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starlight edition

gwendolyn clark
For Sasha, Juno, Rob, Ada, and Aisling.
You keep my turbine spinning.
Core book
Gwendolyn Clark

cONTRIBUTING PLAYTESTING cONTRIBUTING


WRITERS Aisling Jensen ART
Rachel Stevens Sasha Martin Silhouette-AC
Ada Song Ada Song Unsplash
Rob Ervine Freepik
Rose Skye

Special thanks
The P-Tier crew
Spencer Campbell
Affinity Publisher
Percival
CONTENTS
YOU ARE DRIVES 21
REVOLVER 1
▶ Character Creation 3 WEAPONS 35
▶ Projected Weapons 37
CORE RULES 5 ▶ Focus Arts 42
▶ Checks 5 ▶ Mounted Weapons 43
▶ Phases of Play 6 ▶ Weapon Tag Glossary 44

MISSIONS 7 THE VEIL 45


▶ Ops Play 8 ▶ Chaff Strains 47
▶ Mission Mechanics 8 ▶ Soldier Strains 49
▶ Advancement 10 ▶ Elite Strains 51
▶ Downtime Play 10 ▶ Boss Strains 52
▶ Downtime Moves 12
BEYOND
COMBAT 13 THE VEIL 53
▶ Speed 15
▶ Turns/Rounds/Actions 16 appendix 55
▶ Statuses and Damage 17
▶ Drive Stress/Drive Burn 18
▶ Breaches and Incursion 19
▶ Ending Combat 20
ALL SYSTEMS TEND TOWARDS ENTROPY.
When times were simpler, easier to explain, this was a universal constant. A
comfort, in a way. No matter how terribly it all went, no matter how many
horrors we visited upon ourselves, our planets, the universe—it would all
return to void in the end. What a relief, right?

R-STATE changed that.

831 years ago a piece of the universe tore open, and our understanding of
thermodynamics went up with it, never to return. We called it ROIL, a
specific alien frequency emanating from certain human beings: untraceable,
incomprehensible, and entirely benign—

At least it was, ‘till desks and doors and consoles and ship controls—
anything and everything a Roiling human touched—started bubbling,
shimmering, sublimating to floating motes of white-hot sparkling radiance:
R-STATE. A personʼs Roil syncs frequency with any existing material on
contact, producing under ideal conditions a pseudostable system that tends
impossibly but undeniably towards ENERGY.

The REVOLVER DRIVE is the apotheosis of our understanding, as it is, of


R-STATE: a ceramic turbine in a custom-molded H-carbide shell, machined
to the nanometer for maximal resonance with a particular Roil. Capable of
producing astounding amounts of usable energy, if you can find something
to handle the constant ever-ascending throughput—

Something like you.

That's the quirk of the Revolver Drives, of R-STATE—they don't turn off, not
really. They can't turn off. Infinitely-escalating resonance is their default;
forcing things in the other direction requires enormous amounts of
thermodynamic effort and even then the best you'll get is a delay. There has
never been a successful case of an R-Drive returning to a lower energy state,
and it's likely there never will be. Every point is a point of no return, every
peak a valley.

It only goes up.


YOU ARE

Revolver.
SCREAMING through the void
along relativityʼs bleeding edge, clad in
starlight and fire, painting glistered
fractal burntrails in your wake—

piercing the Veil, bright and defiant, a


meteor through dark water, a white-hot
knife carving away the tide of boiling
unlight—

a turbine in your heart, forever


spinning, a bone-deep thrum like
fission up your spine, forever pushing
you HOTTER/QUICKER/BRIGHTER—

Your cannons ROAR


Your missiles HISS
Your blades SING

You are REVOLVER, Humanityʼs last


and greatest hope.

You breathe stardust.


You eat darkness.
You guard dreams.
You bleed light.

Now rev your Drive, and letʼs find out


what that means to you.

[01]
INTRODUCTION The present
LET’S GET YOU UP TO SPEED HERE AND NOW
In Infinite Revolution, you play as a The galaxy has gone dark. The Veil—a
Revolver—a human with a hypersonic legion of bizarre paracausal anti-life,
turbine for a heart—and their Revolver ruthless predators made of animate
Drive, an infantry-scale exosuit made of entropy—have swept across the Milky
and fueled by the concentrated light of Way, shrouding the stars themselves in a
their hopes, fears, and dreams. Together, curtain of hungry shadow. Their presence
you are sworn to defend your solar system has disrupted both entanglement comms
against the entropic scourge of the Veil. and V-Gate travel, leaving the fate of the
systems beyond Prima Sol to grim
The interplay between a Revolver, their speculation. Not that you have time to
Drive, and the Veil—the living, feeling speculate.
human, the invincible cosmic protector,
and looming existential threat they both In the decades since their first
face—forms the thematic core of Infinite appearance, the Veil have covered vast
Revolution, and is central to the types of swathes of stellar space in their shroud of
stories this game is designed to tell. For shimmering darkness, growing stronger
better or worse, your Drive sets you with every planet they consume. Now,
starkly apart from the rest of humanity— they mass their forces in the Jovian Belt,
to most, youʼre a living myth, a symbol preparing to launch a full-scale assault on
that thereʼs something left to fight for. the remains of humanity. If the Veil take
Jupiter, Prima Sol is as good as lost. The
This section of the book will walk you gas giantʼs mass will fuel an all-consuming
through how to create a new Revolver and tide of entropy, strong enough to wipe
what youʼll need to play. Later sections will away any hope of resistance.
explain the core rules, describe different
types of play, and list various options to Humanity has drawn their line. Itʼs up to
customize your character. you to hold it.

The past Playing the game


An age of promise LET’S GET STARTED
Once, Revolvers were pathfinders: trusted To play Infinite Revolution, youʼll need 3-5
navigators, talented engineers, and living people, some six-sided dice (also called
power sources, the vanguards of d6s, 4-6 per player), a way to track your
humanityʼs first eager steps beyond Prima characterʼs stats, and, optionally,
Sol. They lent the limitless energy of their something to sketch on.
implanted Drives to tear breaches in
spacetime, bearing first-gen colony During play, one person will act as GM—
cruisers safely through to stars unknown, creating scenarios, describing outcomes,
and helped lay the foundations for the and playing foes during combat—while
first Veil Gates. Their turbines burned with the rest will play as members of a Brace, a
the promise of limitless freedom, a close-knit fireteam of Revolvers that lives,
brilliant new future for Earth and beyond. trains, and fights together.

Now, the V-Gates lie cold and empty. The These roles donʼt have to be set in stone:
stars have vanished into darkness, and the some groups might prefer to rotate the
ever-swelling tide of the Veil encroaches role of GM between missions, or even
further across the Jovian Belt. Prima Sol is between individual sessions of play. Find a
cornered, cut off from its sister systems, balance that works for you.
but the fight isnʼt over yet.

[02]
CHARACTER BASICS ATTRIBUTES
Who are you? HOW DO YOU BURN?
Revolvers are people, and every person is Once you have the basics of your
different. Here are some questions to character, assign 3 points between the
keep in mind as you come up with the attributes below. Each attribute starts at 1
basics of your character: and caps at 3 (for now). Youʼll improve
them past this starting cap as you
▶ Who were you before the Drive? complete missions.
The Roil can awaken in anyone,
regardless of age, culture, gender, or HOT—Set your heart ablaze. Be forceful,
status. Think about the person you intense, and impossible to ignore. Inspire
were before you got your turbine: were your friends. Overwhelm your foes. Hold
you born on Earth, a colony, or another your ground. Be brave. Love deeply. Defy
system entirely? If you arenʼt native to all limits.
Prima Sol, how did you get here?
QUICK—Dance across infinity. Be agile,
▶ How did your Roil awaken? alert, and faster than anything. Shoot the
Was it painful? Exciting? Scary? gap. Get there first. Parry and riposte.
Traumatic? Was it destructive, or Dodge bullets. Flirt. Uplift in your wake.
quickly contained? How did those Keep moving forward.
around you react? How do you
remember the event now? BRIGHT—Carve truth from darkness. Be
focused, clear, and never without a plan.
▶ Do you like being a Revolver? See whatʼs missing. Say the right thing.
Was it a lifelong dream? A duty you felt Keep your cool. Teach. Learn. Defuse
bound to fulfill? A choice you made tension. Hit a weak spot. Find the answers.
because you didnʼt know what else to
do? Have you grown to enjoy it?
Become jaded or resentful? Or are you
still not sure how you feel, even now? Building a drive
▶ How do you feel about the Veil? How do you fight?
Do they scare you? Anger you? After assigning attributes, the next steps
Fascinate you? Do you think theyʼre are to choose a Pattern to determine your
conquerors? Mindless drones? Driveʼs starting stats and combat
Something else entirely? Are you approach, a Drive Core to define your
fighting for Humanity, or is it personal? playstyle, and some Weapons to help you
battle the Veil. Each of these is covered in
▶ What do you want? a different section of the book: Drive
In the short-term, the long term, or the Cores and Patterns on page 21, and
any-term. Do you have a goal youʼre Weapons on page 35.
working towards? Something to push
you forward? Or are you taking things Your chosen Pattern, Core, and Weapons
one mission at a time? determine your Drive's mechanical
characteristics, but the other details of its
▶ Do you think we can win? construction—size, shape, body plan, and
Be honest. No wrong answer. overall appearance—are totally up to
you. Every Drive is a unique, kaleidoscopic
You donʼt need to answer every question
refraction of its Revolver's aspirations,
listed here—theyʼre meant to be a personal beliefs, and unique aesthetics.
jumping-off point to help develop your No limits—be as weird, cool, flashy, and
character and place them within Infinite creative as you want.
Revolutionʼs setting.

[03]
Finishing touches
Prepare for launch
After youʼve come up with a concept, set
your attributes, and customized your
Drive, youʼre nearly finished with character
creation! All thatʼs left are a few final
steps:

▶ Set starting RPM. Your RPM is a


measure of how fast your Drive Coreʼs
internal turbine is spinning, and also
serves as a (very rough) measure of
your Revolverʼs power. It begins play as
a 5-digit number (between 10,000 and
99,999). You can determine your
starting RPM randomly, choose
arbitrarily, or use a number with
personal meaning to you or your
Revolver—your RPMʼs specific value
has no effect on your advancement
or mechanical ability.

▶ Spend 1 Focus Point. Focus Points are


used to customize your Driveʼs
weapons via Focus Arts. (For more on
Focus Arts, see page 42).

▶ Choose a callsign. In the black or on-


station, most Revolvers donʼt go by
their “real” names. After your first
flight, itʼs tradition to pick a callsign: a
word or short, snappy phrase that
describes some aspect of you. Some
Revolvers choose their own callsigns;
others use a nickname given by their
Brace.

Once youʼve finished up the above, thatʼs


it! Your Revolver is ready to spin up, fly
out, and defend the system.

[04]
CORE RULES
The fundamentals
Checks CHECK MODIFIERS
KEEP THE ACTION FLOWING RISK AND REWARD
When a Revolver acts, if the stakes would Sometimes, a situation is especially
make a potential failure interesting, cool, difficult or advantageous for you. When
or dramatic, their player makes a check. this happens (or when the rules call for it),
A basic check works like this: the GM can apply a plus or minus to the
number of dice you roll for a Check. Here
▶ First, describe your approach to the are some guides for applying minuses
situation. How do you accomplish situationally:
what youʼre trying to do?
▶ -1: A minor complication. Tricky, but
▶ Then, choose the attribute (HOT/ within your reach.
QUICK/BRIGHT) that you think best
fits your approach. The GM has final ▶ -2: A real challenge. Stay focused.
say on whether an attribute makes
sense for a given check, but creativity ▶ -3: A major risk. Youʼll need lots of
should be rewarded! skill, luck, or both.

▶ Roll d6s equal to your chosen attribute, ▶ -4: Just short of impossible. Whatever
then note the highest die. youʼre doing, make sure itʼs worth it.

▶ Determine results. If the highest die is… And the same, for pluses:
▶ 1-3: Null. Success is out of reach for ▶ +1: A meaningful edge.
now, and there are consequences.
▶ 4-5: Weak Hit. Success, with a ▶ +2: An overwhelming advantage.
consequence.
If a minus would make you roll zero or
▶ 6: Strong Hit. Success. No strings. fewer dice for a check, roll 2d6 and take
▶ Two or more 6s: Crit. Success, and the lowest die instead.
then some.
Pluses and minuses generally shouldnʼt go
When you roll dice in Infinite Revolution, beyond -4 and +2, respectively—any
itʼll usually be for some form of check. Not further, and you probably shouldnʼt be
every action requires a check—in fact, making checks at all.
most donʼt. Again, only make a check if
the rules explicitly call for it, or if failure is Pluses and minuses should never apply to
potentially interesting, cool, or dramatic. the same roll, but if it does come up, they
cancel 1:1. (For example, a roll with a -4
and a +1 would net a -3).

