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Character Creation

1 Choose a playbook. Playbooks represents the PC’s reputation in the


underworld, their special abilities, and how they advance.
First Names
Aria, Aiden, Mila, Jayden, Zoey, Grabriel, Hector, Skylar, Camila, Muhammad, Hazel, Paisley, Bella, Nora, Jaxon, Mateo, Lincoln,

2 Choose a root. Detail your choice with a notes regarding a more in-depth
explanation. For example, Tipper, now hiding from the law, finding sanctuary
with other Glitches.
Grayson, Niran, Violet, Lillian, Hudson, Kinsley, Willow, Ariana, Bryson, Xavier, Kai, Delilah, Ezekiel, Micah, Emery, Leilani, Ryker,
Aneesah, Arabella, Maddox, Ali, Axel, Harmony, Khloe, Kyrie, Beau, Mayli, Luis, Colt, Virote, Gunner, Zayn, Amiyah, Fatima, Aspen,
Winter, Esther, Bodhi, Maximiliano, Comely, Abdul, Ezequiel, Dahlia, Mahat, Samara, Wren, Zaeed, Yashasvi, Oaklynn, Aroon,
Chengli, Dae, Hiromi, Peng, Apollo, Oberon, Jax, Cosima, Blythe, Artemis, Orion, Verity, Ursa, Rye, Zelia, Carrew, Lynx, Rui, Dasha,
3 Choose a background. Detail your choice with your specific history. For
example, Labor: canary who manually moves the low-tech solar panels, quit –
couldn’t make a decent living.
Zyla, Odo, Oceana, Axton, Renzo, Greer, Calix, Etch, House, Kaz, Nadius, Lennox, Quellcrist, Strav, Auna, Genetrix, Ivicci, Lebellum,
Mercy, Geo, Pray, Suresh, Oat, Bowen, Agile.

Last Names
4 Assign three action dots. No action may begin with a rating higher than 2
during character creation. (After creation, action ratings may advance up to
3. When you unlock the Mastery advance for your crew, you can advance actions
Hasanov, Orujov, Bosu, Xu, Ma, Beridze, Ram, Amar, Inoue, Miura, Seo, Shakya, Cortez, Kaya, Phan, Binder, Hasanov, Dupont, Claes.
Stoev, Madsen, Tamm, Pavlov, Korhonen, Salo, Nyman, Ravel, Mountain, Martin, Moreau, Laurent, Wobegone, Schmidt, Becker,
up to rating 4.) Giannakos, Kovacs, Demesne, Murphy, Rossi, Gashi, Ozols, Urbonas, Reuter, Falconer, Galea, De Jong, Olsen, Nowak, Silva, Popa,
Wafture, Ivanov, Tremblay, Diaz, Perez, Hernandez, Castillo, Hope, Garcia, White, Nguyen, Li, Alvarez, Dias, Soto, Benitez, Tjon,

5 Assign one action dot for cybernetics. Connect your cybernetics with a sense
of the PC’s purpose. Why are they a Glitch? What’s the story behind their
cybernetic enhancement(s)?
Meaning, Lilt, Offing.

Aliases
6 Choose a special ability. They’re in the column in the middle of the character
sheet. If you can’t decide, choose the first ability on the list. It’s placed there
as a good first option.
Steel, Stack, Alloy, Enigma, Switch, Null, Vector, Loop, Spark, Tune, Shift, Signal, Heat, Bee, Canvas, Chalk, Impulse, Brash, Cypher,
Phase, Mouse, Riddle, Friction, Cinch, Mellow, Route, Prompt, Bank, Cent, Baker, Brass, Crake, Bristol, Angel, fault, Apoc, Tank,
Whistler, Akira, Bishop, Bit, Wire, Mirage, Mute, Chime, Flint, Cricket, Amethyst, Indigo, Nova, Teal, Dyce, Zephyr, Echo, Chrome,
Hype, Index, Link, Onyx, Proverb, Karma, Mpeg, Hatch, Vid, Titan, Vector, UV, Pitch, Hollow, Noise, Click.

7 Choose a close friend and a rival. Mark the one who is a close friend, long-time
ally, family relation, or lover (the upward-pointing triangle). Mark one who is a
rival, enemy, scorned lover, betrayed partner, etc. (the downward-pointing triangle).
Looks
Briefly detail these relationships. Masculine feminine, androgynous, rebellious, blasé, fluid, or esoteric.

Tall Lean Stooped Fit Lissome Short

8 Choose your vice. Pick your preferred type of vice, detail it with a short
description, and indicate the name and location of your vice purveyor Sharp Angular Slim Chiseled Coltish Smooth

9 Record your name, pronouns, alias, and look. Choose a name, an alias (if
you use one), and jot down a few words to describe your look. Examples are
provided on the preceding page.
Average

Overweight
Long

Willowy
Hulking

Wiry
Burly

Portly
Thin

Solid
Compact

Plain

Lush Giant Bony Ample Built Stout


Loadout
Players have access to all of the items on their PC’s character sheet; how many items they
can use on a score depends on their load. Each player decides their PC’s load at the start Skinny Lithe Haggard Emaciated Muscular Thick
of a score. During the score, a player can say their PC has an item on hand by checking the
item’s box—up to a number of items equal to the chosen load.
Combine items from each list to create an outfit:
~~1-3 load: Light. You’re faster, less conspicuous; you blend in with citizens.
Long coat, hoodie with cowl neckline, big hood, vest w/ cowl style collar, suit & tie, slim fit, tailored jacket, draped jacket, leggings, cropped
~~4/5 load: Normal. You look like you’re packing, ready for trouble. jacket shrug, harness vest, draped, slim jean, combat pants, jacket/sweater w/ big cowl neckline, hooded dress, drawstring joggers, cut
~~ 6 load: Heavy. You’re slower. You look like an operative on a mission. jacket w/lining, crop top, playsuit, cube pants, high waist trousers, leg warmers, skirt, tactical pants, arm warmers, cargo pants, Napoleon
jacket, capris, low crotch pants, trench coat, latex, bodysuit, kimono jacket, accented shawl, corset, drysuit, bomber jacket, loose silks,
~~7-9 load: Encumbered. You’re overburdened and can’t do anything except move very slowly.
collared shirt, suspenders, short cloak, knit cap, hood & veil, thick duster, long scarf, contrast turtle neck, poncho, hoodie, splatter tunic,
Some special abilities (like the Cleaner crew’s Rigging) increase the load limits. shoulder cloak, snood scarf, cowboy boots, tailored khakis, dinner jacket, rivethead boots, pullover, Para sole sneakers, crash buttoned
long jacket, Machine utility cowl.
Some items count as two items for load (they have two connected boxes). Items in italics don’t
count toward your load.
Items in bold on a playbook automatically add +1 heat when used. They leave residue, draw One piece, (a-line) silhouette, stretch panels, carbon fiber, treated, distressed, body contour, mid-length, subtle detailing, straps, vinyl, funnel
more attention, or are simply more easily traceable. They’re more powerful, but come at a cost. neck, cowl neckline, unisex, oversized, light-up, animated, high neck, striped, asymmetric, thick-roped, underground, thumb-hole sleeves,
faux leather detailing, layered & draped, hip-piece, waist belt w/snap closure, webbing strap, stretch panel, bust belt, side stitching, fancy
You don’t need to select specific items now. You choose items as you need them during scores.
makeup, intricate rings, glittering jewelry, t-shades ,rivet cropped hem, mirrorshades, chains, vintage, retro-futuristic, neo 80’s, glitched,
GIF nail polish, meshed, plastic, acrylic, Ballistic nylon, Circuit-print, UV, Variant harness.

CHARACTER CREATION

EDGE PLAYBOOK
CREW AN ENHANCED AND PROFICIENT FIGHTER
SPECIAL ABILITIES
Battleborn: You may expend your special armor to reduce harm on STRESS
NAME / PRONOUNS ALIAS
an attack in Combat or to push yourself during a fight.
Imposing: When you gather info to anticipate possible threats in the
LOOK current situation, you get +1 effect. When you dissuade someone from
INSIGHT
escalating to physical violence by Controlling them, you have potency.
TRACE
Primed: Once per score, you may spend your available load, instead of STUDY
ROOT: TIPPER - GRASSHOPPER - FOUNDATION - BACKGROUND: ACADEMIC - LABOR - LAW - stress, for a flashback or to push yourself.
DRAGONFLY - FORGED - UNKNOWN TRADE - MILITARY - EXEC - UNDERWORLD SURVEY
Follow Through: When you take harm from someone, you learn about MODIFY
them and they become more susceptible to you. Immediately ask 1 PROWESS
VICE / PURVEYOR: FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR - WEIRD question from gather information and take +1d against them.
FINESSE
Mule: Your load limits are higher. Light: 5. Normal: 7. Heavy: 8. GHOST
STRESS TRAUMA Not To Be Trifled With: You can push yourself to do one of the COMBAT
HAUNTED - OBSESSED - PARANOID - following: perform a feat of physical force that verges on the superhuman - WRECK
RECKLESS - SOFT - UNSTABLE - VICIOUS
engage a small gang on equal footing in close combat. RESOLVE
CYBERNETICS Every Item A Weapon: When you unleash physical violence with an HACK
HARM HEALING improvised weapon, you have the same potency as the quality of your CONTROL
NEED Project clock blade. NETWORK
3 HELP
Overclocked: You recover from harm faster. Permanently fill in one of SWAY
ARMOR USES
2 -1D your healing clock segments. Take +1d to healing treatment rolls.
ARMOR BONUS DIE
HEAVY
Veteran: Choose a special ability from another source.
1 LESS
PUSH YOURSELF (take 2
EFFECT SPECIAL
stress) or accept a RIPPLE
JOULES DANGEROUS FRIENDS ITEMS
Hana, retired military Fine Hand Weapon LOAD ◊ 3 light ◊ 5 normal ◊ 6 heavy
Lily, a crafter of fine arms Fine Heavy Weapon
NOTES A Blade or Two
Air-Burst Ammo
________________________________________________________________________________ Aksel, a structure hitter An Improvised Weapon
Fine Sunjet
A Large Weapon
________________________________________________________________________________ Bronx, a cold killer
Fine CQC Training
A Disposable Pistol
________________________________________________________________________________ Kwame, a street doc Multi-Spectrum Shades
A Second Disposable Pistol
________________________________________________________________________________ XP Replacement Mag (+1 Joule)
»» Every time you roll a desperate action, mark XP in that action’s attribute.
________________________________________________________________________________ EWD
At the end of each session, for each item below, mark XP (in your stress,
Screen
________________________________________________________________________________ playbook, or attribute) or mark 2 XP if it occurred multiple times.
»» You addressed a challenge with violence or intimidation. Obscures
________________________________________________________________________________
»» You expressed your beliefs, drives, culture, or background. A Recharge
________________________________________________________________________________ »» You struggled with issues from your vice, root or traumas during play. Armor +1 Heavy
________________________________________________________________________________ Infiltration Gear

_________________________________________________________ GATHER INFORMATION TEAMWORK PLANNING & LOAD Hacking Gear / Interface
»» How can I hurt them? »» Assist a teammate Choose a plan, provide the detail. Choose your load Specialized Tech
_________________________________________________________ »» Who’s most dangerous here? »» Lead a group action
limit for the operation.
Assault: Point of attack AOG: Specialised tech
Subterfuge Supplies
_________________________________________________________ »» What do they intend to do? »» Protect a teammate
Portable Light Source
Deception: Method Social: Connection
»» How can I get them to [X]? »» Set up a teammate
_________________________________________________________ »» Are they telling the truth?
Stealth: Entry point Transport: Route Demolition Tools

_________________________________________________________ »» What’s really going on here? Modification Tools


»» Is this going to get worse Communications
before it gets better?


EDGE

CREW
FAINT
AN EPHEMERAL OPERATOR
PLAYBOOK

SPECIAL ABILITIES
Foresight: Two times per score you can assist a teammate without STRESS
NAME / PRONOUNS ALIAS
paying stress. Tell us how you prepared for this.
Calculating: Due to your careful planning, during downtime, you
LOOK may give yourself or another crew member +1 downtime activity. INSIGHT
Connected: During downtime, you get +1 result level when you TRACE
acquire an asset or reduce heat. STUDY
ROOT: TIPPER - GRASSHOPPER - FOUNDATION - BACKGROUND: ACADEMIC - LABOR - LAW -
DRAGONFLY - FORGED - UNKNOWN TRADE - MILITARY - EXEC - UNDERWORLD Risk Averse: When you gather information through a faction you SURVEY
have a positive relationship with, clear 1 stress. MODIFY
Improvisation: Take 2 stress to change any action roll to Finesse PROWESS
VICE / PURVEYOR: FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR - WEIRD instead. Say how you adapt the previous action to this one. FINESSE
Like Looking Into A Mirror: You can always tell when someone is GHOST
STRESS TRAUMA COMBAT
lying to you.
HAUNTED - OBSESSED - PARANOID - WRECK
RECKLESS - SOFT - UNSTABLE - VICIOUS Working An Angle: You may expend your special armor to resist
a consequence from suspicion or persuasion, or to push yourself RESOLVE
CYBERNETICS when you gather information or work on a long-term project. HACK
HARM HEALING
The Myth, The Legend: Use one downtime activity in order to
CONTROL
3 NEED Project clock
change any aspect of your physical appearance. When you leverage NETWORK
HELP SWAY
ARMOR USES your reputation against someone you may spend 1 rep to take +1d to
2 -1D your roll.
ARMOR BONUS DIE
HEAVY Veteran: Choose a special ability from another source.
1 LESS
PUSH YOURSELF (take 2
EFFECT SPECIAL
stress) or accept a RIPPLE
JOULES
CRAFTY FRIENDS ITEMS LOAD ◊ 3 light ◊ 5 normal ◊ 6 heavy
Elsa, a data broker Luxury Item (0-3 load) A Blade or Two
NOTES
Luis, an aspiring flicker Concealed Palm Pistol An Improvised Weapon
________________________________________________________________________________
Sleeper Round A Large Weapon
Noah, a gene-hacker
________________________________________________________________________________ Blueprints/Documents A Disposable Pistol
Changying, runs a Glitch front
________________________________________________________________________________ Fine Cover Identity A Second Disposable Pistol
Yelena, a lookout Fine Multi-Spectrum Contacts
________________________________________________________________________________ Replacement Mag (+1 Joule)
XP EWD
________________________________________________________________________________ »» Every time you roll a desperate action, mark XP in that action’s attribute.
At the end of each session, for each item below, mark XP (in your stress, Screen
________________________________________________________________________________
playbook, or attribute) or mark 2 XP if it occurred multiple times. Obscures
________________________________________________________________________________ »» You addressed a challenge with calculation or conspiracy. A Recharge
________________________________________________________________________________ »» You expressed your beliefs, drives, culture, or background. Armor +1 Heavy
»» You struggled with issues from your vice, root or traumas during play.
________________________________________________________________________________ Infiltration Gear

PLANNING & LOAD Hacking Gear / Interface


_________________________________________________________ GATHER INFORMATION TEAMWORK
»» What do they want most? »» Assist a teammate Choose a plan, provide the detail. Choose your load Specialized Tech
_________________________________________________________ »» What should I lookout for? »» Lead a group action
limit for the operation.
Subterfuge Supplies
Assault: Point of attack AOG: Specialised tech
_________________________________________________________ »» What’s the leverage here? »» Protect a teammate Portable Light Source
Deception: Method Social: Connection
»» How can I discover [X]? »» Set up a teammate
_________________________________________________________ »» What do they intend to do?
Stealth: Entry point Transport: Route Demolition Tools
Modification Tools
_________________________________________________________ »» How can I get them to [X]?
»» What’s really going on here? Communications

FAINT

CREW
FUSE
A DEADLY AND STEALTHY INFILTRATOR
PLAYBOOK

SPECIAL ABILITIES
Infiltrator: You are not affected by quality or Tier when you bypass STRESS
NAME / PRONOUNS ALIAS
security measures.
Ambush: When you attack from hiding or spring a trap, you get +1d.
LOOK Pattern Recognition: When you gather information regarding entry INSIGHT
points or exploitable habitual patterns, you have potency. TRACE
ROOT: TIPPER - GRASSHOPPER - FOUNDATION - Cutting Edge: When you push yourself, choose one of the following STUDY
BACKGROUND: ACADEMIC - LABOR - LAW -
DRAGONFLY - FORGED - UNKNOWN TRADE - MILITARY - EXEC - UNDERWORLD additional benefits when wielding your blades: activate their searing SURVEY
capabilities, giving them potency equal to a Sunjet—or trigger the reaper MODIFY
drug embedded in the blades. PROWESS
VICE / PURVEYOR: FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR - WEIRD Expertise: Choose one of your action ratings. When you lead a FINESSE
group action you suffer only 1 stress at most—regardless of the GHOST
STRESS TRAUMA results of the other participants of the group action. COMBAT
HAUNTED - OBSESSED - PARANOID - Synthetic Shell: You may shift your partial camouflage into active, WRECK
RECKLESS - SOFT - UNSTABLE - VICIOUS
becoming invisible for a few moments. Take 2 stress when you shift, RESOLVE
CYBERNETICS plus 1 stress for each extra feature: It lasts for a few minutes rather
HACK
than moments—you become undetectable by most technology—you may
HARM HEALING CONTROL
traverse any surface.
3 NEED Project clock NETWORK
HELP Wired Reflexes: When there’s a question about who acts first, the SWAY
ARMOR USES
answer is you (two characters with Wired Reflexes act simultaneously).
2 -1D
ARMOR BONUS DIE
Ghost: You may expend your special armor to resist a consequence
HEAVY
1 LESS from detection or security measures, or to push yourself for a feat of PUSH YOURSELF (take 2
EFFECT SPECIAL
evasion or stealth. stress) or accept a RIPPLE
JOULES Veteran: Choose a special ability from another source.
LOAD ◊ 3 light ◊ 5 normal ◊ 6 heavy
SHADY FRIENDS ITEMS
A Blade or Two
NOTES Hansh, a scam artist Fine Camo Wear
An Improvised Weapon
________________________________________________________________________________ Avni, an antiquarian Fine Disguise Kit
A Large Weapon
Muting Tech
________________________________________________________________________________ Elif, a SneakerNet runner A Disposable Pistol
Two Fine Blades
________________________________________________________________________________ Fatma, a corp informant
Fine Cryptolock-Picks
A Second Disposable Pistol

________________________________________________________________________________ Catalina, a dipper Replacement Mag (+1 Joule)


Multi-Spectrum Contacts
EWD
________________________________________________________________________________ XP
»» Every time you roll a desperate action, mark XP in that action’s attribute. Screen
________________________________________________________________________________ At the end of each session, for each item below, mark XP (in your stress, Obscures
________________________________________________________________________________ playbook, or attribute) or mark 2 XP if it occurred multiple times.
A Recharge
»» You addressed a challenge with stealth or finesse.
________________________________________________________________________________ »» You expressed your beliefs, drives, culture, or background.
Armor +1 Heavy
Infiltration Gear
________________________________________________________________________________ »» You struggled with issues from your vice, root or traumas during play.
Hacking Gear / Interface
_________________________________________________________ GATHER INFORMATION TEAMWORK PLANNING & LOAD
Choose a plan, provide the detail. Choose your load
Specialized Tech
»» What do they intend to do? »» Assist a teammate
_________________________________________________________ »» How can I get them to [X]? »» Lead a group action
limit for the operation. Subterfuge Supplies
Assault: Point of attack AOG: Specialised tech
_________________________________________________________ »» What should I lookout for? »» Protect a teammate Portable Light Source
Deception: Method Social: Connection
»» What’s the best way in? »» Set up a teammate Demolition Tools
_________________________________________________________ »» Where can I hide here?
Stealth: Entry point Transport: Route
Modification Tools
_________________________________________________________ »» How can I find [X]?
Communications
»» What’s really going on here?

