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Kage

By
Matthew Zimmerman

Playtesting
Beau Dibble
Dylan Tran
Liam Silveus
Luke Nelson
Nathan Swain
Nikhil Tammineni

Cover Art
Made with Night Cafe

Other Art
Made with Midjourney

Licensing
© 2023. This work is licensed under a CC BY 4.0 license

2
Introduction 6 Called Shots
Sneak Attacks
27
28
Setting 6 Using Weapons Underwater 28
Lines, Veils, and Crosses 6 Grappling 28
Character Creation 7 Defending 28
Characters 7 Structures 29
Determination 29
Level 7
Savvy 7 Covert Operations 29
Origins 7 Disguise & Forgery 29
Special Origins 8 Impersonation 29
Skills 9 Injury 29
Specializations 9 Wounds 29
List of Skills 9 Instant Death 29
Knowledge 10 Holding Your Breath 29
Language 10 Climbing 30
Long Distance Climbing 30
Personality 10 Lock Picking 30
Background 10 Climbing Checks 30
Flaws 10 Falling 30
Insight 11
Stealth 31
Contacts 11 Obstructions 31
Gaining Contacts 11 Lost Senses 31
Favors 11 Additional Senses 31
Burned Contacts 11 Hidden Actions 31
Expertise 11 Magic 32
Experience Points 11
Gaining Levels 12 Astral Perception 32
Talents 12 Channeling 33
List of Talents 12 List of Forms 33
Tier 0 12 Alter Self 33
Tier 1 13 Astral Shield 33
Tier 2 15 Berserk 33
Tier 3 18 Empowered Weapon 33
Enthralling Voice 34
General Rules 22 Expanded Senses 34
Keywords 22 Fade 34
Overriding Keywords 22 Fly 34
Improving Keywords 22 Free Running 34
Combat Keywords 22 Iron Body 34
Equipment Keywords 23 Keen Perception 34
General Keywords 23 Marine 35
Hacking Keywords 23 Mend 35
Weapon Keywords 24 Redirection 35
Telekinesis 35
Checks 24
Enchanting 35
Campaign Structure 25 Triggers 36
Missions 25
Spellcasting 36
Downtime 25
Retirement 25
List of Spells 36
Armor 36
Combat 25 Aquatic 37
Combat Structure 25 Bolt 37
Initiative 25 Break 37
Combat Turns 25 Churn 37
Combat Rounds 25 Discombobulate 37
Acting in Combat 25 Ethereal 37
Actions 25 Ferality 38
Movement 26 Flight 38
Tasks 27 Guidance 38
Reactions 27 Haste 38
Heal 38
Attacking 27
Illusion 38
Ranged Attacks 27
Invisibility 39
Melee Attacks 27
Locate 39
Line of Sight 27
Mask 39
Coup de Grace 27
Mind Read 39

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Mute 39 Toxin Sprayer 53
Polymorph 40
Controllers 53
Possession 40
Drones 53
Projection 40
Direct Control 53
Rewind 40
Root 41 Hacking 54
Shatter 41 Scripts 54
Shadow 41 Clean 54
Shove 41 CMD 54
Sleep 41 Flag 54
Slice 41 Jam 55
Storm 42 Mask 55
Truth 42 Read/Write 55
Terrify 42 Search 55
Wall 42 Snoop 55
Warding 42 Trace 56
Summoning 43 Piloting 56
Outlanders 43
Vehicles 56
Warlocks 43 Combat 57
Heresy 43 Ramming 57
Corruption 43 Crashes 57
List of Heresies 43 Boarding 57
Dark Herald 43 Speeding 57
Freeze Time 44 Moving as a Vehicle 57
Portal 44 Chases 58
Pocket Dimension 44 Grouping 58
Raise Dead 44 Chase Actions 58
Reincarnation 44 Control 58
Reset 44
Resurrection 44 Companions 59
Teleport 44 Companion Death 59

Wild Magic 45 Companion Traits 59


Special Traits 59
Wild Magic Table 45
Random Spells 45 List of Traits 59
Innate Traits 59
The Network 46
Devices 46
Items 61
Buying Items 61
Connections 46 Selling Items 61
Commanding Devices 46 Lending Equipment 61
Manual Commands 46 Tiered Values 61
Remote Commands 46
Agents 61
Hardwired Protocols 46
Autonomous Devices in Combat 46 Duration 61
Damaging Devices 47 Vectors 61
Applying Agents 62
Augmented Reality 47 List of Agents 62
PANs 47
Gadgets 62
Augments 47 Breaking & Entering 62
Augment Clusters 47 Equipment 63
List of Augments 48 Utility 64
Airborne 48
Personal Protection 65
Arm Replacements 48
Armor 48 Armor 65
Toughness 65
Auto Injector 48
Warding 65
Aquatic 49
Chemically Sealed 65
Cranial Cybernetics 49
Grappling Hook 49 Firewall Keys 66
Hidden Compartment 50 Firewall 66
Hidden Injector 50 Shields 66
Inbuilt Weapon 51 Mods 66
Leg Replacements 51
Safe Houses 66
Oil Launcher 51
Mods 66
Reticulating Manipulators 52
Rocket Hand 52 Tablets 67
Sculpting Wires 52 Mods 67
Stabilizers 52 Vehicles 67
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Resistances 67
Mods 67
Weapons 68
List of Weapons 68
Melee 68
Pistols 68
SMGs 69
Rifles 69
Snipers 69
Heavy 69
Shotguns 69
Archery 69
Thrown 70
Explosives 70
Mods 70
Barrel Mods 71
General Mods 71
Scope Mods 71
Under-Slung Mods 71

GM Info 72
Non Player Characters 72
Facility Security 72
Alert Level 72
Locks 72
Ritual Spells 73

5
Introduction
megacorporations owned monopolies on essentials such as
power, gas, water, and food production. The megacorporations
each became their own nation-state, independent from the
Kage is a tabletop RPG system set in a dystopian near future. countries their property formerly resided in.
Megacorperations own most of the populated world which has In the Modern Era, technological research and innovation is
partially centralized to form large sprawls from groups of unchecked. People of new Origins and the Attuned have been
neighboring cities. Mages harness mana while mystical integrated into the sprawls. For some, life is now a utopia. For
creatures roam the land. Semi-autonomous drones and others, it hasn’t gotten better since the storm hit. Throughout
vehicles support our modern lives but these devices are also a all of this the wars between corps, governments, syndicates,
digital playground for Skilled hackers. The denizens of the and gangs rage on. At the center of all of this are individuals of
sprawls vary from humans to elves, orcs, and vampires. unusual ability and drive who (knowingly or not) will leave
Your character is a freelancer making their own way in the their mark on the Modern Era.
world by taking whatever work fits their Skill set. To get
started you will need to make a character following the steps Lines, Veils, and Crosses
under Character Creation. Once you have made your character, In Kage you are likely to play as a character with some level of
you will work with a group of other characters (each controlled gray morality. However, it is also important that any morally
by another player) to go on Missions presented to you by your questionable activity in the game does not make anyone at the
Game Master (GM). table uncomfortable. Everyone at the table should consider
what content can be alluded to (veils), know what should be
Setting avoided entirely (lines), and remember that each person can
On the 14th of July 2012, a coronal mass ejection (CME) hit speak up when the game’s narrative makes them
the Earth. This flood of magnetized plasma destroyed all uncomfortable (crosses).
electronic devices on the planet. Most of humanity spent Before beginning play, your GM should work with all players
months without access to food, water, fuel, and modern to establish what lines and veils will exist and to prepare every
luxuries. This chaos was amplified by the instant loss of all player to present a cross as needed.
economic, scientific, and logistical data that had been saved
and managed digitally. Lines
Some content is so strongly unpleasant that players will not
The CME also created rifts in space across the planet. From
want the topic included in the game. For any content like this
these rifts came mystical creatures and monstrous beasts.
a line can be established to denote that the topic will not be
Among the creatures were also sentient folk, a new host of
introduced into the game.
Origins alongside human from which modern society can draw
their roots. A flood of mana bled into our world, bending large Veils
swaths of land into alien landscapes. This mana combined Some content will be alright to include in the game but it
itself with some sentients to create the first Attuned, those who would not be very sociable to describe in detail. Events like
can manipulate mana to shape the world around them. these can be covered under a veil, being described in the most
Societies fell apart as daily life became impossible and mass abstract sense while avoiding any uncomfortable detail.
riots toppled existing hierarchies. Attacks on humanity from Crosses
the newly arrived monsters were barely driven back by hasty
When an event goes over a line or when it should be covered
alliances made with the sentients that had been stranded on
by a veil can be very subjective. Topics which make one
Earth as the rifts began to close.
person at the table uncomfortable may be fine with another.
To combat the chaos, international corporations were tasked Because of this, every player is encouraged to declare a cross
with rebuilding our society. These corporations quickly set to when the game’s subject matter has made them uncomfortable.
the task of restoring infrastructure and amenities. This lead to
A player can declare a cross by any means (making an X with
the corporations forming their own militias to protect their
the arms, making their declaration verbally, etc.). Whatever the
build sites and to forcefully acquire anything needed to
method is, it is important that the table is aware of this method
rebuild.
beforehand so it can be quickly recognized.
Eventually the demons, fey, abominations, and beasts of
legend were pushed back. Most of humanity had retreated to
their largest cities. Massive walls encompassed multiple cities
and the space between began to fill with urban development.
These urban megastructures would became known as sprawls.
At the pinnacle of society in these sprawls were a number of
megacorporations that had formed from devouring their
smaller competitors.
What we now call the Modern Era began on the 12th of October
2021 when multiple megacorporations presented to their host
nations their declarations of sovereignty. These

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Character
Miraculous: (Action) Limited 1. Target a character you are
touching. The target character loses one Wound.
Winged: You have a fly speed of 5m.

Creation
When creating a character, do the following;
Dryad
Estimated population of 300. Average height of 1.5m. Dryads
often have plantlike features such as bark, leaves, vines, and
flowers.
▪ Choose an Origin.
Nature's Bounty: Limited 3. (Action) You may only use this
▪ Increase your rank by 2 in 2 different Skills. ability if you are touching a living plant which is of similar or
▪ Gain 3 Knowledge, each at rank 2. greater size to you. You remove a Wound from yourself or
▪ Gain 2 Talents. from another dryad you are touching.
▪ Choose 3 Expertise. Dwarf
Additionally you may do the following: Estimated population of 8 million. Average height of 1.4m.
Dwarves are stocky and often have squared features.
▪ Choose a Background.
▪ Choose up to 2 Flaws. Astral Dampener: You gain Accuracy on defense checks
which target Warding and you may not choose to fail these
▪ Gain 1 Contact.
checks.
You start at Level 0 (see below) and you have 20
Determination. Elf
Estimated population of 12 million. Average height of 1.8m.
Characters Elves are long lived, they have pointed ears, and they often
have aquiline features.
Level Charming: When performing a Deception or Persuasion
Level represents your overall experience and training. You check, you gain Accuracy if you have never previously
gain Levels as you fulfill your Expertise. performed a check against your target with either of those
Skills.
Savvy
Savvy represents your general ability, the quality of your
Giant
equipment, and your ability to improvise. Your Savvy is equal Estimated population of 300,000. Average height of 2.4m.
to (your Level / 2). When you make a check your Savvy is Giants have elongated arms and legs.
added to your roll to determine your result. Massive: You cannot be Slowed by Encumbrance. You may
Savvy Check move while Grappled by characters without Massive.
When an ability requires you to make a check without Gnome
modifiers (aside from your Savvy) it will ask for a Savvy Estimated population of 1.2 million. Average height of 1m.
Check. Gnomes have youthful features for the majority of their lives.
Savvy Check: d20 + your Savvy Intuitive: When making a check for a Knowledge which is at
the lowest rank among your Knowledge, you are considered to
Origins have a rank in that Knowledge 2 higher.
An Origin is which of the people of Earth your character most Small: While behind an ally without Small you may take cover
identifies with. While your parents may come from different or attempt to hide.
Origins, such as being a half-elf half-human, you must choose
one to be your Origin as your Origin will provide you with Goblin
one or more abilities. Estimated population of 2.1 billion. Average height of 1.4m.
Goblins have long thin ears, sharp teeth, and a short lifespan.
Centaur
Estimated population of 200,000. Average height of 2.2m and Keen Eyesight: You may ignore Partial Obstructions to visual
length of 2.5m. Centaurs have the torso of a human and the perception.
body of a horse. Human
Strider: Performing the Sprint Action triples your ground Estimated population of 13 billion. Average height of 1.6m.
movement speed instead of doubling it.
Improvisation: When making a check for a Skill which is at
Daykin the lowest rank among your Skills, you are considered to have
Estimated population of 5,000. Average height of 1.7m. a rank in that Skill 2 higher.
Daykin emit dim light from their skin, although this can be
suppressed with light concentration. Some are bald and have
solidly colored eyes.
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Minotaur Some Special Origins provide you with Companion Traits.
Estimated population of 60,000. Average height of 1.8m. You benefit from these Traits at tier 1/2/3 when you are Level
Minotaurs have the head of a bull, including massive horns. 0/5/10.

Gore: After you perform the Sprint Action you may Android
immediately perform the Unarmed Attack Action as a Estimated population unknown. It is rumored that some
Reaction, goring your target with your horns. This attack gains corporate projects and rogue scientists have made fully
Proficiency 2/4/6, Power 4/6/8, and Penetration 1/1/2 when sentient machines. Some androids are obviously mechanical,
you are Level 0/5/10. masquerading as normal drones, while other androids
flawlessly imitate another Origin.
Naga
Estimated population of 200,000. Average height of 1.6m. Artificial: You are a drone. When you choose this Origin you
Naga can have a variety of fish like features such as scales, should establish with your GM if you are obviously
rough sharkskin, fins, and tails. mechanical or if you imitate another Origin. If you do imitate
another Origin, the imitation is not noticeable unless there is an
Aquatic: You have a swim speed of 10m, you can breathe obvious sign that you are a drone (e.g. by not bleeding). As a
underwater, and melee attacks you perform underwater do not Task you may start or stop appearing in AR as an Augment
gain Loading due to being underwater. Cluster.
Nightkin You are not a Companion and you act on your own Combat
Estimated population of 6,000. Average height of 1.5m. Turn. You may have your own Companions and you may
Nightkin have an amorphous silhouette when they are in install augments into your body. You may be Attuned, in which
darkness, as their body continuously shifts its shape. Many case your magical ability likely stems from advanced robotics
have pupils like that of a cat and some have long thin tails. rather than the natural infusion of mana into a living creature.
Shadowstep: Limited 3. This ability may only be used while When you would normally be Broken, you are instead
you are standing in a location which receives a Partial Downed. If you would die, you are instead Broken (this is not
Obstruction or a Total Obstruction to visual perception. As an prevented by the previous rule).
Alternate Movement you may teleport to a target point within Ghost in the Machine: You gain Accuracy when making a
LoS which receives a Partial Obstruction or a Total defense check using Firewall for a device which you are in a
Obstruction to visual perception. PAN with.
Orc Beast Kin
Estimated population of 950 million. Average height of 1.6m. Estimated population of 300,000. Beast kin have an animal
Orcs are often muscular and they have large tusk-like teeth that form they can enter at will. Many beast kin keep some aspects
protrude from their jaws. of their animal form while in their “true” form. Some beast kin
claim that the animal is their true form.
Tenacity: When making a Wound Resist check you are
considered to have half as many Wounds (rounded down). Beast Form: (Action) When you choose this Origin, you must
also choose an animal to be your animal form. You must also
Pixie choose two Companion Traits your animal form will provide
Estimated population of 8,000. Average height of 1m. Pixies you with. When you use this ability you enter your animal
have childlike features and butterfly-like wings. form, gaining the benefit of your chosen Traits. As an Action
Winged: You have a fly speed of 5m. you may return to your true form. When you change forms you
keep temporary effects and meld worn items into yourself as if
Small: While behind an ally without Small you may take cover you were effected by the Polymorph spell.
or attempt to hide.
Doppelganger
Troll Estimated population unknown. Doppelganger’s are able to
Estimated population of 3 million. Average height of 2.1m. morph their features to mirror that of others. Most
Trolls have a pair of large horns on their heads and their upper doppelgangers have a preferred form they usually keep.
torso often hunches forward.
Mimic: (Action) Limited 1. You cast the tier 1 spell Mask on
Regeneration: When you perform a Wound Resist Check you yourself. When you cast the spell this way, sustaining it does
may use this ability to provide that check with Difficulty. If you not count towards the number of spells you can sustain. You
succeed on this check, you lose one Wound. gain Proficiency 2/4/6 and Power 0/2/4 at Level 0/5/10 on
attacks you make for this spell when it is cast this way.
Special Origins
The following Origins can be seen as a modification of one of
the above Origins. For example; you can be an elf who was
infected with vampirism or an android who appears as a dwarf.
Regardless of the combination you choose, you only gain
abilities from the Special Origin you have chosen.

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Vampire Athletics
Estimated population of 100,000. When a powerful vampire Your physical power.
bites another person, that person eventually becomes a new ▪ Feats of Strength: You focus on putting out raw
vampire. Vampires often gain gaunt features, sharp teeth, and power. This applies when lifting, moving, and
blood red eyes. carrying heavy loads.
Beguile: (Action) Limited 1. Choose a person within 1m and ▪ Physical Contests: You focus on tactically applying
force in combat. This applies when performing
LoS of you. Your target becomes beguiled, giving you
opposed Athletics checks.
Accuracy when performing Deception and Persuasion checks
against them. Your target stops being beguiled when you begin Craftsmanship
Downtime. Your ability to build temporary tools.
Bat Form: (Action) When you use this ability you take the ▪ Disguise: You focus on making disguises.
form of a bat. This form provides you with the Companion ▪ Forgery: You focus on making fake documents.
Traits Airborne and Perceptive. While in this form you also use
▪ Scrutiny: You focus on spotting disguises and
Echolocation for visual perception. As an Action you may forgeries.
revert to your normal form. When you change forms you keep
temporary effects and meld worn items into yourself as if you Deception
were effected by the Polymorph spell. Your ability to lie and to spot lies.
Lycanthrope ▪ Impersonation: You focus on imitating other
people. This applies to mimicking an individual or
Estimated population 50,000. Lycanthropes transform into a blending into a group.
savage bestial form when exposed to the light of a full moon.
▪ Reading Emotions: You focus on reading faces and
Warg Form: (Action) When you are directly exposed to the looking for tells. This applies when you are trying to
light of a full moon, you must immediately use this ability as a judge if an opponent is being honest or when you
Reaction. When you use this ability, you enter warg form, want to read surface level emotions.
gaining a bestial appearance. While in warg form you benefit ▪ Telling Lies: You focus on quick wit and a web of
from the Companion Traits Durable, Perceptive, and Weapon. made up facts. This applies when attempting to
For the Weapon Trait, you must purchase a Blade. This weapon deceive an opponent.
is inherent to your body (representing your teeth and fangs). Dexterity
Warg form immediately ends if you are directly exposed to Your Skill at using your hands.
sunlight. While in warg form, whenever you receive a Wound,
▪ Breaking & Entering: You focus on subverting
make a Savvy Check with a threshold of 8. On a failure, you room scale security. This can apply to; carefully
become Enraged until warg form ends. cutting glass, snipping wires on an alarm, and
uprooting pressure plates.
Skills ▪ Lock Picking: You focus on subverting locks. This
Skills represent your proficiency at performing certain tasks. applies to mechanical locks, digital locks, and
You begin with rank 0 in each Skill and you may then increase guessing pass-codes on phones.
your ranks in Skills as you gain Levels. When you are asked to ▪ Slight of Hand: You focus on moving your hands
make a check for a Skill (such as “make a Stealth check”), quickly and subtly. This applies when making
make a Skill Check as shown below: opposed Dexterity checks.
Skill Check: d20 + (your Savvy) + (your rank in that Skill) Electronics
Your ability to get machines and electronics functioning
Specializations properly.
When you gain rank 5 in a Skill you may choose one of that ▪ Analysis: You focus on how machines work, and
Skill’s specializations. When you are making a check for a what can cause them to stop working. This applies to
Skill in a scenario you are specialized in, you are considered investigating how damaged a device is and what
to be 2 ranks higher in that Skill. For example; You are making caused it to become damaged.
a Dexterity check to pick a lock and have rank 6 in Dexterity. ▪ Maintenance: You focus on getting machines back
If you have the Lock-Picking specialization, you are up and running. This applies when using a Repair
considered to be rank 8 in Dexterity for this check. Kit.
List of Skills
Each Skill below has a bulleted list of that Skill’s
specializations. For example; the Athletics Skill has the
specializations Feats of Strength and Physical Contests.

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Gymnastics Knowledge
Your ability to move your entire body quickly and accurately. Knowledge represents your character's understanding of the
▪ Acrobatics: You focus on careful steps and world. This understanding can come from education or from
managing your balance. This applies when you are first hand experience. When you gain a Knowledge you will
trying to maneuver across a difficult environment. need to choose a topic. This topic should not be too broad
▪ Escape-Artistry: You focus on removing restraints (such as Combat) or too specific (such as Polka Music). Some
from your person. This applies when escaping potential Knowledge topics are; Corporate Security, Magical
handcuffs or slipping out of bindings Creatures, Mercenary Groups, Criminal Organizations, High
▪ Martial Arts: You focus on surpassing the speed Society, Slums, History, Religion, and Nature.
and accuracy of opponents. This applies when
performing opposed Gymnastics checks. When you gain a Knowledge, it begins at rank 2. When you
level up you can increase the ranks of each of your Knowledge
Investigation to a maximum of 10. When you want to determine if your
Your ability to spot detail and analyze objects. character knows certain information, your GM may ask you to
make a check for a certain Knowledge (such as “make a
▪ Analytical Mind: You focus on pattern recognition
and mentally collating large amounts of data. History check”) as shown below.
▪ Sharp Eyes: You focus on noticing detail despite Knowledge Check: d20 + (your Savvy) + (your rank in that
difficult circumstances. Knowledge)
▪ Spotting: You focus on tracking a moving target and Tangential Knowledge
catching small movements. This applies when you
are trying to spot a hiding opponent. You may find that a particular scenario is related to a
Knowledge you have but it is not a perfect match. When you
Medicine use a Knowledge this way, your GM may declare the use to be
Your ability to treat wounds and analyze injury. as tangential Knowledge. When using a Knowledge as
▪ Analysis: You focus on learning about the function tangential Knowledge, your rank in that Knowledge is
of living things and how they can be damaged. This considered to be half its current rank.
applies when examining an injury, either for severity
or to learn more about how it occurred. Language
▪ Treatment: You focus on patching people, plants, In the modern era it is trivial to have a live translation running
and animals back together. This applies when using a for the speech of both yourself and those you are talking with.
Med Kit. Communicating with other people (e.g. writing messages,
Persuasion reading documents, watching advertisements, etc.) in
Your ability to convince and influence people. languages you do not know provides no penalty as long as you
have access to a means of translation.
▪ Intimidation: You focus on forcing others to do as
you wish through the use of threats. Personality
▪ Leadership: You focus on driving others to action
by using your charisma and empathy. Background
▪ Negotiation: You focus on convincing others to A Background is your character’s history up to this point;
make an exchange. This applies to making a deal where have they been, what have they done, and what have
with a potentially hostile opponent, convincing an they experienced. We recommend beginning with the sentence
ally to go further with their aid, or bribing a guard. “I am/was a _”. For example; “I was a street doctor,” “I am a
Piloting recently released felon,” or “I was a corporate mage.”
Your ability to pilot a vehicle. From there feel free to elaborate on important experiences
▪ Speed: You focus on pushing vehicles to their your character has had. While not every character needs to
absolute limit. This applies when performing the have a checkered Background, some interesting details will
Accelerate Chase Action. help you in using this Background to spend or regain Insight
▪ Style: You focus on executing death defying (see below).
maneuvers. This applies when performing the Stunt
Chase Action. Flaws
Stealth A Flaw is a character trait which holds you back or gets in your
way. This can be a bad habit, a weak point in your abilities, or
Your ability to move unseen.
a serious fear. For example, a character might have the Flaw;
▪ Blending In: You focus on melding into crowds. “quick to anger”, “slow to trust”, or “technologically
This applies when you are attempting to hide from illiterate”. A Flaw should not be something that is out of your
opponents in a mass of people. character’s control.
▪ Skulking: You focus on sticking to the shadow and
carefully moving between cover. This applies when
you are attempting to hide using your environment.

10
Insight use a friend’s credentials to access a secret lab it is very likely
that the friend will be fired or arrested for negligence and/or
At the start of a game session you gain Insight. Insight is a collusion.
resource you have or you do not have (i.e. you cannot have “2
Insight”). Insight represents your character’s exceptional Information
ability and their luck. Your Contact provides you with useful information (often
Whenever you are making a check which relates to your related to your current Mission). This can range from a single
Expertise or to your Background, you may spend Insight to question (e.g. “who is this person working for?”) to an
gain Accuracy on the check you are making. For example; if a extended conversation (e.g. “run me through how you would
character’s Background is being a corporate mage, they can track this person down.”).
gain Accuracy when making a Knowledge check to determine Material
a corporate building's magical security. Your Contact lends you a set of items with a total Heat of up to
When you are making a check which one of your Flaws or your half your Maximum Heat. These items may not have a Level
Background could be a hindrance for, you may make your value more than 3 above your Level. Your Contact is
check with Difficulty to regain Insight. For example; Your considered to have purchased these items and they are the
character’s Flaw is “I am quick to anger”. While making a owner of these items. These items are intended to be a loan,
Persuasion check to talk down a mugger you make your check and any items that are not expended or lost during the Mission
with Difficulty due to your Flaw, as getting angry could instead should be returned to your Contact afterwards. Failure to do so
escalate the situation. You may not regain Insight from a check is likely to Burn the Contact.
if you would otherwise be making that check with Difficulty.
Burned Contacts
Contacts A Contact is considered Burned if they lose the status that
made them useful to you or if they lose the loyalty that drove
A Contact is a person you know who is well connected and
them to help you. For example; If you ask a syndicate member
who is in some way loyal to you. You are likely to know many
friend to act against their organization and the Contact is
people in your sprawl, but your Contacts should be significant
caught, they are likely to be Burned due to losing their
individuals who can help you with Missions.
position. Alternatively; If you ask the same syndicate member
Gaining Contacts friend for help and you secretly use that aid against their
organization, the Contact is likely to become Burned if they
When you gain a Contact, you should work with your GM to learn of your betrayal.
establish how this connection was formed and how you would
expect the NPC to generally act. When a Contact is Burned they are no longer your Contact and
you may not exchange Favors with them. Depending on the
During a campaign the party is likely to help important people. severity of how the Contact was Burned, you may be able to
If your character has formed a good rapport with one of these regain them through action. For example; You can break an
people, you may add them as a Contact. You may only gain one arrested Contact out of jail, or you can perform a Mission to
Contact this way per Mission. Contacts gained this way may regain a Contact’s trust. Some Contacts cannot be recovered
start owing you a Favor (see below) or you may owe them a once Burned, such as if you have grievously betrayed them,
Favor, determined by your GM. tarnished their reputation, or ended their life.
Favors
When you gain a new Contact they start as owing you a Favor.
Expertise
During a Mission you may spend a Favor for Aid, Expertise represent the main ways your character plans to
Information, or Material. You may not ask a single Contact for contribute to Missions. Expertise should be a bit more general
a Favor more than once per Mission. than individual Skills and abilities, but you can be specific if
something specific is important to your character. An Expertise
Once you have asked a Favor of a Contact, you will owe them should be phrased as “I excel at _”. For example, an Expertise
a Favor. You can repay this Favor by adding a challenging can be; “swordsmanship”, “marksmanship”, “impersonation”,
side objective to a Mission. For example; While you are “demolitions”, “diplomacy”, “infiltration”, “driving”, “first
escaping a military base you can break into a hanger to steal a aid”, “spell casting”, “hacking”, or “leadership”.
VTOL to give to your syndicate Contact. We recommend you
establish beforehand with your Contact if a side objective you Experience Points
have in mind will count as a Favor. If you drop a stolen VTOL At the end of each session, ask your group “Did I solve a
off unannounced to your corporate exec friend they are likely problem or overcome a challenge with/by _?” for which the
to just be upset. blank is each of your Expertise. For each Expertise the group
Aid agrees you fulfilled this Mission, you gain one Experience
Aid represents an action the Contact takes to help you. This Point (XP). If your character did not fulfill that Expertise
can vary pretty widely, from asking a police chief to let you during the previous session, you instead gain two XP.
interview a prisoner to asking a gangster to help you in a
firefight. While this sort of Favor can be very powerful, there
is a high risk your Contact will be Burned. For example; If you

11
Talents
If the situation you expressed your Expertise in was not
difficult/dangerous and/or if your action did not help your team
complete their Mission, it is likely that you did not fulfill your
Expertise. For example; You want to know if you fulfilled your Access
Expertise in “deception.” If your character only lied to a guard
for the sake of confusing them, it is unlikely that your character Some tier 1 Talents will provide you with Access for a given
fulfilled their Expertise this session. If your character talked set of items. When you are purchasing an item which you have
their way into a secure building, it is likely that they fulfilled Access for, that item’s Level is reduced by 3.
their Expertise. Heat Reduction
While Expertise can be fulfilled through collaboration, this Some tier 2 Talents will reduce the Heat of certain items you
only occurs if your character made a significant contribution buy. This reduction applies as you are attempting to buy the
related to their Expertise. For example; The party has just item, allowing you to purchase more than you would normally
completed a tense car chase, during which you were in the be able to.
back seat healing a Downed ally. While it is likely that you Signature Items
fulfilled an Expertise in “medicine”, it is unlikely that you
fulfilled an Expertise in “driving”. Some tier 3 Talents will allow you purchase an item as a
Signature Item. This item’s Heat becomes 0, including while
Gaining Levels you are purchasing the item. While you may have multiple
Signature Items from multiple Talents, each Talent only
When your character begins Downtime they can take stock of
provides you with one Signature Item.
what they learned, hone their Skills, and spend their ill-gotten
gains. At the start of Downtime your character may spend XP Talent Requirements
to gain Levels, gaining 1 Level for each 5 XP they spend. Some Talents will start with “Requires: <Talent name>”. This
When you gain a Level you may do any/all of the following; indicates that you must already own the listed Talents before
you may gain this Talent.
▪ Gain 1 Talent.
▪ Increase your rank by 1 in 3 different Skills. List of Talents
▪ Increase your rank by 2 in 1 Knowledge or gain a Tier 0
new Knowledge at rank 2.
Gaining a tier 0 Talent after Character Creation requires Level
5.
Attuned
You are Attuned. When you gain this Talent you may
immediately gain a Tier 1 Talent which has Attuned as a
requirement.
Astral Perception: You may perform Astral Perception.
Warlock 0
You are Attuned and a warlock. When you gain this Talent you
may immediately gain a Tier 1 Talent which has Warlock 0 as
a requirement.
What a Price for Power: When you cast a spell with Limited
or channel a form with Limited, you may also treat the cast/
channel as casting a heresy. The Thrall of this heresy is (14 –
the Limited value of the ability), to a minimum of 8. When
using an ability this way you may do so even if it is out of uses
and you do not consume a use of the ability.
When you summon an Outlander you may use this ability to
treat the summoning as casting a heresy with a Thrall of 10. If
you do so, the Outlander gains the Horrific Trait until it returns
to the Arcana.
Malefic Energy: (Action) Target a person you are touching.
You learn if your target is Attuned. If your target is Attuned,
they learn that you are a Warlock.

