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Deviant The Renegades
Deviant The Renegades
gratitude!
humanity, and gratitude!
Farewell to all the feelings
that exp heart!
expand the heart!
heaven’s substitute
I have been heaven’
to recompense the good —
now the god of vengeance
yields to me his power to
wicked!”
punish the wicked!”
– Alexandre Dumas,
The Count of Monte Cristo
Credits Special Thanks
Writers: Chris Allen, Dave Brookshaw, Jacqueline Byrk, The Chronicles of Darkness forum and Discord communi-
Meghan Fitzgerald, Vivian Paul, Lauren Roy, Leath Sheales, ties for your boundless and infectious enthusiasm. I hope we’ve
Malcolm Sheppard, John Snead, Monica Speca, Vera given you a new game line that will provide you with many
Vartanian, Eddy Webb, Eric Zawadzki hours of enjoyment.
Developers: Dave Brookshaw and Eric Zawadzki My gamers, for indulging my ramblings and for being my
Editor: Brian Johnson guinea pigs when games need testing, especially Noel Helgesen,
Artists: Aaron Acevedo, Leo Albiero, Sam Araya, Michael for countless late-night brainstorming sessions and for keeping
Gaydos, Tilen Javornik, Brian Leblanc, Luis Sanz, Doug me honest.
Stambaugh Meghan Fitzgerald, for going above and beyond her writing
Art Director: Michael Chaney and playtesting credits.
Creative Director: Richard Thomas Beth Kinderman, for her constant, loving support, and
Development Producers: Rose Bailey and Dixie Cochran for always making sure I have the writing time I need so that
I can hit my deadlines.
Playtesters: Iain Anderson, Khalil Ayvar, Matt Boersma,
Ryan Catania, Harry Cordewener, Robert Cunningham, — Eric Zawadzki
Meghan Fitzgerald, Ryan Griffin, Noel Helgesen, Will
Hochella, James Huggins, Jake Huseby, Beth Kinderman, Cory
Roop, Charlie Salto, Jess Streeter, Ben Teeter, Mark Traynham,
Rachel Traynham, Sandra Waterman, Eric Zawadzki
© 2021 Paradox Interactive AB . All rights reserved. Reproduction without the written
permission of the publisher is expressly forbidden, except for the purposes of reviews, and
for blank character sheets, which may be reproduced for personal use only. White Wolf,
Vampire, Chronicles of Darkness, Vampire: The Masquerade, and Mage: The Ascension are
registered trademarks of Paradox Interactive AB . All rights reserved. Vampire: The Requiem,
Werewolf: The Apocalypse, Werewolf: The Forsaken, Mage: The Awakening, Promethean:
The Created, Changeling: The Lost, Hunter: The Vigil, Geist: The Sin-Eaters, V20, Anarchs
Unbound, Storyteller System, and Storytelling System are trademarks of Paradox Interactive AB
All rights reserved. All characters, names, places and text herein are copyrighted by Paradox Interactive AB .
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended
for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Keep up to date with Onyx Path Publishing at http://theonyxpath.com/
Table of Contents 3
I Wanna Be Sedated 70 Acquiring Variations 108
Variation Basics 109
Chapter Three: Renegades 73 Scar Basics 110
Character Creation 73 Supernatural Conflict 111
Step One: Determine Chronicle Threat Level 73 Adaptations 112
Step Two: Character Concept 74 Variations 113
Step Three: Select Attributes 74 Universal Variations 113
Step Four: Select Skills 75 Cephalist Variations 134
Step Five: Select Skill Specialties 76 Chimeric Variations 138
Step Six: Divergence 76 Coactive Variations 141
Step Seven: Select Merits 78 Invasive Variations 145
Step Eight: Determine Advantages 80 Mutant Variations 148
Step Nine: Shape Cohort and Conspiracy 80 Scars 152
Conviction and Loyalty 80 Controlled Scars 152
Touchstones 81 Involuntary Scars 156
Faltering 81 Persistent Scars 158
Switching Sides 82 Standard Deviations 173
Systems 83 Quick Reference 173
The Devoted 84 Variations 174
Touchstones and Stability 84 Scars 176
Sample Touchstones 84
Stability 85 Live Fast, Die Young 178
Marking Instability 86
Upgrading Instability 87
Chapter Four:
Consequences 87 Storytelling System 181
Causes 87 Traits 181
Healing Instability 88 Attributes 181
Forms 89 Mental Attributes 181
Amalgam 89 Physical Attributes 182
Self-Made 90 Social Attributes 182
Symbiote 90 Skills 182
Transmissible 91 Mental Skills 182
Catharsis 92 Physical Skills 184
Causes and Effects of Catharsis 92 Social Skills 185
Returning to Earth 92 Skill Specialties 187
The Devoted and Fury 93 Integrity 187
Losing Everything 93 Virtues and Vices 187
Acclimation 93 Speed 187
Increasing Rolling Dice 187
Acclimation 94 Dice Pool 188
Character Advancement 94 When to Roll Dice 189
Merits 96 Actions 189
Mental Merits 96 Extended Actions 189
Physical Merits 99 Common Actions 191
Social Merits 100 Argument 191
Fighting Merits 104 Carousing 191
Variations and Scars 107 Fast-Talk 192
Entangling Variations with Scars 107 Hacking 192
Theme: Isolation 5
Nemeses 237 Gudamiya 266
Devoted Form 238 Pantheon of Gaia 267
Identifying Variations and Scars 238 The Sixth Number 267
Identify Overt Variation or Scar 238 Progenitor University 268
Identify Subtle Variation or Scar 239 The University of Delaware 268
Example Characters 239 Student Life 269
Madeline “The Wall” Hager, Rival Devoted 239 The DuPont Guest Lecturer Series 270
Tristan “Echo” Howe, Assassin Devoted 239 Guest Lecturer: Doctor Lisa Gottfred 272
Ian “Cipher” Temple, Stalker Devoted 240 Conspiracies of Newark 273
Eve “Hellbender” Strang, Warden Devoted 241 The DuPont Guest Lecturer Series 273
Quislings of the Flesh: Human Conspirators 242 The Manifest Destiny Foundation 273
For Money 242 In the Wider Web 274
For Knowledge 243 The Secret of Ellicott Cave 274
For the Pain 243 Burgess
Sample Characters 243 Pharmaceuticals 275
Administrative Assistant 243 Connellsville Conspiracies 280
Executive 244 Ellicott Study Center 280
Graduate Student 244 Enmeshed in the Web of Pain 281
Nurse Practitioner 244
Private Military Contractor 244
Mommy’s Little Monster 282
Professor of Biology 245 Chapter Seven: Storytelling 284
Slavetaker 245
Theme: Isolation 285
Whistleblower 245
Microaggressions 285
Manticores 245
Empathy 286
Enhanced Hunting Hound 246
Human Reactions to Isolation 286
Ferals 246
Mood: The Revenge Tragedy 287
Chloe Kincade, The Girl with a Thousand Faces 247
Tone: Simmering Hate 288
Death or Glory 248 Inhumanity by the Numbers 288
Body 288
Chapter Six: Mind 288
Settings and Conspiracies 251 Grounded 289
Flying 289
Anchored Realities 251
Liminal Tides 252 Mixing and Matching 290
The Final Act 290
Shadow War 255
Body Horror 292
Conspiracies of Ankara 258
Body as Self 292
Onachus 258
Violent Imagery 294
Vigilance Society 258
The Personal Side 295
Midas Club 259
Violence as a Mirror 295
Ankara and Beyond 260
Bringing it Out 296
Jungle Warfare 260
Down and Out — Life Without Privilege 297
Controlled Chaos 260
The Precarious Life 297
Broken Dreams 261
Homelessness 298
Come One, Come All 263
The Axis of Inhumanity and Poverty 299
Gears, Levers and Pulleys —
The Conspiracies 264 How to Secretly Rule the World:
Managing Conspiracies 302
The Society for Cultural Preservation 264
Feedback — Listening to Your Players 304
Augmentec 265
Getting Your Fishhooks In 305
Phoenix Power Explorations 266
A Conspiracy’s Role 306
“What do you mean you lost the fucking glass cutter?” Spider clenched his fists in
frustration, looking for guards for what felt like the hundredth time. I am so done with
this amateur bullshit.
He felt a chuckle brush against the back of his mind, while the figure in the bala-
clava shrugged and patted his pockets again. “I thought they were in this jacket when we
packed,” he whispered. “My bad.”
Spider shook his head and leaned over his partner, speaking in a hoarse whisper. “How
are we supposed to fucking get into the medical facility now, Dom?”
“El Santo,” Dom said quickly, adjusting his mask. “That’s my codename. The Saint.
Superheroes have them, you know, to hide their identities? And because of the mask, I
thought….”
The tattooed man shoved his finger in Dom’s face, shadows from the hood of his hoodie
making him look ominous. “I am going to fucking kill you and bury you in your fucking
mask if you don’t open this fucking window right fucking now.”
Dom put his gloved hands up in mock surrender. “Okay, okay.” He put his hands on ei-
ther side of the window frame. Spider could hear him muttering “El Santo” to himself as
he pushed. For a moment nothing happened, and then the metal frame around the window
started to bend and twist.
“Hang on,” Spider said. “Let me get the alarm before you finish.” Dom nodded and pulled
his balaclava up to his eyes. The small trickle of blood was coming out of his nose, right
on cue, and Dom used some tissues from his cargo pants to mop it up.
As he was cleaning himself up, Spider peeled one of his gloves off and felt around
inside the frame. Within seconds, he found the wire where he expected it to be. Closing
his eyes, he felt where the electricity in the wire should go — to the alarm systems. He
imagined himself talking to the alarm system, convincing it that it didn’t really want
to go off. The alarm system agreed that maybe it was time for a break.
He opened his eyes and pulled the glove back on, ignoring the sharp pain behind his
eyes. “Alarm’s off,” he said. Spider looked down, and saw the bloody tissues lying on the
ground.
“Are you actually stupid?” he asked, trying hard not to yell.
Dom pulled the balaclava back down. “What? You think we’re going to get fined for lit-
tering or something? Who cares?”
“That’s DNA, moron. They’ll find out it was you in five seconds. Don’t you watch CSI?”
“Nah, man. I prefer Elementary. That Lucy Liu is one fine….”
Spider whispered through gritted teeth. “Get. In.”
“Not like you have to worry about DNA,” Dom muttered as he pushed the window in the
rest of the way. Bits of concrete and metal fell to the hard floor inside, making Spider
wince, but nothing happened as Dom carefully set the frame on the floor and off to the side.
“See?” he hissed. “Didn’t even break the glass.”
Spider climbed in after, squeezing his thick frame through the hole in the concrete.
“That’s the first thing you’ve done right so far,” he muttered, pulling a pen flashlight
from his pocket and switching it on. The floors were linoleum (my wife used to call it
“lick and stick”) and the walls were covered in colored arrows on a pale green background.
The arrows matched with colored lines painted on the floor. He found the line he needed
and motioned Dom to follow.
We’re heading to the basement. Spider imagined speaking the words, even though he kept
his mouth shut. In his mind he pictured the third member of their team. He recalled Niamh’s
dark green hair, shaved away from the cochlear implant behind her ear. He imagined her
matching green lipstick, the soft leather jacket she always wore, the tattered T-shirt
with “Not ignoring you, just deaf and DGAF” fading on the front. It always felt weirdly
intimate, like remembering a lost lover. Like remembering the good times with his wife.
After a moment, the image of Niamh in his mind turned and looked at him. Her hands
fluttered in front of her face, but he could hear the words clearly in his mind. About
time. I was getting bored listening to the bromance with Dom.
Spider and Dom carefully walked down the hallway. At every corner Spider stood under
the glass domes obscuring the security cameras. He looked up at them, whispering for them
to shut down for a few seconds, to take a break after a long night of watching empty cor-
ridors. Out of the corner of his eye, he could see Dom watching him nervously. The pain
felt like it was going to split his head apart. Spider ignored both and kept working.
After the third camera, Dom tapped him on the shoulder and pointed down the hallway.
Spider glanced, and saw two shadows lurking in the flickering florescent light.
Niamh swam in front of his thoughts, her hands urgent. Dom says you have two guards
up ahead.
I see ‘em, he replied.
Told you to bring a mask, she thought, her green lips twisting into a smirk.
Told you I want them to see me coming. See what I’ve become.
Dom tapped him on the shoulder again, and put his lips next to Spider’s ear. “What are
we going to do, man? Niamh says we should abort.”
You should abort, Niamh thought at the same time.
Spider shook his head, pushing Dom back slightly. “No chance,” he whispered, knowing that
Niamh could pick up the stray thought. “We came to find Suzanne, and she’s past those two.”
I want to trash these assholes as much as the next girl, but your wife will have to
wait. And you’re not getting any better.
He cracked his knuckles. In the empty hallway, they sounded like
gunshots, bouncing off the linoleum floors and concrete walls. The
shadows stirred, and Spider could hear the footsteps heading
toward him. “We’re doing this,” he muttered.
Dom pulled on the bottom of his bala-
clava nervously. “Fuck. Who’s
stupid now?”
A nondescript sedan drives slowly along the block. The driver keeps her eye on the street. The two other
occupants — both men — have no interest in the traffic. They’re watching the pedestrians and shops as the
car rolls by.
A movement catches the eye of one of the men, and he gestures to his colleagues. Someone wearing
heavy, shapeless clothing appears from behind a small group of people and heads off quickly away
from the car. The weather is warm, so why wear such heavy clothing? Head down, with a ball cap
pulled low, they’re clearly trying to avoid recognition, which piques the men’s interest.
The car stops for just a moment, so the men can step out. The driver pops the roomy trunk. The
modified springs keep it from automatically rising, but it’s ready for quick access when the men need
it. She keeps the engine running so they can leave the area rapidly when they’ve completed the job. No
point waiting for police to arrive; too much paperwork.
Though the shapeless individual never looks around, they pick up the pace as if they know they’re be-
ing followed. The men increase their speed while giving every appearance of being relaxed and uninterested
in the individual, betraying their professional training.
The shapeless individual heads down an alleyway. The men reach the entrance and pause before they’re
silhouetted against the street. They’re not stupid, but they do have a job to do. With practiced movements,
they release straps on their belt holsters. The man on the left draws a taser, the one on the right a pistol —
covering multiple scenarios.
The taser-wielder moves first, hugging the wall of the alley, maintaining a low tactical approach. The dump-
sters and garbage will break up his outline and conceal him. The shapeless individual has made a tactical error.
He stops short of a dumpster and gestures for his partner to move forward. After a moment’s inactivity he
glances around. His partner isn’t there, but the shapeless thing is. Beneath the heavy coat, sickly neon-esque light
glows, revealing something metallic held in place by inflamed, dying flesh.
The police finally investigate the car three days later, after shop owners complain about the smell coming from
the trunk. They find enough parts to piece together most of three individuals — two men and a woman — missing
several square feet of skin. Two individuals watch the police from nearby. One talks on her cellphone while the
other scrutinizes the crowd of onlookers.
The shapeless individual watches the scene streamed live via an unsecured webcam placed conveniently in one
of the shop windows. The flesh graft itches where it meets the implants. With incompatible donors, it won’t last
long, but it distracts her body from rejecting the metal, which would kill her.
Let them keep sending people. They’ll find the same reception waiting for them. The only way she’ll ever go
back is when she uncovers their location and burns the place to the ground.
Welcome to Deviant: The Renegades, a game about anger and revenge. It’s about the horror of
changing against your will, of your body’s betrayal as it twists and warps away from your humanity. Even
those Deviants who chose to undergo their transformation — the Divergence — didn’t really know what
to expect. Because of this, Deviant is a game of sorrow, regret, and escape. It’s about the catharsis of
retribution or the comfort of loyalty; about the anger at wrongdoings, and the acceptance of what is.
While Deviants loyal to their conspiracy’s cause may console themselves through the pain by accepting —
or even embracing — the goals and methods of the conspiracies that hunt their kind, Renegades harbor
a burning need for vengeance. The Deviant’s suffering is someone’s fault, and that someone should be
accountable. Some heartless assholes lied to you, some pieces of shit stripped away your humanity and
divorced you forever from a life free of pain and suffering, or anything approaching normalcy. Deviant:
10 INTRODUCTION
The Renegades is about destroying those who wreck lives, who curiosity to study and try to replicate, a tool to achieve some-
dare to use people as tools, who sow human misery in their wake. one else’s goals, or a weapon to leverage power over others.
Fuck them and their literal dehumanizing of their victims. Fuck Unfortunately, Remade rarely begin in positions to choose
them and their pursuit of power. how to spend their lives. Other people desire the power that
It’s time to make them pay. the transformed possess, and they can and will bring tremen-
dous resources to bear to leash the Deviant to their will. Many
Deviants chafe at this control, refuse to submit, fight against
Shrouded their chains. These Broken refuse to accept the title, break free
and take back control of their lives. Few conspiracies allow their
in Darkness prizes’ freedom for long however, constantly hunting them and
others to fuel the lust for power. Renegade Deviants believe
The Chronicles of Darkness is a game of modern horror. the only true way to freedom is to burn it all down and ensure
The Chronicles take place in a world recognizably like our no one lives to come after them any longer.
own, but a little less inviting. The world is a little grayer, the
people a little colder and less welcoming. The similarities to
our world are a thin veneer, barely covering the rot beneath the Conspiracies
surface. Scratch away that veneer, even for a moment, and see Within certain circles, the existence of the Broken is well
the darkness. Everyone has brushed against the supernatural known, as is the potential power they bring to those who con-
hiding within that darkness, though few admit it. The chill of trol them. These conspiracies have many goals and methods
a ghost’s passing, the stranger who appears at the periphery — wealth, scientific curiosity, religious fervor, political power,
of your vision, the feeling of someone watching you when you and countless others — but all of them regard the Remade as
know you’re alone. People disappear without a trace all too tools. Few conspiracies view themselves as evil, but all are selfish
frequently. Their loved ones go through the motions of search- in putting their own interests above those of others. Some even
ing for them, but they don’t hold out hope. Few return, and acknowledge the suffering they inflict on the transformed, but
rarer still are those who come back the same as when they left. even these believe their goals justify the pain.
Humans rarely speak of what their blood and bones know The ways in which the conspiracies use their tools are as
must exist in the world. Sometimes, safely behind locked doors, varied as the conspiracies themselves. Some recruit Deviants
windows securely bolted, and lights burning brightly, people with promises of aid and support in return for service. The
hesitantly whisper about what they encountered in the dark- conspiracy may keep these Deviants on a long leash, allowing
ness. Few people talk about it because they never know who considerable latitude when not “on mission.” Or they might
may be listening and taking pleasure in the fear and suffering contain the Remade within a gilded cage, where comfort and
of others, and the power this brings. luxuries are plentiful, but freedom is unacceptable. Many
Supernatural beings aren’t the only ones who seek occult Deviants don’t know any life outside the conspiracies and
power. Humans pursue it like moths to a flame. Deviants accept their lot as the only option.
come from these dalliances with things poorly understood The work of many conspiracies leads them to attempt to make
and better left alone. While some of these are people who Deviants of their own, that they better understand and control.
wanted to empower themselves, more frequently they’re the In fact, most of the terminology used to describe and classify the
victims of another’s experimentations, or the unlucky who Remade came from conspiracies that flourished during the time
were simply in the wrong place at the wrong time. Many paths of Darwin in the 19th century. The rise of scientific classification
lead to Divergence. Progenitors of Deviants use sorcerous ritu- and understanding helped these new conspiracies codify what they
als, experimental surgeries, or exposure to strange or ancient hunted. Over time, even the less scientifically-focused conspiracies
artifacts. These Progenitors use whatever works, and inflict adopted much of the language, in part to communicate with other
pain, misery and suffering on victims to discover what that is. conspiracies they encountered, but also to add another layer of
Whatever the process, the result is one of the Remade and no camouflage over their ancient roots, and hide within the scientific
longer a human: something that touches on and draws against zeitgeist of the time.
the darkness in ways that are more than human. Unfortunately, The desire to transform humans and create new Deviants
these changes are never seamless. They leave lasting scars. doesn’t extend to every conspiracy. Many lack the knowledge
or resources to be Progenitors, and instead benefit from the
and Hunted She may have escaped one group only to run afoul of another.
This isn’t even rare. For a conspiracy that is adept at generat-
ing Remade, the cost of hunting and containing a replaceable
To be one of the Remade is to never be free of harassment
resource may outweigh the benefit, or the need to silence the
and pursuit. Every Deviant is a valuable resource, a scientific
Renegade.
12 INTRODUCTION
choose a side and take a stand, even if for no better reason than • Chapter 3: Renegades provides rules and game systems
to maintain her sanity against the horrors she faces. to make Remade characters, their powers and the bur-
Some Deviants find solace in service to the conspiracies. dens they carry as a result of their Divergences.
The blind loyalty of these Devoted allows them to overlook
the damage they cause. As long as they remain a part of some- • Chapter 4: Storytelling System presents all the
thing larger, working alongside people they care about, these core rules necessary to run a game of Deviant: The
Remade find peace. Renegades.
Conversely, the Renegades have thrown off their bonds and • Chapter 5: Antagonists covers the people and organiza-
escaped the conspiracies. Though their lives usually become a cycle tions who hunt the transformed, and who the Deviants
of pursuit and escape, their conviction to remain free and fight hunt in return. This chapter provides systems for creat-
the conspiracies gives them just as much relief as service does to ing your own conspiracies, and how they react to the
their opposites. Much as she might wish otherwise, a Renegade actions of the characters.
soon discovers that this fight defines her existence. Even if she
wins and destroys the conspiracy — or at least eliminates its ability • Chapter 6: Settings and Sample Conspiracies tours the
to pursue her — she can’t sit idly by and settle into a peaceful life. world, visiting several locations in examining how the
Deviants who refuse to follow their rebellious or compliant conspiracies and Broken struggle against each other,
drives stagnate and cut themselves off from their remaining and themselves.
tenuous links to humanity. These unfortunate individuals
undergo a process the conspiracies call Instability, wherein • Chapter 7: Storytelling gives tips on running success-
their Scars fester and grow until the Deviant dies a painful, ful games of Deviant, and explores the game’s niche of
lingering death. transformation and revenge.
14 INTRODUCTION
a self-Progenitor or a conscious and willing volunteer. The feeding each other for the benefit of the greater conspiracy. And
transformed needs to hold someone accountable, even for even when the Broken manages to grind all these tentacles into
his own ignorance. bloody smears she discovers another conspiracy hidden behind
Just as the conspiracies hunt them, the Remade hunt these the façade, secretly pulling the strings of its smaller offshoot.
shadowy organizations, seeking to uncover and disclose their Even though these tendrils interlink and tangle across one
secrets and drag them into the light, to bring pain to those another, all of them seek to control the Remade, to break her
in power, and to destroy their lives. Broken don’t have the spirit and turn an enemy into a weapon, exploiting her in any
luxury of hiding from their past or finding a place of perma- one of a thousand ways.
nent safety. The spiritual damage from the Divergence forces This is the Web of Pain, where even the most insular, well-
them to confront their personal demons. From the moment hidden conspiracy has at least a few connections to its peers.
of transformation, every Deviant has a choice between follow- Total secrecy brings potentially fatal ignorance of competitors
ing orders and soothing the soul through loyalty to someone seeking the same resource, a certain path to submission or de-
else, or striking back and using the conviction of the Remade’s struction. The conspiracies within the Chronicles of Darkness
anger as a balm for her spiritual pain. exist as a vast, tangled web of personal and organizational con-
nections. It is a conspiracy of conspiracies, where each controls
The Web of Pain the center of its own node, and spins its threads to reinforce
its position or weaken and devour its fellows. Unfortunately
Unfortunately, the path to revenge is seldom easy. Burning for Renegades with a singularity of purpose who think they’ve
down all the laboratories, warehouses, and facilities of an or- completed their job with the destruction of their Progenitors,
ganization merely reveals it to be one tendril of a larger group there’s always a bigger threat along the web, or a hungry young
extending many branches across the local region. Destroying conspiracy eager to fill the void left by the Deviant’s efforts.
these holdings one by one exposes more intermeshed links,
16 INTRODUCTION
Epimorphs: Deviants who volunteered but didn’t know Mutants: Also known as Grotesques, a Clade of Deviants
what they were really signing up for. whose bodies rejected the metamorphosis forced upon them,
Exomorphs: Deviants who were victims forced into the instead changing in unexpected ways.
Divergence against their will. Nemesis: A Devoted who has achieved a precarious state
Faltering: When a Deviant suffers an integrity crisis from of balance between her Conviction and Loyalty.
working against her Conviction or Loyalty. Origin: The circumstances under which a Deviant came
Feral: A Deviant with no Touchstones, mutated beyond to Divergence.
all recognition. Pathological: Deviants who underwent the Divergence
Form: A variation to the normal Deviant Origins and through accident or circumstance.
Clades. Progenitor: Someone directly responsible for a Deviant’s
Genotypal: Deviants born into their condition, through Divergence.
accident or deliberate intervention. Psychics: Another name for the Clade known as Cephalists.
Grotesques: Another name for the Clade known as Remade: Alternate name for Deviants.
Mutants. Renegade: A Deviant who resists the control of her con-
Guardian: A Renegade who has achieved a precarious state spiracy and seeks retribution against her abusers.
of balance between her Loyalty and Conviction. Scar: A Deviant’s supernatural disability.
Hybrids: Another name for the Clade known as Chimerics. Stability: A measure of how far isolation from humanity
Infused: Another name for the Clade known as Coactives. has twisted a Deviant’s mutations.
Instability: A setback to a Deviant’s Stability. transformed: Alternate name for Deviants.
Invasive: Also known as Cyborgs, a Clade of Deviants Unwilling: Alternate name for Exomorph Deviants.
who derive their powers through non-living, foreign objects Variation: A Deviant’s supernatural ability.
implanted within their flesh. Volunteers: Alternate name for Epimorph Deviants.
Loyalty: A measure of the Remade’s drive toward protecting Wavering: When a Deviant begins to lose touch with her
those she loves — most common among Devoted. anchors, by softening either her Loyalty or Conviction toward
Magnitude: A measure of the strength of a Deviant’s her goals.
Variations or Scars. Web of Pain: The network of conspiratorial links among
Manticore: A Remade animal. conspiracies.
Forgive the second-person pronouns, but this chapter is about what they did to you — “you”
being a so-called Deviant, newly escaped or otherwise self-defined in the face of forces that would
have chosen a place for you. Their mistake was believing you never had a voice, an influence, a
single particle of will to choose your fate. Maybe you thrashed at the restraints from the start, or
perhaps bided your time, but you eventually made your true desires known.
Yet, one way or another, the Remade make accommodations for what happened to them, and
while hiding out or even serving one’s “creators” may be seen as cowardice, it’s still a natural reac-
tion to what may have been an intense trauma or the flowering of some dark, seemingly unbreakable
tradition. Devotion might seem like the safest, or only, option. But if anyone wants to escape servitude
and fear, the only way forward is to fight and, to the degree one can while preserving one’s own safety,
shine a light on what happened. Then, one is no longer just a Deviant, but one’s true self, without any
unjust influence overriding one’s will.
Of course, if you did it to yourself, it all gets rather complicated.
Origins
A Deviant’s Origin is not just a matter of circumstance, but disposition. Some of the Remade readied
themselves for transformation, or at least believed it was a worthwhile price to pay. Others were taken
against their will, had Divergence forced upon them by a family legacy, or were transformed by accident.
While Clade describes the Remade based on the Variations she manifests, the Origin’s effects are
influenced by deep-seated attitudes and the way the Deviant’s initiation into their kind supports or
offends their physical and spiritual autonomy.
Conspiracies have long studied the nature of Deviant Origins. Some scientists wish to eliminate
Origin as an influence, to control the manifestation of Variations and Scars precisely. Conspirators
want to instill obedience, and remain confounded by Origins which seem to promote defiance, or
twist careful conditioning into resentment. Not all conspiracies are so focused on control, however,
and some believe a subject’s ability to influence their own transformation presents opportunities
for further research. Could a carefully conditioned zealot manifest stronger Variations? What
about a pretended accident, or torturing a subject so that, in defiance, they develop novel abilities?
Established conspiracies may attempt to manipulate Origins in this way, and the latest generation
of Deviants may share stories of the strange, excruciating psychological experiments that follow.
Conspiracy literature identifies five major Origins, with formal and informal designations.
They are:
Origins 21
• Autourgics: The Elect wholeheartedly wish to be secretly exposed to the means of transformation. At
Remade, to satisfy a sincere personal desire or some some point, each of them realizes Divergence is taking
ideologically-driven urge. They may not know what they place, but is unable to escape it. Exomorphs manifest
will become, exactly, but understand they will break the Overt Variations. This may be due to the conspiracy’s
confines of human nature, and welcome it. They tend callousness promoting bolder experimentation, or it
to manifest Overt Variations, and often remain deeply may be that Unwilling antipathy leaves Scars. In many
entangled in the conspiracy that made them. In fact, ways the archetypal Renegades, they tend to be especially
many are senior conspirators themselves, and in a few driven to destroy conspiracies, and prevent anyone else
cases are their own Progenitors. Most of the Elect are from suffering as they did.
Devoted — they get what they wanted, even if it comes
with a certain degree of trauma. Renegades are usually • Genotypal Deviants owe their condition to their par-
those who chafe against conspiracy control, or who ents, the circumstances of birth or conception, or some
discover that post-humanity isn’t what they believed it legacy buried within their ancestry. Some of the Born
would be. Autourgic Renegades are rare, enough so that always knew they were special, and are either the chil-
some other Renegades do not trust them, fearing they dren of Remade, or possess some recessive trait or lineal
might be spies and infiltrators sent by the conspiracy. quality that designates them as “the One Who Will
Arise,” or some similarly ominous figure prophesied
• Epimorphs: With threats and promises, conspiracies by science or tradition. In other cases, such origins are
convince Volunteers to become Remade. Where the kept hidden by parents, or even arrive out of the blue,
Elect seek transformation for its own sake, Epimorphs the result of a long-dead Progenitor’s experiments on
agree to it to pursue some secondary goal: money, an ancestor. Genotypal Remade often discover their
freedom, or safety for loved ones. Many Volunteers are Variations in adolescence, though this isn’t always the
lied to about what will happen to them, or are desperate case, as a critical trigger might come earlier or later.
enough not to care about the details of a drug study or These circumstances lead to many types of Variations,
a journey to some weird, remote locale. Epimorphs are and a wide variety of attitudes toward the conspiracy,
often Devoted, though not always sincerely so, hunting where some might be regarded as “nobility,” and oth-
Renegades for pay and perks. Their tales of Divergence ers may have been taken away by caregivers, given new
often involve developing deep ties to the conspiracy, names, and kept hidden.
and even if they go Renegade, they must deal with the
connections they establish to fellow workers, caregivers, • Pathological Deviants are victims of pure circumstance.
and other collaborators. Volunteers tend to display These Accidents open a strange machine, fall into a
Subtle Variations. pool of otherworldly energy, or unintentionally en-
counter something so deeply other that it changes them
• Exomorphs: Remade intentionally, but against their forever. Pathologicals have no clear Progenitors, and
will, the Unwilling usually turn Renegade whenever no common patterns link them to conspiracies. New
a safe opportunity presents itself. Conspiracies treat organizations might form because of a Pathological’s
Exomorphs with utter contempt or the grim pity one accident, as the curious and ambitious band together,
feels for an enemy who never wanted to be where they or dormant sects may awaken from minimal activity
are, but who must be put down nonetheless. Unwilling because the Deviant satisfied a certain prophecy, or
may be kidnapped, threatened, incapacitated, or even activated that machine.
Clades 23
You’re self-made — almost. You looked upon yourself and saw something
unfinished. Flesh of clay, too malleable for an incorruptible self. Maybe
this transhuman poetry ensnared you, but it’s entirely possible you
came to be Remade with eyes half-open, with scientifically structured
aspirations. Nucleotide combinations, cybernetic schematics, or weird
alchemical formulae danced in your head. Instead of a personal vi-
sion, you might have joined the Elect to further a cause: a war to
win, a peace to keep, a people to liberate — or destroy. Revenge is
a common, potent motive too, and especially good at blinding you
to the consequences of being Remade.
In any event, you quested for the power to bond these dreams to
your flesh. You sought out your Progenitor. You wanted to be Remade — they
didn’t need to ask. You might have felt fear, but never reluctance. Your Progenitor
was eager to help; in the literature of established conspiracies, Autourgics like
you, with a strong will to change themselves, bear the torment of Divergence well
enough to support truly novel Variations.
Look at what you are now. Look at what you wanted.
Nicknames: elective, seeker
Beginnings and Divergences: Consider these origins.
It’s our central nervous system that fails us in the end. That’s what she thought,
after the last novel tryptamine dose, after she hung herself from hooks on an
ancient oak in a mythic ordeal of her own design, after fucking and debating and
drunkenness. After meditation that brought her to a place of gray light, but not
as far as that final bliss. She could go no further than her neurons would allow.
After all, the “speed of thought” is less than 300 miles per hour. Senses are fragile,
the capacity to process their input is weak. But she recognized the quiet ones, the
note-takers, from the circles of extreme experiences she moved in. They had means,
but no direction, while she knew the exact shape of her perceptual limits. She guided
them while they cut, injected, chanted in Tibetan and muttered about stem cells
and “psychic capacity.” She awoke. She saw the world with better eyes. It was so ugly.
Strength — she wanted it more than anything. She worked as hard as anyone else at
the gym and on the base’s obstacle courses, but hit a wall. Lactic acid in her muscles
burned, but her course times never budged past a certain point. She couldn’t lift any
more, though she wasn’t deficient by any standards but her own. She was a crack shot
and good with a knife. She earned rank, patches, and eventually, a place in a unit with
no patches or uniforms, where she trained to inflict quiet, efficient death on those her
country was ashamed to admit they were killing — and where she was third best, and hated
it. But in the deep military, where even nation states are only vaguely present, there’s always
Origin – Autoturgics 25
Down on your luck. Bored. Desperate. Willing, though not entirely wanting.
Conspiracies call people like you “Epimorphs,” because even though you don’t have an
urge to be Remade, your neediness provides fertile soil for whatever they want to grow
— or graft, splice, or inject. The method matters less than the psychic factor you pres-
ent, which might also be imagined as a certain hollowness. That emptiness drove you
to accept Divergence, to ask fewer questions than you should have, and subordinate
yourself to the conspiracy’s needs.
Whether you think about this potential as emptiness or new, raw earth, its
origins aren’t so poetic. You might have volunteered because of deep debt — your
own, or that of someone you love. On the flipside, you might be greedy, will-
ing to “join the program” and take its six-figure salary. Some conspiracies take
Epimorphs from prisons, setting themselves up as ways for convicts to reduce
their sentences by volunteering (Of course, this arrangement might produce the
Unwilling as well, depending on the degree of coercion). You might be an ex-
con unable to find a job, and the conspiracy is willing to ignore your record.
You might have medical bills, gambling debts, a sick friend or relative the
conspiracy can cure. You might have hit a dead end, where your personal
dreams seem hopeless, and becoming Remade, while not really what
you wanted, is a way to begin again. Unlike Autourgics, Divergence
isn’t your goal, it’s what you’re willing to do to renew yourself — or
fill that hole in your life.
Nicknames: volunteer, mark (both as in “Mark X” of an experi-
mental series, and a “mark” in the sense of the victim of a deception)
Beginnings and Divergences: Who’d be classified as an Epimorph?
Him. He was going to get cancer by his 40s. That’s how his father
went out, and how his father’s father died. He made his money early,
motivated by early death, but spent it fast, going to specialists who
might help him cheat mortality. The last one ran his genome and
showed him the code that would kill him, but told him there was a
way to beat it — maybe. She saw him reach for his checkbook and as-
sured him it wouldn’t cost a dime, but he’d have to fill out numerous,
complex forms. He didn’t even wait for his lawyer before he signed the
form forbidding him from talking to one. Over the next few weeks, he
endured the surgeries and injections, the pulsing new organs and masked
doctors muttering about “chimeric horizontal gene transfer.” He healed
in a haze of drugs, over hours he thought were days. But the new flesh,
taken and delicately modified from its animal origins, helps him cast off
injury and toxins fast. He’ll never get cancer now. That was a human thing.
Another Volunteer never had the kind of money that would open
the door to elite labs. He rode that edge where you couldn’t technically
call him homeless; he mostly couch-surfed, and when he couldn’t find a
place to stay, relied on meth and willpower to avoid sleeping at all. He was
blessed with exceptional intuition. He always knew when a deal would
Origin – Epimorphs 27
Strapped in. Injected. Trapped. None of the Remade transform easily, but you were changed
against your will. Everyone reacts differently to an experience like that, but it’s never something
to shrug off. At the very least, it offends your sense of justice and free will. The conspiracy,
and your Progenitors, devise all kinds of lies to rationalize it. Maybe you were slated
for death, either by the state, criminals or some rival conspiracy, and they say that
in giving you a new lease on life — in whatever form that might take — they have
the right to do whatever they want with you. Maybe they frame it as punishment
for a crime, or a chance to redeem yourself. Maybe they appeal to progress — by
sacrificing you, they can help others with a cure, a new technology, or progress
toward some esoteric goal.
Go Renegade. Know that these are all lies, even if the conspiracy believes
them. Especially if it believes them. Beneath ideologies and rationalizations,
it’s about what people do to each other. They’ve wronged you.
But remember: Divergence gives you power. You’re not always sure what
that power is, because the conspiracy rarely cared whether you knew what
they were doing to you. And no matter what they tell you, the power is yours,
despite any Scars, and despite how it was given to you.
Nicknames: unwilling, donee (a genteel term used by conspiracies)
Beginnings and Divergences: The stories of three Renegades illustrate what
it’s like to be one of the Unwilling.
He was an expert in multiple fields, but not the fields they grant PhDs in. Working
with precision manufacturing equipment, biohazards, and volatile chemicals required
detailed training and honed instincts — things the facility’s “brains” up in their offices
could ignore with a single keystroke, he was exposed to on the production floor.
Machines rumbled. Substances hissed. He screamed. When he woke up, he wasn’t
in a hospital, but another wing of the plant. So much of him was missing. Through
their masks, people he’d never seen before assured him they could fix him with
“invasive protocols.” He realized there was no way it had been an accident — and
the smells and feel of his new parts? He knew them from back on the floor. The
adaptive materials of his new flesh, part tissue and part machine, could never
have existed without his work. It all belongs to him — and now that he’s out, he
needs to make careful plans for his return, to take it all back.
She had every reason to believe it was the end. She’d killed a lot of people
for the Family, to the point where their faces all merged into a brutal carica-
ture. Just that sort of face belonged to the man who put a bullet in her leg.
The other syndicates had pooled their money to hire him. He laughed about
it, because he was going to double even that. “Nobody’ll know I didn’t make
the hit,” he said, “because they promised nobody would ever recognize you.”
Two women came in. One produced the needle. After that came the Blue
Origin – Exomorphs 29
Did they know? Your parents? The doctors? The priests? That affected how you were treated. Perhaps your family hid you,
and you either moved constantly and learned to use a new name whenever you did, or grew up in isolation, staring at cabin
or basement walls. Or maybe they treated you as nobility or a messiah, tempering discipline with worship. You weren’t so
much raised as trained for your role.
Not everyone Remade in the womb (or in some stranger pre-birth environment) enjoyed family ties. You might have been
raised by scientists or monks, revered or treated as an experiment. If you were lucky, they gave you a name instead of a title
or number. In most cases, you couldn’t help but develop a bond with whoever raised you, even if it conflicted with how the
way they treated you should have made you feel. This doesn’t necessarily impose any lingering affection. Fury burns away
unwanted attachments.
Nicknames: born, germlines
Beginnings and Divergences: The stories of these three Remade and their
heritages may have elements that speak to you.
She was born into flickering hospital fluorescence like so many others,
but this was no hospital, and she knew no other illumination until the
day she escaped. Life was all corridors with rails, recycled air, and white
walls, yellowing like old teeth as she grew up. They didn’t give her a name
until she killed one of the staff who had found her makeshift cloth doll.
The power cracked the tiled floor and burst the lights; they bricked up
that wing and gave her a new room. It was an accident; she was angry.
After that, staff brought her clothes and colored pencils and construction
paper, showed her old movies and told her their names. She never killed
anyone wearing hospital scrubs again, but they made her practice on
animals, then sick-looking people who didn’t speak her language. Her
power crackled up, red deeper than fire, and they broke. She didn’t
really have any empathy for them, until the other girl came. People
in suits and armor and guns put them in a room together. The girl
could speak without speaking. She told her things she heard
in the others’ heads: “Exposing the coactive and cephalist
candidates is the next logical step.” And together, they
noticed the armed people and the people in charge
were not wearing hospital scrubs.
Origin – Genotypals 31
Responsibility. The conspiracy will say anything to pass it on to you. They might call
it “unknown potential.” They accuse you of trespassing, opening their machines, being
in the wrong place at the wrong time. They didn’t mean to make you what you are, but
now they want to own you, though they might frame it as medical care, a job, compensa-
tion with strings attached. Your Progenitor never meant to Remake you, and may not even
know how you came to be, though they’re hardly blameless — they opened doors to dangerous
forces with little regard for the consequences. And if you really did do it to yourself? Your
experiment is their path to power.
You sense their urge to confine and control you, but you know that beneath their
confidence and titles and resources, there’s fear. They don’t exactly know what you’re
capable of, or what you know you’re capable of. They might test you by sending people
to attack you and those you care about, or they might recruit people close to you to
observe your behavior, and watch for your growing abilities.
Nicknames: accidents, unfortunates
Beginnings and Divergences: Anyone can become a
Pathological. The following stories represent only a fraction of
the ways in which you might be accidentally Remade.
In sarcastic moments, she thinks the worst thing about her Divergence
was the embarrassment. She was a very, very good thief, and should have known
about the complications of stealing from such a wealthy mark. She carefully
researched him, tracking his auction purchases and the identities of those whom
he had outbid, who’d be eager for another chance to get the artifacts. Defeating
his security was easy enough, and she knew the layout, including the location of
the walk-in vault, unusual for a private citizen. It was open. The hospital bed stood
inside, the most valuable item lying atop its disturbed sheets. She grabbed it im-
mediately, before seeing the fine layer of ash coating the walls — and she burned. But
she had a will like the target, the victim, never had. She contained the fire, locking its
Coactive energies in her heart, but not before burning the rest of the mansion down. The
police investigating the fire are trying too hard, and know too much. They’re on her heels,
and she never leaves evidence at the scene.
She was the one you went to whenever you needed something fixed. Mechanical, electronic
— it didn’t matter. She always had the parts, hoarded in bins. Her stash came from recycling
centers, junkyards, and the occasional unattended loading dock. A friend told her about a
lab clearing out its equipment, and after she cut open the fence, she found a treasure trove: a
weird mix of vacuum tubes and next-generation circuit boards. She climbed inside something
that looked like a weird MRI machine and pried a panel open, but there were no magnetic
coils. There were stones, and symbols that twisted when she looked at them. She ran,
and when the nausea and bleeding hit the next day, she suspected radiation poisoning.
Origin – Pathologicals 33
Cephalists embody the supremacy of human will over
the world. Their mental faculties are open to possibilities
— and terrors — that Baseline humans will never experi-
ence. Conspiracies crave Cephalists for their unique
ability to apply themselves with a focus other Deviants
can’t match. Many Psychics find some kind of home
within the conspiracies, and not always at the bottom of
the pile. The transformed can never forget they are tools
for achieving the conspiracy’s goals, but in the ranks of
the Devoted, Cephalists are among those who most fre-
quently climb the ranks and achieve power — and inflict
the misery they avoid on their own kind. This perceived
betrayal draws the ire of many Renegade Psychics whom
the conspiracies would force into service. Being enslaved
by one of their own only inflames the fires of hatred and
the drive for revenge, and makes the traitors targets for
the Renegades’ own focused power.
Mental Supremacy
Cephalists epitomize the dominance of the human
mind over the world. Where other Deviants adapted to
the trauma of Divergence, accepting and incorporating
whatever their Progenitor did to them, each and every
Cephalist refused through sheer stubborn defiance and
will so powerful it fractured their soul. With this break
came the power to back up their refusal, rejecting the
Progenitor’s intended changes. For many Psychics, this is
a source of personal pride — proof that they were either
able to thwart their Progenitor’s plan or guide the course
of their own Divergence, however subconsciously.