FUSE

CREW
HAUNT
A SHREWD HACKER
PLAYBOOK

SPECIAL ABILITIES
Machined Plasma: Take 1 Stress to activate a function of your STRESS
NAME / PRONOUNS ALIAS
customized nanites for a few minutes: mirror someone else’s nanites
with a touch—establish a link to technology within a few feet from you—
LOOK transfer and store data on your nanites—extend a function for hours
INSIGHT
instead of mere minutes.
TRACE
The Hum: You can hear whenever there electronics of any kind
ROOT: TIPPER - GRASSHOPPER - FOUNDATION -
STUDY
BACKGROUND: ACADEMIC - LABOR - LAW - nearby. When you gather information using technology, take +1d.
DRAGONFLY - FORGED - UNKNOWN TRADE - MILITARY - EXEC - UNDERWORLD SURVEY
Hacktivist: You get an additional xp trigger: when you hinder those MODIFY
that perpetuate societal power structures mark xp. If your crew helped
PROWESS
you, also mark crew xp.
VICE / PURVEYOR: FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR - WEIRD FINESSE
Mess With The Best: When you hack as a long-term project, you GHOST
STRESS TRAUMA get an additional downtime activity toward it. Take +1d when you
COMBAT
resist a consequence involving Hacking.
HAUNTED - OBSESSED - PARANOID - WRECK
RECKLESS - SOFT - UNSTABLE - VICIOUS Between The Lines: You may expend your special armor to resist
RESOLVE
a consequence from electronic intrusions and systems, or to push
CYBERNETICS HACK
yourself when you Hack them.
HARM HEALING CONTROL
NEED Project clock Rootkit: Take +1d and +1effect when Hacking above your Tier. NETWORK
3 HELP Haunting: You have physical modifications to your appearance that SWAY
ARMOR USES
2 identify you as part of a sub-culture of hackers, take +1d when dealing
-1D
ARMOR with other members of the community. BONUS DIE
HEAVY
1 LESS
Trust In Me: You get +1d vs. a target with whom you have an intimate PUSH YOURSELF (take 2
EFFECT SPECIAL
relationship. stress) or accept a RIPPLE
JOULES
Veteran: Choose a special ability from another source.
LOAD ◊ 3 light ◊ 5 normal ◊ 6 heavy
SLY FRIENDS ITEMS
Isidora, a white hat Custom Flicker Wear A Blade or Two
NOTES
A Ceramic Blade or Two An Improvised Weapon
________________________________________________________________________________ Florencia, The Black Top owner
Fine Hacking Gear A Large Weapon
________________________________________________________________________________ Jem, a porter
Moistware A Disposable Pistol
________________________________________________________________________________ Timeo, a corrupt Sentinel
Customized Nanites A Second Disposable Pistol
________________________________________________________________________________ Ebba, a pardoned tipper Augmented Reality Headset Replacement Mag (+1 Joule)

XP EWD
________________________________________________________________________________
»» Every time you roll a desperate action, mark XP in that action’s attribute. Screen
________________________________________________________________________________ At the end of each session, for each item below, mark XP (in your stress,
Obscures
________________________________________________________________________________ playbook, or attribute) or mark 2 XP if it occurred multiple times.
A Recharge
»» You addressed a challenge with technology or quick-thinking.
________________________________________________________________________________ »» You expressed your beliefs, drives, culture, or background. Armor +1 Heavy

________________________________________________________________________________ »» You struggled with issues from your vice, root or traumas during play. Infiltration Gear
Hacking Gear / Interface
_________________________________________________________ GATHER INFORMATION TEAMWORK PLANNING & LOAD
»» What do they intend to do? »» Assist a teammate Choose a plan, provide the detail. Choose your load Specialized Tech
_________________________________________________________ »» How can I get them to [X]? »» Lead a group action
limit for the operation.
Subterfuge Supplies
Assault: Point of attack AOG: Specialised tech
_________________________________________________________ »» Are they telling the truth? »» Protect a teammate Portable Light Source
Deception: Method Social: Connection
»» What are they really feeling? »» Set up a teammate
_________________________________________________________ Stealth: Entry point Transport: Route Demolition Tools
»» What do they really care about?
Modification Tools
_________________________________________________________ »» How can I blend in here?
»» What’s really going on here? Communications

HAUNT

CREW
LENS
A RESILIENT TRACKER AND SNIPER
PLAYBOOK

SPECIAL ABILITIES
STRESS
NAME / PRONOUNS ALIAS Deadeye: You can push yourself to do one of the following: make
a ranged attack at an extreme distance beyond what’s normal for the
weapon—use the environment to attempt a trick shot without penalty.
LOOK
Focused: You may expend your special armor to resist a INSIGHT
consequence of surprise or mental harm (fear, confusion, losing track TRACE
of someone), or to push yourself for ranged combat or tracking. STUDY
ROOT: TIPPER - GRASSHOPPER - FOUNDATION - BACKGROUND: ACADEMIC - LABOR - LAW -
DRAGONFLY - FORGED - UNKNOWN TRADE - MILITARY - EXEC - UNDERWORLD Hunter Drone: Your drone is specially engineered. It gains potency SURVEY
when tracking a target and gains a new module: camouflaged, contact MODIFY
lens-linked, or breakneck speed. Take this ability again to choose an PROWESS
VICE / PURVEYOR: FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR - WEIRD additional drone module. FINESSE
Scout: When you gather info to locate a target, you get +1 effect. GHOST
STRESS TRAUMA When you hide in a prepared position or use camouflage, take +1d to COMBAT
HAUNTED - OBSESSED - PARANOID - rolls avoiding detection. WRECK
RECKLESS - SOFT - UNSTABLE - VICIOUS
Perseverance: From hard won experience or custom tech, you can RESOLVE
CYBERNETICS subsist in areas otherwise uninhabitable. You only take trauma when HACK
you take stress beyond your last stress box, not when you fill it. CONTROL
HARM HEALING

3 NEED Project clock Tough As Nails: Penalties from harm are one level less severe NETWORK
HELP SWAY
(though level 4 harm is still fatal).
ARMOR USES
2 -1D Systemic Relocation: When you use a long-range weapon from cover
ARMOR BONUS DIE
to Trace a target on the same scale as you, add your Wreck skill. If it
HEAVY
1 LESS
is on a larger scale than you, also take +1effect. PUSH YOURSELF (take 2
EFFECT SPECIAL
stress) or accept a RIPPLE
Veteran: Choose a special ability from another source.
JOULES
DEADLY FRIENDS ITEMS LOAD ◊ 3 light ◊ 5 normal ◊ 6 heavy
Raphelle, a veteran reclaimer Finely Crafted Handgun A Blade or Two
NOTES
Nor, a sourcer Perish Ammo An Improvised Weapon
________________________________________________________________________________
Fine Long-Range Rifle A Large Weapon
Emil, a gang leader
________________________________________________________________________________ Custom Drone A Disposable Pistol
Javier, ostensibly a Spook
________________________________________________________________________________ Fine Scope A Second Disposable Pistol
Aadya, a data runner Fine Multi-spectrum Contacts
________________________________________________________________________________ Replacement Mag (+1 Joule)
XP EWD
________________________________________________________________________________ »» Every time you roll a desperate action, mark XP in that action’s attribute.
Screen
________________________________________________________________________________ At the end of each session, for each item below, mark XP (in your stress,
Obscures
playbook, or attribute) or mark 2 XP if it occurred multiple times.
________________________________________________________________________________ A Recharge
»» You addressed a challenge with tracking or force.
________________________________________________________________________________ »» You expressed your beliefs, drives, culture, or background. Armor +1 Heavy
»» You struggled with issues from your vice, root or traumas during play. Infiltration Gear
________________________________________________________________________________
Hacking Gear / Interface
_________________________________________________________ GATHER INFORMATION TEAMWORK PLANNING & LOAD
»» What do they intend to do? »» Assist a teammate Choose a plan, provide the detail. Choose your load Specialized Tech
_________________________________________________________ »» How can I get them to [X]? »» Lead a group action
limit for the operation. Subterfuge Supplies
Assault: Point of attack AOG: Specialised tech
_________________________________________________________ »» What are they really feeling? »» Protect a teammate Portable Light Source
Deception: Method Social: Connection
»» Where are they vulnerable? »» Set up a teammate Demolition Tools
_________________________________________________________ »» Where did [X] go?
Stealth: Entry point Transport: Route
Modification Tools
_________________________________________________________ »» How can I find [X] ?
»» What’s really going on here?
Communications

LENS

CREW
QUIRK
DARING WANDERER AND SCHOLAR
PLAYBOOK

SPECIAL ABILITIES
Limit Break: When an Act of God is your Tier+1—whether by reducing STRESS
NAME / PRONOUNS ALIAS
it as an obstacle until it becomes your so or otherwise—you may
attempt to Control it.
LOOK Vocation: You’ve experienced and studied Acts of God. When you INSIGHT
gather info regarding them, you get +1 result level.
TRACE
Steeled Heart: You’re immune to the terror that some Acts of God STUDY
ROOT: TIPPER - GRASSHOPPER - FOUNDATION - BACKGROUND: ACADEMIC - LABOR - LAW -
inflict on sight, and take +1d to resistance rolls with Resolve. SURVEY
DRAGONFLY - FORGED - UNKNOWN TRADE - MILITARY - EXEC - UNDERWORLD
Street-wise: When you travel to someplace new, ask a question from MODIFY
gather information for free. When you Network in an area you hold PROWESS
VICE / PURVEYOR: FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR - WEIRD turf, take +1d. FINESSE
Daredevil: When you accept a Ripple on a desperate roll, you gain +1d GHOST
STRESS TRAUMA and +1 effect. COMBAT
HAUNTED - OBSESSED - PARANOID -
Altered Carbon: You have +1 trauma box. When you interact with an WRECK
RECKLESS - SOFT - UNSTABLE - VICIOUS
Act of God while embodying a feature of it, take +1effect. RESOLVE
CYBERNETICS Trade Craft: You can push yourself to do one of the following: safely HACK
HARM HEALING traverse through or around an Act of God equal to your Tier+1— summon CONTROL
3 NEED Project clock an Act of God in the immediate vicinity equal to your Tier+1 (torrential rain, NETWORK
HELP roaring winds, heavy fog, chilling frost/snow, etc.). SWAY
ARMOR USES
2 -1D Seasoned: You may use your special armor to resist a consequence
ARMOR BONUS DIE
resulting directly from an Act of God or to push yourself when you
HEAVY
1 LESS
deal with one. PUSH YOURSELF (take 2
EFFECT SPECIAL
stress) or accept a RIPPLE
ACT OF GOD FEATURES: ALLURING—CRUEL—FEROCIOUS— Veteran: Choose a special ability from another source.
JOULES
MONSTROUS—RADIANT—SINISTER—SERENE LOAD ◊ 3 light ◊ 5 normal ◊ 6 heavy
TRANSCENDENT—UNKNOWABLE STRANGE FRIENDS ITEMS
NOTES Ishan, a data tattooist Fine Dryware Suit A Blade or Two

________________________________________________________________________________ Fine Tear-Trail Helmet An Improvised Weapon


Ridhi, a cartographer
Diffusion Rounds A Large Weapon
________________________________________________________________________________ Airi, a canary
Fine Water Knife A Disposable Pistol
________________________________________________________________________________ Ren, a storm chaser
Moistware A Second Disposable Pistol
________________________________________________________________________________ Hui, operates The Garden Gateway Map Replacement Mag (+1 Joule)

________________________________________________________________________________ XP EWD
»» Every time you roll a desperate action, mark XP in that action’s attribute.
Screen
________________________________________________________________________________ At the end of each session, for each item below, mark XP (in your stress,
Obscures
playbook, or attribute) or mark 2 XP if it occurred multiple times.
________________________________________________________________________________ A Recharge
»» You addressed a challenge with daring or investigation.
________________________________________________________________________________ »» You expressed your beliefs, drives, culture, or background. Armor +1 Heavy
________________________________________________________________________________ »» You struggled with issues from your vice, root or traumas during play. Infiltration Gear

PLANNING & LOAD Hacking Gear / Interface


_________________________________________________________ GATHER INFORMATION TEAMWORK
»» What is the best way in/out? »» Assist a teammate Choose a plan, provide the detail. Choose your load Specialized Tech
_________________________________________________________ »» What echoes in the wind? »» Lead a group action
limit for the operation.
Subterfuge Supplies
Assault: Point of attack AOG: Specialised tech
_________________________________________________________ »» What is hidden or lost here? »» Protect a teammate
Portable Light Source
Deception: Method Social: Connection
»» How can I reveal [X]? »» Set up a teammate
_________________________________________________________ »» What do they intend to do?
Stealth: Entry point Transport: Route Demolition Tools

_________________________________________________________ »» What drives them to do this? Modification Tools


»» What’s really going on here? Communications

QUIRK

TORQUE PLAYBOOK
CREW INVENTOR, SABOTEUR & DOCTOR
SPECIAL ABILITIES
STRESS
NAME / PRONOUNS ALIAS Inventor: When you invent or craft something mechanical, take
+1 result level to your roll. You begin with one schematic already
known.
LOOK
Schemer: During downtime, you get two ticks to distribute among INSIGHT
any long-term project clocks that involve crafting something or TRACE
learning a new schematic. STUDY
ROOT: TIPPER - GRASSHOPPER - FOUNDATION - BACKGROUND: ACADEMIC - LABOR - LAW -
DRAGONFLY - FORGED - UNKNOWN TRADE - MILITARY - EXEC - UNDERWORLD Technician: You are never affected by Tier or quality when you SURVEY
Modify electronic or mechanical systems. MODIFY
Gearhead: You may expend your special armor to resist a PROWESS
VICE / PURVEYOR: FAITH - GAMBLING - LUXURY - OBLIGATION - PLEASURE - STUPOR - WEIRD consequence from mechanical failure, or to push yourself when FINESSE
inventing, crafting, or destroying something mechanical. GHOST
STRESS TRAUMA COMBAT
Structure Hitter: When you Wreck something larger in scale than
HAUNTED - OBSESSED - PARANOID -
you and your crew, take +1d and +1effect.
WRECK
RECKLESS - SOFT - UNSTABLE - VICIOUS
RESOLVE
Physician: You can Modify the human body to treat wounds or
CYBERNETICS HACK
stabilize the dying. You may Study a disease or corpse. Everyone in
HARM HEALING your crew gets +1d to their healing treatment rolls. CONTROL
3 NEED Project clock NETWORK
HELP Saboteur: When you Wreck, the work is much quieter than it should
be, and the damage is hidden from casual inspection.
SWAY
ARMOR USES
2 -1D
ARMOR Eidetic Memory: When you’ve witnessed something destroyed or BONUS DIE
HEAVY disassembled, take +1d to making a schematic for it and crafting it.
1 LESS
PUSH YOURSELF (take 2
EFFECT SPECIAL
Veteran: Choose a special ability from another source. stress) or accept a RIPPLE
JOULES
CLEVER FRIENDS ITEMS LOAD ◊ 3 light ◊ 5 normal ◊ 6 heavy
Shira, runs a chop shop Mag Pistol A Blade or Two
NOTES
Chiara, a cryptographer Fine Modification Tools An Improvised Weapon
________________________________________________________________________________
Fine Demolition Tools A Large Weapon
Saanvi, a scavenger
________________________________________________________________________________ Medical Supplies A Disposable Pistol
Ayse, a patcher
________________________________________________________________________________ Spare Parts A Second Disposable Pistol
Pihu, an architect EMP Grenade
________________________________________________________________________________ Reload (+1 Joule)

________________________________________________________________________________ XP EWD
»» Every time you roll a desperate action, mark XP in that action’s attribute. Screen
________________________________________________________________________________ At the end of each session, for each item below, mark XP (in your stress,
Obscures
playbook, or attribute) or mark 2 XP if it occurred multiple times.
________________________________________________________________________________ A Recharge
»» You addressed a challenge with technical skill or mayhem.
________________________________________________________________________________ »» You expressed your beliefs, drives, culture, or background. Armor +1 Heavy

________________________________________________________________________________ »» You struggled with issues from your vice, root or traumas during play. Infiltration Gear
Hacking Gear / Interface
_________________________________________________________ GATHER INFORMATION TEAMWORK PLANNING & LOAD
»» What do they intend to do? »» Assist a teammate Choose a plan, provide the detail. Choose your load Specialized Tech
_________________________________________________________ »» How can I get them to [X]? »» Lead a group action
limit for the operation. Subterfuge Supplies
Assault: Point of attack AOG: Specialised tech
_________________________________________________________ »» Are they telling the truth? »» Protect a teammate Portable Light Source
Deception: Method Social: Connection
»» What here can I modify? »» Set up a teammate
_________________________________________________________ Stealth: Entry point Transport: Route Demolition Tools
»» What might happen if I [X]?
Modification Tools
_________________________________________________________ »» How can I find[X]?
»» What is wrong with this and Communications
how might I fix it?