12
Tier 1 Chemist 1
Archery 1 You have Access for Agents.
You gain Proficiency 2 on attacks with Archery weapons. You Clever Concoction: Limited 3. When you purchase a set of 3
have Access for Archery weapons. doses for an Agent, you may use this ability to change the
duration of those doses to 1 hour.
Overdraw: (Action) A target Archery weapon you are
wielding gains Power +4 on the next attack you make with it. Conditioning: When you gain this ability, choose up to one
This effect is removed at the end of your next Combat Turn. Agent. You become immune to the effects of the target Agent.
Assassin 1 Controller 1
Excision: You gain Power +4 on Sneak Attacks. Choose one of the following:
Wetwork: Limited 1. Name an NPC you know of or describe ▪ You gain 1 Companion with the following Traits;
one that fits within the current Mission. For example; if your Drone, Elite, and 1 Trait of your choice.
party is assaulting a gang base, you could name a lieutenant of ▪ You gain 2 Companions with the following Traits;
the gang who is likely to be on site. The target is revealed to Drone, and 1 Trait of your choice.
have a lucrative bounty on their head. This NPC’s tier ▪ You gain 3 Companions with the following Traits;
increases by 1. Your GM may ask you to choose a different Drone, Grunt, and 1 Trait of your choice.
target if your target would be too easy to eliminate (e.g. they
Neural Interfacing: You have Access for Neural Nets. You
are someone your party has captured).
gain Proficiency 2 on attack checks for Neural Nets. You may
If your target dies before the start of Downtime, each member also purchase a Neural Net as an augment. This augment has
of your party gains +2 Max Heat until the end of the party’s no Overdrive.
next Mission.
Enchanter 1
Augmented 1 Requires: Attuned or Warlock 0
You gain 3 augments at tier 1.
You learn 3 spells as enchantments. Your enchantments cast
Manual Override: (Task) Limited 3. Immediately perform spells at tier 1. You gain Proficiency 2 on attacks for your
the Clean Device Action targeting your Augment Cluster. As enchantments. Your enchantments have Warding 2.
part of this action you may target script instances which have
Alkahestry: (Action) Choose an enchantment you created
previously been attacked by the Clean Device Action and/or
which your hand is within 5cm of. The target enchantment is
are Aliased. Additionally, until the start of your next Combat
destroyed and you may replenish a use of a set of Enchanting
Turn your Augment Cluster may not form Direct Connections.
Supplies which are on your person.
Beastmaster 1 Engineer 1
Choose one of the following:
You gain Access for Repair Kits.
▪ You gain 1 Companion with the following Traits;
Animal, Elite, and 1 Trait of your choice. Jury Rig: Limited 3. You may spend 1 hour to use this ability
to create a temporary gadget. Creating a temporary gadget
▪ You gain 2 Companions with the following Traits; requires access to the components and tools required to create
Animal, and 1 Trait of your choice.
it. When you build a temporary gadget, purchase a weapon,
▪ You gain 3 Companions with the following Traits; suit of armor, or a gadget. This item has Heat 0, it is a
Animal, Grunt, and 1 Trait of your choice. temporary gadget, and it is not a device even if it would
Tame: Limited 1. While you are within 1m and LoS of an normally be one.
animal you may make a (16, 1, 5 minutes) extended check with
Whenever you make a check with a temporary gadget (e.g.
Proficiency 2. If the target animal becomes further than 1m
attacking with a weapon, defending with armor, using a
from you or if the target is Unconscious, you immediately fail
gadget), increase that temporary gadget’s Wear by 1. Each
this check. On a success, the target becomes your Companion
hour that elapses after you make a temporary gadget, increase
for the remainder of your current Mission. On a failure you
that temporary gadget’s Wear by 1. Each time a temporary
regain your use of this ability but you may not use this ability
gadget’s Wear increases, make an Electronics check with a
again on this animal for the remainder of the current Mission.
threshold of (8 + 2 * that temporary gadget’s Wear). On a
Channeler 1 failure, the temporary gadget begins falling apart and it
Requires: Attuned or Warlock 0 becomes Broken at the end of the current Combat Round. If a
temporary gadget was created by this Talent and would be
You learn 3 forms, you channel forms at tier 1, and you gain Broken, it is instead irrecoverably destroyed.
Proficiency 2 on attacks for forms. Your forms have Warding
2.

13
Elemental Magic 1 Fire Team: (Reaction: A Combat Round begins) You may
Requires: Attuned designate a character to be your party's target. Attacks your
party members make against the target gain Accuracy.
When you declare an attack with a spell or form you may have
it also apply one of the following on a success; Lethal +(X + Light Firearms
2), Dazed +(X + 2), or Slowed. The value of X is your Savvy. You gain Proficiency 2 on attacks for Pistol and SMG
If you apply Slowed, the effect either lasts for the duration of weapons. You have Access for with Pistol and SMG weapons.
the spell or for 1 minute if the spell is not Sustained.
Rapid Targeting: You may activate this ability at the start of
Explosives 1 your Combat Turn if you are wielding two or more ranged
You gain Proficiency 2 on attacks with Explosive weapons. weapons. Until the start of your next Combat Turn your ranged
You have Access for Explosive weapons. weapons gain Rapid +1 and you may not perform more than
one attack against any one target.
Arsenal: Explosive weapons you purchase which have
Limited gain Limited +2. Marksmanship
You gain Proficiency 2 on attacks for Rifle and Sniper
Guardian 1 weapons. You have Access for Rifle and Sniper weapons.
Protect the Primary: At the start of your Combat Turn you
may designate someone as your primary. Only one person at Take Aim: (Action) The next attack you make gains
a time may be your primary. While you are within 1m and Proficiency +2. This effect is removed at the end of your next
LoS of your primary and you are not Paralyzed, attacks made Combat Turn.
against your primary gain Difficulty. Martial Arts 1
Stalwart: You may perform Reactions in response to Sneak Your unarmed attacks gain Proficiency 2. While you have at
Attacks. least one empty hand, you are considered to be wielding a
melee weapon.
Hacker 1
You gain Proficiency 2 on attacks for scripts. You inject scripts Crouching Tiger: Limited 1. You may activate this ability
at tier 1. Your scripts have Firewall 2. You have Access for when you perform a melee attack. This attack gains Power +4.
tablets. If this attack fails, you regain your use of this ability.

Heavy Weapons 1 Medic 1


You gain Proficiency 2 on attacks for Heavy and Shotgun You have Access for Med Kits.
weapons. You have Access for Heavy and Shotgun weapons. Fireman’s Carry: You cannot be Slowed by Encumbrance.
Higher Caliber: \d attacks you make with Two-Handed Triage: (Action) Limited 3. Target a person you are touching.
weapons may reduce your target’s Resistance below 0. Your target loses one status of your choice. You may only use
Infiltrator 1 this ability while you are carrying a Med Kit. Using this ability
does not consume a use of your Med Kit.
Slight of Hand: You may use this ability to attempt to
purchase a Concealable item when your Loadout is Revealed. Melee
To do so make a Dexterity check with a threshold of (8 + 2 * You gain Proficiency 2 on attacks for melee weapons. You
the number of times you have previously used this ability have Access for melee weapons.
during the current Mission). On a success you purchase the
item. On a failure you may not use this ability until the start of Parry: You may only benefit from this ability while you are
the next Downtime. wielding at least one melee weapon. You gain Toughness +2
when defending against attacks from other characters.
Tools of the Trade: Limited 1. You may use this ability when
you purchase a gadget. For this purchase you are considered to Negotiator 1
have Access for that item. Uses of this ability do not regenerate Abilities gained from the Negotiator Talents may not be used
normally. Instead, you regain a use of this ability when you sell on single-minded characters such as animals or drones.
an item purchased with this ability.
Taunt: (Action) Make an opposed Deception or Persuasion
Leader 1 check against all characters not on your team who can hear
Choose one of the following: you. All characters who you succeed against are Impaired until
the end of their next Combat Turn.
▪ You gain 1 Companion with the following Traits;
Person, Elite, and 1 Trait of your choice. Stand Down: (Action) Limited 3. Target a character within
▪ You gain 2 Companions with the following Traits; LoS who you have an obvious means of providing a Wound
Person, and 1 Trait of your choice. and who can see you. Make an opposed Persuasion check
against your target. On a success, the target surrenders and
▪ You gain 3 Companions with the following Traits;
Person, Grunt, and 1 Trait of your choice. becomes non-hostile. A surrendering character stops
surrendering and returns to being hostile if they do not have
LoS to you or if the target is attacked.

14
Pilot 1 Wild Magic 1
You have Access for vehicles. Requires: Attuned or Warlock 0
PIT Maneuver: (Chase Action) Choose a target vehicle in the At the beginning of each Mission you must create a Random
same Grouping as your vehicle. Make an opposed Piloting Spell Table.
check against the target vehicle. On a success, your target loses
Mulligan: Limited 1. Choose an entry in your Random Spell
5 Control.
Table. Start at the spell listed for the target entry and roll a d20.
Spellcaster 1 Move a number of steps down the spell list equal to the result
Requires: Attuned or Warlock 0 of your roll (wrapping around to the first listed spell if you
move past the last listed spell). You may replace the target
You gain Proficiency 2 on attacks for spells and you cast spells entry with the spell you have reached.
at tier 1. You know the spells Bolt and Break. You may learn
up to 3 additional spells. Your spells have Warding 2. Multicast: (Reaction: You resolve an attack with a spell). You
may make the same attack against the same target or against a
Summoner 1 new valid target. This attack does not consume a use of the
Requires: Attuned or Warlock 0 spell used for the attack. Upon resolving this attack, roll on the
Wild Magic Table with the additional attack’s target as the
Choose one of the following:
Input Target.
▪ You gain 1 Companion with the following Traits;
Outlander, Elite, and 1 Trait of your choice. Tier 2
▪ You gain 2 Companions with the following Traits; Gaining Tier 2 Talents requires Level 5.
Outlander, and 1 Trait of your choice.
Archery 2
▪ You gain 3 Companions with the following Traits;
Outlander, Grunt, and 1 Trait of your choice. Requires: Archery 1
Recall: (Action) You may teleport one of your summoned You gain Proficiency 4 on attacks for Archery weapons. The
Outlanders to an open location within 1m and LoS of you. Heat of your Archery weapons is halved.
When your Outlander is moved by this ability they do not Snap Shot: Two-Handed does not prevent you from
bring any carried items with them. However, any weapons performing attacks with Archery weapons on the Combat Turn
your Outlander has gained from the Weapon Trait does travel you begin wielding them.
with your Outlander.
Assassin 2
Survivalist 1
Requires: Assassin 1
You have Access for personal protection items.
Excision instead provides Power +6 and Wetwork instead
Hidden Compartments: While wearing armor, you gain provides +4 Max Heat.
Accuracy on Dexterity checks to hide Concealable items.
Dead Drop: Limited 1. When you purchase a weapon, you
Thrown Weapons 1 may use this ability to declare the item to be hidden in a
You gain Proficiency 2 on attacks for Thrown weapons. You previously unexplored location.
have Access for Thrown weapons.
Augmented 2
Deft Hands: Thrown weapons you are wielding gain Rapid Requires: Augmented 1
+1.
Attacks you make for augments gain Proficiency 4, you gain
Well Connected 1 up to 3 additional augments, and all of your augments become
You gain 1 Contact. tier 2. Manual Override gains Limited 5.
Don't I Know You?: Limited 3. Target a person you are Beastmaster 2
speaking to and make an opposed check against them. You Requires: Beastmaster 1
gain Proficiency 2 on this check. Your target gains Proficiency
on this check depending on their status. For example; Your Companions with the Animal Trait gain 1 additional
Trait.
▪ Proficiency 0: A common corporate employee, small
shop owner, low level mafia member. Kinship: While are within 1m of one of your Companions
▪ Proficiency 4: Military colonel, high level corporate with the Beast Trait, both you and that Companion gain
manager, well known fixer. Proficiency 4 on all Skill checks.
▪ Proficiency 8: Corporate VP, syndicate boss, sprawl
governor.
On a success, the individual is revealed to be a friend of yours
or someone who is aware of your reputation. You gain
Accuracy when performing Deception and Persuasion checks
against this person. On a failure, you may not use this ability
on this person again.

15
Channeler 2 enchantment must have Touch as its trigger. You may only use
Requires: Channeler 1 this ability once per Combat Round.

Attacks you make for forms gain Proficiency 4, you learn up to Engineer 2
3 additional forms, and you channel forms at tier 2. Your forms Requires: Engineer 1
have Warding 4.
Repair Kits you purchase have their Heat halved. Jury Rig
Chemist 2 gains Limited 5.
Requires: Chemist 1 Hotfix: Limited 3. When you use this ability, spend one minute
Clever Concoction gains Limited 5 and you gain Accuracy on working on a Broken device. After you finish working, the
any Craftsmanship checks you make for doses which you target device is no longer Broken and it becomes a temporary
purchased with the ability. You may make an additional gadget.
selection for Conditioning. Explosives 2
Custom Blend: When you purchase a dose of an Agent, you Requires: Explosives 1
may choose an additional Agent to be an additive. When the
You gain Proficiency 4 on attacks for Explosive weapons. The
target dose is applied, the effects of the additive are also
Heat of your Explosive weapons is halved.
applied. The duration of the dose becomes equal to that of the
additive if the additive has a shorter duration than the initial Danger Close: When you make an attack with an AoE
dose. Explosive weapon, you may choose to have that attack fail
against one of your targets if that target is at least half of the
Controller 2 attack's AoE value away from the attack’s epicenter.
Requires: Controller 1 Guardian 2
Your Companions with the Drone Trait gain 1 additional Trait. Requires: Guardian 1
You may purchase a Neural Net as a Signature Item. Attacks
In Harm’s Way: (Reaction: Your primary is attacked while
you make with Neural Nets gain Proficiency 4.
they are within 1m and LoS of you) You force the triggering
Guardian Protocols: (Reaction: You are targeted with an attack to target you instead. You may not use this ability in
attack) Choose a Companion of yours which is within 1m and response to an attack for which you are not a valid target. Once
LoS of you who has the Drone Trait. The triggering attack the attack has resolved, you and your primary may both gain
targets this Companion instead. You may not choose a Prone.
Companion who is unable to act, who would be an invalid
target for the attack, or who is already a target of the attack. Hacker 2
Requires: Hacker 1
Elemental Magic 2
You gain Proficiency 4 on attacks for scripts. You inject scripts
Requires: Elemental Magic 1
at tier 2. Your scripts have Firewall 4. Tablets you purchase
When you apply a status through the ability provided by have their Heat halved. You may inject up to two scripts when
Elemental Magic 1, you may choose to also create an you perform the Hack Action.
elemental field around your target’s location for 1 hour. The
radius of the elemental field is equal to the AoE value of the Heavy Weapons 2
triggering attack or 3m if the triggering attack was not AoE. Requires: Heavy Weapons 1
When a character enters the elemental field, that character You gain Proficiency 4 on attacks for Heavy weapons. The
gains the status provided by the triggering ability. Heat of Heavy weapons you purchase is halved.
Enchanter 2 Suppressive Fire: When you declare an attack with a weapon
Requires: Enchanter 1 with a Rapid value of at least 2, your target must choose one of
the following;
You learn up to 3 additional spells as enchantments. Your
enchantments cast spells at tier 2. You gain Proficiency 4 on ▪ You may treat your d20 roll for the attack as a 20.
attacks for enchantments. Your enchantments have Warding 4. ▪ Your target is unable to perform Reactions until the
Curse: You are able to enchant living things, targeting either start of their next Combat Turn.
their entire body or a portion of their body (such as a hand). Infiltrator 2
Your target may be no smaller than a mouse. An enchantment Requires: Infiltrator 1
with a touch trigger is not triggered by the host of the
enchantment. Tools of the Trade gains Limited 3.

Transmutation: You may use this ability to enchant a weapon Going Dark: Limited 3. You may activate this ability as a Task
you are wielding as a Task. Alternatively, you may use this to focus. While focused, if you would need to roll a d20 for a
ability to enchant one piece of solid ammunition (i.e. you may Stealth check you may instead treat the result of your roll as a
not enchant fuel for a flamethrower) as a Task. This 10. You stop being focused at the start of Downtime, if you are
the target of an attack, or if you perform an attack.

16
Leader 2 Highway Star: You may use this ability to perform a Chase
Requires: Leader 1 Action as a Task. You may only use this ability once per
Combat Round.
Your Companions with the Person Trait gain 1 additional Trait.
Pistols 1
All According to Plan: Limited 3. When a party member is Requires: Light Firearms
making a Skill check, you may use this ability to allow this
party member to use your rank in the applicable Skill for this You gain Proficiency 4 on attacks with Pistol weapons. The
check. You may use this ability at any time, even when you Heat of Pistol weapons you purchase is halved.
would not be able to act.
Fan the Hammer: While you are wielding a Pistol weapon
Martial Arts 2 with two hands, that weapon gains Rapid +2.

Requires: Martial Arts 1 Rifles 1


Requires: Marksmanship
Your unarmed attacks gain Proficiency 4, Rapid 1, and Power
2. Crouching Tiger gains Limited 3. You gain Proficiency 4 on attacks with Rifle weapons. The
Heat of Rifle weapons you purchase is halved.
Flurry of Blows: Limited 3. You may use this ability when
you declare an unarmed attack to provide the attack with AoE Reliable: When you attack with a ranged weapon you may use
1. If you do so, you may choose to not include yourself as a this ability to not roll a d20 for your attack check and instead
target for this attack. treat the result of your roll as a 10.
Medic 2 Shotguns 1
Requires: Medic 1 Requires: Heavy Weapons 1
The Heat of Med Kits you purchase are halved. Triage gains You gain Proficiency 4 on attacks with Shotgun weapons. The
Limited 5. Heat of your Shotgun weapons is halved.
Stabilize: While you are performing a Medicine check to Breach & Clear: (Reaction: A character starts performing an
remove Downed from a character, that target does not consider attack against you as a Reaction) You may immediately make
time to be passing for the purposes of progressing their an attack against the triggering character.
Downed status.
Snipers 1
Negotiator 2 Requires: Marksmanship
Requires: Negotiator 1
You gain Proficiency 4 on attacks with Sniper weapons. The
Stand Down gains Limited 5. When you use an ability from the Heat of your Sniper weapons is halved.
Negotiator Talents against a character who has no allies within
Quick-Scope: When attacking with a weapon with Range
LoS, that target gains Difficulty on checks they make against
(X, Y, Z) you may treat the weapon as instead having Range
that ability.
(Y, Z) If you do so, and if you would make the attack with
Nobody Move!: (Action) Limited 1. You may only perform Accuracy, make the attack normally instead.
this action if you are using a character as a Meat Shield and if
you have a way to provide that character with a Wound. Make Spellcaster 2
an opposed Persuasion check against each character you have Requires: Spellcaster 1
LoS to who is friendly to your Meat Shield. On a success, the You gain Proficiency 4 on attacks for spells. You cast spells at
target surrenders. Characters you make surrender using this tier 2. You may learn up to 5 additional spells. Your spells have
ability stop surrendering if your Meat Shield is harmed or Warding 4. You may cast up to two spells when you perform
released. the Cast Action.
One-Handed Melee 1 Sub Machine Guns 1
Requires: Melee Requires: Light Firearms
You gain Proficiency 4 on attacks with one-handed (weapons You gain Proficiency 4 on attacks with SMG weapons. The
without Two-Handed) melee weapons. The Heat of one- Heat of your SMG weapons is halved.
handed melee weapons you purchase is halved. Parry instead
provides you with Toughness +4. Hip Fire: When you attack with a weapon you may use this
ability to remove Rapid from the attack to provide the attack
Duelist: When you make an attack with a one-handed melee with AoE of the same value as the value of the removed Rapid.
weapon, you gain Accuracy on the attack if your target is not You may not use this ability if your attack does not have Rapid.
wielding one or more one-handed melee weapons. Attacks which are effected by this ability cannot gain Rapid.
Pilot 2
Requires: Pilot 1
The Heat of vehicles you purchase is halved.

17
Survivalist 2 Archery 3
Requires: Survivalist 1 Requires: Archery 2
The Heat of personal protection items you purchase are halved. You gain Proficiency 6 on attacks with Archery weapons. You
may purchase one Archery weapon as a Signature Item.
Bulwark: When choosing the target for a shield, you may
instead choose two different targets. Serrated Arrow: When you declare an attack with an Archery
weapon, you may activate this ability to provide the attack
Summoner 2 with Harmless. On a success, the attack provides your target
Requires: Summoner 1 with Slowed and Impaired. Your target may remove this effect
by spending an Action and gaining a Wound. Alternatively,
Your Companions with the Outlander Trait gain 1 additional your target may remove this effect by making a (12, 1, 1
Trait. minute) Medicine check.
Mana Transfer: Choose one of your Companions with the Assassin 3
Outlander Trait which you are touching. Your target loses one
Requires: Assassin 2
Wound and you gain one Wound. If anything would prevent
you from gaining this Wound, this ability does not remove a Excision instead provides Power +6, Wetwork instead
Wound from your target. provides +6 Max Heat, and Dead Drop gains Limited 3.
Thrown Weapons 2 You’re Already Dead: Limited 1. Choose a character you
have LoS to. Your target immediately gains a Wound as a
Requires: Thrown Weapons 1 method of execution you prepared beforehand unfolds.
You gain Proficiency 4 on attacks with Thrown weapons. The Augmentation 3
Heat of Thrown weapons you purchase is halved.
Requires: Augmentation 2
Contact Poison: When you succeed on an attack with a
Your attacks with augments gain Proficiency 6, you gain 3
Thrown weapon, you may use this ability to provide your
augments, and all of your augments become tier 3. Manual
target with Impaired for 1 minute.
Override gains Limited 8.
Two-Handed Melee 1
Beastmaster 3
Requires: Melee
Requires: Beastmaster 2
You gain Proficiency 4 on attacks with Two-Handed melee
Your Companions with the Animal Trait gain 1 additional
weapons. The Heat of your Two-Handed melee weapons is
Trait. Kinship instead provides Proficiency 6.
halved.
Hunting Pack: (Reaction: See description) Limited 8. You
Power Attack: (Action) Make an attack with a Two-Handed
may perform this Reaction in response to one of your
melee weapon you are wielding. This attack gains Power +4, it
Companions with the Animal Trait resolving an attack.
loses Rapid, and it cannot gain Rapid.
Alternatively, one of your Companions with the Animal Trait
Well Connected 2 may perform this Reaction in response to you resolving an
Requires: Well Connected 1 attack (doing so consumes one of your uses of this ability). The
character who performs this Reaction (you or your
Gain 1 Contact. Don’t I Know You? gains Proficiency 4 and Companion) may immediately move and they may then
Limited 5. perform an attack. This Reaction may be taken multiple times
Burn Notice: When one of your Contacts would become per Combat Round and attacks from this Reaction may trigger
Burned, you may consume a Favor from another one of your this Reaction.
Contacts to prevent the target Contact from becoming Burned. Channeler 3
Wild Magic 2 Requires: Channeler 2
Requires: Wild Magic 1 You gain Proficiency 6 on attacks for forms. You learn up to 3
Mulligan gains Limited 3. additional forms and you channel forms at tier 3. Your forms
have Warding 6.
Backblast: (Reaction: An attack with a spell or form is
declared against you) You gain Accuracy on your defense
check against the triggering attack. Once the attack resolves,
make a roll on the Wild Magic Table with your attacker as the
Input Target. If there is no triggering attacker (such as when
you are attacked by an enchantment), you are instead the Input
Target.

Tier 3
Gaining Tier 3 Talents requires Level 10.

18
Chemist 3 abilities which do not regenerate uses normally (e.g. Tools of
the Trade).
Requires: Chemist 2
Explosives 3
Clever Concoction gains Limited 8. You may make an
additional selection for Conditioning. Requires: Explosives 2

Symbiotic Production: You may use this ability by You gain Proficiency 6 on attacks with Explosive weapons.
consuming a dose of an Agent you have chosen for You may purchase one Explosive weapon as a Signature Item.
Conditioning. This dose must have a Contact vector. If you do Gunpowder, Treason, and Plot: (Action) Limited 1. When
so, for the next 24 hours Contact with your skin will apply the you use this ability, choose a number of uses from any
consumed dose. When you use this ability, any other instances Explosive weapons you own. For each chosen use, choose a
of this ability immediately end. Once a character has an Agent location you have been to previously. You reveal that you have
applied to them through this ability, that character may not secretly placed these explosives at these given locations.
have an Agent applied to them by this ability until the start of
the next Downtime. For each explosive which would could have been noticed since
you placed it, make a Dexterity check opposed by an
Controller 3 Investigation check from the character most likely to have
Requires: Controller 2 noticed the explosive. For each check you fail, that explosive
is destroyed. All remaining explosives you have placed for this
Your Companions with the Drone Trait gain 1 additional Trait. ability detonate.
Attacks you make with Neural Nets gain Proficiency 6.
Guardian 3
Annihilation Protocols: Your Companions with the Drone
Trait gain Accuracy on attacks they make against characters Requires: Guardian 2
you have previously declared an attack against during this Always Vigilant: (Reaction: Your primary receives a Wound)
Combat Round. Limited 1. Your primary does not receive the triggering Wound
My Will be Done: When you assume Direct Control of a and they do not receive any other effects from the source of the
drone with a Neural Net, you do not lose consciousness. triggering Wound. You may use this ability even when you
would not be normally able to act.
Elemental Magic 3
Hacker 3
Requires: Elemental Magic 2
Requires: Hacker 2
Elemental Mastery: When you gain this ability, choose a tier
1 spell. You gain a fourth option for Elemental Magic which You gain Proficiency 6 on attacks for scripts. You inject scripts
applies the effect of the chosen spell. If the chosen spell is at tier 3. Your scripts have Firewall 6. You may purchase a
Sustained, the effect lasts for 1 minute. tablet as a Signature Item. You may inject up to three scripts
when you perform the Hack Action.
Enchanter 3
Heavy Weapons 2
Requires: Enchanter 2
Requires: Heavy Weapons 1
You learn up to 3 additional spells as enchantments. Your
enchantments cast spells at tier 3. You gain Proficiency 6 on You gain Proficiency 6 on attacks with Heavy weapons. You
attacks for enchantments. Your enchantments have Warding 6. may purchase a Heavy weapon as a Signature Item.

Golem: Limited 1. You may use this ability by spending one More Dakka: (Alternate Movement) Add Rapid +2 to one
minute assembling material into a humanoid shape which fits weapon you are wielding. This effect ends at the start of your
the height requirements of a Companion. The target material is next Combat Turn.
bound together and animated by an enchantment, becoming Infiltrator 3
your golem. Your golem is a Companion with 3 Companion Requires: Infiltrator 2
Traits of your choice. Your golem has Warding 6. Regardless
of its source material, your golem is not considered to be a Tools of the Trade gains Limited 5, Going Dark gains Limited
structure. Your golem serves you until the start of your next 5.
Downtime, at which point it returns to inanimate material. Master of Escape: Limited 1. While you are not being
Engineer 3 observed by any other character or device, you may use this
Requires: Engineer 2 ability as a Reaction when a character or device would observe
you. Choose a location you have been to previously which is
You may purchase a Repair Kit as a Signature Item. Jury Rig not currently being observed by any character or device (your
gains Limited 8, and Hotfix gains Limited 5. GM will adjust your target location as needed). You are
I Solve Practical Problems: Limited 3. You may use this revealed to be at your chosen location.
ability to allow yourself or an ally to use an ability with
Limited which has 0 uses remaining. You may use this ability
at any time, and you may use this ability even when you would
not normally be able to act. You may not use this ability on

19
Leader 3 your Piloting check for the triggering chase action. When the
Requires: Leader 2 current chase ends, your vehicle must immediately re-perform
the triggering chase action using your chosen threshold.
Your Companions with the Person Trait gain 1 additional Trait.
Pistols 2
A Game of Chess: Limited 1. Describe a location you have Requires: Pistols 1
been to previously or which you are aware of. You reveal that
one of your Companions with the Person Trait is at that You gain Proficiency 6 on attacks with Pistol weapons. You
location. This Companion may have any items available to you may purchase one Pistol weapon as a Signature Item.
on their person but you may not change the location of any
Snap Shot: (Reaction: Your Combat Turn ends) You
other character through your use of this ability.
immediately perform an Indirect attack with a Pistol weapon
Martial Arts 3 you are wielding.
Requires: Martial Arts 2 Rifles 2
Your unarmed attacks gain Proficiency 6, Rapid 2, and Power Requires: Rifles 1
4. Flurry of Blows gains Limited 5 and Crouching Tiger gains
You gain Proficiency 6 on attacks with Rifle weapons. You
Limited 5.
may purchase one Rifle weapon as a Signature Item.
North Star: (Action) Limited 1. Until the end of your current
Designated Marksman: You gain Accuracy on ranged attacks
Combat Turn you may perform the Unarmed Attack Action as
if you have previously attacked your target with the same
a Task.
weapon during the current Combat Round or the previous
Medic 3 Combat Round.
Requires: Medic 2 Shotguns 2
You may purchase one Med Kit as a Signature Item.. Triage Requires: Shotguns 1
gains Limited 8. Experimental Treatment gains Limited 3.
You gain Proficiency 6 on attacks with Shotgun weapons. You
Don’t You Die on Me: Limited 1. You may use this ability to may purchase one Shotgun weapon as a Signature Item.
target a person you are touching who has died within the last
CQB: Making a ranged attack against a target within 1m of
hour. If you do so, the target is revealed to still be alive after
you does not provide Difficulty.
you spend 1 minute treating them. This ability may not be used
if the target does not have a chance of survival (e.g. the target Snipers 2
has been decapitated, torn apart, or exsanguinated). Requires: Snipers 1
Negotiator 3 You gain Proficiency 6 on attacks with Sniper weapons. You
Requires: Negotiator 2 may purchase one Sniper weapon as a Signature Item.
Nobody Move! gains Limited 3 and Stand Down gains Controlled Breathing: Attacking with a weapon with Range
Limited 5. (X, Y, Z) against a target Ym or further away does not provide
you with Difficulty.
Peacemaker: (Reaction: Combat begins) Limited 1. Through
a choice set of words you attempt to convince your opponents Sub Machine Guns 2
to abandon the fight. Choose an enemy character. Make an Requires: Sub Machine Guns 1
opposed Deception or Persuasion check against the target
character. On a success, the target character and all opponents You gain Proficiency 6 on attacks with SMG weapons. You
who see the target as a leader surrender. may purchase one SMG weapon as a Signature Item.

