of the G-Men
over a device (toggle a maglock, intercept
to recover the device and remove it to
a transmission, loop a camera feed, etc.)
the city’s hidden datacenter, where it
or enter VR to perform virtual attacks on
is placed into a protected datavault for
a device (crash/defeat ICe with fighting,
evidence archival, and to later dispose of
or short out a weapon’s electronics with
it before it can be used to commit further
scrambling, etc.). If a device is online, it
cybercrime.
can be hacked—otherwise you need a
The word “men” in the nickname neural implant or direct (wired) access. A
is incidental—it’s actually gender- character who uses a cyberdeck is known
neutral, referring to the fact that CSG in common parlance as a hacker, which
Agents wear identical thermoplastic is really just another word for a nerd
masks and voice modulators, and all with an illegal computing device (and a
answer to the same name—”Agent borderline emotional relationship with it).

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A rigger, on the other hand, rarely does The GM may also tick a progress clock
anything with a device they don’t own— when you take control of a device—
instead possessing the hardware to to indicate the alert of its intrusion
“jump into” a vehicle using an implanted countermeasures, the agenda of a
control rig, possibly paired with an corporate faction, or to show the steady
installed vehicular override they can approach of a bad outcome of hacking.
more easily access remotely. That being Such as “Convergence“ or “Traced.”
said, the abilities of a hacker or rigger
frequently overlap. These talents are
learned—anyone can develop them with
REGISTERED OWNERSHIP
enough study, practice, and the proper You might forcibly remove ownership
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equipment. of someone’s device. However, a device’s


registered ownership is not the same as
Any PC can roll Interface to attempt possession. The ownership of online
simple interactions with high technology, devices is managed on a quantum ledger
or roll Engineer to do the same with and verified by the public datasphere.
electronics. The special abilities and items Each comm has built-in silent transceiver
of the Rigger or Hacker are required for to safeguard tampering. When a high-
advanced cybercriminal activities. technology device is reported stolen
by a legitimate citizen, its emergency
Hacking is illegal AF While the potential transceiver (if it has one) transmits a
consequences of hacking will necessarily report of cybercrime—making illegal
vary depending on the circumstances, transfer of registered device ownership of
some common consequences include: such devices (including apps) a painfully
exposure (extra heat, either due to digital complex software project.
evidence, or fallout from actions taken),
your device gets damaged, or shut down Tip: Due to the complexity mentioned
(or worse: jacked!), the target’s icon is above, it is often easier to liquidate stolen
hidden from your device, ICe have been items through your fixer at the end of a
alerted, ICe have cornered you, etc. run, counting them as added loot (more
nuyen) instead of keeping them.

A Nerd’s Wish List


A comm’s potential make/model may be determined by its rating (if known):
‹ (6) Arclight Masamune. A carbon-fabric ring with self-fitting wristband.
‹ (5) Bony Multipass, Carbon Ikahn. A lightweight wristband with elastic index-finger sleeve.
‹ (4) Arclight Muramasa, Eureka Hi-Z.
‹ (3) Baccarat Elitist, Carbon Ara, Lazy Chi, Noh Limit.
‹ (2) Baccarat Pyramid, Bony Emperor, Carbon Copy.
‹ (1) Bony Emcee, Carbon Vagabond, Eureka Zen.
‹ (0) Noh Name, Carbon Beatlink, Eureka Passenger. A lightweight glove.

You can use this list for the names of fictional devices you acquire or steal. The comm or cyberdeck you
start the game with might be scratch-built, but was probably sourced from this list.

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ACCESS & CONTROL A spoofed command from the onboard


hacking software is limited in scope
It’s all about access—and control Most
(it might toggle a maglock, turn off a
plans involving cybercrime rely on stealth,
sensor, etc.), but Breach will wreck its
deception, or social plans to provide
software protections with devastating
better access to specific devices. You might
levels of corruption in virtual combat.
Prowl to get close to a datacenter building,
This can be done to quickly give you
and then Interface at short range with

The wireless world


momentary access, but immediately
a workstation to steal the paydata. Or
alerts the system to intrusion. Hackers
you might use social engineering (maybe
should see page 258 for details on the
Command, Consort, or Influence) to
volatile nature of Breach and most
gain more direct access to whatever else is
other warez.
protecting it instead.
Direct Connections
When you look for hacking targets, the
GM will tell you if you detect any. If you You can easily establish a direct
don’t see one (either because of your connection for interface with a data
software or hardware configuration, the cable and few moments of physical
desired target is running silently, or there access to the device’s universal data port.
is simply too much cyberspace traffic in A comm’s universal data port is concealed
the area), you can gather information within its case, easily accessible on the fly.
(maybe Interface, Study, or Survey) to If its ever needed, a direct connection
attempt to locate one. always counts as a vulnerability that you
can exploit with a cyberdeck.
If you manage to find a device’s icon, you
can attempt to find an access vulnerability Private Network Connections &
using a cyberdeck—if one exists (you may Constructs
need to gather information first to locate
Data trails and streams for private
it). If you can find an access vulnerability
networks are always hidden unless
or already have one, you can attempt to
you have its cyberspace coordinates
take control of its functions using your
(a set of four precise values, plus a
onboard hacking software.
modulating quantum encryption key).
You need a cyberdeck (the Hacker Some constructs are consumer-facing
special item) to find hidden icons or and you can find them easily. Others will
access vulnerabilities, plus you need be more difficult to find—and the darkest
the included suite of hacking software corners of cyberspace require invite-only
to have of a chance of exploiting any authentication instead.
vulnerabilities spotted. An unmodified
comm won’t do—it cannot detect any When a device is protected by a private
potential targets for hacking, and won’t network, encrypted data streams
run the illegal software required to between it and all other networked
exploit them. devices. These connections offer similar
cybersecurity protocols to those used
You can also execute (use) additional in cyberspace, but with the addition of
apps to do other things. The optional more detailed rights management and
suite of warez (Hacker special items) is integrated virtual workgroup support.
designed to extend the functionality of a Direct interface is recommended for
cyberdeck while hacking. hacking a private network connection.

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RUNNING SILENTLY GETTING JACKED & GOING


Devices and their accompanying icons OFFLINE
can be geolocated using triangulation When you go offline, (colloquially
from other nearby device locations. At known as “jacking out”) you remove
your option, you may command a device your connection to cyberspace. This can
to run silently, limiting the number of typically be done easily with a voice
signals in both directions—reducing the command or series of touchscreen
level of information gathered by it, and gestures—unless you’ve been jacked.
from it.
A character might go offline despite being
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A device running silent is technically jacked by removing their trodes, or


online, but it has disabled passive data depressing a button on the side of their
transfer to remove it from the distributed master device for at least five seconds
network of cyberspace computing until uninterrupted. Jacking out when all
needed. This practice is considered devices are implanted is trickier, requiring
impolite or highly suspicious depending access to a small service compartment
on who catches you doing it (maybe they’ll behind the implantee’s ear, concealed
just assume you’re a greedy bandwidth under a flap of artificial scalp.
leech, or that you have something to
hide—it’s up to the GM). It is actually When you go offline, all of the following
illegal for your comm to run silently while occurs:
manually operating heavy machinery—
or even being in some wealthy (tier IV+) ◆ Any control taken from your device is
neighborhoods and districts (especially lost. Any control your device has taken is
New Kingston). Having a “burner” comm lost.
on you as bait is common; one to fool ◆ Any ticks on unfinished
surveillance, and another one running “Traced” or “Convergence” danger clocks
silently to do the dirty work. are cleared. Any progress clocks for
unfinished hacking tasks are cleared
(you might be able to reconnect and start
over—unless it’s too late for that).
◆ If you‘re jacked by ICe, you suffer
debilitating “Dumpshock” harm due
to headaches and vertigo, accordingly
with your interface mode. Going offline
unsafely should be considered a last
resort—but it might be the only option for
a hacker who is trapped in VR to get out.

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CONSTRUCTS FINDING A CONSTRUCT


There are many publicly-available
Constructs are simulated environments sets of cyberspace coordinates for
that only exist in cyberspace, and depend constructs—however these are designed
on AI to realize their effects. A private to support consumers and businesses.
network’s virtualized network layout is Private constructs have a hidden set of
a lesser version of this infinitely complex cyberspace coordinates, often choosing

The wireless world


quantum data structure, which is more to only reveal it to a particular audience;
compartmentalized but otherwise vastly perhaps a business network, a specific
similar. locale, or quality of customer.
To enter a virtual construct is to allow
your online experience to be managed ENTERING A CONSTRUCT
by a powerful machine intelligence and
entreat it to do your will. Hacking a virtual To enter a construct, you need its
construct is a practice with considerable cyberspace coordinates and equipment
risk (and many potential rewards, which capable of VR (perhaps a set of trodes,
is why people still do it). The vast network or a neural implant). A hidden set of
connectivity of a construct might be coordinates may be found as payoff from
exploited by a skilled cybercriminal using a run—perhaps you steal an access log
warez or other apps. See Apps for details. when your crew hits the Atari-Tendo
datacenter in Downtown Kingston, or
The data structures upholding these AI- perhaps you get a comm that can already
controlled simulations emanate from the access a hidden one when you murder
very fabric of the emergent plane, making Rosetta Manning. You might also reveal a
it impossible to destroy or take full set of cyberspace coordinates as the goal
control over a construct without tearing of a long-term project—by consorting
apart the foundation of cyberspace itself. with hacker friends, engineering a data
Some say this is what happened during siphon, attuning to data trails, or some
the Great Crashes. other method you devise.
Following the Great Crashes of the When you enter a construct, your
2010s, the actions of the architects persona is filtered from consumer
of modern cyberspace shattered the devices Your persona appears in the
Internet, outlawed online privacy, construct instead. This built-in filtering
and instantiated the framework for ends the moment you exit VR (or
cyberspace. It is also said that these otherwise disconnect from the construct).
were the machinations of a lunatic
technomancer, hell-bent on interfacing Constructs lack a central location—so
with corrupted signals in an attempt to ignore any interference due to distance
reach infinite transcendence. But who once you have entered one.
can believe such stories?
A construct is often protected by an
array of intrusion countermeasures
(just like a secured cyberspace provider,
details on page 242) designed to detect
the subversion of its parameters and
security protocol.

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INSIDE A CONSTRUCT isn’t sneaky, but it’s sometimes faster than


locating and exploiting a vulnerability
The appearance of a construct is decided
undetected. ICe that are defeated in
by the virtual architect—within certain
virtual combat aren’t “destroyed”—they
design parameters (form implying
are crashed, and are merely software
function) and limits on bandwidth. A
entities that are temporarily taken offline.
virtual mall might use brightly-lit hallways
Once alerted, ICe won’t stop coming back
lined with immersive ads that you touch to
unless called off by the registered owner
enter other virtual spaces. A virtual theme
of the AI.
park might use rope bridges lined with
animatronic robots that you must gesture
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towards to experience. However, there ICe & COUNTERHACKERS


are certain constraints on the virtual When you use the public grid to achieve
design—and the more elaborate and connectivity, you face the possibility of
believable the virtual design, the more convergence by a CSG watchdog. However,
powerful the owner must be. The most constructs are managed by AI—and it’s
realistic and fully-featured constructs are up to them and the registered owner(s)
omega-class, and known as “too real” in to report any instances of cybercrime.
common parlance—referring to those However, it’s often a liability to give a
experiences which are indistinguishable CSG agent the required administrator
from real life or deemed better-than-life privileges to properly defend their
experiences (or BTLs). Beware: it’s easy to networks. So rather than expose their
get lost in such vividly simulated realities! inner workings to the corruption of CSG,
most private entities instead opt to rely on
Your device’s authorization determines
an array of intrusion countermeasures
which pathways and nodes are visible,
(commonly called “ICe”) and hired
which are accessible, and which are
counterhackers instead. ICe come in
completely hidden. If one is able to perceive
three varieties: white, gray, and black.
the hidden data streams providing network
These are each explained in further
protection to a device by a host, they might
detail below.
exploit the elaborate mesh of connectivity
to gain illicit access to unintended control While the recursive nature of cyberspace
over the environment. security protocols prevent a hacker from
taking unauthorized control over the AI
Virtual Access & Control protecting a secured provider, the very
You may virtually interact with a device same also make those same protocols
you access using a construct in order vastly similar to one another. A secure
to take control of its corresponding provider’s white ICe patrols randomly,
device temporarily. When your control scanning each device that it encounters,
is challenged, you must re-interface transmitting a signal whenever it detects
(risking the retaliation of nearby ICe) cybercrime. The signal may only be
or relinquish control. Your control is received by any other ICe, the system
challenged when you steal paydata from administrators, and its registered
the device or ICe act against you. owner(s). Perhaps the CEO and their
trusted virtual architect.
When you cannot evade the ICe protecting
a particular device, you might attempt to
crash the ICe guarding it instead. This

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7

The GM uses the Tier of a target as a


guideline for the quality and scale of any
When you hack a device protected by a ICe or counterhackers that respond—it
secure cyberspace provider, the GM may may be higher or lower at their discretion
tick a clock to determine how long it takes to better describe the nature of the
for its AI to notice the intrusion and trace situation.
you down. Available ICe are dispatched
where any offending user or their device

The wireless world


The Talons’ are on high alert when
may be found, tracing their data trails the Hacker executes a Breach on the
ever closer to the hacker’s physical Talon’s datavault. There’s no question
location with every passing minute. It that all available ICe will eventually
is the responsibility of any dispatched respond—but how many respond now
ICe to prevent the theft of paydata and while the theft is underway? The GM
subversion of security protocol using all says they don’t want to decide, so they
available permissions. make a fortune roll using the quality of
the Talons’ construct (so 2d). Even on a
Types of ICe
1-3, there’s going to be a small group of
◆ White ICe: A virtual security spider 3-5 white ICe (scale 1/quality 2) and a
that monitors a construct’s virtual couple gray ICe (scale 0/quality 3).
integrity, patrolling for intrusion. Creates
complications for an intruder’s device— It’s a 6 though—so the GM says its the
repairing any environmental breaches full “standard” array of white ICe (scale
caused, starting or advancing a trace, and & quality 2) plus a quality 3 black ICe
calling other available ICe to act against whose icon is a bird-person. They have
you. Editor privileges and are wielding a
◆ Gray ICe: A virtual security entity virtual Arsenal of their own. Now what?
armed with the ability to stream
Counterhackers
corrupted data as a ranged weapon
through an intruder’s device, designed When ICe alone can’t do the trick, a
to cause malfunctions like slowdown and counterhacker will be dispatched
lasting damage. If they get close enough to accompany them. Paired with a
they will kick instead, you causing lost counterhacker, ICe become powerful
progress. Worse yet, they will ban a forms of weapons and armor against the
repeat offender’s device permanently. malicious actions of a cybercriminal.
◆ Black ICe: A vicious virtual entity
that is designed to induce debilitating Counterhackers employ elaborate layers
psychological and physiological effects of signal-masking technology and are
(like frenzy, betrayal, phobia, seizures, often outfitted with secret identities,
paralysis, etc.). If they get close enough, both to keep them safe from being
your device gets jacked instead. The AIs traced, and as a way to prevent reprisal
of governments and megas like to hit for the execution of their job duties.
a meddlesome hacker with terrifying They have administrative access to any
paralysis, to jack their device using compromised networks they protect,
black ICe, then trace the user down and and are committed to tracing down and
dispatch authorities against them while reporting elusive cybercriminals in an
they cannot move. attempt to bolster their resume and
demand higher pay.

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CONFIGURING A DRONE
DRONES Choose a frame size, look, and a starting
A drone is an electromechanical device feature (see list on next page). The GM
with special features which grant them might roll your drone’s quality if its
their functionality. By default, drones features are ever put to the test, to see how
are capable of locomotion on land and well they thwart the opposition.
have human-like senses of sight and
sound. Drones (unlike vehicles) can also MODIFYING A DRONE
be controlled remotely by any authorized
user. You can add an additional feature to a
drone’s configuration by modifying it.
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A drone may be rebuilt if severely


damaged or destroyed. If a drone’s You can also add two additional features
processor array is shattered, the drone’s to a configured drone’s configuration
configuration is lost and a new one must by spending an additional special item
installed and reconfigured (a complex choice on it (either during character
long-term electrical project). creation, or following an increase in
lifestyle rating).

GETTING A DRONE When a drone performs actions for which


A PC with a configured drone begins with its configuration applies, use its full
one drone, already configured with a quality rating. Otherwise, its quality is
feature and ready for use (see special zero. Features designed for a frame other
item, Rigger playbook). To add another than the one in question typically require
drone, spend a special item choice (or modifications (sometimes complex) to
secure one on your own another way), work properly.
then configure them using the process
below.

Building a drone is a complex electronics


project. Preparing a drone’s software for
a new owner is a complex programming
project. See page 18 for details.
7

USING A DRONE
When you direct a drone to achieve a goal, roll your
action rating to see how it goes. Roll the appropriate Universal features, for any frame size:
action for what you do (maybe Interface or EMP—Flash Ordnance—Hydraulic Legs
Finesse). For details on networks and taking action Media Center—Noise Suppression—Sensor Array
using various interface modes, see page 243. Smoke Projectors—Stealth—White Box
The method of interface and quality of any opposition
relative to the drone or its features affects the position
and effect of the action.

Drone Features
You can freely swap out a drone’s available features as a downtime activity.

drones
EMP: Electromagnetic pulse that disables signals Sensor Array: It has an array of sensors capable
for a short time, disrupting the functionality of of various scanning modes. Choose whether this
electronics nearby for a few minutes. is an audio or visual array, and then choose its two
Flash Ordnance: Electronics that can produce a features: dampened—expanded—heightened.
series of flashes to surprise and disorient.
Stealth: It has been modified with electronics and
Hydraulic Legs: It can jump to extreme heights a stealth paint job to obfuscate its presence.
(several stories) and survive falls without damage.
Smoke Projectors: Chemical system that can
Media Center: An array of recording and playback produce a dark, acrid cloud of smoke—enough to
functionality, plus rotating loudspeakers and a fill a large room.
holo-projector.
White Box: Electronics that can produce a
Noise Suppression: This drone is barely audible dense stream of wireless noise and interference,
once its out of speaking distance. temporarily orphaning nearby devices.

Amphibious: It can move slowly while underwater Gecko Climb: Nanofibrous pads built into the
using a set of propellers and pump-jets. frame allow it to walk and climb effortlessly on
walls and ceilings unless wet.
Compartments: A number of items may be built-
in to its frame and may recess beneath panels out Interior Space: It has a compartment for a
of sight. Its frame can now carry the indicated passenger or operator.
number (1 or 2) of free load Life-Like Appearance: It is masterfully crafted
Flight: It can fly slowly using a set of rotors or to pass for a living creature (unless it is closely
small jets, and fixed wings. scrutinized).
Plating: Thick metal armor
plates.
SPECIAL FEATURES, BY FRAME SIZE: Reflexes: It has lightning-
These features are only appropriate for a certain frame size without serious modification. fast reaction time (as per
the Adept feat).
Small (Cat size, -1 scale):
An aquaspy, a rotodrone, a robotic doll, a surveillance wasp. Tiny: The drone is insect
Amphibious—Flight—Reflexes—Tiny size, rather than cat size,
which counts as -2 scale
Medium (Human size): A cybernetic humanoid (android), a mechanical animal. (instead of -1 scale).
Compartments (1)—Gecko Climb Turret: A firearm mount
Life-like Appearance—Turret on the drone designed to
achieve great visibility and
Heavy (Personal vehicle size, +1 scale):
a wide cone of fire. Choose a
A hulking mech, a self-driving vehicle. suitable weapon from your
Compartments (2)—Interior Space—Plating—Turret arsenal, modified to fit.
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(2) Player asks: “What’s the minimum


CRAFTING quality level of this item?” GM answers,
with the magnitude of the effects the item
During downtime, a PC can Engineer produces as a guideline.
with special materials and tools to
produce chemicals, build (or modify) (3) GM asks: “What rare, atypical,
items, create electronic gadgets, or or adverse aspect of this formula or
develop software applications. The design has kept it in obscurity, out of
system for each method is similar, common usage?” Player answers.
with different details depending on the (4) Player asks: “What drawbacks
nature of the project. does this item have, if any?” GM
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answers by choosing one or more from


the drawbacks list, or by saying there are
INVENTING none.
To invent a formula for a new chemical A PC with the Chemist, Electrician,
concoction or the design plan for a new Programmer, Enchanter, or Instancer
item of your special design, you need to special abilities invents and learns one
Study it as a long-term project. Most special formula or special design when
new special formulas or designs will they take the ability (they don’t have to
require an 8-segment progress clock to take time to learn it).
invent and learn. The player and the GM
answer questions about the invention to Once you’ve invented a design, you can
define what it will do in play and what craft it by using a downtime activity (see
is required to create it (see below). The Crafting, on the next page). No one else
player records these answers in their can craft this invention unless they learn
notes for future reference. your design as a long-term project. If you
acquire a formula or design invented by
Creation Questions another engineer, you may learn to craft
it by completing a long-term project.
(1) GM asks: “What type of creation is
it and what does it do?” Player answers. Common chemicals and gadgets (see
A creation might be simple, chemical, Sample Creations on page 256) and
electronic, or software. If a PC has an ordinary items don’t require special
appropriate special ability (Chemist, formulas or special designs to learn.
Electrician, or Programmer), they Anyone may attempt to craft them by
get bonuses when inventing and crafting using commonly available instructions.
certain creation types.
If a PC has an appropriate secret art
(Enchanter or Instancer), they gain
permission to choose the arcane or
emergent type, respectively, for their
creations—in addition to those above.
These supernatural creations are
subject to additional considerations
(see page 303 for details).

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7

CRAFTING MODIFYING AN ITEM


To craft something (invented or Adding a feature or function to an item is
otherwise), spend one downtime activity simpler than creating something new. You
to make an Engineer roll to determine don’t need to invent a special formula or
the quality level of the item you produce. plan. Make a crafting roll to modify an
The base quality level is equal to your item (the baseline quality of the item that
crew’s Tier, modified by the result of the you modify is equal to your Tier, as usual).
roll (see results table, below).
◆ A simple, useful modification requires
The results are based on your crew’s Tier +1 quality. A rifle that folds to fit in a
Tier because it indicates the overall smaller carrying case.

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quality of the workspace and materials ◆ A significant modification requires
you have access to. If you do the work Tier  +2 quality. Rifling and sighting of a
with the Cleanroom, Lodge, Workshop, or gun to shoot more accurately.
Workstation upgrade for your crew and its
benefits apply to the item, your effective Tier
◆ A chemical, electronic, or software
modification requires Tier +2 quality.
level is one higher for this roll (see below).
Pheromones keyed to attract a specific
The GM sets a minimum quality level person. A drone with an added antenna array
that must be achieved to craft the item, to generate interference and orphan devices.
based on the magnitude of the effect(s) Modification of a comm to run hacking
it produces. The GM uses magnitude software and spot hidden data trails.
as a guideline for setting the quality ◆ A bioengineered or cybernetic
level—it may be higher or lower at their modification requires Tier +3 quality. A
discretion to better describe the nature set of blades, rigged to self-sharpen and
of the project. A creation may be crafted rendered suitable for implantation in your
at higher quality if the player wishes to hands.
attempt it. Exceeding the minimum level ◆ An arcane or emergent modification
required provides some of the following requires Tier +3 quality and an
benefits: adds a useful modification (see appropriate secret art (Enchanter or
right)—removes a drawback (see next Instancer). Bullets that can harm a
page)—provides additional use(s)— dragon. A poison that can attract sprites.
quality is better than the minimum.
See Supernatural Crafting on page 303
You may spend nuyen 1-for-1 to increase for details.
the final quality level result of your
Modified items, like special creations,
crafting roll (this can raise quality level
may have drawbacks. See list on next
beyond Tier +2).
page.

CRAFTING ROLL
Critical: Quality level is Tier +2.
1d for each Engineer action dot. 6: Quality level is Tier +1.

+1 quality for an applicable 4/5: Quality level is equal to Tier.


Cleanroom, Lodge, Workshop,


or Workstation crew upgrade 1-3: Quality level is Tier -1.

+1 quality per nuyen spent.

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SAMPLE CREATIONS
DRAWBACKS Creations are listed with their quality
A creation may have one or more level (by Tier: I-VI), followed by a
drawbacks, specified by the GM. number of uses if they’re Consumable
(1-3). These creations are well known by
◆ Complex You’ll have to create engineers in Kingston, and don’t need to
it in multiple stages; the GM will be studied before producing them.
tell you how many. One downtime
Shark spends a downtime activity to
activity and crafting roll is needed
craft a batch of bangflashes. He rolls
per stage (all implantable items
Engineer and gets a 4, meaning
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must have this drawback). The GM


quality level equal to his crew Tier,
rules that the scratch-built cyberdeck
which is I. He spends 1 nuyen to bump
the Rigger is building is at least a
up his result to a 6 (Tier +1), which
hardware and a software thing, two
is high enough for Hard-Clot (II). He
stages.
makes three doses of the emergency
◆ Conspicuous This creation clotting agent.
doesn’t go unnoticed. Take +1 heat
if it’s used any number of times on
an operation.
BOMBS (ELECTRONIC)
Drawback: Conspicuous.
◆ Consumable This creation has a
function with a limited number of
uses (all chemicals, alchemicals, and
◆ Bangflash (II/2): A small explosive charge that
produces a bright flash and concussive blast;
widgets must have this drawback,
direct exposure to the flash disorients for a few
usually one use).
minutes and causes blindness for about a minute,
◆ Decentralized This creation direct exposure to the blast causes knockdown. A
must be networked (slaved) through Tier II can be set to flash or bang at different times.
a suitable master computing device Unreliable.
to function (all apps must have this
drawback).
◆ Breaching charge (I/2): A small explosive
charge capable of blowing the internals out of a
◆ Rare This creation requires a rare lock using a focused concussive blast. Adheres to
item or material when it is crafted. flat surfaces. Conspicuous.
Many high grade and experimental
creations have this drawback to ◆ EMP grenade (III/3): A small electromagnetic
indicate the difficulty to get the device which releases an electromagnetic pulse,
requisite materials or parts. disrupting nearby electronics. Unreliable.

◆ Unreliable When you use the ◆ Frag grenade (III/2): A small explosive charge
item, make a fortune roll (using its with a short fuse that detonates into metal
quality) to see how well it performs. shrapnel.

◆ Volatile The item produces a ◆ Frag rocket (IV/2): A rocket-propelled explosive


dangerous or troublesome side- projectile that detonates with a blast of sharp
effect for the user, specified by the fragments upon collision, perfect for unarmored
GM (see examples on the sample targets. Conspicuous.
creations, next page). A side-effect is ◆ High-explosive rocket (IV/1): A rocket-
a consequence, and may be resisted. propelled projective designed to hit a wide area
with an incendiary gel detonation. Conspicuous.

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7

◆ Penetrating rocket (IV/1): A rocket-propelled depth, and about a decimeter (roughly six inches)
explosive missile through hardened exteriors or in circumference.
barriers before detonating. Conspicuous.
◆ Smoke (II/2): A small explosive that creates a DROPS, PATCHES, & SPRAYS
cloud of acrid smoke that’s difficult to see through (CHEMICAL)
or breathe. Stings the eyes for a few minutes after ◆ Antidote patch (I/4): Reduces the harm from a
prolonged or direct exposure. toxin by one level if applied quickly enough after
exposure (varies depending on the poison).
DRUGS (CHEMICAL)
Drawback: Volatile. “Intoxicated” until it wears ◆ Deepsight drops (I/2): Special eyedrops derived
off. from the tissues of deep-sea fish which grant the

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user temporary low-light vision. Useful for night
◆ Bluecoke (I/1): Heightens awareness and shifts and urban scavengers. Rare. Volatile.
sociability, Produces a feeling of slight euphoria
“Light sensitivity,” level-1 harm until it wears off.
and rampant energy. Comes with a heavy crash.
◆ Glow (I/3): A mild hallucinogenic which induces ◆ Hard-Clot (II/3): A spray that stops bleeding
from a serious wound in moments.
a coma-like stupor and visions. User’s eyes and
other mucosa become iridescent. ◆ Nanospray (II/1): A canister of nanites that
provide remote access to an implant they touch.
◆ Nu-ganja (I/4): A fast-acting muscle relaxer
that reduces anxiety and alleviates joint pain. ◆ Slap patch (I/5): A “blank” patch, capable of
Temporarily satiates hunger (and ambition). carrying a dose of a chemical or toxin.

◆ Red rock (I/3): A tranquilizing narcotic made ◆ Sterilizer (I/5): A spray bottle containing
from poppy. Induces a restful state of hypnotic enough pressurized disinfectants to sterilize
trance when ignited and inhaled. someone’s hands, a wound, or a small set of
surgical instruments. Can be combined with acid
OILS & PASTES (CHEMICAL) and biomatter to cause an endothermic (heat-
absorbing) chemical reaction.
◆ Hyperglue (I/3): Fuses two objects together
unless dissolved by hypersolvent or enough force
◆ Stim patch (I/3): If applied to someone’s bare
skin, their penalties for affected levels of harm are
is applied. Covers a square meter. A Tier II version
one level less severe (though level-4 harm is still
is permanent unless dissolved by hypersolvent of
fatal). This persists for several hours. A higher-tier
sufficient quality.
version is required to affect more serious levels
◆ Hypersolvent (I/3): A fluid that dissolves of harm. Does not affect special harm. Volatile.
hyperglue and is capable of counteracting “Stunned,” level-1 harm for several hours after it
comparably-sized chemical reactions. Dissolves a wears off. Repeated use on the same subject yields
square meter of hyperglue. diminishing results and is mildly addictive.
◆ Pheromones (I/1): A distillation of hormones
◆ Stun patch (I/3): Affix firmly to someone’s skin
commonly used by a pheromone secreter implant
causing them to be temporarily “stunned” or to
(neural) to attract or repel a nearby target through
negate the effects of kamikaze (see Muscle special
their sense of smell. Choose a specific person to
items, page 76).
which it is keyed. A Tier II version can be keyed
to a particular heritage. ◆ Trauma patch (II/1): Allows an incapacitated
subject to act again. A Tier IV version may delay
◆ Thermite gel (I/1): A reactive gel designed to
death for a short time, or (rarely) revive the
be activated by a thermite rod, capable of boring
recently deceased. Unreliable.
a hole through metal with ease. Resulting hole
will be up to half a meter (roughly three feet) in

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APPS (SOFTWARE) SAMPLE SPECIAL


Drawback: Decentralized.
FORMULAS (CHEMICAL)
◆ Armor (II): A predictive algorithm that provides
a measure of protection against virtual harm to ◆ Divinium (IV/1): An inhalant that quickly
the user’s persona. Instantiates fields of force destroys the nervous system upon reaching
designed to deflect incoming virtual attacks. the brain; extremely deadly if its liquid form is
Unreliable (maybe crashed on a 1-3, weakened on applied directly to the forehead.
a 4/5?). Only executes on a cyberdeck. Requires VR.
◆ Healing serum (II/1): An ingested solution that
◆ Arsenal (I): Instantiates a small arsenal of bolsters the body’s natural healing rate for a short
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virtual weaponry from the asset library of a host, time, granting +1d on a recovery roll.
suitable for defeating ICe. A Tier II version also
includes ranged weaponry. Conspicuous. Only
◆ Narcoject (II/1): An injectable that rapidly
causes temporary muscle stiffness and
executes on a cyberdeck. Requires VR.
drowsiness.
◆ Bloodhound (I): Scans nearby signal traffic very ◆ Night-night (II/3): A highly vaporous liquid that
closely, revealing the presence of hidden devices
incapacitates a victim and gives them nightmares
in the area. Unreliable.
for several minutes. Unreliable. Like chloroform,
◆ Breach (I): Floods an accessed device with junk but scarier.
code to create a vulnerability you can exploit
for a moment. Conspicuous. Only executes on a
◆ Pepper (II/1): Toxic fumes which cause
incapacitating nausea, shortness of breath, and
cyberdeck.
burning sensations upon contact. This liquid
◆ Filter (II): Filtration algorithms designed to spray is derived from hot pepper extracts and
absorb incoming device corruption and prevent chemical irritants, and is often used for personal
its lingering effects. Unreliable. Only executes on defense. A Tier III version contains special dyes
a cyberdeck. and transmits a hot signal which transmits
◆ Jacker (III): Algorithm that jacks a master its geolocation to the originating container.
device, preventing it from changing interface Unreliable.
modes or going offline. Conspicuous. Only ◆ Tear gas (II/1): An airborne that reacts with
executes on a cyberdeck. air, expanding rapidly to incapacitate a victim
◆ Mask (I): A virtual disguise, capable of fooling by inducing the mucous membranes to burn and
casual inspection by ICe. Only executes on a overproduce, speeding the heartbeat, and causing
cyberdeck. Requires VR. shortness of breath for several minutes.

◆ Trapdoor (I): Injects a corruption trap into a ◆ Synthracycline (III/1): An airborne that turns
signal, then weakly encrypts it. A Tier II version bioengineered implants orange and weakens
can be set to delete the intercepted signal when their molecular bonds, turning them soft and
the trap is triggered (rather than just damaging the gelatinous. Causes a powerful exothermic (heat-
device that decrypts it). Unreliable. Only executes releasing) reaction that is quite deadly if ingested
on a cyberdeck. or injected into bioengineered organs.
◆ Wallet (I): Capable of secreting away a small ◆ Violetta (III/1): A powerful hallucinogen
fortune in moments, allowing you to exceed the that causes physical weakness by significantly
usual carry limit of 4 nuyen (by a number of nuyen lowering the victim’s body temperature and
equal to its rating). Volatile. 4-track, “Accosted by blood pressure. Useful for defeating some visual
CSG agents,” 2 ticks per use, unless its registered to sensors.
a valid IDN (then it’s 1 tick per use instead).

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◆ Nu-blotto box (II, ELECTRONIC): Handheld


SAMPLE GADGETS device that produces a dense stream of wireless
noise and interference, orphaning devices and
◆ Black box (II, ELECTRONIC): Small device that making comms ring incessantly within a dozen
piggybacks on a vehicular override, capable of
paces. Unreliable.
orphaning it for a minute or so—long enough to
attempt to override control. Unreliable. ◆ Portable structure (II, ELECTRONIC): A box
◆ Boomshades (I, ELECTRONIC): Eyewear with containing a set of walls, floor, roof, and door
multiple drivers inside that produce enough sound that the user can activate to deploy a simply-
to fill a small room. Can also be set to personal furnished large room in a few minutes. It’s as big
listening mode or generate a responsive light show as a closet when in transit, and expands to its full

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in the lenses. Loudspeakers not included. size using an available vehicle battery or similar
power source. A Tier III version is also outfitted
◆ Data tap (I, ELECTRONIC): A small transceiver
with stealth technology. Complex.
suitable for secretly capturing signals nearby.
Decryption not included. ◆ Power jacket (II, ELECTRONIC): A wearable
◆ Harmonic resonator (I, ELECTRONIC): A device designed to work in tandem with the user,
suction-mounted device which produces an amplifying their upper body movements. Useful
cascade of focused infrasonic pulses that can for lifting heavy objects, rending metal, being a
crumble a meter-wide hole in glass to which hulking pain in the arse, etc. A Tier IV version is a
it is attached. A Tier II version can crumble full set of power armor.
bulletproof glass. ◆ Prismatic spray paint (I, ELECTRONIC):
◆ Jammer (II, ELECTRONIC): A handheld device A refillable spray can with a color selector,
that generates electromagnetic interference containing enough paint for a large mural or
in the immediate area, capable of preventing quick paint job. A Tier II version also holds
(“jamming”) wireless communication in the special infrared- and ultraviolet- reactive paints.
immediate vicinity. Complex.
◆ Magnetron (III, ELECTRONIC): A set of four ◆ Sensor (I, ELECTRONIC): A handheld device
devices designed to generate a focused magnetic capable of detecting and streaming captured
field below an attached object, causing it to hover sensory data. By default, it has human-like senses
about a meter above or hold fast to any suitably of sight and sound (it’s a combination camera,
magnetic surface until deactivated. microphone, and holographic recorder). Each
◆ MIDI gloves (I, ELECTRONIC): A set of gloves features a dampener, heightened, or widened
with motion sensors that interprets physical senses; see sensory implant or nightshades for
gestures into performance of a digital instrument. an example of a devices with included sensors.
A Tier II version also works for drummers or A Tier II version is larger and captures more
wind instrumentalists. “Duuude, most ex-cellent.” sensory data (usually requiring a mount for best
◆ Nightshades (I, ELECTRONIC): A pair of results).
transparent lenses in a lightweight frame, ◆ Signal clarifier (I, ELECTRONIC): A tiny device
complete with hidden nightvision functionality. designed to extend the silent communications
Toggle on or off with a quick series of eye gestures. range of an attached device one-way. Includes
Volatile. Level-1 harm, “Light sensitivity” while a powerful filter to ignore troublesome
active. A Tier II version also includes dampening interference. Unreliable.
and thermographic functionality. Careful
observers may notice a momentary reflection of
“eyeshine” if you are looking in their direction.

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◆ Signal defeater (IV, ELECTRONIC): A handheld ◆ Synchronous command console, or SCC (II,
device that silently prevents a nearby comm ELECTRONIC): An advanced computing device
from receiving signals until it travels a sufficient designed to network a group of drones so they
distance away. Comes in neck-brace and belt respond intelligently to each other’s assistance
variations. Commonly used by CSG Agents when via a single command, rather than multiple at
apprehending a cybercriminal. once. Complex.