[05]
PHASES OF PLAY PLAY STRUCTURE
OPS, COMBAT, AND DOWNTIME MISSIONS AND SCENES
Infinite Revolution uses three distinct The smallest unit of narrative time in
phases of play: Infinite Revolution is a scene. Scenes are
“zoomed in”—they focus on one or more
▶ Ops, where you and your Brace connected events and have clear start and
explore, rescue, sabotage, or advance end points. Some good examples of a
other large-scale mission objectives. scene are a single skirmish against the
Ops play is all about making checks, Veil, opening and defusing an antimatter
managing Tension, and working bomb, and a heated argument that ends
together to find creative solutions to with someone storming off.
difficult problems.
Changing scene doesnʼt always mean a
▶ Combat, where youʼll battle the Veil change of phase—in Ops or Downtime
directly in high-stakes relativistic especially, itʼs common to have multiple
dogfights. Combat play is fast, tactical, scenes in a row—but changing phase
and turn-based, with you and your usually means starting a new scene.
allies wielding an arsenal of deadly
weapons and cosmic powers—while A mission is a collection of multiple
trying not to Burn Up or Zero Out. scenes that follow the lead-in, action, and
aftermath of a specific objective:
▶ Downtime, where your Brace returns rescuing a friendly Revolver, safely
to their home station to rest, recover, escorting a colony ship, destroying a V-
mourn, carouse, or otherwise blow off Gate so the Veil canʼt use it to open a
steam. Downtime play is a chance to massive Breach, and so on.
take a breath—to manage RPM
advancement, refit and customize your Infinite Revolution is designed to play well
Drive, and bond (or clash) with your in both punchy one-shots and
fellow Revolvers. longer-term campaigns. For shorter or
single-session games, focus on Combat
Each phase has different opportunities for and Ops scenes—longer games should
roleplaying, mechanical expression, and include a mix of all three, and might
dramatic narrative moments. Theyʼre include story arcs composed of multiple
dynamic, descriptive states that should narratively-connected missions. As always,
reflect the events of the game instead of no limits—play at the scope and pace
determining them—think “phase” in the that works best for you.
solid-liquid-gas sense, not the strict
chronological one. (For more on mission structure and
Ops and Downtime play, see the
No one combination of phases is the following page).
“right” way to play Infinite Revolution—
every group will find a different mix that (For more on Combat, see page 13).
works for them. Theyʼre meant to vary
your experience and help everyone enjoy
the game, not to limit how you play.

[06]
MISSIONS
UNTO THE BREACH
MISSIONS OVERVIEW HAMMER
Spin up, fly out, get back THE VOICE FROM THE STARS
Generally, each mission should be at least The GMʼs primary role during a mission, in
three scenes long, and include a mix of addition to playing foes and describing
Ops, Combat, and Downtime play. Very scenes, is giving voice to Hammer:
short missions (2-3 scenes) might not use Revolver slang for your deploying stationʼs
all of the phases, but itʼs a good idea to network of scientists, engineers, and
include at least two. strategists. Every stationʼs Hammer is
different, with its own hierarchy (or lack
Within a mission, Combat and Ops scenes thereof), values, and tactical specialties.
represent key engagements, violent or
otherwise, where success or failure impact Out in the black, Hammer is your Braceʼs
the missionʼs objective both mechanically eyes and ears, a window to the big
(via the missionʼs Tension Clock—more picture. Revolvers are incredibly powerful,
on that shortly) and narratively. Downtime but they arenʼt all-knowing—and if thereʼs
scenes, on the other hand, are best used one thing the Veil are good at, itʼs using
as prologues or epilogues to the mission what you donʼt know to hurt you.
itself: theyʼre the calm before the storm,
or the momentʼs peace after one. Of course, Hammer isnʼt infallible. Itʼs
just a group of people, and people make
More involved missions might use a mistakes. Sometimes, the voice on comms
branch structure, where the outcome of says one thing, but your head or heart or
a given scene determines what future gut says another—
scenes will occur. As a GM, donʼt be afraid
to give your Brace tough choices—and as And when that time comes, youʼll know
a Revolver, donʼt be afraid to make them. what to do.

[07]
Ops PLAY TENSION
Mission critical No pressure
The Ops phase is the glue that connects Tension is a mechanic used in Ops play,
the high-velocity Combats of a mission and functions as both a resource and a
together—itʼs used for any non-Combat representation of how close the current
scene that still carries a risk of failure. mission is to failure. Itʼs tracked using an
8-segment Tension Clock, which
At its core, Ops play is: advances and empties as the mission
▶ Narrative-first. Characters can act progresses depending on the Braceʼs
spontaneously, time advances fluidly, actions.
and individual checks can have varying
degrees of impact on the scene. Whenever a Revolver makes a mission-
relevant check during Ops play, the result
▶ Open-ended. The GM should clearly affects the Tension Clock:
describe the goals and challenges of a ▶ Nulls add 2 segments of Tension.
given scene, but the Brace should have
a lot of leeway in how they approach ▶ Weak Hits add 1 segment of Tension.
them. Work with your players and their
ideas, not against them! ▶ Strong Hits donʼt add any Tension.
▶ Tense. Ops scenes might not have the ▶ Crits empty 1 segment of Tension.
same blistering speed as Combat, but
the stakes are just as high—the threat Combat scenes can also advance the
of the Veil is ever-present, and failing Tension Clock—at the end of each
key checks can have dire consequences Combat, the Tension Clock advances by 1
for the mission. for each Zeroed Out Revolver.
▶ Cinematic. Ops play is great for big, At the start of each Combat or Ops scene,
bombastic moments: outracing a star the GM may introduce a complication
before it goes supernova, destroying a based on the current level of Tension.
Veil superweapon, and so on. Use it to Complications can be purely narrative,
build tension throughout the mission, purely mechanical, or a mixture of both,
then let your Brace ride out the payoff! and should make it harder—but not
impossible—for the Brace to succeed
unscathed.

If the Tension Clock ever reaches 8, the


mission fails.

[08]
Ensemble checks PUSHING YOUR LUCK
ALL TOGETHER NOW Exceed all limits
Sometimes, a task is too big for a single When you make a check during Ops play
Revolver—when that happens, the GM (including an Ensemble check), you can try
can call for an Ensemble check, where the to push your luck.
entire Brace coordinates to accomplish a
goal. Ensemble checks work like this: When you push your luck, bet up to 2
segments of Tension. For each segment
▶ The GM explains the challenge and the you bet, you can add +1 die to the check
stakes, then chooses a check total— (or cancel one minus die).
the number of points the Brace will
need to succeed at the check. For a If the check you bet on lands a Weak Hit
3-person Brace, a check totals should or a Null, the Tension Clock advances by
range from 4 (tricky) to 7 (incredibly the number of segments you bet, plus the
difficult). For larger or smaller Braces, usual Tension for the check result.
add or subtract 3 from each end of this
range as needed.

▶ Each member of the Brace describes Ending a mission


their approach, then makes an
individual check. SUCCESS, FAILURE, ESCALATION
No matter how many twists and turns it
▶ Each individual check contributes takes to get there, every mission ends in
points to the check total, like so: one of three ways:
▶ Null: 0 points.
▶ SUCCESS. The Brace completes the
▶ Weak Hit: 1 point. mission objective, and humanity wins
▶ Strong Hit: 2 points. the day.
▶ Crit: 3 points. ▶ FAILURE. The Tension Clock reaches 8
or the mission objective is otherwise
▶ If the Braceʼs point total meets or lost. The Brace recovers what they can
beats the check total, the Ensemble and returns to their home station
check succeeds—otherwise, it fails. (assuming thereʼs a station to return
to).
Ensemble checks have higher stakes than
standard ones, but theyʼre a team effort: ▶ ESCALATION. The stakes change so
the results of individual checks made drastically that the original mission
during an Ensemble check donʼt affect objective is no longer relevant. This is
the Tension Clock, but failing the overall the “neutral” outcome, but usually
Ensemble check adds 3 segments of implies a larger and more immediate
Tension. threat.

Regardless of outcome, most missions will


end with players choosing an
advancement option, as well as a period
of Downtime play.

[09]
ADVANCEMENT DOWNTIME PLAY
Infinite escalation A moment’s peace
As you defend humanity, fight the Veil, The Downtime phase focuses on the
and grow closer with your Brace, your in-between of life as a Revolver—the
Drive Coreʼs turbine will continue to moments that arenʼt all blinding speeds,
accelerate—and, in turn, youʼll grow shining weapons, and howling turbines.
stronger, faster, and more capable as a Downtime play usually takes place in your
Revolver. This process is reflected Braceʼs home station or a similarly safe
narratively by your Revolverʼs RPM, and location—somewhere you can relax,
mechanically by advancement options. decompress, and prepare for your next
mission.
Each time you complete a mission (or at
the GMʼs discretion), add a digit to your During Downtime play, each Revolver can
RPM (you can change the rest of the make a single Downtime Move: a
value if you want), and then mark off one narrative-focused action that represents
of the following three advancement how they spend their precious cycles of
options that you havenʼt already chosen: freedom. Beyond that, the structure is
flexible: some groups might enjoy long
▶ Gain 1 HOT, 1 QUICK, or 1 BRIGHT. stretches of freeform roleplay, while
others might stick more strictly to
▶ Gain 1 Focus Point. Downtime Moves and their outcomes.

▶ Work with your GM to establish a (For more on Downtime Moves, see the
minor non-Combat ability unique to following page).
your Revolver and their Drive. At GM
discretion, this can give you +1 die on
checks where it would be useful. After
you take this option once, you can
choose to upgrade an existing ability
instead, increasing its benefits to a
potential +2.

Once youʼve marked off all three options,


the list resets, and you can choose any
option again, marking them off as before.

Thereʼs no cap on advancement in Infinite


Revolution. The longer a Revolver
survives, the stronger theyʼll get—as long
as they can hold their Drive together.

[10]
DOWNTIME TIPS Downtime Moves
Read ‘em! Killing time stationside
Here are some general tips for making To make a Downtime Move:
Downtime play fun and engaging: ▶ Pick a Move. This section lists eight
Downtime Moves, each with its own
▶ Put character first. During Downtime, unique payoffs and consequences. If
focus on your Revolvers as people, not you feel like none of the Moves fit what
star-chasing heroes. Explore their you want to do, choose the next best
hopes, flaws, regrets, and desires—the one, or work with your GM to create a
tenuous threads that connect them to new Move for your situation.
their humanity.
▶ Describe your approach. Downtime
▶ Share the spotlight. Donʼt worry Moves are intentionally broad—they
about splitting scenes equally—just describe what you do, but the how is
make sure every player has a chance to up to you. Let your Revolverʼs character
act, pursue their goals, and be heard. shine through!
▶ Bond with your Brace. Most ▶ Make a check. Unlike most checks,
Downtime Moves can accommodate you decide which attribute to use for
multiple Revolvers in the same scene. Downtime Moves—after all, you know
Leverage this! Infinite Revolution works your Revolver best.
best when a Brace has strong narrative
connections between its Revolvers—as ▶ Determine outcomes. Each Downtime
diehard friends, bitter rivals, star- Move has a list of four benefits. How
crossed lovers, or anything in between. many you gain (and how many you
lose) depends on the results of your
▶ Embrace consequences. Downtime check:
play is the perfect opportunity to
explore the unique challenges of being ▶ Null: Choose one benefit to gain,
a Revolver: the massive pressure of but lose the rest.
being humanityʼs only hope, the
existential stresses of relativity and ▶ Weak Hit: Choose one benefit to
immortality, and the alienating effects gain and another to lose.
of Burn Scars and R-Drives in general.
All of the above can provide rich ▶ Strong Hit: Choose one benefit.
opportunities for roleplay—donʼt be
afraid to put them front and center. ▶ Crit: Choose two benefits.

▶ Remember, itʼs a war. Downtime Downtime Moves can have minor


should be a brief respite from the mechanical effects at GM discretion, but
looming threat of the Veil, but it should should generally focus on narrative
never feel quite long enough. Sooner stakes and outcomes. Many benefits are
or later (usually sooner), humanity will intentionally broad—be generous with
need your Brace again, and youʼll be your interpretations and lean into
spun back up and hurtling through the whatever is interesting, cool, or
black—even if that means leaving dramatic.
unfinished business stationside.

[11]
BROOD SPAR
Mourn, sulk, or otherwise work through Go head-to-head with another Revolver,
emotions. Roll, then gain or lose: for training, coping, or ego. Roll, then
gain or lose:
▶A treasured memento.
▶A friendly rivalry.
▶A chance for closure.
▶A secret technique.
▶Confidence and self-esteem.
▶A winning streak.
▶A clean streak from a bad habit.
▶The last word.

CAROUSE STUDY
Go out, make merry, and maybe find Learn about something complex,
some trouble. Roll, then gain or lose: esoteric. Roll, then gain or lose:
▶A friend (or more-than-friend). ▶Restricted access.
▶Dignity or Reputation. ▶Important notes or information.
▶A favor. ▶Free time.
▶A spot at somewhere exclusive. ▶Insight and clarity.

LABOR TINKER
Put yourself to work, around the station Modify, personalize, or repair your gear
or otherwise. Roll, then gain or lose: or Drive. Roll, then gain or lose:
▶Some useful resources. ▶A non-regulation mod.
▶Something you made. ▶Hammerʼs approval.
▶Progress towards a larger project. ▶A stable system.
▶Freedom from a debt. ▶Something powerful and dangerous.

REST VENT
Take some time to relax, at your own Get rid of some pent-up anger. Roll,
pace. Roll, then gain or lose: then gain or lose:
▶Peace of mind. ▶A strong relationship.
▶Understanding. ▶Something precious.
▶A productive day. ▶Someoneʼs respect.
▶A good cycleʼs sleep. ▶Satisfaction.

[12]
COMBAT
DANCE ACROSS INFINITY
Itʼs different for everyone.

A DANCE, brutal starswept elegance,


intricate choreography with steps measured
in femtoseconds—

in the warp-weft of thrust vectors and


Einstein–Rosen lensing—

in fragmentary divisions of the speed of


light—

A RACE, supernovae as your starting gun,


the edge of the universe your finish line,
your body a brilliant laser—

a finely-tuned machine—

a relativistic bullet—

A HUNT, chasing the voidʼs hollow heart,


diving the broken-cold expanse, abyss-then-
emergence with proud-worn scars—

with shreds of broken darkness in your


teeth—

with a soul of unquenched fire—

You are heat and speed and light tempered


like a blade, honed to an atomʼs edge—you
were made for this, but what is it for you?