Because of this, Cephalists often project some degree of
superiority over the Baselines around them, and even their
fellow Broken. Though her post-Divergence existence may
be no more comfortable or pleasant than any other Deviant’s,
the Psychic insists that she triumphed over her tormentors once,
which fuels her belief that she can do so again.
This self-assurance is skin deep. A Cephalist may not admit her
trauma, and she might not show visible signs of it, but the damage
is nevertheless there. The rage is there. The sense of alienation from
everyone is there. The fear that she might be victimized again — ei-
ther by those responsible for her transformation or others who seek
Clade – Cephanlists 35
Survival of the fittest; kill or be killed. All life follows these rules, whether plant,
animal, or something in between. The amalgamation of nature’s savagery with
human know-how is what many conspiracies crave: overcoming human frail-
ties and limitations with the best nature — or things beyond nature — has
to offer. Where humans have weak skin and nails, animals have claws
and armored scales. Where humans die from lack of food, plants
make their own nourishment from sunlight and trace elements.
Evolution is too slow for Chimerics, incorporating the best of
other lifeforms into themselves, aiming for perfect recombina-
tion — and when perfection proves elusive, failing fast and
moving on to the next iteration.
Unfortunately for frustrated Progenitor and discarded
Remade alike, the human body rejects many of nature’s ad-
vantages, or assimilates them imperfectly. The most successful
Hybrids discover their own ways to combine humanity with
whatever else they carry. They overcome the frailties inherent
in both their donors and their Divergence and achieve great-
ness as better than human.
Gutter Mongrels
Many Chimerics cannot help but advertise their patronage with
obvious displays. Even the most precise combination of human and
other tends to shows traces of the source. A cat-like Chimeric may have
strangely oval pupils and yellow eyes, while a Hybrid combining plant
and human may have a sickly green tint to his skin. These tells are even
more apparent around the transformed’s Variations. Form follows func-
tion for Hybrids. Keen hearing requires oversized or strangely shaped
ears. Detecting minute traces of scent needs extended nasal passages.
Chimerics also often possess twisted additions or painful conglom-
erations of features. Bones, muscles and joints all behave differently
between humans and animals. Few are lucky enough for all their limbs and
hide to be perfectly even. Scars that take the form of asymmetric appendages,
with perhaps one human and one animal leg, or parts of each combined in a
single limb, are common. This mismatching inevitably requires uncomfortable,
and sometimes painful, effort for the Broken to overcome its limitations and obtain
a semblance of functionality.
Not all betray their nature so physically. Many instead exhibit the habits and behav-
iors of their donor species. A prey-animal Hybrid may still fear its natural predators, even
though the Chimeric is too large for them to be a threat. Or a cat Hybrid might exhibit a feline’s
standoffishness and fastidiousness. Such mismatches of nature may come across as quirks, albeit
strange ones, but others attract far more attention than a mere raised eyebrow.
Clade – Chimerics 37
Everything is energy, if you look closely enough.
On the smallest level, matter is just vibrating strings of
energy given solid form. This physicality traps energy
for the briefest of moments before it escapes once
again. This applies whether the energy is something
within human understanding or not. The binding of
the soul to crude flesh to empower life is just one more
manifestation of energy beyond scientific knowledge.
Energy can neither be created nor destroyed. It can only
transform from one state to another, but this doesn’t
explain magic that creates fire or lightning from noth-
ingness, or how ephemeral “Essence” precipitates from
the resonance of something simply existing. Coactive
Deviants result when the human surrenders to power
and accepts any of these energies, or those even more
esoteric and unknown — possibly even unknowable.
The energy source doesn’t matter to the Clade; what
matters is that the Infused burn with the power of the
universe, power that sears flesh and bone in its need to
explode into the world.
Much like energy, Coactives weren’t destroyed by
their Divergence, but were transformed into something
else. When exposed to the source of her future power,
the Broken didn’t burn and die like other humans would.
Instead something inside her reached out and embraced it, welcomed it,
and harnessed it for her own use. The effort cracked her soul, but surely this
was a small price to pay for what replaced it?
Burning Brightest
To be Coactive is to feel bursting with potential. The power inside them
may be something known to science, a product of the truths underlying strange,
inhuman realms, or follow principles beyond human understanding, but every
cell within the transformed’s body resonates with it. The Infused constantly know
their immense power yearns to be free, to change the world through its action.
The transformed must beware, though, for the greatest consequence is usually the
emptiness and regret that quickly follow such release.
Coactives learn to release the power in somewhat controlled bursts, lest it burn
their flesh and boil away their blood on its outward trajectory. The power doesn’t
want to be restrained, and it doesn’t want to be slowly vented like a pressure valve. It
wants all or nothing, and the Coactive who gives in to what her power wants can reshape
or destroy the world, but may destroy herself in the process.
This forms the quandary of the Coactive’s existence. Her energies always want to flow
and move. Overfilled reserves of mundane power want to explode outward, and surly
ethereal beings coopted by the Infused to borrow and channel their powers are most
belligerent and impossible to drown out when energized. The Coactive’s existence is
Clade – Coactives 39
Humanity is a tool-using species, gaining an advantage over other creatures by leveraging
the ability to fashion and use implements. Humans have always looked to utensils and devices
to simplify or improve existence, or to make sense of the darkness and mysteries surrounding
them. Humans wield tools to overcome obstacles, kill enemies and opponents, or display
faith and otherworldly power through ritual. Humans express their control over
the world through tools.
Invasives are conduits by which the tool instead uses the human.
The objects, items, and substances within the Cyborgs need their
flesh to impact the world. For some Cyborgs this is straight-
forward — a mechanical arm or leg replaces her original and
functions as if it were always part of her body, perhaps with a
few additional features. For other Invasives, the item is more
esoteric, the function less obvious: A magic jewel can only fashion
objects out of nothing when fed a steady supply of fresh blood, and
where better to find this than a living host? And the mysterious liquid
found beneath the ocean alters probability at random and can only be
controlled by a living brain.
Optional Extras
Simply put, Invasives are the products of incorporating foreign bodies into their
physical beings. These additions may be mechanical, organic, or mystical in origin, but
without them the transformed is merely human. However, simply adding items to the
human body is far from a sufficiently transgressive act to trigger the Divergence. Human
traditions of piercing, scarification, and body modification are as old as culture; humanity
has never shied away from modifying the body in the pursuit of aesthetics or functionality.
Once constructed, Cyborgs are forever separated from humanity. Unlike Baselines,
for whom prosthetics and replacement parts provide a minimal function to the impaired,
Invasives subsume their foreign parts. The breaking of the Remade’s soul binds the
inanimate object to his flesh, imposing its function as if it were an inseparable part of
his body — which it now is.
This doesn’t mean an Invasive can simply go back to his previous life by removing
the offending additions; the Divergence bonds organic and inorganic. This doesn’t stop
some Invasives from trying, as the reality of their transformation sets in and the pain
becomes unbearable. Unfortunately for the Cyborgs, the alterations to their bodies are
highly resistant to removal or even permanent damage or modification. The foreign
substances themselves impart a robustness to the Broken.
To survive, Invasives must learn to live with the horror of knowing that something alien
is now physically part of them. Few have the luxury of ignoring their implants and simply
living their lives. All too often, their Scars carry a price of maintenance for the implant,
some special procedure or condition needed to keep its unpleasant side effects at bay. Even
Cyborgs with easy-to-tend augmentations rarely lead the quiet life. The constant hounding
Clade – Invasives 41
Every Mutant is a miracle, a statistical anomaly that, by
rights, should have died as a result of the Divergence. Somehow,
they didn’t. Their body rejected the cybernetic implant, or
transplanted organ, or infusion of exotic energy as though
allergic to it. Then it went a step further, transforming into
something that would never suffer another such incursion.
Unfortunately, this aggressive immune response still splin-
tered the Grotesque’s soul.
The Mutant can endure almost any environment, for a
time. Grotesques only rarely encounter situations that they
can’t adapt to overcome. If a Mutant doesn’t have what
it takes to thrive at that moment, she can change herself
and triumph. If the Grotesque needs some advantage to
save the day — or tear down a conspiracy — she will adapt
and make it happen. These changes carry a cost — always
a cost — but many Mutants are willing to pay this price if
it advances their cause.
Clade – Mutants 43
Two months ago. slumped to the floor. The smear of blood
Red. Red everywhere. Red lights spin- followed him down.
ning, red blood on his hands, red smear on “Doctor…” Spider mumbled. “Need a…doctor…”
the wall. Alarms rang in his ears as Spider “Yeah, you look pretty bad.” The skin-
took another step, leaning against the head leaned over Spider to examine the
wall for support. More of his blood left damage. “Hell, a couple more stabs oughta—”
behind as he held his hand to his side.
Spider grabbed the skinhead and slammed
He should have seen it coming. The skin- his tattooed head into the wall. His eyes
head had swastikas and Aryan Brotherhood swam as he struggled to his feet — not as
tattoos all over his head and face, so it badly injured as he let on, but still not
wasn’t like the shithead was going to hang well. Spider kicked the skinhead once
out with his Mexican ass. When the asshole more for good measure, and pulled up his
came over to him in the cafeteria, Spider blood-covered shirt to see how badly he
should have shut him down right then. was stabbed.
Instead, he tried to ignore the skinhead,
focusing on his lunch. Pain still lanced his side, but Spider
couldn’t see the wound under all the blood.
“Hey, I’m talking to you. This ain’t the Trying to wipe it away, he saw that the
table for fucking beaner gangbangers. Only stab wound was covered with a fine metal
pure white folks get to sit here.” mesh. In the red light, smeared with his
Spider didn’t look up. “I’m Cuban.” blood, it looked like ruddy brass. Whatever
“Fucking excuse me?” it was, it sure as hell wasn’t there a few
minutes ago.
“Cuban. Not Mexican. Also, I’m a mechanic,
not a gangster.” He looked up at the skin- “What the…?” Spider shook his head and
head and smiled. “So, fuck off. This ain’t pulled the torn shirt back down. No time.
the table for Nazi assholes.” He needed to get the hell out of this rent-
a-prison before Jones found another excuse
The skinhead pulled a shiv, Spider to kill him. Taking a few tentative steps,
punched him in the face, and things went he pushed open the first door he could
downhill from there. find and stumbled inside, fumbling for a
Now he was in the middle of a full-blown light switch.
riot, as the skinhead’s friends jumped into The harsh white glare hurt his eyes as
the fray. Jones must have paid them good he fell against the door, shutting it be-
money to start the conflict. Spider barely hind him. He was in some kind of janitor’s
managed to slip away, bleeding from his office. In one corner was a desk scarred by
side. His hand was warm and sticky with cigarette burns and coffee rings, on which
blood, and sharp pains lanced his side. sat a beige computer that was probably
“Going somewhere, beaner?” The voice older than he was. The rest of the room
behind him was followed by a blow to contained floor-to-ceiling metal racks of
Spider’s head before he could turn around. industrial cleaning chemicals, half-empty
His eyes swam, and he felt nauseous as he paint cans, and old mop buckets full of
broken electronic gadgets. Spider could Once Spider stopped running, he found an
tell the electronics were broken without old overcoat that looked awful and smelled
even looking at them. worse. But it had a twenty-dollar bill
He knew because he could hear them shoved in one of the pockets, so he shrugged
crying softly in pain, even over the in- into the coat and walked for miles until
sistent alarm. he stopped seeing signs that said “Prison
Area Do Not Pick Up Hitchhikers.” The moon
Pushing the siren and weeping out of was high in the sky when he finally found
his head, he stumbled over to the first a motel that would accept the twenty and
rack and started pulling things off the didn’t ask questions.
shelves. His hands seemed to know what to
look for, what to do, so Spider let them Inside, Spider took everything off and
work as he thought. He had to escape. He’d stood in the shower for an hour. He scrubbed
be a convict, always on the run, but it the gooey blood off his body until he felt
was better than being dead because of some vaguely clean. In the flickering florescent
bullshit medical experiment. He could get light, he examined his side. The metal mesh
out, find a place to crash, and start making was indeed a brass color, made of thin, flex-
plans to get back at Jones and his bullshit ible rings. It also looked a little bigger
WellBeing International. He could… than it did before. Maybe some of it was
covered in the blood, he thought.
Spider’s hands stopped moving, so he
looked down at what he had made. It was He splashed some water on his face and
a mass of wires and pulleys, plugged looked at himself in the mirror. A rough,
into canisters of toxic-smelling sludge. exhausted face looked back at him. It took
Connected to it all was an old Disney him several minutes to realize it was his
wind-up alarm clock. One of Mickey’s hands own face. Spider looked himself in the eyes.
was lost somewhere, but he smiled as his “You’re fucked, you know that? Totally,
hand pointed to 11. totally fucked.”
“I’m a bomb,” Mickey whispered to him. Something glinted off his eye. Curious,
“Please explode me.” he leaned over the stained sink, trying to
So, he did. get a closer look. He stared hard in the
mirror, trying to get a glimpse of whatever
••• it…there. Whatever it was, he could see some
kind of movement in his eyes.
Some kind of…gear.
Holy shit, he had tiny brass clockwork
turning in his fucking eyes.
Mr. Owen suggested to me that
the production of monsters…presents
an analogy to the production of species.
— Charles Darwin
What is the difference between a person and an object? How can some of us look upon our
fellow human beings and think of them as merely things, as subjects to be twisted or tormented or
manipulated without regard for their feelings? How can any of us treat another sapient entity with such
callous disregard as to suborn their very existence, viewing them solely as tools or gross, raw matter to
be shaped and sculpted as we see fit? History is littered with the grim wreckage of man’s inhumanity to
man. Are we a fundamentally broken species, to visit such cruelty upon ourselves over and over again?
Deviants are the manifestation of this fault-line through humanity, split asunder by the transgres-
sion of Divergence. Each of the Broken has stepped beyond the limits of what it is to be human — or
has been forced to. Many of the Remade are victims, transformed into monstrosities against their
will. Yet whether this violation of the sanctity of flesh and soul was voluntary or not, those who go
Renegade burn with the need to lash out, to fight back, and to prove they are more than just objects to
be toyed with or controlled by others.
Divergence
If the evolution of life is a tree of many boughs, then Divergence is the sickly offshoot cracked from
humanity’s branch. Divergence is a process neither natural nor gentle. Those who travel down that jag-
ged fork are changed, Remade into something new and different, and they suffer for it. The Progenitors
and conspiracies who inflict Divergence have a hundred different names for it, and perform it through
uncounted methodologies and means, but most do not realize the common thread that binds all Deviants
together. Divergence breaks its victims and sets them apart from Baseline humanity.
A man screams as gleaming scalpels descend upon his flesh. They cut a new truth into the very fabric
of his being, a gospel of altered blood and lymph. He wakes in a fluid-filled glass prison, and his body
no longer heeds petty notions of constancy from moment to moment. Bone shivers and meat flows
in response to his horrified thoughts. From without, inscrutable faces watch and analyze and iterate.
He is not the first, and he will not be the last. He is just raw material.
A woman sits in rapture, the cult’s fevered prayers writhing around her. The words and thoughts
coalesce as a carmine chrysalis around her. When she tears free, dripping with crimson ooze, she is
changed. Shapes swarm beneath her skin, clicking with clockwork malice. Unexpected pain wracks
her tortured body, and her scream calls a legion of brass locusts forth from invisible spaces. The
cultists exult but she, privy now to the true whispers of the brass hive, oh, she regrets.
The researchers douse the test subjects in a humming tank of carefully-harvested infinity, a genie’s lamp
of impossibilities that scours at their young minds. Sterile white rooms, unending tests and abusive attempts
at discipline define the children’s existence, but none of the expected psychic phenomena manifest. The
program is disbanded and covered up, the children released into orphanages where no one believes their
Divergence 47
tale. Years later, an adult lashes out in anger and self-loathing. The unwitting actors, caught up in Divergences forged from sheer
dimensional energies, still coursing through his now-mature nervous happenstance and ill luck.
system, flow with his feelings. Glass shatters and brains blister. Although the transformed share underlying traits, the different
These, and countless others like them, are moments of methodologies and implementations of Divergence do matter. A
Divergence. They are the catalysts by which the Remade are military laboratory that threads invasive nanotechnology through
broken and shaped into something new. Divergence is the subjects’ nervous systems, a cult that carves the mad jabbering of
chrysalis that takes the caterpillar, tortures it into screaming the Void Testament into the skin and tongue of ritual sacrifices,
liquefied substrate, then rebuilds it as a warped mirror to the and the carefully-managed insertion of psychic-active DNA into
ghastly ambitions of a Progenitor. newborns at a hospital, can each wreak enough change upon their
subjects to create true Deviants. The subject’s willingness can also
Unnatural Selection shape the outcome of Divergence. The rich and powerful might
seek out a Progenitor for cutting-edge experimental treatments,
The different strains of Divergence vary hugely. Each cor- but the victims of Divergence more often come from among the
responds to the intent, talent and means of a Progenitor, the forgotten, the unwitting, or those whose absence goes unremarked.
particular human responsible for inflicting such a transmog-
Because Progenitors often toy with unreliable, experimen-
rification upon the Remade. For almost every single Broken,
tal, or misunderstood methodologies, Divergence is frequently
Divergence traces back to one such person; the one who flipped
a one-off achievement. Unstable genetic code, volatile chemi-
the switch, or cut with the scalpel, or uttered the fateful prayer.
cals, or even the unseen alignment of eldritch auras, can all
Divergence is often the culmination of an obsessive attempt cause catastrophic failure in attempts to reproduce the results.
to realize a Progenitor’s ambition through the raw material of Even Progenitors who achieve repeat Divergence and have the
the human species. Such a Progenitor usually uses others as the means to assemble a production line process face failures, ir-
test subjects for his grim work, although desperation or prin- regularities, and complications that they will struggle to predict
ciples drive some to rely on their own flesh, blood, or psyche as or understand. These failures come with a body count, either
the canvas for their artistry. Occasionally, a Progenitor stumbles during Divergence or shortly thereafter, as individuals fail to
into his role when pursuing an entirely different goal — creating survive Divergence or cannot cope with the enormity of what
a Remade when attempting to heal a sick patient, or ritually has happened to them. The greatest variables are always the
sacrificing a victim at a moment of entirely accidental occult human beings involved — Progenitors and victims alike.
significance. A rare few Progenitors and Broken are entirely
Divergence 49
Sometimes, a Scar is a simple expression of monstrous a shopping list of hand-picked Variations tailored perfectly to
nature, an appalling display of inhuman flesh or an unsettling her intended application, to whatever best approximation is
manner that further drives the wedge between the Remade available within the restrictions of the chosen methodology.
and other humans. It may be a cruel hunger or compulsion When all a Progenitor has available is a hammer, she tends to
that the Broken must satisfy lest she face crippling privation, treat all her problems like nails.
or a burden that drains her of time or energy. Some Scars are Not every Progenitor triggers Divergence for practical
minor nuisances, but others can maim or kill the Deviant or reasons. Some alter the Remade from a Baseline human state
anyone unlucky enough to be around her. Divergence without just to see if they can, or to prove a point, or for other aesthetic
Scars would not be Divergence at all, but rather a pure act of or philosophical purposes. The Deviant made by a govern-
genesis that yet remains beyond the grasp of humanity. ment program to serve as a super-soldier has the benefit of
Every transformed bears at least a single Scar. Cruelly, the retroviral-cocktail Variations that make him tougher, stronger,
intensity of the Scarring that the Deviant bears is commen- and faster; the poor victim of a mad occultist who treats her
surate with the depth of the changes wrought upon her. The chimeric creations as a form of artistic expression, though, finds
most potent of Deviants labor under a mass of Scars, each a himself with a seemingly random patchwork of bestial traits
horrific manacle of compelled behavior or alien phenomena assembled on a whim. The researcher who dunks convicted
that prevents her from living and acting as she desires. prisoners into a tank of extra-dimensional slime just to see
As manifestations of the soul’s state, Scars grow worse as what happens is delighted when the only survivor begins to
a Deviant loses control over her unstable nature and becomes exude poisonous sludge from her skin. That discovery might
alienated from humanity. They gouge fresh tracks through the one day help create other Remade with that specific Variation
Remade’s life, erupting with new and nightmarish complica- in mind — but this first victim is more a scientific curiosity
tions. In turn, the Deviant’s Variations grow more intense, than a finely-honed tool.
marrying her isolation with strength and the drive to lash out. Then there are the Divergences that have no apparent
Twisted by her Scars and empowered by her Variations, the oversight or directing purpose at all, the accidents and whims
Deviant risks falling into a cycle of feedback that will end with of cruel happenstance. Human action still has its place in this
her death as Divergence entirely consumes her. process, but it is unwitting and subconscious. An executioner
flips the switch with no notion of the unusual occult conflu-
Variation ences centered around the electric chair that day. The prisoner
whose mind suddenly courses with stygian energy gains eldritch
Variations shaped as much by her regret and guilt as by the
When a Deviant emerges from the chrysalis of Divergence, jabbering specters that now swim through her mind. In such
she bears changes that mark her split from Baseline human- cases, it is often the transformed who invents a rationale behind
ity termed Variations. While Scars are the manifestations of or link between the Variations she has gained, to make some
the Deviant’s wounded soul, Variations are the more direct sort of sense of what has happened.
outcomes of the process used to induce Divergence, whether
intentional or accidental. When a man is fused with the es-
sence of a mosquito through some violent abuse of science, Emergence
his increasingly insectoid appearance and appetite for fresh With some methods, Divergence is a brutal and revelatory
blood are his Scars, but the incredible strength and resilience arrival — a car-crash of change through the Deviant’s life. She
that he now possesses are his Variations. is traumatized, violated, rent apart, and Broken. Her new life
shears away from her old. Once the blood has stopped flowing
Selective Pressure or the eldritch machines cease their shrieking, she is left indel-
ibly marked. Perhaps fleshy wings curl around her, impossible
The intended purpose of most Divergences is to induce one or to ignore and reacting reflexively to her thoughts. Maybe she
more Variations. A cracked soul and twisted Scars are usually un- can see the pulsing surges of vivid electrical ghosts all around,
fortunate side-effects, the necessary cost of painting a nightmarish whether in the nervous systems of her captors or the crackling
masterpiece of Variations upon the fabric of the victim. In many circuits of her holding cell. Perhaps she speaks, and those near
of these cases, the changes wrought upon the transformed are her immediately buckle and fold to her will. For such a Deviant,
intended to meet the creator’s specific purposes. An intelligence the presence and nature of her Variations are immediate. It
agency’s off-the-books program of genetic tampering refines latent may take some time to control them and learn their limits, let
psychic potential with the aim of creating Deviants who can pry alone truly understand them, but the break between Baseline
loose the secrets of rivals with remote viewing. A secure corporate and Remade is sudden, extreme, and clear.
lab modifies infiltrators capable of mimicking both mental and
Not every Divergence happens so swiftly. Even during inten-
physical traits of targets for industrial espionage missions.
tional Divergences, the process can be lengthy and sustained. A
Depending on the control the Progenitor possesses over the series of alchemical treatments intended to turn the ritualist’s
Divergence process, a Deviant could end up with anything from prisoner into a guardian invunche has to be applied day after
Variation 51
Not every Variation can be adapted to. Some unlucky and those unaware that Divergence is even possible are not
victims are burdened by Variations that they simply have no drawn according to size, or scope, or means, or wealth. They
control over, or Scars that twist the potential benefits of their are carved instead by opportunity, chance, and ambition. One
powers with bitter consequences. Deviants with involuntary corporation might throw untold millions of dollars at a genetic
powers are the most likely to descend into a spiral of madness research program without success, where another stumbles
and self-destruction. Even those who flee contact with other into results through raw luck or a moment of brilliance on the
human beings to avoid causing harm are only agitating the part of a Progenitor. Intelligence agencies suffer institutional
problem, as their wounded souls grow inflamed by the isola- senility on the topic as they spin off blacker-than-black research
tion and pour more power into the Variations and Scars that operations, or firewall the knowledge of psychic and esoteric
have caused the situation in the first place. possibilities into deniable projects. Then, when these schemes
And therein lies the rub. Variations are born of the method- implode or go off the leash or are shut down in a cover-up,
ology that causes Divergence, but they are linked to the splin- everyone involved who understood what was going on is dead
tered soul that afflicts the Deviant with her Scars. As a Deviant or on the run, and so the cycle starts up again. Corrupt cops
grows more unstable and begins to lose control of herself, so sell criminals who cross them to grinning doctors with razor
her Variations strengthen — or entirely new ones spring forth. smiles. Mad cultists witness Divergence and think it’s divin-
A vicious feedback loop forms, gifting the Deviant with even ity bleeding into the world. A cabal of respectable musicians
more power to lash out at the world and her enemies, pushing carefully record strange music that rewrites the very minds of
her further from humanity, and cracking her soul even more. victims who hear it.
Variations may seem like gifts, but their infliction is an unfair Conspiracies hoard what information on Divergence they
exchange, never truly balancing the Scars and the suffering may come across. Once a conspiracy whets its appetite with the
that comes with them. Worse, it is the power of Variation that discovery of the Remade, it learns to look more closely for the
brings Deviants to the attention of the true beneficiaries of signs of Deviants and Progenitors, and hunts for sources on
Divergence — the conspiracies worming through the fabric of Divergence according to the methodologies and philosophies
society, spinning webs of pain and control. that it adheres to. A conspiracy’s influence can be far-reaching,
worming through society into other schemes and plots, and
Conspiracy 53
can balance against. A Deviant who is too much trouble on the mobile plan. One of the paradoxes of the modern day is that
pursuit may well find the conspiracy turns its entire strength even if you’re living under a bridge and eating scavenged food,
toward annihilating her. you can still get access to the internet.
Divergence gives power, though, and a burning drive for Of course, while access to the internet can be a boon for
vengeance. Detente or disappearance into a half-life in the Renegades researching the conspiracy they’re hunting and
shadows does not sit well with most Remade. There comes a attempting to keep in touch with their allies, using email or
time when the Deviant stops running, turns, and fights back. even the web too carelessly can attract attention. Even if one of
Not every conspirator is well prepared for this moment, and the Broken is squatting in an abandoned house and stealing a
it can be the catalyst that brings a whole conspiracy crashing small amount of electricity from the building next door, if they
down in pieces. are online, someone can still track them, and their enemies
might find them. In addition, being homeless or living as an
Renegades 55
well-run criminal gangs can create good fake identities and are are a little easier, since the Remade has some money and a place
especially skilled at money laundering. However, in addition to live and plan. However, all such attempts involve leading a
to the obvious moral and ethical downsides, unusual abilities, double life. While resting, planning, and waiting, the Renegade
like a Renegade’s Variations, attract attention. A rival criminal or cohort live as homeless people, criminals, ordinary citizens
gang might try to kill a Remade to hurt his employers. Also, with fake IDs, or wilderness-dwelling recluses, but when the
while a mid-level criminal might be entirely unwilling to give time is right, they leave this life behind and go out to attack
up his boss or cousin to the police in return for having all the conspiracy.
charges dropped, providing information about the weird freak The difficulty in this lifestyle is keeping the two halves of the
that started working for the gang a couple months ago may be Renegades’ lives from touching one another. A chance meeting
a very different matter. A few criminal organizations foster a in another city or a face caught by a security camera can expose
tight sense of loyalty, even to their most unusual members, but the other life of even the most careful Remade. Even if they
most do not, especially if the police threaten a gang member avoid capture, they must then build a new life, which is why
with lengthy imprisonment. Also, for many Renegades, the many Renegades carefully hide what wealth they possess and
difference between working for a criminal gang and being their live on the streets. With a shower and some good clothes, most
slave can prove tricky, especially since some criminal syndicates people won’t recognize the Broken as that homeless person
are already part of the Web of Pain. they passed and never really saw.
Instability 59
But some see a different path to keeping their Instability
at bay, by focusing on protection over vengeance. A Renegade
Unhealthy whose Loyalty is greater than his Conviction becomes a
Relationships Guardian. He has found balance between the two drives, and
is temporarily at peace. He no longer feels Instability hovering
When determining the dynamics between just around the corner, and in fact notices some of its troubles
Remade and their Touchstones, please remember lessening. His mind is quieter, his flesh heals, and that awful
to check in with other players at your table. The bout of bad luck seems to have come to an end.
portrayal of obsessive or codependent relation-
The Broken may believe he’s come to the end of the con-
ships may trigger traumatic memories for some-
one in your group, and should be approached spiracy, or that burning to the ground the lab that created him
with care and compassion. has granted him closure. Now he can turn his sights to those
friends who stood by him, and repay the countless kindnesses
they’ve shown him during his quest for revenge.
Deviants often find themselves forced to choose between acting But this condition cannot last. A new branch of the con-
in support of their Loyalties and chasing down a lead toward one spiracy rears its head, or the Renegade finds himself dissatisfied
of their Convictions. Win-win situations are nearly unheard of, with destroying just that one lab. Paranoia is second nature,
which makes these decisions all the harder. Something’s going to and he can’t help but wonder who his Touchstone was on the
break. The question is, which of those can be pieced back together? phone with, and why she hung up so hastily when he entered
the room. Betrayal is always lurking.
Conviction As soon as his Conviction equals or exceeds his Loyalty,
the calm state of Guardianship is over, putting the Deviant at
Hatred is as powerful an anchor for the Renegade as Loyalty. risk of Instability once more.
Someone set her on the path toward Divergence, or learned of
its happening and tried to use her and her powers for their own
purposes. The rage she feels — toward her Progenitor, toward
a conspiracy, toward anyone who has wronged her — either
Ferals
makes her feel whole again or is so all-consuming she doesn’t While both Renegades and Devoted must attend to their
have time to mourn the part of her excised by the Divergence. Conviction and Loyalty Touchstones to keep hold on their
The Deviant devotes her time and what resources she has humanity, some Deviants never even get that chance. Ferals are
to destroying the conspiracy and preventing it from doing to those Remade who have no Touchstones, but have yet survived
anyone else what it’s done to her. Having a cohort dedicated their Instabilities. These Deviants have often mutated beyond
to the same goals is certainly helpful, but if she must burn it recognition, their shapes monstrous and only vaguely human.
all down on her own, she’ll find a way. The powers they display are wild and often uncontrollable.
This drive can lead the transformed to make some danger- Renegades view them with pity — Devoted, with disgust. The
ous and even self-destructive choices. Conspiracies tend to have conspiracies use them or discard them as need be, with little
money and influence. They can afford decent security. Some regard for the people they used to be.
have Devoted and Manticores working for them, tasked with
guarding the conspiracy from vengeance-seeking Renegades, Origins
or with finding them and bringing them in. While all of these A Feral’s origin is much like that of his fellow Remade. The
are obstacles in the Remade’s path, none of them are truly a same lab that created other, more stable Deviants can also pro-
deterrent. Her Conviction pushes her to find a way around duce Ferals. Sometimes experiments go awry, or a Progenitor
them, even if that means breaking some laws…or some skulls. fails to take a variable into account, and the result is horrific.
Members of a conspiracy consider few things off-limits when it A cult draws ancient power down into their victim, and it’s
comes to the Remade. Friends and family make excellent fodder, too much for her human mind and form to bear. A research
and undermining a Renegade’s relationships sets the Deviant student decides he wants the glory for himself, and injects his
that much more off-kilter, makes them that much easier to catch. mentor’s untested serum into his own veins.
As the effects take hold, the Feral’s Variations and Scars
Guardians run rampant. A Feral who quickly grasps how to wield her
Many Deviants prioritize their hate and rage, preferring to let newfound powers is a danger to those around her. The lab
those things drive them rather than dealing with the nigh-inev- experiment destroys the facility in her wild attempt to escape.
itable heartbreak that comes with having people to care for and The sacrificial victim murders any cultists foolish enough to
protect. Friends have a terrible habit of turning their backs, turning stay to negotiate with their new deity. The research student
you in, or turning up dead, and who could blame a Renegade for stumbles toward his rival’s house to gloat, ignoring the pain as
thinking they’re often more trouble than they’re worth? his bones crack and reshape themselves along the way.
Ferals 61
parts in a morgue drawer and destroy all evidence of anything represent a glimpse into the Deviant’s own potential future,
that might identify their subjects. Cults bury their victims in the Instability and decline awaiting him if he finally tips over
unmarked graves where no one ever goes. The Feral’s identity that edge and can’t claw his way back to solid ground.
and very existence are scrubbed to the best of the conspiracies’ When instinct, anger, and shame tell a Renegade to with-
abilities, leaving their loved ones little chance for closure. It is draw from society, he recalls the burden Ferals face and finds
the final indignity in a chain already heavy with them. the strength to stay in the world a while longer. Some Remade
even attempt to “domesticate” Ferals, seeking out family mem-
Escape bers who might become Touchstones, or pointing them at their
Progenitors and hoping hatred takes root. This is often a lost
Some Ferals escape from the laboratory’s mazelike halls,
cause, but someone out there took a chance on the Deviant
or flee the ritual grounds and outrun their pursuers. Others
and kept her grounded — shouldn’t she try paying that forward?
were never captured at all, but sense their change and realize
It’s rare enough for one Broken to find others like him.
they have to get away, fast. Once free, Ferals tend to avoid
Seeking out a Feral is harder and riskier, though doing so can
heavily-populated areas, keeping their distance from Baselines
yield useful information for the Remade who earns a Feral’s
much as the wild animals who are their namesakes do. They
trust. Those who are still capable of communicating can recall
are keenly aware not only of the danger they pose to humans,
the layout of the labs, the names the cultists chanted and the
but of the danger humans pose to them.
position of the stars, or the contents of that one fateful syringe.
Many Ferals who retain memories of their humanity can
A Feral has plenty of reasons to keep tabs on the conspiracy that
no longer bear to be near people. Fear and shame drive them
created him. After all, he’d be a stain on their reputation if word
away from civilization. Whether that means the Feral makes
of what they did to him got out. Or if he destroyed a city block
a lair deep in the forest or claims a corner in an abandoned
while shouting the name of the conspiracy’s parent company.
warehouse, the result is the same: she stakes out a safe place,
A Feral is likely to keep detailed records on the conspiracy,
and holes up there. Eventually, hunger and other necessities
even if he isn’t driven to use those records the same way a
pull her back toward cities and towns, but even then, the Feral
Renegade would. For a Renegade, information is ammunition.
attempts to remain unseen, stealing clothes from unattended
For a Feral, it’s a bargaining chip to be used to buy his freedom,
dryers in the 24-hour laundromat, shoving handfuls of protein
or a way to stay one step ahead of the conspiracy’s searches.
bars in her pockets at an all-night convenience store. Some
Ferals’ Variations and Scars lend themselves to staying off the Getting a Feral to part with her information can be fraught.
grid, aiding the Broken in going undetected or slipping past How does she know the Deviant knocking on the door isn’t a
security to snatch up what they need. Devoted looking to bring her back to her cage? How can she be
sure the Renegade won’t come calling again, wanting her to get
Others have no such luck — a trip into town is a nightmare
involved, to expose herself to the conspiracy, to act as bait? Helping
scenario as soon as the Feral is spotted, and witnesses flee in
out means putting herself at risk of getting caught and used and
terror from her monstrous appearance. The stress from such
hurt all over again. Unless the Feral is, by some twisted miracle
an ordeal risks making the Feral’s condition worse, triggering
of fate, one of the Deviant’s Loyalty Touchstones, she fears she’s
uncontrollable powers and Scars that endanger both the Feral
just as disposable to other Remade as she is to her Progenitor.
and any onlookers who get too close.
Yet, some Ferals can be persuaded to help, especially if the
Of course, isolation affects Ferals much as it does other
Broken has something the Feral desperately needs. Materials to
Deviants. Although he has no Touchstones, the Feral still feels
repair degrading parts, a vial of a hard-to-procure remedy, food
the effects of his damaged soul. He is caught in an untenable
that doesn’t come from a supermarket’s dumpster. Though
situation. Hiding away from others causes him to grow more
they’re further removed from humanity than their Renegade
unstable. But there’s little benefit to a Feral in maintaining hu-
cousins, Ferals can still be moved by another victim’s plight
man contact. Ferals cannot heal Instability by protecting people
and convinced to share their knowledge or offer their strength.
or seeking revenge. Often, doing those things comes with further
Renegades should be wary of tricking a Feral or setting one
risk of falling into madness and mutation. Any relief he feels
up to take a fall, lest they find themselves the focus of the
when helping others is dashed by their revulsion. What satisfac-
wronged Feral’s rage.
tion he gleans from vengeance is dulled by the knowledge that
his monstrous acts are what people expect of him.
It’s for these reasons that Ferals tend to burn fast and bright, Swan Song
as even their most benign actions run the risk of sending them A Feral’s fate is to die tormented by his Variations and Scars,
into a spiral of Instability. his body and powers no longer obeying his will, or doing so in
erratic and unpredictable ways. While some Ferals try to take
Ferals and Renegades themselves far away where their death throes can do no harm,
others retain enough outrage to want one last shot at revenge.
Renegades hear tales of Ferals and think “there but for the
Still others are lonely and tired and desperate enough to go in
grace of God — or science, or sheer stubbornness — go I.” Ferals
search of comfort, regardless of how dangerous they’ve become.
Devoted 63
However, spending long enough pretending loyalty often they return bearing gifts, like captive Renegades or the locations
creates actual feelings of loyalty and devotion. As a result, many and abilities of other Broken.
Devoted passionately care about protecting their conspiracy. However, the possibility of changing loyalties doesn’t
Many Remade see the Devoted as fawning sycophants who praise mean that the decision to change them is a simple one. A
the conspiracy for not punishing their mistakes as severely as handful of the Remade are able to make this change precipi-
it could have. There is some truth to this, since many Devoted tously. Suddenly discovering that their conspiracy is lying to
lead lives of wretched servitude. Often, poorly treated Devoted them and using them can unravel years of loyalty in minutes.
burn with envy at Renegades who escape from their conspiracy Many Renegades respond to the death or capture of a close
and lead free lives. Those who have sufficient courage join the comrade or a loved one by the conspiracy hunting them with
Renegades in freedom, but Devoted who either lack this cour- a renewed desire to make the conspiracy pay for all they have
age or are otherwise unwilling to give up the safety and security done. However, a few simply snap and decide out of despair
that even their unpleasant lives provide to them turn their envy or perhaps cold pragmatism that they have no future as a
of Renegades into anger, hatred, and a conviction that if they Renegade and that their only option is becoming one of the
cannot have freedom then no other Remade should either. Devoted. Nevertheless, for the vast majority of Remade, the
Devoted with more pleasant lives are often genuinely grate- decision to attempt to go from being Devoted to a Renegade or
ful for their nice apartment, salary, or expense account, and the reverse requires weeks or months of agonizing deliberation,
the medicines that help keep their Scars from killing them. often followed by days or weeks of planning.
Some Renegades claim that these Devoted aren’t even aware While many Renegades hate their captors and dream of escape,
they are slaves, and while this is true for a few, the vast majority some do not, and only cease being one of the Devoted when their
are completely aware of their circumstances, but for a variety of conspiracy betrays them or they learn of the horrors it has inflicted.
reasons are willing to accept the conditions of their life. Other On rare occasions, a few of the most trusted Devoted who infil-
Devoted make very different trades. trate Renegade organizations and retrieve escaped Remade learn
Many Elective Remade were researchers who either experi- to truly understand why some Remade flee and rebel, and do so
mented on themselves or volunteered to allow their team to themselves. Even more rarely, Renegades who escape from their
experiment upon them. Some of these researchers are Devoted conspiracy grow weary of an uncertain and dangerous life on the
because it provides access to their conspiracy’s funding and run and return to their conspiracy, begging for forgiveness. Since
equipment, in order to complete their research and find a way few conspiracies are particularly kind to rebels, most of these
to stabilize or reverse their condition. While almost all find returning Devoted must either trade information on their fellow
their quest to be utterly in vain, few of these Devoted are willing Renegades or capture one or more Renegades in return for avoid-
to give up the promise, or perhaps the illusion, of success that ing dissection or other equally horrific fates.
easy access to scanning electron microscopes, gene sequencers, Because of these occasional betrayals, Renegades who
supercomputers, and a vast array of similar devices provide. regularly interact with others of their kind periodically worry
Other Elective Remade who were subjects and not scientists about traitors. Similarly, captured Renegades and Broken who
are especially loyal Devoted, because every day members of the attempt to infiltrate a conspiracy will desperately attempt to
conspiracy promise to return them to normal or to stabilize and convince any Devoted they encounter to either understand
improve their condition. These same promises also convince their desire for freedom and let them go or join them in rebel-
Remade with other Origins to remain loyal, but any of these lion. Of course, this same tension is not lost on most conspiracy
Devoted who find clear evidence that the conspiracy either members who work with Devoted or hunt for Renegades.
has no interest or no ability to cure or improve their condition Most conspiracy members are vividly aware that Devoted
swiftly lose their loyalty, and can become especially violent and sometimes change their loyalties and become Renegades. As a
merciless Renegades. result, some conspirators who work with Devoted regard them
The pangs of Loyalty also drive Devoted to attach them- all as beings who may, without warning, try to escape, killing or
selves to others within the conspiracy, whether it is a supervisor, maiming anyone who gets in their way. To prevent such catas-
a coworker, or other loyal Remade. The Broken might even trophes, conspiracy members are inclined to lie to and conceal
be a true believer in the conspiracy’s stated goals, swallow- information from even the most loyal Devoted to prevent them
ing its propaganda and living its mission statement with an from learning anything that might cause them to turn on their
uncritical eye. captors. This tactic can work exceedingly well, until the Devoted
discovers the truth, at which point they become even more likely
Shifting Loyalties to renounce their loyalty and become a Renegade.
Members of a conspiracy are even more distrustful of
Some Devoted eventually decide to choose freedom over
Renegades who renounce their freedom and become Devoted.
safety and become Renegades. Also, a few Renegades surrender
In addition to the chance that an inherently unstable individual
to a conspiracy, either the one that created them or one that
who has already drastically changed her allegiance at least
makes the best offer. Remade who are considering this latter
once may do so again, some especially fanatical Remade seek
option understand that they are more likely to be accepted if
Manticores 65
the Broken. Something the size of a hawk or a crow can easily and other similarly exotic and obviously unnatural creatures
carry all the necessary electronics. Also, some hunters either are favored in some circles. Also, all but the most sociopathic
possess Variations they can use aggressively, or are fitted with individuals desire some form of close emotional connection,
small tanks of anesthetics — or perhaps even a small bomb — and an unusually bright and loving pet can provide that to
that the conspiracy can use to incapacitate or kill especially conspiracy leaders who have little reason or ability to trust the
dangerous Remade. people in their lives.
However, the desire for an intelligent and loving pet can
Pets sometimes go awry, especially when the resulting Manticore
is too smart. Such creatures often resent their owners treating
Many of the leaders and wealthy plutocrats funding con-
them like semi-intelligent slaves. More than a few of these
spiracies are exceedingly eccentric, and some demand equally
intelligent Manticores have attempted to escape, and those
unusual pets. Conspiracies design many of these pets to be
that succeed occasionally meet Remade with whom they form
useful as well. One such Manticore might be a dog or cat that
an alliance.
emits pheromones which make everyone nearby more trusting
and agreeable, except of course the pet’s owner who regularly
takes a prophylactic antidote. Another could be a small pet like Spies
a cat or miniature dog that sits in the owner’s lap and quivers Learning others’ secrets can be exceptionally valuable, and
or twitches in a distinctive manner if someone within earshot some Progenitors are convinced that while a careful opponent
knowingly tells a lie. These pets can provide a valuable and can discover or jam electronics, people are far less likely to
nearly undetectable edge in business. However, almost as many consider small creatures a security threat. A hummingbird, or
special pets are simply creatures created to be gorgeous, loyal, even a cat or small, friendly dog with keen hearing that can
and exceedingly impressive companions. repeat anything it hears, can provide information difficult
Most Manticore pets appear relatively normal, like a large to obtain in other ways. Other more invasive creatures also
housecat with stripes like a tiger that understands and follows exist, including animals that cause people to fall unconscious
commands as well as a bright and exceptionally well-trained or asleep and then either rifle through their minds or cause
dog. However, winged serpents, cats with metallic gold feathers, them to become extremely suggestible. Give the same creature
Character Creation
In a Deviant: The Renegades chronicle, each player experiences the game through their very own
Remade character. This character interacts with the world of the chronicle and the other characters via the
Storytelling game mechanics in this book and the narrative collusion between the players and Storyteller.