One-Handed Melee 2 Akimbo: Ranged weapons you are wielding gain Rapid +X
where X is the equal to the number of ranged weapons you are
Requires: One-Handed Melee 1
wielding.
You gain Proficiency 6 on attacks with one-handed melee
weapons. You may purchase one one-handed melee weapon as Spellcaster 3
a Signature Item. Parry provides you with Toughness +6. Requires: Spellcaster 2
Reflect: (Reaction: An attack which you benefited from Parry You gain Proficiency 6 on attacks for spells. You may cast
against fails) You may immediately perform the triggering spells at tier 3. You learn up to 5 additional spells. Your spells
attack against the triggering character. have Warding 6. You may cast up to three spells when you
Pilot 3 perform the Cast Action.
Requires: Pilot 2
You may purchase one vehicle as a Signature Item.
Red Line: (Reaction: You choose a threshold for an Accelerate
or Stunt chase action) Limited 1. You automatically succeed on

20
Summoner 3 You learn 1 heresy. You may gain 10 Corruption to learn an
additional heresy. You gain Proficiency 6 on attacks for
Requires: Summoner 2 heresies.
Your Companions with the Outlander Trait gain 1 additional Puppet of the Dark: If you die, you return to life at a later
Trait. point as a Forsaken.
United as One: (Action) Limited 1. Target one of your Well Connected 3
Companions who has the Outlander Trait and who you are
touching. Their form merges with yours, causing the target Requires: Well Connected 2
Companion to vanish. Your form changes to reflect a You gain 1 Contact. Don't I Know You gains Proficiency 6 and
combination of your appearance and the target Companion’s Limited 8.
appearance. When you and your Companion merge, you may
choose any number of your Companion’s Traits. You gain the Forever In Your Debt: When you gain this ability, choose one
benefit of these chosen Traits while you are merged with your of your Contacts. When you spend a Favor from this Contact,
Companion. You do not gain any statuses, Wounds, or other they continue to owe you a Favor.
temporary effects applied to your Companion. Wild Magic 3
You may end this ability as an Action, at which point your Requires: Wild Magic 2
Companion returns to an open location within 1m and LoS of Mulligan gains Limited 5.
you. If no space is available, they instead return to the Arcana.
When this ability ends, your Companion regains any statuses, Astral Conduit: Whenever your roll on the Wild Magic Table
Wounds, and other temporary effects they had when you used results in the entry for 20, you may also apply the entry for 15.
this ability. Any effects applied to your Companion which
Cascade: (Action) Limited 1. Choose a number up to 7 then
progress with time are considered to have not elapsed in time
roll that many times on the Wild Magic Table. Each time you
while this ability was active.
roll, you may choose any character (or point in space) within
Survivalist 3 LoS as the Input Target. Each roll on the Wild Magic Table is
Requires: Survivalist 2 resolved in order and all rolls resolve even if you become
unable to act (e.g. becoming Unconscious or dying). Attacks
You may purchase a personal protection item as a Signature made for this ability are never considered Blind Attacks.
Item.
Suit Up: Limited 3. When you purchase a personal protection
item, you may use this ability to reveal the item to be hidden in
a previously unexplored location. When you make a purchase
which benefits from this ability you are not restricted by your
Loadout.
Throwing Weapons 3
Requires: Throwing Weapons 1
You gain Proficiency 6 on attacks with Thrown weapons. You
may purchase one Thrown weapon as a Signature Item.
Ricochet: (Reaction: You resolve an attack with a Thrown
weapon). Limited 10. You immediately repeat the triggering
attack. Performing this attack does not consume a use of the
involved weapon. This attack originates at the target location
of the triggering attack. Attacks provided by this ability may
trigger this ability.
Two-Handed Melee 2
Requires: Two-Handed Melee 1
You gain Proficiency 6 on attacks with Two-Handed melee
weapons. You may purchase one Two-Handed melee weapon
as a Signature Item.
Whirlwind: When you perform an attack with a Two-Handed
melee weapon, you may provide the attack with AoE 2. If you
do so, you may choose to not include yourself as a target of the
attack.
Warlock 1
Requires: Warlock 0

21
General
Power 2 by your weapon and then you attack is also given
Power 4 by an ability. When this occurs, you only apply the
keyword once using the highest provided value for that
keyword. In this example, your attack would have Power 4.

Rules
Specific Rules Supersede General Rules
When the value of a keyword is overridden to 0, the keyword’s
value becomes 0 regardless of other overrides or
improvements to that keyword. For example; If performing a
Penetration Attack reduces your attack’s Power to 0, your
When multiple rules would have contradictory effects, the attack will have Power 0 even if other abilities would provide
most specific rule applies in place of the other contradicting it Power 2 or Power +2.
rules.
For example; While you normally can not choose to fail attack Improving Keywords
checks, the ability Danger Close allows you to choose to fail Some provided keywords will have a plus before their
an attack check. numerical value, such as Power +2. When an improved
keyword like this is applied, the keyword‘s value is increased
Round Up by the given amount. For example; If your attack has Power 2
Whenever a division leads to a decimal, round up to the nearest and it also gains Power +2 from a Talent, then your attack has
integer. For example; If you have a movement speed of 9m and Power 4.
your movement speed has been halved, your movement speed
would now be 5m. These additions are applied after any keyword overriding that
might occur. For example; Your attack is given Power 2, Power
Subtraction Is To a Minimum of Zero 4, and Power +2. The attack ultimately has Power 6 as
Often a rule will ask you to reduce a value, such as “reduce the overriding gives it Power 4 then you add 2.
Power of your weapon by 1”. Unless stated otherwise,
If an ability is given an improved keyword for a keyword it
reduction always results in a minimum value of 0.
does not have, the ability is considered to have that keyword
Combining Multipliers with a value of 0. For example, if a weapon does not have
When multiple multipliers are applied to a single value, each Rapid we normally consider it to not have Rapid. However, if
multiplier past the first should be reduced by one and then all that weapon is given Rapid +1, we now consider it to have
multipliers should be combined before being applied. For Rapid 0 which is then improved to Rapid 1.
example; if you have a Jump Distance of 4m and two abilities
tell you to double your Jump Distance, your Jump Distance
Combat Keywords
would become 12m as 4 * (2 + (2 – 1)) = 12. AoE <X>
When making an attack with AoE, you must choose a point in
Order of Operations space as your target for the attack. For each character within X
Operations are applied in the following order; multiply, divide, meters of the target point, make an attack against that
add, subtract. For example; Your ground movement speed is character. This attack has the same keywords as the initial
10m. You ground movement speed is increased by 2 and attack and it gains Indirect. This attack is also made with
doubled. You ground movement speed would now be 22m as Accuracy/Difficulty if you made the initial attack with
we would first double the value to 20m then we would add 2m Accuracy/Difficulty.
to the value to get 22m.
These additional attacks made for AoE are considered to be
Tiered Abilities originating from your target point for determining if your
Some abilities come in multiple tiers. For example; the spell target has cover. Despite being Indirect, these additional
Bolt can be cast at tier 1, tier 2, or tier 3. When you use an attacks are Blind Attacks if the initial attack was a Blind
ability, all properties of the tier you are using the ability at and Attack.
all properties of the tiers below that are applied. For example;
if you cast Bolt at tier 2, it will provide your target with a Blasting
Wound as described in tier 1, and the spell will have Power 2 An attack with Blasting will resolve against the first solid
from tier 2. obstruction it hits. However, Blasting attacks pass through
flexible obstructions (e.g. tree branches, a hanging bedsheet, a
Keywords decorative waterfall) without detonating.

Keywords are generic concepts which can be applied to If an attack with Blasting hits a structure, and if the attack has
multiple abilities, attacks, weapons, etc., to avoid repeatedly a Penetration value equal to or greater than the tier of the
describing the ideas each time. Some keywords (such as structure, the attack creates a 1m diameter hole in the structure.
Sustained) will mean slightly different things depending on If the attack also has AoE, the hole instead has a radius equal
what they are applied to. to the AoE value of the attack.

Overriding Keywords
An ability may be given the same keyword multiple times from
different sources. For example; your attack may be given

22
Followup allows these devices to “hide” in AR while still adhering to
This attack is not effected by cover and this attack is an Indirect necessary IoT protocols. If a character or a device does not
attack (see below). This attack may not be made as a notice a Concealable device you have hidden, the target does
Penetration Attack. If you fail this attack, the instance of the not see your device in AR (preventing a device from forming
form/script/spell you made this attack for may not effect the a Direct Connection).
attack’s target. This removes the ability’s effect from the target Heat <X>
and prevents you from performing further attacks for this
Heat represents an item's high cost and/or the illegality of
instance of this ability against the target.
owning it. You may not purchases an item if doing so would
For example; You are sustaining the Illusion spell and a cause the total Heat of items you own to exceed your
character observes the illusion. You perform a Followup attack Maximum Heat. Your Maximum Heat is (20 + 2 * your Level).
for the spell against the target character and you fail the attack.
Stolen items do not immediately provide you with their Heat.
That character is no longer effected by your spell, so they see
However, when you begin a Mission with a stolen item you are
through the illusion. Additionally, you may not perform any
considered to now own that item, gaining its Heat. Heat from
more attacks for this spell instance against that target, so the
stolen items can be reduced by your Talents as if you had
character continues to see through the illusion. If you cast the
purchased them.
Illusion spell again, this new illusion may effect the target
normally. Level <X>
Harmless Similar to Heat, Level represents the difficulty of acquiring an
item. However, while Heat represents your time and money
Attacks which are Harmless do not apply Wounds or any other
invested to acquire an item, Level represents if you even have
effects normally applied by that attack. When a Harmless
a chance of getting your hands on it. You may only purchase
attack is required by an ability, that ability will often specify
an item with this keyword if your Level is at least X. Items you
what occurs instead if the attack succeeds.
own which have a Level value greater than your current Level
Indirect cannot have their Heat reduced by your Talents.
This attacks lose AoE and Rapid. Additionally, this attack
cannot gain AoE or Rapid. This attack is never a Blind Attack.
General Keywords
Limited <X>
Power <X> Abilities marked as Limited may only be used X times before
When the target of this attack performs a defense check, their they become exhausted. An exhausted ability may not be
Resistance is reduced by X (to a minimum of 0). used. At the start of each Downtime, all of your Limited
Proficiency <X> abilities regain their uses up to their current Limited value and
they are no longer exhausted.
When performing a check with Proficiency, add X to the result
of your check before determining if it was a success. Sustained
Penetration <X> Some forms, spells, and scripts are marked as Sustained,
limiting how long their effects may last. See Sustaining Forms,
This represents how good an attack is at penetrating structures.
Sustaining Spells, and Sustaining Scripts for the effect of this
If no Penetration value is provided for an attack, the attack has
keyword on each of those types of abilities.
Penetration 1.
Rapid <X> Hacking Keywords
When you would perform an attack with Rapid, you may Aliased
instead perform the same attack up to X + 1 times. You may When you succeed on an attack with an Aliased script, the
choose a target normally for each of these attacks. These target device is not alerted. In order to prevent the target device
attacks do not have Rapid and they cannot gain Rapid. from discovering your intrusion, your device which injected
the script must maintain a Direct Connection to the target
Equipment Keywords device for 5 minutes. If this connection ends early, the target
Concealable device is alerted to your attack and the instance of the script
A Concealable item can be hidden on your person or in the may be targeted by the Clean Device Action.
environment. Whenever a character has the opportunity to spot
a Concealable item you have hidden, you must make a
Dexterity check against an Investigation check from the target
character. On a failure, that character notices the item.
When a piece of equipment is noticed, it may still not be clear
what the item is. For example; a guard who notices a pair of
handcuffs hidden under your coat might assume that they see a
hidden weapon.
Devices which are Concealable are able to establish Direct
Connections through a minimal amount of data sharing. This

23
Weapon Keywords were asked for. When rolling with Difficulty, roll two d20 and
take the lower result for the result of your d20 roll.
Loading
This weapon may never be used to perform more than one Opposed Checks
attack per Combat Round. This weapon loses Rapid and When you act against another person, you may be required to
cannot gain Rapid. This keyword does not apply to the Indirect make an opposed check. In an opposed check you and your
attacks provided by AoE. opponent each make a check for a given Skill. Once you have
both made your checks, compare the results of the two checks.
Range (X) If your result is greater than or equal to your opponent’s, you
This weapon may not be used to make attacks against targets succeed on this opposed check.
which are Xm away or further.
Extended Checks
Range (X, Y) Some actions will require more than a single Combat Round to
Attacks made with this weapon against targets Xm away or complete, such as picking a lock or making a disguise. These
further gain Difficulty. This weapon may not be used to make will ask for an (X, Y, Z) extended check. To make an
attacks against targets which are Ym away or further. extended check first make the required check with a threshold
of X. If you succeed, increase a counter by 1. If this counter
Range (X, Y, Z)
reaches Y, you succeed at the extended check. Each time you
Attacks made with this weapon against targets closer than Xm make a check as part of the extended check, Z time passes.
away gain Difficulty. Attacks made with this weapon against
targets Ym away or further gain Difficulty. This weapon may Choosing to Fail a Check
not be used to make attacks against targets which are Zm away Whenever you are making a check you may choose to fail that
or further. check. You may do so even if the minimum possible value of
your result would pass the check. If both parties of an opposed
Two-Handed
check choose to fail the check, the initiator of the check
When you declare yourself to be wielding this weapon, you succeeds.
must use two hands to do so. You may not use this weapon to
perform attacks if you began wielding this weapon during the Teamwork
current Combat Round. If one or more allies help you perform a Skill check (e.g.
multiple characters lifting a bolder), you gain Accuracy on that
Quiet
check.
While most ranged weapons are easily audibly noticeable
(guns, flamethrowers, rocket launchers, etc.), Quiet weapons Trying Again
can be manipulated so as to be effective while giving off When you fail a Skill check you will naturally want to try again
minimal sound and visuals. Characters more than 10m away to aim for a higher roll. However, your character failing a
from the origin of your attack cannot hear it. check often doesn’t just represent a fumble or failure. Failing
For each character within 10m of your attack, perform a a check can also represent the obstacle being something your
Stealth check opposed by an Investigation check from that character can’t currently accomplish. The challenge might
character. On a success, the target character does not hear your have turned out to be greater than expected or some
attack. complication might be preventing your character from acting
at peak efficiency.
Checks You may not attempt a Skill check a second time unless your
approach to the check changes. This can be a new strategy,
Whenever the outcome of an action is unclear, your GM may
making the check with Accuracy (if you did not have Accuracy
ask you to perform a check. Additionally, some abilities will
previously), or returning to the test significantly later. This
require you to make a check to determine if they succeed.
restriction does not apply to attacks, opposed checks, and
Most checks have a threshold either given by your GM or extended checks.
determined by the ability that requires the check. When
making a check, roll a d20 and add any modifiers you have for
that check. If your result is greater than or equal to the check’s
threshold, you succeed at the check.
Accuracy and Difficulty
When making a check, you may be given Accuracy and/or
Difficulty. If a check has Accuracy and Difficulty, remove one
instance of both then repeat this process until the check has
only Accuracy, only Difficulty, or neither. For example; if you
are given Accuracy twice and Difficulty once, you would roll
with Accuracy.
When rolling with Accuracy, roll two d20 and take the higher
result of both dice. This becomes the result of the d20 roll you

24
Campaign Structure each combat your GM will need to clear the current Initiative
Order and create a new one.
Missions At the start of a combat your GM will reveal the Initiative
A Mission is a specific set of goals and challenges such as; Order. Each player then takes their Combat Turn (see below)
infiltrate a building, retrieve a scientist, find a killer, escape a in order based on their place in the Initiative Order. Once all
facility, etc. Once a Mission is complete you begin Downtime players have taken their Combat Turns, all NPCs take their
(see below). Combat Turns in an order determined by your GM. Once all
characters have taken their Combat Turn a new Combat Round
Downtime begins and the process is repeated until combat ends.
After a Mission is complete, the party’s members go their own Initiator Priority
ways to train, recuperate, and restock. This Downtime might If a combat is started by the actions of a character, that
last between a few days to over a year. Downtime is not character is the combat’s Initiator. For example; If the party is
intended to be taken during an ongoing objective or while the in a standoff against a group of guards and you fire a shot, you
party is under stress. For example; if the party has to protect a are the resulting combat’s Initiator. Combat does not always
target for 7 days, spending 4 days camped in the target’s hotel have an Initiator, such as if the party runs into a group of
is not considered Downtime. This delineation exists mostly for hostile guards.
the purpose of gameplay and it may not always have a
narrative explanation. If a combat is started by an Initiator, that Initiator takes their
Combat Turn at the beginning of the first Combat Round for
Arrested Characters that combat. On subsequent Combat Rounds characters take
During a Mission you might be captured by an opposing Combat Turns in the normal order described above.
group. If you are imprisoned, at the start your next Downtime
you lose 3 Determination and you are released. This might be Simultaneous Events
due to good behavior, leveraging your connections, or by If multiple events are caused by the same trigger (e.g. at the
making an escape. start of your Combat Turn an Overdrive ends and you wish to
use a Reaction), the character who’s Combat Turn it currently
Retirement is decides the order of these events.
Eventually your character may decide that the business is no Combat Turns
longer for them. Your character may then decide to retire, in
which case they leave the party and you may make a new A Combat Turn represents your ability to act in combat during
character to take their place. If your retiring character is at least a short amount of time. During your Combat Turn you may
Level 3, your new character gains 2 Levels immediately after take an Action, perform any number of Tasks, and move.
Character Creation.
Combat Rounds
If your character was at least Level 5, all current members of A Combat Round is a 3 second period of time during which
the party may gain your retiring character as a Contact. every participant in a combat takes a Combat Turn. Once all
Additionally, your new character may have your retired characters have taken their Combat Turn, a new Combat
character as a Contact if that would make narrative sense. Round begins.

Combat Acting in Combat


When a fight breaks out, or when the order in which people act Actions
is important, your GM may declare the start of a combat.
During combat each person may only act during their Combat An Action represents your main contribution to a Combat
Turn, and the number of things you can do during your Combat Round, such as; shooting a gun, casting a spell, or injecting a
Turn is limited. Your GM may declare the end of combat when script. Below are a selection of Actions every character has
hostilities have ended. access to. Some abilities will provide you with additional
Actions you can choose from.
Combat Structure Cast
Initiative (Action) You cast one spell you know.
The order players act in combat is determined by the current Clean Device
Initiative Order. At the start of a campaign your GM will (Action) You Manually Command a device to perform an
need to create a new Initiative Order. To do so they must attack targeting Firewall against each script running on it
secretly roll a d20 for each player. For each player who shares (scripts start with Firewall 0). This Command is received even
a result with another player, roll a d20 and add the result to the if the target device would normally be unable to receive
recorded value for that player. Repeat the process until each Commands. On a success, the target script stops effecting the
player has a unique value associated with them. Then place target device. This action may not be used to target script
each player in a list in descending order of their associated instances which are Aliased or which have been attacked by
value. This list is the current Initiative Order. At the end of this Action within the last hour.

25
Grapple Similar to keywords being overridden, if you gain the same
(Action) You attempt to Grapple a target within 1m and LoS of type of movement multiple times, your movement speed for
you. that type of terrain is the highest of those speeds. For example;
As a pixie you have a flying speed of 5m and you cast the
Hack Flight spell on yourself at tier 1, providing you with a 10m
(Action) You Manually Command a tablet to inject a script. flying speed. Your flying speed is now 10m.
Hold Action You may freely move past characters who permit you to do so.
(Action) When you perform this Action, you must choose an If a character is fully occupying a space you wish to pass
Action which is not Hold Action. Alternatively, you may through, and if they do not let you pass, you must make an
choose a Task. Additionally, you must choose a scenario in opposed Athletics check against them. On a failure, you are
which you wish to perform that Action/Task. The scenario you unable to pass through the space the target character occupies
choose must be specific, such as; “when a hostile enters my this Combat Round.
LoS”, “if that character begins to move”, or “when the elevator Alternate Movement
doors open”. Until the start of your next Combat Turn, you Some abilities must be taken as an Alternative Movement,
may perform your chosen Action/Task as a Reaction in requiring you to sacrifice your normal movement for a Combat
response to your chosen scenario occurring. Turn to use the ability. You may not use an ability marked as
Resist Magic an Alternate Movement if you have already moved this
(Action) Make an attack targeting Warding against each spell Combat Turn as part of your normal movement. Once you
effecting you (spells start with Warding 0). On a success, the have used an ability marked as an Alternative Movement,
target spell stops effecting you. You may not target an instance you may not move any further during this Combat Turn as part
of a spell which has been attacked by this Action within the last of your normal movement.
hour. Alternate Movement does not restrict movement from your
Shove abilities (such as using a Grappling Hook) or being moved by
an outside force (such as being a passenger of a vehicle or
(Action) Make an opposed Athletics check against a character being moved by the Shove spell).
within 1m and LoS of you. On a success, the target is moved
2m away from you. Jumping
Sprint While moving, you may jump to a point which is at most your
Jump Distance forwards and at most ½ your Jump Distance
(Action) Until the end of your current Combat Turn, your upwards. You start with a Jump Distance of 2m. Jumping
Jump Distance and movement speeds are doubled. counts as distance traveled on the ground.
Strike You may attempt to jump further than your Jump Distance by
(Action) When you take this Action you must choose any making a Gymnastics check with a threshold depending on the
number of weapons you are wielding. You may then perform distance you are traveling and the difficulty of landing on your
an attack with each weapon you have chosen. target. If you fail this check, the target point for your jump is
moved towards you to be within your Jump Distance.
Unarmed Attack
(Action) You perform an unarmed attack against a character Encumbrance
within 1m of you. You may perform this Action even if your Characters begin with an Encumbrance Threshold of 50kg.
hands are occupied, as this Action would then represent a While you are carrying more than your Encumbrance
headbutt, kick, bite, etc. Threshold, you are Slowed. If you are carrying more than
double your Encumbrance Threshold, you are Immobilized.
Movement
While you are carrying a character, you are Slowed due to
During your Combat Turn you may move freely, including
encumbrance regardless of their weight. Your GM may also
while performing Actions and Tasks. For example; While you
declare you to be Slowed due to encumbrance if you are
are performing the Strike Action you may move between each
carrying items which are unusually hard to carry (e.g. a large
attack you perform.
duffel bag).
You begin with a ground speed of 10m, a swim speed of 5m,
and a fly speed of 0m. If the total distance you’ve moved Difficult Terrain
during a Combat Round exceeds your movement speed for the If the space you are traveling across is challenging to traverse,
terrain you’re traveling on, you cannot move any further on your GM may declare it to be Difficult Terrain. For example;
that terrain during that Combat Round. For example; You have running up a sand dune, swimming against a current, or flying
a ground speed of 10m and a swim speed of 5m. You swim in a storm.
5m across a river and cannot swim any further as you have When you are moving across Difficult Terrain, you must
reached your swim speed of 5m. You then run 5m on the shore. spend twice as much movement to travel any given distance.
Since you have a ground speed of 10m you cannot move any For example; if your ground movement is 10m you may only
further on the ground as the total distance you have moved this move 5m across a tar pit.
Combat Turn is 10m (5m in the water and now 5m on land).

26
Tasks Melee Attacks
Tasks are things you can do which are quick and/or simple. For Attacks made with weapons without Range are melee attacks.
example; doffing armor, pushing a button, picking something You may make melee attacks against targets within 1m of you.
up, and handing something to an ally. Additionally, if an ability You gain Accuracy when you perform a melee attack against
does not specify what kind of action it is, it is a Task. You may a character who is not wielding a shield or a melee weapon.
perform any number of Tasks during your Combat Turn.
Unarmed Attacks
Channel Form An unarmed attack represents a kick, punch, a headbutt, etc.
(Task) You empower yourself with mana to channel a form. When you are making an unarmed attack you are considered
to be attacking with a melee weapon which has Penetration 0
Draw/Stow Weapon and Quiet.
(Task) You draw a weapon and begin wielding it or you stow a
weapon and stop wielding it. When you declare an unarmed attack, you may declare the
attack to be non-lethal. If you do so, and if the Wound
Focus provided by this attack causes your target to become Downed,
(Task, Alternate Movement) You gain Accuracy on the next your target instead becomes Unconscious. A non-lethal attack
attack check you perform. This effect ends at the start of your will not trigger a Coup de Grace.
next Combat Turn. You may only perform this Task once per
Combat Round. Line of Sight
You have line of Sight (LoS) to another character if you are
Reactions able to draw an unobstructed line from your eyes to them.
Reactions may be performed whenever their listed trigger While determining if a line unobstructed you may ignore
occurs. However, you may only perform each Reaction once translucent obstructions such as glass. Additionally you are
per Combat Round. considered to not have LoS to a character if you are unable to
see them with your eyes, such as from being blind or from a
If a Reaction occurs during another action (e.g. Breach and
Total Obstruction.
Clear triggers when an attack is declared), the Reaction
resolves before the triggering action is resolved. This can lead Blind Attacks
to a Reactions preventing its triggering action from resolving When you make an attack against a character you do not have
normally. For example; If you perform an attack as part of LoS to, your attack is considered to be a Blind Attack.
Breach and Clear and you kill the triggering character, that
character’s attack does not resolve. By performing a Blind Attack, you may attack a character
even if you cannot currently observe them. For example; If a
Attacking car has tinted windows you may still shoot at the driver you
assume is in the driver’s seat.
Attacking includes shooting a gun, swinging a sword, casting
a spell, or injecting a script. Attacks are often made as part of When you perform a Blind Attack, you must make an attack
the actions Cast, Hack, or Strike. check even if your attack check would automatically succeed.
If the result of your d20 roll is 10 or less, your attack fails.
When you attack a character, you must make an attack check
Blind Attacks are not affected by Obstructions to perception.
opposed by a defense check from your target. If you succeed,
your target suffers the result of your attack. You may not Coup de Grace
choose to fail attack checks.
If you are within 1m of a Restrained or Paralyzed target, and if
If your attack is made against a point in space or an object, your attack provides your target with a Wound, your target
your attack automatically succeeds. instantly dies.
Attack Check: d20 + your Savvy + Proficiency Called Shots
Attacking with a Weapon When you declare an attack which would provide your target
When you perform an attack with a weapon, the attack gains with a Wound, you may declare the attack to be a called shot.
all of that weapon’s keywords. For example; if you are When you do so, choose one of the called shots below. You
shooting a target with a Pistol which has Rapid 1, your attack gain Difficulty on this attack. This attack gains Harmless and
also has Rapid 1. On a successful attack with a weapon, the on a success it provides the effect of your chosen called shot.
target receives a Wound.
Disarm
Ranged Attacks When you choose this called shot, choose an item your target
is holding. The target item is knocked out of the target
Attacks made with spells, scripts, or weapons with Range are
character’s hand, traveling 3m away from you. If this called
considered ranged attacks. You gain Difficulty when making
shot is an unarmed attack, you may choose to take the target
a ranged attack against a character within 1m of you.
item instead of sending it flying.

27
Maim may mean you dodged the attack, the attack was intercepted by
This attack aims to injure your target in their legs, wings, fins, something in the way, or the attack may have hit you but it
etc. Your target becomes Slowed for 1 minute. failed to have a significant effect.
Defense Check: D20 + your Savvy + (your Resistance – the
Sneak Attacks attack’s Power)
When you attack a character who is not aware of you, your
attack is considered to be a Sneak Attack. When you perform When reducing Resistance (see below) by Power, the result is
a Sneak Attack, you gain Accuracy on your attack and your to a minimum of 0.
target may not perform any Reactions in response to your Cover
attack. Followup attacks and attacks targeting Firewall cannot While you are within 1m of a structure which covers at least
be Sneak Attacks. 3/4 of your body, you are in cover against attacks which
Using Weapons Underwater originate on the other side of that structure. You gain Accuracy
on defense checks against attacks which you have cover
Melee weapons have Loading when used underwater. Ranged against.
weapons have a maximum range of 5m when used underwater.
Resistance
Grappling Your Resistance represents the difficulty of harming you with
You may attempt to Grapple a character by performing the an attack. For an individual attack your Resistance is equal to
Grapple Action. Make an opposed Athletics check against your one of the following; Toughness, Warding, or Firewall. Which
target. On a success, you begin Grappling your target. For the type of Resistance you use for an attack will depend on the
duration of the Grapple, your target is Restrained and you are attack.
Slowed. When you move, your target is moved with you. You Toughness represents the armor you are wearing, your body’s
may only have one character Grappled at a time. You may end resistance, and your ability to ignore injury. Toughness is used
your Grapple as a Task. when you are injured physically, such as by a weapon, a punch,
If a character you are Grappling is moved, you must choose or a car crash.
to either move with them or to immediately end your Grapple. Warding is your ability to resist magic. This can come from
Characters you have Grappled obstruct movement as if they your own magical ability or from orichalcum you are wearing.
were on your team. Warding is used when you are attacked by a spell or form.
As an Action, your Grappled target may attempt to break out Firewall is used when you are defending against scripts on
of your Grapple. When they do so, they must make an behalf of a device you own. Most commonly a device gains
opposed Athletics check against you. On a success, the Firewall from its PAN.
Grapple ends.
If you are making a defense check on behalf of another
Meat Shield character (such as a Companion), you should use their
While you have a character Grappled, you may use them as a Resistance instead of yours for that defense check.
Meat Shield, treating them as a wielded shield. If another
character wishes to make a Penetration Attack through your Shields
Meat Shield, they do not treat your Meat Shield as a structure. While you are wielding a shield, you may choose a character
Instead, your attacker must target both you and your Meat as a Task to be that shield’s target. You are considered to have
Shield with their attack, resolving their attack against your cover against any character you are targeting with a shield
Meat Shield first. If the attack against your Meat Shield fails, which you have equipped. If you are wielding multiple
the attack against you fails as well. shields, each shield may have its own target.

Choke Holds A character may attempt to shoot through your shield by


making a Penetration Attack through your shield. If they do so,
When you are initiating a Grapple, you may gain Difficulty on
your shield does not provide you cover for the attack and the
your Athletics check to also put your target into a choke hold.
attacker treats your shield as a tier 2 structure.
Alternatively, as an Action you may make an opposed
Athletics check with Difficulty against a character you have
Grappled to put them into a choke hold. On a failure, your
Grapple ends.
At the end of your Grappled target’s Combat Turn, they
become Unconscious if you have them in a choke hold.
Additionally, your Grappled target may not speak while you
have them in a choke hold. A choke hold ends when your
Grapple ends.

Defending
When a character attacks you, you must make a defense check
to determine if the attack succeeds. A successful defense check

28
Structures You begin with a Breath Interval of 1 minute. After you have
held your breath for your Breath Interval, you must make an
A structure is an inanimate surface such as a concrete pillar, a Athletics check with a threshold of (10 + 2 * X). X is equal to
plywood wall, or a set of prison bars. the number of these checks you have previously made since
Structure Tiers you started holding your breath. If you succeed on this check
you may continue to hold your breath, but you will need to
Each structure has a tier from 0 to 3. A structure’s tier
repeat this check after your Breath Interval elapses again. If
determines what is able to penetrate and damage it.
you fail this check you become Unconscious.
Tier Examples
Drowning
0 Paper walls, glass windows, a movie screen.
If you are Unconscious and unable to breathe, you begin
1 Interior walls of a building, furniture, most doors. drowning. Once you have spent (5 * your Breath Interval)
Concrete, bulletproof glass, the exterior of most drowning, you die. If at any point during this process you are
2
buildings. allowed to breathe again (such as an ally sharing a respirator),
3 Thick metal and blast doors. you lose Unconscious and you stop drowning.
Penetration Attacks Determination
If you are making an attack against a character who is totally Over time your character will accumulate long term physical
protected by a structure (such as if there is a wall between you injury, mental stress, and powerful enemies. At first you will be
two), your attack becomes a Penetration Attack. able to push through these challenges. This is represented by
Alternatively, if your target is in cover, you may choose to your Determination which begins at 20. However, as you
perform a Penetration Attack against them to ignore their keep pushing yourself your Determination will decrease and
cover for this attack. You may not perform Penetration Attacks eventually you will be susceptible to dying while Downed.
with scripts.
If the Penetration of your attack is less than the tier of the Covert Operations
structure you are penetrating, your attack fails. Otherwise, you
may make your attack against your target normally. If the Disguise & Forgery
Penetration of your attack is equal to the tier of the structure If you need a disguise or a forgery you can purchase one as an
you are penetrating, your attack gains Power 0. item with a Heat value of 2. When you purchase this item, you
must determine if it was hand-made (i.e. made by a member
Injury of the party) or pre-made (i.e. purchased illicitly).
Wounds When a disguise or forgery is inspected, the item’s creator
Most attacks and severe injuries you receive will provide you must make an opposed Craftsmanship check against the
with a Wound. When you receive a Wound, you must make a inspector. If the item is pre-made, you must instead make a
Wound Resist Check. The threshold for this check is 8 + (2 * Savvy Check with Proficiency 2/4/6 at Level 0/5/10 opposed
the number of Wounds you now have). If you fail this check by a Craftsmanship check from the inspector. On a failure, the
you become Downed. All of your Wounds are removed at the items in-authenticity is discovered.
beginning of Downtime.
Impersonation
Instant Death If a character has the opportunity to see through your
Some injuries are so extreme that they will instantly kill you. impersonation of an individual, you must make an opposed
This includes; falling an extreme distance, being crushed Deception check against the inspecting character. On a failure,
between two impenetrable surfaces, or being struck by a the inspecting character sees through your disguise.
vehicle at high speeds.