◆ Skillchip (I, ELECTRONIC): A specialized ◆ Thermite rod (II, ELECTRONIC): A device


datachip for a skilljack which grants the user an requiring two hands, designed to aim and activate
array of uncommon knowledge (commonly called thermite gel to sever and penetrate up to a meter
a skillsoft). It has a type as if it were an expert (or roughly 3 feet) of metal.
NPC, granting effect as if you were that character. ◆
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Toggleblock (I, ELECTRONIC): A small


Requires a neural implant with skilljack (see the rectangular device capable of quickly toggling
next page for details on implants). Volatile. Causes a locking mechanism to which it is attached.
“identity crisis” to the user. To avoid this, swap Conspicuous. Unreliable. A Tier II version is not
skillchips while the user is asleep. Accessing the conspicuous.
skilljack’s chip compartment takes a few minutes ◆ Trodes (II, ELECTRONIC): A lightweight
and technical tools. headband that provides the essential hardware
◆ Smartgun system (I, ELECTRONIC): An array for non-invasive virtual reality interface. Like a
of rangefinding and trajectory assistance devices cybernetic neural implant, but removable.
that serves as an add-on to a gun, suitable ◆ Ultrasonic lure (III, ELECTRONIC): A device
for quickly acquiring targets and improving that will attract any insects (including insect
accuracy. Includes a set of goggles to serve as the spirits) close enough to perceive it. Volatile. The
required visual interface (an implanted visual GM may make a fortune roll when bugs get within
sensor or your comm may be used instead). May sight of it, to see how many are nearby or frenzy
be networked through a comm to enable remote the device.
firing, switching of firing modes, and magazine
ejection. Weapons manufacturers sometimes offer
◆ Vehicular override (I, ELECTRONIC): A set of
actuators designed to be retrofit under a vehicle’s
this as an optional internal upgrade, rather than
axles and steering to override its manual control.
an add-on (for a fee; see the special items in the
A Tier II version is capable of overriding control
Trigger playbook for details). Complex.
of all-wheel & four-wheel drive transmissions.
◆ Smartstaff (II, ELECTRONIC): A one-handed ◆ Vertigo emitter (III, ELECTRONIC): A handheld
stave capable of rapidly unfurling into a two- brainwave transmitter that causes those in
handed weapon of another shape altogether: the immediate vicinity to experience nausea
a blade, whip, fan, sai, etc. A Tier-III version is and sudden loss of balance. Volatile. Causes
hidden to security devices. temporary “Vertigo” to the user. To avoid this,
◆ Spatial scanner (I, ELECTRONIC): A device with hold to your forehead and point directly away from
an array of visual sensors that measures motion your own brain.
and density, capable of providing the user with ◆ Voice modulator (I, ELECTRONIC): A handheld
special awareness of the area nearby the device device placed on the larynx or throat, designed
and revealing the position of hidden enemies. to disguise someone’s voice by altering the pitch,
modulation, and/or harmonics.
◆ Surgical kit (II, CHEMICAL): A pouch containing
sufficient supplies for a surgical procedure in the ◆ Wingsuit (I, ELECTRONIC): A tight-fitting suit
field: antiseptic, sanitizer, cauterizing gel, sterile outfitted with glider technology suitable for a
gauze & bandages, gloves, surgical instruments, base jump. Optimal winds or landing area not
and a facemask. included.

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7

SAMPLE SPECIAL PLANS


◆ Regeneration Tank A tube large ◆ Shell A cybernetic body designed to
enough for a person’s hand or foot, permanently with a living brain. Very
designed to regrow a recently-lost complex, requiring six stages.
extremity. Complex. Stage 1: Chassis (VI): The articulated
Stage 1: Containment Tank (II): metal skeleton of the shell.
The metal tank to contain the
Stage 2: Electromagnetic actuators
patient’s hand or foot and prevent
(VI, ELECTRONIC): The electrified

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loss of regrowth serum substrate
magnets and other systems that
placed within it. A Tier III version
allow the shell to move.
can accommodate an entire limb.
Stage 3: Sensory Harness (V,
Stage 2: Regeneration Manager (III,
ELECTRONIC): An array of sensors
SOFTWARE): Essential algorithms
fitted with a special harness
to ensure proper conditions
appropriate for neural interface. This
are maintained throughout
allows the brain access to the usual
regeneration.
human senses inasmuch as that is
Stage 3: Substrate (III, CHEMICAL): possible, as well as the ability to access
The required fluid for the cyberspace through integration with
regenerative effect. the brain capsule (see next step).
Requires a rare item: an omega-class
◆ Memory Pulse Emitter. A handheld processor array.
electrical device that emits a series of
pulses designed to erase someone’s Stage 4: Brain Capsule (VII,
memory of the past few minutes CHEMICAL): A soft but secure
through direct retinal exposure. encasement for the brain, shaped
Complex. and biologically engineered for
longevity. Enables control over
Stage 1: Kinetic Charger (II,
the frame at the speed of thought.
ELECTRONIC): The power source for
Requires a living brain. Each brain
the device. A series of rapid shakes
capsule must be custom-built for
quickly recharges the unit.
the patient in question to prevent
Stage 2: Emitter Array (II, permanent neurological injury
ELECTRONIC): The series of during transplant.
electromagnetic antennae and
Stage 5: Plating (V): The metal
timers designed to produce encoded
exterior of the shell.
flash patterns. Subjects can be
looked in the eyes and given a short Stage 6: Feature (varies): A feature
explanation of what happened within or implant built into the shell. See
a few moments after use. They will the Shell playbook (page 253) for
only remember the explanation, but details. May have drawbacks.
once confronted by the voice again
their lost memory may be jogged.

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7

IMPLANTS UNDERGOING SURGERY


To get something implanted, spend a
During downtime, a PC can undergo
downtime activity to visit a competent
surgery to get implants in their body. The
surgeon and undergo the required
system for each type of implant is similar,
surgery. Your surgeon rolls (Engineer
with different details depending on the
for a PC who has taken the Medic special
type and features.
ability twice, or the quality level of
an NPC) and the result determines the
OBTAINING AN IMPLANT quality of implant the surgery covers.
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The base quality level of the procedure is


A PC that spends a special item choice on an
equal to your crew’s Tier, modified by the
implant starts with them, already surgically
installed (detail as directed in the remainder
result of the roll.
of this section). To surgically install a new The GM uses the quality of the implant
implant, you must first obtain it. An implant and number of installed features as
may be secured as a payoff from a run— a guideline for setting the minimum
perhaps you extract a set of cybereyes from quality of surgery required to avoid
Vigo’s corpse after murdering them. You complications (see next page)—it may
might also secure an implant as the goal of a
be higher or lower to better reflect the
long-term project—by influencing someone
rich to hook you up, engineering one using
situation at hand.
available materials and tools, or some other The results are based on your crew’s Tier
method you devise. You can also obtain a because it indicates the overall quality of
new implant, not yet installed, as a special the workspace and materials you have
item choice in play (when your lifestyle access to.
increases).
A surgical procedure also inflicts a level
of special harm, “Post surgical pain”
FINDING A SURGEON unless you already have an implant in the
location in question.
To undergo the required surgery to install
Further, the GM may also tick a clock
an implant, a PC must first find a surgeon.
when you undergo surgery—to advance
If you don’t have a contact or fellow PC
the agenda of a corporate faction or
who can provide surgery, you can use the
entity, or to show the steady approach of a
acquire asset activity to gain access to a
negative outcome that is a consequence of
surgeon who can provide service for one
the surgical procedure.
downtime activity.

SURGERY ROLL
Critical: Quality level is Tier +2.
+ +1d for each Engineer action dot.
6: Quality level is Tier +1.
+1 quality per nuyen spent. 4/5: Quality level is equal to Tier.

1-3: Quality level is Tier -1.

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When a surgery is performed at lower SURGERY EXAMPLE


quality, the GM chooses one or more
Cody wants to have Dex, his street
complications as appropriate to account
doc friend, implant a set of quality
for the shortfall:
2 cybernetic eyes he “found.” This is
◆ The implant has an additional the first time this location is getting
drawback or two (usually conspicuous, implanted, so Dex will definitely take
consumable, unreliable, or volatile). level-1 harm “Post surgical pain” in the
◆ The procedure inflicts harm due to process. He spends a downtime activity
“Inflammation” (level-1) or full-blown to undergo surgery, and Dex isn’t even
“Infection” (level-2). a surgeon, so its desperate. He rolls

imPlanTs
1d for his quality. He gets a 5, so the
◆ You accept a Dragon’s Deal. surgery is quality 1—a bit too low for
this implant. The GM offers a Dragon’s
Because surgery is a downtime activity, Deal: “Let’s say this cyberdoc is being
you may spend nuyen 1-for-1 to increase extorted by your rival, so they implant
the result level of your fortune roll a tracker in you during the surgery; if
(this represents the cost for expensive you agree, you get your implant, but
pharmaceuticals or bed rest). Exceeding this Danger clock from before will
the minimum quality level of the surgery finally fill. And boy oh boy, is it ‘nice’ of
reduces the level of special harm taken them to discount the procedure despite
(to zero). doing all that extra work to get it to fit
If you only took Medic once, it costs in..”
you 1 edge to act as the surgeon for the
procedure. You may perform a surgery Cody doesn’t like that option, or the
without even being a Medic, but it costs idea of harm or drawbacks, so he
you 2 edge to do so. instead opts to spend 1 nuyen to bump
the surgery quality to 2 and avoid any
You can also choose to perform a surgery further issues. If he had the money on
without access to a cleanroom—in this hand, he could spend another nuyen
case, spend 1 edge and roll 0d. (2 total) to bump the surgery quality
to 3—enough to exceed the minimum
required, and reduce the harm taken
during the procedure down to zero.

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IMPLANT LOCATIONS & SPECIFICATIONS


◆ Sensory: Replacement of sensory organs that ◆ Compartment(s): Removal of an unused
exceeds normal capabilities. Choose one set of portion of the body near the hip, allowing you
sensory organs replaced (eyes, ears, or olfactory) to easily hide an item behind panels that can be
and up to two features1 when you get this implant: stowed out of sight (you can now carry +1 load).
dampener—widened—heightened—lifelike. More Choose which side (left or right). More than one
than one set of sensory organ implants takes up 1 compartment takes up 1 essence. A given patient
essence A given patient can safely accommodate can safely accommodate up to two compartments
up to three features per implanted set of sensory implants. Cybernetic only
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organs. You may mix cybernetic and bioengineered


sensory implants (at your own risk!). ◆ Legs: Replacement of a leg that exceeds normal
◆ Neural: Replacement of neural pathways that capabilities. Choose which leg (left or right) and
exceeds normal capabilities. Choose up to two two features1 when you get this implant: aquatic2—
features when you get this implant: adrenaline— detachable—high jump2—swift2—lifelike. More
control rig2—hidden slot—limiter—metabooster— than one feature in a given leg takes up 1 essence.
pheromone secreter—reflexes 2 —skilljack— A given patient can safely accommodate up to
vocalflex. More than two neural features takes up 1 three features in each implanted leg. A detachable
essence. A given patient can safely accommodate cyberlimb might be replaced with suitable tools,
up to four neural implant features. weapons, or gear once modified for attachment.
◆ Arms: Replacement of an arm that exceeds
◆ Skin: A second skin or dermal integration
normal capabilities. Choose which arm (left or
that exceeds normal capabilities. Choose
right) and up to two features1 when you get this
two features when you get this implant:
implant: detachable—points—reach—stronger2—
acidproof—bulletproof—chameleon2—fireproof—
lifelike. More than one feature in a given arm
grappleproof—lifelike—plating2. More than two
takes up 1 essence. A given patient can safely
features in your skin takes up 1 essence. A
accommodate up to three features per implanted
given patient can safely accommodate up to four
arm. A detachable cyberlimb might be replaced
features in their skin implant.
with suitable tools, weapons, or gear once modified
for attachment. ◆ Skeleton: Replacement of bones and ligaments
◆ Vital organs: Replacement of the liver, that exceed normal capabilities. Choose up
kidneys, heart and/or lungs that exceeds normal to two features when you get this implant (it
capabilities. Choose up to two features when applies to your whole skeleton): extra limb—
you get this implant: amphibious—biorepair— omnidirectional—reinforced—turret. More than
ingested—inhaled—injected. More than two one feature in your skeleton takes up 1 essence.
features in your vital organs takes up 1 essence.
A given patient can safely accommodate up to
four vital organs features.

1: you may instead select one feature, applying it to multiple organs or a set of limbs.
2: counts as two features, either due to complexity or requiring a matched set.

Note: “Safely” refers to the recommended limit for a given implant location. It is possible to exceed
this limit, however rejection harm will ensue if no steps are taken; see page 267 for details.

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7

Implant Features
The functionality of each implant feature on the previous page is explained below.
SENSORY NEURAL (CONTINUED) VITAL ORGANS
Dampener means the chosen set of If you have the reflexes implant and Amphibious allows you to “breathe”
organs regulates harmful or cluttered there’s a question who acts first, the while submerged. Perhaps through
sensory information automatically answer is you (acting at the same time an internal air supply, gills, etc.
(such as blinding light, deafening as those with the Reflexes adept Biorepair means you mark 1 tick on
noises, pungent smells, etc.). feat). Counts as two (complex) your healing clock at the end of each
Widened allows the chosen set of A skilljack accepts one or two downtime phase (if hurt).
organs to detect a greater breadth skillchips which expand your Ingested, inhaled, and injected
of sensory information (adding knowledge and potential. A skillchip refer to a measure of protection

imPlanTs
infravision, ultrasonic hearing, etc.). is a standard item (subterfuge against consequences from harmful
Heightened allows the chosen set supplies). When you take this implant substances delivered through the
of organs to magnify the sensory and later make a special item choice, given vector.
information available to it (see things you may spend one choice to gain “a
as if magnified, detect heartbeats or fine skillchip” (which takes up 0 load). LEGS
tremors, identify or track by scent, Choose its field of specific expertise Aquatic allows you to move quickly
etc.). when you do. Maybe “Assassin, while underwater using a set of fins
Lifelike means it appears normal, or “Actress.” Cybernetic only or other propulsion in your legs.
unless inspected closely. While Vocalflex allows you to speak in Counts as two (matched set)
optional, bioengineered implants infrasonic or ultrasonic frequency High jump allows you to jump to
include this feature (by default,for ranges, imperceptible to most extreme heights (several stories) and
free) to prevent added risk of (those with widened hearing can survive falls without damage. Counts
rejection still perceive them, for example). as two (matched set)
Lower frequencies penetrate and Swift allows you to move extremely
NEURAL travel further; higher ones are better quickly, keeping pace with most land
Adrenaline grants you +1 edge box reflected. vehicles. Counts as two (matched set)
The control rig allows you to “jump
into” a drone or vehicle to control it ARM SKIN
in virtual reality. This implant also Detachable allows you to quickly Chameleon means your skin can
provides a layer of protection against detach the limb at the elbow or change colors based upon your
consequences of wireless control. knee. When you take this implant, surroundings. Counts as two
Cybernetic only Counts as two you may select one item from those (complex)
(complex) on your list suitable for attachment; Plating adds metal plates, toughened
Having a hidden slot means your it is modified and ready to go (you scales, etc. to protect against attacks
skull contains a cavity behind your ear mark the load for any attachments as from penetrating firearms and armor-
which conceals a comm or cyberdeck usual). Cybernetic only piercing ammunition. Requires
that you have. Includes subvocal If you have points, you have Bulletproof. Incompatible with
communicator. Cybernetic only mounted spikes, claws, or nails lifelike Counts as two (complex)
The metabooster allows you to push (your choice) designed for a frenzied -proof means your skin has dermal
yourself twice per action roll for 3 melee, forged against breakage, and integrations that provide a measure
edge total (instead of 4). self-sharpening. May be retracted to of protection against consequences
The limiter means you can ignore a perfectly conceal them when not in from the given source.
number of harm boxes equal to its use.
rating. Requires rating 1 (costs two Reach allows you to quickly extend SKELETON
at start). (by about half of its usual length) or Extra limb means you have an
The pheromone secreter allows retract the limb(s). added arm or leg.
special pheromone consumables Stronger allows you to apply great
Omnidirectional allows your joints
(found in the Sample Creations in force, enough to bend bars, lift gates,
and ligaments to bend or rotate to
the previous section), to be secreted. etc. Perhaps through pneumatics or
extreme angles without significant
Pheromones are a standard item vat-grown muscles. Counts as two
injury.
(subterfuge supplies). When you take (matched set)
this implant, you may also take “a Reinforced allows your ligaments
fine dose of pheromones” as a special and bones to withstand great force
item choice (0 load) if you wish—and COMPARTMENT(S) without significant injury.
during downtime, you automatically If you add a compartment, you The turret adds the drone feature
refill your pheromone supply, so long can carry +1 load in a retractable (found on page 252) to your body;
as you have reasonable access to a compartment that recesses beneath choose a suitable weapon from your
supplier or workshop. a panel out of sight. Cybernetic only arsenal, modified to fit.

265
7

The list is not exhaustive Implants on


DETAILING AN the list are limited; any others are not.
IMPLANT This means you don’t lose essence if you
get something else installed. If you’re
The player details each implant according unsure what’s possible, talk to your
to its entry on the previous page, providing fellow players about it. Do you need a skin
a type, a number of features, and making implant before you can get a moldable
other choices to help define what it will face or is it standalone? Is it possible to
do in play and what is required to use it. get a prehensile tail implant? What about
multiple of them? How many tiny stash
When you have more than a couple spots can you fit in a cyberhand anyways?
fuTurism

implants, you should print the Implant


Tracker (found in the accompanying You can add a feature or new function
Runners Sheets PDF) on the back of to an implant Follow the procedure
your playbook sheet and use it to keep for Modification on page 255. Your
track of your essence and features. implants are automatically upgraded
when the crew’s tier increases—if you
All implants have a type An implant have reasonable access to a surgeon.
might be cybernetic or bioengineered. Some creative modifications require
Cybernetic implants are electronic certain implants to function without
and may be networked through other issue. If you implant a regurgitator to
devices to expand their functionality. spew poisons at an opponent, you risk
Bioengineered implants are organic, being poisoned yourself unless you have
sometimes take up less essence than an immunity or the ingested feature of the
their cybernetic counterparts (see right), vital organs implant.
and cannot be networked (or hacked).
Circle or note the type for each implant. A given patient can safely accommodate
a certain number of features per
Some implants list choices (for features implant location The ones that don’t
and other specifics) If this is the case, specify how many are not subject to this
its entry will list the features and specify limit (you can take them all). Should you
how many to choose and/or direct you happen to exceed this limit, immediately
to the specifics to choose before moving take a level of special harm “Rejection”
on. For example, the arms implant says to following the procedure (see page 267
choose which arm (left or right) and which for details).
feature, so you could choose two features
in one arm, or two cyberarms each with Implants can take up essence, causing
the same feature (or even two different you to lose it forever When you
features, one per arm). get an implant, you can lose essence
accordingly with its entry on the previous
Implants themselves don’t take up page. Bioengineered implants can accept
load. Attachments, however, do still take an additional feature than usual before
up load. Just the same, some implants also taking up essence. When you lose
make you slower, heavier, and/or more essence, fill in a dot on your character’s
conspicuous. If this is the case, the GM essence tracker (found at the top of the
will tell you under what circumstances aforementioned Implant Tracker sheet).
this applies, modifying the position or More about the symptoms of lost essence
effect of your action accordingly. can be found on page 268.

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7

Rejection Harm
USING AN IMPLANT
The signs of rejection are obvious to a Some implants can be partially prepared
medical professional. When you suffer during downtime and their effect fully
“Rejection” harm, you’re impaired by realized by adding the last component
special harm that takes the form of or implant action. In this case, simply
an internal infection and body aches make a note that the implant has been
that worsen quickly. See page 176 for “primed” and may be unleashed at a later
details on recovery and special harm. time. For example, loading a pheromone
secreter—or screwing a rifle attachment
Until the offending source (typically an

imPlanTs
to your cyberleg. Remember that you can
implant) is removed, do not reduce the
call for a flashback if needed to make these
severity of Rejection harm when you
preparations ahead of time.
recover. When you choose your load
for an operation, reset your healing When you use an implant, the GM will
clock and increase the severity of describe its effect level. If you unleash
"Rejection" harm by one level. You may it in combat against an enemy that’s
roll to resist this consequence as usual threatening you, you’ll still make an
(with Body). action roll in the battle. If you’re using
If rejection harm reaches level 2, the an implant as a cover or distraction, it’s
implant site festers and the pain becomes probably a setup teamwork maneuver.
widespread. If this harm reaches level 3,
physical incapacitation occurs as usual— You might have to Interface with
resulting in the painful expulsion of the your detachable arm to control it
offending implant, if possible (if not, despite an interference effect in the
rejection eventually results in death). area. In another scene, you might
You might administer suppression have to Finesse it close to someone
drug therapy (quality 2 asset per dose while “jumped into” it. As an example,
for a single offending implant, quality another GM might judge this differently.
3+ for more implants) to stave off the
progression of "Rejection" harm until the If you have an implant that provides a
next run for a single offending feature, layer of protection against consequences
however this gets expensive quickly. from a particular source, the position
of certain actions may be affected. Not
always though—if you have bulletproof
GENE MODS skin, for example, maybe the risk of
getting hurt by gangers shooting at you
A gene mod is a cutting edge modification with cheap pistols is off the table, but they
to a person’s body that doesn’t require might still call in reinforcements or land
surgery, instead relying on nanobots and a lucky shot. Or perhaps it only comes up
genetic manipulation to realize their when you resist. “Because you have those
effects. A gene mod provides benefits that wired reflexes and high jump legs, your
mimic an implant, but they don’t count resistance will completely ignore the
against the usual limits for features. These damage from that hard landing, instead
only come in delta-class or better (quality of just reducing it. But this is pretty far, so
4+) varieties and always require rare I am going to roll your legs’ quality to see
components. Worth the extra cost, but not what else happens.” As usual, it depends.
available for every implant (e.g.: hidden slot).

267
7

Also, when have lost your 4th point


SYMPTOMS OF LOST of essence (and each time you lose 1
ESSENCE essence thereafter), add one symptom
from the list below:
Characters start with 8 essence. Each
implant location that contains an ◆ Service Required: In downtime, you
implant (there are 8 possible, listed on must spend a downtime activity getting
the previous section) might be taking up serviced in a cleanroom (or else lose 1
a single point of essence. Details for each edge).
implant and how many features it takes
to lose a point of essence can be found on
◆ Twitchy: Those who observe you can
tell something is “off” about your speech
fuTurism

the previous pages. Note: You can never


and movements. People who interact
lose more than 1 essence from a given
with you find your manner unnerving.
implant location—regardless of how
Probably your loss of humanity. How
many features you have implanted there.
might your implants be off-putting to the
A PC’s remaining essence limits their careful observer?
access to the features of the supernatural ◆ Signal-reliant: Jamming devices and
playbooks, as well as the effect of the EMPs can incapacitate you (spend 1 edge
Assense and Attune actions (see the to resist this).
interior of your supernatural playbook ◆ Cyberpsychosis: You experience
for details). This goes both ways: effects paranoid delusion or frighteningly-real
that are astral or emergent in nature hallucinations. Verbal conversation is
might affect you less as well—helping to extremely upsetting to you. What are you
determine your position and effect, as seeing and hearing? What can anyone do
usual. to settle your mood?
Sure—you get hit with the mana blast ◆ Essencedeath: When your essence
too, but some of that energy goes right is zero, your consciousness and spirit is
through your body harmlessly since destroyed. You must retire your character
you have lost the majority of your (possibly to return later as a cyberzombie;
essence—so you’ll only take level-1 for details on this state of being, see the
harm, instead of level-2 like the others. end of the section in a couple pages). Only
add this “symptom” after all the others.

268
7

patient is mostly unaware during the


SHELL procedure. What is not preventable is a
nearly complete loss of personality for
CHARACTERS the subject—only a glimmer of their
former self remains.
A shell is a rare and advanced form of
neural technology that is designed to let a A person whose brain has been removed
living brain control an electromechanical from their body loses their connection to

shell characTers
frame. A person that undergoes this any supernatural senses they had before.
process retains many useful bits of Many do often retain distant memories
intelligence but almost none of its free of their former senses, often making
will. the lingering effects of transfer the most
bewildering and painful for this rare
A living character may transfer to subset of patients to reconcile.
the Shell playbook, if they manage to
complete the tasks necessary to become Shells frames are often fitted with a
one of these entities before their brain variety of cutting-edge devices, such as
dies. Building a shell frame is a complex sound suppression, the ability to generate
electronics and programming project. (and immunity to) EMPs, and other
The required procedure to transplant experimental things. Shell frames can also
a person’s brain into the brain capsule accept implants if they are cybernetic, but
of the shell frame is among the most cannot accept bioengineered implants
difficult imaginable and may render the (even neural ones). The frame itself may
person brain-dead. be built with enough technical expertise
and diligence. For more details on this
The transplant procedure was banned process, see Sample Special Plans on
following early clinical trials. Their data page 261.
reveals those in this interim state have
horrific looping nightmares that cause Frames can come in three general frame
their psyches significant distress. The sizes just like drones—however, any
minimal surgical station required to frame that isn’t sized for a normal
complete a brain transplant is typically human (medium) will require
the realm of Big Seven-level biochemical complex modifications to function as
or surgical companies operating off the expected Small frames are about the
books. size of a house cat, and are unsuitable
for housing the brain capsule. Medium
The required brain transplant is frames are the size of a person. Large
considered a Tier IV procedure. frames are the size of a personal vehicle.

During transplant, the patient’s brain is For more details on the lingering effects
detached from all its neural fibers and of becoming a Shell, see your playbook
artificially sustained in a temperature- on page 271. Also be sure to go over
controlled, anesthetic suspension. Most the section on Drones earlier in this
of these “brains in a jar” technically do chapter—you should choose a feature
not survive the process. The experience from the list found on page 253. You
is numbing to the senses and conscious can not choose a feature inappropriate to
thought. Rarely, memories will survive. your shell’s size or configuration.
Thankfully, the brain of a transplant

269
7

CYBERMANCY
A cyberzombie is a spirit bound to a body
that is technically dead (from having lost
all of its essence to implantation), but is
animated by the fusion of biotechnology
and blood ritual (collectively known as
cybermancy). Unlike shells that utilize
the preservation of their brain to avoid
death, and vessels which depend on living
fuTurism

essence to sustain them, cyberzombies


depend on strange occult powers and
pseudo-science to realize their effects.

A character who has suffered


essencedeath has died—but nonetheless
may still transfer to the Shell playbook,
(keeping some of the implants from their
former playbook as frame upgrades)
if they manage to complete the tasks
necessary to become that entity through
a process known as cybermancy. This is
actually more difficult than transplanting
a living brain before death (as described in
the previous section), because preparing
a body for cybermancy involves finding,
learning, and performing a forbidden
ritual and is a complex supernatural
project.

Some megacorporations (like Mexitech)


are rumored to use specialized
cyberzombies to assist in tracking and
murdering their enemies and dealing
with individuals infected with the
“vampire” virus.

270
SHELL
A brain controlling a cybernetic frame
You have become a pale echo of your living self, little more than a brain trapped in a
cybernetic body that has been forced into servitude.

When you play a Shell, you earn karma when you fulfill your functions despite
difficulty or danger, or when you suppress or ignore your former metahuman
qualities

You are now but a glimmer of your former self, a dimly lit memory. What protocols
and subroutines are you forced to follow? Are you technically owned by a mega,
some institution, or perhaps a mad scientist? Is this all that remains of you?

STARTING ACTIONS ELECTRICITY


 
  
 interface Your cybernetic body runs on electricity.
Recharge your capacitors by connecting
 
  
 fight to an industrial-grade power conduit (this
takes one downtime activity). When you
When you transfer your character to do this, clear 5 energy.
the Shell playbook, add all of your other
current action ratings. You may not have
an action rating greater than 4.
ENERGY
As a shell, bioengineered implants don’t
work for you and you lack the living Instead of edge, you now spend energy.
essence to access any features of the You have 10 energy boxes. Whenever
supernatural playbooks. Additionally, you would spend edge, spend energy
effects that target emotional states or instead.
living essence have little to no effect on
you. You lose all the features of your WEAR
former supernatural playbook.
Instead of trauma, you now track wear.
You lose all special abilities from your You lose any trauma levels you had in
former playbook except for a number life. Whenever you would take trauma,
equal to 4 minus your former trauma take wear instead, and a choose a wear
(record them as veteran advances). You condition from the list.
also lose all secret arts and adept feats.

You start with the first trait on your Shell


playbook: Ghost in the Shell (which
typically includes one feature, from those
available to your size of frame). You may
also choose one more Shell trait.

271
8

SHELL TRAITS
“GHOST” IN THE SHELL SUPERIOR MACHINE
You are a brain controlling a cybernetic Choose any three actions. Your max rating
frame through the neural interface in for the chosen actions becomes 5. When
your brain capsule (a brain in a jar). You you take this ability, add +1d to resistance
have human-like strength and senses, rolls against consequences of your features.
by default. Your shell has natural armor
(this doesn’t count for load) and a full FULLY INTEGRATED
suite of integrated communications You may Interface with the local power
software. Your former feelings, interests, grid to control it or something connected to
and connections are only dim memories. it (including another shell).
You now exist to fulfill your functions.
Choose three: TO GUARD—TO DESTROY— CONDUIT
TO DISCOVER—TO ACQUIRE—TO LABOR You may release some of your stored energy
AT ...that which my owner commands. as an electrical shock around you or as a
focused arc of electricity. You may also use
Your creator chooses who is your this ability to generate a barrier to repel or
registered owner: the person with an IDN trap signals. Spend 1 energy for each level
who commands you. Who built you? What of magnitude.
functionality did they consider integral to
your design? Is there anyone other than QUANTUM CONSCIOUSNESS
them they trust to be your owner? Choose an additional frame, also selecting a
Choose a starting frame, also selecting a size (small, medium, or heavy), its look,
size (medium or heavy—as you might and a starting feature. You may transfer
for a drone), its look, and a starting your consciousness between your frames at
feature (see list on page 253*). Due to will.
the coordination and neurological issues What does this say about the nature
inherent to a human brain controlling of human consciousness? Is it now
anything else, a medium size frame possible to transcend the limitations of
resembling a cybernetic humanoid is by your physical mortality?
far the most common configuration.
FRAME UPGRADE
You may be rebuilt if severely damaged
Choose an additional feature for one of your
or destroyed. If your brain capsule is
frames.
shattered, you die utterly. Whenever
you would spend edge (or lose it), spend
energy instead. Whenever you would take
trauma, take wear instead.

You may swap features out with any available to you that are also suitable for your
frame size (this takes one downtime activity).

*: You may choose a cybernetic implant (and its accompanying feature choices), instead
of a drone feature, if it makes sense for your chosen frame. You cannot choose Tiny as
a feature for your starting frame.

272
CHAPTER 8

STRANGE FORCES
In the fantasy world of Runners in the Some people see assensing as a natural
Shadows, supernatural powers exist— evolution—a new human sense that
but they are not innate to people. People can be passed down through genetics
are mortal, material, flesh-and-blood and is advantageous. However, most
creatures, just as the rest of the natural people see attunement and technomancy
world. To pursue the feats of the Adept, or as a malicious act, connecting with
the secret arts of Magic or Technomancy, unfeeling forces that will inadvertently
people must first harness strange forces destroy technology—the very same that
in various ways: make people’s lives easier, and give
the corporate elite their control over
◆ The channeling of metaplanar energies the masses. There is always something
through the perfection of one’s living supernatural ready to prey upon the
essence, known as being a Practitioner unwary or power-hungry it seems.
of the Way.
There’s no doubting that the mundane
◆ The perception of metaplanar energies world will never return. The new
from the astral plane, known as being age of quantum networking and the
Awakened. machinations of emergent intelligences
◆ The perception of metaplanar energies and dragons are now the way of things.
from the emergent plane, known as being Better to understand these strange forces,
Emergent. lest they become your undoing.

This is to say, that the Fog of Mortal


Disbelief conceals many hidden planes of
existence from most people’s senses, two
of which are: the cold digital realm known
as the emergent plane, and the bewildering
spiritual realm known as the astral plane.
By focusing their mind in a certain way
through their living essence, a person can
learn to perceive partially into either of
these “other worlds” by either assensing
or attuning to them (you can’t do both).
They do this to sense the echoes of real-
world events captured in those realms
or to make a connection to metaplanar
energies (like spirits, for example).

273
8

THE SUPERNATURAL OCCULT TASK FORCE,


WORLD ESSENCE POOLS, AND
It’s said that the end of the Fifth World that SURVEILLANCE DRONES
woke the great dragons, triggered genetic The mystical essence pool in the field
expressions in people and animals, and office of the Occult Task Force ripples
shattered the Fog of Mortal Disbelief and lights up whenever a potent spirit (or
was caused by the multimilennial
sTranGe forces

sprite) is conjured (or compiled) inside


cycles of the Great Mother (Earth). It is the city. The weird vibes may only be
prophesied that mortals could “save her” noticed by the awakened (or emergent)
(the planet) from its inevitable invasion near the site of the summoning, and by
by metaplanar horrors. This is foretold. the Occult Task Force, whose comms
Though none can be sure, the evidence are interfaced to a video feed of the pool.
has been mounting. Whatever the truth A surveillance drone leaves the field
of it, one thing is certain: when a living office and flies to the district where the
body dies, its essence does not disperse spirit may be found, circling ever closer
as it once did before. It can become a to it by the minute. It’s the responsibility
free spirit: a spiritual entity composed of of the OTF to recover the summoner and
electromagnetic vapors which coalesce detain them, where they are immediately
as a byproduct of their lingering living questioned under duress and truth serum
essence. to discover the truth and use it against
you before you can commit any more
It usually takes between one to three days
occult crimes.
for a spirit to become free of the corpse. It is
then free to wander the world, until it has OTF agents are known for their stylish suits
merged with the astral plane—to become and dark glasses, and are often relocated
spirit stuff that is thought to be the source to head up another city’s investigations.
of spirits of man and spirits of beasts on They keep a warding focus as a special
Earth. Or it is subsumed by the elemental defense against being targeted by magic,
planes to merge with those energies that and are masters of counterspelling and
is the source of elementals. The spirit nullifying supernatural power.
of someone who died while jacked in
to cyberspace either becomes one with
the data they once lived and breathed to
form a sprite. Or it is assimilated by the
quantum-scale artificial intelligences only
to remain as an “echo” in cyberspace.

As the metaplanes continue to align,


terrifying horrors grow ever closer to
invasion of this plane. These unruly
horrors have been a plague upon the
world since time immemorial. Each
world has developed methods for dealing
with the metaplanar invaders that exist,
and Earth is no different.

274
8

SPIRITUAL TERMINOLOGY
SPIRITS & GREMLINS
◆ Adept A person who wields
supernatural energies through mundane In Kingston, common parlance calls
action. The term “foggie” is a derogatory anything supernatural or disturbing a
term used to refer to an adept in certain “spirit.” Free spirits, shedim, wraiths,

The suPernaTural world


elitist circles. conjured spirits, and the works of sorcery
are all spirits to the layperson.
◆ Cyberzombie A dead body animated
by a bound spirit. Any glitchy device behavior or
◆ Free Spirit A spirit without a body, connectivity failure is a “gremlin”
craving life essence and vengeance on according to local superstition, though
its earthly enemies. Composed of semi- the term is actually a common misnomer
solid electromagnetic vapor. Suffers for the activity of sprites, echoes, and
limited harm from physical attacks, but is techno-sorcery.
vulnerable to electricity and supernatural
powers. For tables to generate various sorts of
spirits and sprites, see the section starting
◆ Ghoul A living body infected by
on page 288.
a lesser strain of the vampiric virus.
Victims lose their body hair, take on a gray Each tradition views spirits a bit
pallor, and gain a scabby hide. Quickly differently. Hermetics tend to view
results in blindness, rarely causes loss them as manifestations of their own
of intelligence (but they do tend to be supernatural will. Shamans on the
traumatized by their altered state). other hand view the spirits they are
◆ Infected A person trapped in a body calling as fragments of something
infected by the primary strain of the so- divine (or the almighty Creator itself ).
called vampiric virus. A vampire. So-called new age traditions tend to be
◆ Mage A person who is able to summon a little less extreme in either direction:
and communicate with free spirits. some view spirits as sentient entities
no more deserving of worship than a
◆ Possessed A living body containing
hellhound, and others approach them
two (or more) spirits.
as equals rather than slaves or objects
◆ Vessel A living body without a spirit of worship. It was once believed that
inside. Usually dim-witted and easily tradition depended on belief alone,
controlled. however the gradual alignment of
◆ Whole A living body with its own the metaplanes has given rise to the
spirit. The normal state of affairs. understanding that belief is not the
only way to the secret arts.