Together, the group creates a tale of revenge, loyalty, horror and conspiracy.
This section provides rules for creating the players’ characters through the nine steps detailed below.
Each player builds a character sheet as they go, either using the pre-made character sheet in the back of
this book, creating their own sheet, or just writing the details down with a pencil and a piece of paper.
Getting the players and Storyteller together and going through character creation as a group can help
to build a cohesive feel for the cohort of Remade and the story that follows. This is particularly true in a
Deviant game because the capabilities of the Remade and their antagonists, the conspiracies that hunt them,
are interlinked. The decision as to how powerful the Variations are that the Remade have access to, and
hence how great a reach and grasp the conspiracies possess, should be discussed and agreed upon together.
Each step of character creation includes an ongoing example to help illustrate how a player might
approach the process. These steps are guidelines, not a straitjacket; it’s normal to make adjustments
to Attributes or Skills after you’ve made some decisions about Variations and Scars!
Step One:
Determine Chronicle Threat Level
The foundation of a Deviant chronicle is the threat level. The more powerful the Variations
inflicted on the Remade, the more burdened by Scars they are, and the greater the instability
they cause in the fabric of society. In turn, the most unstable and powerful Remade attract the
attention of the most threatening conspiracies.
It’s important to note that the threat level directly impacts character creation by controlling
the Magnitude of Variations available to the character and hence, indirectly, the amount of Scars
character creation 73
the Remade will have to suffer in balance. Additionally, it before they suffered Divergence; a chimera struggling with bestial
dictates the Standing of each conspiracy, as described later instincts, a self-made superman gone horribly wrong, or a youth raised
in Chapter Five. from birth to become the god’s avatar say something about how they
The threat level is a chronicle-wide barometer of the inten- might be dealing with their new nature as a Deviant.
sity of the protagonists and antagonists. As such, it is the first As the later stages of character creation play out, this initial
thing decided during character creation, and should be agreed concept may change or transmute into something different and
upon by all participants. If the Storyteller and other players more interesting. That’s absolutely fine. The concept settled
are amenable, some characters might be set at levels above or on at this point is not a firm or final decision.
below that of the chronicle, with corresponding impact on the Example: Luke decides his character was a young, local
particular conspiracy connected to them. Everyone should be criminal arrested and “sold” by corrupt cops to a sinister corpora-
informed of the potential risks in this approach, though. A tion for experimentation. He has an image of a character with
Remade with far fewer dots of Variations might lag behind spines or other spiky Variations; the researchers did all manner of
more powerful cohort members. A Remade with a far higher horrible tests on the Remade before he managed to escape, and now
threat level than the rest of the cohort will be accompanied by he’s back on the streets and seeking vengeance, so an urban legend
a conspiracy that may be much more powerful than the other about a “needle man” is growing up around his activities. Luke
characters can cope with. writes “vengeful urban legend” on his character sheet, and also
decides on a first name: Lee.
Total Variation Conspiracy
Threat Level Magnitude* Standing Step Three:
Mutation 2 1
Hyperplasia 5 2
Select Attributes
Your character now begins to take shape through selecting
Dysplasia 7 3 their Attributes, the innate talent and capability that each per-
Invasion 10 4 son possesses. Every character in a Deviant: The Renegades
Metastasis 12 5 chronicle has nine Attributes, divided into three categories:
Mental (Intelligence, Wits, Resolve), Physical (Strength,
Metamorphosis 15 6
Dexterity, Stamina), and Social (Presence, Manipulation,
Composure). Every Attribute begins with a single dot in it.
*This is the total Magnitude in dots that the character Rank the three categories according to how talented you
has available to assign to Variations during character creation feel the character is in each. The primary category receives
and does not include the Scar-free Magnitude dot granted by five more dots to allocate freely between its Attributes; the
her Origin. secondary category receives four; and the tertiary category
Example: Arran, Luke and Monika get together to play a receives three. These dots are in addition to the free dot each
chronicle of Deviant, with Alice as the Storyteller. Alice tells the Attribute begins with, but cannot be used to take any starting
players that she plans a short chronicle of intrigue and spiraling Attribute above five dots.
revenge set in a big city, and she’s keen on corporation and govern- More information about Attributes can be found on p. XX.
ment conspiracies to contrast against themes of urban decay. The
Example: Luke feels that Lee, having been a fairly minor crim-
group discusses what threat level to choose. The players want a sub-
inal and street tough before he was Remade, should probably focus
stantial number of dots to play with when it comes to Variations,
on Physical Attributes first, Social Attributes second, and Mental
and they’re happy to face some powerful opposition, so they settle
Attributes third — Lee never had a chance at a good education, but
on Invasion level. Alice is quite happy to go along with it — the
learned how to navigate the dangerous maze of trust, loyalty and
significant threat level gives her lots to play with when it comes to
peer pressure that was life in a gang.
designing the conspiracies!
Starting with one dot in each Attribute, Luke raises each of
Lee’s Mental Attributes to two — a relatively mundane distribution.
Step Two: Luke brings his Strength and Stamina up to two each and uses the
Character Concept remaining three Physical dots to give Lee a Dexterity score of four.
Lee is nimble and wiry. Finally, Luke decides Lee isn’t particularly
Moving on from the chronicle-wide decisions, each charac- imposing — maybe he’s too scrawny, or he’s learned to keep his head
ter’s concept helps shape the rest of the creation process. This down and try to avoid notice. He leaves Lee’s Presence at one dot,
doesn’t need to be an extensive background. Just a few words can but gives him both Manipulation and Composure scores of three.
help give you a greater sense of who the character is and what
Lee is quick, and canny when it comes to dealing with people,
sort of capabilities they should have. A bitter and disabled veteran
but he’s not particularly frightening — at least, when his skin isn’t
or a middle manager trapped in corporate drone hell or a repentant
sprouting spines. Luke looks back at his original concept now and
criminal all provide good groundings in who the Remade was
Origin represents the specific way that the Divergence • Coactives harness and channel energies, whether natu-
happened — was the Remade altered by others, or were the ral forces or eldritch ones. The Infused can overload
changes self-inflicted? Was the process voluntary, forcible, their bodies with the power they wield, briefly strength-
or just random chance? There are five Origins to pick from: ening a Variation at the expense of flesh and blood.
• Autourgics wished to be Remade, and may have sought
Clade Effects
Cephalist 1/chapter, +1 Variation Magnitude until the end of the scene (spend Willpower to further increase
Magnitude); spend Willpower to reset a 1/scene or 1/chapter Variation or Adaptation.
Chimeric 1/chapter, reduce a Scar's Magnitude to 1 until the end of the scene (spend Willpower to suppress additional
Scars); suffer bashing or lethal damage, respectively, to reset a 1/scene or 1/chapter Variation or Adaptation.
Coactive 1/chapter, +1 Variation Magnitude until the end of the scene (suffer lethal damage to further increase
Magnitude); spend Willpower to reset a 1/scene or 1/chapter Variation or Adaptation.
Invasive 1/chapter, heal all damage taken during the current scene, but this may temporarily shut down a Variation;
suffer bashing or lethal damage, respectively, to reset a 1/scene or 1/chapter Variation or Adaptation.
Mutant 1/chapter, exchange a Variation for a Universal Variation of up to half its Magnitude until the end of the
scene; suffer a minor Instability to reset a 1/scene or 1/chapter Variation or Adaptation.
Stability 85
unable to rein in her Instabilities, she risks a horrifying spiral injury to the Remade’s fractured soul comes with a new Scar,
that leads to further mutation, madness, and possibly, death. symptoms that worsen exponentially with each new spiritual tu-
When the character neglects her Touchstones or feels mor. Many Broken never fully recover from a major Instability,
her carefully constructed sense of self shaken, her Stability is for such damage is exceptionally stubborn.
wounded and she gains an Instability. Instabilities are measured
in three degrees of severity: minor, medium, and major. Marking Instability
When the character has taken sufficient levels of Instability,
The character’s Stability track contains a number of boxes
her Scars grow more severe and difficult to control. Minor
equal to 5 + his Acclimation.
Instabilities aren’t always immediately obvious. Scars flare up
Instabilities are marked off from left to right, with the most
more often, and Involuntary Variations (p. XX) rage out of
severe injuries in the leftmost box, pushing the least severe fur-
control longer. Most Deviants regard minor Instabilities as an
ther to the right as injuries accrue. When healing Instabilities,
ever-present, if unwelcome, companion. Few remain completely
the rightmost boxes are healed first, progressing to the left.
free of Instability for long, if ever.
At the start of a story, the character marks off a number
Medium Instabilities get harder to overlook. Like a mole
of minor Instabilities equal to the Magnitude of her highest
that is noticeably larger than it was a week ago or a mysteri-
Variation.
ous lump where no lump should be, such Instabilities make
themselves a constant source of worry for the Remade. He When a character suffers a minor Instability, mark it with
might try to shrug off the increased frequency of memories a slash (\) in the empty box farthest to the left on her Stability
glitching on him as simply being distracted. He can hide smaller track.
wounds and subtle changes to his body by dressing carefully When a character suffers a medium Instability, mark it with
to conceal any unusual growths. But no matter how much he an X in the box farthest to the left that doesn’t already contain
tries to pretend everything is normal, the Broken recognizes a medium or major Instability. If this marks over a minor
these are signs that something is seriously wrong. Instability, that minor Instability moves one box to the right.
Major Instabilities are impossible to ignore, representing When a character suffers a major Instability, mark it with
as they do a truly existential threat to the Deviant. Each such a large asterisk (*) in the box farthest to the left that doesn’t
Stability 87
• A success or failure result on a Faltering roll causes Peter has tracked down his hated Progenitor (and Conviction
a minor Instability, while a dramatic failure causes a Touchstone) and tailed him to his lab. Peter isn’t ready to confront
medium Instability. him yet, but he did catch the passcode to the lab’s rear door and
plans to visit after hours. He’s confident he’s one step closer to shut-
• The death (or permanent destruction) of a Loyalty ting his Progenitor’s operation down. Because he’s acted against his
Touchstone causes a medium Instability. This is a ma- Conviction Touchstone, he can heal a minor Instability:
jor Instability if the Remade is the direct cause of the
Touchstone’s death — the one who pulled the trigger,
blew up the building, or lost his grip of her so that she
plunged to the concrete below.
Before he has a chance to go to the lab, though, Peter gets a
Additionally, some Scars, Variations, and Adaptations frantic phone call from Carol, his childhood friend and a Loyalty
may inflict Instability, leading the Deviant toward a danger- Touchstone. He goes to her aid and resolves the crisis that prompted
ous spiral of Instability and mutation unless she finds a way the call. Because he has acted in support of a Loyalty Touchstone,
to halt its progress. he heals a medium Instability:
Healing Instability
Instabilities do not simply heal with time. The blows to
Peter breaks into the lab, hoping to catch his Progenitor by
a Remade’s psyche require more than just thinking about
surprise and kill him, which would heal a major Instability (for
what she did, or giving herself some distance from the act.
destroying a Conviction Touchstone):
In fact, withdrawing from human contact only exacerbates
her Instability. Instead, the transformed must actively work
to shore up her relationships with and her approaches to her
Touchstones. By acting in support of her Loyalty Touchstones
or pursuing her Conviction Touchstones, she pulls herself back Matters go poorly, however, and his Progenitor escapes. The
toward more stable spiritual ground, and her mind and body Scar the major Instability has been worsening has become dif-
respond in kind. The mutations she’s suffered recede, and her ficult for Peter to cope with, though. He wants to eliminate that
control over her Variations returns. major Instability. He develops a new Scar, permanently worsening
his Broken condition but downgrading the major Instability to
• Once per scene, an exceptional success on a Scar Finesse medium:
or Scar Resistance roll heals one minor Instability.
Forms the story and subject to Storyteller approval, any Forms must
be chosen during character creation. Each Form comes with
special rules. The most common Forms are Amalgam, Devoted,
No two Broken are exactly alike, but some Remade are Self-Made, Symbiote, and Transmissible. The rules for Devoted
more unlike their kind than others. By default, a Deviant has are covered in Chapter Five (p. XX).
a single, nearly human mind, his Variations do not possess a
will of their own, his condition is not contagious, and he is a
Renegade who is not directly responsible for his Divergence. Amalgam
Forms represent cases where some or all of these are not true. Before the Divergence, the Broken was two or more dis-
Like Clades, Forms color the Remade’s Scars and tinct, sapient beings, and his memories are a patchwork of
Variations. They do not cost Experiences, nor are they mutu- their experiences. Most Amalgams consist solely of human
ally exclusive. One of the Broken may be both Self-Made and partners, but some are people fused with supernatural crea-
a Symbiote. However, with a few exceptions handled within tures from this world or ones stranger. Most Amalgams involve
Forms 89
the combination of two beings. However, some are a gestalt
of three, five, or even a hundred formerly distinct creatures. Chimeric vs.
Amalgam personalities are usually a seamless fusion of
their source material, recombining traits so that the Deviant’s Amalgam vs.
temperament resembles a child born of the amalgamated be- Symbiote vs.
ings. Some can identify whose memories originally belonged
to whom, while others find it impossible to tell the difference Alternate Persona
anymore.
Systems: During character creation, the Amalgam’s player All of these reflect different beings (or parts of
may reduce the number of Skill dots available to him by no them) coexisting within a single Deviant, but they
more than six (from 22 to 16). Each dot sacrificed grants the do so in distinct ways:
Amalgam access to an equal number of temporary Skill dots A Chimeric fusion involves multiple species and
each chapter, which can be used to gain a new Skill or raise an is usually physical, although some Hybrids retain
existing Skill (to a maximum rating of five dots). Such knowl- elements of the donor’s personality or even a
edge fades at the end of the scene. These floating Skill dots few memories. Moreover, the commingling is
can be called upon one at a time, all at once, or anywhere in frequently unequal, capturing a few traits of one
between, and they can be stacked onto a single Skill or spread species and implanting them into another.
out across multiple Skills. An Amalgam fusion involves multiple sapient
beings and is usually mental. Their memories are
Self-Made a patchwork, but their mingled personalities are
perfectly harmonious.
Unlike the vast majority of transformed, the Self-Made has
no one but herself to blame for her Divergence. Self-Made are A Symbiote fusion involves multiple motives
contained within a single body — sometimes in
their own Progenitors and so cannot purchase the Progenitor
harmony, sometimes opposed. However, the
Merit (see p. XX). Some used themselves as a test subject. symbiote does not exercise direct control over the
Others were meddling with forces beyond their understanding Deviant’s body.
and fell victim to accident. Many Self-Made do not immedi-
ately come to the attention of a conspiracy, unless they already The Alternate Persona Scar (p. XX) reflects
belonged to one. This means that although the experience of personalities that share control over a body, with
each consciousness spending some time in the
Divergence is as traumatic for the Self-Made as it is for other
pilot’s seat.
Broken, they often have an opportunity to shape their response
to this singular experience in a thoughtful way. This is very
different from other Deviants, who usually begin their new
lives with a desperate grasping at any social connection that his commands. This consciousness can be an invaluable ally
will keep them from drowning in Instability. when its goals and personality mesh with the Remade’s own,
Systems: During character creation, the Self-Made’s but it can pose a significant liability when he attempts to act
player may opt to begin play with an alternate distribution contrary to its wishes. Some sapient manifestations of occult
of Conviction and Loyalty dots. The Loyalty/Conviction power are open with the Deviant regarding these desires.
dot granted by the transformed’s Origin remains, but she Others are more secretive or simply less able to communicate
may assign the other four in any combination of Loyalty and their needs to him.
Conviction. She may even choose not to assign some or all of Systems: During character creation, the Symbiote’s player
these starting dots, instead establishing Touchstones during chooses the complexity of the motives the Deviant’s Variations
play (p. XX). The Broken must have at least one Touchstone possess — expressed as one or two short-term Aspirations and/
when play begins. or one long-term Aspiration. The Symbiote’s player does not
In addition, the Self-Made will not become Feral as long choose the specifics of these Aspirations (that is the purview
as she has at least one Wavering Touchstone. However, if she of the Storyteller) — only the number and type. While these
has one or more Wavering Touchstones and only one empty resemble the Aspirations of Baseline humans (p. XX), the mo-
Touchstone slot, her player cannot select a new Wavering tives of a Symbiote’s Variations can be as alien as the power
Touchstone. that grants them.
Once per chapter, when the Deviant makes a Scar Finesse
Symbiote roll or a Scar Resistance roll, the entity may choose to involve
itself if doing so would further its motives (or if failing to do
The Deviant’s Variations have a mind of their own. He may so would thwart its desires). This grants a bonus or imposes a
draw power from a demon that has been bound to him, for penalty based on the type of motive involved:
example, or maybe his cybernetic implants occasionally override
Forms 91
few hours to a couple of days, with some variation depending Occasionally, and usually by accident (at least initially),
on the victim’s natural resistance. In rare cases, symptoms do one of the Remade bucks this trend. A Renegade successfully
not appear until months after exposure, or else they manifest destroys all or most of those who have wronged her, for ex-
almost immediately, within a few seconds of contact with the ample, leaving her the leisure to focus on the bonds of loyalty
preternatural disease. she has forged. Alternatively, she still has enemies left on her
The symptoms of a Transmissible’s contagion vary from list of vendettas, but she has accumulated so many people for
one strain to the next. Some resemble cold or flu symptoms, whose well-being she cares that the drive to protect and serve
differing from these ordinary-seeming complaints only if a eclipses her natural inclination to kill and destroy.
victim suffers spontaneous Divergence. More extreme strains Such Renegades have more opportunities to engage with
mimic serious diseases or even replicate one or more of the Loyalty Touchstones in ways that push back Instability (see
Transmissible’s Scars. With very rare exceptions, a victim of p. XX). Moreover, this arrangement affords the Deviant’s
this disease is not contagious unless and until he suffers the Variations greater stability, preventing her Scars from
Divergence. worsening.
Once symptoms begin to manifest, a victim has some abil-
ity to fight off the infection naturally — whether biologically,
psychically, or spiritually. Contagious Divergences vary in the
Causes and Effects
systems they attack in the victim and the difficulty of fighting of Catharsis
them off. For most of these diseases, a victim who successfully Whenever a Renegade’s Loyalty exceeds her Conviction,
fends off one infection is forever immune to that strain of she achieves a state of Catharsis, becomes a Guardian, and
transmissible Divergence. enjoys the following benefits:
If the victim fails to resist the disease, he suffers Divergence.
• The Guardian regains one additional point of
This typically takes several days or weeks, but the metamor-
Willpower per day, even if she does not get a night of
phosis can be more rapid (a few seconds) or gradual (several
restful sleep.
months). A Remade created in such a way has no inherent
loyalty to the Transmissible who infected him, and is as likely • The Guardian does not suffer automatic minor
as any potential Deviant to die during or shortly after the Instabilities at the beginning of each story.
Divergence.
Systems: Infection only affects those humans who are • The Guardian heals one minor Instability at the begin-
capable of Divergence, so most supernatural beings are ning of each chapter.
immune to this occult disease. During character creation,
the Transmissible’s player details the vector, virulence, and
other attributes of her contagion. If some but not all the
Returning to Earth
Transmissible’s Variations are vectors, her player may decide It is difficult for Renegades to remain in a state of Catharsis.
whether any new Variation the Transmissible later develops Even a Guardian who sincerely wishes to set aside his life of
is also a vector. revenge seldom receives that opportunity. Conspiracies watch
During character creation, the Transmissible’s player also for such “retired” Remade and take steps to recruit them.
decides the dice pool a victim uses to overcome the contagion. Most employ the usual tactics of capture, imprisonment, and
This can be any combination of two Resistance Attributes (in- coercion to force the Deviant to serve. Others are not so direct.
cluding duplicate Attributes) or a single Resistance Attribute. They might abduct the Guardian’s Loyalty Touchstones to en-
In the first case, the roll is usually extended, with an interval sure his cooperation, for example, or else they might convince
and target number determined by the player during character or coerce these allies into betraying him in large ways or small.
creation — but never more than 15 successes, and five successes is More insidiously, a conspiracy might send agents to befriend
typical. In the second case, a single success prevents Divergence. the Remade such that they become Loyalty Touchstones who
can exert pressure on the Guardian to ally himself with the
conspiracy — turning him into one of the Devoted.
Catharsis Guardians fall out of the state of Catharsis in one of two
ways:
Renegade Deviants are largely defined by their enemies.
Although they can forge bonds of sentiment to establish • If a Guardian’s Loyalty is at least two higher than her
Loyalty Touchstones, most Renegades have significantly more Conviction, and at least one Loyalty Touchstone belongs
Conviction Touchstones — people whose destruction the to a conspiracy, the Deviant’s player may convert her to
Broken seeks. Obeying this drive to destroy, to raze to dust one of the Devoted, gaining the Devoted Form (see p.
the lives of those who have wronged him, allows the Renegade XX). A Guardian who becomes Devoted exits the state
to maintain a grim equilibrium, but doing so is messy, to say of Catharsis at the end of the chapter.
nothing of bloody.
Acclimation 93
her. She faces fundamental questions about the nature of the world
as much of what she took for granted lies shattered. Character
This is not a comfortable process of self-discovery. It is the
lifelong vegetarian finding that he can no longer digest anything Advancement
but raw meat. It is the jazz musician who one day discovers that all
Characters in Deviant: The Renegades advance through
music sounds like noise to her ears. Personality traits the Broken
a system of “Experiences.” Players spend Experiences to in-
has taken for granted his whole life suddenly feel like they belong
crease and buy new character traits. Experiences are earned
to someone else, and continuing to act in accordance with them is
by accruing “Beats,” which are small elements of drama in
the act of an impostor, a fraud. Regaining a new sense of normal
the plot. These Beats come through suffering complications
after the Divergence demands substantial effort and adequate
caused by Scars, fulfilling Aspirations, making progress toward
time for self-reflection. For most Renegades, this is a luxury they
a Conviction Touchstone, through good and bad things hap-
are unlikely to enjoy often (if ever), but those who manage to do
pening to characters, and resolving minor plot hurdles called
so can greatly increase their longevity — putting off the madness
Conditions.
and death of Instability a little bit longer.
Acclimation is a trait that reflects the degree to which
the Deviant has explored her new nature — learned how her Beats
Variations work, probed the limits imposed by her Scars, and Beats are measures of drama in the Storytelling system.
established a means of leaning on Touchstones to prevent Five Beats become one Experience, one significant moment
further degeneration. Most Remade begin play with no dots able to advance your character. You receive Beats for multiple
in Acclimation, representing just enough familiarity with things in the course of the story. Scars, Aspirations, Conviction
the arcane forces flowing through them to prevent rapid Touchstones, and Conditions are the most common ways to
physical and cognitive deterioration. A Deviant can raise her achieve Beats, but numerous others exist. Here are the main
Acclimation to as high as five dots during play. Acclimation ways this occurs:
has several important effects: • Whenever one of your Scars creates a significant story
• A Remade has dots of Stability (see p. XX) equal to five complication for you or your cohort, take a Beat.
plus Acclimation.
• Any time you resolve an Aspiration, take a Beat.
• Whenever the Broken wishes to activate a Controlled
Variation (p. XX) or target a Directed Variation (p. XX), • Any time you resolve or make progress toward a
the player must succeed on a Scar Finesse roll (p. XX), Conviction Touchstone, take a Beat.
which includes Acclimation in its dice total.
• At the end of every chapter, take a Beat.
• Certain Scars allow the Deviant to limit or suppress
• Any time you resolve a Condition, take a Beat.
some of their effects with a successful Scar Resistance
roll (p. XX), which includes Acclimation in its dice total • When you fail a roll, you can opt to make it a dramatic
and suffers a penalty based on Instability (p. XX). failure and take a Beat.
• The Deviant’s Supernatural Tolerance is equal to • When a Scar causes a complication for you or your
the rating of her highest-Magnitude Variation plus cohort, take a Beat.
Acclimation.
• Any major dramatic event the Storyteller deems ap-
• If the Remade engages in a Clash of Wills with another propriate can award a Beat.
supernatural being, her player’s dice pool is equal to the
Magnitude of the Variation she uses plus Acclimation. You can only receive one Beat from a given category in a
given scene. If you resolve three Conditions in a scene, for
example, you only receive one Beat. However, if the moment
Increasing is particularly dramatic, or you’ve made significant sacrifice to
trigger multiple Beats, the Storyteller can award multiple Beats.
Acclimation Beats are pooled with those of other players. At the end
Acclimation cannot be improved by simply spending of any chapter, each player gets an equal share of the pooled
Experiences. The Remade must be in a state of equilibrium Beats. If there are leftover Beats, the troupe may choose either
with her Divergence and must have begun to explore new to carry the remainder to the next chapter or to award these
capabilities within herself. The Broken must not be suffering extra Beats to one or more characters based on whatever criteria
from any medium or major Instability and must have at least the players find acceptable. Some troupes might award an extra
five Experiences available. A Remade’s Acclimation may only Beat to a player whose character was particularly important to
increase once per chapter.
the chapter. Others might give excess Beats to a player so that Aspirations also have some other game effects. For example,
her character will be able to purchase a trait, such as a Merit they can influence Social Maneuvering actions (see p. XX).
or Skill, that will benefit the whole cohort. Some may simply
take turns. Conditions
Conditions are minor dramatic effects that occur in the
Aspiration scope of gameplay and the story. They influence the rules in
Choose one Aspiration. This is a goal you wish to achieve various ways, often adding or removing dice from a pool.
during the upcoming chapter. If you complete this objective, Every Condition has a resolution. When that thing occurs
take a Beat. If you do not resolve the Aspiration before the end in the game (often at your choice as a player), the Condition
of the current chapter, you can keep it for the next chapter or goes away, and you take a Beat.
swap it out between chapters for a new Aspiration. Some Conditions are Persistent, which is to say that they
Aspirations exist as a way to measure and express ad- last longer than normal Conditions, and offer multiple Beats.
vancement toward goals other than pursuing Conviction These Conditions have a “Beat” entry in their descriptions.
Touchstones and suffering Scars. They also convey the players’ When that thing happens, no more than once per scene, take
intentions to the Storyteller so that he can incorporate the a Beat.
Aspirations into the current chapter. Aspirations can be rea- Any time a scene calls for a Condition, the Storyteller can
sonably specific (“Stake out the warehouse to identify a likely impose one. As well, any time a character achieves exceptional
employee to abduct and interrogate”), but general, or even success or dramatic failure on an action, a Condition will occur.
somewhat vague, Aspirations will be more common (“Fortify Exceptional success grants a positive Condition of the player’s
my base of operations against intruders”). It is easier to fulfill choosing, and dramatic failure imposes a negative Condition
a general Aspiration than a specific one — in part because it of the Storyteller’s choosing.
gives the Storyteller more latitude in how to provide you with You can find a list of example Conditions beginning on
the opportunity to do so. p. XX.
As a Storyteller, make an effort to give players a chance
to fulfill an Aspiration each chapter. If a player chooses an Experiences
Aspiration that is unrealistic, don’t hesitate to say so and let
her choose a new one before the chapter begins. And when it Whenever you accrue five Beats, those Beats vanish, and
comes to the question of whether or not a player fulfilled an you take an Experience. An Experience is a sign of meaningful
Aspiration, always lean toward allowing it. progress in your character’s story and within the greater plot
When an Aspiration is fulfilled, after the scene you can of the chronicle. You can expend Experiences at any time to
swap it out for another one. Usually in resolving an Aspiration, increase your character traits — including during a chapter
another one becomes a clear choice. However, the new (subject to Storyteller veto). A single dot of a trait (or a new
Aspiration doesn’t have to be related to the old one. It can Variation) costs one or more Experiences, depending on what
just be a different goal or direction for your character, to keep it is. Look to the chart below:
things dynamic and progressing.
Character Advancement 95
Trait Experiences Bleeding Heart (•••)
Attribute 4 Prerequisite: Deviant
Skill 2 Effect: Through sheer bloody-minded tenacity, your charac-
Merit 1 ter has managed to hold on to part of her humanity, allowing
her to behave as though she still had a Virtue (chosen at the
Variation 4* time you purchase this Merit). Once per chapter, when your
Acclimation 5* character acts in accordance with that Virtue, roll Resolve +
Composure. Success means that she regains all her Willpower
* New Variations can be of any Magnitude the player
wishes, as long as the Broken already has a Scar that can be as though she has acted on a Virtue (p. XX). The character
entangled with it. To improve Acclimation, the Deviant must does not otherwise count as having the Virtue.
meet all the criteria described above (p. XX).
Blood on My Hands (•••)
Prerequisite: Deviant
Merits Effect: Through spite and ill will, your character has man-
aged to hold on to part of her humanity, allowing her to behave
Below is a list of Merits Deviant characters can take. Any as though she still had a Vice (chosen at the time you purchase
Merit marked (Overt) means that a character who takes that this Merit). Once per scene, when your character acts in ac-
Merit can more easily be tracked by their Conspiracy. See cordance with that Vice, roll Resolve + Composure. Success
Chapter Five for more details. means that she regains a point of Willpower as though she had
acted on her Vice (p. XX). The character does not otherwise
Sanctity of Merits count as having the Vice.
Merits reflect aspects of your character but are an out-of-
game resource. For example, your character may have friends,
Direction Sense (•)
but you can choose to spend Experiences or Merit dots to Effect: Your character has an innate sense of direction, and
purchase the Allies Merit. This gives those friends a direct ef- is always aware of her location in space. She always knows which
fect in the game. If something happens to a character’s friends, direction she faces, and never suffers penalties to navigate or
specifically supporting cast not represented by Merit dots, the find her way.
story goes on and nothing happens in terms of game mechan-
ics. If something happens to Allies, however, those points are Eidetic Memory (••)
not lost. The Allies dots disappear but you receive Experiences Effect: Your character recalls events and details with pin-
equal to the dots lost. This is called the Sanctity of Merits rule. point accuracy. You do not have to make rolls for your character
If your character loses a Merit, you may repurchase it in the to remember past experiences. When making Intelligence +
next chapter of your chronicle. You can’t just say, “All right, Composure (or relevant Skill) rolls to recall minute facts from
my Allies died. I’m buying new Allies to call.” You’d have to swaths of information, take a +2 bonus.
wait until the next chapter. Alternatively, you can spend those
Experiences on other traits that are relevant to the situation. Flashback (•)
Maybe losing those Allies inspired a few trips to the firing range
to let off steam, so you spend those points on a dot of Firearms. Prerequisite: Deviant
For additional Merits available to all characters, see the Effect: Sometimes Deviants recall their torture and trans-
Chronicles of Darkness Rulebook. formation vividly — whether they want to or not. Once per
chapter, you can choose to accept the Shaken Condition for
Mental Merits your character. She has had a flashback, or vivid traumatic
sense memory, to an important part of her transformation. She
might recall code phrases, medical diagrams, words exchanged
Area of Expertise (•) between her tormentors, or something else of importance.
Prerequisite: Resolve •• and one Skill Specialty While it might not be immediately apparent why that particular
thing is important, it should reveal itself later in play.
Effect: Your character is uncommonly specialized in one
area. Choose a Specialty to assign to this Merit. This Specialty
grants a +2 bonus instead of +1. You can take this Merit mul- Good Samaritan (••)
tiple times to represent different areas of expertise. Prerequisite: Deviant
Effect: Despite the suffering the Divergence has caused
him, or perhaps because of it, your character feels compelled to
Merits 97
doctor with a Medicine Specialty in Anatomy may be able to Professional Training
use it when targeting a specific body part with Weaponry, but
could not with a general strike. (• to •••••) (Overt)
Effect: Your character has extensive training in a profes-
Investigative Aide (•) sional field. When choosing this Merit, decide on a profes-
Prerequisites: Chosen Skill at •••+ sion for your character and choose two Asset Skills on your
character sheet relevant to that profession. The advantages
Effect: Your character has one particular knack that can
of Professional Training relate directly to those Asset Skills.
contribute amazingly to an investigation. Choose a Skill when
purchasing this Merit; when making rolls to uncover Clues • Networking: At the first level of Professional
(p. XX), she achieves exceptional success on three successes Training, your character builds connections within
instead of five. As well, Clues that come from her use of that her chosen field. Take two dots of relevant Contacts.
Skill start with one additional element. You may purchase this
Merit multiple times, to enhance different Skills. •• Continuing Education: Your character tends toward
greater successes within her areas of expertise. When
making a roll with her Asset Skills, she benefits from
Investigative Prodigy the 9-again quality.
(• to •••••)
••• Breadth of Knowledge: As your character has ad-
Prerequisites: Wits •••, Investigation •••
vanced in her field, she has expanded both the depth
Effect: Your character investigates instinctively, and can and breadth of her expertise. Choose a third Asset
intuit details and connections in a scene without much time. Skill, and take two Specialties in your character’s
He’s a veritable Sherlock Holmes. Instead of simply uncover- Asset Skills.
ing Clues or not uncovering Clues when investigating (p. XX),
your character discovers multiple Clues in a single action. •••• On the Job Training: Your character has access to
Your character can uncover Clues equal to his successes or extensive educational tools. Take a Skill dot in an
his Merit dots, whichever is lower, as an instant action. Only Asset Skill. Whenever you purchase a new Asset Skill
the first Clue benefits from additional elements; other Clues dot, take a Beat.
established with this Merit receive only a single element each.
••••• The Routine: With such extensive experience in her
Language (•) field, your character makes difficult tasks look easy.
Before rolling, you may spend a point of Willpower
Effect: Your character is skilled with an additional language, to apply the rote quality to a single roll with an Asset
beyond her native tongue. Choose a language each time you Skill.
buy this Merit. Your character can speak, read, and write in
that language.
Shared Suffering (••)
Multilingual (•) Prerequisite: Deviant
Effect: Your character has a strong affinity for language Effect: Your character feels a deep sympathy for her fellow
acquisition. Each time you purchase this Merit, choose two lan- Broken. She enjoys a +2 bonus on Empathy and Medicine rolls
guages. Your character can speak conversationally in those lan- to aid a fellow Deviant. In addition, whenever you preserve
guages. With an Intelligence + Academics roll, he may also read from destruction a Remade who is not in your cohort, you
enough of the language to understand context. If you purchase take a Beat. This includes showing mercy to an enemy Deviant
the Language Merit for either of these languages, replace the when it would be more expedient not to do so.
Multilingual language with another. For example, if you have
Multilingual (French, Italian), and purchase Language (Italian), Tolerance for Biology (•)
you may choose to take Multilingual (French, Portuguese). Effect: Most people turn away at the sight of blood, other
bodily fluids, or exotic biology, but nothing turns your charac-
Patient (•) ter’s stomach. You do not need to make Composure, Stamina,
Effect: Your character knows how to pace herself and take or Resolve rolls to withstand the biologically strange. This
the time to do the job right the first time. When taking an doesn’t mean she’s immune to fear; she’s just used to nature
extended action, you may make two additional rolls above what in all its nasty forms.
your Attribute + Skill allows. Note: This is a three-dot Merit for Baseline characters.
Merits 99
action reflexively in a given turn. As well, her Larceny actions must roll Manipulation + Persuasion + Allies with a penalty
go unnoticed unless someone is trying specifically to catch her. equal to the favor’s rating. If the roll is successful, the group
does as requested. Failed or successful, the character loses a
Stabilizer (• to •••) dot of Allies (but Sanctity of Merits applies).
Prerequisite: Deviant Drawback: Most Allies won’t have your Deviant’s back for
free. They’re going to expect you to have theirs as well. Allies
Effect: Your character possesses an item or receives a treat-
might call at inconvenient times, demand favors, talk to the
ment that holds off Instability. It may be a device that creates a
wrong people, or put themselves in harm’s way.
dampening field around her, or a serum that repairs damaged
cells. Not only does it grant her peace of mind, it also allows
her some measure of control over her Instability. Anonymity (• to •••••)
Each dot of this Merit reduces the Instability penalty on Effect: Your character lives off the grid. This means pur-
Scar Resistance rolls by one, to a minimum penalty of 0 (p. XX). chases must be made with cash or falsified credit cards. She
Drawback: If the character loses the item or misses a treat- eschews identification. She avoids any official authoritative
ment, she loses the benefits of this Merit until she can retrieve influence in her affairs. Any attempts to find her by paper trail
the object or resume treatment. If the object or treatment is suffer a –1 penalty per dot purchased in this Merit.
lost permanently, the Sanctity of Merits applies normally.
Armed and Extremely
Social Merits Dangerous (•••) (Overt)
Prerequisite: Deviant
Air of Menace (••) Effect: Your character had an unusually bloody escape from
Prerequisites: Intimidation •• her conspiracy. Whether she gunned her way through legions of
Effect: Your character has survived dozens of fights, and guards and scientists with a stolen automatic weapon, or shred-
each one has taken its toll. He carries scars, features that have ded the facility with nothing but a scalpel and a pair of forceps,
healed crookedly, and an attitude that unsettles others. The she is a fugitive in every sense of the word. Her conspiracy treats
character gains +2 dice to rolls that use fear and menace to her at best with extreme caution, and at worst as a bogeyman, a
force compliance, such as with Intimidation rolls. Opponents tale that they tell to new recruits. Any members of the conspiracy
less menacing than the character also think twice before pro- your character meets will either call for backup or flee outright.
voking him. Opponents with Intimidation dots fewer than Agents of a conspiracy who encounter the Deviant without
the character’s must spend a point of Willpower to initiate having prepared themselves for the confrontation suffer the
combat against him. Beaten Down Tilt (p. XX) when they realize their predicament,
Drawback: Though people may try to overcome their preju- unless they outnumber her and her allies by at least the rating
dices, appearance still drives many human opinions. In social of her highest Magnitude Variation.
maneuvers, the character’s first impression is downgraded one Drawback: While the conspiracy will only rarely send
step for people who do not know him, and even for those who agents to collect the Broken, when it does, it will send well-
do he must overcome an additional Door. equipped, heavily armed hit squads, ready to bring her in dead
or alive, regardless of the casualties they might suffer. Agents
Allies (• to •••••) (Overt) sent to engage her (or her cohort) as part of a conspiracy action
are immune to the Beaten Down Tilt in the current scene.
Effect: Allies help your character. They might be friends,
employees, associates, or people your character has black-
mailed. Each instance of this Merit represents one type of
Contacts (•)
ally. This could be an organization, a society, a clique, or an Effect: Contacts provide your character with information.
individual. You can take this Merit multiple times to represent This Merit represents a sphere or organization within which
different Allies. For example, your character may possess Allies the character can garner information. Contacts do not provide
(Police) •••, Allies (Organized Crime) ••, and Allies (Church) •. services, only information. This may be face-to-face, by email,
Dots in this Merit reflect greater relationships and access. telephone, or even by séance, in some strange instances.
Work with the Storyteller to determine just what your char- Garnering information via Contacts requires a Manipulation
acter’s dots mean, and what she can request from her Allies + Social Skill roll, depending on the method the character
reasonably. uses and the relationship they have with their Contact. The
When requesting help from Allies, the Storyteller assigns Storyteller should give a bonus or penalty depending on how
a rating between 1 and 5 to the favor. A character can ask for relevant the information is to that particular Contact, whether
favors that add up to her Allies rating without penalty in one accessing the information is dangerous, and whether the
chapter. If she stretches her influence beyond that, her player character has maintained good relations or done favors for
Merits 101
nuance and meaning and may even speak several different often in the background, and sometimes without your charac-
languages and perform perfect mimicry over the phone. A ter’s knowledge. While Mentors can be highly competent, they
five-dot Manticore is a sun conure who is nearly sapient and almost always want something in return for their services. The
devoted to the Deviant. dot rating determines the Mentor’s capabilities, and to what
Manticores manifest one or more Variations. As a rule of extent he’ll aid your character.
thumb, purchase Variations for the Manticore as though its Merit When establishing a Mentor, determine what the Mentor
dot rating were a Scar being used to support those Variations. wants from your character. This should be personally impor-
A three-dot Manticore could have one Magnitude 3 Variation, tant to him, and it should reflect the dot rating chosen. A
two Magnitude 2 Variations, or three Magnitude 1 Variations, one-dot Mentor might want to live vicariously through your
for example. Manticores do not have Scars, although some have character’s stories of her exploits. A five-dot Mentor could want
strange appearances or habits that are not typical of their species. something astronomical, such as the downfall of a powerful,
Drawback: This Merit is distinct from Allies in that the global conspiracy.
Manticore is a particularly smart animal and is not truly sapi- Choose three Skills the Mentor possesses. You can sub-
ent. Your character may need to take care of it with special stitute Resources for one of these Skills. Once per chapter,
equipment, feed it, and clean up its droppings. It cannot sign the character may ask her Mentor for a favor. The favor must
for its own apartment or take itself to the doctor without at- involve one of those Skills, or be within the scope of his
tracting major attention. Resources. The Mentor commits to the favor (often asking
for a commensurate favor in return), and if a roll is required,
Mentor (• to •••••) the Mentor is automatically considered to have successes equal
to his dot rating. Alternately, you may ask the Storyteller to
Effect: This Merit gives your character a teacher who pro-
have the Mentor act on your character’s behalf, without your
vides advice and guidance. He acts on your character’s behalf,
character knowing or initiating the request.
Merits 103
maximum of the Merit rating (player’s choice as to how much
damage a given trap inflicts). This requires that the character
Voice of the Wild (•• or •••)
has at least one dot in Crafts. The traps may be avoided with Prerequisite: Deviant
a Dexterity + Larceny roll, penalized by the Safe Place dots. Effect: Your character feels more at home communicating
Drawback: Just because a Deviant feels safe doesn’t mean with animals than with other humans. Your character receives a
she is safe. Neighbors talk. Police arrest or evict squatters. Her +2 bonus to Animal Ken rolls to soothe animals and Manticores.
conspiracy may even know what to look for. If a Deviant’s Safe At three dots, your character can also communicate with
Place is invaded, the Merit becomes Overt for the rest of the Manticores as though she and they shared a common language,
story, but her player gains a Beat. even if the Manticore is neither sapient nor capable of speech.
Merits 105
any environment (The player is encouraged to work with the required for Marksmanship, your character cannot use her
Storyteller to determine an appropriate item — a large, jagged Defense during any turn in which she uses one of these ma-
rock in the wilderness, for example, or a heavy glass ashtray with neuvers. These maneuvers may only be used after aiming for
one sharp, broken edge in a dive bar). Regardless of what he at least one turn.
picks up, the weapon has a +0 weapon modifier, –1 Initiative Through the Crosshairs (•): Your character is a competent
penalty, Size 1, Durability 2, and Structure 4. On an exceptional sniper, able to sit in position and steel her wits. Usually, the
success, increase the weapon modifier and Size by 1, but the maximum bonus from aiming is three dice. With Through the
Initiative penalty increases to –2. Whatever your character grabs Crosshairs, it’s equal to her Composure + Firearms.
doesn’t cause you to suffer the normal –1 penalty for wielding Precision Shot (••): With this level of training, your charac-
an improvised weapon. ter knows how to effectively disable a victim instead of focusing
In Harm’s Way (••): Your character has got a knack for put- on the kill. When attacking a specified target, you may reduce
ting his weapon in the way of an oncoming attack, no matter your weapon’s damage rating one-for-one to ignore penalties
how small or inappropriate for blocking it might be. While for shooting a specified target (p. XX).
he’s wielding an improvised weapon acquired with Always For example, if your character is using a sniper rifle (four
Armed, you can treat the Structure of your character’s weapon damage weapon), and attacking an arm (-2 to hit), you could
as general armor against a single Brawl or Weaponry attack. choose to use three damage for -1, or two damage to eliminate
Any damage he takes inflicts an equal amount of damage to the penalty entirely.
the improvised weapon, bypassing Durability. Your character A Shot Rings Out (•••): A master sniper, your character has
can use the weapon to attack later in the same turn, but can no worries or lack of confidence. She can fire into a crowd and
only use this ability when applying his Defense to an attack. strike a specific target without penalty. If she misses, it’s because
Breaking Point (•••): One sure way to win a fight is to hit her shot goes wide. She will never hit an unintended target.
the other guy so hard that he doesn’t get back up, even if that Ghost (••••): Your character has trained to shoot unseen,
means losing a weapon in the process. When making an all- and vanish without a trace. Her Firearms score acts as a penalty
out attack with an improvised weapon acquired with Always on any roll to notice her vantage point, or any Investigation
Armed, you can reduce the weapon’s Structure by any amount, or Perception roll to investigate the area from where she was
down to a minimum of 0. Every 2 points of Structure spent shooting.
in this way adds 1 to the weapon modifier for that one single
attack. Declare any Structure loss before making the attack; this
Structure is reduced even if the attack does no damage. If the
Shiv (• or ••)
weapon is reduced to 0 Structure, it is automatically destroyed Prerequisites: Street Fighting ••, Weaponry •
after the attack. You can use this technique in conjunction with Effect: Your character carries small, concealable weapons
In Harm’s Way, allowing your character to parry an attack made for use in a tussle. Rolls to detect the concealed weapon suffer
on a higher Initiative and then go on the offensive, provided your character’s Weaponry score as a penalty. With the one-dot
that the weapon wasn’t destroyed version, he can conceal a weapon with a zero damage rating.