Holding Your Breath


You may start holding your breath as a Task or as Reaction to
any event. You may stop holding your breath at the start of
your Combat Turn. While you are holding your breath you may
not Sprint and you are Impaired. Impaired does not apply to
checks you make to avoid falling unconscious due to holding
your breath or to avoid drowning (see below).

29
Climbing Catching Yourself
While climbing, you are considered to be moving on Difficult While falling, you may be near a climbable surface you can
Terrain. You may not climb an Impossible surface (see below). catch onto to stop your fall. At the beginning of your Combat
Turn, if you are falling, you may make a climbing check for
Long Distance Climbing your target surface. On a success, you stop your fall and you
begin climbing on that surface. However, you are still
After you have climbed 20m, make an Athletics check and
considered to have fallen onto a Soft surface.
compare your result to the table below. After you climb the
resulting distance, you will have to make a new Athletics Lock Picking
check. On a result of 9 or lower you are also fatigued and you
have a chance of falling (see below). To pick a lock you will need Thieves’ Tools and you must make
an extended Dexterity check with a threshold depending on the
Result 0 10 16 20 quality of the lock as shown on the table below.
10m. Make a Quality Extended Check
Effect 20m 40m 60m
climbing check
Low (consumer grade) (8, 1, 1m)
Climbing Checks Moderate (high-end
(12, 3, 1m)
commercial)
When you are asked to make a climbing check, make a
High (corporate grade) (16, 5, 1m)
Gymnastics check with a threshold based on the difficulty of
the surface you are climbing as shown on the table below. On
a success you remain on the surface you’re climbing or if you Alarms
were falling you grab onto your target surface. On a failure you When you examine a lock you learn if it is alarmed. If a lock
begin falling if you were climbing. is alarmed and if during an extended check to pick the lock
you fail three rolls, the alarm will trigger and send alerts to a
Difficulty Threshold pre-defined set of devices. If an alarmed lock is not a device,
Easy (ladder, rope, chain link the alarm itself is a device.
6
fence)
Medium (brick wall, rough
12
stone)
Hard (exterior of a
18
skyscraper, metal paneling)
Impossible (glass, flat stone,
-
concrete wall)

Falling
At the end of each Combat Round, if you are falling, you move
downwards 50m. If you were also falling at the end of the
previous Combat Round, you instead move downwards 150m.
When you land, you must make a Gymnastics check. If you fail
this check you receive a Wound. The threshold for this check
can be found on the table below. The threshold will depend on
the distance you have fallen and if the surface you’ve fallen
onto is Soft or Hard. A Soft surface is pliable (such as dirt or a
vehicle). A Hard surface is rigid (such as concrete). If your fall
is halted (e.g. catching onto a rope, being grabbed by a flying
ally, or being held in place by a spell), your landing is
considered to be Soft.
If the threshold on the chart below is “-”, you automatically
succeed on your check. If the threshold on the chart below is
“X”, you automatically fail this check and you die.
Soft Hard
0m - -
10m - 10

20m 10 20

30m 20 X

40m+ X X

30
Stealth Statuses
Obstructions Blinded
A Partial Obstruction to perception represents an unusual You have temporarily lost your sense of vision. Any attacks
level of difficulty in using that sense. When you are performing you make are considered to be Blind Attacks.
a check which relies on a sense you have a Partial Dazed <X>
Obstruction for, you gain Difficulty on that check. For
Whenever you are making a check, reduce your result by X.
example; You are trying to spot a character hiding in the dark,
This status is removed at the end of your Combat Turn.
and you have a Partial Obstruction to vision due to the low
light. Downed
A Total Obstruction to perception represents an inability to Severe injuries have caused you to enter a critical condition.
use that sense due to your environment. For example; the room While Downed you are Restrained and you may not lose
you are in is pitch black so you gain a Total Obstruction to Restrained. You lose Downed if you have no Wounds.
visual perception. Checks which require a sense which you If an ally is touching you they may attempt to perform first aid
suffer a Total Obstruction for automatically fail. Checks to get you back on your feet. If they do so, they must make an
which use multiple senses (e.g. touch and sight to escape (X, 1, 1 minute) Medicine check with X being the current
handcuffs) may still be performed if one or more of the threshold for your Wound Resist Checks. If the ally has a Med
required senses does not suffer a Total Obstruction. However, Kit they gain Accuracy on this check. On a success, you lose
you gain Difficulty on this check due to the loss of a sense. Downed.
Lost Senses While Downed you are in danger of succumbing to your
When you temporarily lose a sense (e.g. losing sight due to the injuries. As an Action you may attempt to Recover (see
Shadow spell), you are considered to have a Total Obstruction below), powering through your injuries and regaining
for that sense and you may not ignore this obstruction. consciousness. 5 minutes after becoming Downed you must
either choose to give in (dying) or to attempt to Recover at the
Additional Senses end of the current Combat Round.
Echolocation Recover (Action): You lose the Downed status. Make a Wound
You send out waves of sound and then receive any waves that Resist Check. If you fail and you have 0 Determination, you
bounce off your environment. The delay between sending out die. If you fail and your Determination is greater than 0, you
the wave and when the wave returns allows you to gauge the lose 1 Determination.
distance to any impacted point. This is often visualized as Enraged
shades of gray, white indicating a smaller distance.
Echolocation is more difficult when you suffer from a Partial You consider all other characters to be hostile to you. You must
Obstruction to audio and echolocation does not work while spend your Actions and movement to attack the nearest hostile
you suffer from a Total Obstruction to audio. character to you whenever it is possible to do so. You may not
use Limited abilities. You may have your GM control your
Thermal Vision character while they are Enraged.
You are able to see heat radiating from your environment. This Immobilized
is often visualized in shades of gray, white indicating higher
heat. Translucent surfaces often appear opaque to Thermal You may not perform voluntary movement. You may
Vision if heat cannot effectively radiate through them. otherwise move your body in ways which do not result in
locomotion (e.g. you can move your arms, look around, and
Night Vision talk). If you are Immobilized while flying, you fall as if you
You are able to amplify light in your environment, allowing did not have a flying movement speed. Immobilized does not
you to see even when light levels are low. Digital means of prevent others from moving you (e.g. by performing a Shove),
night vision often show this spectrum as shades of green to Immobilized does not prevent you from performing Alternate
help the human eye pick out detail more easily. Night vision Movement.
has no effect in pitch blackness. Impaired
Hidden Actions You gain Difficulty on all Skill checks, attack checks, and
defense checks.
Actions such as casting spells and injecting scripts can be
performed as Hidden Actions. For each character who has the Knockout <X>
opportunity to observe your Hidden Action, make a Dexterity At the start of your Combat Turn, make a Savvy Check with a
check against an Investigation check from that character. On a threshold of (10 + X). If you fail this check, you become
success, the target character does not notice you performing Unconscious. After you have made this check, Knockout is
your Hidden Action. The target character might still notice the removed.
result of your action. On a failure, the target character notices
you performing your Hidden Action.

31
Magic
Lethal <X>
At the end of your Combat Turn, make a Savvy Check with a
threshold of (10 + X). If you fail this check, you gain a Wound.
After you have made this check, Lethal is removed. The Attuned
Paralyzed After the CME of 2012, mana has bled into our world from the
Arcana. Sometimes this mana binds to people, plants, and
You may not act.
animals. The Attuned are those who are bound to mana and
Prone who have learned to harness it.
You are Slowed. You may stop being Prone as an Alternate The Arcana
Movement.
Since 2012, the Attuned and the broader scientific community
Restrained have been exploring the source of mana. This is believed to be
You may not act aside from small motions such as talking or a parallel dimension known as the Arcana. Despite decades of
looking about. research, the Arcana largely remains a mystery.

Silenced Orichalcum
When you are Silenced the following applies: Through careful preparation, gold can be infused with mana to
create orichalcum. This valuable material has unique magical
▪ You are not considered to be Attuned when viewed properties, making it a common requirement for magical
with Astral Perception. rituals. The raw concentration of mana in orichalcum can also
▪ Any spells or forms you are sustaining immediately be used to disrupt spells, allowing people to protect themselves
end. from magic through a process known as Warding.
▪ You are unable to; summon Outlanders, return your
Outlanders to the Arcana, or use abilities gained Magic and Devices
from the Summoner Talents. The ability of a mage to control mana comes from their
▪ You are unable to cast spells, channel forms, create conceptual understanding of the world around them. Objects
enchantments, or perform Astral Perception. which are highly complex and rapidly changing in state, such
as devices, are therefore challenging to effect with magic.
Slowed Whenever you perform an attack which targets Warding
Your movement speeds are halved and your Jump Distance is against a device, you gain Difficulty on your attack check.
halved.
Terrified Astral Perception
While you are Terrified you must spend your Actions and When mana is concentrated by a mage, the result is often
movement to move away from the area you became Terrified visible to everyone. A fireball, for instance, projects light and
at. If you are able to fully extricate yourself from this area (e.g. heat like real fire. However, some mana (such as the mana in
you are no longer able to see where you were) you do not need an Attuned person’s body) is so subtle that it is impossible to
to continue moving away but you may not return to that area. see normally. Fortunately, the eyes of an Attuned individual are
able to spot mana as if it gave off its own form of light. This
Unconscious ability is known as Astral Perception.
While Unconscious you are Paralyzed and you may not lose
Paralyzed. If you receive a Wound you stop being While most mages keep their natural eyes to avoid the risk of
Unconscious. An ally who is able to touch you may spend an losing their ability to Astrally Perceive, mages who have
Action to remove Unconscious from you. One hour after cybernetic eyes keep their Astral Perception. However, any
becoming Unconscious you lose Unconscious. footage recorded by a mage’s augments will not benefit from
Astral Perception.
Astral Perception may be performed in the same way you
would observe visible light. You may observe mana through
glass and you may observe mana with the help of vision aides
such as binoculars or a periscope. However, mana cannot be
recorded by imaging devices. For example; you cannot use
Astral Perception while looking at footage or while looking
through a thermographic scope.

32
Using Astral Perception Tier 3
While someone with Astral Perception can see mana, spotting Limited 8. When you channel this form (or when you use the
it amid normal visual stimulus still takes effort and attention. Action from tier 2) you may choose to gain the benefits of the
As an Action you may perform Astral Perception against a spell Mask and the spell Polymorph simultaneously.
target character or object. Make an attack against the target’s
Warding. Astral Shield
On a success, you learn the following; Tier 1
Limited 3. You gain Warding 4. You gain Accuracy on defense
▪ Is the target character Attuned. checks against Astral Perception.
▪ Is the target character sustaining a spell or form.
▪ Is the target enchanted.
Tier 2
Limited 5. You gain Warding 6. Attacks against you which
▪ Is the target an Outlander. If so, you also learn in
target Warding are considered to be Blind Attacks.
which direction relative to you the Outlander’s
summoner is. Tier 3
Sensing Corruption Limited 8. You gain Warding 8. When a character within 10m
When you perform Astral Perception against a Warlock, you of you makes an attack against you which targets Warding, you
have a chance to sense the taint of their dark magic. When you gain Accuracy on your defense check.
succeed at performing Astral Perception against a Warlock,
record the difference between the result of your attack check Berserk
and the result of their defense check. If this difference meets or Tier 1
exceeds your target’s Corruption Threshold, you learn that Limited 3. When you channel this form, choose a length of
they are a Warlock. A Warlock’s Corruption Threshold time and up to two other forms. You become Enraged and
begins at 10 and it is reduced by 1 for every 5 Corruption the while you are Enraged this way you gain the benefit of the
Warlock has. chosen forms at a tier equal to the tier you channeled this form
at. You may not choose to stop sustaining this form and instead
Channeling this form ends after your chosen length of time elapses. If you
Some mages train to infuse their body with mana. An infusion are sustaining more forms than you are able to sustain, you
of mana into your body is known as a form. You may perform may not choose to stop sustaining this form if there is at least
the Channel Form Task to bind a form to your body’s mana, one other form you could choose to stop sustaining.
gaining the form’s benefit as long as you sustain it (see below). Tier 2
You may channel a form as a Hidden Action. Limited 5. When you channel this form, you may choose one
Sustaining Forms character. Being Enraged by this form does not cause you to
You can sustain one form at a time. You may not begin view the target character as hostile.
sustaining a form if the number of forms you would be Tier 3
sustaining would exceed the number of forms you can sustain. Limited 8. When you channel this form, you may choose a
You may stop sustaining a form as a Task. If at the start of your third form to gain the benefit of for the duration of this form.
Combat Turn you are sustaining more forms than you are able
to sustain, you immediately stop sustaining forms of your Empowered Weapon
choice until you are not sustaining more forms than you are
able to sustain. Tier 1
Limited 3. Weapons you wield gain Power +2.
List of Forms Tier 2
Alter Self Limited 5. Weapons you wield instead gain Power +4. At the
start of your Combat Turn you may make a weapon you are
Tier 1
wielding start or stop being ethereal. An ethereal weapon
Limited 3. When you channel this form, you may choose to stops being ethereal when this form ends or when you stop
either gain the benefit of the spell Mask or the spell Polymorph wielding it. Attacks made with ethereal weapons target
at a tier equal to the tier you channel this form at. Warding.
Tier 2 Tier 3
Limited 5. As an Action you may end the current effect of this Limited 8. Weapons you wield instead gain Power +6. As an
form and then immediately apply the effect of Mask or Action you may make a weapon you are wielding become
Polymorph as if you had channeled this form again. This form bound to you. You may only have one bound weapon at a
is still considered to be the same instance. time. As an Action you may teleport your bound weapon to
your hand. A bound weapon remains ethereal when you stop
wielding it.

33
Enthralling Voice Fly
Tier 1 Tier 1
Limited 3. When a character hears you speak, you must make Limited 3. You gain the benefit of the spell Flight at a tier equal
a Followup attack for this form against them. On a success, the to the tier you channeled this form at. While flying, your
character become enthralled by your voice. You gain Encumbrance Threshold is doubled.
Accuracy when performing Deception and Persuasion checks
against characters you have enthralled. Tier 2
Limited 5. As an Action you may start or stop moving as a
Tier 2 vehicle with Aircraft traversal.
Limited 5, Power 2. Enthralled characters gain Difficulty on
Craftsmanship and Investigation checks. Tier 3
Limited 8. While moving as a vehicle with this form you gain
Tier 3 the benefit of the Mods Improved Acceleration and Improved
Limited 8, Power 4.When an enthralled character receives a Handling at their rightmost set of slashed values.
piece of instantaneous stimuli (e.g. hearing a person call to
them, seeing something strange, being bumped into), you may Free Running
attempt to mute it. When you do so, make a Followup attack Tier 1
for this form against the target. On a success, the target Limited 3. Your ground movement speed is doubled. While
character ignores the muted stimuli (e.g. they do not not notice you are standing on a solid surface you treat gravity as being
that they have seen, heard, or felt something). Prolonged towards the point you are standing on.
stimuli (e.g. a siren, an injury, or sparks from a blowtorch) may
not be muted. Tier 2
Limited 5. You do not apply your weight to surfaces you are
Expanded Senses standing on.
Tier 1
Tier 3
Limited 3. When you channel this form, choose a distance up
Limited 8. As a Task or as a Reaction to any event you may
to 10m. When a character comes within the chosen distance of
become weightless. You are not affected by gravity while
you, you must make a Followup attack against them for this
weightless. As a Task you may stop being weightless.
form. On a success, you become aware that this character is
nearby and you know in which direction they are to you. Iron Body
Tier 2 Tier 1
Limited 5, Power 2. The maximum distance of this form Limited 3. You gain Toughness 4. You are considered to be
becomes 20m. When you sense a character with this form, you wielding a melee weapon as long as you are able to perform
also learn information about them as if your attack was to unarmed attacks.
perform Astral Perception against them.
Tier 2
Tier 3 Limited 5. You gain Toughness 6. When you perform an
Limited 8, Power 4. The maximum distance of this form unarmed attack, you may provide it with Blasting and/or
becomes 30m. Once you begin sensing a character with this Penetration 1. You gain Accuracy on Agent Resist checks.
form, you continue to sense them until they become further
than 100m from you. Tier 3
Limited 8. You gain Toughness 8. As an Alternate Movement,
Fade you may gain Accuracy on defense checks and Wound Resist
Tier 1 checks until the start of your next Combat Turn.
Limited 3. You gain the benefits of the spells Invisibility and Keen Perception
Silence at a tier equal to the tier you channeled this form at.
Tier 1
Tier 2 Limited 3. You gain Accuracy on opposed Craftsmanship,
Limited 5. As an Alternate Movement you may gain Accuracy Dexterity, Investigation, and Stealth checks when you are not
on Followup attacks made for this form until the start of your the initiator of the check.
next Combat Turn.
Tier 2
Tier 3 Limited 5. You may ignore Partial Obstructions to perception.
Limited 8. When you are targeted by an attack you may
channel this form as a Reaction.

34
Tier 3 Telekinesis
Limited 8. You may ignore Total Obstructions to perception, Tier 1
including Total Obstructions due to lost senses.
Limited 3. You are able to move objects within 3m of you with
Marine your mind. The force you can exert with this form is limited by
your own subconscious understanding of your strength.
Tier 1 Because of this you may only move objects and perform
Limited 3. You gain the benefit of the spell Aquatic at a tier Athletics checks as if you were performing the action with
equal to the tier you channeled this form at. You may ignore your own body.
Difficult Terrain while swimming.
For carrying objects, wielding weapons, and using shields with
Tier 2 this form, you are considered to have one additional hand. This
Limited 5. While underwater you may perceive via hand may be used to perform unarmed attacks. Interacting with
echolocation up to 40m away. an object or person with this hand is considered to be
“touching” for abilities which requiring touching your target
Tier 3 such as enchanting.
Limited 8. As an Action you may create a pocket of air up to
1m in diameter centered on one of your hands. This pocket is Tier 2
destroyed if it is not submerged in a liquid, you may destroy Limited 5. You instead gain 2 hands from this form and you
this pocket as a Task, and this pocket is destroyed if you create may move objects within 5m of you with this form.
a new pocket.
Tier 3
Mend Limited 8. You instead gain 4 hands from this form and you
may move objects within 8m of you with this form.
Tier 1
Limited 3. After each hour you spend with this form sustained,
you may remove one Wound from yourself.
Enchanting
Enchanters are able to imbue mana into objects. An enchanted
Tier 2 object is then able to unleash the spell built into it when its
Limited 5. The interval for removing Wounds with this form trigger is met. To enchant an item, you must consume a use
becomes 30 minutes. As an Action you may attempt to perform from a set of Enchanting Supplies and spend 1 minute working
restoration. When you do so, make a Wound Resist Check. On with a target item. You may enchant an item or surface as a
a success, you may remove one Wound from yourself. On a Hidden Action. Once the enchantment is complete you must
failure this form ends. specify its trigger.
Tier 3 What Can Be Enchanted
Limited 8. (Reaction: You become Downed) You are no longer You may enchant any item which is no larger than the average
Downed and this form immediately ends. giant and no smaller than a bullet. Alternatively you can
enchant a specific portion of an object. For example; you can
Redirection enchant the handle of a gun or a page of a book. Living things
Tier 1 may not be enchanted. You may not create an enchantment if
Limited 3. You may perform the following Reaction: it would overlap with an existing enchantment.

Deflect: (Reaction: You are targeted by an attack which targets Liquid may also be enchanted if it is stored in a container. The
Toughness) Make a Savvy Check with Proficiency 2 and with volume of this liquid must be between 50mL and 5L. Pieces of
a threshold equal to the result of the triggering attack check. your environment may also be enchanted, such as a door
On a success, the triggering attack is considered to have handle or a spot on on a floor. The enchanted area may be no
missed and you may immediately perform the triggering attack smaller than 10cm^2 and no larger than 1m^2.
against a target of your choice (as long as the target is
otherwise valid). This attack loses Rapid, it cannot gain Rapid,
and its Proficiency becomes 2.
Tier 2
Limited 5. You gain Proficiency 4 on attacks you make for
Deflect. You may perform Deflect in response to AoE attacks
which target a location within 3m of you.
Tier 3
Limited 8. You gain Proficiency 6 on attacks you make for
Deflect. You may perform Deflect against attacks which target
Warding and which are not Followup attacks.

35
Damaging Enchantments may alternatively be somatic, requiring a specific movement of
If the item an enchantment is within is divided, the the body. As an Action, a character within LoS of the
enchantment stays within the largest piece of the item. enchantment may utter this phrase to trigger it. While uttering
However, if an item is ever divided such that no single piece of this phrase, the speaker may also mentally choose a target
it retains at least 75% of the mass the item had when it was first person or location. If they do so, the chosen target becomes the
enchanted, the enchantment is destroyed. spell’s target. If no target is chosen and the spell is AoE, the
spell is centered on the item. Otherwise, the spell’s target is the
If an enchanted surface is subdivided the enchantment stays character who is closest to the enchantment.
with the largest continuous portion of the surface. If the surface
is ever subdivided such that there is no continuous surface
which contains at least 75% of the original area, the
Spellcasting
enchantment is destroyed. Mages cast spells by weaving and expelling mana, both from
their bodies and from the world around them. With the Cast
If more than 10% of an enchanted liquid leaves its container, Action you may cast a spell you know. Most spells require you
the enchantment is destroyed. If another liquid of at least 25% to target a character, but some spells will require you to target
of the volume of the enchanted liquid is mixed with the a point in space instead (such as spells with AoE). You may
enchanted liquid, the enchantment is destroyed. cast a spell as a Hidden Action. Attacks with spells have
Noticing Enchantments Penetration 0.
When you first enchant an item, you will be able to see clear Sustaining Spells
signs of your enchantment. However, after 5 seconds, any such When you cast a Sustained spell, its effect lasts as long as you
markings become almost imperceptible. If a character inspects sustain it. You can sustain one spell at a time. You may not
an item or surface you’ve enchanted, you must perform a begin sustaining a spell if the number of spells you would be
Stealth check opposed by an Investigation check from the sustaining would exceed the number of spells you can sustain.
target character. On a failure, the target character notices that You may stop sustaining a spell as a Task. If at the start of your
the item or surface is enchanted and they learn what type of Combat Turn you are sustaining more spells than you are able
trigger the enchantment has. to sustain, you immediately stop sustaining spells of your
choice until you are not sustaining more spells than you are
Triggers able to sustain.
A trigger determines how an enchantment is activated and how
it chooses its targets. When an enchantment’s trigger is met, it If you have not had LoS to a character for 24 hours, they stop
casts its associated spell against the target determined by the being effected by all spells you are sustaining.
trigger. If the enchantment has no valid target, the enchantment Subtle Spells
is destroyed. Having a spell cast on you normally has a distinct set of
Once your enchantment casts its spell it is destroyed. If the sensations (a chill in the air, an electric “prickling” sensation,
spell cast by your enchantment is Sustained, you may begin a smell of ozone, etc.). Aggressive spells can be even more
sustaining the spell. obvious, such as a fireball. Subtle spells have the chance to
effect their target imperceptibly. When you fail a defense check
Touch against a Subtle spell, you do not experience any sensation
When a living creature no smaller than a mouse touches this (aside potentially from the effect of the spell).
item, the enchantment triggers. The creature which triggers the
enchantment becomes the target of the enchantment's spell. A List of Spells
creature is considered to be touching the item even if it is doing
so through a small barrier, such as clothing. Armor
Tier 1
Consumption
Limited 3, Sustained. Target a character. Your target character
When a living creature no smaller than a mouse consumes 90%
gains Toughness 2.
of the enchanted liquid, the enchantment triggers. The creature
who drank the liquid becomes the target of the enchantment's Tier 2
spell. During the first minute of consumption, the enchantment Limited 5, AoE 1. Your target character gains Toughness 4.
is not destroyed by displacement or dilution. When you cast this spell you may choose to bolster structures.
Time If you do, structures in the target area of tier 1 or less are
increased to tier 2.
When choosing this trigger, you must also choose a point in
time in the future. When that time is met or exceeded, the Tier 3
enchantment triggers. If the enchantment’s spell is AoE, the Limited 8. Your target character gains Toughness 6. If you
spell is centered on the item. Otherwise, the character closest bolster with this spell, structures in the effected area of tier 2
to the enchantment is targeted. or less are increased to tier 3.
Phrase
When choosing this trigger, you must also choose a phrase.
This can be in any language and be of any length. The “phrase”

36
Aquatic this spell, make a Followup attack against them for this spell.
On a success, the target is made Prone and the target begins
Tier 1 falling if they were climbing.
Limited 3, Sustained. Target a character. Your target character
gains a swim speed of 10m and they can breathe underwater. Tier 3
Limited 8, AoE 5, Power 4. When you cast this spell, you may
Tier 2 banish the effected area. Terrain and structures within the
Limited 5, AoE 1. Your target character gains a swim speed of effected area vanish and they cannot be interacted with.
15m. By placing a portion of their body flat on the surface of Structures of tier 3 or higher are not removed and they are
water (such as a hand or foot), your target may support suspended in place. When banished terrain returns, any other
themselves. This allows the target character to stand on the matter in the target space is pushed away to accommodate the
surface of water as if it were solid ground. returning terrain.
Tier 3 Discombobulate
Limited 8, AoE 3. Your target character gains a swim speed of
20m. Your target is able to breathe while submerged in any
Tier 1
liquid. While some liquids may be inherently dangerous (acid, Limited 3, Sustained. Target a character. Your target character
mercury, etc.), liquids your target breathes in are filtered to a gains Difficulty on all Skill checks, attack checks, and defense
degree, preventing them from being effected by any Agents checks.
within the liquid. Tier 2
Bolt Limited 5, AoE 1. When your target character uses an ability
which requires one or more targets, you may make a Followup
Tier 1 attack for this spell against that character. On a success, you
Target a character. Your target character receives a Wound. may choose a new set of valid targets for the ability. You must
have LoS to all of the targets you provide this way.
Tier 2
Power 2, Penetration 1. Tier 3
Limited 8, AoE 3. When your target character attempts to
Tier 3
move themselves, you may make a Followup attack for this
Power 4, Penetration 2. spell against that character. On a success, you may move the
Break target character to a point you have LoS of and which the target
character has the means of moving themselves to (including
Tier 1 regular movement and abilities which move the character).
Limited 3. Target an instance of an enchantment, spell, or
If the target character is a pilot in a chase when you apply this
form. To do so, you must have LoS to either the character
effect, you may instead do either of the following:
sustaining the target or to a character/point in space which the
target is effecting. On a success, the target immediately ends. ▪ If the chased vehicle: Force your target to perform a
Chase Action on their next Combat Turn.
Tier 2 ▪ If a pursuer: Force your target to change Grouping at
Limited 5, Power 2. You may cast this spell as the Reaction the start of the next Combat Round to a Grouping of
described below. your choice.
(Reaction: A character within LoS declares an attack with a Ethereal
spell) Cast this spell against the triggering character. On a
success, the triggering attack is considered to have failed. Tier 1
Limited 3, Sustained. Target a character. Your target character
Tier 3 gains Toughness -2. Your target’s outermost armor (not
Limited 8, Power 4. When you succeed on an attack with this including clothing worn underneath) becomes partially
spell against a character, you may begin sustaining this spell. transparent. This provides Accuracy to characters checking for
If you do so, the target character is Silenced for the duration of Concealable items on your target’s person.
this spell.
Tier 2
Churn Limited 5, AoE 1, Power 2. Your target instead gains
Tier 1 Toughness -4. Your target’s Toughness may be reduced below
0.
Limited 3, Sustained, AoE 1. Target a point in space. The
effected area is made into Difficult Terrain and the area Tier 3
becomes Medium difficulty to climb. Limited 8, AoE 3, Power 4. Your target instead gains
Tier 2 Toughness -6. If this reduces your target’s Toughness to 0 or
less, their armor also becomes intangible. Intangible armor
Limited 5, AoE 3, Power 2. When you cast this spell, you may
stops being airtight and it does not aid its user with breathing.
make the effected area slick. When a target enters the effect of
this spell, or if a character begins moving within the effect of

37
Ferality Tier 3
Tier 1 Limited 8. Your target may ignore Difficult Terrain. As an
Action your target may start or stop moving as a vehicle with
Limited 3, Sustained. Target a character. Your target character
Groundcraft traversal.
becomes Enraged.
Tier 2 Heal
Limited 5, AoE 1, Power 2. When you cast this spell, you may Tier 1
imbue this spell with pack mentality. If you do so, targets of Limited 3. Target a character you are touching. Your target
this spell will not see each other as hostile due to being loses 1 Wound.
Enraged by this spell.
Tier 2
Tier 3 Limited 5, AoE 1. You may remove the effect of one Agent
Limited 8, AoE 3, Power 4. When you cast this spell, you may from your target.
choose a number of characters you currently have LoS to.
Characters effected by this spell will not see these chosen Tier 3
characters as hostile due to being Enraged by this spell. Limited 8, AoE 3. Your target loses all Wounds and they may
choose to remove the effect of all Agents which are currently
Flight effecting them.
Tier 1 Illusion
Limited 3, Sustained. Target a character. Your target character
gains a fly speed of 10m. Tier 1
Limited 3, Sustained, AoE 1, Subtle. Target a point in space.
Tier 2 Visualize how you would like the effected area to appear. The
Limited 5, AoE 1. Your target character gains a fly speed of effected area appears as you have visualized. This illusion is
20m. static and intangible. Characters inside the effected area do not
see the illusion. Light produced by this illusion may illuminate
Tier 3 nearby surfaces but this light cannot be bright enough to harm
Limited 8, AoE 3. Your target character gains a fly speed of characters or to provide an Obstruction to perception.
30m. As an Action, your target character may start or stop
moving as a vehicle with Aircraft traversal. When a character/device observes the illusion created by this
spell, make a Followup attack for this spell against that
Guidance character/device. On a success, the character or device sees the
Tier 1 illusion as real. On a failure, the character or device stops
seeing the illusion.
Limited 3, Sustained. Target a character. Your target character
gains Accuracy on attack checks. This effect does not apply to When you cast this spell, you may invert the illusion. If you do
attacks which target Firewall. Attacks which benefit from this so, the illusion cannot be seen from outside of the spell’s area
spell target Warding. but it can be seen while inside of the spell’s area.
Tier 2 Tier 2
Limited 5. Explosive attacks can be shaped by this spell to Limited 5, AoE 3, Power 2. The illusion may be animated
create pockets of safety. When your target is performing an (moving within the spell’s area) and it may produce sound.
AoE attack, they may choose one character. This chosen This sound is not loud enough to harm its targets or to provide
character is not targeted by the attack. an Obstruction to perception.
Tier 3 When you cast this spell, you may target a point on a structure,
Limited 8. Attacks benefiting from this spell can travel freely vehicle, or terrain. If you do, and if the object you have placed
through space, curving around obstacles. Your target may the illusion on moves, your illusion moves with it.
curve their attacks in this way to ignore cover for their attacks. Tier 3
However, the distance traveled by such attacks counts towards
Limited 8, AoE 5, Power 4. While you have LoS to the illusion,
the distance of the attacks when considering Range.
you may move the area effected by this spell as a Task to a
Haste location you have LoS to.
Tier 1
Limited 3, Sustained, Subtle. Target a character. Your target
character’s movement speeds are doubled.
Tier 2
Limited 5. Your target’s Jump Distance is doubled.