TORQUE

Standard Items
A Blade or Two: You have a simple fighting knife. Swords, a kiridashi, a
skeleton knife, a neck knife, hunting knife, kunai, karambit, or a heavy butcher’s EDGE ITEMS LENS ITEMS
cleaver. [1 load] Fine Hand Weapon: A finely crafted one-handed melee weapon of your choice. Finely Crafted Handgun: More accurate and made with better materials than
Is it perfectly weighted just for you? Is the weapon of your own make and specifications, and a disposable pistol, this handgun is better quality [1 load]
An Improvised Weapon: There will always be something around you
more exotic and improved compared to a standard blade or two? [1 load]
can use as a weapon. Could be a rope, a shovel, a length of chain, steel-toed boots. Perish Ammo: Black market, military tech. Once embedded into something organic,
Something plausibly around you. [1 load] Fine Heavy Weapon: A finely crafted two-handed melee weapon of your choice. the bullet breaks down into a rapid-acting enzyme which dissolves all living matter into
Is this a sword, katana, great blade, or something else customized for you? [2 load] carbon particulates. Every time you use this ammo, take +1 Heat immediately. [1 load]
A Large Weapon: A weapon meant to be held in two hands: rifles,
compound bows, assault rifles, shotguns, machine guns. [2 load] Air-Burst Ammo: Allow for your next couple shots aimed at a specific enemy to be Fine Long Range Rifle: Highly accurate, telescopic sight that allows for long-
special ammo with a small explosive that goes off just before reaching the target. Every distance vision. Did you assemble the pieces of it yourself, or did a fine crafter of arms make
Disposable Pistols: Generally printed and extremely low quality. They’re
time you use this ammo, take +1 Heat immediately. [1 load] it for you? [2 load]
made to shoot a round or two reliably before breaking or jamming. On the upside,
they are so commonplace they are near impossible to trace—especially after they’re Fine Sunjet: A finely crafted Sunjet capable of slicing through most armor. Every Custom Drone: Your drone is controlled by you and anticipates your actions. Cohort:
broken into components. [1 load] time you use this ammo, take +1 Heat immediately [1 load] Hunter. What does your drone look like? Did you name it? How intelligent is it? [1 load]
Reload: This applies to any powered weapon. When your weapon jams or runs Fine CQC Training: Extremely good close-quarters-combat training. [0 load] Fine Scope: Highly accurate, telescopic sight that allows for long-distance vision.
empty, a reload costs you 1 Joule and 1 load. [1 load]
Collapsible. Attaches to a rifle. Gives more effect. [0 load]

EWD: Early Warning Devices are hooked into Shelter 1’s technology that alerts FAINT ITEMS
citizens to get somewhere safe when an Act of God is near their vicinity. Without Luxury Item: An open ended item; whatever you need to bolster the persona you’re QUIRK ITEMS
wearing one, you probably won’t know when one is going to hit. [1 load] embodying. Alcohol, water, tea, spices, chocolate, etc. [0-3 load] Fine Dryware Suit: When your face is covered by the suit, it acts as a rebreather
Screen: Used when you are caught out in the sun, or need to move through Concealed Palm Pistol: A small firearm with a weak charge, easily concealed (30 minute max). When combating an Act of God, you may have increased effect. [2 load]
sunlight without cover. Good for about a day. When injected, it creates a purple-ish in a sleeve or waistcoat; it can easily accommodate a sleeper round, for instance. [1 load] Fine Tear Trail Helmet: This site is fitted with technology that can detect traces
film over the user’s skin. [1 load] of moisture, Detects anything with water and moisture, feeding back how much and where.
Sleeper Round: One customized round that fits into a gun, but is not a bullet; Can show lifeforms, detect poisons, and other substances, etc. [1 load]
Obscures: Commonly used by many in the Green Zone, they conceal the upper it injects a compound that rapidly puts the target to sleep for about an hour. [1 load]
portion of a face, and are generally made in a variety of styles—from different Diffusion Rounds: Military tech that rapidly breaks down organic matter and
contours of the face, to eye colors, and facial expression changes. [0 load] Blueprints/Documents: A smart-paper folio of useful architectural drawings converts it into water. Originally used on various types of Acts of God to render them less
and city plans or forged documents that could pass a cursory inspection. [0 load] effective. Every time you use this ammo, take +1 Heat immediately. [1 load]
A Recharge: Spend 2 load and 1 Joule to use a Recharge. You may spend 1
Fine Cover Identity: Documentation, planted stories, rumors, and false Fine Water Knife: The knife itself is composed of an unknown substance that
Joule for every additional recovery roll from the Recharge; essentially increasing
relationships sufficient to pass as a different person. However, it does not change the
the cocktail’s quality. But if you roll a 1 Joule on any die, you take an additional disables nanotech, while also preserving the short-term memory stored by the nanites
signature of your nanites (which identify you as a Glitch, off the grid). [0 load] in the blood stream. The nanites stop transmitting their location and stop regenerating the
level 1 harm “nanoshock,” which must be healed by someone who can interface
with your nanites and repair them, such as a street-doc. [2 load] body for approximately 48 hours. [1 load]
Armor: is typically bullet-proof woven fabric in whatever clothing you are FUSE ITEMS Moistware: Used to transfer all forms of data but is only readable with infused water
wearing. It is discreet, so the wearer won’t be identified as part of the underworld. Fine Camo Wear: Whatever you’re wearing has properties that make it blend in coded to a specific temperature and chemical makeup (such as tea). [1 load]
It can take one hit. [2 load] with your surroundings, helping you stay unseen and unnoticed. [1 load]
Gateway Map: When people leave Shelter 1, they are scanned and tagged by
+Heavy: In addition to armor, you can have additional bullet proof wear that Fine Disguise Kit: You’ve assembled a few things to help alter your appearance; Sentinels. With the Green Zone already taking on too many climate refugees, it becomes
is not discreet. This is tactical gear, typically military grade, which covers every special makeup, props that change your gait, tailored clothes, etc. [1 load] increasingly hard to enter, especially with these tags. This gateway map provides you a path
inch of you without obstructing your movements. [1 load in addition to the 2 circumventing the Sentinel check. What route have you unearthed or been given? [1 load]
load of normal armor] Muting Tech: A small device that may be attached to a piece of clothing to completely
remove all sound that comes from it for about 30 minutes per charge. [1 load]
Infiltration Gear: A set of cryptolock-picks. A pry-bar, technology that
helps bypass security measures like glass, infrared detection, noise, etc. [1 load] Two Fine Blades: Two blades, defined by you, crafted specifically for you. In what TORQUE ITEMS
way are they different than other blades? [1 load]
Hacking Gear / Interface: An interface such as a laptop or tablet Mag Pistol: Uses different technology than most weapons. Leverages powerful
loaded with pertinent software and necessary cables and connectors. It can look Fine Cryptolock-Picks: Cryptolock-picks are dummy keys used to hack code magnets to fire an almost completely silent projectile. [1 load]
like whatever you please, fitting your specific technology preferences. [1 load] and gain access to restricted spaces. [0 load] Fine Modification Tools: Modification tools of better make and quality than
Specialized Tech: Advances in technology were primarily to take on Acts normal. Did you Modify them yourself? [1 load]
of God, so you can assume there is something out there to combat any severe HAUNT ITEMS Fine Demolition Tools: A sledgehammer or drill, shaped charges, or some
weather—even if it is untested experimental technology. [1 load] Custom Flicker Wear: Personal wear that is laced or accented with Flicker wear other kind of explosives. [2 load]
Subterfuge Supplies: A reasonable makeup kit. Some smart-paper ready that allows you to become temporarily invisible. [1 load] Medical Supplies: Injectors, syringes, gauze, or smart, near future tech used for
to be forged. Fake jewelry. Alterations to your clothing that can change your look. A Ceramic Blade or Two: More savvy places have tech and people who check injuries. Gives you more effect or +1d on healing treatment rolls, as the GM judges. [1 load]
[1 load] for weapons and blades, but a ceramic ones usually pass scrutiny. [1 load]
Spare Parts: Data cables, chip-boards, pieces of metal and scrap. Whatever you
Portable Light Source: Any reasonable tech that can project light into Fine Hacking Gear: This kind of gear is highly illegal and generally put together reasonably need to repair something damaged. Gives you more effect when crafting, as
an area. It is handsfree and will navigate to where you want it, with a screen with by the user. [1 load] the GM judges.[1 load]
which to view it. [1 load]
Moistware: Used to transfer all forms of data but is only readable with infused water EMP Grenade: A grenade built to disrupt or damage electronic equipment in the
Demolition Tools: A sledgehammer or drill; shaped charges, or some coded to a specific temperature and chemical makeup (such as tea). [1 load] immediate vicinity.[1 load]
other kind of explosives. [2 load]
Customized Nanites: You’ve further hacked your nanites. While most Glitches On Multiple Playbooks:
Modification Tools: Reasonable things you’d need to fix or modify can only go off the grid, you can put yourself back on to appear like a legitimate citizen.
the components of something you’re working on. Soldering or welding tools, [0 load] Multi-Spectrum Contacts/Goggles/ Shades: They come with a built
screwdrivers, a wrench, etc. [1 load] in low-tech range of spectral bands available (infrared, night vision). Grants more effect
Augmented Reality Headset: Allows you to visualize data in a cyberspace on Survey and Study rolls. Fine quality expands the spectrum beyond the limitations
Communications: Your crew has technology that allows everyone to environment of your choosing. This is Haunt technology. What does cyberspace look like,
communicate across distance. [0 load] of just infrared and night vision. [0 load]
what do you look like in it? This grants more effect on Survey and Study rolls, when applicable
(searching for information while Hacking, for instance). [0 load]

Abridged item descriptions


CREW CREATION/COHORTS

1 Choose a crew type. The crew type determines the PCs’ collective purpose, their
special abilities, and how they advance.
COHORTS
A cohort is a gang or an expert who works for your crew. To recruit a new cohort, spend two upgrades and create them
The crew begins at Tier 0, with strong hold and 0 rep, and starts with 2 Joules. using the process below.

2 Choose an initial reputation and Base. Choose how other underworld factions Creating a gang
see the crew: Ambitious—Brutal—Daring—Honorable—Professional—Savvy— Choose a gang type from the list below:
Subtle—Strange. Look at the map and pick a spot for the crew’s base. Describe the base. ~~Boosters: Killers, brawlers, and enforcers.
~~Monitors: (Street) doctors, hackers, scientists, and mechanics.

3 Establish your hunting grounds. Pick an area on the map for the crew’s hunting
grounds. Decide how to deal with the faction that claims that area.
~~Rooks: Con artists, spies, private investigators, and fixers.
~~Rovers: Getaway drivers, sourcers, and scavengers.
~
~Pay them 1 Joule. ~~Runners: Lookouts, infiltrators, data couriers, and thieves.
~
~Pay them 2 Joules. Get +1 status. A gang has scale and quality equal to your current crew Tier. It increases in scale and quality when your crew moves up in Tier.
~
~Pay nothing. Get -1 status.
Creating an expert

4 Choose a special ability. In addition to the starting ability the crew already has Record the expert’s type (their specific area of expertise). They might be a Doctor, an Investigator, a thief, a killer, a Spy, etc.
at the very top of the middle column of the sheet, choose a special ability. If An expert has quality equal to your current crew Tier +1. Their scale is always zero (1 person). Your experts increase in
players can’t decide, they should choose the one listed below the starting ability on quality when your crew moves up in Tier.
the list. It’s there as a good first option.
EDGES & FLAWS

5 Assign crew upgrades. The crew has two upgrades pre-selected. Choose two When you create a cohort, give them one or two edges and an equal number of flaws. Talk with the GM about creating
your own if these don’t fit exactly what you’re going for. Occasionally there will be an NPC in the fiction for some time that
more. If the crew has a cohort, create them using the cohort creation procedure.
becomes a cohort and the definitions may not conform to what’s established.
Write down the following faction status changes as a result of the crew’s upgrades:
Edges
~
~One faction helped you get an upgrade. Take +1 status with them. Or spend 1 Joule
~~Fearsome: The cohort is terrifying in aspect and reputation.
for +2 status instead.
~~Independent: The cohort can be trusted to make good decisions and act on their own initiative in the absence of
~
~One faction was harmed when you got an upgrade. Take -2 status with them. Or direct orders.
spend 1 Joule for -1 status instead. ~~Loyal: The cohort can’t be bribed or turned against you.

6
~~Tenacious: The cohort won’t be deterred from a task.
Choose a favorite contact. Mark the one who is a close friend, long-time ally,
or partner in crime. Write down the following faction status changes related Flaws
to your contact: ~~Principled: The cohort has an ethic or values that it won’t betray.
~~Savage: The cohort is excessively violent and cruel.
~
~One faction is friendly with your contact. Take +1 status with them.
~~Unreliable: The cohort isn’t always available, due to other obligations, stupefaction from their vices, etc.
~
~One faction is unfriendly with your contact. Take -1 status with them. ~~Wild: The cohort is drunken, debauched, and loud-mouthed.
The players can choose to increase the intensity of the factions’ relationship with the
Modifying a cohort
contact and take +2 and -2 status, instead. You can add an additional type to a gang or expert by spending two crew upgrades. When a cohort performs actions for
which its types apply, it uses its full quality rating. Otherwise, its quality is zero. A given cohort can have up to two types.

FUEL
Airships need fuel. Comets start out with 2 fuel. Each downtime a crew of Comets consumes 1 fuel (2 if it has the costly flaw)
to keep it operational. They get more fuel with their special ability Solarpunk, detailed on page 124.
Depending on fictional circumstances, a GM might apply this need for fuel to other situations. It is assumed airships use
different fuel than other methods of transportation; a more costly upkeep is applied to air travel than other vehicles.

CREW CREATION / COHORTS


CLEANERS
COHORT GANG EXPERT

CREW SHEET ____________________________


____________________________
MERCENARIES FOR HIRE
____________________________
NAME REPUTATION
SPECIAL ABILITIES ____________________________
BASE Military Grade: You have devised tech to destroy Acts of God. Take 3
stress to use this tech to destroy an Act of God after overcoming it as
REP TURF HOLD WEAK STRONG TIER an obstacle. COHORT GANG EXPERT

Lethal: Each PC may add +1 action rating to Trace, Ghost or


Combat (up to a max rating of 3). ____________________________
Back Door: Your activities are hidden from the notice of corporate law. ____________________________
You don’t take extra heat when killing is involved on a score.
VICE DEN
____________________________
INFORMANTS No Trace: When you keep an operation quiet or make it look like an
(Tier roll) - Heat = +1d gather info for
accident, you get half the rep value of the target (round up) instead of
____________________________
Joules in downtime scores
TRAINING 0. When you end downtime with 0 heat, take +1 rep.
ROOMS FIXER CREMATORIUM
Patron: When you advance your Tier, it costs half the Joules it
COHORT GANG EXPERT

+1 scale for any +2 Joules for lower Body disposal, +1d


to reduce Heat after normally would. Who is your patron? Why do they help you?
cohorts classified as class targets
Runners killing
Predators: When you use stealth or subterfuge to commit murder,
____________________________
take +1d to the engagement roll. ____________________________
TURF TURF
Underground Haven: You have a home away from home: a nightclub, ____________________________
vice den, or similar. It has the same qualities as your base. When you
LEGITIMATE ____________________________
WORD OF gather information in your haven, you get +1 result level.
MOUTH BASE FRONT
+1 rep per score -2 Heat per score Loyal To A Fault: When a crew member Controls a cohort in
COHORT GANG EXPERT
COVER combat, they continue to fight when they would otherwise break
WEAK IMPAIRED BROKEN ARMOR
MED ROOM IDENTITIES (they’re not taken out when they suffer level 3 harm).
+1d to healing rolls +1d to engagement ____________________________
rolls that use the Veteran: Choose a special ability from another crew.
deception or social ____________________________
plan HACKED CREW XP
EXTORTION
(Tier roll) - Heat =
DATA BROKER SURVEILLANCE ____________________________
+2 Joules for high +1d to engagement At the end of each session, for each item below, mark XP (in your playbook
Joules in downtime
class targets rolls that use the or attribute) or mark 2 XP if it occurred multiple times. ____________________________
stealth plan
»» Execute a successful accident, disappearance, murder, or ransom operation
»» Contend with challenges above your station
»» Bolster your crew’s reputation or develop a new one Base Quality
HEAT WANTED JOULES VAULTS »» Express the goals, drives, inner conflict, or essential nature of the crew Spinner
Ship Gear
Upon crew advance, each PC gets stash = Tier + 2 CONTACTS CREW UPGRADES Hidden Spec Tech
Korcha, a slide Cleaners Rigging (2 free load of Quarters Supplies
____________________________________________________________________________________
weapon or gear) Secure Tools
Leticia, a fixer
____________________________________________________________________________________ Contacts In The Grind (+1 Tier for Vault Weapons
Vinicious, an auditor
____________________________________________________________________________________ incarceration rolls) Workshop
Lavente, a handler
____________________________________________________________________________________ Elite Runners Training Cohorts
Aoife, a dipper Elite Boosters Insight Upgrade costs
____________________________________________________________________________________
Cian, a Forged liaison Hardened (+1 trauma box) Prowess New cohort: 2
____________________________________________________________________________________ Resolve Add type: 2
____________________________________________________________________________________ Personal
Mastery
____________________________________________________________________________________ HUNTING GROUNDS: ACCIDENT - DISAPPEARANCE - MURDER - RANSOM

CLEANERS
CLIPPERS
COHORT GANG EXPERT

CREW SHEET Boosters


____________________________
____________________________
STREET GANG ON CYCLES
____________________________
NAME REPUTATION SPECIAL ABILITIES
Fast & Furious: You devised specialized tech to outrun or out ____________________________
BASE manoeuvre Acts of God through hard-won experience. When a crew
member takes 2 stress, they escape from any Act of God.
REP TURF HOLD WEAK STRONG TIER COHORT GANG EXPERT

Street Smart: Each PC may add +1 action rating to Trace, Combat or


Wreck (up to a max rating of 3). ____________________________
Shoulder To Shoulder: When you fight alongside your cohorts in
____________________________
combat, they get +1d for teamwork rolls (setup and group actions).
All of your cohorts get the Booster type for free (if they’re already ____________________________
INFORMANTS
TURF Boosters, add another type).
+1d gather info for ____________________________
scores
Reavers: When you go into conflict aboard a vehicle, you gain +1 effect
CLOUT PROTECTION for vehicle damage and speed. Your vehicle gains armor.
BARRACKS COHORT GANG EXPERT
+2 Joules in payoff RACKET
+1 scale for your Fiends: Fear is as good as respect. You may count each wanted level
Booster cohorts for battle or extortion (Tier roll) - Heat =
as if it was turf.
operations Joules in downtime ____________________________
Forged In The Fire: Each PC has been toughened by cruel experience.
FLEET
You get +1d to resistance rolls.
____________________________
Cohorts gain their TURF
own cycles
Like One Of The Family: The crews’ vehicles are considered expert ____________________________
cohorts. Choose an additional edge (from any crew). ____________________________
TURF
TURF BASE War Dogs: When you’re at war (-3 faction status), your crew does not
suffer -1 hold and PCs still get two downtime activities (instead of COHORT GANG EXPERT
just one).
WEAK IMPAIRED BROKEN ARMOR
INTIMIDATION FALSE FRONT
+1d to acquire an Veteran: Choose a special ability from another crew. ____________________________
-2 Heat per score
asset
____________________________
PREMIUM CREW XP
MED ROOM
SCRAPPER TEAM LOADOUT ____________________________
+2 Joules for lower +1d to engagement At the end of each session, for each item below, mark XP (in your playbook
+1d to healing rolls
class targets rolls that use the or attribute) or mark 2 XP if it occurred multiple times. ____________________________
assault plan
»» Execute a successful battle, extortion, control, or smash & grab operation
»» Contend with challenges above your station
»» Bolster your crew’s reputation or develop a new one Base Quality
HEAT WANTED JOULES VAULTS »» Express the goals, drives, inner conflict, or essential nature of the crew Cycle
Ship Gear
Upon crew advance, each PC gets stash = Tier + 2 CONTACTS CREW UPGRADES Hidden Spec Tech

VEHICLE EDGES VEHICLE FLAWS Ilija, a corp executive Clippers Rigging (cycles concealed Quarters Supplies
at rest) Secure Tools
Ximena, a canary
Nimble: The vehicle handles easily. Costly: The vehicles costs 2 Joules Contacts In The Grind (+1 Tier for Vault Weapons
Consider this an assist for tricky (instead of 1) per downtime to keep in Fleur, a gunsmith Workshop
incarceration rolls)
manoeuvres. operation. Ella, a street-doc
Elite Rovers Training Cohorts
Keiko, a Sentinel informer
Simple: The vehicle is easy to Illegal: The vehicle also has banned Elite Boosters Insight Upgrade costs
repair. Remove all harm during tech. Take +2 heat when you use it on Sook, a nightclub owner Steeled (+1 trauma box) Prowess New cohort: 2
downtime. a score and +1d when speed matters. Resolve Add type: 2
Personal
Sturdy: The vehicle keeps Distinct: The vehicles have memorable Mastery
HUNTING GROUNDS: BATTLE - EXTORTION - CONTROL - SMASH & GRAB
operating even when broken. features. Take +1 heat after a score is
completed.