The two-dot version can conceal a one damage rating weapon.
Iron Skin (•• or ••••) Your character may use the Brawl Skill to use this weapon.
Prerequisites: Brawl ••, Stamina •••
Effect: Through rigorous conditioning, or extensive scar-
Street Fighting
ring, your character has grown resistant to harm. She can shrug (• to •••••; Style)
off shots that would topple bigger fighters. She knows how to Prerequisites: Stamina •••, Composure •••, Brawl ••,
take a strike, and can even move into a hit from a weapon to Streetwise ••
minimize harm. She gains armor against bashing attacks; one
Effect: Your character learned to fight on the mean streets.
point of armor with ••, and two points of armor with ••••. By
She may have had some degree of formal training, but the
spending a point of Willpower when hit, she can downgrade
methodology came from the real world, in dangerous circum-
some lethal damage from a successful attack into bashing.
stances. Many Deviants attained this Merit during their escape
Downgrade one damage at ••, two with ••••.
or while fighting off pursuers months or even years later. Street
Fighting isn’t about form and grace, it’s about staying alive.
Marksmanship (• to ••••; Style) These maneuvers may only be used unarmed, or with weapons
Prerequisites: Composure •••, Resolve •••, Firearms •• capable of using the Brawl Skill, such as punch daggers, or
Effect: When prepared and aimed, a gun is an ideal kill- weapons concealed with the Shiv Merit (above).
ing machine. Your character has trained to take advantage of Duck and Weave (•): Your character has been beaten all
the greatest features of a gun, usually a rifle, but this Style can to hell more than a few times. Now she dodges on instinct,
be used with any gun. Because of the discipline and patience not on skill. You can reflexively take a one-die penalty to any
Scars are divided into Mental, Physical and Social, and are For example, a Remade with the Conspicuous Appearance
associated with the following Attributes: Scar at Magnitude •••• could combine it with a single Variation
of up to Magnitude ••••; or with a Variation of Magnitude
• Mental: Intelligence (Power), Wits (Finesse), and
•••, plus an additional Variation of Magnitude ••• or less;
Resolve (Resistance)
or a Variation of Magnitude ••, plus two more Variations of
• Physical: Strength (Power), Dexterity (Finesse), and Magnitude •• or less; or four Variations each at Magnitude •.
Stamina (Resistance) A Scar-free Magnitude • Variation provided by the Deviant’s
Origin is not tied to a specific Scar. The Remade’s player must
• Social: Presence (Power), Manipulation (Finesse), and choose whether the Variation is Mental, Physical, or Social,
Composure (Resistance) and whether its activation method is Controlled or Persistent.
Where a Variation makes use of these Attributes, it refers Combining multiple Variations in a single Scar can keep the
to them as Scar Power, Scar Finesse, or Scar Resistance. For total Magnitude of Scars that the Broken carries to a minimum,
example, a Remade with the Enhanced Speed Variation com- and allows several Variations to conveniently key off the same
bined with Bane (a Physical Scar) would use Strength as his Attributes. However, it comes at the cost of linking all those
Scar Power, while one with Phobia (a Mental Scar) would use Variations to a more formidable disadvantage.
Intelligence as his Scar Power. While several Variations can be entangled together through
Most Variations and Scars use the same dice pools derived combination with a single Scar, the reverse is not possible. A
from Scar Power, Finesse, and Resistance. Variation cannot be combined with multiple Scars, except
through the use of Deviations applied to the Scar.
• A Scar Finesse roll is always Scar Finesse + Variation
Magnitude + Acclimation. If the Variation targets an
unwilling character or one who doesn’t know they are Acquiring Variations
being targeted, the intended victim makes a contested Deviants begin with a total Magnitude of Variations al-
Resistance + Supernatural Tolerance roll to avoid its located by the chronicle threat level, plus the dot of Scar-free
effects. The Resistance Attribute often matches that Variation from their Origin. These Variations are assigned
of the Variation’s Scar Resistance, but the Deviant’s during the character creation process, and represent the initial
player may choose another, more appropriate Resistance mutations, alterations, and changes inflicted by Divergence.
Attribute when purchasing the Variation. Variations are divided into six categories: Cephalist,
Chimeric, Coactive, Invasive, Mutant, and Universal. Variation
• A Scar Resistance roll is always Scar Resistance
categories have the following effects:
+ Acclimation – Instability Penalty (p. XX). Scar
Resistance rolls are used to resist or limit the effects of • A Deviant must always have at least half of her total
a Scar. Magnitude assigned to Variations from her Clade
and/or the Universal categories. A Cephalist with 5
• Scar Power is not used as part of dice pools. Rather, it Magnitude of Variations, for example, must have at
determines the overall potency of the Variation’s vari- least 3 Magnitude assigned to some combination of
ables — the number of targets it can affect, how much Universal and Cephalist Variations. Apart from this
damage it deals, how many Merit dots it grants, etc. restriction, a Remade may possess Variations from any
A Variation’s Magnitude cannot exceed the Magnitude category.
of its entangled Scar. A Scar can be entangled with multiple
• Broken of some Clades may temporarily increase or
Variations as long as the Scar’s Magnitude is higher than the
decrease the Magnitude of a Variation or Scar through
highest-Magnitude, entangled Variation. The number of
a Clade Adaptation. These changes are always of limited
Variations entangled with a single Scar cannot exceed 1 + the
duration, reverting back once the Adaptation’s effects
difference between the Scar’s Magnitude and the highest-rated
have ceased. See p. XX for further details.
Variation’s Magnitude.
• The second keyword indicates whether the Scar is Overt Clash of Wills
or Subtle. Overt Scars, like Overt Variations, attract When the supernatural powers of two Deviants conflict
conspiracy attention whenever they manifest during a over the same particular aspect of a target they’re both affecting,
chapter (p. XX). If a Scar has a Deviation that would situations can arise where it is unclear which will overcome
apply secondary Scars, the primary Scar is considered the other. When the effects of Variations clash directly in this
Overt if any of the secondary Scars are Overt. manner, a Clash of Wills takes place.
The players of all characters using conflicting powers
Some Scars also have one of the optional keywords: enter a contested roll-off, each using a pool of her Variation’s
• Forced Growth: The Mutant may choose to suffer a • Speed: The Remade operates more easily underwater
minor Instability to use a once-per-scene or once-per- than do undersea vehicles. Her Speed is equal to 20
chapter Variation or Adaptation that he has already times Scar Power. She can navigate whitewater rapids
used during the current scene/chapter. and even swim up waterfalls, albeit at a reduced speed.
At Magnitude •••, the Broken enjoys the benefits of both
Variations 113
At Magnitude •••, the Remade can produce light as bright At Magnitude •••, the Remade can become a true liquid.
and intense as direct sunlight. This bioluminescence has the While in this state, she can flow uphill at her normal speed
same effects as sunlight, which includes triggering the vulner- and will not suffocate. Although she cannot pass through
ability of certain supernatural creatures. If successfully Directed certain barriers like water filters, ordinary grilles and grates
into a target’s unprotected eyes, it imposes the severe Blindness present no obstacle to her, and most weapons have little or no
Tilt (moderate, if he has protective eyewear). effect. Fire and electrocution still pose real risks, as do purely
At Magnitude ••••, the Remade can project intensity 4 supernatural attacks.
ionizing radiation (p. XX), or intensity 5, in action scenes. At Magnitude ••••, the Deviant can take the form of a sickly
vapor. This gas hugs the ground rather than rising into the air,
Deviations although the Remade can move uphill along the ground at her nor-
• Aura (+1 Magnitude): The Deviant can make her mal Speed. Most weapons have no effect on a Deviant in this state,
whole body glow, illuminating the entire area (with the but Environmental Tilts frequently have their normal, full effects.
Magnitude • effect) and/or imposing the Blazing Light Deviations
Tilt (moderate at Magnitude ••, severe at Magnitude
•••). Unlike other auras, this aura affects all potential • Defensive (+1 Magnitude): The Deviant may activate
targets within long range, not short range (p. XX). this Variation as a reflexive action.
The Cephalist’s psychic powers include conjuring light, but The Chimeric’s cephalopod anatomy allows her to squeeze
she can only maintain it for short periods (Cooldown; Controlled; and stretch into impossible shapes, but she heals more slowly when
Manipulation). injured (Sluggish Metabolism; Persistent).
The Chimeric generates bioluminescent chemicals, but she The Coactive submits to the occult energies within, which cause
lost an arm to infection during her Divergence (Missing Limb; her body to lose its cohesion, but this can range from mere flexibility
Persistent). to transformation into vapor (Fluctuating Variation; Controlled;
The Coactive burns with terrible light, which she cannot keep Manipulation).
hidden for long and which causes tales of an angel to crop up When the Mutant assumes a liquid form, she become excep-
wherever she goes (Power Build-Up; Involuntary; Deviation: Wild tionally vulnerable to electricity (Persistent Drawback [Bane];
Variation). Controlled; Dexterity).
Variations 115
• Kevlar: The armor rating is 1/3. The Cephalist generates a nearly impenetrable protective shield
around herself, but this requires an intense level of concentration
• Leathery: The armor rating is 2/0. that she can’t maintain for long (Concentration; Controlled; Wits).
At Magnitude ••, choose one: The Coactive’s skin turns into bronze in response to an injury
that causes at least one level of lethal damage (Involuntary
• Flak: The armor rating is 2/4.
Stimulus; Involuntary; Stamina; Deviation: Disfiguring Scar).
• Steel: The armor rating is 3/0. The Invasive can deploy nanobots under his skin to provide him
At Magnitude •••, as Magnitude ••, and choose one: with protection, but doing so interferes with his agility and fine motor
skills. This protection deploys automatically whenever the Deviant sees
• Bulletproof: Increase the Broken’s ballistic armor rating someone draw a gun or other deadly weapon (Involuntary Stimulus;
by two, and she never takes damage from firearms that Involuntary; Resolve; Deviations: Indelible Mark [Suppression]).
lack the armor-piercing quality.
Variations 117
Environmental Adaptation Face Thief (• to •••••)
(• to •••••) Overt
Subtle Tiered, Toggled
Discrete, Perpetual, Reflexive The Remade can disguise himself as another person (the
The Deviant is particularly hardy and resistant to environ- target) as a Directed effect, although the target does not contest
mental hazards. this effect, and the Deviant can only mimic one person at a
time. This disguise lasts until the end of the scene, but the
Choose a single broad type of environment, such as moun-
Remade may spend a point of Willpower to extend its effects
tains, deserts, cold, swamp, or subterranean.
until the beginning of the next chapter (potentially allowing
At Magnitude •, the Deviant enjoys a bonus equal to
her to wear the disguise for several consecutive chapters).
Magnitude to all Survival rolls in that environment. In addi-
At Magnitude •, The Deviant can only mimic a single part
tion, in the chosen environment, he ignores level 1 extreme
of the subject’s body — such as a face or hand.
environments (or one moderate Environmental Tilt, in action
scenes). At Magnitude ••, the Deviant can mimic any bodily features
that he can see or has identified during a previous examination
At Magnitude ••, as Magnitude •, but he also ignores level 2
of the target. This makes faces and hairstyles easy to match,
extreme environments (or up to two moderate Environmental
but the Remade’s disguise may not fool someone who checks
Tilts, in action scenes).
his body for a scar or tattoo that the Broken knows nothing
At Magnitude •••, as Magnitude ••, but level 3 extreme
about. The transformed can imitate the target’s voice, too, but
environments of the chosen type are harmless to the Remade,
as with identifying features, he must already be familiar with
and he can ignore up to one severe and two moderate
the target’s dialect and vocal mannerisms. The Deviant cannot
Environmental Tilts, in action scenes.
change Size, nor can he adopt the clothing or other trappings of
At Magnitude ••••, as Magnitude •••, but even level 4 the target. Within these limits, however, the disguise is almost
extreme environments of the chosen type do not phase him. flawless, granting the Remade the rote quality on Subterfuge
Nor do moderate and severe Environmental Tilts generated by rolls to successfully apply a disguise.
the chosen environment inconvenience him in action scenes.
At Magnitude •••, the disguise perfectly replicates the tar-
Deviations get’s body in appearance, sound, and even scent. Furthermore,
the Deviant may take on the target’s current costume or even
• General (+1 Magnitude): The Variation becomes appear to be of a Size up to two higher or lower than his own.
Toggled instead of Perpetual and can only be activated These are not functional features, however. Riot gear created by
once per chapter. The benefits of this Variation instead this disguise offers no protection, for example, and an increase
apply to all extreme environments and Environmental in apparent Size does not grant more Health boxes.
Tilts, regardless of the type of environment, as long At Magnitude ••••, the Deviant’s transformation also grants
as they are not wholly supernatural phenomena. The him access to useful fragments of the target’s memories that
Broken may shrug off a thunderstorm summoned by make it more difficult to recognize him as an impostor:
a sorcerer, for example, but not an Environmental Tilt
imposed by a cloud of pure necrotic energy summoned • The Remade is able to speak the target’s native tongue
from the Underworld. (or tongues, if he was raised multilingual) with the
proper accent.
By means of biofeedback techniques, the Cephalist insulates
himself against extreme heat, but he is emotionally distant (Frozen • The Deviant automatically recollects names, recognition
Heart; Persistent). signals, and the right responses to questions meant to
The thumb-sized magical ruby embedded in the hollow of the establish his identity. This isn’t an active awareness, but
Invasive’s throat allows her to sheath herself in the appropriate it works to prevent his being found out. For example, if
survival equipment for any environment (Conspicuous Appearance; greeted by one of the target’s friends, the Remade can
Persistent). return the greeting without hesitation, suddenly recol-
lecting that person’s name. The same is true of secret
The Mutant’s thick hide and redundant organs allow him to
handshakes and passwords. The Deviant could not tell
weather bitter cold, but he heals more slowly (Sluggish Metabolism;
anyone what the target’s laptop password is, but as soon
Persistent).
as he sits down in front of the login screen, his fingers
seem to move of their own volition.
Variations 119
(rounded up) with both hands, and wield objects of Drawback [Alternate Persona]; Controlled; Manipulation).
one-third her current Size (rounded up) one-handed. The Mutant’s body expands to an enormous size, but her
This does not require a roll unless the object in ques- Progenitor used the threat of immolation as a means of controlling
tion is exceptionally dense (such as solid gold, lead, her, instilling her with a fear of fire (Phobia; Persistent).
or uranium). Also, an object’s Size is not subtracted
from the Deviant’s Strength + Dexterity + Athletics for Size Object
determining the range she can throw it. 0 Insect
At Magnitude •, the Deviant’s natural Size increases by 1, 1 Handheld object or tool, rodent
granting an additional Health box and a +1 bonus to derived 2 Infant, cat, sword, sawn-off shotgun, skateboard
traits and static effects based on Strength or Stamina. 3 Mid-size dog, child, window, two-handed tool,
At Magnitude ••, Size instead increases by 2 or 3. The stool
bonus is +1. 4 Spear, teenager, chair
At Magnitude •••, Size instead increases by 4 or 5. The 5 Adult, door, electric scooter
bonus is +2.
6 Very large adult, deer, bicycle
At Magnitude ••••, Size instead increases by between 6 and
10. The bonus is +2. 7 Alligator, bear, motorbike, coffin
At Magnitude •••••, Size instead increases by between 11 8 Vault door, compact car
and 15. The bonus is +3. 10 Sports car, moose
The Chimeric is huge and can do nothing to reduce his size 12 Shark, luxury car
(Conspicuous Appearance; Persistent; Deviation: Relentless
15 SUV, elephant
Variation).
The Coactive channels the power of a titan, growing to 20 Light airplane, yacht, semi-truck
enormous heights but descending into a bestial state (Persistent 25 Dump truck, houseboat, tour bus, semi with trailer
Variations 121
The Coactive can pull images of objects and creatures that impairments or sources of harm — whether due to alien
exist in parallel dimensions into his own. However, tapping into anatomy, mystical protection, or some other factor.
these otherwolds can draw the attention of their unseen, meddling While the Variation is active, the Deviant enjoys an im-
denizens (Misfortune; Persistent). munity chosen at the time this Variation is purchased. This
The Invasive Amalgam has hologram projectors implanted in Variation can be purchased any number of times, and each
his body, placed there through meticulous and agonizing procedures purchase grants an additional immunity (or immunities). The
that would have shattered his mind were it not for a fellow test immunity the Broken possesses determines the Variation’s
subject’s constant support — a test subject who only ever existed in Magnitude:
his imagination (Hallucinations; Persistent). At Magnitude •, the Remade is immune to a number of
Personal Tilts (p. XX) equal to Scar Power, as well as to any
Hyper-Competence (• to ••••) Condition that operates on the same premise. A Deviant who
is immune to the Leg Wrack Tilt cannot gain the Crippled
Subtle Condition, for example. The Broken cannot make himself
Perpetual, Reflexive, Tiered immune to a Scar.
The Deviant possesses superhuman adroitness within a At Magnitude ••, the Deviant possesses immunity to a num-
narrow field. ber of the following equal to Scar Power: Caustic Chemicals,
Cold, Disease, Electricity, Explosions, Falling Damage, Fire,
Choose a Skill when purchasing this Variation. This
Drugs/Poison, or Radiation. The Storyteller may allow alterna-
Variation can be purchased multiple times, and each time its
tive immunities at her discretion.
benefits apply to a different Skill.
At Magnitude •••, the Remade demonstrates a substantial
At Magnitude •, the Deviant is always treated as having an
resistance to the powers of a single category of supernatural
applicable Specialty when using the chosen Skill and does not
being such as ghosts, wizards, vampires, demons, or werewolves.
suffer untrained penalties with it. She also achieves an excep-
Any attempt to target the Remade with one of these abilities
tional success on three successes instead of five with that Skill.
must defeat him in a Clash of Wills.
At Magnitude ••, the Remade enjoys a bonus on rolls involv-
ing the chosen Skill equal to half Scar Power (rounded up). Deviations
At Magnitude •••, the Broken enjoys the rote quality on
• Area (+1 Magnitude): The Variation becomes Toggled
rolls with the chosen Skill.
instead of Perpetual. While active, its protection extends
Deviations to a 10 yard/meter radius around the Deviant, neutral-
izing the effects (both beneficial and harmful). This is
• Multicompetence (+1 Magnitude): Choose a number automatic for natural phenomena, while supernatural
of additional Skills equal to Scar Power, all of which effects provoke a Clash of Wills.
benefit from this Variation.
The adaptations of the Chimeric’s animal half manifest as a
• Natural Talent (+2 Magnitude): Exclusive with resistance to disease and drugs, but her pedigree also comes with a
Multicompetence, all Skills of a single type (Mental, thinness of the blood (Hemophilia; Persistent).
Physical, or Social) benefit from this Variation. The Invasive has cybernetic arms and legs, which are nearly
The Chimeric’s specialized education allows her to build, unbreakable, if almost impossible to overlook (Conspicuous
maintain, and repair virtually anything even while blindfolded, but Appearance; Persistent).
the masters did not consider her ability to express her emotions a A lifetime of controlled exposure to food and drink imbued with
sufficiently useful skill (Frozen Heart; Persistent). sorcerous powers has allowed the Mutant to resist magic at need,
The Coactive is the vessel of a ghost, and it will aid him with although it has come at the cost of needing to consume these substances
tasks it could perform in life, although not always in the way he to survive whenever the Variation is active (Dependency; Persistent).
might expect (Alternate Persona; Persistent).
The arcane circuitry in the Invasive’s brain reroutes resources Lash (• to •••••)
that he would normally use for self-expression to assist in first aid
Overt
and surgery instead (Silence; Persistent).
Discrete, Toggled
Immunity (• to ••••) This Variation allows the Remade to attack enemies with
an arsenal other than a Baseline’s punches and kicks. The
Subtle manifestations of this Variation are as varied as the Broken
Discrete, Perpetual, Reflexive themselves. Some lash out with telekinetic force, others with
a hail of glass shards or a blast of necrotic shadow, and still
The Remade enjoys complete immunity to certain
others have wicked claws, fangs, or horns. This Variation
• In order to apply their Tilts (or to afflict a target with • Grappling (Melee Lash Only): On a successful attack,
a channeled Directed Variation), Cutting Lashes must the Deviant may also initiate a grapple against the target
inflict at least one point of lethal damage after armor, as a reflexive action.
and Bruising Lashes must inflict at least one point of
• Immolating: The Lash causes the target to catch fire as
damage in excess of the target’s general armor rating
though exposed to a flame (p. XX) with a size of 1 and
(before applying armor). Gentle Lashes apply their
a heat of +0 (size 2 on an exceptional success).
Tilts (or channeled Variation) on any successful attack,
regardless of the target’s armor. • Insidious: The Lash ignores Defense. However, attacks
At Magnitude •, the Lash has a damage rating of 0 and with it are instead resisted by a Resistance Attribute
deals damage as part of an attack. In addition, choose one of chosen at the time the Lash is created.
the following effects at the time of purchase:
• Obscuring: The Lash inflicts the moderate Blinded Tilt
• Blasting (Ranged Lash Only): The Lash behaves as a (severe, on an exceptional success).
short burst (p. XX).
• Piercing: The Lash has the armor-piercing quality equal
• Caustic: The Lash splashes the target with a caustic to the lower of Scar Power or Magnitude.
chemical (p. XX) with an intensity of +0 and coverage
of 1 (2 on an exceptional success). • Quick: The Remade may activate the Lash as a reflex-
ive action, although attacking with it still requires an
• Channel: Choose one of the Remade’s Directed instant action.
Variations (the secondary Variation). On a successful
attack with the Lash that deals sufficient damage (see • Reach (Ranged Lash Only): The Lash instead has a
above), the Deviant reflexively activates the secondary range of 100/200/400 yards/meters.
Variation and applies its effect to the target. The victim
• Sickening: The Lash inflicts the moderate Sick Tilt.
may contest the Remade’s successes on the attack roll
with the Resistance + Supernatural Tolerance roll ap- • Soporific: The Lash inflicts the Drugged Tilt.
propriate to the secondary Scar. Secondary Variations
that can affect multiple targets only affect the target(s) • Touch (Melee Lash Only): The Lash is delivered via
Variations 123
Example Ranged Lashes
MAGNITUDE • The demonic ovipositor under the skin of the
Chimeric’s left arm sends forth a barrage of hungry
The Cephalist’s psionic strike dulls the target’s senses larvae that burrow into the target’s flesh (Cutting
(Bruising Firearms Lash; Soporific). Athletics Lash; Blasting, Horrendous, Toxic).
The Chimeric spits venom (Gentle Athletics Lash; Tendrils of blue energy burst out of the Coactive’s
Envenomed). body, lashing out in every direction (Cutting
The Coactive unleashes a directed scream, seem- Firearms Lash; Deadly, Full-Auto).
ingly from the pits of hell itself (Bruising Athletics The Invasive’s right hand folds back to reveal a
Lash; Deafening). small cannon (Cutting Firearms Lash; Piercing,
The Invasive shoots lasers from his eyes (Cutting Devastating, Gunshot).
Firearms Lash; Immolating) The Mutant exhales a plume of pure pestilence
The Mutant fires shards of bone out of specialized (Bruising Athletics Lash; Soporific, Terminal, Toxic).
organs on each side of her skull (Cutting Firearms MAGNITUDE ••••
Lash; Deadly).
The Cephalist projects intense psychic energy that
MAGNITUDE •• causes brain hemorrhages (Cutting Firearms Lash;
The Cephalist’s lightning-quick telekinetic strike Insidious [Resolve], Horrendous, Penetrating).
grapples her foe (Bruising Athletics Lash; Channel The Coactive lobs a ball of explosive, white-hot ec-
[Telekinesis], Gunshot). toplasm (Cutting Athletics Lash; Conjured, Deadly,
The Chimeric fires a burst of quills that can penetrate Explosive, Immolating, Stunning).
body armor (Cutting Firearms Lash; Burst, Piercing). The Mutant showers the victim in deadly acid
Arcane darkness envelops the Coactive’s op- (Gentle Athletics Lash; Conjured, Corrosive, Full
ponent (Cutting Athletics Lash; Blinding, Insidious Auto).
[Composure]). MAGNITUDE •••••
The Invasive fires stunning energy from his hands The Chimeric generates a powerful bolt of electric-
(Gentle Firearms Lash; Blasting, Stunning). ity (Bruising Firearms Lash; Devastating, Gunshot,
A terrifying, short-lived winged gremlin bursts out Penetrating, Reach, Stunning).
of the Mutant’s skin and bites the target (Cutting The Invasive’s body contains a whole arsenal of
Athletics Lash; Devastating, Soporific). weapons suitable for any occasion (Cutting Firearms
MAGNITUDE ••• Lash; Deadly, Disabling, Forceful, Immolating,
Obscuring, Piercing, Reach, Soporific, Versatile).
The Cephalist unleashes a wave of telepathic control
that plunges one or more victims into a reverie
of vivid memories of trauma or ecstasy (Gentle
Firearms Lash; Conjured, Burst, Scrambling).
• Burst (Ranged Lash Only; +1 Magnitude): The Lash • Debilitating (+1 Magnitude): As Disabling. Additionally,
behaves as a medium burst (p. XX). if the Broken does not specify a target, it still hits one
chosen at random based on the face value of a single
• Circle Strike (Melee Lash Only; +1 Magnitude): The die, potentially imposing a moderate Tilt: Arm (1-3),
Lash can attack any number of nearby targets. This Leg (4-6), Head (7-8), or Heart (9-10).
behaves like a Long Burst (p. XX), but it can only affect
viable targets within one yard/meter of the Deviant. • Devastating (+1 Magnitude): As Deadly, but use the
higher of Scar Power or Magnitude.
• Corrosive (+1 Magnitude): As Caustic, but the chemi-
cal’s intensity bonus is instead equal to half Scar Power • Explosive (Ranged Cutting Lash Only; +2 Magnitude):
(rounded up). The Lash instead generates an explosive (p. XX) with a
range of 10/20/40. It has a blast area equal to Scar Power
Variations 125
+ Magnitude and a Force equal to the lower of Scar Power At Magnitude •, the Remade shrinks, reducing Size by one.
or Magnitude. Its damage rating is unchanged, but extra This grants her a +2 bonus on any rolls to remain unnoticed
successes on the attack roll do not increase damage. or to gain access to or operate in places where being small is
an advantage — such as in a crawl space or while seeking cover
• Full Auto (Ranged Lash Only; +2 Magnitude): The from enemy gunfire.
Lash behaves as a Long Burst (p. XX). At Magnitude ••, the Deviant can shrink to as little as Size 1.
• Gunshot (Ranged Lash Only; +1 Magnitude): The The bonus to rolls above is instead equal to (6 – Size), and she
Lash ignores Defense as though it were a firearm attack. enjoys a bonus to Defense equal to half that bonus (rounded
However, if it is a Cutting Lash, armor downgrades the up). However, the species factor to the Remade’s Speed is equal
damage it inflicts equal to its ballistic armor rating. to her new Size instead of being five, and she cannot wield any
weapon of a Size equal to or greater than her own.
• Horrendous (Cutting Lash Only; +1 Magnitude): The At Magnitude •••, the Remade becomes Size 0, which ranges
Lash instead deals aggravated damage. from the size of a moderately large cockroach to that of a fruit
fly. Anyone not actively looking for her rolls a chance die to
• Immobilizing (+2 Magnitude): The Lash imposes the notice she is present, and even if successful they are likely to
Immobilized Tilt on the target. Escape attempts treat assume she is an unimportant insect. Those searching for the
this as a restraining item with a Durability equal to half Deviant suffer a –5 penalty, while she enjoys a +5 bonus to
Scar Power (rounded up). This restraint further imposes attempts to elude notice. However, the Remade’s Speed is
a –2 penalty on the escape attempt (–4 if the Deviant reduced to 1, and she cannot lift or manipulate objects larger
achieved an exceptional success on the attack). than a sugar cube without additional Variations.
• Incinerating (+1 Magnitude): As Immolating, but the At Magnitude •••• the Deviant becomes microscopic. He
fire’s heat bonus is instead equal to half Scar Power is undetectable without a combination of scientific instru-
(rounded up). ments and dumb luck, or supernatural abilities. He cannot
move more than a few millimeters without piggybacking on
• Line-of-Sight (Ranged Lash Only; +1 Magnitude): The a moving object.
Lash can strike any target not completely hidden by Slipping inside the body of an enemy and then returning
cover, regardless of the distance. to full size is a messy but effective tactic at Magnitude ••• and
••••, inflicting aggravated damage to the victim equal to the
• Penetrating (+1 Magnitude): Armor affords no protec- Remade’s new Size, but this inflicts a medium Instability on
tion from the Lash’s damage. the Broken.
• Scrambling (+1 Magnitude): The Lash inflicts the Deviations
Insensate Tilt.
• Defensive (+1 Magnitude): The Deviant may activate
• Stunning (+1 Magnitude): The Lash inflicts the the Variation reflexively up to once per turn. If used to
Stunned Tilt. evade an incoming attack he is aware of, subtract Scar
Power from the attack’s successes after seeing the results
• Terminal (+1 Magnitude): The Lash inflicts the severe of the roll but before applying armor or damage.
Sick Tilt.
The Coactive has a strange relationship with space that allows
• Toxic (+1 Magnitude): The Lash inflicts the severe him to take up less of it, adopting a wide variety of sizes, but even
Poisoned Tilt. at full size he never quite has the mass of other human adults
(Fragility; Persistent).
Miniaturization (• to •••••) Subdermal pumps inject a shrinking potion into the Invasive’s
veins when she gives a mental command. The Remade learned
Overt the formula of the cocktail that activates her miniaturization,
Tiered, Toggled but it still takes time to brew and does not have a long shelf life
(Maintenance; Persistent).
The Remade shrinks.
This miniaturization has a less drastic effect on the The Mutant can fold her body on a subatomic level, but
Remade’s mass than one might expect. As a result, if the doing so weakens her hold on reality further (Unstable Variation;
Remade adopts a Size that is less than Scar Power, she uses Controlled; Wits).
Scar Power instead of her Size when calculating the number
of boxes in her health track. A Deviant with a Scar Power ••• Out of Phase (• to •••••)
and Stamina •• who shrinks to Size 2, for example, would have
five Health boxes, not four.
Overt
Variations 127
flash or explosion imposes the moderate Blinded, severe The Remade creates a number of copies of himself (not count-
Deafened, or both Tilts on anyone within Scar Power ing the original) equal to Scar Power — all of them within one yard/
yards/meters of the explosion who fails a Stamina + meter. The character’s player must decide which is the original
Resolve roll at a penalty equal to Scar Power. at the time the Broken activates the Variation. Copies have the
Deviant’s Defense and benefit from active Variations that increase
At Magnitude ••, the Broken benefits from both Magnitude
maneuverability (such as Flight or Enhanced Speed). However,
• effects and can ignite small fires no larger or hotter than a
they vanish the first time they would suffer damage, regardless of
candle — enough to set kindling ablaze or light a fuse.
the type. Copies likewise disappear if the Remade activates this
At Magnitude •••, choose one:
Variation again, or at the end of the scene. If an attack or targeted
• Ignite: The Remade can ignite a fire of any size she can power meant for the Broken could potentially hit a copy instead,
control, which begins with no damage modifier due to the Storyteller determines at random which is targeted.
heat (p. XX). If she ignites a living target, it inflicts lethal At Magnitude •, the Deviant has very limited control over
damage based on the size and heat of the fire. She may the copies and does not see through their eyes. On each of
also increase the heat of a fire by one step as a Directed his turns, as a reflexive action, he can direct each copy’s move-
effect, to a maximum damage bonus due to heat equal to ment. If he cannot perceive the copy, he can mentally direct it
half Scar Power (rounded up). She may instead impose the only to stay where it is, move away from him, or return to him.
Inferno Tilt on an area Scar Power yards/meters in radius. The copies make excellent decoys, but they cannot take any
actions other than to move. Swinging from a rope or opening
• Extinguish: The Remade can reduce the heat and/ a door represents the upper limit of their ability to interact
or size of fires in an area Scar Power yards/meters in with the world. Therefore, if the Remade takes any other action
radius — or extinguish them entirely. This can also halt beyond moving, it can spoil the illusion, allowing observers an
or prevent combustion in the affected area until the Intelligence + Wits roll to identify the original.
end of the scene, causing engines to stall, preventing
At Magnitude ••, the Broken has a greater awareness of the
firearms from functioning, and so forth.
copies’ positions and situations. These are usually only vague
At Magnitude ••••, the Remade benefits from both sensory impressions, but he can, as an instant action, take di-
Magnitude ••• effects. rect control of a copy, experiencing its senses as his own while
his body behaves like a copy. If a copy is destroyed while the
Deviations
Deviant is riding it in this way, he suffers a minor Instability.
• Aura (+1 Magnitude): The Broken’s pyrokinetic influ- At Magnitude •••, the copies have a degree of self-direction.
ence extends to everyone and everything within short Each copy counts as a Retainer (p. XX) with a rating equal to
range but affects all potential targets equally (whether half Scar Power (rounded up) whose areas of expertise include
they are characters, objects, or fires). Flames with a those Skills in which the Remade has at least three dots. They
bonus to damage due to heat no greater than half Scar possess any mundane weapons, armor, or equipment the
Power (rounded up) will not harm the Deviant while Broken is currently carrying.
this aura is active, although indirect sources of harm
Deviations
(falling timbers, collapsing floors, explosions, etc.) can.
The Cephalist can shape and direct fire with his mind, but • Prism (+1 Magnitude): The Broken may choose for his
anyone holding a lit match can issue commands to him that he shadow selves to have an appearance different from his
must obey (Subliminal Conditioning; Persistent). own. This cannot result in a change in Size, but he may
create copies that do not share his race, sex, attire, or
The ifrit’s skin fused to the Chimeric’s own grants her an ifrit’s
other qualities. These cannot convincingly mirror an-
command over flame, but she cannot abide cold environments
other person, being instead a rather generic collection
(Native Environment; Persistent).
of physical traits. However, the Deviant may choose for
The Mutant’s fire powers lash out when the ambient tempera- any of these alternate selves to be the original.
ture falls below freezing, filling him with a desire to do violence
(Involuntary Stimulus; Involuntary; Composure; Deviation: • Superposition (+1 Magnitude): The Remade exists in a
Indelible Mark [Murderous Urge]). superposition with all his copies. The character’s player
may decide which is the original at the beginning of the
Shadow Selves (• to •••••) Deviant’s next turn instead of deciding when activat-
ing the Variation. In addition, the Broken may, as an
Overt instant action, change which one is the original. Paired
with Prism, the Remade’s current self changes back to
Tiered, Toggled
his original appearance when the Variation ends.
The Deviant shatters into identical shards, like images in
a broken mirror; only one of them real. The Cephalist clouds the minds of onlookers, causing them
Variations 129
up to once per chapter until she has assigned all the the time the Deviant develops this Variation, such as acid, cold,
available senses. darkness, electricity, heat, ice, water, or wind. The Remade can
create extreme environments or impose Environmental Tilts
• Technology: The Deviant can mimic a scientific in- appropriate to those phenomena (or negate those contrary
strument (such as a microscope, telescope, or metal to them, such as using heat to negate a cold-based extreme
detector), chosen at the time of purchase. This includes environment). Indoors, this affects the area in a 10-yard/meter
instruments that project energy and build images from radius around himself. Outdoors, this is instead 40 yards/
the way the signals bounce, such as radar, sonograms, meters. The Broken must decide whether the environment
and x-ray machines. When this sense affords her an it creates remains in place or whether its center “follows”
advantage on a Skill roll, the Remade enjoys a +3 him. The Deviant does not enjoy any special immunity to the
Equipment bonus, or it can completely negate an ap- Environmental Tilts or damage inflicted by this Variation.
propriate sensory-based penalty (such as using sonar to At Magnitude •, the Remade may create a level 1 extreme
pinpoint the location of an invisible opponent). environment or impose a single moderate Environmental Tilt
• Sixth Sense: The Broken can sense the proximity and at a time. Changing this Tilt requires an action.
pinpoint the location of one type of supernatural crea- At Magnitude ••, as Magnitude •, but the Broken may create
ture (such as Deviants, faeries, or ghosts), chosen at the extreme environments with a level no greater than half Scar
time of purchase. The Remade’s range is limited to 10 Power (rounded up). He may impose an appropriate moder-
yards/meters, and this sixth sense fails if the creature ate Environmental Tilt when he first activates this Variation.
is concealing its nature using a special power to do so. Imposing (or removing) an additional Tilt (or changing one
from moderate to severe, or vice versa) requires an action. The
At Magnitude ••, as the Sixth Sense Magnitude • effect, and maximum number of Environmental Tilts cannot exceed Scar
the Broken possesses senses to observe one class of ordinar- Power, and severe Tilts count as two Tilts toward this limit.
ily undetectable signals and forces (such as ghosts, temporal
At Magnitude •••, as Magnitude ••, but the Deviant can
anomalies, or astral projections), chosen at the time of pur-
impose his full complement of Environmental Tilts as soon as
chase. These are fully visible to the Deviant, who may analyze
he activates this Variation, although exchanging or dismissing
them as though they were ordinary phenomena. In addition to
Tilts still requires and action.
providing useful context during supernatural encounters, these
At Magnitude ••••, as Magnitude •••, but the Deviant may
senses provide a +2 Equipment bonus to relevant Occult rolls.
create (or dismiss) a level 4 Extreme Environment. The Remade
At Magnitude •••, as Magnitude ••, but the Broken’s super-
may call upon this effect once per story without adverse effects,
natural senses also function as specialized equipment designed
but each additional catastrophic environment he creates in the
for measuring and analyzing the chosen class of phenomena.
same story causes a medium Instability.
The Equipment bonus is instead +3, and once per chapter,
the character’s player can describe something in the current Deviations
environment that is relevant to the class of phenomena and
might reasonably be there. This detail is present in the scene • Universal (+1 Magnitude): The Deviant is not restricted
and immediately obvious to the Deviant. to a single class of phenomena. However, the Broken
can only activate the Variation once per chapter, and
The Cephalist can detect the psychic waves generated by creatures
all Environmental Tilts he has active at a time must
native to or projecting into the Astral plane, but she cannot hear the
fall within the same class of phenomena. He could call
sounds of the material world (Sensory Deprivation; Persistent).
upon cold to create Blizzard and Slick, for example, but
The Chimeric’s yellow eyes can see in low light as easily as in he couldn’t then dismiss Blizzard in favor of Inferno,
full daylight (Conspicuous Appearance; Persistent). since the latter is not cold-related.
The Mutant’s nose can distinguish creatures by the scent of
The Cephalist is near-sighted and sends telekinetic shockwaves
their DNA sequences. However, she cannot do so if the evidence
into the surrounding area, simulating an earthquake, but this dan-
is tainted by the DNA of six or more other creatures of the same
gerous effect manifests continually unless she wears headgear lined
species (Power Failure; Controlled; Wits).
with gold foil, and the damage it leaves is easy to identify (Sensory
Deprivation; Persistent; Deviations: Identifier, Relentless Variation,
Storm-Caller (• to •••••) Suppressible Variation [Power Failure]).
Overt The Coactive summons rain, wind, and storms, but this re-
quires he perform an elaborate dance to call upon the local weather
Tiered, Toggled gods (Preparation; Controlled; Dexterity).
The Remade can create highly localized environmental
Darkness and cold cloak the Mutant wherever she goes,
phenomena.
extinguishing lights and sources of heat in her vicinity. The Broken
Choose an environment or general class of phenomena at
Variations 131
The Mutant’s Divergence involved the excision of some of her
Narrative Control base animal instincts, leaving her calm, if cold, even under intense
pressure (Frozen Heart; Persistent).
Supernatural Attributes often grant the
Remade’s player the ability to introduce a nar- Telekinesis (• to •••••)
rative element to the scene. The Storyteller can
always veto these details if they are inappro- Overt
priate or contradict what she knows about the Directed, Tiered, Toggled
scene. If she does so, treat it as if the character The Deviant can exert raw telekinetic force to lift, throw,
did not use the ability at all and can therefore or strike without the need for physical action.
attempt to introduce a different detail.
The Broken can affect targets in range with a Size no greater
than the Variation’s Magnitude times Scar Power. Targeting
an unattended object succeeds automatically. Attempting to
• Manipulation: The Remade has a remarkable ability
grab a living target works like initiating a grapple (p. XX), using
to convince strangers to do small favors for him. Once
a Scar Finesse roll instead of Strength + Brawl, and so must
per chapter, the Broken’s player may designate one
contend with Defense, not a Resistance Attribute.
stranger or small group of strangers as a connection
to temporary dots of Allies, Contacts, Resources, or Once the Deviant has successfully grappled a target via
Retainer equal to half Scar Power (rounded up). This Telekinesis, her contested rolls to maintain the grapple or to
person must be a Baseline who is not currently hostile execute an available grapple option are reflexive, rather than re-
to the character. The Remade can, with a few minutes quiring her action each turn, although she may only execute one
of flattery, begging, or con artistry, convince the target grapple option per turn per grappled enemy (two on an exceptional
to perform one minor favor for him that is consistent success). The grapple options she applies can be different for each
with who they are and the Merit they represent. The target, but she makes a single Scar Finesse roll for all victims each
Deviant could get a cop to let him off with a warning turn, each of whom contests it with Strength + Brawl.
for a minor offense, for example, or he could invent a At Magnitude •, the Deviant arrests the target’s motion
believable premise to convince a passerby to deliver an until she releases it as a reflexive action, until it is torn free (or
envelope to the woman waiting for a bus on the other escapes the grapple), or until the scene ends. The telekinetic
side of the street. The Merit granted by this Variation grapple is only capable of the hold, restrain, and drop prone
isn’t cumulative with any existing Social Merits, and its maneuvers, although it is immune to all maneuvers other than
effects only last until the end of the scene, but it lacks break free (p. XX).
the Overt keyword. This Variation does not cause a At Magnitude ••, the Deviant can push, drag, lift, or op-
person with the desired connections to appear on the erate the target at a Speed no greater than Magnitude times
scene. The Deviant must work with the people he finds Scar Power. When calling upon the Magnitude • effect, the
nearby. Remade’s telekinetic grapple is also capable of the control
weapon, damage, and disarm maneuvers (p. XX). She can
• Composure: The Deviant remains cool under pressure, instead manipulate an object as though her telekinesis were
even in the face of long odds and outright failure. Each an extension of her hands, using Scar Power as its Strength
time the Remade spends a point of Willpower to add and Scar Finesse as its Dexterity.
dice to an action or to increase a Resistance Attribute, At Magnitude •••, choose one:
he regains the spent Willpower if the extra effort
does not pay off. For a roll enhanced by Willpower, • Throw: The Deviant can throw the target with enough
this means he achieves no successes. For a Resistance force to damage it and/or anyone unfortunate enough
Attribute, this means that the phenomenon the Remade to be in its path. If throwing an object at an opponent
attempted to resist still overcomes his Resistance. in range, this is a Scar Finesse roll, penalized by one-
fifth the object’s Size (rounded up) and resisted by the
At Magnitude ••••, as Magnitude •••, and the bonus is +4 target’s Defense. If successful, it inflicts lethal damage
with a minimum rating of 7. equal to half the object’s Size (rounded up). If throwing
At Magnitude •••••, as Magnitude •••, and the bonus is +5 an opponent, it requires a successful Scar Finesse roll
with a minimum rating of 8. and is treated as a fall from a height no greater than
The Cephalist possesses an impossible intelligence, but it has Magnitude times Scar Power in yards/meters, and this
caused his muscles to atrophy (Suppression; Persistent). can be mitigated normally.