Go, and find your answer.

[13]
STARTING COMBAT
KICK THINGS OFF
Combat in Infinite Revolution requires a
little more setup than Ops or Downtime
play. Hereʼs everything you need to start a
Combat scene:
▶ Establish stakes. The GM should make
sure each member of the Brace knows
what theyʼre fighting, why theyʼre
fighting, and what will happen if they
win or lose the fight.

▶ Explain objectives. Most Combat


scenes only require destroying every
Veil, but some might have more
complex goals: protect a ship or
wounded Revolver, destroy a specific
HVT, and so on.

▶ Assign starting Speeds. Instead of


range bands or a battle grid, Infinite
Revolution uses a relative positioning
system called Speed. Revolvers begin
Combat at 3+QUICK Speed, while foes
start at a specific Speed listed in their
stat block.

▶ Resolve pre-combat effects, if any.


Some foes or mission effects might
cause the starting circumstances of a
Combat to change. Make sure you
resolve those before things begin.

Once youʼve gone through these steps,


have a Revolver take their first turn—and
with that, Combat starts in earnest! The
rest of this section will explain how it
works in depth.

[14]
SPEED OVERVIEW
RACE the light 8
Revolver combat usually occurs at a
significant fraction of the speed of light.
At those velocities, your specific position
doesnʼt matter—your Speed does. 7
In Infinite Revolution, Speed is:

▶ Numeric. In Combat, every character,


friend and foe, tracks their own Speed
6
as a number from 0 to 8.

▶ Fluid. Speed changes often, as 5


characters Boost, take Impact or Decel
from attacks, or otherwise maneuver
around their enemies.
4
▶ Relative. Higher Speed means youʼre
moving faster, but Speed doesnʼt
measure any specific velocity—just
how quickly youʼre moving compared
3
to everyone else.

▶ Your range. Most weapons and


powers target based on whether the
2
target is faster, slower, or the same
Speed as you—changing Speed to
maximize your hits is an essential part 1
of Combat.

▶ Your life. A Revolver at rest is as good


as dead. If your Speed drops too low,
0
youʼll Zero Out, left drifting in the
black as the battle streaks by—unless
you risk your Coreʼs integrity and Rally.

Itʼs entirely possible to run Combat scenes SPEED BANDS


theatre-of-the-mind style—using Leading, trailing, matched
charactersʼ numeric Speeds only—but Most weapons and powers require targets
doing so can be tricky. For faster and in some combination of three Speed
clearer play, itʼs a good idea to have some bands:
sort of visual aid (like the one to the
right) to track the Speeds and numbers of ▶ Leading. The targetʼs Speed is higher
Revolvers and their foes. than yours. (Theyʼre moving faster.)

(For a larger, printable Speed ▶ Trailing. The targetʼs Speed is lower


track, see the appendix on page 57). than yours. (Theyʼre moving slower.)

▶ Matched. You and the target share


the same Speed.

[15]
Effects that target Leading or Trailing
bands will often include a number in REVOLVER ACTIONS
(parentheses). This number is the limit of YOU KNOW WHAT TO DO
the Band—the maximum difference in As a Revolver, you can take one of the
Speed allowed for a valid target. following actions on each of your turns:
For example: youʼre at Speed 3, and your ▶ Attack. Choose one or more targets in
weapon has a band of Leading (2). Foes at the band of one of your weapons,
Speeds 4 or 5 would both be valid targets, describe your approach, then make a
but foes at Speeds 2, 3, or 6 would not. check. On a Hit, deal your weaponʼs
Harm and effects to each target (you
Thatʼs almost it for Speed. All thatʼs left only roll once). Crits deal double
are two important situational rules: Harm to a single target only (your
choice).
▶ Some effects allow characters to Warp,
instantly transposing them from one ▶ Boost. Gain or lose any amount of
Speed band to another, without Speed up to your Driveʼs Accel, or up
crossing any intervening bands. to a number specified after the Boost
(ex: Boost 3) for some effects. You canʼt
▶ Some effects target characters “within Boost less than 1.
Speed X.” This wording means “all
targets within X Speed of the source, ▶ Use a power or Overdrive. Powers
including Matched targets.” never require a check unless they also
require an attack. After you resolve a
power, you take the Drive Stress cost
TURNS AND ROUNDS in [brackets], if any.

THE FLOW OF COMBAT


Combat in Infinite Revolution moves in SPECIAL ACTIONS
rounds, which are divided into turns—
one for each Revolver, and one for the GM. Turbo, seal, OVERDRIVE
In addition to the basic actions listed
Most foes donʼt take turns by default— earlier, you can also take one or more of
instead, whenever a Revolver rolls a Weak the special actions below before or after
Hit or Null on an attack check, the GM your normal action on your turn:
can activate a foe after the attack resolves.
No matter what, every foe only gets a ▶ Turbo. Boost 1, then take 2 Drive
single activation per round. Stress. 2/round only.

Revolvers can take their turns in any order ▶ Seal up to BRIGHT active Veil Breaches
the group agrees on, but only one Matched to you, then clear 2 Drive
Revolver can act at a time. Once all Stress. 1/round only.
Revolvers have acted, the GM takes an
Incursion Turn—a chance to introduce ▶ Activate your Coreʼs Overdrive, then
complications and raise the stakes of the roll a d6. On a 1 or a 2, you take a point
fight. When the Incursion Turn is over, the of Drive Burn. You can choose to fail
round ends, and a new round immediately this roll. 1/mission only.
begins.
(Some Overdrives require your full
(For more on Incursion Turns, see action to use instead of the special
page 19). action listed here. This will be
noted in their description).

(For more on Overdrives, see page


22).
[16]
HOSTILE ACTIONS STATUSES
They’re ready for you LOCKED DOWN
Foes have a similar set of actions to Some powers and effects inflict statuses,
Revolvers, but use them slightly powerful conditions that can turn the tide
differently: of Combat. They come in two types: basic
statuses, listed below, and special
▶ Attack. The GM chooses an attack (if statuses, which are unique to the Veil or
the foe has multiple), then chooses Drive Core that applies them.
targets. Those targets take the attackʼs
Impact and associated effects, no roll Unless otherwise specified, statuses never
required. stack and use the following rules for
duration:
▶ Use a power. Foes donʼt take Drive
Stress for using powers, but some ▶ Statuses on Revolvers last until the
powers might require a Recharge end of that Revolverʼs next turn.
before they can be used again.
▶ Statuses on foes last until that foe is
▶ Recharge. Replenishes all powers that activated, then clear at the end of that
require Recharging for the foe, foeʼs turn.
enabling them to be used again next
round.

▶ Fold. The foe gains or loses Speed up BASIC STATUSES


to its Reach. Foes can use this action in Canʼt use Powers or
addition to any other action. ▶Disrupted Special actions.

Canʼt reduce incoming


▶Fractured
DAMAGE Impact/Harm in any way.

IMPACT AND HARM Canʼt Boost or Fold (can


▶Locked still Warp).
Damage in Combat uses two main rules:
Next time target takes
▶ Revolvers deal Harm, which reduces Impact/Harm, it takes +2.
foesʼ Presence. When a foe loses all ▶Primed Lasts until the target
their Presence, theyʼre destroyed. takes any Impact/Harm.
▶ Foes deal Impact, which reduces Accel/Reach becomes 1,
▶Slowed canʼt increase above 1.
Revolversʼ Speed. When a Revolverʼs
Speed drops below 1, they Zero Out.
▶Stunned Canʼt act.
A Driveʼs Weight reduces all incoming
Impact by its value. Massless attacks +1 to all Drive Stress
▶Strained gains.
bypass Weight.
-1 to all Impact/Harm
Some powers and effects grant Inertia, ▶Weakened dealt.
which acts like a buffer for your Speed
that absorbs a set amount of Impact
before disappearing. Multiple effects that
grant Inertia donʼt stack—only the
highest value applies.

[17]
DRIVE STRESS Zeroing out
SYSTEMS RED IT’S NOT OVER YET
When you push your Drive Core beyond Drives make Revolvers near-invulnerable
its baseline limits during Combat, certain to physical harm, but the Veil donʼt need
effects will cause you to take take Drive to kill you—they just need you out of the
Stress. Drive Stress begins each Combat way. When you Zero Out, youʼve lost
scene at 0, and always resets to 0 when enough Speed to be knocked away from
the scene ends. the fight, left drifting hopelessly off-
course and under-velocity. Youʼll find your
The best way to clear Drive Stress during way back to your Brace eventually, but not
combat is by sealing Veil Breaches—more before the Combat scene is over—unless
about those on the facing page. Certain you push your Driveʼs limits and Rally.
Cores also have powers that can clear
Drive Stress, but theyʼre rare and tend to While youʼre Zeroed Out, you still get a
be situational. turn, but you can only take one action: roll
a HOT check. On a Weak Hit or better,
Gaining Drive Stress doesnʼt cause any you Rally: reset your Speed to 5, clear all
problems on its own—until it exceeds (not Drive Stress, then immediately take
meets) your Coreʼs Burn Gate. When this another turn as you rocket back into the
happens, your Drive Stress resets to 0, fight.
and you take a point of Drive Burn.
Whenever you fail a check to Rally, you
get +1 on your next one. This can stack,
DRIVE BURN and lasts until you successfully Rally or
the scene ends.
TOO HOT, TOO QUICK, TOO BRIGHT
You can Rally any number of times per
Drive Burn represents permanent Combat, but doing so puts extreme strain
damage to your Drive Coreʼs turbine on your Drive Core: each time you Rally,
housing—the same turbine that spins to you also take a point of Drive Burn.
keep your atoms at a stable frequency.

Each Drive Core has five unique long-term


consequences for taking Drive Burn,
called Burn Scars. When you take a point
of Drive Burn, choose a Burn Scar (any
one you like) and mark it off. Your
character bears the chosen scarʼs effects
for the rest of the the game, however long
that is.

The last Burn Scar on each Coreʼs list is


special: when you cross it off, your Drive
Core destabilizes and enters an irreversible
positive feedback loop called BURNUP.

While in BURNUP, you gain a massive,


Core-specific boost in power, ignore all
further Drive Stress, and automatically
Rally instead of Zeroing Out—but when
the scene is over, you sublimate into R-
STATE, and your Revolverʼs story ends.

You only get one BURNUP. Make it count.

[18]
Veil breaches INCURSION
From the depths THE VEIL HUNGER
When the Veil are destroyed, they Incursion represents the strength of the
violently implode back into V-Space, Veilʼs forces in a given Combat—the
leaving metaphysical nicks and scratches higher it is, the more dangerous things
in the curvature of spacetime. Sometimes, get. Itʼs tracked using the Incursion Clock,
this paracausal shrapnel hits a tender which starts each Combat at 0 and has 8
spot, and tears open a gaping wound in segments total.
the universe: a Veil Breach.
Every active Veil Breach has a chance to
Veil Breaches are temporary, volatile advance the Incursion Clock at the end of
portals to V-Space. They have a Speed a round, and as it advances, the GM
(set when theyʼre created and unlocks more powerful and threatening
unchangeable afterwards), but arenʼt Incursion Moves to complicate the
characters and canʼt be targeted by most Combat.
powers and attacks.
If the Incursion Clock fills all 8 segments,
Once a Veil Breach is opened, it remains Combat immediately ends—the Veil have
active until the end of the scene, or until a overrun local space, and any scene
Revolver equalizes the Breachʼs entropy objectives are lost.
and seals it, clearing Drive Stress in the
process.

Left unchecked, Veil Breaches pose a INCURSION TURNS


significant threat: the more active Watch the clock
Breaches remain, the more vulnerable the Once all Revolvers (and any activated
battlefield becomes to Incursion from V- enemies) have finished acting, the GM
Space. takes their Incursion Turn, as follows:

▶ First, the Incursion Clock advances by


1 for each active Veil Breach, to a max
of +3 in a single round.

▶ Next, the GM rolls a d6 for each foe


destroyed this round. For each roll of
1-3, a new Veil Breach opens
within Speed 1 of an active foe (GMʼs
choice). If there are no active foes, new
Breaches canʼt be opened.

▶ Finally, the GM makes a single


Incursion Move. The moves the GM
has access to depend on the
progression of the Incursion Clock.

[19]
INCURSION MOVES ENDING COMBAT
Make things complicated The finisher
Hereʼs some example Incursion Moves, Combat scenes can end under any of the
organized by the Incursion Clock following conditions:
progression required to use them:
▶ The Brace completes their Combat
▶ 0-1: objective. (Success).
▶ Activate 2 Chaff or 1 Standard foe.
▶ All Veil have been destroyed, and there
▶ Activate a Boss foe. are no active Veil Breaches. (Success).
▶ Create 2 Chaff foes or 1 Soldier foe
at an active Veil Breach. ▶ All Revolvers in the Brace Zero Out.
(Failure).
▶ Introduce a minor complication.
▶ The objective becomes unrecoverable
▶ 2-3: or is destroyed. (Failure).
▶ Activate 3 Chaff foes, 2 Soldier foes,
or 1 Elite foe. ▶ The Incursion Clock hits 8 filled
segments, and the Veil overrun the
▶ Create 2 Soldier or 4 Chaff foes at sector. (Failure).
an active Veil Breach.
▶ Introduce a moderate complication. Win or lose, a single Combat scene isnʼt
always the end of the story. Combats can
▶ 4-5: function as pivotal confrontations within a
mission, but donʼt necessarily determine
▶ Activate 2 foes of any type. that missionʼs outcome on their own—
▶ Create 3 Soldier foes or 1 Elite foe at your priority is always the objective, and
an active Veil Breach. fighting the Veil is just a step to get there.
▶ Introduce a major complication. Remember: At the end of every Combat
scene, Revolvers clear all Drive Stress,
▶ 6-7: and the Tension Clock advances based on
▶ Create 1 Boss foe at an active Veil the ending value of the Incursion Clock:
Breach and immediately activate
them. ▶ 0-2 Incursion: +0 Tension
▶ Introduce a dire complication. ▶ 3-4 Incursion: +1 Tension
The GM can always use moves that ▶ 5+ Incursion: +2 Tension
require lower progression on the
Incursion Clock, but canʼt use the same If a Combat ends in failure, the Tension
move two rounds in a row. Clock advances by 3, regardless of
Incursion.