CLIPPERS
COMETS
COHORT GANG EXPERT

CREW SHEET ____________________________


____________________________
THIEVES AND SCAVENGERS OPERATING OUT OF AIRSHIPS
____________________________
NAME REPUTATION SPECIAL ABILITIES
____________________________
BASE Solarpunk: You devised a special method to extract components from
Acts of God to make a viable form of fuel. Take 3 stress to use this
REP TURF HOLD WEAK STRONG TIER specialized method after you overcome the Act of God as an obstacle. COHORT GANG EXPERT

Through The Ringer: Each PC may add +1 action rating to Ghost,


Finesse, or Modify (up to a max rating of 3). ____________________________
Natural Element: When you use an Act of God as cover on a score, ____________________________
take +1d to your engagement roll and -1 heat after the score.
GAMBLING DEN ____________________________
TURF (Tier roll) - Heat = Park Rats: Your airship contains a jumble of stolen items. When you
Joules in downtime ____________________________
roll to acquire an asset, take +1d.
INTERROGATION LOYAL FENCE ENTERTAINMENT Exosuits: You devised your own kind of armor—effective in low orbit
CHAMBER +2 Joules in payoff VENUE COHORT GANG EXPERT
+1d to Control and on extraction or theft
jumps as well as combat. Only marking your first use of armor counts
+1d to Networking
Sway on site. operation and Sway on site toward your load on a score. Heavy armor is free.
____________________________
INFORMANTS Tempting Fate: When you execute a score by leaping from an aircraft
+1d to gather info TURF you may choose to start with a risky position and instead spend each ____________________________
for scores engagement roll die during the score to take +1d to a roll.
____________________________
LEGITIMATE SURVEILLANCE Slippery: When you roll entanglements, roll twice and keep the one
FRONT BASE SYSTEMS you want. When you reduce heat on the crew, take +1d. ____________________________
(Tier roll) - Heat = +1d to Survey or
Joules in downtime Trace on your turf Synchronized: When you perform a group action, you may count
multiple 6s from different rolls as a critical success. COHORT GANG EXPERT
PREMIUM CHOP
SHOP TURF Veteran: Choose a special ability from another crew.
WEAK IMPAIRED BROKEN ARMOR

+1d to rolls ____________________________


repairing the airship
DEAD DROP DAY TRADERS
HACKED AIR ____________________________
TRAFFIC CREW XP
Body disposal, +1d +2 Joules in payoff
to reduce Heat after on espionage or
CONTROL ____________________________
killing sabotage operation
+1d to engagement At the end of each session, for each item below, mark XP (in your playbook
rolls that use the or attribute) or mark 2 XP if it occurred multiple times. ____________________________
stealth plan
»» Execute a successful extraction, espionage, sabotage, or theft operation
»» Contend with challenges above your station
HEAT WANTED JOULES VAULTS Base Quality
»» Bolster your crew’s reputation or develop a new one
»» Express the goals, drives, inner conflict, or essential nature of the crew Airship
Upon crew advance, each PC gets stash = Tier + 2 FUEL RESERVE
Airship Gear
After you complete a score, consume 1 Fuel. CONTACTS CREW UPGRADES Hidden Spec Tech

AIRSHIP EDGES AIRSHIP FLAWS Ocean, a cartographer Comets Rigging (2 free load of Quarters Supplies
tools or gear) Secure Tools
Manon, a pilot
Nimble: The Airship handles easily. Costly: The Airship costs 2 Joules Comet Airship Upgrade (+1 Vault Weapons
Consider this an assist for tricky (instead of 1) per downtime to keep in Hugo, an anarchist Workshop
airship edge)
manoeuvres. operation. Fitz, a scrapper
Elite Rooks Training Cohorts
Ewa, a corp outsourcer
Simple: The Airship is easy to Distinct: The Airship have memorable Elite Runners Insight Upgrade costs
repair. Remove all harm during features. Take +1 heat after a score is Chung Ae, a mechanic Steady (+1 trauma box) Prowess New cohort: 2
downtime. completed. Resolve Add type: 2
Personal
Sturdy: The Airship keeps Illegal: The vehicle also has banned tech. Mastery
operating even when broken. Take +2 heat when you use it on a score HUNTING GROUNDS: EXTRACTIONS - ESPIONAGE - SABOTAGE - THEFT
and +1d when speed matters.

COMETS
SHIFTERS
COHORT GANG EXPERT

CREW SHEET ____________________________


Monitors
____________________________
A CONVOY OF NONCONFORMISTS
____________________________
NAME REPUTATION SPECIAL ABILITIES
Data Cutting: You have devised a method to extract data from an Act ____________________________
BASE of God. Take 3 stress to use this specialized method after you have
surmounted it as an obstacle.
REP TURF HOLD WEAK STRONG TIER COHORT GANG EXPERT

Kinesthetic Learning: Each PC may add +1 action rating to Hack,


Study, or Sway (up to a max rating of 3). ____________________________
Resilient: You get +1d to resistance rolls against Acts of God. You get
____________________________
+1d to healing rolls when you have suffered harm from one.
INFODUMP EXPERIMENTAL Subvocal Comms: Spend 1 stress to use teamwork with any crew ____________________________
SALES TECH
(Tier roll) - Heat = Pushing yourself
member, regardless of distance. ____________________________
Joules in downtime for the first time on Thrill Seeker: Each PC gains an additional Vice: Daredevil. When you
PREMIUM a score is reduced to indulge this vice and go thrill seeking, you don’t overindulge when you
PURSUIT 1 stress COMMUNITY COHORT GANG EXPERT
VEHICLES TRANSPORT CONTACTS clear excess stress.
+1 quality for your +2 Joules for +1d to Networking
skilled cohorts transportation plans w/ Forged Nowcaster: Someone in the convoy is always nowcasting, coordinating ____________________________
communities the team and scouting ahead; ask a follow-up question when you gather
TURF
information and take +1d to engagement rolls using the Act of God ____________________________
TURF plan.
____________________________
Lay Of The Land: Take +1d to Ghosting or Tracing when leading a group
action for the entire crew. ____________________________
TURF BASE TURF
Found Family: When you lay down roots and share a communal
moment of intimacy in downtime, those present may roll to decrease COHORT GANG EXPERT

PREMIUM CHOP their stress as though they were indulging a vice. WEAK IMPAIRED BROKEN ARMOR

SHOP STREET-DOC
Veteran: Choose a special ability from another crew. ____________________________
+1d to repair rolls +1d to healing rolls
on the convoy ____________________________
RELIABLE FORWARD
CREW XP
ANALYST
SATELLITE OPERATING BASE ____________________________
+1d to engagement At the end of each session, for each item below, mark XP (in your playbook
UPLINK +1d to Control and
+1d to gather Sway rolls on site
rolls that use the Act
of God plan or attribute) or mark 2 XP if it occurred multiple times. ____________________________
information rolls
»» Execute a successful transportation, discovery, or subversion operation
on turf
»» Contend with challenges above your station
»» Bolster your crew’s reputation or develop a new one Base Quality
HEAT WANTED JOULES VAULTS »» Express the goals, drives, inner conflict, or essential nature of the crew Convoy
Convoy Gear
Upon crew advance, each PC gets stash = Tier + 2 CONTACTS CREW UPGRADES Hidden Spec Tech

CONVOY EDGES CONVOY FLAWS Don, an academic Shifters Rigging (2 free load of Quarters Supplies
tools or specialized tech) Secure Tools
Isamu, a liaison
Equipped: One vehicle has AOG Costly: The vehicles costs 2 Joules Shifter Convoy upgrade (+1 Vault Weapons
tracking gear. Consider this an (instead of 1) per downtime to keep in Llya, a theorist Workshop
vehicle Edge per vehicle)
assist when searching for Acts of operation. Feechi, a slide
Elite Monitors Training Cohorts
God.
Maja, a mechanic
Distinct: The vehicles have memorable Elite Rovers Insight Upgrade costs
Simple: The vehicle is easy to features. Take +1 heat after a score is Alba, a hacker Seasoned (+1 trauma box) Prowess New cohort: 2
repair. Remove all harm during completed. Resolve Add type: 2
downtime. Personal
Finicky: They are retrofitted machines. Mastery
Sturdy: The vehicle keeps The vehicles all have -1 quality outside of HUNTING GROUNDS: DELIVERIES - DISCOVERY - SUBVERSION
operating even when broken. Shelter 1.

SHIFTERS
WIRES
COHORT GANG EXPERT

CREW SHEET ____________________________


____________________________
UNDERWORLD VICE DEALERS
____________________________
NAME REPUTATION SPECIAL ABILITIES
Chasing The Storm: You have devised a method to extract Acts of God ____________________________
BASE into a raw form you can then convert into an illicit substance. Take 3
stress to use this method on an Act of God after you have surmounted
REP TURF HOLD WEAK STRONG TIER COHORT GANG EXPERT
it as an obstacle.
Machinations Of Men: You know when and where the solar panels ____________________________
shed light on the streets of Shelter 1. Take -1 heat in downtime and
+1d to gather info when being in dark corners is beneficial. ____________________________
Marked: Everyone in the crew has a tattoo, piercing, or some other kind ____________________________
BOUTIQUE LOOKOUTS of discernible marking. Each PC may add +1 action rating to Control,
+1d to engagement ____________________________
rolls that use the
+1d to Survey or Network, or Sway (up to a max rating of 3).
Trace on your turf
social plan The Good Stuff: Your merchandise is exquisite. The product quality
RESIDUAL COHORT GANG EXPERT
TURF INCOME INFORMANTS is equal to your Tier+2. When you deal with a crew or faction, the GM
+2 Joules in payoff +1d gather info for will tell you who among them is hooked on your product (one, a few,
for show of force or scores many, or all). ____________________________
social operations
Scapegoat: When a PC would be incarcerated, you can instead send an ____________________________
TURF TURF Elite cohort.
____________________________
The Game: When anyone in the crew gets taken in for interrogation or
questioning, you also roll to see how much heat you lose. ____________________________
TURF LUXURY VENUE
BASE +1d to Network or Hooked: Your gang members use your product. Add the savage,
Sway on site unreliable, or wild flaw to your gang to give them +1 quality. COHORT GANG EXPERT

WEAK IMPAIRED BROKEN ARMOR


VICE DEN BLACKMAIL Accord: Up to three +3 statuses with factions count as Turf.
(Tier roll) - Heat = ____________________________
-2 Heat per score Veteran: Choose a special ability from another crew.
Joules in downtime
____________________________
COVER CREW XP
FOREIGN
MARKET
MEDIATOR IDENTITIES ____________________________
+2 Joules in payoff +1d to engagement At the end of each session, for each item below, mark XP (in your playbook
(Tier roll) - Heat =
Joules in downtime
for sale or supply rolls that use the or attribute) or mark 2 XP if it occurred multiple times. ____________________________
operations stealth or deception
plan
»» Execute clandestine/covert sales, Acquire product supply, or secure new
territory
»» Contend with challenges above your station Base Quality
HEAT WANTED JOULES VAULTS »» Bolster your crew’s reputation or develop a new one Spinner
»» Express the goals, drives, inner conflict, or essential nature of the crew Ship Gear
Upon crew advance, each PC gets stash = Tier + 2 CONTACTS CREW UPGRADES Hidden Spec Tech
Daiki, a porter captain Wires Rigging (1 carried item is Quarters Supplies
____________________________________________________________________________________
concealed and has no load) Secure Tools
Tiago, a factory owner
____________________________________________________________________________________ Contacts In The Grind (+1 Tier for Vault Weapons
Forever, an informant
____________________________________________________________________________________ incarceration rolls) Workshop
Clara, a Comet
____________________________________________________________________________________ Elite Rooks Training Cohorts
Veeti, an elusive mastermind Elite Boosters Insight Upgrade costs
____________________________________________________________________________________
Diego, runs the Violet Delight Composed (+1 trauma box) Prowess New cohort: 2
____________________________________________________________________________________ Resolve Add type: 2
____________________________________________________________________________________ Personal
Mastery
____________________________________________________________________________________ SALES TERRITORY: SALE - SUPPLY - SHOW OF FORCE - SOCIALIZE

WIRES
CREW SHEET
Every time a member of your crew is incarcerated they have a chance to gain a claim.
REFORM
Allied Claims: An ally on the inside arranges for their faction to grant
you a boon. Take a claim for your crew from a different crew type. You
can’t take Turf with this claim.
PAROLE ALLIED CLAIM
INFLUENCE Cell Block Control: The crew has a cell block under their total
control—guards and all. PCs never take trauma from incarceration.
Guard Payoff: You claim several guards on your payroll. Take +1d to
CELL BLOCK
SMUGGLING CONTROL your Tier roll when a member of your crew is incarcerated.
Hardcase: Your reputation as a tough inmate bolsters your crew’s
image. When your crew advances Tier, it costs 2 fewer Joules than it
GUARD PAYOFF GUARD PAYOFF normally would.
Parole Influence: Political pressures of various sorts can be applied
to the Corporate Council and Auditors who oversee sentences for
ALLIED CLAIM crimes. With this claim, you’re always able to arrange for a shorter stay
REFORM
at Reform—as if your wanted level was 1 lower. So, if your wanted
level was 3 when you went to Reform, you’d spend only several
HARDCASE ALLIED CLAIM months behind bars (equivalent to level 2) instead of a full year.
Smuggling: You arrange smuggling channels inside. You have +2 load
while incarcerated (starting from zero as a prisoner). If you take this
claim twice, you’ll have 4 load while you’re serving time. Also, you
SMUGGLING ALLIED CLAIM may choose to carry Joules in place of load for purposes of bribes or
acquiring assets while in Reform. You may reset the items in your
Reform loadout whenever your crew has downtime.

______________________________________________________________________________________________
INCARCERATION ROLL ______________________________________________________________________________________________

1d for each PC Tier level. ______________________________________________________________________________________________


Critical: You make a name for yourself inside.
You gain +3 rep for your crew, 1 Reform claim ______________________________________________________________________________________________
and +1 faction status with a faction that you ______________________________________________________________________________________________
assisted while you served your time.
______________________________________________________________________________________________
6: You do your time well. Your crew gains 1 ______________________________________________________________________________________________
Reform claim and +1 faction status with a
faction that you assisted while you served your ______________________________________________________________________________________________
time. ______________________________________________________________________________________________
4/5: You keep your head down and do your ______________________________________________________________________________________________
time without incident. ______________________________________________________________________________________________
1-3: It’s horrific. You suffer a level of trauma ______________________________________________________________________________________________
from the experience. ______________________________________________________________________________________________
______________________________________________________________________________________________
______________________________________________________________________________________________
______________________________________________________________________________________________