The Chimeric is an exceptional physical specimen, capable of
• Deflect: As a reflexive action, the Remade may turn aside
feats impossible for Baselines, but she can be forced into submission
attacks — be they fists, knives, or bullets. Whenever the
by threatening her with a common housecat (Phobia; Persistent).
Remade (or another character within range) is targeted
Variations 133
The Invasive has an experimental implant that manipu- the first in the same turn imposes a –1 penalty on the
lates gravity in a small area, but its effects are unpredictable Scar Finesse roll to target a destination.
(Fluctuating Variation; Controlled; Wits).
The Cephalist briefly atomizes his body and causes it to reform
somewhere else, but the process of reconstituting his brain is imper-
Translocation (• to •••••) fect, resulting in temporary disorientation (Persistent Drawback
[Glitch]; Controlled; Wits).
Overt
The Coactive steps out of the material world and steps into
Tiered, Toggled it again a short time later, but this fails if an object made of at
The Deviant can travel between two points without passing least 14-karat gold and weighing at least one ounce is within 10
through the intervening space in the material world. yards/meters of either her point of origin or her destination (Power
While this Variation is active, the Deviant may teleport once Failure; Persistent).
on each of her turns as a reflexive action. Although this is not a Whenever the Invasive suffers at least one point of lethal
Directed Variation, each translocation requires a successful Scar damage, she disappears through a pinhole wormhole as a reflexive
Finesse roll that suffers penalties for medium/long range and action (Involuntary Stimulus; Involuntary; Stamina).
concealment. A dramatic failure on this roll either results in a
medium Instability (instead of the usual minor Instability), as the
Remade finds an object in her way and must abort the transloca- Cephalist Variations
tion attempt, or it means the Broken arrives at an unintended Although Psychics have the potential to manifest any abil-
destination within range, chosen by the Storyteller. ity they can imagine, including those that influence tangible
At Magnitude •, the range of teleportation is 10/20/40 objects in the material world, Cephalist Variations are exten-
yards/meters and cannot penetrate non-transparent cover sions of the Deviant’s mind or grant power over the thoughts,
(p. XX). memories, and emotions of others.
At Magnitude ••, choose one:
• Blind: The Remade can move to a destination blocked
Astral Travel (• to •••••)
off by non-transparent cover, albeit at a –4 penalty to the Subtle
Scar Finesse roll. She may either call upon her memo-
ries of the destination (if she has been there before) or Tiered, Toggled
stipulate a direction and distance. The Remade projects his awareness beyond his body —
entering dreams or sending forth his senses.
• Far-Reaching: The range is instead 30/60/120 yards/ At Magnitude •, the Remade may seek answers in his
meters. dreams that eluded him while he was awake. Once per chapter,
At Magnitude •••, the Deviant enjoys the benefits of both the Remade may attempt to uncover a Clue while he sleeps or
Magnitude •• effects. meditates for four hours. This is a Scar Finesse roll.
At Magnitude ••, the Deviant’s body may enter a comatose
Deviations state, and his astral self steps out of it. This projection is invisible
• Conjuration (+1 Magnitude): As a Directed effect, the and insubstantial to all but a handful of supernatural creatures,
Remade can instead teleport a creature or object within and it can pass through solid objects as though they were no more
range (including one behind non-transparent cover, if than smoke. The Deviant may only travel under his own power
the Remade is capable of Blind translocation) to a des- when in this state. He cannot drive a car or hop on a subway
tination within range. This cannot affect objects with train, for example. Nor can he use Directed Variations (includ-
a Size greater than Magnitude + Scar Power and cannot ing Aura effects), Lash, or other Variations that require physical
place a target in immediate danger. Translocating an contact with targets, except on those who are similarly astral.
enemy into a cage or ambush is possible, but placing This normally lasts until the end of the scene or until the
a target over a pit of molten steel or intersecting with Remade’s awareness steps back into his body. In an emergency
another object is not. If the object is in another charac- (or if a supernatural being destroys the projection), however, the
ter’s immediate possession, its owner may contest the Deviant may return to his body as a reflexive action, although
effect with Resistance + Supernatural Tolerance. the resultant psychic shock causes one minor Instability. The
Remade’s body suffers deprivation normally in the absence of
• Defensive (+1 Magnitude): The Remade can activate his astral self, and if it dies, his consciousness vanishes at once.
this Variation and translocate as a reflexive action even At Magnitude •••, by merging his astral form with the body
when it is not her turn, such as to avoid an attack or of a sleeping victim as a Directed effect, the Broken may spy
explosion after it is announced, but before its damage is upon her dreams. This grants him the Informed Condition
determined. Each reflexive translocation attempt after regarding the victim, and it can often reveal other useful
Body Snatcher (• to •••••) A portion of the Chimeric’s brain has been replaced by that of
a telepathic subspecies of dolphin, allowing him to ride the senses
Subtle of others, but his body quickly atrophies while he spends time away
from it (Deterioration; Controlled; Dexterity).
Directed, Tiered, Toggled
The Invasive surreptitiously plants a microscopic listening
The Deviant can insert his consciousness into the body of
device on the target, which painlessly burrows into his skin, passes
another person.
into his bloodstream, and takes up residence in the motor control
Each effect requires a separate, successful Scar Finesse roll. centers of his brain, ready to seize control of his actions for as long
Although this is a Directed Variation, the Remade may only as its battery holds a charge. However, the Deviant must physi-
affect one victim at a time. While riding a target’s senses, the cally touch the target and so cannot use it at longer range (Power
Broken cannot use his Variations through the stolen body; if Failure; Controlled; Dexterity).
triggered involuntarily, they always originate from his own body.
Physical Scars also do not “follow” the Deviant into the victim
he is riding, although Mental and Social Scars usually do.
Creeping Dread (• to •••••)
At Magnitude •, the Broken rides the senses of his victim, leaving Subtle
his own body comatose until the scene ends or until he ends this
Variation as an instant action. The Variation’s effects do not end if Directed, Tiered, Toggled
the victim moves out of range. If the victim dies, the Variation ends The Deviant inserts a growing terror in the mind of her
immediately, and the Deviant suffers a minor Instability. victims.
At Magnitude ••, the Remade can read the surface thoughts At Magnitude •, Baseline targets suffer an immediate breaking
of the target he is riding. Further, he may leap from one body point with a penalty to the roll equal to half Scar Power (rounded
to another, as long as the new target is one within range of his up). Supernatural creatures instead suffer the Shaken Condition.
current victim. Finally, but the Broken may spend a point of Attempts to intimidate or frighten the target enjoy a bonus equal
to half Scar Power (rounded up) until the end of the scene.
Variations 135
At Magnitude ••, the Deviant determines an object of the useful secrets into his hands.
victim’s fear in the current scene, which they must be able to At Magnitude ••, The Deviant may steal a recent memory no
perceive. This can be the Remade herself, but it may also be more than a scene in length. This allows the Remade to absorb
another person, a place, or a discrete inanimate object. Victims a witness’ impressions of an event while simultaneously erasing
cannot approach this frightening object except by succeeding her memory of it. The Broken may stipulate the memory he
on a Resolve + Composure roll. If a victim confronts his fear targets with greater specificity — citing a specific time and/or
(willingly or not), he suffers a –2 penalty to all actions. This place, or describing an event he believes the target may recollect.
fear lasts until the end of the scene. At Magnitude •••, choose one:
At Magnitude •••, as Magnitude ••, but whenever the vic-
• Forgotten Goal: The victim forgets the details of a single
tim comes into contact with the source of fear, he suffers the
short-term Aspiration and everything she has done so
Frightened Condition (p. XX). In action scenes, if he can’t
far to achieve it. This can include goals she has already
escape the source, he suffers the Insensate Tilt (p. XX).
resolved, whether recently or long ago, and may either
At Magnitude ••••, when credibly threatened with the be one chosen at random by the Storyteller, or one
source of fear, the victim suffers the Beaten Down Tilt (p. XX). chosen by the Deviant’s player. The Remade’s player
Deviations may choose to immediately replace his character’s cur-
rent Aspiration with the victim’s.
• Aura (+1 Magnitude): The Variation inspires fear in
all viable targets within short range, whether friend or • Forgotten Milestone: The victim forgets a significant
foe (p. XX). memory — either one of serious emotional weight or one
that involved a lot of preparation, although not both. This
The Cephalist broadcasts dread telepathically but cannot pre- could include a friend’s wedding, but not his own, for
dict the intensity of emotion it will inspire (Fluctuating Variation; example, or a tough break-up, but not a divorce hearing.
Controlled; Wits). The victim forgets the event at the center of the memory,
The Invasive exudes a chemical mist through mechanical but not his anticipation of it nor his planning and prepara-
glands, which stimulates the production of fear hormones, but the tions for it. The Broken may specify the time, place, and/
residue of this chemical persists after she no longer calls upon it, or emotional tenor of the memory he wishes to steal.
causing everyone nearby to distrust her (Lying Eyes; Persistent).
At Magnitude ••••, choose one:
The Mutant’s horrifying appearance inspires terror in everyone
he meets (Conspicuous Appearance; Persistent). • Fickle Memory: The Deviant enjoys the benefits of
both Magnitude ••• effects.
Memory Thief (• to •••••) • Stolen Triumph: The transformed must have selected
Forgotten Goal as his Magnitude ••• effect. The Remade
Subtle
may steal a long-term Aspiration and all memories
Directed, Tiered, Toggled formed in the pursuit of fulfilling that goal. A detec-
The Remade can pluck memories from the minds of others, tive who has pursued a criminal for months forgets the
assimilating them as though they were his own, and leaving a case entirely, for example. The Remade cannot acquire
blank spot in their place. this stolen Aspiration as his own, but he familiarizes
This Variation targets a character in range. The transformed himself with it. This can also target memories of past
gains the memory, while the victim loses it. However, human accomplishments, either one the Broken knows about
memory is elastic, and if the victim learns the details of the or one chosen by the Storyteller.
events or goals she has forgotten, she regains the memory.
Mnemonic aids include audio and video recordings, written • Formative Memory: The transformed must have se-
transcripts (including diaries), or even the retelling of events lected Forgotten Milestone as his Magnitude ••• effect.
to the victim by other witnesses. The Deviant cannot affect any The victim forgets a formative memory, such as a world-
single target with this Variation more than once per chapter, shattering trauma or a momentous event like the birth
although Adaptations can overcome this limit. of a child, the death of a parent, or her wedding day.
The Remade may target memories specifically (if he is
At Magnitude •, the Deviant may steal the victim’s memory
aware of them), or based on their timing or emotional
of an oft-repeated action or event — one day of her commute,
tenor, or he may let the Storyteller decide what he
for example, or a routine coupling with her long-term partner.
takes from his victim. If he steals a happy or affirming
The Remade’s player may suggest the general nature of the
memory, the Deviant regains a point of Willpower. If he
stolen memory, but the Storyteller determines the details.
steals a traumatic or painful memory, the victim regains
Even randomly selected memories should have some bearing
a point of Willpower. Truly mind-altering memories
on the Broken’s interests, revealing key details of the victim’s
might impose a Condition or Tilt on the Remade, such
personality (such as an Aspiration, Virtue, or Vice) or putting
° What does your character want right now? • Hivemind: This is only available if the Deviant chose
Network as her Magnitude ••• effect. Networked charac-
° What does your character fear most right now? ters can borrow each other’s knowledge. The recipient’s
rating in a Skill becomes that of the donor, both of
° What is your character hiding? whom must consent to this transfer of information. The
° What does your character want mine to do? new Skill rating lasts until the end of the scene. Each
character may only donate and receive a transferred Skill
° What does your character know about [relevant topic at once per chapter, although Adaptations can overcome
hand]? this limit.
° What turns your character on right now? • Forceful: This is only available if the Broken chose
Recontact as her Magnitude ••• effect. As long as the
° What’s something shameful or embarrassing about your Remade succeeds on the Scar Finesse roll against the
character? target, the victim cannot refuse or terminate the connec-
• Project: The Remade can broadcast her thoughts into tion until the end of the scene. Further, the Deviant can
the mind of a target in range. force one of her memories upon the victim each turn as
a Directed effect, causing him to remember one of her
At Magnitude ••, the Broken enjoys the benefits of both experiences as his own. If she inserts a happy or affirm-
Magnitude • effects. In addition, when using the Project effect, ing memory, the target regains a point of Willpower. If
the recipient may respond telepathically as easily as speaking she implants a traumatic or painful memory, the victim
aloud. This connection normally lasts until the end of the gains the Guilty, Shaken, or Spooked Condition (as the
scene or until the Deviant chooses to break contact (even if Remade chooses). Truly life-altering memories trigger
they put significant distance between themselves). The Deviant breaking points in Baselines, cause a minor Instability
Variations 137
in Broken, or cause other supernatural creatures to At Magnitude •••, choose one:
lose a point of Willpower. If the memory is purely in-
• Medium: the Remade’s form can be a mid-sized (Size
formational, the target enjoys the Informed Condition
3-5) animal — such as a wolf, owl, rattlesnake, or moun-
regarding a topic relevant to the memory. Although the
tain lion.
Deviant may insert many different memories into the
same character, no target may enjoy the mechanical ben- • Swarm: The Broken’s form is a swarm of Size 1 or 0
efits (or suffer the consequences) of an inserted memory animals a number of yards/meters across equal to the
more than once per chapter, although Adaptations can Variation’s Magnitude plus Scar Power. Swarms are dif-
overcome this limit. ficult to harm. After rolling attacks against the swarm
At Magnitude •••••, the Broken enjoys all three Magnitude as normal, factoring in armor and other modifiers, the
•••• effects. swarm takes one point of damage of the appropriate
The Cephalist blurs the barrier between her mind and that of type, two points with an exceptional success on the at-
another person, but she never really knows peace except when she tack. Fire, explosions, chemical sprays, and other area
is drunk on an active telepathic connection (Addictive Variation; effects cause normal damage. Anyone caught within
Controlled; Resolve). the swarm, whether friend or foe, suffers from panic
and limited visibility and hearing, which imposes a –2
The Coactive can perceive the electrical impulses in the human penalty to all actions.
brain, which he can interpret as spoken language or manipulate to
simulate hearing his voice in return, but this can be blocked by even At Magnitude ••••, choose one:
a thin layer of metal covering the top of his or his victim’s head • Large: The Deviant becomes a larger animal (Size 6-9)
(Power Failure; Controlled; Wits). — such as a horse, alligator, bear, tiger, or gorilla.
An alien chemical that coats the Mutant’s skin sets up a
psychic connection among those on whose skin it has been smeared, • Biting Swarm: As the Magnitude ••• Swarm effect, but
but simply washing off this substance ends the effect (Involuntary those in the area also suffer bashing damage each turn
Stimulus; Involuntary; Composure; Deviation: Short Circuit [Power equal to half Scar Power (rounded up). Armor provides
Failure]). protection from this damage but at half its general rating
(rounded up).
Chimeric Variations At Magnitude •••••, choose one:
Their tendency to emulate the adaptations of animals in • Huge: The Broken becomes a gigantic animal (Size 10-
the wild does not limit the Chimerics’ diverse capabilities; 15) — such as moose, great white shark, small whale, or
after all, many human technological advancements are no elephant.
more than an attempt to mimic designs Nature worked out
eons ago. Chimeric Variations often facilitate their mastery of • Lethal Swarm: As the Magnitude •••• Biting Swarm
two different natures, whether this duality manifests physically, effect, but the damage is instead lethal.
mentally, or socially.
Deviations
Animal Transformation • Shapeshifter (+1 Magnitude): The Variation becomes
(•• to •••••) Tiered, instead, allowing the Remade to take the form
of any appropriate animal (or swarm). However, the
Overt Broken can only activate the Variation once per chapter.
Discrete, Toggled The Chimeric can take the form of a bear, but sometimes his
The Deviant transforms into an animal. bear-mind seizes control of him (Alternate Persona; Persistent).
This Variation allows the Deviant to take the shape of a The Coactive Symbiote is infused by the spirit of a snowy owl,
single animal chosen at the time of purchase. In animal form, whose form she can take at will, but she suffers frequent hallucina-
she takes on the animal’s Physical Attributes, as well as its tions as a side-effect of the Divergence (Hallucinations; Persistent).
Size, Speed, and Health. She can move, sense, and attack in The Mutant turns into a swarm of cockroaches each night and
any way that the animal can. She may be unable to use some cannot do so by day (Involuntary Stimulus; Stamina; Deviations:
Merits or take certain actions, at the Storyteller’s discretion. Short Circuit [Power Failure]).
This Variation may be purchased any number of times,
and each time it allows the Remade to transform into a dif-
ferent animal.
At Magnitude ••, the Deviant can transform into a small (up
to Size 2) animal — such as a cat, sparrow, spider, frog, or mouse.
Variations 139
Pheromones (• to •••••) even deference — as though she had dots equal to half
Scar Power (rounded up) in the Status Merit associated
Subtle with the in-group the victim most admires or wishes to
earn the respect of. This can be a great advantage, but
Directed, Perpetual, Tiered it can also inspire victims to beg favors of the Deviant
The Remade causes other animals (including humans) to that she cannot grant. It can also be problematic when
treat her as one of their own kind. wielded against supernatural beings who have their own
This Variation targets an animal within range, including societies, since they will naturally assume the Remade
humans and Manticores. is capable of belonging to such an organization (and
At Magnitude •, the animal responds to the Deviant the so is clearly a wizard, werewolf, or other creature like
way it would to a member of its family unit. Against human themselves, if one in disguise).
targets, her impression level increases by one when using the At Magnitude •••, the Broken enjoys the benefits of both
Social Maneuvering system (see p. XX). Most impressions are Magnitude •• effects.
good, and even sworn enemies find it impossible to ignore her
At Magnitude ••••, the Remade may direct the actions of
entreaties entirely (impression level is poor instead of hostile).
the target in a general way, one he could convey in a short
The Remade also achieves an exceptional success on three
sentence or two. Most non-sapient animals will obey this com-
successes instead of five on Social actions targeting the victim.
mand without hesitation, even if it is clearly suicidal. Sapient
At Magnitude ••, choose one: animals (and some especially intelligent, but non-sapient, ones)
• Communication: The Remade can understand and will ignore suicidal compulsions, and those who suffer lethal
be understood by the target. Although she does not damage or a breaking point while under this effect may make
exercise any direct control, she may attempt to bargain a Resistance + Supernatural Tolerance roll to escape control
with the creature for information or favors, as well as until the Deviant reestablishes it.
ignoring language barriers between humans.
Deviations
• Status: The target treats the Remade with respect — or
• Aura (+1 Magnitude): The Variation affects all viable
Variations 141
victim’s next roll equal to half Scar Power (rounded up). Magnitude ••• effects.
At Magnitude ••, choose one: Deviations
• Balanced: The Remade benefits from both Magnitude
• Aura (+1 Magnitude): Each time the Deviant calls upon
• effects.
one of the Variation’s effects, she affects any number of
• Charmed: This is only available if the Deviant selected characters within short range and may include herself.
Lucky as her Magnitude • effect. Once per scene, the The Cephalist implants self-doubt in the minds of her victims,
Broken’s player may suggest a beneficial plot twist in the which soon becomes a self-fulfilling prophecy, but she is only impos-
current scene or request that the Storyteller introduce ing her own self-doubt upon them (Misfortune; Persistent).
one. The target may instead evade a misfortune entirely Fae energies infuse the Coactive so that the web of Fate
— such as the effects of a single supernatural power (with preserves him from many misfortunes. However, these faerie energies
a successful Clash of Wills) or all the damage inflicted also project an untrustworthy air that poisons all his social interac-
by an attack. tions (Lying Eyes; Persistent).
• Albatross: This is only available if the Remade selected The Invasive makes complex probabilistic calculations that only
Unlucky as her Magnitude • effect. Once per scene, give the appearance of being luck, but the supercomputer displaces
the transformed’s player may suggest a plot twist that parts of her brain’s emotional center (Frozen Heart; Persistent).
adversely affects the target, or request that the Storyteller
introduce one. In addition to any narrative effect, this Fate’s Agent (• to •••••)
converts the victim’s next success on a roll into a failure
or her next failure into a dramatic failure. Subtle
At Magnitude •••, choose one: Perpetual, Reflexive, Tiered
This Variation protects the Deviant from unwanted super-
• Destiny’s Chosen: The Broken benefits from all three
natural influence and scrutiny.
Magnitude •• effects.
Choose a single category of supernatural being such as
• Near Miss: This is only available if the Deviant selected ghosts, wizards, vampires, demons, or werewolves when the
Balanced or Charmed as her Magnitude •• effect. Once Remade develops this Variation. The effects of the Variation
per chapter, the Remade may allow the target to leave only work against creatures of the chosen type. This Variation
a scene she is in without his departure being noticed, can be purchased any number of times, and each purchase
allowing him to avoid an ambush, capture, or socially grants influence over the abilities of a different kind of super-
awkward situation. If the target has not made an impact natural creature.
that another character could not have made, his player At Magnitude •, the Remade is automatically aware when-
may decide that she was never present in the scene to ever a supernatural power of the chosen source attempts to
begin with. Consequences to the target personally van- target her or an area containing her, as well as the source of
ish — any damage he took during the scene is gone, any the effect. Supernatural powers that attempt to peer into the
Willpower he spent is returned, and any Conditions he Deviant’s future, read her fate, gather information about her,
gained vanish. This also reverses Willpower and Beats or spy on her from afar provoke a Clash of Wills with her. If
he earned during the scene. the Remade wins this contest, the supernatural power fails,
and further attempts to use it on her during the current scene
• Supernatural Aid: This is only available if the Deviant automatically fail. If the triggering power attempted to observe
selected Balanced or Albatross as her Magnitude •• an area that contained the Deviant, it does not fail entirely, but
effect. Once per chapter, the Remade’s player may its vision doesn’t register the Remade’s presence.
choose for a character known to her (the target) to be
At Magnitude ••, choose one:
unexpectedly present (or to promptly arrive) in the cur-
rent scene, as long as there is even a small probability • Counter: At any point before the Broken’s action, as a
of this occurring. Alternatively, she may choose to be Directed effect, she can choose to counter a supernatu-
unexpectedly present (or to promptly arrive) in a scene ral power as her target attempts to initiate it. Doing so
involving a character known to her (the target), as long takes up her normal action. If she defeats her target in
as she could conceivably be there. In both cases, this a Clash of Wills, the target’s power does not take effect,
effect works automatically if the target is actively seeking although it still carries its normal cost in Willpower,
the Broken or would wish to be present. Otherwise, it actions, or occult currency.
requires a Scar Finesse roll with a –4 penalty.
• Dispel: As a Directed effect, the Deviant may neutralize
At Magnitude ••••, the transformed benefits from all three a single supernatural effect in range. If the source of the
Variations 143
At Magnitude ••, the Deviant can also communicate with be- Willpower to add three dice to a roll after seeing the results
ings who share this origin. In addition, these creatures recognize (but before the result is applied), instead of before.
her inherent connection to their kind, granting her an effective At Magnitude ••, the Broken may peer into the likely fu-
Status among them equal to half Scar Power (rounded up). tures of a target. As a Directed effect, his player may ask one
At Magnitude •••, the Remade and her immediate posses- question about the target — to a maximum number of ques-
sions can touch or strike these phenomena, even if they are tions per chapter equal to Scar Power (although Adaptations
normally insubstantial to the material world. The Broken is can grant more questions during the same chapter, but never
still tangible to those in his native world, and he is as vulner- during the same scene). Although the Remade can attempt to
able to the alien entities as they are to him. peer far into the future, distant events tend to be hazier than
At Magnitude ••••, as a Directed effect, the Deviant can those in the immediate future, unless they carry exceptional
exorcize any of these phenomena that has invaded his native temporal weight.
world. He can drive the demon out of the boy it is possessing, At Magnitude •••, once per chapter, when the Broken would
for example, or banish the abyssal residue that has leaked into fail on an action (whether or not it involves a roll), he may choose
the old factory. If driving out a mindless force, this requires to take a different action, instead. The player must invoke this effect
an instant action but automatically succeeds — although par- immediately after the action fails (usually after seeing the result of a
ticularly large or virulent manifestations might require more roll but before its consequences play out). This can affect an instant
time and/or a successful Scar Finesse roll, at the Storyteller’s action, a single roll of an extended action, or even a particular tack
discretion. Exorcising a hostile alien intelligence is a series of taken in a social interaction that turns out to be a serious faux pas.
Clash of Wills rolls, each requiring an instant action. A loss in He can and must change the action he takes, however minutely
this contest causes the combatant to lose a point of Willpower. (attacking a different opponent, for example, or using intimidation
If the Remade runs out of Willpower, he cannot continue instead of subtlety in a social situation), for otherwise everything
the contest. If the entity runs out of Willpower, it is forced to will unfold exactly as it did in his vision.
leave the Deviant’s native world and cannot return until the At Magnitude ••••, choose one:
beginning of the next story (at the earliest).
• Bifurcation: Once per chapter, as a reflexive action,
At Magnitude •••••, the Deviant can force these phenom- the Deviant may force a target to take a different action
ena into phase with his native world. If directed at a sapient than the one she just took. This is a Directed effect,
entity, this always requires a successful Clash of Wills, and if albeit one that does not require an instant action. This
the attempt fails, the Remade cannot attempt to draw that is similar to the Magnitude ••• effect, but it can also
target into the material world again during the current scene. target a successful action — including one that would
The Broken can summon one otherworldly phenomenon per otherwise incapacitate or kill the Remade. The Broken’s
story, but each additional summoning during the same story player must declare this after seeing the immediate
causes a medium Instability. consequences of the target’s action, but before anyone
The Cephalist can interact with otherwise insubstantial beings else has taken their turn.
who have a strong connection to the dreaming world, interact-
ing with them as he does through telepathic senses, but he suffers • Prophecy: The Remade may look upon a single scene he
chronic pain that magnifies the pain of his injuries (Fragility; anticipates will take place before the end of the current
Persistent). story. This can be narrowly defined (“when we break
The Coactive can hear, speak to, and even touch angels that into the secure facility”) or more generally described
are invisible to everyone else, but their voices are the only ones she (“the next fight I’m involved in”), but he cannot initi-
can hear. (Sensory Deprivation; Persistent). ate it in a way that affects events of a scene already in
progress. At any point during the designated scene, the
The Invasive’s implants include experimental sensors that allow
Broken’s player may “reset” its events and replay the
him to see nearby ghosts, although they sometimes interferes with
scene from its beginning — even if this Variation is not
his mental faculties (Glitch; Persistent).
currently active or if the transformed is incapacitated
or dead at the time. The Deviant can invoke this effect
Precognition (• to •••••) safely once per story, but each additional use during
the same story causes a medium Instability.
Subtle
At Magnitude •••••, the Remade enjoys the benefits of both
Reflexive, Tiered, Toggled
Magnitude •••• effects.
The Deviant sees glimpses of the future that allow him to
The alien organisms that swim in the Chimeric’s blood possess
change the course of events.
precognitive powers that he can tap into, but doing so is physically
At Magnitude •, whenever the Remade rolls a chance die,
painful (Perilous Variation; Controlled; Dexterity).
it is instead treated as a single die — succeeding on an 8 or 9
and benefiting from 10-again. She may also spend a point of The branching pathways to the future lie open to the Coactive,
Variations 145
a number of dots of Physical Merits equal to 1 + Scar a weapon, piece of equipment, or materials of Size 1 and
Power. Availability no greater than half Scar Power (rounded up).
At Magnitude ••, once per chapter, the Broken may remove
• Combat Programming: Once per chapter, the Broken an object of Size 1 and Availability no greater than Scar Power.
may assign a number of dots of Fighting Merits equal
At Magnitude •••, the Deviant may remove an additional
to 1 + Scar Power.
object of Size 1 and Availability ••••• or less. At the Storyteller’s
• Data Warehouse: Once per chapter, the Broken may assign discretion, this may instead be a Size 1 object of occult origin
a number of dots of Mental Merits equal to 1 + Scar Power. or with supernatural properties, the details of which are deter-
mined by the Storyteller (but always relevant to the Broken’s
• Human Clay: Once per chapter, the Remade may shift current situation). The Remade may invoke this effect once per
a number of dots no greater than 1 + half Scar Power story without adverse effects, but each additional such item he
(rounded up) from one Physical Attribute to another. produces during the same story causes a medium Instability.
• Mind Hack: Once per chapter, the Deviant may shift Deviations
a number of dots no greater than 1 + half Scar Power
• Extra Capacity (+1 Magnitude): The objects the Broken
(rounded up) from one Mental Attribute to another.
removes from these hidden compartments can be as
For any of the above effects that grant Merit dots, the large as Size 1 + half Scar Power (rounded up).
Deviant need not meet the Attribute or Skill prerequisites for
these Merits, but he must meet any Merit or Specialty prereq- • Varied Inventory (+1 Magnitude): The Variation’s
uisites. A Merit granted by this Variation cannot serve as the effects can be called upon more often – once per
prerequisite for another Merit (other than those also granted turn for the Magnitude • effect, once per scene for
by Computer-Aided Processing). the Magnitude •• effect, and once per chapter for the
This Variation cannot emulate the effects of Professional Magnitude ••• effect.
Training or those with Deviant as a prerequisite. The Chimeric has a pouch similar to those of marsupials, in
Effects above that move Attribute dots cannot reduce an which he secrets all the small objects he compulsively steals. Its
Attribute to 0. Although they can raise an Attribute’s rating contents are a jumble, however, so he must spend time rummag-
higher than five (to a maximum rating of 10), any rating in ing around among the junk to find what he needs (Preparation;
excess of five never affects the calculations or effects of super- Controlled; Dexterity).
natural abilities, including the activation of Variations or com- With a few moments of thought, the Coactive can draw
putations of the Remade’s Scar Power, Finesse, or Resistance. together threads of ectoplasm out of the air in order to construct a
Improved Resistance Attributes still apply when resisting or solid object, but the Divergence made her less tolerant of pain (Thin
contesting supernatural effects. Skin; Persistent).
Although Adaptations can grant more Merit dots (or move
The Invasive’s chest slides open, revealing a hollow, steel
more Attribute dots) during the same chapter, they may not
chamber suitable for storage. Of necessity, this has forced her
do so during the same scene.
internal organs closer to the surface, making them more vulnerable
Connected as she is to all the minds in the world, the Cephalist (Hemophilia; Persistent).
can call upon bits of their knowledge whenever she needs it, but
accessing this information requires a considerable act of will
(Tribulation; Controlled; Wits).
Integrate Technology
The Chimeric’s Progenitor tried to pass on everything she knew to the (• to •••••)
Deviant — at least until she betrayed him (Paranoia Scar; Persistent).
Overt
The Invasive can access the combat knowledge contained on
the hard drive in his skull, but someone with the right passphrase Tiered, Toggled
can direct him to use that knowledge in ways he does not want The Deviant can interface with tools and other devices,
(Subliminal Conditioning; Persistent). achieving a unity between them and himself.
At Magnitude •, tools in the Remade’s hands become
Hidden Compartments (• to •••••) extensions of his body, granting him the 8-again quality on all
rolls on which they would grant him an Equipment Bonus.
Subtle At Magnitude ••, the Deviant can absorb an object, tool,
Tiered, Toggled weapon, or device — both concealing it from searches and al-
lowing him to replicate its functions. The target object’s Size
The Deviant has hidden compartments from which he can
cannot exceed half the Scar Power (rounded up), and the sum
pull a wide variety of useful equipment.
Size of all objects he has integrated at any given time cannot
At Magnitude •, once per scene, the Remade may remove
Variations 147
Sensor Array (• to •••••) In addition to providing useful context during supernatural
encounters, appropriately calibrated senses provide a +2
Subtle Equipment bonus to relevant Occult rolls.
Variations 149
Although not Directed, this Variation can be paired with it and the entangled Scar permanently (even if not currently
the Channel effect of a Lash (p. XX), allowing the Remade to suffering medium or major Instability), while stripping it away
bite (and potentially consume) objects and enemies without from the victim (although the Sanctity of Merits applies).
needing to grapple them first — or without being within melee Consuming all of a Deviant’s Variations eliminates his Scars,
range (if using a ranged Lash). Any armor-piercing rating or but it does not reverse the other effects of the Divergence.
capacity to inflict aggravated damage granted by Inhuman
Digestion applies to all attacks made with the Lash that chan-
Deviations
nels it. • Adamant Jaws (+1 Magnitude): The Remade can devour
At Magnitude •, the Broken can consume substances with a objects and materials regardless of Durability, and her
Durability of 1, including foodstuffs that are normally inedible. teeth have a damage rating of 0L with an armor-piercing
Her teeth have a damage rating of 0L with armor-piercing 1. rating equal to 1 + half Scar Power (rounded up).
At Magnitude ••, when the Remade successfully bites (and
damages) another Deviant, she may gain one of the victim’s • Cannibalize (+1 Magnitude): The transformed may
Variations (the secondary Variation) until the end of the scene, devour the flesh of other humans and humanlike
as well as its entangled Scar (the secondary Scar) at its full supernatural beings to fortify herself. The damage she
Magnitude. She can choose the Variation she steals this way (if inflicts with her bite is aggravated instead of lethal, and
known). Otherwise, she takes one at random. This effect does she heals one lethal or bashing damage for every point
not deprive the victim of the ability to use the stolen power. of aggravated damage she inflicts.
At Magnitude •••, once per chapter, when the Broken uses The Coactive fires a coruscating beam of light at his enemies
the Magnitude •• effect, she may instead choose to gain the that drains their lifeforce and renews his, but its energies are
stolen Variation until the end of the chapter, during which time poisonous to both body and mind (Genetic Disorder; Persistent;
the victim loses the Variation. If all Variations entangled with Deviation: Nightmares; connected to a ranged Lash with the
the same Scar are stolen in this way, the victim also loses the Channel effect).
Scar for as long as this effect lasts. Further, the Remade may The Invasive’s stomach has been replaced with a gold-lined
spend Experiences to purchase the stolen Variation, acquiring sac of powerful acids capable of dissolving most materials. This
Variations 151
function other than giving form to a Variation, although The Mutant’s flesh grants remarkable powers to those who
the secondary Variation could manifest as a supernatural eat it, but harvesting it requires cutting it out of him (Perilous
tool or weapon. The one seeking its benefits might need Variation; Controlled; Dexterity; Secondary Variation: Any).
to eat, drink, inject, smoke, or spread the material on
his skin to do so, or he might need to speak a prayer to
activate the talisman or perform a short dance to call Scars
upon the Deviant’s blessing. It is possible for someone to
consume material without realizing he is doing so, such The price a Deviant pays for his Variations is Scars. Scars are
as a Variation delivered with a kiss or one baked into divided by activation method — Controlled Scars, Involuntary
his food. In any case, the Broken’s player must decide Scars, and Persistent Scars. Deviations that can apply to mul-
on both the form the secretion takes and the method by tiple Scars are listed separately.
which it must be consumed when the Deviant develops
Sacred Flesh. Any unused material loses its potency at Controlled Scars
the end of the next chapter. This method produces a Controlled Scars are inextricably tied to the active use of
number of doses of the substance equal to Scar Power. their combined Variations.
• Token: As Secretion, except the Remade suffers a minor Controlled Scars impose their price each time one of their
Instability when calling upon this method, and the to- Variations is activated. If a Scar is entangled with multiple
ken remains potent until it is consumed or destroyed. Variations, the Scar’s effect applies separately to each Variation.
This method produces a number of tokens equal to Most Controlled Scars can be purchased more than
Scar Power. once, exacting their price on all their entangled Variations.
Repeatable Controlled Scars may have a different criteria for
• Fragment: As Token, but a fragment is reusable (and so each purchase, if desired.
more often takes the form of a weapon or jewelry). It can
bestow the secondary Variation to a character who employs Concentration (• to •••••)
it once per chapter (Adaptations cannot overcome this).
The Broken may create a single fragment per story without Keywords: Mental; Subtle; Repeatable
any personal consequences, but each additional such frag-
The Variation demands constant, intense concentration to
ment during the same story inflicts a medium Instability.
maintain, and any distraction can cause it to fail or to get out
At Magnitude •, choose a Magnitude • secondary Variation. of control — or make it impossible to activate in the first place.
At Magnitude ••, choose a Magnitude •• secondary At Magnitude •, whenever an unexpected surprise or other
Variation. distraction causes the entangled Variation to shut down (or
At Magnitude •••, choose a Magnitude ••• secondary prevents her from activating it) in a way that creates a complica-
Variation. tion for the Deviant, the player may take a Beat.
At Magnitude ••••, choose a Magnitude •••• secondary At Magnitude ••, whenever the Remade suffers lethal (or
Variation. aggravated) damage not caused by a Scar or Adaptation, when-
At Magnitude •••••, choose a Magnitude ••••• secondary ever she Falters, or whenever she suffers the Stunned Tilt or
Variation. the Distracted Condition, the entangled Variation deactivates
unless her player succeeds on a Scar Resistance roll. She may
Deviations activate the Variation again on a future turn.
• Flexibility (+1 Magnitude): The Deviant may bestow At Magnitude •••, as Magnitude ••, and choose one:
the secondary Variation by an additional number of • Tenuous: Whenever an attack or hostile power suc-
methods equal to half Scar Power (rounded up). cessfully targets the Remade and either deals damage
or imposes a deleterious Tilt, Condition, or other
• Self-Cannibalism (+1 Magnitude): The Broken can unwelcome effect, the entangled Variation deactivates
benefit from the secondary Variation granted by Sacred unless her player succeeds on a Scar Resistance roll.
Flesh.
• Unfocused: The Broken cannot attempt to activate an
The Cephalist can produce a sword made of pure thought,
entangled Variation if under the influence of a distract-
which she may give to another person to wield (Tribulation;
ing Tilt or Condition (such as Deprived, Distracted,
Controlled; Wits; Secondary Variation: Lash).
Frightened, Intoxicated, Insane, Insensate, or Stunned)
The Chimeric periodically sheds his skin like a snake, and those except by first succeeding at a Scar Resistance roll, which
who pull this gauzy garment over their shoulders become invisible. is allowed once per minute (once per turn in action
(Power Build-up; Involuntary; Stamina; Deviation: Uncontrollable scenes).
Variation; Secondary Variation: Camouflage).
Scars 153
At Magnitude •, upon activating the Variation, one or more success, the Magnitude fluctuation obeys the Remade,
of the character’s body parts deteriorate. The Storyteller may but future such fluctuation rolls during the Variation’s
offer a Beat to temporarily incapacitate the part at the wrong current activation suffer a –1 penalty. On a failure, the
moment or cause horrified reactions in onlookers. Magnitude moves in the opposite direction, although
At Magnitude ••, upon activating the Variation, the char- future fluctuation rolls enjoy a +1 bonus.
acter’s player makes a Scar Resistance roll. On a failure, the
Deviant suffers one of the following moderate Tilts (p. XX) of • If fluctuation would have an impossible result (i.e.
the player’s choice, depending on which body part deteriorates: increasing Magnitude when it is already at the highest
Arm Wrack, Blinded, Deafened, or Leg Wrack. The Tilt fades possible Magnitude for that Variation or decreasing it
at the end of the scene. when it is already at the lowest), the Magnitude remains
unchanged, but the resulting bonus or penalty to future
At Magnitude •••, as Magnitude ••, but choose one:
fluctuation rolls is instead +2/–2.
• Lingering: The Tilt’s effects last until the end of the
chapter, instead. Outside of action scenes, this im-
poses the Blinded, Deafened, or Crippled Persistent
Perilous Variation (• to •••••)
Condition. Repeated use of the Variation causes ad- Keywords: Physical; Overt; Repeatable
ditional body parts to deteriorate, potentially affecting
both limbs/eyes/ears. If all available parts have dete- The Variation is dangerous to the Deviant. It might come
riorated, the character cannot activate the entangled with a side effect like an energy backlash or psychic feedback,
Variation again until some parts have recovered. or it might involve an implant physically tearing through her
flesh. Perhaps she channels power from a sinister force that
• Painful: The character also suffers a point of bashing wants to hurt her, or it takes so much effort to use that her
damage upon activating the entangled Variation. body can’t handle the strain. The effects are always outwardly
noticeable, such as a nosebleed or uncontrollable trembling.
• Severe: The character instead suffers the severe version At Magnitude •, the Variation harms the character whenever
of the Tilt. he activates it, but the damage — while painful — is mostly cosmetic
At Magnitude ••••, the character suffers from two of the and doesn’t stick around. The player may accept a Beat for the
Magnitude ••• effects. pain to be distracting enough to hinder the Broken or his allies.
At Magnitude •••••, the character suffers from all three At Magnitude ••, upon activating the Variation, the char-
Magnitude ••• effects. acter takes a point of bashing damage.
At Magnitude •••, as Magnitude ••, but the damage is
Fluctuating Variation (•••) lethal instead.
At Magnitude ••••, as Magnitude •••, but the damage is
Keywords: Any; Subtle; Repeatable, Tiered-Only aggravated instead.
The Variation is wild and unreliable, sometimes sputtering Deviations
out and sometimes overflowing with uncontrollable power.
• When entangling this Scar, the Deviant’s player must de- • Ongoing (+2 Magnitude): This may only entangle
termine how its entangled Variations function at every Directed Variations. The Scar deals its damage upon
available Magnitude. For most Variations, this means the Variation’s activation and every time the character
choosing its configuration at Magnitude 1, 2, 3, 4, and directs its effects. This Deviation can’t modify the
5, but many Scars have a narrower range (1-3, 2-4, 1-4, Magnitude • version of this Scar.
2-5, etc.). Whenever this Scar causes the Variation to
change Magnitude, all its key variables follow this initial Persistent Drawback (• to •••••)
model. She must decide whether she gains access to
Crush/Dismember or Force Field when her Telekinesis Keywords: Secondary; Subtle; Repeatable
is at Magnitude •••• (p. XX), for example. The Variation carries more insidious drawbacks than most
Controlled Variations do.
• When first activated, an entangled Variation’s
Magnitude is equal to the successes on its activation Choose a Persistent Scar (p. XX) with Magnitude equal to
roll. this Scar’s Magnitude. All Variations combined with this Scar
also suffer that Persistent Scar, but only while one or more of
• Every several minutes of activation (every turn, in action those Variations are active. This Scar should not permit sec-
scenes), the Deviant’s player declares whether she wishes ondary Scars that do not have an impact within the context of
to increase or decrease the current Magnitude of the a single scene — such as Dependency or Sluggish Metabolism
Variation by 1 and makes a Scar Resistance roll. On a — unless the Continual Deviation also applies.
Deviations
Tabula Rasa (• to •••••)
• Rare (–1 Magnitude): The situations that depower the
Scar are very specific, such as “when a Loyalty Touchstone Keywords: Mental; Subtle
is a target” or “when special equipment is employed” or Whenever the transformed activates the Variation, it’s
“while the Remade is in contact with a rare substance.” only a matter of time before the stress cracks his mind, and
Scars 155
memories fall into the gaps. Once he has a moment to decom- Variation and on any turn on which she directs it.
press, he forgets it all — everyone he met, every victory he won
and loss he suffered, every goodbye he said.
At Magnitude •, the character forgets details about what
Unstable Variation (• to •••••)
happened while the Variation was active. The player can accept Keywords: Any; Subtle; Repeatable
a Beat for his character to forget something important that
The Variation is more erratic than most, sending the
causes complications.
Deviant spiraling toward a loss of control whenever he uses it.