[20]
Drives
HYPERSONIC heartS
They say everyone is made of stardust—
but not you. Youʼre all starlight.

At the center of your Drive, the center of


you, a shining turbine howls with the
power of a caged sun, waging pitched
battle against universal constants to hold
your particles in a familiar shape.

Without your Core to stabilize your Roil,


your atoms would rapidly shift to R-STATE,
vibrating at infinitely-ascending frequency
‘till the mass that used to be you is so
much dust and scattered light.

This is what it means to be Revolver:


constant escalation, now and forever and
always, until it runs you over, never
stopping because you canʼt—

because you were never given the chance


to.

How do you cope with that? Itʼs different


for everyone, but you wonʼt find the
answer in your head.

Love your turbine like your heart. Feel it


burn. Hear it sing. Lean into the spin, and
let the knifeʼs edge of brilliant annihilation
carry you to victory.

[21]
drives OVERVIEW Drive PATTERNS
THE SPIN AND THE SONG Find your shape
Each Drive Core config is specialized, Once theyʼve been implanted with their
designed to complement a particular Drive Core, every Revolver learns to
tactical approach and combat style. Many manifest their Drive with one of four basic
Revolvers swear that certain Cores also resonance Patterns as a foundation.
have specific personality traits, though
whatʼs less certain—and hotly debated— Each Pattern has three ratings:
is whether they actively cause a shift in ▶ Weight—how much Impact your Drive
demeanor, or just attract a certain type of can absorb before you start losing
person. Speed. Negative Weight increases
Impact received. Massless attacks
Each Drive Core has the following bypass Weight entirely.
properties:
▶ Compatible Patterns—not every Core ▶ Accel—the highest amount of Speed
works with every Drive Pattern. The your Drive can gain when Boosting.
entries in this section provide a list of
Patterns each Core can be used with. ▶ Weapons—the type and number of
armaments your Drive can wield.
▶ Burn Gate—the maximum amount of Weapons come in two primary types:
Drive Stress your Core can take. When standardized Mounted arms and
your Drive Stress exceeds this amount, customizable Projected weapons.
it resets to 0 and you take a point of (For more on Weapons, see page 35)
Drive Burn.
The four base Drive Patterns and their
▶ Passive Trait—an always-on ability ratings are below:
that helps define your Coreʼs role.

▶ Powers—a set of cosmic abilities


unique to your Core. Using most HEAVY BALANCED
powers generates Drive Stress. WGT: 2 WGT: 1
ACCEL: 2 ACCEL: 3
▶ Overdrive—an incredibly strong power
that pushes your Drive Core to its WPNS: 2 MNTD WPNS: 2 MNTD
limits. You can only use your Overdrive 2 PRJD 1 PRJD
once per mission, and when you do,
roll a d6. On a 1 or 2, you immediately LIGHT ULTRALIGHT
take a point of Drive Burn. You can
choose to fail this roll. WGT: 0 WGT: -1
ACCEL: 4 ACCEL: 5
▶ Burn Scars—a set of permanent WPNS: 1 MNTD WPNS: 1 PRJD
consequences for taking Drive Burn. 1 PRJD
Most of these properties are only
mechanically important in Combat play,
but can also be used to inform narrative
actions and outcomes (Burn Scars are
great for this). Embrace what makes
your Revolver unique—for better and for
worse.

[22]
“Hammer-2, Kestrel, VeeBees 10-3-5,
aries CORE


big ones. Locked burn is 3-Spear-
Crystal, say go.”
MASSIVE IMPACTOR “No go, Kestrel. Burn on mark.”
▶ROLE: Vanguard Assault Suvi’s Drive growls, thunder in her
▶PATTERNS: Heavy, Balanced, Light chest. She grits her teeth.
▶BURN GATE: 8
▶FIRST IN: Last Out “Heard, Hammer. Ready mark.”

A thousand klicks beltward, the Veil


PASSIVE: RED GIANT Breaches are shuddering, unfolding,
swallowing the starlight. Suvi
On your very first turn each combat, glares into one dead-on, screaming
enter RED GIANT STANCE until the challenge with her eyes—
start of your next turn. While in RED
GIANT STANCE, you gain +2 Accel, and “That’s contact. Vees hot, 10-3-5.
your Projected weapons gain +1 Harm, Kestrel, mark.”
Massive, and Decel +1. There. The void takes shape—a
Lotus-Strain writhes into realspace,
Once you exit RED GIANT STANCE, you petals still rimed with unlight.
canʼt enter it again until a full round has
passed. Suvi’s Drive ignites, a howling
meteor on a hard collision burn.
She bares her teeth and roars.
POWERS
▶PERSEI CHARGE [1]: Boost, then deal BURN SCARS
Harm to a Matched foe equal to your ▶Your skin is ravaged by glowing
change in Speed this turn. If youʼre in fissures, like youʼre burning from within.
RED GIANT STANCE, this targets all
Matched foes instead. ▶Your touch conducts enormous force.
Even light contact can crush things and
▶ANTARES LANCE [2] Deal 3 Harm to send people sprawling.
Leading (2) or Trailing (2) foes. If youʼre ▶Retreating or refusing a challenge
in RED GIANT STANCE, this targets all becomes physically painful, like your
Leading or Trailing foes instead. organs are being crushed by a fist.
▶CYGNI FUSOR [3]: Enter RED GIANT ▶When youʼre angry, the world goes
STANCE until the end of your next turn. red. You have to fight to stay in control.
If youʼre in RED GIANT STANCE, deal 5 ▶BURNUP. Enter RED GIANT STANCE
Harm to all Matched foes instead. for the rest of the scene, and gain the
following power:
OVERDRIVE: HYPERGIANT MODE ▶CANIS METEOR [9999]: Boost,
Spend your action: For the of rest the then destroy all Matched foes. If you
scene, whenever you end your turn in Boosted more than 4 this turn,
RED GIANT STANCE, Matched foes take destroy all foes within Speed 1
3 Harm. Whenever you destroy a foe, instead.
you may extend the duration of RED
GIANT STANCE by 1 round. At the end of the scene, your Drive
grows to the size of a stellar body, and
Enter RED GIANT STANCE now, until explodes into roiling crimson plasma.
the end of your next turn.

[23]
With the right setup and careful
TAURUS CORE


focus from its Revolver, a Drive’s
output can be rerouted inward to
rapidly increase its own rest-mass
absolute EPICENTER energy, allowing for enormous—but
▶ROLE: Battlefield Anchor precisely controllable—fluctuations
▶PATTERNS: Heavy, Balanced in gravitic force.
▶BURN GATE: 10 The Taurus Core, developed in the
▶CENTER: Of Gravity first decade of Veil incursions, was
one of the earliest configs to
PASSIVE: gravity well successfully leverage this property.
Straightforward and powerful, if
At the start of each of your turns, you less specialized than its later
can take 2 Drive Stress to activate your counterparts, it remains in use as
GRAVITY WELL this round. While active, an effective battlefield anchor.
you gain +2 Weight and are Slowed,
Matched allies gain +1 Weight, and Taurus Drives are relatively rare—
Matched foes are Locked. their low maneuverability and
demanding focus requirements tend to
attract only a certain stripe of
POWERS pilot—but their stable presence and
immense theater-control potential
▶GREAT ATTRACTOR [2]: Pull all make them a welcome sight in any
targets (friend or foe) within Speed 2 to Brace, station, or battlefield.
Match you. Foes pulled take 1 Harm.

▶GRAVITON CRUSH [2]: Deal 2 Harm BURN SCARS


to all Matched foes, then Lock them. If ▶Micro-movements like blinking,
theyʼre already Locked, deal 4 Harm swallowing, or facial expressions require
instead. conscious effort. You donʼt need them.
▶MASS BUNKER [4]: You and Matched ▶Small objects are inexorably drawn
allies of your choice gain +4 Weight and into an orbit around you.
are Locked. If an ally changes Speed, ▶Your heart has an escape velocity.
they lose this effect immediately. Most emotions donʼt make it out.
▶When you think about someone, they
feel a pull. The closer you are, the
OVERDRIVE: event horizon stronger it gets.
For the next 3 rounds (including this ▶BURNUP. For the rest of the scene,
round), the effects of your GRAVITY your GRAVITY WELL is always on, and
WELL change to the following: its effects change to the following:
▶At the end of each of your turns, pull ▶At the start of each of your turns,
all foes within Speed 3 to Match you, pull all foes 3 Speed closer to you,
then Lock all Matched foes. If a foe is then destroy all Matched foes.
already Locked, Stun them. ▶Allies within Speed 3 gain +3
▶Allies within Speed 3 gain +2 Weight. Weight.
▶Your Speed canʼt change for any ▶Your Speed canʼt change for any
reason. reason.

At the end of the scene, your Drive pulls


in all nearby matter and light, and
collapses into a luminous singularity.

[24]
EXCERPT BEGINS======================
GEMINI CORE RV [!NAME EXPUNGED!]: Well, as a kid
I always wanted to be a superhero,
y’know? Like in the pre-Roil vids,
EPHEMERAL DUALITY swooping in to save the day, my own
theme song—even had a name picked
▶ROLE: Twin-Strike Harrier out, Annie Madder, get it? Like—
▶PATTERNS: Balanced, Light, Ultralight
▶BURN GATE: 6 PRIMA PRESS: The question, please.
▶TWO SIDES: Same Coin
RV: Right, yeah. Anyway, guess
someone up there took the hint, ‘cuz
PASSIVE: SUPERPOSITION I melted through my dresser when I
was nine, got rushed to St. Valta’s
You have a QUANTUM DOUBLE, an Orbital, and that was that. Enlisted
intangible copy of your Drive. It has its soon as I could. Or, at least—at
own Speed (tracked separately), ignores least I think I did.
all Impact and effects, and starts each
scene Matched to you. PP: You think you did?

RV: Forget it. That’s the thing,


Whenever you Boost, you may freely right? When I spin up, doesn’t much
split the Boost between yourself and matter if it’s me or Annie doing the
your QUANTUM DOUBLE. When you driving. The Libras love to yak
attack with a Projected weapon or use about “dual natures”, “the struggle
its Pattern Trait, you may treat your against the shadow self”, whatever.
I’ve never had time for that shit.
QUANTUM DOUBLE as the origin for
the effect. If you Zero Out, your So long as there’s Veil out there,
QUANTUM DOUBLE dissipates. If you Annie and I will give ‘em what
Rally, it rematerializes Matched to you. they’ve got coming. Hard promise.
EXCERPT ENDS========================

POWERS BURN SCARS


▶DOUBLE TAKE [1]: Your QUANTUM ▶Your QUANTUM DOUBLE flickers in
DOUBLE may Boost 3, then make a and out of visibility around you, acting
Projected weapon attack. out possible short-term futures.
▶DOUBLE CROSS [2]: Swap Speeds ▶Light bends and refracts around you,
with your QUANTUM DOUBLE, then as if youʼre in two places at once.
deal 2 Harm to all foes in the Speed ▶When you make a decision, you get a
bands between you. momentary flash of the other possible
outcomes, good or bad.
▶DOUBLE EDGE [2]: Deal 2 Harm to a
foe Matched to you, then 2 Harm to a ▶Youʼre no longer certain all your
foe Matched to your QUANTUM memories are actually yours.
DOUBLE. If you both hit the same ▶BURNUP. For the rest of the scene,
target, Fracture them (before dealing your QUANTUM DOUBLE can Boost 1/
Harm). turn without using an action, and
applies DECOHERENCE until end of turn
OVERDRIVE: 3-BODY PROBLEM to foes it passes while Boosting. When
you hit a foe with DECOHERENCE with
For the rest of the scene, you gain a a Projected weapon, they instantly
second QUANTUM DOUBLE, which dematerialize as their eigenstate
materializes at a Speed of your choice.
undergoes irreversible collapse.
When a Power or ability references your
QUANTUM DOUBLE, you may choose At the end of the scene, your Drive
either (but not both). cracks, then shatters, scattering echoes
of you across every possible reality.