REFORM
Crew upgrades
~ irship: The PCs possess an airship they can use for scores. It
~A ~ ecure Base: Your base has crypto-lock protection, alarms,
~S ~ hip: To the east of Shelter 1 and the Green District are docks
~S
consumes 1 fuel per downtime phase (unless it has the costly and surveillance to thwart intruders. A second upgrade where some keep ships. You have a ship and a dock there,
flaw). The crew chooses its unique edges and flaws, similar improves the defenses to include protection against hacking and a small shack with supplies you would need. A second
to cohorts (see the next pages). Upgrades can be spent on and other means of probing. You might roll your crew’s Tier if upgrade gives the ship armor and more cargo capacity. Any
the following: give it armor (max 2); give it cargo capacity; these measures are ever put to the test to see how well they thwart additional boxes provide additional armor.
remove a flaw from it, or give it an additional edge. the intruder. ~ pinner: You’ve got a serviceable car that is either retro-
~S
~ ohorts: A cohort is a gang or a single expert cohort
~C ~ hip: To the east of Shelter 1 and the Green Zone are docks
~S fitted with Eco-friendly tech, or a newer model that comes
who works for the crew. To recruit a new cohort, spend 2 where some keep ships. You have a ship and a dock there, pre-made like that. A second upgrade armors it, allows
upgrades and create them using the very next pages. and a small shack with supplies you would need. A second for cargo, and adds flight capability. Any additional boxes
~ ycles: The PCs all have futuristic cycles (think Akira!). The
~C upgrade gives the ship armor and more cargo capacity. Any provide additional armor.
crew chooses their cycle’s unique edges and flaws, similar additional boxes provide additional armor. ~ raining: If you have a Training upgrade, you earn 2
~T
to cohorts (see the next pages). Upgrades can be spent ~ pinner: You’ve got a serviceable car that is either retro-
~S xp (instead of 1) when you train a given xp track during
on the following: give the cycles armor (max 2); give them fitted with eco-friendly tech, or a newer model that comes downtime (Insight, Prowess, Resolve, Stress or
cargo capacity; remove a flaw from them, or give them an premade like that. A second upgrade armors it, allows Playbook). This upgrade helps you advance more quickly.
additional edge. for cargo, and adds flight capability. Any additional boxes See Advancement, page 42. If you have Insight Training,
~ onvoy: The PCs all have a vehicle in a convoy (think Heavy
~C provide additional armor. when you train Insight during downtime, you mark 2 xp on the
Weather or Twister). The convoy comes with unique edges ~ raining: If you have a Training upgrade, you earn 2
~T Insight track (instead of just 1). If you have Playbook Training,
and flaws, similar to cohorts (see the next pages). Upgrades xp (instead of 1) when you train a given xp track during you mark 2 xp on your playbook xp track when you train.
can be spent on the following: give the vehicles in the convoy downtime (Insight, Prowess, Resolve, Stress or ~ ault: Your base has a secure vault, increasing your storage
~V
armor (max 2); give them cargo capacity; remove a flaw from Playbook). This upgrade helps you advance more quickly. capacity for Joules to 8. A second upgrade increases your
the vehicles, or give them an additional edge. See Advancement, page 42. If you have Insight Training, capacity to 16. A separate part of your vault can be used as
~ idden Base: Your base has a secret location and is disguised
~H when you train Insight during downtime, you mark 2 xp on the a holding cell.
to hide it from view. If your base is discovered, use 2 downtime Insight track (instead of just 1). If you have Playbook Training, ~ orkshop: Your base has a workshop appointed for tools
~W
activities and pay Joules equal to your Tier to relocate it and you mark 2 xp on your playbook xp track when you train. for modifying and tinkering, as well as some smart-paper
hide it once again. ~ ault: Your base has a secure vault, increasing your storage
~V books and (basic) schematics, and perhaps maps community
~ astery: Your crew has access to master level training. You
~M capacity for Joules to 8. A second upgrade increases your members have drawn. You may accomplish long-term
may advance your PCs’ action ratings to 4 (until you unlock capacity to 16. A separate part of your vault can be used as projects with these assets without leaving your base.
this upgrade, PC action ratings are capped at 3). This costs a holding cell.
4 upgrade boxes to unlock. ~ orkshop: Your base has a workshop appointed for
~W
~ uality: Each upgrade improves the quality rating of all
~Q modifying and tinkering, as well as some smart-paper books,
the PCs’ items of that type beyond the quality established by (basic) schematics, and maps sourced by the community.
the crew’s Tier and fine items. You can improve the quality You may accomplish long-term projects with these assets
of Gear, Specialized Tech, Subterfuge Supplies, Tools, and without leaving your base.
Weapons. So, if you are Tier 0 with fine Cryptolock-picks (+1) ~ ecure Base: Your base has crypto-lock protection, alarms
~S
and the Quality upgrade for gear (+1), you could contend and surveillance to thwart intruders. A second upgrade
equally with a Tier 2 quality crypto-lock. improves the defenses to include protection against hacking
~ uarters: Your base includes living quarters for your crew.
~Q and other means of probing. You might roll your crew’s Tier if
Without this upgrade, each PC sleeps elsewhere (which these measures are ever put to the test to see how well they thwart
makes them vulnerable). Perhaps leading others to your base the intruder.
from your comings and goings.

CREW ITEMS / TEAMWORK


FACTIONS ADDITIONAL FACTIONS

tier hold status tier hold status


CRIMINAL INSTITUTIONS tier hold status
SHELTER 1
Carrion 4 w The Corporate Council 5 w
The Spiral Hunt 2 s
Applied Reason 3 s Information 5 s
Salon Ariadne 1 w
Interrupt 3 w Nourish 5 w

Nuance 3 s Safety 5 s tier hold status


FORGED
The SneakerNet 3 s Reform 4 s The Harvesters 3 s
The Split Peas 3 w Tracers 4 s Heckati Shades 3 s
Straylight 3 s Auditors 3 s The Artificers 2 s
Croci Stigma 2 s Sentinels 3 w New Earth 2 w
Exhaust 2 w LABOR & TRADE tier hold status Svaltun Hold 2 s
Flickers 2 s Cryptographers 3 s

The Mirrored 2 w Laborers 3 w

New Dawn 2 w Manufactured Life 3 s

The Red Leaves 2 s Porters 3 s

Scrappers 2 s Slingers 3 s

Ultraviolet 2 w Phishers 2 s

Coil 1 s Watt Snatchers 1 w

Constructed Chaos 1 s
tier hold status
FORGED
Lazarus 1 s
Children of Water 4 s
Nightingale 1 s
Burnns & Trapp 3 w

The Loom 3 s

Sourcers 2 s

Oaza 1 s

FACTION STATUS TRACKER


Rules reference
ACTION ROLL TEAMWORK
When PCs work together, the characters have access to four special teamwork maneuvers. They’re listed at
1d for each Action controlled the bottom of the character playbook sheets as a reminder to players. The four maneuvers are:
rating dot. You act on your terms. You exploit a ~
~Assist another PC who’s rolling an action.
dominant advantage.
~
~Lead a group action.
+ +1d if you have Critical: You do it with increased effect.
Assistance. 6: You do it. ~ up a character who will follow through on your action.
~Set
4/5: You hesitate. Withdraw and try a different ~
~Protect a teammate.
+ +1d if you Push
yourself -or- you
approach, or else do it with a minor consequence: a ACTION ROLL
minor complication occurs, you have reduced effect,
accept a Ripple. 1. The player states their goal for the action.
you suffer lesser harm, you end up in a risky position.
1-3: You falter. Press on by seizing a risky opportunity, 2. The player chooses the action rating.
or withdraw and try a different approach. 3. The GM sets the position for the roll.
4. The GM sets the effect level for the action.
risky 5. Add bonus dice.
You go head to head. You act under 6. The player rolls the dice and the GM interprets the result.
fire. You take a chance.
Critical: You do it with increased effect. ACTIONS
6: You do it. ~
~When you Combat, you engage a target with the intent to do harm in close proximity, within your reach.
4/5: You do it, but there’s a consequence: you suffer ~
~When you Control, you are trying to get your way with a person or technology. You might intimidate,
harm, a complication occurs, you have reduced threaten, or manipulate a person.
effect, you end up in a desperate position.
~
~When you Finesse, you employ dexterous manipulation or subtle misdirection.
1-3: Things go badly. You suffer harm, a complication
occurs, you end up in a desperate position, you lose ~
~When you Ghost, you navigate to a destination or execute an action without detection.
this opportunity. ~
~When you Hack, you circumvent security measures in software. You’ll need an Interface and Hacking Gear
if there’s no way to interact with something that could be hacked.
desperate ~
~When you Modify something, you physically alter it to achieve your goal.
You overreach your capabilities. You’re ~
~When you Network, you socialize with friends and contacts.
in serious trouble.
~
~When you Study, you scrutinize details or interpret evidence.
Critical: You do it with increased effect.
~
~When you Survey, you observe the situation and anticipate outcomes.
6: You do it.
4/5: You do it, but there’s a consequence: you suffer ~
~When you Sway, you influence them with empathy, charm, charisma, and intellect—usually earnestly. Most
severe harm, a serious complication occurs, you have importantly: your intentions are generally good. You are not trying to manipulate them into a situation that
reduced effect. would hinder or hurt them.
1-3: It’s the worst outcome. You suffer severe
harm, a serious complication occurs, you lose this RIPPLES
opportunity for action. The GM—or any other player—can offer the player making the action roll a bonus die if they accept the
proposed Ripple. Common Ripples include:
RESISTANCE ROLL ~
~Collateral damage, unintended harm.
~
~Sacrifice Joules or an item.
1d for each Attribute rating. You reduce or avoid the effects of
the consequence (GM chooses). ~
~Betray a friend or loved one.
~
~Offend or anger a faction.
Suffer 6 stress minus the highest
die result. ~
~Start and/or tick a troublesome clock.
~
~Add heat to the crew from evidence or witnesses.
Critical: Clear 1 stress.
~
~Suffer harm.
Rules reference Acquire asset Recover
Roll the crew’s Tier. The result indicates Get treatment or use a Recharge to tick
1.REP the quality of the asset: your healing clock (like a long-term
After a score, the PCs take stock of their income from the operation. A successful score project). Every die counts toward filling
generates both rep and Joules. ~ ritical: Tier +2.
~C
the clock when recovering. When you fill
The crew earns 2 rep per score by default. If the target of the score is higher Tier than ~ Tier +1.
~6: a clock, each harm is reduced by one level.
you, take +1 rep per Tier higher. If the target of the score is lower Tier, you get -1 rep ~
~4/5: Tier.
per Tier lower (minimum zero). ~
~1-3: Tier -1. Reduce heat
Some items require a minimum quality
2.JOULES result to acquire. To raise the result Say how you reduce heat on the crew and
roll your action. Reduce heat according
beyond critical, you may spend 2 Joules
The crew earns Joules based on the nature of the operation and/or any loot they seized: per +1 Tier bonus. to the result level:
~ Joules: A minor job; a week’s wages. Standard efficiency Joules.
~2 ~ ritical: Clear five heat.
~C
~ Joules: A small job; a fine weapon. A weekly income for a small business. A fine
~4 ~ Clear three heat.
~6:
piece of art. A set of luxury clothes. ~
~4/5: Clear two heat.
Long-term project
~ Joules: A standard score; customized, specialized tech. Perhaps a unique configuration
~6 ~
~1-3: Clear one heat.
to the sheathe of the Joule and heavier, meaning more efficient. Work on a long-term project, if you
have the means.
~ Joules: A big score; a good monthly take for a small business. A small smart-safe
~8
with valuables inside. A very rare luxury commodity. Mark segments on the clock according
to your result: Train
~
~10+ Joules: A major score; liquidating a significant asset—a spinner, a cycle, ownership
of a small property. ~ ritical: Five ticks.
~C
Mark 1 xp (in an attribute , your
~ Three ticks.
~6: playbook, or your stress track). Add
~
~4/5: Two ticks. +1 xp if you have the appropriate crew
3.HEAT upgrade. You may train a given xp track
~
~1-3: One tick.
The city is full of prying eyes and informants. Anything the players do might be witnessed, once per downtime.
and there’s always evidence left behind. The crew acquires heat as they commit crimes
to reflect this. After a score or conflict with an opponent, the crew takes heat according
to the nature of the operation: Vice
~
~0 heat: Smooth & quiet; low exposure.
Visit your vice purveyor to relieve stress. Roll dice equal to your lowest attribute.
~
~2 heat: Contained; standard exposure. Clear stress equal to your highest die result. If you clear more stress levels than you
~
~4 heat: Loud & chaotic; high exposure. had marked, you overindulge (see below). If you do not or cannot indulge your vice
~
~6 heat: Wild; devastating exposure. during downtime, you take stress equal to your trauma.
Add +1 heat for a high-profile or well-connected target. Add +1 heat if the situation
happened on hostile turf. Add +1 heat if you’re at war with another faction. Add +2 heat
if killing was involved (whether the crew did the killing or not—bodies draw attention). Install cybernetics
Visit a street-doc to install additional cybernetics on your person. Each cybernetic
4.DOWNTIME costs 5 Joules and 1 stress multiplied by the number of additional cybernetics (your
second additional cybernetic costs 10 Joules and 2 stress). Mark the ability rating
Between scores, your crew spends time at their liberty, attending to personal needs and side
reserved for cybernetics (far left column) that reflects what you have installed (limit
projects. These are called downtime activities (see the list at right). During a downtime
of 1 per ability rating).
phase, each PC has time for two downtime activities. When you’re at war, each PC has
time for only one. ~~Attract Trouble: Select or roll an additional entanglement.
Overindulge.
You make a bad call because ~~Brag bout your exploits. +2 heat.
of your vice—in acquiring it ~~Lost: Play a different character until this one returns from
or while under its influence. their bender.
What did yo do? Choose one: ~~Tapped: Your current purveyor cuts you off. Find a new
source for your vice.
FACTION STATUS TRACKER
Entanglements
After payoff and heat are determined, the GM generates an entanglement for the crew using the lists
below. Find the column that matches the crew’s current heat level. Then roll a number of dice equal HEAT 0-3 HEAT 4/5 HEAT 6+
to their wanted level, and use the result of the roll to select which sort of entanglement manifests. If
1-3 Gang Trouble or 1-3 Community Trouble or 1-3 Flipped or
wanted level is zero, roll two dice and keep the lowest result. The Usual Suspects Questioning Interrogation
Entanglements manifest before the PCs have a chance to avoid them. When an entanglement comes
4/5 Reprisals or
4/5 The
into play, the GM describes what the situation looks like. The PCs then deal with the entanglement from 4/5 Rivals or Sabotage Past Comes Calling
that point—they can’t intercept or defuse it before it happens. Deal or Show of Force

Entanglements abstract the background complexities of the PCs’ lives to generate trouble for them.
6 Cooperation 6 Show of Force 6 Arrest
Entanglements are the cost of doing business in the underworld—a good crew learns to roll with the
punches and pick their battles.

arrest gaNg troubLe Sabotage


An Auditor presents evidence to the Corporate Council to One of the PCs’ gangs (or other cohorts) causes trouble due A faction the PCs have a positive relationship with is betrayed
begin prosecuting of the crew. The Council sends Sentinels to to their Flaw(s). The PCs can lose face (forfeit rep equal to your internally by at least one NPC. Make a fortune roll to
determine how many NPCs attached to the faction leave and
arrest you (a gang at least equal in scale to your wanted level). tier +1), make an example of one of the gang members, or face join a rival faction (1-5: 1, 6: 2). The PCs may choose to
Pay them off with JouLes equal to your waNted LeveL reprisals from the wronged party. remain neutral, losing 1 status with both the original faction as
+3, hand someone over for arrest (this clears your heat), or try well as the faction the defectors migrate to, or else support
to evade capture. iNterrogatioN either side of the conflict, gaining +1 status with the faction
The Sentinels round up one of the PCs to question them about assisted and -2 status with the other faction.
cooperatioN the crew’s crimes. How did they manage to capture you? Either show oF Force
A +3 status faction asks you for a favor. Agree to do it, or pay them off with 3 JouLes, or they beat up the PC (level 2 harm) A faction with whom you have a negative status makes a play
forfeit 1 rep per tier of the friendly faction, or lose 1 status with and the PC tells them what they want to know (+3 heat). The against your holdings. Give them 1 claim or go to war (drop to -3
them. If you don’t have a +3 faction status, you avoid PC can resist each of those consequences separately. status). If you have no claims, lose 1 hold instead.
entanglements right now.
QuestioNiNg the past comes caLLiNg
commuNity troubLe Sentinels grab an NPC member of the crew or one of the crew’s A complication from a PC’s root or background is dredged
A Glitch heard whispers of the scores you’ve pulled off and contacts to question them about the crew’s crimes. Who do up. A Tracer discovers evidence of a Tipper (start a clock as
tracked you down (create a new faction for the crew if they think is most vulnerable? Make a fortune roll to see how their investigation progresses); a Sentinel or Auditor “taxes” any
needed). They propose a score linked to problems in the Green much they talk (1-3: +2 heat, 4/5: +1 heat), or pay 2 JouLes refugees 1 JouLe each, pay or deal with them another way; a
Zone. Help them out and receive +3 status with them after the to make it go away. connection is drawn between Auditors or Sentinels and a crew
score or take -2 rep.
reprisaLs member, increasing the waNted LeveL by 1.
deaL An enemy faction makes a move against you (or a friend, contact,
the usuaL suspects
or vice purveyor). Pay them (1 rep and 1 JouLe) per tier of the
A liaison or outsourcer for a Corporation proposes an The Sentinels grab someone in the crew’s periphery. One
enemy as an apology, allow them to mess with you or yours, or
extremely lucrative score. They’ll pay double the normal player volunteers a friend or vice purveyor as the person most
fight back and show them who’s boss.
amount for the score—but any heat you take in payoff likely to be taken. Make a fortune roll to find out if they resist
instead drops your rep, doubled! Glitches don’t like working with rivaLs questioning (1-3: +2 heat, 4/5: level 2 harm), or pay them off
sellouts. If the players don’t do it, the GM starts a clock A neutral faction throws their weight around. They threaten with 1 JouLe.
regarding the next steps this agent might take in the future. you, a friend, a contact, or one of your vice purveyors. Pay them
(1 rep or 1 JouLe) per tier of the rival, or stand up to them and
FLipped lose 1 status with them. outside oF sheLter 1
One of the PCs’ rivals arranges for one of the crew’s contacts,
patrons, clients, or a group of customers to switch allegiances due No one is truly outside of the reach of corporations, even
to the heat on the PCs. They’re loyal to another faction now. when ranging outside of the walls of Shelter 1. Entanglements
involving Sentinels, Auditors, and Tracers still apply outside. Most
factions have allies or enemies in Shelter 1. While Safety does not
have the same resources it might within the Shelter, its presence
exists outside of it.