At Magnitude ••, the Deviant’s memories of events that
At Magnitude •, use of the entangled Variation exacerbates
happen while he uses the Variation are unreliable. Anytime
the Broken’s other Scars. His player may accept a Beat to auto-
he would need to remember such an event, his player must
matically fail a Scar Resistance roll or to temporarily increase
succeed on a Scar Resistance roll to do so. Other rolls to know
the Magnitude of a Scar of the player’s choice in a way that
or remember information he learned during those times suffer
creates a complication for the Deviant or his cohort.
a –2 penalty.
At Magnitude ••, the Remade’s other Scars temporarily worsen
At Magnitude •••, at the end of the scene in which the
when he activates the entangled Variations. Until the end of the
character activated the Variation, he forgets everything that
scene, he suffers a –2 penalty to Scar Resistance rolls and increases
happened in that scene after the point of activation. Later,
the Magnitude of another Scar by 1 (chosen or selected at random
he may spend a Willpower point to temporarily regain that
by the Storyteller). This does not allow the Deviant to develop a
memory for one scene, as long as something strongly reminds
new Variation or increase the Magnitude of a Variation.
him of the missing events, such as an impassioned recap from
someone who was there or another eerily similar event unfold- At Magnitude •••, as Magnitude ••, but the Broken also
ing before his eyes. Once he’s spent Willpower equal to (6 – suffers a minor Instability whenever he activates the entangled
Scar Resistance) this way, he regains the memory permanently. Variation.
Any Conditions or supernatural effects imposed upon him At Magnitude ••••, as Magnitude •••, but the Instability is
during the missing time remain — he may not remember how medium instead.
they came about, but they still affect him. At Magnitude •••••, as Magnitude ••••, but the Instability
At Magnitude ••••, as Magnitude •••, but choose one: is major instead.
• Permanence: The character can’t spend Willpower to
regain the memories, temporarily or otherwise; they’re Involuntary Scars
gone for good. Involuntary Scars plague transformed who don’t have full
— or any — control over their powers.
• Rapid: The character forgets everything at the end of Most Variations with an Involuntary Scar can be activated
every minute that passes while the Variation is active with a successful Scar Finesse roll (p. XX). In cases where the
(or each turn in action scenes), losing track of what he Variation activates unintentionally, this initial activation is a
was just doing with potentially disastrous consequences. reflexive action. Resisting the manifestation of an Involuntary
At Magnitude •••••, as Magnitude ••••, but both effects Variation when it would normally occur (or regaining control
apply. of it once it has) is more complicated.
If an entangled Tiered Variation has a continual effect
Tribulation (••• to •••••) while active (such as Bioluminescence with the Aura Deviation,
or Gigantic), the Deviant’s player chooses how its starting
Keywords: Mental; Subtle; Repeatable Magnitude is determined when purchasing the Variation. Either
Using the Variation is a struggle. It requires extra effort — it manifests at the same Magnitude each time it activates invol-
incredible focus, finding the perfect mindset, or overcoming untarily, or the player may leave it to the Storyteller (or chance)
traumatic memories, for instance. to decide its Magnitude at the time it manifests involuntarily.
At Magnitude •••, the player must spend a Willpower point The Remade may change the current Magnitude (as well as any
each time the character activates the Variation. applicable Deviations) of a Variation as an action, such as to dim
or brighten the light her Bioluminescence (p. XX) ordinarily
At Magnitude ••••, as Magnitude •••, but spending the
produces, for example, as long as she is normally able to do so.
Willpower to activate the Variation takes a separate instant
action.
Involuntary Stimulus (• to •••••)
Deviations
Keywords: Any; Subtle; Repeatable
• Draining (+2 Magnitude): This can only entangle
Directed Variations. The player must spend the The Variation activates on its own under certain circum-
Willpower each time the character activates the stances, which the player chooses when she acquires this Scar.
These circumstances are uncommon but not unusual — such as
Scars 157
Condition (p. XX) regarding the Variation, which reasserts itself
Character Design: at the beginning of each chapter after it resolves. If she doesn’t
activate the Variation for at least a scene once per chapter, she
Power Build-Up gains the Deprived Condition (p. XX). If entangled with multiple
Variations, activating any one of them satisfies the addiction.
If you add the Indelible Mark or Short Circuit At Magnitude •••, as Magnitude ••, and choose one:
Deviation (p. XX) to the Power Build-Up Scar,
your character will pay a personal price or • Disorienting: Whenever the Variation is active, the
suffer an unpleasant side-effect each time her character suffers the Intoxicated Condition (p. XX);
Variations activate of their own volition. during action scenes, this becomes the Drugged Tilt
(p. XX).
Insistent as his Magnitude •• effect. The transformed • Lingering: The Deprived Condition resulting from this
can only voluntarily activate a combined Variation Scar is Persistent; the character earns a Beat whenever
once per chapter, and this limit cannot be exceeded she uses the Variation at an inconvenient time just
by means of Adaptations. The Storyteller may attempt to get a fix or when her withdrawal symptoms cause
to activate an entangled Variation involuntarily up to problems, and it only resolves when she goes at least a
once per scene. The Scar Resistance rolls to refuse this story without toggling the Variation on at all or heals
activation enjoy a bonus equal to the number of times a medium or major Instability.
an entangled Variation has been successfully activated At Magnitude ••••, as Magnitude •••, and choose one:
during the current chapter.
• Compounded: Both Magnitude ••• effects apply.
• Destructive: The Broken must have chosen Volcanic
as his Magnitude •• effect, and at least one entangled • Severe: The Deprived Condition’s effects worsen,
Variation must be Directed. The Storyteller may direct inflicting a –2 to the relevant rolls instead of –1, and
an entangled, Directed Variation on any turn on which also affect derived traits.
the Remade does not do so (or randomly determine its At Magnitude •••••, as Magnitude ••••, but the Remade
target and effect). The Deviant may only deactivate a suffers from all Magnitude ••• and •••• effects.
Directed Variation linked to this Scar by succeeding on
a Scar Resistance roll with a bonus equal to the number Alternate Persona (• to •••••)
of times the Storyteller has directed the Variation since
it was activated, and a penalty equal to the number of Keywords: Mental, Social; Subtle; Repeatable
times the player directed it since it was activated. The Deviant sometimes becomes someone else. The player
At Magnitude ••••, at least one entangled Variation must should decide when she acquires this Scar what the alternate
be Directed. The Deviant suffers from all three Magnitude persona is like, and how they differ from the character herself.
••• effects. This other self has an entirely different personality — including
tastes, hobbies, and Aspiration — but it largely takes a live-and-
Persistent Scars let-live approach to your shared body: It won’t ruin your life as
long as you do it the same courtesy. Aside from the difference
Persistent Scars never stop plaguing the Deviant, whether in Aspiration, you and your alter ego share all Attributes, Skills,
she’s using her powers or not. A player may only combine and other traits (but see the Amalgam Form on p. XX). Each
them with Persistent Variations, except when a Deviation personality remembers what the other persona does, but only
says otherwise. vaguely or as dreams. The player should control the character
even when the alternate persona manifests, although the
Addictive Variation (• to •••••) Storyteller should feel free to feed her information only her
other self would know.
Keywords: Mental, Physical; Subtle; Toggled-Only This Scar may be developed any number of times, and each
Any entangled Variation acts as, or literally is, an addictive time it reflects a different alternate persona.
drug. She experiences a unique high whenever she uses it, At Magnitude •, the Remade’s player may accept a Beat to
and withdrawal whenever she goes too long without doing so. change personas at a time when doing so creates a significant
At Magnitude •, the character suffers when she doesn’t use complication for her or her cohort — whether this places the
the Variation often enough. The player can accept a Beat to primary or alternate persona in command.
activate the power just to get a fix at an inopportune moment, At Magnitude ••, as Magnitude •, but once per chapter,
or labor under withdrawal symptoms that hinder her. at a time of the Storyteller’s choosing, the alternate persona
At Magnitude ••, the character suffers the Persistent Addicted takes control for a number of minutes (turns, in action scenes)
Scars 159
Touchstones, chosen by the Storyteller, as shameful secrets weakens him. It may be a side effect of the combined Variation,
and dark intrigues he doesn’t remember affect his current a deliberate weakness his Progenitor baked into him, or a reac-
relationships. tion to some aspect of his Divergence that was so traumatic it
causes physical pain to experience anything similar.
Bane (• to •••••) Bane may be taken multiple times, but each time, it repre-
sents a new, additional vulnerability.
Keywords: Physical; Subtle; Repeatable At Magnitude •, the character’s reaction to the bane
Something that should be harmless is anathema to the resembles an allergic response. He might suffer a rash,
Broken, or something already harmful (such as fire) is especially migraine, or eye irritation. You take a Beat whenever the
so for him. It could be a kind of substance or object, like ivory bane complicates a scene or when your character capitulates
or mirrors; energy, like bright light or the sound of sirens; or to the demands of someone who inflicts it upon him (or
entity, like children or ghosts. Exposure to his bane hurts and threatens to do so).
Conspicuous Appearance
(• to •••••)
Keywords: Physical, Social; Overt
The transformed stands out in a crowd. He leaves a clear
trail of gossip and reports for conspiracies to follow, and flying
under the radar is difficult. His monstrous or eerily inhuman
appearance may frighten or revolt others.
Any Overt Variation or Scar is noticeable; this Scar is for
characters whose permanent appearances are particularly
Scars 161
grotesque or attention-grabbing. Conspiracy rolls for surveil-
lance of the Deviant enjoy a bonus equal to half the Magnitude
Dependency (• to •••••)
of Conspicuous Appearance (rounded up). Keywords: Physical; Subtle; Repeatable
At Magnitude •, the character’s features are uncommon,
The Deviant is dependent on a particular kind of fuel,
but forgettable. He may have heterochromatic eyes, a sixth
food, or medication. Without it, her body’s natural processes
finger on each hand, or an unsettling grace; part of his body
gradually cease. Satisfying the dependency might be as simple
may appear alien, gross, or terrifying. These features are easily
as pumping ordinary gasoline into the engine that powers her
concealable and have no mechanical effects, but whenever they
heart, or as precarious as needing an injection of a serum that
complicate his social interactions, you take a Beat.
only her Progenitor knows how to make.
At Magnitude ••, as Magnitude •, but the character’s fea-
By default, the Broken needs something moderately difficult to
tures are notably strange and incite people to talk about him,
acquire or consume, requiring rolls of some kind, which always suffer
and they’re harder to conceal. He may have an odd skin color,
a penalty equal to (6 – Scar Resistance). It could be a kind of animal
like blue or green, or his eyes might glow. The oddity might
meat local stores don’t sell, requiring her to hunt and kill it herself; a
be too extensive or bulky to hide, or his mannerisms or entire
common but awkward substance like gasoline, requiring a Crafts roll
appearance might fall into the uncanny valley. In any scene
to properly hook a gas pump up to her body, or an illegal drug requir-
in which the character could attract unwanted attention, the
ing illicit dealings to acquire; or something that requires a Resolve +
player must roll Wits + Subterfuge, contested by any observer’s
Stamina roll to keep down, like blood, pure capsaicin, or chemicals
Wits + Composure, to conceal his appearance from them. His
not meant for drinking. The player can only try once per scene.
Social rolls against any Baseline character who notices his ap-
pearance lose the 10-again quality; in Social Maneuvering (p. Each instance of this Scar pertains to a different
XX), worsen their impression of him by one level. dependency.
At Magnitude •••, as Magnitude ••, but the change is barely At Magnitude •, the player may accept a Beat for the character to
concealable, inflicting a –3 to all rolls to disguise or hide the run out of the substance or end up in a place where she can’t access
character’s appearance. He suffers a Persistent version of the it; for someone to steal her reserves; or for something to ruin her
Notoriety Condition (p. XX) among all characters, not just supply, forcing her to embark on a dangerous mission to get more or
Baselines; it grants a Beat whenever his appearance ruins his letting the consequences of missing a dose hinder her or her allies.
reputation or causes complications, and resolves only when he At Magnitude ••, if the Remade has not consumed a dose
makes a concerted effort to change a community’s opinion of of the substance since the beginning of the previous chapter,
him for the better. It reasserts itself whenever he interacts with she suffers deprivation symptoms until she does so. Choose
a new group or community after it resolves. one symptom when developing this Scar:
At Magnitude ••••, as Magnitude •••, but the character’s • Fatigued: The character suffers the Fatigued Condition
features are wholly unconcealable and fantastical enough to (p. XX), which cannot be resolved until she both sleeps
make headlines, or he’s clearly part human, part something and resumes the regimen.
terrible. He may have enormous wings or monstrous limbs
and horns, float a few inches off the ground, or leave contrails • Ill: The character does not heal naturally, cannot be
or fire wherever he goes. Observers automatically notice his healed supernaturally, and suffers a point of bashing
appearance. Choose one of the following when he acquires damage each day.
the Scar:
• Sluggish: The Broken suffers a –3 penalty to Initiative
• Terrible: All Social rolls he makes against Baselines and Speed, and a –2 penalty to Physical actions.
use a chance die. The exception is Intimidation rolls,
which enjoy a +2 bonus. In Social Maneuvering, any • Submissive: The Deviant suffers the Broken Condition.
Baseline’s impression of him is always hostile. In action scenes, this is instead the Beaten Down Tilt.
• Monstrous: He suffers the Persistent Hunted Condition At Magnitude •••, choose two symptoms, instead.
(p. XX), which reasserts itself at the beginning of the At Magnitude ••••, choose three symptoms, instead.
next story each time it resolves. The hunters pursuing At Magnitude •••••, the Remade suffers all four depriva-
the Remade are not part of the Web of Pain. Rather, tion symptoms.
they are people or supernatural creatures that regard Deviations
him as a dangerous threat that must be neutralized.
At Magnitude •••••, the character looks completely inhu- • Common (–1 Magnitude): What the Deviant needs is
man, suffering both Magnitude •••• effects. instead commonplace and easy to consume, like aspirin,
cat food, or just five times the daily calories a Baseline
human would require. The penalty to rolls to acquire
the substance does not apply to the Broken.
Scars 163
any Instability or chooses to fail an important action due to Hemophilia (• to •••••)
the Scar.
At Magnitude ••••, as Magnitude •••, but the Magnitude •• Keywords: Physical; Subtle
effect also applies to the Willpower costs of Variations, Scars, The Deviant’s blood is hungry to flow, pooling up inside him
and Adaptations. and pumping out of his veins any chance it gets. Injuries are par-
At Magnitude •••••, as Magnitude ••••, but any Willpower ticularly lethal, and even minor blows can cause internal bleeding.
expenditure sets off the glitch, and the Distracted Condition At Magnitude •, the character has trouble stopping his
doesn’t resolve until the character regains all Willpower. wounds from bleeding, and getting injured is a serious concern.
The player may accept a Beat for the character to suffer harm
Hallucinations (• to •••••) or a setback due to his condition.
Keywords: Mental, Social; Subtle At Magnitude ••, whenever the character takes bashing dam-
age in a Health box that causes wound penalties, his leftmost
The Deviant hears voices, sees things that aren’t there, and feels point of bashing damage upgrades to lethal.
phantom sensations on her skin. When the Scar is at its worst, she At Magnitude •••, as Magnitude ••, and whenever the charac-
completely loses time or invents companions and foes who don’t exist. ter takes lethal or aggravated damage in a Health box that causes
At Magnitude •, the Remade sometimes attempts to inter- wound penalties (unless the source of the damage was this Scar),
act with people or things that aren’t real. The Broken’s player he takes another point of lethal damage automatically on his
may accept a Beat for this to create a complication in a scene. next turn, plus another point of lethal damage each minute until
At Magnitude ••, as Magnitude •, and once per chapter, the given medical attention to stop the bleeding (p. XX).
Storyteller may impose the Distracted Condition (p. XX) on the At Magnitude ••••, as Magnitude •••, and at the end of any
Broken. The Deviant’s player may ignore these hallucinations scene in which the character takes any damage, he suffers the
with a successful Scar Resistance roll. If this roll succeeds, the Fatigued Condition (p. XX).
Storyteller may attempt to impose this Condition in a later At Magnitude •••••, as Magnitude ••••, but the effects apply
scene but not during the current scene. Each consecutive suc- when the character takes the appropriate type of damage in any
cessful roll to ignore hallucinations imposes a –1 penalty on box, not just ones that cause wound penalties.
future rolls to resist involuntary activation.
At Magnitude •••, as Magnitude ••, and once per chapter, Lying Eyes (• to •••••)
the Storyteller may describe a person or object in the Broken’s
vicinity that is not really there. The Deviant can interact with Keywords: Social; Subtle
this hallucination without realizing anything is amiss. It doesn’t
The Deviant has trouble convincing others she’s sincere even
have function, so an imagined weapon couldn’t hurt anyone,
when she’s being completely truthful. Something about the way
but the delusion usually self-justifies to avoid spoiling the il-
she speaks or carries herself engenders mistrust, regardless of her
lusion, causing the bullets from an illusory gun to miss their
actual intent. Many transformed with this Scar throw up their
targets, for example. If someone else points out the unreality
hands and become habitual liars to bury their frustration, but
to the Deviant, he may attempt to dispel the hallucination
some refuse, choosing instead to let their actions speak for them.
with a successful Scar Resistance roll, This roll is allowed once
every several minutes (once per turn, in action scenes) and At Magnitude •, trying to tell the truth or convince someone
enjoys a bonus equal to the number of consecutive, failed Scar to trust her backfires on the character in ways ranging from
Resistance rolls that preceded it this scene. inconvenient to disastrous. The player may accept a Beat for
the character to come across as shady or deceitful when she’s
At Magnitude ••••, as Magnitude •••, and choose one:
trying to be honest and benign, automatically dramatically
• Phantasmagoria: The Deviant’s hallucinations involve failing a Social action without rolling.
elaborate scenes and complex situations. While some of At Magnitude ••, the character suffers the Notoriety Condition
these delusions are comparatively peaceful, most range (p. XX) whenever she interacts with strangers or people who have
from a bad dream to a nightmare made real. Further, met her for the first time within the current scene. It resolves when
he might mistake innocent bystanders for enemies or she wins a given person’s trust through rolled actions or deeds,
attempt to interact with unreal scenery in a way that but applies again next time she meets someone new.
puts himself or others in danger. At Magnitude •••, as Magnitude ••, and reduce all first
impressions the character makes on any stranger by one level;
• Stubborn: Only a Loyalty Touchstone can convince the
every failure on a Social roll dealing with people she just met
Remade to ignore his delusion.
is a dramatic one.
At Magnitude •••••, the Broken suffers both Magnitude At Magnitude ••••, as Magnitude •••, but the Magnitude
•••• effects. •• effects apply whenever she interacts with anyone other than
close friends and those whose trust she actively earns.
Scars 165
flame bestowed upon him the power to control fire but burned continues trying to deal lethal damage even if she achieves her
his legs beyond saving in the process. original intent in the scene. She doesn’t stop until she kills
At Magnitude •, the character is missing or has limited use someone, or until she’s forcibly prevented from causing harm
of one or more limbs, but this only impairs him in dramatic for (6 – Scar Resistance) turns.
moments the player chooses. He may accept a Beat to suffer a At Magnitude ••••, as Magnitude •••, but a single kill doesn’t
significant setback due to the character’s lack. sate the character’s bloodlust. Once her original victim is
At Magnitude ••, the Broken has only limited use of one dead, she must succeed at this Scar’s roll again or find another
or more appendages. He may have missing fingers, webbed target, although she won’t harm her Loyalty Touchstones or
hands, or oversized feet. Choose one: members of her cohort. To the Broken in this state, “foe” is a
relative term; she targets a waitress who got her order wrong or
• Hands: Any rolls that require manual dexterity suffer
a stranger who cut her off on the highway if no real enemies
a –2 penalty.
are nearby, and nothing stops her from provoking people into
• Feet: The character’s Speed is halved (rounded up), and pissing her off.
he suffers a –1 penalty to Defense and Physical rolls that At Magnitude •••••, as Magnitude ••••, but anyone is fair
require movement. game for the character’s violent urges, including Loyalty
Touchstones and cohort members. Upon dramatically fail-
At Magnitude •••, as Magnitude •, but the character is miss- ing the roll to resist the urge, the player may not roll again to
ing one limb, which the player chooses when he acquires this prevent the character from killing one victim after another;
Scar. He permanently suffers either the moderate Arm or Leg the rampage lasts until the scene ends or something forcibly
Wrack Tilt (p. XX) for the appropriate limb in action scenes. prevents her from continuing for (6 – Scar Resistance) turns.
At Magnitude ••••, as Magnitude •••, but the character is
missing two limbs. In action scenes, this imposes the severe
Arm Wrack Tilt, the severe Leg Wrack, or the moderate Arm
Native Environment (• to •••••)
and Leg Wrack Tilts. Keywords: Physical; Subtle
At Magnitude •••••, as Magnitude ••••, but the character
The transformed is only at home in a particular environ-
is missing all four limbs. He permanently suffers the severe
ment, such as in the water, in temperatures below freezing,
Arm and Leg Wrack Tilts in action scenes, and the Persistent
or in the forest. The longer he languishes outside his native
Disabled Condition (p. XX).
environment, the more it hurts him.
Choose a native environment when the character develops
Murderous Urge (• to •••••) this Scar.
Keywords: Mental; Subtle At Magnitude •, being outside of his native environment
causes the Deviant discomfort. The player may accept a Beat for
The vengeance that lives in the Deviant’s heart spills the character to suffer hardships due to a non-native environ-
over into action more often than it should. No matter how ment, to be unexpectedly removed from his native one at an
diligently she disciplines herself or how often she promises to inopportune moment, or for the character to take significant
stay her hand next time, it never gets any easier to resist the risks to return to his native environment. The Remade enjoys
need for blood. no special resistance to the native environment.
At Magnitude •, the character often reacts more violently At Magnitude ••, the Broken treats non-native environ-
than a situation calls for. The player can accept a Beat for ments as a level 1 Extreme Environment (p. XX) or increases
the character to employ disproportionate or inappropriate the level of an existing Extreme Environment by 1. In action
violence, when it would cause problems for her or her allies. scenes, the Storyteller may impose appropriate Environmental
At Magnitude •, physical intimidation or fist-fighting suffices. Tilts on the Deviant.
At Magnitude ••, the character escalates veiled threats to At Magnitude •••, as Magnitude ••, but non-native environ-
blatant ones, blatant threats to violence, and violence to deadly ments are a level 2 Extreme Environment, instead.
force. Anytime an opportunity to do so arises, the player must
At Magnitude ••••, as Magnitude •••, but non-native envi-
make a successful Scar Resistance roll to stop herself from
ronments are level 3 Extreme Environments, instead.
escalating. Friendly sparring, cohort members, and Loyalty
Touchstones don’t usually prompt this roll, but anything else At Magnitude •••••, as Magnitude ••••, but non-native
is fair game. Once she fails this roll and violence begins, the environments are level 4 Extreme Environments, instead.
transformed may make a Scar Resistance roll once per turn to Deviations
stop herself, with each consecutive failure granting a +1 bonus
on further rolls to stay her hand. • Acclimated (–1 Magnitude): When in his native en-
At Magnitude •••, as Magnitude ••, but if the player fails vironment, the Deviant ignores the effects of Extreme
the Scar Resistance roll or chooses to forgo it, the character Environments with a level no greater than that which
Scars 167
• Common (+1 Magnitude): The Remade fears some- • Multiple: The character suffers two Magnitude ••• ef-
thing commonplace, such as a fear of the dark, open fects chosen from Combined, Deaf, and Eyesight.
spaces, or birds. It is common for him to encounter the
At Magnitude •••••, as Magnitude •, and choose one:
object of his fear more than once per chapter.
• Compound: The character suffers all three Magnitude
••• effects.
Sensory Deprivation (• to •••••)
• Impaired: The character suffers the Magnitude
Keywords: Physical; Subtle •••• Blind effect, plus either the Combined or Deaf
The Deviant loses the use of some of his natural senses. Magnitude ••• effect.
He may show no outward signs, or his eyes may fall out of his
skull or disappear entirely.
Silence (• to ••••)
At Magnitude •, choose one or more senses at the time the
Remade develops this Scar. The chosen senses are dulled or Keywords: Social; Subtle
limited, but this only impairs him in dramatic moments when
The transformed can’t effectively communicate through
the player chooses. He may require glasses to correct his near-
speech. She might lose her voice, her tongue, or even her
sightedness (which sometimes fall off during action scenes), for
entire mouth. A mystical curse might prevent her from speak-
example. He may accept a Beat to suffer a significant setback
ing, or she might speak in glossolalia or an untranslatable
due to the character’s limitation.
alien language.
At Magnitude ••, as Magnitude •, and choose one:
At Magnitude •, the character has trouble making herself
• Ageusia: The character can’t taste anything. The heard or understood when she speaks. The player can accept a
Storyteller should impose situational modifiers and Beat for her limited powers of speech to cause complications.
other minor effects when appropriate; for instance, At Magnitude ••, as Magnitude •, and the character can
the character doesn’t notice poison in his tea, but he barely communicate orally; reduce her maximum ratings in
also never needs to roll Stamina to eat something that Persuasion, Socialize, and Subterfuge by this Scar’s Magnitude.
tastes vile. Taste-based rolls suffer a –3 penalty. Anytime she suffers the Immobilized Tilt (p. XX) or otherwise
can’t express herself via body language or writing, she also suf-
• Anosmia: The character can’t smell anything, instead. He
fers a –2 penalty on all relevant Social rolls.
doesn’t notice smoke from a nearby fire or toxic gas in the
At Magnitude •••, as Magnitude ••, and the character can’t
air, but never needs to worry about vomiting in a room full
speak at all, although she can still communicate in writing or
of decaying corpses. Scent-based rolls suffer a –3 penalty.
through sign language. In situations where she can’t use body
• Hearing: The character is deaf in one ear or partially language or write to express herself, she can’t perform Social
deaf in both. He suffers a –3 penalty to hearing-based actions with the above three Skills at all.
Perception rolls and the Deafened Tilt in action scenes. At Magnitude ••••, as Magnitude •••, but the Deviant can-
not communicate in writing or through sign language, and
At Magnitude •••, as Magnitude •, and choose one:
even her facial expressions and body language are difficult to
• Combined: The character suffers both the Ageusia and interpret. She can still convey some of her desires by pointing
Anosmia effects. and grunting, but any game of charades beyond that requires
a successful Expression action at a –4 penalty.
• Deaf: The character can’t hear. He suffers the Persistent
Deaf Condition (p. XX), which becomes the severe
Deafened Tilt (p. XX) during action scenes.
Sluggish Metabolism (• to •••••)
Keywords: Physical; Subtle
• Eyesight: The character is blind in one eye or partially
blind in both. He suffers a –3 penalty to any rolls that The Remade’s natural processes slow down, making it
rely on vision, which becomes the Blinded Tilt (p. XX) harder for him to recover from injury and illness.
during action scenes. At Magnitude •, the character is medically fragile, making
At Magnitude ••••, as Magnitude •, and choose one: him more vulnerable to illness, drugs, and poisons, and slower
to recover from them. The player may accept a Beat for this
• Blind: The character can’t see. He suffers the Persistent susceptibility to create a significant complication for himself
Blind Condition (p. XX), which becomes the severe or his cohort.
Blinded Tilt (p. XX) during action scenes. At Magnitude ••, as Magnitude •, and the character’s
wounds heal at half their usual rate. For instance, a point of
Scars 169
At Magnitude •••, as Magnitude ••, and someone who exploits At Magnitude ••••, as Magnitude ••, but reduce the
the conditioning can issue direct commands the character must chosen Attribute by two effective dots, instead.
obey until the compulsion ends. She can bend the spirit of these At Magnitude •••••, as Magnitude ••••, but the
commands if the wording allows wiggle room, but must adhere to reduction is instead three dots.
the letter. She can’t be commanded to do anything that would take
her longer than the compulsion’s duration to carry out, although Thin Skin (• to •••••)
if she possesses inhuman speed or other capabilities that enable
her to do things others couldn’t in that time, those actions are Keywords: Physical; Subtle
fair game. Any Scar Resistance to avoid Faltering only allows her
The Remade’s skin is paper-thin, and she bruises easily.
to resist the compulsion for a single action/turn, rerolling on
Wounds and physical trauma have noticeably dramatic effects.
successive turns until the duration elapses.
At Magnitude •, the Deviant has a low pain threshold,
At Magnitude ••••, as Magnitude •••, but the compulsion
and even the threat of physical injury may give her pause.
lasts until the end of the scene or for several hours. The Remade
Her player may accept a Beat when she caves at the prospect
may attempt to suppress this compulsion for minutes/turns
of pain or responds more dramatically to an injury than its
equal to Scar Resistance with a successful Scar Resistance roll.
seriousness seems to demand, if this creates a complication
This roll is allowed once every (6 – Scar Resistance) minutes/
for her or her cohort.
turns and enjoys a bonus equal to the number of consecutive
failed Scar Resistance roll that preceded it. At Magnitude ••, subtract one box from the character’s
Health track. The Broken cannot develop this Scar if it would
Deviations reduce her to zero Health boxes.
At Magnitude •••, as Magnitude ••, but subtract two boxes.
• Rare (–1 Magnitude): The stimulus is very specific or
At Magnitude ••••, as Magnitude •••, but subtract four
requires special equipment to deploy — such as a geneti-
boxes.
cally engineered perfume or a passphrase broadcast on
a particular radio frequency. At Magnitude •••••, as Magnitude ••••, but subtract eight
boxes.
• Common (+1 Magnitude): The stimulus is a common
Deviations
one that could easily occur by accident, such as the pres-
ence of fire or the sight of a popular coffee shop logo. • Painful (+1 Magnitude): The Deviant starts suffering
wound penalties one box further to the left than usual
• Complex (+1 Magnitude): The Broken has been condi-
when that box fills with damage, and all other wound
tioned to respond to a variety of different stimuli in varying
penalties increase by one, to –1/–2/–3/–4.
ways. The Storyteller may choose one or more additional
secret stimuli that may or may not be discoverable, deploy- • Agonizing (+2 Magnitude): As Painful and exclusive
ing these not more often than once per chapter. with it, but wound penalties begin two boxes further
to the left, and wound penalties increase by two, to
Suppression (• to •••••) –1/–2/–3/–4/–5.
Scars 171
Suppressible Variation and Power Failure
When Power Failure is the secondary Scar of this Deviation it reflects some countermeasure or suppression
device the Broken uses to tamp down her unruly Variations — such as a special article of clothing, continual
exposure to a radio signal, or regular injections of a stabilizing serum. While this is their main purpose within
the story, an enemy could deploy them to disable the transformed’s Variations, or the Deviant might find
herself in an environment where the countermeasures are in place and she can’t remove them in order to use
her Variations. Thus, the Power Failure option for Suppressible Variation is a double-edged sword.
For that reason, Power Failure is always treated as a Magnitude ••• Scar when it is Relentless Variation’s sec-
ondary Scar, and the Common and Rare Deviations are not allowed. However, the countermeasure can be
as easy to bring into play (or as rare and difficult to apply) as the player wishes. The player similarly decides
the following at the time he purchases this Scar:
Off: Does application of the countermeasure neutralize the Variation immediately, or does it take time to do
so? If gradual, does the Variation lose Magnitude every interval of time (measured in turns in action scenes,
minutes in other scenes), or does it switch off on a delay?
On: Does removal of the countermeasure cause the Variation to manifest at full strength immediately, or
does it take time to do so? If gradual, does the Variation gain Magnitude every interval of time (turns in ac-
tion scenes, minutes in other scenes), or does it switch on after the delay?
Minimum: Once the countermeasure is removed, can it be reapplied right away, or is it impossible to do
so for a period of time (measured in turns in action scenes, minutes in other scenes) or until the end of the
scene?
In cases where the secondary Scar has variable results based Target Restriction
on the number of successes the player achieved on the activa-
tion roll, make a Scar Finesse roll. Scar Type: Any
Keywords: Directed-Only
Suppressible Variation +1 Magnitude: Entangled Variations can only affect a nar-
Scar Type: Persistent row range of targets or materials. The Remade’s Telekinesis
Keywords: Perpetual-Only may only affect ice and snow, for example, or a ranged Lash
might only harm vampires.
+0 Magnitude: The Broken can temporarily suppress the
effects of a Perpetual Persistent Variation. Choose a Controlled • Narrow (+1 Magnitude): The entangled Variations have
Scar (the secondary Scar) with the same Magnitude as the very few valid targets. The Broken’s Telepathy may only
Scar modified by this Deviation when the Deviant develops affect ten other telepaths in the world, for example, or
Suppressible Variation. she may only be able to heal the wounds of her Loyalty
Touchstones and members of her cohort with Healer.
The Remade can suppress the Scar and its entangled
Variation until the end of the scene by succeeding on a Scar
Resistance roll and paying the price of the secondary Scar Unruly Variation
(Willpower for Tribulation, for example). In any case where Scar Type: Persistent
the secondary Scar would normally activate the entangled
Variation, it suppresses it, instead, and in any case where it Keywords: Directed-Only, Perpetual-Only
would cause the Variation to deactivate, it activates it, instead. +1 Magnitude: Once per chapter, as long as the Variation is
Cooldown and Fluctuating Variation have costs that don’t active (not neutralized by the Mimicry Variation, for example),
make sense if the Variation is being suppressed, and are not the Storyteller may direct an entangled Variation for a single
permitted as secondary Scars. turn during which the Deviant did not do so, either choosing
its target or selecting one at random. The Broken’s player may
resist this effect with a Scar Resistance roll. If this roll succeeds,
the Storyteller may make another direction attempt in a later
scene but may not attempt to direct this Variation again dur-
ing the current scene. Each consecutive successful roll to resist
QUICK REFERENCE
Standard Deviations
Deviation Name (Magnitude Range) Summary Scar Type; Keywords
Disfiguring Scar (+1-2 Magnitude) Subtle Scar and Variations become Overt. Any
Indelible Mark (+1-4 Magnitude) Involuntary Scar also has a Persistent Scar when Involuntary
Variation is active.
Identifier (+1-2 Magnitude) Variation leaves behind evidence of use that makes Any
it easier for conspiracies to find the Broken.
Nightmares (+1 Magnitude) Deviant suffers nightmares that prevent restful sleep. Any
Rebellious Variation (+1 Magnitude) Directed Variation strikes random targets. Any; Directed-Only
Relentless Variation (–1-+1 Magnitude) Variation is always active. Persistent; Toggled Only
Short Circuit (+1-4 Magnitude) Involuntary Variation also has a Controlled Scar Involuntary; Secondary
when Variation is activated involuntarily.
Suppressible Variation (+0 Magnitude) Temporarily deactivates Perpetual Variation. Persistent;
Perpetual-Only
Target Restriction (+1-2 Magnitude) Directed Variation only affects certain target types. Any; Directed-Only
Unruly Variation (+1-2 Magnitude) Directed Perpetual Variation affects unintended Persistent; Directed-Only,
targets. Perpetual-Only
Wild Variation (+1 Magnitude) Tiered Variation only functions at highest effect, Any
becoming Discrete.
Chimeric Variations
Variation Name (Magnitude Range) Summary Keywords
Animal Transformation (•• to •••••) Change into an animal. Overt; Discrete, Toggled
Mimicry (• to •••••) Hide Scars. Subtle; Tiered, Toggled
Monstrous Transformation (•• to •••••) Activate multiple Variations Overt; Discrete, Toggled
simultaneously.
Pheromones (• to •••••) Blend in socially. Subtle; Directed, Perpetual, Tiered
Predator’s Cunning (• to •••••) Situational awareness. Subtle; Perpetual, Reflexive, Tiered
Coactive Variations
Variation Name (Magnitude Range) Summary Keywords
Blessing (• to •••••) Manipulate luck. Subtle; Directed, Perpetual,
Reflexive, Tiered
Fate’s Agent (• to •••••) Resistance to supernatural influence. Subtle; Perpetual, Reflexive, Tiered
Otherwordly Connection (• to •••••) Influence over a parallel world. Subtle; Perpetual, Tiered
Precognition (• to •••••) Prophetic powers. Subtle; Reflexive, Tiered, Toggled
Psycho-Onomastics (• to •••••) Name-based influence. Subtle; Reflexive, Tiered, Toggled
Invasive Variations
Variation Name (Magnitude Range) Summary Keywords
Computer-Aided Processing (• to •••••) Floating Merit and Attribute dots. Subtle; Reflexive, Tiered, Toggled
Hidden Compartments (• to •••••) Conjure useful tools and equipment. Subtle; Tiered, Toggled
Integrate Technology (• to •••••) Merge with tools and objects. Overt; Tiered, Toggled
Omnicompetence (• to •••••) Floating Skill dots. Subtle; Discrete, Perpetual, Reflexive
Sensor Array (• to •••••) Floating specialized senses. Subtle; Perpetual, Tiered
Mutant Variations
Variation Name (Magnitude Range) Summary Keywords
Anomalous Biology (• to •••••) Fewer bodily needs. Subtle; Perpetual, Tiered
Deadly Ichor (• to •••••) Counterattack. Overt; Discrete, Reflexive, Toggled
Inhuman Digestion (• to •••••) Matter-eating and power theft. Overt; Tiered, Toggled
Rapid Healing (• to •••••) Heal self. Subtle; Discrete, Perpetual
Sacred Flesh (• to •••••) Bestow a Variation on others. Subtle; Discrete, Toggled
Involuntary Scars
Scar Name (Magnitude Range) Summary Keywords
Involuntary Stimulus (• to •••••) Certain circumstances cause Variation Any; Subtle; Repeatable
to activate on its own.
Power Build-Up (• to ••••) Variation erupts like a volcano, activat- Any; Subtle; Repeatable
ing on its own periodically.
This chapter contains the basic rules for playing Deviant: The Renegades. More information, in-
cluding optional systems and examples of play, can be found in the Chronicles of Darkness Rulebook.
Traits
In addition to the supernatural traits of the Remade, Chronicles of Darkness characters have mundane
traits common to Baselines, Remade, and other monsters alike. Attributes are raw potential, Skills are
trained abilities, and Skill Specialties are specific areas of training in which a character excels. Willpower
is the extra effort a character can bring to bear in a stressful or dangerous situation, when success is
crucial or hangs by a thread.
Finally, a Baseline possesses Integrity, a personal Virtue and Vice from which he can draw strength and
refill his Willpower, much the same way a Remade derives Willpower from her Conviction and Loyalty.
Attributes
Attributes represent essential traits that every character possesses by default. These serve as the foun-
dation to most rolls in Deviant: The Renegades. The nine Attributes are split into three categories;
Mental, Physical, and Social. If a game rule refers to a “Social roll,” or a “Mental action,” that means
an action that uses the appropriate Attribute category. A character with five dots in an Attribute has
reached the peak of human potential within that ability.
Mental Attributes
Mental Attributes reflect your character’s acuity, intellect, and strength of mind.
Intelligence
Intelligence is your character’s raw knowledge, memory, and capacity for solving difficult
problems. This may be book smarts, or a wealth of trivia.
Attribute Tasks: Memorizing (Intelligence + Composure, instant action)
Traits 181
Wits Manipulation
Wits represents your character’s ability to think quickly and Manipulation is your character’s ability to make others
improvise solutions. It reflects your character’s perception, and cooperate. It’s how smoothly she speaks, and how much people
ability to pick up on details. can read into her intentions.
Attribute Tasks: Perception (Wits + Composure, reflexive Attribute Tasks: Poker face (Manipulation + Composure)
action)
Composure
Resolve Composure is your character’s poise and grace under fire.
Resolve is your character’s determination, patience, and It’s his dignity, and ability to remain unfazed when harrowed.
sense of commitment. It allows your character to concentrate Attribute Tasks: Meditation (Resolve + Composure, extended
in the face of distraction and danger, or continue doing some- action)
thing in spite of insurmountable odds.
Attribute Tasks: Resisting coercion (Resolve + Stamina,
reflexive action)
Skills
Whereas Attributes represent innate ability, Skills reflect be-
haviors learned and honed over a lifetime. These are things that
Physical Attributes could be practiced or learned from a book. Similarly to Attributes,
Physical Attributes reflect your character’s bodily fitness Skills are divided into Mental, Physical, and Social categories.
and acumen. Skills do not receive free dots at character creation. Skills
without dots are deficient or barely capable. Skills with a single
Strength dot reflect a cursory training. Two dots is sufficient for profes-
Strength is your character’s muscular definition and capac- sional use. Three is a high level of competency. Four is outstand-
ity to deliver force. It affects many physical tasks, including ing, and five is absolute mastery of the discipline. When creat-
most actions in a fight. ing your character, prioritize categories. The primary category
receives 11 dots, the secondary receives seven, the tertiary four.
Attribute Tasks: Breaking a barrier (Strength + Stamina, in-
stant action), Lifting objects (Strength + Stamina, instant action) Sample actions are listed for each Skill; these lists are just
common actions, and should not be taken as comprehensive
guides to where Skills can apply. We also suggest dice pools,
Dexterity but it’s important to look at the context of the scene, and apply
Dexterity is your character’s speed, agility, and coordina- the best Attribute + Skill combination for the events at hand.
tion. It governs balance, reactions, and aim. Also remember that equipment and environmental modifiers
Attribute Tasks: Keeping balance (Dexterity + Composure, can shift a dice pool. We’ve listed some sample equipment and
reflexive action) factors that could enhance Skill usage.
Using a Skill with no dots incurs a penalty. For Physical
Stamina and Social Skills, it levies a –1 die penalty to the roll. For a
Mental Skill, it’s a –3 die penalty.
Stamina is your character’s general health and sturdiness.
It determines how much punishment your character’s body
can handle before it gives up. Mental Skills
Attribute Tasks: Staying awake (Stamina + Resolve, instant Mental Skills are largely learned, as opposed to practiced.
action) They reflect knowledge and procedure, lore and understanding.
Computer Medicine
Computer is your character’s advanced ability with com- Medicine reflects your character’s knowledge of the hu-
puting. While most characters in Chronicles of Darkness are man body, and of how to bring it to and keep it in working
expected to know the basics, the Computer Skill allows your order. Characters with Medicine can make efforts to stem
character to program computers, to crack into systems, to life-threatening wounds and illnesses.
diagnose major problems, and to investigate data. This Skill Sample actions: Diagnosis (Wits + Medicine, instant action),
reflects advanced techniques and tricks; almost everyone can Treating wounds (Intelligence + Medicine, extended action)
operate a computer for email and basic internet searches. Sample contacts: Chronic Patient, EMT, Surgeon, Sympathetic
Sample actions: Hacking a system (Intelligence + Computer, Conspiracy Bio-Tech
extended action, contested if against a security administrator Suggested equipment: Medical tools (+1 to +3), Trained as-
or other hacker), Internet search (Wits + Computer, instant ac- sistance (+1), Well-stocked facilities (+2)
tion), Programming (Intelligence + Computer, extended action) Specialties: Anesthesiology, First Aid, Pathology,
Sample contacts: AI Researcher, Hardcore Computer Gamer, Pharmaceuticals, Physical Therapy, Surgery
White-Hat Hacker
Suggested equipment: Computer system (+0 to +3, by perfor- Occult
mance), Custom software (+2), Passwords (+2)
The Occult Skill is your character’s knowledge of things
Specialties: Data Retrieval, Graphics, Hacking, Internet,
hidden in the dark, legends, and lore. While the supernatural
Programming, Security, Social Media
is unpredictable and often unique, the Occult Skill allows your
character to pick out facts from rumor.
Crafts Sample actions: Identify the sliver of truth (Wits + Occult,
Crafts reflects your character’s knack with creating and instant action), Relate two similar myths (Intelligence + Occult,
repairing things. From creating works of art to fixing an au- instant or extended action)
tomobile, Crafts is the Skill to use. Some Deviants must use Sample contacts: Anthropology Professor, Neo-Pagan Author,
Crafts to “heal” inorganic parts when injured. Weird Hermit Down the Street
Sample actions: Appraisal (Wits + Crafts, instant action), Suggested equipment: Well-stocked library (+2)
Counterfeit item (Intelligence + Crafts, instant action), Create Specialties: Angels, Cryptids, Divergence, Divination,
art (Intelligence + Crafts, instant action), Repair item (Wits + Ghosts, Local Legends, Witchcraft
Crafts, instant action)
Sample contacts: Automotive Engineer, Makerspace Politics
Enthusiast, Police Sketch Artist
Suggested equipment: Point of reference (+1), Quality materi- Politics reflects a general knowledge of political structures
als (+2), Tools (+1 to +3, depending on utility and specialty), and methodologies, but more practically shows your character’s
Well-equipped workplace (+2) ability to navigate those systems and make them work the way
she intends. With Politics, she knows the right person to ask
Specialties: Automotive, Cosmetics, Cybernetics, Fashion,
to get something done.