[25]
Records of proposed antimatter
CANCER CORE


generators exist from as early as
2116 PSc, but these were purely
ONTOLOGIC avenger theoretical—limited by the
prohibitive cost and power of spot-
▶ROLE: Massive Deterrence materializing antimatter and an
▶PATTERNS: Any incomplete understanding of physics.
▶BURN GATE: 8 With the discovery of the Roil and
▶LOOK: Donʼt Touch the invention of the Revolver Drive,
the greatest bottleneck—energy—was
PASSIVE: ANTIMATTER shell removed, and work on producing a
functional prototype began in
At the start of your turn, you can take 1 earnest.
Drive Stress to create an ANTIMATTER
SHELL around your or an allyʼs Drive. After the Eris disaster, nearly all
The shell lasts until its target takes any AM tech research pivoted to combat-
Impact—then it detonates, reducing the viable applications. The primary
Impact by 1 and dealing 3 Harm to a result of this shift was the Cancer
Matched foe. You can have any number Core: a closed-loop antiparticle
of active ANTIMATTER SHELLS, but accelerator platform, with such
their effects donʼt stack. precise control over its AM fields
it can shape them into defensive
POWERS barriers with minimal risk of
spontaneous annihilation.
▶POSITRON INJECTOR [1]: An ally
with an ANTIMATTER SHELL may
immediately Boost 2, then Fracture a
foe Matched to them.
BURN SCARS
▶GAMMA FLASH [2]: Deal 2 Harm to ▶You have a crackling pseudomatter
all foes Leading (2) or Trailing (2) a single carapace covered in thorns and barbs.
character with an ANTIMATTER SHELL.
▶Sometimes, small objects you touch
▶ATOM TRAP [3]: The next time an are spontaneously annihilated. This is
ANTIMATTER SHELL detonates, it deals unpredictable, but worsens with stress.
5 Harm, Weakens, and Fractures the ▶Youʼre hypervigilant—even in safe
target. You can use this power at any situations, youʼre always ready to shield
time, even when itʼs not your turn. up or lash out.
▶When someone you love is hurt, your
reflexes take over to avenge them.
OVERDRIVE: BARYON SYMMETRY
▶BURNUP. For the rest of the scene,
For the rest of the scene, your your ANTIMATTER SHELLS donʼt expire
ANTIMATTER SHELLS donʼt expire when they detonate, reduce Impact by
when they detonate. All allies without an 3, and destroy all foes within Speed 1 on
ANTIMATTER SHELL gain one now. detonation. Whenever any characterʼs
ANTIMATTER SHELL takes Impact,
detonate all of them.

At the end of the scene, your Driveʼs


stabilizers fail, and it instantly self-
annihilates in a matter-antimatter
flash.

[26]

BEGIN INCIDENT REPORT===============
LEO CORE Mission: Operation Piercing Stare
SHINING inferno Location: Valetudo Line, Jovian Belt
Subject: RV Polly Alvarez
▶ROLE: Maximum Threat Saturation
▶PATTERNS: Any Summary: RV Alvarez prevs’ly applied
▶BURN GATE: 10 and was denied position on DEEP
▶FIRE: Walk With Me STRIKE Brace for listed Operation;
accepted alt placement on rearguard.
PASSIVE: RADIANCE During Operation, RV Alvarez broke
formation, angled burn for Jovian
Your Projected weapons apply interior—on first hail from Hammer-9,
RADIANCE on hit, which lasts until the cited concerns with DEEP STRIKE
end of the scene. Foes with RADIANCE efficacy. Further hails ignored. On
take 1 Harm at the end of each round contact, RV Alvarez engaged in
(ignoring reductions and immunity) and repeated thermonuclear antagonism of
continue to burn even if you Zero Out DEEP STRIKE and surrounding Veil.
or otherwise leave the encounter. Brace members severely disturbed.
Heavy damage to RV Alvarez’s Leo
When a foe with RADIANCE is Core sustained. All Veil destroyed.
destroyed, they explode, applying Operation successful. Discipline
RADIANCE to all foes Matched to them. recommended.

POWERS END INCIDENT REPORT=================


▶SOLAR WIND [X]: Boost X, where X
is the number of foes with RADIANCE, BURN SCARS
then take another action. ▶You radiate blistering heat. Weak
materials melt or vaporize in seconds,
▶CORONAL FLARE [2]: Deal 1 Harm to and your touch leaves painful burns.
Trailing (5) foes. Foes with RADIANCE ▶You have a mane of golden light. The
take 3 Harm instead. more you show off, the brighter it shines.
▶SUPERNOVA [X+1]: Deal X Harm to ▶You ambitions burn like hungry
foes within Speed X, where X is the flames. Feed them, or theyʼll devour you.
number of foes with RADIANCE, up to 6. ▶Glory and success feel like waves of
blissful warmth. The sensation is
OVERDRIVE: FUSION CASCADE addictive.
For the rest of the scene, RADIANCE ▶BURNUP. Gain the following power:
deals 2 Harm instead of 1, and foes with ▶MAGNETAR FISSION [9999]: Each
RADIANCE deal 2 Harm to other foe with RADIANCE applies
Matched foes when they explode. Apply RADIANCE to all foes within Speed 1.
RADIANCE to all foes within Speed 3 Then, if every foe has RADIANCE:
now. destroy all foes, seal all Veil Breaches,
set Incursion to 0, and end the scene.
At the end of the scene, your Drive flares
brighter than any star, and erupts in a
nova visible from Earth.

[27]
♌ ♍
“Do you wonder why we give them
VIRGO CORE those names?”
Vera grunts, not looking up from the
REVERENT VEILTENDER cracked-crabshell spread of the
broken fission cycler. “Which?”
▶ROLE: Spacetime Integrity Specialist
▶PATTERNS: Any “The Veil,” Nico says, pacing.
“Lotus, Orchid, Sage, Yarrow. All so
▶BURN GATE: 6 botanical.”
▶REAP: The Harvest
Another grunt. “They look the part,
don’t they? Big bastard flowers.”
PASSIVE: ENTROPIC HARVEST “I suppose. Visually, you could pick
Whenever a foe is destroyed, clear 1 almost anything spindly and
Drive Stress. You donʼt clear any Drive stellate—deep-sea creatures, maybe.
Stress for sealing a Veil Breach. But there’s more to it, I think.”
Vera looks up, her bushy eyebrows
Whenever the GM rolls to open Veil knitting. “What are you getting at?”
Breaches, you may choose to open one “They’re like plants. Guided by
more or one less than the total result. energy. They find the light and grow
towards it.”
POWERS “Then they should go grow somewhere
else,” Vera snorts. “We won’t lose
▶GARDENERʼS TOUCH [1]: Choose a the system to no goddamn fivedee
Leading (4) ally. The next time they take shrub.”
Drive Stress, open a Veil Breach “No.” Nico smiles thinly. “We won’t.”
matched to them.

▶WINNOWERʼS SCYTHE [1]: Choose a BURN SCARS


Leading Chaff or Standard foe Matched ▶A strange plant is growing from your
to a Veil Breach. Seal the Breach; the spine. Itʼs bone-white, cold to the touch,
target is instantly destroyed. and doesnʼt match any extant species.
▶Your skin, hair, and eyes are faintly
▶UNVEILING [3]: Seal up to 3 Veil translucent and covered in a sheen of
Breaches. For each one, you may void rime.
Disrupt and Fracture a Leading foe or
clear 2 Drive Stress from a Leading ally. ▶When youʼre alone, you hear soft
whispers. You donʼt understand them,
but you know theyʼre from the Veil.
OVERDRIVE: FLOWERING NIGHT
▶You see othersʼ flaws and insecurities
Spend your action: For the rest of the as dark thorns piercing their skin. You
scene, Veil Breaches canʼt be opened, have a constant urge to pull them out.
and whenever a foe is destroyed, create
a VOID BLOOM at its Speed. VOID ▶BURNUP. For the rest of the scene,
BLOOMS last until the end of the scene, the Veil are no longer hostile to you.
count as Veil Breaches for friendly Whenever you seal a Veil Breach, it
powers and abilities, and donʼt swallows all foes Matched to it.
contribute to Incursion. Allies that end
their turns Matched to one or more At the end of the scene, your Drive
VOID BLOOMS may clear 3 Drive sprouts thousands of void-buds, and is
Stress. overgrown with shimmering unlight
flowers. The Veil will tend you for
Roll d6+1. Seal that many open Veil eternity.
Breaches and create VOID BLOOMS in
their place now.

[28]
The thing I hear most?
LIBRA CORE


‘You were made for this fight. What
EQUINOX AEGIS are you even going to do after we
▶ROLE: Active Defense pierce through the Veil?’
▶PATTERNS: Heavy, Balanced, Light
▶BURN GATE: 8 What I can't tell them is this: if
▶TIP: The Scales it was the stars out there instead,
burning everything else in the
firmament to a cinder, I’d be the one
PASSIVE: EQUILIBRIUM snuffing out the flames.
Whenever you take Drive Stress, you
gain that much Inertia. This stacks with The full depths of Balance and
other sources of Inertia. Justice are so hard for them to
picture. They can’t imagine anything
At the end your turn, Matched allies but light as goodness, as purity.
gain half your current Inertia, rounded Tell that to the man dying of heat
up. exhaustion at high noon in the
desert.
POWERS
▶AEGIS THROW [2]: Deal 3 Harm to a I believe in both the soothing
Leading (2) foe. You can use this power blanket of night and the guiding
any number of times in succession, as beacon of light. Equity through
long as you target a different foe within inequality. Justice through
Speed 2 of the previous target each time. sacrifice. Equilibrium, on my terms.

▶LUNAʼS MERCY [2]: 1/round when an BURN SCARS


ally within Speed 3 would take Impact or
a status from a hostile source, you can ▶Your body is cast in two halves: one
activate this power, Warping to Match brilliant light, the other deep shadow.
that ally and taking the effect instead. ▶Youʼre surrounded by a force barrier,
deflecting objects and physical touch.
▶SOLʼS PRIDE [3]: Until the start of You can suppress it, but not for long.
your next turn, you gain +2 Weight, and
whenever a foe within Speed 3 activates, ▶You feel the weight of every death the
they must attack you if able. Veil have caused. It is crushing. You must
bear it.
OVERDRIVE: EQUINOX WARD ▶Your sense of justice pulls you like a
lodestone—your Drive will see it served.
Spend your action: Activate EQUINOX
WARD. While active: ▶BURNUP. For the rest of the scene,
Lunaʼs Mercy has no round or targeting
▶Youʼre permanently Locked, and gain restrictions, and it gains Parry (as the
3 Inertia at the start of your turn. weapon tag, but with no attack
▶Matched allies deal +2 Harm with all restrictions, no per-round trigger limit,
weapons, and gain full Inertia from your and triggering on a roll of 2+).
Equilibrium passive instead of half.
▶Attacks and powers from foes that At the end of the scene, your Drive
arenʼt Matched to you have their Impact refuses to be destroyed, and reshapes
reduced by 2 and canʼt apply statuses. itself into a shield of frozen starfire.
You are gone, but your light remains.
For the rest of the scene, you may
deactivate EQUINOX WARD at any time,
and spend your action to activate it
again.

[29]
there is a spark in you that
SCORPIO CORE


crackles and howls against its
prison it has always been there it
DEADSTAR predator was starved and mewling but i have
fed it blood and force and fire
▶ROLE: Hunter-Killer
▶PATTERNS: Balanced, Light, Ultralight you feel the fissionhunger gnawing
▶BURN GATE: 7 at your heart and the maelstrom
▶SEEK: And Destroy surging through your veins you will
bear this all your life until it
PASSIVE: sunkiller blades ends you but you are more than
fragile unkindled death SO PROVE IT
Your Projected Melee weapons deal +1
Harm for each status on the target, crack atoms in your jaws like bones
including special statuses. gorge on the marrow of harmony/
stability/dissonance/energy
At the start of your turn, you may Prime the universe is yours to take but
or Slow a Leading (2) foe until the start THEY WOULD TAKE IT FROM YOU DO NOT
of your next turn. LET THEM

POWERS wrench their storm from the black


and swallow it. bleed lightning.
▶NEUTRON POISON [1]: Boost. Your breathe steel. HUNT WITH ME ACROSS
next 2 hits with Projected Melee THE FIRE AND VOID AND SHOW THEM EVEN
weapons Weaken and Lock their targets ENTROPY CAN DIE.
before dealing Harm.

▶SLAG SPASM [2]: Deal 2 Harm to a BURN SCARS


foe within 2 Speed, then apply all the ▶Your veins run hot with radioactive
targetʼs active statuses to another foe venom. Itʼs painful and exhilarating.
within 2 Speed of them.
▶Your body has natural weapons made
▶SUNKILLER STRIKE [3]: Choose a from your own Drivelight: claws, teeth, a
Matched foe. Then, depending on how barbed tail, or something more exotic.
many statuses they have— ▶When you see a living thing, you have
▶0-1: Deal 2 Harm. a flash of exactly how to kill it, whether
▶2-3: Deal 4 Harm and Stun. you want to or not.
▶4+: Destroy them (Bosses take 5 Harm
and Fracture instead). ▶When someone wrongs you, it hurts
like a knife—until you pull out the blade
and return the favor.
OVERDRIVE: DEADSTAR VENOM
▶BURNUP. For the rest of the scene, at
Spend your action: Choose a foe. Warp the start of your turn, apply HEAT
to Match them, then Prime, Lock, DEATH to a foe of your choice. Foes
Weaken, Disrupt, and Fracture them with HEAT DEATH have all basic
until the end of the following round. statuses, bypassing immunity. When a
foe with HEAT DEATH is destroyed, you
may reapply it to a new foe within
Speed 3 of the target.

At the end of the scene, your Driveʼs


kill-impulse turns inward, and
it rips you apart from the inside out.