ENTANGLEMENTS

Purveyors of Vice ~~ Qala, artist and designer of Taffy Yellow, an
gm goals first names: Aria, Aiden, Mila, Jayden, Zoey, looks
extravagant guided tour through a dilapidated building
Play to find out what happens. masculine,feminine, androgynous, ~~ Massimo Alloy, the Sanctuary of the Constellation of
Grabriel, Hector, Skylar, Camila, Muhammad, Hazel, filled with images and colors designed to provoke
Blasé, fluid, Esoteric. Chrome in a dilapidated observatory.
Relay an honest fiction. Paisley, Bella, Nora, Jaxon, Mateo, Lincoln, Grayson, rebellious, pleasure.
Make The Reach a living, ~~ Fulcrum Cassiopea, the Temple of Delectation below
Niran, Violet, Lillian, Hudson, Kinsley, Willow, Ariana, ~~ Renata, owner of Subterranean Rage, an underground
breathing thing. Tall Giant Burly the neighborhood with the methane sodium street lights. club known for highlighting artists who have modded
Bryson, Xavier, Kai, Delilah, Ezekiel, Micah, Emery, Sharp Lithe Portly ~~ Azariah Steep, the Intersectional Church of the their bodies into musical instruments.
Leilani, Ryker, Aneesah, Arabella, Maddox, Ali, Axel, Average Stooped Ample Reverent People.
gm principles Overweight Slim Emaciated
~~ Zephyr, guide at Conductive Link, a seedy pleasure
Harmony, Khloe, Kyrie, Beau, Mayli, Luis, Colt, Virote, ~~ Faye Attic, the Archives of the Collected Particulates. house at the end of a winding pathway of maintenance
Be a fan of the PCs. Lush Hulking Lissome
Start and end with the fiction. Gunner, Zayn, Amiyah, Fatima, Aspen, Winter, Esther, ~~ Livid Reverie, predicting Acts of God or fallout from tunnels, the entrance of which below dripping neon
Skinny Wiry Coltish them in Prosperity Hollow, in the night hours of an art graffiti.
Highlight and explore cyberpunk Bodhi, Maximiliano, Comely, Abdul, Ezequiel, Dahlia,
Lean Bony Thin gallery. ~~ Habitual Standard, owner of Random Access
and climate fiction through play. Mahat, Samara, Wren, Zaeed, Yashasvi, Oaklynn, Aroon,
Angular Haggard Smooth Memory, filled with technology which projects the
Make stratification of class and ~~ Cerulean Downs, illegal spinner and cycle races, found
Chengli, Dae, Hiromi, Peng, Apollo, Oberon, Jax, Cosima, Long Fit Short memories of others onto screens for the pleasure of
on hologram boulevard.
climate change pervasive. Blythe, Artemis, Orion, Verity, Ursa, Rye, Zelia, Carrew, Willowy Chiseled Solid strangers.
Address the characters. ~~ Gausmar York, games of chance, at Frenetic Luck.
Lynx, Rui, Dasha, Zyla, Odo, Oceana, Axton, Renzo, Greer, ~~ Massimiliano, designer at React, a body modification
Address the players. Cube Pants Snood Scarf ~~ Easy Money, underground fight pits, the docks. place known for artistic and subversive mods that
Calix, Etch, House, Kaz, Nadius, Lennox, Quellcrist, Strav,
Consider the risk. High Waist Pants Thick Duster ~~ Florencia, owner of The Black Top, deviant forms of provoke a reaction found behind in a prefab room
Hold on lightly. Auna, Genetrix, Ivicci, Lebellum, Mercy, Geo, Pray, Suresh, Leg Warmers Turtleneck gambling and drag racing. hanging below an area of the docks.
Oat, Bowen, Agile. Skirt Rivethead Boots ~~ Thalassic Lust, the Fair Weather, in the penthouse of ~~ Pastor Onyx of the Higher Path, a church dedicated
gm actions Tactical Pants Para sole Sneakers the highest skyscraper in the Green Zone; a bath house to the worship of Acts of God.
When things are getting started: last names: Hasanov, Orujov, Bosu, Xu, Ma, Napoleon Jacket Poncho using unconventional means—ultraviolet germicidal ~~ Wikus, host of Dead Channel, a new vice den
Beridze, Ram, Amar, Inoue, Miura, Seo, Shakya, Cortez, Capris Harness Vest irradiation, oil bathes, rooms dedicated to viewing the featuring the designer drug “Dream,” which facilitates
~~What’s your goal?
Low Crotch Pants Crush Button Long sun behind glass that protects you, etc. a consensual hallucination shared by those who share
~~What plan did you make? Kaya, Phan, Binder, Hasanov, Dupont, Claes. Stoev,
Trench Coat jacket ~~ Ottoline, consultant at Vein, custom tailoring and fashion. the drug.
(and what’s the detail?) Madsen, Tamm, Pavlov, Korhonen, Salo, Nyman, Ravel,
Latex Leathers ~~ Tansy, modder and designer at Vitruvian Flesh, word- ~~ Suki, host at Abbreviated Grief, found by navigating
And when things are underway: Mountain, Martin, Moreau, Laurent, Wobegone, Schmidt, to the lowest point in all of Shelter 1. Some people
Playsuit Utility Cowl of-mouth body modifications and cybernetic boutique.
~~How do you do that? (which Becker, Giannakos, Kovacs, Demesne, Murphy, Rossi, recorded themselves in order to leave behind an
Collared Shirt Slim Jean ~~ Verity, Chef at Mauve, an up-scale eatery and dining interactive simulacrum. Here, you speak to the dead.
action do you use?) Gashi, Ozols, Urbonas, Reuter, Falconer, Galea, De Jong, Hooded Dress Bomber Jacket experience making use of gene-hacked produce.
~~What’s your goal? (what’s the Olsen, Nowak, Silva, Popa, Wafture, Ivanov, Tremblay, Diaz, Knit Cap Splatter Tunic ~~ Dub Wiley, proprietor of Glimpse, located in a dug up, flashback stress costs
effect?) Perez, Hernandez, Castillo, Hope, Garcia, White, Nguyen, previously collapsed tunnel. Uses 3D, immersive tech to 0 Stress for a normal action for
city descriptors
Ask questions. show antiquated films and theatre productions. which you had easy opportunity.
Li, Alvarez, Dias, Soto, Benitez, Tjon, Meaning, Lilt, Offing. high rises, tight alleys, skyscrapers,
Provide opportunities and follow the
gentrification,dilapidated,vertical
~~ Hui, operator of The Garden, an exclusive club selling 1 Stress for a complex action or
players lead.
aliases: Steel, Stack, Alloy, Enigma, Switch, Null, designer drugs. unlikely opportunity.
Cut to the action. walkways, flying cars, winding, paths,
Telegraph trouble before it strikes. Vector, Loop, Spark, Tune, Shift, Signal, Heat, Bee, Canvas, cycles, reinforced land vehicles, ~~ Korben Paine, the Anemic Blush, night club in the shade 2+ Stress for an elaborate action
of the neon overpass. which involved several special
Make them use their stuff. Chalk, Impulse, Brash, Cypher, Phase, Mouse, Riddle, overcrowded streets, artificial food,
Initiate action with an NPC. markets full of vending machines, ~~ Tea, proprietor of Ecstatic, where anyone will find their opportunities or contingencies.
Friction, Cinch, Mellow, Route, Prompt, Bank, Cent, Baker,
curated pleasure; the door is masked by a shifting fuchsia
Tell them the consequences and ask.
Brass, Crake, Bristol, Angel, fault, Apoc, Tank, Whistler, safety clothing as fashion, commodified Insight Prowess Resolve
Follow through. hologram.
Akira, Bishop, Bit, Wire, Mirage, Mute, Chime, Flint,
nostalgia, arcologies, suspended Trace Finesse Hack
Tick a clock. ~~ Doutzen, bartender at No Vacancy, a Glitch bar with
housing, slums, interactive surfaces,
Offer a Ripple. Cricket, Amethyst, Indigo, Nova, Teal, Dyce, Zephyr, Echo, gilded doors that only part for those with hacked nanites. Study Ghost Control
Think off-screen. congestion, sun scorched, monolithic,
Chrome, Hype, Index, Link, Onyx, Proverb, Karma, Mpeg, plazas, neon, advertisements, booming. ~~ Bram, dealer at Motley Fall, where they test designer, Survey Combat Network
Hatch, Vid, Titan, Vector, UV, Pitch, Hollow, Noise, Click. pleasure enhancing drugs. Modify Wreck Sway
Consequences fortune roll
Critical: Exceptional outcome /
Complication (Tick a clock, 1-3 segments. Or a new obstacle or threat appears.) You have reduced effect. 1d for each Trait rating. Great effect.

You suffer harm (1-3). You lose your opportunity. You end up in a worse position. 6: Good outcome / Standard effect.
+ +1d for a major advantage.
1. Limited: How is the effect diminished? 4/5: Mixed outcome / Limited
effect What significant obstacle remains?
effect factors
How does the effect manifest? - quality / tier +
- -1d for a major drawback. effect.
2. Standard: How does the expected effect
If there's a clock for your obstacle, - scale +
manifest? What's left to do, if anything?
tick segments equal to the effect level.
3. Great: How is the effect increased? What - potency +
extra benefit manifests?

GM REFERENCE

Scores: Roll a handful of dice and use the results as you please to
help guide your choices from the lists.
TWIST OR COMPLICATION

An aspect of the score is connected to a


CONNECTED TO A PERSON...

1 PC Friend
CLIENT / TARGET WORK 1
Spook
2 PC Rival
civilian espionage
2 The job was orchestrated by a corporation 3 PC Vice purveyor
1 Retailer or Educator 1 Trace or Observe
4 PC Root
2 Laborer or Vendor 2 Subvert or Disable 3 It involves going to a Forged Community
5 Crew Contact
3 Porter or Canary 3 Extract or Plant
6 Faction Notable NPC
4 Mechanic or Technician 4 Drug or Stage 4 This score puts heat onto an ally
...AND FACTIONS
5 Street-doc or Scientist 5 Rob or Hijack
The score directly or indirectly hurts the
5
6 Artist or Antiquarian 6 Impersonate or Misdirect environment 11 Applied Reason 41 Phishers

criminal violence Someone involved is a Tipper being


6 12 Auditors 42 Porters
hunted by a Tracer
1 Boosters or Monitors 1 Assassinate
The location is always changing/moving/ 13 Carrion 43 The Red Leaves
2 Fixer or Gambler 2 Emancipate or Ransom 1
mobilizing
14 Coil 44 Reform
3 Spook or Informant 3 Intimidate or Blackmail
2 The area is locked down because of a riot Constructed
4 Spy or Informant 4 Wreck or Vandalize 15 Chaos 45 Safety

5 Rooks or Rovers 5 Assault or Protect 3 The Corporate


The score is on another faction/gang’s turf 16 Council 46 Scrappers
6 Drug Dealer or Supplier 6 Steal or Coerce
21 Croci Stigma 51 Sentinels
political 4 The exit time frame is extremely small
underworld
22 Cryptographers 52 Slingers
1 Foundation or Tipper (Root) 1 Secure or Infiltrate The score becomes a trap laid by an
5
2 Auditor or Sentinel enemy 23 Exhaust 53 The SneakerNet
2 Smuggle or Transport

3 Forged Community or Refugee 3 Blackmail or Compel The score is located in an uninhabitable


6 24 The Flickers 54 The Split Peas
area
4 Gene-hacker or Cryptographer 4 Dupe or Recruit
25 Information 55 Straylight
5 Corp Consultant or Spokesperson 5 Trace or Conceal 1 An A.I is secretly manipulating events
26 Interrupt 56 Tracers
6 Proxy or Executive 6 Mediate or Menace
2 The score coincides with an Act of God
Esoteric other 31 Lazarus 61 Ultraviolet

1 (Limited) Artificial Intelligence 1 Pollute or Repair A corrupt Sentinel or Auditor has an Manufactured
3 32 62 Watt Snatchers
active stake in the outcome Life
2 Nostalgist or Geoengineer 2 Publish or Suppress
The score compromises the ideals or 33 The Mirrored 63 Burnns & Trapp
3 Transhumanist or Cyberneticist 4
3 Capture or Discover beliefs of the crew
34 New Dawn 64 Children of Water
4 Drone Pilot or Dipper 4 Adapt or Integrate The payoff would be in hard to move
5
merchandise 35 65
5 Phisher or Slinger 5 Activate or Disable Nightingale Sourcers

6 Quirk or AoG Academic (Background) 6 Hack or Infect 6 The location is a front for a gang/faction 36 Nourish 66 The Loom or
Oaza
ACTS OF GOD QUALITY EXAMPLES FORCE EXAMPLES
1 2 3 4 5 6
6
A large structure, large ship, rare, fresh 6
Hurricane wind, molten lava, tidal wave,
1-3 Sinkholes Sandstorm Torrential Rain Volcanic Blizzards Limnic Eruption glacial water, a powerful Act of God electrical maelstrom
Eruption

4/5 Avalanches Thunderstorm Hurricane Winds Hail Scorching Winds Drought Beyond military grade ( perhaps even
A large building, small ship, custom-tailored
5 5 experimental), raging thunder-storm,
clothing, photovoltaic tech massive fire, lightning strike
6 Landslide Tornado Cyclonic Storm Blistering Air Solar Flare Flooding

4
A luxury vehicle, townhouse, typical Act of 4
Military grade, being hit by a moving vehicle
AREA / SCALE God or basic clean energy tech (solar panels) at speed, a grenade, a tornado

0 1 2 3 4 5 6 A spinner, boat, military rifle, fashionable A crushing blow, staggering wind, the
3 3
clothing, small home acceleration of an airships’ engines
A closet A small A large room Several rooms A small A large A city block
room building building
2
A manufactured pistol, respectable clothing, 2
A powerful blow, howling wind, the shock
1 or 2 A small gang A medium A large A huge gang A massive A colossal private rented room, low-quality water from a live wire, the beam from a Sunjet
people (3-6) gang (12) gang (20) (40) gang (80) gang (160)

1
A fighting blade, ordinary clothing, shared 1
A solid punch, steady wind, portable light
apartment, cheap food or drugs source, a minimal electrical shock
DURATION / RANGE
0 1 2 3 4 5 6 0
A rusty knife, printed clothing, prefab shack 0 A firm shove, a stiff breeze, small spark
hanging from a building, a disposable pistol
A few A few An hour A few hours A day Several days A week
moments minutes

Within A dozen A stone’s Several Across the Across the


reach paces throw Down the road blocks away community city DRONE MAGNITUDES
Mobility Chassis
TIER & QUALITY / FORCE
0 Stationary Exposed
0 1 2 3 4 5 6

Poor Adequate Good Excellent Superior Impeccable Legendary 1 Slow Walk Covered

Weak Moderate Strong Serious Powerful Overwhelming Devastating 2 Wheeled/Treaded/Hover Plastic

3 Fast & Nimble Legs Metal

4 Fast Flight Reinforced

5 Slow Low Orbit Flight Armored

6 Fast Low Orbit Flight Secure


Streets When you go into a new area, use the following tables as needed by throwing a handful of dice. Draw
the area boundaries on the map if necessary—then name it.
RANDOM DETAILS
COLOR PALETTE
1 2 3 4 5 6 1 2 3 4 5 6

1-3 Vantablack Juniper Amber Gold Flaxen Cobalt 1 High Rises Tight Alleys Geometrical Sun Scorched Vertical Slums Congested

4/5 Velvet White Fuchsia Neon Ultraviolet Cyan Vertical


2 Skyscrapers Shop Fronts Walkways Dilapidated Gentrified Subverted
6 Punch Silver Blush Fire Honey Currant
3 Verticality Row Housing Winding Paths Mechanical Gilded Contorted

4 Residential Entertainment Plazas Arcologies Tunnels Retro

MOOD IMPRESSIONS
sights sounds smells
5 Cycles Suspended Riots Artificial Street Signs Pornography
1 Stifled or Loud
Billboards, Humming/Throbbing/ Ozone, Burning chrome/
Vibrant or
1 Advertisements Undulating Music Plastic 6 Fashion Forward Monolithic Conspiratorial Dangerous Interactive Cramped
2 Dangerous
Pervasive Dust, Fog, Feet Hitting Pavement,
2 Snow A Spinner Docking Pollen, Runoff, Exhaust
Stagnant or CONTD.
3 Deserted Holographic, Interactive Engine Breaking, Cooling Acrid/Balmy/Sweet/
3 Displays Fans Whirring Ambrosial Food 1 2 3 4 5 6
Empty/
4 Mysterious Prefabricated Neon/ Blue/ Solar Panels and Building Tech Riots, Protests, Expensive/
Heavy Shade, Blinding Protests, Whispers, 1 Reacting to Cheap Tea
4 Light, Twisted Colors Rainfall Sap, Body Odor, Blood Buildings Pink lights Mirrors Fortune Tellers
Weather Houses
Idyllic or
5 Romantic Packed Streets/Vendors/ Street Foods Cooking, Sulfuric Water, Drones Sheltered, Spinners Obscured
5 Plastered Smart-Paper Commercials, Static Chemicals, Fumes 2 Projecting Multicultural Photovoltaic Transparent Hanging From Entrances/
Architecture Paint Maintenance
Gloomy or Advertisements Green Spaces Buildings
The Siren from an Doors
6 Subversive Graffiti/ Hickory, Lavender, Yeast,
Tense 6 Vehicles Overhead Ambulance, Weapons Perfume Buckling Congested Walls Of
Discharging Sentinels Street Vendors, Monolithic
3 Structural Patrolling Streets/ Dense Vending Banned Tech Architecture
Supports Populations Machines
Vertical Data/ Clothing Smart-Paper
4 GangGraffiti
Markings/ Walkways (up SneakerNet Vice Trafficking Reacting To Covered
and down) Runners Weather Surfaces
Wear & Tear/ Machinery
Argon Filled Cables Lines Prosthetics and Tanks of Gene-
PAIRED WITH AN AESTHETIC 5 Panes Of Glass Jutting Out Erosion Caused Body Mods Being Hacked Animals
by Weather Transported
1 2 3 4 5 6 Monitored Automated Stolen Or Artificial Trees, Subverted Sunlight
6 Video Pay Mannequins Stripped Flowers, Grass Political Exposure Rating
1-2 Geometrical Urban Modern Retro-futuristic Renaissance Glitch Hard Concrete Phones Electronics Messaging Displays

3/4 Mysterious Mirror-Glass Brutal De-Saturated Cool Monumental

Hyper-
5 Transparent Opaque Chromed Estranged Ultra-Modern Articulated

6 Muted Bleeding Edge Trash-Chic Art-Deco Mono-Chromatic Noir


Theme/Aesthetic Buildings
EXTERIOR
COLOR PALETTE
1 2 3 4 5 6
1 2 3 4 5 6
material Concrete Durasteel Plastic Wood Glass Aerogel
1-3 Vantablack Juniper Amber Gold Flaxen Cobalt
details Bendable Transparent Printed Kinetic Synthetic Geometric
4/5 Velvet White Fuchsia Neon Ultraviolet Cyan
COMMON
6 Punch Silver Blush Fire Honey Currant
1 2 3 4 5 6
News/
Transient
1 Communal Bath Housing Eatery Gambling Den Advertisement Joule Lender
TIED TO THEME Repository
Gene-Hacked Sheltered Designer Drug
2 Emporium Scrapyards Bakery Greenspace Boutique Bar/ Pub
1 Loss of Agency DESCRIBED IN TERMS OF...
Vending Traffic/
3 Commune Nightclub Machine Market Pedestrian Stop Laundromat Cafe
1 Religion/Faith Mechanical Systems
2 Corp Controlled Vertical Housing Prefabricated
Empowerment 4 Repair Shop Arcade Museums Salon Housing Units
2 Biological processes Excrement/Waste
New Frontier/ Corp Satellite Streetwear Underground Emergency Recruiting
5 Office Tattooist Storefronts Parking Stations Agencies
3 Microworld/ 3 Natural Phenomena Artistry
Sub-culture Ad-Hoc Housing SneakerNet Plug-And-Play Low Grade Water
6 Addition Front Corp Museum Gaming Booth Gallery Vendor
Stratification of 4 Animal Names Human Anatomy
4 Class RARE
5 Chemical (Processes) Pop culture
1 2 3 4 5 6
5 Transhumanism 6 Porn Advertisements
1 A Crafter
Arms
Of Fine 3-D Printer Designer Drug
Boutique Small House Slinger
Warehouse
Natural Food
Vendor
The Human Information Underground Clean Water Machinist/
6 Condition 2 Exotic Vice Den Ad Designer Dispenser Club Distributor Metalworker
Underground Cycle/Spinner
3 Tea House Intranet Provider Med Room Vendor Scrapper Colony Ship Storage

PAIRED WITH AN AESTHETIC Fine/ Futuristic SneakerNet


4 Dining Training Room Garden Intermediary House Penthouse
1 2 3 4 5 6 5 Upscale Antiquarian Chop Shops Sentinel HQ Park Landmark
Residence
1-2 Geometrical Urban Modern Retro-futuristic Renaissance Glitch Hard Concrete
DETAILS
3/4 Mysterious Mirror-Glass Brutal De-Saturated Cool Monumental 1 2 3 4 5 6
Hyper- Extinct Illuminated Buzzing Electric Oppressive/
5 Transparent Opaque Chromed Estranged Ultra-Modern Articulated 1 False Quality Bunker Chic Vegetation Touch-Points Lights Restrictive

6 Muted Bleeding Edge Trash-Chic Art-Deco Mono-Chromatic Noir


Metallic Screens Heavy Curtains,
2 Subverted Art Living Glass Thick Carpet Dust, Detritus Weathered

Threadbare, Vintage Mementos Of A


3 Tattered Harsh Lines Statement Luxuriant Hard Concrete Past Life

Circular Stairs, Multiple Pragmatic Coping


4 Ladders Entrances Design Skylights Metallic Shine Mechanism

Temperature Sentimental Bathed In Vaulted,


5 Regulation Detritus Artificial Light Spacious Devoid Of Light Packaged Food

Retrofitted Desaturated Piled Jumble of Snow Trash Chic Video Phone


6 Banned Tech Electronics Color Curios Booth

TABLES

People To generate a number between 11 and 66 (for the table on
the facing page), roll a six-sided die twice.