275
8

Secret Arts of Magic


THE SUPERNATURAL
◆ The control of astral entities with
PLAYBOOKS pseudo-scientific techniques, known
respectively as Conjuring.
There are three supernatural playbooks
that are available: the Adept, Mage, and ◆ The formulaic series of gestures,
Techno. A person who is a Practitioner intonations, and concentration designed
of the Way is known as an Adept. A to entreat metaplanar energies, known
person who is Awakened is known as as Sorcery.
sTranGe forces

a Mage. A person who is Emergent is ◆ The fusion of these disciplines with


known as a Techno (or, in more formal fields of engineering and chemistry,
circles, as a technomancer). known as Enchanting.
Becoming a practitioner of the way, ◆ The detachment of consciousness from
awakened, or emergent requires body to perceive beyond sight, known
study and practice of the method you as performing Astral Projection. This is
employ, learned through the unique the one secret art of magic that eludes
lens of your tradition. To create a PC Adepts of the Mystic Way.
with a supernatural playbook, take the
playbook you want during character Secret Arts of Technomancy
creation, following the guidance and ◆ The control of emergent entities with
requirements in your playbook to quasi-magical techniques, known as
detail your supernatural tradition, Compiling.
discussing the answers with the group.
Record the details in your notes. See the ◆ The formulaic sequences of virtual
supernatural playbooks (starting on gestures, signal generation, and
page 93) or the Sheets PDF for details concentration designed to direct
on describing your unique method. emergent energies, known as Threading.
◆ The fusion of these disciplines with
THE SECRET ARTS & fields of programming and other
“high technology” sciences, known as
SUPERNATURAL METHODS Instancing.
A PC created with the appropriate
playbook gets permission to narrate how
◆ The detachment of consciousness from
body to connect from beyond your local
they are an awakened or emergent
cyberspace, known as performing an
practitioner. Several options are given
Emergent Proxy. This is the one secret art
on page 48. Nearly all of the secret
of technomancy that eludes Adepts of
arts may also be accessed through the
the Mystic Way.
Mystic Way Adept feat, however some
(including on that adepts cannot access)
are considered essential to the “mastery”
of a given supernatural method—which
is typically required before one can
attempt to undergo the appropriate rites
of initiation (some of these benefits are
described in the Advanced chapter):

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8

The Cycles of the supernatural embodiment


THE METAPLANES of Earth (known in ancient tradition as the
Adjacent to the material plane lie additional Great Mother) are numbered, marked by the
planes of supernatural existence, beyond metaphysical “alignment” of the material
the reaches of mortal perception, known as plane with cyberspace, astral space, and the
the metaplanes. The “nearest” of these are metaplanes. The odd-numbered worlds are

The suPernaTural world


the astral plane and cyberspace, already eras of planar misalignment, widely regarded
aligning to the material plane. Beyond this as periods of supernatural hibernation.
lie the inner metaplanes forgotten mentors During the Fifth World, for example, spirits
and other entities of metaplanar origin (such dissipated quickly after the body’s death to
as horrors). reside on a metaplane of their their respective planes, supernatural powers
own design, granting them supernatural could not reach the material plane, and no
insights, metaplanar senses, and enabling one’s senses had any hope of awakening or
their complete ignorance of mortal affairs. emerging.
Horrors and other spirits find sanctuary here,
The opposite is true when the planes reach
lying in wait for the eventual realignment
their approaching pinnacle of alignment—
of the Great Mother with the metaplanes
the even-numbered worlds (like the current
permitting an invasion of the material plane.
one) are said to be most “awake” during this
The diagram below illustrates (rather time—as side effects of this alignment, planar
crudely) the supernatural cosmology of the “bridges” will be permitted to manifest in our
planes and the metaphysical “distances” world, allowing horrors to run rampant and
involved. The astral plane and cyberspace wage war upon the inhabitants of Earth. The
are the intervening planes between the possibilities were made real when Mexitech
material plane we live and breathe, and the blood mages managed to create a temporary
only other planes that mortals have been bridge, ushering in a variety of terrifying
able to perceive with any consistency. monstrosities before it was finally destroyed
by arcane ritual.

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8

(after just a few minutes for a magnitude


STRANGE EVIDENCE 1 spell, for example). Nonetheless, this can
Supernatural evidence is the residual be tracked by a skilled observer, and may
impact of supernatural effects (arcane or earn the attentions of authorities which
emergent) that can be examined as a way track supernatural crimes—namely, the
to gather information. Every supernatural Occult Task Force and CyberSec Global.
effect leaves behind some supernatural For more details, see page 274 or page
evidence. The type of supernatural 245, respectively.
evidence left behind depends on what
sTranGe forces

created the effect:


METAPLANAR
‹ A person’s consciousness
produces an arcane aura that provides
HORRORS
clues about their thoughts and feelings. Some ancient rituals of the forgotten
Networked devices and artificial mentor spirits can rend the barrier
intelligence create an emergent aura between the planes ushering in a strange
that provide clues about their recent being of supernatural phenomena which
signal transmissions. serves a dark agenda. Horrors such as
‹ A Mage’s consciousness also these rarely resemble any normal living
produces a metaphysically tangible thing—they may appear as a swarm
supernatural form, which is brighter of stinging insects, a flickering sphere
and offers more detail about the source of light, writhing blob of toxic waste,
than the aura alone. Likewise, a Techno’s drifting cloud of toxic vapors, or other
consciousness also produces a virtually weird arrangements.
tangible supernatural form, which can
provide additional clues about them. Horrors are intensely powerful and
Difficult to hide from others with the highly resistant to harm. They may only
appropriate senses while powers are active. persist in this world for a short time,
however. Their extradimensional nature
‹ Some things always produce a cannot sustain their existence for long
supernatural aura as a matter of course: outside their native plane and they
spiritual entities (like free spirits, sprites, inevitably wither into sludge or soot in
elementals, etc.), an activated focus, you the span of a few hours or days.
(when you Assense or Attune)—so be
careful about using any of that. Repeated Free spirits, shedim, and summoned
or careless use can bring additional heat horrors can be terrifying to behold. They
and other unwanted attention. cause most people who see them to freeze
‹ A recently active supernatural force up or flee. PCs may resist these effects, as
(like a spell or binding ceremony) leaves usual. See page 32.
supernatural evidence and impressions
See Secret Arts of Summoning on page
linking the origination point and its target—
291 for additional details.
both of which bear the supernatural
signature of the source. This metaphysical
“fingerprint” fades over time, making
it essential to keep quiet the use of such
forces while on a run. Unlike a fingerprint
though, the signature quickly fades away

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8

Dragons come in several known


DRAGONS varieties—western dragons (similar to
Some scholars of the supernatural believe those described in European fables),
that dragons are the first beings, brought eastern dragons (similiar to those talked
into existence during the metaphysical about in Asian folklore), feathered
serpents (revered in Central American

The suPernaTural world


“birth” of the First World, as the primal
forces of the universe infused the Great legend), and sea dragons (feared in
Mother with living energy. Each dragon Nordic myth). Because of their unique
is thus connected to the planet according natures, dragons tend to surpass all
to the region of the world where its but the most potent mortals in every
metaphysical “birth” took place. There respect. Dragons have exhibited certain
are dragons of the East, West, North, and powers which seem to be common to all
South. varieties of their kind. Additionally, some
have exhibited further powers that are
Dragons are enormous, magical reptilian not universal to dragons. All dragons
creatures straight out of the myths are capable and powerful users of
and legends of humankind. They are astral power, practitioners of a magical
intelligent, devious, and immune to the tradition that predates the return of the
natural effects of aging. These unique lost supernatural cities.
traits afford them the opportunity to
make elaborate plans with multiple
contingency options and to take the
Draconic Powers
(very) long view on just about any subject. Biological Immortality: A dragon’s
Most dragons are solitary creatures who chance of mortality does not increase
avoid unnecessary contact with the as they get older. They can recover from
“slave races,” as they call them. They nearly any disease or injury given enough
are extraordinarily vile in reputation. time (even completely regenerating a lost
“Sure: take the dragon’s deal,” people say limb in a manner of years).
sarcastically, when they know something
is too good to be true. Many dragons, Dragonspeech: Dragons speak the
though, have been taking more public ancient tongue of sorcery, which can be
roles in recent years. This may or may delivered telepathically to a conscious
not work out well for humanity. person’s mind. A dragon may also speak
arcane effects into existence according to
What we know about dragons is limited the power level of the dragon (the Mage’s
but has grown substantially as encounters Sorcery ability is a lesser form of this
with them increase. Those things that we power).
do know come mostly from interviews
conducted with a former dragon whose Dual-natured: Dragons have a powerful
sacrifice prevented the arrival of horrors arcane consciousness that is visible
in the material plane about twenty years from very far away (unless its being
ago. More information came in a few deliberately hidden).
years after that, when Central American
megas executed a feathered serpent Elemental Weapon: A dragon may
and released the autopsy results on deliver a devastating elemental attack.
cyberspace. For example, some can “breathe” gouts of
flame, “spew” corrosive bile and saliva,

279
8

etc. What actually happens though is Particularly powerful dragons (force


activation of their innate supernatural IV+) also possess one or more of the
energy—which may be delivered through following:
a physical attack with potency against the
supernatural, a wide cone as a ranged Dread: Merely seeing this dragon
weapon, or a focused stream that reaches paralyzes onlookers in supernatural awe.
further.
Remote Viewing: A dragon may use their
Enhanced Perception: Wide-band astral affinity to achieve clairvoyance.
sTranGe forces

hearing, switchable low-light and For example, a dragon could gaze into
thermographic vision, and a heightened a foci’s astral form and innately see the
sense of smell. aura of the bonded user. The greater the
distance, the more powerful the dragon
Flight: A dragon is capable of flight over must be (the Mage’s Astral Projection
extended periods and with exceptional ability is a lesser form of this power).
maneuverability. Some dragons use their
wings in conjunction with another form of Telepathy: Can deliver thoughts
supernatural levitation to achieve this. between its mind and another conscious
mind.
Mystic Armor: A dragon has scales,
feathers, or a thick hide capable of Maturation: Some dragons achieve
ignoring bullets and chemicals. A dragon maturation, a state of metaphysical
also has special armor, and may expend graduation which opens their full
it to resist supernatural effects or boost draconic potential. Signs of maturation
its effectiveness when contending with include an increase in supernatural
or employing supernatural power. proficiency (the Mage’s Initiation is a
lesser form of this power) and physical
Size, Speed, & Strength: Dragons size.
possess titanic strength and size—able to
rend metal with their bare claws, shatter
stone, pop a human skill like a grape, etc.
They are also extremely quick, able to
outpace most land vehicles.

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8

An infected sustains its energy by feeding


THE INFECTED on life essence from a living being through
When the primary strain of the vampire the consumption of its blood (or another
virus bonds with a living body, it similar method). Each infected that feeds
becomes infected—a creature that feeds leaves a distinct supernatural signature
on its victim afterwards. An infected can

The suPernaTural world


on essence to survive. This can happen if
an infected feeds on a victim for too long easily detect these signs in order to locate
(thereby destroying its original spirit), their victims again for feeding, or to take
or when someone is prepared for this care to avoid feeding on the chosen prey
purpose through biological engineering. of another infected.

Scholars of the arcane say that vampiric For more details about what you become,
infection breaks the chain of being. Over see the Infected playbook, page 283 and
time, an infected’s spirit essence diffuses the playbook sheet in the Sheets PDF.
fully into the body, giving it physical
immortality while at the same time An infected person that isn’t human
destroying its supernatural presence in becomes a vampiric variant if exposed
the astral plane. Early detection combined to the vampire virus.
with aggressive chemical treatment are
An infected PC may keep some of their
the only known means of recovery for an
inhuman or supernatural traits after
infected.
infection, or turn into something
Infected are terrifying because of`their wholly terrifying. Regardless, they are
abilities, but not all are corrupted beyond “becoming” something else entirely
reason; some choose to contain their now—but you don’t care about that
unearthly hungers, while others give in anymore, right?
fully to them. Those with fewer trauma
experience a more dramatic loss of self
during their change.

Most people grow fearful when they


know an infected is nearby. When the
Occult Task Force does discover one, they
take great pains to destroy it in secret so
as not to disturb the peace. They know
that the infected are highly allergic to
wood and are burnt by sunlight. Occult
Task Force agents capture and destroy
an infected person by disintegration
through prolonged exposure to the rays
of the sun or piercing its unearthly heart
with a wooden stake.

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8

As described under Edge & the


FREE SPIRIT Supernatural (on page 23), victims
CHARACTERS suffer trauma after one week of
possession, and each week thereafter.
When your character dies, you may At some point, the victim’s will is so
transfer to the Free Spirit playbook (see completely broken that they can suffer
the next page for details), if you wish. no more trauma—and you must ritually
If you choose to do this, then discuss prepare the body for permanent possession,
how your body is not cremated by the subsume its last living essence into your
sTranGe forces

city, dissolved in acid, or incinerated in own (killing them), or abandon it and seek
volcanic fire before your spirit is able a new host.
to work free of the corpse. If the group
thinks it would be fun, they can take on You may only subsume a possessed
the protection of your corpse as a mission, victim’s last living essence into your own
keeping it away from the various threats if they can suffer no more trauma. When
(the Legionnaires, OTF agents, etc.) until you do, you get +1 drain box (up to a
your spirit emerges. Otherwise, you can maximum of 12).
skip over that period and simply become
a Free Spirit. Preparing a vessel body for possession is
a complex supernatural project.
Add all of your current action ratings to
the ratings on the Free Spirit playbook. A Free Spirit character may transfer to
You may not have an action rating greater the Infected playbook, if someone they’ve
than 4. possessed manages to complete the tasks
necessary to become one. You are forced
You keep any of the following secret arts out if someone you’ve possessed manages
from your former playbook: Astral to become a Shell.
Mind, Astral Occultist, Astral
Projection. and Sorcerer. You lose all If you’d like to begin the game as a free
other special abilities and secret arts. spirit (or infected or shell), rather than
You start with the first trait on your Free first playing as a normal, living character,
Spirit playbook: Spirit Form. You may talk to your game group about the idea
also choose one more trait. (Free Spirits and see what they think. If you have their
may not choose Possess as a starting agreement, then go for it! Some words of
trait.) Note: The traits on the Free Spirit caution before you go ahead and do it
playbook are not special abilities, and though: it makes the game much weirder
cannot be taken by characters with living from the outset, and the game will
bodies by using a veteran advance. naturally tend toward the supernatural
as main fictional elements.
Your vice is replaced with a n e ed: life
essence. Free spirits must possess people
in order to satisfy this need (which you
can’t do at first—you have to advance to
earn that ability).

282
INFECTED
A person infected with the vampire virus
Vampires and their ghouls are all members of a cursed subset of humanity—the “infected.” The
metaphysical death and subsequent reanimation of the body by the vampire virus tragically destroys
the mind and irrevocably changes the physiology as well, leaving little of the former self after the
change. Many infected consider people to be nothing more than walking blood bags and pawns in
their musings and schemes, while others find less disparaging ways of thinking about mortals.

FEEDING
You now have one vice: life essence, consumed from a living person. Use a downtime
activity to Stalk prey and indulge your vice. Also, when you feed, mark four ticks on
your healing clock. This is the only way you can heal. How do you feed? What telltale
sign do you leave on your victims?

STARTING ACTIONS SYMPTOMS


 
  
 assense Whenever you gain a new Infected trait
(not including your first one, Infectee),
 
  
 command add a symptom:
 
  
 fight
Dark Necessities: In downtime, you
 
  
 influence must spend one activity resting in a dark,
silent place (or else lose 3 edge). Your skin
 
  
 prowl pales and the rays of the sun can set your
flesh ablaze with supernatural flames.
 
  
 stalk
Becoming: Your body is less buoyant,
When you transfer your character to the making it harder to swim or stay afloat.
Infected playbook, add all of your current You may no longer indulge to heal harm
action ratings to the ratings on the Infected from the rays of the sun (you may heal it
playbook. You may not have an action rating using the normal methods though).
greater than 4.

If you weren’t awakened, you are now—and Digestive Shutdown: You may only
you keep all secret arts of Magic you learned safely consume metahuman blood
from your previous playbook: Conjurer, without getting sick, and experience
Enchanter, Sorcerer, etc. See page 100 nausea if you consume anything else.
for details. You lose all other supernatural Alcohol is extremely poisonous to you.
maneuvers, special abilities, adept feats, and
secret arts. Decaying: Those who get near you catch
the unmistakable odor of decay; those
You start with the first trait on your Infected
playbook: Infectee. You may also choose
who observe your astral resonance find
one other Infected trait. a vacuous hole where your living essence
You keep any cybernetic implants rated
should be.
at quality 4+ (delta-class) from previous
installations. You suffer a level of “Rejection”
Terminal: Your spirit must remain in
harm if your body contains any other this body, or be destroyed.
implants. See page 267 for details.

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9
When you play the Infected, you earn karma when you displayed your superiority, or
spread the infection without mercy You transcend the mortal world. Your concerns and
needs eclipse all others.

You are immune to the effects of aging and cannot die from old age. To what immortal
goal shall you commit yourself?

INFECTED TRAITS
INFECTEE ASTRAL VOID
You are a person whose spirit is trapped in You are invisible to spiritual entities and may
an infected body. Your trauma is maxed out. not be harmed by them. Spend 2 edge to cause
Choose four traumas to reflect your vampiric living things to avert their gaze and fail to
nature. Arcane attacks are potent against you, observe you for a few moments.
and exposure to sunlight quickly causes you
to become fatigued. If you suffer fatal harm Spiritual entities effectively have zero effect
or trauma, you don’t die, but your infected against you. Particularly powerful entities
will is overwhelmed. You take level 3 harm: or spiritual entities ritually prepared for
“Incapacitated” until you feed enough to the purpose may be able to counter this
recover. If you suffer harm the rays of the sun ability to some extent. When you cause
or a wooden stake through the heart while in living things to avert their gaze and fail to
this state, you are destroyed utterly. Your karma notice you, the power will cease if you take
tracks are longer (you now advance more any sudden or violent action to draw their
slowly). You have 12 edge boxes instead of 9. attention again.

You gain the Awakened maneuver (and if BEYOND HUMAN


you had it before, you keep it). Choose Intuition, Body, or Willpower.
You are infectious, and those who suffer Your max rating for actions under that attribute
harm from your bite attack are doomed becomes 5. When you take this ability, add +1d
to become ghouls without expensive to resistance rolls with this attribute.
chemotherapy (deal enough harm with your
bite attack to assure their fate, or turn them MIST FORM
into full-blown infectees—your choice). You can shift into slow-moving mist for about a
minute. While you remain in this form, you can
When you suffer “fatal” harm and are only be harmed by supernatural means. Spend
incapacitated, you can push yourself in 1 edge when you shift, plus 1 edge for each
order to take action and feed. If your last extra feature: you can strongly interact with the
edge is also marked, then you can take no physical world—you move at normal speed—you
actions, and must rely on an ally or servant also become invisible.
to feed you.
When you take mist form, you transform
TERRIBLE POWER quickly - but once in mist form you move
Spend 1 edge to perform a feat of superhuman more slowly than usual (roughly walking
strength or speed (run faster than a car, break speed). This gives you about a minute;
stone with bare hands, leap onto the roof of a enough time to slip away or get into
building, etc.). This factors into effect. position to take out your enemies. With a
greater investment of edge, you can achieve
HEIGHTENED SENSES more dramatic mist-based maneuvers.
Spend 1 edge to sense beyond human limits.
“Hear” a subject’s true thoughts or feelings,
see thermographically, sense the presence of
invisible things, intuit the location of a hidden
object, etc.

284
FREE SPIRIT
An echo of life between two worlds
A spirit that is “free” is an anomaly in the astral plane, sought out as a mentor by
shamans and a servant by conjurers. You’ve been beyond the material plane, but
something undying burns within you—and you can’t leave now. Not yet.

STARTING ACTIONS NEED


 
  
 assense You have an intense need: living essence.
To satisfy this need, possess a living victim
 
  
 prowl and consume their essence (this may be a
downtime activity). When you do so, clear
 
  
 stalk half your drain (round down).

DRAIN & HAUNT


When you transfer your character to Instead of spending edge, you now take
the Free Spirit playbook, add all of your drain. You have drain boxes equal to 1 +
current action ratings to the ratings on your remaining essence in life, and can
the Free Spirit playbook. So if you had take 4 torment before being consumed by
1 Prowl before death, then you would the metaplanes. Outline the appropriate
have 2 Prowl as a fresh spirit (1 from number of drain boxes in ink before
before, and +1 from this playbook). continuing Whenever you would spend
You lose any dots in Attune from your edge (or lose it), take drain instead.
former playbook.
Your haunt is a physical location to which you
If you weren’t awakened, you are are most tied to spiritually; the site of your
death or somewhere you knew intimately in
now—and you keep any of the following
life. Describe it, marking the specific details in
secret arts of magic you gained from your notes for future reference. You gain special
your former playbook in life: Astral awareness of the area surrounding the location.
Mind, Astral Occultist, Astral Why this place? You can strongly interact with
Projection, and Sorcerer. You lose all the physical world and vice-versa while close
other supernatural maneuvers, special enough to your haunt (range and interaction
abilities, adept feats, and secret arts. Your will necessarily vary based on the situation).
mortal trappings and body are both gone.
TORMENT
You start with the first trait on your Free
Instead of trauma, you now track torment.
Spirit playbook: Spirit Form. You may
When you would take trauma, take torment
choose one other free spirit trait. (You may instead, and choose a torment descriptor
not choose Possess as a starting trait.) from the list on your playbook sheet.

When you play a Free Spirit, you earn karma when you exact vengeance upon
those you deem deserving, express your outrage or suffering, or settle scores from
your background or heritage Playing the Free Spirit means roaming the planet being
a terror until you get tired of it. It’s up to you to decide why you stay, but the things you
have in mind will be done.

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10

What keeps you from moving on from the material plane? Are you a
phantasm held close by the magic that you once practiced in life, or is
death your first taste of supernatural power?

.
metadata2166211.
metadata0497053

FREE SPIRIT SPECIAL ABILITIES


FREE SPIRIT FORM
When you become a free spirit, you get Whenever you would spend edge (or lose
this trait for free. You now exist as a it), take drain instead. When you would
concentration of vaporous essence that take trauma, take torment instead. You
resembles your living body and clothes. gain the Awakened maneuver from the
You may weakly interact with the physical Mage playbook (and if you had it before,
world and vice versa. You’re vulnerable to you keep it).
arcane powers and electromagnetic effects.
You move about by floating and may fly Were you emergent in life? Perhaps
swiftly without tiring. You may slowly flow you should keep that instead of
through small openings as a vapor. You chill taking awakened. Or is it possible to
the area around you and are terrifying for transcend mortal limits once you die
the living to behold. You are affected by and become some kind of hybrid?
banishing foci (you may make a resistance
roll to overcome the repulsion).

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10

DISSIPATE Selecting a new item to be your chain


You can disperse the concentrated energy is a complex supernatural project. See
of your free spirit form in order to pass page 18 for details.
through solid objects for a moment. Take 1
drain when you dissipate, plus 1 drain for POSSESS
each feature: It lasts longer (a minute—an You may Assense to take control of a living
hour—a day)—you also become invisible— body. When your control is challenged, you
anything that passes through your spirit must re-Assense (risking harm) or leave

free sPiriT
form becomes engulfed by a sorcerous energy the body. Your control is challenged when:
type you wield (fire, ice, lightning, or wind). you consume essence from the host—when
supernatural powers act against you—when
MATERIALIZE the host’s will is driven to desperation. You
Take 1 drain to flow through the may easily and indefinitely possess a vessel
supernatural pathways of the metaplanes in which has been ritually prepared for you
order to instantly travel to your haunt, or to (change your playbook).
answer the summoning call of a Conjurer

PlayBooK:
Consumed essence returns to a victim
SPECTER
after its drained from you. Rumors
Take 1 drain to strongly interact with the exist of a way to permanently consume
physical world for a few moments (as if you a victim’s essence to replenish what
had a normal body). Extend the reach and you lost in life..
magnitude of your interaction to include
telekinetic or electromagnetic force by
marking more drain (2-6).

CHAINED
You are bound to a physical item (your
chain) that prevents your destruction. You
can take 1 drain to strongly interact with
it and those nearby it for a few hours (to
move it, protect it, etc). If you suffer fatal
harm or torment while your chain is
not destroyed, your spirit is banished. You
suffer level-3 harm, “Incapacitated” instead,
and quickly travel to your chain’s physical
location. If your chain should ever manage
to be destroyed, you immediately suffer a
level of torment.
If you can materialize, then you can
also spend 1 drain to instantly travel to
your chain if you so choose.
When you suffer “fatal” harm and are
incapacitated, you can push yourself
in order to take action and recover.
If you’re also out of edge, then you
can take no actions, and must rely on
someone else to feed you their essence.

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9

SUPERNATURAL SECRET ARTS OF


CRITTERS SUMMONING
Critters are flesh-and-blood creatures. Anyone who can Assense or Attune
Some are mundane (like a dog or can choose those actions to attempt to
eagle), and some are supernatural (like communicate with supernatural entities,
a rodent-of-unusual-size or unicorn). requesting aid and services in exchange
sTranGe forces

Supernatural critters come in two for otherworldly desires—but this isn’t


varieties: paracritters (if they’re arcane) a “secret art of summoning.” That action
or technocritters (if they’re emergent). alone can’t actually force such an entity
These resemble natural creatures, but to do much of anything. However, a PC
are different in strange ways. Some with either of the appropriate secret arts
possess a supernatural power or two as (Conjurer or Compiler) utters a call
a part of their physiology, however not which must be answered. These secret
all are created equal—the most powerful arts are far from safe though—what
ones attract the most trouble, and are answers may be a metaplanar horror
notoriously difficult to control and satisfy. instead of what you wanted.

PARACRITTERS The entity that answers your call is one


keyed to your tradition’s method (see
hellhound below). However, doing so with nothing
flash beetle nearby might summon a metaplanar
stone rattler horror instead (Desperate action). See the
basilisk following pages for details and random
tables.
merlin hawk
hypno-cactus
devilfish
bear-mantis
caustic slime
cloud buffalo
ethereal beeEEEEs

TECHNOCRITTERS
blotto ferret
signal raptor
paradox cat
lightning roach
tracer fox
cyberviral rat
constructor chimp
throttle bat
swarm of void wasps

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9

CONJURING Astral Entity Powers


Some mages claim that the spirits of Sapience: An astral entity is self-
those who pass in peace tend to merge aware, capable of making decisions
with the astral plane to merge over time independently.

secreT arTs of summoninG


into the living essence of the planet and
become a spirit of man, beasts, or an Materialization: An astral entity can
element. Those whose spirits are flung manifest a temporary physical form
to the inner metaplanes by an untimely on the material plane comprised of
death are believed to become consumed electromagnetic vapors. It is resistant to
by darker and darker urges instead—to non-magical effects and may only weakly
eventually become elementals: mindless, interact with the material world unless
tumultuous concentrations of the materialized.
primordial elements (earth, fire, wind,
and water). An astral entity may also possess some
of the following powers (the more it has,
A Conjurer utters an arcane call which the more powerful it must be):
must be answered—if you do not specify
Fear: Some astral entities can drive
an entity (by its true name or type), a
affected onlookers to flee in abject terror
horror may answer instead. When
from this entity. Typical of elementals.
conjuring goes awry, the GM might
determine an entity’s type randomly with Enhanced Perception: This entity can
a die roll (or just pick one). 1, 2: random always detect the presence of arcane
horror. 3, 4: random elemental (roll 2d6 evidence. Typical of spirits.
and lookup below). 5, 6: random spirit
(roll 1d6 and lookup below). Telekinesis: Some astral entities can
push or pull physical objects with only
the power of its mind.
ElEMENTAlS
1-3 4-6 Engulf: Some astral entities are comprised
entirely of a primordial element to which
1-3 earth elemental fire elemental they are keyed, and may engulf a victim to
4-6 wind elemental water elemental attack them with its energy type.
The otherworldly desires of spirits and
SPiriTS elementals include: the sacrifice of rare
offerings on its behalf (powerful reagents
1 spirit of beasts are commonly acceptable), the material
provision of its followers (nuyen, helpful
2 spirit of man
services, etc.), the pursuit of unachieved
3 spirit of earth ambitions on its behalf (more followers,
unification of sects, vengeance against a
4 spirit of fire rival entity, etc.), and the performance
5 spirit of wind of living sacrifice. The desires are listed
in order of commonality. Requests for
6 spirit of water the latter items should be viewed with
distrust—as horrors and their harbingers
are typically the only entities interested in
such things.

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9

COMPILING Emergent Entity Powers


The emergent realms are considered Cybersense: An emergent entity can sense
home to anomalous signals and endlessly nearby devices through their emergent
looping trails of data known as echoes. presence in cyberspace.
Signals that end up there are assimilated
Emergent Intelligence: An emergent
by unfathomable logic structures—
entity can make decisions based on any
eventually becoming completely input it receives, and is capable of conscious
corrupted and anomalous. Sometimes
sTranGe forces

thought and complex decision-making.


the signals of devices with users that
died while online are slowly integrated
An emergent entity may also possess
into the quantum field of cyberspace
some of the following (the more it has,
around the planet to become sprites— the more powerful it must be):
however its uncertain what determines
the resulting type. Orphaning Aura: This entity can force
affected devices to go offline and forfeit their
A Compiler‘s brain emits an emergent host protection. Typical of dissonant entities.
signal which must be answered—if you
do not specify an entity (by its true name Sensor Tap: This entity can broadcast and
or type), a horror may answer instead. receive sensory information through any
When compiling goes awry, the GM might sensors in the immediate area. Typical of
resonant entities.
determine an entity’s type randomly with
a die roll (or just pick one). 1, 2: random Virtual Architect: Some emergent entities
horror (see next page). 3, 4: random echo can affect the environmental settings
(roll 2d6 and lookup below). 5, 6: random of a virtual environment (changing its
sprite (roll 1d6 and lookup below). gravitational constant, ambient temperature,
etc.) to suit its needs.
ECHOES
Null Stream: Some emergent entities don’t
1 echo of corruption produce traceable signals, only broadcasting
null data and infinitely looping logic
2 echo of cryptography
structures capable of executing a device-
3 echo of processing halting online attack.

4 echo of formatting The otherworldly desires of sprites and


5 echo of networking echoes include: the sacrifice of rare
offerings on its behalf (powerful reagents
6 echo of machine learning are commonly acceptable), the material
provision of its followers (nuyen, helpful
services, etc.), the pursuit of unachieved
SPriTES ambitions on its behalf (more followers,
1-3 4-6 unification of sects, vengeance against a
rival entity, etc.), and the performance of
1-3 dissonant sprite convergent sprite technological sacrifice. The desires are
listed in order of commonality. Requests
4-6 convergent sprite resonant sprite
for the latter items should be viewed with
distrust—as horrors and their harbingers
are typically the only entities interested in
such things.

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9

RANDOM HORRORS CONJURED HORRORS (EMERGENT)


1-3 4-6
When there are no supernatural
entities nearby, a horror can answer 1 twisting psychic drones
the call instead. Deliberately wasting a machinery

secreT arTs of summoninG


significant enough amount of reagents 2 nightmare shocking metal
or other concentration of essence can vibrations shards
also draw them out as well. To generate
a horror, roll two six-sided dice (2d6) 3 impossible rusting vapors
and look up the result on the appropriate network
table below. So, if you were generating a 4 feedback storm blinding stream
conjured horror for a mage, and rolled a 3
and a 5, then it’s either “pulsating flesh” or 5 coils of expanding
“hypnotic lights,” depending on which die magnetic rope construct
is used to determine the column. 6 orphaning mist killer vehicle

CONJURED HORRORS (ASTRAL)


1-3 4-6
1 smoking oil toxic waste
monster
2 freezing fire petrifying
serpent
3 writhing ooze pulsating flesh
4 swarm of insectoid being
ethereal insects
5 hypnotic lights intoxicating
whirlwind
6 tornado of ice disintegration
shards orb

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9

entity’s otherworldly desires are not


BINDING CEREMONIES well-satisfied, it receives permission to
To enact a binding ceremony on a spirit or work in secret toward your destruction
sprite is to come into contact with these to be free of its binding.
otherworldly forces and entreat them to
A supernatural entity with services
do your will. It is not for the faint of heart,
remaining is compelled to stay at hand,
but it does offer numerous benefits to the
veiled and hidden within the inner
frequent summoner.
metaplanes ready to answer your call
sTranGe forces

To perform a binding ceremony on a and appear at an instant to serve you.


particular entity, you must have the When you summon the entity and issue a
appropriate secret art (Conjure or command through your binding, deplete
Compile), then follow the procedure one service you reserved. When all services
below. are depleted, the entity departs. To keep a
well-suited entity around indefinitely, you
(1) Pay the cost Binding an entity might use your last remaining service to
takes one downtime activity to perform command it to participate in the ceremony
and costs an amount of edge equal to the to bind it again. While you have remaining
magnitude of the entity bound. Binding services owed to you, 1 edge box marked
a particular entity may have additional during the ceremony cannot be cleared
costs, such as a sacrifice, rare item, the until the supernatural entity is dismissed.
start of a dire progress clock, etc. The GM
may also tick a progress clock when you
perform a binding ceremony—to advance
SUPERNATURAL LIMITS
the agenda of a supernatural power (like Until you have a lodge dedicated to
a forgotten mentor or emergent paragon), your tradition (see next section for
or to show the steady approach of a dark details), you can have a number of active
outcome that is a consequence of the supernatural bonds (in sum) equal to
binding’s use. your rating in Assense or Attune. The
(2) Once the cost is paid, make a following bonds count against your limit:
fortune roll (using your rating in Assense
or Attune) to see how many services you ◆ Bound spirits and sprites (see previous
reserve. On a 1-3, one service. On a 4/5, section for details).
two services. On a 6, three services. On ◆ Bound foci (examples can be found in
a Critical, five services. Then, record each of the supernatural playbooks, and
the entity in your notes along with a more details on page 303).
countdown clock to track how many
◆ Sustained spells (see Sorcery, page
services have been reserved for later.
184).
Because a binding is a downtime activity,
you can spend nuyen 1-for-1 to increase If you have reached your limit already, when
the result level of your fortune roll. you activate another bond you must choose
one of the following: displace one of your
Using Bound Entities bonds—your vice is replaced by “essence”
When, having bound your supernatural (see below). If you displace one, the entity
signature by ceremony to a spiritual entity, or effect is also dismissed (passing through
you receive permission to command the Threshold, returning to its native plane,
it and it may not refuse you. When the or becoming abruptly inert).

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9

REPLACING YOUR VICE WITH ESSENCE CONTRACTS


“ESSENCE”
Some summoners prefer not to control
When you sustain too many supernatural entities, instead making
supernatural bonds at once, you get deals with them. This is a dubious course

secreT arTs of summoninG


a taste of the raw power sustaining of action though! When you discuss a
them. It is delicious and empowering— deal with powerful supernatural entities,
said to be like a hot rush of bluecoke, the GM will suggest what it wants by
but thousands of magnitude better. describing its requests and counteroffers.
You might consider stopping, but you To ensure it will be honored, the entity
honestly can’t get enough. will wield its supernatural power to form
an essence contract (with or without
When your vice is replaced with “essence”
your permission) once you make a deal
you have one vice: essence, consumed
with them.
from a sufficient source. Use a downtime
activity to Stalk sources and indulge An essence contract is a deal backed by
your vice. Essence-addicted characters harmful metaplanar energies. When you
may consume essence from reagents make a deal with a powerful supernatural
or foci (which you can’t do at first—you entity—you both bear each other’s
have to advance to earn the Enchanter supernatural signature of your oath to
or Instancer ability). This is the only an essence contract. If either breaks the
way you can clear edge. What does this deal, they take level 3 harm, “Cursed.”
look like?
The mark of the oath is obvious to
To change your vice back, dismiss anyone who can detect it (perhaps
supernatural bonds so you no longer a glowing brand is placed on your
exceed your limit (see above) and ignore astral form, or your living persona
your vice for a downtime phase. ushers corruption from its eyes). When
you suffer “Cursed” harm, you’re
incapacitated by withering of your living
essence: enfeebled muscles, hair falling
out, temporary amnesia, bleeding from
the eyes and ears, etc. until you either
fulfill the deal or discover a way to heal
the curse.

Mortals cannot wield this ancient


power without more direct access to the
metaplanes (page 362 offers a potential
method). A PC with the Conjure or
Compile secret arts gains access to
binding ceremonies, however—a lesser
version of this power.

293
9

CLEANSING A LODGE SITE


POWER SITES To create a permanent lodge, a Mage or
As the alignment of the metaplanes Techno PC must first find and cleanse
approaches, their influence on Earth a site, then create it. A crew with the
rises and forms lines of power. When lodge upgrade begins with one lodge,
lines of power intersect they create already cleansed and created (follow
a geographical location with strange the instructions on the right to detail it).
supernatural properties, known as a Practitioners of the same method can
sTranGe forces

power site. Power sites come in two use the same lodge. You may gain an
general types: arcane and emergent. These additional lodge by taking the lodge crew
may be further subdivided according to upgrade again, each time describing it.
the supernatural methods they promote
When a site is seized as part of an
(shamanic, dissonant, etc.).
operation, you might need to cleanse it
Supernatural energies of a given type to remove any influence from conflicting
either flood the power site (typically energies before it can be dedicated to a
granting bonus effect for users) or vacate tradition. A site may be cleansed as payoff
it (causing all users of it to suffer reduced from a run—perhaps you banish the
effect). The magnitude of a power site toxic spirits that haunt the docks to make
determines the range and potency of its way for a new lodge. You might cleanse
influence—though supernatural barriers, a site as the goal of a long-term project—
opposing aspects, and powerful entities by assensing to perform cleansing rites,
(like dragons and free spirits) can oppose scrambling to treat an area with reagents,
or bolster this. The profitable and truly or some other method you devise.
powerful sites (magnitude 5+) are all
CREATING A LODGE
controlled by the Big Seven.
Once the site of a lodge is found and
cleansed, you may undertake a long-term
LODGES project to dedicate a site to a particular
supernatural method (“aspecting” it away
A lodge is a location whose energies benefit from all others). Most lodges will require
a particular method of supernatural an 8-segment progress clock to complete.
practice—a lesser kind of power site,
created by a trained practitioner of the The arcane or emergent method to which
secret arts. Unlike modern supernatural the lodge is dedicated is the same practiced
practices, activating lodges depends by the PC who created it. The player also
on metaplanar energies and entities to describes the lodge’s appearance (see left
realize their effects. To activate a lodge for some example descriptors), especially
is to come into contact with otherworldly the look and feel of the activation area in
forces and entreat them to do your will. It the center. Record any descriptors you
is a practice wrought with considerable choose in your notes for future reference.
risk.
If you don’t have a suitable site for a
permanent lodge, you may acquire a
temporary one or spend reagents to get
one that lasts for one downtime activity
or run.

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9

LODGE BENEFITS The activation of a lodge is required to


use or benefit from it in this way, and this
Once you have a lodge, ignore the
fiction is tied to your supernatural method
supernatural limits mentioned on page
in a direct, philosophical, and ideological
292.
way. It doesn’t work for others exactly
Your lodge is appointed with tools like it does for you—describe how you do
and materials for learning spells and it. Discuss your ideas about what mystical
performing binding ceremonies, as well or techno-magical strangeness happens
as protective wards from supernatural when it is activated, and lean heavy on
your tradition’s unique expression of

Power siTes
interference and surveillance. You
may accomplish long-term projects the secret arts. The player should record
with these assets without leaving your these details in their notes for future
safehouse. reference.

Your essence is tied to your lodge’s location


through your supernatural signature—
so you have special awareness of any
intrusion regardless of the distance
separating you, but you might also be
tracked using the same.