[30]

Arc twelve-three dash two dash
sagittarius CORE seven. A bad shot; too wide. Eddy
boosts hard as the Kharos-Strain
divine deliverance spins like a grinding-wheel, rending
a station evac jumper to a twisted
▶ROLE: Long-Range Precision hulk of carbon. He feels a pang
▶PATTERNS: Any behind his eyes, a turgid heat
▶BURN GATE: 6 threatening to bloom—
▶ALWAYS: Finds Its Mark
No. Focus. Arc nine-eight dash four
PASSIVE: HEAVEN’s EYE dash nine. Closer, but the shot will
glance, probably just piss it off—
Your Ranged weapons gain +1 die on
attacks and deal triple Harm on Crits. There’s an idea. “HEY!” he screams,
and a seeker volley peppers the
Once per turn after you roll to attack, Kharos’s writhing extrema. The Veil
you can take any amount of Drive Stress shudders, then folds inside-out,
to reroll that many dice. reshaping itself to face him. Eddy
grins, finger slowly squeezing on
POWERS Apollo’s massive trigger, careful
and smooth like a lover’s embrace.
▶ORIONʼS GLARE [1]: Choose a
Leading (6) foe, then deal Harm equal to Arc oh-four dash one dash five—
your difference in Speed. This power
canʼt target foes less than 4 Speed away.
BURN SCARS
▶CALLED SHOT [2]: Choose a Leading ▶One of your eyes burns with starlight.
(6) foe, then attack them with a Ranged Close the other, and you can see infinity.
weapon. If the attack destroys them,
clear 4 Drive Stress. ▶You have minor telekinesis. You canʼt
always control it, even when you try.
▶ARTEMIS RUSH [2]: Boost, then ▶Your Drive Core feeds you a constant,
attack with a Ranged weapon. Whenever dizzying stream of perfect spatial
you Crit, you can use this power telemetry—arcs, vectors, paths, and
automatically (you still take Drive Stress more.
when you do).
▶Regardless of proximity, everything
always feels impossibly close.
OVERDRIVE: starPIERCER
▶BURNUP. You donʼt gain the normal
Your next attack with a Ranged weapon bonuses for BURNUP. Gain the
rolls double dice, is an automatic Crit, following power:
and ignores all reductions and
immunity. For each 6 you roll, the attack ▶GODSLAYER COREBOLT [9999]:
deals +1 bonus Harm (before Choose a foe. They are completely
multipliers). annihilated—no trace of them
remains in the past, present, or future.
You remain in BURNUP until the
mission ends or you use GODSLAYER
COREBOLT, whichever comes first. You
can otherwise act normally.
When you exit BURNUP, your Drive
jettisons its own Core, and forms the
heart of a new constellation.

[31]

THERE IS A GREAT SECRET I HAVE
CAPRICORN CORE LEARNED: the stars are holes in a
curtain. Behind them burns a fierce
UNLIGHT juggernaut and merciless fire. But the holes are
not distributed equally, and some of
▶ROLE: Veilspace Interdictor them look out onto darkness. These
▶PATTERNS: Balanced, Heavy are the black holes, and I have made
▶BURN GATE: 8 myself one.
▶THE ABYSS: Gazes Back
THERE IS A GREAT SECRET I HAVE
PASSIVE: veilborn LEARNED: the void beyond is not
empty. There is only the suggestion
As long as youʼre Matched to one or of emptiness. The curtain folds and
more active Veil Breaches, your ripples, and this motion creates
Projected Melee weapons gain +2 Harm anti-geometry. The void flows through
and Massive, and you gain 2 Inertia at this geometry, and I have learned to
the start of your turn. follow it.
Whenever you destroy a foe, you may THERE IS A GREAT SECRET I HAVE
open a Veil Breach at the targetʼs Speed. LEARNED: the curtain conceals an
evil. The evil is myriad, and yearns
POWERS to devour us. These are the Veil,
and I will devour them first.
▶ABYSSAL STRIDE [1]: Warp between
two active Veil Breaches, one of which
must be Matched to you. BURN SCARS
▶Your presence saps the heat and light
▶UNLIGHT CRUSHER [3]: Deal 7 Harm from your surroundings. The closer you
to a Matched foe, ignoring reductions get, the colder and darker it becomes.
and immunity. Advance the Incursion
Clock by 2. ▶You have an aura of warped,
pulsating, flickering space. Like .
▶ENTROPIC MANTLE [X]: Whenever ▶You canʼt shake the feeling your love
you would take Impact, you can use this and friendship bring others bad luck.
power to gain that much Drive Stress
instead (before reductions). ▶You have vivid recurring nightmares
where you are a Veil, slaughtering
Revolvers youʼve never met.
OVERDRIVE: dead zone
▶BURNUP. For the rest of the scene,
Spend your action: You and all non- gain the following Projected melee
Boss foes within Speed 3 are removed weapon:
from the encounter, reappearing in a
silent, lightless void—the DEAD ZONE. VEILSBANE: M, ∞ Targets, Harm equal
to RPM, Massive, Pierce, ignores
While in the DEAD ZONE: immunity. When this destroys a foe,
▶Characters are always Matched. decrease the Incursion Clock by 2.
▶Foes are permanently Weakened and
Disrupted. At the end of the scene, your Drive tears
▶Your Veilborn passive is always active. open a massive Veil Breach and is
▶When you would take Impact, you swallowed into V-Space. You will fight
take that much Drive Stress instead.
on, but you will never return.
The DEAD ZONE lasts until you exceed
your Burn Gate, or until all foes in it are
destroyed.

[32]

...it gets complicated. “Cause and
AQUARIUS CORE effect”,that makes sense when you're
moving at typical land speeds.
OracLE OF discord Meters a second, kilometers a
second, all well and good. But dance
▶ROLE: Disruption/Subversion along the line between E, m and c,
▶PATTERNS: Balanced, Light and suddenly things aren't so clear
▶BURN GATE: 10 cut.
▶FOLLOW: The Leader
Laws start to bend. There's a little
PASSIVE: ORACLE SEQUENCING margin of error now. Seven
hundredths of a second, if you're
Whenever you hit with a Projected lucky, where the future and the past
weapon, you can choose to deal 0 Harm get themselves mixed up. Just enough
to SEQUENCE all targets hit until the time for something to happen. Who
end of the scene instead. SEQUENCED can say what?
foes are also Primed (but lose Primed
when they take Harm, as normal). You, of course. That's why...
Whenever a SEQUENCED foe activates,
you may immediately use a power
targeting them, ignoring band BURN SCARS
requirements and other restrictions. ▶Your eyes are bright and empty, like
When you use a power this way, its windows to a sea of glass.
Drive Stress cost is doubled.
▶You can hear othersʼ surface thoughts.
If youʼre close, they can hear yours, too.
POWERS
▶You have visions of the future. Some
▶THE FOOL [0]: Any number of foes are hopeful, some are dire, most are
lose SEQUENCED. Clear twice that much unsettling. All of them are your fault.
Drive Stress. This power can only be
used on your turn. ▶Time feels fluid, mutable. If you arenʼt
careful, youʼll lose hours, minutes, days.
▶THE HANGED MAN [2]: Slow a ▶BURNUP. For the rest of the scene,
Leading (4) foe and all foes Matched to your Drive is Immune to all Impact and
them. Statuses. Gain the following power,
which is the only action you can take:
▶THE CHARIOT [2]: Force a Leading (4)
foe to Fold 2 in a single direction of ▶THE STAR [9999]: Choose three
your choice. foes and activate them. You control
their turns this round. While under your
▶THE TOWER [3]: Force a Leading (2) control, they deal all Impact as Harm.
foe to immediately attack another foe of At the end of the scene, your Drive
your choice, dealing all Impact as Harm. entwines with every possible past,
present, and future, and unravels into
OVERDRIVE: THE WORLD threads of brilliant light.
For the rest of the scene, your powersʼ
base Drive Stress cost is reduced to 1
(unless it was lower). Whenever an allyʼs
turn begins, you may use a power
targeting a SEQUENCED foe within
Speed 3 of that ally.

[33]

++TYPE::HARDTEXT++
PISCES CORE ++CLEARANCE::AZURE_BRAVO++
++ADDRESS_IN::0X581F>491>USN>EARTH++
UNCONDITIONAL ACCELERATOR ++ADDRESS_OUT::[!EXPUNGED!]++
BEGIN MSG CONTENTS=================
▶ROLE: Relativistic Maneuvers Hey ladybug++Happy 19th [wow] hope I
▶PATTERNS: Light, Ultralight timed this right++Sry for terse++
▶BURN GATE: 6 new deploy in [!EXPUNGED!] so hard
▶NEVER: Look Back lmts on transm length++might be
while til next but will try++
PASSIVE: SUPERFLUIDITY
++Wish I cld slow this down
Whenever you Boost 2 or more, gain 1 smtimes++kick relativity in the can
FLOW, up to 6. Your Projected weapons for stling a decade frm us in 2
deal +1 Harm for every 2 FLOW you yrs++guess I shld take own advce++
have. Lose all FLOW whenever you take Look forward not back++Eyes on
Drive Burn or end your turn without horizon++Heart with you always++Be
Boosting. safe++Be brave++I love you++Mom
END MSG CONTENTS====================
When you would lose Speed, you may
spend any amount of FLOW instead,
reducing the Speed lost one-to-one. BURN SCARS
▶Youʼre unsettlingly tall, lean, and
POWERS angular, every vertex shaped for speed.
▶VORTEX RUSH [1]: Boost, then deal ▶When you move, you leave a wake of
Harm equal to your FLOW (minimum 1) spatial echoes, like ripples on water.
to up to three foes you passed. ▶You canʼt stay still. When you try, it
feels like your atoms will rip themselves
▶WAVESPLITTER [2]: Boost 2, attack apart.
with a Projected weapon, then Boost 2
again. ▶You think, move, act, and react
supernaturally fast. The world feels dull
▶INERTIA CHARGE [1]: Boost, then and glacial in comparison.
plant an INERTIA CHARGE on one foe ▶BURNUP. For the rest of the scene,
you passed. At the start of each of your your Speed is any value you want it to
turns, you may detonate all active be—you can change it at any time, in
charges, dealing Harm to their targets any amount, no matter what.
equal to your current Speed.
At the end of the scene, your Drive
The charges last until detonated or until bursts past the speed of light, and
the end of the scene. You can have any your particles scatter to every corner
number of charges active at once. of the universe.

OVERDRIVE: PERFECT FLOW


For the rest of the encounter, your Accel
becomes 8, you canʼt be Locked,
Slowed, or prevented from Boosting in
any way, and whenever you take an
action, gain 1 FLOW.

[34]
WEAPONS
STEEL AND STARLIGHT
To be the ring of spears.
To destroy destruction.
To harm, so that others may not be
harmed—but still, to harm.
When the stars still shone, arming a
Revolver was unthinkable—humanity had
already borne the scars of energy-as-
death, and chose the path of compassion.
But then the galaxy went dark, and the
Veil offered another choice: principles or
extinction.
And so.
Now, a Drive is its weapons as much as its
turbine. Now, Prima Solʼs last hope lies in
brilliant and overwhelming force: in blade
and beam and battery, in violence-as-
defiance, in you.
You may never see a star-filled sky, or an
Earth not under siege—but Revolvers
fight for the day when others will.
So fight.
Refuse the inevitable. Defy the odds. Push
back the unlight tide and scour the Veil
from space. Carve a new and brighter
future with arms of steel and starlight, so
that they may be never used again.

[35]
WEAPONS OVERVIEW
TYPES, STATS, AND TAGS
Weapons in Infinite Revolution come in
two basic types: Projected and Mounted.

▶ Projected weapons are powerful arms


of Drive-forged light, shaped and
sharpened by your internal resonance.
They are heavily customizable and
unique to you.

▶ Mounted weapons are terrestrial,


human-manufactured systems
attached to your Drive using specially-
projected resonant hardpoints. What
they lack in cosmic flair they make up
for in versatility, running the gamut
from missile pods to Gauss cannons to
HK drone arrays.

In addition to their type, all weapons are


either Ranged or Melee , denoted by
an icon next to the weaponʼs name or
pattern heading (for Projected weapons).
Each weapon also has four properties that
help describe its function:

Band—The relative Speed bands the


weapon can hit. If a weapon lists multiple
bands, it can freely target one of those
bands (but not more) each time you
attack. (For more on Speed bands, see
page 15).

Targets—How many foes the weapon can


target with each attack. A weapon with 0
or fewer Targets canʼt be used to attack.

Harm—Damage. (See page 17).

Tags—Keywords that grant a weapon


special abilities. Some weapons start with
intrinsic tags, and Projected weapons can
be customized with additional tags via
Projection Focusing. (See page 42).

[36]
PROJECTED ▶ Customize your weapon with Focus
Arts (see the rules for Projection
WEAPONS Focusing below).
▶ Describe how it looks, sounds, and
Energy-as-death functions. Like Drives, Projected
A dragonʼs head where a Driveʼs should weapons come from the soul,
be, its starry maw belching brilliant unrestrained by physics and real-life
annihilation. feasibility. Whatever you want them to
be, they can be.
A hammer in silhouette, its shape cast by ▶ Name it. (Optional but recommended).
grav-lensed light, leaving craters in
spacetime with each swing.

A thousand shining needles moving as Projection


one, flowing like starlings, piercing the
black with threads of searing gold. focusing
A bolt of neon plasma, grasped in hand; HONING YOUR EDGE
hungry, serpentine, alive. Much like you, a Projected weapon is
anything but static—it grows and changes
Made of Drivelight and dreams, defiant of as you fight together, shaping itself to
physical limits, immensely destructive and better suit your unique combat style. This
shatteringly beautiful—these are a process is called Projection Focusing,
Revolverʼs Projected arms, weapons to and lets you to customize a Projected
break gods. weapon beyond its starting parameters.