LOOKS
1/2: 5: androgynous, rebellious,
3/4: feminine 6: fluid, Esoteric
masculine Blasé
1 2 3 4 5 6 Combine items from each list to create an outfit:
1 Tall Lean Stooped Fit Lissome Short Long coat, hoodie with cowl neckline, big hood, vest w/ cowl style collar, suit & tie, tailored jacket,
draped jacket, leggings, cropped jacket shrug, harness vest, draped, slim jean, combat pants,
2 Sharp Angular Slim Chiseled Coltish Smooth
jacket/sweater w/ big cowl neckline, hooded dress, drawstring joggers, cut jacket w/lining, crop
3 Average Long Hulking Burly Thin Compact top, playsuit, cube pants, high waist trousers, leg warmers, skirt, tactical pants, arm warmers,
cargo pants, Napoleon jacket, capris, low crotch pants, trench coat, latex, bodysuit, kimono
4 Overweight Willowy Wiry Portly Solid Plain jacket, accented shawl, corset, drysuit, bomber jacket, loose silks, collared shirt, suspenders,
short cloak, knit cap, hood & veil, thick duster, long scarf, contrast turtle neck, poncho, hoodie,
5 Lush Giant Bony Ample Built Stout
splatter tunic, shoulder cloak, snood scarf, Cowboy boots, tailored khakis, Dinner jacket,
Rivethead boots, pullover, Para sole sneakers, Crash buttoned long jacket, Machine utility cowl.
6 Skinny Lithe Haggard Emaciated Muscular Thick

SKIN TONE One piece, (a-line) silhouette, stretch panels, carbon fiber, treated, distressed, body contour,
1 2 3 4 5 6 mid-length, subtle detailing, straps, vinyl, funnel neck, cowl neckline, unisex, oversized, light-
up, animated, high neck, striped, asymmetric, thick-roped, underground, thumb-hole sleeves,
1/2 Amber Copper Ebony Ecru Mahogany Pale
faux leather detailing, layered & draped, hip-piece, waist belt w/snap closure, webbing strap,
3/4 Bistre Cream Brown Fawn Sable Bisque stretch panel, bust belt, side stitching, fancy makeup, slim fit, intricate rings, glittering jewelry,
t-shades ,rivet cropped hem, mirrorshades, chains, vintage, retro-futuristic, neo 80’s, glitched,
5 Bronze Currant Black Ginger Golden Olive GIF nail polish, meshed, plastic, acrylic, Ballistic nylon, Circuit-print, UV, Variant harness.
6 Alabaster Chalky Rose Florid Tawny Umber

STYLE
1 2 3 4 5 6
Urban Snow
1/2 Minimalist Streetwear
Trash
Retrowave Avant-garde Techninja

3/4 Militech/Milspec Urban-sleek Leathers Fetish Wear Goth Ninja Techwear

5/6 Rave Wear Cybergoth Plastik Wrap Industrial Clubwear Army Surplus

ASSORTED OUTFIT PIECES first names
COLORS ROOT Aria, Aiden, Mila,
Jayden, Zoey, Grabriel,
11 long coat bomber jacket layered & draped 11 silver coin 1: 2: 3: 6: roll
4: forged 5: Foundation Hector, Skylar, Camila,
12 hoodie with cowl tipper grasshopper dragonfly again Muhammad, Hazel,
loose silks hip-piece 12 phosphor green
neckline Paisley, Bella, Nora,
Jaxon, Mateo, Lincoln,
13 big hood collared shirt waist belt w/snap closure 13 gunmetal gray Grayson, Niran, Violet,
GOALS Lillian, Hudson, Kinsley,
14 vest w/ cowl style
collar
suspenders webbing strap 14 black and white Willow, Ariana, Bryson,
1 2 3 4 5 6 Xavier, Kai, Delilah,
15 suit & tie short cloak stretch panel 15 australien orange
Ezekiel, Micah, Emery,
1-3 Safety Autonomy Experience Reputation Help Redemption Leilani, Ryker, Aneesah,
Arabella, Maddox, Ali,
16 slim fit knit cap bust belt 16 bastard amber Axel, Harmony, Khloe,
4/5 Retribution Devotion Anarchy Hope Reconciliation Consume Kyrie, Beau, Mayli, Luis,
21 tailored jacket hood & veil side stitching 21 drake’s-neck green Colt, Virote, Gunner, Zayn,
Amiyah, Fatima, Aspen,
22 draped jacket thick duster fancy makeup 6 Entertainment Dominance Revolution Death Protection Reprieve
22 drunk tank pink Winter, Esther, Bodhi,
Maximiliano, Comely,
23 leggings long scarf intricate rings 23 deep rust falu Abdul, Ezequiel, Dahlia,
PREFERRED METHODS Mahat, Samara, Wren,
24 cropped jacket shrug hoodie glittering jewelry 24 flame-of-burnt-brandy 1 2 3 4 5 6
Zaeed, Yashasvi, Oaklynn,
Aroon, Chengli, Dae,
Hiromi, Peng, Apollo,
25 harness vest poncho tea-shades 25 incarnadine red 1-3 Subterfuge Intimidation Spying Solidarity Deception Perseverance Oberon, Jax, Cosima,
Blythe, Artemis, Orion,
26 draped splatter tunic rivet cropped hem 26 lusty gallant pink Verity, Ursa, Rye, Zelia,
4/5 Brute Force Extortion Intimacy Disruption Violence Collaboration Carrew, Lynx, Rui, Dasha,
31 slim jean One piece mirrorshades 31 nattier blue Zyla, Odo, Oceana, Axton,
6 Scheming Politicking Deliberation Imploring Pleading Backstabbing Renzo, Greer, Calix, Etch,
32 combat pants (a-line) silhouette chains 32 blue green verditer House, Kaz, Nadius,
Lennox, Quellcrist, Strav,
33 jacket/sweater
cowl neckline
w/ big
stretch panels vintage 33 cerulean COMMON PROFESSIONS
Auna, Genetrix, Ivicci,
Lebellum, Mercy, Geo,
34 hooded dress carbon fiber shoulder cloak 34 fuchsia pink 1 2 3 4 5 6 Pray, Suresh, Oat, Bowen,
Agile.

35 drawstring joggers treated snood scarf 35 vantablack 1 Enforcer (Unlicensed) Vertical Farmer Holograph Botanist Sales Clerk/ last names
Pharmacist Designer Retailer Hasanov, Orujov, Bosu, Xu,
36 cut jacket w/lining distressed retro-futuristic 36 jaffa orange
Ma, Beridze, Ram, Amar,
Clothing Inoue, Miura, Seo, Shakya,
2 Guard Designer Slide Recruiter Custodian Mercenary Cortez, Kaya, Phan, Binder,
41 crop top body contour neo 80’s 41 magenta haze Hasanov, Dupont, Claes.
Stoev, Madsen, Tamm,
42 playsuit mid-length glitched 42 baroque rose 3 Driver Maintenance Scam Artist Outsourcer Tattooist Nostolgist Pavlov, Korhonen, Salo,
Technician Nyman, Ravel, Mountain,
43 cube pants Subtle detailing GIF nail polish 43 superviolet (ultraviolet & infrared) Martin, Moreau, Laurent,
Wobegone, Schmidt,
4 Electrician Canary (Corp) Proxy Mechanic Influencer Drug Dealer
44 high waist trousers straps cowboy boots 44 actinic (vision damaging ultraviolet) Becker, Giannakos, Kovacs,
Demesne, Murphy, Rossi,
45 leg warmers vinyl meshed Interpreter/ Gashi, Ozols, Urbonas,
45 brown-yellow fulvous 5 Welder Porter Laborer Stylist Content Creator Translator Reuter, Falconer, Galea, De
Jong, Olsen, Nowak, Silva,
46 skirt funnel neck tailored khakis 46 ultra-indigo Popa, Wafture, Ivanov,
3D Printer Alternate Energy
6 Vendor Engineer Tech Sex-Worker Courier Analyst Tremblay, Diaz, Perez,
51 tactical pants cowl neckline dinner jacket 51 red-purple love Hernandez, Castillo, Hope,
Garcia, White, Nguyen,
52 arm warmers unisex plastic 52 black-purple frost Li, Alvarez, Dias, Soto,
COMMON PROFESSIONS Benitez, Tjon, Meaning,
53 cargo pants oversized acrylic 53 purple-red-white dusk 1 2 3 4 5 6 Lilt, Offing.
aliases
54 capris light-up Ballistic nylon 54 bruised skin thistle Extinction Marketing Steel, Stack, Alloy, Enigma,
1 Freelancer Revivalist Artist Spook/ Spy Seed Banker Specialist Switch, Null, Vector, Loop,
55 low crotch pants animated Rivethead boots 55 graphite flint Spark, Tune, Shift, Signal,
Biotechnology Computer Heat, Bee, Canvas, Chalk,
56 trench coat high neck Circuit-print 2 Fixer Roboticist Tracer Skilled Labor Impulse, Brash, Cypher,
56 sharp green chartreuse Scientist Engineer
Phase, Mouse, Riddle,
Friction, Cinch, Mellow,
61 latex striped pullover 61 yellow maize Carbon Programmer/
3 Data Tattooist Cyberneticist Weather Watcher Vice Purveyor Accountant Coder
Route, Prompt, Bank, Cent,
Baker, Brass, Crake, Bristol,
62 bodysuit asymmetric UV 62 permission red Angel, fault, Apoc, Tank,
Waste Systems Academic/ Excess Capacity Whistler, Akira, Bishop,
63 kimono jacket thumb-hole sleeves Para sole sneakers 4 Musician Geoengineer AR Architect
63 argent silver Engineer Scholar Broker Bit, Wire, Mirage, Mute,
Chime, Flint, Cricket,
64 accented shawl thick-roped Crash buttoned long jacket 64 rainbow gradient Communications Medical Amethyst, Indigo, Nova,
5 Entrepreneur Educator Data Broker Specialist Auditor Professional Teal, Dyce, Zephyr, Echo,
65 corset underground Variant harness 65 uber green viridescent
Chrome, Hype, Index,
Link, Onyx, Proverb,
Privacy
66 drysuit faux leather detailing Machine utility cowl 6 Sentinel Drone Pilot Cryptologist Strategist Tech Support Karma, Mpeg, Hatch, Vid,
66 blue zaffre Consultant Titan, Vector, UV, Pitch,
Hollow, Noise, Click.
People: Cybernetics 11 Bioluminescent Tattoo
12 Eye Camera
Examples to draw inspiration for body modification or cybernetics from (mechanically 13 Bio magnets
or otherwise): 14 Eye contacts that change
color
15 Enhanced skin sensitivity
COSMETIC/SELF EXPRESSION MODS/CYBERNETICS
16 LED/Artificial hair
1-3: none 4/5: roll once 6: roll twice 21 Olfaction boost
22 Nasal filters
1 2 3 4 5 6 23 Vocal modulator
24 Dermal mirrorshades/glades
25 Subdermal Animated GIFs
26 Tattooed irises and whites
Tele-Optic Subdermal Adrenal Synaptic Targeting
1/2 Cyber Limb
Vision Pocket Pump Booster System 31 Mood color changing skin
32 Transparent skin
33 Chromed skin
34 Animated nail art
35 Phosphor tattoo
36 Data tattoo
41 Forked tongue
42 Subdermal LED
Data Jack/ Tool/ Modular Cyber Limb Hidden Smartlink Bone 43 Subdermal timepiece
3/4 Plug hand Weapon Interface Enhancement
44 RFID chip
45 Subdermal implant
46 Neck ring
51 Teeth blackening
52 Surface piercing
53 Stretched piercing
54 Scarification
55 Corset piercing
56 Microdermal implant
Telescopic Voice Amplified Grafted Adaptive Polymerized
5/6 Vision Synthesizer Hearing Muscle Dermis Brain 61 Transdermal implant
62 Under eye tattoo
63 Tooth filing
64 Full body tattoo
65 Body art cheek hole
66 Henna
PERFECT
SYNTHETIC PERSON ENCODED FOR EMPLOY PLAYBOOK
CREW
SPECIAL ABILITIES
Purpose Built: You have been genetically tailored to perform a function. It is
at the root of all your behavior, like sex and fear in humans. Most emotions were STRESS
NAME / PRONOUNS ALIAS
deemed superfluous to your design and function, you do not feel them. Choose and
mark 1 emotion. Whenever you would take trauma, instead mark 1 Emotion.
LOOK Luxurious Form: You may expend your special armor to resist a INSIGHT
consequence of suspicion or impropriety, or to push yourself in social situations.
TRACE
Facial Adjustment Precognition: You reflexively adjust your facial features STUDY
MANUFACTURER: TRUESEED - SAFETY - FUNCTIONS: ADMINISTRATION - PROXY -
and body language to set people at ease. You gain +1 effect when you gather SURVEY
NOURISH - INFORMATION - INTRAREACH COMPANIONSHIP - PLEASURE - HOUSEHOLD
- ENTERTAINMENT information about people you are interacting with them face to face. As you do, MODIFY
you can ask the GM, “What do they tell me that they really shouldn’t have?” for free.
VICE / PURVEYOR: To indulge your vice, you must serve a patron. Talk to the GM to establish who your patron is, PROWESS
Custom Polymer Skeleton: Your joints and limbs are flexible far beyond the FINESSE
and whether they are played by the GM or another player. Your service is a refined aesthetic version of your function.
human norm. Typical holds, locks, and pressure points do not work against you. You
GHOST
STRESS EMOTIONS may contort your limbs as you wish, and can squeeze through any space, provided
COMBAT
that your head can fit.
LOVE - ANGER - JOY - REMORSE - WRECK
FEAR - AWE - DISGUST - SADNESS Integrated Pharma: You can spend 1 stress to secrete drugs through your skin
RESOLVE
or your saliva. You choose the dose (mild, heavy, overdose) and duration (moments,
CYBERNETICS HACK
minutes, hours). You are immune to most drugs and poisons. When you take this
HARM HEALING
ability, choose 1 drug from the list below. You may take this ability a second time;
CONTROL
3 NEED Project clock
when you do, choose 1 additional drug.
NETWORK
HELP SWAY
ARMOR USES Perfect Poise: When you push yourself, you may include one of the following
2 -1D
additional benefits: perform a feat of inhuman grace—perform a task with absolute
ARMOR BONUS DIE
HEAVY precision.
1 LESS
PUSH YOURSELF (take 2
EFFECT SPECIAL
Machine Learning: You may take 2 stress to roll your best action rating while stress) or accept a RIPPLE
DRUGS: BLISS—PLAYTIME—KITE—PROBLEMS JOULES performing a different action. Describe how your approach is alien, or off-putting.