Spend 1 nuyen to activate a lodge


dedicated to your tradition’s method to
gain the benefits on the list below to one
supernatural action you perform while
within it. The cost covers the expenditure
of expensive or rare supernatural
reagents:

◆ When you perform a secret art inside,


take +1d to any resistance rolls against
consequences of your action. When you
lead a group action to cast or prepare
a spell with a ritual link, anyone who ARCA NE LO DG E DE SCR I PTO RS
shares awakened or emergent with you
warm, dim, smoky, grimy, clay,
may participate in a group action led by
you, whether they know the spell or not. stones, wood, pungent leaves,
exotic flora, old books, bones, teeth,
◆ For any downtime activity involving bubbling vials, & animal skins.
the study or practice of supernatural
E M E RGE N T L O D G E D ES C R I P TORS
power (including learning a spell), take
+1d to the roll—in addition to the bonus cool, dry, scent of burnt carbon,
die from the help a friend or contact flickering, cluttered, frayed wiring,
might provide (see Downtime Activities
corrupted datachips, broken panels,
page 174 for details).
cracked processors, fried datachips,
buzzing generators, & dead channels.

295
9

LEARNING A SPELL
SORCERY & Once the source of a spell is found, you
THREADING may undertake a long-term project in
your lodge (if you have one) to learn the
spell. To learn a spell, you must have
“Performing sorcery is like the appropriate secret art (Sorcerer or
Threader). Most spells will require a
a dance, set to music no 6-segment progress clock to learn. Casting
sTranGe forces

one else can hear.” a spell without knowing it first is possible,


but it costs you +1 edge than normal (see
- Moonriver, TedxTalks on Sorcery the remainder of this section for details
on spell costs).
Sorcery is the practiced art of summoning
raw arcane force (mana) from the The player and the GM answer questions
metaplanes through a person’s physical about the spell to define what it will do in
body to turn it into a spell. Threading play and what is required to cast it (see
is techno-sorcery, operating on the same below). The player records these answers
principle but tapping into raw emergent in their notes for future reference.
force (resonance) instead to turn it into
an emergent spell (aka thread). (1) GM asks: “What type of spell is it
and what does it do?” Player answers.
A spell is a supernatural force which bears
A spell’s type might be astral, emergent,
your supernatural signature, both where
mental, or physical.
it was cast and where its effect is realized.
These techniques cause devastating (2) Player asks: “What must I do
metaplanar energies to pass through the to cast the spell?” GM answers, with
practitioner’s living essence—it is not a the magnitude the spell produces as a
practice without cost or considerable risk. guideline. The spell’s type and desired
And while it’s possible to do so without effect help inform the GM what kind
knowing the appropriate secret art, it’s of casting link is required (touch, sight,
exceedingly unlikely to succeed (0d roll). special senses, or ritual) and which roll
should resolve the outcome (an action
FINDING A SOURCE roll, fortune roll, or both). Casting a
spell may also have additional costs or
A PC Sorcerer or Threader begins requirements, such as concentration,
with two spells, already learned. To learn heat, the start of a dire progress clock, etc.
another spell, a PC must first find a source,
then learn it. A source may be secured as (3) GM asks: “What is strange or
a payoff from a run—perhaps you steal a unique about your tradition’s casting
set of ritual tablets from the back rooms of of this spell?“ Player answers, describing
Moonriver’s talisman shop. You might also the specific gestures, movements,
secure a source as the subject of a long- phrases, or meditations which prevent its
term project—by consorting with techno- usage by those who practice a different
cultist friends, studying an acquired supernatural method. Each spell learned
formula, learning from a teacher, or some is a personalized expression of how to
other method you devise. summon the required energies.

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9

CASTING A SPELL
To cast (perform) a spell, you must
◆a trivial spell: When you cast a
spell with a magnitude less than
envision it, then follow the method
your spell potential, spend 1 edge
outlined by the spell questions. If you
or take level-1 special harm (your
lack the appropriate secret art to even
choice; no resist). The GM may waive
cast spells (Sorcerer or Threader), you
the cost for a trivial spell or one with
can still try but you roll 0d when you do

sorcery & ThreadinG


an even lower magnitude.
so.
◆a costly spell: When you cast a
Mental spells are cast on a target’s mind spell with a magnitude equal to your
(and are most effective if you lock eyes spell potential, you’ve reached the
with them), while physical spells are cast maximum you can produce without
on something’s presence in the material seriously hurting yourself; spend 1
plane—either directly, or indirectly then edge and take level-1 special harm.
thrown or moved (and is most effective
when you touch the target). Astral spells
◆a maximized spell: When you
cast a spell with a magnitude
are cast on a target’s presence in the
greater than your spell potential,
astral plane, whereas emergent spells are
you’ve reached the maximum*
cast on their presence in the emergent
you can produce without a ritual
plane. Due to the limitations of the
link; spend 1 edge and take level-2
energies fueling their sorcerous powers,
special harm.
a Techno’s spell cannot be astral, and a
Mage’s spell cannot be emergent.
A spell’s type and what it does helps the which is set by your crew’s Tier and any
GM determine how it must be cast to relevant items); it may be higher or lower
work. You may also cast a spell using a to better represent the nature of the spell
ritual casting link instead of the required and how much the usage aligns with the
one for the spell you learned, if you answers given to the spell questions.
possess it (perhaps some hair or a tooth)
and spend appropriate time in a lodge or Pay the cost for the spell after its cast
other suitable ritual location—usually no Some claims and special abilities also
less than one hour. reduce the cost for casting a spell. Special
armor from the supernatural playbooks
A caster’s spell potential is equal to may absorb some of the harm as well.
their special action rating So if you If you’re a Sorcerer, any special harm
have 3 dots in Assense, you have a spell taken is “Drained.” If you’re a Threader,
potential of 3. any special harm taken is “Faded.” When
The cost to cast a spell is determined you take special harm to cast a spell, it is a
by the answers to the spell questions, supernatural consequence and you may
according to the magnitude of the spell roll to resist this as usual. The only thing
in question (page 236 for details). The that can heal special harm is mundane
GM compares the magnitude of the healing, rest, and recuperation; see
spell factors you’ve chosen to your spell Recover on page 176 for details.
potential as a guideline for determining
the spell’s cost (not counting the base force,

*: You might also increase a spell factor (scale, duration, or force) in exchange for reagents, if
you have some on hand. Remember you can flashback if needed.

297
9

If a spell is dangerous or troublesome Sometimes a spell requires your


to cast, make an action roll (usually continued concentration to have any
with one of the special actions, Assense lasting effect. When your concentration
or Attune). When you unleash a spell on a spell is challenged, you must re-
as a weapon, the GM will describe its Assense or re-Attune (risking special
effect level and any collateral damage. harm) or dismiss it. Your concentration is
When you summon a spell effect in the challenged when: you cast another spell—
immediate vicinity, the GM will describe the target takes harm—supernatural
its effect level. If you’re using a spell as forces act against you—the target’s will is
sTranGe forces

cover or distraction, it’s probably a setup driven to desperation. Note: This is how
teamwork maneuver, using a special you might sustain spells until the precise
action. moment you need them, however the
edge marked to cast a sustained spell
Bartleby’s character Totes casts a cannot be regained until after you’ve
fireball spell and hurls it at the handful dismissed the spell.
of ghouls at the end of the alleyway
in an attempt to burn them (scale: 1,
force: 2). He has a spell potential of 2 RITUAL LINK SPELLS
(his rating in Assense) and his crew is Most spells can be cast using a ritual
tier 2 (so his base magnitude is already casting link instead of their usual casting
2)—so the GM says it’s going to be a link. To ritualize a spell using this method,
trivial spell (counting only 1 magnitude you must first get a ritual connection to
for the scale). There’s enough time to the target, like some blood or hair. Most
pull his fine reagents too though, so ritualized spells will take one downtime
he goes for it. He makes an action roll activity to complete, though the GM may
using Assense for the spell and gets a call for two (or more) downtime activities
Critical! The ghouls are engulfed and for very powerful or far-reaching rituals.
knocked down into a writhing pile by Some spells with a ritual casting link may
the dumpster. be partially performed in a downtime
and then fully manifested at-will later by
Next, he pays the cost for the spell, completing the last incantation or casting
marking 1 edge or taking level-1 special action. In this case, simply make a note
harm. He marks the edge, but reduces that the ritual has been “primed” and
the cost to 0 with the reagents, instead may be unleashed at a later time.
of taking the boosted magnitude
(“engulfed” in fire is quite enough!). As Ritualized spells take time to cast Use
an example, another GM might judge the duration examples on the magnitude
the magnitude differently. table to reduce the effective magnitude of
the spell for determining cost (see above)
Sometimes you have to maneuver based on the time needed to complete it,
yourself into position before you can generally no less than an hour.
establish the required casting link to
unleash a spell. You might have to Prowl Ritualized spells must be cast inside
to a good vantage point first, and then a lodge dedicated to the appropriate
Assense to see what your lightning bolt supernatural method. A lodge dedicated
does to the helicopter’s rotors as it takes to a method other than your own will not
off. benefit you. See page 294 for details.

298
9

The GM may also tick a progress clock LIMITS ON SPELLS


when you cast a spell with a ritual link—
Using sorcery or threading a spell,
to advance the agenda of a supernatural
while particularly powerful in the right
power or entity, or to show the steady
situation, is not an answer to all problems.
approach of a dark outcome that is a
There are many things spells cannot do:
consequence of the ritual’s use.
◆ They

sorcery & ThreadinG


If a ritualized spell has an uncertain cannot directly change distance
effect then a fortune roll should also or the passage of time. No literal
be made to see how well it manifests. If teleportation or time travel.
a ritualized spell is both dangerous and ◆ They cannot divine the future with any
uncertain, then both rolls may be called certainty. That which has not happened
for. Because casting a spell with a ritual yet is always uncertain.
link is a downtime activity, you may spend ◆ They cannot conjure, banish, compile,
nuyen 1-for-1 to increase the result level or decompile supernatural entities. Spells
of any fortune roll made to determine can still have other effects on them—but
effect (this represents the expenditure of it’s not “conjuring” or “compiling” them.
expensive or rare ritual materials).
◆ They cannot raise the dead. Anyone who
Each casting of a spell as a ritual is claims the contrary is full of drek.
a unique event, and may not always ◆ They cannot create physical objects. No
work the same way each time. The GM summoning items (not even a hammer).
or players may reassess the factors to ◆ They cannot produce or possess
establish the ritualized spell anew. Ritual sapience. Spells never make independent
casting is a way to bring in a wide variety decisions.
of supernatural effects into the game. Use
with caution! If you ever go overboard,
address the questions again to establish
new costs if things have gotten out of
hand. The metaplanar forces are not
playthings and cannot be considered a
reliable or safe source of power.

299
9

SAMPLE SPELLS & THREADS Fireball (physical): You hurl a ball of


scorching flames as a ranged weapon. May
Animate (physical): You apply kinetic force ignite flammable objects as a collateral effect.
to carefully manipulate objects (push a series
of buttons, animate brooms, lift an item from Forget (mental): Revises someone’s short-
someone’s pocket, etc.) from afar. term memory or interferes with the
cultivation of memories while sustained.
Barrier (physical): Creates a weak kinetic They can even be forced to forget an interaction
field to push someone back, block movement, with you, but will probably recall your actions
sTranGe forces

or deflect physical harm. when they next interact with you.

Brown Note (physical): Produces an Gravity (physical): You generate a


infrasonic pulse to speed bowel movements. gravitational anomaly (impeding movement,
extending hang time, etc.).
Compulsion (mental): Compels a person to
act upon a short directive you plant in their Heal (physical): Mends a living creature’s
mind using a brief conversation. A fortune physical injury and strain in mere moments,
roll determines how much influence your ticking their healing clock accordingly.
directive has over your target. A directive may When you cast heal on someone, the GM
also be planted during a flashback, to take will describe the effect level (how many
effect at the right moment later. segments on their healing clock it can tick).

Defragment (emergent): Instantly mends If you cast this in combat despite an


an icon’s cyberspace harm, clearing it as if enemy who’s threatening you, you’ll still
repaired. A fortune roll determines if they make an action roll in the battle (usually
clear one or (on a critical) two harm. Frequent with Assense). Frequent use on the same
use on the same subject yields diminishing subject yields diminishing results. Has no
results. Has no effect on physical or special effect on special harm (like “Rejection” or
harm (like an item being smashed or “Faded” “Drained”).
for example).
Hydromancy (physical): You alter the
Disrupt Icon (emergent): While you sustain hydrodynamic properties of non-living
this spell, you reduce the rating of the liquids nearby, greatly increasing or
associated target in cyberspace. decreasing the viscosity within, animating
them according to your will. Particularly
Enhance Body (physical): While you sustain
effective against fires, or on a body of water.
this spell, you increase the target’s effect with
actions under the Body attribute. Not a dice Ice Blast (physical): You unleash a spear or
bonus. shards of ice as a ranged weapon.

Figments (mental): You cause someone to see Inception (mental): You craft a short dream
phantasms (visual distortion, crawling bugs, sequence and transmit it to someone’s
a trideo ad, etc) which terrify or confuse sleeping mind. When this spell is cast, you
them. Exploiting someone’s deep-seated fears enter a meditative state and surveil the affected
or fascinations will make this spell more target’s dreams to craft the appropriate dream
effective. sequence.

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9

Interpret (mental): You hold a conversation Purify (physical): You remove pollution and
with a sapient creature despite language impurities from nearby dirt, sand, water, etc.
barriers, delivering and receiving intended in the immediate vicinity. A mildly polluted
meaning in each other’s native tongues. A area can be cleaned immediately, while a
trained hunting pet with sapience, or a heavily polluted one takes more time and
paracritter or technocritter definitely counts. requires concentration.

sorcery & ThreadinG


Invisibility (physical): Light is absorbed and Resonant Veil (emergent): You create illusory
obfuscated, making your target become less cyberspace phenomena that is distracting to
visible. Particularly effective in shadow, and those nearby. Particularly effective against
against those relying on their eyes or sensors. mundanes and AI.

Lightning (physical): You unleash a stroke of Shadow (physical): You produce a globe
lightning as a ranged weapon. Particularly of blinding shadow nearby. The globe of
effective against electronic targets like cyborgs, blinding shadow doesn’t let light pass in or
drones, etc. out.

Liquefy (physical): You lower the molecular Spirit Light (astral): You cause
integrity of a target’s flesh, rendering it soft concentrations of essence to glow in the
and pliable. A vile, but effective spell against material plane, making them detectable by
organic targets. anyone (awakened or not) in the immediate
vicinity.
Locate Mind (mental): You gain special
awareness of sapient minds nearby. Spasm (physical): You cause a target to
You might also use this to track a specified experience a short bout of uncontrollable
target well-known to you (“our fixer,” “old muscle spasms. This might be used to cause
folks,” “your mom,” etc.). If you don’t know someone to drop things, squeeze the trigger,
a target well-enough, you might need to crumple to the floor, etc.
start a long-term project to know them Telepathy (mental): You probe someone’s
better. consciousness, revealing their thoughts
Necrotize (astral): You channel necrotic and feelings. You might also use this spell to
energy which renders affected living establish a sensory link.
essence inert for a time, causing the target to
Weaken Integrity (physical): You weaken the
temporarily suffer symptoms of lost essence.
molecular integrity of a solid target, making it
Can wither organic tissue over time.
easier to break. Particularly effective against
Noisepunch (emergent): You produce a denser solids.
stream of junk data that causes inexplicable
signal interference to an attuned device,
bypassing its software and host protections.

Pain Relief (physical): You alleviate a target’s


suffering from a harm penalty.

Predator Eyes (physical): You imbue


someone with thermographic vision.

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USING REAGENTS
REAGENTS Consuming reagents takes a few moments
All natural objects contain some amount and releases the essence contained
of essence. And all programmed items within, after which the item will quickly
contain some amount of emergent energy. become inert and dissipate (leaves
Reagents, however, contain a high shrivel up, blood evaporates, corrupted
concentration of theses supernatural data disperses, processor fragments
energies within. turn to dust, etc.). When you consume
sTranGe forces

sufficient reagents on-hand, choose one:


Arcane reagents are often measured create a temporary lodge (long enough for
in drams—referring to the standard one downtime or run)—perform a binding
measurement for 5 grams (roughly 1/6 ceremony—perform a spell. Reagents
of an ounce) of orichalcum. This potent either reduce the edge cost or boost the
arcane resource can be harvested by magnitude of an equally-rated effect by
Enchanters from concentrations of 1 (your choice).
essence (power sites, etc.). While the
reagent trade relies on this measurement, Totes casts a lightning bolt spell (with
almost all of the reagents being bought a base force of 2) on a member of the
and sold are much heavier and less pure Black Circle to prevent their pursuit.
than orichalcum. The Black Circle are Tier III with
personal arcane warding, so Totes is
Similarly, emergent reagents are often outclassed in terms of quality and the
measured in quantum bits (or qubits, GM says his effect on the Black Circle
for short)—referring to the standard member will be limited. If he consumes
measurement for a block of decentralized his fine reagents though (quality 3)—
data—which can be harvested by his effect would be standard instead.
Instancers.

While the form taken by reagents


does vary by tradition and specific
practitioner, they must follow some basic
rules to hold the appropriate energies to
be effective: arcane reagents are never
high-tech (unworked minerals or hand-
worked natural items), while emergent
reagents are always high-tech (corrupted
software or anomalous electronics).
Mages typically prefer gemstones and
precious metals, or remains of flora and
fauna (bones, branches, leather, etc).
Technomancers typically prefer corrupted
qubits or resonant metadata extracted
from powerful cyberspace entities like
artificial intelligence or .

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9

When you invent a widget or alchemical,


SUPERNATURAL describe its method of use in question
1, “..what does it do?” and select some
CRAFTING strange effect(s). Widgets and alchemicals
that produce common spell effects (see
Unlike modern engineering practices Sample Supernatural Formulas on
which employ the scientific method and

suPernaTural crafTinG
next page) don’t require special formulas
materials to produce mundane items, or designs to learn—anyone with the
supernatural creations rely on secret appropriate secret arts may attempt to
arts and metaplanar energies to realize craft them using commonly available
their effects. To craft a supernatural item instructions.
is to come into direct contact with these
harmful energies and forge them into a A focus (plural: foci) is an item that
supernatural construct present on the only grants its supernatural benefits
material plane. It is a painstaking process to its bound user. When you are bound
fraught with risk and cost that is likely to to a focus through supernatural ritual,
draw the attention of nearby OTF agents you gain permission to activate its
and supernatural beings. supernatural properties while you use it.
Any special item that is a focus is already
When you craft a supernatural item, bound to you when you get it—and any
follow the process as usual and roll new focus you craft is bound to you upon
Engineer just like you would any other creation.
item (see page 255 for details). It is
recommended that supernatural crafting A focus is linked to your supernatural
be one within your lodge to avoid signature When you activate a bound
unwanted attention. focus (usually by wearing, carrying, or
holding it), it produces an astral form
or emergent icon, depending on its type;
ALCHEMICALS, WIDGETS & this is linked to your own (see Strange
FOCI Evidence on page 278 for details).
In addition, anyone with an appropriate Further, when you can sense your focus
combination of secret arts (see below) (regardless of the distance separating
gains additional options for special you) and so may track it using through
creations of the supernatural type: its connection to you, and can choose to
spend 1 edge to gain special awareness
◆A PC with the Enchanter and of the area immediately surrounding the
Sorcerer secret arts may build arcane item. The Mage willingly hands his fine
chemical creations known as alchemicals spell focus over to security. He knows he
that produce arcane spell effects for can sense it wherever it may go in the city
the user. Alchemicals always have the for quite awhile.
Consumable drawback.
A bond with a focus persists until
◆ A PC with the Instancer and Threader you dismiss it or another user’s bond
secret arts may build emergent software replaces your own—whichever happens
creations known as widgets that produce first. When you use a focus that is not
emergent spell effects. Widgets always bonded to you, it will otherwise function
have the Consumable drawback. as usual, but its supernatural properties
are unavailable.

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9

Replacing a bond to a focus takes ◆ Sacred herb (IV/1, arcane CHEMICAL):


time Binding a focus that already has When smoked or ingested; the user’s mind opens
a bond takes one downtime activity to further to the astral plane. Take +1d to Assense
complete, must be performed in a lodge roll upon use, suffer level 2 harm, High AF. Rare
dedicated to your supernatural method, (derived from awakened kelp).
and removes any previous bond the item ◆ Healing potion (I/1, arcane CHEMICAL):
had. Use the duration examples on the Accelerates the healing process, granting +1 ticks
magnitude table to determine the time on a healing clock. A Tier IV version provides +4
needed, generally no less than an hour. ticks on a healing clock.
sTranGe forces

Tell the others what happens during this ◆ Stillwine (II/1, arcane CHEMICAL):
time: is this some form of meditation, Paralyzes the subject, suspending vital functions
spoken prayers, or some other ritualized for a few minutes when ingested. Designed to
practice (perhaps a totemic dance, the mimick death by pulmonary embolism and
application of blood, graphics, virtual temporary cardiac arrest. A Tier III version
effects, oils, incenses, etc.)? will suspend all bodily functions; enough to foil
examination by a skilled observer. Level-1 Harm,
The GM may also tick a progress clock “Chest Pains.” Unreliable (may cause lingering
when you replace a bond to a focus—to paralysis).
advance the agenda of a supernatural ◆ Laesal Wine (IV/1, arcane CHEMICAL):
power or entity, or to show the steady inhaled, injected, or ingested; render’s the user
approach of a dark outcome that is unconscious for a few minutes, chemically
a consequence of the focus’ binding. erasing the user’s memories of the past few hours.
If binding a focus is dangerous or Rare (derived from Awakened fruit kept in secret
troublesome to perform, make an action government orchard).
roll (usually Assense or Attune) to see ◆ Chillpills (III/1, arcane CHEMICAL): A drug
if unpleasant consequences manifest. that creates a state of complacency in the user,
primarily used by vampires to put someone into
a pliable state of mind. Rare. Volatile (nearby
SAMPLE SUPERNATURAL Infected can sense an affected individual’s
FORMULAS presence).
◆ Vervain (II/1, arcane CHEMICAL): A drug
◆ Bloodstone (III, arcane CHEMICAL): that is inhaled, injected, or ingested and renders
Capable of merging with a lost limb to regrowing the user immune to supernatural compulsion
an entire limb in a few minutes. A Tier IV version for a few hours. Rare (requires pixie dust, real
is also capable of merging a foci with the regrown ginger, and purified water).
limb.
◆ Revelation widget (II/1, emergent
◆ Blackout beacon (IV/1, emergent SOFTWARE): An emergent application that
ELECTRICAL): A compilation of dissonant reveals hidden icons nearby to all who can access
energies that causes the inexplicable failure cyberspace. Unreliable.
of nearby sensors. Rare (1g of plutonium-528). ◆ Sensing oil (III/1, arcane CHEMICAL): A
Volatile (4-track, “Accosted by CSG Agents,” 1 tick colorless, odorless fluid that absorbs through the
per use). skin, forcing the affected individual to sense the
◆ Corruption paste (III/1, emergent presence of astral entities for the next few hours.
CHEMICAL): Enough to coat a person’s hands or While it lasts, it also grants them an astral form,
feet, disrupting nearby signals and sensors for the for better or for worse. A Tier IV version will also
next few minutes. Consumable. Rare (requires a force them to astrally project. Very dangerous
handful of void serpent scales). when applied to sleepers. Volatile.

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9

SUPERNATURAL INVENTION & (4) Scraigon asks, “What drawbacks


CRAFTING EXAMPLE does it have?” The GM answers, “Well
it obviously has the volatile drawback.
Inventing a Mana Focus Might go boom! And a dangerous
Ahiga is fed up with running out of edge consequence will be ‘Accosted by OTF,’
for magic while on the run, so he decides 1 tick per use. Last thing, it has the

suPernaTural crafTinG
to design an arcane item that will bring consumable drawback, to reflect the
him a bigger supply. Ahiga’s player, need to refill it with mana. Works once,
Scraigon, tells the GM that he wants to then refills automatically when you go
craft a portable mana source. into downtime, if circumstances are
amenable. I’d work on that project to
First, Ahiga will need to invent the design. stop the Black Circle from aspecting that
The GM and Scraigon go through the ley line if I were you.”
creation questions.
Now that the design is settled, Scraigon
(1) The GM asks, “What type of creation draws a clock to deal with the Black Circle,
is it and what does it do?” Scraigon then spends some downtime activities on
answers, “I want an arcane device which an 8-segment long-term project to Study
grants me a reliable pool of mana—edge the design and learn how to build it.
to fuel the use of magic. It’s a bracelet.”
Crafting the Mana Focus
(2) Scraigon asks, “What’s the
Once the design is learned, Ahiga builds
minimum quality level for this?” The
the focus by spending a downtime
GM answers, “If it draws down enough
activity. Scraigon rolls Engineer and
energy to fuel a Tier IV spell... let’s call that
gets a 6, which is enough to build an
level 4 (for the force). This is somewhat
item with quality equal to Ahiga’s Tier +1.
advanced for a focus, but it’s doable.”
Ahiga is Tier 0, so that’s quality level 1—
(3) The GM asks, “What rare, strange, not enough for the quality level 4 mana
or adverse aspect of this formula or design focus.
has kept it in obscurity, out of common
usage?” Scraigon answers, “Well, I think To make up the difference, Ahiga will
the difficulty of turning it into a mana have to spend 3 nuyen on the construction
container without turning it into a mana of the mana focus. A sizable sum, but
bomb! Hah, well that—and that it creates Scraigon thinks it’s worth it to have such
a renewable source of magical power in a potent pool to draw upon. Ahiga spends
the absence of one.” The GM responds, “I the money from the crew’s cryptovault
definitely agree there. Ok last one.” (with the blessing of his crew mates) and
the new focus is ready to go.

305
THIS PAGE INTENTIONALLY LEFT BLANK
CHAPTER 9

KINGSTON
There are various connective side streets,
THE HEART OF and highways leading to the north over the
mountains or west to the neighbor cities of
THE CARIBBEAN Montego Bay and Spanishtown, respectively.

Kingston is one of the most important


cities in the Caribbean Islands, since it is
The city of Kingston was established just
located in a liberated territory juxtaposed
over 400 years ago (predating the European
between various points of interest for the
“dark ages” period) as a settlement of sailors,
Spanish, Mexican, Native American, and
fishermen, and gatherers on the waters of
Cuban territories nearby. This natural
the Caribbean Sea. In that short time, it has
harbor features a massive intersection of
withstood the upheaval of Mortal Disbelief,
megacorporate interests and profiteering.
an attack by a dragon, a trade war, a civil war,
Visitors from around the world prefer
and multiple earthquakes. It is a community
this location for illicit meetings due to the
of survivors.
distance from any nearby sanctuaries of
corporate control. A stunning array of
The city is bordered to the north by forest
docking locations permit the megas and
and mountains. The infrastructure on the
syndicates from around the world to engage
west side is taken over by guerrillas and
in commerce here (probably accompanied
outcasts. The condemned district to the east
by masterminded criminal plots).
known as Harbor View was put in place by
a secret patron to the local government that
While it may seem isolated, its a wealth of
discourage citizens from visiting the areas
paydata—which miners plunder for wealth—
beyond.
tapping into the very fuel for the corporate
agendas and schemes, the virtual power
Every square meter inside the city proper is lit
source of civilization’s growing architecture.
by the neon glow of civilization of some kind—
All powerful megas are owned by well-
recently updated or depressingly old. There
connected families, and all of them operate
are crummy land vehicles as well as flying
as an international conglomerates. The
VTOL capable ones, newer buildings built
subsidiaries are owned by the descendants
haphazardly atop crooked foundations, rows
and near-kin of their line. The fortunes to be
of towering arcologies on giant land-levelers,
had in the hidden collection of industry and
and dense clusters of low-rise apartment
consumer trends from the data they capture
buildings; the landscape is dissected east to
ebb and flow. The cunning and the willing of
west by the foothills of the Crow Mountains,
Kingston work hard to hire various envoys
dotted with lakes and lush vertical gardens;
who are willing to position themselves for
areas lower-lying are connected by elevated
a strong semi-anonymous reputation in this
maglev tracks, thin alleys, and about a half
highly-profitable web of dark enterprise.
dozen important thoroughfares spider out
from the center of New Kingston district.

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Almost everyone that runs in the shadows


or doesn’t ends up serving “the Man,” or A BRIEF HISTORY OF
whatever you call the megas that rule the
world. The masses which comprise the black
TWO LOST CITIES
text on financial reports are simply that to the Christian calendar years BC: Before
corporate elite—numbers on a line. The ones Christ, AD: After Death.
who decide to carry out missions of illegal
___________________
intent get called runners: a word meaning
~3300 BC The 4,000-year-old
“fellow crook,” “unwanted miscreant,” or
island of Atlantis begins to mysteriously go
“potential employee” depending on who you
inert, then crumble and fall into the ocean.
ask.
Many of those on the mystical island capitol
KinGsTon

perish as entire swathes of metal and concrete


The potential jobs for runners span the gamut,
give way. There is a catastrophic death toll,
but there are two types of crime that people
and a mass exodus of the coastline signifies
in Kingston tend to think of: big boi, and wild
the Fall of Atlantis. Those who stay are drawn
boi. These terms carry special meaning in
into the metaplanes and merge with them,
the context of discussing a run. Those who
become assimilated, or perish. This marks the
prefer so-called “big boi” crime end up an
approach of the turning of an age of the Great
ally or servant of a corporate envoy, or prey
Mother (the name given to Earth in ancient
upon their own through manipulation by
custom). This is part of an ancient era when
greedy executives. While those who are
magic was flush in the world.
willing to get their hands dirty and perform
the wetwork are known as the “wild bois”— ~3250 BC A tribe of Mexican
and they can usually look forward to serving refugees centers its nomadic people around
a syndicate (or dying while trying). There is a a stationary hunter-gatherer settlement on
demand in the underworld for those willing a bountiful and hidden island they named
to perform fringe crimes of strange design as Mexico City after founding the island nation of
well, but this is a lonely path that mostly just Aztlan. This tribe united under a leader, chief
favors the strange. Alish. Guided by the tradition of avoiding true
names of the dead, the new generation agrees
No matter what though: every run benefits to forge a pact with each new chief following
one of the factions on the top of the various his death. The descendants of the Alish tribe
ladders. To enact the underhanded plots of grow into a thriving island nation over several
the megas, the suits hire trusted henchmen generations, with seven subtribes forming.
(and henchwomen), their envoys—to hire They honor the Great Mother with a tradition
teams “off the books” to do their dirty work. or worship and reverence to the stars.
Envoys live by three rules: write it off, take
a cut, and forget. These henchman seek ~3151 BC (turning of an age)
out the fixers to act as trusted middlemen During the cataclysm that marked the start
between the corporations and the criminal of a universal unalignment. The far western
underworld, setting up a meet for them reaches are spared the worst of a massive
to discuss and arrange the job’s terms for earthquare and tidal waves that ruined the
fulfillment and agreed payoff. most of the coastlines to the north and south.
The people of the island settlement of Aztlan,
are cursed by their failure to uphold the pact
of the Alish warchief—taking away the tribe’s
protection from the armies of tormented
elementals and other horrors wrought upon
the world. The land-based settlements of
Mexico do their best to recover and rebuild
their homes, and begin the arduous mission
of fortifying the area as their new home.

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9

~3000 BC People the world 1800 AD Concern among remote


over note that the technologies and arcane rule by an overseas government grows, and
knowledge from before the cataclysm no strategies to fight back are developed in an
longer work. Children born after this time effort to live with it.
only experience the genetic expressions of 2012 AD Magic returns. A great
humanity, ceasing the genetic expressions spirit dance in Montego awakens the island’s
their magical bloodlines of ancestry. A new gifted few, who unite to form the beginnings
system of education is established, and ancient of the Kingston Council. Kingston fights a
works of literature are only passed down in trade war with England.
ritual and legend to maintain the knowledge
and wisdom from the former generations. 2013 AD Volcanoes all along the
Ring of Fire erupt simultaneously as the spirit

KinGsTon
~2950 BC Those whose lifespans dance is completed, crippling England’s war
were extended prior to the end of the Fourth effort—nearly transporting wave upon wave
Era die off, marking the beginning of the of horrors to Earth in the process. Kingston
Fog of Mortal Disbelief. wins their war—gaining their independence.
2020 AD A route is discovered
0 The tribes of the Alish to the mythical island of Atlantis and Mu.
continue to be cursed in their caves on Theorists search unsuccessfully for the
their hidden island, twisted by their magic lost island of Aztlan—fabled origin of the
into elementals. Each tribe’s chief becomes Mexican settlers.
a gathering point for the essence of their
ancestors who’ve passed—forging them into 2069 AD The area surrounding
powerful guardians. Kingston is dubbed condemned waters after
the Black Circle is said to have privately
~1500 AD European settlers locate
funded the first route found into Aztlan. To
the Caribbean Islands and the eastern coast
get there, it is said you must sail off a cliff
of North America (less than 1,000 kilometers
and operations which recover its wonders
away, from the future site of future Kingston).
help fund scholarly works and profitable
They begin to lay claims to lands they call the
research operations by the Jamaican
“New World,” with many rulers dubbing each
government. Kingston becomes the primary
new establishment a colony of their empire.
training ground for all nautical endeavors in
The painful ignorance of colonial politics
Central America.
leads to the establishment of Port Royal, a
resting point for pirates and their motley 2070 AD The signing of the
crews. This leads to international rumors as treaties of Jamaica hand over the land rights
the “Wicked City” among those who traveled to a number of megacorporations to help the
through it, and stories of debauchery soon city grow, and the city elects a council of five
follow. powerful merchants as its governing body.
1692 AD Spanish pirate rule This council is formalized as the Kingston
fades away following an earthquake that Council and given a voice in world political
rocks Port Royal into the ocean, as a tidal venues. It further established the territories
wave buries the place and kills two thousand. of Haiti and Cuba are handled separately
Locals believe it is an act of the gods to from the Jamaican territories.
punish those who engaged in revelry there. 2080 AD Present day. Kingston
1700 AD A campaign of swells to a population of just over 2,000,000—
organized military action leads to the establishing itself as a major center of
rapid settlement of more and more of international trade. Datamining is a major
Jamaica, including Kingston. Port Royal is epidemic and voyages across the Caribbean
remembered with churches and memorials. sea becomes a thing of the past, except to
runners with a deathwish or a heavily-armed
escort.

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9

American countries, and keep a close


CULTURES eye on their share of the black markets
Kingston is a blend of a variety of cultures for paydata, drugs, and supernatural
and ethnic groups, and, as in most cities paraphernalia.
in North America, exhibits a baffling
fusion of international acceptance and For more on the various continents,
deeply-rooted outrage. To give you a see the wealth of published materials
convenient touchstone for cultures in by various authors and discuss. Your
this fantasy Earth, they’re compared to Earth can be very different from the
various cultures from our world, below. one that is agreed upon in any so-called
This is not meant to be restrictive or “canon.”
KinGsTon

definitive, just a short-hand to help you


visualize and understand them. In play,
it’s your job to flesh out these sketches
LANGUAGES
in the form of specific people, who each There are three main languages spoken
embody, reject, honor, or despise their in the city. Most common is Creole,
cultures of origin depending on their which is considered the common tongue.
own outlook and values. It’s the preferred method for nuanced
songwriting or iron-clad legal documents.
The most common heritage in Kingston
is Central or North American, whose Second most-common is Spanglish.
people and cultures resemble the mixture Many Central Americans live in Kingston
of diverse groups across the equator. and their broken, accented speech can be
heard wherever they’re found.
Second most common are the Europeans,
the original conquerers who built the fort Third, and most rare of these, is Latin, an
and supported Kingston’s early growth. ancient tongue found in musty old tomes
Those people and cultures are largely but still spoken among many doctors
from the European nations that touch and historians, particularly those from
the Mediterranean. Many are refugees Europe or North America. Many people
who’ve come to the city following their favor its elaborate expletives (sometimes
displacement due to the reassignment called “nonsense & blather” or “wizard
of jurisdiction of certain state territories swears,” depending on who you ask).
back to those with native lineage. The
native Americans who might be in
Kingston are mostly disdainful towards BANKING & COMMS
any loyalists to the former United States—
seeing them as traitors to their claims The exchange of money in the city is
and birthrights. facilitated by the megacorporate-funded
banking system, its strict protocols
Third most common are the Africans, concerning documentation, and the
especially those from the powerful and monitoring of banking officials. Transfers
wealthy dominions of Kenya, Ghana, of funds may either be documented
and South Africa. Some Africans claim to (requiring authentication first, but
have special pull due to their protection insuring the transfer against theft) or
by a mature dragon. They maintain an undocumented (to maintain the complete
influential consulate in most Central anonymity of the payee and recipient).

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9

Your comm is a banking device which the transfer to another user’s bank (or its
facilitates secure (documented) banking networked payment scanner) to complete
transfers using “cold” wireless technology a transaction. Those without IDNs face a
(details on hot and cold signal security on much stricter limit (of only 4 nuyen at a
page 241). The user must verify their IDN time).
to complete any attempted transactions.
A series of prompts prevent unintended
transactions, then funds transfer occurs GUARDIANS &
with a device (like a configured payment
reader, or another comm) that is MYTHICAL CITIES

KinGsTon
expecting its signal. A strange frequency emanates through
the metaplanes whenever a mortal
A properly documented banking transfer
comes within sight of a mythical city.
performed by two secure devices is
This frequency may only be detected
always insured against cybercrime, but
by those nearby, and by the Guardians,
this protection also means any such
whose supernatural senses are linked
transactions are subject to IDN review
to the land atop which the mythical
by banking authorities. There is always
site is built. A minion of the Guardians
someone scanning for illegal money moving
leaves the temple and travels to the
around, whether it be security devices in the
area where the mortal(s) may be found,
city, or a hacker in cyberspace. G-Men and
getting ever closer by the minute. It’s the
Legionnaire agents strive to catch would-
responsibility of the Guardians to recover
be money launderers, and are among the
any intruding mortals and prevent them
first to respond to flagged transactions.
from plundering the halls of their temple.
In such cases, the payor authenticates it,
Guardians are armed with a supernatural
then the bank immediately transfers the
arsenal (weapon and armor) and employ
funds to the device for speedier transfer
counterspelling wards to safeguard them
later. Then, the device need only verify

AZTLAN OR BUST
Like every lost city, this one and the waters around it have collected many rumors.
The original name was Alish in ancient tribal records, a name taken while chief
Alish was in power—but its continued use is forbidden by shamanic law and is
sure to get you a disgusted look from any roaming spirits there. Most people default
to calling it Aztlan, even though some would sooner call it The Fabled Mexican
Homeland. A visitor might call it dangerously haunted as a reference to its powerful
elemental wardens. Many old timers still call the waters beyond Kingston Bay the
Alish Sea out of nostalgia. These names are interchangeable within the magical city,
and citizens will know what you mean when you use one or the other, depending on
their background and preference. Runners in the shadows of Kingston sometimes
call the process of sailing to Aztlan “threading the eye of the needle,” so named for
the precise path that must be taken to enter the dimensionally-warped waters that
can reach the place. Failure to bring a proper magical navigator on such a trip is a
fool’s errand—and sure to land you in stormy waters.