A freshly-spooled Revolver begins play


forging A with 1 Focus Point, which you can use to
unlock the first Focus Art of a single
PROJECTED WEAPON Focus Tree. Each Focus Tree is a package
of abilities and tags that upgrade your
Cast your light to shape Projected weapon, making it more
Projected weapons, like Drives, come in a effective at a certain fighting style.
variety of Patterns. A Projected weaponʼs
Pattern determines its general stat range, There are six total Focus Trees, with three
and also grants a unique Pattern Trait—a Arts each. Each Art must be unlocked
special passive ability that defines that sequentially. As you gain more Focus
Patternʼs role in combat. Points through advancement, you can
spend each one to either unlock the next
There are eight Patterns total: four Art of a Focus Tree youʼve already invested
Ranged (Beams, Cannons, Channels, in, or the first Art of one you havenʼt.
and Seekers), and four Melee (Blades,
Breakers, Kata, and Shields). Each Pattern No matter how Focus Arts you unlock, a
also has a number of subtypes, which weapon can only benefit from three at
determine a Projected weaponʼs base stats a time. Applying higher-tier Focus Arts to
and starting Tags. a weapon also requires applying all
previous Focus Arts in the Tree.
To create a Projected weapon for your
Drive: Focus Art unlocks are permanent, but you
may freely reconfigure which Arts are
▶ Choose a Pattern and subtype. applied to your weapon during the
▶ Note your subtypeʼs base stats, tags, Downtime phase.
and Pattern Trait.
(For a list of Focus Trees and Focus
Arts, see page 42).
[37]
beams
TYPE: AUGER TYPE: RIPPER TYPE: FLICKER
BAND: L, T (All) BAND: L, T (All) BAND: L, T (All)
TRGTS: ∞ TRGTS: 3 TRGTS: 2
HARM 1 HARM 2 HARM 1
TAGS: Piercing TAGS: None TAGS: Agile

Beams are brilliant arcs of pure,


destructive Drive energy. Theyʼre long-
range, multi-hit weapons that specialize in
damaging large swathes of targets across
multiple Speed bands.

PATTERN TRAIT: Beams donʼt target foes


normally. Instead, on a successful attack, a
Beam deals Harm to the closest X foes in
its Band, where X is its Targets. If there are
multiple foes at the same Speed, choose
only one per Speed value.

CANNONS
TYPE: LIGHT TYPE: HEAVY TYPE: SCATTER
BAND: L4 (L2) BAND: L6 (L3) BAND: L2 (L2)
TRGTS: 1 TRGTS: 1 TRGTS: 2
HARM 2 (1) HARM 4 (2) HARM 2 (1)
TAGS: Agile TAGS: Cooldown TAGS: Burst

Cannons encompass a wide variety of


projectile weapons—usually ones that fire
high-velocity R-STATE shells. Theyʼre
reliable mid-range arms that excel at
controlling space.

PATTERN TRAIT: Cannons have a Threat


band, represented by the Speed band in
(parentheses). 1/round when a foe acts
within your Cannonʼs Threat, you may
deal the Harm in (parentheses) to that
target after the action resolves. This is
not an attack, but still applies tags like
Burst and other effects that trigger on
dealing Harm.

[38]
Channels
CONFIG: BLAST CONFIG: PINPOINT
BAND: M, L1 BAND: L4
TRGTS: 1 TRGTS: 1
HARM 2 HARM 3
TAGS: Decel 2 TAGS: Precise

CONFIG: SPREAD CONFIG: SCREEN


BAND: L3 BAND: T3
TRGTS: 3 TRGTS: 2
HARM 1 HARM 2
TAGS: None TAGS: Agile

Channels are multiplexed directed-energy PATTERN TRAIT: When you choose a


weapons similar to terrestrial drone arrays, Channel as your Projected weapon, pick
but respond directly to mental commands two Configs—one active, one reserve.
in lieu of an external interface. Under an Your Channel always has the stats and
experienced Revolver, they are hyper- tags of its active Config. 1/round at any
adaptable, multifaceted threats, capable point during your turn, you can swap your
of real-time reconfiguration in response to active and reserve Configs, no action
a changing battlefield. required.

SEEKERS
TYPE: CHAFF TYPE: SWARM TYPE: WARHEAD
BAND: T4 BAND: L6 BAND: L (All)
TRGTS: [Volley] TRGTS: [Volley*2] TRGTS: [Volley-2]
HARM 2 HARM 1 HARM 6
TAGS: Slow TAGS: None TAGS: Burst

Seekers are self-guided munitions fitted


with a variety of powerful payloads. They
specialize in long-range destruction
against high-saturation massed threats.

PATTERN TRAIT: Seekers have a Volley


Die, a d6 that starts each scene at 1 and
determines their number of Targets. At the
end of each of your turns, add 1 to your
Volley Die, up to 6. After you attack with
a Seeker, the Volley Die resets back to 1.
You can also use your action to increase
the Volley Die by 1, which stacks with the
end-of-turn increase.

[39]
BLADES
TYPE: SABER TYPE: LANCER TYPE: ULTRA
BAND: M BAND: M, L2 BAND: M
TRGTS: 1 TRGTS: 1 TRGTS: 1
HARM 2 HARM 3 HARM 5
TAGS: Agile, Parry TAGS: Pierce TAGS: Massive,
Taxing

Blades are simple and iconic: edged


melee weapons in an uncountable array of
shapes. They excel at precision strikes
against hardened single targets.

PATTERN TRAIT: Blades have an Edge


Die, a d6 that starts each mission at 6.
After you roll an attack with a Blade, you
can choose to either remove the highest
die from that roll and use it as your new
Edge Die, or add your Edge Die to your
attack pool as if youʼd rolled a die with
that result.

Once you use an Edge Die, itʼs gone until


you create a new one. You can only have
one Edge Die at a time.

BREAKERS
TYPE: FLAIL TYPE: SLEDGE TYPE: STAVE
BAND: M BAND: M BAND: M
TRGTS: 2+2* TRGTS: 1+1* TRGTS: 1
HARM 2+2* HARM 4+2* HARM 2+1*
TAGS: Decel 1 TAGS: Taxing, TAGS: Parry
Massive,
Decel 3
Breakers are heavy, brute-force melee
weapons that thrive at high speeds where
their weight can have maximum effect.
They deal high damage to multiple foes
and can knock them off course with the
Decel tag.

PATTERN TRAIT: As long as you have 5


or more Speed, your attacks with Breakers
gain Decel +1 and all bonus stats marked
with a star* (they donʼt have these
bonuses at Speeds below 5).

[40]
KATA
STYLE: BLACK HOLE STYLE: NOVA STYLE: PULSAR
BAND: M BAND: M BAND: M
TRGTS: 1-3 TRGTS: 1-3 TRGTS: 1-3
HARM 1/2/3 HARM 1/1/4 HARM 1/2/2
TAGS: Slow / TAGS: None / TAGS: Agile, Parry /
Weaken / None / Agile, Parry /
Stun (Crit) Massive, Agile, Leech
Burst
Kata arenʼt weapons in the traditional
sense—each Style represents training in a
hand-to-hand technique, honed and
passed down by generations of Revolvers.

PATTERN TRAIT: Kata use three separate


attacks (called Strikes) with three different
targets. You still only make one check to
attack with a Kata, but if you hit, you can
perform up to three Strikes sequentially
against different targets, using the stats
and tags in /slashes/ for each. Before you
hit with any Strike, you may also Boost 1
(as long as thereʼs still a valid target where
you end the Boost).

SHIELDS
TYPE: BUCKLER TYPE: HEATER TYPE: PHALANX
BAND: M BAND: M (T1) BAND: M (L1, T1)
TRGTS: 1 TRGTS: 1 TRGTS: 1
HARM 2 HARM 2 HARM 3
TAGS: Agile, Parry TAGS: Anchor 1 TAGS: Taxing,
Anchor 2

Shields—directed-energy emitters,
coalescent-mag fields, or hunks of impact-
treated carbon steel—specialize in
defense over raw power, but can still be
effective weapons in a trained Revolverʼs
hands.

PATTERN TRAIT: You can use your action


to charge your Shield, projecting a
bastion of Drivelight around you. When
you charge your Shield, you, Matched
allies, and allies within the Speed bands in
(parentheses) gain Inertia equal to your
Shieldʼs Harm until the start of your next
turn.

[41]
FOCUS Arts
FOCUS: ABSTRACTION FOCUS: PRECISION
▶Your weapon gains the Leech tag. If it ▶Your weapon gains the Precise tag. If
already has the Leech tag, it clears 2 it already has Precise, its attacks count
Drive Stress on Leeching instead. as Strong Hits on a roll of 5 or 6.
▶When you have over half your Burn ▶1/turn after you attack with your
Gate in Drive Stress, your weapon gains weapon, you may reroll the attack's
+1 Harm and -1 die on attacks. lowest die.
▶Your weapon can target Veil Breaches, ▶On a Strong Hit or Crit, your weapon
instantly sealing them on a Weak Hit or ignores immunity and Harm reductions.
above. This doesn't clear Drive Stress.

Focus: DISTORTION Focus: PRESERVATION


▶Your weapon gains your choice of the ▶Your weapon gains the Anchor 1 tag.
Slow, Weaken, or Fracture basic status If it already has Anchor, increase its
tags. If it already has a basic status tag, value by 1.
you may swap that tag for one of the
options above instead. ▶1/round when a Matched ally would
take Impact, you may reduce it by your
▶Your weapon's status tags also apply weapon's Anchor value.
on Weak Hits.
▶Inertia granted by your weaponʼs
▶Your weapon's status tags apply even Anchor tag now stacks with existing
on a Null. On a Crit, any statuses it Inertia instead of overriding it.
inflicts are permanent (except Stun).

FOCUS: FRICTION FOCUS: REACTION


▶Your weapon gains the Decel 2 tag. If ▶Your weapon gains the Parry tag. If it
it already has Decel, increase its value already has Parry, you can roll 2d6 and
by 1. choose either when Parrying.
▶After your weapon Decels a target, ▶Your weaponʼs successful Parries also
one other foe at the target's ending inflict any basic statuses the original
Speed also takes your weapon's Harm. attack or effect would have applied.
▶If your weapon would Decel a non- ▶1/scene, you may Parry automatically,
Boss foe to 0 Speed, they are destroyed. no roll required.

[42]
MOUNTED WEAPONS
Prima sol’s FINEST
Mounted weapons are strong in their own
right, but donʼt benefit from most powers,
and canʼt be upgraded via Focus Arts.
The table below lists some popular
choices for terrestrial Drive armaments.
Each model has a storied history, and
many have developed myths or
reputations unto themselves.

MOUNTED weaponS RANGE BAND TARGETS HARM TAGS


Cooldown, Precise,
AHM-88 ANTIMAT RIFLE L6 1 5 Pierce, Taxing
ARC PROJECTOR L2, T2 4 2 Disrupt

AV-99 27MM REVOLVER L3, T1 1 3 Agile

EM-227 MULTICANNON L4 3 3 Slowing

“FUNNELWEB” DRONES L4, T4 2 2 Prime

GD7 RIPPER BLADE M 1 3 Fracture, Weaken

GF14 CHARGED SPEAR M, L1, T1 1 3 Pierce

“ICHIRO” MISSILE PODS L5 4 1 Burst, Cooldown

M-ZETA STORMCASTER L1, T1 2 2 Slow, Weaken


Massive, Pierce,
OMEGA DRILL M 1 4 Taxing
RXM-S8 “LUNA” SHIELD M 1 3 Anchor 1, Parry
Cooldown,
SRW-91 PILEBUNKER M 1 5 Fracture, Pierce
SHK-II HARPOON GUN M, L3 1 3 Decel 3

SGR-1 “DRAGON” AXE M, L2 2 3 None

TERACORE BEAM L(All) 5 2 Cooldown


Stun (Crit only),
THUNDERBOLT CQC RIG M 1 4 Taxing

[43]
WEAPON Tag glossary
Weapon tag EFFECT

▶Agile Can attack before or after taking a normal Boost action.


On a Weak Hit or or better, gain X Inertia until the start of your
▶Anchor X next turn.
Also hits all foes Matched to its target(s). Multiple Burst triggers
▶Burst do not stack damage on the same foe.
▶Cooldown Canʼt make attacks two rounds in a row.

▶Fracture Fractures targets on a Strong Hit or better.


On a Strong Hit, forces targets to lose up to X Speed (you can
▶Decel X choose less, but not 0).
▶Disrupt Disrupts targets on a Strong Hit or better.

▶Leech On destroying a non-Chaff foe, clears 1 Drive Stress.

▶Lock Locks targets on a Strong Hit or better.

▶Massive On a Null, still deals half its total Harm (doesnʼt count as a hit).

▶Massless Ignores Weight, but not Inertia. (Veil only).


1/round when attacked, roll a d6. On a 6, ignore negative effects
▶Parry and reflect all Impact back to its source as Harm. Can only be
used if youʼve attacked with this weapon this round.
▶Pierce Harm dealt canʼt be reduced in any way. (Immunity still applies).

▶Precise +1 die when attacking.

▶Prime Primes targets on a Strong Hit or better.

▶Slowing Slows targets on a Strong Hit or better.

▶Stun Stuns targets on a Strong Hit or better.


Canʼt attack if youʼve Boosted at all this turn. Once youʼve
▶Taxing attacked, you canʼt Boost until the start of your next turn.
▶Weaken Weakens targets on a Strong Hit or better.

[44]
For hundreds of years, despite best
efforts, Humanity thought itself alone
among the stars.

We were mistaken.

First contact was on Eris, decades ago—a


massacre. They were too fast, too strange,
horrible squirming fractals of warped and
broken space, ever-shifting, petals-
tendrils-spirals-rings and other things we
couldnʼt describe.

Now theyʼve swallowed half the system,


but weʼve learned from every kilo of space
theyʼve gained. The Veil are a terrible
paradox: life from a basis of anti-life, a
species that thrives in the void of absolute
entropy. They move as a tide, devouring
every spark of heat and light—languid
until engaged, then incomprehensibly fast
and brutal.