38
Invisibility Tier 3
Tier 1 Limited 8, AoE 3, Power 4. When you cast this spell, you may
morph items on your target’s person to become objects you can
Limited 1, Sustained, Subtle. Target a character. Whenever a
visualize. Items transformed this way maintain their previous
character/device would be able to see your target character,
functionality and they do not have the functionality of the item
make a Followup attack for this spell against that character/
they have transformed into. If an effected item moves more
device. On a success, the character/device is unable to see your
than 1m away from your target, it returns to its normal form
target by any means and the character/device cannot see items
and it may not be effected again by this instance of this spell.
carried by your target.
Tier 2 Mind Read
Limited 3, AoE 1, Power 2. When a character/device is not Tier 1
effected by this spell, the fine details of your target still appear Limited 3, Subtle. Target a character. You learn the perceived
blurred to the character/device. This effect makes it impossible experiences your target character has had over the last hour.
to discern identifying physical features.
Tier 2
Tier 3 Limited 5, Power 2. The period of time you can examine with
Limited 5, AoE 3, Power 4. As a Task, your target may choose this spell increases to 24 hours. Additionally, you may erase
up to one character who they are touching to share the effects any portions of this span of time from your target’s memory.
of this spell with. The character they share this spell with gains
the benefits of this spell. Tier 3
Limited 8, Power 4. The period of time you can examine with
Locate this spell increases to 1 week. When you are erasing a portion
Tier 1 of this set of memories, you may instead choose to replace it.
The replaced memory becomes anything you can visualize.
Limited 3, Sustained, Subtle. Target a character or object you
Anyone analyzing the replaced memory at a later date
have previously seen in person (i.e. with your natural eyes or
(including your target if they become suspicious) may make an
with augments that serve as eyes). On a success, you know in
opposed Craftsmanship check against you. On a success, the
which direction your target is to you.
observer discovers that the memory is inauthentic.
Tier 2
Limited 5, Power 2. If you are touching a character while
Mute
casting this spell, you may choose a target for this spell from Tier 1
among characters and objects seen by the character you are Limited 3, Sustained, Subtle. Target a character. Your target
touching. character cannot produce sound (such as by walking, speaking,
or snapping their fingers) and they cannot perceive sound. This
Tier 3 effect similarly applies to items carried by your target.
Limited 8, Power 4. You may target a character with this spell
if you know the full name of your target. You may target an Tier 2
object with this spell if you know the full name of the last Limited 5, AoE 1, Power 2. When you cast this spell you may
person who considered themselves to be the owner of the item. provide the target area with either a Partial Obstruction or a
Total Obstruction to audio perception.
Mask
Tier 3
Tier 1
Limited 8, AoE 3, Power 4. When you cast this spell you may
Limited 3, Sustained, Subtle. Target a character. When you cast
choose to allow your target to either produce sound or to
this spell, you must choose a person you have touched before.
receive sound while under the effects of this spell.
Your target’s voice and physical features morph to match the
chosen person.
When a character hears or views your target for the first time,
make a Followup attack for this spell against that character. On
a failure, the target character becomes aware that your target
has been transformed.
Tier 2
Limited 5, AoE 1, Power 2. When you cast this spell, you may
also morph your target’s clothing to match an outfit you can
visualize. This change to items on your target’s person do not
change their gameplay properties (e.g. armor still provides the
same Toughness).

39
Polymorph Tier 3
Tier 1 Limited 8, Power 4. Casting this spell does not cause you to
become Unconscious.
Limited 3, Sustained. Target a character. When you cast this
spell, you must choose a creature no smaller than a mouse. Projection
Your target character is transformed into the chosen creature.
If this would enlarge your target, and if their surroundings are Tier 1
not large enough to accommodate this change, the spell Limited 3, Sustained, Subtle. Target a point in space you have
immediately ends. previously been to or a point in space within LoS. You see and
hear as if you were at the target location. If a character has LoS
While your target is transformed by this spell, they gain up to to the location you have projected your senses to, you must
two tier 1 Companion Traits of your choice. Your target is also make a Followup against them for this spell. On a failure, the
physically limited by their new form. For example; a pixie who character notices your presence at the target location. The sight
is transformed into a leopard temporarily loses their flying provided by this spell provides you with LoS as if your eyes
speed and their ability to talk. Your target’s mental faculties are were at the target location.
unaffected by this spell.
Tier 2
When your target is transformed, their augmentations and any
Limited 5, Power 2. As an Action, you may consume a use of
clothing they are wearing (such as street wear and/or armor)
this spell to move the target location of this spell to a target
are melded with them into the target form. These items and
point within LoS.
augments become non-functional while melded. However,
items and augments which provide Resistances continue to As a Task, you may start or stop suppressing this spell’s effect.
provide Resistances while melded. Any loose items on your While this spell’s effect is suppressed, your senses return to
target’s person are dropped. your body. Additionally, while this spell is suppressed it
cannot be noticed by other characters at the target location.
If this spell ends while there is not enough space for your target
to return to their original size, the effect continues until there is Tier 3
enough space. Limited 8, Power 4. When you cast this spell or change this
Tier 2 spell’s target location, you may instead target a character. If
you do so, the sight and sound you gain from this spell are the
Limited 5, AoE 1, Power 2. Your target instead gains two tier
sensations your target is experiencing. When the spell is cast
2 Companion Traits while transformed by this spell. When you
this way it may still be noticed by other characters who
cast this spell, you may choose to share control with your
observe your target.
target. If you do so, they may end this spell as a Task.
Tier 3 Rewind
Limited 8, AoE 3, Power 4. Your target instead gains two tier Tier 1
3 Companion Traits while transformed by this spell. You may Limited 3. Target a character. Your target character is forcibly
cast this spell as a Task if you are touching your target. moved backwards along the path they have taken over the last
four seconds. If your target encounters a blocking structure
Possession along this path which is at least tier 1, this spell ends.
Tier 1
Tier 2
Limited 3, Sustained. Target a character. While this spell is
Limited 5, AoE 1. When you cast this spell you may cast it as
sustained, you become Unconscious. If you lose the
a blink. If you do so, any characters who would be moved by
Unconscious status, this spell immediately ends. You become
this spell instead teleport to where they were 4 seconds ago.
aware of your target character’s sensations, you control their
This teleportation brings along any items on or held by the
actions, and they act during your Combat Turn. Your target is
target character.
also mentally absent for the duration of this spell as if they
were Unconscious. Tier 3
While controlling your target, you must make checks for Limited 8, AoE 3. When you cast this spell you may also cast
actions you make your vessel perform using your own Savvy, it as an unwinding. If you do so, any Wounds or Agents
Skills, and Knowledge. Your target may benefit from your applied to or previously applied to the target character return
abilities which are not intrinsically tied to your physical body to as they were 4 seconds ago (possibly removing or
(i.e. they may not benefit from your Origin abilities and reapplying either).
augments). You may not use your target’s abilities which are
Limited.
Tier 2
Limited 5, Power 2. Your target may perform magical abilities
you are capable of (e.g. forms, spells, enchanting, and Astral
Perception). Abilities used this way consume your uses of
them and your body must sustain any Sustained abilities.

40
Root character with this spell, the path the target travels does not
have to be a straight line.
Tier 1
Limited 3, Sustained. Target a character. Your target character Tier 3
is Immobilized. Limited 8, AoE 3, Power 4. When you cast this spell you may
make it almighty. If you do, all structures of tier 2 or lower and
Tier 2 all objects within the target area are pushed away from the
Limited 5, AoE 1, Power 2. When you cast this spell, you may target location. Rigid structures which are effected are
make the effect absolute. If you do so, your target may not be deformed so as to be pushed outside of the effected area.
moved from their current location by any force (e.g. gravity,
being pushed, being pulled). Your target may move their body Sleep
(including rotating in place) as long as their center of mass Tier 1
does not change location.
Limited 3, Sustained, Subtle. Target a character. Your target
Tier 3 becomes Unconscious. Your target does not have the
Limited 8, AoE 3, Power 4. Ask a Task you may make the Unconscious status removed due to the passage of time.
effect of this spell start or stop being absolute. Tier 2
Shatter Limited 5, AoE 1, Power 2. When you cast this spell you may
choose a dream for each target. This dream must be a
Tier 1 sequence of events that you can picture which are up to 1 hour
Limited 3, AoE 1, Penetration 1, Blasting. Target a point in in duration. While Unconscious due to this spell, your target
space. Terrain within the effected area is torn apart and will experience the dream, with a seamless transition out of
structures within the effected area are damaged if this spell’s and back into reality. If your target remains Unconscious
Penetration is sufficient. Characters and items are unaffected longer than the duration of the dream, they will have no
by this spell. memory from that point on until they awaken.
Tier 2 Anyone analyzing a dream at a later date (including your
Limited 5, AoE 3, Power 2, Penetration 2. target if they become suspicious) may make an opposed
Craftsmanship check against you. On a success, they discover
Tier 3 that the dream is a false memory.
Limited 8, AoE 5, Power 4. When you cast this spell, you may Tier 3
choose to remove AoE from the attack. If you do so, your Limited 8, AoE 3, Power 4. When you make a dream you may
attack gains Penetration 3. choose to make the dream automatic. An automatic dream
Shadow draws upon the target’s own imagination. Because of this, an
automatic dream may last for the entirety of the spell’s
Tier 1 duration but you cannot know or influence what events occur
Limited 3, Sustained, Subtle. Target a character. Your target in the automatic dream.
character is unable to visually perceive by any means and they
When an automatic dream is investigated, the investigating
are unable to produce light. Your target’s appears as a flat black
character must make an opposed Craftsmanship check against
silhouette when viewed by others. All items on your target’s
the target character rather than you.
person are similarly effected by this spell.
Tier 2 Slice
Limited 5, AoE 1, Power 2. When you cast this spell you may Tier 1
provide the target area with either a Partial Obstruction or a Limited 3. Target a point in space within LoS. Draw a line up
Total Obstruction to visual perception. to 1m in length which intersects that point. Then extend the
line up to 1m in any direction to form a plane. Any structures
Tier 3
of tier 1 or lower are cut by this plane.
Limited 8, AoE 3, Power 4. When you cast this spell you may
choose to allow your target to produce light or to receive light Tier 2
while under the effects of this spell. Limited 5. The line drawn for this spell may be up to 3m in
length and then extend up to 3m. The resulting plane cuts
Shove structures up to tier 2.
Tier 1
Tier 3
Limited 3. Target a character. Your target character is moved in
Limited 8. The line drawn for this spell may be up to 5m in
a direction of your choice by up to 5m.
length and then extend up to 5m. The resulting plane cuts
Tier 2 structures up to tier 3.
Limited 5, AoE 1, Power 2. The maximum distance you can
choose for this spell is 10m. When you move the target

41
Storm Tier 2
Tier 1 Limited 5. This wall may be up to 10m wide and up to 10m
high. This wall is a tier 2 structure. This wall may have fine
Limited 5, AoE 1. Target a character. Your target receives a
details and it may include holes. These holes may not cause
Wound.
this wall to be separated into multiple pieces.
Tier 2 Tier 3
Limited 8, AoE 3, Power 2. When you cast this spell, you may
Limited 8. This wall may be up to 30m wide and 30m high.
make it Sustained. If you do so, when a character enters the
This wall is a tier 3 structure. This wall may duplicate the look
effected area you must make a Followup attack against them
of the surface it was expanded from, allowing you to make the
for this spell. On a success, the target character receives a
wall appear as an extension of the existing surface. A character
Wound.
may inspect this wall to determine if it is not a part of the
Tier 3 existing surface. To do so they must make an opposed
Limited 10, AoE 5, Power 4. When you cast this spell, you may Craftsmanship check against you. On a success, they notice
provide it with Penetration 2 and Blasting. that the wall is not a normal part of the surface it was expanded
from.
Truth
Warding
Tier 1
Limited 3, Sustained, Subtle. Target a character. You are aware
Tier 1
of when your target character lies (i.e. stating a fact or opinion Limited 3, Sustained. Target a character. Your target character
which they do not believe to be correct). gains Warding 2.

Tier 2 Tier 2
Limited 5, AoE 1, Power 2. Your target gains Warding 4. Your
Limited 5, AoE 1, Power 2. When you cast this spell, you may target may attempt to Resist Magic against a spell, form, or
make it absolute. When your target begins to lie, their method heresy even if they have used Resist Magic against that effect
of speaking immediately halts and it refuses to function until previously. If your target fails an attack when trying again this
they start to say something which is not a lie. way, this spell stops effecting your target.
Tier 3 Tier 3
Limited 8, AoE 3, Power 4. When you ask your target a Limited 8, AoE 3, Power 4. Your target gains Warding 6. When
question, as an Action you may attempt to force the truth out you cast this spell, you may imbue it with anti-magic. Your
of them. Make a Followup attack for this spell against your target gains Accuracy on defense checks against attacks which
target. On a success, your target must answer your question target Warding. Additionally, your target may not choose to fail
and they must answer it truthfully. defense checks against attacks which target Warding.
Terrify
Tier 1
Limited 3, Sustained. Target a character. Your target character
becomes Terrified.
Tier 2
Limited 5, Power 2, AoE 1, Subtle.
Tier 3
Limited 8, Power 4, AoE 3. When you cast this spell you may
cast it as a nightmare. If you do so, your target is never
considered to have successfully left the area they became
Terrified in.

Wall
Tier 1
Limited 3, Sustained. Target a point in space. You create a wall
up to 1m thick, up to 3m wide, up to 3m high, and with a base
centered on your target point. This wall is a tier 1 structure, it
is opaque, it weighs 150kg, and it is without fine features or
holes. When this wall is created it is affixed to the surface at
the target point (if any surface is present).

42
Summoning Heresy
Countless beasts, monsters, and oddities were thrown onto Heresies are spells Warlocks manifest with the dark powers
Earth when the rifts opened. Since then, some mages have they call upon. You may cast a heresy whenever you would be
learned how to reach out into the Arcana to forcibly draw over able to cast a spell of your choice (such as part of the Cast
more of these creatures. These Outlanders are unique from Action).
their Terran cousins as an Outlander bound to our world by
the will and mana of a mage. This binding forces the Outlander Corruption
to follow the commands of their summoner. When you cast a heresy you must make a Savvy Check with a
threshold equal to the Thrall of the heresy. If you fail this
Summoning and Returning check, you gain Corruption equal to the difference between the
By spending 1 hour in a practiced ritual, you can summon an result of your check and the check’s threshold. For example, if
Outlander you know from the Arcana to a location next to you. the result of your check was 8 and the Thrall of the heresy was
If there is no space for the Outlander to appear, the ritual fails. 12, you would gain 4 Corruption.
As a Task, you may return an Outlander you’ve sumoned to the If at the start of Downtime your character’s total Corruption is
Arcana. If you die while you have an Outlander summoned, greater than or equal to 50, your character loses control over
the Outlander immediately returns to the Arcana. their dark magic and they become a Forsaken.
Outlanders Forsaken
Outlanders represent a wide variety of beings, from horrific Forsaken are mages who have been consumed by dark magic
monsters to fabled creatures. Some Outlanders come from and now act according to its will. When your character
ancient legend (e.g. pegasi, oni, kelpie) and it is unknown if becomes a Forsaken you must make a new character as if your
they have visited our world in the past or if they simply take a current one had died. Your GM gains control of the Forsaken
form we are familiar with. and they may use them later on in the campaign if they so wish.
What a Forsaken will do next depends on the goals they had in
Commanding Outlanders life, but any further interactions with the character are
Outlanders are Companions. They act on your Combat Turn guaranteed to be unpleasant.
and they must follow your orders. Outlanders you have
summoned are able to communicate with you telepathically at List of Heresies
any distance, including sharing with you what they see and
hear. Dark Herald
Thrall 14, Sustained. You summon an Outlander from an
Outlander Injury unknown outer plane to serve you as a Companion. If this
Outlanders can be injured like any character. However, Companion would return to the Astral Plane, this heresy ends
Outlanders are made of mana rather than flesh and blood. and the Companion instead returns to its plane. This
Because of this, Outlanders may only be healed by magical Companion has the Traits Outlander, Horrific, and three of
means. your choice. They also gain one of the following Traits:
If an Outlander would become Downed, they instead Parasitic: This Outlander may cast and sustain the spell
immediately return to the Arcana. During Downtime, your Possession at tier 1. This spell is not Limited when cast this
Outlander may return to the Arcana to heal, losing their way and attacks this Outlander makes for this spell this way
Wounds. gain Power 6 and Proficiency 6. This Outlander may only cast
this spell if they are within 1m of their target. While this
Outlander Sentience
Outlander is sustaining this spell they enter their targets body,
Outlanders are often puckish and they are inconsistent in their vanishing for the duration of the spell. When this Outlander
level of intelligence. They are able to understand and perform stops sustaining this spell they violently reappear next to their
commands as drones are able to, but Outlanders can also target, causing the target to gain a Wound.
interpret more complex commands and make judgment calls
when faced with ambiguity. Some Outlanders are even capable Pestilent: Any characters which start their Combat Turn
of speech. From such creatures we have learned that within 10m of this Outlander become Impaired and Slowed
Outlanders can possess intelligence equal to or beyond that of until they end a Combat Turn outside of the effected area.
our own, and many could be seen as sapient. Wrathful: Whenever this Outlander deals a Wound to another
character, this Outlander may remove one of its own Wounds
Warlocks or gain Accuracy on the next check it makes within 1 minute.
In this world of magic there are mages who have toyed with
powers best left alone. These dark magics eat at the mind,
eventually driving such mages to become Forsaken. Even with
these risks, there are still mages who seek to use dark magic
while keeping their sanity. These Warlocks ride a razor’s edge
between unthinkable power and never ending servitude.

43
Freeze Time Raise Dead
Thrall 14, Sustained. Time is frozen while this heresy persists. Thrall 14, Sustained. Target a body you are touching. The
Characters who are sustaining an instance of this heresy take target body becomes reanimated as a revenant, serving you as
their Combat Turns as if time were not frozen. All other a Companion. Any missing portions of the target body are
characters have their Combat Turn skipped. You may move replaced with mana. The revenant retains any Skills and
objects but they remain suspended in air when you stop abilities they had in life, but they do not have the Knowledge
interacting with them. Any forces you apply to objects are or personality they had in life. Your GM will provide you with
applied after time resumes. For example; If you were to hit a the Traits this Companion has to represent their abilities.
baseball with a bat, the ball would move as you push it with the
bat, then it would stay in place until time resumes, at which Reincarnation
point it would be sent flying. Thrall 14. Target an item you are touching. This item must be
You automatically succeed at Grappling against frozen a valid target for enchanting. This item becomes your anchor.
characters. You gain Accuracy on all attack checks against Any other anchors you have are destroyed. If the target item
frozen characters. Attacks you make at range do not resolve is damaged such that it would stop being enchanted, it stops
until time resumes, at which point all suspended attacks being your anchor.
resolve simultaneously. Upon your death, you return to life as a new body grows at a
This heresy persists for 1/2/3 Combat Rounds when your point within 1m and LoS of your anchor. If there is no valid
Corruption is 0/20/40. If a character would have their Combat space for your new body, your body fails to reform. Your new
Turn skipped due to this heresy, and if they know this heresy, body is physically identical to your old one (including your
they may cast this heresy as a Reaction. You may not cast this memories and Corruption), but new body does not retain any
heresy while you are sustaining an instance of this heresy or if Wounds or other temporary effects from your previous body.
you were sustaining this heresy on the previous Combat Any modifications made to your body (such as tattoos and
Round. augments) are rebuilt as part of this body. Once this process
completes, your anchor is destroyed.
Portal Reset
Thrall 14, Sustained. When you cast this heresy, choose a point
you are touching and a point you have previously touched. For Thrall 18. Choose a point in time up to 24 hours in the past.
each point you must also choose a direction. A portal opens at Time rewinds to that point and existence returns to as it was at
each of the chosen points. Both portals have an equal radius that point in time. All Warlocks who know this herasy retain
of up to 1m. their memories of the erased time. Corruption is not effected
by this heresy and all characters retain their Corruption
If any living thing or any object passes into one portal, it through the casting of this heresy (including Corruption you
comes out the other portal with its relative direction and gain from casting it) as if time had not been altered.
velocity preserved. Objects leave a portal from the side
opposite to the one they entered from on the other portal. Resurrection
Gasses and liquids do not pass through the portals unless they Thrall 16. Target a body you are touching. The target
are entirely enclosed in a container. If a portal would open into individual returns to life, losing any Wounds they had (and the
a space which is obstructed by solid matter, the portals fail to associated damage to their body) and any other temporary
open and this heresy ends. effects (such as Agents). While this heresy can knit bodies back
When you stop sustaining this heresy, the portals remain in together, even causing nearby removed portions to return, you
their current location for 1 minute. If any matter is spanning may not use this heresy on a body which is missing its heart.
the portals when they close, that matter is separated along the Any unnatached portions of a body which are replaced by this
threshold of the portals. heresy wither and vanish.

Pocket Dimension Teleport


Thrall 12, Sustained. While you sustain this heresy, as a Task Thrall 14. Target choose a point in space you have been to
you may open a small immovable portal to a pocket before or a point in space you have LoS to. You instantly travel
dimension. This portal can have a radius up to 30cm. Anything to that location. You bring with you any items you are carrying
you place into this portal disappears into an inky blackness. By and up to one character you are touching (and any items on this
placing your hand into the portal and concentrating on any character). Objects which are larger than yourself are not
thing you have placed into the pocket dimension, it will fly brought with you. If your target location does not have room to
into your hand, allowing you to retrieve it. Anything (aside fit you and your accouterments upon your arrival, you do not
from your hand) placed in the pocket dimension is frozen in travel to that location.
time until removed. The pocket dimension you access with
this heresy is unique to you and it is shared between all portals
you make with this heresy.

44
Wild Magic
Some mages just wing it. Some abilities from the Wild Magic
Talents will ask you to make a roll on the Wild Magic Table
below. To do so, roll a d20, add your Tilt (see below) to the
result, and apply the associated entry in the Wild Magic Table.
Tilt
Rolls on the Wild Magic Table will occasionally provide you
with Tilt. Tilt represents a buildup of untapped mana which
threatens to manifest into its own effect. When you begin
Downtime, your Tilt returns to 0.
Input Target
When an ability asks you to roll on the Wild Magic Table, it
will provide you with an Input Target. If the Input Target is a
character/object and a point in space is required for the random
spell, target the center of mass for the given character/object.
When casting a random spell against the Input Target, if the
Input Target would be an invalid target, the spell is not cast.

Wild Magic Table


Result Effect
1 Gain 1 Tilt.
Cast a random spell with the Input Target as the
15
spell’s target.
20 Cast a random spell with yourself as the target.

30 Roll twice on the Wild Magic Table.

Random Spells
Whenever you are asked by the Wild Magic Table to cast a
random spell, roll a d20 and divide the result by 2. The spell
you must cast is the associated entry on your Random Spell
Table. You may cast this spell even if you do not know it, you
may cast this spell even if you have no remaining uses of it,
and casting this spell this way does not consume uses of it.
When you gain the Talent Wild Magic 1, you must create a
Random Spell Table. Additionally, whenever you begin a
Downtime you must clear your Random Spell Table and create
a new one.
Creating a Random Spell Table
To create a Random Spell Table, roll a d20. Step down the
listed spells in the List of Spells a number of times equal to the
result of your roll starting at the Break Spell. If you need to
step down the list of spells and you are at the last listed spell,
step to the first listed spell. For example; a result of 3 starting
at Wall would bring you to Aquatic. Add the spell you’ve
arrived at to your Random Spell Table. Then, starting at the
spell you just added, repeat this process until your Random
Spell Table has 10 entries.

45
The Network
may use this switch/button to turn a device on/off. As an
Action devices may be Remotely Commanded to turn off.
Vehicles have controls to turn them on/off in their interior
The internet has expanded to bring websites, electronics, and rather than on their exterior. While drones can be turned on
even augmented people into one interconnected system known using a button/switch on their exterior, drones cannot be turned
as The Network. The Network is available around the world, off this way. Augment Clusters cannot be turned off by any
housing all post-storm data and some recovered pre-storm means.
data.
Remote Commands
Devices A Remote Command is when one device tells another device
All complex electronics such as refrigerators, vehicles, what to do. For example; you can tap an icon on your phone (a
phones, drones, and firearms are devices. A device can form Manual Command) to have the phone tell your car (a Remote
Connections (see below) and be targeted by scripts. Command) to drive to your location.
Trusted Devices
Connections A device will only accept a remote Remote Command if the
Connections represent how devices communicate to one issuing device is a member of the receiving device’s Trusted
another. There are two types of Connections; Wireless Devices list.
Connections and Direct Connections.
When a device is created, its list of Trusted Devices only
Wireless Connections includes itself. A Trusted Device may request a list of all other
All devices have a Wireless Connection to The Network. Trusted Devices. The returned data is an array of hashes (one
Additionally, all devices with a Wireless Connection to The static hash per device) so observing this data will only tell you
Network have a Wireless Connection to other all other if the list has been modified since you last observed it.
devices which have a Wireless Connection to The Network.
A Trusted Devices list can be modified through voting. While
Taking advantage of this constant connectivity, devices host
a vote is ongoing, all Trusted Devices will be continuously
most of their operating system on cloud servers. Because of
notified about the status of the vote.
this, while a device does not have a Wireless Connection to
The Network, that device cannot receive Commands (see A Trusted Device may vote to add a device to the list of
below). Trusted Devices. For the next 24 hours, any Trusted Device
may vote against the addition to end the process. After the 24
Direct Connections hours have elapsed, the nominated device will be added to the
When two devices have LoS to each other, they have a Direct list of Trusted Devices.
Connection with each other. As this connection is not
moderated by The Network, Direct Connections are used to A Trusted Device may vote to remove any other member of
inject scripts. the list of Trusted Devices. For the next 24 hours any Trusted
Device, aside from the nominated device, may vote against the
Direct Connections are not obstructed by; people (even the removal to end the process. After the 24 hours have elapsed,
augmented sort), armor, clothing, vehicles, drones, glass, and the nominated device will be removed from the list of Trusted
tier 0 structures. Devices. A device cannot be nominated to be removed from its
own list of Trusted Devices.
Commanding Devices
Whenever you use a device, you are considered to be Hardwired Protocols
Commanding that device. There are two types of Some devices have rules embedded into them which they are
Commands; Manual Commands and Remote Commands. unable to break, even when commanded to do so. These rules
are known as Hardwired Protocols. Some notable examples
Manual Commands of Hardwired Protocols are; explosives will not detonate until
A Manual Command is operating a device through physical they are manually armed and firearms will not fire while
interaction, such as pulling a gun's trigger or tapping buttons holstered.
on a phone. Manual Commands also include commanding a
device verbally and other forms of gesture based input. Autonomous Devices in Combat
During combat devices which act on their own (e.g. a door
If a device is locked to prevent it from receiving Manual
opening or a vehicle moving), will act during a character’s
Commands (e.g. a phone screen lock), forcibly accessing the
Combat Turn rather than having their own Combat Turn. A
device is treated as picking a lock and the device can have an
device will act on the Combat Turn of the first character who
Alarm.
gives them a Command in a Combat Round.
Turning a Device Off When a device acts, it executes on any outstanding Commands
All devices have a switch or button on their exterior which it has. If any Commands conflict, the most recent Command is
allows them to be turned on or off. While a device is off it is given priority.
non-functional. As an Action and a Manual Command you

46
Damaging Devices its PAN.
A physical attack against a device with Penetration 0 instantly ▪ Command a device to accept an invitation to join a
PAN. When the device does so, it leaves its current
fails. If a physical attack against a device succeeds, the device
PAN.
is Broken. A Broken device cannot be operated and it cannot
act on its own accord. ▪ Command a device to leave its current PAN. When a
device does so, it forms a new PAN which it is the
You may spend 1 charge from a Repair Kit to repair a Broken sole member of.
device. Make an (X, 1, 1 minute) Electronics check with X If any two devices in a PAN do not have a Direct Connection
being (8 + the Level of the target device / 2). On a success, the to each other, the PAN is sub-divided into new PANs until all
target device is no longer Broken. devices have Direct Connections to all members of their PAN.
Damaging Drones & Vehicles While viewing two devices in AR, you can determine if they
Drones and vehicles are both more durable than normal belong to the same PAN.
devices. When an attack succeeds against a drone/vehicle, the As a Task, you may Command a device to subscribe its PAN
device is not Broken and it instead receives a Wound. When a to a Firewall Key. All other PANs stop being subscribed to the
drone/vehicle receives a Wound, it must make a Wound Resist target Firewall Key. While a PAN is subscribed to a Firewall
Check. On a failure, the device is Broken instead of becoming Key, all members of the PAN gain the Firewall Key’s Firewall
Downed. value.
Drones and vehicles are also repaired differently from other
devices. To repair a drone/vehicle, spend a charge from a Augments
Repair Kit and make an (X, 1, 1 hour) Electronics check for Cybernetic implants and prosthetics are commonplace as they
which X is (8 + 2 * Wounds on this device). When all Wounds are affordable even with lower end medical insurance.
are removed from a Broken drone/vehicle, the device is no Augments, on the other hand, are military grade body
longer Broken. enhancements which provide superhuman abilities. Initially
built for corporate operatives, augments have started to
Devices Underwater
circulate on black markets as high demand compensates for the
Submerging a device into water is unlikely to damage it. difficulty of acquiring the hardware.
However, some functionality may not be available underwater.
For example; a flying drone cannot fly and a flamethrower Augment Clusters
cannot fire effectively. The firing mechanisms in guns are often
Rather than have a standalone processor in each augment, your
self enclosed, allowing them to be fired underwater. However,
augments all belong to a single Augment Cluster which
these attacks have a limited range.
allows them to share processing power. Because of this shared
computing, each augment is not itself a device. Instead, when
Augmented Reality you gain your first augment a separate device is also installed
By viewing the world through devices like phone cameras, which is your Augment Cluster. This Augment Cluster is
specially made glasses, or augmented eyes, a person can often located at the base of the neck or another central location
experience augmented reality (AR). In AR you see the world in the upper torso.
normally with an additional layer of information provided by
The Network. For example, AR can be; advertisements on the Commands
sides of buildings, lines on the sidewalk guiding you home, or When you activate/deactivate your augments, use an
an overlay of social media accounts for the person you're augment’s ability, or put an augment into Overdrive, doing so
talking to. is a Manual Command to your Augment cluster. While your
Augment Cluster is unable to receive Commands, you may not
When you view a device in AR, it will display its model (e.g.
activate/deactivate your augments, use your augment’s
if it is a phone, gun, or drone) in order to encourage you to
abilities, or put your augments into Overdrive. However, you
purchase another like it. This information display cannot be
may take an augment out of Overdrive while your Augment
disabled.
Cluster is unable to receive Commands.
Technically speaking, a device broadcasts its signal in AR over
Being unable to provide your Augment Cluster with
beams of light and radio waves, making the specific source of
Commands does not prevent you from otherwise using your
the signal hard to establish. For simplicity, the entirety of a
augments or benefiting from them. For example; While your
device is considered to be emitting its signal over AR.
Augment Cluster does not have a Connection to The Network
you may not put your Leg Replacements into Overdrive, but
PANs you may still use them to walk and you still gain their increase
It is difficult for the average inbuilt computer to effectively to your ground movement speed.
defend against digital attacks. To compensate for this, devices
are combined into Personal Area Networks (PANs). All Activation
devices begin in a PAN which they are the sole member of. Some augments will reference being active. As a Task, you
may make one of your augments start or stop being active.
As a Task, you may do any one of the following;
▪ Command a device to invite another device to join

47
Overdrive Tier 3
With the right know how, augments can be pushed past their When you perform an Athletics or Gymnastics check which
limits by a process known as Overdrive. You may place an this augment provides you Accuracy for, the lowest possible
augment into Overdrive as a Task and the augment remains in result of your d20 roll is a 10.
Overdrive until the Overdrive’s end condition is met.
Overdrive: Limited 8. This Overdrive instead provides Power
Placing an augment into Overdrive is dangerous, putting +8. The knockback from this Overdrive may be up to 5m.
immense strain on the augment. Because of this, Overdrives When a character is knocked back by this Overdrive you may
are Limited. However, you may use a Repair Kit to repair have your target travel at high-velocity. If you do so, your
damage from Overdrive. To do so, target an augment, spend a target crashes through structures up to tier 1 while they are
charge from a Repair Kit, and make an Electronics check with moving due to this Overdrive’s knockback.
a threshold of (16 – the Limited value of the augment). On a
success, the target augment’s Overdrive regains 2 uses. Armor
Tier 1
List of Augments You gain Toughness 2 and Warding 2.
Airborne Overdrive: Limited 3. The Toughness and Warding provided
Tier 1 by this augment is doubled. This Overdrive ends at the start of
You gain a flying speed of 10m. your next Combat Turn.