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against would-be temple robbers. In the SECURITY REVIEW & FAKE IDNS
ancient past, these guardians served as
Many tasks in the city require you to
a defense against metaplanar invaders.
submit to a IDN review—for example,
These guardians are very powerful (force
entering a government office, courthouse,
4+).
or correctional facility. Even going
Five mythical cities of legend have been online requires a IDN review. When
discovered in the recent past. That is: you undergo IDN review, your IDN is
Aztlan, Draken, the Hanging Gardens inspected for authenticity. When the
of Babylon, Tir Na Nog, and El Dorado. quality of a fake IDN meets or exceed that
It is rumored that more might exist,some of the IDN review, it passes inspection—
KinGsTon

even theorized to be concealing the unless examined in close detail. The GM


fabled city of Atlantis—however the uses the tier of the faction reviewing
entrances to these locations are so far a IDN as a guideline for the quality of
hidden by supernatural means, requiring their review—it may be higher or lower
a supernatural navigator to reach safely. at their discretion to better describe the
For some clues about reaching Aztlan, see nature of the situation.
the boxed text on the previous page. The public grid performs a quality 0
IDN review (merely confirming it exists,
associating it with anonymized metadata
CRIME & PUNISHMENT and little else). If you do not have access to
a fake IDN, you can use the acquire asset
Crime and punishment in Kingston hits downtime activity to get a temporary
the poor the hardest. If you get caught one; see page 175 for details.
doing something illegal, you will be
shaken down for nuyen. And if you ◆A civilian-run business typically
can’t pay, you get harassed, questioned, performs a quality 1 IDN review using
beaten, or worse. Unfortunately for the biometrics gathered using your comm
disenfranchised, the legal jurisdiction (a fingerprint or voice print is most
in the city is a mess. Local police common).
departments are basically a thing of ◆ Security companies and more serious
the past—the majority of police work is businesses perform a quality 2 IDN review
instead outsourced to foreign legions and to thwart amateur impersonations.
private security armies, with preference
going to those from Haiti and Puerto Rico
◆ Most legal filings and licensing for
highly restricted items rely on a quality
for municipal crime. Most neighborhoods
3 IDN review.
have a variety of different security
agencies subcontracted to handle ◆ Quality 4+ IDN reviews are typically
checkpoints, IDN reviews, and the like only required for things like documented
for businesses—however, chief among birth, citizenship, marriage, real estate,
them are the officers under the employ and imprisonment.
of the Legionnaires and the watchdogs Should the quality of your fake IDN ever
for CyberSec Global. be called into question, the GM might
make a fortune roll to see if unpleasant
consequences manifest; including search,
seizure (see next page), interrogation, or
detainment (as per the entanglement)
before you can leave the premises.

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SEARCH & SEIZURE and deliver them to the field office for
processing, where they are detained
Anyone is subject to search at pretty
before they can escape custody.
much any time. The citizens have little
right to personal liberty, even in the other Officers are reluctant to go to low-
regions of Jamaica, let alone the isolated security areas or low-Tier districts
city of Kingston. Citizens in Kingston have without an Agent with them (and the
few rights, and those with fake IDNs have GM should make a fortune roll to see
exactly none. Failure to submit to an how long it takes them to respond).
impromptu search can result in the use of
force (and likely brutality) to confiscate Security agents wear bulletproof

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any possessions for which you that lack trenchcoats and implant their comms,
the proper documentation. both to keep them safe from easy theft
and to maintain constant communication
SECURITY & LICENSES with fellow security personnel and
drones. The Chief Human Resources
When security realize you carry an item Officer of the agency in question appoints
that is restricted, you must have a license these hand-chosen agents—many of
for it to avoid the item’s confiscation. whom have suffered much at the hands
Sometimes they won’t let you bring of criminals.
things into secured areas at all. If an item
gets confiscated, they take it and keep A criminal case for an unsolved capital
it until they’ve decided what to do with crime remains open until solved. Murder
it. Security in the underworld are more investigations gets special treatment
likely to simply give it back when you in an effort to quickly find and arrest
leave. A fake license might be prepared the killer(s). It takes between one and
in advance using available tools and three days for the initial rush of the
subterfuge supplies (a standard item)— investigation to die down—thereafter,
so remember you can call for a flashback the agents are placed on new assignments
for that if you need to. and the case is left unsolved. Agents
continue to lament their unsolved cases
DISPATCH, OFFICERS, long after their assignment to new cases,
DRONES, & AGENTS investigating them between work shifts
The electronic dispatch system in until they’ve lost interest or the case is
Kingston transmits a signal whenever finally closed to their satisfaction. Some
a capital crime (murder, rape, treason, closed cases are reopened by agents—
etc.) is reported in the city. The signal typical when the three days haven’t
may only be received by those near passed, or when details do not result in
the report of the crime, and by Foreign the arrest of all those involved.
Legion security agents, whose comms
are interfaced with the dispatch system. MARITIME LAW
A surveillance drone leaves a field
It is permissible to leave the city into
office and travels to the district where the
international waters, but it is highly
crime scene may be found, getting closer
discouraged for the undocumented to do
and gathering more evidence with each
it. For one, you can only re-enter with a
passing minute. It’s the responsibility of
valid IDN and appropriate paperwork. It
the agents to apprehend any suspects
is a capital crime to do so otherwise. Plus,

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the authority of the Native Council and the the chart below to find the distance you
Morant Bay tribes reigns supreme once need to go and look up the minimum
you leave the liberated region of Kingston. tier of asset required to get there the
They tend to enforce laws their own way. same day. Routes and destinations that
And the waters are clearly marked by are hazardous take longer, making them
patrols of surveillance and authentication more expensive—and some trips will
drones between neon-lit buoys in the be outside your means without special
bay. Many teenagers will take rides along preparations.
the demarcation line to get a view of the
offshore weather platform and either During the acquisition of an appropriate
side of the bay, quite near these borders. quality method of travel, you also “set
KinGsTon

No one really goes any further though— aside” the time required to get there—so
unless paid well to do so. when you use it you don’t need to spend
another downtime activity.
The waters beyond are important
historical points to the Central If the PCs transport themselves through
Americans, possibly sites of ancient a dangerous zone, make a fortune roll
worship—so the treatment of intruders to see what happens. Take 1d for each
will be extra harsh, and the crew will dangerous zone traveled through. Adjust
not have their reputation to protect the number of dice down for safer
them there (take 0d for any fortune roll routes (quality guides, friendly factions
made while detained in these waters, in zones, etc.) or up for more dangerous
including the reconditioning roll). routes (ghouls, hacker syndicates, enemy
factions, etc.).

LONG DISTANCE Critical: A hazard strikes without


warning. An ambush drops into the middle
TRAVEL of the party, guns blazing. Native Council
Sometimes you need to travel a long way authorities have arrived—the sun appears
to prepare for a run. All forms of public to go black, and things start to get weird.
transportation use security checkpoints
6: A hazard strikes but there is time to
and track the movement of people by
react. Suddenly a PC is caught in magical
their IDN, making travel without one (or
webs and bathed in fire. A ganger ambush is
using a fake or burnt IDN) a good way to
revealed by the crack of gunfire. A Mountain
get arrested.
Rat patrol demands “protection” tax.
Travel by foot isn’t feasible without a
4/5: A hazard protects something of
transport plan, except for short distances
value. A scientist and their team are under
(the rate is generally no more than 40
attack by a group of gangers. A group of
kilometers, or 25 miles, per full day
homeless vagrants are spotted picking
of walking for a healthy adult). For
over an abandoned vehicle.
land travel by electric vehicle up a few
hundred kilometers (or about 150 miles), 1-3: No dangers arise or some small
the cost and time to get there can usually advantage is gained. You come into
be hand-waved. Transport can be a run possession of information you can quickly
in itself to represent riskier situations. sell. A surprising boon grants a faster
If you need to go further than that, use arrival or just the right spot to disembark.

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The GM then decides in which zone the T R A V E L B Y M A G L E V (BASE


encounter happens. After things are QUALITY 3)
resolved, if the players press on, cut to
the destination. Security & Safety III
Criminal Influence II
TRAVEL BY CAB OR BUS (BASE Maglevs are trains which travel along
QUALITY 1) railways which utilize electromagnetic
fields to achieve great speeds.
Security & Safety I Chemsniffers tend to double-check all
Criminal Influence IV storage compartments on cargo maglevs.

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However, passenger cars undergo much
Cabs and buses are typically (but not
less rigorous inspection. The southern
always) self-driving and airborne. These
maglev line runs to Negril and back in just
shared rides consolidate passenger routes
a few hours. The northern maglev line
to maximize efficiency. The biggest risk
runs from Negril to St. Ann’s Bay every
on city buses is from other passengers
few hours, and the cross-country maglev
and cargo. Authorities with chemsniffers
lkine runs northwest out of Kingston to
and scanners are frequently employed to
monitor major pickup and drop off points
for intercity ground travel. TRAVEL BY PLANE (BASE
QUALITY 4)
TRAVEL BY BOAT (BASE QUALITY 2) Security & Safety IV
Security & Safety II Criminal Influence I
Criminal Influence III When you travel via airport, you avoid
Ports of call between here and Aztlan hazardous zones and do not face the same
include Cuba and Haiti. Sunlight is threats as you would with travel on ground.
difficult to see here due to strange cloud Traveling through an airport with a fake
cover. In addition, sea monsters lurk and or wanted IDN is typically the subject of
will not hesitate to target a passing vessel. a run (it’s only attempted without a good
It’s quite easy to arrange an illegitimate plan by the foolhardy or crazy), and the
drop off point or passenger on either payoff for it is avoiding issues with your
island, but it might not be under the IDN between you and your destination.
terms you want. Passengers and goods traveling on planes
are meticulously inspected before loading,
so most smart travelers bring as little as
possible with them.

Distance Distance (imperial units) Minimum Quality


~500 km ~300 miles (to Montego Bay & back) I
~1,000 km ~600 miles (to Aztlan & back) II
~2,500 km ~1,500 miles (to Miami & back) III
~5,000 km ~3,000 miles IV
~10,000 km ~6,200 miles V
~20,000 km ~12,500 miles VI

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THE HEAD OF THE BEAST


Nearly every run that is arranged for serious money in Kingston is paid for by one of
the Big Seven, also sometimes called the Corporate Court—for its geopolitical influence,
absolute power, and absolute corruption.

New Kingston underwent serious renovation to permit the installation of modular office
buildings with attached residential superstructures known as arcologies. The Kingston
Council allowed this to profit on the city’s honey pot of untapped paydata. They sought
control over the availability of new products and services in Jamaica—but what really
happened is they became puppets to a regenerating hydra with far too many heads.
KinGsTon

Each of the Big Seven holds a significant presence in the city’s urban center (either
directly in New Kingston, or the nearby seaport), however there are just a handful that
hold sway the Kingston Council and the Judges:

◆ Exo Heavy Industries (VI): The #1 ◆ Caliphate Global (IV): The #7 mega.
mega, considered most powerful of the Last but far from least. Their HQ is in
Big Seven. HQ in Russia. Involved in Egypt. The young and ambitious CEO, Nye
heavy industry, chemicals, finance, and McFly, recently acquired several offshore
aerospace with a presence in many other holding companies in the Caribbean
areas. Nearly 100% owned by the Drake League, which own what was formerly
family. Ford and General Motors. The most
◆ Atari-Tendo United (V): The #2 mega, popular products from their lines have
formed from the merger of two media recently been rebranded as Americars
companies, Atari Publishing and Tendo and Ameritrucks. Their newest entry
Entertainment. HQ in Japan. Rumored to to the hydrogen vehicle market, the
have mined out the orichalcum quarries Ameritruck Metric, is currently sold out.
on the Cayman Islands, and that they are ◆ Protean Biotech (IV): A recent
building a floating resort and cryogenic contender for the Big Seven. HQ in Haiti.
facility there instead. Runs for or against With a charismatic ex-simstar at the
Atari-Tendo are a grab-bag in terms of helm, Protean specializes in anything
risk and reward, all the time. that can be used to manipulate opinion,
◆ Mexitech Logistics (V): The #4 mega. including entertainment, news, real
HQ in Mexico City, an armored penthouse estate, fashion, and big pharma. Actively
built atop an ancient pyramid. Mostly seeking partnership with MedSled.
focuses on global transportation services, ◆ Welshire Holdings (III): Largest stock
telecommunications, and consumer goods market brokerage in Kingston, rumored
like food, clothing, pharmaceuticals, etc. to be owned jointly by the CEOs and CFOs
Secret list of shareholders and board of several powerful AA megacorps.
members. Rumored to have developed ◆ MedSled (III): The leading private
their stranglehold on the military and insurance provider. They provide
space industries through blood magic and registered clients with armed extraction,
human sacrifice. Controls the exclusive guaranteed anonymity (at least until
contract to all artifacts extracted from death), and access to a wide variety of
Aztlan, granting them exceptional medical services normally unavailable to
influence throughout Central America. the undocumented.

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THE LONG ARM OF THE LAW


Kingston’s law and order are presided over by four organizations, all of which are considered
institutions in the city and authorities over its government and regulation:

◆ The Kingston Council officially dictates masterful agents. The officers patrol the streets,
new legislation in the commonwealth and “encourage compliance” with the law, capture
organizes public works. They determine the offenders, serve warrants, and deliver them to
disbursement of the city treasury to various the prison-assigned officers. Meanwhile, their
divisions and issue taxation orders. The council agents investigate capital crimes and present
members themselves (there are a dozen in all) evidence for warrants and trials (and have

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are elected leaders, directed by the whims higher quality gear and access to multiple
of the wealthiest locals. Most other votes go squads of officers). Agents also operate as sky
uncounted due to high-level voter fraud and wardens and leaders for the prison. These
election rigging. The puppet government in elevated few are often foreigners, with no
Kingston is chock full of greed with an ear in close ties within the local area. The officers and
on the inner workings of the corporations. agents of this security agency wield the power
They also preside over the puppet branch given to them by the influence of the Kingston
of judicial appeals and municipal decision Council and the grace of Mexitech Logistics
making (see Judges, below). (for not snuffing them out).
◆ CyberSec Global aka “CSG” manages and There is another related institution, the Occult
polices cyberspace across the globe, ensuring Task Force, but they serve the Caribbean
that trade is facilitated. They also oversee the League government directly and are legally
deployment of special agents and override distinct from Kingston’s law enforcement
protocols for city drones and infrastructure. apparatus. See page 274 for details about the
They are believed to be corrupted at the Occult Task Force.
highest levels by Atari-Tendo double agents.
It’s often said that everyone is guilty until
A violent, cruel, and greedy organization
proven innocent in Kingston, so make sure
with expansive power over the flow of data. you get rich and get away before you get
Their employees primarily serve the interests caught. Under this system, a citizen can only
of the Big Seven and prevent cyberspace and expect to receive justice commensurate with
the stock markets from crashing again. their social status and wealth (rather than the
◆ The Judges issue warrants, prosecute severity of their crimes). The Detectives are
trials, assess evidence, and pronounce famously incorruptible and hold themselves
apart from Kingston’s sprawling network of
judgments (there are no juries, except for
bribery, but the other institutions are bought
cases brought up for capital offenses). Judges
and paid for by the powers-that-be and rarely
are appointed (five in all) one each by Council (if ever) bite the hand that feeds them. If you’re
member designation. captured by Foreign Legion or brought before
◆ The Legionnaires are employees of a judge, it’s the depth of your pockets and the
Caribbean Foreign Legion, are the closest thing breadth of your political connections that
to “cops” in Kingston. They are the officially will almost always decide the verdict, not the
application of jurisprudence. Foreign Legion
contracted security provider for the city, but
are under general contract to enforce the law,
most of them won’t risk their lives lightly.
but in practical terms, they serve the needs
They have less pull in the underworld than
of the richest and most influential groups
Alamo, but are the first ones called in for and harass the poorest and least powerful—
most criminal reports. There are two primary essentially operating as a well-paid street
enforcement divisions: skilled officers and gang extorting the underclasses.

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THE CRIMINAL UNDERBELLY


The corporate elite in power collude and scheme to keep the wage slaves in servitude
and want, to profit from their interests and control their access to vices.

However, there are others who fight back against the oppression of the establishment;
those who deal in violence, theft, and other illegal acts. These daring few of the
underworld are labeled criminals, villains, and runners by high society; they’re marked
as outlaws, then detained, and their minds reconditioned before they can interfere
with the established order.
KinGsTon

The underworld factions that manage to avoid being consumed by the powers that be
often become the very thing they battled against. Their power and influence corrupts
them until they’re just another agent of control and oppression—feeding on the weak
and vulnerable, just as they were once fed upon.

And so, some turn to resisting authority


only to become it, while others rise to
power, above those who refuse to “sell out” The rest of the underworld is in a constant
and become headquartered. state of flux and war of atttrition—they
squabble among themselves, hoping to escape
The most notable of these elevated their meager existence and profit from the
syndicates are: exploitation of citizens and other victims.
There are several conflicts present in the city
threatening to consume the underworld:
◆ The Cuban Mafia. The Inner Circle,
including El Jefé. HQ on their protected ◆ In St Andrews Parish, a district ruled by
cruise ship in international waters. They violent gangs, the crime boss of the area has
have access to a huge standing army of been murdered, fanning the flames of an old
guns and badges they can call in through dispute over deaths on both sides. There’s an all-
local authorities or bribed government out war on the streets between the most likely
officials. They are instrumental in what successors: the Manning Family, the Talons,
some call “the longest-standing fixed and the Mountain Rats. Each faction is hiring
every runner they can to bolster their numbers
betting scheme in history.” Their influence
and seize control. For more on this conflict, see
is extensive due to a significant presence page 224.
in every major city in the Americas, most
European cities, and even in Asia. ◆ In Downtown Kingston, a district filled with
megacorporate holdings and their employees’
◆ The Yakuza are a cutthroat gang lavish arcologies, groups of cyberneticists and
steeped in tradition. They manipulate programmers are rallying to form a union to
the banks to affect stock exchanges and demand equal rights for AI, while the chiefs
launder their ill-gotten gains. Rumored of staff hire operatives to manipulate news
to serve as the secret enforcers for the reports with displays of violence, and predatory
mega, Atari-Tendo United. opportunists swoop in to profit from both sides.

◆ The People’s Party. The most powerful ◆ At the University of Kingston, a group of
local gang in all of Kingston, well-known devious hackers has established a successful
for its masterful poisoning of its rivals and criminal operation from within the campus,
their families—reducing the Labor Party to drawing the attention of fringe organizations who
fringe status in the 2050s. now see the halls of academia as a ripe target.

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THE OUTER FRINGES


In darkened boardrooms and alleyways, deals are made which pit the edges of what
is considered a faction against one another. They clamor at scraps from the tables of
the megas, but carve an existence which grants them great freedoms in their tireless
efforts. The fringes of Kingston include wealthy institutes which cater to strange ideals,
as well as reclusive extremists, and the just-plain-weird.

Status among these factions is measured in terms of followers, clout, and money (often
in that order). The following are the most powerful of this “special” collection of factions:

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◆ Baccarat is an informal, but tightly- ◆ The Otaku Remnant is a reviled
knit organization that tries to put a positive mystery cult which borders on open
spin on a hateful message. They run under rebellion against cyberspace regulations.
the guise of civil rights activism, but they They revere emergent entities, and seek
are actually classist butt-kissers. They to gain knowledge from the resonant and
are often spurred to action whenever dissonant realms -- including befriending
any one of their own steps outside their rogue AIs.
class lines or a lower-class group receives ◆ Buddhislam Nation is a quasi-
some kind of favoritism they’ve deemed religious organization of note which
to be unwarranted. was formed from a bastardization of
◆ The Institute of Magical Research Islamic and Buddhist beliefs. They
is a place designed for study of a deceased are known for their zen-like suicide
dragon’s magical interests by his last will bombers and extremist engineers. They
testament. It colludes with the Atlantean take “explosive” approaches to breaking
Foundation to ensure there is always the elite’s control over the illegal ‘ware
enough money for another project. Their trade. Their teachings claim that each
researchers are known for poking their replacement of the body will grant
nose in supernatural business where spiritual enlightenment. They only
they’re not wanted. recently expanded their operations
◆ The “state religion”, if there is such a thing. to Central America, but are feared
While attendance in the Neo-Catholic nonetheless.
Church has been almost non-existent for
over 50 years, it retains a large portion of
its geopolitical influence through precious
artifacts its secret agents have managed to
keep hidden away. As the memory of the
old clergy fade, Grand Pope Cherry XII
(obviously a clone) hopes to expand the
religion’s tendrils back into minds of the
population through lucrative publishing
deals for a series of science fiction movies
and an “anointed water condenser” their
daughter invented.

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icons. There are reports of sightings in dead


THE HAUNTED CITY zones, though the phenomena is difficult to
The shamanic lodges in the wilderness to capture and acceptance of their presence is
the east of Kingston remain active night limited among cyberspace researchers. Most
and day to properly dispose of all corpses people resort to calling them “gremlins” out
recovered by the Spirit Warriors. The arcane of ignorance.
disruption they perform destroys the spirit ◆ An elemental is a mindless concentration
utterly, banishing it from the astral plane of negative emotions trapped in the astral
and neutralizing the threat of it becoming a plane, and tied to a sorcerous energy type.
tormented spirit. They relive the sudden release of their
essence in death over and over, sometimes
KinGsTon

The Spirit Warriors reside to the east, far spontaneously manifesting at the site of
removed from the city, so there are still free extremely violent events, whether or not
spirits at large in Kingston. Most bodies aren’t death was involved.
found and destroyed soon enough, allowing ◆ Poltergeists are malevolent free spirits
the spirit to break free of its once-living vessel seeking to possess a victim to drain its essence
should it so choose. In the wilderness beyond and to commit acts of atrocity designed to
the city borders, spirits are intentionally hurt the living.
removed before the Warriors can arrive, to be
sold on the black market or distilled into spirit ◆ Horrors are inhuman supernatural entities
essence. Even without their influence, most that live within the outer metaplanes. They’re
pass on to merge with the energies on nearby very rare within the city, but commonly
metaplanes (see echoes & elementals). looming in the astral regions beyond the
city’s borders, coming in both emergent and
Those who do not pass on within three days astral varieties. Wasting a significant amount
of death become fully-fledged free spirits, of reagents (expending their essence uselessly)
and soon crave what all dead things crave: tends to attract a horror.
the sweet essence of life. Some seek it by ◆ Exalted are spirits that have stayed sane
pursuing their unachieved ambitions, or and do not crave life essence or vengeance as
trying to recover what they think they’ve Poltergeists do. Exalted are extremely rare—
lost, others are stuck on loop—reliving the some researchers don’t believe they exist at all.
memories of their failures. Others remain,
learning to possess the bodies of the living,
◆ A Resonance Well is a rift in the veil of
cyberspace that creates a spawning ground
directing them like puppets on strings—
for echoes and other emergent beings.
and others are said to practice even darker
methods. ◆ An Astral Nexus is an intersection of
two ley lines of arcane power. Poltergeists
Every citizen of Kingston has heard about one and other astral beings congregate to draw
of their friends having at least one harrowing energy here.
encounter with a rogue spirit, sometimes
many at once. Few doubt such accounts, These entities, while strange and terrifying,
though many of the people have never are a fact of life in the criminal underworld
encountered an actual free spirit (that they of Kingston. There is a murderous battle for
know of anyways). Most spiritual encounters power ongoing between the Big Seven. Behind
in the city fall into one of seven types: closed doors, spirits lurk and hunt their
sources of living essence, and the mumblings
◆ Echoes are “loops” of transmitted signals of ancient prayers dare to speak the name
captured in the emergent plane, infinitely of a forgotten mentor. Those without any
repeating and anomalous concentrations understanding about the haunted side of the
of dissonant energy. They have no will of city are forced to call upon the services of a
their own, but are still dangerous because of professional (usually a Mage or Techno) if the
the corruptive discharge from their virtual situation gets too “weird.”

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of researchers and their instruments, celestials


RAYS & LINES OF bodies appearing to spread away from us with
each passing year. These effects are theorized to
POWER be the effects of a terrible power aligning itself
When a power site aspected towards arcane upon Earth. This effect is said to be heightened
power surges with resonance and mana, in power sites, and therefore concluded to be
it attracts the attention of nearby spiritual the influence of the supernatural alignment of
beings and paracritters. The effects of the planes themselves.
emergent power sites draw nearby sprites,
echoes, and technocritters. Most of these It is well-known that astronomical events
sites are already occupied by powerful (such as the passing of Haley’s Comet,

KinGsTon
megacorporations, cults, and institutions— and a close call with the massive asteroid
so if runners manage to get their hands on Apocryphus) cause strange occurrences.
one, its kind of a big deal. Nonetheless, traditional philosophers and
non-believing scientists have no shortage
The rays of power can be “seen” by those with of debate over so-called “crackpot” theories
the appropriate senses opened. Meanwhile, the and hypotheses to explain it away as psuedo-
constellations play tricks on the mundane senses science.

ROZ, THE FREE SPIRIT (AND PROFESSOR?)


Roz Narubo was a woman who went on an astral journey multiple decades years ago, and
reportedly projected herself to a distant metaplane for a spirit quest. Some swear she never
returned. This free spirit leads a double “life”, manifesting as she appeared thirty years
ago: a thirty-something Malaysian woman, with an almond face framed by bushy shoulder-
length hair. She often wears a glamour (illusion) when teaching that appears lifelike unless
inspected closely, and wears stylish pants and a black jacket patterned with silvery stars,
and has a tattoo of a spiral and a star over her left eye. Her laugh is excited and forced,
slightly shrill. As a spirit, she transmits a woman’s voice telepathically, but it carries with it
a sickening grating sensation in your ear drum that reminds you of nails on a chalkboard.

This free spirit serves as the University of Kingston’s Chairperson of Shamanic and
Metaplanar Historical Studies. While her colleagues at the university are aware of the
impersonation, none of them seem to care—she has served in this position for several
decades. She will possess a calico cat named Buttons at times, an unofficial mascot for
the university, with whom she has a lasting astral bond. This awakened paracritter is said
to possess arcane talents of its own, but no one is certain of their extent—or those of the
free spirit.

Roz prefers to play the part of the “concerned watcher” or “knowledgeable confidante.”
When not researching or giving advanced arcane lectures, she has a knack for manifesting
at the best times (or worst, depending on your perspective) so as to inspire sighs of relief
from those who’ve recently met her, and gasps of terror from those who know her all
too well. Roz’s motives are to draw out the most depraved and hidden desires of those
she meets through casual suggestion, then present ways she might fulfill them—usually
hoping for a swig of a victim’s dying essence. Those who believe they are in control of
Roz quickly become totally dependent on her for advice and assistance. Roz knows the
day will eventually come when she will be “forced” to abandon them to the mercy of
the authorities or their angry victims—but she always “trudges onward,” eager to find
another toy to entertain her.

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rUMOrS ON THE STrEET Weekly, or whenever you need one

Someone is trying to organize a union for


The CSG Agents are taking control of the
1 the local mechanics, programmers, and OR
Ferries for some strange reason.
civil engineers.
A new crew of runners are showing up in A remotely controlled cargo plane returned
2 Kingston with increasing regularity, willing OR to Atari-Tendo airspace accompanied by a
to buy weird bottles, no questions asked. dragon.

3 There’s a Legionnaire agent that takes OR


A corrupt judge is seeking secret passage
bribes to frame targets for capital crimes. out of the city ahead of charges.
KinGsTon

The prostitutes and purveyors of an


The Neo-Catholic Church is seeking a new
4 underground gambling and prostitution OR
local Bishop.
ring is infiltrated by free spirits.
The new BTL experience, WhiteOut, is The arcane studies professor at University
5 made from corrupted metadata and turns OR of Kingston is stockpiling talisma, expecting
people into brain-dead lunatics. a shortage soon.

All the well-to-dos are buying Links’ new A datacenter for a banking satellite was
6 maglocks—said to be impossible to crack. OR
compromised, but they’re covering it up.

CiTY EVENTS iN THE NEwS Weekly, or whenever you need one

1 2 3 4 5 6
1 Outbreak Concert Raids Revolution Accident Disaster

2 Refugees Strike Embargo Construction Quarantine Mass Awakening

3 Demolition Election Scandal Martial Law Corporate Takeover Social Media Craze

4 Shortage Excess Discovery Paranoia Assassination Hysteria

5 Parade Celebrity Holiday Riots Gang War Cult Gatherings


Political
6 Crime Spree Prison Break Peace Summit Military Action Human Trafficking
Upheaval

rEMArKABlE OCCUrrENCES Weekly, or whenever you need one

Strange signal interference is being detected— The OTF sets up a field office and imperial eagle
OR
surveillance drones won't enter the district. roost in the arcology projects.
Legionnaires suspend their street patrols, citing The Legionnaires set up checkpoints for
OR
budget cuts. It’s free reign for crime! contraband or whatever they feel like confiscating.
Citizens rally against extortion, bringing in hired Local talent (band, artist, dancer) becomes
OR
mercenaries from other districts. popular, swelling crowds at market and shops.
The sewers become blocked by debris, Highways throughout district are closed for
OR
overflowing with the stench of refuse. maintenance (or some strange purpose).
The ramshackle shanties near the strip in St. A torrential downpour lingers over St. Andrew
OR
Andrew Parish are marked for demolition. parish, threatening to flood the district.
A group of runners, recently escaped from An abandoned datacenter beneath the district,
custody, go to ground nearby, attracting bounty OR sealed and offline, is unearthed and transmits
hunters. strange signals that short out electronics.

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FACTIONS OF KINGSTON F A C T I O N S

UNdErwOrld tier hold iNSTiTUTiONAl tier hold

The Cuban Mafia V S CyberSec Global VI S


The People’s Party IV S Caribbean League Military V S
The Yakuza IV S Brokeback Corrections IV S
The Black Circle III S Institute of Arcane Research IV S

facTions
Lord Vladimir III S Kingston Council IV S
Mirror’s Edge III S Caribbean Public Utilities IV S
The Violet Twins II S Occult Task Force IV S
The Manning Family II W Legionnaires III S
The Mountain Rats II W Panamanian Consulate III S
The Talons II W The Sky Wardens III S
Toxic I S Alamo Security II S
The Underteeth I W British Consulate II W

COrPOrATE tier hold Native American Consulate II S

#1: Exo Heavy Industries VI S Petrovski Security II S

#2: Atari-tendo United VI S Citizens on Patrol I S

#3: Sinokatsu Dynamics V S


#4: Mexitech Logistics V S FRINGE tier hold

#5: Tritanium Partners V S Baccarat V S

#6: Hindenberg Orbital V S The Neo-Catholic Church IV W

#7: Caliphate Global V S XXIII IV S

Protean Biotech V W The Atlantean Foundation III W

Murphy’s Lunar IV S The Mad Dance III S

Welshire Holdings IV S The Otaku Remnant III S

Uber-Besos III S The Labor Party II W

MedSled III S Machina Imperium II W

Bodies Unlimited III S Faster than You I S

Classique Retro Fabrication II W The Rack I S

GetsAround Delivery II S The Scraps I S

Nukem Foods II W
Sudushima Partners II S

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FACTIONS
Each faction of Kingston is briefly described below, with detailed entries following for
the criminal underworld and the other most significant factions of the city.

Alamo Security (III): An independent The Black Circle (III): A mysterious


security subcontractor that boasts about its gathering of mages rumored to be “bound by
tradition of no-holds-barred Texas justice blood” (whatever that means). It is said they
and brutality. Well-known for its persistent are championed by former elite agents of the
personnel. They have teams of bounty Illuminati, Knights Templar, and Freemasons.
hunters and private investigators with If you spot people in black robes casting weird
KinGsTon

southern drawls. mojo, take some notes, call the authorities,


and get the hell out of there. Pissing them off is
Astral Space Conservatory (III): HQ in sometimes called “spinning the Black Circle”
nearby Oddworks Hall in Haiti. Research led for the mayhem that ensues.
by former dean of the University of Kingston.
This foundation was funded by a powerful Bodies Unlimited (III): A corporation
dragon’s last will and testament to monitor and organlegging criminal syndicate
arcane misuse, protect astral space, and headquartered in Kingston. One of the
restore contaminated astral areas. best connected and protected criminal
organizations in the world, feared for its
Atari-tendo United (VI): The #2 and secretive ways with high bounties on its
oldest mega, HQ in Japan. They are a classic leadership. It is rumored to be infiltrated by
Japanese zaibatsu, run in a traditional ghouls (secret and known) and sympathizes
“family” style, with most employees signing with the Infected. Known business is
lifetime contracts and even marrying within concentrated in the Pacific Rim, Africa, and
the corp. Specializes in nuclear power, across the Americas.
environmental engineering, biotech, heavy
industry, technical service, minerals, military Brokeback Corrections (IV): A corrections
goods, and a whole lot more. facility rumored to be inescapable. Many
ex-runners spend the bulk of their lives
The Atlantean Foundation (III): A with burnt IDNs in here. Several criminal
fanatical group devoting to looking for and operations are run by convicts from within
into anything and everything that might be its walls.
connected to arcane power or Thera, Mu, aka
the mythical city of Atlantis. In the process they Caliphate Global (V): The #7 mega (and
have developed considerable relic-hunting most recent addition to the Big Seven), HQ
and magic-researching capabilities. A mature in Cairo, Egypt. Focuses on entertainment,
dragon recognized the importance of this telecom, finance, and construction. Almost
organization’s work by including a donation entirely owned by Nye McFly, a young
of a huge sum in his last will & testament. entrepreneur whose online gambling
They have not been mentioned in the news winnings famously funded their takeover of
lately—perhaps too preoccupied with a recent several conglomerates.
discovery by their arcane researchers.
Caribbean League Military (V): The armed
forces of the Caribbean League stationed in
Kingston. Garrisons of troops are posted at the
Fort Clarence (just south of Portmore, on the
coast), aboard the naval destroyer Midnight,
and at the Kingston Council’s stronghold (a
few hundred troops in total).

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Citizenry: The ordinary citizens of a district GetsAround Delivery (II): Food delivery
can be represented by a faction, if you want service provider, whose patented drones can
to track status with them in the game. The frequently be seen zipping around in swarms
GM will set their Tier according to the wealth to and from office buildings or arcologies.
and power of the citizens in that district (New Recently made headlines for “1 billion served
Kingston might be Tier V, Havendale Tier II, through automation.”
Sewerton Tier I).
Hindenberg Orbital (IV): The #6 mega, HQ
Citizens on Patrol (I): Civilian investigators in Germany. Primarily concerned with orbital
that report to security firms. They have a technologies, including geolocation services,
reputation for ethics and integrity (no one lunar transport, mining, solar energy, and
likes them). They often present evidence chemical engineering. They also own the

facTions
which help put away runners. only government-subsidized orbital cleanup
Classique Retro Fabrication (II): A operation, solidifying their global presence
custom weaponry shop, whose popularity and giving them unique access to cutting-edge
has swelled among collectors and fanatics scientific research.
in recent years. This is mostly due to their The Institute of Arcane Research (IV):
denial of AI-driven replicators, but also their Established to further a powerful dragon’s
commitment to excellence. Being targeted by magical interests. Working in coordination
the megas for their staunch refusal to allow with Atlantean Foundation, helping ensure
outside investors. these organizations will be formidable players
The Cuban Mafia (V): An alliance of several in almost anything even tangentially related
crime families, all loyal to El Jefé. Represented to magic for years to come.
locally by the Mannings. An brutally efficient
The Labor Party (II): Neo-anarchists
syndicate known for being protective of its
who think citizens should use their rights
allies and quick to anger. Their role in the
to reduce the megacorps to rubble. Their
trafficking of people and drugs is undeniable
families were almost completely eliminated
CyberSec Global (VI): A vile, manipulative, by the People’s Party, but they seem
and greedy organization with expansive determined to rise once again.
power over the flow of data. They primarily
serve the interests of the Big Seven and Legionnaires (III): The security company
prevent cyberspace and the stock markets tasked with upholding the law. Known as the
from crashing again. Rumored to be able to meanest bunch of thugs in the city. Corrupt,
take control of private citizens’ neural implants infringing, and despicable.
with ease. It is said that corporate spies actually Lord Vladimir (III): A noble from what
control the board room here. Some of those was formerly Latvia, said to be “ancient.”
who answer for CSG’s actions are not even They enjoy diplomatic immunity in most of
physical; simply AI. the Caribbean League (not Cuba). Controls a
Exo Heavy Industries (VI): The #1 mega, number of clearing houses and banks for his
HQ in Russia. Involved in military research extensive worldwide investment portfolio.
and development, including weapons, Probably a vampire.
vehicles, chemicals, and aerospace—with a Machina Imperium (II): A radical movement
domineering presence in finance and politics. devoted to the advancement of legislation
Nearly 100% owned by the Drake family. granting autonomy and citizenship to
Faster Than You (I): Extreme hover cyclists, machine intelligences. Mostly opposed by
drone enthusiasts, and parkour fanatics who cyberneticists, quantum programmers, and
sometimes run small shipments of drugs and others who understand the risks of such
guns across the streets of Kingston. freedoms. Successfully blocked a recently
proposed amendment concerning fully
lifelike drones and shells—for now.