Our guardian fleets fell first, their


V-Engines unwitting beacons for Veil
reinforcements. Planetary emplacements
were next, blinkered by their own
dimensionality as targets failed to lock
again and again. We were overwhelmed,
desperate, backs against the wall as
untold billions fell—

And then, a glint. A flicker. We found a


new way to fight, fueled by hope and pain
and starfire—and, for the first time, we
pushed back the tide.

The Veil are powerful and alien and vast,


but we know they arenʼt immortal. We
know we have a chance.

Take it.

[45]
VEIL OVERVIEW bosses
The unlight tide Maximum threat
The Veil are the primary antagonists in the Boss foes work similarly to their lower-
world of Infinite Revolution—a faction of rank counterparts, but also use two
bizarre and ruthless predators fuelled by special rules to represent their increased
the absence of energy, which they require threat: phases and Counters.
in vast amounts.
Each Boss has a number of phases, noted
Like Revolvers, every strain of Veil is by the number in (parentheses) after their
specialized and unique, but they all share Presence total. Bosses always begin
some common properties: Combat in phase 1, and each time they
would be destroyed, they clear all
▶ Rank—a rough measure of the foeʼs negative statuses, regain all Presence,
power and durability. and advance to next phase instead.
▶ Chaff foes are weak, and often fall (Excess Harm doesnʼt carry over betwee).
in one or two hits. They work best in
large numbers, or as support for When a Boss loses all Presence in their
stronger foes. final phase, theyʼre destroyed for good.
▶ Standard foes form the backbone The GM can always use an Incursion Move
of most encounters with the Veil. to activate a Boss, but they don't activate
With focus fire, theyʼll fall quickly, normally on Weak Hits or Nulls. Instead,
but still pose a danger to careless or each Boss has several unique Counters
vulnerable Revolvers. they can respond with, which can be
▶ Elite foes are powerful specialists, triggered any number of times per round.
requiring several hits or a
coordinated assault to destroy Each Counter requires the Boss be in a
before they wreak havoc. certain phase before it can be used, noted
by the number in [brackets] next to the
▶ Bosses are massive, scene-defining Counterʼs name. Whenever a Boss enters a
threats, capable of engaging an new phase, they can immediately use
entire Brace alone. that phaseʼs Counter. A Boss can always
▶ Reach—the maximum Speed the foe use a previous phaseʼs Counter instead of
can gain or lose with the Fold action. the current one.
The value in (parentheses) is the
highest Speed the foe can begin the
encounter with. A Veilʼs Speed can USING RANKS
never drop below 1. Building combats
▶ Armor—reduces all incoming Harm by As a baseline for an average-difficulty
its value. Combat, the GM can build a force of Veil
by choosing an option below (repeats
▶ Presence—the foeʼs ability to fight. okay) for each Revolver in the Brace:
Lose it all, and theyʼre destroyed. ▶ 4-6 Chaff foes
▶ Attacks—direct strikes that deal ▶ 3-4 Standard foes
Impact and statuses. Foes never roll ▶ 1-2 Elite foes
for their attacks; their effects are
automatic. ▶ 1 Boss foe [only 1 per scene]
In general, err the side of more foes, not
▶ Powers—special abilities. Powers with less—Revolvers are extremely powerful,
the [P] tag are passive and always and are built to handle overwhelming
apply, and powers with the [R] tag odds. Let them shine!
require Recharging between uses.
[46]
LANTANA-STRAIN YARROW-STRAIN
▶ROLE: M.A.D.
▶RANK: Chaff
▶REACH: 3 (3)
▶ARMOR: 0
▶PRESENCE: 3

attacks
▶PURSUE
1 Target, 2 Impact, M, L1, T1. Can
immediately Warp to targetʼs ending
Speed after use.

POWERS
▶ANTIMATTER BLOOM [P]:
When a Lantana-Strain is destroyed,
Matched Revolvers take 3 Impact.
▶CATALYZE [R]:
Revolvers within Speed 2 make a
BRIGHT check. On a Weak Hit or a
Null, targets are Primed.

TACTICS
Pursues for maximum disruption with
Catalyze and Antimatter Bloom—does
not retreat or self-preserve.

[47]
THISTLE-STRAIN IVY-STRAIN
▶ROLE: Harrier
▶RANK: Chaff
▶REACH: 4 (4)
▶ARMOR: 0
▶PRESENCE: 2

attacks
▶STIPPLE
2 Targets, 1 Impact, T4, Massless
▶PUNCTURE
1 Target, 1 Impact, M, Massless

POWERS
▶EVASIVE [P]:
Ignores Harm from attacks that arenʼt
Strong Hits or Crits.
▶BRISTLE:
For the rest of this round, when a
Revolver targets the Thistle-Strain with
an attack or Power, they are Fractured
until the start of their next turn.

TACTICS
Keeps distance with high Reach and
harasses with Stipple, or Puncture if Seeks target and uses Embrace to lock
forced. Uses Bristle to discourage them down, then Constricts them until
attacks and buy time for reinforcements. destroyed.

[48]
ORCHID-STRAIN ROSE-STRAIN
▶ROLE: Anti-Drive Specialist
▶RANK: Soldier
▶REACH: 3 (8)
▶ARMOR: 0
▶PRESENCE: 6

attacks
▶SWELTER:
3 Targets, 0 Impact, T5. Targets take
2 Drive Stress.

POWERS
▶COREWORM [R]:
Choose a Revolver. The target is
Strained until the Orchid-Strain is
destroyed or this power is used again.
▶STIGMA BOMB:
Choose a Revolver within Speed 5.
At the end of its next turn, the target
takes Impact equal to its current Drive
Stress (max 5). The bomb expires if
the Orchid-Strain is destroyed.
▶STIGMA SNARE:
Choose a Revolver within Speed 5.
If they use a power before the end of
their next turn, they take 3 Drive
Stress and are Disrupted.

TACTICS
Opens with Coreworm, then attacks
with Swelter build large amounts of
Drive Stress on multiple targets. Uses
Stigma Bomb and Stigma Snare to
punish frequent power usage.

[49]
IRIS-STRAIN SAGE-STRAIN
▶ROLE: Focus Fire
▶RANK: Soldier
▶REACH: 2 (6)
▶ARMOR: 0
▶PRESENCE: 7

attacks
▶GAZE:
1 Target, 2 Impact, L6/T6. FOCUSES the
target until the Iris-Strain attacks a
different one. Against FOCUSED
targets, this gains +2 Impact and Slows.

POWERS
▶GLIMPSE THE THRESHOLD:
Choose a Trailing (8) Revolver. The
target is Slowed, or Locked and
Fractured if theyʼre FOCUSED.

▶CORNEAL SHIELD [R]:


Until the end of this round, the Iris-
Strain takes -2 Harm from Revolvers
that arenʼt FOCUSED.

TACTICS
Chooses a single priority target for Gaze
and ignores all others. Uses Glimpse
The Threshold to lock down its chosen
target (if necessary) and Corneal Shield
if significantly threatened.

[50]
FOXGLOVE-STRAIN KHAROS-STRAIN
▶ROLE: Assassin
▶RANK: Elite
▶REACH: 3 (8)
▶ARMOR: 0
▶PRESENCE: 7

attacks
▶NULLIFY:
1 Target, 4 Impact, T6. Fractures
targets. Must Recharge between
attacks; starts Combat uncharged.
▶VETO:
1 Hit, 2 Impact, M. Disrupts targets
until the end of their next turn.

POWERS
▶CIPHER CLOAK [R]:
The Foxglove-Strain becomes
untargetable and immune to all
statuses and Harm until the end of
this round. It can immediately activate
this power in response to a Weak Hit
against it, nullifying the attack.
▶NULL STEP:
The Foxglove Warps to any active Veil
Breach, then attacks if able.
▶ZERO POINT:
The Foxglove-Strainʼs next Nullify
attack is Massless and deals 10
Impact. If it takes any Harm, this effect
is canceled.

TACTICS
Keeps to high Speeds, using
Nullify for massive Impact against
vulnerable targets. If threatened at close
range, uses Veto, Cipher Cloak, or Null
Step to disengage.

[51]
LOTUS-STRAIN DAHLIA-STRAIN
▶ROLE: Legion
▶RANK: Boss
▶REACH: 2 (4)
▶ARMOR: 2
▶PRESENCE: 9 (3)

attacks attacks
None
1 Target, 3 Impact, L4, T4, Burst.
POWERS
1 Target, 3 Impact, M, Massless.
▶UMBRAL FLOURISHING [P]:
The Lotus-Strain is immune to Disrupt
and Decel. Other foes within Speed 3 4 Targets, 2 Impact, L8. Slows targets.
have +1 Armor and deal +1 Impact.
▶UNFURL:
Roll a d6. Open that many Veil
Breaches+1, distributed across any
number of Speed bands.
▶VOID TORRENT [R]:
Choose Leading or Trailing. At the
start of the next Incursion Turn, all
Revolvers in the chosen band are
Primed, then take 1 Impact for every
active Veil Breach.

COUNTERS
▶VOID MAW [1]:
Open a Veil Breach Matched to the
Lotus-Strain, then deal 2 Massless
Impact to the triggering Revolver.
▶NEW GROWTH [2]:
Create 2 Chaff or 1 Standard foe at
any active Veil Breach, and
immediately activate them.
▶ABUNDANCE [3]:
Choose two: Recharge Void Torrent,
restore 5 Presence to any foe,
activate two other foes.

TACTICS
Constantly calls reinforcements via
Unfurl and New Growth. Uses Void
Torrent once there is significant Breach
presence, and Abundance as needed to
heal itself and others.

[52]
BEYOND THE VEIL
THIS IS NOT THE END
One star. Eight planets. One hundred forty
nine million kilometers. The expanse of
Prima Sol is all at once staggeringly vast and
unfathomably small, a miniscule fraction of
our Milky Way.

Have the other systems survived, or were


they swallowed? Do the stars still burn, or
were they snuffed? What else is out there,
past the edges of the Veilʼs umbral curtain
and the fringes of known space?

Finding those answers wonʼt be easy, but


theyʼre within your reach. Humanityʼs not
finished yet. Youʼre living proof of that, with
fire in your soul and a turbine in your heart.
So rev your Drive, and remember always—

Spin free. Spin fast. Spin true.

Good luck, Revolver. The stars await.

[53]
[54]
APPENDIX
THE TENSION TABLE
AND HOW TO USE IT
During Ops play, whenever the Brace
gains one or more segments of Tension
(or whenever the GM feels itʼd be suitably
dramatic), roll a d6. On a 1-2, a
Complication occurs: roll another d6 or
choose a Complication from the
appropriate section of the table based on
the current position of the Tension clock.
The GM can always choose a
Complication from a lower section of the
table if they wish. Complications that
effect Combat scenes can stack with
each other, but donʼt apply more than
once.

If a Complication wouldnʼt make sense


for the narrative or would immediately
cause the mission to fail, discard it! The
outcomes on the table should up the
drama and give players interesting
challenges, not stifle progress or reduce
the outcome of an entire session to a die
roll.

[55]
TENSION complications
1/8 2/8 MINOR
1 Nothing. Lucky break.

Ambush. At the start of the next Combat Scene (before player actions),
2-3 the GM may immediately activate 1 Standard or 2 Chaff foe(s).
Distress Call. An all-bands distress signal pings the Braceʼs comms from
4-5 the edge of the sector. The signature is corrupted—the only way to find
whatʼs sending it is to track it down.

6 Nothing. Rev your Drive. Breathe.

3/8 4/8 MODERATE


Local Instability. The next Combat scene begins with 2 filled segments
1 on the Incursion Clock.
Unlight Lattice. During the next Combat scene, each foe (including
2-3 Breach reinforcements) begins with 1 Inertia.
Entanglement Fracture. The Veil sever the Braceʼs Q-link: for the next
4-5 two scenes, they have no contact with Hammer.
Novel Antigenesis. The Brace encounters an unfamiliar strain of Veil. It
6 keeps to the fringes of their sensors, but seems to be following them.

5/8 6/8 MAJOR


Euclid Cascade. Roll 1d6+1. The next Combat scene begins with that
1 many active Veil Breaches. Donʼt advance Incursion on the first round.
Voidmines. During the next Combat scene, Revolvers that end their turn
2-3 next to an active Veil Breach take 2 Impact and 2 Drive Stress.
Antipolar Echoes. The Brace is harried by distorted dark-matter
4-5 revenants of themselves. The echoes are incorporeal but will stalk,
unsettle, and wreak havoc on signals and electronics.
V-Space Derelict. A large fragment of a once-lost station or ship warps
6 back into realspace. In its time beyond the Veil, it has become something
else: purposeful, corruptive, hungry.

7/8 MASSIVE
Terminal Breach. The next Combat scene has an additional Boss foe.
1 They arrive at the end of the first Incursion Turn.
Cold Burn. During the next Combat scene, Revolvers take 1 Drive Stress
2-3 per elapsed Combat round at the end of each Incursion Turn.
Congruity Collapse. V-Space begins interphasing with the sector,
4-5 warping it along unpercievable axes. Large swathes of space flicker
unpredictably in and out of existence. Navigation is grueling.
Bloomship. Baryon oscillations fuzz and flicker. A supermassive Veil
6 Breach ruptures at its seams—through gauzy shreds of defiled spacetime,
something vast and terrible emerges.

[56]
8

0
INFINITE
REV LUTION ▶D r i v e s t r e ss

▶CALLSIGN: ▶WEIGHT:

T
HO
▶player: ▶ACCEL:
▶drive core:
▶drive pattern:
QUICK
▶DRIVE PASSIVE

BR
IG
HT
▶DRIVE POWERS

Burn scars
▶WEAPONS

▶focus arts

▶NOTES

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