Metalworking, Graffiti, Jury Rigging, Painting, Repair,
Sculpting Sample actions: Cut red tape (Manipulation + Politics, ex-
tended action), Identify authority (Wits + Politics, instant action),
Sully reputations (Manipulation + Politics, extended action)
Investigation Sample contacts: Fixer, Political Blogger, Union Leader
Investigation is your character’s skill with solving myster- Suggested equipment: Official position (+1 to +5, by Status)
ies and putting together puzzles. It reflects the ability to draw
Specialties: Bureaucracy, Church, Corporate, Local,
conclusions, to find meaning out of confusion, and to use
Organized Crime, Scandals
lateral thinking to find information where others could not.
Sample actions: Examining a crime scene (Wits +
Investigation, extended action), Solving riddles (Intelligence
Science
+ Investigation, instant or extended action) Science is your character’s knowledge and understanding
Sample contacts: Conspiracy Buff, Medical Examiner, Private of the physical and natural sciences, such as biology, chemistry,
Investigator geology, meteorology, and physics.
Suggested equipment: Forensic kit (+1), Unrestricted access Sample actions: Assess variables (Intelligence + Science,
(+2), Reference library (+2) instant or extended action), Formulate solution (Intelligence
Traits 183
+ Science, extended action)
Sample contacts: Bomb-Making Anarchist, Drug Supplier,
Experimental Physicist, Geology Professor
Suggested equipment: Reference library (+1 to +3), Well-
stocked laboratory (+2)
Specialties: Alchemy, Genetics, Nanotechnology,
Neuroscience, Physics, Virology
Physical Skills
Physical Skills are those practiced, trained, and learned
through action.
Athletics
Athletics reflects a broad category of physical training
and ability. It covers sports, and basic physical tasks such
as running, jumping, dodging threats, and climbing. It also
determines a character’s ability with thrown weapons and
archery.
Sample actions: Acrobatics (Dexterity + Athletics, instant
action), Climbing (Strength + Athletics, extended action),
Foot chase (Stamina + Athletics, contested action), Jumping
(Strength + Athletics, instant action, one foot vertically per
success)
Sample contacts: Parkour Enthusiast, Personal Trainer,
Physical Therapist, Professional Athlete
Suggested equipment: Athletic shoes (+1), Rope (+1)
Specialties: Acrobatics, Archery, Climbing, Jumping,
Parkour, Pursuit, Swimming, Throwing
Brawl
Brawl reflects your character’s ability to tussle and fight
without weapons. This includes old-fashioned bar brawls as
well as complex martial arts.
Sample actions: Breaking boards (Strength + Brawl, instant
action), Hand-to-hand fighting (covered in the Violence
section, p. XX)
Sample contacts: Club Bouncer, Self-Defense Teacher,
Sparring Partner
Suggested equipment: Brass knuckles (+1)
Specialties: Boxing, Dirty Fighting, Grappling, Martial
Arts, Throws
Drive
Drive is the skill to control and maneuver automobiles,
motorcycles, boats, and even airplanes. A character can drive
a car without Drive dots; the Skill relates to moments of high
stress, such as a high-speed chase or trying to elude a tail. It’s
assumed that most modern characters have a basic ability to
drive. As well, Drive can reflect your character’s skill with
horseback riding, if appropriate to her history.
Traits 185
Sample contacts: Shoulder to Cry On, Police Profiler, Psych Specialties: Confidence Scam, Fast-Talking, Inspiring,
Student Seduction, Sermon, Sob Story
Suggested equipment: Muted clothing (+1), Relaxing environ-
ment (+2) Socialize
Specialties: Calming, Emotion, Lies, Motives, Personalities, Socialize reflects your character’s ability to present herself
Trauma well and interact with groups of people. It reflects proper (and
setting-appropriate) etiquette, customs, sensitivity, and warmth.
Expression A character with a high Socialize is the life of the party.
The Expression Skill reflects your character’s ability to Sample actions: Carousing (Manipulation + Socialize, instant
communicate. This Skill covers written and spoken forms of action), Fitting in (Wits + Socialize, instant action), Getting
communication, journalism, acting, music, and dance. attention (Presence + Socialize, instant action)
Sample actions: Composing (Intelligence + Expression, extend- Sample contacts: Drinking Buddy, Event Planner, Society Matron
ed action), Performance (Presence + Expression, instant action) Suggested equipment: Drugs (+1), Knowing people (+1),
Sample contacts: Investigative Journalist, Political Speech Money (+1 to +5)
Writer, Reclusive Poet Specialties: Clubbing, Country Clubs, Frat Parties,
Suggested equipment: Quality instrument (+1 to +3) Fundraisers, Seedy Gatherings, Tent Cities
Specialties: Dance, Drama, Electrokinesis, Journalism,
Musical Instrument, Singing, Speeches Streetwise
The Streetwise Skill is your character’s knowledge of life
Intimidation on the streets. It tells her how to navigate the city, how to get
Intimidation reflects your character’s ability to influence information from unlikely sources, and where she’ll be (rela-
others’ behavior through threats and fear. It could mean direct tively) safe. If she wants to get something on the black market,
physical threats, interrogation, or veiled implications of things Streetwise is how.
to come. Sample actions: Finding a shortcut (Wits + Streetwise, instant
Sample actions: Interrogation (Wits + Intimidation, con- action), Working the black market (Manipulation + Streetwise,
tested action), Stare down (Presence + Intimidation, contested instant action)
action) Sample contacts: Bartender in a Rough Part of Town, Drug
Sample contacts: Barroom Tough Guy, High-Powered Dealer, Undercover Cop
Executive, Police Interrogator Suggested equipment: Burner phone (+1), Known nickname
Suggested equipment: Fearsome tools (+2), Gang colors (+2), (+2), Valuable contraband (+1 to +3)
Isolated room (+1) Specialties: Access Tunnels, Black Market, Gangs,
Specialties: Interrogation, Stare Down, Supernatural Navigation, Rumors, Undercover
Displays, Torture, Veiled Threats
Subterfuge
Persuasion Subterfuge is the ability to deceive. With Subterfuge, your
Persuasion is your character’s ability to change minds and character can lie convincingly, project hidden messages in what
influence behaviors through logic, fast-talking, or appealing she says, hide motivations, and notice deception in others.
to desire. It relies on the force of your character’s personality Sample actions: Disguise (Wits + Subterfuge, instant action),
to sway the listener. Lying (Manipulation + Subterfuge, contested action)
Sample actions: Fast-talk (Manipulation + Persuasion, ex- Sample contacts: Con Artist, Crooked Politician, Out-of-
tended action), Firebranding (Presence + Persuasion, instant ac- Work Actor
tion), Seduction (Manipulation + Persuasion, extended action) Suggested equipment: Costume supplies (+2), Fake ID (+1)
Sample contacts: Car Salesman, Con Artist, Speech Coach Specialties: Conceal Deformity, Detecting Lies, Doublespeak,
Suggested equipment: Designer clothing (+1 to +3), Hiding Emotion, Misdirection
Reputation (+2)
Actions 189
Time
Time in the story can speed past or slow to a crawl characters. A common theme or overarch-
compared to time in the real world. Weeks or ing plotline might link them, or they may only
months might pass in the space of a few words, share characters and locations. As your story
while a tense negotiation plays out in real time — or progresses, the players and Storyteller work
takes even longer. together to create an ongoing chronicle.
In addition to years, days, hours, and so on, PERMUTATIONS
Deviant also uses five units of dramatic time. These
build upon one another, from shortest to longest. Many Adaptations, Variations, and other capabili-
ties grant effects that can only be once per chapter,
• Turn — The smallest increment of time, a turn or have effects that last until the end of the chapter.
lasts for about three seconds. A character can
perform a single instant action and move their At the Storyteller’s discretion, a chapter that covers
Speed in a turn. Turns normally only matter in an unusually long period of in-game time (a week or
action scenes, like fights, chases, and other more, especially if two eventful periods are broken
dramatic and stressful situations. up by a long stretch of uneventful downtime) may
allow multiple uses of a per-chapter ability with-
• Scene — Much like a scene in a play, a scene out resorting to an Adaptation. Similarly, multiple
in a roleplaying game is the time spent deal- chapters that take place over the course of less than
ing with a single, specific event. The Storyteller a day, in-game, might not allow a character to call
frames the scene, describing what’s going on, on the same effect twice without Adaptations.
and it’s up to the players to resolve the event or
conflict. A scene might play out in turns (called In the same vein, if a character invokes an effect that
an action scene), progress in real time, or skip lasts until the end of the chapter when the current
forward depending on dramatic necessity. chapter is nearly over, the Storyteller may allow the
character to benefit from it until the end of the next
• Chapter — A chapter is the collection of scenes chapter, instead.
that happen during one game session. From
the moment you sit down and start playing to Per-scene and per-story limits are similarly subject to
the point where you pack up your dice, you’re Storyteller modification.
playing out a chapter of your story. Such limitations in use and duration exist to prevent
• Story — A story tells an entire tale, following overuse of especially impactful abilities. For the most
the dramatic arc of a related series of events. It part, Adaptations allow players to overcome these
might comprise several chapters or complete in limits (at a price), so making exceptions isn’t usually
just one. It has an introduction, rising tension, a necessary. But remember that these restrictions are
number of twists, and a climax that brings things not intended as a straightjacket for the Storyteller or
to a conclusion. the story. As always, any ad hoc modification to the
regular mechanics should be clearly communicated
• Chronicle — The big picture, a chronicle is the ahead of time, with general guidelines settled upon
collection of interlinked stories that involve your by the troupe before the chronicle’s beginning.
a very difficult action that even a particularly skilled character Extended Action Basics
will have trouble pulling off.
The Storyteller also determines the interval between rolls. • Multiple Rolls: You roll your dice pool multiple times
If an action would take weeks to complete, she might consider over the course of the action. Successes earned on all
one roll per week. If it’s likely to take a day’s work, one roll per rolls count toward completing the action.
hour makes for a solid timeframe.
• Roll Limit: You can make a total number of rolls equal
Once you determine those factors, make a number of rolls, to your base dice pool for the action, before factoring
counting up the total number of successes across all your rolls. in any modifiers. The Storyteller may reduce this value
If you earn the required number of successes before you run if time is short.
out of time, you accomplish your goal.
• Time Interval: Each roll takes a certain amount of time,
determined by the Storyteller.
Actions 191
• Dramatic Failure: A faux pas reveals that you don’t • Failure: The informant blabs a mix of truth and false-
belong…and maybe even hints at your dread purpose. hood — even he may not know the difference.
• Dramatic Failure: The other party has a good idea what • Failure: They’re unimpressed with your threats.
the truth is.
• Dramatic Failure: They don’t take you seriously, even
• Dramatic Failure: The task not only fails, but you lose • Dramatic Failure: You attract a lot of attention…
your balance. enough that now it’s going to be hard to get out.
Research Willpower
(Extended; Intelligence + Academics or Occult)
A character’s Willpower represents her determination and
Using your existing knowledge, you look for information her ability to go above and beyond what should be possible
on a current mystery. to achieve her goals.
• Success: You find the basic facts you were looking for. Deviant and Baseline characters regain one point of
Willpower from a full night’s sleep, unless a Scar says otherwise.
• Exceptional Success: You find what you were look-
ing for, which leads toward a much bigger score of
Spending Willpower
information. • Reflexive Action: Unless otherwise specified, spending
Willpower is a reflexive action.
• Failure: You turn up a lot of promising leads, but they’re
all dead ends. • Roll Bonus: Spend 1 Willpower to gain a three-die
bonus to a single dice pool.
• Dramatic Failure: You learn something, but it doesn’t
help. In fact, it sets you back. If using Occult, this could • Increased Resistance: Spend 1 Willpower to gain +2
mean dangerously false assumptions. to resistance (see above) against a single action.
• Multiple Attackers: Apply the Defense penalty for • Reload a Weapon: If rounds must be loaded individu-
multiple attackers before doubling. If your character’s ally, lose Defense until your next turn.
Defense is reduced to 0, roll a chance die.
• Killing Blow: Inflict damage equal to your attack’s
• Dramatic Failure: Defense suffers a –1 penalty until dice pool + weapon bonus. Requires an unconscious,
your next turn. immobilized, or otherwise helpless target.
Violence 197
Grapple • Short Burst: Uses three bullets. +1 bonus to attack
action.
Grappling counts as an unarmed attack action. To start
grappling, you have to grab your opponent. • Medium Burst: Uses 10 bullets. +2 bonus to attack
• Grab: Make an unarmed attack. On a success, inflict no action. Can attack multiple targets, up to three.
damage but start a grapple. On an exceptional success,
• Long Burst: Uses 20 bullets. +3 bonus to attack action.
also choose a grapple option to enact reflexively.
Can attack multiple targets, with no limit.
• One Action: All participants in the grapple act on the
• Multiple Targets: –1 penalty per target after the first.
highest Initiative among them. The only action they
Roll individually against each target.
can take is the grappling action.
• Restrain: Your opponent suffers the Immobilized Tilt (p. • Shooting from Concealment: Barely concealed: no
XX). Requires Hold. If your character uses equipment to penalty; partially concealed: –1; substantially concealed:
restrain her opponent, she can leave the grapple. –2. You can ignore this penalty, but you lose your own
concealment until your next turn.
• Take Cover: Any ranged attacks against your character
automatically hit her opponent. Lasts until your next Cover
turn.
If a target is entirely hidden by something substantial, he’s
in cover.
Ranged Violence • Tough Cover: If the cover’s Durability (p. XX) is greater
These rules present special cases that come up when shoot- than the attacker’s weapon modifier, the attack can’t
ing at people. penetrate the cover.
Autofire • Less Tough Cover: Subtract the cover’s Durability from
Automatic weapons can fire a short, medium, or long burst the attacker’s damage. Both the object and the target
in place of a single shot. take any remaining damage.
Violence 199
Goon Combat
While not all cohorts have Variations and Skills that make them optimized for violence, for those
that are, a small group of Baseline goons is not a credible threat. A large group of Baseline private
military contractors can make things a little more challenging, but tracking the actions of 10 or 12
enemies in an action scene can quickly bog down play and turn what should be a moderately difficult
fight into a multi-chapter slog. Down and Dirty Combat can be a major timesaver when everyone in
the opposition is inferior to the cohort, but often these scenes also involve two or three key opponents.
Goon combat allows large groups of mechanically identical opponents to participate in combat
without slowing down play by treating them as one or more collective opponents. A group of goons
shares these qualities:
Shared Initiative: Every goon in a group has the same Initiative.
Cooperative Actions: Goons behave as a unit. If one makes an attack against a Renegade, all
of them attack that Renegade, for example, or if one takes cover as her action for the turn, they all
do. This doesn’t mean they stand together in a cluster. It is perfectly possible for a dozen goons in a
warehouse to take up firing positions behind boxes along two different walls and open fire on the
most dangerous-looking opponent.
Mechanically, resolve the entire group’s action with a single roll. Each goon after the first grants a
+2 bonus to this collective action, if they are doing something within the normal purview of their role
(orderlies forcibly administering a sedative, for example). This is instead +1 if doing something slightly
out of the ordinary for them, and may be as little as +1 per two additional goons (rounded up) for
actions that are well outside of their skillset.
This can make Baseline goons a serious threat in large groups, even against opponents with high
Defense or heavy armor. A hail of gunfire can bring down a Deviant who would laugh at a lone beat
cop with a pistol.
Collective Health: Goons are Baselines, and so are nearly always vulnerable to the Beaten Down
Condition. For that reason, any successful attack against a group of goons that deals bashing dam-
age greater than Stamina or any amount of lethal or aggravated damage takes one of the goons
out of the fight. If the goons are immune to the Beaten Down Tilt (i.e. a kill squad sent to put down a
Renegade with the Armed and Extremely Dangerous Merit), however, every two successful attacks
eliminates one goon, unless the attack dealt enough damage to take one of the goons out of the fight.
Area-affecting attacks may eliminate several goons, at the Storyteller’s discretion. Goons don’t suffer
wound penalties or personal Tilts, but Environmental Tilts work normally.
Goon Subdivisions: The Storyteller may divide up a group of goons into multiple groups at the be-
ginning of their turn to allow them to take multiple kinds of actions. If two Renegades make themselves
a threat in a fight, a group of 12 goons could split into two groups of six (or a group of four and a
group of eight) to deal with both, for example. Similarly, the Storyteller can and should merge sub-
groups of goons whenever they take an identical action on their turn (i.e. attacking the same target,
although not attacking two different targets).
• Long-Term Care Limitations: Downgrades the leftmost • Acid Attacks: Hurling or spraying corrosive chemicals
injury first and can only downgrade one wound per at a target is usually a thrown attack. A successful at-
patient per day. tack splashes the victim (1 damage + intensity), while
an exceptional success sprays the victim (2 damage +
intensity). A dramatic failure instead exposes the at-
Sources of Harm tacker (1 damage + intensity).
Roll Results • Effects: Drugs can have a wide variety of effects, ranging
from dice penalties to imposing Conditions. Most drugs
Success: The character may continue to hold their breath last for a scene, but some burn through a character’s
for another 15 seconds/minute/turn. However, further rolls system more rapidly or linger for more time.
to resist the gasp reflex suffer a –1 penalty, which accumulates
until the character can catch a breath. • Resistance: A drugged character can shake off the ef-
Exceptional Success: As a success, but the penalty does fects for an hour or scene (one turn, in action scenes)
not worsen. by succeeding on a reflexive Stamina + Resolve roll,
Failure: The character takes a breath, if possible, sucking with a –1 to –3 penalty based the potency of the drug
in a lungful of smoke, poisonous gas, or water. If underwater, (use –2 as the default).
they start to drown. If there is no option to inhale, they start
to suffocate. Overdose
Dramatic Failure: As a failure, but panic seizes the charac- • Poison: Characters who overdose on drugs treat the
ter, hastening the coming loss of consciousness. drug like a poison, with a Toxicity somewhere between
• Drowning/Suffocating: A drowning or suffocating 3 and 7. The drug inflicts damage once per hour.
character suffers a point of bashing damage per turn
• Duration: The overdose typically runs its course after (8
(two points if the Resolve + Stamina roll resulted in
– Stamina) hours, though the Storyteller may adjust that.
a dramatic failure). The player must spend a point of
Willpower each time they want the character to take an
action in a turn, as drowning triggers an autonomic
response that precludes meaningful action (including
Electricity
Electric shocks inflict damage based on the strength of
swimming to safety).
the current.
Durability Material • Effect: Any special rules that apply to using the
1 Wood, hard plastic, thick glass equipment.
2 Stone, aluminum See p. XX for rules on how Deviant characters can build
their own equipment.
3 Steel, iron
+1 per reinforced layer
Social Maneuvering
• Size: How large the object is. Objects smaller than Size Most of the time, when a player’s character wants another
1 can fit entirely in a person’s palm. See p. XX for more character to do something, it can be resolved in a single Social
examples of objects and creatures of various Sizes. action. The Remade intimidates the bouncer, spins a convinc-
ing lie, or gives a rousing speech. Sometimes, though, the
• Structure: An object’s Structure equals its Durability
character doing the persuading spends time getting on the
+ Size.
other character’s good side, gradually wearing them down until
Interval
Investigation Each roll to find a Clue is an instant action, but takes some
amount of time based on the kind of action the players take.
When you want an investigation to play a large role in the The Storyteller can add challenges and obstacles to these at-
tale, with entire scenes, chapters, or even stories dedicated to tempts to turn simple die rolls into interesting scenes of their
a single mystery, you can use this system rather than boiling it own. If they perform particularly well in these efforts, the
down to a single action. Characters uncover Clues they can use Storyteller can offer bonuses to the roll to uncover the Clue.
to benefit later actions the investigation enables — for instance,
learning the daily routine of a Progenitor.
Uncovering Clues
Investigation Basics Once the characters get where they need to be, they roll
• No Hard Answers: The Storyteller doesn’t need to to uncover the Clue.
come up with all the potential Clues and answers Action: Instant
ahead of time. Letting the players fill some of them in Dice Pool: Varies. Players can use any pool that matches
themselves as they succeed in finding Clues gets them the action they take to uncover the Clue. The Investigation
invested in the outcome and creates “a-ha!” moments. Skill is appropriate to case a scene or search through files and
If players put Clues together to reach conclusions that evidence, while other Mental Skills can be used to perform
don’t match the outcome the Storyteller had in mind, research, experiments, or autopsies. Social and Physical Skills
she can consider changing it to match. can also contribute, given an appropriate justification — such
as asking around for rumors of conspiracy activity or breaking
• No Binary Rolls: Failing to find information crucial into someone’s house to steal a keycard.
to the characters’ progress when players fail rolls only The pool suffers a cumulative one-die penalty each time
slows the game down to no satisfying end. Instead, the same Skill is used again in an investigation. However, if
the Storyteller should raise the stakes or introduce characters use teamwork to uncover Clues, only the primary
complications when a roll fails. Failure doesn’t mean actor suffers this penalty, and only his roll contributes to fur-
the players didn’t find a Clue — instead, it means they ther such penalties in the same investigation.
miss out on extra benefits success would have afforded
them and must adjust to new challenges. Roll Results
Success: Clue is uncovered, with one element plus one
• Frame the Action: The Storyteller can intersperse Clue-
more if the character has 4 or more dots or a Specialty in the
finding actions with other events in the story to keep
relevant Skill; each Specialty or Skill can only contribute to
the momentum going and give players opportunity to
extra elements once per character per investigation.
choose which set of heightening stakes to address first.
Exceptional Success: As success, and the Clue gains one
• Clues: Clues are a specialized type of equipment that bonus element; the investigating character gains a beneficial
represent objects, facts, and deductions. They have Condition.
elements that players can spend for benefits, either to Failure: Clue is uncovered but incomplete: Its elements
solve a particular mystery or to stockpile for other uses: may only be used to uncover other Clues.
leverage in Social Maneuvering, proof that someone is Dramatic Failure: Clue is uncovered but tainted. Each ac-
entangled in the Web of Pain, etc. cumulated tainted Clue forces the player to ignore one success
rolled on any future actions pertaining to the investigation;
these are cumulative, and all apply to each such roll. The
Storyteller may impose a negative Condition as well.
Players can spend Clue elements to add a one-die bonus per Your Size is lower than your –1
element to any roll pertaining to the investigation, including opponent’s
but not limited to rolls to uncover more Clues. A player can
Opponent is immune to fatigue +2
only spend elements from one Clue at a time, or Clues equal
to her character’s Investigation dots, whichever is higher. She Actively dangerous environment +1 to +3,
may spend any number of elements at a time from a single Clue. Storyteller’s
discretion
Elements from tainted Clues impose a two-die penalty
instead of a bonus when spent; however, this is the only way to Opponent starts with one turn lead +1
get rid of tainted Clues, since once all its elements are spent, Opponent starts with at least two +2
it sheds its tainted nature. turns’ lead
Uncovering the Truth • Determine the Edge: Whoever has better manipulated the
environment, terrain, and circumstances to his advantage
Players don’t need to roll to put their Clues together once based on the ever-changing situation gains the Edge, not
the investigation is over. Once they accumulate the requisite counting circumstances listed above to modify required
number of Clues specified by the investigation’s scope, the successes. If it isn’t obvious which character has the Edge,
characters learn the truth. make a contested roll for each involved character using a
Players may choose to uncover the truth before they’ve relevant pool determined by the player, with Storyteller
accumulated enough Clues, as long as they have at least one permission. Relevant Skills could include Athletics,
that isn’t tainted. If they do, they still learn the truth, but the Streetwise, Survival, etc. If the context of the scene changes
Storyteller introduces one major complication per Clue they significantly, re-determine who has the Edge.
fall short.
• Turns: Each turn represents roughly 30 seconds to a
Chases minute of chase time. The character with the Edge rolls
first. If she accumulates the requisite total successes be-
fore others have a chance to roll, she wins immediately.
A Renegade can often find herself fleeing from agents of
the conspiracy, or chasing down targets herself. In most action
scenes, a character’s Speed trait determines how far she can Pursuit and Evasion
move. This means that generally, you can figure out who is faster Both pursuit and evasion use the same chase action.
without dice. The following rules let you turn the chase into
Action: Instant
the focus of the scene instead, adding excitement and drama.
Dice Pool: Determined each turn by the side with the Edge,
Chase Basics based on the current situation. You can use a different pool,
Building Equipment • Built-In Penalty: The roll always suffers a penalty equal
to the intended equipment bonus. Each other intended
With the conspiracies watching for financial activity and benefit, like a new function, an increased trait, or access
other obvious paper trails, Renegades needing specialized to a resource, counts as an additional bonus for this
equipment they can’t gain through borrowing, blackmail, or purpose, as well as to determine whether to roll in the
theft are sometimes forced (or prefer) to make it themselves. first place. Weapons impose a penalty equal to their
If it would offer a bonus to an action, or would make actions weapon modifier; armor imposes a penalty equal to
possible that were previously not, it can be considered “equip- its highest armor rating (general or ballistic). Penalties
ment,” and you can build it. can’t exceed –5.
Equipment Types • Requirements: The Storyteller may require the use of
• Physical Objects: the most common type. Items listed in Resources, Contacts, or other Merits, or a separate re-
Appendix 1 (p. XX) are physical objects, as are weapons search action, to reflect extra effort necessary before you
and armor. Creative works also fall into this category. can roll. This should only apply to enhance the drama
of the story or introduce interesting plot elements to
• Organizations: small groups of people assembled to the action.
address a particular need, like a cadre of bodyguards
or research assistants. Organizations built as equipment • Time: ranges from a few minutes to a few hours, but
disband after one chapter unless purchased as Merits the important factors are whether you finish before
afterward. something else happens, and what else happens in the
meantime.
• Repositories: collections of research materials and in- During an action scene, a Build Equipment action takes a
formation sources on a particular topic, like a library of number of turns equal to the built-in penalty; the Storyteller
books, a database, or an assortment of security footage. may rule that something can’t be built during an action scene.
This reflects gathering materials for repeated future use,
not benefiting from an existing source.
Deviant: The Renegades is a storytelling game of fury and revenge against the people
responsible for destroying the characters’ lives. All Remade are pursued by conspiracies, both
those responsible for their transformation and those that wish to use their new nature to further
their own agendas.
* For each additional member of the cohort beyond the first who is pursued by the same conspiracy,
increase the number of Attribute points by 2 and the number of Nodes by 1.
with whom they secretly have an ongoing, mutually beneficial phosphorous across the country — but a corporate conspiracy
relationship, redirecting the destructive energy of Renegades into has no problem doing that as a favor.
more constructive projects as Devoted, reinforcing the Web of Safety is not always a given in the shadows. Conspiracies
Pain. Others are obsessive collectors of inexplicable phenomena. hide themselves to avoid reprisal and judgment from the out-
side world for their actions, but this survival strategy makes
Dependencies them vulnerable to other things that lurk in dark places.
Beyond vengeful creations, many conspiracies have good reason
No conspiracy can truly stand entirely on its own.
to fear other members of the Web of Pain. What may seem
Organizations form dependencies on each other in the Web of
perfectly harmless to one organization, another might regard
Pain, dependent on others to assist them and feed desires the
as heresy. All it takes is a few of these crisis points to make one
nascent conspiracies can’t reliably fulfill on their own. Most
overzealous conspiracy take a swing at another. Similarly, more
conspiratorial alliances form over a simple need for resources.
successful organizations win the enmity of jealous rivals. Strong
A fresh supply of cadavers does not grow on trees, but a mafia-
alliances discourage outright war between rival conspiracies,
owned crematorium is more than willing to supply them. This
forcing them to engage in diplomacy or, at worst, espionage.
is especially true for conspiracies whose obsessions intersect in
More than anything, conspiracies look for kindred groups
novel ways, coming to agreements to aid each other through
that comprehend their drives and philosophies. Of course,
material exchanges. These ties allow groups that would nor-
the concepts over which kinship may form can be troubling,
mally risk their safety in order to gain materials to instead trade
ranging from fraudulent psychological disciplines to similarly
for them within the Web of Pain. A government conspiracy,
ghoulish political leanings. Conspiracies often tie themselves
while fully capable of gaining access to signals intelligence,
to ideologically aligned groups even when it’s not necessarily to
might find it difficult to justify their attempts to move a ton of
Projects Complexity
The pursuit and capture of Renegades is but one minor The Complexity of a Project indicates just how much Effort
function of the greater founding principles of a conspiracy. the conspiracy will need to put into the Project to bring it to
When not trying to claim their wayward creations, most con- fruition. Small Projects that barely affect the local population
spiracies have their own missions to accomplish, from acquiring or only in small, esoteric ways may only merit a single point
a rival corporation to digging up the remains of their founder of Effort, while Projects that bring entire populations around
sealed beneath the governor’s mansion. to a conspiracy’s way of thinking may require as many as 10.
Downtime actions further the long-term Projects the Once a conspiracy has spent enough Effort to complete the
conspiracy is carrying out. The core of downtime actions is Project, the results of the Project go into effect at the end of
the generation of Effort, which is used to implement new the next chapter.
influences and narrative effects for the conspiracy. Effort is
the difference between an organization growing smoothly, and Projects and Nodes
everything the conspiracy has worked for being pulled apart Each Project is connected to a Node that narratively rep-
by their own vengeful creations. resents the group within the conspiracy finishing, guarding,
or stewarding the Project until it comes to fruition. Once the
Effort conspiracy begins a Project, but before it comes into play, any-
A conspiracy generates Effort when it is not actively oppos- thing that destroys its connected Node disrupts the Project.
ing or pursuing Renegades. For each conspiracy action unused This causes the loss of any Effort the conspiracy has already
by the conspiracy at the end of a chapter they generate 1 point invested in the Project.
of Effort. Effort can’t be stockpiled to be spent later. It’s either
used for an ongoing Project immediately, or the excess labor Resolving Crisis
is squandered by the conspiracy.
Once the conspiracy has put forth enough Effort, they may
Points
complete the Project. The Project takes effect at the end of the By nature, conspiracies are resistant to change, confident
chapter following the downtime during which the conspiracy in the elegance of their Principles. Some events, however, can
spends the Effort needed to complete it, giving the cohort inspire a collective crisis of faith known as a crisis point (p. XX).
one more full chapter to disrupt it before it comes into play. Whenever a conspiracy faces a crisis point, in addition to
suffering lethal damage to its Association (p. XX), the con-
spiracy must respond in one of the following ways:
Quislings of This doesn’t mean all, or even most, of the conspiracy mem-
bers don’t know what’s going on. Janitors see things in quiet
the Flesh: hospital rooms that make them vomit in the bathroom later.
Accountants meet Remade at the office Christmas party and see
Human Conspirators them for what they are. The Chief Financial Officer signs off on
orders for endangered animal parts, ECT machines, restraints,
Conspiracies aren’t made up of monsters of scales and and vats of formaldehyde. A Progenitor requires a massive infra-
metal. Even if the person pulling the switch wasn’t themself structure to create a Deviant, and many of those people aren’t
bound to the conspiracy by anything other than their livelihood.
“I understand your concerns. Why don’t we step into my office “How are you feeling today? Any change in those nightmares?”
and discuss it further?” Nurse-practitioners are much cheaper to keep on staff than
The executive sits at the heart of the conspiracy. Whether doctors, and have a better bedside manner. Many conspiracies
in the know, or totally in the dark, the executive directs the employ them, hoping their Remade will stay Devoted due to
overall agenda and policy of the conspiracy. Some are mere their kindness, rather than turn Renegade. Sometimes, it
figureheads. Some really are the menacing corporate overlords even works.
they appear to be.
Attributes: Intelligence 4, Wits 4, Resolve 4;
Attributes: Intelligence 2, Wits 2, Resolve 4; Strength 2, Dexterity 3, Stamina 3; Presence 2,
Strength 2, Dexterity 2, Stamina 2; Presence 5, Manipulation 1, Composure 4
Manipulation 3, Composure 4 General Dice Pools: Diagnosis 9, Cut It Out 7,
General Dice Pools: Inspire Conspirators 9, Bedside Manner 5
Make Important Call 6, Money Laundering 5 Combat Dice Pools: Improvised Weaponry 5
Combat Dice Pools: Call for Backup 7, Small Initiative Modifier: 7
Pistols 4
Defense: 3
Initiative Modifier: +6
Health: 8
Defense: 2
Willpower: 8
Health: 7
Size: 5
Willpower: 8
Speed: 10
Size: 5
Doubles as: General practitioner, head nurse, ER
Speed: 9 technician, mad scientist
Doubles as: Financial adviser, mob boss, chief of
surgery, university president PRIVATE MILITARY CONTRACTOR
GRADUATE STUDENT “Code Delta Radio, I repeat, Code Delta Radio!”
Some conspiracies have the money and reach to hire groups
“Can’t talk. Need coffee.” of mercenaries to protect their most valuable assets. These
There is no single type of grad student in a conspiracy. Their men and women make sure that the Deviants don’t escape,
fields vary widely — from science and engineering to history and the Progenitors remain safe, and nosy reporters and moles are
religion. They are suckered in by the promise of a stipend, of cheap kept out of the organization.
housing, of credit, of free food. Most do their duty and leave; after
all, the abuse isn’t any worse than any other academic institution. Attributes: Intelligence 2, Wits 3, Resolve 4;
Some, though, become whistleblowers, or even Remade. Strength 4, Dexterity 3, Stamina 3; Presence 1,
Attributes: Intelligence 4, Wits 2, Resolve 3; Manipulation 1, Composure 4
Strength 2, Dexterity 1, Stamina 4; Presence 2, General Dice Pools: Identify Problem 7, Small
Manipulation 4, Composure 3 Group Tactics 7
General Dice Pools: Find Cheap Food 5, Frantic Combat Dice Pools: Automatic Firearms 7,
Research 7, Strong Stomach 6 Knockout Punch 6, Subdue Busybody 7
Combat Dice Pools: Frenzied Punching 4 Initiative Modifier: +7
Initiative Modifier: +4 Defense: 3
Defense: 1 Health: 8
Health: 9 Willpower: 8
Willpower: 6
Manticores 245
time: a flock of birds whose migration path flew them through down, its sedative-laced saliva enters the target’s bloodstream and
a beam of interdimensional energy; a fox that caught and ate an renders her unconscious. The hound sits beside the target, guard-
escaped lab rabbit, its blood teeming with nanobots. ing her until its master arrives and bundles their quarry away.
Conspiracies have the best access to Manticores. They Storytelling Hints: The hound can hunt in a pack or alone,
possess the resources, the materials, and the facilities to make and responds quickly to its master’s commands. It doesn’t usu-
them, and can tailor a new breed to their exact specifications. ally display the viciousness or aggressiveness of other breeds,
These Remade animals have loyalty and obedience coded into but will certainly use its power to intimidate prey. Once the
their DNA. Every cell is a tracking device. If they require any dog has its target’s scent, it follows it almost single-mindedly.
sort of upkeep, their Progenitors can provide it or breed out Its Progenitor bred its need for sleep down to a minimum, and
the need in the next generation. stimulant packs implanted under its skin can give it several
People in a conspiracy’s upper echelons keep Manticores extra hours of useful, uninterrupted tracking time.
as both pets and protectors. More than one CEO has put in a
request for an ever-vigilant watchdog after a midnight visit from Attributes: Intelligence 3, Wits 3, Resolve 4;
a Renegade in the apartment she once thought impregnable. Strength 3, Dexterity 2, Stamina 5; Presence 2,
Devoted bring Manticores along to sniff out their targets. The Manipulation 0, Composure 1
Broken’s roommate might say he’s not home, but the crow on the General Dice Pools: Aggressive Growl 5, Chase
Devoted’s shoulder detects another heat signature inside the flat. 7, Tracking 8
Though conspiracies use Manticores in the pursuit, capture, Combat Dice Pools: Bite 7, Tackle 6
and subdual of Renegades, they aren’t the only ones with access
to the animals. Some Remade free lab-grown Manticores during Variations: Brachiation (Bounding) 1, Cutting
Brawl Lash (Deadly, Envenomed, Soporific) 2,
their escapes, and find one of the animals has followed them
Sensor Array 2
home. Others happen upon them out in the wild, expecting
to find another transformed human at the end of a strange Initiative: 5
trail, only to discover a Manticore instead. Some Renegades — Defense: 7
especially Autourgics — create Manticore companions of their Health: 7
own. A cohort with a Manticore in their midst often values
the animal just as strongly as their human members.
Willpower: 0
Size: 4
Enhanced Hunting Hound Speed: 12
Quote: [low growling, with an odd tinny buzz underlying it] Weapons/Attacks:
Background: Its predecessors were hunting dogs: retriev- Type Damage Dice Pool Special
ers and hounds, terriers and curs. Its keepers bred it for keen Bite 2L 7 Inflicts Drugged
senses, superior tracking ability, fearlessness around the roar and moderate
of a gun. It has as many ancestors who won Best in Show as it Poisoned Tilts
has plain old mutts who survived through sheer scrappiness.
They threw in a bit of wolf — of course they did. But then they
got creative. They spliced in bat-like sonar and added venom Ferals
sacs behind its teeth that mix a sedative into the dog’s saliva,
the better to knock out its victims. They implanted a playback Sometimes, the process of Divergence sunders a Remade’s
device in its ears, so it can recall its victims’ voices and listen soul too deeply for him to hold on to his humanity. Along
for their low, frightened murmurs wherever they might hide. with his sense of self, the drive to protect other humans or
They replaced its corneas with cameras, so the hound’s masters seek revenge on his Progenitor simply never takes root, making
can see what it sees and play it back to study later. him Feral. Often, this violent change is accompanied by powers
too great for the Remade to control, or mutations that reshape
Now the dog is trained to heed its Devoted master’s com-
his form into something far stranger than his mind can bear.
mands. They search the streets together, the hound with the
Renegade’s scent in its nose and her voice in its ears. If she’s Yet, some of these Deviants manage to wrest a modicum of
out there, it will find her. control over their fluctuating powers and deteriorating bodies.
They regain a measure of self-awareness, and succeed in mak-
Description: At first glance, the hunting dog resembles a
ing their Variations and Scars subside, for a time, though the
finely bred black Labrador retriever, but it’s too big for its breed,
threat of Instability is always lurking.
and sleeker than a lab ought to be. It occasionally emits a click-
ing noise rather than a bark, and cocks its head to listen for the Conspiracies seek Ferals out for several reasons. When they’re
results. It has two sets of snakelike fangs, longer and sharper than the result of an experiment gone horribly wrong, it behooves the
the other teeth in its maw. When it catches a victim and bites conspiracy to get rid of the evidence and protect the organization.
However, sometimes they want the Feral for her powers. A Feral on
Ferals 247
Now.
Under the red lights, Spider smeared the blood off his fists. His mind went back to the
prison, red blood on ruddy brass. Back to where it all started. Back to when WellBeing
International made him into a monster.
“We’ve gotta go,” he heard Dom saying from a million miles away. “There’s going to be
more of them.”
He shook his head. “Have to make sure those guards don’t follow us,” he said, starting
to turn back to his assailants.
Dom grabbed his shoulder. “No, man, you don’t…it’s fine. They aren’t…they aren’t going to
come after us, man.”
“Fine. Let’s go.”
“You okay? Just that Niamh is saying she’s having trouble getting into your head now.”
Spider stalked down the hallway. “I’m fine. We’re all fine. Let’s just do this and get
out, El Santo.”
“El…whatever, man.” Dom jogged to catch up to Spider’s long strides, as they made their way
down the hall. Even in the red light, Spider could see the thick purple line that twisted
around corners and took him further and further into the labyrinth of the building. Once
in a while, more guards would arrive, but between Dom’s strength and Spider’s rage, they
weren’t problems for long. Eventually, they arrived at a heavy metal door with a simple
sign on the front: VIP Visitor’s Quarters. Select Personnel Only.
Dom ripped the door off and tossed it down the hallway. The bottom of his balaclava
was soaked in blood, but he didn’t bother to wipe it away. Behind the door was another
door — wooden, with a brass doorknob and a frosted window, like the front door of a house.
There was a simple metal frame next to the door, which held a card. On the card was a name
written in neat handwriting.
Perez, Anita
“Ding dong, bitch,” Dom muttered, as he kicked in the door. Wood splinters flew every-
where as the door crashed to the ground, ripped from its hinges.
The room looked utterly out of place. The rest of the complex was one part hospital
and one part laboratory — sterile concrete and lick-and-stick tile. But this room looked
like a lavish hotel suite. Tasteful Swedish furniture was artfully placed all around the
room. A couple of books sat on a coffee table, next to a mug. A flat screen TV hung on the
wall over a fake fireplace. Past the living room was a bar with stools, and behind that
was a tastefully-appointed kitchen of black and chrome. Standing at the bar was a woman
with dusky skin holding a knife. She looked like she had been chopping vegetables at the
counter, but now turned to her intruders.
Spider hazily recognized her. He knew she was important to him, but her face felt like
someone in a crowd that you see every day but don’t know by name.
“Is that her, Spider?” Dom asked next to him. He looked over his shoulder. “If so, grab
her and let’s get out of here.”
The woman kept a hold on the knife, but her face grew pale. “Spider? Ernesto? Is that
you?”
Memories started coming back, dripping into his mind like sap from a tree. Holding this
woman’s hand as the two of them walked on a beach. Looking at wedding catalogs. Passionate
nights in the bedroom. This was his wife. His wife.
Spider pulled the hood down, so she could see his face. The knife clattered to the floor.
“Dios mío,” she muttered, staring at him in horror. “What have they done to you, Ernesto?”
His memories came in a slow drip, but the rage was a roaring flood, wiping away all
other thoughts. “What did you do? Why did you sell me out to WBI?”
“I had no choice,” she said. “You were in prison, and I couldn’t be known as the wife
of a convict. But WellBeing International…they said they could get you out. Part of some
program. They said they needed the spouse’s consent. I…I only did it for you!”
She was lying. She had to be lying. Spider clenched his fists harder, the metal joints
popping and grinding.
“We don’t have time for this, man!” Dom screamed next to him. “I don’t know why Niamh
can’t get to you, but she’s freaking out. Let’s grab her and go already!”
“No.” Spider stepped forward. “She’s not leaving here. Not ever.”
“What are you…?” Dom spun around, and saw Spider stalking toward his wife. “Oh no. No no
no. This ain’t what we agreed to, man.”
The woman backed up, terrified, and Spider slowly walked toward her. “Don’t care,” he
said, raising his arms. “She betrayed me. She made me into this.”
She pleaded, babbling. “No please I’m so sorry I didn’t mean it I didn’t know I didn’t know.”
Dom grabbed Spider’s arm and held him fast. “This wasn’t the plan, Spider. We need her
to speak out, tell others about WBI. We can’t say shit, but she…she can go to the media, to
the world. She’s normal, man. They’ll listen to her.”
Spider tried to wrench his arm free, and found he couldn’t. Dom’s strength had kicked
in, holding him fast. He turned to look at Dom. “Fuck normal,” Spider snarled. “Normal is
about lying to yourself and others just to get a little bit ahead. Normal is fucking over
the other guy before he fucks you.” He looked back at his wife. “Yeah, she’s normal all
right. Normal all around.”
Dom didn’t expect the kick to his knee. His leg buckled, and collapsed, releasing Spider.
The woman tried to climb over the bar to escape, but Spider grabbed her leg, pulling her
back to the floor.
“Please,” she pleaded. “Don’t kill me. I’m your
wife.”
The anger washed away all other thoughts
as the guards swarmed into the room.
Situational forces can work to transform even some
of the best of us into Mr. Hyde monsters, without
the benefit of Dr. Jekyll’s chemical elixir.