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The Mad Dance (III): A feared paramilitary The Neo-Catholic Church (IV): The closest
organization of cultists serving an actual thing to a “state religion” in Kingston, though
devil. Their elites employ hallucinogens, pilot not nearly as influential as they used to be.
flying suits, and operate in open rebellion to They abhor the corrupted spirit world and do
laws designed to respect the dead. They seek their best to discredit those who upload their
to gain knowledge from the past through consciousness to cyberspace. Said to pay well for
their “bloody dances”—designed to entice evil discreet exorcists and ancient historical texts.
entities native to the darker metaplanes. Nukem Foods (II): Their food printing
The Manning Family (II): The local chapter services include complementary microwaving
of the Cuban Mafia which answers to El and many streets license their devices to
Jefé directly. Ruthless mobsters, notorious quickly prepare food and pick up trash.
KinGsTon

for murdering any who challenge them in Their company would be much bigger if not
broad daylight. Their control over the drug for malfunctioning drone designs, and other
trade in St. Andrew is in question, as their unfortunate “mishaps.”
former leader Lefty was recently murdered— The Otaku Remnant (III): a group of
shattering the tenuous alliance between the Japanese hackers descended from or allegiant
Talons and Mountain Rats he brokered. to the Otaku, children who found themselves
Mexitech Logistics (V): The #4 mega, HQ able to see and manipulate data naturally
in a platinum palace in Mexico City (capital of after the Awakening. It is rumored they died
the Empire of Mexico). They’ve got their hands out, but some theorize that they are simply in
in more pockets than just about any other hiding—still worshiping a dangerous AI.
mega, and their public relations campaigns The Panamanian Consulate (III): A
are second to none—which is good, because small representation of diplomats from the
they’re also all about blood magic and evil Panamanian Union with certain immunities;
conspiracies. The Mexican Empress has they will kill anyone, even their own kind,
them protected as a government contractor, for trying to move in on their monopoly over
and the rest of the Americas depends on the supernatural metal trade. They control a
them for a variety of their daily needs. Many large portion of the gun trade as well through
Panamanians despise this mega due to beliefs decades-old legislation and gang alliances.
that they manipulate the weather to profit.
The People’s Party: A gang whose members
The Mountain Rats (II): Vicious go-gangers hold various positions of power throughout
known for their gratuitous use of face the city. The elderly parents of the new
paint, powerful chemicals & explosives, and generation are feared for the elimination
daredevil motorbiking. Often seen wielding of their rivals, the Labor Party (and their
neon baseball bats wrapped in razor wire. families!) using deadly nanobots.
Mirror’s Edge (III): An underground Petrovski Security (II): The recent rival for
online community consisting of an array of Alamo’s security contracts in the city. Led by
exceptional shadow minds gathered by Mirror a couple of ex-runners named Mr. and Mrs.
to be a filter between the normies and the Terminator—a couple of vodka-drinking
hacker elite. Mirror, perhaps the best hacker Ukrainians with bodies full of implants, who
the world has ever seen, had to step down employ a number of Russian loyalists and a
recently, but the group is still going strong. fair number of ex-Red Army personnel. Long
Murphy’s Lunar (IV): This international ago Mrs. Terminator acquired a large piece of
corporation owns the largest lunar transport land following the first Great Crash. They’re
service in the Americas and a huge solar utility hiding something, but no one knows what
company. They shuttle rich people from their because they’ve surrounded their property
private launchpad in the Cayman Islands to with a massive wall and backed it up with
the colony on the dark side of Earth’s moon, pretty impressive security. What’s happening
and they own the majority of the solar arrays in there is anyone’s guess—and there’s plenty
on the other side. of guessing going on.

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Protean Biotech (IV): The biotechnology Tritanium Partners (V): The #5 mega. HQ
specialists responsible for much of the printed on the mobile ocean platform stationed near
flesh and cloned organs across the world. They the Pacific coast of North America, known as
also own a variety of interests in agriculture Dusk City. CEO is elderly, their life sustained
and pharmaceuticals. Recently targeted the through self-experimentation with cutting-
#8 mega and bankrupt them through clones edge chemicals and bioengineering. Their
infiltrating their board. focus is on transhumanist technologies ranging
from cloning to cybernetics, and other even
The Rack (I): Desperate North American more “out-there” projects designed to take
refugees seeking fame on the high seas, leading humanity to the next era of advancement. Also
a bunch of convicts from Brokeback tasked with owns LifeLift Medical Services, competitor to
guarding Kingston Bay against dangerous sea MedSled. They own their own space station,

facTions
creatures. They service businesses approved and are rumored to have an experimental
by the warden of Brokeback Corrections, base on the moon too.
and officially sanctioned nautical salvage
operations and occasional reinforcements for Uber-Besos (III): The combined remnants
maritime authorities. of two former megacorporations, trying to
make a comeback. They focus on automated
The Scraps (I): Homeless children, beggars, technologies for transportation and delivery,
hoodlums, and thieves who roam the sprawl. and have their fingers in a number of other
An impressive gossip network. related industries including entertainment,
The Sky Wardens (III): Well-trained pilots finance, manufacturing, and consumer
authorized to police the skies with force. products.
The Underteeth (I): An up-and-coming gang
Sinokatsu Dynamics (V): The #3 mega, HQ
of thieves who wear matching baseball caps
in the Free City of Hong Kong. The resulting
and call various hubs in Sewerton their turf.
merger of former manufacturing mega
Their symbol is a set of sharpened incisors.
Sinowei Industries and financial mega
Grinder, a former runner and demolitionist,
Trionkatsu Enterprises. Its board suffers
turned neo-anarchist, now leads this deadly
from high turnover due to vicious infighting
bunch of terrorists and instigators—and sign
and deadly politics. Controls a technology
their deals in blood and ash.
consortium focused on advancing legislature
concerning the variety of utility companies The Violet Twins: Parolees on house arrest
they own (recently seeking to takeover in Barbican, refusing to vacate the premises. A
Murphy’s Lunar). They are known for their gathering of citizens awaits their next public
experimental research & development into prayer.
higher science fields including spacecraft, Welshire Holdings (IV): Largest network
cryogenics, and particle physics. of banks in Kingston. Launders money for
Sudushima Partners (II): Microchip the Yakuza and numerous foreign interests
manufacturer and cybernetic research through diversified portfolios.
& development firm, with strong ties to XXIII (IV): A vile group that is obsessed with
Kingston University. Many of their employees numerology and lets free spirits possess them
are students groomed through the Beacon to grant them great power. No one can be
Academy of Technology, which they fund and certain of its membership, but they went dark
manage privately. aroudn the timte that
The Talons (II): Legitimate sailors turned The Yakuza (IV): HQ and oyabun (leader) in
arms dealers. Their symbol is that of an eagle Japan. Atari-Tendo uses Yakuza foot soldiers
claw clutching a rifle. Many are war vets to do their dirty work, while the Yakuza uses
and seasoned mercenaries. Their vehicles Uber-Besos as the greatest money-laundering
often feature hardened plating, armed drone organization the world has ever seen. One big,
escorts, and powerful military weaponry. fraggin’ happy family.

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KINGSTON: VICE PURVEYORS


FAITH PLEASURE/STUPOR
◆ Dog, mentor spirit, Gutter Park, in a nearby ◆ Marcus Gritsky, Marcus’ Hovel, St. Andrew
alley in Barbican neighborhood. Parish.
◆ Mother Maya, the Neo-Catholic Church, ◆ Nukem Soyfish, the first of many.
New Kingston. ◆ Alabaster Maiden, a nightclub named for
◆ Ixis, street preacher, the Arcology Projects, Adamina Weiskechil, a cultist whose burnt
north side of Trench Town. and petrified remains are on display there.
◆ Anne Berlin, Buddhislam Worship Center, ◆ Noggin, the Moshbar, Sewerton.
Havendale.
KinGsTon

◆ Ronnie, Fantasy Towers casino, Kingston


◆ Priestess Barbarosa, Tinsen Pen Worship Parish.
Center, Constant Spring.
◆ Juniper Sung, the Sealed Cask, winery,
GAMBLING August Town near the Mt. Carmel lift station.
◆ Spugface’s dice game, Trench Town alleys. ◆ Zidane, arms dealer, ruins at Harborview.
◆ The Hammer, Robbo’s Cage, docks, ◆ Slug & Dominique, gossipers, Sewerton.
Kingston Parish.
◆ Mistress Minx, The Purple Door, brothel,
◆ Ronnie, Fantasy Towers casino, New Kingston Parish.
Kingston.
◆ Sea Bass, drone racing, Portmore. ◆ Sweet Clouds vape shop, New Kingston.
◆ Madame Steinbergh, Club Steinbergh, St. ◆ CP-45B, tourist information drone, the
Andrew Parish. Hydro-ferry, Kingston Parish docks.

◆ Krist, the fight clubs, Kingston Parish. ◆ Max and Sherri, the Night Lotus, Mona.
LUXURY/PLEASURE WEIRD
◆ Ginger, homeless girl and finder of rare ◆ The holographic barkeep of a dive bar
things, Freedom Park Garage fire escapes. whose door can never be found in the
same place twice Strange passageways lead
◆ Kelly Harvey, Santa Maria’s, Havendale. to stranger chambers beyond.
◆ Remereau’s Fine Winery, Mona. ◆ Father Cassius III, Memorial Hall Church,
◆ Nanowear, fine fabrics and tailoring, Trench Town.
Mona Up & Down. ◆ “Roz,” a free spirit, which moves from
◆ Joey Baggadonutz, Glowdome amusement body to body at their whim.
park, August Town. ◆ Sister Thorn, wilderness expert, outside
◆ Chef Horace Rodriguez, the Twisted Wood bus depots near the northern edges of Mona.
restaurant, Constant Spring. ◆ Otep, a provider of surprisingly extreme
◆ Maestro Dexter, St Andrew Pointe Theater, BTL experiences. Her host, #Pandoras_Box is
downtown St. Andrew Parish. invite only.
◆ Ari, Wunder Barber and Salon, St. Andrew ◆ Puck, black market vendor, Rooftop Bar
Parish. 405, Kingston Parish.

OBLIGATION
◆ Winter, cultist of a forgotten spirit,
living deep in Sewerton and Trench Town’s
◆ Family members (heritage) or former waterways.
connections (background).
◆ Jake Sutton, a Loyalist, Sewerton. ◆ Traveller, a rampant AI with no purpose
that once monitored the public grid in a fallen
◆ Red XIII, a secret society member. North American nation.
◆ Vigo, enforcer for the Manning family, St.
Andrew Parish.

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One day the runners might get lost


underground and stumble upon

ZETA LAB
A defunct research facility beneath the
sub-levels of Sewerton, hidden deep in
the several-hundred-year-old sewage
maintenance shafts where even the
homeless know not to intrude.

ZeTa laB
MOOD
A run aimed at this target might unfold
like this:

What appeared before to just be a dead


end turned out to conceal a second
illusion, one of gratings on top of still
water. These conceal a bubbling pool
of deadly pollution. Only the keenest
senses (like a runner with implanted
senses or a Techno) will notice the
second deception as it is a convincing
holographic projection with accurate
sound, but all others will indeed fall
into a pool of paralyzing toxic waste.
The room is about 5 meters deeper
than it looks with only a partial
grating, and on the other side of a
submerged wall (requiring swimming
through the pollution) is an area with
doors that grant entry to an airlock/
decontamination chamber.

Investigation: The first mundane who


investigates the area immediately falls in if
the illusion is not realized. If someone falls
in, the illusion is momentarily broken for
those who were watching. Someone with the
appropriate supernatural senses might use
them to notice some or all of the following:
there are corrupted cyberspace objects moving
about beneath the grating which belong to
horrific crocodiles—there is a concentration
of icons nearby, shielded from long range
detection—the grating is an illusion.

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Lab (D): The door to this slides open


PLACES OF INTEREST about halfway and jams, leaving enough
Airlock (A): After swimming through room to get inside one at a time. Within
the pollution, a platform grants a place is a square, metal room about 15 meters
to stand and gain entry to the airlock. across, with a 6-meter high ceiling. There
The exterior has a blinking panel with are 12 lockers on one side of the room,
actuated buttons on it. Pressing the and set of black tables on the other side
correct sequence will reveal a short room with toppled chairs on the ground nearby.
in which 5 people can stand comfortably. Some of the lockers are closed, but 4 are
Pressurized airlock doors are on either slightly ajar.
side, the large green button within closes
KinGsTon

Investigation: In each of the open lockers


them to begin decontamination. When are clothing hooks. In the last one hangs
complete, the inner door opens. a human skeleton wearing a lab coat and
undershirt, white pants—the typical garb
Hallways (B): 4 metal hallways, about 5 of a chemist or physician. The lab coat
meters wide and a 5 meter ceiling, each has no markings on it, except for pale
with a 90-turn at the end, forming a brown stains of long-since dried blood. The
square. Open vents, soft hum of impeller PCs might force open the other lockers,
fans within, smell of stale air, numerous and find more skeletons (9 in all) stuffed
bright light fixtures. Rows of flex-tubing within haphazardly. Inside the last locker
wrapped over the lights, casting faint, they check is a biometric DNA safe (VI)
shadowy lines on the floor. containing an old but powerful ‘deck. Atop
this is a pile of security badges stained with
Investigation: The 4 walls form a dried blood and fleshy bits.
hollow square, wrapping around the These badges no longer function, long
control room. There are three doors since expired, but an in-depth examination
visible, two on the outside of the metal of their programming might provide clues
hallway, with clear glass and no locks, about the Zeta Lab workers who once wore
and on the inside of the hallway, which them, and what happened. That is, they all
leads to the control room. There are were given aliases which correspond with
silenty-running sensors at each corner the element abbreviations on the periodic
of the complex, and one over the control table. They range from H (#1) to Na (#11),
room door (five in all here). however the badges for the employees with
the “Helium” and “Neon” aliases (both
Living Quarters (C): The door to this noble gases) are conspicuously not present.
slides open all the way, and the lights Stasis Chamber (E): A rectangular room,
inside illuminate to reveal a gray, domed 120 meters long, and about 15 meters
room about 15 meters across. The tall, lit by blue-tinted light fixtures in
ceiling turns blue a moment later, and the ceiling. Twenty stasis capsules, each
trideo screen above plays a recording of 5 meters high (spaced evenly on the left
bubbling brooks, blue skies, and softly and right walls), thick containment glass
chirping birds. There is a set of 5 chairs (Tier VI), dimly-lit displays on each one
positioned in a “V” shape around a table displaying two garbled letters; some
below it and some slots big enough to lie kind of designation. Squeaking vent
down in. mechanisms, high-pitched whirring
Investigation: Each slot is fashioned with sound, impeller fans overhead, cycling
an air-cushioned mattress, luxurious and quickly fail with a jarring crunch as
pillow, and a retractable tables. Inflated or the lights go out. An open closet on the
deflating. Moldy smells.

330
9

left with single containment suit hanging filled with a strange green solution.
(quality 4). An operational display on the Inside are the experiments, which begin
right, with various lines of chemical data to writhe as their containment solution
and 20 dots shown on-screen. starts to drain.
Investigation: If the capsules opened prior
to the PCs entering this area, then the dots Threats: Start a 6-clock, “Cornered by
are all gray, and there is little of value Experiments” and tick it once for each
which is undamaged. Additionally, the area action or significant period of time
will contain toxic fumes due to the puddles taken after discovery. Note: There is a
of green stasis chemical smeared and flashing button on the control panel
splashed on the floor and walls around the which will open the stasis chamber

ZeTa laB
capsules. door (immediately putting 4 ticks on
If they manage to somehow find the the clock).
chamber before entering the control room,
then the dots are all green. They can read When 2 segments are filled, their
all 20 sets of containment date and patient capsules are drained and fully open—
codes: “C01,” “C02,” “C03,” “C04,” etc. They and the experiments become mobile.
should realize this was batch 3 (the codes After the capsules open, also make
correspond to patients 41-60 using two- a fortune roll (3d) to see how many
letter codes). No matter when they come
segments are ticked if the crew suffers
in here, tapping any of the corresponding
dots on the screen on the right will reveal
a consequence from this point forward.
that their containment periods began They begin trashing the contents of their
several decades ago. hidden chamber (all of them). The noise
is easily heard throughout the complex
Control Room (F): An octagonal room,
as distant banging and breaking glass,
lined with security monitors and control
and following the sound will lead the
panels. A blinking red security light
PCs straight to the lab containing a
activates as the door opens, indicating
hidden metal door in the floor.
there must be some kind of security
system still active. An exposed set of When 4 segments are filled, the
wiring beneath the only monitor still programming left behind opens the
working sparks and casts long shadows hidden door, and they climb out. If
along the floor. nothing is there, they rush down the
Investigation: The stasis chamber hall to the control room and wander
holding the secret experiments is the area, searching for any signs of life
visible from a camera view shown in or movement. They will die within 24
the control room. The last ones inside hours if left behind.
Zeta Lab killed the majority of the
researchers and stashed them inside
the nearby lab’s lockers. The control
room operator apparently sealed this
area and set up a sensor that would
release them when someone entered
the control room. So, after gaining
entry to the control room, inform the
players that a hidden sensor just lit up
one of the trideo projectors, and shows
a room lined with row of stasis capsules

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OBSTACLES ◆a bunch of lab victims (VI): over a


hundred victims from the hidden storage
◆ concealing illusion (IV): the pool of area, their clothes and skin like papier
toxic waste appears to be covered by mache on dried sinew and muscle. Not
metal gratings, and PCs will look in and for the squemish.
see nothing of interest, and the leader ◆ control room door (V): the cameras
will walk across and fall in to the waste are no longer functional on the outside,
and get attacked by the crocodiles. but attempting to open it without proper
◆ [12] crocodiles (III, IV): mutated Authentication might trip the failsafe
reptiles with hardened teeth capable alerts. When the failsafe alerts are
KinGsTon

of piercing armor, and bioengineered triggered, any functional security (the


senses (dampened vision, and audio with drones and cyberzombie) head straight
extrasonic and heightened). Belly of the to the area to investigate, and continue
big one contains something that’s glowing patrolling for the remainder of the
(a powerful emergent focus). mission unless something is done.

◆ pollution (II): this poisonous nastiness ◆ group of experiments (III): a


smattering of about 20 (scale 3) hopelessly
is lethal if you are not protected against
mutated people, with completely white
its toxicity. The fumes take a few minutes
eyes, no clothing (or sex organs). They’re
to kill a person, while the sludge itself
kept in stasis capsules inside a hidden
will melt away exposed skin and corrode
chamber accessible through hidden door
metals.
in floor of the lab. Putrid fumes rise off
◆ interior complex door (V): appears their bodies (which cause incapacitating
inactive, but will light up after migraines to anyone affected), and they
decontamination is complete. This door are fast (Reflexes fast).
leads inside, and the PCs might scramble
in, but hacking would be better.
◆ stasis chamber door (VI): the floor of
the lab is actually a panel which conceals
◆ group of surveillance drones (V): an a 5-meter-wide set of metal stairs that
army of flying drones with sensors and lead down another 20 meters—into the
facial recognition software, controlled by stasis chamber. Once this is found, a
their internal programming or the nearby trideo prompt will ask “Are you sure?”
SCC in the control room. They each have and if they confirm, “Lockdown sequence
sound suppression technology and are initiated. Control room notified. You may
capable of producing a small electric proceed.” the door unlocks freely but the
shock or repairing the accompanying airlock door closes when this happens,
cyberzombie. and will not open while the stasis
◆ cyberzombie (VI): a powerful chamber door is open.
cyberzombie is here, driven insane by
vile blood magic and a decade of solitary
existence. It roams the halls stalking any
signs of movement, which are typically
the drones. Can climb walls and ceilings
using barbed hooks, also can release a
burst of energy to electrocute or disrupt
communications, or directly control the
surveillance drones.

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9

POTENTIAL LOOT
◆ emergent focus: this item is in the
belly of one of the crocodiles, and any
emergent senses will notice it with some
investigation. This item is a clue to what
happened here. What information can be
gleaned from its emergent signature?
◆ [2] quantum processors (rare): one
can be extracted from the cyberzombie

ZeTa laB
(probably with Engineer) if it can be
disabled without destroying its head. One
can also be extracted from the central
computer which is still powered and
very delicate. These are first-generation
quantum processors, and are worth
quite a bit less than modern ones. They
can sold (each is worth 2 nuyen), or used
as components in future projects.
◆ neural recombiner (rare): one can
be extracted from the cyberzombie,
causing the death of its brain and sudden
destruction of its quantum processor,
though a savvy rigger should realize this
old technology will probably fail like this
prior to removing it.
◆ tandem remote control: the control
room at the center of the complex has
one sitting on the desk. It’s old tech but
an interesting bit of curios nonetheless.
Wonder if it couldn’t be repurposed?
◆a bobblehead: a doll with magnetic
feet is attached to the corner of a small
table in the back of the control room. Its
spring-loaded head bobs erratically even
when left undisturbed. What forgotten
icon does it resemble? What else about it
gives off a strange vibe?

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9

Further research might reveal that


MEANING AS A REWARD the year 2051 is an important year
This place was probably a proving for several corporations who were, or
ground for some form of resonant later became, megas. Perhaps the “NA”
biotechnology—a long buried secret. represents MedSled’s expansion into
With a bit of deeper investigation, it international business; MedSled opened
should become painfully clear that its first Kingston office in July of 2050 after
whoever built this place (or whoever left going international. LifeLift services also
it behind) went to extraordinary lengths experienced enormous growth shortly
to intentionally remove any sensitive thereafter. However, the qualities found
data. When the PCs gather information to here came from somewhere much higher
KinGsTon

uncover mysteries surrounding Zeta Lab, than MedSled’s paygrade at the time—
they may discover that: MedSled wasn’t yet worldwide, and starved
for resources by the larger corporations.
◆ The control room equipment, while So perhaps spin this as a privately-funded
otherwise completely formatted, still project gone horribly wrong, or make it
contains two mysterious timecodes sound like it had the backing one of the Big
in its database: “2051.07.22_122832” Seven at the time. Could it have been the
and “2069.11.02_214506.” The date that work of Tritanium Partners (the mega that
cyberspace went down matches the second later acquired MedSled)—after all, this
time stamp which is approximately 18 was the mega best known for its fatalistic
years from the first date. world views and interest in biotech. Or was
it Mexitech, known for their blood magic,
◆ The badges have serial numbers coded with heavy investment into chemical and
into them, which use extremely old
consumer goods R&D.
encryption methods. The methods all
predate the cataclysm that destroyed the The world may never know..
first iteration on the new cyberspace.
These all contain the sequence “NA” but
no other useful information.

334
CHAPTER 10

CHANGING THE GAME

After you play Runners for a good while Remember: this game system was built
(or maybe even right away if you’re one using the framework provided by John
of those types), you’ll start to think about Harper, and the ultimate source for
how you might add stuff to the game, additional content is bladesinthedark.com,
or how elements of the game might where you can find a bunch of game-
be different, or how you might play a hacks that other people have already
different sort of game using the Blades done (including this one) and links that
system as the foundation for something will take you to various community hubs
new. online so you can talk to other gamers
and designers.
The first bit of advice that John Harper
offers when changing the game is to play
and iterate This is good advice, as you
might spin your wheels for a long time
taking things apart and putting them
back together. Don’t let this happen to
you! Try this instead: play the game,
then iterate a few things, then play again
before iterating again, and so on.

Also, you’re not alone in this Call on


your game group for input—as they’ll be
the ones playing your new content the
most. And never forget the sprawling
talent of those online that love to try new
things, give feedback, and support design
efforts.

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10

DEEPER BACKSTORIES
GAMEPLAY Backstory is a story from before the
OPTIONS crew got together that no one has heard
before. Normally, players must resort to
Activate the rule changes as desired to “info dumps” at the beginning and end of
tailor your experience. Some of these the game session to get their backstories
options are minor tweaks, others add out. With this, they can flashback to old
chanGinG The Game

something completely new. All of them hardships and development, or even


carry rules weight and fictional conceits. hidden potential “they forgot” they had,
and get rewarded for it.
SPECIALIZATION When you train, you earn +1 karma if you
Runners revolves around taking actions— recount a valuable experience from your
you are what you can do, not what you backstory, revealing its impact on you
know. This encourages adding detail as in the present or past. Maybe your first
you go to explain your talents, but maybe (or last) time in the city, a payoff that fell
you want to encourage the specification through (or landed in your lap), a love lost
of skill specialization. If so, the following (or one found), or a secret pastime that no
special ability is available to any PC as a one knows about (or cares about). If its
veteran advance: unclear, describe how your experience
helps with your development. If you
Specialized
wish, make a fortune roll to determine
Specify one or two narrow fields of skill as the outcome of the experience to help
your specialties. When you take action and narrate what happened. Either way, you
a specialty can help, you may spend 1 edge get +1 karma for doing this.
to count this as an assist. You also get +1d
when you roll to resist consequences of
using a chosen specialty. Take this special
GAME OUTROS
ability again to choose another specialty. (LOVE LETTERS)
A specialty has a somewhat narrower When the group is concluding its final
scope than an action, but can apply session together, each player takes turns
to many actions. Choose a noun (or narrating what their PCs are doing
two) which describes each specialty. when “the show” is coming to a close.
Examples: “pistols” & “gang etiquette,“ Make a fortune roll (perhaps using the
“cryptography” & “traces,” etc. If it’s character’s lifestyle rating, the crew’s
ever needed, the GM is the final arbiter Tier, or an action rating) to decide
of which specialties are valid. who gets the final narration in a given
sequence of events. On a 1-5, the GM
HOLLYWOOD RULES chooses who gets the final narration. On
a 6 or critical, the player chooses who
Your weapon is not empty until you suffer gets the final narration.
a complication that specifically states it’s
empty (you can roll to resist this, as usual,
or mark 1 load for ammo).
This is a two-way street: the opposition
will rarely run out of bullets either.

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10

PLAYER TOKENS DEADLY AF


Most rewards go to the player through This rule changes things so everyone
their PC’s actions expression and dies more easily. This will force more
struggle, however it can also be fun to strategic play and speed the pace of
offer rewards which are totally player- combat.
focused.
Permanently fill one level-1 and one

GamePlay oPTions
At the beginning of the session, the level-2 harm, leaving just one of each, plus
GM builds a pool of tokens equal to the the single level-3 harm box. NPCs (like
number of players present (including cohorts) may suffer at most two levels of
themself). During the game session, the harm (hurt, and hurt badly) before they
GM gives one token from their remaining are taken out (freeze up, flee, die, etc.).
pool to a player when a trigger happens.

There are a number of triggers that can DURABLE ARMOR


earn a player tokens, and you might work This rule changes things so that sources
with the group to create new ones to suit of armor might negate consequences
your desired play style. If any trigger is even after you’ve marked all your
met, a player earns up to two tokens (the relevant armor boxes.
limit is two tokens per session):
If you have armor that applies to the
◆ When your fictional narration amuses situation but have marked your armor
the entire group. boxes, roll your armor (1d for each
◆ When the engagement roll is made for source)—instead of rolling to resist. On
a particularly inventive or well-formed a 1-3, you roll 0d for armor rolls for the
plan that the player concocted. remainder of the run (due to ablation
from damage, stripping, etc.) and the
◆ When the player chose to use the consequence is reduced—otherwise
protect maneuver to suffer a serious you suffer the consequence fully (your
consequence, severe harm, or fatal choice). On a 4/5, your armor reduces the
harm that one of the PCs would otherwise consequence, but you take -1d to armor
face (they may roll to resist it as usual). rolls for the remainder of the run. On a
◆ When their character is incapacitated 6, your armor ignores the consequence,
or died (level-3 or level-4 harm). but you take -1d to armor rolls for the
remainder of the run. On a critical, your
During a game session, you may spend armor ignores the consequence for free.
a token to choose one of the following
benefits: Shark is taking level 2 harm, “Broken
Ribs,” and his armor boxes are all
◆ You can push yourself for free (costs marked. The GM has him roll Shark’s
zero edge, instead of 2). armor (1d) to maybe reduce the harm.
◆ You spend only 1 edge when you roll He gets a 6 and the harm becomes level
to resist a consequence (regardless of the 1, “Battered”—and he will take a -1d
result of your roll). penaity to that roll next time. If Shark
was wearing heavy armor or was also
◆ You get a free downtime activity. Ferocious, he would’ve rolled two
dice instead of one.

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10

I GOT A FEVER the crew’s pool (see above). Fever might be


represented by a pile of coins or dice and is
Fever replaces edge as a resource, placed in the center of the table for all players
simplifying gameplay during the action to see. Anyone can spend 1 fever to assist
and between missions. This and a few a teammate or to push yourself for free
tweaks to character and crew creation (without spending edge). Further, any other
will lighten the player’s load dramatically edge costs (for things like flashbacks, etc.)
in terms of decision making and resource can be paid on a 2-for-1 basis by spending
management, letting you “slap that fever (any leftovers are ignored). When the
chanGinG The Game

cowbell” over and over to cure that fever! run is complete and time passes, any unspent
fever are forfeit and the GM sets the crew’s
During step 5 of character creation, circle fever pool to 1.
the three actions you are good at instead of
choosing and everyone has access to all five Since there is no edge, resistance works a little
special items on their chosen playbook. This different. Fever maxes out at twice the number
is suitable for a short game or one-shot. Action of PCs. When you resist a consequence, roll
rolls work like this: roll 2d for a circled action 2d if you have a circled action under the
on your list, otherwise roll 0d, and take +1d if given attribute, otherwise roll 0d, and take
the action taken aligns with your background +1d if you have multiple actions circled under
or heritage (for a total of 3d). Skip most of the given attribute. On a Critical, you avoid
crew creation, and instead give the players the consequence and regain 1 fever. If your
their choice of one of the following: result is at least your current fever, you avoid
or reduce the consequence for 1 fever—
◆ an upgraded vehicle (with armor, and otherwise it costs 2 fever. After reading the
more cargo capacity or larger, faster engines) result of your roll, you may choose to take a
◆ a cohort team (of whatever type will help trauma instead of spending the team’s fever if
you describe how you are taken out.
them the most)
◆ fine weapons and fine comms After a successful run, write in one additional
special item choice, special ability, or circle
◆ Forged in the Fire (+1d to resist) an additional action—unless you have severe
◆ Synchronized (you may count multiple harm (in which case your PC is receiving
6s from different rolls on group actions as a long-term medical care instead). Then, you
critical success). may start anew with different characters
or keep the same ones—retaining what else
At the start of every run, the crew’s energy is you’ve earned so far. Each player may take
running high—fever replaces edge and is a turns narrating vice indulgence or rest and
resource determined when the team goes on recuperation for their former characters
a run. if they were kept, before moving on to
planning another operation or free play. All
When you start a run against a dangerous harm is cleared between missions when using
target as a crew, add a number of fever to this variant.

FEVER
Add 1 fever for each pc.
Take +1 fever if all the players are excited about
the plan.
Take +1 fever if the entire team trusts one another.
Take -1 fever if no one on the team trusts one
another.

338
10

“CLASSIC” CYBERSPACE FASTER RECOVERY


This was the way of things in the classic A simple way to reduce the difficulty of the
versions of the fiction. Use this if you game is to shorten the healing clock for all
like, establishing the facts right away PCs to 3 ticks.
during character creation.
If you want to make healing even easier
A comm is a flip phone that can’t go without changing the healing clock, level-1
online; you need a cyberdeck (which is a harm is healed automatically after a mission,

GamePlay oPTions
bulky keyboard with integrated computer level-2 harm costs just 1 downtime activity
to recover, and level-3 harm is the only
and hacking software) with a wired
severity that requires long-term medical care
connection to a terminal or workstation (fill the healing clock) to reduce it to level-2.
to do that. A workstation upgrade adds
a desktop computer capable of software
development to the safehouse. Going FRIEND STATUS
online requires a wired connection, Use this option if you want more detail
interfaces directly with the public grid, when it comes to your web of relationships.
and allows “hopping” to secure providers Moving from +1 to +2 should be complex or
or networks. If wireless interface exists, difficult—the subject of a long-term project
it is megacorp-level secret technology or significant development of friendship.
(Tier V+) that no one is sharing. Moving from +2 to +3 with someone is very
rare (like.. once-per-NPC rare). It’s easy to
lose status with friends—easier than with
“VANILLA” CYBERPUNK factions!
Sometimes players want to play a
Track status with individual friends just
game set in a world without magical
exactly like you would with a faction: ranging
awakenings and emergence—either from -3 to +3. See pg for details. When you
to play in another setting, or in some choose a close friend, this sets the status with
part of the timeline prior to the Mayan that friend at +2. You have a -2 status with
calendar’s end. another friend on that list (your rival). The rest
of your listed friends are rated at +0 status.
Simply disallow the supernatural
playbooks and ignore the contents of At your option, you may choose to deepen
the Strange Forces chapter entirely. The your friend connections, taking +3 with your
game will play just fine if magic is off the close friend and -3 with your rival, instead of
table for everyone. +2 and -2.

“HORROR” CYBERPUNK
Like the previous option, the PCs cannot
use supernatural power whatsoever.
Unlike above, supernatural threats are
still common, putting the players at a
serious disadvantage against entities
they can barely detect—let alone fight.
They might need to enlist the help of a
powerful entity they cannot ever hope
to control. Perhaps a dragon, free spirit,
shedim, or even a literal damned horror.

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10

DISCRIMINATION & Class-ism


FUTURISTIC -ISM’S This is pretty much a mainstay in the
The fantasy future is discriminatory as cyberpunk genre, but it’s not explicit—
ever—however, not in the ways that the unless it is. Not to be confused with
modern world is. As the people of Earth socialism, the concept of a classism
progress and genetic “purity” becomes a refers to discrimination based on
thing of the past, the lines based on racial social or economic class. Your heritage
chanGinG The Game

origin fade away, and are replaced by doesn’t really matter: it’s your personal
new -isms. Inject one or more of these to connections and even your family lineage
highlight the sources of discrimination used to measure your worth.
in your series without falling back to
Come from a powerful family line? It’s
heritage (more commonly known as the
likely believed you are powerful. Come
“race card”).
from an impoverished class of people?
When one of these fictional -ism’s It’s likely that those who know think less
you’ve chosen would get in the way of of you.
a particular action, reduce the effect or
Gene-ism
worsen the position accordingly.
This is discrimination based on having
Supernatural-ism a high “gene score” or “human rating”,
This is discrimination based on having which may exist if a person’s IDN includes
supernatural senses. You may notice that such data. Cloning might lead to constant
the Strange Forces chapter already points evaluation based on genetic tests which
to this being the case, however this is far rate people on things like reasoning,
from explicit. Adding supernaturalism visualization, athleticism, emotional
to your series means that awakened and intelligence, etc. without acknowledgment
emergent character are less likely to of the individual or their accomplishments.
associate with those who are not. More
Transhuman-ism
to the point, the advanced supernatural
characters (the initiated mages and This is discrimination based on
submersed technomancers) are unlikely humankind’s evolution beyond its
to introduce others to their tightly-knit current physical and mental limitations
social circles of fellow supernaturals. to become “superhuman” and, eventually,
Further, those on either side of this issue immortal. The more implants someone
will tend to ostracize those who oppose has, the more superior they may feel to
them—believing them to be dangerous, those without them.
inhuman, vulnerable, weird, etc.
Human-ism
In some ways, supernaturalism opposes Not to be confused with the humanist
the core tenets of humanism which views of today, this is discrimination
state (among other things) that: human based on how “human” someone is.
experience and rational thinking provide In many ways, this is the opposite of
the only source of both knowledge and a transhumanism (mentioned above).
moral code to live by. The idea of knowledge However, this also results in prejudice
‘revealed’ to human beings by gods, or in against strange genetic expressions like
special books, is rejected. those mentioned on the following pages.

340
10

MAGICAL LINEAGES & OTHER Dwarf


STRANGE PEOPLES Dwarves are roughly a meter and a
When you allow magical lineages or half (just under five feet) tall. Despite
other variants of people in your series, it their stature, dwarves have earned the
should be a measured decision to rip the respect of most of the other magical
lid off of Pandora’s box. Use with care. lineages for their technical prowess and
never-say-die attitude.
MAGICAL LINEAGES ◆ Thermal Senses: Your senses

maGical lineaGes
The species from Tolkien’s Lord of the can detect nearby thermal radiation
Rings are real! signatures which are normally invisible.
◆ Fun-sized: You’re not fast by default
As the story goes: people have (even at light loadout), but that’s okay
experienced genetic expression of their because you remain inconspicuous
magical lineage when magic returned at normal loadout. People tend to
to this world. Sometimes painful, often underestimate your kind (and stature).
ostracizing, these changes make you ◆ Tenacious: You don’t suffer from a
different from other people. harm penalty until you fill the entire row.
Normally you suffer a penalty if any or all
To implement this option, all newly
boxes in a given row of harm are filled.
created characters should choose from
a list of allowed magical lineages. Take ◆ Thiccblood: You don’t suffer from
a look at the entries on this page, and the lingering effects of alcohol. You can
choose the magical lineage that each choose to spend only 1 edge when you
character was born with (or turned out resist a consequence of poison or disease,
to be when they got older; usually by regardless of the result of your roll.
adulthood). Each magical lineage entry
below includes a number of lineage Elf
traits. Most traits are small boons with Elves are pointy-eared humanoids with
both positive and negative features. When alluring eyes and nice skin. They tend
you choose a magical lineage, record it to be just as capable as humans in most
and list whatever traits you have trouble ways, but have certain qualities that
remembering (along the bottom of your make them feel special.
sheet) for future reference.
◆ Low-light Vision: You can see in low-
If you choose to play with the so-called light as well as if it were well-lit.
“classic” set of magical types, then ◆ Pointed Ears: You can hear sound
players may choose from dwarf, elf, from further away. Spend 1 edge to
human, ork, or troll. Discuss which perceive beyond normal limits for several
options on the next couple pages are minutes. Understand subsonic speech,
feasible for characters in your fantasy perceive ultrasonic vibrations, hear a pin
visions of magical Earth. Note: If you drop in a noisy room, etc.
allow more than these five, then you are ◆ Quick: You remain fast at normal
rapidly sending the game into weirdness loadout.
territory—so keep that in mind. ◆ Graceful: You can choose to spend only
1 edge when you resist a consequence of
social pressure, regardless of the result of
your roll.