Overdrive: Limited 3. The flying speed provided by this Tier 2


augment is doubled until the start of your next Combat Turn. When you gain this tier of this augment, you may increase the
Toughness or Warding provided by this augment by 2. You
Tier 2 may change this selection during Downtime. You also gain
You instead gain a flying speed of 15m. Your Encumbrance access to the Reaction below.
Threshold is doubled while flying.
Intervention Protocol (Reaction: An attack is declared
Overdrive: Limited 5. If this Overdrive would end at the start against a character within 1m of you) This augment interposes
of your Combat Turn, and if on your last Combat Turn you your body between your target character and the triggering
performed the Sprint Action, this Overdrive instead ends at the attack. For the triggering attack, you are considered to be a
start of your next Combat Turn. Meat Shield for the target character.
Tier 3 Overdrive: Limited 5. You may activate this Overdrive as a
You instead gain a flying speed of 20m. If you are flying and Reaction to being declared as a target of an attack.
you are attacked by a character who is also flying, you gain
Accuracy on your defense check.
Tier 3
When you gain this tier of this augment, you may increase the
Overdrive: Limited 8. When you activate this Overdrive you Toughness or Warding provided by this augment by 2. You
may begin moving as a vehicle with Aircraft traversal. You may change this selection during Downtime.
may end this Overdrive as an Action.
As an Action you may make your body start or stop being
Arm Replacements unbreakable. While you are unbreakable you are Paralyzed.
Additionally, while you are unbreakable any attacks against
Tier 1
you which target Toughness and which do not have a
You gain Accuracy when performing Athletics and Penetration of at least 2 automatically fail.
Gymnastics checks involving your arms (e.g. lifting objects or
Grappling). This does not apply if you are involving your arms Overdrive: Limited 8. If you activate this Overdrive while
in actions which do not require them, such as Gymnastics unbreakable, this Overdrive lasts until you stop being
checks for Wounds from falling. unbreakable. You are not Wounded or killed by falling while
you are unbreakable and this augment is in Overdrive.
Overdrive: Limited 3. The next Melee attack you perform this
Combat Turn gains Power +4. Auto Injector
Tier 2 Tier 1
Your Encumbrance Threshold is doubled and you cannot be As a Task you may load a dose of an Agent into this augment
Slowed by encumbrance. or remove a loaded dose from this augment. This augment may
have one dose loaded at a time. You may load this augment as
Overdrive: Limited 5. This Overdrive instead provides Power
a Hidden Action. As a Task you may activate this augment to
+6. If you succeed on an attack which benefited from this
apply any number of loaded doses to yourself. Applied doses
Overdrive, you may launch your target away from you up to a
are consumed.
distance of 3m.
Overdrive: Limited 3. You may activate this Overdrive as a
Reaction when performing an Agent Resist check to gain
Accuracy on that check.

48
Tier 2 Spells and forms which attempt to provide you with fabricated
You may load a second dose into this Augment. You may visual information are considered to be targeting a device. For
activate this augment as a Reaction in response to a significant example; this would apply to the Invisibility and Illusion
physiological change to your body (e.g. “I've gained a Wound” spells.
or “I've fallen unconscious”). Overdrive: Limited 3. You gain Accuracy on opposed
Overdrive: Limited 5. You may activate this Overdrive as an Craftsmanship, Dexterity, and Investigation checks when you
Action. If you do so, make a Wound Resist check. On a are not the initiator of the check. This Overdrive lasts for 1
success, you lose one Wound. Failing this check does not cause minute.
you to become Downed. Tier 2
Tier 3 You cannot be blinded by bright lights (such as Flashlights and
You may load a third dose into this augment. An onboard AI Flash Packs) and you cannot be disoriented by loud noises
monitors your vitals and can trigger this augment at its (such as a Sonic Cannon or a Stun Grenade).
discretion. Due to this, you can activate this augment at any As a Task, you may start or stop benefiting from one of the
time, even when you would normally be unable to act. following senses; Echolocation, Thermal Vision, or Night
Overdrive: Limited 8. When you would become Downed, you Vision.
may activate this Overdrive as a Reaction. You do not become Overdrive: Limited 5. While this Overdrive is active you gain
Downed and instead you will become Downed at the end of x-ray vision, allowing you to see through structures which are
your next Combat Turn. up to tier 1. The combined depth of structures you can see
through cannot exceed 30cm (usually allowing you to see
Aquatic through one wall at a time). You also see through the soft tissue
Tier 1 and clothing of people around you, allowing you to see their
You gain a swim speed of 10m. You are able to breathe skelature, augmentations, and any devices they are carrying.
underwater. Tier 3
Overdrive: Limited 3. The swim speed provided by this When you are attacking a target you don’t have LoS to, if there
augment is doubled until the start of your next Combat Turn. is a device providing you with a video feed of the target, your
attack is not considered a Blind Attack.
Tier 2
You instead gain a swim speed of 15m. While you are Overdrive: Limited 8. X-ray vision allows you to see through
submerged in water you may create oxygen through rapid up to tier 2 structures.
electrolysis. This oxygen is created at a rate capable of
allowing one person to breathe and this oxygen may be Grappling Hook
provided to another person through hosing up to a distance of Tier 1
1m. As an Action, you may launch an inbuilt grappling hook to a
Overdrive: Limited 5. If this Overdrive would end at the start surface up to 10m away, affixing the hook to the target surface.
of your Combat Turn, and if on your last Combat Turn you Alternatively, you may embed the hook in structures which are
performed the Sprint Action, this Overdrive instead ends at the tier 1 or 2. As a Task, you may reel your hook in, pulling you
start of your next Combat Turn. to the hook. If you are encumbered, if the surface you are
attached to is unable to support you, or if your hook is removed
Tier 3 from the surface it is attached to, your hook instantly reels back
You instead gain a swim speed of 20m. You are able to breathe into you and you are not moved.
while submerged in any liquid. Dangerous liquids (acid, Overdrive: Limited 3. This augment's usable distance is
mercury, etc.) are filtered, preventing you from being harmed doubled. This Overdrive lasts until the start of the next Combat
by their inhalation. This filtration also prevents Agents from Round.
being applied to you through the consumption of liquids. You
may start or stop this filtering as a Task. Tier 2
Overdrive: Limited 8. When you activate this Overdrive, you This augment may be used on targets up to 15m away. As an
may start moving as a vehicle with Watercraft and Submersible Action, you may attempt to pull a character within this
traversal. While you are moving as a vehicle, this Overdrive augment’s range who you have LoS to. If you do so, you must
lasts until you end it as an Action. make an opposed Gymnastics check against your target. On a
success, your target is pulled to be adjacent to you. On a
Cranial Cybernetics failure, your hook fails to connect and it retracts back to you.
You may not target a character with this ability if you would
Tier 1 not be able to Grapple that character
As a Task, you may start or stop viewing AR. Devices can send
you audio and/or visual data which you can then experience as Overdrive: Limited 5. When you pull a character with this
if you were hearing or seeing the transferred data yourself. You augment, you may immediately attempt to Grapple them as a
are able to record your sensory input and send this data to other Task.
devices.

49
Tier 3 As an Action, you may use this augment to inject a character
This augment may be used on targets up to 20m away. When you are touching. To do so, make a Dexterity check opposed
you attempt to pull, you may do so as a lasso. If you do so, by an Investigation check from your target. On a success, the
your attack to pull gains AoE 1. doses loaded into this augment are applied to your target and
your target does not notice the injection. On a failure, your
Overdrive: Limited 8. When you place this augment into target notices your attempted injection. Your use of this
Overdrive, you may electrify the cable. While the cable is augment is a Hidden Action.
electrified, any characters pulled by this augment gain Dazed
+6 and Knockout +6. If you wish to use this augment against a character who is
aware of you or who has Chemically Sealed armor, you must
Hidden Compartment perform an unarmed attack against your target. This attack
gains Harmless and on a success the target is injected with this
Tier 1 augment’s loaded doses.
A compartment is installed inside one of your arms. This
compartment is capable of housing an object roughly the size Whenever you successfully inject a target with this augment all
of a pistol. Empty spaces within this augment are filled with applied doses are consumed. Whenever you fail to inject a
inflated balloons when the compartment is closed, preventing target with this augment no doses are consumed.
the movement of enclosed objects from causing noise. Overdrive: Limited 3. As an Action, you may use this
While a compartment from this augment is closed, it is Overdrive to launch a needle at a target you have LoS to. Make
Concealable. You gain Proficiency 2 on any Dexterity checks a ranged attack against your target with Proficiency 2, Range
you make for concealing compartments from this augment. (5, 10), and Harmless. On a success, this augment injects your
target. This augment’s loaded doses are consumed regardless
Overdrive: Limited 3. While this Overdrive is active, any of if your attack succeeds or fails.
items placed into containers provided by this augment may be
compressed to fit within their container, allowing containers to Tier 2
fit up to double their normal volume. This benefit does not You may load a second dose into this augment. You gain
apply to rigid items which cannot be easily compressed. You Accuracy on Dexterity checks and attack checks you make for
may end this Overdrive as a Task. This Overdrive immediately this augment.
ends if any compartment doors are opened. When this
Overdrive ends, any compartments which are beyond their Overdrive: Limited 5. Attacks made for this Overdrive gain
normal capacity disgorge their contents. Proficiency 4, Range (10, 20), and Power 2.

Tier 2 Tier 3
This augment provides you with a compartment in one of your You may load a third dose into this augment. When you
legs with the same dimensions as the compartment provided perform an unarmed attack for this augment you may provide
by tier 1 of this augment. You gain Proficiency 4 on any the attack with AoE 1. After resolving an AoE attack for this
Dexterity checks you make for concealing compartments augment, all loaded doses are consumed if at least one of your
provided by this augment. Indirect attacks were successful.

Overdrive: Limited 5. You gain Accuracy on Dexterity checks Overdrive: Limited 8. Attacks made for this Overdrive gain
to hide compartments provided by this augment. Proficiency 6, Range (20, 40), and Power 4. Attacks made for
this Overdrive do not consume loaded doses.
Tier 3
This augment provides you with a compartment in your chest
which has double the volume of the compartment provided by
tier 1 of this augment. You gain Proficiency 6 on any Dexterity
checks you make for concealing compartments provided by
this augment.
Overdrive: Limited 8. When you activate this Overdrive, you
may choose to expand your body. If you do so, all containers
provided by this augment have double their capacity doubled.
Your body is increased in volume by 25%. This effect is not
normally noticeable but the change is obvious to any
individuals who have seen the normal proportions of your
body.

Hidden Injector
Tier 1
As a Task, you may load a dose of an Agent into this augment
or remove a loaded dose from this augment. This augment may
have one dose loaded. You may load this augment as a Hidden
Action.

50
Inbuilt Weapon Tier 3
Tier 1 You gain a ground movement speed of 25m and a Jump
Distance of 8m. When you land from a fall, the distance you’ve
When you gain this augment, you must also purchase a
fallen is considered to be half as much when determining
weapon. This weapon has Heat 0 before Mods are applied.
Wounds from falling.
Weapons purchased for this augment may only have Barrel and
Ammo Mods. Weapons purchased this way are installed into Overdrive: Limited 8. When you activate this Overdrive, you
your body. During Downtime you may replace the weapons may start moving as a vehicle with Groundcraft traversal.
you have purchased for this augment. While you are moving as a vehicle, this Overdrive lasts until
you end it as an Action.
While this augment is active, its weapons extend out of your
body and you may wield them. Wielding these weapons Oil Launcher
requires a number of your hands equal to that which would be
needed to wield the weapon normally. Tier 1
Limited 5. As an Action, you may choose a location you have
While this augment is inactive, its weapons slide nearly LoS to which is within 10m of you. This augment creates a
seamlessly into your body, providing them with Concealable. pool of oil with a radius up to 1m at the target location. When
You gain Proficiency 2 on Dexterity checks you make for a character enters the pool or begins moving while within the
hiding weapons provided by this augment. If a weapon used by pool, you must make a Savvy Check opposed by a Gymnastics
this augment already has Concealable, it instead becomes check from the target. You gain Proficiency 2 on checks you
undetectable while retracted. make for this augment. On a success, the target is made Prone.
Overdrive: Limited 3. While this augment is in Overdrive you On a failure, the target is not effected by the pool again until
gain Proficiency 4 on attacks you make with this augment’s the start of their next Combat Turn.
weapons. This Overdrive lasts until the start of the next Overdrive: Limited 3. As an Action, you may activate this
Combat Turn. Overdrive to perform a ranged attack against a character within
Tier 2 this augment’s range. On a success, the target becomes coated
in oil. As long as your target is coated, they are considered to
You may purchase a second weapon for this augment. You gain
be standing in a pool created by this augment. Your target may
Proficiency 4 on Dexterity checks you make for hiding
remove this effect as an Action.
weapons provided by this augment.
Overdrive: Limited 5. This Overdrive instead provides Tier 2
Proficiency 6. Limited 8. This augment’s range becomes 15m and the
maximum radius for pools becomes 3m. You gain Proficiency
Tier 3 4 on checks you make for this augment.
You may purchase a third weapon for this augment. You gain
As an Action, you may use this augment as a burst. If you do
Proficiency 6 on Dexterity checks you make for hiding
so, you are launched up to 5m into the air and a pool is created
weapons provided by this augment.
below you.
Overdrive: Limited 8. This Overdrive instead provides
Overdrive: Limited 5. When you perform an attack for this
Proficiency 8. You may wield weapons provided by this
augment’s Overdrive, you may provide the attack with AoE of
augment without occupying your hands.
a value up to the maximum radius of pools created by this
Leg Replacements augment.
Tier 1 Tier 3
You gain a ground movement speed of 15m and a Jump Limited 12. The range of this augment is 20m and the
Distance of 4m. maximum radius of pools is 5m. You gain Proficiency 6 on
checks you make for this augment. When this augment is used
Overdrive: Limited 3. The ground movement speed and Jump it also sprays a thin layer of a lipophobic agent to your body,
Distance provided by this augment are doubled until the start allowing you to ignore the effects of pools.
of your next Combat Turn.
Overdrive: Limited 8. When this augment enters Overdrive,
Tier 2 you may make the coatings it applies combustable. If you do
You gain a ground movement speed of 20m and a Jump so, coated targets who are exposed to a source of ignition (e.g.
Distance of 6m. You gain Accuracy on Gymnastics checks for heat, fire, electric sparks) lose their coating and they gain
avoiding Wounds from falling. Lethal +6.
Overdrive: Limited 5. If this Overdrive would end at the start
of your Combat Turn, and if on your last Combat Turn you
performed the Sprint Action, this Overdrive instead ends at the
start of your next Combat Turn.

51
Reticulating Manipulators troll’s horns. This augment cannot change your height by more
than 1m. If you have heard 1 minute of your target’s speech,
Tier 1 you may also modify your vocal cords to mimic their voice.
This augment provides you with an additional arm.
Overdrive: Limited 3. While in Overdrive, this augment can
Overdrive: Limited 3. You are able to reach up to 5m away deploy short range hologram projectors to allow you to mimic
with arms from this augment. This Overdrive ends at the start a person you would not normally be able to target with this
of the next Combat Round. augment. The portions of your body created by these
holograms are incorporeal. This Overdrive lasts for 1 minute.
Tier 2
This augment instead provides you with two additional arms. Tier 2
You may have an additional character Grappled. Applying this augment’s effect requires an Action instead of 1
Overdrive: Limited 5. When you activate this Overdrive, you minute. With the aid of AI extrapolation, you may mimic the
may do so with auto-targeting. If you do so, attacks made appearance and voice of a person you have seen a picture of.
with arms provided by this augment do not benefit from your Overdrive: Limited 5. Micro drones move about holograms
Talents. In exchange, these attacks do not apply temporary created by this augment to provide tactile response when the
hindrances applied to you (e.g. Impaired) and your arms have hologram is touched. These drones are unable to support
their own perception (e.g. allowing them to ignore you being significant weight (e.g. they cannot dampen a blow or support
Blinded). actual clothing). This Overdrive lasts for 30 minutes.
Tier 3 Tier 3
This augment instead provides you with four additional arms. Applying this augment’s effect requires a Task instead of an
The number of additional characters you may Grapple Action. You may mimic the physical features and voice of a
provided by this augment is increased to two. person if you have a sample of their DNA and know their
Overdrive: Limited 8. While this augment is in Overdrive, current age within 10 years. This is of course unable to predict
you may perform the Actions Strike and Cast as a Task. You artificial modifications to your target, such as augmentation or
may only perform one Action this way per Combat Round. the loss of limbs.
Attacks you make this way must be made solely using the arms Overdrive: Limited 8. While you are speaking to a person
provided by this augment. who’s reactions you can directly observe (e.g. while speaking
in person), this augment automatically adapts your disguise
Rocket Hand based on its perceived believably. When making a Deception
Tier 1 check for mimicry aided by this augment, the lowest possible
You are able to detach your hands and fly them freely up to 3m result of your d20 roll is 10. This Overdrive lasts for 1 hour.
away from you. You may spend 1 hour and 2 Repair Kit
charges to replace all hands lost while using this augment.
Stabilizers
Tier 1
Overdrive: Limited 3. The range of this augment is doubled.
This Overdrive lasts until the start of the next Combat Round. While this augment is active, you are Immobilized. While you
are Slowed or Immobilized by this augment you cannot be
Tier 2 forcefully moved and weapons you wield gain Rapid +1. This
The augment may be used up to 5m away. If you have a target Augment may only be activated while you are standing on a
Grappled with detached hands, as an Alternate Movement you structure of at least tier 1.
may move your target up to 10m in any direction. Overdrive: Limited 3. You may activate this augment while
Overdrive: Limited 5. When performing a Melee attack with standing on a tier 0 structure. This Overdrive lasts until the
detached hands you may apply full thrust. If you do so, the start of the next Combat Round.
attack gains Range (5, 30, 60). Once this attack completes, the
Tier 2
involved hands return to this augment’s maximum range.
This augment instead provides Rapid +2. You can activate this
Tier 3 augment while airborne. If you do, you are Slowed instead of
The augment may be used up to 8m away. You may move a Immobilized. While this augment is active, the speed at which
target with this augment as a Task rather than as an Alternate you fall is halved and you are not injured by falling.
Movement. You may only perform this Task once per Combat Overdrive: Limited 5. This Overdrive lasts for 10 minutes.
Round. While this augment is in Overdrive, you are Immobilized and
Overdrive: Limited 8. This augment has no maximum range. unable to be moved regardless of what you are standing on or
if you are midair.
Sculpting Wires
Tier 1
By spending 1 minute, you may change your physical features
to match a person you’ve seen in person. This augment cannot
add limbs, remove limbs, or create other extremities such as a

52
Tier 3 Drones
This augment instead provides Rapid +3. While this augment Drones are automata which can vary from bug-like machines
is active, any vehicle, structure, or terrain you are standing on to humanoid androids. Most drones are made for civilian use
is also frozen in place. This effect extends up to 10m from and they perform menial tasks. However, there are also
where you are standing and it may support up to 10,000kg. advanced drones made for military applications.
Overdrive: Limited 8. This Overdrive lasts for 1 hour. As a Commanding Drones
Task you may start or stop being untethered. While
Drones are commanded like any other Companion. Drones
untethered you are not Immobilized or Slowed by this
have intelligence similar to that of an animal but they also have
augment and you gain a flying movement speed equal to your
access to The Network for data retrieval. Drones are very
ground movement speed.
literal in their approach to directions given by controllers,
Toxin Sprayer which is similar to how Outlanders are bound by the explicit
word of their summoner.
Tier 1
As a Task you may load a dose of an Agent into this augment Drones in Combat
or remove a loaded dose from this augment. This augment may As Companions, drones act as characters during your Combat
have one dose loaded. You may load this augment as a Hidden Turn based on any broad set of orders you give them. Drones
Action. cannot become Downed, drones are able to receive Wounds,
and drones can be Broken.
As an Action, you may launch a grenade at a target location
you have LoS to which is within 10m of you. Choose if the Direct Control
loaded doses will be applied as a gas or a liquid. Characters
By sending a continuous stream of small commands to a
within 3m of the chosen area are put into Contact with the
device, you are able to make it act as an extension of your own
loaded doses through your chosen method and all loaded doses
body. This process is known as assuming Direct Control over
are consumed.
a device. This can be achieved with a Neural Net or with the
Overdrive: Limited 3. As an Action, you may use this CMD script.
Overdrive to begin applying a mist. Using this Overdrive
While you are Direct Controlling a device, you gain the
consumes all loaded doses. These doses are applied to all
following benefits:
characters within 3m of you as a gas and a liquid
simultaneously. ▪ The target device only requires a Wireless
Connection to be a member of the PAN of the device
Tier 2 used to Direct Control it.
The augment may be used up to 15m away and characters are ▪ The target device may not be otherwise commanded
effected up to a radius 5m from the target point. You may load (e.g. manually or remotely).
up to two doses into this augment. ◦ If another character attempts to assume Direct
Overdrive: Limited 5. The mist created by this Overdrive is Control over the target device, you must defend
applied to characters up to 5m away from you. Using this on behalf of the target device. If your opponent
Overdrive does not consume the loaded doses. succeeds on their attack, you stop Direct
Controlling the target device and your
Tier 3 opponent gains Direct Control over the target
The target point of this augment may be up to 20m away and device.
you may choose a radius of up to 8m. You may load up to three
▪ When the target device makes a Skill check, you
doses into this augment. must make the check on behalf of the target device
Overdrive: Limited 8. The mist created by this Overdrive is and you may use your rank in that Skill for the
applied to characters up to 8m away from you. This Overdrive check.
lasts for 1 minute, immediately ending if this Overdrive is used ▪ A drone you are Direct Controlling may benefit
again. The mist created by this augment follows you as you from your Talents and the drone is considered to be
move. “you” for triggering Talent abilities.
◦ Talents which modify your physical ability do
Controllers not apply. For example; the target device may
not perform astral perception even if you have
Drones are omnipresent in the sprawl and they are a vital part the Attuned Talent and the target device does not
of modern security. While drones are able to make simple benefit from your augments.
decisions, they ultimately need to be directed. Those who
organize and command drones are known as controllers. This Devices which are capable of acting independently may not
profession can vary from dictating the maintenance of an control themselves while they are being Direct Controlled. For
entire building to operating a portion of a facility’s automated example; a drone cannot act of its own accord.
security.

53
Hacking List of Scripts
The Network has seen a resurrection of online banking, data Clean
storage, and the integration of almost all electronics. At the
same time, this tempting target has attracted a new wave of Tier 1
cybercriminals. Modern day hackers leverage highly Target a device your tablet has a Direct Connection to. For
customized and powerful portal computers called tablets. each script running on the target device (aside from this script),
With a tablet, a hacker can run and operate the byzantine make a Followup attack against that script. On a success, the
scripts which are able to overcome cloud operated firewalls. target script immediately ends.

Tablets Tier 2
As cloud computing became ubiquitous, the only way for an AoE 1, Power 2. When you succeed on a Followup attack for
individual to overcome modern security is to have an even this script, you also gain the current geolocation of the device
more powerful device, a tablet. which was sustaining the target script.
Tier 3
Scripts AoE 3, Power 4. When you gain the geolocation of a device
A script is a highly complicated piece of software which is with this script, as a Reaction you may inject a script against
distributed on the dark net. Loading one onto your tablet that device using this tablet. Your tablet is considered to have
requires a Wireless Connection to The Network and a few a Direct Connection to the target device for this attack and this
picoseconds of download time. attack gains Followup and Indirect.
With the Hack Action, you may Manually Command a tablet
to inject a script against a target device. Injecting a script is a
CMD
ranged attacks and injection must be performed against a target Tier 1
device the tablet you are using has a Direct Connection to. Sustained. Target a device your tablet has a Direct Connection
Injecting scripts is effected by cover like other ranged attacks. to. You gain Direct Control over the target device at the start of
An attack with a script may not be a Penetration Attack or a the next Combat Round.
Blind Attack. You may Command a tablet to inject a script as
a Hidden Action. Tier 2
Power 2. Your tablet is considered to have a Direct Connection
Sustaining Scripts to a target device if the device you are Direct Controlling with
When you succeed on an attack with a Sustained script, the this script has a Direct Connection to the target device.
tablet you made the attack with begins sustaining that script. A
tablet can sustain one script at a time. A tablet may not begin Tier 3
sustaining a script if the number of script it would be Power 4. When you issue a Command to the target device, that
sustaining would exceed the number of scripts it can sustain. device ignores its Hardwired Protocols.
You may Command a tablet to stop sustaining a script as a
Task. Your tablet stops sustaining all scripts if it is Broken. If Flag
at the start of your tablet’s Combat Turn it is sustaining more Tier 1
scripts than it is able to sustain, it immediately stops sustaining Aliased, Sustained. Target a device your tablet has a Direct
scripts of your choice until it is not sustaining more scripts than Connection to. When you inject this script, choose a number of
it is able to sustain. beneficiary devices your tablet has a Connection to. You may
Sustained scripts provide their effect to their targets until they also choose to make your tablet a beneficiary. The target
stop being sustained. While your tablet does not have a device and any character carrying the target device are
Connection to a target device, all scripts your tablet is highlighted when viewed in AR by a beneficiary. These
sustaining do not effect that target device. If your tablet has not highlights are always visible in AR, ignoring any obstructions
had a Direct Connection to a device for 24 hours, all scripts that normally block AR signals.
your tablet is sustaining stop effecting that device. Tier 2
Noticing Scripts AoE 1, Power 2. Attacks made against an individual carrying
Scripts normally brute force their way through a device’s the target device gain Accuracy if the attack was made by a
defenses. When you resolve an attack with a script, the target beneficiary or using a beneficiary.
device knows it has been attacked and it knows if the attack Tier 3
was successful. Devices will often be pre-programmed to alert
AoE 3, Power 4. All beneficiary devices have a Direct
their user and/or other devices when an attack is detected.
Connection to the target device.
You may Command a device to report what scripts are running
on it. This report will not include any Aliased scripts. You may
then attempt to remove these scripts using the Clean Device
Action.

54
Jam Search
Tier 1 Tier 1
Sustained. Target a device your tablet has a Direct Connection Aliased. Injecting this script requires a Connection to The
to. The target device cannot receive Commands. Network. When you inject this script, provide a one sentence
question. This can be specific (e.g. “What company does _
Tier 2 work for?”), general (e.g. “What is known about this terrorist
AoE 1, Power 2. When you make an attack with this script, you group?”), or asking for a piece of data (e.g. “I want the
may choose to also perform the same attack against each other blueprints to this building”). If this information cannot be
device in your target’s PAN. found on The Network you may change your question or
Tier 3 choose to not inject this script.
AoE 3, Power 4. When you inject this script, you may set it to You may then perform an attack for this script opposed by a
fry. If you do so, you gain Difficulty on any attacks you make defense check made by your GM. The Firewall and Savvy for
for this script and this script is not Sustained. The target device this check will depend on the difficulty of finding your desired
is Broken. Drones, vehicles, and Augment Clusters are not information as shown on the table below.
effected by attacks set to fry. Difficulty Firewall Savvy
Mask Directly Accessible: While not normally 0 2
search-able, this data can be found with
Tier 1 enough dedication.
Sustained, Aliased. Target a device your tablet has a Direct Buried: Reaching this data requires 2 4
Connection to. When you inject this script, choose a type of jumping between several steps of esoteric
and/or secure repositories.
device (e.g. a phone, a gun, an Augment Cluster). When a Guarded: This data is available behind 4 6
device views the target device in AR, you must make a multiple well secured servers.
Followup attack for this script against the triggering device. Wiped: Stores of this data have been 6 8
The triggering device views the target device as the type of actively hunted and removed, only a few
device you chose. well hidden copies still exist.
Tier 2 On a success you gain an answer to your question based on the
AoE 1, Power 2. As a Task, you may Command the target information available on The Network. On a failure or if your
device to change what device it identifies as in AR. attack stops being Aliased, until the start of Downtime
information from the same location (e.g. from the same
Tier 3 terrorist cell or corporate server farm) will not be available
AoE 3, Power 4. When you succeed on a Followup attack for when you use this script.
this script against a device, that device also sees the target
device physically as the type of device you’ve chosen. If an Tier 2
observer scrutinizes this illusion you must make an opposed Power 2. When you make an attack for this script, a tablet with
Craftsmanship check against them. On a failure, this character a Direct Connection to your tablet may assist you. If a tablet
notices that the illusion is illegitimate. assists you, you gain Accuracy on your attack. Additionally,
the assisting tablet must sustain this script for as long as your
Read/Write tablet sustains it. If the assisting tablet stops sustaining this
Tier 1 script, your tablet also stops sustaining this script.
Aliased. Target a device your tablet has a Direct Connection to. Tier 3
When you inject this script, describe a file you believe to be Power 4. The questions you ask when using this script may be
present on the target device (e.g. a ship's manifest, an subjective as they will be answered by an AI. For example;
employee's record, a building's blueprints). If the file exists, “What are some possible motives for this robbery?”, “what is
you may read, write, copy, and/or delete it. If you copy the the safest way into this building?”, “when is this gang likely to
target file, you may transfer the copy to your tablet. This script strike again?”.
may not effect lists of Trusted Devices or Hardwired Protocols.
Tier 2 Snoop
Subtle, Power 2. When you inject this script, you may describe Tier 1
any number of target files. You may read, write, copy, and/or Sustained, Aliased. Target a device your tablet has a Direct
delete each successfully found file individually. Connection to. Your tablet receives a copy of all information
going into and out of the target device.
Tier 3
Power 4. After the effects of this script are applied, you may
choose to also scrub the target device device, deleting all of its
files. Any files which are needed for the device to run are not
deleted and instead they are reset to factory settings. For
example; a door which is configured to unlock for a select
group of people might reset to allow anyone to open it.

55
Piloting
Tier 2
Power 2. As a Reaction to data being transmitted to or from the
target device, you may Command your tablet to prevent the
transmission or to modify the transmission’s contents. This
modification cannot prevent the target device from forming a Vehicles
Connection, injecting a script, issuing a Command, or Pilots
receiving a Command A vehicle may have up to one pilot (e.g. a driver at the wheel
If a character is suspicious of the data you have modified, you of a car). If you have access to the controls of a vehicle you
must make an opposed Craftsmasnhip check against them. On may spend an Action to declare yourself to be the pilot of that
a success, they are aware that the data has been tampered with. vehicle. If the vehicle already has a pilot, make an opposed
Athletics check against that character. On a success, you
Tier 3 become the pilot of the vehicle. You may stop being the pilot
Power 4. If the target device attempts to inject a script, as a of a vehicle as a Task. A character who is Direct Controlling a
Reaction you may Command your tablet to make the attack vehicle is considered to be its pilot.
instantly fail.
Whenever a vehicle must make a check, that vehicle’s pilot
Trace may make the check on behalf of the vehicle. While you are a
pilot you may Manually Command your vehicle to perform
Tier 1 Chase Actions.
Aliased. Target a device your tablet has a Direct Connection to.
You gain a list of geocoordinates of where the target device has Manual Commands
been in the last 24 hours. For safety, vehicles are able to take inputs from their main
controls even when their systems are otherwise offline.
Tier 2 Because of this, when a vehicle is unable to receive Manual
Power 2. The window for this effect extends to 1 week. During Commands it is still able to move and a pilot may dictate where
this script’s window, you learn the geocoordinates of any the vehicle moves. This benefit does not apply to vehicle Mods
device which had Direct Control over the target device or was and if a vehicle becomes unable to receive Manual Commands
Direct Controlled by the target device. while in a chase (or if a vehicle begins a Chase while in this
state), the vehicle immediately loses 5 Control.
Tier 3
Power 4. The window for this effect extends to the creation of Vehicle Movement in Combat
this device. During this script’s window, you learn the Vehicles are characters and they act independently based on
geocoordinates of any device which provided a Remote Commands they receive. Vehicles act on their owner’s Combat
Command to or received a Remote Command from this Turn or when they receive a Command as other devices do. A
device. vehicle has a movement speed based on what terrain it can
travel on as shown on the table below.
Terrain Watercraft, Submersible, Aircraft
Groundcraft
Speed 100m 150m

If a vehicle ever changes one of its axes of rotation by more


than 90 degrees from where it began that Combat Turn, the
vehicle must make a Piloting check. The threshold of this
check depends on the sharpness of the vehicle’s maneuvers
this Combat Turn and the difficulty of maneuvering on the
current terrain. On a failure, the vehicle stops moving (e.g.
tires skidding or rotors stalling) and it may not move itself
further this Combat Turn. On a success, use the vehicle’s
current orientation for further checks required by this rule for
the remainder of the current Combat Round.