— Philip Zimbardo,
lead researcher on the
Stanford Prison Experiment
The conspiracies writhing through society’s flesh dwell intertwined amidst different cultures and
occult biomes. From this medium springs forth Divergence, in all its manifold expressions and devia-
tions. The Remade scramble through the shadows of innumerable places and peoples, reflections of
their societies’ sins.
This chapter presents four sample locations around the world, featuring existing conspiracies and
situations that challenge the Broken who dwell there.
Anchored Realities
Ankara, Turkey
In Ankara, the Remade look around at the concrete and brick flesh of their city and see themselves
reflected through a dozen different metaphors. Ankara is an ancient settlement swept to prominence in
the aftermath of the First World War’s tumult and transformed into the capital of the Republic. Its masters
tried to clip its wings through careful urban planning, but the city slipped the leash and erupted into sprawl-
ing, riotous growth. The meat of the urban landscape overgrows itself like a wild cancer, as crumbling
gecekondu slums burst up only to be remade into gleaming manufactories and rigid complexes. It is a
battleground for conflicting politics and cultural flash-points and governmental paranoia; the streets
flood like capillaries with protests and riots when the pressure in the nation’s heart grows too great. It
is a great, groaning beast in conflict with itself, somehow held in a cycle of self-renewing constancy.
The conspiracies that covet Ankara prize the raw material of the city itself — a unique creature
of urban evolution, a well of strange energies that they will give anything to possess and pry into.
It sits as a nexus of the unexpected, a point of stable disruption in the fabric of reality. For four
millennia, and maybe even longer than that, it has been a place of pilgrimage for Progenitors
and a point of intrusion by alien forces into this world. Now, it is the battleground between two
powerful conspiracies: the terrifying and ancient Onachus, and the shadow-government of the
Uyanıklık Cemiyeti, the Vigilance Society.
Augmentec Gudamiya
Augmented development, national prosperity. Augmentec’s mis- Younger generations across the world feel isolated and
sion statement promises clients what they need to strengthen alienated from politics of destruction and greed that appear
their interests. Most of Augmentec’s customers are national to only serve to make the mega-wealthy even richer. These
Graduate Students
The Committee does not expect the guest lecturer to perform
all the tedious work that goes into producing one of the Remade.
An aging Progenitor, for example, cannot perform certain tests
herself, or wrestle a struggling subject onto a gurney. Some lec-
turers bring one or two assistants with them to the university,
typically Devoted or trusted colleagues, but they can hardly be
expected to do the work of an entire staff. In order to carry out
some of the more difficult parts of a Divergence, the Committee
enlists graduate students and assigns them to the program.
Many of the graduate students fit the typical mold. They live
in communal housing —usually with other students involved
in the program. They drink too much coffee, stay up too late,
and do unreasonable things for a small stipend and a shot at
changing the world one day.
They are all complicit.
They may not enjoy pulling the lever, or using the ECT ma-
chine. They almost definitely do not enjoy administering hours of
repetitive tests to subjects and recording brainwave activity. Many
Every guest lecturer has their own methodology for produc- of them are burgeoning alcoholics and hope to forget what they’ve
ing Remade. Some are quite cavalier with the lives of their seen. The Committee pays them with money, glowing recom-
test subjects, while others strive to avoid any fatalities. Many mendations, and introductions to members of other Progenitor
espouse controversial political positions, but many others are conspiracies. Many establish good working relationships with the
apolitical scholars of the occult for whom the Divergence is guest lecturer, which they parlay into tenure track positions at
merely an interesting phenomenon. One year’s guest lecturer other universities. At the very least, the experience makes them
might be a lone professor for whom her work is a labor of valuable recruits for many other conspiracies in the Web of Pain.
love, while the next is “on loan” from another conspiracy that Those who do not comply can expect to find themselves left
doesn’t mind sharing some of its secrets in hopes of attracting on the outside of everything. They cannot get funding or rec-
new blood from the University’s graduating students. ommendations. Departmental budget cuts mean that research
assistant and adjunct jobs are difficult to come by without the
mentions being an amateur parapsychologist and asks if the ability, and other distractions until there is evidence that the
individual would be interested in parapsychological tests. At individual is unlikely to transform. The ESC keeps any new
this point, the ESC refuses permission to anyone who would Deviants for study, allegedly for their own safety.
be missed, and gives others permission, assuming they are Researchers regularly keep these Broken for between two
willing to sign an NDA. and six months, during which time they explore the limits of
The ESC requests that visitors wear monitoring equipment the Deviant’s abilities and the details of their altered biology
while inside the cave. Even if someone refuses to wear these, and psychology. After this time, the ESC offers a few Remade
Ellicott Cave contains a wealth of surveillance equipment, as with particularly useful abilities employment at the facility. This
does the pool outside. In addition to being useful for observ- offer includes housing and medical assistance, but requires
ing the activities of anyone allowed into the cave, the cameras the Broken to agree to keep their condition and whereabouts
and other sensors in and around it also allow researchers to secret, and not to attempt to escape. However, once research-
swiftly detect anyone attempting to sneak into the pool or ers have completed their study of Deviants that they either do
cave. ESC employees monitor these trespassers, and then ESC not believe will be useful, or which they consider violent, likely
employees dressed as police apprehend the intruders when to attempt to escape, or otherwise problematic, they sell the
they emerge. The local authorities report anyone who dies or individual to another conspiracy.
transforms as having sneaked into an unsafe local cave and A few ESC employees who work with the transformed are
died. The ESC releases anyone who survives unchanged with unhappy with selling “surplus” Remade, and would prefer to
a fine and a warning. find a way to help them return to the way they were before, or
Individuals the ESC permits to visit the cave or pool can do at least better-adjust to their condition. However, the director
so several times, but guards always escort them to and from the of the ESC understands that while research into the caves and
site. These escorts make certain that no one else is around the the Broken it produces is fascinating, it hasn’t proven to be at
cave when anyone enters or leaves. Also, the ESC repeatedly all lucrative. Deviants with useful abilities sell for large sums of
reminds visitors that violating the NDA they signed will result money. Since the ESC began selling Remade almost 20 years ago,
in extreme financial penalties. this research facility has ceased being a revenue drain on Burges
Although Burgess Pharmaceuticals does not understand Pharmaceuticals, and for two years in the last decade it made a
the cause of the cave’s transformative powers or why some small profit. The director makes certain that all senior employees
people become ill from exposure, they have developed a variety understand that before the practice of selling Deviants began,
of supportive treatments for the illness caused by the cave’s Burgess Pharmaceuticals almost closed down the ESC several
radiation. These treatments greatly reduce the incidence of times, and that selling unneeded Remade prevents this from
fatality from exposure to the cave, and the ESC gives them to happening. The director also takes employee morale and the feel-
anyone suspected of exposure. ings of employees toward particular Deviants into account when
Visitors who transform into one of the Remade usually deciding which ones to keep at the facility and which ones to sell.
do so within the cave. However, transformations can occur as
much as two days afterward. As a result, researchers attempt Dissuasion and Erasure
to keep around everyone who visits the cave and has not Descriptions and discussions of Ellicott Cave occasionally
transformed, offering free medical checkups, tests of psychic appear on paranormal discussion boards, but the ESC does its
Conspiracy Personnel
The following individuals are important people at the ESC.
Dr. Melinda Sanders: Dr. Sanders has been the director
of the ESC for the last 12 years. She cares deeply about her
work, because she has a secret that she has shared with no
one else. She has a limited ability to read minds and when
she concentrates, she can often sense the surface thoughts
of anyone she is talking to. Unfortunately, Dr. Sanders also
feels as strongly drawn to the caves as any of the people she
has watched transform. However, she understands that if she
were to transform, the result would be terrible, and the fate
that awaits her after her Divergence would be worse. Therefore,
Dr. Sanders restrains her desire to enter Ellicott Cave, which
she dreams about almost nightly.
She someday hopes to unlock the secret of Ellicott Cave
and permit people, with herself first in line, to undergo an
entirely beneficial transformation. Dr. Sanders regularly uses
The Remade have fallen down a rabbit hole that only goes deeper and deeper, the chaos of
their shattered lives a testament to the cruelty of the conspiracies that changed them. They can
succumb to their fate, or fight it and carve out a meaningful niche that, if not their old lives,
at least provides some semblance of comfort, even in a world changed nearly so radically as they
themselves were. And that world is the Storyteller’s responsibility — the work of the machinery
moving behind the scenes, the hidden engines of the world that take everything the Remade know
and twist it into hideous, terrible shapes. The conspiracies within the game are, after all, an extension
of the Storyteller — they, too, are only fronts, levers for the Storyteller to build a narrative around
the players’ characters.
This chapter provides the tools necessary to do the Storyteller’s job, from inspiration to design.
First, we’ll discuss themes, both how to articulate them within the game and how to draw upon works
of media that resonate with the story, using them as inspiration to fuel the world you and your players
have created. Next, we’ll take a look at horror in roleplaying, and how to play up the gruesome world
the Remade inhabit; how to make the characters, and not the players, miserable. An examination of life
in poverty — a life that virtually every Remade experiences — follows, with suggestions for playing up the
little things that wear away at those subjected to it. Finally, we’ll go in-depth with conspiracies, and how
to use the rules provided in Chapter Five to their maximum effect.
Theme: Isolation
At its core, Deviant is about the experience of isolation, both as a direct result of physical transforma-
tions and being outcast from society due to those changes. Ultimately, the Remade are the archetypal
Other — the being that it’s just easier to not empathize with, the person who is not normal and is
therefore lesser, the marked class to end all marked classes. It’s impossible to understand Deviant,
at its core, without understanding privilege, and what it means to have that privilege taken away.
Microaggressions
You’d get more interviews if you changed your name to something less ethnic. What’s your real gender?
You should go outside and exercise, it’s better for you than those medications. No, this establishment
doesn’t have a ramp at the entrance. You know it’s not healthy to be overweight, right? You should smile
more, it makes you prettier.
Some people are able to read statements or questions like these as innocuous, perfectly
reasonable advice or questions offered in the spirit of generosity. Others — the people they’re
directed at — feel them like a thousand little cuts. These are microaggressions, and they are a fact
Most Remade are on their own, and frequently so are the • Prey (2017): On a space station in lunar orbit, the
protagonists of the sort of fiction Deviant emulates. Being differ- TransStar Corporation has developed technology to
ent isolates you, after all, and stories that trend toward this end implant memories and skills into human minds — and
of the axis don’t pull punches about that. Grounded stories are to remove them as well, meaning no one can be sure
about being on the outside looking in, being one of the few aware that what they remember is the truth. When TransStar
of a dangerous secret, and frequently being the only one in a posi- turns to using this technology on an alien species,
tion to do something about it. Isolation, yes, but more than that, implanting alien memories to create psionic powers in
dehumanization. No one is coming to the protagonist’s rescue, humans, this love-letter to the classic System Shock turns
and if she reaches out, she’s likely to regret what comes next. dark in a hurry.
Examples in Media • Akira: The classic manga and anime adaptation both fit
this extreme of the spectrum. Tetsuo, a victim of military
• The Strange Case of Dr. Jekyll and Mr. Hyde: A brilliant
experiments, develops terrifying psychic powers. At first
but weak scientist invents a potion to strengthen his
horrified at what he can do, he quickly develops a god
will and constitution, and ends up unleashing an inner
complex and destroys Neo-Tokyo in short order. In the
monster that slowly takes over his life. It’s the archetypal
anime, this takes place over a relatively short period of
gothic Deviant story. Jekyll is responsible for his own
time; the manga draws out his degeneration and ulti-
plight, and has absolutely no one he can depend upon
mate self-destruction. In either case, the consequences
to help him with his struggle — at least, not without
of the experiment redefine the world.
placing them in terrible danger from Hyde’s appetites.
moments. Storytellers should treat these moments with care, FNG Syndrome
and always be sure that the players are holding together. Don’t
be surprised if there’s a tear or two. Check in on players in A character died, everyone had lots of pathos, and maybe
the days following their character’s death, to make sure they’re a few people cried. All well and good. Now what? Integrating
coping. Grief can land extremely hard, and sometimes it takes new characters into established games has been a roleplaying
a day or two for it to really hit. conundrum since time immemorial, and Deviant is a game
that presumes a certain level of character mortality. Thankfully,
There are logistical considerations as well. Characters are a
in the case of character death, the player has been around for
player’s primary lever on the setting and the story, and without
the chronicle thus far, eliminating the need to play catch-up
their character present the rest of the chapter is going to be
with plot, Storyteller characters, and other concerns. It also
essentially an improv play put on for their benefit. The simplest
makes it easy for them to create a new character who will fit
solution is to try to arrange the death to come close to the end
in with the group — they’ll know the other Remade fairly well,
of the chapter, but that’s not always possible. Sometimes, play-
unless they died early on in the chronicle. They can do this at
ers rush through scenes you thought would take hours to play
the table with the other players, or they can do it in their own
out, and sometimes they’re just plain having too good a time
time before the next chapter.
to stop playing. The fallout of a character’s death is lucrative
role-playing currency for some players. If it’s going to be a while, Players will frequently use meta-knowledge to immediately rec-
one of the best ways to include the now-characterless player is ognize, approach, and adopt new characters, but this always feels
to give them a Storyteller character to portray, preferably one a little artificial, especially in a game about conspiracies trying to
they’re familiar with and can get into character for without too ruin the characters’ lives and enslave them. In real life, integrating
much difficulty. If they’re comfortable with it, bring them on newcomers into group chemistry can be daunting — hence the
as a temporary assistant Storyteller, giving them a rotating cast term FNG, or “Fucking New Guy,” referring to an individual who
of Storyteller characters to play, though make sure there are joins an established team and is mistreated or disdained because
notes for those characters ready to hand over, as it’s unlikely they haven’t shared hardships with the others. While perhaps
any of players are telepaths. more believable in the context of the story, pugnacious refusal to
accept the newcomer is a good way to derail a chronicle.
For the Storyteller, running an engaging, shocking, and all too easy to rend wide open again. Ultimately, violence isn’t
brutal combat involves careful stage-management and “camera as quick and clean a solution as people tend to think of it as.
work.” For the purposes of a tabletop game, this means guid- It’s merely trading convenience in the short term for lingering
ing where the attention of the group is at all times, carefully pain later — on both sides of the equation.
selecting images to convey — a cracking pillar, a fire hydrant Both surviving and inflicting violence is trauma, plain and
cleaved open and spraying water everywhere, a window shatter- simple, and humans don’t react well to it. Deviant is about
ing — to juxtapose them with violent actions, to pull away from the costs and consequences of violence, the scars layered over
the immediate and the intense to showcase the consequences scars that, at times, may feel like the only thing holding one
of those acts, to illustrate what’s happening in the context of together. The physical, temporal costs of the Remade life are
that violence. A gunfight in an empty warehouse is one thing. only one dimension of the pain they must live with. Their
A gunfight in a farmer’s market, with fruit, lead, and blood inner, emotional life is just as shattered. Even in their quiet
flying, is something entirely different. moments, even if they can pretend to themselves that the pain
Storytellers should provide lots of setting to work with wher- isn’t there, it’s only waiting for a chance to rear back up and
ever they set a fight, not just for the above reasons but because it ruin everything with a moment of unneeded terror, a feeling of
gives players something to play with that isn’t a Storyteller char- unprovoked anxiety, the fight-or-flight instinct short-circuited
acter’s innards (or their own, for that matter). The goal of the into a never-silent siren in the back of their head. It’s being
scene is violence, but it needs more ingredients if it’s not going unable to ever shut yourself off, because the minute you do,
to be a pure gore-fest. Try to avoid empty places for fights. Most it might happen all over again.
conspiracies aren’t that concerned with following the niceties
of a duelist’s code, and will strike wherever it gives them the
greatest advantage, which is usually a rather everyday location The Personal Side
from a Deviant’s perspective. Even an empty warehouse can
be interesting if your players are dead-set on throwing down The inherent horror of Deviant isn’t just the physical trans-
there. Rusting catwalks, rats, forgotten industrial waste, or a formation and the violence, of course. Every character dragged
warehouse that isn’t as abandoned as the players thought all into the Remade cycle of violence and vengeance will have
add depth to a location, and therefore to the violence taking personal reactions, personal trauma, and personal alienation
place in that location. Nowhere, not even the places we think from those around them. This horror is just as important as
of as empty, is truly bare of set dressing. the physical, violent dimension, and not just to the players of
those characters. The Storyteller’s job is to bring this horror
home to the players’ characters, and to drag that pain and suf-
Post-Traumatic Stress Disorder fering out into the light where everyone can see it.
Every Remade struggles with the legacy of violence, spe-
cifically the violence done to them by the conspiracy that
transformed them. Every time they employ a Variation, every
Violence as a Mirror
time a Scar makes their life more difficult, every time their The Remade are the victims of violence, against their bod-
status separates them from the ordinary people around them, ies, minds, and even their souls. This supernatural trauma will
that remembered violence wells up from inside. Trauma leaves never really heal, and is what drives the Remade on their obses-
marks on people, ones that don’t easily heal, and which are sive quests for vengeance. To soothe the pain of the violence
done to them, they do violence to others. While that violence
Down and Out — Life the ghost and dies. A hurricane destroys literally everything
you own. Unforeseen problems become major crises when you
Without Privilege have no savings to fall back on. A serious illness or injury (or,
sometimes, a relatively insignificant one) can result in bank-
ruptcy and homelessness in surprisingly short order.
Regardless of what one believes the cause to be — whether
it’s capitalism itself, an uncaring culture, or a dire lack of moral Bankruptcy isn’t an end to debt, however, only a restructur-
fiber and charity — we cannot deny that we, collectively as a ing of it, with lenders being paid directly out of the debtor’s
species, are terribly and unjustifiably cruel to others whose only paycheck. Few are fortunate enough to own their home
idea. Even if individuals within the conspiracy have reserva- sense of being interconnected with the entire narrative, being
tions about certain aspects of the conspiracy’s aims, or at least so all-encompassing that it surrounds the characters at all times,
a different idea of how it’ll work out in the end, ultimately even when they aren’t in the thick of their enemies.
those individuals are doing the work of those at the peak of the
pyramid, those whose ideals are most closely in line with the The Web of Pain
collective drives of the conspiracy. That’s not a bad thing. It’s
For all that their condition isolates the Remade, Deviant
another source of tension and drama, centered on the possibil-
is a game of relationships, and relationships ultimately define
ity of getting insiders to “do the right thing,” or to otherwise aid
both Deviants and the world around them. Managing the lion’s
the cohort in their quest for revenge. Faceless and implacable
share of those relationships is the Storyteller’s responsibility,
conspiracies are no fun, but hand- and footholds of this kind
be it one between a Storyteller character or institution and a
give players a way to grasp the whole and offer the leverage for
player’s character, or between two Storyteller characters. Having
their characters to get what they want.
a solid understanding of how the world connects behind the
Memorable foes, Linchpins, and Progenitors are key to sig- scenes makes it much easier to adjust the setting to match player
naling these differences to players. It’s not a matter of naming expectations and actions, in addition to giving the Storyteller
every single Storyteller character the characters ever interact options when the players inevitably surprise her.
with (if only because that’s an untenable amount of work for
Maintaining a relationship diagram makes it much easier
the Storyteller), but making sure that when players do fixate
to manage this fictional social network. You can use pen and
on one or two (as they almost certainly will) those characters
paper, though that tends to get crowded in a hurry, or a digital
have depth and complexity beneath their surface appearance.
mind-mapping program, if you’re comfortable with it. If you’re
When you dangle a Storyteller character in front of players,
up for it, create an alternate version for your players, keeping
have a plan of action. Even incidental revelations can hook
the complete conspiracy diagram to yourself. This allows them
players’ interest, whether it’s a curious letter they find when
to fill in the blanks as they discover more and more of the con-
rifling through the target’s mail or a voicemail message on an
spiracy’s true nature, and makes for a fun element of mystery
unattended phone.
and puzzle solving. Don’t just represent relationships between
Another way to play up conspiracy-related themes in the people, either. Keep track of professional and institutional
chronicle is to seed them into everyday life for the characters. relationships. Knowing how the local FBI office feels about
A TV spot, an article in the newspaper (which you could write the local ATF office helps color the relationships of Storyteller
ahead of time and even print out, if your group is into physical characters associated with them. This extends to conspiracies
gameplay artifacts), or idle conversation with other Storyteller as well — each has institutional knowledge and culture, and a
characters can touch on issues similar to the conspiracy’s raison conspiracy’s connections often give the Storyteller unexpected
d’être. Apart from offering an opportunity to air different tools for interfering with or hunting down the cohort.
points of view on the subject, it also gives the conspiracy a
Type: A weapon’s type is a general classification that can apply to anything your character picks up. A tire iron might be
any metal club, such as an antique mace, a metal baseball bat, or a hammer, while a hatchet might be a meat cleaver or
an antique hand axe.
Damage: Indicates the number of bonus successes added to a successful attack. Weapons always deal lethal damage
against ordinary people. The type of damage may vary against supernatural opponents.
Initiative: The penalty taken to Initiative when wielding the weapon. If using more than one weapon, take the higher
penalty and increase by 1.
Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a
–1 penalty on attack rolls.
Size: Size 1 items can be hidden in a hand; two Size 2 items can be hidden in a coat; Size 3+ items cannot be hidden.
Availability: The cost in Resources dots or the level of Social Merit needed to acquire the weapon.
Concealed: A character who wields a shield but doesn’t use it to attack can add its Size to his Defense, and uses
its Size as a concealment modifier against ranged attacks.
Grapple: Add the chain’s weapon modifier to grappling dice pools.
Stun: Halve the victim’s Size (rounding up) when aiming for the head with intent to stun (p. XX).
Two-handed: This weapon requires two hands. It can be used one-handed, but doing so increases the Strength
requirement by 1.
* The reach of a spear gives +1 to Defense against opponents who are unarmed or wield weapons of Size 1.
Damage: Indicates the number of bonus successes added to a successful attack. Weapons always deal lethal damage against
ordinary people. The type of damage may vary against supernatural opponents.
Ranges: The listed numbers are short/medium/long ranges in yards/meters. Attacks at medium range suffer a –1 penalty. Attacks at
long range suffer a –2 penalty.
Clip: The number of rounds a gun can hold. A +1 indicates that a bullet can be held in the chamber, ready to fire.
Initiative: The penalty taken to Initiative when wielding the weapon. If using more than one weapon, take the higher penalty and
increase it by 1.
Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a –1 on attack rolls.
Size: Weapons of Size 1 can be fired one-handed; Size 2 weapons must be fired two-handed and can be hidden in a coat; Size 3
weapons must be fired two-handed and cannot be hidden on one’s person.
Availability: The cost in Resources dots or the level of Social Merit needed to acquire the weapon.
* The weapon is capable of autofire, including short bursts, medium bursts, and long bursts.
** Attack rolls gain the 9-again quality.
*** Crossbows take three turns to reload between shots.
Availability
Blast Area
Initiative
Strength
Damage
Range
Force
Type
Tags
Size
Frag, Standard 2 0 10 3 Thrown (A) 2 1 •••• Knockdown
Frag, Heavy 3 -1 5 4 Thrown (A) 2 1 •••• Knockdown
Molotov 1 -2 3 2 Thrown 2 2 • Incendiary,
Ignited,
Muffled
Pipe Bomb 1 -1 5 2 Thrown 2 1 • Ignited,
Knockdown
Smoke – 0 10 – Thrown (A) 2 1 •• Concealment,
Muffled
Stun 0 0 5 2 Thrown (A) 2 1 •• Knockdown
Thermite 3 0 5 4 Thrown (A) 2 1 •••• Armor-piercing
8, Incendiary
White 3 0 5 4 Thrown (A) 2 1 •••• Armor-
Phosphorous piercing 3,
Concealment,
Incendiary
Damage: Indicates the damage automatically dealt to those within the blast radius (p. XX).
Initiative: The initiative penalty wielding the weapon inflicts.
Blast Area: The diameter of the explosion, in meters or yards.
Force: The additional damage inflicted by the explosion (p. XX).
Range: Throwing a grenade is a Dexterity + Athletics roll. Success means the grenade lands within the blast area of its intended target.
An exceptional success places the grenade within ground zero of the target. Additional successes on the attack roll do not otherwise
increase the damage the explosive inflicts.
Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a –1 on attack rolls.
Size: Size 1 items can be hidden in a hand; two Size 2 items can be hidden in a coat; Size 3+ items cannot be hidden.
Availability: The cost in Resources dots or the level of Social Merit needed to acquire the weapon.
Concealment: The grenade imposes the severe Poor Lighting Tilt within the blast area, and the moderate Poor Lighting Tilt within the sec-
ondary blast area. Those concealed by the smoke enjoy total concealment (p. XX) against attacks. The smoke dissipates after two minutes.
Ignited: The user must light a fuse or rag as an action before throwing it on the next turn.
Incendiary: Characters in the blast area catch fire automatically as though exposed to a torch with a heat bonus equal to the incendiary
grenade’s damage bonus. This is instead a bonfire at ground zero. Within the secondary blast area, the heat bonus is halved (rounded
up). The affected area also gains the Inferno Tilt (p. XX).
Knockdown: Characters in the blast area who suffer more damage from the blast than half their Size (rounded up) suffer the Knocked
Down and Stunned Tilts. Those in the secondary blast area instead suffer the Knocked Down Tilt if they suffer damage more damage
than half their Size.
Muffled: The device does not impose the Deafened Tilt as do other explosives.
Rating: Armor provides protection against normal attacks and firearms attacks. The number before the slash is for general armor,
while the number after the slash is for ballistic armor.
Strength: If a character’s Strength is lower than that required for her armor, reduce her Brawl and Weaponry dice pools by one.
Defense: The penalty imposed on a character’s Defense when wearing the armor.
Speed: The penalty to a character’s Speed when wearing the armor.
Availability: The cost in Resources dots or the level of Social Merit needed to acquire the armor.
Coverage: The areas of a character protected by the armor. Unless an attacker targets a specific unarmored location (see “Specified
Targets,” p. XX), the armor’s protection applies. Wearing a helmet increases the armor’s coverage to include a character’s head.
* This armor is concealed, either as normal clothing (e.g. biker leathers) or from being worn under a jacket or baggy shirt. Attackers
have no idea the target is wearing armor until after they land a successful hit.
Services 313
Tilts come in two forms: Personal and Environmental.
Personal Tilts only apply to one character, and include ways in which that character can
overcome the effect. In many cases (Arm Wrack, Blinded, Deafened, and Leg Wrack), if a
Personal Tilt is caused by an attack to a specified target (p. XX), mark an X under the leftmost
Health box inflicted in that attack, and the Tilt ends when the damage that caused it is healed.
Environmental Tilts affect the whole scene, although they can often be mitigated by special
equipment (such as protective eyewear), actions (taking shelter against flying debris, for example),
or supernatural powers. Any Equipment bonus granted by such equipment cannot more than negate
the penalties imposed by the Tilt.
Tilts are either moderate or severe, depending on the difficulty they pose to those affected by
them, although many have both moderate and severe versions. Personal Tilts that affect one arm, ear,
eye, or leg at moderate can be upgraded to severe by applying them a second time.
Tilts
The list below gives some common Tilts that can be used to model difficulties in combat or the effects
of Scars, Variations, or hostile supernatural powers.
ENVIRONMENTAL Corrosive
Description: Bright light in the area hurts the eyes. This
might be sunlight reflecting off snow, sand, or water. If severe, ENVIRONMENTAL
proximity to a powerful ambient light source. Description: Acid drips from the ceiling, hangs in the air,
Effect (moderate): Characters suffer a –3 penalty to any or forms large, shallow pools throughout the area such that
rolls that rely on vision, and the pain and distraction causes a passing through the area almost assures some exposure to
–1 penalty to any other rolls. Characters closing their eyes to corrosive substances.
avoid the pain suffer the severe Blinded Tilt. Effect (severe): All characters must succeed on a Dexterity
Severe: The bright light is truly blinding. Characters suffer + Stamina roll each turn to avoid being splashed by acid, suf-
the severe Blinded Tilt. fering 1 point of lethal damage per turn on a failure (until
Countermeasures: Sunglasses (+2 or downgrades severe neutralized). A dramatic failure while moving through the
version to moderate; Availability •); specialized protective area increases the exposure, raising this to 2 points of lethal
eyewear (negates this Tilt; Availability •••) damage per turn.
Countermeasures: General armor (p. XX)
Tilts 315
Crosswinds Downpour
ENVIRONMENTAL ENVIRONMENTAL
Description: Straight-line winds or intense gusts complicate Description: Falling water, blood, or stranger liquids loudly
movement. lash those in the area, or thunder and lightning create a noisy,
Effect (moderate): Physical rolls involving balance or move- flickering environment.
ment (especially Athletics rolls) suffer a –3 penalty, and failure Effect (moderate): Dice rolls involving vision or hearing
on such a roll applies the Knocked Down Tilt. suffer a –3 penalty.
Severe: The winds are of hurricane force. The –3 penalty now Countermeasures: Umbrella (+2 to vision rolls; Availability
applies to aural perception rolls and all Physical rolls. Flying •)
debris calls for Stamina + Athletics rolls. On a success, the
character suffers two points of bashing damage. On a failure,
this is instead lethal damage. On an exceptional success, the
Drugged
character avoids harm during the turn. PERSONAL
Countermeasures: General armor can reduce the damage Description: The character’s thinking is addled by mind-
from debris. altering substances.
ENVIRONMENTAL Jagged
Description: The area is on fire. Anything flammable is
either already burning or will be soon. ENVIRONMENTAL
Effect (severe): All characters suffer a –2 to all rolls due to Description: Tree roots, stones, or other debris make foot-
smoke and heat. After two turns, any character that breathes ing treacherous and falls painful.
also suffers 2 points of bashing damage per turn due to smoke Effect (moderate): Physical dice rolls to keep a sure footing
inhalation. After three turns, the character also suffers 1 point suffer a –2 dice penalty and apply the Knocked Down Tilt on
Sick Stunned
PERSONAL PERSONAL
Description: The character suffers from nausea, fever, or Description: The character is dazed and unable to think
related symptoms. straight.
Effect (moderate): The character suffers a –1 penalty to Effect (severe): The character loses her next action, and
all actions during combat. That penalty increases by 1 every halves her Defense until she can next act.
two turns. Causing the Tilt: A character can be stunned by any at-
Severe: The character also suffers 1 point of bashing dam- tack that does at least as much damage as their Size in a single
age per turn. hit (or 1 less than their Size if the attack targets their head).
Causing the Tilt: Exposure to disease from living, clinical, When aiming for the head with the intent to stun, weapons
or supernatural sources. with the “stun” special ability halve the victim’s effective Size
Ending the Tilt: Penalties fade at a rate of one point per (rounded up).
turn once the character has a chance to rest. Any damage Ending the Tilt: The effects of this Tilt last one turn. The
remains until the character can heal. character can end the Tilt during their own action by reflexively
spending a point of Willpower, but a –3 modifier applies to
Slick any actions they take that turn.
ENVIRONMENTAL Swarms
Description: Ice, oil, or other lubricants render surfaces slick.
Effect (moderate): Anyone trying to keep footing (or drive) ENVIRONMENTAL
to cross the affected area must move slowly. Halve the Speed Description: A clouds of insects, swarms of vermin, or
of any character on the ice. Physical actions such as combat carpet of bugs clogs equipment and worms into orifices and
are also impeded by the Trait, with a –2 penalty to all rolls and open wounds.
Defense. Attempting to move at full speed doubles the dice Effect (moderate): The swarm deals no damage by itself,
penalty to –4 dice. but it increases wound penalties by 1 (even if the character is
Countermeasures: Cleats (+2; Availability •); tire chains not injured) and reduces the dice bonus from complex equip-
(+2; Availability •••) ment by 2.
Services 319
ENVIRONMENTAL TILTS
TILT EFFECTS
Blazing Light Moderate: –3 penalty to vision-related rolls and -1 penalty to all other rolls. Closing eyes imposes severe Blinded
Tilt. Severe: Imposes severe Blinded Tilt
Blizzard Moderate: –1 penalty to visual Perception and ranged attack rolls, increased by 1 per 10 yards/meters. –2 pen-
alty to Physical rolls involving movement. Severe: As moderate, but penalty is –4.
Corrosive Dexterity + Stamina to avoid exposure to acid dealing 1 lethal damage per turn until neutralized.
Crosswinds Moderate: –3 to balance and movement rolls, and Knocked Down on a failure. Severe: Penalty applies to aural
perception rolls and all Physical rolls. Take 2 lethal damage per turn, Stamina + Athletics downgrades to bashing.
Currents Moderate: Forced Speed 10 movement unless Strength + Athletics roll, and moving against current requires an ac-
tion. Severe: Movement is Speed 20, instead, and –3 to resist.
Downpour –3 to aural and visual Perception rolls.
Earthquake Defense and Dexterity-based rolls suffer –1 cumulative penalty per turn. Falling debris deals two lethal damage
per turn, Stamina + Athletics to downgrade to bashing.
Electrified 4 bashing damage from electrocution per turn, Wits + Dexterity to reduce to 2 bashing damage
Flooded Moderate: –2 to Physical actions and halve Speed. Severe: Potential drowning (Strength + Athletics to avoid), –5
to Physical actions, and Speed and Defense halved.
Inferno –2 to rolls. After 2 turns, 2 bashing damage per turn. After 3 turns, 1 lethal damage per turn and may catch fire.
Jagged Moderate: –2 to keep sure footing, Knocked Down and 2 bashing damage on failure. Severe: 3 lethal damage
per turn if moving, Dexterity + Composure to avoid damage.
Noxious Moderate: Physical rolls penalized by (5 – Composure), spend Willpower to ignore for a turn. Severe: As moder-
Fumes ate, plus 1 lethal damage per turn.
Poor Lighting Moderate: –2 penalty to visual-based Perception rolls, including ranged combat, rising to –3 at medium range
and –4 at long range, Severe: Severe Blinded Tilt, instead.
Slick Speed halved, –2 to Defense and Physical rolls (–4 if moving at full Speed).
Swarms Moderate Wound penalties increased by 1, bonus of complex equipment reduced by 2. Severe: As moderate,
plus 1 bashing damage per turn.
Thin Air Moderate: Penalty to Physical rolls equal to (Size – Stamina). Severe: As moderate, plus potential suffocation.
Viscous Moderate: Strength + Athletics to move through the area. Severe: As moderate, plus failure causes Immobilized Tilt,
which worsens if not escaped.
Addicted only use a chance die. If she could reasonably substitute another
sense, make the roll at –3 instead. In action scenes, she suffers
(Persistent) the severe Blinded Tilt (p. XX).
Possible Sources: The Deterioration or Sensory Deprivation Scar.
Your character is addicted to something, whether it’s drugs,
Resolution: Your character regains her sight.
gambling, or other destructive behaviors. She needs to indulge
her addiction regularly to keep its symptoms under control, Beat: Your character encounters a limitation or difficulty
and it takes over her life. Choose a specific addiction upon that inconveniences her due to this Condition.
taking this Condition; characters can take this Condition
multiple times for different addictions. Being unable to feed Broken
the addiction results in the Deprived Condition.
Possible Sources: Alcoholism; substance abuse; the
(Persistent)
Addictive Variation Scar. Whatever you did or saw, something inside you snapped.
Resolution: Gain or lose a dot of Integrity, or achieve You can barely muster up the will to do your job anymore, and
exceptional success on a breaking point; for Remade, heal a anything more emotionally intense than a raised voice makes
medium or major Instability. you flinch and back down. Apply a –2 to all Social rolls and rolls
involving Resolve and a –5 to all use of the Intimidation Skill.
Beat: Your character chooses to get a fix rather than fulfill
an obligation, or causes significant complications for her Possible Sources: Dramatic failure on a breaking point (for
cohort by indulging her addiction. Baselines); the Dependency Scar.
Resolution: Regain a dot of Integrity, lose another dot of
Amnesia Integrity; for Remade, heal a medium or major Instability.
Beat: Your character backs down from a confrontation or
(Persistent) fails a roll due to this Condition.
Your character is missing a portion of her memory. An
entire period of her life is just gone. This causes massive dif- Deaf
ficulties with friends and loved ones.
Possible Sources: The Amnesia Scar.
(Persistent)
Resolution: You regain your memory and learn the truth. Injury to the brain or structures of one or both ears causes
Depending on the circumstances, this may constitute a break- deafness. In the latter case this might come from sudden or
ing point. repeated exposure to loud noise, such as from a powerful PA
system or firearms. Deafness imposes the same effects as the
Beat: Something problematic arises, such as a forgotten
Deafened Tilt (p. XX).
arrest warrant or old enemy.
Possible Sources: The Deterioration or Sensory Deprivation
Bestial Scar.
Resolution: Appropriate medical or supernatural treat-
Your character acts on primal, physical impulses. ment. A hearing aid, cochlear implant, or similar prosthetic
Frightening things make him run. He meets aggressive threats aid can provide assistance.
with violence and anger. Take a –2 penalty to all rolls to resist Beat: Your character encounters a limitation or difficulty
physical impulse. As well, take a –2 penalty to Defense due to that inconveniences her due to this Condition.
impulsive action. Any rolls to compel your character to impul-
sive, aggressive action or escape achieve exceptional success on
three successes instead of five.
Deprived
Possible Sources: The Alternate Persona or Bestial Mind Your character suffers from an addiction. Because she is
Scar. without it, she’s unable to focus or contain herself. Remove
Resolution: Cause damage in someone’s last three Health one die from her Stamina, Resolve, and Composure dice pools.
boxes. This does not influence derived traits or Scar Resistance rolls.
Possible Sources: Failing to feed an addiction.
Resolution: Your character indulges her addiction.
Conditions 321
Disabled Fatigued
(Persistent) Your character has never been so tired in all her life. For
every six hours she goes without sleeping, take a cumulative
Your character has limited or no ability to walk. Her Speed
–1 die penalty to all actions. At every six-hour interval, make a
trait is effectively 1. She must rely on a wheelchair or other
Stamina + Resolve roll (with the penalty) to resist falling asleep.
device to travel. A manual wheelchair’s Speed is equal to her
Strength and requires use of her hands. Electric wheelchairs Possible Sources: Staying awake for 24 hours; being
have a Speed of 3, but allow the free use of the character’s dosed with a sedative or anesthetic; the Dependency, Genetic
hands. An injury can cause this Condition temporarily, in Disorder, or Hemophilia Scar.
which case it resolves when the injury heals and the character Resolution: Getting a full night’s sleep.
regains mobility.
Possible Sources: The Fragility or Missing Limb Scar. Fragile
Resolution: Mundane or supernatural means cure the The equipment the character is using to aid his action
character’s disability. won’t last long for some reason, whether because it’s an object
Beat: Your character’s limited mobility inconveniences her put together with duct tape and bubble gum, or because his
or makes her slow to respond. relationship with the people involved sours, or because his
computer ends up suffering a blue screen of death and the
Distracted data is corrupted. A plan may be Fragile because of disrupted
communication between the characters, or because of an unex-
Constant confusion and distractions buffet your character pected hurdle, etc. The equipment ceases to exist in any usable
from all sides. She cannot take extended actions, and suffers a form after a number of uses equal to its creator’s dots in the
–2 die penalty to all rolls involving perception, concentration, Skill used to build it. If the creator’s Skill rating is unknown,
and precision. the Storyteller may roll 1-3 dice each time the equipment sees
Possible Sources: Being in a highly confusing environment; use (after the first time), with a failure resulting in its breaking.
the Hallucinations Scar. Possible Sources: Achieving a failure on a Build Equipment
Resolution: Leaving the environment. roll.
Resolution: The equipment falls apart one way or another.
End Stage Plans grant one Beat to each player whose character is involved
The Divergence has reached a terminal stage, as new muta- when this Condition resolves.
tions proliferate and existing ones worsen beyond the capacity
of the human mind and body to compensate for them. Any Frightened
of the Deviant’s Magnitude 5 Variations (as well as those of Something’s scared your character to the point where
lower Magnitude that represent the maximum Magnitude for he loses rational thought. Maybe he’s just looked down at a
that Variation) exceed their usual capabilities and activate im- 100-story drop, or seen a tarantula the size of his fist crawling
mediately. A character with Gigantic 5 might grow to Size 30, up his leg. Whatever the case, he needs to leave right now.
for example, or a per-scene, per-chapter, or per-story limit might His only priority is getting the fuck away from the thing that’s
not apply to a Variation that normally has one. Although this frightened him — to hell with his stuff, his friends, and his
can be potent, it is primarily a narrative effect — the explosive allies. If someone tries to stop him from escaping, he fights
power of a supernova that will leave only a dead star behind. his way past them. He can’t approach the source of his fear
Unless the character resolves this Condition by the end or act against it — and if the only way out involves going near
of the current chapter, he dies. No medical intervention, the source of his fear, he collapses on the ground in terror.
Variation, or supernatural influence can prevent or reverse this Supernatural creatures prone to loss of control must make their
death. The forces at work are too much for the human body usual rolls to avoid doing so. Suppressing this Condition’s
to bear, and the Deviant’s cracked soul shatters beyond repair. effects for a turn costs a point of Willpower.
Possible Sources: Suffering a major Instability in the char- Possible Sources: Coming face to face with a phobia; the
acter’s rightmost Stability box. Phobia Scar.
Resolution: Heal a major Instability by destroying a Resolution: The character escapes from the source of his
Conviction Touchstone. fear; the scene ends.
Informed Madness
Your character has a breadth of research information based
on the topic she investigated. When you make a roll relating
(Persistent)
to the topic, you may choose to resolve this Condition. If you Your character saw or did something that jarred her loose
resolve it and the roll fails, consider it to have a single success from reality. This isn’t a mental illness born of brain chem-
instead. If it succeeds, consider it an exceptional success. istry — that, at least, might be treatable. This madness is the
Conditions 323
product of supernatural tampering or witnessing something hinders the group or complicates things (she goes off alone to
that humanity was never meant to comprehend. The Storyteller investigate a strange noise, stays up all night researching, runs
has a pool of dice equal to 10 – (character’s Integrity) or 10 away instead of holding her ground, etc.).
– (Resolve + Acclimation). Once per chapter, the Storyteller
can apply those dice as a negative modifier to any Mental or
Social roll made for the character.
Steadfast
Your character is confident and resolved. When you’ve
Possible Sources: Dramatic failure on a breaking point
failed a roll, you may choose to resolve this Condition to in-
(for Baselines).
stead treat the action as if you’d rolled a single success. If the
Resolution: Regain a dot of Integrity, lose another dot of
roll is a chance die, you may choose to resolve this Condition
Integrity; for Remade, heal a medium or major Instability.
and roll a single regular die instead.
Beat: You fail a roll because of this Condition.
Possible Sources: An exceptional success on an action.
SKILLS
Mental Health
(-3 UNSKILLED)
Academics
Computer
Crafts
Investigation Willpower
Medicine
Occult
Politics
Science Acclimation
Physical
(-1 UNSKILLED)
Stability
Athletics
Brawl
Drive
Firearms
Larceny Conditions
Stealth
Survival
Weaponry
Social
(-1 UNSKILLED)
Animal Ken
Empathy Size:
Expression Defense:
Intimidation Initiative Mod:
Persuasion Aspirations Speed:
Socialize Armor:
Streetwise Beats:
Subterfuge Experience:
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 10 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5
for adult humans • Defense = Lower of Dexterity or Wits + Athletics•Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5
Name: Name: Name:
Rating: Rating: Rating:
Activation Method: Activation Method: Activation Method:
Overt: Type (M/P/S): Pool: Overt: Type (M/P/S): Pool: Overt: Type (M/P/S): Pool:
Keywords/Deviations: Keywords/Deviations: Keywords/Deviations:
Entangled Variations: Entangled Variations: Entangled Variations:
Notes: Notes: Notes:
BROKEN
The Divergence stripped you of your humanity,
cracked open your soul. Its wounds will never
heal. You are Broken — not like a toy lying in
a limp pile on the floor but like a glass bot-
tle, all sharp edges and jagged, cutting shards.
Anyone who comes close to you bleeds — your en-
emies, but also your few friends.
RENEGADES
Though alienated from humanity, you are not
alone. Other Deviants have suffered as you have
suffered. They hate the conspiracies that made
you as much as you do. Together, you will stand
against them. Together, you will make them pay!
DTR001