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10

Goblin Obsidifolk
Goblins are vile, wretched looking Rock people. They are magically infused
things with pale green or dark green stone golems. Very weird to see.
skin. They have crooked noses, long ◆ Stoneskin: You have a measure of
spindly fingers, and reddish corneas. protection against piercing and slashing
Their lifespan tends to be rather short, damage. You can’t move quickly—and you
and their patience much shorter. have to hide your skin to be inconspicuous
chanGinG The Game

(even with a light loadout).


◆ Darkvision: You can see in complete
darkness as easily as if it were well-lit. ◆ Earthsight: You are immune to being
blinded or surprised while in contact
◆ Quick: You remain fast with a normal with the ground.
loadout.
◆ Pack Mentality: You get +1 scale when ◆ Ancient Blood: Draw one additional
box for level 1 harm (for a total of three)
grouped up with another of your kind.
due to your ancient magical blood.

Human Shifter
The benefits of being human are Shifters can change their shape with a
optional, but maybe you benefited from bit of effort, allowing them to take on
your privilege—knowingly or not another mammalian beast form.
◆ Beast Form: Choose one strength
When using the magical lineages option, all and one weakness for your beast form:
other magical lineages are the minorities, instincts, strength, or awareness. Its
resulting in preferential treatment from about half your normal size. Maybe you
fellow humans. Instead of writing any turn into a giant fox or hound, or a slender
traits, you may choose up to two free snake person, etc.
permutations during character creation
to represent your easier life (without the
◆ Magical Senses: Spend 1 edge to
sense nearby magic for several minutes.
accompanying negative permutations).
Detect a nearby mage, feel the presence
of a spell, etc.
Lizardfolk
Ork
Lizardfolk tend to work nightjobs,
getting sun in the daytime to feed their Orks have monstrous, human-like features.
hungry endothermic bodies. They A child of an ork and another magical
produce little or no heat signature and lineage will undoubtedly be an ork. Orks
are silent killers when they want to be. can be born of any lineage though.
◆ Low-light Vision: You can see in low-
◆ Thermal Senses: Your senses light as well as if it were well-lit.
can detect nearby thermal radiation
signatures which are normally invisible.
◆ Foolish Pride: Regain 1 edge when
you roll a critical on a desperate action
◆ Endothermic: When there is a roll.
question whether your body produces a
heat signature, the answer is no.
◆ Numbskull: Spend 1 edge to ignore a
harm penalty (including incapacitation)
for an action.

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10

Ratkin STRANGER PEOPLES


The denizens of this fantasy Earth can
Ratkin are genetic hybrids with human
come in many more varieties than the
builds, whiskers, furry little rat ears,
mostly humanoid ones presented in the
and a wiggly tail.
previous section, however they don’t
◆ Rat Senses: You can detect sound and always make good PCs. Be sure everyone
scent from further away than normal. is on board with any weirder variants
before permitting them in your series.

maGical lineaGes
Cheese forces you to salivate from far
away too.
Describe the variant first, then write a
◆ Wallclimb: Your hands stick to flat small collection of traits to describe any
surfaces and climb sheer walls easily. size difference and innate powers. Then,
clarify things through description and
◆ Prehensile Tail: You have a tail which discussion if needed. Use the lineage
you might use to hold or grab things.
write-ups in the previous section and
the examples below to help decide what
Troll the traits will be. If you want to provide
access to things that just some of their
Trolls are roughly half a meter taller kind develop, then an advanced ability
than humans (or about seven feet) tall. or permission only they can access is a
They tend to have sharp personalities good fit.
and dull wits by choice.
Some variants don’t even need special
◆ Thermal Senses: Your senses
traits. Hobgoblins, for example, are just
can detect nearby thermal radiation
a slightly skinnier variant of an ork—
signatures which are normally invisible.
often of Arabic or Asian descent. Oni,
◆ Oversized: You’re not inconspicuous same thing pretty much: Japanese orks
by default (even with a light loadout), with appearances reminiscent of local
but that’s okay because you are not folklore. Centaurs, on the other hand,
slower at a heavy loadout (and can carry could warrant some special attention...
+1 load before you’re encumbered).
People tend to fear your kind—and for To fulfill a less common request, think
good reason! about the physical characteristics and
start there at the discussion layer to see
◆ Troll Armor: Your skin and bones are how far you can get (size, advantages,
hardened and your kind tend to get a thrill and disadvantages, for example). The
out of enduring (rather than avoiding) more you agree about, the better.
pain. You have an extra armor box
available to you (draw it on your sheet), When the effect of a particular
and get +1d when you make a resistance characteristic is uncertain, you can
roll with Body. always make a fortune roll (or offer an
action roll) to disclaim the outcome, or
◆ Horned: You have horns on your head offer a Dragon’s Deal to show its good
that make great goring weapons. These and bad side. Otherwise, use the usual
tend to make people nervous (with good tools for setting position and considering
reason). You may decide you had one expected effect. This may require a
(or both) of your horns (and this trait) bit of practice, but this is an essential
removed.

343
10

skill anyways so it will be well worth it. Pixie


When the effect doesn’t feel quite right,
boost it up or down by 1, or narrate the ◆ Faerie: You are Tiny (mouse size, scale
outcome without a roll at all. If anyone’s -2). Your body exudes a small amount of
nervous, reassure them this is probably light when you move. Among other things,
hitting their karma triggers and revisit as this means you can’t use equipment that is
necessary to redefine the traits and their normal-sized (a typical concealed holdout
scope. pistol is like a cannon for you). You will
chanGinG The Game

typically accomplish less when you take


When dealing with a particularly strange a physical action; take advantage of your
variant, be sure to eventually also size to escape, avoid notice, and otherwise
answer questions like: “Where do they be a pest.
come from?” and “How do others view
your kind?” That stuff needs to be talked ◆ Winged: You can fly quickly up to a few
about if it’s not clear, or it will lack any meters above the ground in short bursts
real substance. And we wouldn’t want using wings powered by supernatural
that with such a gold mine for character lift. If your wings are damaged, they will
expression. slowly grow back (quickly while resting).
If you wings are utterly destroyed, you
Here are some example variants with lose this trait.
traits you can adapt and reuse to suit
your needs: ◆ Glamour: You are completely invisible
when you have a light loadout, and
Centaur concealed by magical obfuscation when
you have a normal loadout. Spend 1
◆ Equine Hybrid: You have four hooved edge to illuminate your body or remain
legs and two arms, perfect for keeping
visible for several minutes. Upon your
pace with most land vehicles. Your hands
death, your released essence renders
each have three strong fingers and an
your corpse invisible. You might still be
opposable thumb, which provide you
detected through supernatural awareness
with a measure of protection against
or special sensors. The GM will make a
being disarmed.
fortune roll if the quality of your glamour
is ever put to the test.
◆ Beast of Burden: You’re not
inconspicuous by default (even with a Should you manage to become Infected
light loadout), but that’s okay you can as a pixie, you become a “tooth fairy”
carry 2 additional load (more if you that hungers for fresh teeth (the
have saddlebags). Further, you are not younger, the better).
overburdened until you bear 10 load.

◆ Centaur Senses: You can always sense


the presence of supernatural power
nearby.

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EXTRATERRESTRIALS AKA CLONES


“STAR PEOPLE” A sheep named Dolly was successfully cloned
in 1996. In the future, it will be commonplace
The existence of extraterrestrials on Earth
to get body parts bioengineered rather than
has fascinated people for generations.
heal naturally: this will all be made possible
If you want aliens to be present in your and accessible to average citizens using some
game’s world, talk about some or all of form of cloning or stem cell growth—but
the following with your table: What about a whole person? you might ask.

maGical lineaGes
Are they peaceful visitors or invaders? If you agree this will be possible in the near-
If they are peaceful visitors, talk about the future, then consider the following angles for
next question in more depth than usual. including it in your game:
Should you include an extraterrestrial
faction or three, have at least one faction Cloning is Traumatic
that represents their higher interest Upon your death, your character is cloned
that is a megacorporation, one of the and released from a central cloning
Big Seven, and any others should have center or dispenser robot that patrols the
other interests which are different from city’s “clone waking points.” For a faster
the primary one (and will inform their “Zap” style game inspired by Paranoia,
placement on the faction tracker). each character suffers 1 trauma each
time they are cloned.
How long ago did they arrive? The
exact year is not necessarily important Cloning is Transformative
unless your table wishes to add that
much depth. Decide if it was recently Gene mods come in at quality 4+; so does
or not, and then follow the fiction from safe cloning. When you die and the crew’s
there. Are these creatures integrating Tier is less than 4 (the minimum to avoid
with humans, but seen as a blight which mutation), the GM rolls dice equal to the
people are still struggling to deal with Tier deficit (so at Tier I, roll 3d) plus your
(a’la Alien Nation)? If it was a long time clone generation (a clone of a clone rolls
ago, where have they been hiding: +2d) to determine whether there are side
perhaps underwater, the dark side of the effects or mutations. On a 1-3, you’re
moon, or among us? These are all issues mostly normal; minor side effects at
which you can explore in play, or define worst. On a 4/5, you suffer from infertility,
significant debility (-1d to resistance rolls
up front—either approach is fine, but the
decision your table makes will drastically with a particular attribute of choice), or
alter how this decision affects the game. a random mutation (see below). On a 6,
choose two from the previous list or roll
What strange powers do these creatures two mutations. On a critical, you suffer
possess? They probably have innate from all three.
telepathy, but what about impossible
strength, or the uncanny ability to sense Roll 1d for each mutation’s location; the
danger? Can their weapons can wrap area indicated is mismatched, deformed,
someone in a cotton candy cocoon and discolored, oversized, miniature, or
turn them into an essence smoothie? Use painful (GM’s choice). Random location..
the fiction of extraterrestrials you enjoy 1: eyes, ears, nose, or mouth (your choice).
(and fear!) the most. Include multiple 2: arm. 3: leg. 4: vital organ. 5: skin. 6:
varieties if you get bored. skeleton.

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EMOTIONAL STATES When you fill or clear an emotional clock,


choose one:
Adding a system for tracking emotional
states shifts the power to the players at
times, encouraging them to buy into the ◆ You act according to the emotional state
idea of emotional catharsis and inner in a dramatic moment of catharsis. If you
turmoil. cleared the clock, it’s the emotion on the
left; otherwise it’s the one on the right. A
Each PC creates three emotional tug-of-war serious complication arises relating to
chanGinG The Game

clocks, called “Calm—Angry,” “Happy—Sad,” the emotion, you mark 1 karma, then you
and “Anxious—Bold” which refer to the six reset the emotion clock to four segments.
emotional states this option is concerned
with. Each emotional clock has seven ◆ Any possible catharsis is negated by a
segments in it, and you get four ticks on each different emotional state. The GM makes
clock to start. Add one tick to any clock you a fortune roll using your Willpower
wish to represent how you normally feel. attribute to determine the impact on the
When you make an action roll, the GM asks
current scene, and you reset the clock
“how do you feel?” and the emotion you to four segments (also mark or clear a
choose determines any added effect. Use number of segments on the appropriate
the wheel on the next page as a guideline emotional clock for what you feel
to choosing an emotional state from the six instead). 1-3: a serious complication
given, selecting the one that best matches arises, 4/5: a complication arises, 6: a
what your character is feeling as they take minor complication arises. Critical:
their action. with significant style or composure, you
◆ When you are angry, take +1 effect on quell your emotional state and narrowly
the action if more than four segments are avoid additional complication.
marked on the Calm—Angry clock. After the You may not roll to resist the effects of
action, mark 1 segment. your emotional state, but you can apply
◆ When you are calm, take +1 effect on the special armor if you have any that apply
action if less than four segments are marked to the consequences.
on the Calm—Angry clock. After the action,
clear 1 segment.
Shark is consorting with his contact,
Angel, trying to get hold of some
◆ When you are sad, take +1 effect on sensitive information for an upcoming
the action if more than four segments are
run. Cody says his character is feeling
marked on the Happy—Sad clock. After the
Bold, taking +1 effect to the action. He
action, mark 1 segment.
looks at the emotion wheel and says
◆ When you are happy, take +1 effect on the the more specific emotion is hopeful
action if less than four segments are marked and creative. He rolls a 6, so the typical
on the Happy—Sad clock. After the action, good information is upgraded to great
clear 1 segment. information.
◆ When you are anxious, take +1 effect on
the action if more four three segments are Afterwards, Cody notes that he cleared
marked on the Bold—Anxious clock. After the last tick on his Bold—Anxious
the action, mark 1 segment. clock. He decides Shark is proud in
◆ When you are bold, take +1 effect on the general and thinks his character would
action if less than four segments are marked act accordingly, so he marks 1 karma
on the Bold—Anxious clock. After the action, and resets his emotional clock to four
clear 1 segment. segments.

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10

“What does that look like? How might “Okay, but it’s a serious complication—
a serious complication arise from your so not only do they feel disrespected,
boldness after you have consorted with but manipulated. As you shove a line
Angel?” in their face, we put three ticks on an
4-track that I think we’ll call ‘Angel
“Maybe I snort some drugs and tells you to eat drek’ to represent they
offer them some, but they’re totally won’t work with you anymore after it
straightedge.” fills.”

GamePlay oPTions

347
10

ADDING FACTIONS authorities, or controlling the drug trade.


A corporation might be captivated by
The faction sheet begins with a plethora
a particular industry (such as biotech,
of various groups with which the crew
media, paramilitary operations, mining
might gain status. To add a new faction
precious resources, etc). An institution
to the list, the players simply discuss it
might be captivated by sprawl security,
with their fellow players. To personalize
political leagues, or special interest
the faction list and campaign, you are
groups. A fringe group might be captivated
chanGinG The Game

encouraged to add a custom corporation,


by discrimination, supernatural power,
fringe organization, sprawl institution,
or the support of the sprawl’s citizenry.
or criminal syndicate.
The player should choose at least one
Creating a Faction primary field of interest (and if they have
ideas about it, one or more secondary
To add a new faction The players and the fields of interest).
GM answer questions about the created
faction to define what it will do in play Be sure give the faction a name at some
and what is required to gain status point during the process (this can be at
with them (below). The players record the end or the beginning—whichever
these answers in their notes for future is easier. For a syndicate, you might
reference. choose a sinister name that alludes to
their special interests. For a corporation,
Custom Faction Questions you might use suffixes which suggest
(1) GM asks: “What type of faction is technology companies like -tech, -com,
it and where do they operate?” Player -soft, -dyne, -tronics (“Techtronics,“
answers. A faction might be a syndicate, “Uberdyne,” “Wickedsoft,” etc.). Or you
corporation, institution, or fringe group. might use a hyphenated name to indicate
Also talk about what kind of runs they a merger or takeover (“Apple-Disney
outsource and their preferred fixers. Productions,” “Lauder & Gamble,” etc.).
Remember that if the crew has an For an institution, a public-facing name is
appropriate type of meeting grounds or most common and often includes words
fixer, they get bonuses with certain types like department, security, or agency. For
of clients. a fringe group, a name which conceals
their true purpose is often used to gain
(2) Player asks: “What is their tier popularity or public acceptance.
and hold?” GM answers.
(3) GM asks: “What is their biggest
flaw?” Player answers. A faction’s flaw
might be their absolutism, use of fear
tactics, all-encompassing greed, reliance
on sadism, or misplaced utopian vision.
(4) Player asks: “What enemies or
allies do we share?” GM answers with
some factions with which the crew has
status, or by saying there are none. The
players help explain what happened.
A syndicate settles and starts underworld
conflict, dissolving problems with

348
10

Example Custom Faction Answers


“The faction is Phizerbucks, a “Protean Steelworks, and the Manning
corporation dealing in foods containing Family know they’re losing a lot of
pharmaceutical blends. Their number potential income from their drug
one product is a caffeinated smoothie distribution operations due to this
loaded with pain killers.” sleazy mega, and you’ve got +1
status with the latter. Also, they’re
“Of course it is! Sounds like a worldwide

GamePlay oPTions
in the running for the #7 spot on the
mega, but not one of the Big Seven— Corporate Court so you share Protean
yet. So probably tier III or IV, strong as an enemy since you helped them keep
hold. Hm.. I’d say it was closer to III their place on the Big Seven rankings.”
though, since they aren’t like.. beating
at the Big Seven’s door, right?”

“Yep. And their biggest flaw is their


greed. For example, they are hoping
to have their new drinks sold in
every Stuffer Shack to maximize their
profits.”

349
10

THE LOST PLAYBOOKS BRAINS SPECIAL ABILITIES


Some early playbook ideas were merged
and shuffled around into the seven core HEAD OF THE SNAKE
playbook that made the final cut. But that When you lead a group action, you only
doesn’t mean those other ideas were bad! lose edge for PCs that rolled a 1 as their
Their leftovers are archived across this result.
and the next couple pages. Normally, you lose edge for any PCs
chanGinG The Game

that rolled a 1-3 when you lead a group


BRAINS action. WIth this ability, you’ve learned
to compensate for adversity, and easily
A well-connected planner cover for any teammates whose results
weren’t absolutely abysmal.
and mastermind
IN CONTROL
At first, the shadows are bewildering, a
When an entanglement roll is made, you
muddled political landscape with secret
may adjust the outcome by 1 (up or down).
wars fought behind the auto-turrets and
mirrored windows of the elite. For the You can change how the world responds
Brains of the operation though, there even when things seem completely out
is a subtle order to it all—the criminal of your control. What plans have you
underworld is just another secret waiting made to give you insurance against the
to be exploited, another opportunity to outcome you avoided?
seize, another problem to solve.
INVESTIGATOR
When you play the Brains, you earn You gain an additional karma trigger: You
karma when you address a challenge answered a complex question with a long-
with calculation or conspiracy It’s all term investigation project. You get +1d to
about who you know, and who you screw Study someone who’s unaware you’re
over. Use your contacts, informants, and watching.
confidantes to point your operations in
the right direction. Use your downtime Convict
activities and flashbacks wisely to
prepare for trouble and to calculate the When incarcerated, your wanted level
angles of success. When things go to drek, counts as 1 less, your Tier as 1 more, and
remember to breathe slow— you knew you gain +1 faction status with a faction
this coming and have everything under you help on the inside (in addition to your
control. conditioning roll).
Zero is the minimum wanted level; this
Are you enmeshed in the network of ability can’t make your wanted level
favors and debts that you cultivate, or do negative.
you scrupulously hold yourself apart, as
a cold predator upon the shadows? This playbook pairs best with the special
items and abilities of the Face and Hacker
playbooks. For example, Connected
and Time Manager provide exceptional
utility to the Brains of any operation.

350
10

ROCKER ROCKER SPECIAL ABILITIES

A stylish icon with a cult following PERFORMER


While most runners stay out of the neon When you perform a stunning display of
lights, you choose to stand directly in proficiency in your chosen performance
them. You are somewhat of an icon style (oratory, singing, synth, percussion,
in your circles, and possess a level of wind, etc.), it affects a larger group of people
than normal. If there’s ever a question who

GamePlay oPTions
improvisational charm and influence
beyond that of your peers. Motivate your is the most interesting, the answer is you.
fans and haters alike with your unique
INSPIRATIONAL
brand of lyrics, performance, and dance.
Your entourage (if you have one) is
When you play a Rocker, you earn particularly inspired and highly talented.
karma when you address a challenge They gain potency when distracting or
with performance or persuasion Take inciting onlookers, and they gain an ability:
hold of the mic (or whatever else you use crazed—flashmob—rowdy. Take this ability
to do your “thing”), make a scene, and blow again to choose an additional ability for
away your audience. You can’t afford to your entourage.
be quiet when you’re this wanted. Make The entourage is found in the Face’s
sure you don’t miss a beat though, or your special items. Crazed means they
followers might get upset. don’t back down from security to get
to you, no matter how imposing it is.
Each rocker has a different “thing”
Flashmob means they rapidly organize
they do when performing (they might
into a choreographed dance formation
be a public speaker, dancer, singer/
when your performance begins. Rowdy
songwriter, etc.)—what’s yours? Did you
means they are prone to gratuitous
have a mentor, are your talents self-
violence and count as +1 scale when
taught?
they get excited.

THE SHOW MUST GO ON


You gain an additional vice: Performance.
When you indulge this vice and put on an
appealing show, you don’t overindulge
if you clear excess edge. In addition, you
can choose to lose only 1 edge when you
resist a consequence of disinterest or chaos,
regardless of the result of your roll.
What sort of performance does your
audience find appealing?

351
10

SPECIAL ITEMS STREET DOC


◆ Fine rocker gear: An instrument A skilled surgeon and
designed to highlight your specific
talents: a vocal processor, synthesizer, chemist
guitar, etc. Whatever you use to pull off
your “rockin.” [1+ load] Each rocker The shadows can quickly kill the runners,
has a different method of performance and it needs people like you to keep them
chanGinG The Game

reflected by their specific rocker gear. from dying. And the Street Doc patches
What about makes yours makes it wounds, works with chemicals, and
impressive or memorable to see? Some exploits biological weakness.
instruments take up more load due to
When you play a Street Doc, you earn
their size and weight.
karma when you address a challenge
◆ Fine performance outfit: You have with chemicals or medical expertise
an outfit designed to get the most out The team is going to need you sooner
of your performances and inspire or later. Make sure you bring all your
raucous audience reaction. [1 load] supplies so you can be prepared to use
If you’re carrying this item as a second them. If anyone goes down, it’s up to you
outfit to, it counts as 2 load. to save lifes and .
◆A broadcast drone: A drone that What is the primary way you use
archives your life and automatically your skills? Do you treat the sick and
broadcasts the best portions to your wounded—or are you a terrifying
fans, enhancing it with expert visual example of malpractice?
effects and cinematography. [0 load]
It’s small, flies, and has holographic
sensors—in addition to the usual
cameras and microphones.

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10

STREET DOC SPECIAL ABILITIES SPECIAL ITEMS

OATHBOUND ◆ Hazmat suit: An airtight suit


You gain an additional karma trigger: You designed to protect the wearer from
treated a patient despite difficulty or danger. hazardous exposure (chemicals,
You also gain an additional vice: Volunteer. radiation, pollutants, etc.). This item
When you indulge this vice and give a may be worn over your clothing, and
worthy fulfillment of your oath, you don’t has a breather mask and a few hours

GamePlay oPTions
overindulge if you clear excess edge. of air. [2 load] The load for the hazmat
suit is in addition to armor worn, which
What constitutes a worthy fulfillment is optional [4 load total]. This item is
of your oath? incompatible with heavy armor.
NEAT ◆ Fine surgical kit: A small case
You can choose to mark only 1 edge containing a surgical laser array,
when you roll to resist consequences from various antibacterial sprays, and a bio-
physical evidence (blood, hair, etc.) of killing printer for temporary flesh and bone
or surgery, regardless of the outcome. grafts. This item improves your effect
level when you provide emergency
MEDICAL EXPERT treatment or administer chemicals.
You may expend your special armor [1 load]
to resist a consequence of emergency ◆ Chill pills: A dose of pharmaceuticals
treatment or to push yourself to administer sufficient to put someone in a pliable
chemicals or perform medical procedures. state for an hour. Neutralizes the
VECTOR
effects of kamikaze (takes roughly a
minute). [0 load]
You never suffer consequences from
chemicals you use. When you deliver ◆ Supra-soaker: A handheld liquid
chemicals to an area or patient, you get +1d. squirt rifle, with backpack-mounted
tank capable of holding enough
PLAGUERUNNER fluid to douse a person or a raging
Choose a drug or poison (from the Rigger fire. [2 load] Hazardous liquids
stock) to which you have become immune. sold separately. Parental supervision
You can push yourself to secrete it through advised.
your skin or saliva or exhale it as a vapor.
◆ Hidden delivery system: A handful
When you push yourself to activate this of blank chem patches and a hidden
ability, you still get one of the normal stash spot built into your clothing.
benefits of pushing yourself (+1d, +1 [0 load]
effect, etc.) if you’re making a roll, in
addition to the special ability. This role plays best with the special
items and abilities of the Rigger and
You choose the type of drug or poison Punk playbooks. For example, Medic
when you get this ability. You may
is pretty much mandatory, and abilities
change the drug or poison by completing
a long-term project. Only a single drug
like Chemist, Digital Warden,
or poison may be chosen—you can’t and Catch Me If You Can provide
become immune to any slap patches, exceptional utility during emergencies.
oils, or other chemical substances.

353
10
chanGinG The Game

ADVANCED ABILITIES & PERMISSIONS

Here’s a rather extensive sampling of advanced abilities and permissions


for PCs to acquire through the events of play. You might create your own
for your Runners series, focused on the elements that are important
in your game. These advanced abilities don’t always explain how a PC
achieves the requirements for them. That’s something to discuss and
discover in play. Remix, rewrite, and use as you see fit.

354
10

HACKER TRADE SECRETS WHITEHAT METHOD


When you achieve the rank of student ◆ [Inductee] Signal Stacking: You may
in hacker trade secrets (choose one, see wield a specialized comm along with
below), you receive permission to study your cyberdeck to block your opponent’s
the fundamentals of your chosen method. communications or broadcast a barrage
of digital signals with both your devices.
When you have proven your command During any exchange with an opponent, at
over the fundamentals of the method, your option, choose to hack aggressively
you achieve the rank of inductee. You with comm and cyberdeck together—
increasing the level of cyberspace harm

advanced
receive permission to attend the secret
meetings. You gain the inductee hacking inflicted by you and your opponent, or
maneuver of your method (this does not hack defensively—decreasing the level
count as a special ability). of cyberspace harm inflicted by you and
your opponent.
When you make appropriate donations
to the datavault, master the ways of the ◆ [Insider] Global Sudo: Your hacks
secret meetings, and pledge your absolute involve the clever application of advanced
loyalty to the Inner Circle, you become backdoor exploits. When you hack in this
an insider. When you achieve the rank of way, choose a beneficial extra effect (this
insider, you receive permission to attend effect occurs regardless of the outcome
the forbidden meetings. You may take the of your action): the target’s cyberspace
insider special ability of your method as attack is ruined—the target’s cyberspace
a veteran advance. armor is ruined—the target is traced—the
target’s device is jacked.
BLACKHAT METHOD
◆ [Inductee] Brick House: You may
wield a special algorithm in cyberspace
to interfere with your opponent’s devices
and open them up to virtual attacks. You
may attempt to access an opponent’s
device or control them (to jack a device
or orphan it) while staying out of their
primary device’s range. You may also use
this to extend your wireless range and to
negate harm from dumpshock.

◆ [Insider] FastCrack: Your hacks


involve rapidly cycling access with
advanced disrupting exploits. When you
hack in this way, choose a beneficial extra
effect (this effect occurs regardless of
the outcome of your action): the target’s
cyberspace attack is ruined—the target’s
cyberspace armor is ruined—the target
cannot trace you—the target’s device is
jacked.

355
10

AFRO-BRAZILIAN DONGA STYLE


MARTIAL ARTS ◆ [Graded] Donga Fighting: You may
wield a special wooden staff in combat to
When you achieve the rank of student interfere with your opponent and open
in an Afro-Brazilian martial art (choose them up to martial attacks. The staff
one, see below), you receive permission resembles a long stick and is reinforced
to study the fundamentals of your chosen against breakage. You may attempt to
chanGinG The Game

style. disarm an opponent or grapple them (to


immobilize a limb or choke them), while
When you have proven your command staying out of arm’s reach. You may also
of the fundamentals of the style, you use the donga as climbing gear and to
achieve the rank of graded. You receive negate harm from falls.
permission to study the secret methods of
the style. You gain the graded maneuver ◆ [Master] Rising Tornado: Your
of your style (this does not count as a martial attacks involve acrobatic leaps
special ability). with powerful upward strikes. When
you make an attack in this way, choose a
When you have proven your mastery over beneficial extra effect (this effect occurs
the secret arts of the style, you become a regardless of the outcome of your action):
master. You may take the master special the target’s armor is ruined—the target’s
ability of your style as a veteran advance. weapon is ruined—the target is knocked
sprawling—the target is forced back out
CAPOEIRA STYLE of sword range.

◆ [Graded] Flow: Your unarmed attacks


involve a flowing dance with rotating
strikes. You may attempt to confuse an
opponent or ruin their balance (to trip
them or cause them to hesitate), while
staying out of arm’s reach. You may also
use flow as a distraction and to negate
harm from loss of balance.

◆ [Master] The Breakdown: Your


dizzying attacks involve acrobatic leaps
with devastating lateral strikes. When
you make an attack in this way, choose a
beneficial extra effect (this effect occurs
regardless of the outcome of your action):
the target’s armor is ruined—the target’s
weapon is ruined—the target is knocked
sprawling—the target is forced in close
where a sword is useless.

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10

ASIAN PISTOL KATAS HÓJUTSO STYLE


When you achieve the rank of student
◆ [Graded] Tactical Advance: You may
wield a light pistol in your offhand to
in an Asian pistol kata (choose one, see
interfere with your opponent and open
below), you receive permission to study
them up to close quarters attacks. You
the fundamentals of your chosen style.
may attempt to disarm an opponent at
When you have proven your command range, while staying out of pistol range.
of the fundamentals of the style, you You may also use a pistol as a medieval
achieve the rank of graded. You receive weapon and to negate consequences of
being grappled (immobilization, choking,

advanced
permission to study the secret methods of
the style. You gain the graded maneuver etc.).
of your style (this does not count as a
special ability). ◆ [Master] Fusillade: Your pistol attacks
involve blistering barrages of gunfire.
When you have proven your mastery over When you make an attack in this way,
the secret arts of the style, you become a choose a beneficial extra effect (this effect
master. You may take the master special occurs regardless of the outcome of your
ability of your style as a veteran advance. action): the target’s armor is ruined—the
target’s weapon is ruined—the target is
forced back into cover—the target loses
GUN FU STYLE line of sight on you.
◆ [Graded] Akimbo Fighting: You may
wield a pistol in the offhand to counter
your opponent’s moves or launch a wild
volley of shots with both your pistols.
During any exchange with an opponent,
at your option, choose to fight viciously
with a matched set of pistols—increasing
the level of any harm inflicted by you and
your opponent, or fight defensively—
decreasing the level of any harm inflicted
by you and your opponent.

◆ [Master] Ricochet: Your pistol attacks


involve acrobatic leaps with rebounding
shots. When you make an attack in this
way, choose a beneficial extra effect (this
effect occurs regardless of the outcome
of your action): the target’s armor is
ruined—the target’s weapon is ruined—
the target is forced back into cover—your
trajectory ignores impeding cover.

357
10

SAMURAI FIGHTING SWORDMASTER STYLE


STYLES ◆ [Bushi] Duelist: Your katana attacks
involve heavy downward strikes and
When you achieve the rank of student in sudden sweeping slashes designed to
a Samurai fighting style (choose one, see counter a foolish enemy. You can choose
below), you receive permission to study to spend only 1 edge when you roll to
the fundamentals of the style. resist consequences from close combat,
chanGinG The Game

regardless of the result of your roll. You


When you have proven your command gain potency in combat with a disarmed
over the fundamentals of your chosen opponent.
style, and sworn yourself to uphold the
Way of the Samurai, you achieve the rank
◆ [Master] Wall of Steel: You may
wield a curved medieval shortsword in
of bushi. You receive permission to study
the offhand to counter your opponent’s
the secret arts of the style. You gain the
moves or launch a wild flurry of cuts with
bushi maneuver of your style (this does
both your blades. During any exchange
not count as a special ability). You may
with an opponent, at your option, choose
take the Seppuku special ability as a
to fight viciously with shortsword and
veteran advance.
longsword—increasing the level of any
◆ Seppuku: The honorable self-sacrifice harm inflicted by you and your opponent,
of your physical body instantly frees your or fight defensively—decreasing the level
spirit. You arise from the weapon you of any harm inflicted by you and your
used. Switch to the Free Spirit playbook opponent.
and immediately take a playbook
advancement. Later, a living person can BOWMASTER STYLE
force you to instantly travel to its location ◆ [Bushi] Martial Archer: Your ranged
and appear before them by holding it and attacks involve fluid draws and precise
speaking your family name. When you volleys of arrows to interfere with your
spend 1 edge, for several minutes you opponent. When you make an attack in this
can strongly interact with those hurt by way, choose a beneficial extra effect (this
this weapon, rather than weakly interact. effect occurs regardless of the outcome
When you have proven your mastery over of your action): the target’s weapon is
the style, you become a master samurai. knocked free—the target movement speed
You may take the master special ability of is reduced—the target is knocked prone—
your style as a veteran advance. you draw your ammunition as part of the
attack.

◆ [Master] Riding Shot: You may fire a


bow while performing tricky maneuvers
while mounted (on a horse, motorcycle,
etc.). When you make an attack in this
way, choose a beneficial extra effect (this
effect occurs regardless of the outcome
of your action): the target’s visibility is
obscured—the target is slowed down—
you surprise the target.

358
10

Emergent link means you always know


PATHS OF the thoughts and feelings of all teammates
SUBMERSION that are online. Virtual rig means you may
use your emergent mind as an implanted
When you achieve the rank of student in a control rig. Mental array means you aren’t
Path of Submersion, you receive permission distracted while using augmented reality,
to study the fundamentals of your chosen and can still act (taking -1d) with your
method. physical body while in VR with no edge cost.

When you have proven your command over


◆ [Master] Ancient Ritual: You know the
secret methods to perform ancient rituals. You
the secret arts of technomancy, you achieve
can Study an ancient ritual (or create a new

advanced
the rank of submersed. You receive permission
to study the secret arts of the submersion one) to produce an emergent effect or entity.
method. You gain Submersed as a maneuver You begin with one ancient ritual known.
(this does not count as a special ability): Without this special ability, the study and
practice of ancient rituals leaves you utterly
◆ Submersed: You may Interface to vulnerable to the powers you supplicate.
manifest on any emergent plane you can Such endeavors are not recommended.
project your consciousness (see page 368 for
details). Your max rating for the Interface For more details, see Ancient Rituals on
the next page.
action becomes 5. You get +1d to resistance
rolls made to employ or contend with
emergent power. DISSONANT METHOD
When you have proven your mastery of the ◆ [Master] Void in the Stream: You can spend
secret arts of the method, you achieve the 1 edge to do one of the following: summon a
rank of master. You may take the master storm of interference in the immediate vicinity
special ability of your method as a veteran (jamming communications, interrupting data
advance. streams, shorting out small electronics, etc.)—
wield data corruption as a ranged weapon in
emergent VR. Spend 2 edge instead to also
RESONANT METHOD
destroy nearby transceivers. Spend 3 edge
◆ [Master] Partitioned Mind: You can instead to also create a blast of energy that
partition your emergent senses, obscuring disrupts the power grid and connectivity for
your living persona and going offline for the entire area for several minutes. Spend
a few minutes. Spend 1 edge when you 4 edge instead to also destroy a processor
partition, plus 1 edge for each extra feature: array you target inside the area.
it lasts an hour instead of a few minutes—
your living persona is invisible rather than
◆ [Master] Machinehead: Through some
emergent means, you are able to interact,
obscured—you can use your fingertips to
physically and socially, with some emergent
receive or transmit signals to an offline device.
entities as if they were people. Choose one
◆ [Master] Echoplex: You may imbue your type: gremlins—forgotten paragons—sprites
living persona with emergent energy. You & echoes—technocritters. Take this ability
gain potency when you engage the emergent again to choose an additional type of being.
or electronic. Choose one special feature of This is potentially very powerful, and
your living persona: emergent link—virtual the exact method and its limits should
rig—mental array. Take this ability again to be strictly defined in the fiction, to avoid
choose another emergent feature of your confusion. Uses available to devices are
living persona. not affected by this ability, of course.

359
10

EMERGENT DEATH
CULT
When you achieve the rank of initiate,
you receive permission to secret rituals of
the cult. When you make the appropriate
sacrifices to the cult, master the ways
chanGinG The Game

of the secret rituals, and offer up your


absolute loyalty to the Path, you become
a cultist. When you achieve the rank of
cultist, you receive permission to attend
the forbidden resonance well rituals
in Port Royal. You may take the special
abilities below as veteran advances.

◆ Machine Whisperer: You may Attune


with the emergent realms in order to
take control of an electrical device. When
your control is challenged, you must re-
Attune (risking special harm) or leave
the device. Your control is challenged
when: you consume emergent power from
the host—emergent powers act against
you—the device’s protocol is driven to
desperation.

◆ Serial Experiment: The death or


jacking of your living persona instantly
frees your spirit as an emergent entity.
You arise from any resonance well you
have previously visited. Switch to the
Free Spirit playbook and immediately
take the Sprite Form maneuver below
as a Free Spirit trait (this does not count
as a special ability).

◆ Sprite Form: You produce an icon


which resembles your living persona.
You may weakly interact in VR and vice
versa. You get a dot in Attune (instead of
Assense), and remain emergent (instead
of losing it and becoming awakened).
You are affected by emergent foci and the
Compile of a Techno (you may make a
resistance roll to overcome their effect).

360
10

When you suffer your fourth trauma,


CULT OF your mind is prepared and you ascend
CONCORDANCE to mastery in the cult of corruption.
You receive permission to call upon the
When you open your mind to the null corrupted logic of the emergent realms
values and paradoxical logic structures to briefly manifest in the physical world
of corruption you suffer 1 trauma and and enact its will, at the cost of 6 edge.
become an adept of its cult. You gain You receive permission to continue to
access to the following special abilities as play your character rather than retiring,
veteran advances: with the following restrictions:

advanced
◆ Fatal Exception: Firmly grasping a ◆ You may now clear edge only by serving
device or its icon takes it offline. Spend the will of the corrupted realms. Your
1 edge to unleash a wave of interference vice becomes Servitude.
that temporarily orphans nearby devices.
◆ When next you suffer trauma (your
fifth), you transform into an avatar of
◆ Horizon Pulse: You may unleash a tiny the corrupted realms, losing your former
modicum of the dissonant energies on
mind and will as the infinite loops of the
cyberspace objects nearby, delivering to
corrupted realms fully manifest within
them a taste of its power. This is a mystical
you. Retire your character to their dark
technomancy attack felt by anyone with
fate.
enough installed cyberware for which
you must take level-1 harm, Fade, and it
has an effect determined by your trauma
level. Trauma 1+: anything or anyone
who can feel the pulse must flee and leave
your presence, or be incapacitated by a
spectrum of harmonic feedback. Trauma
2+: In addition, you inflict level 2 harm,
Ruptured eardrums, to all who can feel it.
Trauma 3+: Instead of level 2 harm you
inflict level 3 harm, Drooling catatonia.
Trauma 4+: In addition, you may also
focus on one person who can see you and
inflict fatal mystical harm, Braindead.