56
Combat Ramming Structures
Attacking Vehicles If the target structure is tier 1 or lower, your vehicle passes
through without issue. If the target structure is tier 2 or higher,
Vehicles can receive Wounds and their Wounds can be
your vehicle crashes. If the target structure is tier 2, the target
repaired. Attacks against vehicles without Blasting or with a
structure also gains a hole where your vehicle collided with the
Penetration lower than 2 automatically fail.
structure. This hole is roughly equal in size to your vehicle.
Attacking Passengers Ramming Vehicles
Passengers of a vehicle have cover against attacks made from
Make an opposed Piloting check against the target vehicle. On
outside of the vehicle. This cover may be ignored by making a
a success, your vehicle and the target vehicle crash. On a
Penetration Attack through the vehicle as if the vehicle were a
failure, your vehicle loses 5 Control if it is in a Chase.
tier 1 structure.
Damaging Propulsion Crashes
Vehicles have varying methods of propulsion based on the When your vehicle crashes, it comes to a complete stop and
terrain they traverse. For example; vehicles have tires, aircraft your vehicle abandons the current Chase (if any). Your GM
have rotors, and watercraft have propellers. When you would must make an attack targeting Toughness with Power 4,
attack a vehicle you may instead attack its propulsion. You Penetration 2, and Blasting against your vehicle and each of its
gain Difficulty on the attack, the attack gains Harmless, and if passengers. On a success, the target receives a Wound.
the attack does not have a Penetration of at least 1 the attack
fails. Boarding
If you succeed on your attack, and if the attack would normally While you are a passenger of a vehicle, you may attempt to
provide its target with a Wound, the target vehicle gains board a vehicle within 3m of your vehicle as an Action. To do
Damaged Propulsion if it does not already have that effect. so, make a Gymnastics check opposed by a Piloting check
When a vehicle gains Damaged Propulsion, it loses 5 Control from the target vehicle. On a success, you board the target
if it is in a Chase. Additionally, Piloting checks made for/by vehicle. On a failure, if the target vehicle was more than 1m
vehicles with Damaged Propulsion gain Difficulty. from your vehicle, you fall out of your vehicle onto the road
(or sea, or sky) below.
You can remove Damaged Propulsion from a vehicle by
spending 1 charge from a Repair Kit and making a (12, 5, 1 Speeding
minute) extended Electronics check. While you are moving at a safe speed, your average speed can
Mounted Weapons be determined by the method of traversal of your vehicle.
As a Task, you may start or stop operating a vehicle’s mounted If you wish to travel to your destination faster, you may declare
weapon if you are a passenger of that vehicle. If the target yourself to be speeding. Make a Piloting check with the
mounted weapon already has an operator, make an opposed threshold based on the duration for which you’ll be speeding,
Athletics check against the operator. On a success, the target the complexity of your route, and difficulty of traversal (e.g.
character stops operating the mounted weapon and you may rain. On a success, you arrive at your destination in half the
begin operating the mounted weapon. You may only preform normal time. On a failure, you arrive halfway to your
this Task once per Combat Round. destination in half of the normal time and you crash.
While you are operating a mounted weapon; you are Moving as a Vehicle
considered to be wielding that weapon, you may use it to make
Some abilities (such as the form Fly and the augment Leg
attacks, and the weapon occupies your hands as if you were
Replacements) allow you to move as a vehicle. Your
wielding it normally. Vehicles may also operate any number of
movement in combat follows the rules applied to vehicles
their own mounted weapons. A mounted weapon may only be
moving in combat. You are always considered to be your own
used to perform attacks by one operator per Combat Round.
pilot and you may perform Chase Actions. You are not
Ramming considered to be a vehicle when targeted by an attack.
You may attempt to ram your vehicle into a person, structure,
or vehicle by driving into your target. To ram a target, your
vehicle must have traveled at least 20m in a straight line before
impact.
Ramming People
Make a Piloting check contested by a Gymnastics check from
your target. On a success, your target receives a Wound and
they are knocked to the side. Additionally, on a success, if your
vehicle has traveled in a straight line twice the distance
required to ram, your target dies.

57
Chases Chase Actions
Whenever a vehicle is being chased by one or more vehicles, Chase Actions are Actions which vehicles may perform during
your GM may declare the start of a Chase. The fleeing vehicle a Chase. The Chase Actions listed below are available to all
is the chased and all other vehicles are the pursuers. If vehicles.
multiple player piloted/owned vehicles could potentially be the
Accelerate
chased vehicle, the players may determine the chased vehicle.
(Chase Action) This Chase Action may only be performed by
A Chase lats until the chased vehicle or all pursuer vehicles a chased vehicle. Choose a threshold (this can be any number).
have abandoned the Chase. A Broken vehicle immediately Any pursuing vehicles may immediately abandon the Chase in
abandons the current Chase (if any). A vehicle may abandon a response to the threshold chosen. The chased vehicle and all
Chase as a Chase Action. If a chased vehicle abandons a pursuing vehicles must make a Piloting check with a threshold
Chase, it is caught by its pursuers. If at the end of a Combat equal to that chosen threshold.
Round all pursuers have abandoned a Chase, the chased
vehicle escapes. Each vehicle which fails this check loses Control equal to (the
threshold – their result). Additionally, all pursuing vehicles
AoE Attacks which fail this check join the Far Grouping.
Due to the spread out and chaotic nature of Chases (combined
Ram
with the robustness of vehicles), AoE attacks may only target
one vehicle at a time. However, an AoE attack may also target (Chase Action) If your vehicle is a pursuer, target a vehicle
multiple passengers of the chosen vehicle. within your Grouping. If your vehicle is the chased, target a
vehicle within the Near Grouping. Make an opposed Piloting
Grouping check against the target vehicle. On a success, your vehicle
rams the target vehicle.
Rather than tracking each vehicle’s specific location at a given
time, each pursuing vehicle has a Grouping relative to the Stunt
chased vehicle. A vehicle’s Grouping is either Near or Far. (Chase Action) This Chase Action may only be performed by
Grouping represents a range of possible distance to the chased a chased vehicle. Choose a threshold (this can be any number).
vehicle as shown on the table below. Any pursuing vehicles may immediately abandon the Chase in
Grouping Distance response to the threshold chosen. The chased vehicle and all
Near [0m, 20m] pursuing vehicles must make a Piloting check with a threshold
equal to the chosen threshold.
Far (20m, 60m]
Each vehicle which fails this check loses Control equal to (2 *
In addition to determining a vehicle’s distance to the chased (the threshold – their result)). Additionally, all pursuing
vehicle, Grouping determines a vehicle’s distance to all other vehicles which fail this check join the Near Grouping.
pursing vehicles. Conceptually, all Near vehicles are in a tight
cluster with the chased vehicle while all Far vehicles are in a Control
loose pack further away from the chased vehicle. All vehicles begin a Chase with 20 Control which represents
When determining the distance between your vehicle and a their stability and their ability to avoid obstacles. If a vehicle
target vehicle in the same Grouping as your vehicle, you may enters a chase with Destroyed Propulsion, it instead starts with
declare the distance between your vehicles to be a value within 15 Control. Control can be reduced below 0. If a vehicle’s
the range given by your vehicle’s Grouping. If your target Control is ever reduced to 0 or lower, that vehicle abandons
vehicle is in a different Grouping from your vehicle, declare a the Chase it is in and it must make a Piloting check. The
distance within the range of the Far Grouping. threshold for this check is (10 – the vehicle’s Control). On a
failure, the vehicle crashes due to nearby obstacles and/or from
At the start of a Chase, your GM determines which Grouping dramatically losing control.
each pursuing vehicle is in. At the start of each Combat Round,
each pursuing vehicle may change their Grouping as a
Reaction.

58
Companions
Elite
This Companion is always considered to be 1 Tier higher.

Some Talents will provide you with a Companion, a character Grunt


who will aid you on Missions. While Companions are This Companion is always considered to be 1 Tier lower.
autonomous (with varying levels of sapience), as a player you Horrific
control your Companions as if they were another one of your
This Companion has horrific physical features (e.g. horns,
characters. You are considered to be the owner of any items
tails, extra eyes) and when this Companion is viewed with
purchased for your Companions.
Astral Perception it is obviously a summon of a Warlock.
The size of a Companion must be between that of a mouse and
When a character looks at this Companion, this Companion
that of a large animal. During combat, all of your Companions
must make a Followup attack against the target’s Warding.
act during your Combat Turn.
This attack gains Proficiency 0/2/4/6/8 and Power 0/2/4/6/8.
Companion Death On a success, the target is Terrified until this Companion is
disrupted.
Drones can be Broken. Outlanders can be disrupted and
returned to the Arcana. People and Animals have 0 Outlander
Determination and they die under the same conditions as This Companion is an Outlander. This Companion gains the
characters do. Weapon Trait and the Channeler or Spellcaster Trait.
Replacing Companions Person
During a Mission, your Companion might be killed, lost, or This Companion is a person, hailing from an Origin and
captured. At the start of each Downtime, you regain any gaining their Origin’s benefits. This Companion gains the
Companions you have lost. For example; a follower may get Weapon Trait and one Special or General Trait.
out on bail, an animal may find their way back to you, and a
drone might be dug out of a scrapheap. Special Traits
If it is impossible for your current Companion to return to you Special Traits may only be gained by Companions.
(such as a person who is killed), you may narratively replace Additionally, a Companion may only have one Special Trait.
them with a Companion that is functionally identical to the one Augmented
you lost. Mechanically, the Companion remains the same
character. Requires: Animal, Person
This Companion has an Augment Cluster. This Companion
Companion Traits gains two of the following Traits; Airborne, Aquatic,
Dexterous, Mobile, Perceptive, Strong, Tough, Weapon. This
Trait Tiers Companion does not benefit from this Trait while its Augment
Instead of having their own Levels, your Companions learn Cluster is unable to receive Commands.
and improve as you do. To represent this, your Companions
have a Tier based on your Level as shown on the table below. Channeler
Some Companion Traits have sets of 5 slashed values (such as Requires: Animal, Outlander, Person
2/2/4/4/6), which correlate to tiers 0-4. For example; a
This Companion knows 1/2/2/3/3 forms and they have
Companion who is Tier, 2 and who has a Trait providing a
Proficiency 0/0/2/4/6 on attacks for forms. This Companion
Toughness of 2/2/4/4/6, would have a Toughness of 4.
channels forms at tier 1/1/2/2/3.
Level 0 5 10
Tier 1 2 3
Hacker
Requires: Person
List of Traits This Companion gains a tablet. You may purchase Mods for
this tablet. This tablet has Heat 0 and Level 0 before Mods are
Innate Traits applied. This tablet is regained/replaced at the start of each
Innate Traits may not be gained unless they are explicitly given Downtime if it is lost or destroyed. This Companion has
to a Companion. For example; Summoner 1 gives the Proficiency 0/0/2/4/6 when making attacks for scripts. This
Outlander Trait to Companions provided by that Talent. Companion injects scripts at tier 1/1/2/2/3.
Animal Spellcaster
This Companion is an animal native to earth. They might be Requires: Outlander, Person
enhanced by mana or cyberbenetics. This Companion gains the This Companion knows 1/2/2/3/3 spells and has Proficiency
Traits Weapon and Perceptive. 0/0/2/4/6 on attacks with spells. This Companion casts spells
Drone at tier 1/1/2/2/3.
This Companion is a drone. This Companion gains the Traits
Weapon and Tough.

59
General Traits which shares at least one weapon type keyword with the sold
weapon.
Airborne
This Companion has a flying speed of 5m/5m/10m/10m/15m.
Aquatic
This Companion has a swim speed of 10m/10m/20m/20m/
30m. This Companion either does not have to breathe, they can
breathe underwater, or they have the items required to breathe
underwater for a significant time.
Dexterous
This Companion has a rank of 1/2/2/4/6 in Dexterity,
Gymnastics, and Stealth.
Mobile
This Companion has a ground speed of 13m/13m/15m/15m/
20m.
Perceptive
This Companion has a rank of 1/2/4/6/8 in Investigation (they
do not gain a Specialization). This Companion may ignore
Partial Obstructions to perception.
Strong
This Companion has a rank of 1/2/4/6/8 in Athletics (they do
not gain a Specialization). This Companion has Accuracy on
Wound Resist checks. This Companion’s Encumberence
Threshold is doubled.
Swarm
Requires: Animal, Drone, Outlander
This Companion is a collection of smaller creatures. For
example; a group of small drones or a pack of small animals.
This Companion gains Accuracy on defense checks. This
Companion cannot wield Two-Handed weapons.
Tough
This Companion has a Toughness, Warding, and Firewall of
0/2/2/4/4. When this Companion gains this Trait, they may tag
Toughness, Warding, or Firewall. This Companion’s tagged
Resistance becomes 2/4/6/8/10.
Weapon
This Trait may be gained multiple times. When your
Companion gains this Trait, purchase a weapon for them.
Narratively, your Companion’s weapon may be natural (e.g.
the claws of a tiger), held (e.g. a mercenary carrying a rifle), or
inbuilt (e.g. a drone with a mounted weapon). Your
Companion must occupy their “hands” and wield this weapon
to use it for attacks even if it is narratively a part of their body.
Your Companion is considered to have two “hands” for
wielding these weapons even if they do not literally have
hands.
Weapons you purchase for this Trait have Heat 0 before Mods
are applied. Your Companion gains Proficiency 0/0/2/4/6 on
attacks made with a weapon which shares at least one weapon
type keyword (e.g. Pistol, Rifle, Shotgun) with a weapon
you’ve purchased for this Trait. If a weapon purchased for this
Trait is lost or destroyed, you may purchase the same weapon
as a replacement. During Downtime you may sell a weapon
purchased for this Trait and buy a new weapon for this Trait

60
Items
purchase any number of Mods for that item. Each Mod may
only be purchased once per item. Heat and Level provided by
a Mod you purchase are applied to the item you are purchasing.
Buying Items Selling Items
When you begin a Mission we assume that you buy the gear Items can be sold by making a short trip to a local fence during
you will need for the job. When an item would be useful to a Mission or during Downtime. Items with Heat 5 or greater,
you, you may declare that you had previously made a purchase items with Limited which have had one or more uses
for it and you are revealed to have the item. consumed, vehicles with Wounds, and Broken devices can
For example; You are looking for an executive’s keycard and only be sold during Downtime.
you learn that it is inside a small safe. Rather than leaving the
building you are in and going to a store, you declare that you
Lending Equipment
had previously purchased a set of Thieves’ Tools while You can lend items to party members to give them access to
preparing for the mission. You pull out the set of Thieves’ items they would not be able to purchase themselves.
Tools and begin lock picking the safe. However, you are still the owner of items you lend to
teammates.
When you declare a purchase there are three limitations:
▪ You must be able to afford the item’s Heat. Tiered Values
▪ You must meet the item’s Level requirement (if any). Some items have multiple values listed with slashes between
them, such as 2/4/6. When you purchase such an item, you
▪ The item must be consistent with your Loadout (see
below). must choose which place in the slashes will apply for the item.
For example; You are buying a Blade weapon which has Level
Stored Items 0/5/10 and Power 0/2/4. If you choose the first entry in each
When you are purchasing an item, you may declare it to be field, the Blade has Level 0 and Power 2. If you were a higher
stored in a specific location. You may not declare an item to be level and wanted a more powerful Blade, you could choose the
stored at a location if the target area would have been under second entry in each. This would make the Blade have Level 5
scrutiny (e.g. a public park which has been cleared by police in and Power 4.
advance of a festival) or if you would not have had previous
access to that location (e.g. a closet in a secure building). Some Agents
Talents (e.g. Assassin 2) will allow you to purchase stored
Agents are consumable items which provide a helpful or
items at locations you normally wouldn’t have access to. Your
harmful effect to their target. When you purchase an Agent,
Loadout (see below) does not restrict what items you are able
you must choose a Vector. Purchasing an Agent begins at 2
to purchase as stored items.
Heat. When you purchase an Agent you gain 3 doses, each
Loadout dose representing a single application of the Agent.
Your Loadout can be Unknown, Concealed or Revealed. At Additionally, when you purchase an Agent you must determine
the start of a Mission your Loadout is Unknown. if the resulting set of doses are hand-made or pre-made.

While your Loadout is Unknown, you may purchase any Duration


items. When you are observed by an opponent, you must
When an Agent is applied to a target, the effect persists for 10
declare your Loadout to be Concealed or Revealed.
minutes. If you apply a dose of an Agent to a target who is
While your Loadout is Concealed, you may only purchase already under the effects of that Agent, the duration of the
items with Concealable. When you are observed by an effect becomes the greater value between the duration for the
opponent or when you declare your Loadout to be Concealed, dose you are applying and the remaining time for the current
you must make a Dexterity check against an Investigation effect.
check from your opponent. On a failure, your Loadout
becomes Revealed. Immediate Agents
Agents with the Immediate keyword apply their effects
When your Loadout becomes Revealed, you may immediately immediately after they are applied (e.g. providing a Wound).
purchase any items which were allowed by your previous
Loadout. Items you purchase this way are noticed by the Vectors
character(s) who caused your Loadout to become Revealed. A vector determines how an Agent is applied. Each vector has
Otherwise, while your Loadout is Revealed you may not a Heat modifier which is applied to the Heat of the Agent you
purchase items. purchase with this vector. A dose can only effect a character
Whenever your character has easy access to black markets once (e.g. a character in the effect of a Gas Grenade will only
(e.g. while they are freely roaming the streets) your Loadout be effected by that cloud once).
returns to being Unknown.
Mods
Some items (e.g. weapons, tablets, vehicles) have a list of
available Mods. When you purchase an item, you may also

61
Ingestion Mute
Heat +0. This Agent is applied when it is swallowed. You are Silenced.
Injection Nightmare
Heat +0. This vector applies when it is injected. This vector You are Terrified.
cannot be used to coat a weapon (see Contact below).
Numb
Inhalation You are considered to have a Partial Obstruction to audio and
Heat +2. This vector applies when it is inhaled. This vector visual perception.
may be used in weapons such as the Gas Grenade.
Alternatively, this vector may be released into an area at a Painkiller
volume of 1m^3 per dose. You gain Accuracy on Wound Resist checks.

Contact Psycho
Heat +2. This vector applies when it touches the skin. You You are Enraged.
may coat a melee, Thrown, or Archery weapon with this vector Sharp
as a Task (consuming the used dose). If you do so, the next
You gain Accuracy on Dexterity and Stealth checks.
attack you make with this weapon will apply the loaded dose.
Trance
Applying Agents Immediate. You gain Unconscious.
When you apply an Agent to a target, your target must make an
Agent Resist check. An Agent Resist check is an Athletics Tiger Eye
check with a threshold dependent on who created the applied You ignore Partial Obstructions to perception.
dose. If the Agent was hand-made, you oppose your target’s
check with a Craftsmanship check. If the Agent was pre- Zombie
made, the threshold for the check is (10 + your Savvy). If your Level 0/5/10. You gain Toughness 2/4/6. Your Breath Interval
target fails their check, the Agent’s effect is applied. is doubled.

List of Agents Gadgets


Alchemy Gadgets with the Device keyword are devices. When you
Level 0/5/10. You gain Warding 2/4/6. purchase a gadget without the Device keyword you may
choose to make it a device. Doing so can allow you to Remote
Analytic Command a gadget which would otherwise only be manually
You gain Accuracy on Craftsmanship and Investigation usable. In exchange, a gadget which is a device is inoperable
checks. while it is unable to receive Commands.
Chill Breaking & Entering
You gain Accuracy on Deception and Persuasion checks.
Advanced Cutting Tool
Detroit Heat 2, Device. A briefcase sized cutting tool which can be
Level 0/5/10. You gain Accuracy on Athletics checks. Melee made to cut through structures up to tier 3. While active, this
attacks you make gain Penetration 1 and Power 2/4/6. gadget emits a loud wailing sound, occasional sparks, and a
consistent spray of coolant.
Fog
You gain Difficulty on Athletics checks, Gymnastics checks Over the course of 1 minute this gadget can penetrate up to
and attack checks. 50cm deep. This can allow the user to destroy an inbuilt lock.
Once drilled into a desired depth, this gadget can cut along a
Frigid surface at a speed of 50cm per minute. This can create a 1m
You are Slowed. radius circle in about 12 minutes or a 1m diameter circle in
about 6 minutes.
Kinesis
Your movement speeds and Jump Distance are doubled. AP Explosives
Heat 2, Level 0/5/10. A 10cm x 10cm x 30cm brick of plastic
Inoculate explosive filled with shrapnel. This gadget can be manually
You gain Accuracy on Agent Resist checks. detonated by lighting an included fuse. By adjusting the length
Lotus of the fuse, you may delay the detonation by up to 10 minutes.
Immediate. You gain a Wound. If this gadget is a device, it may be remotely Commanded to
detonate. This device has a Hardwired Protocol to not detonate
MKV unless it is primed. As an Action you may Manually
You gain difficulty on Deception checks and Persuasion Command this gadget to be or not be primed.
checks.

62
When this gadget detonates, make an (Explosive, Power 2/4/6, Astral Manacles
AoE X) attack centered on the gadget’s location. X is equal to Heat 4, Level 0/5/10. This gadget behaves similarly to
the number of bricks you have combined together for the Manacles. While you wear this gadget, you are Silenced.
explosion. If you have combined bricks of different Power, the
Power of the attack is the lowest of the involved bricks. Camouflaged Outfit
Heat 2. This gadget is an outfit which makes you harder to see,
Blowtorch such as a camo outfit, a ghillie suit, or simply a uniformly black
Heat 2. This handheld blowtorch fires a high strength jet of fire outfit. While wearing this Gadget, you gain Accuracy on
to cut through structures up to tier 2 and up to 20cm in depth. Stealth checks to hide in environments this Gadget was
The speed at which you can cut with this gadget is 50 cm/s (see designed for. You do not gain this gadget’s benefit while you
Advanced Cutting Tool for resulting circles). When cutting are wearing clothing or armor over this outfit.
with this gadget, you are considered to be making an attack
with Quiet for the purposes of determining if nearby characters Climbing Gear
notice. Heat 2. Gloves, boot spikes, carabiners, a harness, and other
items useful for climbing. You may spend 1 minute to don this
Breathing Mask gadget You gain Accuracy on Climbing checks while wearing
Heat 2, Concealable. You are immune to inhalation vector this gadget.
Agents while using this gadget. This gadget is also capable of
compensating for low oxygen density. While climbing with this gadget, you are able to attach pitons
to the surface you are climbing if the surface you are climbing
Glass Cutter is a structure of tier 2 or lower. If you do so, you do not have
Heat 2, Concealable. A specially made blade with a handhold to make Climbing checks while descending and if you begin
grip. A string and suction cup can be attached to aid in cutting falling you are halted after falling 5m. The rope provided by
circles. This gadget cuts through glass (normal or reinforced) this kit snaps if it is supporting more than 250kg.
at a speed of 50cm/s (see Advanced Cutting Tool for resulting
circles). This gadget cannot cut through glass which is thicker Diving Gear
than 20cm. This gadget cuts completely silently. Heat 2. A mask, re-breather, air tank, fins, heated wet suit, and
other items needed for a deep water dive. You may spend 1
Grappling Hook minute to don this gadget. You may breathe underwater for up
Heat 2, Concealable, Device. This pistol shaped gadget fires a to 1 hour while wearing this gadget. Resurfacing replenishes
sturdy micro-wire with a durable metal hook at its end. As an your tanks, resetting the amount of time you may breathe
Action, you may fire this gadget up to a distance of 30m. The underwater with this gadget.
hook is able to embed itself into structures which are tier 1 or
tier 2. Goggles
Heat 2, Device. When you purchase this gadget, you must
As an Alternate Movement, you may reel the hook back to choose a selection of benefits from the table below which you
travel along it if the hook has purchase. If a weight of 250kg or will gain while wearing this gadget. Alternatively to being
more is placed on this gadget’s cord, it will snap. goggles, this gadget may be a similar accessory (e.g. glasses, a
HY Explosives visor, a helmet which covers the eyes).
Heat 2, Device. A brick of high yield plastic explosive. This Heat Benefit
gadget is similar to AP Explosives. However, attacks made +1 You gain Thermal Vision.
with this gadget have Power 0 and Blasting. +1 You gain Night Vision.
Thermite Strip +1 You gain Echolocation.
Heat 2, Concealable, Device. A 1m strip of thermite paste +1 You may ignore penalties due to blinding light, such
wrapped in an airtight protective casing. This gadget can be as a Flashlight or Flash Pack.
ignited similarly to how AP Explosives are detonated. When In addition to your chosen benefits, you are able to see AR with
this strip is ignited it penetrates structures up to tier 3 up to this gadget and you can be fed visual input by any device. You
10cm in depth, cutting a line where it was placed. can also start or stop recording what you see as a Task and you
Thieves’ Tools may send any recordings you make to other devices.
Heat 2. This gadget contains a varied set of tools needed to You may add Heat +2 to this gadget to make it unnoticeable
subvert locks. You may use this gadget to attempt to lock pick while worn (e.g. a pair of contact lenses).
mechanical locks, keypads, tumblers, maglocks, biometric
scanners, etc.

Equipment
Astral Handcuffs
Heat 4, Level 0/5/10, Concealable. This gadget behaves
similarly to Handcuffs. While you wear this gadget, you are
Silenced.

63
Handcuffs effect is considered to be a script with Firewall 2/4/6 running
Heat 2, Concealable. As an Action you may place this gadget on the target device.
on an unresistant target. A handcuffed target must make a (16,
4, 1 minute) Gymnastics check to escape. Your target may
Utility
attempt to escape as a Hidden Action. Anti-Toxin Kit
Heat 2, Level 0/5/10, Limited 3/5/8. As an Action you may use
If you have a character Grappled you may attempt to forcibly
this gadget to target a character you are touching. For each
place Handcuffs on them as an Action by making an opposed
Agent effecting your target, make a Medicine check opposed
Athletics check against them.
by the character who applied the Agent to your target. This
If an attack against this gadget succeeds and if the attack has a character’s check will either be a Craftsmanship check or a
Penetration of at least 1, this gadget is destroyed. Savvy check depending on if the Agent was pre-made or hand-
crafted.
Pressure Suit
Heat 2, Device. A full body suit which self pressurizes to allow Binoculars
survival at extreme altitudes. Heat 2. While you use this gadget you may ignore Partial
Obstructions to visual perception due to distance.
Parachute
Heat 2, Level 0/5. As an Action you may deploy this Biometric Copier
parachute. After falling 250m/150m with this gadget deployed Heat 2, Device. This handheld gadget has a fine detail scanner
it engages, slowing your falling speed to 25m per turn and and a malleable pad which can mimic the body. As an Action
preventing you from being injured by falling. you may scan the biometric signature (such as their fingerprint,
palm, or eye) of a person within 10cm of this device. This
This gadget is made of polymers which can compensate for
gadget may be Commanded to emulate any biometrics this
small holes, but it can be made ineffective by large holes. If an
gadget has previously scanned.
attack with Blasting is successfully performed against this
gadget, it stops functioning until 1 minute can be spent Enchanting Supplies
repairing it. Heat 2, Limited 3. Orichalcum and other supplies needed for
Suction Gloves enchantment. This gadget is a small container which can fit
into a glove compartment.
Heat 2, Concealable. While you are wearing this gadget, you
may treat surfaces which are Impossible to climb as Hard. Faraday Container
Manacles Heat 2. A briefcase that has been lined with a copper mesh.
Devices within this gadget cannot form Connections. You may
Heat 2. A face-mask, jacket, and set of chains. You may force
retrieve from or stow into this gadget as an Action.
a character to wear this gadget by making a (3, X, 30 seconds)
Athletics check. For each roll you make on this check, make an Faraday Holster
opposed Athletics check against your target. On a success you Heat 2, Concealable. When you purchase this gadget, choose a
gain a successful roll on your extended check. If you fail this type of weapon (e.g. Pistol, Archery, Heavy) this holster will
opposed check three times during the extended check, your fit. While a weapon of the chosen type is stowed in this holster,
target breaks free (including any Grapple they are the target that weapon is unable to form Connections.
of).
Flash Pack
While you are wearing this gadget you are Restrained. You
Heat 2, Level 0/5/10, Concealable, Limited 3/5/8, Device. A
may not remove this gadget from yourself. Another character
collection of strips connected by thin wires. Each strip may be
may remove this gadget from you as an Action.
adhered to a surface on one side. As a Command you may
Neural Net detonate a strip from this gadget, consuming a use. When a
Heat 4, Level 0/5/10, Device. A helmet with an inner lining of strip detonates, all characters within LoS and 10m of the
electrodes. While you are wearing this gadget, you may spend gadget are Blinded until the start of your next Combat Turn.
an Action and choose a target device this gadget has a Direct Garrote
Connection to. Make an attack with Power 2/4/6 against the
Heat 2, Concealable. While you are holding this gadget you
target’s Firewall. On a success, you take Direct Control of the
gain Accuracy on Athletics checks you make to put characters
target device at the start of the next Combat Round.
in a choke hold.
While you are Direct Controlling a device, you may use this
gadget against a new target device which the device you are
Direct Controlling has a Direct Connection to. If you do so,
and if you succeed, you lose Direct Control over your previous
target and you gain Direct Control over the target device at the
start of the next Combat Round.
As a Task, you may stop Direct Controlling the target device.
You also stop Direct Controlling the target device if this gadget
does not have a Connection to the target device. This gadget’s

64
GPS Tracker Sticky Camera
Heat 2, Concealable, Device. A small 5cm x 10cm x 15cm Heat 2, Concealable, Device. Roughly the size of a tennis ball,
metal box with a powerful adhesive on one side. this round camera is coated with a thin layer of a highly
adhesive material. As an Action you may throw this camera up
Jammer to 20m, causing it to stick to the first surface it lands on. The
Heat 2, Device. Two semicircles which are slid together to camera inside this gadget is able to freely rotate within the
form a sphere 20cm in diameter. As an Action, you may center of the orb.
Manually Command this device to start or stop being active.
While this gadget is active, all other devices within 10m of this Tire Spike Track
gadget are unable to receive Commands. Heat 2, Device. A 30cm wide metal mesh that can extend in
length from 1m to 5m. As an Action you can extend or retract
Keycard Copier this gadget. While extended, the spikes on the track will latch
Heat 2, Concealable, Device. A thin 5cm x 10cm square of onto the first set of tires that cross it, causing the tires to rapidly
burnished metal. As an Action you may manually orient this deflate. When this gadget latches onto a vehicle, the vehicle
gadget towards a keycard within 10cm of this gadget to begin gains damaged propulsion.
the copying the target keycard. After 1 minute this gadget
successfully stores a copy of the target keycard. The copying
process immediately ends if this Gadget is further than 10cm
Personal Protection
from the target keycard. As a Task this gadget may be Armor
Commanded to emulate any keycard this gadget has
previously copied. A set of armor is any combination of defensive items you
wear. A set of armor might be; medieval platemail, a kevlar
Kinematic Microphone vest, or a thick leather vest. In addition to blocking physical
Heat 2, Concealable, Device. A thin, white, 2cm in diameter attacks, a set of armor can be inlaid with orichalcum to
circle that can be affixed to the teeth. While this gadget is provide you with protection from spells.
affixed to a tooth, you may bite down on it softly to send a Armor is purchased as a set and considered to be a single item.
signal. Doing so is a Hidden Action. You gain Proficiency 8 on Pieces can be lost or destroyed but only one person can benefit
Dexterity checks you make for this gadget. from a set of armor at a time. Armor is obvious when worn.
Laser Trip-Wire When you purchase a set of armor, you must choose the
Heat 2, Concealable, Device. A small metal cylinder with a Toughness and Warding values it will provide you with.
lens on one end and an adhesive strip on the other. This gadget
can emit a beam of light and it can receive any resulting Toughness
reflections. This allows this gadget to continuously determine Toughness 0 4 6 8
the distance of impacted surfaces. The light emitted by this Heat 0 2 4 8
gadget is only visible through Night Vision. Level 0 0 5 10
Med Kit
Heat 2, Level 0/5/10, Limited 2/4/8. This gadget is the size of Warding
a small briefcase. When you use this gadget make an (X, 1, 1 Warding 0 2 4 6
minute) extended Medicine check for which X is (8 + 2 * the Heat 0 2 4 8
number of Wounds your target has). On a success, your target
Level 0 0 5 10
loses 1 Wound.
Miniature Camera Chemically Sealed
Heat 2, Concealable, Device. A 1cm^3 cube with lenses on Heat +4. This set of armor completely covers the body and
each face. You gain Proficiency 8 on checks for hiding this prevents any liquids and gasses from entering or exiting aside
item. from filtered air provided by the suit. While you wear this
Motion Detector armor, Agents are prevented from reaching you as liquids or
gasses. You can still be injected with Agents.
Heat 2, Concealable, Device. A 15cm^3 cube of metal with
motion sensors on each face. This gadget will detect whenever Concealable
an object larger than a grain of sand moves within 10m of it. Heat +4. This armor either looks like normal clothing (such as
Repair Kit an armor lined suit) or it can be hidden under clothing (such as
a slim vest under a normal suit). This armor gains Concealable.
Heat 2, Level 0/5/10, Limited 2/4/8. This gadget is the size of
a small briefcase. This Gadget is used to repair devices. Powered
Snaking Camera Heat +4, Level 5/10. Computer controlled plates of carbon
fiber adjust to compensate for incoming impact. This armor
Heat 2, Concealable, Device. A 3cm diameter tube which can
provides Toughness +4/6 and Warding +4/6. This armor is a
telescope from 5cm to 30cm long. This tube can be
device and it may be moved through Commands.
manipulated at one end to freely bend and extend the tube. At
the other end of this tube is a camera.