A Haunting Beauty: When you use the beauty of your features, voice, LOAD ◊ 3 light ◊ 5 normal ◊ 6 heavy
or movements to influence human minds, gain +1d. When you are A Blade or Two
NOTES oblivious to subtext or convention, mark xp.
An Improvised Weapon
Bliss: euphoria, manic energy, poor impulse control, forgetting SIGNIFICANT OTHERS ITEMS A Large Weapon
Playtime: intense heat, heightened appetites, fits of laughter, aggression Lee Duk Hwa, a sentimental executive Re-Face Kit A Disposable Pistol
Kite: inspired visions, dissociation, vertigo, coma-like stupor Professor Singh, a rogue scientist Internal Compartment A Second Disposable Pistol
Problems: hallucinations, paranoia, rigor and chills, intense nausea Fine Fashion Reload (+1 Joule)
Ciserol, a covetous witch
________________________________________________________________________________ Nerve Toxin Injector EWD
All Perfect abilities can only be taken as veteran advances by other playbooks if that character Masayoshi Tenokai, a civil rights activist
Fine Drugs+Paraphernalia Screen
spends 2 Joules and is out of play for the next score while they undergo surgery/modification.
Six, a newer model in your product line Biometrics Reader/ Obscures
Spoofer A Recharge
________________________________________________________________________________ XP
»» Every time you roll a desperate action, mark XP in that action’s attribute. Armor +1 Heavy
________________________________________________________________________________ At the end of each session, for each item below, mark XP (in your stress, Infiltration Gear
________________________________________________________ GATHER INFORMATION playbook, or attribute) or mark 2 XP if it occurred multiple times.
Hacking Gear / Interface
»» Who here has unmet needs? »» You addressed a challenge with grace or subtlety.
________________________________________________________ »» How can I go unnoticed? »» You expressed your coding, drives, or function.
Specialized Tech
Subterfuge Supplies
________________________________________________________ »» Where can I find beauty here? »» You struggled with issues from your vice or emotions during the session.
»» What do you intend to do? Portable Light Source
________________________________________________________ TEAMWORK PLANNING & LOAD
»» Where will I be safe? Demolition Tools
»» Assist a teammate Choose a plan, provide the detail. Choose your load
________________________________________________________ »» Who here desires me, or my
»» Lead a group action
limit for the operation. Modification Tools
services? Assault: Point of attack AOG: Specialised tech
________________________________________________________ »» Who is the most important »» Protect a teammate
Deception: Method Social: Connection
Communications
here? »» Set up a teammate
Stealth: Entry point Transport: Route

PERFECT

GONE
A BRAIN PLUG IN A CYBERNETIC FRAME PLAYBOOK
CREW
SPECIAL ABILITIES
Whenever you gain a new “Gone” special ability (except veteran) add a maintenance.
STRESS
NAME / PRONOUNS ALIAS Heartless: You are a plug, a brain in a box. You have chosen to forsake
your body to pursue your obsessions, choose 2. Frames can be rebuilt
if damaged, but if your plug is destroyed, you’re done. If your frame is
LOOK destroyed, your plug can be installed into another frame, or wired into INSIGHT
a vehicle/system in the field. If you would suffer trauma, instead take
TRACE
level 3 harm “Overloaded.”
ROOT: TIPPER - GRASSHOPPER - FOUNDATION - BACKGROUND: ACADEMIC - LABOR - LAW - STUDY
DRAGONFLY - FORGED - UNKNOWN TRADE - MILITARY - EXEC - UNDERWORLD No Limits: Choose Insight, Prowess, or Resolve. Your max rating for SURVEY
actions under that attribute becomes 5. Take +1d to resistance rolls MODIFY
in the chosen attribute.
BEHAVIOUR: HOARD - DESTROY - CONTROL - OBSCURE - PERVERT - PRESERVE - DEFAME - PROWESS
Through The Fire: Your plug and frames are built to endure or
DISCREDIT - ELEVATE FINESSE
mitigate the hazards of Acts of God, and you may act freely within them.
GHOST
STRESS FIXATIONS Take 2 stress to extend this protection to one person within reach.
COMBAT
BEAUTY - MONEY - RELICS - DATA - Beyond Human: Take 1 stress to perform a feat of extreme strength WRECK
SPECIMENS - MEMORABILIA - THE DEAD
or speed (run faster than a vehicle, tear through concrete, jump several
- CELEBRITIES - WEIRD TECH RESOLVE
stories, etc.). This factors into effect.
CYBERNETICS HACK
Scanners: Take 1 stress to sense beyond human limits. See through
HARM HEALING CONTROL
walls or around corners, feel electromagnetic fields, or “see” biometric
3 NEED Project clock NETWORK
HELP data on people.
SWAY
ARMOR USES
2 Dark Errands: You have established a network of sympathetic
-1D
ARMOR individuals to work with. When you perform a downtime activity BONUS DIE
1 LESS HEAVY yourself, take +1d to your roll. During downtime, your attendants and PUSH YOURSELF (take 2
EFFECT SPECIAL technicians perform a free additional downtime activity for you, and stress) or accept a RIPPLE
Obsession
JOULES can perform your other downtime activities for you at your option.
Trauma + vice > Obsession. Your obsession is a behavior and a fixation, these two axes
combine to make your Obsession. (Note: list of maintenance options only found in the book.) Veteran: Choose a special ability from another source. FRAME MODULES
Frames Snoop Module
When you choose a frame, you then also mark additional modules based on your selection: SIGNIFICANT OTHERS FRAMES Stun Pulse Module
~~ Plug (briefcase size): A small hardened braincase that can be wired into vehicles and computer systems in the field. Cannot move or act physically on its own. Bao Xu, an eloquent proxy Plug (3 load max)
[3 load max] ID Spoof Module
Tinh, a weary physician Medium (5 load max)
Hardened firewalls - adaptable firmware. Decelerant Gel Module
~~ Medium (human size): A humanoid frame, a synthetic animal. [5 load max] Heavy (6 load max)
Agata, a fastidious academic Hardened Firewalls
Reflexes - long-term power supply. Modules in italics available to
~~ Heavy (car size, +1 scale): A spider-tank, a sleek sedan. Large, obvious, dangerous. Jageet, a clever engineer Adaptable Firmware
[6 load max]
all frames. Frames come with
Ablative plating - integrated breaching.
specific modules. See left Reflexes
Astrid, a visionary artist
Modules section for details. Long-Term Power Supply
The following modules are available to any frame: Snoop module - Stun pulse module - ID spoof module - decelerant gel module. XP Ablative Plating
»» Every time you roll a desperate action, mark XP in that action’s attribute.
With any frame, spend [1 load] to use a module during a score.
At the end of each session, for each item below, mark XP (in your stress, Integrated Breaching
Snoop Module: Releases a tiny drone that transmits audio/video signals wirelessly to you over a small range.
playbook, or attribute) or mark 2 XP if it occurred multiple times.
Stun Pulse Module: Releases an inaudible magnetic pulse that incapacitates normal humans. GATHER INFORMATION
»» You dominated a situation with your tech, or struck with overwhelming
ID Spoof Module: Broadcasts false biometric and digital ID credentials, must be fed credential info before it can broadcast. »» What should I look out for?
force.
Decelerant Gel Module: Fires a large glob of expanding decelerant gel at the ground in advance of your landing, allowing you to drop from any height, or »» How can I find [X]?
mitigate damage from being thrown at a surface. Contains one charge of gel. »» Suppressed or ignored your former human beliefs, drives, heritage, or
»» Where’s the weakness here?
~~ Hardened Firewalls: An array of hardware and software to fortify your plug against digital threats. Expend this firewall as armor against consequences background.
from hacking and digital viruses. »» Who is most afraid of me?
»» You struggled with issues from your obsessions or maintenance during
~~ Adaptable Firmware: Allows you to be installed in devices that are not set up for plug interface while in the field. Includes a set of leads/connectors/ »» What is most dangerous here?
adapters to interface with almost anything (vehicles, computer systems, security devices, etc.). the session.
»» What here is of value to me?
~~ Reflexes: Your frame is wired with advanced haptic feedback and integrated sub-processors that respond to a wide array of threats and situations. Whenever
there is a question of who acts first, it’s you. TEAMWORK PLANNING & LOAD
~~ Long-Term Power Supply: Advanced power storage and kinetic recyclers allow for prolonged deployments. Allows you to set up in position in advance »» Assist a teammate Choose a plan, provide the detail. Choose your load
of the score, and permits a free extra use of any one use module. limit for the operation.
»» Lead a group action
~~ Ablative Plating: An array of armored plates and padding layered on top of the standard defenses of your frame. Expend this module as armor, it fully Assault: Point of attack AOG: Specialised tech
mitigates harm of any level. »» Protect a teammate
Deception: Method Social: Connection
~~ Integrated Breaching: A fully integrated breaching device which includes a ram, rock drill, plow, and breaching charges. Allows you to violently tear »» Set up a teammate
through most normal walls and barriers, forming sufficient passage for your frame. Stealth: Entry point Transport: Route

GONE
RANGERS
COHORT GANG EXPERT

CREW SHEET ____________________________


____________________________
MILITARY SCIENTISTS COLLECTING GENES
____________________________
NAME REPUTATION SPECIAL ABILITIES
Gene Harvesters: You are armed with the technology required to ____________________________
BASE extract Muteria from organisms changed by Acts of God. Take 3 stress
to extract one sample of Muteria from a captured organism and unlock
REP DATA HOLD WEAK STRONG TIER COHORT GANG EXPERT
its Genotype.
Integrate: Any member of the crew may use a Modify action to spend ____________________________
a Muteria adding an unlocked Genotype to an organism. The patient
risks gaining the special trauma: Tumorous. ____________________________
GENOTYPE: Gene Market: You have a buyer who will give you Joules for Muteria. ____________________________
GENOTYPE:
SKYHOOK Injectors: Crew members can spend a Muteria to gain any unlocked
Gain the inhuman
SPARK ____________________________
ability to fly, glide,
Gain electrical Genotype for a single score.
abilities
or climb
GENOTYPE: GENOTYPE: Elite Training: Each PC may add +1 Action Rating to Survey, COHORT GANG EXPERT
GENOTYPE:
GARGANTUAN LASH REGEN Combat, or Control (up to a max rating of 3).
You become Become venomous
physically massive and lightning fast
Obtain superhuman Feel Good Gains: Each member of your crew gains an additional Vice: ____________________________
healing abilities
Personal Growth. When you gain new Genotypes or cybernetics, you
count as having indulged this vice without risk of overindulgence. ____________________________
DATA DATA
Farming: After a Muteria has been extracted from an organism, ____________________________
long- term projects may extract additional Muteria from the same
____________________________
organism.
DATA BASE DATA
Tactical: When you set out on an Assault, Capture, or Transport
COHORT GANG EXPERT

GENOTYPE: operation, armor doesn’t count toward your load and you take +1d to
GENOTYPE: WEAK IMPAIRED BROKEN ARMOR
SLIME ENDURE the engagement roll.
Gain the ability to Become impervious
____________________________
swim and breathe Veteran: Choose a special ability from another crew.
to a number of
in water and change things
____________________________
GENOTYPE: GENOTYPE: GENOTYPE: CREW XP
your skin
HIDE SCENT UNHEAR ____________________________
Gain the ability to Gain the ability to Gain the ability to At the end of each session, for each item below, mark XP (in your playbook
manipulate your skin detect chemical navigate with sonar or attribute) or mark 2 XP if it occurred multiple times. ____________________________
and enhanced sight components in the and become silent
air and produce »» Obtain a new biological specimen. (Instead of claims, you have Research
pheramones into different genotypes. Instead of turf, you have Data on those genotypes
published to the pirate ‘net.) Base Quality
HEAT WANTED JOULES VAULTS »» Contend with challenges above your station Spinner
»» Bolster your crew’s reputation or develop a new one Ship Gear
Upon crew advance, each PC gets stash = Tier + 2 »» Express the goals, drives, inner conflict, or essential nature of the crew Hidden Spec Tech
CONTACTS CREW UPGRADES Quarters Supplies
____________________________________________________________________________________
Blais, a gun runner Rangers Rigging (2 free load of Secure Tools
____________________________________________________________________________________ tools or specialized tech) Vault Weapons
Carrio, a street doc
____________________________________________________________________________________ Organism Storage (Secure Workshop
Zhong, an hunter
storage of all organisms)
____________________________________________________________________________________ Training Cohorts
Keel, an officer Elite Runners Insight Upgrade costs
____________________________________________________________________________________
Shara, biologist Elite Boosters Prowess New cohort: 2
____________________________________________________________________________________ Aksis, ran Intel broker Resolve Add type: 2
Resilient (+1 trauma box)
____________________________________________________________________________________ Personal
Mastery
____________________________________________________________________________________ HUNTING GROUNDS: CAPTURE - SAMPLE - ELIMINATE - TRANSPORT

RANGERS
SAPPERS
COHORT GANG EXPERT

CREW SHEET ____________________________


____________________________
REVOLUTIONARIES AND WRECKERS
____________________________
NAME REPUTATION SPECIAL ABILITIES
The Coming Storm: With technical savvy, misdirection, and perfect timing you ____________________________
BASE know how to make your enemies vulnerable to Acts of God. Take 3 stress to make
an Act of God another faction’s problem after you have surmounted it as an
REP TURF HOLD WEAK STRONG TIER obstacle. Mark the Act of God as an asset that you can use for your next score.
COHORT GANG EXPERT

Cunning: Each PC may add +1 action rating to Modify, Network or Wreck (up
to a max rating of 3).
____________________________
Syndrome: When you successfully execute a kidnapping, you may choose to ____________________________
start a long-term project to convert the hostage to your cause. When you roll to
____________________________
WAREHOUSES advance this clock, take +1d.
Stockpiles give PROPAGANDISTS ____________________________
you +1d to acquire -2 Heat per score Big Ba-Da-Boom: When you use sabotage or explosives to disrupt a faction, gain
assets +1d to the engagement roll.
SYMPATHIZERS COHORT GANG EXPERT
STREET CLINIC True Believers: All of your cohorts gain the Dedicated edge. If they already have
+1d to healing rolls +1d to gather info for TURF
Dedicated, they get another edge of your choice.
scores
____________________________
Proxy Warfare: Choose a friendly Tier 4 faction as your clandestine patron. Take
WORD OF +1 Status with them whenever you succeed in a score against another Tier 4 or ____________________________
TURF MOUTH 5 faction. Take -1 Status with your patron faction to immediately gain an asset
____________________________
with a quality of your Tier+1. Take another -1 Status to increase the quality by
+1 Rep per score
an additional +1. ____________________________
FRIENDLY VENUE
TURF BASE Propaganda Offensive: You know how to get people on side and swap large
+1d to Control or
Sway on site populations. The effect of your first 2 turf claims is doubled. COHORT GANG EXPERT

FORGED WEAK IMPAIRED BROKEN


Domino Theory: Gain +1d on engagement rolls when attempting to reduce a ARMOR
IDENTITIES
+1d to deception
TURF
faction’s hold. When you successfully reduce the hold of another faction, their ____________________________
and stealth plans allied factions also take reduced hold. ____________________________
TRAINING WHISPER Veteran: Choose a special ability from another crew.
ROOMS NETWORK GENEROUS ____________________________
+1 scale for any +1d to Trace or DONORS CREW XP
cohorts classified as Network on your turf Tier-Heat=Joules ____________________________
Runners At the end of each session, for each item below, mark XP (in your playbook
or attribute) or mark 2 XP if it occurred multiple times.
»» Execute a successful propaganda, sabotage, tactical strike, or agitation
Base Quality
operation
HEAT WANTED JOULES VAULTS Spinner
»» Contend with challenges above your station
»» Advance your cause or intervene to stop oppression Ship Gear
Upon crew advance, each PC gets stash = Tier + 2 Hidden Spec Tech
»» Express the goals, drives, inner conflict, or essential nature of the crew
CONTACTS CREW UPGRADES Quarters Supplies
____________________________________________________________________________________
Xinwei, a double-agent Sappers Rigging (2 free load of Secure Tools
____________________________________________________________________________________ tools or weapons) Vault Weapons
Baz, a bartender
____________________________________________________________________________________ Elite Monitors
Workshop
Vinicious, an auditor
____________________________________________________________________________________ Elite Runners Training Cohorts
Demogorgon, a hacker
Insight Upgrade costs
____________________________________________________________________________________ Elite Boosters
Lady, an activist Prowess New cohort: 2
____________________________________________________________________________________ Driven (+1 trauma box)
Calista, a performer Resolve Add type: 2
____________________________________________________________________________________ Personal
Virgil, a supplier
____________________________________________________________________________________ Mastery
HUNTING GROUNDS: PROPAGANDA - SABOTAGE - TACTICAL STRIKE - AGITATION

SAPPERS
STORM SPEAKERS
COHORT GANG EXPERT

CREW SHEET A COVEN OF STORM WITCHES


Cult
____________________________
____________________________
SPECIAL ABILITIES
Storm Speak: You have devised a method of predicting the Acts of God by ____________________________
NAME REPUTATION
embedding all kinds of sensory tech in your bodies. Take 3 stress to use this
____________________________
BASE specialized method to locate a nearby Act of God.

Sigils: You find other worshippers of the storms from sigils invisible to all but
REP TURF HOLD WEAK STRONG TIER COHORT GANG EXPERT
your modified vision. When you locate a storm worshiper faction (perhaps in
the Tidelands), your sigils give you +3 status with the faction. You may count the
Tidelands as turf, so long as your status does not lower. ____________________________
Upload: You may temporarily upload your mind into a storm’s network with other ____________________________
MUSHROOM THE LAST
Storm Speakers for synchronization. When you perform a group action in the
GROVE GARDEN ____________________________
Heat = Joules in +1d to Network storm, you may count multiple 6s from different rolls as a critical.

BIOHACKER
Downtime on site
Psychokinesis: To observers, it looks like the Storm Speakers are moving things
____________________________
COMMUNE SECRET WOMEN
ONLY OUTPOSTS COVEN with their minds but they actually use magnetic tech embedded in their bodies and
+1d to the BROADCAST
engagement roll for +2 Joules when advanced physics. When close to a storm, take +2d to manipulating objects with COHORT GANG EXPERT
trading on site +1d to Cult Cohorts this technology.
Act of God plans

Sensitive: Your bodies are modded out even further, helping you read living ____________________________
TURF TURF creatures. Additionally, each crew member takes +1 action rating to Control,
____________________________
Network, or Sway.

FORTUNE Vengeance: When wronged, you reap your vengeance threefold. Take +2d to
____________________________
TELLING FRONT BASE CULT HAVEN
+1d to gather
combat rolls related to seeking vengeance. ____________________________
+1d to Network or
information on site Of The Earth: With tech that heightens senses, you can seek out shelter in any
Sway patrons on site
wild place. Take +1d when avoiding detection within familiar wilds (turf). COHORT GANG EXPERT
TURF
TURF Meditate: You can lead yourself and others through a guided meditation that WEAK IMPAIRED BROKEN ARMOR

helps the mind and body recover. Take +1d to healing rolls during downtime ____________________________
and -1 stress the next time you push yourself in an action roll.
WILD STASH UNDERGROUND NEON RITUAL ____________________________
+1 Joule in payoff for TUNNELS SPACE
Veteran: Choose a special ability from another crew.
product sales and
+1d to Ghost
-1 stress imposed in ____________________________
supply scores fallout from scores CREW XP
LAKESIDE CAVE ____________________________
+1d to healing rolls NIGHTCLUB At the end of each session, for each item below, mark XP (in your playbook
when submerged in
+1d to vice rolls or attribute) or mark 2 XP if it occurred multiple times.
water
on site
»» Foretell the destruction an Act of God will reap upon someone/a group and help to
SWEAT LODGE PERMACULTURE Base Quality
make it happen
DOMES
+1 Joule in payoff for TURF »» Exert their superiority above humans who don’t understand storms like they do
Spinner
product sales and +2 Joules in payoff
supply scores for scores which »» Contend with challenges above your station Ship Gear
preserve agricrops
»» Express the goals, drives, inner conflict, or essential nature of the crew Hidden Spec Tech
Quarters Supplies
HEAT WANTED JOULES VAULTS CONTACTS CREW UPGRADES Secure Tools
Niedi, a biologist Improved Implants (2 free load of Vault Weapons
Upon crew advance, each PC gets stash = Tier + 2 specialized tech)
Dorian, a nun Workshop
____________________________________________________________________________________ Coven
Kamala, an sculptor Training Cohorts
____________________________________________________________________________________ Elite Monitors Insight Upgrade costs
Quinn, a nowcaster
____________________________________________________________________________________ Misha, a patron
Elite Rooks Prowess New cohort: 2
Composed (+1 trauma box) Resolve Add type: 2
____________________________________________________________________________________ Nadeem, a surgeon
Personal
____________________________________________________________________________________ Mastery
HUNTING GROUNDS: ACQUISITIONS - FORECAST - CONSECRATION - SACRIFICE
____________________________________________________________________________________

STORM SPEAKERS

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