361
10

Arcane Method
RITES OF INITIATION
◆ [Practitioner] Metaplanar
When you achieve the rank of practitioner Perception: You can Assense to find
in an Rite of Initiation, you receive a metaplane. Spend 1 edge to project
permission to study the fundamentals your consciousness for several minutes
of your supernatural method (arcane to a metaplane you can find, where you
if Mage, mystic if Adept). You gain the may be tested by the Dweller on the
practitioner maneuver of your chosen
chanGinG The Game

Threshold (see page 368 for details).


method below (this does not count as a Examine the metaplane of fire, reach out
special ability). to the planes of forgotten mentor spirits,
ancient horrors, etc. Your max rating for
Mystic Method
the Assense action becomes 5. You get
◆ [Practitioner] Superior: You may +1d to resistance rolls against arcane
have up to 15 action dots (instead of 13, consequences.
in sum). You can spend 1 edge to assist
yourself with an adept feat. Your max What metaplane do you seek with your
rating for all actions is 1 higher than newly discovered power? What do you
normal (instead of just those appropriate hope to achieve by projecting beyond
to your chosen way). You get +1d to the mortal realms?
resistance rolls against consequences of
using your adept feats. When you have proven your command
over the fundamentals of all the secret
What has this journey taught you arts of magic, you achieve the rank of
about the limits of humanity and mystic initiate. You receive permission to study
power? What must you do to realize the initiated arts of the method. You may
the ultimate heights of your potential? take the initiate metamagics as veteran
advances.
When you have proven your command
over the fundamentals of all the adept When you have proven your mastery
feats, you achieve the rank of initiate. You over the initiate metamagics, you achieve
receive permission to study the initiated the rank of master. You may take the
arts of your chosen way. You may take the master metamagics as veteran advances.
initiate metamagics as veteran advances.

362
10

INITIATE METAMAGICS ◆ Archsorcerer: Each time you employ


sorcery, take +1 magnitude to one aspect
◆ Centered: You gain an additional Vice: of your choice (area/scale, duration/range,
Centering. When you indulge this vice or quality/force). When you roll to resist
and perform a suitable routine, you don’t a consequence of sorcery, you reflect the
overindulge if you clear excess edge. magic back at the source if you spend
In addition, your centering will give enough edge.
you +1d to any one resistance roll you
make—from now until you indulge this The amount of edge required will depend
vice again. on the arcane magnitude employed by
the opposition, based on your current

advanced
Depending on your tradition, a suitable Tier. Usually no less than 1.
routine may involve time meditation
(usually with Assense) or taking an ◆ Walking Vessel: Spend 1 edge when
action specific to your chosen way you suspend your supernatural power
(martial arts forms, chanting, singing, for several minutes (you may resume
shouting ancient monikers, etc.). it early for free). Conceal your astral
signature, appear to possess a mundane
◆ Astral Voice: Through some arcane aura, temporarily unbond a foci without
means, you are able to interact, physically having to rebond, etc.
and socially, with some supernatural
beings as if they were normal people. ◆ Astral Oath: When you shake on a deal
Choose one type: dragons—forgotten or draft one in writing, you and your
mentor spirits—paracritters—infected. partner—human or otherwise—both
Take this ability again to choose an bear a mark of your oath. If either of you
additional type of being. breaks their end of the deal, they take
level 3 harm, “Cursed.”
This is potentially very powerful, and
the exact method and its limits should The astral signature on the oath is
be strictly defined in the fiction, to avoid obvious to anyone who sees it (perhaps
confusion. Magical abilities available a magical rune appears on the skin).
to people are not affected by this ability, When you suffer “Cursed” harm, you’re
of course. incapacitated by withering: enfeebled
muscles, hair falling out, bleeding from
the eyes and ears, etc., until you either
fulfill the deal or discover a way to heal
the curse.

363
10

MASTER METAMAGICS ◆ Arcane Sympathy: You can target


someone beyond mortal limits with
You may take a number of these (in sum)
a sympathetic link. Recite someone’s
equal to your Assense rating.
memorized astral signature, “consume”
part of a person’s living body, hurl a
◆ Astral Artist: You know the secret fireball around a corner. Spend 1 edge
methods to manipulate and “read”
to form a link which grants you special
astral signatures. You can Assense to
awareness of a target, regardless of
chanGinG The Game

quickly memorize an astral signature or


distance.
manipulate one left behind.
Sympathetic links are extremely
◆ Geomancer: You know the esoteric powerful. Teeth, blood, bones, and the
method of suspending a power site’s like might suffice, depending on how
aspects. Spend 1 edge when you suspend recently the subject was relieved of it.
an aspect for several minutes (preventing
it from acting against you). You no longer ◆ Planar Traveler: You are never tested
suffer much from special harm taken more than once by the Dweller on the
within your lodge, and get +1d to resist Threshold on any given metaplane. You
supernatural consequences within your no longer need a source to learn spells.
established lodge.
Normally, you must find a source
◆ Ancient Ritual: You know the lost for all spells you wish to learn. See
methods to perform ancient rituals. You page 296 for details. With this, your
can Study one (or create a new one) to living essence is becoming one with
summon an arcane effect or entity. You the metaplanes, granting you special
begin with one ancient ritual already insight into the sorcerous energies
learned. within. Only Sorcerers typically take
this ability (you need it to cast a spell
Without this special ability, the study you’ve learned).
and practice of ancient rituals leaves
you utterly vulnerable to the powers
you supplicate. Such endeavors are not
recommended.

For more details, see Ancient Rituals


on the next page.

364
10

When you suffer your fourth torment,


THE STUFF OF your soul is subsumed and you become
NIGHTMARES a being of pure hatred. You receive
permission to call upon metaplanar
When you have taken 1 torment (or horrors to briefly lend you an assist in the
more) and sacrificed that which you commission of atrocity, at a cost of only
loved most in life to the metaplanes 1  drain. Describe how these manifest
through arcane ritual, you become a and quickly depart in a frightening
poltergeist. You may take the following display of otherworldly power. When
special abilities as a veteran advance: you consume the last living breath of
a creature you possess, choose one: refill

advanced
◆ Poltergeist: If you do not indulge your your drain boxes using this essence. If
vice during a downtime phase, you take this fills your track and you have any
only 1 drain, regardless of how many leftover, instead take +1 drain box (up to
torment you have suffered. When you the usual maximum of 12 boxes).
make an action roll to commit an atrocity,
you may spend 1 edge to (choose one): get Further, you receive permission to
+1d on the action roll—roll the number continue to play your character rather
of torment levels you’ve suffered, than retiring, with the following
instead of your action rating. Say how restrictions:
your trauma darkens the action.
◆ You may now clear edge only by
Your torment brings suffering that committing acts of atrocity against the
you can harness to access raw essence innocent.
through the metaplanes. When you
benefit from this ability, is it gratuitous,
◆ When next you suffer torment (your
fifth), you transform into a metaplanar
unnecessary, or utter depravity?
horror, losing your former mind and
will to the darkness made fully manifest
◆ Omnipotent Terror: Your spirit form
within you. Retire your character to their
can take on a monstrous countenance and
dark fate.
command potent metaplanar energies
of fear available to horrors. You get +1d
to attack a frightened target. You can
spend 1 drain to overcome someone’s
immunity to your supernatural terror
for the next few minutes with a horrific
transformation.

Your torment taints your form in


the afterlife, and you’re growing
ever more monstrous and terrifying.
Some characters are immune to the
supernatural terror that spirits can
inflict—but they’re not immune to it
when you temporarily grow into your
second, even more horrific form. What
does that look like?

365
10

ANCIENT RITUALS ANCIENT RITUAL QUESTIONS


(1) GM asks: “What does the ancient
An ancient ritual is a lost art of
ritual do, and how is it mystical?”
supernatural power from before the Fifth
Player answers.
World. Unlike modern spell ritualization
techniques that utilize the pseudo- (2) Player asks: “What must I do to
scientific application of supernatural perform the ancient ritual, and what
energies, ancient rituals depend on is its price?” GM answers. An ancient
chanGinG The Game

strange occult forces and entities to ritual takes at least one downtime activity
realize their effects. To enact an ancient to perform and depletes the user’s edge
ritual is to come into contact with these on the according to its magnitude. If
abyssal forces and entreat them to do performing an ancient ritual is dangerous
your will. It is not a practice without or troublesome in some way, it requires
considerable risk. an action roll (usually Assense or
Interface). An ancient ritual may have
additional costs, such as a sacrifice, rare
FINDING A ANCIENT RITUAL item, the start of a dire progress clock,
SOURCE etc.
A PC with the Ancient ritual special (3) GM asks: “What new belief or
ability begins with one known ancient fear does knowledge of this ancient
ritual, already learned (answer the ritual and its attendant occult forces
questions below to create it). To learn a instill in you?” Player answers.
new ancient ritual, a PC must first find Example Ancient Ritual Answers
a source. A source may be secured as
Player: “The ritual creates a voodoo doll
payoff from a run—perhaps you steal a
of a potential victim that can cause pain
ancient ritual when your crew kidnaps
and even death from anywhere in the
a member of the Otaku Remnant. You
world. It’s mystical because... as long as
might also secure a source as the goal
the doll is linked to them, their hair and
of a long-term project—by consorting
nails will occasionally fall out.”
with weird cultist friends, studying a
resonance nexus, or some other method GM: “Spend a downtime action to
you devise. prepare a woven item made from
sacred herb hemp, crematory ash from
a person, and a sample of the victim’s
LEARNING AN ANCIENT hair or blood—over which you must
RITUAL speak the victim’s true name. You spend
Once the source of a ancient ritual is at least 1 edge when you perform the
found, you may undertake a long-term ritual, which will be its quality for a
project to learn the ancient ritual. Most fortune roll when you harm the subject
ancient rituals will require an 8- or with it—so you might want to spend
10-segment progress clock to learn. The more edge to make it more potent.”
player and the GM answer questions Player: “Gotcha. My new fear is what
about the ancient ritual to define what will happen if this ritual’s power gets
it will do in play and what is required turned or twisted against me.”
to perform it (see below). The player
records these answers in their notes for
future reference.

366
10

PERFORMING AN ANCIENT how well it manifests. Because an ancient


RITUAL ritual is a downtime activity, you may
spend nuyen 1-for-1 to increase the result
To perform an ancient ritual, you must level of your fortune roll (this represents
have the Ancient ritual special ability, the expenditure of expensive or rare
then follow the method outlined by the ancient ritual materials). If an ancient
answers to the ancient ritual questions. ritual is both dangerous and uncertain,
Most ancient rituals will take one then both rolls may be called for.
downtime activity to perform, though the
GM may call for two (or more) downtime Each performance of an ancient ritual
activities for very powerful or far- is a unique event, and may not always

advanced
reaching effects. Some ancient rituals may work the same way each time. The
be partially performed during downtime GM or players may call for a round of
and then fully manifested at-will later by questions to establish an ancient ritual
completing the last incantation or ritual anew. Ancient rituals are a way to bring
action. In this case, simply make a note in a wide variety of supernatural effects
that the library has been “primed” and into the game. Use with caution! If you
may be unleashed at a later time. ever go overboard, address the questions
again to establish new mystical-ness and
When you perform an ancient ritual, you costs if things have gotten out of hand.
spend an amount of edge as established The abyssal forces are not playthings and
by the ancient ritual questions, according cannot be considered a reliable or safe
to the magnitude of the forces brought source of power.
to bear. The GM uses magnitude as a
guideline for setting the edge cost—it may
be higher or lower at their discretion to SAMPLE ANCIENT RITUALS
better describe the nature of the ancient Icon Map: This ancient ritual compiles a
ritual. geolocation sprite and search spider that
reveals the position of all icons across the
Ancient rituals take time to perform district. An individual icon may be Studied
Use the duration examples on the on the map as if nearby to glean some details
magnitude table to reduce the edge cost about it. The one who uses it marks 4 edge
based on the time needed, generally no when it’s performed (range: across the district,
quality of information: good, minus extra
less than an hour.
time: a few hours). As an example; another GM
might judge the magnitude differently.
The GM may also tick a progress clock
when you perform an ancient ritual—to Portal to the Void: This ancient ritual calls
advance the agenda of a supernatural upon the power of shedim to open a small
power or entity, or to show the steady gateway to the metaplanes (somewhere
approach of a dark outcome that is a within a few blocks of the ancient ritual
consequence of the form’s use. site). Anyone caught near the portal is
caught in a magical dead zone and drawn
If an ancient ritual is dangerous or with unstoppable force into the abyss. This
troublesome to perform, make an action ancient ritual is very dangerous, involving
roll (usually Assense or Attune) to see arcane contact with a shedim’s demonic
if unpleasant consequences manifest. If power (desperate action roll). The one
who performs it marks 6 edge and ticks a
an ancient ritual has an uncertain effect
4-segment progress clock: “Seduced by the
then a fortune roll should be made to see Shedim’s Voice.”

367
10

suffer level-3 harm, “Comatose” when


THE DWELLER ON THE your consciousness returns—you lose
THRESHOLD all supernatural bonds until your next
downtime—start an 8-track, “End the
Normally, a mortal cannot project Nightmares.” On a 4/5, you fail the test,
or proxy to sense beyond the inner or you pass the test and the GM chooses
metaplanes (astral and emergent one from the list above. On a 6, you fail
space). Once you become a practitioner the test, or you pass the test if you choose
chanGinG The Game

of astral projection or emergent one from the list above. On a Critical,


proxy or succeed in bonding your will you pass the test after much effort
to a given metaplane, you can project without sustaining any negative effects,
your consciousness to a metaplane. and the GM will grant you a revelation
The journey to bond your will to a of an ancient power known only to the
metaplane that is home to a mentor Dweller. What power could that be, and
spirit or emergent mentor is known what can be done to possess it?
to require the greatest patience and
longstanding research to envision, due When you pass the test, you struggle
to the impracticality of imagining what against all odds for what seems like
it might look like. an eternity (it was actually just a few
moments) and the metaplanar guardian
When, having projected your will not test you the next time you project
consciousness to a metaplane, the so- to the metaplane in the future (you will
called Dweller on the Threshold (some still get tested by the guardian when you
call it the Event Horizon) presents a project to any new metaplane).
challenge—a test—designed to highlight
your greatest weakness. The Dweller’s When you fail the test, it’s worse than
form is different to each metaplanar you could have imagined, and you were
traveler. A terrifying figment of your forced to back out; you are ejected to
subconscious, that of a horror beyond the astral or emergent plane and cannot
comprehension, pure madness, etc. What project or proxy to a metaplane again
form does your metaplanar guardian until your next downtime phase or run,
take? whichever comes first.

When you project your consciousness The first time you take the test of the
to a metaplane, you are tested by your metaplanar guardian (pass or fail),
metaplanar guardian. How does it test the describe what could have done this, and
limits of your mortal fears? When you are what the experience taught you about
tested by the metaplanar guardian, roll the nature of the metaplanes and your
dice equal to your remaining essence or supernatural power. Also mark 1 or 2
lowest Attribute (whichever is lower). karma on your playbook karma track
The result indicates whether you passed accordingly.
the test and what else happens (no roll to
resist): On a 1-3, you fail the test, or you
pass the test and the GM chooses two of
the following options which you suffer
the moment your consciousness returns
to the material plane: you suffer 5 edge
when your consciousness returns—you

368
10

BOUND TO THE FREE NOT QUITE A VAMPIRE


SPIRIT When you suffer minor exposure to the
vampire virus or become infected by a
When, having bound yourself to a lesser strain, you become a ghoul. When
tormented free spirit through arcane you become a ghoul, you gain the Lesser
ritual, you indulge its otherworldly desire, Infectee trait (this does not count as a
and receive permission to command special ability). You may take the Infected
it and it may not refuse you. When the traits Terrible Power or Beyond
free spirit’s desire is not well-satisfied, Human (see page 283 for details) using

advanced
it receives permission to work in secret veteran advances.
toward your destruction to be free of
its binding. You may take the following ◆ Lesser Infectee: You are completely
special abilities as veteran advances: blind, but have a heightened sense of
smell and hearing. Your vice becomes
◆ Infused Inhabitation: Your inhabited that of the Infected playbook. Each
pet (if you have one) is dual-natured, time you fail to indulge this vice during
gaining potency when tracking or fighting downtime, you suffer a level of special
the supernatural. Take this ability again harm (due to “Malnourishment”).
to choose a supernatural ability for the
pet: augur—possess—shared power. Like a fully infected person, you keep
any cybernetic implants rated at quality
Your pet functions as a cohort (Expert: 4+ from previous installations. You suffer
Weirdo), and this ability gives them a level of “Rejection” harm if your body
potency against supernatural targets contains any other implants.
and a supernatural ability of your
choice. If it was already a Weirdo, choose
another type. Being dual-natured means
if affects (and can be affected by) astral
and material creatures equally.

◆ Spiritual Attendant: A free spirit


bound to you is compelled to stay always
at hand, veiled and hidden within a
nearby source of its astral affinity, ready
to appear at an instant to serve you.
While its dark desire is well-satisfied, the
free spirit will manifest to interpose itself
for your protection or to offer its wisdom
or aid without need for your specific
command.
◆ Artifact Prison: You may force a free
spirit bound to you to inhabit an artifact
created by arcane methods. The free
spirit’s abilities are then controlled by
the wielder, so long as the free spirit’s
otherworldly desire is satisfied.

369
10

When you make appropriate sacrifices


FORGOTTEN to your forgotten mentor, master the
MENTORS ways of the secret rites, and offer up your
absolute loyalty to the lifestyle chosen for
When, having projected your you, you become mutually chosen. When
consciousness to the metaplane of you are mutually chosen, you may take
your forgotten mentor, you receive the Transcendent special ability as a
permission to know and perform its veteran advance.
chanGinG The Game

secret communication rites. Are they


prayers, meditations, or gestures? What ◆ Transcendent: The death or possession
is happening to your physical body as you of your physical body instantly frees
project in this way? You gain the lifestyle your spirit. You arise from any power site
guidance maneuver below most befitting to which you have previously proxied
of your character’s life thus far (this or projected. Switch to the Free Spirit
does not cost a special ability). The GM playbook, gaining a form the forgotten
should decide which one fits best based mentor spirit has chosen for your
on the character’s level of devotion and vaporous essence (instead of your living
compliance until this moment. Don’t use body and clothes), and immediately take
dice rolls, use the fiction (ask if you are an additional playbook advancement.
unsure).
When you suffer your fourth trauma,
◆ [Lifestyle] Spiritual Mentor: You your judgment is final and forgotten
gain an additional karma trigger: When mentor edits your supernatural signature
you struggle to defend or uphold your permanently. You receive permission
forgotten mentor’s precepts. A forgotten to call upon your forgotten mentor to
mentor spirit that has been mutually briefly manifest a supernatural force in
chosen is always in contact with you, the physical world and enacts its will, at
ready to deliver its characteristic brand the cost of 6 edge. You receive permission
of guidance. While its otherworldly to continue to play your character
desire is well-satisfied, the mentor spirit rather than retiring, with the following
will offer its metaplanar awareness (5d) restrictions:
or mystical insight (4d) without need for
your specific request. ◆ You may now clear edge only by serving
the will of your forgotten mentor. Your
◆ [Lifestyle] Living Example: Your vice becomes Servitude.
forgotten mentor can compel you to ◆ When next you suffer trauma (your
cease any action which it opposes. While fifth), you transform into an avatar of
its otherworldly desire is well-satisfied, the forgotten mentor, losing your former
the mentor will grant one benefit (chosen mind and will as the judgments of your
before and after a run): when you roll forgotten mentor fully manifest within
to resist a supernatural consequence, you. Retire your character to their dark
you may choose to spend only 1 edge, fate.
regardless of the result of your roll—you
can push yourself for 1 edge once per
action roll with its given actions.

370
10
Some Arcane mentors
Bear/Dominance: Be irascible. Show dominance. Owl/Wisdom: Be watchful. Snatch and choke your
Actions: Fight—Command prey. Actions: Prowl—Study.
Cat/Independence: Toy with your enemies unless Rat/Survival: Take only what you need and hoard it. Be
things get serious (and then your claws come out). quiet, and flee when you are faced with death. Actions:
Actions: Prowl—Stalk Finesse—Stalk
Coyote/Packmind: Team up with a peer. Spar with Raven/Mischief: Take advantage of weakness. Laugh
others to get to know them. Actions: Prowl—Stalk at others’ misfortune. Actions: Finesse—Survey
Dog/Loyalty: Show loyalty to your friends. Stand Shark/Predation: Hunt with cunning. Devour your
guard by those in need. Actions: Stalk—Survey foes. Actions: Stalk—Wreck

advanced
Gator/Hunger: Surprise your prey from below or Snake/Secrecy: Whisper secrets. Tell cunning lies that
outrun it. Be insatiable when everyone is looking. are like poison. Actions: Finesse—Influence
Actions: Prowl—Wreck
Eagle/Purity: Swoop down on your prey from above. Wolf/Solitude: Be a sneaky loner. Save nothing for the
Despise air pollution. Actions: Stalk—Survey weak. Actions: Prowl—Stalk
Lion/Pride: Stalk your prey and pick out the weakest. Pollution/Extinction: Desecrate the natural order.
Chase those who flee. Actions: Fight—Prowl Consume and corrupt what is clean or pure. Actions:
Engineer—Wreck

Some Emergent Mentors


0-1: Perfect and expand deep dissonance. Do not fail Delphi: Watch, compare, and predict the future.
in reaching virtual harmony. Actions: Engineer— Actions: Interface—Survey
Interface
Alias: Keep your identity secret. Never get caught. Flow: Be like water, constantly flowing. Actions:
Actions: Influence—Prowl Finesse—Prowl
The Archivist: Never delete or corrupt records. Go ICewind: Defend the master. Find and freeze threats.
through what is lost. Actions: Survey—Study Actions: Stalk—Survey

Daedalus: Always be building to the sun and Idoru: Look good and be smart. Manipulate
beyond. Actions: Engineer—Study opportunities into your favor. Actions:
Influence—Study

Emergent Mentors
Some view emergent mentors as virtual demons—others see them as quantum paragons. Whatever
the truth of it, the awareness of the paragon sprites is interfaced to the ideological constructs of
human experience left behind by signals in cyberspace. Sadly, these resonant entities are alien,
abstract, paradoxical, and unfeeling in their assimilation of the mortal mind (use the write-up on
the left as it pertains to your emergent entity). Unlike an arcane mentor, the advice of a paragon
sprite is emotionless, and severe about its precepts. Delivery of insight is incredibly logic-based
(and even ignorant of mortal concerns like sustenance, companionship, and shelter).

Some practitioners report they “unthink” about an emergent mentor to make its realm reach out
to them. Others say it’s a moment of clarity or balance which can jumpstart contact more directly.
And still others say you need to have your brain formatted by a quantum computer. A hidden
dissonance point or cyberspace exception contains all the answers—if only you can find it. What
methods has this entity used?

371
10

When you make contact with the


PURSUIT OF THE Cydonian serpent, you become their
CYDONIAN SERPENT terrestrial agent on Earth. You may take
the following special abilities as veteran
A two-time winner of the Nobel Prize in advances:
Arcana, Professor Roz recently gained
acclaim for her sensational proofs of ◆ Extraterrestrial Liaison: Through
a correlation between the crash of the some strange means, you are able to
chanGinG The Game

second Mars Lander Probe and the Consort with some visitants as if they
sudden appearance of strange power were a normal person (choose one):
sites. The Apocryphus meteor’s near- sectoids—invertebrate—gelatinous. You
collision with Earth has also been are never terrified by an extraterrestrial
detailed. Despite her reputation as a entity you encounter.
scientist, the news publicly discredits it
as forgery and hoax. ◆ Serpentine Transfusion: Choose a
drug or poison (from the Rigger’s field
A whitepaper leaked from an inside harness stock) to which you have become
source suggests new technologies immune. You can push yourself to secrete
are on the way—reading between it through your skin or saliva or exhale
the redacted lines suggests the it as a vapor. Once per run, you may
construction of a “proprietary research flashback to changing your chosen drug
facility” to achieve monopolization of or poison for free.
“interplanetary cybersecurity” may
already be underway. ◆ Interplanetary Projection: When you
enter the Cydonian power site on Earth
When you undergo psychosomatic and spend 1 edge, you can project your
conditioning at the hidden headquarters, consciousness to any occupied Cydonian
you suffer 1 trauma and become a devotee. power site on Mars. Your emergent form
You receive permission to receive the is visible while projecting, allowing
feed from the Cydonian signal stream. instant two-way communications. Spend
You gain Numb as a maneuver (this does 1 edge to enter the construct originating
not count as a special ability). there for a short time.

◆ Numb: You no longer suffer much from


otherworldly terror, and can choose to
take only 1 edge when you resist mental
or supernatural harm, regardless of the
result of your roll.

372
10

THE OMNILAB ◆ Quantum Backup: Your consciousness


may be backed up or retrieved from
PROGRAM the emergent metaplanes by marking
1 edge. If you suffer lethal harm,
When you are recruited to the program, your consciousness is forced to the
you achieve the rank of recruit and you metaplanes, and you take level-3 harm,
gain permission to take part in the secret “Incapacitated” until you can recover. If
screening trials in the hidden offshore you suffer emergent harm while in this
facility. When you submit the appropriate state, you are destroyed utterly.
samples to the program, pass the
When you suffer your fourth trauma, you

advanced
challenges of the secret screening trials,
and offer up your absolute dedication to are transported to the hidden research &
the company, you become a test subject. development facility and receive the final
When you achieve the rank of test procedure. You receive permission to call
subject, you receive permission to take upon the secret company to do a fly-by
part in the forbidden research program and deliver its will, at the cost of 6 edge.
in the Barrens. You may also the following You receive permission to continue to
special abilities as veteran advances: play your character rather than retiring,
with the following restrictions:
◆ Living Experiment: Your liver,
kidneys, heart, and lungs are replaced ◆ You may now clear edge only by
with experimental implants, granting serving the will of your company. Your
you immunity to homeostatic vice becomes Servitude.
irregularity (heart conditions, diabetes, ◆ When next you suffer trauma (your
sleep disorders, etc.). Choose one special fifth), you are deactivated and modified
feature: amphibious—echolocation— into the war machine of the company,
wallcrawler. You may take this ability a losing your former mind and will as the
second time to choose again. company’s directives completely replace
your former thoughts and memories.
With this ability, you are immune to the
Retire your character to their dark fate.
deleterious effects of sleep deprivation,
hunger, and thirst. With amphibious,
you can breathe underwater as well
as air. With echolocation, you can
determine position through ambient
sound reflections. With wallcrawler,
you can traverse solid surfaces
including walls and ceilings using
viscous goo and tiny barbs.

373
10

DRUIDIC COMMUNION
When you achieve the rank of devotee,
you receive permission to perform the
bestial communion ritual in your lodge.
When you open your mind to the thought-
tendrils of a spirit of beasts during the
communion ritual, you suffer 1 trauma
chanGinG The Game

and become a druid. You gain access to


the following special abilities as veteran
advances.

◆ Mouth of the Beast: Through some


supernatural means, you are able to
interact, mentally and socially, with
certain beasts as if they were normal
people. Choose two: mammals—birds—
fish & amphibians—reptiles. You may take
this again to choose an additional type.

◆ Bestial Transformation: You can


transform part of your body to match
your chosen beast type for a few minutes.
Spend 1 edge when you transform, plus 1
additional edge for each special feature:
the transformation is complete, rather
than partial—it lasts for the entire run,
instead of a few minutes—you can dismiss
the transformation to completely ignore a
consequence of physical strain or injury.

◆ Reincarnation: The death or spiritual


possession of your physical body instantly
frees your spirit. You arise in possession
of the newly born offspring of a pet you
previously held close. Switch to the Free
Spirit playbook and immediately take
Possess as a playbook advancement.

374
INDEX
a Astral Nexus, 320 roadmap, 44
Abstraction, 190 Attribute(s), 20, 32 seizing, 45, 145
Academic background, 53 Attune, 105 Claims, 44
Acquire asset, 175, 181 Awakened, 48, 98, 273 Clock(s). See Progress clock(s)
Action dot(s), 60 Clone(s), 345
B
additional, 46 Cohort(s), 118, 175
Background, 53, 60
assignment of, 53 harm and healing,, 119
Big Seven, 316
Action rating(s), 16, 34 modifying, 119
#1 Exo Heavy Industries,
example of, 20 316, 325 using, 119
Action roll(s), 13, 16–17 #2 Atari-tendo United, 316, Cold, 22
0d, 17 324 Comm, 239, 240
critical, 17 #3 Sinokatsu Dynamics, description and load, 64
327 picture, 63
failure, 17
#4 Mexitech Logistics, 316,
success, 17 Complex, 18, 214, 256
326
Action(s), 16, 62–63 Complication, 30
#5 Tritanium Partners, 327
choosing, 188 Consequence(s), 17, 18, 21,
#6 Hindenberg Orbital, 325
for the GM, 207 22, 30
#7 Caliphate Global, 324 catastrophic or permanent,
in play, 191–203
competitors and ranking, 31
Adept(s), 93 323 complication, 30
Adept way(s) harm, 31
of the mind, body, & soul, c
lost opportunity, 31
94 Character creation, 50–57,
60, 220 reduced effect, 30
Advancement
random, 61 Construct(s), 241
limits, 47
Character(s) Constructs, 249–251
Area, 237
creation, 220 Contact(s), 112
Armor, 32–33, 64
experienced runners, 57 Convergence, 245
armor box, 33
restoring, 33
Player character types, 8–9 Conversation, 12, 15, 26
prime runners, 57 organizing the, 10
special, 53
Chemist, 83, 239 Corporate background, 53
Assassins, 9
Claim(s), 44–45 Corporate Court. See Big
Assense, 99
losing, 45 Seven

375
Couriers, 9 reconditioning and, 170 status, 44
Crafting, 254–256 Downtime roll(s), 13 Tier, 42
drawbacks, 256 Dragon(s), 172, 279 Factors, 23
example of (supernatural), Kalanyr, 97 Failure, 17, 216
305
Dragon’s Deal, 17, 27 Faith, 54, 328
inventing, 254
Drawback(s) Fixer(s), 43, 228
modifying, 255
adept, 94 Flashback(s), 151
roll, 255
arcane, 100 examples of, 152
supernatural, 303–305
creation and item, 256 Fog of Mortal Disbelief, 274
Crew, 109–120 emergent, 106 Force, 237
index

advancement, 47
implants. See Symptom(s) Fortune roll(s), 13–14
changing, 48
Drone(s), 84, 241, 252 Free play, 14
contacts, 112
features, 253 Free spirit(s), 33, 274, 275,
creation, 110–114, 120, 220 320
surveillance, 274, 313
development, 42 characters, 282
using, 253
meeting grounds, 113 playbook, 285–287
Duration, 237
reputation, 111 Roz, 321
safehouse, 111 e Friendly, 44
special abilities, 113 Echo(es), 320
types, 9, 110 Edge, 21 G
upgrades, 114–117, 120 Effect(s), 18, 22, 23, 26 Gambling, 54, 328

Critical, 17 assessing factors, 23 Game Master (GM), 10


actions for the, 207
Cult, 9 Electrician, 83, 239
bad habits to avoid, 213
Cyberdeck, 240, 243 Elemental(s), 320
clocks and, 211
Cyberzombie(s), 270 Emergent, 48, 104, 273
goals, 205
Entanglement(s), 171
d severity, 169 opportunities, 207–209
Datasphere, public, 217 principles, 212
Envoy(s), 228
Death, 33 questions to ask, 207, 220
Essence, 268
Desperate action(s), 16 losing, 266 Gather information, 34,
Downtime, 14, 19, 36, 167, 36–37
Extraterrestrial(s), 345
184 examples & questions, 37
activities summary, 181 f for the GM, 215
activity(ies), 174 Face, 9 roll, 37
entanglements and, 171– playbook, 65–68 G-Men, 245
173
special items, 68 Gremlin(s), 275
factions and, 180
Faction(s)
flashbacks and, 151 h
Big Seven, 323
heat and, 169–170 Hacker, 245
hold, 42
payoff and, 168 Hacker(s), 9
in brief, 324–327
phase, 14 playbook, 69–72
list, 323

376
special items, 72 virtual reality (VR), 243 m
Harm, 31 Interfering, 44 Mage(s)
Haunted, 22 Investigation, 36 playbook, 97
Hawkers (aka Dealers), 9 Item(s) Magical lineage(s), 51, 341–
Healer conspicuous, 256 343
becoming a, 83 drawbacks of, 256 and human privilege, 342
recovery and, 176 forbidden, 175 dwarf, 341
Healing clock, 176 loadout and, 61 elf, 341
Heat, 169 modifications for, 255 goblin, 342
Dragon's Deals and, 27 rare, 256 lizardfolk, 342

index
Helpful, 44 restricted, 175 obsidifolk, 342
Heritage, 52, 60 standard, 64 ork, 342
Hidden, 111 theft & loot, 233 ratkin, 343
Hold, 42 unreliable, 256 shifter, 342
losing, 44 volatile, 256 stranger peoples, 343
reducing, 43 troll, 343
K Magnitude, 34, 236–237
Horror(s), 278, 320
Karma, 46–47
Hostile, 44 Marked, 44
Karma trigger(s), 57
Media background, 53
i Meeting grounds, 113
l
ICe, 250–251
Labor background, 53 Meet(s), 228–230
IDN(s), 54
Language(s), 56 Mercs, 9
being ID'ed, 54
Law background, 53 Metaplane(s), 277
security review and fakes,
312 Limit(s) Metatype. See Magical
action ratings, 115 lineage(s)
Implant(s), 55, 60, 262–268
advancement, 47 Method(s), 276
detailing, 266
expansions, 117 Methods
essence and, 266
arcane, 100
features, 265, 266 mortal, 48
emergent, 106
getting additonal, 41 nuyen, 39
sites, 117 Military background, 53
locations & specifications,
264 site upgrades, 116 Muscle, 9
playbook, 73–76
using, 267 Loadout, 61, 146
special items, 76
Incapacitation, 31, 243 Long-term project, 18, 36,
175, 177, 181 Mythical cities, 311
Indulge vice, 177, 178, 181
Lost opportunity, 31 Aztlan, 311, 312
Infected, 281
Luxury, 54, 328 Draken, 312
playbook, 283–284
El Dorado, 312
Interface mode(s)
guardians of, 311
augmented reality (AR),
243 Hanging Gardens of
Babylon, 312
hot-sim VR, 243
Tir Na Nog, 312

377
n in play, 19
Networking, 241 Punk(s), 9
Nuyen, 39–41 playbook, 77–80
Dragon's Deals and, 27 special items, 80
lifestyle and, 41 Push yourself, 17, 24
payoff and, 168
q
removing from stash, 41
Quality, 24, 34, 237
stash and, 40
use of, 39 r
uses of, 174 Radicals, 9
index

Reach, 237
o Reckless, 22
Obligation, 54, 328
Reconditioning, 75, 170
Obsessed, 22
Recover, 176, 181
Occult Task Force (OTF), 274
Reduced effect, 30
Online, 241–244
Reduce heat, 177, 181
cyberspace providers and, 242
Reputation, 47, 111
going, 242–244
Resistance, 13, 22, 23, 216
interface mode and, 243
roll, 32–33
networking limits and, 244
Resonance well(s), 320
persona and, 244
Respectful, 44
P Restricted, 175, 313
Paranoid, 22 Retirement, 40
Payoff, 168 Rigger, 245
Permutation(s), 59, 60. See also Character Rigger(s), 9
creation playbook, 81–84
Playbook special items, 84
changing, 48 Roll(s), types of, 13
choosing, 50–51 Run(s), 14
Player character(s) (PC), 8 random generator, 238
advancement, 46 tracker, 233
in conflict (PC vs PC), 38
Pleasure, 54, 328
s
Safehouse, 111
Position, 24, 28–29
Scale, 24, 237
Potency, 24
team, 42, 118
Practitioner of the Way, 48, 94, 273
Series
Profits, 47
tracker, 233
Programmer, , 70
Sessions, 10
Progress clock(s), 18–19, 211
Dragon's Deals and, 27 Setting, 7–8, 206

378
Shadows, 9 T
Shell(s), 269 Techno(s)
playbook, 271–272 playbook, 103
Signal(s), 240 Tier, 24, 34, 42
hot and cold, 241 faction, 231
Snake(s), 9 Touchstones, 11, 218
playbook, 85
Tradition, 129
special items, 88
Train, 177, 181
Soft, 22 Training
Sorcery & threading, 296–301 downtime activity, 177

index
Special abilities, 46, 47, 50, 53, 60 upgrade, 115
Special harm, 267, 297 Trait(s), 34
recovery and, 176, 181
Trauma, 21–22
Special item(s), 41, 55, 60 and ignoring your vice, 179
getting additional, 55 conditions, 22
loadout and, 61 ignoring vice and, 179
Spirit(s), 275 Travel, 314–315
Starting situation, 221 Trigger(s), 9
War in St. Andrew Parish, 224 playbook, 89–92
Stash, 40 special items, 92
crew advancement and, 47
Stupor, 54, 328 u
Success, 17, 216 Underworld background, 53
Supernatural playbook(s), 276 Unstable, 22
Adept, 93
v
banning or disallowing, 339
Vehicle(s), 84
changing to a, 48
Vice, 54, 60, 178–179
Mage, 97 ignoring, 179
Techno, 103 purveyors, 328
Surgeon, 262 roll, 178
becoming a, 83
Vicious, 22
Surgery, 262–263
example of, 263 w
Symptom(s) Wanted level, 35, 169
of being infected, 283 Watchdog, 245
of lost essence, 268 Weird, 54, 328
Weirdos, 129

379

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