65
Firewall Keys Safe Houses
A firewall key is an access code for a set of cloud servers which Your character might know a number of remote and secure
will protect your devices. When you Manually Command a locations known as safe houses which they can use in a pinch.
device to join a PAN, you may register a firewall key to the When you wish to head to a safe house, you must first
PAN to provide members of the PAN with your firewall key’s purchase it as if it were an item with Heat 6.
Firewall value. A firewall key may only be registered to one
PAN at a time. The Heat and Level of a firewall key depends Discovering Safe Houses
on the Firewall you want it to provide. If a character wants to find your safe house, they are likely to
scour The Network, rough up your Contacts, and follow any
Stealing Firewall Keys physical clues you’ve left behind. To simulate this process, a
Knowing a firewall key’s hash code signifies ownership. Some character must make a (12, 1, 1 day) extended Investigation
owners will memorize this code while others will store it on a check.
file on one of their devices. Owners may view online which
devices have been using the key and owners may close their Mods
account at any time. Lastly, firewall keys require regular Counter Intrusion Measures
payments to remain in use.
Heat +2, Level 0/5/10. This safe house has been outfitted with
Firewall locks, cameras, alarms, and other counter-intrusion measures.
If a character wishes to enter the safe house without being
Firewall 2 4 6
detected, they must make a threshold 12/18/24 Dexterity
Heat 3 4 8 check. On a failure, they are caught by one of the safe houses
Level 0 5 10 security measures and those within the safe house are made
aware of the intrusion.
Shields Discretion
Shields can be used to provide you with cover. Shields begin Heat +4. This safe house is in a remote location (e.g. in a
with a Heat of 2. subway tunnel or in an abandoned apartment complex) or it
has been purchased with an expensive level of secrecy (e.g. a
Mods hotel room purchased using a fake ID and cryptocurrency).
Aerodynamic This Mod increases the threshold for the Investigation check to
Heat +4, Level 3. This shield is also a weapon with (Thrown, find this safe house, provides it with am Alarm value (see
Power 2, Range (10, 30)). below), and can increase its Level. These values depend on
your selection from the table below.
Buckler
Threshold Alarm Level
Heat +2, Level 0/5/10. This shield is also a melee weapon with
Power 0/4/6. (14, 2, 1 day) 4 0
(16, 3, 1 day) 3 5
Bulwark (18, 4, 1 day) 2 10
Heat +2. When you target a character with this shield you are (20, 5, 1 day) 1 15
also considered to be targeting all characters in a cone
extending 90 degrees to the right and to the left of the line from When a character is searching for your safe house you are
you to your target. informed of their investigation once they have made a number
of rolls for their Investigation check equal to the Alarm value
Flash Pack
of your safe house. For example; you spot an intruder on
Heat +2, Limited 3. As an Action you may use this Mod if this cameras you have placed outside your hotel, a sympathetic
shield’s target is within 30m and LoS of this shield. If you do store owner lets you know people have come by asking
so, this shield’s target gains Blinded until the end of their next questions, or a honeypot server detects that an unknown device
Combat Turn. has visited it.
Reinforced Emergency Exit
Heat +2, Level 3. This shield is a tier 3 structure. Heat +2, Level 5/10. This safe house has a hidden route which
Self Adjusting allows those who know of it to leave the safe house without
Heat +4, Level 10. This shield is also a weapon with (Thrown, being noticed from outside. A hostile character who is inside
Power 6, Range (30)). When you make an attack with this the safe house can find the emergency exit by making an
shield, this shield immediately returns to you. This shield is a Investigation check with a threshold of 14/18.
device and while this shield is unable to receive Commands it
does not benefit from this Mod.

66
Farewell Gift Secure
Heat +2, Level 0/5/10. A large collection of explosives and Heat +4, Level 0/5/10. Devices which belong to the same PAN
conflagrants are hidden in this safehouse. This Mod is a device as this tablet gain Firewall 4/6/8.
with a Hard-Wired Protocal to not detonate while not primed.
As an Action you may Manually Command this Mod to start Vehicles
or stop being primed. As an Action you may Command this
device to detonate, causing a massive explosion within your When you purchase a vehicle you must choose how many
safe house. The safe house is destroyed as well as anything Seats it will have and what method of Traversal it will have.
within it. Vehicles begin with Heat 0.

Additionally, when you activate this Mod you must make an Seats
attack with Proficiency 2/4/6 and Power 6/10/14 against the The number of seats in your vehicle also roughly determines
Toughness of each character within the safe house. On a the size of your vehicle.
success, the target receives a Wound. Seats Heat Size examples
The explosion created by this Mod is always contained with 2 +1 Motorcycle, two-door car, fighter plane,
the safe house and it is unlikely to damage people or property personal watercraft
4 +2 Sedan, helicopter, motorboat
outside of the safe house. For example; if you install this Mod
inside of a hotel room it won’t damage neighboring rooms. 6 +4 Mini-van, VTOL, sailboat
8 +6 Van, limo, small commercial plane, yacht
Garage
Heat +2/+4/+6. This safe house has an included, attached, or Traversal
nearby garage in which 2/4/6 vehicles may be securely stowed. You must choose at least one method of traversal for your
Anyone within the garage gains Accuracy on Electronics vehicle.
checks. Traversal Heat Level
Guardian Groundcraft +6 0
Heat +4. Level 0/5/10. When this Mod is purchased, create a Watercraft +6 0
Companion which is tier 1/2/3 who has 2/3/4 Companion Aircraft +12 5
Traits. Additionally, give this Companion one Innate Trait. Submersible +8 5
The guardian may not leave this safe house and they are fired/
released/dismantled when the safe house is sold or destroyed. Resistances
Otherwise, this guardian may aid you as other Companions Vehicles begin with 2 in all Resistances. You may add
are able to. This Mod may be purchased multiple times for a Toughness, Warding, and Firewall of 5/10 to your vehicle by
single safe house. providing it with Level 5/10.
Medical Facility Mods
Heat +2. This safe house has been outfitted with supplies and
facilities which aid medical treatment. Anyone within the safe Additional Plating
house gains Accuracy on Medicine checks. Heat +2/+4, Level 0/5. This vehicle gains Toughness +2/+4
and Warding +2/+4.
Tablets Bullet Resistant Propulsion
Tablets have a minimum size of 40cm x 20cm x 5cm but they Heat +2. Attacks to damage this vehicles propulsion which do
may otherwise have any appearance. For example, your tablet not have a Penetration of at least 2 automatically fail.
might look like; a touch screen tablet, an old fashioned laptop,
or even a typewriter. Tablets have Heat 8 and Level 3. Devices
Crash Seats
which belong to the same PAN as a tablet gain Firewall 2. Heat +2, Level 5. Passengers of this vehicle gain Accuracy on
defense checks they make for crashes.
Mods Custom Made
Compact Heat +6. This vehicle is either from the pre-storm era, it has
Heat +2. This tablet is Concealable as it is small, foldable, been built from scratch, or it has been heavily modified. This
and/or wearable (such as being head mounted or a glove). vehicle does not form Connections, it cannot receive Remote
Commands, and it can receive Manual Commands despite not
Multi-Core
having a Connection to The Network. Other Modifications
Heat +2, Level 5/10. This tablet may sustain up to 2/3 scripts. purchased for this vehicle have their Heat doubled. At the end
Overclocking of each Combat Round this vehicle loses 10 Control if it does
Heat +2, Level 0/5/10, Limited 1/3/5,. You may activate this not have a Pilot.
Mod when performing an attack check for a script injected by
this tablet or a defense check with Firewall made for this tablet.
You gain Accuracy on this check.

67
Enhanced Frame If you sell a grenade weapon any copies of this weapon are also
Heat +4, Level 3. Attacks against this vehicle which do not lost. Your party members may not sell copies you give them,
have Penetration of at least 2 automatically fail. This Mod does although they may return copies to you or give them to another
not apply to attacks against this vehicle’s propulsion. character.

Faraday Lacing Thrown Weapons


Heat +2. Devices within this vehicle are unable to form When you purchase a Thrown weapon you gain a general
Connections. This Mod does not effect the vehicle it is stockpile of the target weapon. With a singe purchase of a
installed in. Thrown weapon you may wield any number of instances of it
at once and you do not need to count how many you have
Mounted Weapons thrown.
Heat +2/+4/+8, Level 0/5/10. This vehicle has 1/2/3 weapon To share a Thrown weapon with a teammate, first give it
mounts. For each weapon mount on your vehicle, you must Limited 20. You must then use and share the weapon in the
also purchase a weapon. This weapon gains Heat 0 before same way Grenades are used and shared (see above).
Mods are applied.
Improved Acceleration List of Weapons
Heat +2/+4/+6, Level 0/5/10. When this vehicle makes a Unless otherwise stated, all weapons are devices.
Piloting check for the Accelerate Chase Action, the minimum
result of its roll is 6/10/14. When this vehicle succeeds at Melee
speeding, the target travel time is divided by 4 instead of being All weapons in this category are not devices and they have
halved. Quiet. Melee weapons may not be given Barrel, Scope, or
Ammo Mods.
Improved Handling
Heat +2/+4/+6, Level 0/5/10. When this vehicle makes a Blade
Piloting check for the Stunt Chase Action, the minimum result Heat 4, Level 0/5/10, Power 0/2/4, Concealable. On a
of its roll is 6/10/14. This vehicle gains Accuracy on checks successful attack this weapon provides Lethal +2/+4/+6.
made for speeding.
Large Blade
Nitro Injector Heat 4, Level 0/5/10, Two-Handed, Power 2/4/6. On a
Heat +2/+4, Level 5/10, Limited 3/5. You may activate this successful attack this weapon provides Lethal 4/8/12.
Mod when you are making a Piloting check for the Accelerate
Chase Action. If you do so, you gain Accuracy on that check. Club
Heat 4, Level 0/5/10, Power 0/2/4, Concealable. On a
Ram Plate successful attack this weapon provides Dazed +2/+4/+6.
Heat +2. This vehicle treats tier 2 structures as tier 1 when
performing a ram. When this vehicle crashes as part of a ram it Large Club
initiated, this vehicle and its passengers are not harmed. Heat 4, Level 0/5/10, Two-Handed, Power 2/4/6. On a
successful attack this weapon provides Dazed 4/8/12.
Rocket Booster
Heat +2/+4, Level 5/10, Limited 3/5. This Mod may be Whip
activated as a Chase Action. If this vehicle is the chased Heat 4, Range (10, 30). This weapon is a melee weapon despite
vehicle, all pursuer vehicles enter the Far Grouping. having Range. This weapon may not be used underwater and
Otherwise, this vehicle enters the Near Grouping. This vehicle attacks made with this weapon do not benefit from Quiet.
loses 5 Control.
Pistols
Window Tinting All weapons in this category have the Pistol keyword.
Heat +1. This set of one way tinting makes all of this vehicle’s
windows opaque when viewed from the outside. Light Pistol
Heat 5, Level 0/5/10, Rapid 0/1/2, Range (10, 30),
Weapons Concealable.
Grenades Heavy Pistol
When you purchase a Grenade weapon, you gain access to a Heat 5, Level 0/5/10, Power 2/4/6, Range (10, 30),
stockpile of grenades equal in count to the weapon’s Limited Concealable. Attacks with this weapon do not benefit from
value. For example; you may wield two instances of a Grenade Quiet.
weapon at once if the weapon has at least 2 charges remaining.
Stun Gun
When you share a Grenade weapon with a party member, your Heat 5, Power 4, Range (10, 30), Concealable, Harmless. On a
weapon loses one charge and they gain a copy of the weapon successful attack this weapon provides Dazed +6.
with Limited 1 and Heat 0. This copy of the weapon does not
benefit from any of your abilities.

68
Smart Pistol Heavy
Heat 5, Level 5, Power 4, Range (10, 30), Concealable. When All weapons in this category have the Heavy keyword.
making an attack with this weapon and before rolling, you may
choose to not roll and instead treat the result of your roll as a LMG
10. Heat 6, Two-Handed, Rapid 3, Range (30, 60).
Ray Gun HMG
Heat 6, Level 10, Power 10, Range (10, 30), Limited 10, Heat 6, Level 5/10, Two-Handed, Power 2/4, Rapid 3/4, Range
Concealable. (30, 60).
SMGs Minigun
All weapons in this category have the SMG keyword. Heat 6, Level 5, Two-Handed, Power 4, Range (30, 60). At the
start of your Combat Turn, if you are wielding this weapon,
SMG you can give it Rapid +2 or Rapid -2. The total Rapid provided
Heat 5, Level 0/5/10, Two-Handed, Power 0/2/4, Rapid 1/2/3, this way may be between 0 and 10. While the total Rapid
Range (20, 40), Concealable. provided this way is 4 or greater, you are Slowed and this
weapon makes a constant loud noise.
Micro SMG
Heat 5, Level 5/10, Rapid 3/4, Range (20, 40), Concealable. Flamethrower
Heat 6, Level 5/10, Two-Handed, Power 6/8, Rapid 3/4, Range
Rifles (30, 60), Harmless. On a successful attack, this weapon
All weapons in this category have the Rifle keyword. provides Lethal +6/+8. This weapon may not receive Ammo
Mods.
Rifle
Heat 5, Level 0/5/10, Two-Handed, Power 0/2/4, Rapid 1/2/3, Sonic Cannon
Range (30, 60). Heat 6, Level 5, Two-Handed, Power 6, Rapid 4, Range (30,
60), Harmless. On a successful attack, this weapon provides
Hunting Rifle Dazed +10. This weapon may not receive Ammo Mods.
Heat 5, Two-Handed, Power 4, Loading, Range (30, 60, 120).
Tesla Cannon
DMR Heat 6, Level 10, Two-Handed, Power 6, Range (30, 60), AoE
Heat 8, Level 0/5/10, Two-Handed, Power 2/4/6, Rapid 0/1/2, 3. This weapon may not receive Ammo Mods.
Range (30, 60, 120).
Shotguns
Laser Rifle
All weapons in this category have the Shotgun keyword.
Heat 6, Level 10, Two-Handed, Power 10, Rapid 2, Range (30,
60), Limited 20. Snub Nosed Shotgun
Harpoon Heat 5, Power 4, Range (5, 10).
Heat 4, Level 0/5/10, Two-Handed, Power 2/4/6, Loading, Shotgun
Range (10, 20). This weapon has Range (30, 60) when used Heat 5, Level 0/5, Two-Handed, Power 0/2, Rapid 0/1, Range
underwater. When you perform an attack with this weapon you (20, 40). Attacks made against targets within 10m gain Power
may do so with an attached cable. If you do so, and if you 2/4.
succeed on the attack, your target may not move more than
20m away from you until they spend an Action to remove the Drum Shotgun
harpoon. Doing so provides your target with Lethal +8. The Heat 5, Level 10, Two-Handed, Power 4, Rapid 3, Range (20,
harpoon may be removed safely with a (16, 1, 1m) Medicine 40). Attacks made against targets within 10m gain Power 6.
check. The cable for this harpoon is a tier 1 structure and it
snaps if it is supporting more than 250kg. You may release an Archery
attached target as a Task and you may not attack with this All weapons in this category are not devices and they have the
weapon while you have an attached target. Archery and Quiet keywords.
Snipers Bow
All weapons in this category have the Sniper keyword. Heat 4, Level 0/5/10, Two-Handed, Power 0/2/4, Range (30,
60).
Heavy Sniper
Heat 5, Level 5/10, Two-Handed, Power 6/8, Loading, Range
Crossbow
(30, 60, 120). Heat 4, Level 0/5/10, Two-Handed, Power 2/4/6, Loading,
Range (50, 100).
Semi-Auto Sniper
Heat 5, Level 5/10, Two-Handed, Power 4/6, Rapid 1/2, Range
(30, 60, 120).

69
Thrown Smoke Grenade
All Thrown weapons are not devices and they have the Thrown Heat 4, Level 0/5/10, Grenade, Range (10), AoE 10, Limited
and Quiet keywords. Thrown weapons may only be given 3/5/8, Concealable. The target area becomes a cloud for 10
Ammo Mods. minutes. The cloud created by this weapon provides a Total
Obscurement to visual perception.
Small Thrown
When you purchase this weapon you may give it Level 5 and
Heat 4, Level 0/5/10, Power 0/2/4, Range (10, 30),
Heat +2 to include thermal chaff. If you do so, the Total
Concealable.
Obscurement created by this weapon cannot be ignored by
Large Thrown Night Vision or Thermal Vision.
Heat 4, Level 0/5/10, Two-Handed, Power 2/4/6, Range (20,
40). Mods
Ammo Mods
Explosives A weapon may have multiple ammo mods. However, at the
All weapons in this category have the Explosive keyword. start of your Combat Turn you must declare which Ammo Mod
Explosive weapons may not be given Ammo Mods. Grenade is currently loaded into your weapon. Your weapon only
weapons may not be given any Mods. benefits from the declared Ammo Mod. If your weapon is an
Archery or a Thrown weapon, you may also make this
EMP Grenade declaration each time you begin an attack with that weapon.
Heat 4, Level 0/5/10, Grenade, AoE 5, Limited 3/5/8,
Harmless, Concealable. Devices within the effected area are Aquadynamic
unable to receive Commands for 1 minute. Heat +2. Attacks made with this weapon do not have a
maximum range due to being underwater.
Fire Grenade
Heat 4, Level 0/5/10, Grenade, Power 4/6/8, AoE 5, Limited Bouncing
3/5/8, Harmless, Concealable. The effected area also becomes Level 10, Heat +2. When you perform an attack with this
a blaze for 1 minute. If a character starts their Combat Turn weapon you may bounce your attack once off a structure which
within a blaze or enters the blaze you must make an Indirect is at least tier 1. This bounce can allow you to circumvent
Followup attack for this weapon against that character. On a cover and to perform attacks which would normally be
success, the target character receives Lethal +2/+4/+6. obstructed. This Mod does not aid you in determining LoS for
attacks.
Frag Grenade
Heat 4, Level 0/5/10, Grenade, Power 2/4/6, Range (10, 20), Explosive
AoE 5, Limited 3/5/8, Concealable. Heat +2. This weapon gains Blasting.
Gas Grenade FMJ
Heat 4, Level 0/5/10, Grenade, Range (15), AoE 10, Limited Heat +2. This weapon gains Penetration 2.
3/5/8, Harmless, Concealable. When you attack with this
weapon you must consume a dose of an Agent you have on
Gel
your person. The target area becomes a cloud for 10 minutes Heat +2, Level 0/5/10. This weapon gains Penetration 0,
which applies the consumed Agent if its Trigger is meant. Harmless, and Blasting. On a successful attack this weapon
provides Dazed +2/+4/+6.
Grenade Launcher
Heat 6, Level 5/10, Two-Handed, Rapid 0/1, Range (20, 40).
Incendiary
When you attack with this weapon you must consume a use of Heat +2, Level 0/5/10. This weapon gains Penetration 0 and
a Grenade weapon you have on your person. The attack gains Blasting. On a successful attack this weapon provides Lethal
the properties of the consumed grenade. +2/+4/+6.

HE Grenade Shock
Heat 4, Level 0/5/10, Grenade, Range (10, 20), AoE 3, Heat +2, Level 0/5/10. This weapon gains Penetration 0,
Blasting, Limited 3/5/8, Concealable. Harmless, and Blasting. On a successful attack this weapon
provides Knockout +2/+4/+6.
Rocket Launcher
Heat 6, Level 5/10, Two-Handed, Power 4/6, Range (40, 60),
AoE 8, Penetration 2, Blasting, Limited 3/5.
Stun Grenade
Heat 4, Level 0/5/10, Grenade, Power 4/6/8, Range (10, 20),
AoE 5, Limited 3/5/8, Concealable. On a successful attack the
target receives Dazed +6/+8/+10 and they are unable to
perform Reactions until the start of their next Combat Turn.

70
Barrel Mods ▪ This weapon may rotate itself about a gimbal to face
any direction.
A weapon may only have one barrel Mod at a time.
▪ This weapon has intelligence equal to that of a drone
Suppressor and this weapon may perform its own attacks.
Heat +2. Attacks with this weapon are Quiet. ▪ This weapon may not be Manually Commanded
(aside from disabling this Mod).
Longer barrel ▪ Attacks made with this weapon gain Proficiency
Heat +2. You may only purchase this Mod for a weapon with 2/4/6 and these attacks do not benefit from your
Range (X, Y). The Y value of this weapon’s Range is increased abilities.
by 30.
Bayonette
General Mods Heat +2. While wielding this weapon you are also considered
to be wielding a melee weapon with Power 2 and Quiet.
Break Apart
Attacks made with this Mod's weapon gain Power +4 if you
Heat +2. You may spend 30 seconds to break apart or put have traveled 10m or more during the current Combat Round.
together this weapon. While this weapon is broken apart it
may not be used normally but it gains Concealable and it may Bipod
be stored in spaces it could not normally fit into due to its shape Heat +2. At the start of your Combat Turn, if you are Prone or
(e.g. a briefcase). in cover you may deploy this Mod. While this Mod is
deployed, attacks you make with this weapon gain Power +2.
Custom Made
This Mod is immediately stops being deployed if you move or
Heat +6. This weapon has been built by hand and it is of a if you stop wielding this weapon.
unique design. This weapon does not form Connections, it
cannot receive Remote Commands, and it can receive Manual Chainsaw Bayonette
Commands despite not having a Connection to The Network. Heat +2. While wielding this weapon you are also considered
The Heat of other Mods purchased for this weapon are to also be wielding a melee weapon with Power 4. Attacks with
doubled. this Mod's weapon cannot gain Quiet or benefit from Quiet.
Motion Sensor Flashlight
Heat +2. You are continuously made aware of how many Heat +2. Attacks you make up to 30m away with this weapon
characters are within 10m of you. Characters who benefit from may ignore Obscurement due to a lack of light. At the start of
a Total Obscurement to audio against you do not register on your Combat Turn you may designate a character to be your
this Mod. Additionally, you may determine in which direction target. While you are wielding this weapon, if your target is
a detected character is to you within a 90 degree margin of within 10m of you, and if they are within LoS, they are
error. Blinded.
Scope Mods Laser Sight
Long Range Scope Level 5, Heat +4. You gain Proficiency +2 on attacks with this
weapon.
Heat +2. You may only purchase this Mod for weapons with
Range (X, Y). The weapon’s Range becomes (30, X + 30, Y + Under-Slung Shotgun
30). Heat +2. While wielding this weapon you are also considered
Night Vision Scope to also be wielding a weapon with Shotgun and Range (10, 20).
Attacks made with this Mod's weapon within 5m gain Power
Heat +2. While wielding this weapon you may see with Night
4. You may purchase Barrel and Ammo Mods for this weapon.
Vision.
Thermal Scope Under-Slung Grenade Launcher
Heat +2. While wielding this weapon you are also considered
Heat +2. While wielding this weapon you may see with
to be wielding a weapon with Explosive and Range (10, 20).
Thermal Vision.
When you attack with this Mod's weapon you must consume a
Under-Slung Mods use of a Grenade weapon you have on your person. The attack
gains the properties of the consumed grenade.
A weapon may only have one Under-Slung Mod. Under-slung
weapons may not be used as part of the same Strike Action as Under-Slung Flamethrower
the weapon they are attached to. Heat +2, Level 0/5. While wielding this weapon you are also
Automatic Firing Platform considered to be wielding a weapon with Heavy, Harmless,
Range (10, 20), and Rapid 1. On a successful attack, this
Heat +4, Level 0/5/10. As an Action you may place this Mod’s weapon provides Lethal +4/+6.
weapon on a surface and activate this Mod or as a Task you
may pick up this weapon and disable this Mod. While this Mod
is active the following applies;
▪ This weapon is a device.

71
GM Info
Opposed Checks
Whenever an NPC is making an opposed check, they use 8 in
place of rolling a D20. If the NPC has Accuracy or Difficulty
Thresholds on their check they change this result by +5 or -5 respectively.
When a player makes a check you must determine how
difficult the check is. It is important to consider that this should Facility Security
be a “universal” concept of challenge, rather than how
challenging the task is for that specific character. For example; Alert Level
A jammed door could be seen as a Moderate challenge to open As the party interacts with a facility, faction, or group, the
as not everyone can open it but being able to open it is a players might startle their opponents. A guard might notice a
reasonable feat. For a high Athletics character this task may be body, a player might fail an attack with an Aliased script, or the
“easy”, but we still treat the challenge of the check as party might fail an assault against a facility and fall back. As
Modertate. the target facility becomes more suspicious and aware of the
Easy Moderate Challenging Hard Extreme character’s intentions, they will increase in Alert Level.
6 10 14 20 26 Alert Level serves as a way to give players clear feedback as
their opponents respond to their actions. You should explicitly
Tiers tell players when a facility’s Alert Level changes. How severe
NPCs and facilities (see below) have recommended properties changes in Alert Level will look to characters will depend on
(e.g. the Skill ranks of an NPC or the Firewall of device) based the tier of the facility (e.g. a library is likely to have less
on their tier. To find the recommended tier of an obstacle for security at Alert Level 2 than a corporate building has at Alert
the party, take the players’ average Level and compare that to Level 1).
the table below. Alert Description
Level 0 5 10 Level
Tier 1 2 3 1 Standard procedure for this facility. This level of
security is the default.
If you want a challenge which is easier, reduce the tier you are 2 The facility is aware of an unusual threat or they are
using by 1. Alternatively, you can increase the tier of a unusually vulnerable and they are taking extra
challenge by 1 to make an encounter more difficult. precautions. These precautions can be sustained, but
the expectation is that these will be eventually
Non Player Characters dropped.
3 The facility is under an immediate threat which they
Non player characters (NPCs) are characters you control as the do not feel equipped to handle. Additional assistance
GM. Since NPCs are numerous and they often serve specific has been requested and the facility will do anything
roles in the game, we simplify their rules in comparison to it can to stay safe until then.
player characters. NPCs have 0 Determination. Alert Level will tend to decrease over time if no new dangers
Skills are presented to the target group. Alert Level 3 usually awaits
For each Skill an NPC can either be Average or Proficient. An the arrival of assistance and Alert Level 2 usually has its own
NPC should be Average in most Skills and Proficient in a few procedure to complete before it can return to Alert Level 1.
they are expected to excel at (such as Athletics for a bouncer Locks
or Stealth for a spy).
Points of entry (e.g. doors, windows, fire escapes) are likely to
Resistances have locks attached to them. The check required to pick a lock
For each Resistance an NPC can also be Average or will depend on the tier of the lock as shown below.
Proficient. We recommend that the average NPC have one Tier Check
Proficient Resistance and two Average Resistances. An 0 (6, 1, 1s)
NPC’s Proficient Resistance can also fit the kind of threat they 1 (8, 1, 5s)
are meant to handle. For example; a security guard might have 2 (12, 2, 1m)
Proficient Toughness while a mage might have Proficient 3 (16, 3, 5m)
Warding. 4 (20, 5, 10m)

Tier Savvy Average Proficient Average Proficient


Skill Skill Resistance Resistance
0 0 0 2 0 2
1 2 0 2 2 4
2 4 2 4 4 6
3 6 4 8 6 8
4 8 4 10 8 10

72
Ritual Spells
Ritual spells are spells performed by multiple mages over a
long period of time to manifest a long term effect at a static
location. Ritual spells can have almost any effect on the space
around them, such as making a facility invisible when viewed
from the outside or permanently mind controlling a set of
individuals. While manifesting a ritual spell, the casting mages
use a large amount of orichalcum to form a locus for the spell.
This locus is a single large object which acts as an anchor to
keep the spell stable. Some examples of loci are; a pillar, a
statue, or a large inscribed circle on a floor.
Some possible ritual spells are:
▪ A hedge maze is turned into a shifting labyrinth.
▪ Guards within the facility are turned into
nightmarish monsters.
▪ A small building is much larger on the inside.
▪ Other magic is dampened. Attacks with spells
receive Difficulty, spells cannot be sustained, etc.
▪ Guards within the facility have increased Toughness,
movement speed, Perception, Athletics, etc.
▪ A group of Outlanders are summoned by the locus to
guard the facility.
Loci
A locus for a ritual spell should be large and grand,
representing the great effort of its creators. Loci can be
destroyed up close fairly easily. A locus may be destroyed as
an enchantment can be. If a locus is moved more than 10m
from the location it was created in, it is instantly destroyed.
Detecting Ritual Spells
A character can perform Astral Perception while looking at the
effect of a ritual spell to attempt to detect it. On a success, the
character is aware that they are observing a ritual spell and the
character knows in which direction relative to them the locus
of the spell is.

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